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"I'm Walks-Softly, and we're currently fleeing the Iron Wheel. We can talk about the details once we've actually fled. Oh. What are your thoughts on spiders?"
―Walks-Softly[src]

Walks-Softly (often nicknamed Walks) is an Argonian member of the Thieves Guild residing in the Thieves Den in the city of Abah's Landing.

Background[]

"I was a slave? No, I don't think either of us knew what that meant. Not back then, when we were just children. I suppose, deep down, I knew it all along. Why I am ran away instead of going with Anais to Black Marsh."
―Walks on his childhood with Anais[src]

Walks-Softly does not remember his Argonian family, and never asked about them. Anais Velmont said her father saved Walks from a horrible fate, though never went into detail. Walks was brought into the Velmont Family as a slave at a very young age. He and Anais Velmont grew up side-by-side, and as such were very close. Walks-Softly considered him and Anais as best friends, though Anais viewed him as property.[1]

When Walks was in his teens, the Velmont Family went on an extended trip to Black Marsh. Anais invited Walks to come with them, though he refused, preferring to instead remain in Abah's Landing.[1] In time Walks went to the streets, becoming a guttersnipe who posed as "a beggar, a merchant, and a fire juggler, depending on the day of the week" for coin and food. Bright Ilmund, the leader Thieves Guild, would sometimes beat and shake down Walks-Softly. Zeira, a member of the Guild, would often come to Walks seeking information he'd witnessed, and would pay him more coin than average, occasionally giving him food.[2]

When Zeira learned that Walks would pose as different roles for money, she was not ashamed, but instead impressed, offering him a place in the Guild. He initially refused, and Zeira did not push him to accept. After Nicolas became the Guildmaster at around 2E 556, Walks learned that the rules of the group had changed and now prohibited harming beggars. Walks changed his mind, and told Zeira that he now wished to join the Guild.[2]

Interactions[]

Main Quest[]

Partners in Crime[]

Walks-Softly will meet you in the catacombs beneath Fulstrom Homestead, and free you from the jail cell if you chose to surrender. He and Quen will then have the following conversation:

Quenneth: "Who are you?" Walks-Softly: "You don't know me yet, but I'm a friend. Quen, isn't it? Put on this uniform and head outside. The Iron Wheel won't detain a Windhelm Guard." Quen: "There's no way I'm leaving here without my partner." Walks: "I only had one uniform. Go on, recover your boat and meet us by the catacomb exit. Then we can return to the Thieves Guild in Abah's Landing." Quen: "You're from the Thieves Guild? I... all right, I'll meet you both by the exit. Good luck, partner." Walks: "She'll be fine. Looks like we take the dangerous way around."

Carrying a torch, he will help you traverse the area, and fight any enemies provoked. After defeating Crypt Dweller Drusilla, Walks will go up the staircase, and meet you at a boat outside the Homestead.

After taking the boat to Abah's Landing, Walks-Softly will be speaking to Quen:

Walks-Softly: "When you're up to it, we'll head to the Thieves Den. It's in an old cistern." Quen: "A cistern? Wonderful. I'm to be surrounded by water, everywhere I go."

The Long Game[]

Walks-Softly has been sent to gather information on Cosh.

Shell Game[]

Wanting to get rid of his past and make sure Anais Velmont, his former friend and adopter, forgot about him, Walks asks you infiltrate Velmont Mansion and steal the trinkets and tokens of their childhood memories.

Everyone Has A Price[]

Walks-Softly comes up with a plan to teach Anais Velmont a lesson.

Dialogue[]

Show: Partners in Crime

"Didn't realize there were two of you. Next time the Iron Wheel springs a trap, I'll bring another uniform."

Who are you? What's going on? "I'm Walks-Softly, and we're currently fleeing the Iron Wheel. We can talk about the details once we've actually fled. Oh. What are your thoughts on spiders?"

Spiders? What do you mean? "When I was posing as one of the manor's guards, one of the actual guards mentioned these old catacombs. Said they were a "basket full of spiders." Unless that's an obscure Nord expression, I'm guessing he meant actual spiders."

You said you were from the Thieves Guild. What is that? "Nothing we should discuss right here. But I promise, as soon as we've escaped the Iron Wheel, I'll answer your questions."

After escaping the catacombs:

"Could've lived my entire life without running through a spider pit. But we made it though. You'll make a real impression in Abah's Landing."

