The Best Plot Holes In Avowed

The Best Plot Holes In Avowed



Avowed is set in the lawless Living Lands, an ancient island that’s currently being ravaged by both the Steel Garotte and the Dreamscourge. Although its many storylines are complex and thought-provoking at times, there are undoubtedly certain aspects of the world and tale that fly in the face of common sense.

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Of course, open-world, high-fantasy games require you to suspend your disbelief, but there are just some things that simply don’t align or leave a hole in the story. In this article, we will delve into the things that totally make no sense in Avowed.

7

Stealing Food During A Famine

Taking food in Emerald Stair.

When you step foot in Emerald Stair, you realise that the region is suffering from famine. However, even in the farming villages or in the city of Fior mes Iverno, if you nab food, no one will say a single word.

Galawain’s Tusks are also going through a food shortage, yet there are no consequences for pilfering food. It simply doesn’t make sense that no one acts against the Envoy stealing food right in front of their eyes, since nearly everyone doesn’t think highly of the Aedyrans.

6

Drawing Your Weapon In A City Without Consequence

The Envoy draws her weapon in Paradis.

Although the Living Lands are considered to be lawless, some basic rules surely apply to its three main cities. One would be not drawing your weapon unprovoked when near civilians or city guards, and yet, the Envoy faces no punishment even if you do this.

You would think that someone would at least comment on why you have your sword or wand out in public when there are no enemies around, yet still nothing happens. Of course, being the Imperial Envoy grants you certain privileges, but with how high tensions are between Aedyr and the locals, it’d be logical to just follow basic rules.

5

No Life-Changing Quests With Yatzli And Giatta

Although Kai and Marius were given complex side quests that add depth to their characters, Giatta and Yatzli surprisingly have none. You would think that Giatta’s tragic backstory of losing her parents would manifest into an amazing companion side quest, but her character development is only covered when we finally step foot in the Garden to free (or kill) Sapadal.

Yatzli has the potential to have a great side quest, but her character development was also barely touched. There isn’t any coherent explanation for why they didn’t have fully-fledged storylines like your first two companions, but it was a glaringly unaddressed part of the game’s plot.

4

Why You’re Allowed Into Thirdborn If You Go With Ryngrim’s Plan

At the end of the main questline in Shatterscarp, you’re presented with the choice of going with Lodwyn or Ryngrim’s plan for the Dreamscourge. Going with Ryngrim’s plan is a practical one, but it has the most immediate effect of seeing a large portion of the population be killed off as a result.

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Naturally, Thirdborn’s leader, Temerti, blames you for the many deaths in the city and says you’re no longer welcome in Thirdborn. You would think that would mean exile from Thirdborn forever. However, Thirdborn itself is still accessible to you, and the inhabitants of the city – especially the merchants – don’t seem to treat you differently, which is something that shouldn’t be possible after killing off half of the population of Shatterscarp.

3

Somehow Animancy Works In The Tusks

As mentioned before, Emerald Stair was struggling with famine, the animancy methods they used to become the breadbasket of the Living Lands having failed them. It’s likely due to the Dreamscourge that the latter isn’t working, but in Galawain’s Tusks, we meet a Warden who has been dabbling in animancy as a way to grow food for his people.

Interestingly, based on his notes, his efforts have been somewhat successful. However, this brings the question of why animancy farming methods work in the Tusks and not in Emerald Stair, when both regions are suffering from the Dreamscourge.

2

The Garden’s Location Is Pretty Obvious

Sapadal's memory in Avowed.

Although having the Envoy and their companions wonder where the Garden is when they’re in Dawnshore, Emerald Stair and Shatterscarp makes sense, it is even less so when they continue to wonder about its location when you can pinpoint where as soon as you take your first steps into the final biome.

The aurora covering the sky is a dead ringer as to where the Garden is, so it’s a bit incredulous that the group can’t see it. Some denizens of the Tusks have mentioned letting Aedyran tradesmen into their territory, so they must’ve seen it as well and would’ve saved all that trouble for the Envoy. It’s time better spent finding a way into the Garden, but then the story wouldn’t have lasted as long as it did.

1

The Envoy Deciding The Fate Of The Living Lands

Throughout the story, the Envoy has been responsible for making momentous decisions for each region of the Living Lands. Despite being the representative of the Aedyran Emperor and the hero of the story, it still doesn’t sit right that the Envoy should ultimately decide what the island should be.

Of course, choosing to turn the island into an Aedyran colony or vassal nation fits their role as a servant of Aedyr, but pushing for a united Living Lands would mean turning the Envoy into a traitor. Furthermore, the Envoy was only sent to investigate the Dreamscourge, and any discussions about what the island should become would have been done with the Emperor.

Wouldn’t choosing any of the three options mean insubordination from the Envoy’s side, with the third option of full independence inciting a more violent, forceful response from the Aedyran Empire? After all, empires throughout real-life history wouldn’t sit idly by.

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