
Given the exciting potential of the faction, project scope could very quickly balloon to unmanageable size. As the guild regains footholds in major cities, you hold great sway over which relationships to strengthen and which to sever. It’s time for Maven and other cronies to truly serve you or to take their leave… at your pleasure.
Build your network – choose your kingpins and informants. While tempting, charging into the Ragged Flagon and murdering everyone doesn’t seem like the greatest strategy… so what about taking them down from the inside? With prodding, perhaps even Mjoll can be convinced that some thieving in the name of the greater good is forgivable. As with other mods, in Echoes, players can take down the guild. Sneak your way through major Thieves Guild quests where stealth-based play is expected and rewarded. Make use of a vast network of sewers and tunnels to pass unseen through cities. Navigate cities and dungeons like a thief. This mod asks: can a thief be good? Does the end justify the means, and vice versa? How might a given situation allow you to ensure a certain outcome? The goal is to balance the different approaches to the quests so that one option doesn’t dominate as the obviously superior choice. Existing mods add morally good choices to the questline similarly, this mod offers more palatable options, but with consequences and trade-offs. For example, at the beginning of Echoes, Brynjolf does not approach the player at all, and it is up to the player to figure out how to get noticed and sponsored by one of the guild’s associates. Although many mods address mechanical pain-points of the Guild, this mod seeks to rethink the plot, introduce new solutions, and alter some pacing, motivations, and outcomes to address the problems at the source. Power, wealth, and freedom are within reach – if they choose to take it. By delving into the secrets of the guild’s past they discover the source of (mis)fortunes. The recruit is charged with uncovering information about the assailant. As the groundwork is laid, a mysterious adversary rises from the shadows to challenge the guild’s ascension. From the success of a new recruit comes an opportunity for redemption– the chance to seize control of Riften’s political leadership, solidifying the guild’s stranglehold of the city. At the crux of their bid for power, a string of bad luck has rotted the guild’s reliability from the roots and led to botched jobs for their largest client. In 4E 201, Skyrim’s Thieves Guild had enjoyed rekindled success under the five-year leadership of cutthroat kingpin Mercer Frey. Main article: Thieves Guild Main Quest (TGMQ)