Quen (full name Quenneth) is a novice Altmer thief initially found in any Outlaws Refuge in Tamriel, and will offer the Vestige the job of accompanying her on a heist at Fulstrom Homestead. She later becomes a member of the Thieves Guild.
Quen was born as Quenneth to an Altmer commoner known as Saroldo. At some point in time, her mother perished.
Quen spent much of her life at the Lillandril Illumination Academy, a boarding school and which she resided and studied at. She was later suspended for lack of dedication to studies, financial restitution, and suspicion of committing larceny and trespassing. After that, she went on to pursue a life as a thief.
Quen can be found at the entrance of Abah's Landing or in any Outlaws Refuge. She will offer you a job, and will task you with traveling to either the Wayrest, Windhelm, or Woodhearth docks, depending on your alliance.
After embarking from the docks on her ship, you will arrive at Fulstrom Homestead. In front of the manor's entrance is a portcullis, blocking further passage. Quen will climb over the wall onto the other side, and after you open the portcullis and she turns the switch, the gate will open. Once the Manor is entered via a backdoor entrance and the puzzle lock is completed, the Giovessen Skull will be on a table in Thane Fulstrom's vault. After the relic is taken, Chief Inspector Rhanbiq and three members of the Iron Wheel will appear. Rhanbiq will then confront Quen, accusing her of stealing Magnifica Falorah's dowry:
Chief Inspector Rhanbiq: "Surrender, thief! The manor is surrounded. Today, the Iron Wheel brings you to justice."
Quenneth: "What? Who are you?"
Rhanbiq: "Chief Inspector Rhanbiq. We foiled your attempt to steal the Giovessen Skull. Will you also confess to stealing Magnifica Falorah's dowry?"
Quen: "What's a "falorah"?"
Rhanbiq: "She... it doesn't matter. Return the Giovessen Skull and surrender, or face the consequences."
Quen "No idea what he means. I'll... I'll follow your lead."
The events following will vary depending on the course of action you take. If you place the Giovessen Skull back on its display, the Iron Wheel will knock you unconscious and imprison both you and Quen in a jail cell. After you regain consciousness, Quen will say "Wake up, partner. We need to get out of here." If you choose to attack the Iron Wheel, Quen will say "Hold them off! I'll find another way out!"
Whatever the path taken, Walks-Softly will appear in the catacombs. If you are imprisoned, he will free you and Quen. He will then have the following conversation with Quen:
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."
Quen will then leave while you and Walks take the alternate exit. Back on the surface, Walks and Quen will be on a boat.
After arriving in Abah's Landing, Walks-Softly will be speaking to Quen:
Quen will be at the docks for some time, as she is still suffering of see-sickness from the boat-ride. After the quest is completed, she will be found in the Den.
Travel with the guild to the al-Danobia tomb in order to discover what happened to Magnifica Falorah's dowry.
Assist Quen with a personal matter by breaking into Sulima Mansion and searching for clues about her father, Saroldo.
|Show: Partners in Crime|
"Are you here about the job? To forestall any confusion―yes, we split the proceeds equally. And no, I will not budge on that point."
After arriving at the city docks:
"You made it. I wasn't certain you ... well, I'm glad you're here. So, the details! We're headed to a remote patch of land called Fulstrom Homestead. It's owned by some thane from Eastmarch. He's at war, but his staff and guards remain."
"Dry land, finally. Colder than I expected ... very, very cold. The manor should be up ahead. Are you ready?"
"Who was that? What was all that about, with dowries and iron wheels."
After escaping the catacombs:
"That didn't go as smoothly as I'd hoped. I suppose that's the point of being a thief, isn't it? I'm just glad we're alive and free. Unless the Iron Wheel finds us. We should be going, shouldn't we? Let's get going."
After speaking to Walks-Softly:
"I'd planned to go to Abah's Landing after this job. If he's willing to take us there, I say we go."
After arriving in Abah's Landing:
"Think I'll stay here for a bit. Don't want to decorate the guildmaster's boots."
|Show: The Long Game|
"Zeira said I should wait for you when I was finished. Well... I'm finished."
What did you find?
|Show: His Greatest Treasure|
"Good, you're here! The old book we found at Sulima Mansion was the key to my father's cipher. His ledge revealed directions to his "greatest treasure." It won't bring him back. But if we find it, Abah's Landing will no longer have a hold on me."
After confronting Lady Sulima:
"My father died protecting her from the Iron Wheel, and she tried to steal my inheritance? I feel seasick."
After completing the quest:
"I'm glad you were part of this. The choice wasn't easy, but it feels like we made the right one."
Stench of the LandingEdit
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."
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."
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."
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."
Notes left by Quen in the Thieves Den act like quest givers for Quen's questline.
I deciphered my father's ledger! Come by rooftop retreat when you have a moment.
PS: There is another mustard stain. No judgements!
This section contains bugs related to Quen. Before adding a bug to this list, consider the following:
If the 64-bit client is being used, Quens chestwear may disappear, exposing her breasts.
- This bug has now been fixed.