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Pillars of Eternity eGuide
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Contents

  • History and Lore
    • World Climate and Culture
    • Empires and Nations
    • Eastern Reach
    • Rest of the Known World
    • Society
    • Technology
    • Alcohol and Narcotic Use
    • Religion
    • Soul and Soul Mechanics
    • Timeline
  • Training
    • Character Creation
      • Generate a New Ally
      • Attributes
      • Vitality
      • Skills
      • Experience/Leveling
      • Abilities
      • Talents
    • Game Mechanics
    • Crafting and Enchanting
    • Stronghold
    • Combat
  • Inhabitants of Dyrwood
    • Races
      • Races and Subrace
      • Aumaua
      • Dwarves
      • Elves
      • Humans (Folk)
      • Orlans
      • Godlike
    • Classes
      • Barbarian
      • Chanter
      • Cipher
      • Druid
      • Fighter
      • Monk
      • Paladin
      • Priest
      • Ranger
      • Rogue
      • Wizard
    • Friends and Foes
    • Companions
    • Pets
  • Equipment - Weapons
    • Weapon Overview
    • Melee Weapons
      • Introduction
      • Daggers
      • Sabres
      • Great Swords
      • Hatchets
      • Battle Axes
      • Pollaxes
      • Stilettos
      • Swords
      • Estocs
      • Rapiers
      • Spears
      • Pikes
      • Clubs
      • Maces
      • Morning Stars
      • Flails
      • War Hammer
      • Quarterstaves
    • Ranged Weapons
      • Introduction
      • Pistols
      • Arquebuses
      • Blunderbusses
    • Bows
      • Hunting Bows
      • War Bows
      • Arbalests
      • Crossbows
    • Implements
      • Wands
      • Rods
      • Scepters
  • Extras
    • Achievements
    • Bonus Quests & Tasks
    • Bounties
    • Companion Quests
      • Two-Sided
      • Fragments of a Scattered Faith
      • The Trials of Durance
      • The Long Hunt
      • Time and Tide
      • Dream and Memory
      • True to Form
      • The Child of Five Suns
  • Armor & Protective Gear
    • Armor
    • Protective Gear
    • Cloth
    • Padded
    • Hide
    • Leather
    • Scale
    • Breastplate
    • Plate
    • Mail
    • Brigandine
    • Neck
    • Capes/Cloaks/Mantles
    • Hands
    • Feet
    • Head
    • Waist
    • Rings
    • Shields
  • Items
    • Consumables (single use)
    • Potions
    • Food
    • Scrolls
    • Figurines
    • Traps
    • Ingredients
    • Quest Objects
    • Currency
    • Miscellaneous Objects
  • Walkthrough
    • Main Quest: Act I
      • The Watcher of Dyrwood: Encampment
      • The Watcher of Dyrwood: The Ruins of Cilant Ls
      • The Watcher of Dyrwood: Valewood
      • The Watcher of Dyrwood: Gilded Vale
      • The Watcher of Dyrwood: Magrans Fork and Black Meadow
      • The Watcher of Dyrwood: Caed Nua
      • The Watcher of Dyrwood: Woodend Plains and Aedelwan Bridge
    • Act I: Side Quests
      • Introduction
      • Side Quest: A Mothers Plea
      • Side Quest: The Smiths Shipment
      • Side Quest: Buried Secrets
      • Side Quest: Lord of a Barren Land
    • Act I: Tasks
      • Introduction
      • Task: Late for Dinner
      • Task: Vengeance from the Grave
      • Task: Against the Grain
    • Main Quest: Act II
      • The Watcher of Dyrwood: Copperlane
      • The Watcher of Dyrwood: Catacombs and Temple of Woedica
      • The Watcher of Dyrwood: First Fires
      • The Watcher of Dyrwood: Heritage Hill
      • The Watcher of Dyrwood: Stormwall Gorge
      • The Watcher of Dyrwood: Dyrford Village
      • The Watcher of Dyrwood: Dyrford Crossing
      • The Watcher of Dyrwood: Cliaban Rilag
      • The Watcher of Dyrwood: Brackenbury
      • The Watcher of Dyrwood: Ducal Palace
    • Act II: Side Quests
      • Introduction
      • His Old Self
      • A Voice from the Past
      • Rogue Knight
      • The Bronze Beneath the Lake
      • A Two Story Job
      • The Changing of the Guard
      • The Final Act
      • Built to Last
      • Winds of Steel
      • Cinders of Faith
      • A Farmers Plight
      • Blood Legacy
      • The Theorems of Pandgram
      • Far from Home
      • Supply and Demand
      • At All Costs
      • The Wailing Banshee
    • Act II: Tasks
      • Introduction
      • Ferry Flotsam
      • The Parable of Wael
      • Something Secret
      • Unwanted
      • The Forgotten
      • Missing Sentries
      • Safe Haven
      • Cat and Mouse
      • Nest Egg
      • Hard Feelings
      • All Hands on Deck
      • Brave Derrin
      • Clandestine Cargo
    • Main Quest: Act III
      • The Watcher of Dyrwood: Stormwall Gorge to Elmshore
      • The Watcher of Dyrwood: Hearthsong
      • The Watcher of Dyrwood: Elms' Reach
      • The Watcher of Dyrwood: Oldsong to Burial Isle
    • Act III: Side Quests
      • Introduction
      • Sacrificial Bloodlines
      • Hunter, Brother
      • At the Mercy of the Tribes
      • The Champion of Berath
      • Prison of Ice
      • Into the White Void
      • A Servant of Death
      • A Nest Above the Clouds
      • The Old Queen and the New King
    • Act III: Tasks
      • Introduction
      • Songs of the Wild
      • The Sealed Missive
      • Hard Bargain
    • Main Quest: Act IV
      • The Watcher of Dyrwood: Sun in Shadow
  • Bestiary
    • Bestiary Breakdown
    • Beasts
      • Fauna
      • DRAGONS
      • Spiders
      • Stelgaer
      • Beetles
    • Primordials
      • Oozes
      • Delemgan
      • Pwgra
    • Spores
      • Sporeling
      • Dank Spore
      • Lurker
    • Spirits
      • Blights
      • Cean Gwla
      • Phantoms
      • Shadows
      • Will-o-wisps
    • Vessels
      • Animats
      • Dargul
      • Fampyr
      • Gul
      • Revenant
      • Skeleton
      • Death Guard
      • Constructs
      • Wichts
    • Wilder
      • Ogres
      • Skuldrs
      • Trolls
      • Vithrack
      • Xaurips
  • Gold Credits
    • A-F
    • G-L
    • M-R
    • S-Z
  • Credits
    • A-F
    • G-L
    • M-R
    • S-Z