What's in Abah's Landing? "The Thieves Guild. And any guildmaster, who can explain why the Iron Wheel thinks you deserve the same fate they've inflicted upon us. It's an unpleasant fate. It involves branding irons."

What if I don't want to go to Abah's Landing? "You are your own master. Bu the Iron Wheel is relentless, and they know your face. They know your partner's face, too. So tell me where we're all headed. I suggest Abah's Landing, as soon as you're able."
All right. Take us to Abah's Landing.
Maybe later. For now, we go back where we came from.

After arriving at Abah's Landing:

"Always a pleasant journey to Abah's Landing. Head to our Thieves Den—the guildmaster awaits. Your partner and I will be along when she's less expulsive."

Where is the Thieves Den? "Hidden within an old cistern that's long forgotten by the city's merchant lords. A new home for us, after the Iron Wheel tore apart the old one. It's a bit damp. You get used to it."

Show: The Long Game

"You're right on time. What did our esteemed guildmaster tell you?"

Zeira said she sent you ahead to do some groundwork. "Good, because I found something. The captain of the Dreamsnake was always interested in making fast coin. She's sloppy, even for a pirate, which makes her a perfect target for Cosh. She and I have … unpleasant history. Best I keep away from her."
All right. What do you need me to do? "She's meeting a contact nearby. She's prone to boast—why not find a quiet place to hear what she has to say? But the captain is a creature of habit. She used to keep documents secured in the Dreamsnake. Try there, if you don't care to eavesdrop."
I'll see what I can find out. "Find what you can. After that, meet Quen near the harbor. She has her own task and will no doubt need your assistance."
You mentioned an unpleasant history with the captain of the Dreamsnake? "I once told the captain I was a wealthy Argonian prince seeking a fast ship to transport my riches. She let me inspect the smuggling compartments—and then I robbed her blind. She just has one eye patch, so … half-blind. I left her the eye patch."
What are you holding? "Harpy egg. They're sickening—I'd never actually eat one. But they're garish enough to draw attention from me. People see the "Argonian with disgusting harpy eggs," not the "Argonian with amazing fashion sense.""
Show: Shell Game
Outside the mansion:

"Ready to help me with that personal matter? This is the family mansion of my old friend, Anais Velmont. Just as big and opulent as the last time I was here."

Tell me more about this old friend of yours. "Anais … where do I begin? I was taken in by Anais and her family when I first arrived in Abah's Landing. I owe her and the Velmonts so much. My mannerisms. My pattern of speech. My fashion sense."
But you haven't seen her for a long time? "Time passes, things change. When the family packed up for an extended trip to Black Marsh, I decided to stay here. They went to deal with business interests and I wandered the streets of Abah's Landing. Eventually, the guild found me and took me in."
So this is where you grew up? "I was brought here when I was very young. My first memories are of Anais and the Velmont Mansion. Anais and I grew up side by side. We were the best of friends! Until the family left for Black Marsh, we were always together. We were that close!"
What happened to your Argonian family? "You know, I never thought to ask about that. Anais told me that her father saved me from some horrible fate, but she never provided any details. The Velmonts were very good to me. Outside of the guild, they're the closest thing I have to a family."
So it's been a while since you've seen your friend? "I was barely in my teens when the family left. She wanted me to go with her, but I couldn't leave the only home I ever knew. I slipped away in the night and I haven't seen them since. Now Anais has returned to take control of the family mansion."
What do you need me to do? "I understand that since Anais has returned, she's been making inquiries about me. It's clear that her memories of our time together won't let her put the past behind her. We need to steal those memories—preferably without getting caught."
You want to steal something from your childhood friend? "The past can be a vise that holds us back. I've seen it. I want to teach Anais to let go of her memories, forget about me, and get on with her life. After we steal the items—items that once belonged to me, by the way—she'll stop looking for me."
What items are we looking for? "Keepsakes. Jewelry that Anais had made from my hatching shell and scales I lost during moulting. You know, now that I say the words out loud, it sounds kind of strange for someone to have kept my discarded body parts. Is that a common practice?"
Any idea where she might keep such items? "The Velmont Mansion is a large place. Why don't you check the kitchens and courtyard while I search the family suites? Meet me there when you're done and we'll get out of here together."
All right, I'm ready. Let's do this. "Like shadows, my friend. We need to get in and out of the mansion without causing too much mayhem and without being seen. Agreed?"

