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ToggleThe Skyrim civil war questline is one of the most divisive and consequential storylines in The Elder Scrolls V: Skyrim. It forces you to pick a side in a brutal conflict that reshapes the entire province, replacing jarls, changing city guards, and altering the political landscape permanently. Whether you stand with Ulfric Stormcloak’s nationalistic rebellion or General Tullius’s Imperial Legion, your choice determines the fate of Skyrim’s nine holds and impacts how NPCs react to you across the entire game.
This isn’t a simple good-versus-evil decision. The Stormcloaks fight for Nordic independence and religious freedom after the Empire banned Talos worship to appease the Aldmeri Dominion. The Imperials argue that unity is the only way to eventually stand against the Thalmor threat. Both sides have compelling arguments, morally gray leaders, and long-term consequences that ripple through your playthrough. And if you’ve been putting off the civil war because you’re not sure which faction aligns with your character, or you just want to know what you’re getting into, this guide breaks down everything you need to dominate the conflict and understand what you’re fighting for.
Key Takeaways
- The Skyrim civil war forces you to choose between Ulfric Stormcloak’s nationalist rebellion prioritizing Nordic independence and religious freedom, or General Tullius’s Imperial Legion focused on strategic unity against the Thalmor threat.
- Joining the Stormcloaks or Imperial Legion permanently reshapes Skyrim’s political landscape, replacing jarls, changing city guards, and affecting NPC dialogue and merchant inventories across all nine holds.
- The civil war questline can be paused or avoided entirely by reaching the “Season Unending” diplomatic conference during the main quest, allowing you to defeat Alduin before committing to either faction.
- Stormcloak campaigns reward you with unique armor and weapons but result in removing beloved Jarl Balgruuf from Whiterun and risk weakening Skyrim’s defenses against the Aldmeri Dominion.
- Imperial victory preserves competent leadership under Balgruuf and maintains long-term strategic alliances, but places the controversial Maven Black-Briar as Jarl of Riften and indirectly supports Thalmor interests.
- Civil war battles are best tackled with crowd-control builds like two-handed warriors, destruction mages, or stealth archers, while stocking healing potions and using shouts like Unrelenting Force to overcome siege encounters.
Understanding the Skyrim Civil War: Stormcloaks vs. Imperials
The civil war erupts after Ulfric Stormcloak uses the Thu’um to kill High King Torgrig in a duel, claiming the throne of Skyrim by ancient Nord tradition. The Empire calls it murder. Ulfric calls it justice. The game opens with you nearly getting executed alongside Stormcloak soldiers in Helgen, until Alduin conveniently interrupts.
At its core, the conflict is about independence versus stability. Ulfric’s rebellion gained momentum after the White-Gold Concordat forced the Empire to outlaw Talos worship, a move that infuriated the deeply religious Nords of Skyrim. The Thalmor, who broker the treaty, are actively working to weaken both sides by prolonging the war. The civil war questline doesn’t have a canon outcome (Bethesda has avoided confirming which side wins), but the stakes are clear: whoever controls Skyrim controls the last bastion of Nordic culture and a strategic foothold against the Aldmeri Dominion.
The Stormcloak Rebellion: Ulfric’s Fight for Independence
Ulfric Stormcloak leads the rebellion from Windhelm, the ancient capital of Nordic kings. His platform is simple: Skyrim belongs to the Nords, and the Empire has become a puppet of the Thalmor. The Stormcloaks are fiercely nationalist, prioritizing religious freedom (specifically Talos worship) and self-governance over the political pragmatism the Empire represents.
Ulfric himself is a complicated figure. He’s a war veteran who studied with the Greybeards before fighting in the Great War. The Thalmor dossier on him (found in the Thalmor Embassy during the main quest) reveals he was briefly an asset, though unwittingly, after being captured and interrogated. The dossier states the Thalmor consider him an “uncooperative asset” whose rebellion serves their interests by weakening the Empire, but he’s not actively working with them.
Stormcloak-controlled cities replace Imperial jarls with Nord loyalists. Whiterun, for instance, gets Vignar Gray-Mane as jarl if the Stormcloaks take it, replacing the neutral Balgruuf the Greater. The Stormcloak aesthetic is raw and traditionalist, bear pelts, blue war paint, and a return to the old ways. But their rebellion also has a dark side: Windhelm’s treatment of the Dunmer in the Gray Quarter and the general xenophobia toward non-Nords raises questions about what an independent Skyrim would actually look like.
