Soul Really Matters to Me: Let's Play Pillars of Eternity

1. Introduction and Character Creation

Chandagnac

Broken Robot
Location
Nowhere




Hey, guys! In case it wasn't obvious from the title and the above images, I've decided to post a Let's Play of Pillars of Eternity (which I will sometimes refer to as POE 1). I'm trapped in an unhealthy love-hate relationship with this game. It's given me lots of enjoyment over the years – all told, I've spent 370 hours playing it, according to my Steam account – but there've been plenty of times when I've wanted to uninstall it and never look at it again. I know there are several people on this board who really hate this game. I can understand why: in places, it deserves to be heavily criticized. But I also think there's some very interesting stuff in POE 1 and I want to share it with anyone who can be bothered to read this.

Pillars of Eternity was developed by Obsidian Entertainment, who also made Knights of the Old Republic 2: The Sith Lords, Neverwinter Nights 2, Fallout: New Vegas, and South Park: the Stick of Truth. If it sounds like they've made a lot of games based on other people's intellectual properties, it's because they have. The way I hear it, before they made Pillars of Eternity, they really wanted to make something new and original, something that would be successful: that would please their fans, be critically-acclaimed, and make massive amounts of dosh. Instead, they made Pillars of Eternity.

I kid, I kid… :p

Nah, before they made Pillars of Eternity, Obsidian were in financial difficulties because they'd been jerked around by bigger companies and had a bunch of projects cancelled. So, they decided to do their own thing, make the game they really wanted to make, and crowdfund it using Kickstarter. They tapped into a rich seam of nostalgia for the old infinity engine games (Baldur's Gate and Icewind Dale, mainly), promising to make a spiritual successor to those games, but with updated graphics and a more streamlined interface. Also, they appealed to fans of fantasy roleplaying games who'd got sick of how major videogame publishers seem obsessed with better graphics at the expense of story and content. Their crowdfunding campaign was very successful and raised over $4 million. Overall, Pillars of Eternity was a success, which meant that Obsidian Entertainment could stay in business and make games such as… uh… Tyranny (a game which can charitably be described as 'like Pillars of Eternity, but not as good'), Pathfinder Adventures (a game which can charitably be described as 'a crappy mobile game'), and Pillars of Eternity 2: Deadfire. Woohoo, I guess!


Anyway, I'm going to be playing this game on the 'Hard' difficulty. On the lower difficulty settings, the game is a bit too easy and I never feel hard-pressed enough to need to use any of the consumables (potions, scrolls, etc). The hardest difficulty is 'Path of the Damned', which I can't be bothered with because even the low-level mook enemies have massive amounts of health and it just wrecks my suspension of disbelief.

I've played through the whole game on 'Expert' mode and quite liked it, but in general I prefer to know whether I'm about to summon a magical wall of flame angled towards me, at right angles to me, or on top of my own party. Useful to know, huh? So, this time, I'll be playing with some of the 'help' features enabled.


Oh, right. This is what the game is really about. The loading screens. If you can be bothered to play this game, you'll be seeing more of these than anything else. If not, I'll suffer so you don't have to! ;)

77,000 fans, eh? Hmm. Imagine if Obsidian turned them all on at once.

Here's the opening crawl:




Pleasant-voiced American-accented narrator, slightly pretentious narration, ominous foreshadowing and scene-setting. We're off to a good start!

Now, character creation!


Am I a boy? Or am I a girl?
[] Male
[] Female

(Yeah… I'm more used to running quests on this site. In fact, I'm running two right now. If I go a long time between updates it's probably because of that and because I'm got a full-time job as well.)

Basically, this is a cosmetic choice that makes no real difference to gameplay. Male and female player characters in POE 1 have the same stat bonuses, are treated exactly the same, and have basically the same dialogue options.

However, despite the fact that player characters of either gender have equal opportunities in this game, I get the impression that the setting of POE 1 is kind of sexist. All of the authority figures we'll meet in the Dyrwood are male, with the exception of the high priestess of Magran and a few mid-ranking Knights of the Crucible. There are numerous examples of female NPCs whose lives seem dominated by men, or who've been abused by men, and little to suggest that this isn't seen as 'normal'. Or maybe that's just a sadly accurate reflection of the real world. I dunno.

One of the early 'complaints' about Pillars of Eternity 2: Deadfire that I saw posted online was that each major faction has at least one high-ranking female character: some of them have female leaders! (Shock, horror, etc!) :o

If I'd bothered to reply, I would have said, "So what?" and pointed out that they all have high-ranking male characters as well. It's a depiction of a society where men and women are treated equally – what's wrong with that? However, the complainant seemed to think that this was unrealistic and that Obsidian were pandering to Feminists and 'Social Justice Warriors'.

Ugh, it depresses me that so many gamers seem to think that equality is a bad thing. It makes me despair for the human race, it really does. :rolleyes:

Speaking of which…


It's time to choose the player-character's race!

Aumaua are… they kind of remind me of Orcs, but from one of the more morally-ambiguous fantasy settings where Orcs aren't Always Chaotic Evil. In the sequel, there's an Aumaua Druid whose skin colour, voice acting, and general appearance are such that if you put him in, say, Eberron, and told me that he was an Orc Druid, I'd believe you. Aumaua are big and strong, have sharp teeth, semi-webbed hands and feet, and lay eggs.

They come in two flavours: Island Aumaua and Coastal Aumaua. Island Aumaua have brown and yellow skin; Coastal Aumaua have blue and green skin. Island Aumaua get an extra weapon set (which is kind of a crappy bonus, unless you make it an essential part of your character build). Coastal Aumaua get added resistance to being stunned or knocked prone (which is… very circumstantial, but not terrible).

After playing through POE 2: Deadfire, I'm tempted to make my next player character an Aumaua named Ernesto "Ekera" Guevara.


In appearance, Dwarves are very similar to the generic Dwarves in any other bog-standard fantasy setting: short and stumpy, but very solidly-built. However, Obsidian tried very hard to make them different from the norm. So, instead of living underground and being great miners, smiths, and craftsmen, Dwarves in Pillars of Eternity have a racial predilection for travelling and exploring the world, and have a reputation for being the first to travel to… pretty much anywhere, really. (Except in POE 1's expansion pack, The White March, which focuses on an underground fortress built by Dwarves who were great miners as well as being some of the best smiths their world has ever known. The more things change, eh?)

There are two varieties of Dwarf in this game: Mountain Dwarves, who are your basic, generic, globetrotting Dwarves; and Boreal Dwarves, who live in a frozen, snow-covered landscape and have to be mighty hunters to survive. Mountain Dwarves get a racial bonus to resist Poison and Disease attacks (which is a crappy bonus, way too circumstantial, and they changed it for the sequel). Boreal Dwarves get a huge bonus to accuracy against Wilder and Primordial creatures (which is an incredible bonus, makes you extraordinarily deadly in battle against… uh, roughly a quarter of all the enemies you'll fight in this game, but they toned it down for the sequel).


Most of the Elves we'll see in POE 1 are Wood Elves. They're kinda like the elves in every other generic fantasy setting. Except not. Yes, they have pointy ears, tend to be decent archers, some of them live in the woods, and they can live for hundreds of years, but apart from that… they're not particularly wise or mystical, they're not beautiful and they don't seem to have any special connection to nature. In fact, elves in this setting are so well-integrated into human cultures that a lot of them have human names. As we go through POE 1, we'll come across elves named Lilith, Nestor, and Alice Aelys (well, it's pronounced 'Alice'). If we get as far as POE 2, we'll come across an elf named Oswald. Across the two games, there's only one conversation I can think of which suggests elvish longevity makes them different from any of the other races in this setting or gives them a unique outlook on the world. At all other times, they're just like anyone else, just like humans, working as woodcutters, merchants, farmers, or whatever. Even when they're snobbish nobles, they're no different from human snobbish nobles.

It makes me wonder why Obsidian bothered to include Elves and Dwarves in this game. I mean, on the one hand, I applaud their attempts to avoid the usual fantasy clichés, but on the other hand if they were going to change everything people thought they knew about Elves and Dwarves, why keep them as Elves and Dwarves? Why not change them into completely new fantasy races? I mean, the Aumaua are pretty cool. They could have created another couple of races like that, maybe?

I suspect that Obsidian's writers didn't really want to include Elves and Dwarves in the Pillars of Eternity setting, but felt like they would lose sales if they didn't. Certain fantasy fans really like Elves and Dwarves (uh… mainly elves, to a creepy extent) and would probably have refused to buy the game if they couldn't play as Princess Galadriel Moonflower or whatever.

Anyway… Wood Elves get a racial accuracy bonus when attacking enemies at long range. That makes them excellent archers. You'd think that would be a useful bonus for wizards as well, wouldn't you? Well, you'd be wrong. Most wizard spells in this game are too short-ranged for the bonus to make any difference.

Pale Elves are the other variety of elf in this game. When I first played through POE 1, I got the idea that they were mysterious and inscrutable beings, enigmatic natives of the frozen lands of the far south who worship the god of cold and oblivion. I thought they were very interesting, if strange. But then the Beast of Winter expansion pack came out for POE2 and showed me that, actually, most Pale Elves are happy-go-lucky Scandinavian-accented fellows who seem entirely too cheerful at the prospect of imminent death and the annihilation of their souls. So yeah. Nothing mysterious about them, really.

