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The thing is, if we did that, we'd then have to have different dialogue depending on whether you'd been there or not at the point where you get the quests to go there, otherwise it wouldn't make sense for Aura/the party to act like they don't know about anything that's happening when they've already seen it.

Spider queen quest would just need a blurb from the adventurer guild clerk. If a player knows how to enter the mine and kill the spider queen, they don't really need the bomb tutorial or spider queen weakness dialogue that the quest provides. 

If John/Charlotte/Paul have a later reference to them killing a spider queen, it can be inferred by the player that they took a similar quest without Aura at some point. No change needed unless said dialogue specifically mentions that Aura was with them(which wouldn't need to be said if Aura was there with them on account of her having been there).

Jacob? A pre-quest one-liner asking Aura to leave and a mention of his child being angry, mention of curse optional.

Riverrun and Nephlune would need their starting dialogues set to trigger the first time you enter after starting the sick workers quest/after defeating the festival respectively instead of after the first time you enter. In  terms of dialogue, only Nephlune has maybe the one slave trader line referencing Arwin that would need to be changed, everything else is either ambiguous or gated behind quest progression.

Similar story with the Northern mountains and mountain hermit where the quest/party dialogue can be skipped if Aura isn't on a quest, leaving just the hermit's introduction and offer to teach her in exchange for alternative modes of compensation.

Mountainreach is already stuck in a stable time loop but the npc dialogue seems fine so long as the day doesn't end, which Aura has no reason to do without the quest requiring her to witness the eternal repeat.

Overall, Roland seems to be the only major problem due to Aura not having a reason to distrust him prior to the festival.