The Elder Scrolls IV: Oblivion: Knights of the Nine

a.k.a. TES4:KOTN

published by 2K Games / Bethesda Softworks in 2006-12-04, developed by Bethesda Game Studios, running on Windows
type: action/reflex, beat 'em up, adventure, role-play
genre: Fantasy, Lock picking, Sorcery, Spell designing, Stealing, Walking
series: The Elder Scrolls
setting: Medieval
perspective: 1st person 3rd person selectable
player options: single player
game engine: Gamebryo
other: Add-on
languages: eng

Personal review

KOTN sets the player on a quest to find an armor of some long-dead holy knight or saint in this expansion. Starting with rumors of a prophet in Anvil, the player is given the quest to go on a pilgrimage to the wayshrines of the Nine Divines to gain guidance to the location of the armor. From there the player journeys across Cyrodiil dealing with the religion of the Nine and expressing their own faith to them until they've finally collected the set.

There's really no room for evil characters in this expansion as it purely deals with the religious paladin type characters, and since it does deal with religion that is quite real in the world of Elder Scrolls. So, there's no way an evil character could weasel their way through it (and what kind of evil character would agree to go on a goody-two-shoes kind of pilgrimage in the first place to possibly gain some vague notion where this armor of indeterminable value was located?). I doubt the Nine would allow such to pass the tests (an evil character might pass some which require choices based on info given by mortals, but these are choices they can happily do if it brings them closer to their goal instead of doing them because they're "good"). The gauntlets and the mace are perhaps the most obvious cases where an evil character would never progress (and it'd require metagaming anyway).

I've yet to complete the quest myself, so this is all I could say of it. Still, it's clearly meant for those who want more of the paladin style stuff. And I have to repeat, I don't see how an evil character could be interested in even starting the quest. A bit like a "good" character wouldn't want to do the assassin's guild invitation quest (I dunno who I "murdered" to get it, but I don't recall killing anyone but those who attacked me first; unless backstabbing necromancers counts, but they aggro the moment they notice you).

# 2009-07-06 18:53:04

Comments (3)

This is actually on level of DLC, adding single (albeit large-ish) multi-part quest to Oblivion. Even Bethesda doesn't call it an expansion (Shivering Isles is the first and only one).

How to start: Speak to the prophet preaching near the chapel in Anvil.
Sanguine # 2009-07-21 14:51:28
INT 2009-06-16 on Steam, by Bethesda Softworks (lang: eng) - GOTY edition
Sanguine # 2009-06-17 17:02:58
Of course there are dozens of player-made quest mods for Oblivion out there, but I believe this is the first official expansion mod.

I just finished KOTN and I must say that it was rather disappointing. The story is completely linear and doesn't give any options for evil characters. The quests are very typical go here, get this and go there, kill this types. *yawn* Well, at the very least, KOTN will give modders some new material to work with.
(cjlee001) - # 2007-01-04 09:16:41

Technical specs

display: textured polygons, textured polygons

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The Elder Scrolls IV: Oblivion: Knights of the Nine in-game screen.
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