Walkthrough
This is a start, so people who are smarter and better at the game (and wiki-editing) than I am can fill it out with more stuff.
Getting Started
So you're fresh out of Character Creation and have been dumped in the Frost Hound with the minor task of saving the world. Here are a few tips to help get you on your way.
- Equipment: Shops in Hawkethorne are available right away, for you to upgrade your starting equipment and dump any excess TFs you pick up in the wild. The game is set up so generic equipment from the starting shops can cover you for the rest of the game, so you don't need to worry about upgrading your battleaxe every time you reach a new settlement. That being said, the unique equipment you find in the world will usually be a little bit better and more interesting.
- Sleep: The game encourages a healthy sleep cycle. Timed boons from Garth as well as sleeping bonuses once you hit level 3 incentivise you to keep coming back to the Frost Hound to get your eight hours.
- Storage: You have some storage at the tavern, but keep an eye out for opportunities to increase that. Also, you probably won't have room to keep all the Unique loot you pick up, so consider prioritising.
- Order of Travel: The order in which you visit the areas doesn't really matter, though difficulty from easiest to hardest goes something like Old Forest - Harvest Valley (North) - Foothills - Harvest Valley (South) - Frostwood - Glacial Rift. But nothing's stopping you from hitting the Foothills first, aside from the threat of repeatedly losing to harpies and orcs.
- Read: We on the Wiki, Forums, and Discord are happy to answer your questions. However, most questions are also answered in the text if you'd like to save yourself some time.
Builds and Optimisation
Because this game isn't about smut, it's about metagaming the strongest build possible. Or at least getting an edge on the battle that's giving you trouble.
- Stat Allocation: Generally speaking, you want to pick three main stats and stick with those. Your class will give you recommendations, for example a Thief will need Strength/Agility/Cunning while a Charmer will need Presence/Cunning/Agility. Once you've figured the basics out you can mix and match, see what happens when you give your Warrior some Willpower.
- Boons: Garth sells stat boons for a small amount of electrum. You can use that to boost a fourth stat of yours for 24 hours, just make sure you keep coming back to the bar.
- Trainers: Trainers are available on-hand to teach you abilities from different classes. Garth (Warrior/Thief), Ivris (Black Mage), River (Charmer), Brother Sanders (White Mage), and Leorah (assorted ranged abilities) will be able to happy to instruct you for a modest fee.
- Examples: This is the part where everyone puts their 'this is how I 1-shot rift enemy' builds.
Hawkethorne
The small village from which your great heroism (or villainy) will be launched. While you will later pick up allies, resources, fortification, it all starts here.
- Potential Companions: Cait is available from the start in the Frost Hound. Atugia is up at the castle with The Baroness, but she will come to town to pay you a visit before too long.
- The Frost Hound: Garth is at the bar to dispense early game quests and stat boosts, your companions will be available here when they aren't travelling with you, and a motley assortment of mostly sexable guests will be staying as well.
- The Nursery: Out back, Gwyn has set up the Hawkethorne Nursery to take care of your children while you're on your adventures. It's not much to look at now, but if you want the simple pleasure of buying your children musical equipment she is accepting donations.
- Shops: Ogrish sells arms and armor, Leorah sells light armor and hunting equipment, Ivris sells magic equipment, and Nelia sells enticing clothes to tease enemies with. The stylists Aurelia and Claire can make some cosmetic changes for you as well when you have some electrum to burn.
- Other Places of Interest: The Gym isn't available yet but Garth may have an update on that before too long, Brother Sanders offers blessings, training, and occasional quest input, the Tutorial temple is still there and receives some quest focus, The Baroness resides beyond it, and as you go out into the world you will find more NPCs to line the streets.
Old Forest
The recommended starting area. With the recent goings on, the forest has become a lot less friendly, and a lot more filled with people who want to 'victory sex' you. (Level 1)
- Potential Companions
- Brint is at the entrance to the forest and can be recruited upon meeting him.
- Azyrran is to the north, just before the Wayfort and can be recruited once her quest (Land of Milky Honey) is completed.
- Mobs
- Effigies: Sexually aggressive plants roam the forest looking for friends to play with, and have information on the corruption plaguing the forest.
- Eryka: A paladin of Velun has been waylaid after an encounter with Kasyrra and could use some help.
- Forest Kitsune: A trio of wildlings have been trapped in the forest and are desperate for sustenance. They can be friend or foe depending on whether you're willing to help.
