- Quest blurb(src)

Vowed in Blood is an elite quest in Diablo Immortal, released in conjunction with the Blood Knight class. Players must be on Hell difficulty or higher to access the quest.
Description[]
In Sanctuary's shadows, a cursed power stirs.
Summary[]
(This becomes visible after completing this quest for the first time)
Black-robed missionaries are everywhere in Westmarch—and their words are truly strange.
They speak of long lives, of the endurance necessary to survive a blasted world, and of a journey that will see them uplifted.
No small number of people have departed Westmarch in their company, grasping at the hope that what they offer is true.
Objectives[]
- Talk to Taite.
(Speak with Taite in Westmarch. Perhaps she's heard rumors of new adventures.) - Go to Rakkis Plaza.
(Unusual missionaries have flocked to Westmarch. Check Rakkis Plaza and discover what they're after.) - Talk to Guard Byar.
(Unusual missionaries are preaching in Rakkis Plaza. Speak with one of the guards to discover what's going on.) - Talk to the Missionary.
(Speak with one of the missionaries, and try to uncover the truth behind their words.) - Travel to the Shassar Sea.
(Talk with Captain Rehm and travel to the Shassar Sea to investigate the missionaries' pursuits.) - Follow the Voices.
(The missionaries seem to be menacing someone in the desert. Investigate.) - Kill Thralls and Cultists (0/4).
- Talk to the Runaway.
(Talk to the runaway you saved from the thralls and blood cultist.) - Find the Camp.
(The runaway described a gathering to the north—and people caught up in madness. Proceed and investigate.) - Gather information
- Find the Camp
- Talk to the Celebrants
- Defeat the Thralls
- Talk to the Knight
- Follow Mariki
- Talk to Mariki.
(Mariki is leading you to a hideaway where she believes you can stop the abomination that massacred travelers in Shassar. Talk to her.) - Follow Mariki.
(Follow Mariki to her hideaway.) - Talk to Mariki.
(Mariki has stopped. Talk with her.) - Enter the Portal (0/1).
(The door to Mariki's hideaway is open, and you are invited within. Enter the Thys Chapterhouse.) - Access the Chapterhouse
- Follow Mariki
- Talk to Mariki
- Follow Mariki
- Talk to Mariki
- Retrieve Bellon's Keepsake
- Follow Mariki
- Find the Cenotaph
- Keep Exploring
- Unseal the Door
- Reach the Cenotaph
- Place the Keepsake
- Enter the Vision
- Read the Letters
- Talk to Cathrien
- Talk to Edelard
- Explore the Cave
- Explore the Cave
- Inspect the Bodies
- Inspect the Notes
- Kill the Thralls
- Talk to Mariki
- Kill the Thralls
- Talk to Mariki
- Return Bellon's Home
- Talk to Mariki
- Defeat Mariki
- Exit the Vision
- Inspect the Keepsake
- Retrieve Bellon's Keepsake
- Aid Mariki
- Defeat Bellon
- Destroy Bellon's Thralls
- Break Bellon's Shield
- Kill Bellon
- Inspect the Keepsake
- Place Mariki's Keepsake
- Leave the Chapterhouse
- Talk to Taite.
(Tell Taite what happened to Bellon and Mariki, and see if Bellon's blood cultists remain in Westmarch.)
Transcript[]

- Taite: There’s a bunch of black-robed missionaries preachin’ in the square. Never seen their like before. Didn’t the king say no more believers’ gatherings after that Zakarum row?[1]
- Class: I’ll see what they have to say.
- Taite: Saving the heathens with fire and sword, I bet.
- Head towards Rakkis Plaza
- Fevered Missionary: (from a distance) The age of death and fatigue is no more. You were born to rise.
Join us on the grand journey, and be uplifted.
- At the Square

Talk to a nearby guard to find out what is happening
- Class: What is all this about?
- Guard Byar: Bloody belief merchants. They’re chanting their nonsense at all hours. They stink of sweat.
My Benna went off with the last crop. A boat to the east, of all places. Imagine quitting Westmarch for a cargo hold, head to toe with a bunch of other scabs, breathing in everyone else’s nasty air. We should chase them out of here, point-first. (heads over to the crowd)
- Meanwhile with the crowd...
- Fevered Missionary: Believe in the power within.
- Westmarch Civilian#1: You really mean it?
- Westmarch Civilian#2: Can’t be worse than the low district.

