Why Cheydinhal’s Knights of the Thorn are the Most Ridiculous Guild in Oblivion

Why Cheydinhal’s Knights of the Thorn are the Most Ridiculous Guild in Oblivion

You’re walking through the rain-slicked streets of Cheydinhal, maybe heading to the Dark Brotherhood sanctuary or just looking for a decent bed at the Newlands Lodge, and you see them. A small group of guys in mismatching heavy armor looking incredibly self-important. They aren't the Fighters Guild. They definitely aren't the Imperial Legion. They call themselves the Knights of the Thorn, and honestly, they are probably the biggest joke in the entire province of Cyrodiil.

Most players remember their first encounter with Farwil Indarys. He’s the son of the local Count, and he’s basically the poster child for "privileged kid with too much time and a very dangerous hobby." He’s the founder of this "knightly order," which, if we’re being real, is more of a glorified social club for the local rich kids than a legitimate military force.

But there is something weirdly endearing about them. In a game filled with world-ending stakes and literal demonic invasions, the Knights of the Thorn represent a very human kind of delusion. They think they’re the heroes of an epic poem. In reality? They’re barely keeping their boots polished.

The Origin Story of Cyrodiil’s Least Competent Order

The group was founded by Farwil Indarys, the son of Count Andel Indarys. If you know anything about Cheydinhal, you know it’s a city of secrets and dark corners. But Farwil? He’s about as subtle as a warhammer to the face. He decided that the local guard wasn't prestigious enough for him. He wanted glory. He wanted a title. So, he just made one up.

The "Knightly Order" consists of about seven members total, and that’s being generous. They spend most of their time hanging out at the Knights of the Thorn Headquarters, a small building just outside the city walls. It’s basically a clubhouse. Inside, you’ll find some food, some beds, and a lot of ego. They don't actually do any training. You won't see them sparring or studying tactics. They just sit there, looking "knightly."

The "Battle" of Cheydinhal

The true test of the Knights of the Thorn came during the Oblivion Crisis. When an Oblivion Gate opened right outside Cheydinhal, the City Guard did the smart thing: they stayed at the walls and prepared a defense. Farwil, sensing his "legendary" moment had arrived, led his small band of "knights" directly into the gate.

It was a disaster. It was a complete and utter mess.

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By the time the Hero of Kvatch (that's you) arrives, most of the knights are already dead. They weren't killed in some grand stand-off. They were picked off because they had no idea what they were doing. They charged into a literal hell-dimension wearing shiny armor and shouting slogans, and the Daedra didn't care about their family names.

Meeting Farwil: The Man, The Myth, The Liability

If you decide to go in and save him—which you kind of have to if you want the "Wayward Knight" quest rewards—you find Farwil and his last remaining buddy, Bremman Senyan, cowering or standing defiantly (depending on your perspective) deep within the Deadlands.

Farwil is a fascinating character because he truly believes his own hype. He talks about "the glory of the Thorn" while literally surrounded by the charred corpses of his friends. He’s not a bad guy, necessarily. He’s just dangerously overconfident. He represents that specific trope of the "noble idiot" that Bethesda writes so well.

  • He gives you a "Medallion of the Thorn."
  • He expects you to follow his lead, despite him having zero combat awareness.
  • He is prone to running headlong into a group of Scamps and getting himself killed in three hits.

Keeping Farwil alive is one of the most frustrating escort missions in The Elder Scrolls IV: Oblivion. He has no sense of self-preservation. He will stand in lava. He will provoke Dremora Lords twice his level. He is a nightmare to manage.

Why the Rewards are Actually Worth the Headache

So, why bother? Why spend forty minutes reloading your quicksave because Farwil decided to pet a Clannfear?

Basically, the rewards are surprisingly good for a mid-game character. If you manage to drag Farwil’s oblivious carcass back to his father, the Count is so relieved he offers you a choice of two unique enchanted weapons.

Staff of Indarys vs. Thornblade

This is where the game actually rewards your patience. You get to choose between the Staff of Indarys and the Thornblade.

The Staff of Indarys is decent. It’s got a Shock Damage effect and a Disintegrate Armor effect. It’s useful if you’re playing a mage, but honestly, there are better staves out there.

