Culture and background are two essential parts of a characters biography in Pillars of Eternity and Pillars of Eternity II: Deadfire. The player character, all companions, and many characters in the world have their own culture and background, which defines who they are and where they come from. During character creation, there are a number of options available to customize the Watcher's origin and backstory, each of which has a unique effect on the interactions you have with characters encountered throughout the game, serving as a starting point for your story. [1]
In Pillars of Eternity, during your first quest you will be accompanied by Calisca. She will ask you about your past, about what you did before you fell in with the group. Your answers are taken and inscribed into your character's biography for the rest of the game.[2] You can also choose to not to tell more about your background.[3][4][5].
Culture[]
Culture is where the character is from. A character's culture greatly influences their social profile, general behaviour, and their way of living. As a trait, it is introduced by living in (or being born to) a particular region or ethnic group, and adapting to their societal norms and standards.
Culture affects almost every part of a character's being, including the clothing they wear, the food they eat, holidays and traditions they uphold, the language they use, how they speak to others, and much more.
As a game mechanic, a character's culture gives them an attribute bonus. The player character's culture is chosen during character creation, and determines what backgrounds are available to them. During gameplay, a character's culture can result in many unique social interactions and dialogue options. For example, bringing favour from another NPC with the same culture, or knowing of a particular custom or cultural idiosyncrasy.
In Pillars of Eternity, together with your class, the culture directly affects the equipment you receive at the start of the game (however Deadfire has no such effect.)
Only about half of the classes are available during character creation, with the remaining being reserved for NPCs and companions.
Culture | Attribute bonus | Companions | Description | |
---|---|---|---|---|
![]() Aedyr |
+1 Resolve ![]() |
Click to expand
Pillars of Eternity Pillars of Eternity II: Deadfire | ||
![]() Deadfire Archipelago |
+1 Dexterity ![]() |
Click to expand
Pillars of Eternity Pillars of Eternity II: Deadfire Legends among the Huana speak of an ancient cataclysm that devastated their people thousands of years ago. Details of this event have been lost to time, but Huana storytellers claim that it destroyed everything they had built, sinking even the greatest of their cities beneath the waves. | ||
![]() Ixamitl Plains |
+1 Resolve ![]() |
Click to expand
Pillars of Eternity Pillars of Eternity II: Deadfire | ||
![]() Old Vailia |
+1 Intellect ![]() |
- |
Click to expand
Pillars of Eternity Pillars of Eternity II: Deadfire | |
![]() Rauatai |
+1 Constitution ![]() |
Click to expand
Pillars of Eternity Pillars of Eternity II: Deadfire Legends say that the Rauataians came to their lands from the Deadfire Archipelago in the wake of a terrible cataclysm, but the details of that event have been lost to time and the imagination of storytellers. | ||
![]() The Living Lands |
+1 Might ![]() |
- |
Click to expand
The Living Lands is the mountainous region of a large northern island renowned for its diversity of plant and animal life. Its weather is unpredictable and its ecosystems vary dramatically from valley to valley. The Living Lands are home to an assortment of races in a variety of colonial and independent settlements. | |
![]() The White that Wends |
+1 Perception ![]() |
Click to expand
A large, cracked southern expanse of polar ice, the White that Wends is home to pale elves and small colonies of daring explorers, outcasts, and adventurers. While virtually no plant life grows in the White, it is home to many hardy species of dangerous animals that forage from the sea or prey upon each other to survive. | ||
NPC or companion-only cultures | ||||
The Dyrwood | +1 Resolve ![]() |
Click to expand
A colonial nation founded by settlers from the Aedyr Empire. Following a series of conflicts with Aedyr, the territory became independent in 2672 AI, and is now ruled by a duc, who is elected by seven erls that oversee its erldoms. | ||
Eir Glanfath | +1 Constitution ![]() |
Click to expand
A territory comprised of the forest southeast of the Bael River, populated indigenously by a group of loosely affiliated tribes collectively known as Glanfathans, and governed by a council of its six most powerful tribes. Eir Glanfath is home to a large number of ruined Engwithan sites, which Glanfathans hold sacred. The ruins have been at the center of a number of large-scale conflicts with Dyrwoodan colonists, whose settlements often encroach on Glanfathan territory and who frequently seek to plunder the ruins for their relics. | ||
Naasitaq | +1 Perception ![]() |
|||
Príncipi sen Patrena (Deadfire only) |
+1 Resolve ![]() |
Click to expand
Responding to the collapse of Grand Vailia (2720 - 2760 AI ), noble families packed up their households and sailed abroad seeking opportunities away from the shadow of their homeland. Over time their old world traditions evolved into a new identity as the Príncipi sen Patrena - the Princes without a Homeland, a loosely-connected and regulated organization of pirates. Alternate | ||
Readceras | +1 Resolve ![]() |
Click to expand
Dyrwood's neighbor to the north. Readceras is a nation firmly rooted in its Eothasian faith - a fervor that took hold during the events of the Saint's War and remains even after the apparent death of Eothas. | ||
The Vailian Republics | +1 Intellect ![]() |
Click to expand
A mercantile power and former colony of a larger, more ancient nation, Old Vailia. The Republics lie to the south of Dyrwood and Eir Glanfath, and are ruled by a duc elected by the "consuagli asegia," a council of 14 ducs, including its five most prominent, the "ducs bels." | ||
Yezuha (Deadfire only) |
+1 Constitution ![]() |
Click to expand
Almost nothing is known about Rekke's homeland, Yezuha. It is either too small or too remote for any information about it to have become well-known in the Deadfire Archipelago. |
Background[]
A background is what the character did (or is currently doing) as a job or profession. A character's background relates strongly to the skills that would required and associated with the background. Generally someone who has a profession in a particular field would develop a natural skill or "knack" for it, so naturally a merchant would be a better negotiator, or an explorer may be more well versed with surviving the wilderness, to give some examples.
