Quests
The opening of the story, and some of the roads off it. Everything past the first few steps is yours to find.
How it begins
- I
The One Who Woke
You wake in a cage in the ossuary beneath the old house, among people who did not. A voice in the dark is already talking to you.
- II
What the House Remembers
The house is older than the village and older than the Cult, and some of what happened upstairs is still happening, in a way.
- III
A Village at Prayer
Through the tavern, past the gallows crowd, to the Priest. He has been expecting someone like you.
- IV
And then the road divides
What follows depends on who you have chosen to trust. The later chapters are not listed here, on purpose.
The main story has more chapters and more than one ending. Some events are fixed; your reasons, your allies and what it costs are not. See The Story.
People who need something
The Priest’s pledges
The Priest offers two kinds of pledge, one to each side of his faith, and you may change your mind. He has reports to hear, and a lead toward a village that does not appear on the Kingdom’s maps.
What Faith Cannot Teach
Earn the trust of the Old Man, keeper of the Holy tradition, and he will teach you an invocation the Priest never could.
One of Each
A hunt: one skull each from a moose or goat, a cow or bull, a bear and a deer. Rings on the map show where each animal still lives, and a skull taken before you are asked still counts.
A Place Still Kept
The Old Man’s son serves the Crown now. Carry his father’s request to the Kingdom, and carry his answer home.
A Child in the Woods
A crying boy in the Forest asks you to take him home to his family. It should be simple.
The Wendigo Cave
Something has taken the old bear cave for itself. Go in, if you want to know what.
Mardo’s lesson
Mardo the Knife teaches Gutter Cut, a single dagger stab that keeps bleeding long after he has stopped watching. He has to decide you are worth it first.
The journal and the map
The quest journal holds every quest’s story, objectives and rewards. Track one and its objectives sit at the top of the screen and appear on the compass, the minimap and the world map.
A ! over someone’s head means they have work for you. A ? means they are waiting to hear how it went. In co-op every player keeps their own quests and their own markers.
The Opera Hall remembers
Quests you have lived through, finished or failed, can be staged again by the Jester in the Opera Hall. Try a decision differently or a fight again, in front of an audience that reacts.
A performance is theatre. It does not change the world, rewrite your past or pay out real rewards, and in co-op it replays for the performer alone. How performances work.