Pillars of Eternity Wiki
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Pillars of Eternity Wiki

Woodend Plains is a wilderness area in Pillars of Eternity. It can be accessed as soon as you finish repairing the Eastern Barbican in Caed Nua.

Background[]

A stretch of open land on the border of the northern forests, right outside Defiance Bay.

Points of interest[]

  • The area is defined by the highway crossing leading to Defiance Bay and the lands to the south. Your first order of business is to go south, following the trail, and talking to Sagani to round out your party.
  • To the east lies an exit to Stormwall Gorge. Directly north is a small mesa with a dead adventurer.
  • Right off the path to the northwest is a sizable band of lurkers led by a forest spirit. Best steer clear at early levels unless you enjoy a challenge. Further northwest is an elevated mesa with several lions and a shrine to Lover's Tides. The dead peasant carries the unique hatchet Hearth's Harvest. Once you find Ryona's Breastplate, a group of Bleak Walkers spawns near the mesa.
  • To the southwest, near the exit to Defiance Bay, lies a small, abandoned homestead. Iben, Eagar, Beacwof, and Venka are encountered here if you agree to recover the Scroll of Wael.
  • You might want to avoid exiting the map or taking a look to the south – later in Defiance Bay there's an opportunity to reveal that area per dialog or thievery, which isn't available if discovered now.
  • Foemyna can be found below the eastern cliffs if her bounty is active.

Characters[]

Backer NPCs

Enemies[]

Loot[]

Note: For a complete list of fixed and random loot found in Woodend Plains, see here.
Dead Adventurer:
Dead Pilgrim:
Wooden Box:
Crate:

Plants[]

Behind the scenes[]

  • This area contains developer commentary.
The thing about Woodend Plains is that it needed to be plains, but it couldn't just be some big open space, because then you could just get lost. It would also look bad, so we put in a lot of small obstacles and terrain changes to break up the space. The rock walls and fencing areas were put in to give some directionality to where the player could and couldn't go, and cliffs and plateaus were added to show elevation changes since rolling hills don't really show up very well in isometric perspective.
~ Denise McMurry, Level Designer

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