Harboring a Fugitive

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Harboring a Fugitive
Creators Gardeford
Contributors SKoW
Wsan
Other Name CentaurQuest
Quest Details
Quest Type Side Quest
Requirements Has encountered at least 3 Centaur Packs
Quest Giver(s) Ahmri
Level Range 1+
Location(s) Harvest Valley
Marefolk Village
Centaur Village
Conditions and Outcomes
Can Fail? No
Has Combat? Yes
Is Timed? No
Multiple Outcomes? Yes
Completion Result Access to the Centaur Village
Unlocks the western drawbridge
Other Information
Version Added 0.1.17until Marefolk Village
Changelog 0.3.5Centaur Village dungeon
I won't leave the valley. If you heard my name, then you probably also heard that I'm the chief's daughter. Chief Taldahs's only daughter, to be precise. I'm not going to run away until I find a way to fix my tribe.

Ahmri, First Encounter


After exploring in Harvest Valley and repeatedly encountering the marauding Centaur Packs, the Champion meets Ahmri, the daughter of the chieftain of the Valley's Centaur tribe, on the run from a pair of centaurs. She has an ask for the Champion: help hide her from her corrupted tribe members, and then help her save her village from Kasyrra's corruption.

Harboring a Fugitive is a side quest, but its completion gates many of the other side quests in the game, particularly those in Harvest Valley and the Glacial Rift. It has two end states: the Champion can purify the Centaur Village, restoring Chieftain Taldahs and many of the tribe's members' sanity, or the Champion can take control of the corrupted village.

Acquisition

The quest is obtained when the Champion encounters Ahmri, running from the centaur marauders for the first time. This scene can be encountered in all regions of the Harvest Valley.

Quest States

Journal Quest States
State Acquisition Description
0 Investigate the noise but lose to the Centaur Marauder pair. You were unable to fend off the corrupt marauders harrying a centaur mare named Ahmri. Perhaps it would be a good idea to try again at full strength, as she might be able to tell you something about what's going on with the centaurs.
1 Rescue Ahmri, but build camp elsewhere. You've rescued Ahmri, daughter of the centaur village's chief! She said she had somewhere to hide, but would rendezvous with you when you set up a camp in the valley.
2 Rescue Ahmri and move her into the Champion's camp. Ahmri is staying in your camp in the Harvest Valley. She'll be able to make her way to new camps you set up, but it would be good to find out more about her situation.
3 Learn more about the Centaur Village from Ahmri. You've talked with Ahmri about her village. If only you can find somewhere safer for her to stay while you make plans for the centaur village.
4 Ask Atani to harbor the centaur princess. Chieftain Atani of the marefolk village has agreed to harbor Ahmri while you make plans to infiltrate her village. Only a matter of time now.
5 Return to Atani and begin rescue. You've begun a covert assault on the centaur village. Make your way through the village to reach Taldahs and talk some sense into him.
6

Free Taldahs from Kasyrra's influence.

Kill Taldahs in combat.

You've successfully rescued the centaurs from the corruption's influence. Some still follow the cult and continue to serve their demonic masters, but their unrest in the valley has been eliminated. The centaurs have a ways to go before things get completely back to normal, but you'll be there to help them along the way.

You killed Taldahs and liberated your new village, but Ahmri has been kidnapped by the fetish cult. Tollus is going to answer for this. This is as far as this quest progresses for now.

Quick Summary

  • 1. Encounter and rescue Ahmri, an encounter which can happen anywhere in Harvest Valley.
  • 2. Build a camp on the same spot where they encountered Ahmri, or build one elsewhere.
  • 3. In camp, choose CentaurVillage from Ahmri's Talk menu.
  • 4. Travel to the Marefolk Village and find Atani in her tent on the southern road.
  • 5. Accept Atani's request to save her mother by choosing Of Course or returning to her tent and choosing Yes.
  • 6. Choose Centaurs from Atani's Talk menu, and then choose Help Princess.
  • 7a. Choose CentaurRescue from Atani's menu, and then choose Rescue Time, entering the Centaur Village dungeon.
  • 7b. Optional: to purify Taldahs through conversation only, talk to Ahmri about Stories and Childhood.
  • 8. Defeat Tollus and Eubicha in combat.
  • 9. Choose Wait No when faced with Genova, defeat her in combat, and do not fuck her.
  • 10. Defeat the Behemoth in combat.
  • 11a. Defeat Taldahs by freeing him and the tribe from Kasyrra's corruption through conversation battle, or;
  • 11b. Skip or interrupt the conversation battle and kill Taldahs in combat, and take control of the corrupted village.

Characters Involved

Ahmri Atani Behemoth Centaur Marauder Eubicha
Ahmri Atani Behemoth Centaur Marauder Eubicha
Genova Naiyana Taldahs Tollus
Genova Naiyana Taldahs Tollus

Companion Interactions


Companions
Agnimitra Arona Atugia Azyrran Brint/Brienne
Agnimitra-WikiHeadshot.png Arona-WikiHeadshot.png Atugia-WikiHeadshot.png Azyrran-WikiHeadshot.png BoB-WikiHeadshot.png
No unique interactions
  • Moderate scene & dialogue variation
  • Minor scene & dialogue variation
  • Minor scene & dialogue variation

  • Moderate scene & dialogue variation

  • Minor scene & dialogue variation

Cait Etheryn Kiyoko Quintillus Viviane
Cait-WikiHeadshot.png Etheryn-WikiHeadshot.png Kiyoko-WikiHeadshot.png Quintillus-WikiHeadshot.png Viviane-WikiHeadshot.png
  • Moderate scene & dialogue variation
  • Unlocks Behemoth scene
  • Minor scene & dialogue variation
  • Minor scene & dialogue variation
  • Minor scene & dialogue variation
  • Minor scene & dialogue variation

Detailed Walkthrough

Throughout this walkthrough, Champion options that progress the quest are marked with a star (⭐).