- Hornets: Giggly hornet bimbos set on egging you. They may stop being so aggressive if you take steps to address the corruption.
- Ninian: A feisty yet ultimately harmless fairy who wants to rob you. Talk to him and you may be able to convince him to give up his thieving ways.
- Wolves: Unusually aggressive wolves who want your food.
- Wyld Elf Band: Drunken revellers looking for new friends. They're happy to welcome you into their merriment, though who top or bottoms depends on a friendly sparring match.
- Encounters
- Alraune: Deep in the forest, the mother of the effigies receives fertilisation from those unfortunate enough to be captured by her daughters. See In Her Footsteps.
- Dryads: An inquisitive taur is following you around the forest and may invite you into her sacred grove.
- Elf Boy: A young man with a horse cock that needs attention.
- Ruined Shrine: A mysterious shrine deep in the forest. Solve gem puzzles for some loot and an amulet belonging to a mysterious kitsune who may visit you in your dreams.
- Sugo: A pretty boy centaur has gotten himself stuck and needs a hand getting free.
- Witch Set: A set of clothes just waiting for someone to pick them up. If you keep the clothes, their owner may take an interest in you.
- Quests and Events
- Convocation of Mirrors: A very large and intimidating woman, Sigrune, is guarding an archway. You will probably need to come back at a higher level to get past her.
- Dog Days: Garth's son, Garret, has gone missing while investigating loggers trapped in a logging camp. Insert yourself into the situation to resolve the situation peacefully - or not peacefully.
- I Ain't Afraid Of No Ghost: One of your companions wants help fighting ghosts. Viviane might be able to help.
- In Her Footsteps: Kasyrra has flown north, and you will need to fight through her servant the Alraune to follow (bring fire!). After the battle you can end the source of the forest's corruption... or bend her to your will.
- Land of Milky Honey: Something is causing the hornets to attack and egg random travellers. Once you've defeated the Alraune, Azyrran can recruit you to help rescue her hive from the grip of corruption.
Ruined Wayfort (pre-Winter Palace)
It's not much to look at now, but a large, somewhat intact fort in need of an owner may be of interest to you in the future...
- Potential Companions
- Encounters:
- The Alraune and Effigy Herald: Depending on how you resolved her encounter, you may have plant-babes here to serve your every need
- Behemoth: Depending on how you resolved Harboring a Fugitive, you may have a very big boy here as well.
- Lady Evergreen: Technically just beyond the Wayfort, she's close by to help out on quests and unlock the secrets of Waystones (see: Fast Travel).
- Quests and Events
- Cat Call: You've arrived at the home of the witch who may be able to help with Calla's disappearance, but she charges a steep price for her assistance.
- In Her Footsteps: Kasyrra has been waiting for you, but first she wants to introduce you to her little friends.
- Inheriter of the Idols: Look, it's fast travel. If you talk to Lady Evergreen you can get fast travel. It's a massive quality of life improvement.
Harvest Valley
The farming valley is in trouble as well. Cultists are running amok, and the valley's peaceful inhabitants are fleeing, disappearing, or are no longer peaceful.
North
Things are honestly pretty dire, and this is the easy zone. Travel around thwarting the activities of the Cult and rescuing the few residents that remain. (Level 1)
- Potential Companions
- Quintillus is being hotly pursued by the cult and needs a friend. In return he can provide information as well as more direct assistance in thwarting Master Tollus's machinations.
- Mobs
- Centaur Pack: A group of centaur raiders led by a visibly corrupted packleader. End enough packleaders and they might not show up as often.
- Crazy Horse: A crazed marefolk male only interested in rutting anyone he comes across.
- Cultist Evangelist and Cultists: Have you accepted Master Tollus into your heart? No is not an option.
- Lupine Scouts: A pair of lupines who are looking for some action and don't particularly care about consent. An unfortunate by-product of the cultists doing something to the water.
- Marefolk Shaman: She needs sexual energy to power her magic and she's not asking either. Seems to be a running theme.
- Sariel: A ranger who's fallen afoul of a cursed butt plug. Once you've sated her needs a few time you may be able to help her. Available in all areas of Harvest Valley.
- Encounters
- Ahmri: A centaur princess is fleeing her village and is being chased by centaurs with impure intentions. Can happen in any area of the valley.
- Clementine: A chatty sheepfolk being accosted by a Crazy Horse, rescue her to get another NPC in Hawkethorne.
