Key takeaways
- Lora’s House is a two-storey private home in the Lower City, not a shop, tavern or faction headquarters.
- Its primary purpose is as the post-quest meeting place for Lora and Vanra after completing Save Vanra.
- To receive the best reward outcome, speak to Lora at Basilisk Gate Barracks before rescuing Vanra.
- The house contains a locked chest with a Starborn Auction Receipt and a random precious gem. The chest requires DC 15 Sleight of Hand or Lora’s Key.
- If Vanra is saved successfully, Lora can award Duellist’s Prerogative and the Amulet of Windrider.
- The two background NPCs outside the building, Slatey Marven and Splatters Doolug, are part of a small street-art exchange rather than residents or quest vendors.
About this guide
Spoiler warning: This guide covers Act Three, the Save Vanra quest, Auntie Ethel’s possible return, and the consequences of several Act One choices.
Overview
Lora’s House is a small private residence in the Lower City of Baldur’s Gate, encountered during Act Three of Baldur’s Gate 3. It is the home of Lora Bergauz, a former pirate, and her daughter Vanra. Although the building contains little conventional loot, it is an important progression location for the Save Vanra quest and can become the final destination for one of Act Three’s most significant rescue storylines.
The house is easy to overlook. It stands in a crowded part of the Lower City, pressed against the Central Wall and neighbouring buildings. Its apparent importance changes depending on what happened to Mayrina and Auntie Ethel in Act One. In one continuity, Lora and Vanra are simply at home. In another, the house is initially empty because Vanra has been abducted and Lora is searching the city for her.
Location and boundaries
Lora’s House lies in the Lower City’s dense residential and commercial area. It is tucked into a corner between:
The building’s local street arrangement also places it near Sorcerous Sundries and the Stormshore Armoury, although those are neighbouring Lower City destinations rather than parts of Lora’s House. The house has a single usable entrance at approximately X: -60, Y: -92.
What is included in this guide
This guide treats Lora’s House as the following compact location:
The following are neighbouring places, not subareas of Lora’s House:
This distinction matters because the house has no basement, shop floor, connected dungeon or hidden quest area of its own. The investigation associated with it continues elsewhere in the Lower City, especially at the Basilisk Gate Barracks and the Blushing Mermaid.
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What is included in this guide
- 01The ground-floor living room.
- 02The staircase and internal circulation.
- 03The first-floor bedroom.
- 04The locked upstairs chest.
- 05The immediate exterior around the doorway, including Slatey Marven and Splatters Doolug.
Architecture and interior
Lora’s House is a modest two-storey home rather than a wealthy townhouse. The ground floor is a living room containing a fireplace and domestic furnishings. A staircase leads to the first-floor bedroom. Sea-themed decoration appears throughout the home, including oars, fishing nets and other objects associated with maritime life. Children’s books and toys indicate that a child lives there.
The decoration provides the clearest visual connection to Lora’s past. She is described as a former pirate who sold her ship and settled on land to raise Vanra. The house therefore combines two identities: a seafarer’s home and a child’s domestic space. The maritime objects are not merely random scenery, but reinforce Lora’s history and her attempt to build a safer life for her daughter.
Ground floor
There is no shop counter, crafting station, camp facility or named service here.
First floor
The upper floor is a bedroom. It contains the locked chest associated with Lora’s former life and the house’s most notable ordinary loot. The chest is red-outlined, so attempting to open it without permission can count as theft and may provoke a reaction depending on the current state of the area. The available evidence confirms the chest’s contents and lock requirements, but does not establish a separate scripted consequence for opening it beyond the normal game rules for red-outlined containers.
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Residents and named people
Lora Bergauz
Lora is the owner of the house and Vanra’s mother. She is a former pirate who sold her ship before settling in Baldur’s Gate. Her main Act Three appearance is initially at the Basilisk Gate Barracks, where she asks for help finding Vanra. After the quest reaches its conclusion, she can return to her home.
Lora is not a merchant. She does not provide a shop inventory or normal household service. Her importance is narrative and reward-based.
