The year was 2006. Bethesda was still figuring out what "downloadable content" actually meant. We’d already survived the Horse Armor debacle—which, honestly, people are still salty about two decades later—and then came Knights of the Nine DLC. It wasn't a massive, world-altering expansion like Shivering Isles. It didn't give you a whole new plane of existence to run around in. Instead, it gave us something weirdly specific: a chance to be the "good guy" in a game that usually rewarded you for stealing everything that wasn't nailed down.
It’s easy to forget how clunky Oblivion feels by modern standards. But the quest for the Crusader’s Relics? That still hits. It’s got that specific Bethesda magic where a simple rumor in a chapel leads to a continent-spanning pilgrimage that actually makes you feel like you're earning your place in history.
The Pilgrimage that actually feels like work
Most RPGs tell you that you're the "Chosen One" the second you finish the character creator. Knights of the Nine DLC makes you prove it. You start by talking to a Prophet in Anvil. He’s ranting about Umaril the Unfeathered, an ancient Ayleid king who has decided to come back and ruin everyone’s day. But you can't just go hit Umaril with a sword. Not yet.
You have to go on the Pilgrimage.
This is the part that usually annoys people who just want to get to the loot. You have to visit the Wayshrines of the Nine Divines scattered across Cyrodiil. And here is the kicker: if your "Infamy" stat is too high, the shrines won't talk to you. You have to be pure. If you’ve been doing the Dark Brotherhood quests or picking pockets in the Imperial City, you’re basically persona non grata to the gods. It forces a specific playstyle that feels distinct from the rest of the game. It’s a literal reset for your character's soul.
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Recovering the Relics of the Crusader
The meat of the expansion is finding the armor and weapons of Pelinal Whitestrake. This isn't just generic "Ebony" or "Daedric" gear. Each piece has a story, and more importantly, a specific trial attached to it.
Take the Cuirass of the Crusader. You find it in Priory of the Nine, but it’s not just sitting in a chest. You have to prove your worth in a spectral combat gauntlet against the ghosts of the original knights. Then there’s the Boots of the Crusader. You have to visit the Shrine of Kynareth and undergo a "test of nature." Basically, a giant bear attacks you, and you have to just... stand there. You can’t fight back. If you kill the bear, you fail. It’s a subversion of every instinct you’ve developed over fifty hours of gameplay.
The gear itself is iconic. The winged helmet? The heavy white kite shield? It turned the Hero of Kvatch into a holy juggernaut. But there's a catch that most modern games would never dare to include. If you commit a crime while wearing the armor, you lose the "Grace of the Gods." The armor becomes unequipped, and you can't put it back on until you go do that long-winded pilgrimage all over again. It’s annoying. It’s tedious. It’s also brilliant roleplaying. It demands that you actually act like a knight.
Who was Pelinal Whitestrake anyway?
To understand why this DLC matters, you have to look at the lore Bethesda snuck in. Pelinal Whitestrake is one of the most metal characters in The Elder Scrolls history. In the lore, he was a "Star-Made Knight" who helped Alessia overthrow the Ayleid slave-masters in the First Era. He was essentially a magical cyborg from the future (depending on which lore nerd you ask) who went on genocidal rampages against the Elves.
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Umaril the Unfeathered, the villain of the DLC, was Pelinal's ancient rival. Umaril is a "demi-Prince," a hybrid of Ayleid and Divine essence. Because his spirit is tied to the Waters of Oblivion, he can't truly die—he just goes back to the colored rooms of Meridia to reform. That’s why the Knights of the Nine DLC ends with you having to cast a spell to follow his soul into the spirit realm to delete him from existence permanently.
Rebuilding the Priory
One of the most satisfying elements of the DLC is the restoration of the Priory of the Nine. You start in a dusty, ruined basement. As you progress and find the relics, NPCs start showing up. They aren't just random redshirts; they are characters with backstories who want to join your cause. Sir Thedret, Sir Lathon, Sir Carodus—they fill the halls, and suddenly you’re not just a lone adventurer anymore. You’re a Grandmaster.
It’s a precursor to the base-building mechanics we saw later in Skyrim or Fallout 4, but it feels more earned here because it’s tied to your reputation.
Why it's better than Shivering Isles (unpopular opinion)
Look, Shivering Isles is a masterpiece. Everyone knows that. Sheogorath is great. But Shivering Isles feels like a separate game. It’s a psychedelic detour. Knights of the Nine DLC feels like it completes the world of Cyrodiil. It fills in the gaps of the religion and the history of the land you've been walking on.
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It also fixed a major complaint about the base game: the lack of a "Paladin" path. In the vanilla game, the Mages Guild is cool, and the Thieves Guild is legendary, but the Fighters Guild is a bit... bland. This DLC gave players a way to feel righteous. It gave the Divines a physical presence in a world that felt dominated by the Daedra.
Dealing with the glitches
We have to be honest. It’s an old Bethesda game.
Sometimes the ghosts in the Priory don't trigger their dialogue. Sometimes the "Infamy" check bugs out, and you’re stuck doing the pilgrimage for the third time because you accidentally stole a spoon in Bruma. There’s also the issue of the level-scaling. If you get the Crusader’s Relics at level 5, they’re okay. If you get them at level 30, they’re gods-tier. Fortunately, Bethesda added a mechanic where placing the items on the armor stand in the Priory levels them up to your current character level. It was a rare moment of foresight in an era of awkward RPG mechanics.
Actionable Tips for a 2026 Playthrough
If you’re firing up Oblivion on a modern rig or console to revisit this, keep a few things in mind to make the experience better:
- Don't rush the pilgrimage. Use it as an excuse to actually see the map. Cyrodiil is beautiful, and the wayshrines are often tucked away in spots you’d never visit otherwise.
- Complete the "Cheydinhal Recommendation" first. You’ll want some basic restoration spells. Being a knight is hard work, and you'll be doing a lot of self-healing during the final battle in the sky.
- Watch your bounty. Seriously. If you’re mid-quest and you get a 5 gold fine for trespassing, you might lose the ability to wear your boots in the middle of a dungeon. It’s embarrassing.
- The Sword vs. The Mace. You get both. The Sword of the Crusader has a nasty curse on it until you purify it at the altar in the Underpall Cave. Don’t try to use it before then; it drains your strength until you can’t even move.
The Knights of the Nine DLC isn't just a questline. It’s a vibe. It’s the feeling of clanking armor, the glow of holy light in a dark ruin, and the weirdly personal satisfaction of being the most "lawful good" person in a province full of Daedra-worshipping cultists. It turned Oblivion into a complete heroic fantasy, and it’s still the gold standard for how to do a "faction" DLC right.
To get the most out of your return to the Priory, make sure you install the "Unofficial Oblivion Patch" if you're on PC. It fixes the notorious script lag that sometimes prevents the final boss from spawning in the spirit realm. Once you've secured the relics, focus on the "Shield of the Crusader" early—it's arguably the best defensive item in the game due to the reflect spell enchantment, which makes those late-game mages significantly less annoying. If you find yourself struggling with the "Infamy" system, keep a save file from right before you started the pilgrimage; it's a lifesaver if a stray "theft" flag hits your character sheet.