In the realm initially presented within the Pillars of Eternity series, I, an enthusiast, find myself immersed in the action RPG titled Avowed. This captivating narrative follows my journey as an Envoy and my loyal comrades as we bravely traverse the treacherous Living Lands, seeking answers about, and potentially a cure for, the catastrophic Dreamscourge plague. The dedicated development team behind Avowed has skillfully crafted a tale steeped in Pillars’ lore while creating an entirely unique storyline that promises to transport players through the world of Eora like never before.
As an ardent admirer, I delved into a captivating conversation with Kate Dollarhyde, Avowed’s senior narrative designer, and John Cotto, the game’s area designer. They generously shared insights about the motivations behind Avowed’s story, their experiences in reimagining Eora, and the fascinating similarities and differences between the game’s protagonist, the Envoy, and Pillars of Eternity’s Watcher.
They elucidated on the genesis of the Dreamscourge, the challenges of recreating creatures and adversaries in a non-isometric style, whether Avowed offers “evil paths,” and much more. To ensure the discussion remained clear and concise, some parts were edited for clarity and brevity.
Avowed’s Dreamscourge Shapes Its Story Of Change
Q: What is the central theme at the heart of Avowed’s story?
Dollarhyde: Change permeates the narrative of Avowed. During the era of Avowed, the world of Eora is undergoing transformation. The occurrences depicted in Pillars of Eternity: Deadfire are yet to be fully realized, but their ripples are already being felt. A divine event, Ondra’s Mortar, which once separated the eastern half of the world from the western half, has vanished now, leading to new prospects for trade and strife. The grand empires of Eora are weakening. Their colonies are stirring up rebellion in pursuit of independence, gaining strength, and becoming significant players on their own, while at home, internal conflicts simmer, threatening to ignite into full-blown war.
The emerging field of animancy, studying souls, is expanding innovation’s boundaries – and raising concerns about cruelty. As ancient beings who think on timescales of centuries, the gods are taking steps to preserve their significance, even their survival. It’s a tumultuous era in a world on edge, and few wish to be mere spectators as the future unfolds around them.
Amidst the chaos, the Living Lands stand at the heart of it all. This fortunate island lies smack between east and west, a refuge for society’s outcasts and eccentrics, yearning to forge their own paths. Yet, the Aedyran Empire, aiming to reestablish its influence in this dynamic world order, is hot on their heels. However, the Living Lands are not immune to change. The settlers are grappling with the Dreamscourge, a malevolent force emanating from the land itself. As if that weren’t enough, the settlers are contracting the soul plague and turning against each other. The scattered settlements across the island are secluded and wary. Those without the Dreamscourge are tormented by their past lives and the hardships they’ve faced to survive. And, as they come to realize, the land itself is haunted, too.
In spite of the turmoil, a drive for exploration and a longing for unity can be found within the Realm of Life. Could we grow more powerful together? Might we evolve into something extraordinary? The resilience and decisions of the inhabitants of the Realm of Life – along with the Envoy – in facing change show their true character. It is through these trials that their values are unveiled, revealing their identity. Change brings challenges, and none, including the Envoy, remain unaffected by it.
Q: What were some of the inspirations behind the idea and nature of the Dreamscourge?
Dollarhyde: The concept of Dreamscourge originated from the initial discussions Carrie Patel and I had during the early stages of planning for Avowed. We wanted the narrative of this game to adhere to the structural pattern established in Pillars of Eternity and its sequel, Pillars of Eternity II: Deadfire, which are both set in Eora. This meant that the game would feature three intertwined storylines – the political narrative, the spiritual narrative, and the player’s individual journey, where all these narratives would converge.
Using that knowledge as our compass, we delved into the folklore in search of our metaphysical narrative thread. In the realm of Eora, the Living Lands is renowned as an enigmatic, untamed, and unpredictable island where flora and fauna evolve in ways that are puzzling and sometimes alarming. Could it be that these unsettling transformations on the island stemmed from a spiritual illness? At the time, COVID-19 was gaining ground, and we were all working remotely. A pandemic seemed like a fitting, even therapeutic concept to investigate under such circumstances.