Vanra Bergauz
Vanra is Lora’s young daughter. Her presence at the house depends on the Act One and Act Three quest state. In the normal rescue continuity, she is abducted by Auntie Ethel and returns home after being saved.
Slatey Marven
Slatey Marven is a passer-by standing outside the entrance. She comments critically on the murals painted on the Lower City Central Wall by Splatters Doolug.
Splatters Doolug
Splatters Doolug is a street artist who has recently decorated the nearby Central Wall with murals. His conversation with Slatey is a small environmental vignette. It does not turn Lora’s House into an art business, quest hub or faction location.
Named-character directory
Inside or associated with the house
Immediately outside
Quest-linked but not resident
The last four characters are included for quest context only. They do not live at Lora’s House.
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Progression states
Lora’s House has two principal continuity states, determined by the party’s handling of Auntie Ethel in Act One.
If Ethel was allowed to leave with Mayrina
If the party dealt with Ethel in the Sunlit Wetlands and allowed the hag to leave with Mayrina and her unborn child, Lora and Vanra can be found together at home in Act Three. In this state, they have limited dialogue and may object to the party entering their house. The Save Vanra storyline does not proceed in the same way because Vanra has not become Ethel’s replacement target in this continuity.
If Ethel was denied access to Mayrina
If Ethel was prevented from taking Mayrina and her child, the hag later targets Vanra instead. Lora’s House is initially empty because Lora is searching for her missing daughter. The party must begin the related investigation at the Basilisk Gate Barracks.
After Vanra is rescued successfully, Lora and Vanra can be found back at home. Speaking to Lora then provides the major location-specific rewards:
If Vanra is not saved, Lora eventually leaves and disappears from the game.
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Save Vanra walkthrough
1. Find Lora at Basilisk Gate Barracks
Travel to the Basilisk Gate Barracks and speak to Lora. She is distressed and arguing with Blaze Liara Portyr about the disappearance of her daughter. Lora explains that Vanra was last seen at the Blushing Mermaid. This conversation begins Save Vanra, provided the necessary Act One continuity exists.
A passive Arcana check can reveal that Liara’s memory has been magically tampered with. This helps expose that the situation is not an ordinary missing-person case, although passing the check is not required to accept Lora’s request.
2. Investigate the Blushing Mermaid
Go to the Blushing Mermaid and investigate the conflicting accounts surrounding Lora and Vanra. Captain Grisly claims that Lora is dangerous and that Vanra does not exist. The quest’s evidence instead points towards hag activity connected with the tavern’s cellar.
Captain Grisly may offer 3,000 gold for killing Lora. A Rogue can negotiate for double that amount. This is a deliberately dangerous branch because Captain Grisly is not what she appears to be.
3. Expose Auntie Ethel
The apparent Captain Grisly can be exposed as Auntie Ethel through several routes, including:
The central danger is that Ethel has consumed Vanra and threatens to kill the child if the party kills her carelessly.
4. Use Hag’s Bane
To rescue Vanra safely, the party must use Hag’s Bane before killing Ethel. The quest provides a route to discovering how this works, including a book explaining that a child can be forced out of a hag without being harmed. Throwing Hag’s Bane at Ethel makes her vomit Vanra up.
Do not treat simply killing Ethel as equivalent to completing the rescue. The quest state specifically distinguishes between saving Vanra and allowing her to die with the hag.
5. Return to Lora’s House
After Vanra is freed, she runs home. Visit Lora’s House and speak to Lora. If the quest was properly started at the Basilisk Gate Barracks before Vanra was rescued, Lora thanks the party and gives the two principal rewards.
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Rewards and loot
Quest rewards
The Amulet of Windrider is a very rare amulet that grants Ride the Winds once per long rest and Gust of Wind once per short rest. It is awarded by Lora for saving Vanra.
Upstairs chest
The chest is red-outlined and therefore should be treated as private property.
