If there is one thing the Envoy quickly learns in Avowed, it’s that the Living Lands don’t hold your hand—they shove you into a haunted forest and ask what you’re having for dinner. By 2026 the dust has settled, the Dreamscourge has been dissected a hundred times over, and yet the world still hums with secrets. This guide stitches together every quest, every treasure map, and every bounty worth sweating over. No stone is left unturned, no talking sword left unbuckled.

Adventurers who ignore side content might barrel through the main story in a couple of afternoons, but they’ll miss the sort of gear that makes you snort with glee, not to mention lore tidbits that turn a decent tale into a magnificent one. So buckle up: here lie walkthroughs, upgrades, collectibles, and the kind of decisions that will have you staring at the dialogue wheel like it owes you money.

Main Quests: A Story of Dreams and Dilemmas

The central narrative fires off automatically, dragging the Envoy from “On Strange Shores” all the way to “The Siege of Paradis.” Along the path, every major choice feels like picking which limb to lose. Should you free Ilora, the prisoner who definitely knows more than she lets on? Spare Ygwulf after “An Untimely End,” or let the rebel taste Adra-flavored justice? The game doesn’t exactly beg for moral purity—it cackles.

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By the time players reach “The Heart of the Living Lands,” the whole Sapadal situation will have them wrestling with god-sized guilt. And “Our Dreams Divide Us Still”? That’s not a quest, it’s a therapy session. The Siege of Paradis wraps things up with a bang, but the flavour of that bang depends on every thread you pulled before.

Side Quests: The Real Meat on the Bone

In Avowed, the blue exclamation mark above an NPC’s head is basically a promise: “Hey, I’ll make your afternoon weird.” Side quests range from the gently absurd to the straight-up haunting, and each region packs its own flavor of chaos.

Dawnshore: Where Every Treasure Map is a Taunt

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Dawntreader alone is enough to make players question organized religion. Do you help the Oracle or tell him his visions are about as reliable as a paper shield? Then there’s “Precious Light,” which sets up a delicious tug-of-war between Sapiento’s scholarship and Captain Bardatto’s… let’s call it aggressive pragmatism. Bounties such as Octav the Firebrand and Tempestuous Luandi will have you dancing through combat with more explosions than a fireworks festival. And don’t forget the Totem of Rightful Rulership—a scavenger hunt that rewards the patient with enough passive buffs to make a god blush.

Treasure maps in this zone feel like someone’s inside joke. Captain Henqua’s Spoils, the Intimidating Feline Codpiece (yes, really), and Woedica’s Inheritance each lead to gear that makes early fights a cakewalk, provided you can decode the crayon-level hints.

Emerald Stair: Nature’s Got Some Nerve

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Emerald Stair is Avowed doing its best impression of a poisoned paradise. “Memory of the Deep” drops a mysterious meteorite into your lap and then asks you to hand it over to either Josep or the Giftbearer; pick wrong and you might forever eye your inventory with suspicion. Meanwhile, “Steel Resolve” and “Debt of Blood” remind you that no faction in the Living Lands operates without an ulterior motive.

Bounties here include Delemgan and Old Nuna, enemies that make you rethink your relationship with dodging. The Totem of Defiance is a particularly cheeky collectible, nudging your stats just enough to survive encounters you thought you weren’t ready for. Practical Pockets, Painter’s Regret, and Earthy Aegis treasure maps ensure your pockets stay full and your armor stays enviable.

Shatterscarp: Mines, Monsters, and Morning Regrets

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Shatterscarp feels like someone took a desert, injected it with volcanic bad temper, and sprinkled a few existential crises on top. “Heart of Valor” makes you decide the fate of a leviathan’s heart—Keipo wants it, but do you really want to bankroll whatever he’s planning? “One Last Drink” is the kind of side quest that starts as a pub favor and ends with you rethinking mortality.

Bounty targets such as Captain Tago and the Xaurip Chief Grithin will test your crowd control. The Totem of Revelations here is no mere decoration; it’s practically a cheat code if assembled early. Treasure maps with names like Robe of the Arcane Cheater and Dead Man’s Mail promise the sort of fashion that says “I know exactly what I’m doing” even when you don’t.

Galawain’s Tusks: Where History Bites Back

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Galawain’s Tusks closes out the side-quest tour with all the subtlety of a war cry. “A Cure for Rage” and “A Home for Outcasts” might sound like therapy sessions, but they pack emotional punches that rival any main quest. “Boundaries of Antiquity” and “Keep History Alive” are for the lore-hunters who want every ancient tablet read and every Adra pillar poked.

Totem of Perseverance, My Loyal Shield, Ancient Arrow, The Blade That Hungers—these treasure maps lead to equipment that makes the final act feel less like a suicide mission and more like a victory lap. Bounties like The Sporeking and Mater Mare serve as pleasant reminders that even in 2026, the Living Lands will never run out of things that want to eat you.

Wrapping Up the Wilds

Every main quest, every side story, every bounty scratched off the list contributes to a version of the Envoy that is uniquely yours. The game offers zero apologies for making you juggle mystical plagues, political backstabbing, and armor that looks suspiciously like it was forged by a mad cabal of tailors. So take the guide, embrace the chaos, and remember: in Avowed, the only wrong choice is not making one at all.

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