Moving forward, we examined narratives that aided us in developing and expressing our concept for the Dreamscourge. Stories like Princess Mononoke, particularly the demon boar and forest spirit, were initial points of reference. The novel and film adaptation of Annihilation by Jeff VanderMeer and Alex Garland, respectively, along with Ovid’s Metamorphoses (opening with “I wish to speak about bodies transformed into new forms”), were frequently mentioned early on. Additionally, I drew inspiration from Samuel R. Delany’s novel Babel-17, which revolves around an infectious language that modifies its speakers by altering their thought processes, and the novel Embassytown by China Miéville, which was itself inspired by Babel-17, focusing on an alien language requiring its speakers to utter two words simultaneously with one mind.
In seeking inspiration, we turned to nature as well. The zombie-ant fungus, Ophiocordyceps unilateralis, aided us in visualizing the Dreamscourge, and Pando, an aspen tree colony comprising nearly 50,000 individual stems that seem like separate trees connected by one root system, helped us convey the idea of interconnectedness in the Dreamscourge. As for understanding the symptoms experienced by Dreamthralls, individuals infected by the Dreamscourge, we drew parallels from sleep paralysis, sleepwalking, nightmare disorder, and other parasomnias, which collectively informed the name of the Dreamscourge.
Q: How does the Dreamscourge influence gameplay?
In the game, the Dreamscourge poses a significant danger that permeates throughout all regions of the Living Lands. The player will witness and feel the impact of this menace. The Dreamscourge is the very reason the Envoy embarks on their journey in Avowed, as it was sent by the Emperor of Aedyr for investigation. It also plays a pivotal role in initiating several main and side quests.
On the island, numerous locals and wildlife carry the Dreamscourge, making them aggressive. As a result, players will often face Dreamscourged adversaries, each with distinct skills due to their malady. The Dreamscourge has also tainted the island’s environment – affecting its plants, rocks, and soil – causing devastating changes to the pristine Living Lands. Similar to the island’s inhabitants, the Envoy will find the Dreamscourge almost everywhere, even in places that seem unexpected. Its influence is unavoidable.
Many Choices Await Players In Avowed
Q: Overall, how would you describe Avowed’s approach to choices and consequences?
In Dollarhyde’s words: Avowed continues the trend of ‘choice and consequence’ that started in the Pillars of Eternity series, as well as following the traditions of all RPGs created by Obsidian. The fundamental aspect of our game design is player choice, and this principle lies at the heart of Avowed. If we, the team at Obsidian, had to pick a single guiding principle as game designers, it would probably be ‘player choice’. This idea shapes our planning, creation, and refinement, and when we stray from our path, asking ourselves, “Are we allowing the player to play their way?” helps us get back on track and focus on what truly matters.
For me, this question taps into the essence of remarkable RPG adventures. It’s what drives us to create RPGs rather than other genres of games. It harks back to our origins as board game enthusiasts and creators, where we enjoyed that extraordinary degree of autonomy at the table, allowing us to make decisions for our characters whenever we desired.
Question: How does Avowed manage to strike a balance between personal decisions and broader ones? Is it weighted more towards one aspect or another?
Dollarhyde: Generally, there are more personal decisions than broader ones. The Envoy will have numerous decisions throughout the game, and classifying them can sometimes be a bit tricky! When developing the main and side quests for Avowed, we usually focused less on the quantity of choices and more on the consequences and scope of responsiveness. What does this quest affect immediately? Short term? Medium term? Long term?
In your quest, does an early choice alter the player’s options at the final stage? Does it influence where the character who initiated the quest ultimately ends? Does it tie into the main storyline or resurface later in the game? Some seemingly minor or localized decisions may have a significant impact down the line. Over time, these smaller choices accumulate and affect the choices you have at the end of the game.
Q: How do companions factor into Avowed’s choices?
Dollarhyde: The friends of the Envoy – Kai, Marius, Giatta, and Yatzli – all originate from the Living Lands. They have strong ties and obligations to the different communities they come from. Their well-being is tied to the Envoy’s actions during their stay in the Living Lands. They take an active interest in the Envoy’s decisions, which means they express their thoughts both when choices are being made and later at camp. They question the reasons behind the Envoy’s decisions and are eager to voice their opinions – some more forcefully than others!
At times, the Envoy may seek advice from them regarding their actions. However, it is always the Envoy who makes the ultimate decision. As an emissary of the emperor on the colonial border, they hold the greatest authority for instigation and bear the heaviest burden of responsibility.