The Pale Elf racial bonus is very situational, but in a lot of ways it's almost too good: they get massive amounts of resistance to cold and fire damage. By itself, that's almost enough to completely shut down certain enemies in this game. Of course, this bonus was toned down for the sequel.


Orlans are kinda like hobbits. In fact, they seem to be based on one of JRR Tolkien's comments about how, being short and physically weak, hobbits would probably have been enslaved by humans if Middle Earth were a more realistic setting. And so, Orlans are very short, hairy, and physically weak; and at various times many of them have been enslaved by the larger races of the setting. For that reason, Orlans have had to be ferocious fighters to have any chance of preserving their lives and freedoms.

Orlans come in two flavours: Wild Orlans and Hearth Orlans. Wild Orlans are covered in thick fur; Hearth Orlans are much less furry and have more human-like faces. Wild Orlans get a bonus to all of their defences after someone attacks their Will save; Hearth Orlans do more damage when fighting in groups and attacking the same target. Decent bonuses, but it depends on what you use them for.


Humans are… mysterious creatures. Don't know much about them, sorry. They come in three flavours: dark chocolate, caramel, and extra milky.

Seriously, though… there are three types of Human in this game: Ocean Folk, Savannah Folk, and Meadow Folk.

Ocean Folk are dark-skinned, renowned for being bold explorers and world-travellers. They originally came from Old Vailia, where everyone talks in a comedy Italian accent which sounds like they're doing impressions of the Mario Brothers. (The Vailian language seems to be mostly based on badly-mangled Italian but with a few words borrowed from other romance languages such as Spanish.)

Savannah Folk have tanned skin and originally came from the Ixamitl plains, which are roughly analogous to Mesoamerica. You see, while most high fantasy stories take place in a fantasy version of medieval Europe, POE 1 takes place in a fantasy version of America after the colonizing British Aedyran and Spanish Vailian Empires were kicked out. That's the kind of unique twist you can expect from Obsidian Entertainment, folks! Also, whereas the Mesoamerican region is south of the USA, the Ixamitl Plains are north of the Dyrwood (which is sort-of equivalent to the USA). OMG, what a twist! That is just… genius, am I right? :o

Meadow Folk are your generic white people, who originally came from Aedyr, which is largely covered in tropical rainforest. Despite the fact that they evolved in a hot, sunny country, they have pale skin because… oh, I don't know: evolution is a lie, kids!

(In case you were wondering… I'm being sarcastic. Very, very sarcastic.)

Anyway, the three different types of Human all have the same stat bonuses and a racial ability which means they temporarily power-up when their Endurance is reduced below 50%. (In POE 1, Health and Endurance are separate meters. Related, but separate. It's complicated.)


The Godlike are… well, they're not really a race. They can't breed, for one thing. Basically, a god imbues an unborn child with special powers and changes their appearance to match their theme. Doesn't matter if the child is human, dwarven, aumaua, or whatever – they're still 'godlike'.

There are ten gods in this setting and they all have their own godlikes, but the player character can only be one of these four: Nature Godlike (associated with Galawain, god of the hunt), Death Godlike (associated with Berath, god of death), Fire Godlike (associated with Magran, goddess of flames and war), and Moon Godlike (associated with Ondra, goddess of the sea).

Nature Godlike tend to have antlers or horns. They're often covered in plants or fungi. Death Godlike have strange cancer-like growths covering their heads. Fire Godlike look like they're made of metal and their heads are on fire. Moon Godlike have glowing blue skin and moon-shaped growths on their heads.

Because of their horns, strange growths, or oddly-shaped heads, Godlikes can't wear helmets, but they make up for this with powerful racial bonuses. Nature Godlike get a hefty boost to their stats when their health dips below 50%. Death Godlike get increased damage against enemies who already have low health. Fire Godlike get more damage reduction and do fire damage to anyone who hits them when their health dips below 50%. Moon Godlike generate waves of healing energy when their Endurance dips below certain thresholds.

So, now you've seen all the options, it's time to decide!

What race should I be?
[] Human
[] Aumaua
[] Dwarf
[] Elf
[] Orlan
[] Godlike

(The different races of Pillars of Eternity aren't cross-fertile, so no half-elves.)

Next, I need to choose a Class...

Barbarians are powerful – if somewhat fragile – melee combatants who can do a lot of damage to large groups of enemies at once, frighten their enemies, or quickly charge to the other end of the battlefield. That sort of thing.

Chanters are the Pillars of Eternity equivalent of D&D Bards. They invoke the power of the spirits by chanting ritual phrases which buff their allies or debuff their enemies. Then, when they've gathered enough power, they can use it to cast spells or summon friendly monsters. Very cool. Chanters are one of my favourite classes in POE 1.

Ciphers have psionic powers. They gather power by doing damage to their enemies. Then, when they've done enough damage, they can use psychic powers. For example, they can take over an enemy's mind, stab them with psionic blades, or steal someone else's mental strength and use it to buff themselves.

Druids have a mystical connection to nature which enables them to shapeshift and cast powerful spells. Very similar to D&D Druids.

Fighters are good at fighting. It's obvious, innit? (Well, more seriously, every adventuring party needs a meat shield, someone to engage enemies and soak up damage. Fighters are good at that.)


Monks are martial artists and dedicated masochists who gain power as they take damage. They leap into battle shouting the mystical phrase, "Hit me harder!"

Paladins are fanatical warriors devoted to a specific cause. They don't have much in common with D&D Paladins other than the name and the knightly theme. Their zeal gives them mystical powers because… uh, I don't know. Probably something to do with soul energy, like everything else in this game. Some non-playable Paladin orders are devoted to serving a specific god (for example, the 'Fellows of St Waidwen Martyr' are devoted servants of Eothas; the 'Steel Garrote' [sic] are dedicated to Woedica), but the player character can join one of only five Paladin orders: the Bleak Walkers, Darcozzi Paladini, the Goldpact Knights, the Kind Wayfarers, and the Shieldbearers of St. Elcga. None of them have much to do with the gods.

In theory, the Bleak Walkers have a really interesting purpose and motivation: they're dedicated to ending wars by making the consequences of going to war so horrible that no one will ever dare fight again. They're cruel and merciless, but they're doing it for a cause that seems kinda noble. However, in practice, they're a bunch of murderous psychotic thugs who often seem to be used as pawns by evil rulers who don't care about the consequences of their actions.

Old Vailia (the land mass where the Ocean Folk humans originally came from) was once a unified nation, but more recently it collapsed into dozens of warring city-states. The Darcozzi Paladini are Old Vailian loyalists dedicated to the restoration of the Ancien Régime.

Goldpact Knights are the perfect mercenaries, dedicated to money. Once a contract is agreed, they have a reputation for being incorruptible.

Kind Wayfarers are dedicated to helping travellers lost in the wilderness, protecting them from monsters, and so on.

Shieldbearers of St. Elcga are an Aedyran institution, dating back to the time just before the elves and humans of Aedyr were united. Elcga was an elven noblewoman who was trying to negotiate a peace treaty. The original Shieldbearers of St. Elcga were her bodyguards. At one of the negotiations, they were unarmed except for their shields, but they still managed to foil an assassination attempt. Elcga's negotiations eventually led to the unification of the human and elven kingdoms, forming the Aedyran Empire. In her memory, the Shieldbearers of St. Elcga are dedicated to peace through diplomacy and honest dealing.

Um… at various times, while playing POE 1, I got the feeling that elves are second-class citizens in Aedyr, even though they're supposed to be equal to humans. Partly because the human kingdom of Aedyr joined with the elven kingdom of Kulklin to become the Aedyran Empire. Partly because the unification is based on the symbolic marriage of the human fercönyng (pronounced 'fayr-co-ning', which means 'first king') and the elven mecwyn (pronounced 'may queen', which apparently means 'illustrious queen'), but according to all the lore books it seemed like the fercönyng was in charge of everything, at least in the Dyrwood, while the mecwyn was fairly passive.

The alliance between elves and humans is supposed to be held together by symbolic marriages, or 'haemnegs', between noblemen of the one race and noblewomen of the other, but the only one we ever get to hear about, other than that between the mecwyn and fercönyng, was between a powerful human nobleman and an elf woman who was a relatively poor minor noblewoman. It destroyed her marriage to her elven husband: overwhelming jealousy turned him into an abusive drunk. Yeah, these symbolic marriages are supposed to be non-sexual, and people entering into them are supposed to already have husbands or wives of their own race, but apparently they're often used as a cover for adultery.

I dunno, I really got the feeling that, to paraphrase George Orwell, the elves and humans of Aedyr were equal, but some of them were more equal than others. All the human-elven relationships I got to hear about seemed weighted in favour of humans.

However, in POE 2: Deadfire, I read some lore about a poor human noblewoman in haemneg to a rich elf nobleman, and it didn't seem like she was having a good time of it. Also, I met the warriors of the Steel Garrote [sic], a group of fanatics dedicated to following the orders of the mecwyn no matter what. It made me feel that maybe my earlier impression was mistaken.

The "ae" in Aedyr is pronounced "a" as in 'cat'. "Aedyr" is pronounced "a deer" and means 'people of the deer'.

