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Once you've subscribed to the mod, make sure it is checked in your Data Files. If you are running another craftable lockpicks mod, be sure to put "An Altmer Intrigue" above it in in the load order.
If you're running a multiple followers mod, it's important to note that there will be one quest where you must leave everyone behind and continue only with Pelin. Before you reach that point, Pelin will mention you need to temporarily part with your comrades. He'll give you time to get them to a safe waiting location. Pets are fine and can continue with you and Pelin.
When you're ready to begin, head to Whiterun's inn, The Bannered Mare.
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Upon arriving at The Bannered Mare, you see a new sellsword, Engrid, in the room. She either ignores you or gives half-hearted greetings. Head to the bar counter and pick up the Stolen Item Warrant. Take it to accept the bounty job for retrieving Lord Pelin Varlais' ancestral sword from bandits traced to Rhothgar's Watch Ruins.
Engrid, seeing you pick up the warrant, is now interested in speaking. She tells you about her own experience running the job and her suspicions that Elven thieves' guild, the Summerset Shadows, are involved. Engrid gives you the map location of Lord Pelin Varlais' manor.
If you want, stop by Varlais Manor to speak with Pelin. He expresses frustration over the lack of help in Whiterun and his delight over your willingness to assist a stranger. (If you want to snoop around, feel free. Despite Engrid's warnings, no one will chase you off Pelin's property.) Head to Rhothgar's Watch Ruins when you're ready.
This is a straightforward, eerily empty dungeon crawl. It leads to a dilapidated Nord ruin, adorned with ratty Summerset banners, just as Engrid described. The place is packed with Summerset Shadows thieves, including their leader, Falthyr. While most of the thieves are easy, Falthyr is equipped with some strong healing potions, and he uses them when his health gets low. Be prepared to get some space between you and him—depending on the difficulty level, he can hit quite hard. When you've dispatched everyone, take your time looking around. There's a Forger's Practice Page on the table at the end of the hallway. In Falthyr's room, you find Pelin's Varlais Ancestral Sword, as well as a Burglary Contract and Letter from Falthyr to K. There's a lot of loot on the floor and in the chest—don't leave without it. When you're done, head back to Pelin.
When you return the Varlais Ancestral Sword to Pelin, he rewards you with 6000 gold and a random gem. Pelin happily states that he hopes he gets to know you better someday and that you are always welcome at his door.
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Whether you immediately follow Pelin into Varlais Hall or return at a later time, when you speak with him next, he greets you as a friend, and you find yourself in a casual conversation about happenings in Skyrim.
At the end of the conversation, Pelin mentions he'd like to get to know you better and offers his company in your adventures. Accept his offer, and you not only get the option to take him as a follower, but you also start the next quest, "A Trail of Quill, Ink, and Shadow."
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As a friend of Pelin's, it's no longer appropriate to assume that the more sinister nature of his burglary is none of your business, and it's time to reveal what you found in Rhothgar's Watch Ruins. Someone's after Pelin for "anti-Thalmor activities," and that puts him in danger. When you show him the Burglary Contract and ask if he knows anyone by initial of "K," he gets very nervous and defers answering. Time to take matters into your own hands and start a thorough search of Varlais Hall for the piles of letters that Falthyr didn't bother to examine.
You won't get quest targets on your map or compass for the letters. You also won't get notifications when you pick up each letter. The tally is kept in your quest journal, however, and you can check it to monitor your progress. There are a total of 12 letters, 7 on the first floor and 5 on the second floor. They are in logical locations (i.e., you won't find any in a pantry closet) where someone may read—and leave behind—a note. You quickly see that there are 3 letters each from Pelin's friends, Nelacar, Faralda, and Ondolemar. There are also 3 missives from the Thalmor Embassy.