Q: Compared to past Obsidian titles, how difficult would you say the choices are in Avowed?
As a game designer at Obsidian, I can tell you that the “Pillars” series served as our guiding stars when crafting “Avowed.” We aimed to immerse the player in challenging scenarios similar to what the Watcher experienced. If you’re a fan of our past games, appreciating their factional gameplay, moral dilemmas, and immersive storytelling, I believe you’ll feel right at home with “Avowed.
In simpler terms, how did you manage to blend the comedic elements and mood of Avowed with its more solemn parts?
Dollarhyde: Achieving the right tone can be quite challenging. When we were deciding on the tone for Avowed, our main focus was to capture the overall feel of the game. Should it evoke a harsh, realistic battle? Or a lighthearted, playful adventure? We ultimately turned to Pillars of Eternity II: Deadfire, the earlier game set in Eora, for inspiration. Since several members of the Avowed team had worked on Deadfire, recreating that tone felt like a natural progression for us.
As a devoted admirer, I’d express that in both Deadfire and Avowed, our ambition was to craft a world that resonated with authenticity and reality. For the tales of Avowed, we focused on themes that mattered deeply to the people of Eora and ourselves – issues of connection, loyalty, family, identity, and self-discovery through the choices we make. This meant weaving in both the somber aspects like darkness, bitterness, and sorrow, as well as the joyful, uplifting moments that bring pleasure, levity, and delight. In our storytelling journey, we aimed to keep these emotions true to themselves – allowing the serious moments to carry their weight, while keeping the lighter ones buoyant without tipping too far into either extreme.
Creating An Envoy And Choosing Their Fate

Could you share some insights on the development process behind The Envoy? Initially, what was your thought process when designing the main character, and how has this vision evolved throughout the project’s progression?
In the initial stages of developing the game ‘Avowed’, prior to establishing a narrative, we had already decided on several key points: the game would be set in the Living Lands, it would maintain a unified structure and thematic consistency with the earlier ‘Pillars’ games, and the protagonist would be a customizable character created by players, much like the Watcher from the first ‘Pillars’ title. This was a design approach we had been using for our player characters at Obsidian Entertainment for quite some time.
Initially, as I delved into crafting the narrative for our political and metaphysical tales, I encountered a roadblock. The two storylines I was juggling seemed disconnected, despite their relation. They lacked a pivotal point where they could intertwine seamlessly, and the protagonist needed a more compelling call to action. It dawned on me that our player character required a clearer definition. This structure had proven successful in our past games, so why was it falling short this time?
It appears the story we crafted had an underlying theme of power, encompassing both imperial and personal aspects, as well as transformation. Incidents can spark change, yet the empire’s power necessitated a figure to manipulate it, challenge it, and ultimately succumb to its influence. The protagonist was designed to be tugged between forces, with their allegiances torn apart. Power that places you in such a precarious position isn’t typically obtained by mere chance.
For our story to unfold as intended, the protagonist couldn’t be just a random individual who stumbled ashore with an unexpected grand destiny. Instead, we needed a character with established roles, duties, and affiliations. They required a setting to act within and a perspective to begin from, so that the inhabitants of the Living Lands would have a motive to concern themselves with the player’s presence – and a reason for the player to engage as well. Thus, we introduced the Envoy, an emissary of the Aedyran empire. What tasks would they undertake in the emperor’s service?
As a dedicated fan, let me share some insights on the character backgrounds for an Envoy. These backgrounds are carefully crafted to provide depth and richness to the gameplay experience. Each design not only shapes the initial dialogue but also influences subsequent conversations throughout the game.
For instance, an Acolyte’s background might revolve around a life devoted to spirituality or healing, which could lead to unique interactions with other characters who share similar beliefs. On the other hand, a Marshal’s background may be centered around military service and leadership, offering opportunities for strategic alliances and tactical decisions.
Moreover, each character background serves a specific player fantasy. For example, an Outlaw might appeal to players who enjoy a rebellious, lawless persona, while a Scholar might resonate with those who prefer intellectual pursuits and knowledge-seeking adventures. So, choosing the right background can greatly enhance your gaming experience by immersing you deeper into the world of the game.