One of the most commonly-used Vailian words is "ado", which means 'hello'. However, despite my fervent wishes, I've yet to hear any of the NPCs singing, "Ado, Aedyr, a female deer!"

The voice-acting in POE 1 is generally very good, what little there is of it. However, some of the pronunciations are a bit iffy. According to the in-game pronunciation guide, Ixamitl is supposed to be pronounced "Ishamitl", but I've heard it pronounced "Icksamitl" by at least one of the characters in the game.

Also, despite listening to all the voice acting, I've still got no idea how the names of two of the gods are supposed to be pronounced. Maybe 'Skaen' should be pronounced the same as 'scan', but that just seems silly. I've heard it pronounced as 'Skahn' with an elongated 'a', and 'Skine' with an 'i' sound, but neither of those match the digraphs noted in the pronunciation guide. Maybe 'Wael' should be pronounced 'Wal', but I've only ever heard it pronounced 'Wahl' with an elongated 'a' or as 'Wile', which would make sense because Wael is kinda wily, but I dunno. Even after all that, I've got no idea.


Anyway, moving on, Priests are very much like D&D Clerics, only more fragile. Early on, they're a bit of a liability as they don't have enough spells to last for very long. However, later on, they gain loads of incredibly powerful spells. Their buffs are so useful that I'd go so far as to say that if you go into combat without a priest, you're handicapping yourself. (Priests in POE 2: Deadfire are so powerful that, before a recent patch, a level 20 Priest could defeat the final boss with a single empowered spell.)
- One of the NPC companions who can join the group early on is a Priest, but… well, he's a bit of a controversial figure, shall we say? ;)

Priests draw their power from the gods. All of the gods in Pillars of Eternity have their own priests, but the player character can only serve one of these five gods: Eothas (god of light and rebirth, most benevolent of all the gods), Berath (god of death), Magran (goddess of flames and war), Wael (god of knowledge and mysteries), and Skaen (god of violent rebellion).

Rangers are dedicated ranged combatants with animal companions who aid them in battle. Very similar to the D&D class.

Rogues are sneaky fellows who take advantage of status ailments to do extra damage to an enemy. Again, similar to the D&D class.

Wizards are Vancian casters who rely heavily on their grimoires as tools for casting spells. One interesting quirk of POE 1 is that, while a wizard only gets a certain number of spells per day, they can swap grimoires to gain access to a different range of spells, so long as they haven't already used all of their spells for that day. This makes wizards very versatile, if you've got a few spare spellbooks lying around. (Or, if you're like me, you fill a single spellbook with some of your favourites and never bother swapping them out.)

So, after all that… what class should I be, folks?
[] Barbarian
[] Chanter
[] Cipher
[] Druid
[] Fighter
[] Monk
[] Paladin
[] Priest
[] Ranger
[] Rogue
[] Wizard

I'll let you guys decide what sex, race, and class my character's gonna be, but after that I'm choosing the specifics.
 
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Hey, guys! In case it wasn't obvious from the title and the above images, I've decided to post a Let's Play of Pillars of Eternity (which I will sometimes refer to as POE 1). I'm trapped in an unhealthy love-hate relationship with this game. It's given me lots of enjoyment over the years – all told, I've spent 370 hours playing it, according to my Steam account – but there've been plenty of times when I've wanted to uninstall it and never look at it again. I know there are several people on this board who really hate this game. I can understand why: in places, it deserves to be heavily criticized. But I also think there's some very interesting stuff in POE 1 and I want to share it with anyone who can be bothered to read this.

Pillars of Eternity was developed by Obsidian Entertainment, who also made Knights of the Old Republic 2: The Sith Lords, Neverwinter Nights 2, Fallout: New Vegas, and South Park: the Stick of Truth. If it sounds like they've made a lot of games based on other people's intellectual properties, it's because they have. The way I hear it, before they made Pillars of Eternity, they really wanted to make something new and original, something that would be successful: that would please their fans, be critically-acclaimed, and make massive amounts of dosh. Instead, they made Pillars of Eternity.

I kid, I kid… :p

Nah, before they made Pillars of Eternity, Obsidian were in financial difficulties because they'd been jerked around by bigger companies and had a bunch of projects cancelled. So, they decided to do their own thing, make the game they really wanted to make, and crowdfund it using Kickstarter. They tapped into a rich seam of nostalgia for the old infinity engine games (Baldur's Gate and Icewind Dale, mainly), promising to make a spiritual successor to those games, but with updated graphics and a more streamlined interface. They appealed to fans of fantasy roleplaying games who'd got sick of how major videogame publishers seem obsessed with better graphics at the expense of story and content. And so, their crowdfunding campaign was very successful and raised over $4 million. Overall, Pillars of Eternity was a success, which meant that Obsidian Entertainment could stay in business and make games such as… uh… Tyranny (a game which can charitably be described as 'like Pillars of Eternity, but not as good'), Pathfinder Adventures (a game which can charitably be described as 'a crappy mobile game'), and Pillars of Eternity 2: Deadfire. Woohoo, I guess!



Anyway, I'm going to be playing this game on the 'Hard' difficulty. On the lower difficulty settings, the game is a bit too easy and I never feel hard-pressed enough to need to use any of the consumables (potions, scrolls, etc). The hardest difficulty is 'Path of the Damned', which I can't be bothered with because even the low-level mook enemies have massive amounts of health and it just wrecks my suspension of disbelief.

I've played through the whole game on 'Expert' mode and quite liked it, but in general I prefer to know whether I'm about to summon a magical wall of flame angled towards me, at right angles to me, or on top of my own party. Useful to know, huh? So, this time, I'll be playing with some of the 'help' features enabled.




Oh, right. This is what the game is really about. The loading screens. If you can be bothered to play this game, you'll be seeing more of these than anything else. If not, I'll suffer so you don't have to! ;)

77,000 fans, eh? Hmm. Imagine if Obsidian turned them all on at once.

Here's the opening crawl:





Pleasant-voiced American-accented narrator, slightly pretentious narration, ominous foreshadowing and scene-setting. We're off to a good start!

Now, character creation!



Am I a boy? Or am I a girl?

[] Male
[] Female

(Yeah… I'm more used to running quests on this site. In fact, I'm running two right now. If I go a long time between updates it's probably because of that and because I'm got a full-time job as well.)

Basically, this is a cosmetic choice that makes no real difference to gameplay. Male and female player characters in POE 1 have the same stat bonuses, are treated exactly the same, and have basically the same dialogue options.

However, despite the fact that player characters of either gender have equal opportunities in this game, I get the impression that the setting of POE 1 is kind of sexist. All of the authority figures we'll meet in the Dyrwood are male, with the exception of the high priestess of Magran and a few mid-ranking Knights of the Crucible. There are numerous examples of female NPCs whose lives seem dominated by men, or who've been abused by men, and little to suggest that this isn't seen as 'normal'. Or maybe that's just a sadly accurate reflection of the real world. I dunno.

One of the early 'complaints' about Pillars of Eternity 2: Deadfire that I saw posted online was that each major faction has at least one high-ranking female character: some of them have female leaders! (Shock, horror, etc!) :o

If I'd bothered to reply, I would have said, "So what?" and pointed out that they all have high-ranking male characters as well. It's a depiction of a society where men and women are treated equally – what's wrong with that? However, the complainant seemed to think that this was unrealistic and that Obsidian were pandering to Feminists and 'Social Justice Warriors'.

Ugh, it depresses me that so many gamers seem to think that equality is a bad thing. It makes me despair for the human race, it really does. :rolleyes:

Speaking of which…



It's time to choose the player-character's race!

Aumaua are… they kind of remind me of Orcs, but from one of the more morally-ambiguous fantasy settings where Orcs aren't Always Chaotic Evil. In the sequel, there's an Aumaua Druid whose skin colour, voice acting, and general appearance are such that if you put him in, say, Eberron, and told me that he was an Orc Druid, I'd believe you. Aumaua are big and strong, have sharp teeth, semi-webbed hands and feet, and lay eggs.

They come in two flavours: Island Aumaua and Coastal Aumaua. Island Aumaua have brown and yellow skin; Coastal Aumaua have blue and green skin. Island Aumaua get an extra weapon set (which is kind of a crappy bonus, unless you make it an essential part of your character build). Coastal Aumaua get added resistance to being stunned or knocked prone (which is… very circumstantial, but not terrible).

After playing through POE 2: Deadfire, I'm tempted to make my next player character an Aumaua named Ernesto "Ekera" Guevara.




In appearance, Dwarves are very similar to the generic Dwarves in any other bog-standard fantasy setting: short and stumpy, but very solidly-built. However, Obsidian tried very hard to make them different from the norm. So, instead of living underground and being great miners, smiths, and craftsmen, Dwarves in Pillars of Eternity have a racial predilection for travelling and exploring the world, and have a reputation for being the first to travel to… pretty much anywhere, really. (Except in POE 1's expansion pack, The White March, which focuses on an underground fortress built by Dwarves who were great miners as well as being some of the best smiths their world has ever known. The more things change, eh?)

There are two varieties of Dwarf in this game: Mountain Dwarves, who are your basic, generic, globetrotting Dwarves; and Boreal Dwarves, who live in a frozen, snow-covered landscape and have to be mighty hunters to survive. Mountain Dwarves get a racial bonus to resist Poison and Disease attacks (which is a crappy bonus, way too circumstantial, and they changed it for the sequel). Boreal Dwarves get a huge bonus to accuracy against Wilder and Primordial creatures (which is an incredible bonus, makes you extraordinarily deadly in battle against… uh, roughly a quarter of all the enemies you'll fight in this game, but they toned it down for the sequel).