The Imperial Legion: Preserving Unity Against the Thalmor
The Imperial Legion operates out of Solitude under General Tullius and Legate Rikke. Their argument is strategic: Skyrim can’t survive alone against the Aldmeri Dominion. The Empire is biding its time, rebuilding strength after the Great War, and plans to eventually challenge the Thalmor. Splitting off weakens everyone.
General Tullius is a career soldier from Cyrodiil who doesn’t fully understand Nord culture, which creates friction. Legate Rikke, a Nord herself, serves as the bridge between Imperial military doctrine and Skyrim’s traditions. She secretly worships Talos and understands the pain the Concordat causes, but she believes unity is worth the sacrifice.
The Imperial path is about pragmatism over pride. If you side with them, you’re essentially choosing to play the long game, accepting the Thalmor’s temporary dominance to preserve the infrastructure and alliances needed to eventually overthrow them. Imperial-aligned jarls tend to be more cosmopolitan and politically connected, though not necessarily more competent. Maven Black-Briar becomes jarl of Riften if the Imperials win, which tells you everything you need to know about the Empire’s willingness to work with morally questionable figures to maintain control.
How to Start the Civil War Questline
You can initiate the civil war in two ways, depending on how you approach the main quest.
Option 1: Join a faction directly
After escaping Helgen, head to either Windhelm (for Stormcloaks) or Solitude (for Imperials). In Windhelm, find Ulfric in the Palace of the Kings and speak to Galmar Stone-Fist to begin “Joining the Stormcloaks.” In Solitude, locate General Tullius in Castle Dour and talk to Legate Rikke to start “Joining the Legion.”
Both factions require you to complete a preliminary task before fully enlisting. The Stormcloaks send you to clear out a fort, while the Imperials do the same. These intro missions are functionally identical, kill some bandits, prove you’re capable, then take the oath.
Option 2: Progress the main quest until “Season Unending”
If you advance the main storyline without picking a side, you’ll eventually reach a point where Delphine tells you to negotiate a temporary truce at High Hrothgar. This triggers “Season Unending,” a diplomatic conference where both factions agree to a ceasefire so you can deal with Alduin. This is the only way to avoid the civil war entirely during your playthrough, though the truce is fragile and temporary. More on that later.
For a standard civil war playthrough, most players join a faction early. The questline doesn’t interfere with the main story until you reach the point where you need to trap a dragon in Whiterun, if the civil war is still active and Whiterun hasn’t been claimed by either side, you’ll have to do Season Unending first.
Joining the Stormcloaks: Step-by-Step Walkthrough
Once you’ve sworn loyalty to Ulfric, the questline unfolds in a structured sequence of fort assaults and hold takeovers.
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The Jagged Crown – Both factions start with this mission. You’ll travel to Korvanjund to retrieve the ancient crown of Skyrim’s first king. Expect draugr, puzzles, and a brief encounter with the opposing faction.
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Message to Whiterun – Deliver Ulfric’s axe to Jarl Balgruuf. If he returns it, it’s a declaration of war. He sides with the Imperials, forcing the Stormcloaks to take Whiterun by force.
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Battle for Whiterun – Your first major siege. You’ll use a battering ram to breach the gates, fight through the city streets, and force Balgruuf to surrender. Vignar Gray-Mane becomes the new jarl. This mission is intense and marks the point of no return for Whiterun’s political landscape.
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Liberation/Defense Missions – Galmar assigns you to conquer Imperial-held forts and cities. These include:
- Fort Dunstad (The Pale)
- Fort Greenwall (The Rift)
- Siege missions for Falkreath, The Reach (Markarth), Hjaalmarch (Morthal), and Haafingar (Solitude)
- Battle for Solitude – The final mission. You assault the Imperial capital, fight through the streets, and corner General Tullius in Castle Dour. Ulfric personally executes him, ending the war with a Stormcloak victory.
Key Stormcloak Missions and Battle Strategies
Siege battles follow a pattern: eliminate enemy soldiers, capture strategic points, and storm the jarl’s longhouse. The AI handles most of the fighting, your role is to push the momentum. Focus on officers (marked with quest indicators) and clear key chokepoints.
Fort assaults are more tactical. You’ll often attack alongside a small Stormcloak unit. Use stealth to pick off archers, or go loud with AoE shouts like Unrelenting Force to knock enemies off walls. The Companions questline offers werewolf transformations that trivialize fort battles if you’re struggling.
One quirk: during siege missions, friendly fire is disabled for your faction. You can spam destruction magic or AoE attacks without worrying about hitting allies.