In our understanding, once we determined the role of the main character within the empire, it became evident that there were only a few categories of individuals the player character could plausibly be. Although Aedyr is quite diverse, the majority of power in Highcrown, the imperial capital, lies with humans and elves. Therefore, given the player character’s position at the emperor’s court, it was logical for them to be a human or an elf.
In addition, we recognized that the protagonist would have been in close proximity to the emperor, possibly serving as his young protege or even a court ward, which implies that the protagonist must have accomplished something remarkable in their past to catch the emperor’s notice. Now, let’s focus on the origins of our characters: Noble Heir, Battle Champion, Court Seer, Pioneer Scout, and Arcane Scholar. To preserve the element of surprise for players, I will simply state that each background has a motive that drew the emperor’s attention, a reason he found them useful – beyond their divine attributes.
Question: Could you discuss the similarities between the fundamental aspects of The Envoy and the Watcher from Pillars, keeping in mind that both games offer a significant amount of player decision-making?
As a devoted fan, I’d say it this way: In the worlds they inhabit, both the Envoy and the Watcher are outsiders, deeply invested in the unfolding events. Their unique insights and powers give them significant influence, placing them at the helm of decisions that shape lives beyond their own.
Their stories diverge in the details, though.
In simpler terms, the character known as The Envoy serves as a political emissary from the Aedyran empire, carrying significant authority and the moral complexities that come with this position, as they represent the emperor. On the other hand, the Watcher initially arrived in an Aedyran colony seeking a fresh start, but later transformed into a divine bounty hunter for Berath, the deity of death. At birth, The Envoy was blessed by a mysterious god with unique spiritual abilities and a direct divine connection, whereas the Watcher experienced a life-altering event that enabled them to communicate with the deceased, ultimately drawing the attention of the gods. Throughout the game, players decide how these characters navigate and use their roles and powers.
Q: How viable is being “evil” in Avowed? Are there evil endings?
As a gamer, I can assure you that in the game Avowed, you have the chance to embrace the dark side and become an unscrupulous character. If you decide to tread this path, be prepared for some dire consequences by the end of the game. Crafting an evil route may take more effort due to its rarity among players, but we include it because we value player autonomy. I think that choices to act heroically lose their impact if there’s no temptation towards villainy. An evil path adds depth to a heroic one.
Is there any amusing or humorous conclusion similar to the “crashing The Hope into the sun” finale from The Outer Worlds game?
Are there any entertaining conclusions akin to the “The Hope crashing into the sun” ending in The Outer Worlds game?
Lastly, here’s another option:
Is there a funny or humorous conclusion like when The Hope ship crashes into the sun in The Outer Worlds game?
Dollarhyde: During the course of play, you’ll encounter instances where your decisions might lead to surprising or unexpected outcomes, indeed. These choices could potentially end the game prematurely or result in something rather absurd – a trait that Obsidian has become known for!
Recreating The World Of Eora In Avowed’s New Style
In our earlier conversation with director Carrie Patel and art director Matt Hansen, we discussed their work on incorporating creatures from the isometric Pillars of Eternity games into Avowed. I find myself often thinking about Matt’s comments regarding the Sporelings, and I was wondering if the team could provide more insights into the quirky, entertaining, or unexpected aspects of adapting the isometric style of the franchise for a first-person/third-person RPG?
One enjoyable aspect of adapting some of Eora’s beastly catalog from an isometric game to a first-person perspective was dealing with scale. In an isometric game, it can be challenging to grasp the size disparity between the player and the creatures they battle. However, viewing these same creatures in first-person provides a significant change. For instance, beetles as large as rhinoceroses become much more intimidating when viewed face-to-face at eye level, and xaurips are far more menacing when their larger counterparts nearly tower over the player.
In addition to its overall appearance, it was crucial that whatever the player encountered during battles made its intentions clear – whether it aimed to attack, use magic, or defend itself. In the Pillars series, this information was primarily displayed through action bars above each enemy the player was fighting. This aspect was especially noticeable with blights, which are mostly composed of elemental matter. Since fire-orb enemies in isometric games didn’t need elaborate animations to convey their attacks, they have become much more dynamic in the game Avowed as they now clearly show their combat actions.
A: Were there any enjoyable discoveries while creating the Living Lands for Avowed? Could you describe the general experience of this process?
Or
Beyond Avowed, what amusing insights arose during the creation of the Living Lands? Can you share some details about the overall development process?
