|Biography and appearance|
Pillars of Eternity |
Pillars of Eternity II: Deadfire
|Attributes||Mig: 12 Con: 10 Dex: 15 Per: 12 Int: 16 Res: 13|
Kalakoth's Sunless Grasp
Fan of Flames
Arkemyr's Dazzling Lights
Minoletta's Minor Missiles
|Body||Aloth's Leather Armor|
|Weapon Set 1||Rod|
|Weapon Set 2||
Aloth Corfiser is an elven wizard and one of the companions in Pillars of Eternity and Pillars of Eternity II: Deadfire. Obsessive and dutiful, Aloth can be found in Gilded Vale near the entrance to the Black Hound Inn. If you sort out his little problem with the locals, he'll join up with you. In the sequel, he's found at the Engwithan dig site, masquerading as Engferth, a young animancer.
Background[edit | edit source]
Aloth is a 62-year-old slender elf with pale skin and straight, dark brown hair. He was born in the Cythwood, part of the mainland of the Aedyr Empire, and brought up in a servile family employed by Aedyran nobility. Although surrounded by wealth and prosperity, the young Aloth's home was not a particularly healthy one. Although his father worked hard as a steward, it was his mother who supported their home through a haemneg to another man. The haemneg an Aedyran institution derived from the human-elf imperial concubinage, allowing for a married human and elf to formalize a relationship, ostensibly for the purposes of politics and administration. Hers was to a landed thayn five day ride away from Cynthwood. The income was enough to support her entire family, but she was away from home most of the time. Aloth's father considered the two to be unbearably shameful: Not only was his wife the primary breadwinner of the household, her absence led him to believe that she was involved in an affair with the thayn. The mounting rage drove him into alcoholism and frequent outbursts directed at his wife, whenever she was around, and at their son in her absence.
The cycle continued for years, even as Aloth began his education in the ways of an arcane knight at his father's insistence. Five years into his training, the abuse came to a head and resulted in his Awakening. It occurred when his father learned that Aloth was struggling with magic missiles and flame shields in his fifth year of training. His failure reminded the older man of his own (as imagined as it was), further exacerbated by the presence of Aloth's mother at that time. As he kicked his son, curled up in a fetal position on the ground of the kitchen, Aloth retreated into himself. The trauma caused Iselmyr to emerge, taking over his body and filling the parts of his soul he retreated from. She lashed out, breaking the father's arm in three places. He never raised a hand against Aloth again. However, Aloth found little to be happy about. While she was useful against his father, his mother advised him to try and learn to control her, fearing that Aloth would be rendered society's outcast should anyone beyond their family learn of his status.
He trusted his mother's advice, in no small part due to the fact that Iselmyr was an uncouth provincial from a very long time ago (at least judging by her vernacular) and tended to surface in stressful situations and take control of his body. Worse yet, she acts without thinking, escalating even the most minute of encounters. As such, Aloth developed an almost pathological need for control in every aspect of his life. He dropped his guard in very few instances, as was the case when he avoided a romance with Ymir, a fellow student from the academy. Iselmyr, on the other hand, put in a lot of effort to undermine such reticence. Upon meeting Ymir again Aloth states that he still likes tile puzzles and deflecting personal questions and quickly changes the topic away from himself.
Leaden Key[edit | edit source]
Aloth never finished his studies as an arcane knight, as he lost favor after trying to inform instructors about a student-run animancy experiment that would eventually kill a dozen students. His experiences drove him to join the Leaden Key under Thaos once he finished his training as a wizard. Introduced to the organization in the Empire at the end of his studies, he jumped at the opportunity to oppose the spread of animancy and perhaps more importantly, postings far away from the Cythwood, Aloth's father, and his erl.
The young and directionless Aloth joined the Key to get some semblance of structure in his life, particularly after he saw his friends abandon their studies to pursue animancy in the Vailian Republics. The aggressive recruitment campaign by the Key found fertile soil and Aloth joined them out of genuine, sincere belief in their cause (perhaps aided by the six hundred year old ban on animancy in the Empire). He looked up to the members of the Key, following their instructions and believing that they genuinely wanted to keep kith from the folly of their own foolish ambitions.
He arrived in the Dyrwood in 2822 AI, to study animancy and its spread in the region. His handler met with him every few months to receive his reports and issue new leads. His last assignment was to Gilded Vale, to keep an eye on the events surrounding Raedric VII. Ever since, he has had no contact with the Leaden Key. He was cut loose, whether due to reassignment, death, or sacrifice of his handler, he doesn't know. However, by the time he met the Watcher, he was on his own for several months already. He joined the Watcher out of desperation, correctly surmising that they were on the trail of the Leaden Key.
Aloth wanted to learn the reasons behind Waidwen’s Legacy and ideally help to ﬁx it. He suspected that animancy is an affront to the gods, but when he learned that it was the leader of the Leaden Key who was perpetrating the crisis, his loyalty was shaken. Furthermore, even if animancy was something dangerous, it was also something that could help him out with his Awakening and Iselmyr.