Encountering Ahmri


While traveling in Harvest Valley, the sound of hooves just over a hill alerts the Champion of an approaching Centaur Pack, and gives them the following choices:

Option Tooltip
Investigate Check out the commotion. Better to get the jump on a violent centaur than be caught unaware.
Leave Better get out of here before the centaurs hear or see you.

The Champion and their party quietly creep up on a hill and spot three centaurs. Two male centaurs wielding large clubs attempt to convince a female centaur they call Ahmri to return home, however, Ahmri states that whatever the weird red woman did to her father is clearly affecting them as well. She promises that she'll find someone to fix them and she asks to be left alone. Realizing that the centaurs are toying with her, the Champion walks up to the centaurs, weapon readied.

The centaurs don't notice the Champion until they're practically standing between both parties. One of the marauders tries to convince the Champion to put their weapon away so they can take their princess home, however, his less-diplomatic partner adds that they'll get to fuck her every night along the way. With their plan revealed, the two prepare for a fight, and the Champion is in a fight against two weakened Centaur Marauders.

The less-diplomatic centaur starts seizing: his skin bulges from the inside, and he roars mindlessly as slippery tentacles sprout from his body. The un-transformed centaur swears and runs off, leaving the Champion with his monstrous companion, who advances on a fear-stricken Ahmri.

The Champion rushes in, grabbing a short blade from Ahmri and striking the monster's heart; however, the transformed centaur bats it away with one arm and moves to smash them with his club. This distraction allows Brint, Atugia, Cait, or the Champion (if none of the listed companions are in the party) to strike down the monster.

After the monster's death, Ahmri points her bow at the Champion, and asks how she can know they aren't another one of the "red bitch's pawns." When the Champion convinces her, she sinks to the ground in exhaustion, and states that she doesn't think she can run much further and, although she brought enough food to last her a while, she needs to rest. The Champion checks Ahmri's supplies and finds nothing but sweets, which they tell the tired centauress wouldn't last for a week before spoiling.

After helping Ahmri sort her food, she's left with dried fruit and a handful of jerky, which is maybe enough for two good meals. The Champion tells her they can find her shelter at Hawkethorne until they find some way to fix whatever is going on in the valley. The friendly gesture perks Ahmri up, but she refuses to leave: as the only daughter of Chief Taldahs, she will not run away until she can fix her tribe. Respecting this decision, the Champion teaches Ahmri how to forage for eggs and make a fire, and invites her to stay in any of the camps they set up in the valley.

The following options become available:

Option Tooltip
Build Camp You could build a camp right here! This spot seems safe enough.
Elsewhere You'd prefer to use a different camp in the valley.
Building a camp on the spot does not consume Camping Supplies, since the Champion uses the transformed centaur's gear, however, should they prefer a different spot in the valley, it will require Camping Supplies.

Option Tooltip
Enter Camp Make Ahmri feel at home in your camp.

As the centaurs are about to take advantage of the Champion, the collected one notices that Ahmri's disappeared and berates his companion for not keeping an eye on her. The two rush off to find Ahmri.

Defeat or fleeing does not lock this encounter; the Champion can encounter it again at anytime until they rescue Ahmri from the marauding centaurs.

The next time the Champion chooses to investigate the noise, the more collected centaur recognizes them and asks if they don't know when to give up, and the pair of marauders prepare once again for a fight.

Leaving does not lock this encounter; the Champion can encounter it again at anytime until they rescue Ahmri from the marauding centaurs.

The Champion must Investigate the centaur pack, defeat them, and build a camp in Harvest Valley to progress past this stage of the quest.

Ahmri at Camp


Once the Champion has set up a new camp or visits one of their camps in Harvest Valley, a tired Ahmri collapses on a sleeping mat as her exhaustion finally catches up with her. In subsequent camp visits, Ahmri will be arranging her summer dresses while humming a soft tune.

Ahmri will be present at any camp the Champion sets up in Harvest Valley until they talk to Atani in the Marefolk Village.

To progress the quest, the Champion must talk to Ahmri in the camp. The first time the Champion speaks to Ahmri, she will thank them for being a hero, and, in a roundabout manner, offer sex in reward for her rescue. With that, the Champion has the following options:

Option Tooltip Result
Accept Accept the poor girl's offer, for the gods' sake.
  • If has Cock, Titjob proceeds
  • If does not, CuddleBate proceeds
Decline You don't need that kind of reward right now.
  • No sex

After the Champion responds to Ahmri's offer, they have the following options when visiting her in camp. (Note that declining Ahmri's initial offer does not lock the Champion out of sex with her.) To progress the quest, the Champion must choose Talk:

Option Tooltip
Appearance Get a better look at the fugitive centaur.
Talk Ask Ahmri some questions.
Cuddle

Find Ahmri for some restful cuddles.

It's not dark yet, the day is still young!

Sex Maybe Ahmri would be up for some lewd fun.

"Talk"


When the Champion chooses to Talk to Ahmri, they have the options below. To progress the quest, they must choose CentaurVillage.

Option Tooltip
HarvestValley Ahmri's lived here her entire life, she's got to know some interesting things about the valley.
CentaurVillage Ask Ahmri about her home. She's got to know something that can help you try to take it back. Even if she doesn't, talking about what happened could help her feel better.
Books From what you've heard centaur tradition is mostly based in oral histories. How is it that Ahmri seems to know of foreign stories and commonly written tales?