Player: The Living Lands is a region shrouded in enigma and filled with captivating stories that often border on myth and gossip. The details about the Living Lands given in the Pillars series are mostly conjecture or unverified, making it an enjoyable puzzle to separate fact from fiction regarding this unusual continent. It’s interesting to note that some of the peculiarities of the land may have been overstated in the tales people tell, so those who have played earlier titles might find the continent not as bizarre as they had anticipated. However, don’t be fooled; there are still plenty of mysteries and unexpected elements waiting to be discovered!
Question: Could you elaborate on the objectives behind the design of Avowed’s open environments or areas? How did these features contribute to enhancing the game’s atmosphere and environment?
Cotto: To ensure variety, each region was designed uniquely within the Living Lands, where diverse biomes coexist closely. As you journey from Dawnshore’s tranquil coasts to Shatterscarp’s harsh deserts, you’ll notice this distinctiveness. Although isolated from other continents, the setting may offer a fresh twist on recognizable themes and cultures. For instance, imagine an animancer community that secluded themselves in the Living Lands wilderness. To learn more about their story, you’ll have to play!
Question: Are the given regions approximately the same size, or do they differ significantly in size? Can you tell me what purpose each of these regions serves?
Cotto: Each major area in the game is approximately similar in size, but there are slight variations. Regardless, the design of these regions varies greatly. For instance, one region might be a vast, open space, while another could have numerous jagged cliffs and rocky outcrops scattered throughout, giving each region its own distinct feel. This difference in layout ensures that each region offers a unique gaming experience.
The Godlike And The Godless – Inhabitants Of The Living Lands
A: In contrast to The Watcher, The Envoy must possess divine qualities. How are beings with such divine attributes typically regarded within The Living Lands? Although I won’t reveal any spoilers, let me discuss the importance of the player character becoming Godlike. In the context of the game, being Godlike carries significant weight and influence, as it is a status that sets the player apart from others in the world, though the exact ramifications and implications of this power are part of the game’s narrative to uncover.
In much the same vein as other places, the Godlikes elicit a variety of responses. Some view them as individuals favored by the divine, while others harbor suspicion or even open antagonism towards them. The populace of misfits, outcasts, and wanderers in the Living Lands could care less about their presence. Due to the Deadfire Incident, Godlikes have become relatively scarce across Eora, so an encounter with one might come as a shock.
At one extreme are those known as the Godless, who once dwelled in The Land of Life. Could you provide some additional information about their background and the part they might take in the story of Avowed?
Cotto: Discussing the enigmatic beings known as the Godless can be tricky without revealing too much, as they’re largely unknown to the inhabitants of the Living Lands. Their ruins scatter the land, but there’s scarcely any evidence left about them. The only thing people have noted is that they didn’t appear to follow Eora’s pantheon, hence the term “godless.” Their past and sudden vanishing centuries ago remain as shrouded in mystery as their origins.
For everyone involved, could you share your favorite aspects when creating, enriching, or contributing to the world of Eora through the game Avowed?
Cotto: It was wonderful, having had experience with Deadfire, to be able to draw on events and motifs from that game as well as Pillars 1 in the creation of Avowed. Some dedicated fans of the Pillars franchise might spot some rather intricate references to characters, locations, and incidents. While some of these references are quite obvious, others are more subtle, and I’m eagerly anticipating seeing what players manage to uncover.
[END]
Read More
- Path of Exile 2: How To Find & Unlock the Realmgate
- Cookie Run Kingdom: Shadow Milk Cookie Toppings and Beascuits guide
- Million-Dollar Crypto Scandal: Abra Pays Up in SEC Settlement
- Joel McHale Joined Scream 7 And His Role Destroys A Popular Fan Theory
- NewsNation Taps Leland Vittert to Replace Dan Abrams
- We’re Terrible At Organizing Things.’ Tom Holland Reveals The Sweet Holiday Scheme He And Zendaya Are Going To Try Next Year
- XLARGE Celebrates Lil Wayne With New Collection
- Ilana Glazer, Clark Gregg Join Broadway Cast of George Clooney’s ‘Good Night and Good Luck’
- Chanel Showcases Apichatpong Weerasethakul’s Immersive Exploration of Memory and Light
- Girls Frontline 2 Exilium tier list
2025-02-13 18:16