The exact letter locations are as follows:
Ondolemar's First Letter = First Floor, Dining Chamber, on the table
Ondolemar's Second Letter = Second Floor, Pelin's Solar, on the desk
Ondolemar's Third Letter = Second Floor, Pelin's Solar, on the cocktail table
Faralda's First letter = First Floor, Alchemy Laboratory, on the desk
Faralda's Second Letter = First Floor, Library, on the south table
Faralda's Third Letter = First Floor, Alchemy Laboratory, in Shipment from Faralda chest
Nelacar's First Letter = First Floor, Library, on the cocktail table
Nelacar's Second Letter = First Floor, Enchanting Laboratory, on the desk
Nelacar's Third Letter = Second Floor, Solar, on top of the book on the desk
Thalmor Embassy Orders 1 = First Floor, Library, on the north table
Thalmor Embassy Orders 2 = Second Floor, Solar, on the cocktail table
Thalmor Embassy Orders 3 = Second Floor, Pelin's Dressing Chamber, on the cupboard
Once you've collected them all, you see that the Thalmor armor mannequins aren't just war trophies—Pelin is indeed a Justiciar. Things may not be what they seem, however. After reading through his friends' letters, it's apparent you won't have the full story until you read what Pelin sent to each of them in return. Time for a tour of Skyrim. In their letters, Pelin's friends have all stated exactly where they are staying in Skyrim. It's a sure bet that the letters will be with them.
At this point, you can start heckling Pelin with a "Any luck on the suspect with the 'K' name?" repeating question. After entertaining your childish "are we there yet? are we there yet?" nagging, he eventually becomes exasperated, and you won't have the option to pester him with it again—for a little while. You also get the "May I ask you something?" dialogue option, letting you ask Pelin about his friends.
First stop is Understone Keep in Markarth, where Ondolemar is stationed. If you've won the Civil War for the Stormcloaks, Ondolemar is no longer wandering Understone Keep's halls. You're here for his letters, though, not him. To get to the Thalmor quarters, take a right at the top of the main stairs, then follow the corridor to the left. You pass the steward's quarters on the right (a guard will be posted by them). The Thalmor quarters are at the end of the corridor, behind a locked door. Picking this lock could get you a bounty, so if you're nervous, talk to Pelin about not wanting to commit a crime. He recommends checking around the Jarl's seat—an Understone Keep key is available. Inside the Thalmor quarters, find Ondolemar]s Letter Box: Pelin's 3 letters to Ondolemar are inside.
Next, head to Winterhold, where both Nelacar and Faralda live. Stop by the inn, The Frozen Hearth, to grab Nelacar's letters. Nelacar's room is at the far end, to the right of the bar. The first letter from Pelin is sitting on Nelacar's counter. Walk around the back to find Nelacar's Letter Satchel on one of the counter shelves. The other 2 letters from Pelin are inside.
Faralda is a mage in the College of Winterhold, and her room is in the Hall of Countenance (head to the right when you first enter the College courtyard). Faralda's room is the first door to your right. The locations of Pelin's 3 letters are: on top of a barrel, on the side table next to the chair, and on one of the shelves to the left of her bed.
Your character has saved you a lot of trouble in piecing this epistolary story together by assembling a notebook of the letters in their proper sequence. In your inventory, read My Investigation Notes. The key points are (1) Pelin is suspected of aiding Nords and (2) he is keeping a journal of his plans. In searching Varlais Hall, you probably saw Pelin's Safe. It's likely the journal is there.
Ask Pelin for the key to his safe. After some minor protest, he lets you take it.
When you head back to the Pass to Varlais Mountain Glen (either now or earlier after finding Pelin's letters to his friends), you'll find a shocking scene: Varlais Manor Guard Aldaril and two Varlais Manor soldiers are standing among five dead Thalmor guards and one dead Thalmor captain (in glass armor). Ask Aldaril what happened, and he replies that soldiers from Falkreath attacked—he and the guards killed most of them, but some got away. Pelin only admits that there are Thalmor stationed in Falkreath, but he doesn't know why they'd strike Varlais Manor.
Head to Pelin's Solar on the second floor and unlock the safe. Take Pelin's Journal and the Furniture Key. Settle back for a long read: Pelin's Journal is an account not only of what has happened, but also how his attitudes and beliefs have changed. Though he's had aid from his manor and friends, Pelin has had little support from family: his father believes the entire conflict is driven by Thalmor greed and bears tremendous disappointment in Pelin. You learn that Pelin, believing the Thalmor have lost their way, has been rescuing Nords bound for Northwatch Keep and allowing them refuge in the Varlais Hall basement.
If you wish, head to the Varlais Hall basement before speaking to Pelin. In the second large chamber, there is a substantial cabinet on the west wall. Use the Furniture Key to unlock it. Inside, you'll discover 3 Nords in a multiroom living space. If you ask Ljota if they are prisoners, she denies and corrects you, stating Pelin is a hero. There is a Letter to Ljota's Mother on the dresser across from the entrance. In the sleeping chamber, there is a Shrine of Talos on the mantle and an Amulet of Talos on one bedside table.