In the Den:

"Our meeting with Anais didn't go anything like I had imagined. She has changed. Or perhaps I'm the one who changed. Learning your own truth can be so confusing."

I thought you said she was your friend? "She was my friend. Once. I'm almost certain of that. We were always together. Laughing, playing, exploring the mansion. Perhaps when I ran away, deserted her … did that turn her into this unfamiliar creature?"
I think you were her slave. "I was a slave? No, I don't think either of us knew what that meant. Not back then, when we were just children. I suppose, deep down, I knew it all along. Why I ran away instead of going with Anais to Black Marsh."
Did we really accomplish anything by stealing those keepsakes? "Of course! We took those memories away from Anais and recovered the keepsakes of my youth. Plus, we discovered how far my friend has fallen. I just need to figure out how to help her find the person she used to be—unless she finds me first."
You think Anais will make good on her threat to track you down? "Now that she knows I'm around? I expect her to double her efforts and use every advantage her family's gold can buy. It's what I'd do. Thanks for assisting me with this, by the way. Once I decide on my next course of action, I'll let you know."
Show: Forever Hold Your Peace
When deciding who to take as your date:

"Have I mentioned how much I enjoy a good wedding? Even a bad one can be fun."

Do you want to be my date to the wedding? "Perhaps. Why do you ask?"
You're the best choice for mingling at a wedding. [?]
You're important to me, Walks-Softly. "I am many things to many people. How do you know I'm not catering myself to your expectations, to ensure you think me important? Is it because you want me to be, or because I encouraged you to believe it? But I'm probably joking about all that."
Never mind. I'll ask someone else. "Suit yourself. I wouldn't want to terribly outclass you in fashionable attire. I don't know how I could ever respect you."
I think you'll be fun to have around at a wedding. [?]

Upon returning from the wedding, if he was not the Vestige's date:

"Your date made it back before you. Informed us of what happened at the wedding. Don't blame yourself. Zeira told you to leave."

Does everyone know what happened at the wedding? "Yes, Zeira's capture was an unfortunate turn of events. But Nicolas is the Iron Wheel's prisoner as well. A small reason to celebrate."
What about Zeira? "Magnifica Falorah has her dowry and Nicolas is behind bars. The Iron Wheel won't be here for much longer. We'll have a chance at freeing Zeira in the chaos of their departure—whenever that is. But that's more your call, isn't it?"
What do you mean? "Zeira said you were in charge until she returned to the Den. That makes you the acting guildmaster. Boss."

After finishing the quest:

"Just so we're clear, an "acting guildmaster" has no real power. But it makes you sound important, so we may as well call you that. Also, you get the blame if anything goes wrong. You know how it is."

What can we do about Zeira? "For now? Nothing. Until we learn where they've taken her, there is little we can do. But we will learn, I'm certain of that."
Show: Everyone Has A Price
In the warehouse:

"It took some time, but I finally figured out the best way to teach Anais a lesson. I promise this will make perfect sense to you shortly, my friend."

What are we doing here, Walks-Softly? And is that Anais tied up back there? "Trust me. Stay calm a moment longer and all will become clear."
All right, I'm listening.

After he talks to Anais:

"Thanks for your patience with all of that. I hope I sounded convincing!"

Want to explain to me what we're doing here now? "Anais needs to see the errors of her ways. People aren't property. They aren't supposed to be sold and traded, and they certainly shouldn't be turned into slaves."
So you kidnapped her and demanded a ransom? "There was no request for a ransom. I made that all up to scare her. No one even knows she's missing yet and I'd like to keep it that way."
Then what are you planning to do with her? "Take these letters. I don't want her family's agents to come looking for her yet, so I forged them to explain her absence. Just plant them in the Velmont Mansion and that will give me all the time I need."
Time? Time to do what? "Time for Anais to consider her situation, to see if being trapped and powerless changes her outlook on keeping pets and slaves. When she's learned her lesson, I'll set her free. Meet me at the Thieves Den after you plant the letters."
All right, I'll plant these letters in the Velmont Mansion.

In Shark's Teeth Grotto, outside the locked door:

"Glad you decided to join me. These pirates are definitely of the unfriendly persuasion."

I got your note. Where's Anais? "I tracked Anais to that building behind us, but the lock on the door has thwarted all of my attempts to pick it. One of these pirates must have a key. Maybe you'll have better luck finding it than I did."
I found this key on a pirate. (If theVestige already has the key) "You did? Excellent! I'll let you have the pleasure of seeing if that key will unlock the door. After you."

