joining the mages guild oblivion

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Table of Contents

Introduction: The Allure of the Arcane
The Path to the Guild: Trials in Skingrad
The Recommendation Quests: Proving Your Worth
Inside the Arcane University: A Scholar's Sanctuary
The True Purpose: Confrontation and Revelation
Legacy and Reflection: More Than Spells
Conclusion: A Journey of Transformation

The province of Cyrodiil is a land of diverse ambitions, where warriors seek glory in the Arena and thieves lurk in shadowy corners. Yet for those drawn to the mysteries of Aetherius, the path to power and knowledge leads inexorably to a single, venerable institution: the Mages Guild. Joining the Mages Guild in The Elder Scrolls IV: Oblivion is not merely a matter of enrollment; it is a structured initiation into a world of ancient lore, political intrigue, and profound personal discovery. This journey, beginning in humble county guildhalls and culminating within the hallowed walls of the Arcane University, serves as a defining narrative arc that reshapes the player's understanding of magic's role in Tamriel.

The initial step towards membership is deceptively simple. Any county guildhall, from the bustling capital city to the remote town of Chorrol, offers an audience with the local guild steward. Here, the aspirant learns the first and most significant barrier: the Mages Guild, under the leadership of Arch-Mage Hannibal Traven, has banned the practice of Necromancy and severed ties with the darker arts. To join, one must not only express a desire to learn but also secure written recommendations from the guild halls of all six major cities—Bruma, Chorrol, Cheydinhal, Leyawiin, Bravil, and Anvil. This prerequisite transforms the quest from a simple sign-up into a sprawling adventure across Cyrodiil, forcing the prospective mage to engage with the diverse character and challenges of each region.

Each recommendation quest is a microcosm of the guild's ethos and the local guildmaster's personality. In Chorrol, the scholarly Teekeeus requires the retrieval of rare, non-violent ingredients, emphasizing a mage's resourcefulness and respect for nature. In contrast, the paranoid Athragar in Bravil sends the applicant into a den of vampires, testing courage and combat prowess. These tasks are rarely grand, world-saving endeavors; they are the practical, often messy work of a guild deeply embedded in its communities. They involve solving local problems, recovering stolen or dangerous artifacts, and navigating the personal dramas of the guild members themselves. Through these errands, the player learns that magic in Cyrodiil is not an isolated, tower-bound pursuit but a tool intertwined with daily life, politics, and even petty crime. Successfully completing these tasks proves one is not just a spellcaster, but a reliable agent capable of diplomacy, investigation, and decisive action.

With all six recommendations in hand, the gates of the Arcane University finally open. This campus is the intellectual and spiritual heart of the guild, a sanctuary of learning containing magnificent specialized towers for each school of magic. Gaining access to its libraries, enchanting altars, and spellmaking services is the tangible reward for the applicant's labor. However, membership quickly evolves from privilege to responsibility. The guild's internal politics come to the fore, centered on the ideological rift between Arch-Mage Traven's puritanical stance against Necromancy and the more pragmatic, research-oriented views of senior members like Raminus Polus and the powerful, exiled mage Mannimarco. The new recruit is swiftly drawn into this conflict, undertaking missions that directly support Traven's agenda, such as raiding a clandestine necromantic ritual or investigating rogue guild members.

The guild's narrative reaches its climax not with a final exam, but with a harrowing crisis. The discovery of a traitor within the Council of Mages leads to a magical assault on the University itself. The newest member, by now the guild's most trusted operative, is thrust into the heart of the conflict. This culminates in the Recommendation of the Necromancer quest, a daring journey into the cursed city of Hackdirt and ultimately a confrontation with the source of the guild's corruption. This trial by fire moves beyond academic proficiency, demanding the application of every skill learned thus far in a direct defense of the guild's very existence. It is a powerful demonstration that theoretical knowledge must be tempered by practical resolve.

Completing the Mages Guild questline leaves a lasting legacy. The player is not merely a member but rises to the highest rank, shaping the future of magical study in Cyrodiil. The journey redefines the concept of a mage. It argues that true mastery is a blend of academic diligence, ethical consideration, and worldly engagement. The guild's struggle against Necromancy is not just a plot device but a commentary on the responsibility that comes with power. Furthermore, the process of joining—the travel, the problem-solving, the interpersonal interactions—grounds the fantastical art of magic in a believable, lived-in world. It makes the player's magical prowess feel earned, not bestowed.

Therefore, joining the Mages Guild in Oblivion is a masterfully crafted narrative of integration and ascent. It uses the procedural hurdle of gathering recommendations as a vehicle for exploration and world-building. It gradually escalates personal investment from running errands to deciding the fate of the institution. The journey transforms the player character from an outsider into the Arch-Mage, having proven their worth not only in spellcraft but in judgment, loyalty, and action. It stands as a testament to the game's depth, proving that the path to power is most rewarding when it is paved with meaningful challenges and woven into the rich tapestry of the world itself.

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