Pillars of Eternity Guide › Extras › Companion Quests

Time and Tide

Character:

Kana Rua

This companion quest begins when you add Kana to your party. You can do this at the end of Act I when you enter Caed Nua, just outside the front gate of the stronghold. He excitably explains that he has been investigating the stronghold, and could sorely use assistance in venturing past the gathered beasts. He wants to enter the keep and speak with Maerwald for an opportunity to explore the structure itself. He offers to team up with you, since you have similar goals.

Quest

Objective: Find Maerwald

The Endless Paths of Od Nua

Kana Rua is very eager to explore the Endless Paths, seeing it not only as an opportunity to glean crucial information about the Engwithan people, but as the site of the last recorded mention of the Engwithan hero who possessed the work. This Engwithan hero proves to have been one of the Overseers of Od Nua, responsible for clearing the Paths of monsters and rallying defenses.

The Endless Paths themselves provide an obstacle to immediately investigating Gabrannos’ tomb; though eager, Kana Rua is content to aid you in your journey until they are capable of tackling the sixth level.

Once they descend, Kana Rua discovers the tomb of Gabrannos. Unfortunately, it’s been ransacked, and the tablet on which the text was inscribed has been irreparably shattered.

Kana asks the party to retreat to the surface for a time, so that he might think about what to do next. On the first level of the Endless Paths, the party is ambushed by Leaden Key Agents, hot on the trail of both you and Kana Rua.

Endgame

During several conversations with Kana throughout the game, most notably those involving the Endless Paths, the player has the opportunity to present their views as to whether the pursuit of knowledge is in and of itself worthwhile, and whether the ends justify the means when it comes to collecting that knowledge. These responses shape Kana’s own perspective on his mission, animancy, and the Engwithan culture as a whole.

Here’s an idea as to which conversations have effects:

  • Time and Tide quest dialogues over the course of resolving the quest itself (as well as talking to Kana Rua on the way back up from the tablet).
  • Talking to Kana in the sanitarium about animancy.
  • Talking to him after the ducal assassination (so at the start of Act III).
  • Talking to him after speaking with Iovara.
  • Rest conversations where he discusses animancy or his mission to help Rauatai.

If you encourage a less idealistic view of the Engwithans, and support Kana’s mission to help Rauatai, Kana Rua maintains his belief that the holy text he was after left an important mark on the world, even if he didn’t get the specific answers he sought. Kana Rua returns home and describes both the good and bad aspects of Engwith culture to the lore college, in the hopes that Rauatai can avoid Engwith’s mistakes and carve its own path.

His inability to prove his theory of Engwithan influence diminishes Kana’s academic standing, but he is often the subject of much interest from those eager to hear of the world abroad. The report does not bring immediate change, but Kana Rua’s voice is soon considered an influential one in the move toward a more collaborative approach to expansion on the northern continent. While Kana knows the gods are not real, he is obliged to keep this particular aspect to himself, to be shared only with indulgent, disbelieving friends.

If you discourage Kana’s search for answers altogether, along with his fondness for the Engwithans, Kana Rua’s disillusionment with his quest sees him return to Tâkowa with a cloud over him. His quest for answers has only proven that the traditionalists were right, and seeking more truth abroad will only fracture Rauatai. He goes back home, and takes up the argument for isolationism. While the report does not bring immediate change, Kana Rua’s voice is considered an influential one in the move toward a more hostile approach to expansion on the northern continent.

If you encourage an idealistic view of the Engwithans, and support Kana’s mission, Kana Rua returns home and inspires his people with his talks about Engwith ideals, and becomes a respected and convincing speaker in the move towards becoming more welcoming of foreign influences. While the report does not bring immediate change, Kana Rua’s voice is considered an influential one in the move toward a more collaborative approach to expansion on the northern continent.

If you encourage Kana’s general search for knowledge, but don’t support his view of the Engwithans, or even his approach to solving Rauatai’s problems, Kana decides that the mission is flawed from the outset, and the tablet can’t provide the answers he wants—but thinks he can find answers by continuing to hunt for knowledge. He sets sail again to explore the world.

If the tablet was not recovered and you encourage Kana’s pursuit of knowledge and ambitions for Rauatai during their conversations throughout the game, then (after parting ways) Kana Rua determines that he shall seek out the tablet on his own and descends into Od Nua. He is not heard from again.

If the tablet was not recovered and you discourage Kana’s pursuit of knowledge and his plans for Rauatai during their conversations, then Kana Rua decides that the tablet is meaningless and that he no longer cares what it says. He leaves it undiscovered in the depths of Od Nua and returns home empty-handed. Crushed by his failure, he takes up a quiet life as a lore keeper in the college.

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