After he talks to Anais:

"On the one hand, I'm grateful that Anais doesn't appear any worse for the wear. On the other hand, I hoped to see some evidence by now that she had learned her lesson."

I thought we were here to rescue Anais from the pirates? "Yes, yes, rescue her … yes. I never wanted to become a slave merchant. But if we set her free, won't she just continue with her awful ways? I hate to admit it, but I'm at a loss as to how to proceed."
We have to make things right. We need to get her out of here and set her free. "Yes, I suppose I should. But does that mean I abandon my goal to teach Anais a lesson? How will I live with myself if she continues to treat people as things? I could set her free, but what's the profit in that?"
What would Anais do if she was in your position? "What does that matter? Should I determine my actions based on the inclinations of a slave-keeping, self-centered aristocrat? What should I do? I just want to return to the Den … put this awful business behind us."
Leave her here and teach her a lesson.
You have to set her free and make this right.

Back in the Den:

"I escorted Anais out of the pirate lair and back to her mansion, where she's safe and sound and no doubt planning how to flay me alive at the first opportunity."

So you actually rescued Anais from the pirates? "Of course, just as you suggested. And the forged letters worked perfectly. Pimsy's days of slavery are over—his new life starts today."
Show: Prison Break
In the Den:

"If we're going to No Shira Citadel, I can help. The Iron Wheel can always spot imposters. It's not the uniform, it's the mannerisms and protocol they follow. It's all part of their training."

What do you mean? "They cycle their soldiers between locations, every few months. Keeps them from forming attachments with the locals. They see new faces all the time, so they're trained to spot certain mannerisms. Ones I've learned to spot as well. And impersonate."
You can impersonate an Iron Wheel soldier? "I just need a uniform. They change those, too … small details here and there. We need one that can accommodate my tail. Oh, and bring the journal we used in al-Danobia Tomb. I have an idea, but until we know our entry point, I don't want to share."
I'll bring the journal. We'll find you an Iron Wheel uniform when we get there.

Outside No Shira Citadel:

"Do you see the sentry? He keeps looking through the gate, rubbing his lips. Waiting for one of his mates to come by with a drink. Let's relieve him of his thirst. Then his uniform."

What's your plan? "We walk up. I present myself as a drunk, dapper Argonian. He challenges us, tells us to move along … then sees the bottle in my hand. I offer him a taste. He takes a long pull from one of Velsa's sleeping potions. We take his uniform."
All right. Let's go. "Try to look … non-threatening. If at all possible."
Okay.

Inside the citadel:

"Here we part ways. Once I'm in uniform, I'll see how well I blend in. If I may suggest a course of action? The journal you brought contains the entire dowry heist as planned by Nicolas. I think we can use it to our advantage."

How would we do that? "Chief Inspector Rhanbiq has an office in the ruins where he entertains guests. If you were to leave the journal for him to find, there is little chance Nicolas could weasel out of the trial he faces in Taneth. Oh, and you could find out where they're holding Zeira."
Locate Zeira and make life harder for Nicolas? I'll do it. "Good luck. Don't get caught. If you do, we'll have to spring two guildmasters. Shameful times for the Thieves Guild."

Outside Nicolas's Cell

"Nicolas in a cell. Somehow, it feels right."

What are your thoughts? Should I give him a lockpick? "Nicolas could never pick a lock. Unless he learned since the dowry heist, a lockpick would be nothing more than a thin sliver of hope. Which you could deny him. Is his hopelessness worth Zeira's potential imprisonment? That's up to you."
Show: Out-of-Quest Dialogue

After finishing quest "A Flawless Plan":

"Of the two of us, I'd say you're looking ... Sharper. Hmm, Velsa was right. Speaking a pun aloud has diminished me as a person."

You seem comfortable in your role in the Thieves Guild. "Thanks for noticing. I do like to put my best foot forward in everything I do. But a lot of credit goes to Zeira and the rest of our crew. A single lizard isn't enough to form a guild—even one as dapper and dashing as me!"
What do you think about Quen? "Have you seen the way Quen moves? She can get up and over a wall faster than I can fold a perfect pocket square! I have a nose for talent and Quen is the real deal. As we go about rebuilding the crew, we'd do worse that to find a few more like her."
What do you think about Zeira? "What's to think? She's our guildmaster! And she's a good friend. She stepped forward in our darkest hour and pulled the guild back from the brink of extinction. Under her leadership, I don't think there's anything we can't accomplish. I don't think."
What about Velsa? She doesn't seem to be a team player. "I never say anything hurtful about the people I know. That's just not couth. However, I would be remiss not to warn you. Try not to get on Velsa's bad side. She has a terrible temper. You really don't want to constantly check your food for poison."

