A Rose Without Thorns

Prerequisites
 Related Quests
 Quest ID
 NPCs
 Reward

A Rose Without Thorns is the story of a dishonored knight and his journey toward reclaiming his former virtue. Although the tale mirrors one of redemption, completing the quest does not restore Erevan’s former status and rank, but rather, provides him with the impetus to accept his fate and move forward in order to serve the greater good.

**The Knight of Thorns**

Upon entering the Braidwood Inn in Kynesgrove, the player will find Erevan waving his mug around in a drunken stupor. Further conversation will reveal he was a former Knight of the Rose, the personal guard of the Count of Cheydinhal.

If the Kynesgrove dragon has been slain and Delphine has asked the player to meet her back in Riverwood, leaving the inn and returning will start the quest.

Notes:

– In versions prior to 3.06.2, Diplomatic Immunity had to be completed. In versions after, so long as A Blade in the Dark is not running, the quest will start.

– In versions prior to 3.06.2, Hiram would appear immediately after leaving Braidwood Inn. To create a passage of time, the trigger is now in Whiterun, Winking Skeever, Riften Marketplace, or Candlehearth Hall. Entering any of these places after speaking to Erevan will enable Hiram.

– The prerequisite is designed to clear the area to avoid conflicts

– Erevan says the Order of the Rose began as The Knights of the Thorn, a reference to the faction in Oblivion founded by Farwil Indarys.

**The Chaste Knight**

Upon re-entering the inn, the player finds a Breton named Hiram pleading with Erevan to return to Cheydinhal to clear his name. After Erevan brushes him aside, Hiram addresses the player and apologizes for his behavior. At this point, a farmer enters the inn and warns the town that the Knights of the Eight have returned.

The farmer reveals that the knights are actually bandits extorting the town for protection money. Hiram storms outside and confronts the bandits. The confrontation leads to a fight, with some of the townsfolk coming to Hiram’s aid. Hiram informs the player this was his intent all along, to inspire the people to stand up to the bandits.

However, by slaying the bandits, Hiram fears that the Knights of the Eight will make an attempt to ransack the town. In order to ensure the defense holds up, he asks the player to ask Erevan to help.

Erevan once more rebukes the player and forces him/her to return to Hiram. Hiram then gives the player the option of having the townsfolk construct battle defenses, either with barricades or traps. The player can also choose to leave the roads bare. Once the decision is made, Erevan will make an appearance, reluctantly accepting Hiram’s offer, but insisting he will do so as the Knight of Thorns.

Notes:

– Hiram was made to mirror the look of Bremman Senyan from Oblivion. However, he was mistakenly made a Breton like Jhared Strongblade as opposed to an Imperial

**The Return of the White Rose**

After a night’s rest, the player returns to find the defenses constructed and the townsfolk armed and ready. Hiram informs the player that Erevan is guarding the town’s rear flank by his lonesome.

Erevan will apologize to the player for his behavior and speak truly for the first time. At this point the bandits will attack the rear flank. Slaying them will spawn the frontal assault. The player must run back to the town to help the defense.

When the battle is over, Hiram and Erevan will speak to each other and thank the player. Despite Hiram’s pleas, Erevan realizes that returning to Cheydinhal will be futile, and that he can maintain his dignity as a knight regardless of whether he serves a court. As such, he requests the player take him along on his/her travels.

Notes:

– The player does not have to sleep in the bed, merely activating it will progress the quest

– Erevan’s use of the word “Huzzah” is also an ode to the original Knights of the Thorn, implying the term has been a staple of the Order throughout the ages.

– A nearby Giant may aid the defense or attack the player.

– Erevan may have trouble finding a route back to the town, and will likely take a more circuitous route and miss the frontal assault entirely.

– The defense is deemed over when an internal count reaches a certain number. If a bandit were to run away, that count could be jeopardized. This has been rectified in version 3 by speaking to Erevan provided he is not in combat.

– Entering and exiting the inn will clear the exterior of any defenses, corpses, and Hiram.

Notes: Stages 35, 47, 50, 55, 75, 77 and are set during scenes or when entering a trigger at the appropriate stage.