In CentaurVillage Ahmri gives the Champion intel about the layout of the village. Tucked into a ravine, the village is arranged in a circle, with the common living spaces in the center. She and her father live on the north side. She tells the Champion there's a path through the mountains that the foragers use, but because it's narrow and the footing is uneven, the centaurs would never initiate combat there: they can use it to enter the village unnoticed. Importantly, she adds that Kasyrra did something to her father to turn him into a tentacled beast, but she's certain it's still him on the inside.

See Ahmri for further details on her other in-camp interactions.

Atani and the Marefolk Village


To progress the quest, the Champion must enlist the help of Chieftain Atani in the Marefolk Village, located on the southeastern edge of Harvest Valley. Atani can be found on the western-most tile of the southern road of the village.

If the Champion has not met Atani before, they'll discover a pheromone-laden, cuddle-able, and very sad mare in her tent, who will explain that her mother, the former Chieftain Asani Naiyana, was kidnapped by the corrupt centaurs. Atani has taken on the position of acting chieftain in her stead, but Naiyana was like a mother to the whole tribe, and everyone misses her terribly. She asks the Champion for their help in rescuing her. With that, the Champion has the following options:

Option Tooltip Result
Of Course As if you could leave this poor daughter to her fate.
  • Unlocks Atani's interactions
Refuse There are plenty of dangers in the world; you can’t handle this one too.
  • Kicks Champion out of Atani's tent
  • Increases Corruption by 1

If the Champion has refused to rescue Naiyana, they must return to Atani's tent and agree to do so in order to progress the quest. When they arrive at Atani's tent, they will receive the following options:

Option Tooltip Result
Yes Okay, maybe you feel a bit bad.
  • Unlocks Atani's interactions
No This still? Fuck that.
  • Increases Corruption by 1, until 60

Subsequent Encounters


Once Ahmri is safely in one of the Champion's camps in Harvest Valley, and the Champion has unlocked interactions with Atani by agreeing to help rescue her mother, Atani's tile in the Marefolk Village is marked with a !, and presents the following options:

Option Requirement Tooltip
Appearance - You can’t get tired of drinking her in.
Centaurs - So what’s the deal with these jerks?
Help Princess
  • Have Ahmri in camp
Speaking of princesses...
Her Mother - Ask about her mother.
Herself - How’s she holding up?
Private Time Maybe she’d be interested in some comfy company?
"Centaurs"

Atani explains that the two species have much in common, including powerful pheromones and large dicks, but that these commonalities--and common concerns--make her feel the corrupted tribe to be traitors.

Nevertheless, she can't hate them; she considers that they might be so corruptible due to the way they've developed in order to live alongside the marefolk. The corrupted centaurs, however, now have such powerful pheromones that only the strongest marefolk warriors can stand against them, and then, usually only because they want to be on top.

Atani ends by saying that she hasn't had a chance to spend time with them, other than briefly meeting the chieftain's daughter years ago.

"Help Princess"

The Champion asks Atani if she'd be willing to let Ahmri stay in the Marefolk Village while they develop a plan to defeat the corruption in the valley.

Atani is hesitant, but agrees, directing the Champion to bring Ahmri to her tent first, rather than leave her alone in a distrustful village.

The Champion returns to pick up Ahmri from their camp, who is excited to meet Atani, and returns. While the Champion and Ahmri find the Marefolk Village not hostile, the centaur princess gets many curious looks on their way to Atani's yurt. Once inside, Ahmri, nervous, stumbles through an introduction, apologizing for not getting to know Atani when they first met--because she was in the middle of a good book.

Her stumbling words completely convince Atani that she's incorrupt, and the two quickly bond over a love of reading and romance. They hug in order to stave off tears about their parents, and Atani tells Ahmri she can stay in the village as long as she needs, and help the Champion plan a way into the Centaur Village.

See Atani for details on Atani's other options.

"CentaurRescue"

Once Ahmri and Atani have been introduced, Atani's tile in the Marefolk Village remains marked with a !, and the following option is added to Atani's main menu:

Option Tooltip
CentaurRescue Discuss the village rescue.

When the Champion selects Centaur Rescue, they are presented with the following options, allowing them to choose to begin the Centaur Village dungeon, or return to regular gameplay:

Option Tooltip Result
More Prep You need more time to get ready.
  • Returns to Atani's menu
Rescue Time Get on with it.
  • Enters Centaur Village dungeon

"Rescue Time"


Preparation


Once the Champion is ready, Ahmri, Atani, and her two guards set out a map and clay figures in order to formulate a plan to save Naiyana and address the corruption affecting the Centaur Village. Atani expresses concern about that the centaurs outnumber the marefolk, but Ahmri suggests that the marefolk don't have to fight the centaurs: they can simply distract them! She points out a network of trails the marefolk can use to pull the centaur warriors out of the village, so the Champion can get inside unnoticed. One of Atani's guards assures everyone the marefolk will succeed--they've been eluding the centaurs for centuries.

The Champion asks Atani's guards if they're up to protecting Atani and Ahmri while they go to the village, but Ahmri immediately rejects this idea. She's the only one who knows the paths through the cliffs that lead to the village--she has to come along. She reassures the Champion that she's been learning a little bit about magic from Kavi, and that she can make her symbol of Lumia glow really bright. The Champion realizes that not only is there no dissuading her, they do need her guidance. Once everyone is in agreement, the Champion and Ahmri depart.

On the Path


After leading the Champion and their party, if they have one, through the mountains, Ahmri pauses for a rest at a small clearing surrounded by red and blue flowers. With that, the Champion has two options. Options that make it possible to purify Taldahs solely through conversation battle are marked with a plus (➕) in the following tables.