Conversations[]

Stench of the Landing

Quenneth: "Why does Abah's Landing... well, I don't know how to ask this without causing offense." Walks-Softly: "I'm rarely offended. Please, ask." Quen: "Why does Abah's Landing stink?" Walks: "Take any harbor town, with the normal fish stenches. Add swampland, the hot sun, and filthy pirates." Quen: "I didn't realize pirates had a particular smell."

Walks' Hometown

Quen: "Are you from Abah's Landing?" Walks-Softly: "I am a creature of Abah's Landing. Without this city, I would not be the person you know." Quen: "I don't understand. Who would you be?" Walks: "Simpler. Less certain of my purpose. And in dire need of good clothes."

Quen's Pets

Walks-Softly: "Did you ever have a pet?" Quen: "No, I spent much of my life in the academy. They wouldn't allow it. Why do you ask?" Walks: "Nothing, you just... remind me of someone I once knew." Quen: "I remind you of someone who owned a pet?" Walks: "It's the way you speak, not the words you say. No matter, you are a very different person."

Seasickness

Walks-Softly: "You don't seem to mind living here. I thought you hated water." Quen: "No, I hate travelling by ship. I take no issue with water." Walks: "Good! Then grab a mop and scrub algae off all the planks you can find." Quen: "You... fine. But it's just going to grow back." Walks: "Oh, the algae never loses. It's all about the struggle."

Salt Water

Velsa: "Oh, this should be good. And why is that?" Walks-Softly: "Have you ever seen what salt water does to good clothing?" Velsa: "I don't believe I have. Let's experiment." Walks-Softly: "Back! Back, I said!"

Zeira being happy

Velsa: "Zeira has been too happy, lately. I don't trust it." Quen: "We rescued her from the Iron Wheel. Of course she's happy." Walks-Softly: "I think Velsa is more concerned that her barbs no longer stick in Zeira's hide." Quen: "You're right, now that I think of it. It doesn't matter what Velsa says, she's just … placid." Velsa: "It won't last. It can't last, can it?"

Robbing the Iron Wheel

Velsa: "Which means there are less of them around to guard their pay." Walks-Softly: "Velsa, think. If we empty their coffers completely, they can't buy passage by ship. How will they ever leave Hew's Bane?" Quen: "We leave them just enough to purchase camels?" Walks-Softly: "That could work. All right, Velsa—go over your plan once more …."

Stealing from Silver-Claw

Silver-Claw: "You wouldn't ever steal from me … would you?" Walks-Softly: "Never more than you could spare." Silver-Claw: "You wouldn't! But—oh, haha, you're pulling my tail … or are you? I can't tell!" Walks-Softly: "Your worrying must be poor for your health. It might do you well to worry less about it." Silver-Claw: "Oh—no no. Good business keeps me in most robust health, I assure you!"

Show: Shell Game

On the balcony:

Walks-Softly: "Ah, just the way I remember it. So beautiful. Anais and I would sneak out here and watch the sun set. It was the best of times!" Anais Velmont: "And yet you ran away. You betrayed me and left me all alone. Is that how a beloved pet is supposed to behave?" Walks-Softly: "Anais, I didn't …. You weren't supposed to be here." Anais Velmont: "You were my friend! We were going to do so many things together! And then you ran away like a thief in the night. And that's how you come back to me? Stealing my possessions?" Walks-Softly: "What are you saying? I don't understand …."

After speaking with Anais:

Walks-Softly: "You've changed, Anais. Either that, or I've been fooling myself this whole time. Goodbye, my old friend." Anais Velmont: "Goodbye? I don't think so. Even if you escape from the mansion, my agents will find you and bring you back to me. You're mine, now and forever! Guards! Take these intruders into custody!" Walks-Softly: "I think it's time to leave, don't you? Quickly, now!"

Show: A Flawless Plan

In the room with the pillars:

Quen: "How are we supposed to get through?" Velsa: "Ask Zeira. She knows how to do everything in this place, unless it's stealing a dowry." Zeira: "No idea. Last time, Nicolas had me watch the passage behind us. There must be something in his journal." Walks-Softly: "Anything useful?" Zeira: "Nicolas loved his puzzles. You're welcome to try."

