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Oblivion: Where Is the Fighters Guild and How to Join the Ranks
Finding the Fighters Guild in the sprawling province of Cyrodiil is a primary objective for many adventurers looking to sharpen their blades and earn a steady supply of Septims. The organization is a professional mercenary group chartered by the Emperor, providing security, beast hunting, and contract work across the empire. Unlike some of the more secretive factions, the Fighters Guild maintains a highly visible presence in almost every major metropolitan area, with the notable exceptions of the Imperial City and the war-torn ruins of Kvatch.
The Three Essential Hubs for Joining
While guild halls exist in seven of the major cities, formal enrollment is restricted to only three specific locations. One cannot simply walk into any hall and expect to be signed up; instead, specialized recruitment officers are stationed in the western, eastern, and central regions of the province.
The Chorrol Headquarters
Chorrol serves as the administrative heart of the Fighters Guild. The hall is situated on the west side of Great Oak Place, a central plaza famous for the massive tree at its center. The building sits conveniently between the local Mages Guild and the private residence of Rimalus Bruiant. Upon entering, the person of interest is Vilena Donton, the Guild Master. She is often found on the second floor during daylight hours or near her home nearby at night. For those starting their journey from Weynon Priory, Chorrol is the most logical first stop due to its proximity to the early main quest objectives.
The Anvil Branch
On the picturesque Gold Coast, the Anvil Fighters Guild is a major recruitment center led by a Redguard named Azzan. The hall is located near the center of town, flanked by the Mages Guild and Heinrich Oaken-hull's house. Azzan is a highly accessible NPC, typically found wandering the ground floor or practicing with training dummies from sunrise to sunset. Joining here immediately opens up the "A Rat Problem" questline, which is a classic entry-level contract for aspiring warriors.
The Cheydinhal Branch
In the eastern reaches of Cyrodiil, the Cheydinhal Fighters Guild provides an alternative entry point. Located on the western side of the city, the hall stands between the Mages Guild and Magrum gra-orum's house. The recruitment officer here is Burz gro-Khash, an Orc known for his blunt personality. He maintains a strict schedule, often monitoring the guild hall or visiting the bridge area near the town's center in the early morning. Enrolling in Cheydinhal leads directly to the "Desolate Mine" contract, offering early combat experience against goblins.
Location Breakdown for All Guild Halls
Outside of the three recruitment centers, the Fighters Guild operates satellite branches that offer essential services like equipment repair, high-level training, and a place to rest. Identifying these locations is crucial for maintaining gear during long travels.
- Bruma Fighters Guild: Located in the northern, snow-covered part of the city. It is positioned between the Mages Guild and Honmund's house. This branch is particularly useful for those seeking training in Blade and Heavy Armor, reflecting the martial culture of the local Nords.
- Bravil Fighters Guild: Found on the east side of the city's main island, nestled between the bridge leading to Castle Bravil and the local shop known as The Fair Deal. The hall reflects the somewhat weathered aesthetic of Bravil but remains a reliable spot for weapon repairs.
- Leyawiin Fighters Guild: Situated on the west side of this southern marsh city. It is located between the Southern Books store and the Blackwood Company Hall. The proximity to the rival Blackwood Company adds a layer of tension to this specific location, which players will explore further in the guild's storyline.
- Skingrad Fighters Guild: Located at the north end of the city, right next to the Mages Guild and directly across from the West Weald Inn. This branch is known for having skilled trainers in the Block skill, making it a frequent stop for defensive-minded players.
Membership Requirements and Restrictions
Becoming a member of the Fighters Guild is straightforward for most lawful citizens, but the organization maintains a professional standard. There are two primary barriers that can prevent a player from joining:
- Active Bounties: The guild will not associate with individuals who have an active price on their head. If you have committed crimes and the guards are pursuing you, the recruitment officers will refuse to speak with you until the bounty is cleared through the proper legal channels or the Thieves Guild's influence.
- The Infamy Threshold: The Fighters Guild prefers a clean reputation. If a character has an Infamy score of 100 or higher, they are generally barred from joining. However, there is a caveat: if your Fame score is also 100 or higher, the guild views your legendary status as outweighing your past sins and will allow you to enlist. For those planning to play a "darker" character, it is highly recommended to join the Fighters Guild early in the game before accumulating high Infamy from the Dark Brotherhood or Thieves Guild questlines.
The Benefits of Joining
The most immediate advantage of membership is the "legalized looting" policy within guild halls. Once you are an Associate, almost every item found within the various branches—from iron longswords to standard heavy armor—can be taken without being flagged as theft. This provides a significant early-game boost for players needing to sell gear for gold or upgrade their own kit.
Furthermore, the guild provides access to specialized services. Every guild hall employs a porter or a smith who can repair damaged weapons and armor for a fee. Additionally, many of the game’s best combat trainers are exclusive to the Fighters Guild. For example, if you are looking for advanced training in Blade, Block, Heavy Armor, or Hand to Hand combat, becoming a member is often a prerequisite to accessing these NPCs.
At the highest tiers of the guild, specifically once the rank of Master is achieved, the rewards become even more substantial. The Master's Chest, located in the Chorrol headquarters, provides a monthly salary consisting of gold and leveled loot. Players can even influence the guild's direction by instructing subordinates to focus on either recruitment (which yields more items in the chest) or contract fulfillment (which yields more gold).
Navigating the Internal Hierarchy
The advancement system in the Fighters Guild is meritocratic. Progressing from an Associate to a Master requires the completion of specific quest blocks. Typically, players will alternate between assignments given by Azzan in Anvil and Burz gro-Khash in Cheydinhal. Eventually, the narrative shifts toward the Chorrol branch, where Modryn Oreyn, the guild's second-in-command, begins assigning high-stakes missions involving the rivalry with the Blackwood Company.
It is important to adhere to the guild's code of conduct. Committing crimes against fellow members, such as theft or assault, results in immediate expulsion. While a first-time offender can rejoin by performing a penance—such as collecting 20 bear pelts for Vilena Donton—a third expulsion is permanent, locking the player out of the faction and its rewards forever.
Strategic Advice for New Recruits
When starting out, it is often best to head toward Chorrol first. Because the town is centrally located and is a destination during the early stages of the Main Quest, it allows for a quick sign-up. Once you are a member, you can utilize the guild halls as free lodging. Most halls contain multiple beds that are unowned, providing a safe place to level up and rest without paying for an inn.
In terms of equipment, the Fighters Guild halls are treasure troves for the fledgling warrior. The armory sections often contain full sets of steel or chainmail at lower levels, which can be gathered and sold to local merchants to fund the purchase of spells or better enchantments. As you travel from city to city, always check the local guild hall; the layout is often consistent, with sleeping quarters on the upper floors and training or dining areas on the ground floor.
By understanding the geographical layout of these halls and the specific NPCs who govern them, players can efficiently navigate the ranks of the Fighters Guild and secure their place as one of Cyrodiil’s premier defenders.
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Topic: Oblivion:Fighters Guild - The Unofficial Elder Scrolls Pages (UESP)https://en.m.uesp.net/wiki/Oblivion:Fighters_Guild
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Topic: Fighters Guild | Oblivion Remastered Wikihttps://oblivionremastered.wiki.fextralife.com/Fighters+Guild
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Topic: How to join the Fighters Guild in Oblivion Remasteredhttps://www.pcgamesn.com/oblivion-remastered/fighters-guild