Echoes of Barenziah - A Skyrim Thieves Guild Overhaul Wiki

 In development since 2020, Echoes of Barenziah is a The Elder Scrolls V: Skyrim mod that asks the player to consider what – and who – makes good thieves. The mod seeks to transform the vanilla (original) Thieves Guild into a more complex, rewarding, and immersive faction.

With Skyrim 's 10th anniversary in November 2021, what better way to celebrate than showcasing a decade's worth of fan-made work? Using fan-favorite mods as a base, Echoes combines and highlights the countless hours of mod authors, artists, musicians, and writers by taking players through their content throughout the Thieves Guild quests.

Information in this wiki contains spoilers! Browse at your own risk. The project primer and recruitment pages are kept as spoiler-free as possible.

What’s new in Echoes?

 * A rework of the quest structure. 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. 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.
 * (Im)morality with consequences. Existing mods add morally good choices to the questline; similarly, this mod offers more palatable options, but with consequences and trade-offs. The goal is to balance the different approaches to the quests so that one option doesn’t dominate as the obviously superior choice. 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?
 * Navigate cities and dungeons like a thief. Make use of a vast network of sewers and tunnels to pass unseen through cities. Sneak your way through major Thieves Guild quests where stealth-based play is expected and rewarded.
 * Choose to destroy the guild… or not. As with other mods, in Echoes, players can take down the guild. 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.
 * Build your network – choose your kingpins and informants. It’s time for Maven and other cronies to truly serve you or to take their leave… at your pleasure. As the guild regains footholds in major cities, you hold great sway over which relationships to strengthen and which to sever.

 Need help building out this community?


 * Rules of this wiki
 * Getting Started
 * How to Contribute
 * Managing your new community
 * Guides
 * All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