Most of the Elves we'll see in POE 1 are Wood Elves. They're kinda like the elves in every other generic fantasy setting. Except not. Yes, they have pointy ears, tend to be decent archers, some of them live in the woods, and they can live for hundreds of years, but apart from that… they're not particularly wise or mystical, they're not beautiful and they don't seem to have any special connection to nature. In fact, elves in this setting are so well-integrated into human cultures that a lot of them have human names. As we go through POE 1, we'll come across elves named Lilith, Nestor, and Alice Aelys (well, it's pronounced 'Alice'). If we get as far as POE 2, we'll come across an elf named Oswald. Across the two games, there's only one conversation I can think of which suggests elvish longevity makes them different from any of the other races in this setting or gives them a unique outlook on the world. At all other times, they're just like anyone else, just like humans, working as woodcutters, merchants, farmers, or whatever. Even when they're snobbish nobles, they're no different from human snobbish nobles.

It makes me wonder why Obsidian bothered to include Elves and Dwarves in this game. I mean, on the one hand, I applaud their attempts to avoid the usual fantasy clichés, but on the other hand if they were going to change everything people thought they knew about Elves and Dwarves, why keep them as Elves and Dwarves? Why not change them into completely new fantasy races? I mean, the Aumaua are pretty cool. They could have created another couple of races like that, maybe?

I suspect that Obsidian's writers didn't really want to include Elves and Dwarves in the Pillars of Eternity setting, but felt like they would lose sales if they didn't. Certain fantasy fans really like Elves and Dwarves (uh… mainly elves, to a creepy extent) and would probably have refused to buy the game if they couldn't play as Princess Galadriel Moonflower or whatever.

Anyway… Wood Elves get a racial accuracy bonus when attacking enemies at long range. That makes them excellent archers. You'd think that would be a useful bonus for wizards as well, wouldn't you? Well, you'd be wrong. Most wizard spells in this game are too short-ranged for the bonus to make any difference.

Pale Elves are the other variety of elf in this game. When I first played through POE 1, I got the idea that they were mysterious and inscrutable beings, enigmatic natives of the frozen lands of the far south who worship the god of cold and oblivion. I thought they were very interesting, if strange. But then the Beast of Winter expansion pack came out for POE2 and showed me that, actually, most Pale Elves are happy-go-lucky Scandinavian-accented fellows who seem entirely too cheerful at the prospect of imminent death and the annihilation of their souls. So yeah. Nothing mysterious about them, really.

The Pale Elf racial bonus is very situational, but in a lot of ways it's almost too good: they get massive amounts of resistance to cold and fire damage. By itself, that's almost enough to completely shut down certain enemies in this game. Of course, this bonus was toned down for the sequel.




Orlans are kinda like hobbits. In fact, they seem to be based on one of JRR Tolkien's comments about how, being short and physically weak, hobbits would probably have been enslaved by humans if Middle Earth were a more realistic setting. And so, Orlans are very short, hairy, and physically weak, and at various times many of them have been enslaved by the larger races of the setting. For that reason, Orlans have had to be ferocious fighters to have any chance of preserving their lives and freedoms.

Orlans come in two flavours: Wild Orlans and Hearth Orlans. Wild Orlans are covered in thick fur; Hearth Orlans are much less furry and have more human-like faces. Wild Orlans get a bonus to all of their defences after someone attacks their Will save; Hearth Orlans do more damage when fighting in groups and attacking the same target. Decent bonuses, but it depends on what you use them for.




Humans are… mysterious creatures. Don't know much about them, sorry. They come in three flavours: dark chocolate, caramel, and extra milky.

Seriously, though… there are three types of Human in this game: Ocean Folk, Savannah Folk, and Meadow Folk,.

Ocean Folk are dark-skinned, renowned for being bold explorers and world-travellers. They originally came from Old Vailia, where everyone talks in a comedy Italian accent which sounds like they're doing impressions of the Mario Brothers. (The Vailian language seems to be mostly based on badly-mangled Italian but with a few words borrowed from other romance languages such as Spanish.)

Savannah Folk have tanned skin and originally came from the Ixamitl plains, which are roughly analogous to Mesoamerica. You see, while most high fantasy stories take place in a fantasy version of medieval Europe, POE 1 takes place in a fantasy version of America after the colonizing British Aedyran and Spanish Vailian Empires were kicked out. That's the kind of unique twist you can expect from Obsidian Entertainment, folks! Also, whereas the Mesoamerican region is south of the USA, the Ixamitl Plains are north of the Dyrwood (which is sort-of equivalent to the USA). OMG, what a twist! That is just… genius, am I right? :o

Meadow Folk are your generic white people, who originally came from Aedyr, which is largely covered in tropical rainforest. Despite the fact that they evolved in a hot, sunny country, they have pale skin because… oh, I don't know: evolution is a lie, kids!

(In case you were wondering… I'm being sarcastic. Very, very sarcastic.)

Anyway, the three different types of Human all have the same stat bonuses and a racial ability which means they temporarily power-up when their Endurance is reduced below 50%. (In POE 1, Health and Endurance are separate meters. Related, but separate. It's complicated.)




The Godlike are… well, they're not really a race. They can't breed, for one thing. Basically, a god imbues an unborn child with special powers and changes their appearance to match their theme. Doesn't matter if the child is human, dwarven, aumaua, or whatever – they're still 'godlike'.

There are ten gods in this setting and they all have their own godlikes, but the player character can only be one of these four: Nature Godlike (associated with Galawain, god of the hunt), Death Godlike (associated with Berath, god of death), Fire Godlike (associated with Magran, goddess of flames and war), and Moon Godlike (associated with Ondra, goddess of the sea).

Nature Godlike tend to have antlers or horns. They're often covered in plants or fungi. Death Godlike have strange cancer-like growths covering their heads. Fire Godlike look like they're made of metal and their heads are on fire. Moon Godlike have glowing blue skin and moon-shaped growths on their heads.

Because of their horns, strange growths, or oddly-shaped heads, Godlikes can't wear helmets, but they make up for this with powerful racial bonuses. Nature Godlike get a hefty boost to their stats when their health dips below 50%. Death Godlike get increased damage against enemies who already have low health. Fire Godlike get more damage reduction and do fire damage to anyone who hits them when their health dips below 50%. Moon Godlike generate waves of healing energy when their Endurance dips below certain thresholds.

So, now you've seen all the options, it's time to decide!

What race should I be?

[] Human
[] Aumaua
[] Dwarf
[] Elf
[] Orlan
[] Godlike

(The different races of Pillars of Eternity aren't cross-fertile, so no half-elves.)

Next, I need to choose a Class...



Barbarians are powerful – if somewhat fragile – melee combatants who can do a lot of damage to large groups of enemies at once, frighten their enemies, or quickly charge to the other end of the battlefield. That sort of thing.

Chanters are the Pillars of Eternity equivalent of D&D Bards. They invoke the power of the spirits by chanting ritual phrases which buff their allies or debuff their enemies. Then, when they've gathered enough power, they can use it to cast spells or summon friendly monsters. Very cool. Chanters are one of my favourite classes in POE 1.

Ciphers have psionic powers. They gather power by doing damage to their enemies. Then, when they've done enough damage, they can use psychic powers. For example, they can take over an enemy's mind, stab them with psionic blades, or steal someone else's mental strength and use it to buff themselves.

Druids have a mystical connection to nature which enables them to shapeshift and cast powerful spells. Very similar to D&D Druids.

Fighters are good at fighting. It's obvious, innit? (Well, more seriously, every adventuring party needs a meat shield, someone to engage enemies and soak up damage. Fighters are good at that.)




Monks are martial artists and dedicated masochists who gain power as they take damage. They leap into battle shouting the mystical phrase, "Hit me harder!"

Paladins are fanatical warriors devoted to a specific cause. They don't have much in common with D&D Paladins other than the name and the knightly theme. Their zeal gives them mystical powers because… uh, I don't know. Probably something to do with soul energy, like everything else in this game. Some non-playable Paladin orders are devoted to serving a specific god (for example, the 'Fellows of St Waidwen Martyr' are devoted servants of Eothas; the 'Steel Garrote' [sic] are dedicated to Woedica), but the player character can join one of only five Paladin orders: the Bleak Walkers, Darcozzi Paladini, the Goldpact Knights, the Kind Wayfarers, and the Shieldbearers of St. Elcga. None of them have much to do with the gods.

In theory, the Bleak Walkers have a really interesting purpose and motivation: they're dedicated to ending wars by making the consequences of going to war so horrible that no one will ever dare fight again. They're cruel and merciless, but they're doing it for a cause that seems kinda noble. However, in practice, they're a bunch of murderous psychotic thugs who often seem to be used as pawns by evil rulers who don't care about the consequences of their actions.

Old Vailia (the land mass where the Ocean Folk humans originally came from) was once a unified nation, but more recently it collapsed into dozens of warring city-states. The Darcozzi Paladini are Old Vailian loyalists dedicated to the restoration of the Ancien Régime.