Option Tooltip Result
Talk Ask Ahmri any last minute questions you still wonder about.
Hurry You need to hurry - who knows how long the mares distraction will last.
  • Begins dungeon combat sequence

If the Champion chooses to talk to Ahmri before continuing, they can ask her about the surrounding flowers or for information about her father.

Option Requirement Tooltip
Flowers - Ask Ahmri about these flowers on the wall. They seem quite relaxing.
Childhood - Ask Ahmri about growing up here. Anything about her father could potentially help get through to him if he's not fully lost.
Stories - Ask Ahmri about her favorite story her father tells.
Pick Flower
  • Has talked to Ahmri about Flowers
Proposing, eh? What better way to tell her how you feel?
Red - The fiery red and orange flowers really match her carefree spirit and dedication.
Blue - The blue flowers are soft and pleasant to look at, just like her!

Ahmri explains that the flowers covering the cliff walls are "Gardener's Curse," or "cursevine," a hardy weed that, due to some trick of soil chemistry, only blooms in the cliffs. Picked, the flowers maintain their color and texture forever, and the centaurfolk use them as jewelry for proposals.

For more information on picking a flower for Ahmri, see Ahmri.

Ahmri explains that she didn't get out much as a child, preferring to read in her room. But, she tells the Champion, she did once try to bake her father a cake, and, due to adding embiggen-ing powder to it, created a mess of dough that covered their home. When Taldahs found her, he laughed and helped her bake a regular-sized cake. The Champion is grateful for the story--it's exactly the type of thing Taldahs has to remember.

Ahmri explains that there haven't been any power struggles among the centaurs in the ravine for quite some time, and that Taldahs was an excellent leader: he'd earned his people's trust by making good decisions, and listening when they disagreed. She doesn't understand why he'd want Kasyrra's power. The Champion thanks Ahmri, noting that this rules out one motive Taldahs might have for joining Kasyrra.

The Champion enters the Centaur Village.

Centaur Village


When the Champion enters the Centaur Village, they face a series of three mini-bosses, a non-hostile NPC, and a quest boss as they complete the final stage of the quest. The Champion's choices when they face the final boss-Ahmri's dad--determines the fate of the Centaur Village.

Lustrider Tollus


Mini-boss 1


As soon as the Champion approaches the village, they find themselves ambushed by Tollus, sitting sidesaddle on a giant centauress workhorse, bound up in bondage gear. Tollus, annoyed by that the Champion has showed up to interfere once more, decides it's time to take things into his own hands, and attacks.

The Champion must defeat Tollus to win the encounter. After his defeat, he uses powers given to him by Kasyrra to escape, as well as to increase the Champion's libido. He leaves the bondage-gear mare behind, who, Ahmri notes, smells like she's in heat. The mare, at this, snorts a little, before letting her eyes go unfocused again, and the Champion realizes she may, in fact, just like bondage play.

The Champion can choose to have sex with her by selecting Bound Taur from the main gameplay menu, or choose to continue south into the village. For more details, see Eubicha.

The Unitaur


Mini-boss 2


As the Champion makes their way into the village, they are ambushed by a massive dragon. Although the Champion finds themselves unable to respond, the dragon is quickly dispatched by a beautiful unicorn-taur accompanied by both Centaurs and Marefolk. She greets the Champion warmly and adds that she needs fighters--like them!--to help her save the village from corruption. All the Champion needs to do is make love to her, and their combined love, she promises, will create wonders.

With that, the following options become available:

Option Tooltip
Fuck Her What better way to harden your resolve for the coming battle?
Wait No Something's not right here, who did she say her god was again?

The Champion approaches the unitaur. Overwhelmed by her scent, they begin to fuck her without even speaking. See Mind Controlled Bad End.

The Champion begins to approach, but notices that the dragon is gone, and they dispel the unitaur's illusion, revealing her corrupted form. She is still supernaturally beautiful, but carnally so, and her horn throbs with erotic magic that the Champion struggles to resist, even aware as they are of its power. Freed of the unitaur's compulsion, the Champion notices that the troupe accompanying her are all thralls, unable to do anything but take care of their mistress. With that, the unitaur engages the Champion in combat.

With the unitaur's illusions shattered, she slumps into a corner of the field. The Champion has the following options:

Option Tooltip
Dick Fuck Harem This lady seems to really enjoy being in control. Would be a shame if someone fucked her hypnotized followers in front of her. Maybe you'll use your cock...
Vag Fuck Harem This lady seems to really enjoy being in control. Would be a shame if someone fucked her hypnotized followers in front of her. Maybe you'll use your pussy...
Fuck Her This is probably a bad idea, but you never know. You beat her in a fight, so maybe you're stronger than her magic.
Leave Leave the centauress to wallow in her own defeat.

The Champion engages the unitaur's harem in a wild orgy (with Brint, Cait, and/or Arona joining in, if they are in the party). The Champion realizes the unitaur is using the orgy as a ploy to get them to fall asleep. They corner the unitaur and, to her horror, spill some semen on the ground (their own, or that of two others), thus ending the enchantment. The Champion continues on in the quest dungeon. See Unitaur: Harboring A Fugitive Sex Options.

The Champion, certain that they will be able to resist the unitaur's sway, chooses to fuck her. See Mind Controlled Bad End.

This ends the encounter, and the Champion continues on in the quest dungeon.

The Champion is involuntarily added to the unitaur's harem. See Mind Controlled Bad End.

