Vorax

Companion from the free additional content: Vorax.

The Undead chef is recruitable on the road between Kernak Waystation and The Twin Towers. Has a tank support playbook during fights. You can increase his Loyaly by gifting him 40 supplies, available every 6 days; giving him some Exquisite Tools.

Personal Quests:

* The Trial of Trials
* The grapes of Grath
* Vorax: Cursebreaker

Chapter 1 : Travel to the Vernius villa Larnak and investigate the premises.

Look around the servant's quarters: The wing of the villa that used to house the servants' quarters and other auxiliary sections is in complete disarray. It becomes quickly evident that quite a lot of parties have scavenged these chambers in the hundreds of years since the tragedy of the Vernii. And yet there are corpses here - old and mummified - since the looters had no intention to touch them. The bodies here suggest that those who died did so while trying to flee something. There is non damage to their bones, nor their skin if one does not count wounds caused by trying to frantically break through doors and windows. 'Maybe the specters got them.' Vorax whispers hoarsely and you all shiver. Unfortunately, everything useful or valuable has long ben looted here.

Search the Vernius living quarters: The quarters and chambers of the prestigious and wealthy Vernii family occupied the northern section of the villa, overlooking the inner garden. You only find the bodies of looters who came here after the tragic fall of the noble house and it is no wonder: the aristocrats were at the wedding reception feast and so their chambers weere vacant. However, the scavangers were unsuccesful in robbing the ruined villa of the valuables as you find a lot of tarnished but still intact jewelry, gemstones, statuettes, and display items. Some of these treasures are in fact in the possession od dead looters, so they must have got to their prize only to perish before making their escape. This does not bode well for you, either. +4 Bronze Statue, +9 Common Jewel, +3 jade Figurine, +2 Rare jewel, +3 Rare Jewelry, +2 Valuable Treasure.

Look around the inner gardens: The walled garden is impossibly overgrown and so you cannot reach parts of it. Most of the growth is a chaotic amalgamation of wild giant mushrooms and thorny liana. However, a little scouting reveals that someone set up a little garden of their own at the back where a hole in the stone wall allows entry. Whoever it was, they made and effort to hide this back way into the premises. The tiny garden has some rare plants but it is horribly overgrown with the weeds and brambles. Judging by the unattended nature of it, you would wager that this little venture came to a bad end quite some time ago. You can grab some intriguing specimens before returning to the atrium; Herb Lore 6 required, +14 Herbs, +35 Bogweed, +9 Slimegrass.

Use the magic to scry the premises. Magic Sense 6 and Arcane Lore 4 required: Your magic scrying reveals that a malevolent, hateful presence permeates this place. The source of it is a curse, one that is immensely powerful and turbulent. To your surprise, the baleful enchantment is directly linked to Vorax's soul. Your companion makes no comment - which could be a first. +1 Insight.

Time to head to the feast hall: You know that you cannot put this off indefinitely, so you order the search party to carefully approach the feast hall head. There are a few gasps upon entering through the grand archway - the chamber is enormous. The far reaches of itscavernous expanse are lost in shadows. Great marble pillars support its arched ceiling and beneath it are three lines of long, low tables. Along these are rotten pillows and broken chairs - and corpses. Hundreds of corpses. Some ot them look like they are slumbering, their heads on the table, but most of them were preserved in twisted, convulsing positions. Some tried to hug amidst their death throes, others were crawling away in vain. All of them look ancient and mummified. Vorax is shocked to see the tragic scene for the first time. he keeps opening and shutting his mouth as he walks among the dead. Then there is a sudden, cold draft that brings the stench of rot... and then it begins. The whispers you have been hearing on the edge of perception suddenly become louder and burrow into your mind like icy daggers. Some of he corpses suddenly come to life: they turn their terrible visages toward Vorax and scream. Most of theses painful howls are unintelligible but some are easily understood: 'Murderer! Poisoner! Assassin!' 'You dare come back here?' 'Mommy, it hurts so much...' Why? Why? WHYYYYYY? 'Burning... my insides are burning... burning...' Then pale ghost fire begins to dance on the corpses and the specters themselves emerge from these cold flames, one by one. There are too many to count. Their screams and wails blot out everything. 'I'm soooorry!' your companion yells but his voice is drowned out by the spectral cacophony. You will have to fight your way out the villa and protect Vorax. you will face 4 specters and 4 Wight (Enemies).

Against all odds, you make it out of the villa alive. Once you are across the courtyard, you notice that the specters have remained behind, screaming and raging inside the building. The Vernious villa is now astir with ghosts but apparently, they cannot leave it. That might be the only reason that you survived the encounter. You sit down across the street to catch your breath and tend to the wounded. 'I can't let this stand.' Vorax says suddenly. he is staring at the villa. There is already less visible and audible spectral activity there but you have no illusion that the spirit host will reemerge in full force should you close your distance. 'I have to fix this.' the Undead chef turns to you. 'You would, too, right? I mean if you were responsible. How to fix it, I'm not sure. But there must be a way to make them move on, to find peace.' You ask him if he knows of a way but he shakes his head until he comes to a conclusion: 'Well, we need someone who does. A sorcerer specialised in curses. Necromancy. Spirits, specters, whatever.' You agree that somebodylike that would be key to getting this matter resolved. 'Yea, boss, exactly.' Vorax grins but then eyes go wide. 'Oh but let's exclude the Ahskulites, alright? It's one thing that they tolerate my existence because some of their higher-ups owe me but... let's not push my luck. If they learn that I'm to blame for this haunting shit, they'll unmake me bafore you blink.' Without being able to do anything here without the right corcerous help, you decide to return ot the mansio. And so you search for a cursebreaker begins. +1 Insight, Vorax gains Loyalty.

Chapter 2: Find a sorcerer well-versed in curses and hauntings to aid your investigation.

Dhuzani in The Last Oasis agrees to help, she will travel on her own to Larnak.

Chapter 3: Meet Dhuzani at the Vernius villa in Larnak and discuss her findings.

Chapter 4: Gather ritual materials for the curse-breaking spell. You must give them to Dhuzani in Larnak's Vernius villa.

10 Spectrail Residue and 10 Ashkulite Charms required. These can be given seperately.

Chapter 5: Perform the curse-breaking spell at the Vernius villa of Larnak.

Starting the ritual will ward you 1 Insight. Pick 3 companions to go along side Vorax. Two consecutive fights break out against 1 Wight and 5 Specters.

Once victorious you gain Vernius Matriarch Skull, +4 Silver, +2 Valuable Treasure, +1 Insight. Vorax thinking he is done asks you to let him (lose him permanetly) or keep him around.

Letting him go awards 6 Insight. (Keeping him also awards 6 insight, please specify if this is in addition to those)