The Definitive Chronological Story Guide for ESO
Stop getting spoiled! Since the One Tamriel update in 2016, players can explore the game in any order, but this often leads to narrative confusion, early reveals, and a disjointed experience. This definitive guide cuts through that confusion by placing all major Chapters, Zone DLCs, Dungeon DLCs, and Story Prologues in their canonical narrative order. This is the best way to follow the evolving storyline and avoid spoilers from the decades-long conflict across Tamriel.
Remember that this is a guide, not a prison. At any point, you can decide to stop following this Chronological Timeline Guide for ESO and switch to exploring Tamriel with your friends. You are at no time bound to this path, but if you want the ultimate narrative experience, this is the way to do it.
Pro-Tip for Immersion: You can start many DLC quests from your Collection tab, but we strongly suggest finding the initiating NPC in the world, as this provides a richer immersion factor.
Also, be sure to check out our Coming Back Guide, which lists everything each ESO Update has added to the game.
The Chronological Path
1. The Base Game (The Planemeld Saga)
This arc focuses on your personal quest and the battles of the Three Banners War against the Daedric Prince Molag Bal.
- Main Quest - The foundational storyline of your character, revolving around the Prophet, the Five Companions, and the fight against Molag Bal.
- Aldmeri Dominion - The zone story arcs for the Elven, Khajiiti, and Bosmer alliance, covering Khenarthi's Roost to Reaper's March.
- Daggerfall Covenant - The zone story arcs for the Breton, Redguard, and Orc alliance, covering Stros M'Kai to Bangkorai.
- Ebonheart Pact - The zone story arcs for the Nord, Dunmer, and Argonian alliance, covering Bleakrock Isle to The Rift.
- Coldharbour - Molag Bal's realm; the final sequence of the Base Game story arc and the setting for the climax of the main quest.
- Craglorn - The first post-launch zone; a group-oriented questline focused on the Celestial beings.
2. Post-Base Game (Pre-Chapter Story DLCs)
These DLCs provide standalone narratives that bridge the gap between the Planemeld and the first major multi-year conflict.
- Imperial City - A PvPvE zone with story quests focused on the Daedric conflict in the heart of Cyrodiil. Features Imperial City Prison and White-Gold Tower dungeons
- Wrothgar - The Orsinium storyline; aid King Kurog in rebuilding the Orc capital.
- Hew's Bane (Thieves Guild) - Explore the Abah's Landing area and assist the shadowy organization of the Thieves Guild.
- The Gold Coast (Dark Brotherhood) - Join the assassins of the Dark Brotherhood along the Gold Coast region.
- Shadows of the Hist - The first Dungeon DLC, focusing on two Argonian-themed dungeons: Cradle of Shadows and Ruins of Mazzatun.
3. Daedric War Storyline (The second main story arc)
This arc centers on the conflicts between Daedric Princes and the fate of Nirn, culminating in the Summerset chapter.
- The Missing Prophecy - Prologue quest ahead of Morrowind that introduces the impending threat in Vvardenfell.
- Vvardenfell - The Morrowind Chapter; investigate the mysterious illness affecting the Living God Vivec.
- Horns of the Reach - A Dungeon DLC introducing the Minotaur threat with Bloodroot Forge and Falkreath Hold.
- Of Knives and Long Shadows - Prologue quest ahead of Clockwork City that leads you to Sotha Sil's hidden realm.
- Clockwork City - A story DLC continuing the events of Vvardenfell into Sotha Sil's mechanical realm.
- Dragon Bones - A Dungeon DLC that features Fang Lair and Scalecaller Peak, introducing a major antagonist for the next chapter.
- Through a Veil Darkly - Prologue quest ahead of Summerset that begins the investigation into the mysterious crystal found after the Dragon Bones event.
- Summerset - The Summerset Chapter; a grand finale focused on the Psijic Order and major Daedric threats.
- Wolfhunter - A Dungeon DLC focused on werewolf threats, featuring Moon Hunter Keep and March of Sacrifices.
- Ruthless Competition - Prologue quests ahead of Murkmire that involve an Argonian-themed artifact hunt.
- Murkmire - A story DLC delving deep into the Argonian homeland of Black Marsh.
4. Season of the Dragon (The third main story arc)
A year-long saga dedicated to the return of Dragons across the land of Elsweyr.
- Wrathstone - A Dungeon DLC setting the stage for the year, focused on finding the two halves of the eponymous artifact in Frostvault and Depths of Malatar.
- The Demon Weapon - Prologue quests ahead of Northern Elsweyr that involve Abnur Tharn and the immediate threat of the Dragons' return.
- Northern Elsweyr - The Elsweyr Chapter; dragons return to Tamriel, bringing chaos to the northern Khajiit territories.
- Scalebreaker - A Dungeon DLC that furthers the Dragon threat, featuring Moongrave Fane and Lair of Maarselok.
- The Dragonguard's Legacy - Prologue quest ahead of Dragonhold that focus on gathering aid for the Dragonguard.
- Southern Elsweyr (Dragonhold) - The final fight to protect Elsweyr from the dragon threat, with a focus on forming the Dragonguard.
5. Dark Heart of Skyrim (The fourth main story arc)
A gothic story of ancient vampirism and Daedric influence over the Nord homeland.
- Harrowstorm - A Dungeon DLC setting the stage for the year's events in Icereach and Unhallowed Grave.
- The Coven Conspiracy - Prologue quests ahead of Greymoor that involve investigating a mysterious coven terrorizing Western Skyrim.