Naiyana


Non-hostile NPC


After leaving the Unitaur behind, the Champion is hit with the overpowering scent of sex and hear a moan for help. When they investigate a nearby tent, they find a large marefolk woman, on her hands and knees, ass up in the air, blindfolded and ears covered. The Champion asks how she's doing, but she simply begs them to fuck her. With that, the Champion has the following options:

Option Requirements Tooltip Result
Fuck Pussy
  • Has a cock
Fuck it, sure.
Fist Pussy - Let's get you emptied out.
Talk - Unbind her and try to get some sense out of her.
  • No sex

See Naiyana Sex Options for more details.

If the Champion decides to fuck the woman in some way, she realizes that the Champion is not a centaur and asks what they're doing at the camp. They give her a proper look over before they ask for her name. She eventually replies that she's Asani Naiyana. They realize that she's Atani's kidnapped mother, and that the centaurs have done a serious number on her.

The Champion unbinds the woman, who assumes they wants to use her face. She turns to face them, allowing them a better look at her. They ask her for her name; she struggles to regain her wits, but eventually shares that she is Asani Naiyana.

The Champion's reaction to this information depends on their personality.

The Champion realizes their mistake, and tells Naiyana that they're there to rescue her; they can fuck ... later. Her eyes water and she hugs their waist before saying thank you. She says she will need some time to gather her wits, but promises to be ready by the time the Champion is ready to leave the village.

The Champion authoritatively commands their newest fuckpet to wait for them at the gate. She gasps, agreeing completely.

They then disentangle themselves from Naiyana to continue towards Taldahs's home, now smelling strongly of Naiyana's aphrodisiac fluids.

"Crates"


Healing Items


Leaving Naiyana, the Champion, on the next tile just north of their encounter, discovers a large tent, one of the few structures still standing in the ruined village, that looks like it's still somewhat in use. With that, the Champion has the following option:

Option Tooltip
Crates There appear to be a number of crates near a particularly thick tree.

Investigating the crates adds two vulneraries to the Champion's inventory.

The Behemoth


Mini-boss 3


The air becomes hotter and more oppressive, as the Champion continues north towards the chieftain's home, and they hear a whooshing chain just out of sight. When they reach the clearing at the center of the village, they find a corrupted marefolk-centaur: the Behemoth. A centaur with an equine head, standing at nearly 14 feet tall, the man's eyes are empty of everything but demonic rage. The Champion recognizes Kasyrra's work, and the Behemoth raises his weapons to start a fight. His heat from his demonic aura makes it hard for the Champion to think straight.

The giant centaur topples over, unconscious, and the Champion considers what to do with him. They have the following options:

Option Requirements Tooltip Result
Purify

Try and purify the exhausted aberration.

You don't have the background in healing needed to try this, and Cait isn't around to help.

  • Unsuccessful
  • Returns to Behemoth menu
Kill - It's too dangerous to let a creation like this live. There's only one solution.
  • Removes Behemoth from game
Leave - There's nothing to be done, and you don't want to kill him. -
Suck Cock - Finally, the battle is over. You can decide what to do with him afterwards — in the meantime, it's time to indulge this frustrating urge...
Fuck Butt
  • Has Cock
The battle has left you more than a little lusty, your resolve fraying at the edges. There's an easy way to blow off some steam lying right in front of you...
  • +2 Corruption
Grind
  • Has Vagina
There's an enormous sweaty cock in that sheath just waiting for you to pleasure yourself on, you just know it. It'd be a perfect way to blow off some steam...
  • +2 Corruption

The Champion's--or Cait's, or the Champion's and Cait's--efforts to purify the Behemoth are unsuccessful, although the white magic heals some of his wounds. He would have to want purification for it to work, and it seems like Kasyrra has corrupted him too totally. The Champion must choose one of the other options in order to continue.

The Champion kills the unconscious centaur, who sighs and releases his weapons. The Champion is sure he's grateful, and plants the monster's polearm in the ground before moving on.

The Champion turns to leave--the man isn't their problem, and they don't want to be around when he wakes up.

See Behemoth for details. After sating their desires, the Champion moves on.

The Champion presents themselves to the Behemoth and is carried away on his cock. See Behemoth Cock Sleeve Bad End for details.

Taldahs


Quest boss


Leaving the Behemoth behind, the Champion approaches the Chieftain's hut at the north of the village. From it steps a centaur covered in corrupted living crystal. The monster calls Ahmri his moonlight snowball, and remarks that he's looking forward to her and the Champion taking their places in Kasyrra's plans. Ahmri corrects him: the Champion has come to fix the corruption. The corrupted centaur laughs and invites the Champion to tell him what needs fixing.

With that, the Champion can 1) engage the Taldahs monster in a conversation battle to convince him to throw off Kasyrra's influence or 2) engage him in physical combat. This choice determines the state of the village at the end of the quest.

Winning the conversation battle frees Taldahs of corruption and purifies the tribe; winning in physical combat ends in Taldahs's death and maintains the village's corruption. Losing either form of combat results in a bad end.

The Champion's options, and the combat they trigger, are:

Option Tooltip Result
Full Blessing Did you hear him correctly? Starts the conversation battle.
Convince He wouldn't stop to listen if some part of him didn't want it. Starts the conversation battle.
Nickname What kind of a nickname is moonlight snowball? Starts the conversation battle.
Attack Fuck this. Attacking before you talk Taldahs down will result in the village's corruption. Ahmri will NOT like this, and will probably run. Starts the physical battle.
Conversation Battle

There are four possible outcomes in the conversation battle: complete success, partial success, a bad end, and choosing physical violence. Success in the Conversation Battle options lead to the Purified Centaur Village and physical violence leads to the Corrupt Centaur Village quest ends.