After selecting a culture, players may select a background for their character. Backgrounds give an initial skill bonus, and as with culture, they have a similar role-playing impact. Some backgrounds are only available to specific cultures, and some are exclusive to companions.
Background | Availability | Skill | Description | |
---|---|---|---|---|
Pillars of Eternity | Deadfire | |||
![]() Arcane Apprentice |
Fassina only | - |
|
Pillars of Eternity II: Deadfire While many wizards learn their magic from private teachers or even universities, it is far superior to earn an apprenticeship with an established wizard or archmage. Relationships between apprentices and their mistresses or masters are commonly tough and occasionally abusive. This is due both to the eccentricities of powerful wizards as well as their desire to discourage timid students from seeking them out. |
![]() Aristocrat |
All except The Living Lands |
|
|
Pillars of Eternity You've lived your life amongst the nobility. Your days have been marked by lavish meals and extravagant parties, your conversations peppered with talk of pedigree and bloodlines. Pillars of Eternity II: Deadfire |
![]() Artist |
Old Vailia |
|
Pillars of Eternity You've always felt driven to express yourself creatively. The structure and rigid control of other pursuits has never satisfied in the same way. Pillars of Eternity II: Deadfire | |
![]() Clergy or Clergyman |
Aedyr (in poe1) OR Aedyr or Deadfire Archipelago (in poe2) |
|
|
Pillars of Eternity Piety and prayer are the cornerstones of your public life, and you encourage the same in others. Pillars of Eternity II: Deadfire |
![]() Colonist |
Aedyr Old Vailia The Living Lands |
|
Pillars of Eternity You were part of a group that founded a fledgling colony in a distant land. Pillars of Eternity II: Deadfire | |
![]() Dissident |
Aedyr Ixamitl Plains Old Vailia Rauatai |
|
Pillars of Eternity You've made a name for yourself as a troublemaker. Disrespect for authority and a lack of care regarding the rules are recurring themes in your life. Pillars of Eternity II: Deadfire | |
![]() Drifter |
Any culture |
|
Pillars of Eternity You never quite fit in no matter where you go. Each new town is just a place to rest briefly before moving on to the next. You are more comfortable on the road, traveling the world. Pillars of Eternity II: Deadfire | |
![]() Explorer |
Deadfire Archipelago The Living Lands The White that Wends |
Pillars of Eternity You find the siren call of the horizon irresistible. You cannot help but wonder what lies beyond the next hill or wave, and you've built your life around finding out. Pillars of Eternity II: Deadfire | ||
![]() Farmer |
Edér and Xoti only |
|
Pillars of Eternity II: Deadfire Farmers can be found across the Old Empires, Eastern Reach, and even in the Deadfire Archipelago. They are responsible for the bulk of food their societies rely on for day-to-day sustenance. | |
![]() Gentry |
Aloth only |
|
Pillars of Eternity II: Deadfire A distinct social class in Aedyr, Old Vailia, and parts of the Dyrwood, gentry are minor nobles, often landowners, who sit below the aristocracy and above wealthy commoners. | |
![]() Hunter |
All | Pillars of Eternity You live for the thrill of the chase. Whether for glory or for sustenance, you have made your living taking the lives of wild creatures. Pillars of Eternity II: Deadfire | ||
![]() Laborer |
All | Pillars of Eternity Your life has been spent in the study of your craft. You trained and prepared, hoping to hone your skills and ply your trade. Pillars of Eternity II: Deadfire | ||
![]() Marksman |
Maia only | - |
|
Pillars of Eternity II: Deadfire Marksmen are soldiers who specialize in attacking from a distance with firearms. Less common than infantry soldiers, marksmen are often specialized elite units found in private armies or in the employ of powerful merchant companies. |
![]() Mercenary |
All except The White that Wends |
|
Pillars of Eternity Blade and battle is your way of life. You solve your problems by pulling out your weapon and applying force. Pillars of Eternity II: Deadfire | |
![]() Merchant |
All |
|
Pillars of Eternity You've traded goods from all over the world, pairing items with buyers of all kinds. Pillars of Eternity II: Deadfire | |
![]() Midwife |
Grieving Mother only |
|
- | |
![]() Missionary |
Rekke only | - |
|
Pillars of Eternity II: Deadfire Missionaries are responsible for spreading the message of their faith to new lands and their people. As the people of the Old Empires, Eastern Reach, and Deadfire Archipelago largely worship the same gods, missionaries are seldom encountered. |
![]() Mystic |
The White that Wends |
|
|
Pillars of Eternity You've never been able to explain how the universe guides your path. Behind every task you undertake is a feeling of cosmic direction. Pillars of Eternity II: Deadfire |
![]() Philosopher |
