A Lady Never Tells: How I Rescued a Shipment and Gained an Ally in Avowed
In Avowed, the 'A Lady Never Tells' quest intertwines with Sparrowhawks gang reputation, delivering a choice-driven tale of grey morality.
I still remember the first time I wandered into the Sparrowhawks district of Paradis in Avowed. The place felt tense, like a powder keg ready to blow. I’d heard rumors of a side quest called "A Lady Never Tells," and after a bit of poking around, I found myself in the middle of a shady transaction gone wrong. The quest is actually one of the faster ones you can do, but it’s packed with choices that matter—and it introduces you to some of the game’s best grey morality.
Before you even start, your reputation with the Sparrowhawks matters. I had previously convinced a couple of their thugs to stop harassing a poor shopkeeper, so they didn’t attack me on sight. If you weren’t so lucky, you might find the gang hostile as soon as you enter their turf, which would make approaching the quest-giver nearly impossible without a fight. I was grateful I’d taken the peaceful route earlier.
The whole thing kicked off when I spotted a concerned courtesan being hassled by a group of Sparrowhawks just outside a building. I walked up and she immediately pleaded for help. She told me that the owner of the bathhouse next door—a place called Giuliana’s establishment—had been waiting for a delivery that never arrived, and the situation was getting desperate. She pointed me toward the bathhouse and asked me to speak with Giuliana herself.
I stepped inside the bathhouse and found Giuliana behind a counter, her posture stiff and eyes narrow. She was clearly on edge, and it didn’t take long to figure out why. As an Aedyran, I was automatically a stranger in her eyes, maybe even an enemy. She practically hissed when she spoke, reluctantly explaining that a shipment of "supplies" meant for her had been stolen by the Sparrowhawks and was now stashed in a warehouse down by the docks. But when I asked what the supplies were, she clammed up. “That’s my business,” she said, and refused to elaborate. Her secrecy only made me more curious.
Accepting the quest was simple—no grand fanfare, just a marker added to my journal. The game wanted me to track down the goods, but it wasn’t going to hold my hand. I opened my map and noticed Claviger’s Landing, the port where I’d first arrived in the Living Lands and met Kai. That’s where the warehouse was, just southwest of Paradis. I teleported to the nearest beacon and jogged toward the dock. The area was quiet, with only the sound of lapping water and a few gulls. On the left side of the pier, right next to the water, was a nondescript warehouse. Outside stood a rough-looking Sparrowhawk who introduced himself as Jago the Sea Wolf.
Jago knew exactly why I was there. He leaned against the wall, arms crossed, and told me flat out that the goods belonged to Giuliana and that he had them, but he wasn’t going to give them up without a reason. I could have attacked him—a couple of swings of my greatsword and he’d be done—but I wanted to see if there was a smarter way. The dialogue wheel gave me a few options, and I clicked on the one that promised a deal.
I remembered hearing about the Steel Garrote in my travels. They’re a religious order with a long, punishing reach, and mentioning them usually made people nervous. I said, “I’m willing to cut a deal with you. The next Aedyran may not be.” The implication was clear: if I didn’t get the goods, someone far less forgiving would come knocking. Jago’s bravado crumbled. He muttered something about the Garrote and how he didn’t want any trouble, then handed over the key to the warehouse. I could almost see the fear in his eyes. The other key dialogue options were tempting, like asking why Giuliana mattered or promising to handle the guards myself, but this one felt the most effective.
Inside the warehouse, it was dark and musty. Wooden crates were stacked everywhere, but the object I needed glowed faintly with a quest marker. I grabbed Giuliana’s Shipment—a small, unassuming package—and slipped out the back way. The whole thing had taken maybe ten minutes, but it felt satisfying to have talked my way through a standoff.
When I returned to the bathhouse, Giuliana was waiting. She looked relieved but still guarded. I could have played dumb and just handed her the package, but I couldn’t resist a little confrontation. The package, I had discovered, contained contraceptives—completely illegal under the Steel Garrote’s strict moral laws. The game presented me with a real dilemma: expose her to the authorities and potentially earn a reward from the Garrote, or keep her secret and gain an ally in future conversations, especially with a character named Elowe later on.

I chose to keep quiet. I’m a sucker for building relationships over simple payouts, and the ring she gave me—Night-Mistress’s Favor—offered some unique bonuses that would definitely help later. That, plus 300 cp and a nice chunk of experience, was enough to make me feel good about my choice.
The whole quest felt like a microcosm of what makes Avowed great: morally grey situations, multiple approaches, and characters who remember your actions. Completing A Lady Never Tells took no more than fifteen or twenty minutes, but it left me thinking about the consequences long after I’d left Paradis.
For anyone tackling this quest, I recommend talking your way through with Jago if you can. It saves resources and opens up a dialogue later in the game. And if you can stomach the moral complexity, protecting Giuliana is the way to go. Her trust pays dividends in story beats that you won’t want to miss.
Now for the rewards I received:
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300 cp (currency)
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523 XP
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Night-Mistress’s Favor Ring