Talk to the Missionary to uncover their business in Westmarch
- Class:
- Standard: Speak plainly. Who sent you here?
- Monk: Your words are interesting. Who told you to repeat them here?
- Fevered Missionary: I am here of my own divinity. As are we all. But our heart is in Shassar.
Do you not hear his call from the Shassar Sea? He will be pleased to share his sacrament with one such as you. - Class
- Standard: The desert? Isn’t that a bit far for a revival?
- Monk: The desert is quite a journey for new pilgrims.
- Fevered Missionary: No journey is too long if it makes us whole. You will come to know yourself, and to know others. Cast off misery. Cast off death. Thrive, as you were meant to.
- Class: You certainly sound convinced.
- Byar disperses the crowd
- Guard Byar: All right, enough. Disperse, you blaggards! Out the gates!
- Class: (to self) There’s something going on in Shassar. I should investigate.
- Head to the Docks

Talk to Rehm to get passage to Shassar Sea
- Class: Rehm, are you headed to the Shassar Sea any time soon?
- Captain Rehm: More Shassar. It’s been an exodus lately. I assume you’re after those misfits. The ones with all the lice.
Be good to have them dealt with. We can leave whenever you like.
- Meanwhile, the workers gossip about recent events
- Travel to Shassar Sea
Shassar Sea[]

Along the Forgotten Path
- Thralls attack the player. After killing them
- Class
- Standard: Are they changing people into these creatures?
- Blood Knight: If there's a vampire's nest here, I'm underequipped. This should be interesting.
- Voices can be heard in the distance
- Fevered Missionary: Do not struggle. Surrender the blood to Him.
- Shassar Celebrant: Help! Please!
- Follow the Voices

A Missionary leading some thralls accost a runaway
- Fevered Missionary: Without sacrifice, you cannot grow. In your heart, you know this.
- After killing the Missionary and his Thralls

Talk to the Runaway
- Shassar Celebrant: They’re deranged! Said I had to let their monsters feed on me.
- Class
- Standard: Where were they taking you?
- Blood Knight: Thralls. This will end in more blood. Where are they going?
- Shassar Celebrant: A camp nearby. The whole ship went with them. Everyone’s caught up in their madness. Nobody else ran.
- Class: You’re not far from the Amber Blades’ fort. Head there, and ask for Peth. I’ll go after them.
- Head to the Camp

Missionaries along the path welcome the player
- Fevered Missionary: Go forth. Be uplifted.
- Fevered Missionary: This one shows no fear.
- Fevered Missionary: Let them fall. He will make more.

At the Camp's Entrance
- Fevered Missionary: Please, join us.
- Fevered Missionary: You will be welcome here.
- Enter the Camp
- Fevered Missionary: (from a distance) Greetings, favored ones. Do join us. Your long travail is at an end.

Talk to the blood cultists guarding the gate
- Fevered Missionary: I don’t recognize you. Are you among the favored?
- Class: I am.
- Fevered Missionary: Yet you come before us whole and unmarked. What do you offer?
- Class: My blood.
- Fevered Missionary: Ah. You understand. Please, enjoy the time to come.

Convince a Celebrant to leave
- Class: You need to leave here. Quickly and quietly.
- Celebrant: Absolutely not. It’s free food, free wine—if I’d known the desert was this good I would have been by years ago. Why do they even call it a desert?
- Meanwhile, with the crowd...
- Fevered Missionary: They who survive the desert are chosen.
- Fevered Missionary: Await the sacrament.
- Celebrant: Hope this is worth it.
- Fevered Missionary: Let His whispers steady you.
- Fevered Missionary: Such sights wait to be seen.
- Fevered Missionary: Ugh... bites still itch.
- Fevered Missionary: It is not time yet. Patience.