It's time to ask Pelin about "K." He admits he now knows the exact identity of the suspect and hands you a note his guards found on the body of Falkreath Thalmor Captain Linwiir at the entrance to Pass to Varlais Mountain Glen. Linwiir was acting under orders of Falkreath Justiciar Kalaril, who has issued a claim that Pelin is being investigated for treason. There's little else to go on at this point (the only other items you've learned are references in Pelin's Journal that "contemptuous Kalaril" has been increasing interrogation and torture of Nords and that he smugly hand-delivered Pelin's Thalmor Embassy Orders 3). Pelin is deeply moved by your opinion of his heroism, and the conversation concludes with your plans to infiltrate the Thalmor Embassy to learn the extent of the charges of treason. This starts the next quest, "Into the Darkness."
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Follow Pelin, as he continues speaking aloud about how to approach the Thalmor Embassy. You arrive at a wardrobe in Pelin's Bed Chamber. As he exclaims, "How lucky we are to have this!" he dons his Justiciar robes, gloves, and boots. Pelin then turns to you and gives you a full set of standard-issue Thalmor guard armor, instructing you to never underestimate the power of illusion. He claims that you can pass unnoticed in the embassy while wearing the set. (At this point, you can try them on.)
NOTE: If Pelin has been your follower, and he is wearing armor of a higher rating than his Thalmor robes, he won't change outfits. This does not affect the performance or outcome of "Into the Darkness." Per below, however, Pelin is changed from a follower to a "teammate" during this quest, and that puts him at risk of the armor disappearance bug. It is safer to remove any good quality armor from his inventory until the quest is completed.
When you're ready, talk to Pelin—he now cautions that for this mission, only you and he can continue together. You need to leave any other comrades behind. Clearly, you'd never discretely move through the embassy with an entourage of undisguised people. If you have a follower that is not Pelin, or you are running a multiple followers mod, you MUST dismiss them before continuing. Pelin gives you time to leave and get them to safety, waiting patiently at his wardrobe until you return. (Note that if you do not dismiss your follower before continuing, the mod forces a dismissal.)
If you have started but not completed the Skyrim main quest, "Diplomatic Immunity," you can share your brilliant idea with Pelin that you could take care of Delphine's request at the same time you're snooping around. Pelin thinks for a moment, then tells you it's too risky. You need to get in and out as quickly as possible. (Note that the mod temporarily pauses "Diplomatic Immunity," so it is actually impossible to do both quests at the same time.) Though Pelin doesn't say it, don't misplace your standard-issue Thalmor armor once you and Pelin get back—its capacity for fooling Thalmor will work just as well in "Diplomatic Immunity."
When you've made any necessary preparations, tell Pelin you're ready to leave. For the remainder of "Into the Darkness," Pelin is a "teammate" rather than a follower. He won't trade anything with you or be available to perform actions, but he accompanies you and fights by your side, if necessary. Head to the Thalmor Embassy, side-stepping the dead Thalmor bodies still lying around the Pass to Varlais Mountain Glen entrance.
When you arrive at the embassy, Pelin makes the same quip regardless of whether you encounter snotty, but unaggressive, Thalmor waiting outside (inspiring unease in your character that the disguise might not work) or arrive unaccosted (worrying your character that you may actually be accepted as a Thalmor—not just mistaken for one): "Don't let it get you down. The Thalmor don't care much for... well, for anyone. Including their own kind."
Pelin unlocks the main gate for you and tells you to stay close to him—he's sure everything will be fine. Sure enough, as you approach the guards at the steps, they instruct you to continue inside. Pelin unlocks the front door for you, and you can now enter the embassy's main building.
NOTE: There are three ways to run this quest:
- you can rush in with sword drawn and wearing your own armor (Thalmor will be immediately aggressive),
- you can rush in with sword drawn and wearing the Thalmor armor (Thalmor will cry out in pain and betrayal, but they won't fight back), or
- you can walk discretely through in the Thalmor armor.
