Online:The Pride of a Prince

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Quick Summary: written by Runs-in-Rivers, checked by MolagBallet

Walkthrough: written by Runs-in-Rivers, checked by MolagBallet

Quest Stages: written by MolagBallet, not checked

ON-qico-Zone Story.png Convince the Nords, Dunmer and Argonians to act on your information.
Zone: Eastmarch
Zone StoryThis quest is part of the Zone Story
Faction: Ebonheart Pact
Objective: Required for Cadwell's Almanac Fort Amol — Assist the leaders of the Ebonheart Pact.
Quest Giver: Hloenor Chill-Owl
Location(s): Fort Amol, Darkwater Crossing
Prerequisite Quest: Sleeping on the Job
Next Quest: The War Council
Reward: High Leveled Gold
XP Gain: High Experience
Convince everyone to work together
Stormfist spies have used Daedric alchemy to infiltrate Fort Amol. The King and the Pact delegates are in danger. I need to convince someone that the threat is real before it's too late.

Quick Walkthrough[edit]

  1. Talk to Hloenor Chill-Owl.
  2. Talk to Lord Vurlop.
  3. Talk to Thane Harvald.
  4. Convince the Argonians and the Dunmer to rejoin the meeting.
  5. Return to Thane Harvald.

Detailed Walkthrough[edit]

Hloenor Chill-Owl tells you the plan for dealing with the disguised Stormfist infiltrators. However, she doesn't want to start a panic; after all, some of the most important members of the Pact are currently gathered in Fort Amol. She wants you to talk to Lord Vurlop, the Jarl's advisor—he'll know what to do.

Lord Vurlop is in Deldwine's Inn, west of the bridge with Hloenor. You tell him that Stormfist spies replaced Yjarnn and killed several people in town, including Dunmer. He is horrified. He sends you to the Nord camp to speak to Thane Harvald. He'll know what to do without spreading panic.

The Nord Camp is the same as the royal guard's camp. There are banners, orange tents and a table where the Thane is discussing strategies with the others.

Convincing the Delegates[edit]

You need to talk to the Pact delegates to get them to return to the meeting. The Dunmer delegate, Gelds Indoril, doesn't want to return. He sends you to talk to his servant, who is revealed to be none other than Naryu Virian in disguise. She devises a plan to get the delegate to go back to the meeting. You need to collect four bottles of Dunmer wine in the barracks for Naryu. You'll need to sneak inside, as the barracks are off limits, so you need a disguise. If you manage to persuade Naryu to give you more information, she'll let it slip that one of the officers in the barracks hates cats, and that cats seem to be congregating near the Argonians' camp. Take a Cat from the Argonian camp. As for a disguise, you should pay a visit to your good old friend Sentry Thod under the big bridge. Once you have Thod's clothes and a cute cat, start moving west towards the barracks. If you can't take Thod's uniform for whatever reason, or you simply don't want to, there are trunks containing disguises inside the barracks. One of these trunks is inside the entrance hallway, which is easily accessible without getting caught.

If anyone sees you taking a bottle of wine, you'll be kicked out of the barracks, and all of your collected wine will be confiscated. Once you enter the building, set the cat loose and immediately take the bottle of wine that is to your right on the first floor. There's another bottle under the stairs. Heading upstairs, take the bottle off the big crate, then smash the big crate to cause a distraction so you can take the fourth bottle out of the second-floor office. When you have the four bottles of Exotic Dunmer Wine, return to Naryu, who proceeds to pretend (or not) to poison the Dunmer delegate to convince him to return to the meeting.

The Argonians were deeply offended by Prince Irnskar's outburst during their earlier meeting. To top things off, the Argonians in Darkwater Crossing across the river are suffering from a troll attack, and Prince Irnskar has done nothing to help them. He hasn't sent soldiers, he hasn't expressed condolences... nothing. However, you can make amends if you kill Death-In-Winter, a powerful troll in Darkwater Crossing. Bring Death-In-Winter's Head to the Argonian camp, and you'll have their support. Return to Runs-With-Quickness at the camp with the head.

Return to Thane Harvald and tell him you convinced the Dunmer and the Argonians to rejoin the meeting. He has spoken with the Prince, who now understands that his stubbornness and arrogance was unnecessary.

Quest Stages[edit]

The Pride of a Prince
Finishes Quest Journal Entry
Latest start Guard Hloenor asked me to report my findings to Lord Vurlop, who I'll find at the inn.
Objective: Talk to Lord Vurlop
Lord Vurlop doesn't want word of this to reach Prince Irnskar. He's afraid that tempers will fly and cause a rift among the alliance. He suggested that I talk to Thane Harvald at the Nord camp and get his advice on this matter.
Objective: Talk to Thane Harvald
I need to speak to the delegates in the Argonian and Dark Elf camps and find a way to convince them to return to the Prince's meeting.
Objective: Talk to the Pact Delegates: 0/2
Hidden Objective: Talk to the Argonian Camp
Objective Hint: Kill Death-In-Winter
Objective Hint: Collect Death-In-Winter's Head
Objective Hint: Talk to Runs-With-Quickness
Hidden Objective: Talk to the Dark Elf Camp
Objective Hint: Collect Cat from Argonian Camp
Objective Hint: Find a Guard Uniform
Objective Hint: Disguise yourself as a Guard
Objective Hint: Collect Dunmer Wine: 0/4
Objective Hint: Talk to Naryu
Finishes quest☑ I convinced the Argonians and the Dark Elves to return to Prince Irnskar's meeting. I should inform Thane Harvald and see how he wants to proceed.
Objective: Talk to Thane Harvald
* Any text displayed in angle brackets (e.g., <Alias=LocationHold>) is dynamically set by the game and will be filled in with the appropriate word(s) when seen in game.
  • Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
  • Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.