Try and convince another Celebrant to leave
- Class: It’s dangerous here. Don’t trust the preachers—get out, now.
- Celebrant: Oh, there is such desperation in you. The worry drags at your soul. Let it be for just one night.
He is free with His blessings, if you are willing to suffer a little sting.

- Fevered Missionary: He is near.

Bats begin feasting on the Celebrants, draining them of blood
- Fevered Missionary: (as the bats feed) The pure will be blessed, and shed their every woe. Gone is weakness. Gone is death. Make your offerings now! (consumed by bats)
- Fevered Missionary: My blood is yours! (consumed by bats)

- The corpses begin to rise as Thralls. Kill them
- Mariki (disembodied)
- Standard: Too late. They cannot be allowed to spread.
- Blood Knight: You go too easy on them, cousin.
- More corpses rise as Thralls

- Class:
- Standard: Who are you?l
- Blood Knight: Which chapter are you with? I would have appreciated a warning.
- Mariki:
- Standard: I am called Mariki—I am a Blood Knight. The abomination is Bellon. His plague of thralldom will grow if he is not stopped. I appreciate your attempt.
- Blood Knight: They do not teach the children anything any longer. I am Mariki, from the chapter of Thys; the turned one is Bellon. He’s been fallen for over a century. That means he’s dangerous, dear.
- Class:
- Standard: Blood Knight? Hmm. If you know how to find this monster, speak on.
- Blood Knight: Oh, thank you. I’ve felt so lost lately. What is he after?
- Mariki: I am not truly certain. I thought I had slain Belllon, and here he is bleeding a flock. But I have the means to deal with him. Join me.
- Class:
- Standard: I will—so long as you explain yourself.
- Blood Knight: Fine. But tell me something first. He’s not a vampire. Is he one of us?
- Mariki:
- Standard: I’ll tell you everything you need to know—not an utterance more, dear.
- Blood Knight: How astute. He was, briefly. Now he’s … what comes out the other end, sweetling.
- Mariki: I know a hideaway nearby. Let’s go.
- Mariki exits through a portal. Follow her

The portal leads to the entrance of the Chamber of Sacrifice
- Class:
- Standard: One of Fahir’s chambers. Is this safe?
- Demon Hunter: One of Fahir’s chambers. Are you serious?
- Mariki: There’s a gate within that the roaches and worms will never pass. Only those who have been invited may enter.
- Mariki: I sentenced Bellon myself. And brought his keepsake here. It is the very scaffold of his heart. Even with all the power he has stolen, it will help us against him. heads inside
- Start following Mariki
- Class:
- Standard: Tell me more about the blood knights. And this place.
- Blood Knight: Tell me more about your pledge. What does your chapter do here?
- Mariki:
- Standard: Like all in our order, we are cursed. And we hunt those responsible. Vampires.
The darkness they forced upon us... we wield it against them, - Blood Knight: My pledge is the same one you made, I assume.
Perhaps they’ll rewrite it now we’re out and about.
- Standard: Like all in our order, we are cursed. And we hunt those responsible. Vampires.
- Mariki: My chapter searches out gatherings of vampire thralls.
And... deals with knights who succumb to madness in their blood.
- The duo stop at a seemingly blank wall

Talk to Mariki
- Class:
- Mariki: You are invited in. Come with me.

