With all of the guilds that you have to choose from in Oblivion, there aren’t that many dedicated to being a virtuous warrior of hope for the people of Cyrodiil other than in being the nameless adventurer that happens to be in the right place at the right time. With the Knights of the Nine, Bethesda hopes to give players looking to gain glory for themselves while being virtuous and saintly a chance to save the land from an ancient evil as they bring together the lost relics of a hero. Giving the player plenty of gear as well as including all of the previous plugins that had been sold separately, Knights of the Nine is a lot of fun but can feel a little light on the content.
Knights of the Nine were reformed on the PC. It is also available on the 360 from the Marketplace and can be purchased as a separate downloadable plugin for PCs. The following review covers the retail version.
A Quest for Redemption
Knights of the Nine offers up a special quest for the Oblivion adventurer that wants to set a heroic example to the people of Cyrodiil. The exact opposite of the Dark Brotherhood, the Knights were once an order of honorable warriors that were banded together in order to help defend the land from evil before they were destroyed from within ages ago. Their fall was swift, following their greatest triumph over the king of the Ayleids that freed the land from slavery. Now an ancient evil has returned to challenge the very gods and only by restoring the ancient order of heroes can it be stopped. That’s where you come in.
The main quest is filled with a variety of interesting challenges that will take you through the corners of Cyrodiil in search of the relics that will be needed to resurrect a legend and offers a chance for nefarious players to absolve themselves of any infamy with a pilgrimage so that they can take part. Aurorans will reveal themselves in service to their king, Umaril, who is slowly re-awakening, and a unique set of items awaits you at the end of your quest. Without spoiling any of the surprises, a few of the tests that you will be confronted with are pretty creative, offering a new twist or two that don’t require you to swing a blade as an answer and fit in with the philosophy of the Knights. At the end, you’ll get a set of impressive toys, a new headquarters to call home, and a band of knights that you can bring along on your further adventures. Unfortunately, as with several of Oblivion’s other quests that invoke impressions of being paraded through the streets in respect or fear, the only ones to really recognize your accomplishments are those within your new guild which can feel a little anticlimactic.
In addition to the main quest, all of the official plugins that Bethesda has put together for sale on their site are also included. A variety of dwellings are available such as a Wizard’s Tower and a hidden Thieves Den. Two optional quests are also included, one that has to do with repairing the Orrery at the Imperial Academy and another that sets you on a quest for Mehrune’s Razor, a weapon that kill most anything with a single hit. Altogether with the additional quests and homes, there’s about ten or so hours of adventuring here, less if you decide to tackle the challenges with a fairly experienced and powerful character. If you’ve already bought into the plugins online, there’s really no sense in purchasing the retail version when you can do the same thing for the Knights content, unless you want a pretty box to put next to your Collector’s Edition of Oblivion.
Capsule Sized Heroism
Adventurers looking to take part in another heroic tale and those who wish to take their characters down the road to redemption can rest easy knowing that the rewards are well worth the effort as they bring the Knights back from oblivion in this expansion. With an interesting quest whose story fits in with whatever may be going on in your particular campaign across Cyrodiil, it’s a fun addition that will take you into the forgotten past of Tamriel as you fight to stop the return of evil. Again.
- World 1-1