So, you’re back in Cyrodiil. Maybe it's the nostalgia of that bloom-heavy 2006 lighting or just the fact that modern RPGs feel a bit too much like spreadsheets sometimes, but you're looking at the Knights of the Nine. Honestly, most people remember Oblivion for the Shivering Isles because, well, Sheogorath is a riot and the scenery is literal madness. But there is something deeply, fundamentally satisfying about the way this specific DLC handles the "holy knight" trope that we just don't see anymore. It isn’t just a questline. It's a weird, spiritual journey that actually forces you to stop being a murder-hobo for five minutes and play the role of a repentant sinner.
It changed the game. Literally.
The Pilgrimage is Actually Annoying (And That’s Why It Works)
Most modern games want to give you the "Hero" title for just showing up. You walk into a room, press 'A' on a glowing object, and suddenly the NPCs are bowing. Knights of the Nine doesn't do that. It starts with an old man screaming about the end of the world in Anvil—classic Elder Scrolls—but then it hits you with a requirement that most players find genuinely frustrating: the Pilgrimage.
You have to visit the Wayshrines of the Nine Divines. All of them. And here’s the kicker: if your Infamy is too high, you have to do it to reset your reputation. It’s a literal penance. You’re trekking across the wilderness, looking for small stone altars tucked away in forests and on mountainsides. There are no map markers for these at first. You actually have to look at the map provided in the physical game box or hunt them down like a real explorer.
It’s slow. It’s tedious. It is exactly what a pilgrimage should be.
This mechanic forces a pacing change. You can't just fast-travel your way to being a saint. By the time you finish visiting the shrines and have that trippy conversation with Pelinal Whitestrake in the sky above the Imperial City, you feel like you've earned the right to wear the Crusader’s Relics. It grounds the player in the world’s theology. You aren't just doing a quest; you are participating in the religion of the Empire.
Who Was Pelinal Whitestrake, Anyway?
The "Divine Crusader" isn't some generic paladin. If you dive into the lore—specifically the Song of Pelinal volumes found in-game—you realize the guy was basically a magical cyborg from the future (depending on how you interpret Michael Kirkbride’s weirder lore contributions) who went on a genocidal rampage against the Ayleids.
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The Ayleids were the "Wild Elves" who ruled Cyrodiil and kept humans as slaves. Pelinal was their nightmare. He was a man of "dual nature," capable of immense love for his companion Huna and terrifying "madness" that leveled cities. When you find his armor in Knights of the Nine, you aren't just picking up shiny loot. You are stepping into the boots of a legendary figure who was as much a monster to his enemies as he was a savior to his people.
Umaril the Unfeathered, the main antagonist of the DLC, is Pelinal’s unfinished business. Umaril is a Daedra-King who didn't quite die the first time because his spirit was anchored to the waters of Oblivion. He’s back, he’s angry, and he’s systematically attacking the chapels of the Divines. It’s a grudge match that has been simmering for thousands of years.
Collecting the Relics Without Losing Your Mind
Tracking down the armor pieces is the meat of the content. Each piece has a history. The Cuirass is in the Priory of the Nine, hidden behind a puzzle that requires you to actually pay attention to the symbols of the gods. The Boots are being guarded by Kynareth's followers, and you have to prove your worth by not attacking a giant bear.
- The Helm of the Crusader: Hidden in the ruins of Vanua. It's a standard dungeon crawl but with heavy narrative weight.
- The Mace of the Crusader: Located in the Chapel of Zenithar. You have to undergo a "leap of faith" which is a classic trope, but in the 2006 engine, it felt genuinely tense.
- The Shield of the Crusader: Found in Fort Bulwark. This place is packed with puzzles that actually require you to use your brain, not just your sword.
What’s cool is how the gear works. If you commit a crime and your Infamy rises, you can't wear the armor. It literally falls off your body. "You are no longer worthy to wear this equipment." It’s a brutal mechanical enforcement of the roleplay. You want the best stats? You have to be a good person. Or at least, you have to not get caught.
The Priory of the Nine: Building a Team
One of the most underrated aspects of this DLC is the restoration of the Priory. You start alone. But as word spreads of your pilgrimage and your recovery of the relics, people start showing up. Knights from all over Cyrodiil—Thendret, Sir Casper, Sir Carodus—come to join your cause.
