Pit Dogs

**Enemy Level** | PC x 1
 **Quest ID** | Gorrquest

*Pit Dogs* delves into the past of the former arena fighter, Gorr, as he and Zora Fair-Child investigate a new underground pit fighting ring in Skyrim. The quest has two outcomes, with one generally positive result and another with clear consequences.

The quest technically begins south of Ivarstead after Gorr is initially dismissed. During this meeting, Gorr will mention someone casting aspersions on his character, although the identity of the person is not yet revealed. After a short conversation, Gorr will head to the Silver-Blood Inn in Markarth. Speaking with Gorr there will satisfy the prerequisites for *Pit Dogs*.

**Cats and Pit Dogs**

The quest can be initiated by talking to Zora and searching for Gorr or speaking to Gorr with Zora in your party. Any combination of the two together will start a conversation about the rumors being spread about Gorr.

Zora mentions seeing a suspicious Khajiit in Riverwood who referred to Gorr as a “pit dog” before  heading off to Whiterun. She suggests the three travel to The Bannered Mare and check the rooms for new guests.

Notes:

– The initial dialogue will weave in and out of scenes between Gorr and Zora and force greets with the player, in an attempt to create a three-way conversation in which the player takes part.

**The Pit**

After reaching The Bannered Mare, the three discover the rumormonger is none other than J’sharr, a former arena fighter and friend of Gorr. J’Sharr insists the nickname “Pit Dog” was a term of endearment, and chalks the whole affair up to a misunderstanding. He tells Gorr he has come to Skyrim to participate in an underground pit fighting ring, and hopes that the Redguard will join him.

Gorr turns the Khajiit down, and J’Sharr reluctantly accepts his reasoning. However, as a favor he asks that Gorr attend his fight and cheer him on. Zora, Gorr, and the player agree to meet J’Sharr outside the back entrance to the Fort Sungard Oubliette. Yet once they arrive they are greeted by a group of archers, and Gorr quickly realizes J’Sharr has led the trio into a trap.

After succumbing to a poison, the player wakes up to find himself/herself in a cage. J’Sharr, as a show of good faith, opens the door and explains that he is working in everyone’s best interest. The player finds Gorr already in a match with another fighter, with the Dragonborn’s own fight to come shortly thereafter. Zora, meanwhile, is nowhere to be found.

J’Sharr explains that her fight is taking place in a separate location, which he will reveal after the player’s fight. The player has the option of making a bet before mingling with the crowd. Speaking with the Fair Lady advances the quest and calls the opponents to the ring.

Notes:

– J’Sharr attempts to deceive the player as to the amount of gold he/she can win by betting on their match.

– Valenor, Ignatius, and the Fair Lady provide background information on the pits and J’Sharr. Valenor reveals that J’Sharr’s previous opponents were vampires who were disposed of by Among-the-Hist.

**The Cat and the Diamond**

After beating the two Alik’r warriors, J’Sharr informs the player Zora is at Skytemple Ruins. The player will be given the choice of killing J’Sharr now or prioritizing Zora’s rescue. The decision will ultimately decide Zora’s fate, as the additional time taken to handle J’Sharr will result in Zora’s death. Heading straight to Skytemple Ruins will allow Gorr and the player to interrupt the battle and save her life.

If Zora dies the quest will end after Gorr gives a short speech. If Zora is saved, then Gorr will suggest the two return to the pit to ask about J’Sharr.

The player can discover J’Sharr’s location in one of two ways. Telling Valenor you would like to work with J’Sharr will make the Wood Elf reveal the true nature of his relationship with the Khajiit. Failing that, the player can pay the Fair Lady 200 gold. The player can then travel to J’Sharr’s hideout in Orotheim.

Notes:

– Opting to kill J’Sharr immediately will reveal that Valenor has been working with the Khajiit, as he comes to J’Sharr’s defense.

– Gorr remarks on how quickly he forgets offenses made against him, but makes an exception when it comes to horker stew, a reference to the Callen‘s quest, The Way to a Big Oaf’s Heart.

**Bloody Kismet**

The trio arrive at Orotheim and find a group of bandits living in the cave. They dispatch both the bandits and a Khajiit that by all appearances is J’Sharr. However, the Khajiit is nameless and has slightly different facial features than the cat. Regardless of whether the player realizes this, Gorr takes the escape in good stride, his mind already moving on to the next meal. Gorr and Zora take their leave and the quest comes to a conclusion, with Zora safe but J’Sharr having escaped.

Notes:

– If the cave has been cleared, the player will find a much easier fight, with only the Khajiit double and two bodyguards waiting in the cave.

– Both in his marriage dialogue and at the end of the quest, Gorr will mention how J’Sharr always mentions the word *kismet*, implying everything, including his narrow escapes, are the product of fate. In truth, J’Sharr’s luck is a result of his careful planning.

– Letting Zora die will effectively break the *Blood of Kings questline*, but given the consequences of that end, the unlikelihood of anyone keeping that route made creating an alternate for Zora unnecessary.