- Pupperidge Farm: A farm run by friends of Garth's family. You can visit to do various farm-related activities with the owners Anna and Morwen, and the many cow-girls including Gloria and Lucia.
- Tainted Witch and Cultists: Cultists are set up at the river, forcing anyone who wants to cross to pay the toll. The toll is being violated and/or forcibly indoctrinated into the cult.
- Zo: A lupine monk with a lot of content including training and dirty hand gestures as long as you rescue her from a Centaur Pack.
- Quests and Events
- Cat Call: Once you've extracted the information from Lady Evergreen, you can find Cait's father in the far north-west of the map.
- Farmhand's Freeholds: Garth wants you to check on Pupperidge Farm, clear out the cultists and report back to him that they're okay.
- Getting Into The Closet: Brother Sanders asked you to look into the Sorran Altar for a holy relic, only to find it occupied by the cult. You need to clear them out to get the loot.
- Harboring a Fugitive: You can meet Ahmri here or in the southern region and start the quest to deal with the centaurs.
South
It's more dangerous here, but here you'll be able to get to the heart of the Marefolk and Centaur conflict and help resolve things. Also, there's a set of armour that might fit one of your companions, but save first just in case. (Level 3)
- Potential Companions
- Brienne: See Mad Cow. Mutually exclusive with a certain dual-wielding minotaur.
- Mobs
- Centaur Pack: Higher level than the ones in the north but not any nicer.
- Crazy Horse: Same as the Centaur Pack; higher level, just as mean.
- Gnoll Raiders: Nasty brutes who nobody much likes.
- Hashat: A half-marefolk warrior looking for a good fight and an elf-wife to bully. Nice enough to take 'no' for an answer.
- Lusina: Stand and deliver, your money or a fuck. Might be open to moving to the Marefolk Village once you've met her a few times and calmed the region.
- Mushroom Druidess: A voluptuous mushroom-lady looking for a strong host to bear her spores. You might say she puts the fun in fungus.
- Slime Siblings: Some friendly slimes near the lake. Their 'victory sex' consists of a hug.
- Encounters
- Ahmri: A centaur princess is fleeing her village and is being chased by centaurs with impure intentions. Can happen in any area of the valley.
- Centaur Village: Depending on how you resolve Harboring a Fugitive, you may be able to meet Ahmri and her father here after finishing the quest.
- Hollow Cave: See Mad Cow.
- Marefolk Village: The marefolk settlement, travel here to continue Harboring a Fugitive and meet the marefolk including the new chieftess Atani.
- Quests and Events
- Harboring a Fugitive: Once you've rescued Ahmri, travel to the Marefolk Village to prepare to settle things once and for all.
- Mad Cow: In a magical cave, you find a set of armour that could have dramatic side-effects. Definitely save first.
Foothills
Bandits and harpies and orcs, oh my! (Level 2)
- Potential Companions: Arona, Berwyn
- Mobs: Harpy Thieves, Marked Merk Mercenaries, Lieutenant Jen, Wyvern Girl, Manticore Girl, Arona, Vaush, Grettel, Berwyn, Byvernia
- Encounters: Minotaur Gate Guard, Statues
- Quests and Events: Right of Conquest, The Mistress, Missing Meows, Shades of the Past, Ugly Duckling
Frostwood
You're following the yellow brick road to the Winter City, but there are a few roadblocks on the way as well as some powerful potential allies - or foes. (Level 4)
- Potential Companions: Kiyoko
- Mobs: Frostwood Kitsune, Imps, Drider Queen, Meira, Kurako
- Encounters: Sleepy Snake, Vari, Hatsumom, Temple of Terrestrial Fire, Gytha
- Quests: Den of Foxes, The Wyld Hunt
Winter City
There's not much to do here except face your destiny and infiltrate the dungeon at the end of Act One. (Level 5)
- Quests and Events: In Her Footsteps
The Rift
Something's amiss in the Rift. You'll meet interesting people (who hate you), travel inhospitable wastes (pursued by people who hate you), and try to resolve a conflict that's been brewing for centuries (which will be difficult because everyone hates you). Luckily there's an old 'friend' of Hawkethorne to help you out. (Level 5)
- Mobs: Demonic Cultists, Avanai Rider, Wraith Chimera, Jotuns, Selkies, Siorcanna
- Encounters: Imora, Gweyr, The Ice Tower
- Quests: Winter Wolf