Brother and Keeper

**Enemy Level** | PC x 1
 **Quest ID** | Raynesgriffithquest
 **Reward** | Griffith’s Daedric Gauntlets

*Brother and Keeper* is the tale of a man’s revenge and the potential consequences of his obsession.  It also involves an uneasy alliance between Raynes and Griffith, two killers who work on the fringes of their respective factions. One is a Dark Brotherhood assassin, yet his moral compass is such that he acts as guardian to a small child. The other is a self-described keeper of the law, but one whose code allows for the maiming and torture of those who break it.

**The Keeper**

Once Griffith is spoken to and Raynes is recruited from Lost Echo Cave, the player can inquire whether the vigilante knows a place to find lawbreakers. Raynes will suggest going to the Bee and Barb, as Riften is a notorious location for thieves. Entering the inn will trigger a scene between him and Keerava, who hands him a bounty note. Raynes will remain coy about the potential target, stating only that the charge is gruesome.

Notes:

– If this is the player’s first entry into Riften, the scene with Raynes and Keerava may get delayed as she is involved in another scene.

**The Brother**

Although the bounty note indicates the target may be in Windhelm, Raynes suggests checking the neighboring inns instead. The strategy pays off when they find Griffith hiding out in the cellar of Nightgate Inn. Raynes confronts the assassin, and the two nearly come to blows when Morrigan intervenes.

During the confrontation, Morrigan lets out the reason why they’ve traveled east. Griffith has gotten word that the man who torched his hometown, Gabania, has arrived on a ship and is docked at Windhelm. Raynes reluctantly agrees to help, due to his own history with Gabania’s men and Morrigan’s reliance on Griffith.

**Stay or Go**

Griffith is conflicted regarding whether or not he should be hunting Gabania, as it may put Morrigan in jeopardy.  At this point, the player can attempt to convince Griffith to leave Raynes with Morrigan to ensure her safety, or take Raynes along in order to ensure Gabania’s death. The dialogue with Griffith also reveals a third option, teaching Morrigan a spell. Doing so will ultimately allow the player to take Raynes to Gabania’s ship and give Morrigan the means to protect herself.

However, simply telling Griffith that Raynes should stay will not necessarily convince him. Of the four choices, only two will work, one of which requires a speech check:

**Q1: (Success) Are you sure you aren’t letting your anger affect you?**

This reply requires an Amulet of Articulation or a speechcraft level of 40 or higher. It is the nuanced response that will effectively convince Griffith he’s not thinking clearly.

**Q1: (Failure) He’s ruthless. Crazy. But he protects the innocent.**

A PC with speechcraft under 40 will result in a less subtle suggestion and fail to convince Griffith.

**Q2: (Success) I would stay, but think about it. You and Raynes alone together?**

This question successfully uses Griffith’s own disgust toward Raynes into convincing him to leave him at the inn.

**Q3: (Failure) That ship will be well guarded. The weakest link should stay with the girl.**

The response that shifts Griffith’s attention toward the ship as opposed to Morrigan’s safety. It implies Morrigan is not in danger but the ship will require a ton of muscle.  As a result, Griffith will assume it’s better if Raynes comes along, both for their task and for Morrigan’s well being. This question has been altered in versions after 2.42 to make the repercussions more clear.

**Q4: (Failure) You’re right. I don’t think it’s a good idea either.**

The PC agrees with Griffith that leaving Raynes with Morrigan is a bad idea.

Notes:

– Morrigan can be taught either Clairvoyance, Frostbite, Candlelight, Familiar, or Lesser Ward, each a novice spell representing the 5 schools of magic.

– In versions 2.42 and prior, it’s assumed the PC only talks to Morrigan about learning a spell after exhausting Griffith’s dialogue options, despite the objective displaying prior to this. In future versions, the dialogue will account for the PC tabbing out.

– When taking Raynes and Griffith to Gabania’s ship, they will have three chatter scenes outside of the ship and two on board.

**Gabania’s Ship**

Upon arrival at the ship, the player will hear a group of sellswords singing a bandit tune before being scolded by one of Gabania’s men.If the player waits too long before entering, the sellswords will turn hostile and attack. However, if the player successfully sneaks into the ship, the sellswords will turn on Gabania’s man later on.

Once on board, Griffith will speak to the player or to Raynes depending on whether the vigilante accompanied them. After dealing with his personal guard, they will reach the final cabin, where Gabania awaits.

Notes:

– Gabania’s death will alter some dialogue in the quest *Honor’s Calling*, but will not effect the outcome of *Hunter’s Quarry*, which also involves Gabania’s influence.

– Subconsciously Griffith has already moved passed his desire for revenge after meeting Morrigan. As such, the final confrontation is almost civil. Both parties realize what comes next is inevitable, but at the same time, they know it won’t define them. Gabania is ready to die, his legacy intact. Griffith is ready to move on.

**Return to Nightgate Inn**

After killing Gabania, Griffith’s first thoughts will be of Morrigan. His general state of mind is that of anxiety as opposed to satisfaction or contentment. Finally realizing what he values most, he rushes back to the cellar, and depending on the player’s choices, the quest will conclude with one of three endings:

– If the player left Raynes to protect Morrigan, she will remain alive and the body of a Dark Brotherhood assassin will lay mangled on the floor.

– If the player brought Raynes but taught Morrigan a spell, she will elude the assassin with the help of a “Draugr,” presumably one named Moris.

– If the player brought Raynes but neglected to teach Morrigan a spell, the assassin will successfully kill her and leave Griffith in mourning.

If Morrigan survives, Griffith will reward the player with the Daedric gauntlets who took off a summoner he was contracted to kill. If Morrigan dies, Griffith will stay with the body as Raynes suggests he and the player get some air.

Notes: Stage 15, 25, 35, 40, 45, 50, 56, 57, 75, 76, 80, 85, 86, 87, 88, 90, 97