Factions and Choices#

Factions and Choices

The politics of Avowed are not complicated, but every side has a legitimate reason for what it does. Your position is not chosen with a single button; it accumulates out of a string of concrete decisions.

The Major Powers#

Power Position Representative regions
Aedyr Empire The suzerain that sent you here; wants to run the Living Lands through order and law Paradis, Northreach
Steel Garrote An order of knights devoted to Woedica, imposing rule in the name of oaths and reckoning The whole island, especially Shatterscarp and the finale
Paradis resistance Assassins and locals who oppose the oppression of the Empire and the Steel Garrote Paradis
Animancers Scholars who study soul technology and want to run their own town in peace Fior
Ekida Ancient settlers who vanished mysteriously several centuries ago Shatterscarp, Emerald Stair ruins
Pargrunen An explorer branch of the mountain dwarves, long settled in the Living Lands Galawain’s Tusks
Rauataian immigrants Immigrants from the east, residents of Thirdborn Shatterscarp

Key Figures#

Figure Identity
Falsen Helgard The ambassador the Empire posted to the Living Lands
Inquisitor Lödwyn Leader of the Steel Garrote; died elsewhere yet returned in another form
Ygwulf Leader of the Paradis resistance and a well-known assassin
Ignasi Vidarro The governor of Fior
Pere Quelici An animancer from overseas and Giatta’s mentor
Sanza A widely known cartographer who asks you to find missing colleagues
Temerti The leader of Thirdborn
Ryngrim An archmage famous for terrifying magic
Ilora The prisoner you meet at the start; freeing her or not is a small fork

What Each Side Actually Wants#

Power What they want Their reasoning
The Empire To absorb the Living Lands into its territory It sees local order as broken and foreign rule as necessary
The Steel Garrote To impose order through oaths and reckoning It follows the teachings of Woedica and holds contracts above everything
The local resistance To keep the island self-governing They have lived here for generations and reject outside rule
The animancers To do their research without interference Their discipline is routinely suppressed elsewhere
The Ekida To leave clues behind They are already gone, leaving only ruins and warnings

Three Typical Tensions Behind the Choices#

Tension What your choice decides
Order or self-rule Who governs the island in the end
Whether the Dreamscourge is suppressed, exploited, or coexisted with The direction of the ending
How to live with being Godlike Your relationship with the voice in your head and with the Ekida legacy

These tensions run through every side quest rather than being concentrated in a single chapter.

Key Choices and Consequences#

Choice Possible consequence
Working with the Steel Garrote You can be granted knighthood, but companions may leave as a group because of it
Saving Fior Prevents the town from being burned and affects the animancer ending
Your attitude toward the resistance Affects the Paradis quest lines and your reputation on the continent
What you do with Ilora A small fork at the start that gets brought up in later dialogue
What you do with the prisoner at the end Maps directly onto different ending achievements

Reputation and the Ledger#

The game has no traditional reputation bar; your position is kept as a ledger of concrete actions. The test is very practical: are key figures of a given faction still willing to trust you and still willing to give you quests?

Action Result
Completing a faction’s side quests Its people offer more dialogue and more opportunities
Taking a strong side in dialogue Figures on the other side grow noticeably colder
Taking an extreme side A chain reaction may follow, with companions leaving

Spoiler-Friendly Advice on Choosing#

Your goal Advice
See the most content Avoid extreme sides and finish each faction’s quests first
Get every ending Keep a save before the final chapter, then walk different routes
Get every achievement You need both an alliance route and a confrontation route, so at least two runs
Just play through the story once Choose the side you actually agree with; the game will not punish you

How Side Quests Map to Factions#

Most side quests are scoring points for one side rather than pure errands.

Region Powers mainly involved
Dawnshore The Empire’s administration, local Paradis powers, the resistance
Emerald Stair The animancer community and local immigrant neighborhoods
Shatterscarp Rauataian immigrants and researchers tied to the Ekida ruins
Galawain’s Tusks Pargrunen traditional guardians and outside extractors

Three Key Forks#

Fork What you decide
The crisis at Fior Whether you step in to stop the Steel Garrote from burning the town
Handling the Ekida legacy Whether the power they left behind is a tool or a warning
What to do with the prisoner at the end Release it, destroy and absorb it, or arrange something else

These three decide more than the ending screen; they also decide how companions judge you and whether some achievements stay reachable.

FAQ#

Question Answer
Does taking a side affect the main story It never blocks the main story, but it changes the exact direction of the finale and companion endings
Is there an optimal solution No; every side is written with a legitimate case, and that is one of the strengths of the writing here
Can I miss faction content Extreme sides shut off part of the other side’s content
Will companions leave over my position Yes, and it is required for one achievement
Can reputation be recovered There is no separate reputation bar, so you keep rebuilding trust through later actions
Do I need to switch sides on a second run If you want all endings and all side-taking achievements, yes

内容最后验证于 2026-07