It's possible to successfully complete "Into the Darkness" in any of the three ways. By slaughtering everyone in the embassy, however, you may miss some dialogue, particularly a lengthy scene toward the end of the embassy crawl. This walkthrough will continue as if you are proceeding with option 3 (walk discretely through in the Thalmor armor).Inside, it's quiet and still (quite a change from Elenwen's party, if you completed "Diplomatic Immunity"). You can walk right up to a Thalmor guard, and they just impatiently ask if you need something. Pelin is thrilled with the disguise success and explains you need to get to the rear courtyard. Feel free to explore the embassy building and take whatever you want. You're with a recognized Justiciar, and no one will question you.
Outside, head to the back building, which Pelin explains is Ambassador Elenwen's house. As soon as you're inside, Pelin states that you're looking for documents. There is some significant loot in the upstairs rooms—don't forget to check them. It's not hard to miss the documents, since they are indicated with quest target icons. They are located on the desk in Elenwen's office, at the back of the building's main floor.
As soon as you have picked up the three notes (Thalmor Council Missive, Justiciar Kalaril's Orders, and Elenwen's Acknowledgement), Pelin walks up and asks if you've gotten them all. Start a conversation with him. He indicates you need to keep moving through the building to get out. Pelin walks past you and points down the stairs. Ask him what's down there, and he explains there is a cave under the embassy prison—it's the best way to exit. If you wonder whether you can just fight your way out, he notes that the guards have been locking the doors behind you. Sure enough, the front door of the Ambassador's house is locked, and you have no choice but to continue into the prison.
There are a lot of Thalmor guards in the prison, and it's unfortunately in use right now. When you head down to the main floor, you hear a Nord crying out in pain. Two Justiciars are paying no attention: one is paging through a book, while another (Mithlian) is scribbling on a note. They both ignore you, as all the other Thalmor have. There's a Confession Statement from a Nord named Gevaldr and an Amulet of Talos on the table. A snotty Bosmer is sweeping out the first cell and has no time for your questions.
When you reach the second cell, however, you see a Nord sitting on the floor in the corner—he's the one begging for relief. Pelin rushes up and exclaims, "Poor man..." Talk to Pelin to find out what's happened. Pelin hesitates when you state you need to free the Nord. He agrees with you, but he's uneasy about the Nord's current health condition and the number of Thalmor around. You're badly outnumbered. You can either insist on freeing the Nord, or you can change your mind and state it's a bad idea. If you change your mind, Pelin's conscience gets the best of him as you both approach the exit to Reeking Cave: he suddenly exclaims he can't just walk away. In either scenario, what happens next unfolds the same way.
Pelin asks you to let him handle this. He pauses to quietly reassure the Nord, then approaches Mithlian with unexpected, mammoth-sized bravado and proceeds to put on an Academy Award-winning performance of BS. Mithlian mildly protests Pelin's presumption but immediately caves as soon as Pelin name-drops the Ambassador. He leads you and Pelin to the cell door, unlocks it, and instructs the Nord to get up. After Pelin gloats to Mithlian, he casts a healing spell on the Nord and continues his tough Thalmor act to get all of you out of the prison safely.
NOTE: If you have been butchering your way out of the embassy, you can kill all the Thalmor in the prison and still free the Nord. The scene between Pelin and Mithlian is not necessary. When Mithlian dies, Pelin takes the cell key and opens the door. The Nord walks out and joins you.
As soon as you reach Reeking Cave, the Nord thanks you profusely. Pelin warns it still isn't safe and that everyone can talk outside (you receive an optional quest objective to speak to the Nord outside the cave). Don't worry about encountering anything in Reeking Cave: if you already completed "Diplomatic Immunity," the troll is still dead. If you haven't completed "Diplomatic Immunity," the troll is not home, and you'll be able to leave safely.
Outside, speak to the Nord. He reveals he is Gevaldr and that he is from Shor's Stone. You explain that you're just a traveler and Pelin is a Justiciar trying to right Thalmor wrongs. Gevaldr is astonished and extremely thankful. Before Gevaldr heads home, Pelin wishes him good luck and tells him to come to Varlais Manor if he needs anything.
Now it's time to discuss the embassy documents. The Thalmor High Command is firmly on the side of Pelin, citing his regular updates, the lack of insurgency in Whiterun, and his unorthodox but risk-based recommendations, which are under debate between a council of The Wise and Thalmor officials. Thalmor High Command is extremely critical of Kalaril's rogue activities and has ordered Elenwen to stop him. Elenwen has indeed prepared orders to Kalaril to not only cease and desist, but also to halt any further inquiries into combining the Whiterun and Falkreath holds. This last is key: Kalaril is power-hungry, abusing his authority and making shameless land grabs.