  1. If the Champion stopped to Talk to Ahmri about Stories on the path, they can purify Taldahs completely through conversation.
  2. If they did not, they can get partway through to him by completing the conversation battle, but complete purification requires additional physical fighting to shake him out of it. See Taldahs Physical Combat: Post-Conversation Battle.
  3. If the Champion fails by losing all their health in conversation or physical combat (see the Mechanical Guide), they experience the Eternity of Tentacles Bad End.
  4. At any time, the Champion can choose to attack Taldahs rather than continuing in the conversation battle. See Taldahs Physical Combat: Attack.
Victory Routes

The Champion can take as many detours as they'd like, and it is possible to read every dialogue option without losing in the conversation battle. The routes below take the Champion directly to victory in the conversation battle. Winning the battle leads to the Purified Centaur Village ending of the quest.

If the Champion chose to Talk to Ahmri at the start of the quest and asked her about Stories, the victory route is Convince-->Berate-->Family-->Single Dad.

Taldahs angrily renounces Kasyrra and peels away the corrupted physical mass covering his body.

If the Champion chose to Hurry instead of asking Ahmri questions, or did not choose Stories from her Talk options while on the mountain path, the victory route is Convince-->Goad-->Berate-->Family-->Single Dad.

A network of cracks appears in the corrupted physical mass covering his body, but the Champion isn't able to get through to him entirely and must engage Taldahs in combat. See Taldahs Physical Combat: Post-Conversation Battle.

Mechanical Guide

Some dialogue options cause the Champion to lose health and some cause them to regain it, as noted in the table below. (The conversation battle also reveals lore and information about Taldahs, his family, the Centaur Village, and Harvest Valley. To learn more, see Conversation Battle Content on Taldahs's own page.)

Conversation Battle: Options & Mechanics
Option Tooltip Result
Menu 1
Option Tooltip Result
Full Blessing Did you hear him correctly?
  • No health change
  • Stays on Menu 1
Convince He wouldn't stop to listen if some part of him didn't want it.
  • No health change
  • Opens additional talk options
Goad He might be stronger than he's ever been, but he's fooling himself if he thinks he's stronger than Kasyrra. She could be done with him just as soon as she granted him this power.
  • Champion loses 5% of health
  • Gains clue for Berate
  • Returns to Menu 1
Berate What do you mean nothing?

  • No health change
  • Progresses to Menu 2

  • Champion loses 5% of health
  • Returns to Menu 1

Stay Silent ...
  • Champion loses 5% of health
  • Returns to Convince sub-menu
Nickname What kind of a nickname is moonlight snowball?
  • No health change
  • Opens additional talk options
What Happened? When did all that change? From his own description it doesn't seem like she's changed much.

  • Minor fracture appears on Taldahs monster
  • Champion heals completely(First time only)
  • Returns to Menu 1

  • No health change
  • Returns to Menu 1

Berate So what? Ahmri reminds you of your wife, and now you want her as a replacement?
  • Champion loses 10% of health
  • Returns to Menu 1
Stay Silent ...
  • No health change
  • Returns to Menu 1
Menu 2
Option Tooltip Result
Village What's it like being the leader of the centaurs?
  • No health change
  • Opens additional talk options
Duties This is getting a little off topic. You were more interested in his daily duties than a monologue.
  • Champion heals completely(First time only)
  • Returns to Menu 2
Tactics What kind of tactics is he talking about, precisely?
  • No health change
  • Stays in Village talk options
Other Races What about the other races in the valley? How does he interact with the Mecians and the Sheepfolk for example?
  • No health change
  • Stays in Village talk options
Family What of his family?
  • No health change
  • Opens additional talk options
Long Distance Hold on a second. You know they've been keeping in touch, Ahmri mentioned letters from her mother and learning to read because of them.
  • No health change
  • Stays in Family talk options
Sex Life He must have been quite the stud to keep her here as long as he did.
  • Champion loses 10% of health
  • Returns to Menu 2
Single Dad It must have been hard raising Ahmri alone after she left.

  • Triggers fully purified Finale

  • Triggers partially purified Finale

Feats Is there anything more substantial he can tell you about the adventures he had?
  • No health change
  • Opens additional talk options
Prime How about another tale from his time as chief?
  • Champion loses 10% of health
  • Returns to Menu 2
Youth What about a story from his youth, surely he has some tales from before he became chieftain.
  • No health change
  • Stays in Feats talk options
Fatherhood What about a story from Ahmri's youth?

  • Minor fracture appears in Taldahs monster
  • Champion heals completely(First time only)
  • Returns to Menu 2

  • No health change
  • Returns to Menu 2

Physical Combat

Two situations lead the Champion to fight Taldahs:

  1. Selecting Attack before starting the Conversation Battle, or anytime before finishing it. To attack Taldahs in this way triggers the Corrupt Village ending of the quest.
  2. If the Champion did not Talk to Ahmri about Stories at the beginning of the quest, they must fight Taldahs to snap him completely out of his corruption after winning the conversation battle. This still triggers the Purified Village quest ending.

The Champion decides they don't have time for this. They tell Ahmri to go hide, musing to themselves that the village would be better off under their control. Taldahs welcomes the direct attack, and tells the Champion he will give them to Kasyrra--or keep them for himself.

Ahmri begs for the Champion to reconsider, but when they do not, she dashes off. Taldahs takes an intimidating stance, triggering combat with the Champion.

If the Champion is victorious, Taldahs staggers and falls to the ground for the final time. The Champion, pleased, heads off to introduce the rest of the village to their new boss. This leads into the Corrupted Centaur Village quest ending.

