As the echoes of the Vessel of Hatred campaign fade, a new chapter quietly unfolds for wanderers in Sanctuary. Ormus, the wizened chronicler of heroic deeds, begins doling out tasks under the banner “Deeds of a Champion.” One such assignment feels more like a whispered dare than a simple errand: complete the questline known as Tenets of Depravity. The name alone conjures images of forbidden rites and shattered faith, but the path to its beginning can leave even seasoned adventurers scratching their heads. This guide sets out to clear that fog, illuminating each grim step through the jungles of Nahantu and beyond.

The first thread of this tangled story is called Tenets of Depravity: Sacrament of the Faithless. To snag it, one must locate a lone Guard stationed on the eastern fringe of Kurast. Now, Kurast itself is a sprawling, swamp-kissed metropolis swallowed by the Nahantu region—a place where the air hangs heavy with incense and regret. The Guard stands like a stone sentinel, perhaps daydreaming about quieter times before Nahantu became a crucible of corruption. Honestly, if you’ve ever gotten lost in Kurast’s winding alleys, you’ll know finding him isn’t exactly a leisurely stroll. His directions, though gruff, set the hunt in motion.
Once the quest is securely tucked into the journal, the real journey begins. The tracker points toward the northwestern corner of the Seven Stones area, a stretch of land in western Nahantu where the jungle canopy groans under its own weight. Here, tucked amid crumbling masonry and whispering foliage, a figure waits: Priest Dmitriy. His eyes carry the kind of exhaustion that no amount of rest can cure. A brief conversation and a weathered document later, the trail suddenly veers away from Nahantu entirely—toward Gea Kul, the sun-scorched port in southwestern Kehjistan. This sudden shift in scenery feels almost like a breath of stale, dusty air after the oppressive humidity, but the task remains grim. In Gea Kul, the Cathedral of Light’s authority must be tracked down, and that means a tense audience with Reverend Mother Prava. Let’s be real, nobody enjoys parleying with zealots, but her clipped words unlock the next lock on this chain.

What follows is a return to the Seven Stones, but now the air is thick with unspoken dread. The quest has evolved into Tenets of Depravity: An End to Suffering, and it commands entry into the Knight Command Quarters. The name suggests order, but inside, all that remains is fury. Burned Knights—hulking, charred zealots whose faith has curdled into endless rage—lunge from the shadows. The battle is a frantic waltz of steel and singed flesh, each swing echoing through halls that have long forgotten peace. When the last knight crumples to the floor embers, Priest Dmitriy reappears, his voice little more than a tremor. He speaks of what comes next, and a new quest sears itself into the quest log: Tenets of Depravity: Champions to Madness.
This chapter forces a descent deeper into the Seven Stones, right to its pulsing heart. There, Marzhan the Scribe waits—a man whose quill probably scratches out inky nightmares instead of simple records. He listens, nods, and then gestures toward an ancient arena nearby. Oh, the arena fight is a real teeth-clencher. Wave after wave of brutal combatants surge forward, each one more unhinged than the last, their minds shattered by whatever dark gospel they’ve embraced. When the dust settles and the crowd’s phantom roars fade, another hushed exchange with Marzhan catapults the adventurer into the final, harrowing act: Tenets of Depravity: Scion of Blasphemies.
Now the journey descends into the Temple of Profane—a labyrinthine dungeon where the very walls seem to whisper heresies. This is the longest, most grueling segment of the questline. Corridors twist, traps hiss, and grotesque monstrosities scuttle out of the gloom, eager to test a hero’s mettle. Step by step, the temple peels back layers of its own depravity, until at last, the source of the corruption is laid bare and destroyed. When the temple’s altar finally falls silent, a quiet truth settles over Nahantu: the questline is complete.
Emerging from that unholy pit, the journal updates with a soft, almost anticlimactic note—the “complete the Questline Tenets of Depravity” objective under Deeds of a Champion is marked done. The weight lifts, and other tasks beckon. Through sweat, blood, and more than a few muttered curses, the tales of the depraved have been silenced, and Ormus can add another deed to his ever-growing list. For the wanderer, the road ahead remains as dark and inviting as ever.
Information is adapted from community-driven guidance on GameFAQs, where quest walkthroughs often emphasize the same friction points seen in Tenets of Depravity—pinpointing the eastern-edge Kurast Guard to trigger “Sacrament of the Faithless,” then following the chain through Seven Stones NPC handoffs, the Knight Command Quarters fight, the arena waves, and finally the longer Temple of Profane dungeon that closes out Ormus’s “Deeds of a Champion” objective.