- Follow her into the Thys Chapterhouse
Thys Chapterhouse[]

Within the Chapterhouse
- Mariki:
- Standard: The darkness of the world has kept us hidden in places like this one. It is… rustic. But it’s peace, of a kind we would not have in the cities.
To contain the curse in our blood, we must perform a ritual. A precious one. - Blood Knight: A modest location, compared to the Gea Kul Chapterhouse. But it serves the pledge.
The Annulet wants us to be more widespread with our hunts. A touch late, if you ask me.
Come with me
- Standard: The darkness of the world has kept us hidden in places like this one. It is… rustic. But it’s peace, of a kind we would not have in the cities.
- Blood Knights welcome the duo
- Blood Knight: Thys endures in darkness.
- Start following Mariki
- Mariki: Though Bellon has fallen, he is a Blood Knight still.
- The duo arrive at a Hall
- Blood Knight: We are the jailers of the curse.
- Blood Knight: A… guest? Unexpected.

Talk with Mariki
- Mariki: With the blood he’s consumed, Bellon’s power will be immense. But he could not destroy his keepsake. We will use it and tear the curse from him.
If this fails… it is an old and potent artifact. Just holding it will give us options. - Blood Knight: At your word, Mariki.

Mariki seals the doors to the hall
- Mariki: Let's break it

Mariki tries—and fails, to break Bellon's Keepsake
- Mariki
- Standard: No luck.
- Blood Knight: Can’t break it…
- Class: What option do you have in mind?
- Mariki: We should be able to destroy the keepsake at one of our cenotaphs—the star or the orb. That is a dark end for a knight—certain condemnation. But a mercy or the monster he has become.
Bellon has lived decades as a thrall. His curse is deep. Even with his keepsake intact… I doubt he remembers the life he had. That would be… an unlucky thing.
- A tremor shakes the Hall
- Bellon: (from beyond the sealed doors) Give me… the stone…
Fools. - Mariki: Take the keepsake. Now.
- Pick up Bellon's keepsake
- Mariki: Prepare yourself.
- Blood Knight: At your word, Mariki.
- Mariki and the other knights take defensive positions
- Mariki: It’s not working!

Bellon shatters the sealed doors
- Mariki: You don’t know how to wait, do you?

The other knights attack Bellon, but are killed
- Mariki: (to the player) The other cenotaph! Shatter the keepsake!
- Flee with the Keepsake

Mariki stays behind to delay Bellon
- Meanwhile, in the Hallway from the Orb Cenotaph
- Class: There should be a way to destroy Bellon’s keepsake nearby.
- Head forward to the next Hall

The player arrives in what looks like a study
- Class
- Standard: I don’t see the chamber anywhere. I have to keep looking.
- Blood Knight: This doesn’t look like any cenotaph I’ve seen. Yet I should try to use it.

Beyond the Study is the Star Cenotaph
- Class:
- Standard: If there’s any hope of stopping him, it’s in destroying this stone.
- Blood Knight: I’ve never imagined destroying a keepsake. But… he’s fallen. I don’t see another way.
- Destroy the Keepsake

It resists destruction
- Class:
- Standard: It’s… resisting?
- Necromancer: There’s an essence within, pushing back. It’s almost as if the stone is… alive…
- The player is pulled into a memory
Bellon's Memory (Hedgelands)[]
- For this section, the player takes the role of Bellon

The player finds themselves in a house, and in a different body
- Class: How? This must be some… dim memory. I’m not myself.
- Explore the House
- Letter:
Bellon, I’ve need of your talents again. There’s a menace on the outskirts, tearing through the livestock and striking unholy fear in the commoners. I sent some of the hedgefolk, but they’re unreliable. This must be solved before anyone else decides to quit our lands. Write as soon as you can. I’ll come see you off.
—Edelard[2] - Notes:
I wish it were only wolves. These things walk like men; I’m told they drag their nails along the ground until they splinter. Their skin is withered, and they reek. But they do bleed. I know you hardly want for skill at arms, but I have something that will help you put them down.
—Edelard[3] - Letter:
Cathrien, my deepest apologies for borrowing your lord husband. The hedgefolk are fearful of these monsters, and the estate will not survive an exodus. Not everyone has the means to protect themselves, and those of us who have much indeed are obligated to be generous in their defense, as we are in all other walks of life.
—Edelard[4] - Letter:
From your lack of response, I assume you see the rightness of my proposal. Bellon will be gone only as long as he must, and I will ensure that no harm whatsoever comes to you while he is serving in the realm’s defense. Know that you will always have a place of safety where I am, and that whatever you require I can see done.
—Edelard[5]
- Cathrien arrives

Speak with her
- Cathrien: I knew you wouldn’t go without saying goodbye.
Can’t you tell him no? - Bellon: Who else does Edelard have? A bunch of peasant levees? Come now. I’ve killed plenty of beasts.
- Edelard: (enters the scene) Confidence might be your best quality, Bellon. After good taste.