- Western Skyrim (Greymoor) - The Greymoor Chapter; uncover a dark conspiracy in Western Skyrim and the massive subterranean Blackreach.
- Stonethorn - A Dungeon DLC continuing the vampire threat, featuring Castle Thorn and Stone Garden.
- The Ravenwatch Inquiry - Prologue quests ahead of Markarth that lead you to the wilder region of The Reach.
- The Reach (Markarth) - The conclusion to the Dark Heart of Skyrim storyline in the eponymous region.
6. Gates of Oblivion (The fifth main story arc)
A journey into the realms of Mehrunes Dagon, the Daedric Prince of Destruction.
- Flames of Ambition - A Dungeon DLC dealing with the fallout of the Dark Heart of Skyrim and foreshadowing the Oblivion threat in Black Drake Villa and The Cauldron.
- A Mortal's Touch - Prologue quest ahead of Blackwood that deal with Daedric worship and the mysterious destruction of a secret council.
- Blackwood - The Blackwood Chapter; a tale of Daedric cults and political intrigue in the border regions of Black Marsh and Cyrodiil.
- Waking Flame - A Dungeon DLC that deepens the Daedric War storyline, featuring The Dread Cellar and Red Petal Bastion.
- An Apocalyptic Situation & The Key and the Cataclyst - Prologue quests ahead of The Deadlands that lead you to investigate the rift to Oblivion.
- Deadlands - The climactic finale that takes players directly into Mehrunes Dagon's domain.
7. Legacy of the Bretons (The sixth main story arc)
This storyline is focused on political conflict and a struggle for peace among the Bretons in a new island setting.
- Ascending Tide - A Dungeon DLC focused on the rising threat of the Ascendant Order featuring Coral Aerie and Shipwright's Regret.
- Ascending Doubt - Prologue quest ahead of High Isle that start the investigation into the Ascendant Order and the kidnapping of a royal figure.
- High Isle - The High Isle Chapter; a spy thriller surrounding the peace talks of the Three Banners War.
- Lost Depths - A Dungeon DLC featuring Earthen Root Enclave and Graven Deep, which set the stage for the next zone.
- Sojourn of the Druid King - Prologue quest ahead of Firesong that introduces the ancient Druid conflict.
- Firesong - The Firesong DLC; concludes the Legacy of the Bretons arc on the Druid island of Galen.
8. Secrets of Apocrypha (The seventh main story arc)
A return to the Daedric Prince Hermaeus Mora, featuring brand new cosmic locations and the threat of a rival Prince.
- Scribes of Fate - A Dungeon DLC that opens the storyline into forbidden knowledge and the mysterious city of Necrom featuring Bal Sunnar and Scrivener's Hall.
- Eye of Fate - Prologue quest ahead of Necrom that introduces the major antagonist and the immediate threat to Hermaeus Mora's secrets.
- Necrom - The Necrom Chapter; a story that takes you to the Telvanni Peninsula and the unsettling Daedric realm of Apocrypha.
- Scions of Ithelia - A Dungeon DLC that sets the stage for the events of the Gold Road Chapter. Features Oathsworn Pit and Bedlam Veil.
- Prisoner of Fate - Prologue quest ahead of Gold Road that introduces the new Daedric Prince and the main conflict in West Weald.
- Gold Road - The Gold Road Chapter; the beginning of the latest arc, set in the newly revealed West Weald region.
9. Seasons of the Worm Cult (The eighth main story arc)
The current storyline, centered on a resurrected foe and the fallout of previous events, starting in the Western Solstice.
- Fallen Banners - A Dungeon DLC with two war themed dungeons: Exiled Redoubt and Lep Seclusa
- A Guild in Crisis - Prologue quest ahead of Part 1 that involve the Fighters Guild and foreshadow the return of the Worm Cult.
- Seasons of the Worm Cult Part 1 - Begin your adventure on the mysterious Western Solstice island and establish the Stirk Fellowship to oppose the Worm Cult's schemes.
- Feast of Shadows: A Dungeon DLC that continues the Worm Cult narrative, featuring: Black Gem Foundry, Naj-Caldeesh
- Writhing Wall Event: Team up with fellow adventurers to breach the Writhing Wall, leading the charge into the final zone.
- Seasons of the Worm Cult Part 2 - The conclusion to the 2025 adventure, venturing into Eastern Solstice to face the Worm Cult's final threat and complete the year-long storyline.
Useful Tips for Adventuring
In order to focus on your journey and in order to not get confused or side-tracked, here's a couple of useful tips which will help you in being more efficient in your chronological journey through Tamriel.
- You can also pick up Zone DLC and Chapter story quests from your Collections tab in stories.
- Sign up with Mages Guild , Fighters Guild and Undaunted as soon as possible.
- If you own Blackwood or High Isle recruit a companion to help you in combat. Here's a helpful guide on companions!
- If you own Greymoor go to the Antiquarian Circle in Solitude to unlock Scrying .
- Do NOT buy Vampire, Werewolf (or the Cure) from the Crown Store. We have a useful guide on how to get Vampire Bite and Werewolf Bite here!
- When you reach level 10 you can go to Cyrodiil and get your introduction quest. This will help you later down the line when you decide to go to the Imperial City.
- Do NOT accept Prologue quests in cities or towns, except for the Main Story Quest!
- The best thing you can purchase for guild are bag and bank upgrades.
- If you loose track of your Zone Main Quests, open your map and browse to Zone Guide.
- As soon as you get your first mount, go to the stable and train it daily. Invest in Speed first, then Bag Space and then Stamina.
- Food or Drinks help you with questing and not going down so easily. Also having a Mundus Stone helps!
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