Why The Elder Scrolls Oblivion Dark Brotherhood is still the best questline Bethesda ever made

Why The Elder Scrolls Oblivion Dark Brotherhood is still the best questline Bethesda ever made

Let’s be real for a second. If you played RPGs in the mid-2000s, you probably remember exactly where you were the first time a creepy messenger approached you after you slept in a random inn. You’d killed some unimportant NPC—maybe an innkeeper or a stray traveler—and suddenly, there’s a guy in a black hood standing over your bed. He tells you he’s from the Dark Brotherhood. That moment changed Oblivion from a standard high-fantasy romp into something much darker and, honestly, much more interesting.

The Elder Scrolls Oblivion Dark Brotherhood wasn't just a collection of "go here, kill that" missions. It was a masterclass in level design and psychological storytelling that Bethesda has struggled to replicate in the twenty years since. While Skyrim had the scale and Starfield has the procedural vastness, neither of them captured the sheer, cold-blooded creativity of the Black Hand. You weren't just a hitman. You were an artist of death, working within a family of psychos who actually felt like, well, a family.

The genius of the Cheydinhal Sanctuary

Most players stumble into the faction by accident. You kill a civilian, you sleep, and Lucien Lachance appears. It’s a classic hook. But the real magic starts once you head to Cheydinhal. You find a derelict house, head into the basement, and meet a crew that includes a grumpy Orc who hates magic and a literal skeleton.

What makes this work is the contrast. Outside, Cyrodiil is bright, colorful, and full of heroic knights. Inside the Sanctuary, it’s all candles, gore, and a weirdly cozy sense of belonging. The writing for these NPCs was lightyears ahead of the generic guards or townspeople. They had backstories. They had opinions on your progress. Most importantly, they actually seemed to like you. That’s the trick Bethesda played on us: they made us care about a group of serial killers so that the inevitable "Purification" twist would actually hurt.

Why the quest design still holds up

If you look at modern quest design, it’s often very "A to B." You follow a marker, you click on the target, and you leave. The Elder Scrolls Oblivion Dark Brotherhood did things differently by introducing "Bonuses." Sure, you could just run in and stab your target, but if you followed the specific, often convoluted instructions, you got a special reward.

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Take "Accident Prone." You have to kill a guy named Baenlin by dropping a mounted head on him while he sits in his chair. If you do it at the right time, his servant thinks it's an accident. If you get caught, you fail the bonus. This forced you to learn the schedules of NPCs. You had to lurk in the shadows and actually be an assassin.

Then there’s "Whodunit?" Honestly, it might be the single best quest in RPG history. You’re locked in a house with five strangers. They think there’s a treasure hunt. Your job is to kill them all without anyone seeing you do it. You can talk to them, convince them to suspect each other, and watch the paranoia boil over. I once spent an hour just talking to the guests, manipulating their dispositions until they started attacking each other. It was a social stealth mission before "social stealth" was even a marketing buzzword.

The tragedy of Lucien Lachance and the Black Hand

The middle act of the questline shifts the tone significantly. You stop taking orders from the Sanctuary and start taking them from "Dead Drops." You’re finding notes in hollowed-out tree stumps and old ruins. It feels lonely. It feels dangerous.

The twist—that you’ve been manipulated into killing the very leaders of the Brotherhood you were trying to serve—is a gut-punch. Watching Lucien Lachance, arguably the coolest NPC in the game, get falsely accused and brutally murdered by his own peers is genuinely disturbing. It’s a rare moment where the game takes away your power and makes you realize you were just a tool the whole time.

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Comparing Cyrodiil to Skyrim’s Brotherhood

People always argue about which game did it better. Skyrim’s Dark Brotherhood had better production values and a cool dragon-shout tie-in, but it felt... smaller. In Skyrim, the Brotherhood is already a dying relic. In Oblivion, you felt the weight of a secret empire. The lore felt more grounded in the mythos of Sithis and the Night Mother.

Also, let’s talk about the rewards. Oblivion gave you Shadowmere, a horse that was basically immortal and could fight off a Daedroth by itself. It gave you the Black Hand robes. It gave you a sense of progression that felt earned. By the time you become the Listener, you’ve actually navigated a political and supernatural minefield.

Common misconceptions about the questline

One thing people get wrong is thinking you have to be a "Stealth Build" to enjoy these missions. You don't. While the bonuses are easier if you have high Sneak and Chameleon, the game provides plenty of tools for warriors or mages to get the job done. I’ve seen players use Frenzy spells to make targets kill their own bodyguards, or even just high-level Alchemy to slip poisoned apples into pockets.

Another misconception is that the "Purification" is optional. It isn't. To move the plot forward, you have to wipe out your friends in Cheydinhal. It’s a mandatory emotional hurdle that defines the dark tone of the game.

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The technical reality: How it looks in 2026

If you’re booting up Oblivion today, the "potato faces" of the NPCs are a bit of a meme. We know this. But the atmosphere of the Dark Brotherhood missions transcends the dated graphics. The lighting in the Sanctuaries and the scripted events still trigger that same tension. There’s a certain charm to the clunky combat when you’re trying to pull off a perfect stealth kill.

How to maximize your playthrough today:

  1. Don't fast travel to every contract. Walk the roads. The Dark Brotherhood is about the journey through the shadows of Cyrodiil.
  2. Read the journals. Many targets have diaries that explain why someone wanted them dead. It adds a layer of morality (or lack thereof) to your hits.
  3. Use Poisoned Apples. They are the most hilarious way to kill NPCs. Just remove all other food from their reach, and they’ll eat the apple.
  4. Save the Whodunit quest. Seriously, keep a separate save file for this one. You’ll want to play it multiple times to see all the different dialogue outcomes.
  5. Listen to the rumors. NPCs in the world will react to your crimes. It makes the world feel alive in a way that modern games often miss with their static environments.

The Elder Scrolls Oblivion Dark Brotherhood remains a benchmark for how to write a faction quest. It wasn't just about the kills; it was about the atmosphere, the betrayal, and the weird, dark family you made along the way. If you haven't played it in a decade, it’s worth going back. Even with the dated engine, the writing stands tall.

Next Steps for your Dark Brotherhood run:
Start by heading to the Imperial City Waterfront. Find an isolated house or wait for a lone traveler on the Green Road. Once the deed is done, find a bed at the Roxey Inn or any quiet tavern. Sleep for a full eight hours. When you wake up and hear "You sleep rather soundly for a murderer," you'll know you're on the right track. From there, prioritize the "Bonuses" in every contract—they provide the most unique gear and are the only way to truly experience the depth of the level design.