Avowed Game Wiki: The Complete Guide to Quests, Companions & Lore
Quest walkthroughs, companion guides, and Eora lore for Avowed. Based on real playthroughs, not wiki speculation.
When Avowed was first announced, I was skeptical. Obsidian making a first-person RPG set in Eora but without the isometric perspective of Pillars of Eternity. It sounded like they were chasing the Skyrim audience. And honestly, they were. But they brought their writing with them. That's what matters.
The game launched February 18, 2025, on PC, Xbox Series X|S, and Game Pass. I played on PC. I've now finished it three times with different builds, different faction allegiances, and different companions at my side. Each playthrough was genuinely different. Not just in combat feel but in which quests were available, which characters survived, and how the ending played out.
If you're looking for a wiki-style reference, I'll give you the structured breakdown. But I'll also tell you what the structure doesn't capture. The stuff you only learn by playing.
Avowed has no class system. You allocate points across three skill trees: Fighter, Ranger, and Wizard. You can mix them freely. Want to be a heavily armored wizard who occasionally stabs things? Go ahead. Want to be a sneaky archer who can also heal? That works too. The tradeoff is specialization. A pure Fighter will always be a better Fighter than a hybrid. But the hybrid can do things the pure build simply can't.
The six attributes shape your character math. Might for melee damage and carry capacity. Constitution for health and resistances. Dexterity for action speed. Perception for crits and environmental detection. Intellect for Essence (your mana pool) and spell effectiveness. Resolve for stamina and dialogue persuasion. You get points to distribute at character creation and every few levels.
Five backgrounds give you a starting package of attribute bonuses and unique dialogue tags. Arcane Scholar is the lore nerd option. Court Augur sees through deception. Noble Scion gets privilege and sometimes hostility in return. Vanguard Scout is the explorer's pick. War Hero is the fighter's background. None of them lock content. They add flavor and occasional shortcuts through problems. A Court Augur might talk their way past a guard that a War Hero has to fight.
The quest structure. Eleven main chapters. Each chapter advances the central mystery of the Dream Scourge. Side quests are abundant and interconnected. A seemingly minor favor for a merchant in Dawnshore might have consequences in Shatterscarp twenty hours later. I learned this the hard way. I skipped a quest about delivering medicine in Paradis. At the time it seemed like filler. Later, in a critical story scene, the person I would have saved wasn't there to help. And I had to fight a much harder version of that encounter.
The game remembers. That's the key difference between Avowed and something like Skyrim, where most side quests exist in isolation. In Avowed, the world state accumulates. NPCs remember what you did. Towns change. Factions shift their disposition toward you.
Companion specifics. Kai is the soldier companion, recruited in Dawnshore after the opening chapter. He's an aumaua, one of the large coastal race from Pillars lore. His personal quest, available once you reach Emerald Stair, is about confronting a war crime from his past. It's heavy. His combat role is tanking, drawing enemy attention, absorbing damage.
Marius is the hunter, recruited in Emerald Stair. He's human, a local who's been tracking the Scourge longer than anyone. His personal quest involves a legendary beast. Mechanically, he's ranged DPS with tracking abilities that reveal enemy weaknesses.
Giatta joins in Shatterscarp. She's an animancer, essentially a soul scientist. Her personal quest dives into the origins of the Dream Scourge and the ethical boundaries of animancy. She heals, buffs, and shields the party. Her ultimate ability can revive a downed companion.
Yatzli joins last, in Galawain's Tusks. She's an orlan, the small fey-like race from Pillars. Orlans are treated as second-class citizens in much of Eora, and her personal quest is partly about that. She's a wizard with devastating area spells.
All four companions can leave permanently if their trust drops low enough. Trust isn't shown as a number. You gauge it through their dialogue and behavior. If they go quiet, if they stop chiming in during quests, you're losing them.
On lore. The world of Eora was created by the gods. Then the gods went silent. No one knows why. Theories range from divine death to abandonment to some kind of cosmic test. Your character is a Godlike, born with a fragment of divine essence. Before the Silence, Godlike were rare and revered. After the Silence, they're feared, studied, or hunted.
The Living Lands is a frontier region. It was originally a prison colony for the Aedyr Empire, but gained de facto independence over time. Now it's a mix of settlers, exiles, native peoples, and ancient ruins. The Empire wants to reassert control. The Steel Garrote, an extremist offshoot of the knights of Woedica, wants to purify the land through fire. The local druids and spirits want to expel all outsiders. And the Dream Scourge is making everything worse.
The Scourge itself is a soul-based corruption. It twists living things into crystalline monsters called Scourge-touched. The infection spreads through proximity to corrupted adra, the mineral that conducts soul energy in Eora's metaphysics. Adra pillars, which once channeled divine power, are now sources of plague.
There's a moment late in the game where you learn what's really causing the Scourge. I won't describe it here. But it recontextualizes everything you've done. It made me question whether my first playthrough's decisions, which I thought were heroic, were actually terribly wrong.
About the reception. Avowed got a 78 on Metacritic for PC, 80 for Xbox. These scores are fair. The combat feels floaty compared to its contemporaries. The enemy variety runs thin by the endgame. The gear system sometimes feels like busywork. But the writing, the reactivity, the way companion relationships develop. That's where it shines. Obsidian does consequences better than almost anyone. And Avowed is a consequence delivery machine dressed up as an action RPG.
If you play it, take your time. Read everything. Talk to your companions at camp after every major quest. Cook food before difficult fights. And accept that some of your choices will have outcomes you can't predict and can't reverse. That's not a bug. That's the game.