Pelin is relieved that he is safe from official inquiry but furious that Kalaril is drunk on his power and growing into a warlord. Pelin vows to put an end to Kalaril's schemes and tells you to meet him at Varlais Manor, where he will be recruiting his guards. As Pelin walks away (he is now released as a "teammate" and available as a follower again), the next quest, "The Starry Knight," begins.
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Your first objective is to speak with Varlais Manor Guard Captain Gantar to gather the soldiers for Pelin. (If you didn't ask Pelin to be your follower at the exit of Reeking Cave, he is walking all the way back to Varlais Manor—it can take up to 24 hours before Pelin arrives.) Gantar is always on the rooftop of Varlais Hall, so you need to work your way upward from inside.
When you reach Varlais Hall's first floor Receiving Hall, you are approached by Desfina. She states that a shipment has just arrived for Lord Pelin—would you see that he gets it? Beside her is a stack of crates, topped by a copy of the rare book An Ayleid Primer and a letter from Calcelmo. These items are part of a secondary theme in "An Altmer Intrigue," where Pelin is distressed by and searching for a meaning behind his odd name. Calcelmo has sent a copy of An Ayleid Primer in the hopes it will help. Read the book to trigger the Miscellaneous Quest, "The Meaning of Pelin av Varlais" (this quest does not appear in your Journal; only the Miscellaneous task "Tell Pelin the meaning of his name" is displayed). Take the letter and book with you.
The end objective of "The Meaning of Pelin av Varlais" is thematically tied to "The Starry Knight," but you do not have to complete it within "The Starry Knight" quest. Any time you'd like, approach Pelin and select the dialogue option, "Pelin, I know you've always wondered about your Ayleid name..." Making this comment leads to a somber and touching exchange between your character and Pelin. Pelin will excitedly ask if you have any news. If you're carrying An Ayleid Primer on you, you can hand it to him to peruse. Since you've already read the book, you explain that his name means "Starry Knight," or "Knight of Stars." He greets this news with a simple, "Oh..." and listens in silence as you explain how that Ayleid name fits the destiny he has been carrying out in Skyrim. At the end, he sadly states that he's not a knight, but that he will try.
Continue to the rooftop through the third floor guard barracks. Like other Justiciar guard captains, Captain Gantar is recognizable by his complete set of glass armor. Relay Pelins' orders to recruit the guards. Gantar agrees he will meet you and Pelin by the front gate.
Speak with Pelin to let him know everyone is ready. In the conversation, you have the opportunity to suggest that Kalaril is simply characteristic of the Thalmor and Aldmeri Dominion. Pelin agrees there are bad people in the Thalmor but indicates there is a growing body of resistance to them—even back home in Auridon. As you depart, he thanks you for your trust in him.
At the Varlais Manor gates, Pelin confirms with Gantar that everyone is assembled. Upon Gantar's acknowledgement, the entire team is now following you. This is the Varlais Manor Honor Guard: a group of 6 elite soldiers from among the Varlais Manor Guard. The team members are:
Time to head to Falkreath.
Feel free to take your time getting there, testing the Varlais Manor Honor Guard in random encounter combat. The guards immediately charge aggressive beings and will not flee. They're also a chatty group, letting out a flood of comments, non sequitors, and exclamations across the wilderness and in battles.
Note: Familiarize yourself with the possible, quirky combat behavior that can happen if Pelin is traveling with you and the Varlais Manor Honor Guard (detailed in the "FAQs" discussion thread). Pelin is extremely careless with his spell casting, and if he torches a guard, he or she will have no compunction whatsoever in taking a swing at the Altmer lord. In one gas-filled cave during beta testing, Pelin's fireball spell lit the air all around everyone, and the entire team took after him. Remember that fast traveling usually resets everyone's aggressions.