Ixamitl Plains |
|
|
Pillars of Eternity You are most at home inside your own head, analyzing the nature of the world and its inhabitants. Pillars of Eternity II: Deadfire |
![]() Raider |
Deadfire Archipelago |
|
Pillars of Eternity You've spent your life on the wrong side of the law. What you want, you take, and what was theirs has a tendency to become yours. Pillars of Eternity II: Deadfire | |
![]() Scholar |
Ixamitl Plains Rauatai |
|
|
Pillars of Eternity For you, knowledge is a relentless pursuit. You hoard each kernel of information as though it were precious metal, and time you don't spend learning is time wasted. Pillars of Eternity II: Deadfire |
![]() Scientist |
The Living Lands |
|
Pillars of Eternity The rules that govern the world are a set of alchemical formulae to you, waiting to be discovered and manipulated. Pillars of Eternity II: Deadfire | |
![]() Slave |
Aedyr Deadfire Archipelago Old Vailia Rauatai |
|
Pillars of Eternity You have never known freedom. Shackles and chains have bound your existence, and someone has told you what to do your entire life. Pillars of Eternity II: Deadfire | |
![]() Soldier |
Pallegina only |
|
Pillars of Eternity II: Deadfire Professional soldiers work throughout the Old Empires, Eastern Reach, and even in the Deadfire. The difference between a mercenary and a soldier is the nature of their employment. Soldiers are always full-time professionals associated with standing armies, often as a part of an elite military order. | |
![]() Trapper |
Devil of Caroc only | Pillars of Eternity II: Deadfire You were a trapper, making your life through snares and legholds, catching small animals for their meat, pelts, and even bones. |
Background specialization[]
In Pillars of Eternity, you can further "specialize" your background in a dialog with Calisca after you have found the springberry. First she will ask you about your specific background and then if you didn't say that it isn't her business, she will ask why you left. Calisca will also ask you why you travel with the caravan and what you want to do. This detailed background specialization, also sometimes called personality or simply specific background, carries over to Pillars of Eternity II: Deadfire, and is occasionally used in dialogue.
If you say "That isn't your business", Calisca will say "Suit yourself. Can't very well force you to have a personality, can I?"
Companion only backgrounds do not have specializations.
The following is the reason that the player gives for travelling to Gilded Vale:
Reason (n_Reason_to_GV) |
Calisca response |
---|---|
(1) "I'm going to settle here and start a new life." | "Well, who knows. Raedric pays well enough, maybe we end up neighbors."' |
(2) "I'm going to lay low here for a while. Try not to draw too much attention to myself." | "You picked the right place, then. Gilded Vale's days away from any real civilization." |
(3) "Getting filthy rich." | "Ah, a man/woman after my own heart. May your luck be better than mine." |
(4) "Nowhere special. Just putting as much time and distance between me and my old life as I possibly can." | "Seeing as how we're halfway between nowhere and nothing, I'd say you picked the right spot." |
(5) "I'm going to continue on to the city, see where that takes me." | "Closest one is Defiance Bay, the capital. Few days out. Got its nice places and its not-so-nice places, same as any city. But the duc is a good man, as I hear it." |
(6) "I'll probably wander for a while." | "I couldn't judge you for that. Been half my life. Just watch yourself, you get too far off the beaten path. These lands are wild, in more ways than one."' |
(7) "Somewhere I can make some money." | "Ah, a man/woman after my own heart. May your luck be better than mine." |
(8) "I hope to meet someone and fall in love." | "I don't want to scare you, but the way some of these rural types look, you might want to reconsider that. Lots of sideways teeth, and hair sprouting from unexpected places." |
(9) "Probably the same things I did before." | "Just the scenery'll be new, then. Sometimes that's all that's needed." |
(10) "Just looking for some adventure, really." | "You should hook up with an expedition. Some of the bigger towns send regular groups out to unexplored places. Long as you don't mind a little danger." |
(11) "Getting into trouble, I expect." | "Ha! You've come to the right country. This whole place is crawling with troublemakers. It's a point of pride for them." |
(12) "I'm going to find some new friends." | "That may not be a bad idea. Surviving out here, sometimes it's less about what you know and more about who." |
(13) "I have no idea what I'm going to do next." | "Completely spontaneous, huh? Interesting. Well, there's probably no hurry to make up your mind. They've got an inn in Gilded Vale that'll put you up as long as you need. Or so my sister tells me." |