After the Champion partially purifies the Taldahs monster through conversation, the corrupted centaur calls his spear to himself, triggering combat with the Champion.

If the Champion is victorious, Taldahs denounces Kasyrra, and he and the Champion destroy the corruption that fell from his body. Ahmri gives Taldahs a huge hug, and he wonders how he could have been so blind. The Champion tells him it's Kasyrra's fault, and with his leadership, he could help save his village from her influence. Taldahs agrees and asks the Champion to come with him as backup.

As he, Ahmri, and the Champion head into the village, the Champion notes that the structures, while damaged, seem repairable; the village's goods are the greatest losses. This leads into the Purified Centaur Village quest ending.

The Champion is penetrated by the tentacles surrounding Taldahs and gives into them completely. See the Eternity of Tentacles Bad End.

Aftermath


After the Champion deals with Chieftain Taldahs, the Champion helps put the Centaur Village back to rights. How they do that depends on if they restored Taldahs' sanity (Purified ending), or killed him (Corrupted ending).

Restoring the Villagers


With the corruption peeled away, Taldahs is revealed to be a tall, graying man in or just past his prime, exhausted by his trials. Ahmri gives him a huge hug, and he reflects on his mistake in believing Kasyrra, and asks the Champion to come with him as he attempts to talk sense into the other corrupted members of the tribe.

Taldahs and the Champion travel through the wrecked village, until they encounter the Unitaur. She taunts the Champion until she notices Taldahs. The chieftain, calling her Genova, tells her that Kasyrra wanted her only for her womb, as the demoness cannot have children of her own. He tells her she didn't need a demon's magic to gain purpose: she already had the adoration of the village. Moved by his words, she regains her senses and returns to her own form, that of a matronly, brown-haired centaur. Taldahs praises her beauty, and asks for her help organizing the members of her previous harem.

Buoyed by his success, Taldahs leads the Champion onward, until they encounter the bound centauress on the outskirts of the village. Calling her Eubicha, the Chieftain wonders aloud how anyone could have treated her like an animal, and Eubicha pretends to agree, although she saves the bondage gear in her saddlebags. Taldahs, relieved by his successes, leads the Champion out of the village to find the rest of his people.

Taldahs and the Champion encounter the warband at the gates of the village, returning from the merry chase the marefolk led them on. Taldahs addresses them, reminding them of the consequences of experimenting with magic, and states that they are too strong to be easily broken. He calls for them to follow him and set the village to rights--and the majority do, with a palpable sense of relief. Only a few choose to leave, largely those in cultist garb.

Rebuilding the Village


The centaurs immediately begin work to make the village habitable again. A trio of seamstresses works on repairing any torn tents and the Champion works with another group to clean up the matron's large hut, so it can act as temporary shelter to those without homes. After that is completed, the Champion helps to go through the discarded and scattered belongings.

If the Champion has companions in their party, they also get involved.

Cait assists by helping with childcare: carrying, tickling, and playing with the young foals.

Atugia lets the centaur toddlers play keep away with her head while she simultaneously chops wood. Her chopping is perfectly accurate, even when she can't see it.

Azzy creates a racing game for the young centaurs, offering them treats and congratulations as reward for their efforts.

Brienne ends up as a napping spot for a pile of young centaurs, and she and the Champion laugh about it.

Brint helps the woodcutters chop new wood for tent posts and supports, helping them finish the job quickly.

Ryn joins the seamstresses. At first, her work is clumsy, but she sticks with it, and her patchwork ends up solid with their guidance.

Arona helps split wood--and does it faster than everyone else--until the force of her chopping splits her maul's handle in half. She apologizes while laughing, and the centaurs find it equally funny.

Kiyoko joins the seamstresses, able to repair the canvas to make it look new after only a bit of observation. She grins proudly when she notices the Champion looking.

Viv joins the Champion to help sort the debris. Her attention is methodical, focused, and detailed.

The Champion recovers from the day in the matron's tent with any companions in their party, as well as with around 30 centaurs who do not yet have their own places to stay.

Celebration


The Champion wakes to the smell of fresh bread and honey. After a delicious breakfast, they go looking for Taldahs, and find him working on raising new tents on the edge of the village. He tells the Champion he's throwing a party that evening to celebrate them, the hero, but also--really--to celebrate the town, their recovery, and their future.

That evening, a bonfire is lit in the village's center, and pastries and sweets are laid out for everyone. The party is about to begin, but the Champion notices: Ahmri is missing.

Ahmri


The Champion realizes they haven't seen Ahmri all day. They realize they could go check up on her, or leave her alone to readjust to having her life back. With that, they have the following options:

Option Tooltip
Find Find Ahmri. She deserves this party as much as you do.
Leave Be You aren't that interested in centaur romance.

The Champion heads to the chieftain's hut, where they find Ahmri fretfully organizing her belongings. Ahmri confesses she's anxious about whether the village is really saved or not: she feels like the mission went too easily, and is afraid to wake up and find herself enslaved to a demon. The Champion tells her that it wasn't that easy, and reminds her she was there for all the fighting. Ahmri still seems nervous, however, and with that, the Champion has the following options to raise her spirits:

Option Tooltip
Dance She should come back to the party with you. You'll be there the whole time, and you can dance the nightmares away.
Hide Is there anywhere she can go to unwind? A place to relax until the party ends?

The Champion assures Ahmri that the party will be nothing like an illusion--and then stammers that, at least, they think it will. Laughing, Ahmri decides to teach them how to dance like a centaur. The Champion does their best with only two feet Courtesans and Noble Scions find it easy to keep up with her; Champions of other backgrounds may stumble more, but delight Ahmri nonetheless.