Stormcloak Campaign Rewards and Consequences
Completing the Stormcloak questline grants:
- Stormcloak Officer Armor – A unique heavy armor set with decent stats, though not endgame-tier.
- Blade of Ulfric (enchanted sword) – Given at the end, but overshadowed by most crafted weapons.
- Access to Stormcloak faction quests and radiant missions from Galmar.
- New jarls in every hold you conquer, which changes merchant inventories, guard dialogue, and court dynamics.
The biggest consequence? Balgruuf the Greater is replaced in Whiterun. He’s one of the most beloved jarls in the game, and many players find his removal emotionally difficult. If you’ve sided with the Stormcloaks, the game’s opening sequence takes on new weight, you were nearly executed by the very faction you’d later oppose.
Joining the Imperial Legion: Step-by-Step Walkthrough
The Imperial questline mirrors the Stormcloak path structurally but flips the targets.
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The Jagged Crown – Same mission, different allegiance. You race the Stormcloaks to Korvanjund and return the crown to Tullius instead of Ulfric.
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Message to Whiterun – Deliver a request for military aid to Balgruuf. He agrees to side with the Empire, and you’ll help defend the city against the Stormcloak assault.
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Battle for Whiterun (Defense) – Instead of attacking, you defend the walls and gates from Stormcloak battering rams. The mission ends when you defeat the attacking forces and push them back.
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Reunification Missions – Legate Rikke assigns fort and hold assaults:
- Fort Hraggstad (Haafingar)
- Fort Sungard (The Reach)
- Siege missions for Winterhold, Dawnstar, The Rift (Riften), The Pale (Dawnstar), and Eastmarch (Windhelm)
- Battle for Windhelm – The climactic siege. You breach Windhelm’s gates, fight through the streets, and corner Ulfric in the Palace of the Kings. Tullius offers him a trial, but Ulfric demands execution. You or Tullius deliver the killing blow.
Key Imperial Missions and Battle Strategies
Imperial siege tactics are identical to Stormcloak ones, push forward, eliminate officers, capture key locations. The defense of Whiterun is unique, though. You’ll man the walls, take out battering ram operators, and repel waves of attackers. It’s one of the few defensive missions in the game and feels appropriately desperate.
Fort raids benefit from ranged builds. Pick off enemies from distance, use Illusion magic to turn foes against each other, or go full stealth archer (because of course you are). The Imperial AI is slightly more organized than Stormcloak troops, but it’s mostly cosmetic.
The Battle for Windhelm is arguably more dramatic than the Solitude assault. Windhelm’s layout creates intense street-to-street fighting, and the final confrontation with Ulfric carries significant narrative weight. Some players have noted that the environmental storytelling in Windhelm adds layers to the conflict that aren’t present in Solitude’s cleaner, more bureaucratic aesthetic.
Imperial Campaign Rewards and Consequences
Completing the Imperial questline awards:
- Imperial Armor – Functionally identical to Stormcloak gear, just with different visuals.
- General Tullius’ Sword – An Imperial sword with a unique enchantment, though still outclassed by crafted gear.
- Access to Imperial radiant quests from Legate Rikke.
- Jarl replacements across all conquered holds, including Maven Black-Briar in Riften (controversial) and Brina Merilis in Dawnstar.
The long-term world change is less jarring than the Stormcloak path because fewer beloved NPCs are removed. Balgruuf stays in power, which alone is enough for many players to side with the Empire.
Which Side Should You Choose? Pros and Cons Analysis
The civil war has no objectively “correct” choice, but each faction offers distinct advantages depending on your character build, roleplay preferences, and long-term goals.
Stormcloak Advantages and Disadvantages
Pros:
- Ideological clarity – The Stormcloaks have a clear, emotionally resonant cause: religious freedom and independence.
- Jarl upgrades in some holds – Laila Law-Giver (Riften) is replaced by Maven if the Imperials win, so siding with Stormcloaks keeps Maven out of power (though she still controls the city through the Thieves Guild).
- Thematic fit for Nord characters – If you’re roleplaying a traditionalist Nord, the Stormcloaks are the natural choice.
- Underdog narrative – Fighting against the Empire has a rebellious appeal.
Cons:
- Ulfric’s motivations are ambiguous – The Thalmor dossier suggests his rebellion serves their interests, even if unintentionally.
- Xenophobia and racism – Windhelm’s treatment of Dunmer and Argonians is hard to ignore.
- Removes Balgruuf – Many players consider this a dealbreaker.
- Weakens Skyrim strategically – An independent Skyrim is more vulnerable to Aldmeri invasion.
