Knights of the Nine: Why Bethesda’s First Real DLC Still Feels Special

Knights of the Nine: Why Bethesda’s First Real DLC Still Feels Special

Oblivion was a weird time for gaming. We were all just starting to figure out what "downloadable content" even meant, and Bethesda was right at the center of the storm. They gave us Horse Armor, which everyone hated, and then they gave us Knights of the Nine. It was a massive course correction. Honestly, if you played The Elder Scrolls IV: Oblivion back in 2006, you probably remember the feeling of walking into a chapel in Anvil and seeing the bloody aftermath of a Daedric attack. It felt heavy. It felt like the world was actually changing around you, which wasn't always a given in those early Xbox 360 days.

What Knights of the Nine Actually Was (and Wasn't)

Most people call it an expansion, but it’s really a "faction" add-on. You aren't going to a new map like Shivering Isles. You’re staying in Cyrodiil. The whole point is to revive a lost order of holy warriors to stop an ancient Ayleid king named Umaril the Unfeathered. Umaril is a jerk. He’s essentially a demigod who hates the gods of men, and he’s back to settle a score that’s thousands of years old.

The questline starts with the Prophet. He’s this old guy screaming in the streets of Anvil. If you talk to him, he doesn't just give you a map marker. He judges you. He tells you that to defeat Umaril, you have to become a crusader. You have to walk the Pilgrim's Path. This meant visiting wayshrines for the Nine Divines scattered all over the map. It was tedious for some, but for others, it was the first time the game actually forced you to look at the scenery instead of just fast-traveling everywhere.

The Infamous Infamy Reset

Here is the thing about being a holy knight: you can't be a jerk. If your Infamy score gets too high—maybe you accidentally stole a silver spoon or joined the Dark Brotherhood for the cool outfits—you lose the ability to wear the Crusader’s Relics. They literally fall off your body. You get a message saying you are "no longer worthy."

It’s frustrating.

You have to go back and do the entire pilgrimage again to reset your sins. Bethesda was leaning hard into the roleplay aspect here. They wanted you to feel the weight of the mantle. You weren't just a guy in shiny armor; you were a representative of the gods. If you wanted to play a morally gray character, Knights of the Nine basically told you to go elsewhere.

Gathering the Relics of the Crusader

The meat of the gameplay involves hunting down the armor of Pelinal Whitestrake. Pelinal is a fascinating, terrifying figure in Elder Scrolls lore. He was basically a time-traveling, genocidal cyborg—depending on which lore book you believe—who fought for Empress Alessia. Finding his gear takes you into some of the best-designed dungeons in the base game's assets.

The Priory of the Nine serves as your base. As you progress, NPCs start showing up. They’ve heard of your quest. They want to join. Some are noble, some are just looking for a purpose. Watching the Priory go from a dusty ruin to a bustling headquarters was a precursor to the settlement building we’d see later in Fallout 4. It made you feel like a leader, not just a mercenary.

  1. The Helm of the Crusader: Found in the depths of Vanua. It’s the first piece most players get and requires navigating a flooded Ayleid ruin.
  2. The Cuirass: This one is actually held by the spirit of a former knight. You have to prove your worth by visiting the Priory and speaking to the ghosts of the old order.
  3. The Mace and Zenithar’s trial: This was a standout. You have to "walk in faith," which involves a literal leap of faith across an invisible bridge. If you don't have the right boots, you fall. Simple, but effective.

Umaril the Unfeathered and the Lore Stakes

Umaril isn't just a boss with a lot of health. He’s a "half-Elf" whose father was a divine from a previous kalpa (world cycle). That’s deep-cut lore. When you finally face him, you don't just kill him in the physical world. You have to use the "Blessing of Talos" to follow his spirit into the spiritual plane and destroy him there so he can't reform.

This was a big deal for the lore community. It confirmed that the Divines—specifically Talos—were active participants in the world's survival. In a game where the main quest is about the gates of Hell opening, Knights of the Nine felt more personal. It was about a specific grudge between two ancient entities, and you were just the vessel for the comeback tour.

The Problem with the Ending

Some critics at the time pointed out that the final battle felt a bit scripted. Once you have all the relics, you’re basically a god. You walk through Umaril’s minions like they’re made of paper. But honestly? That was the point. You spent six hours cleaning your soul and crawling through ruins to get this gear. You should feel overpowered. The real challenge wasn't the combat; it was the discipline required to stay a "good" character in a game that rewards theft and murder.

Technical Legacy and Re-releases

The expansion was originally released as a standalone disc for PC and then bundled into the Game of the Year Edition. It’s also included in the GOG and Steam versions of Oblivion by default now. Interestingly, it was one of the first times we saw "modular" DLC. It came with several smaller "official plug-ins" like the Thieves Den and Wizard’s Tower.

If you play it today on an Xbox Series X or a high-end PC, the textures are dated, sure. But the art direction of the Ayleid ruins and the shine on the Crusader’s armor still holds up. There’s a certain weight to the animations in Oblivion that Skyrim actually lost.

How to Get the Most Out of the Questline Today

If you’re booting up Oblivion in 2026 for a nostalgia trip, don't rush this.

  • Wait until level 15-20. The relics are leveled items. If you get them too early, their stats will be garbage later on. If you wait, the enchantments are actually quite powerful.
  • Roleplay the fall. Try doing the Dark Brotherhood or Thieves Guild first. Build up a massive Infamy score. Then, use Knights of the Nine as your character's redemption arc. It feels much more earned when you have to literally wash away a lifetime of crimes at the wayshrines.
  • Talk to your squires. The NPCs who join the order have names and backstories. They aren't as deep as Baldur's Gate 3 companions, but they add flavor to the Priory.

Actionable Next Steps for Completionists

To fully "finish" the experience and maximize the gear, follow these specific steps:

  • The Stand Polish: Once the quest is over, you can place the armor on the stands in the Priory of the Nine. This actually levels the armor up to your current character level. It’s a "cheat code" for keeping the gear viable into the late game.
  • The Blessing Routine: Don't forget that the different pieces of armor grant specific permanent blessings when worn as a set. The "Crusader's Arm of the Gods" is a powerful buff that many players overlook.
  • Check your Fame: Ensure your Fame is higher than your Infamy before starting, or the Prophet won't even talk to you. If you've been a "bad" player, head to the wayshrines immediately to start the "Pilgrim's Path" quest, which clears your bounty and resets your Infamy to zero.
  • Collect the books: Find and read "The Song of Pelinal" (all volumes) during your playthrough. It provides the necessary context for why you are doing what you are doing and makes the final confrontation with Umaril significantly more impactful.