The real prize is the Thornblade. It’s a leveled longsword that comes with a Disintegrate Armor enchantment. At its highest level (level 25+), it’s one of the better swords in the base game. It’s sleek, it looks unique, and it carries the prestige of an order that you basically saved single-handedly.

You also get the honorary title of "Knight of the Thorn." It doesn't really do much in the grand scheme of the game—people in Cheydinhal might comment on it—but it feels good to have another title on your resume. Plus, you get your own medallion. It’s a nice bit of roleplaying flavor.

The Harsh Reality of the Knights’ Legacy

Let’s be honest. Without the player character, the Knights of the Thorn would have been a footnote in a history book titled How Not to Fight Daedra.

They are a cautionary tale about what happens when "spirit" and "bravery" aren't backed up by actual skill or equipment. They wear steel armor. In a world where glass, ebony, and daedric equipment exist, going into an Oblivion Gate in basic steel is basically suicide. It shows how out of touch they are with the reality of warfare.

But there’s a lesson here. Even though they were incompetent, they were the only ones who actually went into the gate. The City Guard stayed behind. They were afraid. Farwil and his boys were too dumb to be afraid, and in a weird, twisted way, that’s almost heroic. Or maybe it’s just stupid. It’s a thin line.

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Misconceptions About the Order

Some people think the Knights of the Thorn are part of the official Cheydinhal military. They aren't. They are a private organization. This is why the Count is so stressed out. He can't officially order them to stop, because they aren't under his command, even though his son is the leader. It’s a political headache for him.

Another misconception is that you can "rebuild" the order. You can't. Once the quest is over, that’s pretty much it. They don't go on to recruit more people or become a powerhouse in Cyrodiil. They just continue to exist in their little house outside the walls, probably telling exaggerated stories about how they (and that one traveler) closed the Great Gate.

How to Handle "The Wayward Knight" Without Losing Your Mind

If you’re planning a playthrough and want to join the Knights of the Thorn, here is how you actually survive the quest without throwing your controller across the room.

  1. Clear the Path First: Do not talk to Farwil immediately. Clear out every single Daedra between the entrance of the Deadlands and the sigil tower. Go back, get him, and then lead him through the empty hallways.
  2. Use Command Humanoid: If you have high enough Illusion skill, you can literally force him to stay put or move where you want.
  3. Heal Him Constantly: If you’re a restoration specialist, keep a "Heal Other" spell ready. You’ll be casting it every thirty seconds.
  4. Paralyze Him: Honestly? If he’s about to run into lava, paralyze him. It’s for his own good.

It’s a tedious process, but seeing Farwil’s goofy face when he makes it back to the city is... well, it’s something.

Practical Next Steps for the Aspiring Knight

If you’re currently standing outside the Cheydinhal gates wondering if you should help these guys, here is your roadmap.

First, check your level. Don't do this quest at level 2. The rewards scale, and the Thornblade is much more impressive if you wait until you’re at least level 25. If you do it too early, you get a glorified butter knife.

Second, make sure you have a way to heal others. Whether it’s scrolls or spells, you cannot rely on Farwil’s AI to keep him alive. He has the survival instincts of a lemming.

Third, once you finish the quest, go talk to the Count. Don't just walk away. The dialogue where he tries to reconcile his pride in his son with his absolute horror at his son's idiocy is some of the best writing in the game. It adds a lot of depth to the Indarys family.

Finally, wear the medallion. It’s a 10-point boost to Disposition with everyone in Cheydinhal. It makes selling your loot and buying houses a lot cheaper. It’s the one actually practical thing the Knights of the Thorn ever produced.

The Knights of the Thorn aren't the strongest faction. They aren't the smartest. But they are a quintessential part of what makes Oblivion feel like a lived-in, flawed, and often hilarious world. They remind us that even in a fantasy epic, there’s always room for a few guys who have no idea what they’re doing but are determined to do it anyway.

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To get the most out of your time with the order, head to Cheydinhal once you've hit level 25, bring a strong "Heal Other" spell, and be prepared to act as a glorified babysitter in exchange for one of the best swords in the game. Just don't expect them to help you in the final battle for the Imperial City; they'll likely be busy polishing their medallions.