When you arrive at the Falkreath gates, the Falkreath guards flee to the inn, crouching and covering their heads. Clearly, something very bad is afoot. Sure enough, as you head toward the Jarl's longhouse, you see Kalaril standing with a contingent of guards in formation: they knew you were coming. As soon as Pelin comes into sight, Kalaril angrily addresses him. They exchange rapidly escalating verbal barbs until Kalaril announces he's arresting Pelin, on some apparently delusional sense of authority. Pelin draws his sword, followed quickly by Gantar and Aldaril. Kalaril shouts to his guards to kill Pelin, and all hell breaks loose. If they're nearby, Lod, Thadgeir, Mathies, and Kust jump into the fray, as well as the Falkreath guards, suddenly shaken from their cowering.
Since it is extremely difficult to tell the Varlais Manor Honor Guard from Kalaril's Thalmor soldiers, it's best to concentrate on fighting Kalaril. He moves quickly and keeps a ward up almost constantly, so close combat with a melee weapon may work best. Though your objective is to kill Kalaril, continue fighting until all the Thalmor soldiers are also dead, since they'll never stop attacking you or Pelin.
Be sure to loot Kalaril's body—he's carrying a Note to Kalaril and a Falkreath Scouting Alert. The Note to Kalaril reveals that Kalaril has stiffed a Summerset Shadows Forger, and the Forger is extremely angry. The Forger makes a thinly veiled threat that he or she will eventually let Ambassador Elenwen know that Kalaril has contracted forged documents in her name. The Falkreath Scouting Alert indicates that Kalaril's scouts saw you, Pelin, and the Varlais Manor Honor Guard leaving the Pass to Varlais Mountain Glen. It advises Kalaril to be prepared for an attack.
Now that the battle is over, speak with Pelin to let him know Kalaril is dead. He's both disgusted and relieved. Long separated from regular society and convention, it's no wonder that the power-hungry and selfishly-inclined succumb to their basest desires when left alone in positions of power. Pelin has long recognized that colonialism and imperialism not only corrupt but also ultimately collapse. The only way to forge a lasting properity is to foster respect and friendship. He plans to immediately get back to work helping Nords. Pelin is profoundly thankful for all that you have done, and he happily says that he hopes he will see you again soon.
Before he leaves, he gives you Pelin's Note of Thanks, which explains he'd like you to have anything you need in the Varlais Hall Treasury, Writ of Varlais Manor Honor Guard, which grants you permanent access to the Varlais Manor Honor Guard whenever you need them, and the Varlais Hall Treasury Key. With his gratitude expressed and the intrigues plaguing him now concluded, Pelin departs your company and heads back to the Varlais Mountain Glen with his Varlais Manor Honor Guard.
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For players who have won the Civil War on behalf of the Stormcloaks, this additional quest is available through regular conversation with Pelin.
Once the Stormcloaks are victorious, the Thalmor throughout the land are swept away. In the regular Skyrim game, Ondolemar is killed and packed away in a casket in Markarth's Hall of the Dead, disabled from any further game involvement. When "An Altmer Intrigue" is installed, however, a very different fate awaits Ondolemar.
Talk to Pelin and select the "May I ask you something?" conversation topic. Ask Pelin about his friend, Ondolemar. After Pelin remarks that Ondolemar's views are "a little extreme," you'll have the opportunity to ask what ultimately happened to Ondolemar. Pelin confesses he's not sure, but Ondolemar may be in prison at Solitude's Blue Palace, where the rest of the Empire's sympathizers are kept. He sadly adds that Ondolemar had saved his life once (see Pelin's Journal regarding the events of a partially botched Nord rescue mission) and that he hopes someone will similarly help Ondolemar. This officially starts, "A Friend's Homecoming."
Head to Solitude to find Ondolemar. As Pelin suspected, he's packed into the Blue Palace noble prisoners' quarters, in the basement. Ondolemar is extremely despondent, since he knows he's awaiting execution. He politely answers your questions, but asks you to leave him to his fate. He's clearly trying to grapple with his impending death with as much dignity (and as much of his old pompousness) as possible. You tell him that you are here to help on Pelin's behalf, but the mention of Pelin only prompts Ondolemar to sadly observe that his first loyalty should have been to friendship, not the Thalmor. When you point out that he DID put his first loyalty in friendship by protecting Pelin, Ondolemar gives you a heartfelt "thank you."
Now that you've won a little of Ondolemar's trust, you explain that, as an ally of the Stormcloaks, you have the authority to walk him out of Blue Palace and to safety. Energized with hope, he tells you to lead on. Ondolemar will now follow you until you complete the objective of bringing him to Varlais Manor.