At Shinji's Truth:

Zeira: "The journal says this chasm is called ""Shinji's Truth."" Last time, we never made it across." Quen: "I can't see the bottom. Is there a bottom?" Velsa: "Throw yourself in. We'll see how long before we hear the splat." Zeira: "Quen, Walks-Softly—look for hidden doors or switches. Velsa, you're with me. I need your help to walk Malooc's Path." Velsa: "And what of your protege?" Zeira: "Watching my back, should anyone try to stab it. Let's go."

After returning with Tall Papa's Ashes:

Walks-Softly: "Quen, it's a bad idea." Velsa: "Words escape me." Zeira: "Someone, tell me what I'm seeing." Walks-Softly: "We heard strange noises in the chasm. Stone grinding against stone. Quen, well …." Quen: "I found this invisible bridge!" Velsa: "So you followed my advice and threw yourself in the chasm." Zeira: "The ashes! Spread them on the bridge to see where it leads. And Quen, get back from there."

In the room with Lakayd the Repentant:

Quen: "Do all crypts come with … whatever that is?" Velsa: ""Every tomb needs a guardian." An old Yokudan saying, wasn't it?" Lakayd the Repentant: "Your introduction is formless and without grace. Recite Danobia's maxim!" Walks-Softly: "That's alarming." Zeira: "Velsa, Quen, Walks-Softly—stay back! If it's hostile, we'll handle it." Lakayd the Repentant: "Recite Danobia's maxim, or you shall be deemed trespassers!" Zeira: "It must be some kind of pass-phrase! If you have any ideas, now's the time to call them out!" Velsa: "You can't seriously expect us to—" Walks-Softly: ""Pass-phrase!"" Quen: ""Yokuda!"" Walks-Softly: ""Gaiden Shinji!"" Velsa: "Idiots!" Walks-Softly: "Velsa, you aren't even trying." Lakayd the Repentant: "Trespasser! Danobia's justice falls upon you!"

Show: Forever Hold Your Peace

In the den, after stealing the invitation:

Zeira: "Velsa, for the third time—I hear your concerns." Velsa: "And ignore them, at your peril." Walks-Softly: "Well, I'm in. A wedding at Hubalajad Palace? Just imagine the spread!"

Show: Everyone Has A Price

In the harbor:

Walks-Softly: "My associate has returned with the reply from your mansion. Would you like to hear it?" Anais Velmont: "Ransom? Is that your plan? My steward is under strict orders not to negotiate with kidnappers." Walks-Softly: "He said, and I'm paraphrasing here, "That's preposterous. She's not worth half that much."" Anais Velmont: "That old goat! With me out of the way, he's probably hoping to take over the business! Have you contacted my mother?" Walks-Softly: "She's in Wrothgar this time of year, isn't she? Discussing trade agreements? We don't have time to reach out to her." Anais Velmont: "Untie me and we can forget all about this, Walks. For old time's sake. Are you listening to me?"

In Shark's Teeth Grotto:

Walks-Softly: "Anais! I'm so glad we found you. And all in one piece, too!" Anais Velmont: "No thanks to you! You left me tied up on the docks! What did you think was going to happen? I demand you escort me home—immediately!" Walks-Softly: "Right. Of course. I … I just need a moment to confer with my associate." Anais Velmont: "Of course you do. Just let me know when you're ready to get me out of here. These pirates have no appreciation of soap and water."

Show: Prison Break

After speaking to Silver-Claw:

Quen: "We know where Zeira is? Are we going to rescue her?" Velsa: "What do you mean "we?" I'm retired." Quen: "Zeira would do the same for any of us. Even you, Velsa." Walks-Softly. "The least we can do is hear out our acting guildmaster. So what is the plan?"

Outside No Shira Citadel:

Walks-Softly. "My good man! Is this the gate to Abah's Landing?" Midrarj: "Halt! This citadel is under jurisdiction of the Iron Wheel!" Walks-Softly. "Never heard of that tavern. What do they sell?" Midrarj: "You should move along. What, uh … that bottle you have, what is that?" Walks-Softly. "Delicious! Some wine from, uh … Berga … Bergomet? Bergama! Why, you want some?" Midrarj: "If you're offering. Just a nip to get my blood pumping. Tava's tail feathers, it's awful! What … what is that … that taste …." Walks-Softly. "Something to which I'm immune. But he's right, it does taste awful."

