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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 › Walkthrough › Main Quest: Act I

The Watcher of Dyrwood: Gilded Vale

Part 1: Corpse Chatter at the Hanging Tree

You’ve reached the relative safety of Gilded Vale via its north road (27). Head south toward the center of town, down the stone steps to a rather gruesome hanging tree (28). You’re stopped by Urgeat, a magistrate and agent of Lord Raedric VII, who has recently set about slaying the more “impure” members of town. Speak to him, answering as you wish. Learn a wealth of information as you quiz Urgeat (especially about the Hollowborn, which Urgeat is attempting to wipe out), or ignore him completely.

The tolling of an ominous bell interrupts him at the end of the conversation. It seems Lord Raedric’s heir is lost or a Hollowborn. Ask Urgeat as many additional questions as you wish, but you get no further information from Urgeat until you get some rest. You cannot camp in town, but almost any other exterior map allows camping. The Black Hound Inn is a good place to rest. The Quest updates before you leave.

Quest updated: The Gilded Vale
Objective: Get some Rest

Gilded Vale is filled with exciting possibilities and it’s tempting to explore the machinations of your first big city. However, your party is probably weary from their previous battles, so stop by the Black Hound Inn (30) before doing anything else. You cannot continue the Main Quest: Gilded Vale or Visions and Whispers without rest.

Part 2: (Optional) Recruiting Aloth and Eder

Villager Interaction

There are a fair number of villagers standing and wandering this village. All offer flavor if you interact with them (their greetings change, depending on your standing within the settlement). Interaction with the named villagers leads to strange psychic experiences for your main character. There are also various buildings to enter and plants to pick.

Journey to the southwest corner of town, toward the large structure known as the Black Hound Inn (30). Close to the main entrance, three townsfolk argue with an elf named Aloth. You can interject (you have a Passionate, Rational, and Diplomatic responses to attempt if you wish). The situation almost always degenerates into blind, ugly violence! To avoid this, choose the calming rational choice first, then warn the townsfolk “I don’t think attacking him is such a good idea.” Finally, with Perception at 13, you can choose the first choice on the last dialogue menu: “He’s reaching for something. And since it’s not the rapier at his side….” With that, the angry villagers leave without a fight.

After the confrontation (if a fight erupts), gather any items from the corpses and speak to Aloth. Find out more about him, then recruit him into your party. Get some rest at the Black Hound Inn.

To the south of the hanging tree (28) is a cocksure adventurer (32) clad in armor with some reasonably impressive equipment; a man named Edér that can join your party, but only after you have gotten some rest and spoken to the dwarf lady hanging in the tree. Continue conversing with the fighter until the option to have him join your party becomes available.

Part 3: (Optional) Activities in Gilded Vale

Activities at the Black Hound Inn

At this point, you are free to move about the town and begin some wanderings, Side Quests, and Tasks. One excellent plan is to enter the Black Hound Inn (30) and speak to the barkeep, Hilde (A). She has a variety of topics to investigate:

A Room

Purchase a room for the night (which offers a permanent buff to each party member until you camp or rest again). This is recommended and the next objective in the Visions and Whispers quest.

Recruitment

Purchase a party member for hire (this costs 250 cp to 500 cp). Though expensive, you can tailor the character to excel in whatever skills and abilities you wish (using the same character building menus as your main character). Use this to fill a gap in your party. Six is the maximum number of companions that can travel with you. Be aware that you will be picking up one or two more members in the next area.

Trade

Buy and sell with Hilde (selling rather than buying, as her wares are limited). This is a great way to make large sums of money if you loot and stash everything possible.

Task: Late for Dinner

Ask Hilde why they only serve porridge, and agree to search for her cook, Tenfrith, who has gone missing (see Act I Side Quests for more info).

Explore the Inn, optionally ransacking any accessible tables, cupboards, or other storage vessels (especially upstairs).

Pet: Black Hound

Locate the dog (C) whining for his missing owner. Pet the dog or beckon it to you, and it becomes a Pet, but only after talking to Hilde the innkeeper about the hound first (this party mascot travels with you, but you don’t control it).