Loot and literature directory
Fixed or quest-linked rewards
Upstairs chest
Named or identifiable literature associated with the location
The location reference lists these works as related literature, but the available source does not establish that every title is a guaranteed, separately collectible object inside the building. The receipt is specifically confirmed as chest contents; the remaining titles should therefore be treated as associated literature rather than a fully verified room-by-room inventory.
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Quest rewards
| Item | How to obtain | Notes |
|---|---|---|
| Duellist’s Prerogative | Speak to Lora after successfully saving Vanra | Major reward for completing the rescue |
| Amulet of Windrider | Speak to Lora after successfully saving Vanra | Requires the appropriate quest progression |
| 3,000 gold | Accept Captain Grisly’s offer and kill Lora | A hostile or morally compromised branch |
| 6,000 gold | A Rogue negotiates the assassination reward and kills Lora | Replaces the normal rescue reward path |
| Veil of the Weird | Associated with killing Lora and later Gather Your Allies progression | Not a normal house reward |
Navigation and suggested route
If simply exploring the house
The house is southwest of the Lower City Central Waypoint, with the quest reward interaction recorded around X: -61, Y: -91. The entrance is separately recorded around X: -60, Y: -92.
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If beginning the quest
- 01Enter the Lower City.
- 02Travel to Basilisk Gate Barracks.
- 03Speak to Lora and accept her request.
- 04Investigate the Blushing Mermaid.
- 05Expose Auntie Ethel.
- 06Craft or obtain Hag’s Bane.
- 07Rescue Vanra before killing Ethel.
- 08Return to Lora’s House.
- 09Speak to Lora to collect the rewards.
If simply exploring the house
- 01Approach the small residence near the Lower City Central Wall.
- 02Enter through the only doorway.
- 03Search the ground floor and inspect the maritime furnishings.
- 04Go upstairs.
- 05Open the red-outlined chest with Lora’s Key or DC 15 Sleight of Hand.
- 06If the house is empty, check the quest state rather than assuming the location is incomplete.
- 07If Vanra has been rescued, return later and speak to Lora.
Missable content and failure states
Starting the quest too late
The Amulet of Windrider has a specific progression requirement. The party must speak to Lora at the Basilisk Gate Barracks and pick up Save Vanra before freeing Vanra from the Hag’s Lair. If Vanra is rescued first without establishing the quest properly, Lora may not provide the amulet afterwards.
Killing Lora
Accepting Captain Grisly’s offer and killing Lora prevents the normal rescue reward outcome. The party receives the agreed gold instead, with a possible increased payment for a Rogue, and may gain the related Veil of the Weird progression.
Failing to save Vanra
If Vanra is not saved, Lora eventually leaves the house and disappears. This is a progression change, not simply a temporary relocation.
Killing Ethel before rescuing Vanra
The quest makes clear that killing Ethel without first using the correct rescue method can kill Vanra as well. Use Hag’s Bane before completing the fight if the goal is to preserve the child and obtain Lora’s rewards.
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Lore and environmental storytelling
Lora’s House is one of the Lower City’s smaller locations, but its decoration tells a compact story. The oars, nets and maritime details recall Lora’s former life at sea, while the toys and children’s books establish her new life as a parent. The auction receipt in the upstairs chest connects the household to the practical act of selling a vessel, suggesting that Lora’s retirement from piracy was a deliberate material decision rather than an unexplained change of identity.
The house also makes the quest’s emotional stakes visible. The Blushing Mermaid and Ethel’s lair present Vanra’s disappearance as a public mystery and a supernatural threat. Lora’s home, by contrast, is the ordinary life the party is trying to restore: a mother, a child and a modest dwelling built around a new beginning.
Lora’s family history extends beyond what is visible in the building. Dialogue suggests that her mother, Lenore the Fleet, is probably deceased. Lora’s surname, Bergauz, is revealed through the signboard outside the home.
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Practical checklist
Before leaving the area, confirm that you have:
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Sources
- Lora's House - bg3.wiki — old.bg3.wiki
- Save Vanra - bg3.wiki — bg3.wiki
- Amulet of Windrider - bg3.wiki — bg3.wiki
- Lora - bg3.wiki — bg3.wiki