Goldpact Knights
are the perfect mercenaries, dedicated to money. Once a contract is agreed, they have a reputation for being incorruptible.

Kind Wayfarers are dedicated to helping travellers lost in the wilderness, protecting them from monsters, and so on.

Shieldbearers of St. Elcga
are an Aedyran institution, dating back to the time just before the elves and humans of Aedyr were united. Elcga was an elven noblewoman who was trying to negotiate a peace treaty. The original Shieldbearers of St. Elcga were her bodyguards. At one of the negotiations, they were unarmed except for their shields, but they still managed to foil an assassination attempt. Elcga's negotiations eventually led to the unification of the human and elven kingdoms, forming the Aedyran Empire. In her memory, the Shieldbearers of St. Elcga are dedicated to peace through diplomacy and honest dealing.

Um… at various times, while playing POE 1, I got the feeling that elves are second-class citizens in Aedyr, even though they're supposed to be equal to humans. Partly because the human kingdom of Aedyr joined with the elven kingdom of Kulklin to become the Aedyran Empire. Partly because the unification is based on the symbolic marriage of the human fercönyng (pronounced 'fayr-co-ning', which means 'first king') and the elven mecwyn (pronounced 'may queen', which apparently means 'illustrious queen'), but according to all the lore books it seemed like the fercönyng was in charge of everything, at least in the Dyrwood, while the mecwyn was fairly passive.

The alliance between elves and humans is supposed to be held together by symbolic marriages, or 'haemnegs', between noblemen of the one race and noblewomen of the other, but the only one we ever get to hear about, other than that between the mecwyn and fercönyng, was between a powerful human nobleman and an elf woman who was a relatively poor minor noblewoman. It destroyed her marriage to her elven husband: overwhelming jealousy turned him into an abusive drunk. Yeah, these symbolic marriages are supposed to be non-sexual, and people entering into them are supposed to already have husbands or wives of their own race, but apparently they're often used as a cover for adultery.

I dunno, I really got the feeling that, to paraphrase George Orwell, the elves and humans of Aedyr were equal, but some of them were more equal than others. All the human-elven relationships I got to hear about seemed weighted in favour of humans.

However, in POE 2: Deadfire, I read some lore about a poor human noblewoman in haemneg to a rich elf nobleman, and it didn't seem like she was having a good time of it. Also, I met the warriors of the Steel Garrote [sic], a group of fanatics determined to following the orders of the mecwyn no matter what. It made feel that maybe my earlier impression was mistaken.

The "ae" in Aedyr is pronounced "a" as in 'cat'. "Aedyr" is pronounced "a deer" and means 'people of the deer'.

One of the most commonly-used Vailian words is "ado", which means 'hello'. However, despite my fervent wishes, I've yet to hear any of the NPCs singing, "Ado, Aedyr, a female deer!"

The voice-acting in POE 1 is generally very good, what little there is of it. However, some of the pronunciations are a bit iffy. According to the in-game pronunciation guide, Ixamitl is supposed to be pronounced "Ishamitl", but I've heard it pronounced "Icksamitl" by at least one of the characters in the game.

Also, despite listening to all the voice acting, I've still got no idea how the names of two of the gods are supposed to be pronounced. Maybe 'Skaen' should be pronounced the same as 'scan', but that just seems silly. I've heard it pronounced as 'Skahn' with an elongated 'a', and 'Skine' with an 'i' sound, but neither of those match the digraphs noted in the pronunciation guide. Maybe 'Wael' should be pronounced 'Wal', but I've only ever heard it pronounced 'Wahl' with an elongated 'a' or as 'Wile', which would make sense because Wael is kinda wily, but I dunno. Even after all that, I've got no idea.




Anyway, moving on, Priests are very much like D&D Clerics, only more fragile. Early on, they're a bit of a liability as they don't have enough spells to last for very long. However, later on, they gain loads of incredibly powerful spells. Their buffs are so useful that I'd go so far as to say that if you go into combat without a priest, you're handicapping yourself. (Priests in POE 2: Deadfire are so powerful that, before a recent patch, a level 20 Priest could defeat the final boss with a single empowered spell.)
- One of the NPC companions who can join the group early on is a Priest, but… well, he's a bit of a controversial figure, shall we say? ;)

Priests draw their power from the gods. All of the gods in Pillars of Eternity have their own priests, but the player character can only serve one of these five gods: Eothas (god of light and rebirth, most benevolent of all the gods), Berath (god of death), Magran (goddess of flames and war), Wael (god of knowledge and mysteries), and Skaen (god of violent rebellion).

Rangers are dedicated archers with animal companions who aid them in battle. Very similar to the D&D class.

Rogues are sneaky fellows who take advantage of status ailments to do extra damage to an enemy. Again, similar to the D&D class.

Wizards are Vancian casters who rely heavily on their grimoires as tools for casting spells. One interesting quirk of POE 1 is that, while a wizard only gets a certain number of spells per day, they can swap grimoires to gain access to a different range of spells, so long as they haven't already used all of their spells for that day. This makes wizards very versatile, if you've got a few spare spellbooks lying around. (Or, if you're like me, you fill a single spellbook with some of your favourites and never bother swapping them out.)

So, after all that… what class should I be, folks?

[] Barbarian
[] Chanter
[] Cipher
[] Druid
[] Fighter
[] Monk
[] Paladin
[] Priest
[] Ranger
[] Rogue
[] Wizard

I'll let you guys decide what sex, race, and class my character's gonna be, but after that I'm choosing the specifics.

Wizards can wear armor, use GUNS, and still cast their magical spells. If I were you, I'd play a Wizard.
 
[X] Barbarian

Don't care or mind much for the other bits but I'd like to see a Barbarian mainly because I'm quite unskilled with them.

Also that was a really good OP. Good on job on that, mate.
 
[X] Cipher.

The Mother is pretty much character-less and I hear Ciphers are back to being OP after the expansion. This way you get broken awesomeness and can have actual party members. :p

Played a Chanter in my playthrough (stopped right after jumping into the pit during the 1.0 release, I literally couldn't bring myself to care enough to finish the final dungeon...). Be interesting to see how you go through this. :)
 
2. Character Creation Is Finally Finished!
Also that was a really good OP. Good on job on that, mate.
Thank you very much. I'm glad you enjoyed reading it.

The Mother is pretty much character-less and I hear Ciphers are back to being OP after the expansion.
Hmm, yeah. I got quite irritated with the Grieving Mother's constant whingeing.

Grieving Mother: "Wah! Wah! Dead babies! Wah!"
Eleni Callows (my character): "I know! What's happened to the Dyrwood is terrible! The Hollowborn Crisis is the most awful thing I've ever heard of! But don't you ever talk about anything else? Even for five minutes?"

From what I remember, the only reason to invite Grieving Mother into your party is to get a slightly less shitty ending to one of the quests by wiping the memories of someone who's had something horrible done to her. I'm not sure if a player character Cipher can do the same thing.

Wizards can wear armor, use GUNS, and still cast their magical spells. If I were you, I'd play a Wizard.
That one vote for Wizard, one vote for Barbarian, and two votes for Cipher.

The ayes have it! Looks like I'll be playing a Cipher.

Yeah, you'd think that, wouldn't you? :evil:

I'm going to take this opportunity to try something I've never done before: melee Cipher! First, I need to select two powers to start the game with.


Hmm. Whispers of Treason is incredibly good: you use it to turn one of your enemies into an ally for a short time. When I played through POE 2: Deadfire as a Cipher/Rogue, Whispers of Treason was the only Cipher power I regularly used during the first portion of the game.

The other power I've chosen is Mind Wave, which can damage several enemies at once and knock them prone. The area of effect is a bit weird, but I'll do what I can with it.
Antipathetic Field can do a lot of damage under the right circumstances, but it requires very careful positioning and micromanagement. I've decided it's not for me.

Eyestrike and Tenuous Grasp cause negative status effects to a single target. They're okay, but not as good as Whispers of Treason. (And they're probably redundant if you've got a Wizard in your party.)

I'll take Soul Shock next level.


Now, I need to put points in my character's Attributes. Pillars of Eternity was obviously inspired by Dungeons and Dragons, so these are very much like Ability Scores in D&D – some of them even have the same names – but Obsidian tried to make them a bit different. They tried to make all of them useful and valuable so that it would be difficult to turn any of them into dump stats.

Might isn't the same thing as Strength, except when it is. In combat, it doesn't matter whether you're a sword-swinging warrior or a spell-casting mage: either way, you want high Might because it means that your attacks will do more damage. Also, party healers want high Might because it gives them a bonus to how damage they can heal. Outside of combat, if your main character has high Might, it gives you access to conversation options involving feats of strength and physical intimidation.

There are very few character builds in this game who don't want high Might. Vanishingly few can afford to use it as a dump stat. (Uh… maybe a frontline fighter whose sole purpose is to absorb damage without dishing it out, or a Priest who only ever uses buff and debuff spells?) Basically, if you want to be dishing out damage or healing, you need Might.

Ciphers want high Might because it means they do more damage with their basic attacks, which allows them to gain Focus quicker, which enables them to use their psychic powers more often. I'm going to pump up my character's Might as much as I dare.

Constitution determines how much Health and Endurance a character has, and how resistant they are to poisons, disease, magically-summoned maggots chewing at their insides, and so on.

