July 19, 2017 5:49 PM EDT
I never played I or II but out of III, IV, V, and Online it goes to the Imperial Cult, the Knights of the Nine, the Dawnguard and probably the Fighter's Guild. But do keep in mind: I have never done the Dark Brotherhood or the Thieve's Guild in both Skyrim and Oblivionand have only played Morrowind once as a paladin (my first character in any RPG is a paladin).
I just enjoyed how in Morrowind, the Divines actually felt like they had a presence with the Imperial Cult. In the quests of later games (outside of the Knights of the Nine DLC), the Divines feel, I dunno, lackluster. Like they have no real power in the world that they themselves created; the Daedric Princes have more influence in the world in later games.
This kinda goes with the Imperial Cult but the Knights of the Nine questline gives you the only real signs of power and influence in the world of the Elder Scrolls in Oblivion. It has always bugged me in Oblivion and Skyrim the Daedra have far more influence on Nirn than the Divines who themselves created Nirn. The Knights of the Nine help to diminish this feeling.
The Dawnguard in Skyrim are just a far, far superior and more interesting version of the Order of the Virtuous Blood in Oblivion. I bet many gamers, even a lot of hardcore TES fans, never even found the Order in Oblivion; that just shows how unimportant and lackluster they were. I also just love the sun spells and the aesthetic of their weapons and armor. They are unlike any other pieces of equipment found in Skyrim. And the Rune weapons (and shield) are extremely interesting.
In Online, most of the guild are rather unimport but I like the idea of the Fighter's Guild not just being common mercenaries, using their combat prowess for gold and fame, but rather as warriors with a specialized purpose to destroy all daedric influence.
This post was edited by Aidence at July 19, 2017 5:49 PM EDT