Unique benefits, such as becoming a werewolf, can only be achieved by joining the right faction. These items are usually competitive with the types of items found early in the game, and can be worn optionally either to reap the bonuses of the items or for role-playing aesthetic. Most factions grant a special uniform or a set of armor when joined. The Elder Scrolls Online Review - Familiar World, Strange Territory ReviewĢ3 June 2014 Perks of joining factions įaction-specific armament of the Thieves Guild. All of these factions can give you a place to stay, like the other games, more or less, and perks to upgrade. The Stormcloaks and the Imperial legion, however, do employ specific ranks. For example, the only rank attainable in the College of Winterhold, aside from being a basic student, is that of Arch-Mage. Unlike in Oblivion, where each faction had a clear hierarchy of ranks that the Hero could rise through by successfully completing missions, most factions in Skyrim make no such distinctions. The vampire clans from The Elder Scrolls II: Daggerfall and The Elder Scrolls III: Morrowind were omitted as well, with a newer adaption surfacing in Skyrim's first plug-in, The Elder Scrolls V: Dawnguard. The Companions is substituted for the Fighters Guild, canonically aligning with Ysgramor and Atmoran lore prevalent long before Skyrim's inception. Thus, the College of Winterhold, making its debut in The Elder Scrolls V: Skyrim, appeared as a joinable faction. Due to the Mages Guild splitting into the Synod and the College of Whispers, the guild could not logically appear in titles set after the Great War. While Skyrim kept the Thieves Guild and the Dark Brotherhood, the Fighters Guild and Mages Guild were exchanged for other similar organizations. The Elder Scrolls IV: Oblivion was the last The Elder Scrolls title to employ the conventional four factions, which were called "Guilds." These factions included the Thieves Guild, the Mages Guild, the Fighters Guild, and the Dark Brotherhood.
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