Activities around (and below) Gilded Vale

Investigate the empty farm building (40) north of the hanging tree. It’s empty, but contains items to steal.

Side Quest: Fragments of a Scattered Faith

After adding Edér (32) to your party, this quest becomes available, the first task is to bring Edér to speak with Maerwald. (see Act I Side Quests for details).

Side Quest: Buried Secrets

Visit the child by the ruins (33) just east of the hanging tree, who mentions something about a closed temple. Then descend the nearby steps, into the Temple of Eothas, and begin this side quest (see Act I Side Quests for details).

Task: Against the Grain

Head north toward the Windmill (38), where you’re engaged in a war of words between a dwarf named Sweynur and the mill owner Trumbel. Sort out this dispute while you’re in town (see Act I Side Quests for details).

Task: Vengeance from the Grave

Ingroed’s House (39) is just northeast of the hanging tree. This is where you find Nonton and Ingroed making hurried arrangements to leave town. This Task doesn’t begin if you talk to the couple; but it’s a critical location to find (see Act I Side Quests for details).

Side Quest: The Smith’s Shipment

The Black Hammer Smithery (35) is east and a little south of the hanging tree. Speak to Tuatanu, who is missing a shipment in Black Meadow, and begin this Quest (see Act I Side Quests for details). Optional: While there, purchase the Rope and Grappling Hook, then use these tools to scale the wall in Valewood.

Don’t Loot The Black Hammer!

Do not loot the inside of the Black Hammer Smithery; the well-armed workers inside will annihilate your party quickly. It’s best to stay on Tuatanu’s good side.

Side Quest: A Mother’s Plea

Aufra’s House (29) is northwest of the hanging tree. Head inside; the pregnant woman is Calisca’s sister. She is worried about her child being Hollowborn, and hopes you can help by finding a midwife (see Act I Side Quests for details).

Activities in Valewood

Remember to travel to the north of Gilded Vale. Now that you have two (or more) party members, you can hunt foes much more easily. There are some interesting opportunities here:

Task: Late for Dinner

Head northeast to the Bandit Camp (19), where Tenfrith, the Black Hound Inn’s cook, is being held (see Act I Side Quests for details).

Task: Vengeance from the Grave

Head north into the cave (21), slaughtering a bear and speaking to a lost spirit to begin this task (see Act I Side Quests for details).

Part 4: Visions and Whispers & The Gilded Vale Continued

Quest updated: Visions and Whispers
Objective: Find the dwarf woman from the dream

Quest updated: The Gilded Vale
Objective: Speak to Magistrate Urgeat

Quest Complete: Visions and Whispers
New Main Quest: The Old Watcher
Objective: Travel to Caed Nua

Back at the hanging tree (28) after sleeping and dreaming of the dwarf woman at the Black Hound Inn, move behind the low ruined stone wall to the hanging corpse on the left side of the tree; the distended body of an elderly dwarf animancer woman is swaying in the fetid breeze. Reach out for the woman when prompted, and join her mind in a strange malaise of purple fog. Choose to ask all the presented questions regarding your ability (that of a “Watcher”), and more about the dwarf’s life before it ended with a roped neck and a short drop. Once you finish, she tells you to find a man named Maerwald, who shares your ability. The quest updates at this time.

Magistrate Urgeat is also meandering around the hanging tree. Once you’ve rested you can complete the conversation with Urgeat. It was confirmed that Lord Raedric’s child was Hollowborn. As a result of this horrific news, Raedric will be aggressively purifying Gilded Vale. Urgeat suggests you leave town as soon as possible. The Gilded Vale quest is complete after this conversation. Note, however, that it will be updated to reflect his words if you do go back to speak with him after resting.

Quest Complete: The Gilded Vale

Travel Companions

At this point, you can simply leave town. However, it’s important to gather the two Companions (Edér and Aloth) who are waiting in Gilded Vale, to increase your chances of survival. With enough trading, you can manage to fill your party completely with hired help from the Black Hound Inn. This makes your party very strong. There are a number of optional Quests and Tasks to undertake, too.

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