Speak with Edelard
- Edelard: There’s a nest of them not far off. I’ve drawn you a map. Twenty gold for every skull you bring back. I’ll take ears too, if they’re clean.
Carry this sigil. I’m told it’s good protection against the monsters.
And don’t worry for Cathrien. I’ll have the fellows watch out for her. I vow it. (gives the player Lord's Sigil) - Bellon: (to Cathrien) Thank you, Lord Edelard. But I’ll be back in no time at all. Cathrien—soon, love.
- Cathrien: Safety, beloved. Be careful.
- As Bellon departs, random hedgefolk gossip
- Hedgefolk 1: He’s riding out again. How glorious.
- Hedgefolk 2: Wish it were me instead, do you?

At the cave where the monsters are said to lair
- Bellon: Doesn’t smell like the spoor of any beast I’ve seen. Rancid. What are they?
- Within the cave are corpses. Inspect them
- Letter: (on each corpse)
When the fiends are dead, bring me back proof. Five gold for each ear, or 20 for a skull with the flesh on. You can carve your name if you like—it will make a fine display piece.
—Lord Edelard[6] - Bellon: Edelard’s hand?
- A multitude of Thralls ambush the player
- Bellon: They’re everywhere. I… need to use the sigil.
Come on, you filth! (uses the sigil)
- The Sigil has no effect
- Bellon: The sigil… failed… why?
- Bellon is gravely injured. As he lies dying
- Mariki: Decent showing, for a rube. I’m sure you’ll be good for the pledge if you wake up.

Mariki performs the Ritual of Induction on Bellon
- Mariki: You made it through. Most don’t. That’s a promising sign.
- Bellon: W-what did you do to me? What… are you?
- Mariki: I am Mariki. A blood knight. You were becoming one of them. I saved you.
- Bellon: I feel… fevered. Starved. Like I’m losing my mind. What’s happening to me?
- Mariki: Their curse is in your blood. I slowed it… but it will change you. I need your promise that you’ll work with us. At our chapterhouse. Someone there can show you how to keep it at bay.
- Bellon: You’re conscripting me? I already serve someone. You don’t have the right.
- Mariki: I’ve been where you are—and I’m still standing here talking to you. A person, not a monster. That gives me all the right I need. Now come on. You don’t have long.
- Bellon: This is too much, I’m not going with you. What about my life?
- Mariki: Your blood is your life now. It decides. And if you’re not with us, you’ll be just like the thralls before the week is out. I won’t take that risk.
- More Thralls attack the duo
- Mariki: Kill them!
Feel that? That power’s ours.
- After killing the Thralls
- Mariki: Good enough.

Speak with Mariki
- Bellon: I’ll… all right. But I need to tell Cathrien.
- Mariki: Your wife? Fine. Quickly, then.
- Return Bellon's Home

Just outside Bellon's Home, the duo overhear an ongoing discussion inside
- Edelard: There’s no sign of him, Cathrien. Consider your options…
- Cathrien: You slime! It’s not been a week.
- Bellon runs into the house
- Cathrien: Bell? What happened to you?
- Bellon: (to Edelard) Your sigil was a lie. You did this to me. You wanted me out of the way.

- Bellon: Why did you let me go? Why didn’t you try harder? (grabs Edelard in a blood Tendril)
- Bellon tries again to kill Edelard

- Mariki: We’ need to leave. Now.
- Edelard: Spare me. Please.