If my character is going to be a melee fighter, he probably needs at least average Constitution. But I'm tempted to lower it just a bit to give me points I can use for something else. I mean… he's not going to be the main party tank, right? Nah, better not.

Dexterity determines your character's action speed and how good they are at dodging. In conversations, it gives you access to options involving physical agility, nimble movements, and so on.

I'd like to be able to max out my character's Dexterity so he'd get more actions, but I'm not going to have enough points to do that. I'll pump it up just a little.

Perception gives you bonus accuracy and a higher chance of scoring Critical Hits. In conversations, it allows you to notice things that other characters might not.

I definitely don't want to lower my character's Perception (thereby taking a penalty to accuracy), but I can't afford to raise it. My character build doesn't rely on high Perception, so I don't need it to be higher than average. Would be nice, though…

Intellect determines the duration and area of effect of your special abilities. For example, if you inflict a negative status effect on one of your enemies, having high Intellect will increase its duration by several seconds. (Somewhat surprisingly, Barbarians really benefit from having high Intellect.) In conversation, if your character has high Intellect, you get extra options which show how intelligent and well-educated your character is.

Most Cipher powers benefit from having high Intellect and are devastated by its lack, so I'll be pumping up my character's Intellect as high as I reasonably can. (However, there are a number of Intellect-boosting items you can find early on, so it's not as much of a priority as Might.)

Resolve gives you bonuses to several saving throws, making you harder to hit or affect with negative status effects. This attribute seems to be one that most characters builds use as a dump stat. (Well, if you're a ranged combatant and you're never a target for enemy attacks, you don't need Resolve because you're not using it for anything. Other builds take the view that the best defence is a strong offence, and they lower Resolve so they can use the points to increase Might or Dexterity.) In a way, that's a shame because there are some very interesting conversation options which you'll never see unless you've got high Resolve.

As a melee Cipher, my character needs fairly good Resolve because otherwise he'll be getting constantly interrupted and never have a chance to use any of his psychic powers.

Ooh, this is hard…


That'll do, I guess.

I don't like min-maxing because you tend to end up with idiot savants who are amazingly good at one thing and pathetically terrible at something else. I like to imagine my characters as well-rounded individuals.

The problem is that, from a roleplaying perspective, POE 1 rewards min-maxing, or at least doesn't penalize it much. You get extra dialogue options for having a high Intellect, for example, but you don't get dialogue options taken away if your main character's Intellect is so low that they should be reclassified as livestock. Unlike Arcanum or the original Fallout games, there are no 'stupid' dialogue options for characters with low Intellect. Characters with very low Dexterity don't get special dialogue where they're too slow to move out of the way in time, characters with very low Perception don't get special dialogue where they failed to notice someone standing right in front of them, and characters with very low Might don't get special dialogue where they're too weak to pick something up. They just get the 'normal' dialogues. The fact that they have one of the Attributes lowered to the bare minimum doesn't affect them at all except in combat, in which they tend to have glaring Achilles' heels, but that's something a skilled player can work around.

So… I guess what I'm trying to say is… maybe my characters aren't terribly well-optimized. Oh well, I can live with it.


Next, I need to choose my character's homeland.

POE 1 takes place in the Eastern Reach (i.e. the new world, fantasy America), in a country called the Dyrwood. It's important to the plot that your main character is new to the region. He or she can't be a native Dyrwoodan, or from the nearby countries of Readceras, the Vailian Republics, or Eir Glanfath.

Instead, you get seven possible homelands to choose from: Aedyr, the Deadfire Archipelago, the Ixamitl Plains, the Living Lands, Old Vailia, Rauatai, and the White that Wends.

I've mentioned Aedyr, Old Vailia, and the Ixamitl Plains before. See above.

The Deadfire Archipelago is basically fantasy Polynesia (and is the setting for POE 2: Deadfire).

The Living Lands sounds like a fascinating place: incredibly diverse, teeming with amazing plant and animal life found nowhere else on the planet, with much of it still unexplored.

Rauatai is the empire of the Coastal Aumaua. It's not really apparent in POE 1, but the Rauataians have a bit of an 'Imperial Japan' theme going on, partly in their general aesthetic and partly in their attitude of 'Our fellow Asians Aumaua should be pleased to be conquered and brutalized by us instead of by those filthy Europeans Aedyrans and Vailians.'

The White that Wends is a frozen wasteland at the bottom of the world, like a friendlier and more habitable version of Antarctica.

Readceras – pronounced 'Ray-add-seh-rus' – is another former Aedyran colony. People from Readceras talk like they're from the southern US states. At least, they do in POE 2.

The Vailian Republics are former colonies of Old Vailia who declared independence when the empire was driven apart by civil war.

Eir Glanfath is a territory held by the native people of the Eastern Reach. They're kinda like a combination of Native Americans and Ancient Britons.

I'm going to play as an Ocean Folk from Old Vailia, partly because it's something I've never done before, partly because it'll allow me to show off my knowledge of the Vailian fakey made-up language, and partly because it'll be funny when I make references to the Mario Brothers, Joe Dolce, and the Teenage Mutant Ninja Turtles. (Well, it'll amuse me, at least. And that's what's really important, right?)


Yeah, I'm a rebel! A troublemaker, they call me! I gotta no respect for authority!

Hmm. Which character portrait should I choose?


No.


Hell no.


Oh, hai Commander Shepard, didn't expect to see you here. (Yeesh, I've picked up some strange custom portraits over the years.) :confused:


Maybe, if that wasn't the face of Rum-Dumb Riggere in POE 2: Deadfire.


Yeah, that looks good to me.


Heh, maybe that should that be Badassare, right?


Yeah, that's all finished! Whoo, finally! :D

I'm excited to get started!

Now, let's...


Oh, right. :(

Why do I even like this game?
 
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Oh, right. :(

Why do I even like this game?
m8 I frakking told you that we'd all regret you playing through this. :p

That's a legit portrait for your character though.

The problem is that, from a roleplaying perspective, POE 1 rewards min-maxing, or at least doesn't penalize it much. For example, you get extra dialogue options for having a high Intellect, for example, but you don't get dialogue options taken away if your main character's Intellect is so low that they should be reclassified as livestock. Unlike Arcanum or the original Fallout games, there are no 'stupid' dialogue options for characters with low Intellect. Characters with very low Dexterity don't get special dialogue where they're too slow to move out of the way in time, characters with very low Perception don't get special dialogue where they failed to notice someone standing right in front of them, and characters with very low Might don't get special dialogue where they're too weak to pick something up. They just get the 'normal' dialogues. The fact that they have one of the Attributes lowered to the bare minimum doesn't affect them at all except in combat, in which they tend to have glaring Achilles' heels, but that's something a skilled player can work around.
For good and for bad, Obsidian as a developer very much encourages lopsided builds. I think Alpha Protocol is the epitome of this system since it relies more on how you roleplay than your raw stats, but you're supposed to decide between starting with high-level abilities and generalizing. Personally I think it's too bad they don't go all-in on the branches for choosing to specialize, but there you go.
 
Might is really strange in PoE1. Yeah I get Might means being Swole AF but also how Might should dictate how strong your spells are. They're both correct definitions. But then you go into this strange situation in the CYOA scenes so instead of sending your Fighter to lift the wooden beams on fire you send fucking Aloth.

In short, if you ever go to see a guide on how to build Nuker type mages, it's less wise intelligent academic sage and more of

 
Long load times (that scale up longer if you have a lot of saves) is most of the reason I didn't reinstall PoE on my new computer, yeah.
 
Might is really strange in PoE1. Yeah I get Might means being Swole AF but also how Might should dictate how strong your spells are. They're both correct definitions. But then you go into this strange situation in the CYOA scenes so instead of sending your Fighter to lift the wooden beams on fire you send fucking Aloth.

In short, if you ever go to see a guide on how to build Nuker type mages, it's less wise intelligent academic sage and more of


 
3. New Beginnings
Long load times (that scale up longer if you have a lot of saves) is most of the reason I didn't reinstall PoE on my new computer, yeah.
Yeah, if I abandon this Let's Play it'll probably be because of unbearably long load times.

A few days ago, I was waiting fifteen minutes for the game to finish loading. That was because the game had crashed, but I didn't realise until an error message popped up. Before that, I knew I was waiting a long time, but I didn't think it was particularly unusual for this game. Says it all, really. :rolleyes:

Anyway, let's get going!


You remember the opening crawl, don't you? No? Well, here's a brief rundown: I'm Gianni Baldassare, a newcomer to the Dyrwood, travelling to a place called Gilded Vale. The local lord has promised cheap homes and opportunities for all, which sounds pretty good to me: I'm hoping to build a new life for myself.

I've joined a caravan heading in that direction, led by this fellow, Odema:


The caravan has stopped for the night, partly because there's a fallen tree blocking the road ahead and partly because I've taken ill. It's pretty bad: I have a status effect called 'Strange Illness', which reduces my Concentration and Fortitude.


See?

We've camped in the shadow of some ancient ruins. I'm sure that this was a good decision, that everything will be fine, and there's no way that this will come back to haunt us in any way whatsoever. :D


Cuè? Odema, don't you think you're being needlessly obtuse? Do you mean I should drink water? Or that I shouldn't drink water? Your being ambiguous isn't helpful in this situation.

