Thieves Guild Main Quest (TGMQ)

Similar to the vanilla Thieves Guild main quest, the main quest of Echoes of Barenziah involves aiding Skyrim's Thieves Guild with a return to former glory. The player embarks on a series of increasingly complex jobs to bolster the faction's wealth and influence, investigates sources of unrest in the guild, and ultimately decides the guild's fate, moral code, and upper management.

The branching choices in the TGMQ (Acts I and II) are designed to ask players to weigh the moral and monetary pros and cons of their actions both as they're made and as they later experience the outcomes (Act III). Choices affect the outcomes for certain characters, as well as the loot that is obtained. The branches typically correspond with 3 thieving styles: the paths of The Shadow, The Tower, and The Lover, named after the constellations under the charge of The Thief constellation in Elder Scrolls lore. Players have options to complete individual quests in multiple ways and/or to choose the outcome of the culmination of several quests.

While siding with Mjoll to take down the Thieves Guild is an option, it comes at a cost - if they ultimately chose to side with Mjoll in A Game at Dinner, they will be able to play the storyline to the end of Act II only, and will not gain access to the city quests.

Act I: Gutter Saints

 * 1) A Chance Arrangement: Catch the eye of a Thieves Guild associate to gain entry through sponsorship.
 * 2) (Optional) Obtain sponsorship from Brynjolf by attempting to steal from him, then successfully completing the vanilla market sequence.
 * 3) (Optional) Obtain sponsorship from Sapphire by stealing a precious sapphire from Shadr and using it to barter.
 * 4) (Optional) Obtain a recommendation from Maul by impressing him with Mjoll’s “stolen” ring (borrowed or stolen).
 * 5) (Cut content): An unreleased version of this quest added Haelga as another entry option by completing Caught Red Handed, but siding with Haelga, earning her recommendation to Delvin. The sequence with Haelga will likely be moved to another section of the plot.
 * 6) Taking Care of Business: Obtain coin to cover debts for the Thieves Guild.
 * 7) (Optional) Intimidate the targets to obtain their obedience, along with unique perks.
 * 8) (Optional) Steal from the targets to cover the fees… and then some.
 * 9) (Optional) Charm the targets and pay their way in return for their loyalty as an informant, lying to the guild about your method.
 * 10) Loud and Clear: Pull off a heist at the Isle of Gold. (Description TBD, vanilla options)
 * 11) Scoundrel’s Folly: Squeeze a reluctant informer for information. (vanilla options)

Act II: A Game at Dinner

 * 1) Speaking with Silence: Search the Twilight Sepulcher for the source of the guild's misfortunes.
 * 2) An Inside Job: Pursue a traitorous guild member.
 * 3) The Pursuit of Infamy: Break into Mercer Frey's home and search for information.
 * 4) (Optional) Pass information to Aerin that will allow him to prepare a cover for himself and Mjoll to infiltrate an upcoming guild gathering.
 * 5) (Optional) Warn Brynjolf of your findings.
 * 6) (Optional) Lie to Brynjolf about Mercer’s intentions at the upcoming guild summit.
 * 7) A Game at Dinner: Lead an all-hands guild ultimatum with Mercer to confront your enemies and decide the fate of the guild. (CHOICE FINAL, end of branching paths and Mjoll side plot)
 * 8) (Optional) Inform Mjoll of the guild meeting.
 * 9) (Optional) Side with Karliah.
 * 10) (Optional) Side with Mercer.
 * 11) (Optional) Save Brynjolf.
 * 12) Under New Management: Help decide the fate of the guild.
 * 13) Appoint yourself or Brynjolf (if alive) as guildmaster.
 * 14) Chose a guild leadership code (paths of The Shadow, The Tower, or The Lover) (CHOICE FINAL)
 * 15) (Cut content): An unreleased draft had the player also formalize the Doyens and understudies for each “branch” of the guild (enforcement, business, and outreach) that are supported by a related Nightingale. The branch would be more influential, profitable, and populous based on the corresponding choices the player made throughout the questline.
 * 16) The Shadow: Enforcement and darker missions (planting stolen goods, business ledger alterations, “protection” business, lucrative contracts in service of nobility)
 * 17) The Tower: Heists and morally grey missions (theft radiant jobs, smuggling operations, moneylending business, lucrative contracts in service of nobility)
 * 18) The Lover: Robinhood-type endeavors designed to split profit between the guild and the poor (blend of the above missions that target only the rich, bard/escort business as a call back to the original Nightingale)

Act III: Shadow Guide You

 * 1) Trinity Restored - Re-open the Ebonmere and help appoint a new Nightingale Trinity.
 * 2) (Optional) Become a Nightingale, an agent of Nocturnal.
 * 3) (Cut content) Betray Karliah.
 * 4) Echoes of the Past: Speak with the spirit of a legendary Dunmer about the lost paragon of the Thieves Guild.
 * 5) Thick as Thieves - (Re)connect with outlaws in each major city.
 * 6) A Litany of Larceny - Relieve key targets in each major city of their valuables.
 * 7) The Real Barenziah - Pull off an ultimate heist for legendary treasure and the final piece of a powerful artifact.