After practicing with the Champion, Ahmri decides to join the party after all. A new song starts just as the two arrive, allowing them to join the dancing immediately. The Champion's efforts gain them a cheering audience.

During a slow moment, Ahmri leans in to kiss the Champion, and they enjoy love's glow - until the folks around them start cheering and whistling. Laughing, she and the Champion begin dancing again, if more slowly, and closer than before.

Eventually, the party winds down. Ahmri, her hands in the Champion's, invites them to come see her later, before she heads back to her home--her tail firmly in the air.

The dungeon ends here, returning the player to the main gameplay menu.

The Champion asks if there's somewhere Ahmri could go to relax, instead. Ahmri, after a moment, excitedly says there is, and leads the Champion into the mountains, up a series paths she clearly has memorized to a glowing cave.

The Champion follows Ahmri into a cavern brightly lit by a bioluminescent pool and waterfall. She shares that she found this place as a child and has never told anyone else about it--it is the place she meant when she said she had a place to hide.

She gets in the water, and the Champion sticks their legs in, finding the water icy. Ahmri is a bit nervous, but the Champion tells her they can be quiet, or she can ask questions if she wants. After a moment, she asks what it's like to have two legs, and the Champion suggests she try walking on two legs in the water.

Ahmri gives it a shot, but falls over after a short moment. Laughing, she asks how the Champion always knows what to say... and then asks if they believe love can work out for adventurers, like in the stories. The Champion takes the invitation, and the two share a kiss.

After breaking the embrace, Ahmri realizes it's getting late. She leads the Champion back to town and invites them to come see her later, before she heads back to her home--her tail firmly in the air.

The quest and dungeon end here, returning the player to the main gameplay menu.

The Champion reflects that the introverted pony is probably just recovering, and that rushing to "save" her might give her the wrong impression--and that there will be chances to see her plenty in the future. They enjoy partying with their new friends until it winds down, much later in the night.

The quest and dungeon end here, returning the player to the main gameplay menu.

After Taldahs's death, the Champion heads for the village gates in order to get the rest of the tribe in line.

They find the bound workhorse, still in bondage gear, and mount her as their steed - to send a message about who's in charge, they tell her, and she eagerly agrees.

They ride out to the village gates, where they meet the returning warband, and declare that Taldahs is dead by their hand, putting the lie to Kasyrra's claims: real power lies with the Champion. They declare they will run the village now, and they need the centaurs to join them in their fight against Kasyrra. Any spies will be added to the Unitaur's harem.

Most of the centaurs follow the Champion back into the village, with about a quarter staying behind--most of them, in cultist regalia.

As the Champion approaches the gates, they realize they haven't seen Ahmri since they fought Taldahs. They ask the returning centaurs if they've seen her, and one reports they saw her being led away in chains by Tollus with the other breeding slaves. The Champion decides they'll need to get her back from Tollus eventually, but, for now, has a village to attend to.

This is as far as the Corrupted Village branch of the quest progresses for now, and returns the player to the main gameplay menu.

Results

All Playthroughs


For all Champions, completion of Harboring a Fugitive results in the following gameplay changes:

Choice-dependent


The following results depend on the Champion's in-quest decisions:

  • Purified: Access to Ahmri's romance and marriage path and her unique child;
  • Purified: Access to Genova's repeatable sex scenes;
  • Did not kill the Behemoth: Access to the Behemoth's repeatable sex scenes by moving him to the Alarune's Garden; and
  • Opened the crates: Two vulneraries.

For the items, electrum, and experience gained from combat the Centaur Village dungeon, see the Combat Summary below.

Combat Summary

Dungeon Combat
Required? Fight Name Enemies Victory Condition Victory Result Defeat Result Loot
Yes Centaur Marauders Defeat both Centaur Marauders Must repeat the encounter to begin the quest
  • 30 EC
  • 60 XP
Yes Lustrider Tollus Defeat Lustrider Tollus
  • Bondage Gear
  • Eubicha recruitable as a Follower post-quest
  • Follower Eubicha provides extra Storage post-quest
Undercarriage Slave
(bad end)
  • 150 EC
  • 300 XP
Yes The Unitaur Defeat the Unitaur
  • Genova sex options
Mind Controlled
(bad end)
  • 150 EC
  • 550 XP
Yes The Behemoth Defeat the Behemoth
  • Behemoth's sex options
  • Can remove the Behemoth from game
  • Can keep the Behemoth for repeatable sex options post-quest
Behemoth Cock Sleeve
(bad end)
  • 150 EC
  • 550 XP
Yes
(Conversation Battle or Combat)
Taldahs Defeat Taldahs
  • Purified Centaur Village if completed Conversation Battle (see Aftermath)
  • Corrupted Centaur Village if killed Taldahs in combat (see Aftermath)
Eternity of Tentacles
(bad end)
  • 150 EC
  • 550 XP

Bad Ends

Undercarriage Slave


If the Champion loses to Tollus and the bound centaur, they wake strapped underneath the centaur, with her large cock pressing into them; pleasuring the centauress becomes their sole goal. See Undercarriage Slave Bad End for details.

Mind Controlled


If the Champion loses to the unitaur, or chooses to fuck her at any point during the quest, they become a part of her mind-controlled harem. See Mind Controlled Bad End for details.

Behemoth Cock Sleeve


If the Champion loses to the Behemoth, they present themselves to him, and are carried away on his cock. See Behemoth Cock Sleeve Bad End for details.

Eternity of Tentacles


If the Champion loses to Taldahs in any manner, they are enveloped and penetrated by the tentacles covering Taldahs until they lose the will to resist. See Eternity of Tentacles Bad End for details.