(All right, if you read it carefully, it's possible to discern that he thinks you'll be dead soon if you don't drink water, but I was very confused the first time I read that. Even now, I think the way he says it is difficult to understand.)

Anyway, Odema recommends that I go looking for some berries with which someone can make a herbal concoction that should make me feel better. Because there are bandits, wolves, and trolls out there, he sends along a bodyguard, just in case.

Paraphrased, their conversation goes something like this:

Odema: "Hey, Calisca, if this man drops dead suddenly, you'll let us know, won't you?"


I like her already.

Calisca is our first temporary party member. She's a strong Fighter (i.e. meat shield) who'll carry you through the early encounters if you made your main character so fragile that he or she tends to fall down in a stiff breeze.

She's a selfish mercenary with blonde hair and a bad attitude, who lugs around a big weapon and… uh… wait, who does that remind me of?



Nah, I'm sure it's just a coincidence.
(Almost certainly, but when I started writing a description of her I was strongly reminded of Cloud Strife early on in FFVII.)


Anyway, we set off on our glorious quest to find berries. I'm sure that this will be a grand and stirring adventure which will be forever remembered!

First, I'll take a look at my inventory. I'm dual-wielding a rapier and stiletto. They're fast, light weapons, which is good for my fighting style. Also, I'm wearing mail armour, which gives me decent protection at the cost of a significant penalty to action speed. Hmm, I should probably swap that out for something lighter as soon as possible.

Armour in this game reduces the amount of damage that an enemy can do to you, at the cost of slowing you down, to a lesser or greater extent. There's always a trade-off between speed and protection: do you wear light armour and try to kill your enemies quickly? Or do you wear heavier armour so that, even though your enemies will hit you more often, they won't do as much damage?

At higher levels, this system breaks down because either your defences are so high that your enemies are struggling to hit you at all or they're hitting you for such massive damage that even heavy armour makes little difference. By the end of the game, you might as well go buck naked.


Yeah, kinda like that.

I've also got these:


This glowing blue semi-transparent pig is a pet we can get to follow us around. In POE 1, pets are almost completely useless, but in POE 2 they give decent stat bonuses to you and your entire party. (Also, the 'Giant Miniature Space Piglet' is a jokey reference to Baldur's Gate which I'm sure none of the people reading this LP need me to explain.)

Gaun's Pledge is a ring with minor healing powers which I can use twice a day. This early in the game, I might as well wear it: I've got nothing better to do with my ring slots.

I can't remember if I got these items as a preorder bonus when I bought Pillars of Eternity: The White March or if they were given to everyone who bought the game on Steam.


I talk to the merchant, Heodan, who has his own character portrait, which shows that he'll be important later on.

Ugh, I always seem to get screenshots where the two people having a conversation aren't even facing each other. Also, at this point, instead of armour, I switched to wearing simple 'Dyrwoodan Clothing' I found in a chest.

He's not selling anything I need right now, so I move on. Sure, I could buy some light armour from him, or I could do this:



Yeah, I'm wearing leather armour I looted from a corpse I found by the roadside. What's wrong with that? It's not like he was using it anymore.

I'm no expert, but I've been told that, in real life, boiled leather was worn by medieval soldiers who couldn't afford better. Unlike the leather clothing worn today, it was boiled until it was hard and plasticky. Apparently, it provided decent protection but was very heavy, stiff, and uncomfortable to wear. If you could afford it, metal armour was preferable not only because it provided better protection, but also because it was lighter and more comfortable. However, in Dungeons and Dragons, it's generally assumed that leather armour is similar to the protective clothing worn by modern-day motorcyclists, so it's the default light armour worn by rogues, bards, and anyone else who thinks they look cool dressed up in black leather. Despite its pretensions to being a more grown-up, serious, and "realistic" fantasy, Pillars of Eternity follows D&D's example in this as in many other ways.

Actually…

Uh, why are there corpses by the side of the road?


Yeah, you're probably right, Calisca.


Moving on, we find a patch of springberries guarded by a pair of starving wolves. As we all know, wolves are ferocious predators who will immediately attack any humans they see travelling in the wilderness. Well, that's true in videogames, at least. In real life, not so much.

Calisca engages the wolves in close combat, doing her job as a meat shield, while I sneak around and flank them. I use my psychic powers to take control of one of the wolves, making an easy fight even easier. However, this almost backfires when, after the effect wears off, the wolf turns around and bites me. Fortunately, it's a 'Young Wolf', probably the weakest enemy in POE 1, so this has no lasting effect other than reducing my health meter by an almost imperceptible amount. A moment later, Calisca dashes its brains out with her axe.


After we collect the springberries, Calisca decides that it's time for some character development. She asks me about my dark and mysterious past: I take the opportunity to confirm that I was exiled from Old Vailia after my revolutionary movement was crushed by the hated bourgeoisie.

Then, I ask her a few questions about the Dyrwood.


OMINOUS FORESHADOWING!

Sorry, I had to cutoff here because I've reached the limit for the number of images I'm allowed to attach to this post. I'll be back with the next part momentarily.

Uh, yeah... I'll take that as a lesson and try to use fewer images from now on. I've deleted some of the more unnecessary images to make this page slightly easier to load.
 
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4. Predictably, Things Fall Apart

To the south, we find an abandoned campsite.

In a hidden compartment, I find this:

Wow! An enchanted pistol! Surely this is an astonishingly powerful weapon that will enable me to cruise through the early game with ease!

Remembering Odema's somewhat ambiguous advice, I grab some water from the stream. Then, I see… well, it's sort of like a cutscene. Whenever something happens in POE 1 that its creators couldn't be bothered to animate would be too difficult to animate, it switches to this sort-of 'storybook mode' where you have to read a description of what's happening.


Sometimes, you get to choose from a set of options, like a little choose-your-own-adventure book. Not this time, though.



It's an ambush!


Well, that was easy.

Heading back to camp, we have to fight a few more Glanfathan hunters along the way. Naturally, they're no match for Calisca's strength and my psychic powers.


Yowch, that looks painful! Flaming torch to the face!

Although… apparently, that's only a 'graze'. Yeah, right.


Merla! You killed them all, damn you!


Uh, except Heodan. Ado, Heodan!

Apparently, these Glanfathan tribesmen saw a group of shady cultists sneaking into their sacred ruins, so they decided to attack the innocent travellers camped outside the ruins. Um, yeah… makes perfect sense to me! o_O



Their leader is easily confused when I use knowledge and cold logic to distract him, giving Heodan a chance to wriggle out of his grasp.

Heodan is the second temporary party member to join my group. He's a Rogue. In POE 1, Rogues are quite frail, but they can be some of the best damage-dealers (crucially, Rogues don't necessarily need high Might because they get so many damage bonuses from other sources). Also, they get special attacks that cause status effects such as Blindness and Hobble, and they get bonuses to sneaking around, lockpicking and disabling traps.



Although we're slightly outnumbered, this fight isn't difficult. Before long, the Glanfathans who killed the other members of our caravan are all dead or dying.

However, their deaths coincide with the arrival of a mysterious magical wind that rips through the campsite, tearing people's souls out of their bodies. (Well, they were already dying, so I don't suppose it makes much difference.)


Run! We're being attacked by a special effect!


Madiccho! There's no way Heodan will be able to escape in time if I leave him to fend for himself. But the only other option I've got is to throw my rapier at his attacker.

So…

Eh, what kind of man would I be if I let a man die for the sake of a weapon that cost me fewer than a hundred pires? I can always get another rapier.


We made it to safety! We're inside those sacred ruins the Glanfathans were so determined to keep us out of. :whistle:

Say, Heodan, I don't suppose you brought your shop inventory with you? I need to buy a new weapon.

No? Oh well, I'm sure I'll find something I can use...

Hey guys, I hope you enjoyed that. Join me next time for Baby's First Dungeon Crawl.
 
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It makes me wonder why Obsidian bothered to include Elves and Dwarves in this game. I mean, on the one hand, I applaud their attempts to avoid the usual fantasy clichés, but on the other hand if they were going to change everything people thought they knew about Elves and Dwarves, why keep them as Elves and Dwarves? Why not change them into completely new fantasy races? I mean, the Aumaua are pretty cool. They could have created another couple of races like that, maybe?

This is generally why I hated how elves were handled in this game and others, like Dragon Age. Elves ought to be weird, strange, creepily beautiful, alien, and...well...fantastic. Making them longer-lived humans with little more than pointed ears and a smug attitude is a sign of a lack of imagination.

(In terms of appearance, I rather liked the way Divinity: Original Sin 2 handled elves - being inhumanly lithe and slender)

I strongly suspect that PoE was a product of the fantasy milieu at the time, where the genre had this neurotic obsession with being taken seriously and avoiding cliches, which ultimately meant downplaying (or outright excising) the more fantastic elements of the genre in favour of "gritty realism." Dragon Age 2, The Witcher 2, and to a lesser extent Skyrim are all products of this mentality, and the worlds they presented were so utterly mundane and boring that they simply didn't hold my interest at all.

It certainly doesn't help that PoE is so damn wordy - "at the neck of the man you recognise as Heodan." Would it have been so hard to write "at Heodan's neck"? The prose in this game so overwrought and purple that it simply becomes a chore to read through after a while.
 