Once you arrive, just past the Varlais Manor front gate, Ondolemar will happily exclaim that this is all he'll need. With some lingering misgivings, you point out that he can be safe, but that he cannot continue religious cleansing. Ondolemar states that the Thalmor abandonment of him to the executioner absolves him of any further duty, and he's more than happy to leave that chapter of his life behind him. He admits he still believes Talos should not be worshipped, but that it also doesn't matter what he believes anymore. Ondolemar joyously thanks you and heads inside Varlais Hall.
Speak with Pelin to let him know Ondolemar has safely arrived at Varlais Manor and will now be a permanent resident. Pelin is overjoyed. When you ask if he's sure that it's safe to keep Ondolemar at Varlais Manor where Nord rescues are ongoing, Pelin assures you that while Ondolemar won't be able to reconcile his own religious beliefs with Skyrim, he would never return to the organization that so abruptly turned its back on him.
Indeed, your Journal displays the following quest completion text:
Ondolemar takes up residence in the Varlais Hall third floor guest room, adding a double bed, plush rugs and furniture, and plenty of magicka implements. He permanently shelves his Thalmor hooded robes and instead dons a black Master Robes of Destruction for the rest of the game. You can find Ondolemar puttering around Varlais Manor, spending time in the Varlais Hall Library, Enchanting and Alchemy Laboratories, and visiting the merchant mage Remelyth in the Varlais Manor General Goods.
Forever the stereotypical Altmer, Ondolemar never really sheds his old arrogance. Strike up a conversation with him, and while he happily greets you with, "There are so few pleasures in life as fine as your company," most of his comments about broad Tamriel topics are the same pompous answers as he had before—only now he uses the past tense.
True to Pelin's Journal observation that Ondolemar "always had a bit of the Dunmer spirit in him," Ondolemar is immediately smitten with the pretty Bosmer chef, Desfina. He spends most of his time loitering around the kitchen, making conversation with her. Take some time to watch the interactions, and you see him shovel great, steaming bowls of mammoth cheese at her (e.g., "...you are enchanting. I bask in your beauty."). Desfina seems to adore the attention, however, and flirts with abandon. It turns out their budding relationship is genuine. Ondolemar has a series of lines where he tells her what she means to him and asks if she'd share his quarters with him. If you speak to either, they profess their love for one other. Finally, if you're a voyeur and hang around Ondolemar's quarters at night, you see that they both retire there at approximately 9:00 pm every evening.
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Once the player's character is married to Pelin, Pelin begins leaving a gift of a red mountain flower and a love poem in their bedroom in Varlais Hall. He does not leave these gifts in any other house in Skyrim—you must be living in Varlais Hall. Furthermore, the gift event only occurs when Pelin (1) is not actively following the player and (2) has had an opportunity to run a specific conversation scene with Bosmer hunter, Andriath. Pelin has more than one conversation scene with Andriath scripted, and NPC conversations are randomized, so it's important to be patient. This is how the quest works:
When Pelin is not following the player, he keeps to a regular schedule around Varlais Manor. He begins the day with breakfast in the dining chamber, then heads out to the manor shops for several hours.
At some point, Pelin approaches Andriath at his stall. Andriath congratulates Pelin on his wedding and asks if there's anything he needs. Pelin bashfully admits that he's been trying to get the wording right on something, and he'd prefer if Andriath takes a look at it. Pelin hands Andraith a note, and after a moment, Andriath hands the note back, exclaiming that it's a real work of art. Reassured, Pelin thanks Andriath and walks away.
Head up to Pelins' Bed Chamber later in the day (it just needs to be after the scene has run) to find a Pelin's Love Poem and a Red Mountain Flower resting on the Linen Chest at the foot of the bed. Take them with you.
The next time you see Pelin, you may ask him, "Did you leave me this poem?" Pelin is extremely shy about his note and worries that it isn't any good. When you instead tell him that it's lovely and reminds you of how happy you are with him, he happily agrees with you.
Pelin will not leave another poem unless he is able to repeat the conversation with Andriath. There are a total of 7 possible love poems, and the one that spawns is always random.
startquest PV04
If that doesn't kick-start it, try typing this:
setstage PV04 10
Pelin will be leading you to a specific wardrobe on the second floor of Varlais Hall.
im happy that your such a nice person :)