Character Sheet – Gorr

Encounter Riverwood
Locations South of Ivarstead, Markarth, Various
Race Redguard Gender Male
Level PC×1 Class CombatWarrior2H
RefID XX02d6e7 BaseID 0202D184
Health Levels with PC Magicka Levels with PC
Stamina Levels with PC
Primary Skills Two-Handed, Heavy Armor, Block, Archery
Morality Violence Against Enemies Confidence Brave
Inventory Iron Armor, Hide Boots, Hide Gauntlets, Iron Warhammer, Horker Meat, Horker Stew
Voice Nile Zam Jones (Zammuel)

Gorr the Wanderer
Upon recruiting Gorr as a follower, you have the option of asking him where to go next. This conversation will effectively enable his wandering quest. Progressing through this quest will result in unlocking Gorr’s marriage dialogue, his personal quest, and setting him to wander.  It should also be noted that Gorr’s marriage question, It’s funny how the fates keep bringing us together, while accessible only by wearing an Amulet of Mara, is deliberately ambiguous. This way, you can hear the story while still avoiding a romantic overture by responding with That’s right. We’re great friends.

Gorr the Wanderer (DialogueGorr)
Stage Information
10 Gorr wanders to the camp south of Ivarstead. This video will show the exact location of the camp.
20 After meeting at Ivarstead and dismissing, Gorr will head to the Silver-Blood Inn in Markarth
30 This stage will unlock the above mentioned options and set Gorr to wander to the following locations:

  • Sundas – Anga’s Mill
  • Morndas – Orotheim
  • Tirdas – Hela’s Folly
  • Middas – Morthal
  • Turdas – Broken Tower Redoubt
  • Fredas – Whiterun Drunken Huntsman
  • Loredas – Clearpine Pond

Pit Dogs
After reaching stage 30 of his wander quest, Pit Dogs will be available by talking to Zora Fair-Child, or by bringing Zora to Gorr and speaking with him. The quest has two possible outcomes, as well variable rewards determined by the dialogue choices.

Pit Dogs (Gorrquest)
Stage Information
1 Help Zora find Gorr. This stage will be skipped if Zora is brought to Gorr and he is spoken to.
20 Gorr makes a reference to the Ivarstead conversation, that someone is casting aspersions on his character. Zora mentions a suspicious character headed toward Whiterun.
30 At the Drunken Huntsman, the player is introduced to J’Sharr, who is the character mentioned in Gorr’s marriage request dialogue. He mentions an underground pit fighting ring in Fort Sungard, and asks the group to attend his match.
40 J’Sharr will proceed to poison the Dragonborn. The PC will wake up in a cage, after which J’Sharr will quickly free the PC and usher him/her to the pits.
70 After watching Gorr defeat a combatant, the player has the opportunity to mingle. 3 NPCs, Valenor, Ignatius and the Fair Lady will have conversation strings. Talking to the Fair Lady will advance the quest.
75 The PC is partnered with J’Sharr and must battle 2 Alik’r Warriors in the Pit. Before the fight, J’Sharr attempts to fool the player with faulty math, at which point he/she can call him on his mistake, deny payment for the fight, or accept the amount J’Sharr says the PC will win.
100 After defeating the warriors, J’Sharr provides a key to the exit and reveals Zora can be found at Skytemple Ruins. Through Gorr’s dialogue, the option will be given to kill J’Sharr now, or prioritize rescuing Zora. This will affect the outcome of the quest.
105 Killing J’Sharr immediately will result in a delay that ends Zora’s life. Eliminating her killers will end the quest.
110 It is revealed Zora did not have a match, but was sold to a necromancer. If J’Sharr is ignored she can be saved.
135 The group returns to the Pit to find out information on J’Sharr’s whereabouts. The player can progress the quest by convincing Valenor you want to make a deal or bribing the Fair Lady.
140 J’Sharr’s location is revealed to be Orotheim. In the cave, the player finds a Khajiit and three henchmen, along with any bandits generated by the vanilla game.
200 Upon killing the Khajiit, a scene will trigger and the quest will complete.

Notes: J’Sharr is the Khajiit mentioned in Gorr’s marriage dialogue and his initial foray to Ivarstead. The Khajiit in the cave bears a striking resemblance to J’Sharr, but is unnamed for a reason. It is unlikely that J’Sharr would be careless enough to trust the player or divulge the information to the Fair Lady, and it is implied he escaped. Killing J’Sharr is possible if the PC is willing to sacrifice Zora.  Zora’s death, however, will result in breaking a number of quests with which she is involved in.

For more information about Gorr, check out his character profile here.


12 thoughts on “Character Sheet – Gorr”

    1. Whoops! ;D Did you try the “moveto player XX02d6e7” command in the console? (XX being whatever 3DNPC’s position is in your load order.) That should teleport you right to wherever he is. But if that does’t work, he could be dead and you can try “resurrect XX02d6e7” and then the moveto. :)

  1. i would love to try this, but i didnt understand what is (XX being whatever 3DNPC’s position is in your load order.). load order? you are referring to the Nexus Mod Manager load order under the “plugins” tabs? if so its number 63, so i should write “moveto player 6302d6e7″, right? ill try it…

  2. i think the 6302d6e7 is the wrong parameter, but i did as you said, entered 63 insted of the xx cuz it was its loading order. what did i do wrong?

    1. Yeah, the “load order number” is the plugin’s number in the “Load Order” column of your mod manager, not the “Index” column. :)

      But I don’t think that what the console was saying was that the RefID “parameter” was wrong. It looks to me more like it’s saying it doesn’t know what you’re telling it to do (variable) with the parameter given.

      Try this instead: Type “prid 6302d6e7” then press enter, then type “moveto player”. :) I’m crossing my fingers for you!

      Also, shoot I had my commands mixed up: “moveto player” will teleport him to you, if you want to teleport to him, use “player.moveto 6302d6e7” instead. Sorry about that!

  3. when i got gorr a quest added called “gorr the wanderer” – but i cant do anything with it, when i “activate the quest it points to nowhere on the map . does anyone knows what to do with it?

    1. It’s for after you dismiss him, to help track his next location. It’s technically not supposed to show in your journal until later when you look for him and an innkeeper points you in his direction – the most recent update fixes the confusion.

  4. Okay, so I have a question. I dismissed Gorr after talking about what places he’d like to see, but he’s still following me. When I talk to him, I don’t get the companion command option, but if I fast travel, he’s still with me. He follows me into houses and towns and stuff and won’t leave. Any thoughts or ideas?


      different npc but the same logic applies. either they are following as a part of quest, or your issues are with a follower mod.

      the dismissal system is the same as vanilla. an exact clone. the problems occur when your follower mod of choice does not recognize the cloned system’s existence. there are patches for some follower mods to account for this, like the EFF patch here:

      also you want to make these sort of comments/troubleshooting in the bug report section, as opposed to here.

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