They have stories. They have lives.
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Watching the Priory go from a dusty, abandoned ruin to a bustling headquarters for a holy order is incredibly rewarding. It provides a sense of progression that the main quest often lacks. In the main quest, you’re often a loner or a subordinate to Martin Septim. In Knights of the Nine, you are the Commander. You are the Grandmaster. These people are following you.
When you finally march on Garlas Malatar for the final confrontation, you aren't alone. You have your knights at your back. It’s one of the few moments in Oblivion where the world feels populated and your impact feels tangible.
The Final Boss Fight is Actually Hard
Umaril isn't a pushover. The fight happens in two stages. First, you take him down in the physical realm. It's a grueling slugfest against his Aurorans—those glowing, golden-armored Daedra that look cool but are absolute pains to fight.
Then comes the spiritual part.
Using the "Blessing of Talos," you cast your soul into the spirit realm to finish Umaril once and for all. Fighting a demigod while falling through the sky above the Imperial City is a top-tier Elder Scrolls moment. It’s cinematic in a way that the game's engine usually struggled with. If you don't have enough potions or your Restoration skill is low, Umaril will absolutely wreck you. It requires preparation. It requires you to actually be the Crusader you spent the last five hours becoming.
Why It Still Matters in 2026
We’ve had Skyrim, ESO, and a decade of other RPGs since this came out. So why talk about it? Because Knights of the Nine represents a style of "linear-within-open-world" storytelling that Bethesda has moved away from. It’s a focused, cohesive narrative that respects the lore.
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It also serves as a bridge. It connects the mundane politics of the Third Era to the deep, weird history of the Merethic Era. It reminds the player that Cyrodiil isn't just a generic fantasy setting; it’s a land built on the ruins of a magical elven empire and the blood of human slaves.
There are some downsides, sure. The voice acting is the usual "five people in a room" vibe that Oblivion is famous for. The Aurorans can be repetitive. And if you’ve already finished the Dark Brotherhood questline, being forced to be "good" can feel like a chore.
But that’s the point. It’s about redemption.
How to Optimize Your Playthrough Today
If you’re booting up Oblivion right now to play this, do yourself a favor: don't rush it.
- Do the Pilgrimage on foot. Seriously. Turn off the fast travel. Experience the scale of the world. It makes the reward feel significant.
- Read the books. Pick up the Song of Pelinal volumes. The DLC makes way more sense when you understand the tragedy of the original Crusader.
- Level up first. The relics in Knights of the Nine are leveled. If you get them at level 5, they’ll be weak. If you get them at level 25, they are among the best items in the entire game. (Though you can place them on the armor stand in the Priory to "reset" their level to your current one—a rare bit of mercy from the devs).
- Complete the "Ghost of the Ninth Knight" quest. It’s a small touch, but helping Sir Amiel’s former companions find peace adds a lot of emotional weight to the ending.
The legacy of the Knights of the Nine isn't just a set of armor. It’s the idea that in a world of moral ambiguity and Daedric invasions, there is still a place for a hero who stands for something. Even if that hero has to walk across the entire map three times to prove it.
The armor looks great on a pedestal in your house, but it feels better when you're wearing it, standing on the steps of the Priory, watching the sun rise over the Colovian Highlands. It’s a moment of peace in a game that’s usually about closing gates to hell. And sometimes, that's exactly what an RPG needs.
Next Steps for Your Journey
To get the most out of your time with the order, head to Anvil and speak to the Prophet near the chapel. If you've already accumulated a high bounty or joined the Thieves Guild, make sure to clear your name first; the Divines are notoriously picky about who they bless. Once you begin the pilgrimage, prioritize finding the map of the wayshrines—it's often found in the basement of the Priory or on various community wikis—to save yourself hours of aimless wandering in the Great Forest. Make sure your Restoration skill is at least at 25, as several relics require basic spellcasting to acquire or utilize effectively. Regardless of your build, the Crusader's Relics provide some of the strongest defensive buffs in the game, making this questline essential for any high-difficulty playthrough.