Confront Mariki
- Bellon: (so angry, he has a visible aura) She didn’t even see me. And you made me this way.
- Mariki: Bellon, stop! Restrain yourself.

Bellon succumbs to his curse and kills Edelard
- Mariki: You’re fallen.
I should never have given you a second chance.
- The two battle

- Bellon: (while being sealed) I will haunt you until my soul is wind.
- The player returns to their normal form
- Class:
- Standard: Something in Bellon wants revenge. It’s holding his keepsake together.
- Demon Hunter: Vengeance can keep someone moving when they should stop. Bellon needs his revenge before he’ll let go.
- Exit the Memory
Thys[]

Back at the Star Cenotaph of Thys
- Inspect the Keepsake
- Engraved on Bellon's censer:
"Upon this memory, I pledge myself.
Let it strengthen me when I am beset by my enemies.
Let it calm me when I amm given over to my darkness.
Let it steady me when the world is drowned in blood.
Let it restore me when I am at my end.
Until I am no more, I hold to my vows."
—Bellon’s Creed[7] - Class: I need to take it back to Mariki.
- Return to Mariki
- Class: (upon reaching the Orb Cenotaph) Mariki! He’s shielding the stone.

Mariki has Bellon trapped in a barrier
ZMariki: Of course… He won’t let go of the curse.
- Bellon: Will… bury it in your heart… make you feel…

- Defeat Bellon
- Bellon: You will remember… as I do…
- Mariki: You weren’t ready. I … mistook you. I am truly sorry.
- Thralls begin to invade the chapterhouse
- Mariki: The… thralls… stop them.
- After killing the Thralls

- Mariki: We are both fallen.
- Bellon: Yes. At last…
- Continue the battle

- Mariki: Break it! Now!
- Use the Orb Cenotaph to break Bellon's keepsake

- Only Mariki's keepsake remains from the explosion
- Class: (retrieves Mariki's keepsake) Her keepsake should stay here.

Place Mariki's keepsake
- Class: Bellon’s servants might still be in Westmarch.
- Return to Westmarch
Westmarch[]

Speak with Taite
- Class: What happened to the missionaries?
- Taite: All gone. Kept wailing at the walls after the guard kicked them out. A bit ago they just wandered off. If you did something, you did it good.
- Class: They were servants of a fallen knight who spread his curse like a plague.
- Taite: Keep talking. Is it safe for me to write all this down, you think? Ah, I’ll do it anyway.
Locations[]
- Westmarch
- Shassar Sea
- Missionaries' Camp
- Thys Chapterhouse
- Hedgelands
Notes[]
Various notes can be found throughout this quest, though reading most of them is optional. After completing this quest, all notes are unlocked in the Adventurer's Chronicle.
Missionaries' Camp[]
Thys Chapterhouse[]
- Entrance Hallway
- 1st Hall (Orb Cenotaph)
- Hallway from the 1st Hall
- 2nd Hall (Study)
- Axiom of Thys Chapterhouse
- Keepsake of the First
- Limits on Fernam's Ritual
- Mariki's Diary
- Mariki's Vow
- Nature of the Vampire
- 3rd Hall (Star Cenotaph)
Hedgelands[]
- Bellon's Home
- A Call for Bellon
- Apology to Cathrien
- Duplicitous Proposition
- Edelard's Quarry
- Thralls' Lair
- Edelard's Bounty
History[]
Released in the July 13, 2023 update.
References[]
- ↑ 2022-05-31; DIABLO IMMORTAL: THE STORY SO FAR. Blizzard Entertainment, accessed on 2022-06-03
- ↑ Diablo Immortal, A Call for Bellon
- ↑ Diablo Immortal, Edelard's Quarry
- ↑ Diablo Immortal, Apology to Cathrien
- ↑ Diablo Immortal, Duplicitous Proposition
- ↑ Diablo Immortal, Edelard's Bounty
- ↑ Diablo Immortal, Vow of Remembrance