Imperial Advantages and Disadvantages
Pros:
- Long-term strategic sense – Keeping the Empire intact is the best defense against the Thalmor.
- Balgruuf stays in power – Whiterun remains under competent, fair leadership.
- Legate Rikke is a strong character – Her internal conflict and loyalty to both Skyrim and the Empire add depth.
- More cosmopolitan worldview – The Empire values unity over ethnic nationalism.
Cons:
- Maven becomes jarl of Riften – This is a bad outcome for anyone who’s done the Thieves Guild or Black-Briar questlines.
- Supports the Thalmor indirectly – By siding with the Empire, you’re propping up the faction that enforces the Talos ban.
- Tullius is unsympathetic – He’s competent but culturally tone-deaf, which makes him hard to root for.
- Feels like the “safe” choice – There’s less narrative drama in preserving the status quo.
How Your Choice Affects Skyrim’s World and NPCs
Your faction choice permanently alters:
- Jarls and court members – Every hold you conquer gets a new jarl, steward, and housecarl.
- City guards – Stormcloak cities have blue guards in fur and hide: Imperial cities have red guards in heavy armor.
- Dialogue and NPC reactions – Certain NPCs will comment on the war’s outcome. Guards will recognize you as a war hero for your faction.
- Quest availability – Some radiant quests (like bounties) change based on who controls a hold.
- Merchant stock – New jarls sometimes bring new court wizards or merchants.
Interestingly, the civil war has no impact on the Thalmor presence in Skyrim. Thalmor Justiciars still roam the roads hunting Talos worshippers regardless of who wins. This has led to widespread player frustration, there’s no “defeat the Thalmor” option, which feels like a narrative oversight.
The Season Unending: Negotiating Peace During the Main Quest
“Season Unending” is the only way to pause the civil war without finishing it. It triggers if you’ve advanced the main quest to the point where you need to trap Odahviing in Dragonsreach, but the civil war is still active and Whiterun is contested or under threat.
Arngeir facilitates a peace conference at High Hrothgar. Both Ulfric and Tullius attend, along with their advisors (Galmar and Rikke). You’ll also negotiate with Elenwen, the Thalmor Ambassador, unless you successfully kick her out (which both Ulfric and Tullius appreciate).
The negotiation is structured around territorial concessions. You’ll trade holds back and forth to balance the scales. Key variables include:
- Whether you completed the Jagged Crown quest (gives leverage to whichever side you helped).
- Whether Markarth is under Stormcloak or Imperial control.
- Optional demands like handing over a specific hold or forcing prisoner exchanges.
The truce is temporary. After you defeat Alduin, the civil war resumes exactly where it left off. But, many players use Season Unending to delay picking a side, especially if they want to experience both factions on different playthroughs.
One exploit: if you negotiate the truce without joining a faction, you can complete the main quest and then ignore the civil war entirely. The truce becomes effectively permanent because neither side attacks without you initiating the questline. According to discussions on community forums, this is a common workaround for players who don’t want to commit to either faction.
Civil War Impact on Other Questlines and DLC Content
The civil war intersects with several other storylines, sometimes in unexpected ways.
Main Quest
As mentioned, the civil war can force the Season Unending truce. If you’ve already finished the civil war before reaching that point, the quest is skipped entirely. Some players prefer to complete the civil war after the main quest to avoid the peace conference, as it can feel anticlimactic.
Thieves Guild
The Thieves Guild operates in Riften, and the civil war can change the jarl. If the Imperials win, Maven Black-Briar becomes jarl, which is darkly ironic if you’ve already made her the Guild’s primary patron. The Guild itself is unaffected mechanically, but the optics are rough.
Dark Brotherhood
The Dark Brotherhood questline involves assassinating Emperor Titus Mede II, which thematically overlaps with the civil war but has no mechanical connection. You can kill the Emperor and still side with the Imperials without any NPC acknowledging the contradiction. If you’re curious about the moral ambiguity of that storyline, the Dark Brotherhood quests explore how Bethesda handles faction loyalty and player choice.
Dawnguard DLC
Dawnguard is completely independent of the civil war. Fort Dawnguard and Castle Volkihar operate outside the political conflict, and vampires don’t care who controls Skyrim.
Dragonborn DLC
Solstheim is geographically and politically separate, so the civil war has zero impact on the Dragonborn storyline.