Outside the prison doors:

Magnifica Falorah: "You there! Unlock the door and allow my companion entry to the prison. Do not record this in the log." Walks-Softly. "As you command. You there, follow me."

Outside Nicolas's cell:

Nicolas: "Ah, Walks-Softly. So good to see you again. How have you been?" Walks-Softly. "Hunted. Missing too many dead friends." Nicolas: "And Velsa as well? I thought you'd retired!" Velsa: "And I thought you were dead. Seems we were both disappointed." Nicolas: "And … who are you? I don't believe we've met." Quen: "I'm someone who knows better than to listen to your lies."

On the deck after freeing Zeira:

Walks-Softly. "Might I say, you are the most magnificent Magnifica I've ever met? You elevate the cesspit of Abah's Landing with your very presence." Magnifica Falorah: "Who are you, again?" Zeira: "Apologies, Magnifica. We have much to discuss, when timing is more convenient for us both."

After finishing the quest:

Zeira: "As for the rest of you—I'm naming you as part of my Thieves Council. I'll need those I can trust in the coming months. Yes, even Velsa. "Councilor emeritus," if it suits you." Walks-Softly: "This calls for a drink. Or five. Where's Andarri?" Velsa: "Huzzah. Meaningless titles." Quen: "Don't be so … well, you." Malizah: "My apologies for interrupting. Your … "Lord Thrag" escorted me here? Magnifica Falorah requests Zeira call upon her at the earliest convenience." Zeira: "I'll have to celebrate later. Opportunity waits for none of us, whatever title we have." Velsa: "What would you have us do? Stare at one another until your return?" Quen: "What does it matter to you? Aren't you retired?" Velsa: "Semi-retired. And what would you suggest? Hold hands and sing songs?" Quen: "Hardly. The only tune you know is "grating."" Velsa: "I think I'm starting to like you."

Quotes[]

Partners in Crime
  • "Did I mention I'm afraid of spiders? Probably should've mentioned. I'll keep it under control." — In the catacombs
  • "Look, a crypt! Nothing bad ever happens in a crypt." — In the catacombs
  • "Stay away from the pointy bits!" — In the catacombs
  • "That's not good. Look out!" — In the catacombs, when the Vestige steps into a spider trap
  • "Follow me, we're almost there!" — In the catacombs
A Flawless Plan
  • "You ever notice that camel herders drive hard bargains? I always wonder if they learn such stubbornness from the camels." — Outside Prince's Gate
  • "I would avoid engaging the Iron Wheel at all costs. Perhaps find some other way to slip into the tomb. But you are not I, and the world is better for it. For instance, I could never make those pants work." — At the tomb
  • "Do you want to roll around in a big pile of coins? I feel the urge to roll around in a big pile of coins. None are here, of course. But you can still smell them." — In the vault
  • "That page, is it from the journal Nicolas kept? "Tu'whacca watches over you." The pass-phrase for the crypt guardian? I nearly had it!" — Upon examining the journal page
Shell Game
  • "It feels odd being back here. Let's not linger. Let's find those keepsakes and get out of here before someone notices us. Quickly now, search the courtyard and kitchens. Then meet me in the family wing of the mansion." – Upon entering the mansion
  • "There's one more thing before we go. Anais and I used to sit on the balcony and watch the sun set. I'd like to see it one more time before we put this memory behind us." — Upon stealing the Moulted-Scale Amulet
  • "Meet me back at the Den. We can talk there." — After escaping the mansion
Everyone Has A Price
  • "I'll get you out of here, Anais. I just hope this helps you realize the difference between people and property." — If the Vestige convinces him to rescue Anais
Prison Break
  • "You go ahead. I'll abscond with our sentry friend's uniform. May need to trim it down … he was a rather brawny fellow." — After talking to him inside the citadel
  • "Iron Wheel uniforms aren't made for Argonian heads. I'd be sweating if … well, if I could sweat. You go after Zeira. I'll wait for the others and escort them through." — Upon entering the prison
  • "Search the Warden's Office. Look for any clue that leads us to Zeira." — If the Vestige did not give Nicolas a lockpick

Appearances[]


References[]

  1. 1.0 1.1 Dialogue of Walks-Softly
  2. 2.0 2.1 Meet the Character ― Zeira
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