The opening text by the caravan master throws terms, lore, and history at you so much it's like a punch in the face. That's a big ass problem with fantasy worlds. Like for all Skyrim's carriage ride and its boringness, it does an infinitely better job at setting tone and themes. Those tones and themes suck ass in the long run mind, but it tries it's best God darn it.


Oy vey.
 
It certainly doesn't help that PoE is so damn wordy - "at the neck of the man you recognise as Heodan." Would it have been so hard to write "at Heodan's neck"? The prose in this game so overwrought and purple that it simply becomes a chore to read through after a while.
The opening text by the caravan master throws terms, lore, and history at you so much it's like a punch in the face. That's a big ass problem with fantasy worlds. Like for all Skyrim's carriage ride and its boringness, it does an infinitely better job at setting tone and themes. Those tones and themes suck ass in the long run mind, but it tries it's best God darn it.
From start to finish, the writing of Pillars of Eternity is extremely dense. I remember feeling very bewildered the first time I played it. It pulls the fairly common trick of hitting you with dozens of unfamiliar words and concepts and not bothering to explain them, trying to immerse you in its world by throwing you in at the deep end. (The Final Fantasy series uses this trick a lot. What's a Fal'Cie? What's a L'Cie? What's a Cie'th? Hell, I don't know. And neither will you unless you read the in-game encyclopedia.)

While many players might be turned off by POE 1's wordiness, I have a few advantages here. Firstly, I've played this game often enough that I understand its special terminology and what the NPCs are referring to without needing to look anything up. I could probably recite large sections of dialogue off by heart, in the unlikely event that I ever needed to. Secondly, when I'm playing text-heavy videogames like this, my default mode is to skim-read. I'm a very good skim-reader: I can usually get the gist of what's going on. And it means I don't get bored even in the most verbose sections of this game. I briefly skim, move on, and then I'm done. :cool:

I'll only stop and call attention to the overwrought dialogue if I think its excessive wordiness makes it difficult to understand, like with Odema's confusing string of double negatives when he diagnoses the player character as having 'the Rumbling Rot'. (Seriously, how difficult would it have been for him to say, "You'll be fine as long as you drink plenty of water"?)

"at the neck of the man you recognise as Heodan." Would it have been so hard to write "at Heodan's neck"?
The pedant in me insists that, even if you leave the sentence structure as it is, it should be "at the neck of a man you recognise as Heodan."

But I accept that this is somewhat open to debate.

Heh, I did say that if I was going to roleplay as a Vailian I was going to make references to their made-up language. ;)

Too much?

Hey, @Chandagnac , you didn't explain the skills yet. I guess you can wait until you camp to do so?
No, I haven't. I haven't explained the combat system either, except in broad strokes. Or the relationship between Health and Endurance.

Ugh, I'll get there. :(

I was originally planning to explain the skill system when my character levels up for the first time. Because that's the first time you get to choose your character's skills. (Before that, each class has a few skills they're naturally good at, and you get some bonus skill points related to your character's background, but you don't really get to choose.)

But maybe if I do that it'll be too late. Any thoughts?
 
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Meow.

No, I haven't. I haven't explained the combat system either, except in broad strokes. Or the relationship between Health and Endurance.

Ugh, I'll get there. :(

I was originally planning to explain the skill system when my character levels up for the first time. Because that's the first time you get to choose your character's skills. (Before that, each class has a few skills they're naturally good at, and you get some bonus skill points related to your character's background, but you don't really get to choose.)

But maybe if I do that it'll be too late. Any thoughts?

Best to explain them slowly. Even one at a time until relevant. Paces better that way.
 
(Also, the 'Giant Miniature Space Piglet' is a jokey reference to Baldur's Gate which I'm sure none of the people reading this LP need me to explain.)
But I will explain that in Baldur's Gate, the joke is a reference to perennial fan favorite (to talk about because no one I know actually ever played it) ADnD campaign setting Spelljammer! Spelljammer gnomes are even more mad-scientist-y than the normal kind, which makes sense when you realize that they're working with a much higher tech level.

One of the new fields of science is biology, and since gnomish spelljammers generate power via hamster wheel (yes really), gnomekind magically created the giant space hamster and propagated them across the crystal spheres. Not satisfied, further experimentation led to the creation of the sabre-toothed giant space hamster, the carnivorous flying giant space hamster, phasing+shapeshifting+firebreathing giant space hamsters (yes really), and miniature giant space hamsters. Like Boo! (You forget about Boo! /Minsc)

TheMoreYouKnow~~~

The opening text by the caravan master throws terms, lore, and history at you so much it's like a punch in the face. That's a big ass problem with fantasy worlds.
From start to finish, the writing of Pillars of Eternity is extremely dense.
PoE confuses density with depth. A million words but how many of them had an impact? A good sized gameworld, but how much of it was rewarding to explore? Frankly I think PoE needed a buttload of editing. Smash all the Western forest regions into one BIG Western Forest and suddenly you've got a content-rich and memorable place full of stories waiting for you to happen to them.

That's why Baldur's Gate 2 is better than the original--which is more interesting, the Umar Hills in Amn or the wilds around Nashkell? I only remember Nashkell because CHARNAME snaps and scream angrish at the seer dude, but Umar Hills introduced me to Valygar, led me to the Temple of Shade (and thus Mazzie and the first dragon I killed in the franchise), was central to my paladin's stronghold quest, and had a handful of interesting combat encounters.

Content depth matters!
And PoE doesn't really have it.
 
Jeff Vogel made a post a year back explaining the major problem with Pillars of Eternity, specifically that it had "too many words."
Jeff Vogel is a treasure and breath of fresh air. More importantly he says things I agree with so you should listen to everything he says.

But really, he's right. PoE's got a context problem and a wordiness problem, and both are there from the start. If you want your words to mean something they need to be meaningful, so edit edit edit.
 
Jeff Vogel made a post a year back explaining the major problem with Pillars of Eternity, specifically that it had "too many words."
That article does make some valid points, but also gives terrible game design advice.

Don't hide character choices from players by disguising them as random dialog picks.

Don't take away starting character build choices because "players need to get the tutorial first." Put then after the tutorial? Sure. Decide for the player. No.
 
Don't hide character choices from players by disguising them as random dialog picks.
I don't think Vogel's suggesting hiding dialogue establishes your character. Besides, IIRC that's exactly what Tyranny does and it works really well.

Don't take away starting character build choices because "players need to get the tutorial first." Put then after the tutorial? Sure. Decide for the player. No.
To be perfectly honest? I think PoE shouldn't have let you pick your class. Put your PC into a unique "Watcher" class that gets character defining abilities throughout the story, taking cues from the Bhaalspawn powers, NWN2OC ritual powers, Spirit-Eater stuff and so on. You'd still level up, but the fluff would be that you're remembering powers from previous incarnations, while the story powers would represent new stages of enlightenment/getting new bobs grafted onto your soul through Animancy.

I feel that'd be much more compelling than the discount DnD system of chargen.
 
To be perfectly honest? I think PoE shouldn't have let you pick your class. Put your PC into a unique "Watcher" class that gets character defining abilities throughout the story, taking cues from the Bhaalspawn powers, NWN2OC ritual powers, Spirit-Eater stuff and so on. You'd still level up, but the fluff would be that you're remembering powers from previous incarnations, while the story powers would represent new stages of enlightenment/getting new bobs grafted onto your soul through Animancy.

I feel that'd be much more compelling than the discount DnD system of chargen.

This works for some, but some people *like* dollcrafting. We like designing character builds and mech loadouts. Let us have our fun.

This is the chargen equivalent of railroading. Acceptable in a video game, I guess, but as a tRPG player it raises my hackles.
 
This works for some, but some people *like* dollcrafting. We like designing character builds and mech loadouts. Let us have our fun.

This is the chargen equivalent of railroading. Acceptable in a video game, I guess, but as a tRPG player it raises my hackles.
m8 I'm forever GM and responded when I did yesterday because I got back from running a session in my side group. The TTRPG card don't fly. :p

I'd rather have a cohesive vision for character progression, because then you could go all in on the roleplaying. Rather than a discount 3.x chargen with inscrutable "lore" you'd pick a profession like barrister or fisherman or mercenary, and have that feed into the prologue and all of the flashback scenes. As you play the prologue you decide whether your Watcher bashes things good with past memories, or flings soul bits because they treat exploring their past lives at as an intellectual exercise.

You'd still develop your character, you'd still decide how they grow. That growth would simply be a function of who your character is in the setting instead of who they are in the system. I find that much more interesting. :D
 
m8 I'm forever GM and responded when I did yesterday because I got back from running a session in my side group. The TTRPG card don't fly. :p

I'd rather have a cohesive vision for character progression, because then you could go all in on the roleplaying. Rather than a discount 3.x chargen with inscrutable "lore" you'd pick a profession like barrister or fisherman or mercenary, and have that feed into the prologue and all of the flashback scenes. As you play the prologue you decide whether your Watcher bashes things good with past memories, or flings soul bits because they treat exploring their past lives at as an intellectual exercise.

You'd still develop your character, you'd still decide how they grow. That growth would simply be a function of who your character is in the setting instead of who they are in the system. I find that much more interesting. :D

Isn't that just "go classless and let the character just put dots in skills"?

That different from what your previous post came across as, which is "classed, but force the PC into one specific class"
 
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