Hearthfire DLC
Hearthfire allows you to build homes in Falkreath, The Pale, and Hjaalmarch. If the civil war changes the jarl of a hold where you want to build, you’ll need to get approval from the new jarl, which can delay or alter the acquisition process. For example, if you’ve started the Falkreath plot purchase under Jarl Siddgeir (Imperial), but the Stormcloaks take over, you’ll have to restart the process with Jarl Dengeir.
Tips and Strategies for Dominating Civil War Battles
Civil war battles are chaotic, but a few tactics can make them significantly easier.
Best Character Builds for the Civil War
The civil war favors builds that can handle multiple enemies at once and survive sustained combat.
- Two-Handed Warrior – High damage output, crowd control with sweeping attacks, and heavy armor to tank hits. Warhammers and battleaxes stagger enemies, giving you breathing room.
- Destruction Mage – AoE spells like Fireball, Ice Storm, and Chain Lightning decimate clustered enemies. Pair with Impact perk for stagger-locking single targets.
- Hybrid Spellsword – Combine one-handed weapons with Destruction or Restoration magic. Use Close Wounds or Fast Healing to stay alive during prolonged fights.
- Stealth Archer – Always viable. Pick off officers from range before the battle fully escalates. Once detected, fall back to hit-and-run tactics.
Shouts are critical. Unrelenting Force clears chokepoints, Become Ethereal lets you reposition safely, and Elemental Fury (for non-enchanted weapons) shreds single targets. Dragonrend is overkill but hilarious if you want to trivialize officer fights.
Essential Gear and Preparations
Before major battles, stock up on:
- Healing potions – Carry at least 20. You can’t pause to wait for health regen mid-siege.
- Resist Magic/Frost/Fire potions – Enemy mages and archers can chunk your health fast.
- Enchanted armor – Prioritize Fortify Health, Fortify Stamina, and elemental resistances. Heavy armor users should max Fortify Heavy Armor.
- Smithing upgrades – Legendary-tier weapons and armor make civil war combat trivial, even on higher difficulties.
If you’re playing on Legendary difficulty, consider cheesing with stealth and Illusion magic. Cast Frenzy or Mayhem to turn enemies against each other, then clean up the survivors. The AI doesn’t handle friendly fire well, and you can rack up kills without direct engagement.
Common Bugs and Fixes for the Civil War Questline
The civil war is one of the buggiest questlines in Skyrim, especially on older versions (pre-Special Edition). Here are the most common issues and fixes.
Quest doesn’t progress after a siege
Sometimes the quest marker doesn’t update after you’ve captured a fort or city. Try:
- Fast traveling away and returning.
- Waiting 24-48 in-game hours.
- Talking to your faction leader (Galmar or Rikke) to trigger the next stage manually.
NPCs won’t spawn or are unkillable
Officers or enemy commanders might glitch into walls or become essential when they shouldn’t be. On PC, use console commands:
setstage [quest ID] [stage number]to skip broken stages.recycleactortargeted at the bugged NPC to reset them.
Whiterun battle won’t start
This happens if you’ve modded the game heavily or have conflicting scripts. Disable mods that affect Whiterun or civil war factions, load a save before the battle, and try again. On consoles, you’re mostly out of luck, reload an earlier save.
Jarl won’t surrender
If the target jarl refuses to surrender after you’ve cleared the city, try:
- Killing all remaining enemy soldiers (sometimes stragglers hide in corners).
- Exiting and re-entering the jarl’s palace.
- Using console commands (PC only):
setstage CW03 200for Whiterun, or the equivalent for other holds.
Season Unending breaks the civil war
Some players report that negotiating a truce prevents them from resuming the civil war after defeating Alduin. This is a known bug in older versions. The Unofficial Skyrim Patch fixes most civil war issues and is essential for any playthrough.
On Special Edition and Anniversary Edition (updated November 2021), most of these bugs are patched. If you’re still on Oldrim, the Unofficial Patch is non-negotiable.
Conclusion
The Skyrim civil war is more than a series of battles, it’s a test of your character’s values and a permanent reshaping of the world. Whether you side with the Stormcloaks’ fierce independence or the Imperials’ strategic unity, the questline delivers some of the most memorable large-scale combat in the game. It’s messy, morally gray, and sometimes frustrating (thanks, bugs), but that’s what makes it compelling.
There’s no wrong choice, only consequences. Ulfric’s Skyrim is proud but isolated. Tullius’s Skyrim is stable but compromised. And if you can’t decide? Negotiate the truce, kill Alduin, and let the war simmer indefinitely. Skyrim’s fate is in your hands, choose wisely, or don’t choose at all. Either way, you’ll walk away with a story worth telling.