Most importantly, traveling with the Watcher opened Aloth's eyes to the nature of the Key's activities against animancy. After witnessing murder, sabotage, turning entire districts into shambling monstrosities, and finally putting Defiance Bay to the torch, Aloth came to question his relationship to animancy and to the Leaden Key. He revealed himself once the Watcher and his party flew Defiance Bay, begging the Watcher's forgiveness and pledging his powers to help fight Thaos. The Watcher can either choose to extend said forgiveness and allow Aloth to remain in the party, or reject him as a traitor and telling him to leave and never come back.
If the latter is chosen, Aloth's story unceremoniously ends; finding himself with nowhere he feels he belongs, he decides in his desperation to head to Eir Glanfath, where he tracks down one of the ancient machines, ending his life by sacrificing his soul to it.
Should he remain with the party, the Watcher's influence on Aloth expresses itself after the end of the game.
If the Watcher convinced Aloth that Kith are in need of guidance and that some secrets are better kept hidden from them, he decided that the Leaden Key had a noble foundation and good intentions but that Thaos had failed as a leader and led the organisation astray by orchestrating the Hollowborn plague. He gathered Thaos' robes and headdress from his corpse, taking up his mantle to personally oversee the organisation's reformation.
If the Watcher convinced Aloth that Kith in the end must decide for themselves and that keeping secrets from them hinders their ability to learn from their mistakes, Aloth comes to see Leaden Key as an organisation that ultimately did more much harm than good and had no right to direct the path of Kith from the shadows. Aloth burned Thaos' body along with his robes and headdress, and set out on a mission to dismantle the organisation for good.
After five years on his own, Aloth may have earned a few new scars, but he's no worse for the wear. The choice he's made at Sun-in-Shadow defined his life over half a decade. Aloth visited the Empire for the first time in years and talked with his mother, coming to terms with their common past and understanding the way she was torn between two powerful men and the challenges she's faced in her life. It was a good trip - made all the better by the fact that he refused to see his father.
If he decided to destroy the Leaden Key: Aloth focused on trying to destroy the Leaden Key and free kith from their influence. However, after having followed someone else's lead for so long, the task proved to be more challenging than he thought. Well-intentioned actions backfired... As was the case with a little village in Old Vailia, where a heretical cult was extinguished by the Key, save for a practice of ritual bloodletting. Aloth thought to end it by assassinating the tyrannical priest who presided over it and ruled with an iron fist... But after he had an 'accident', the villagers freaked out, taking it for an ill omen... And began bloodletting every single week, turning on neighbors for giving too little... It was a mad house.
However, it did little to subdue Aloth's dogged insistence on taking down the Leaden Key. His drive to dismantle harmful traditions and customs that constrain, rather than help kith is as strong as ever and he does not hesitate to share his feelings on the matter with the Watcher, should he feel they are going down the wrong path.
If he decided to reform the Leaden Key: ...
Since then, he decided to track down a remote sect of the Leaden Key in the Archipelago and for this purpose, he created the persona of Engferth, a talented pupil with a tragic past to ingratiate himself with the Vailian animancers at Maje Island. Since animancy is a subject of interest to the Leaden Key, he figured that in doing so, he'd be able to get close to them and observe their workings, then use that knowledge for his own ends and implement his plans for the Leaden Key.
Interactions[edit | edit source]
|This character is a party member.|
|This character starts quests.|
Companion[edit | edit source]
- Aloth is first and foremost a mage and one of the more powerful wizard characters you can enjoy in your company. However, his focus on magical firepower has left him... Less than optimal for melee.
Companion Quest[edit | edit source]
- Aloth's companion quest is Two-Sided which can be obtained by speaking to him after completing Never Far from the Queen. Aloth will also open up about his involvement with the Leaden Key after Defiance Bay is engulfed by riots.
|This character is a party member.|
|This character starts quests.|
Companion[edit | edit source]
- Aloth is found at the Engwithan Digsite, posing as Engferth among the animancers. He will rejoin you quite promptly, though before you embark on a dungeon crawl, you can listen to the glowing recommendation he received from Selona and the backstory he crafted for himself in order to ingratiate himself with the animancers. He comes with the unique Keybreaker Scepter or Thaos' Headdress (depending on his ending: Reject Thaos or take his place respectively) and his old leather armor.
- Aloth likes:
- Autonomy: Believes kith should have the freedom to determine their own futures and appreciates efforts that support this principle (if you told him to dismantle the Leaden Key in Pillars of Eternity).
- Dutiful: Admires people who take responsibility and don't shirk the tasks presented to them.
- Stewardship: Believes in benevolent authoritarianism (mutually exclusive with Autonomy).
- Aloth dislikes:
- Irresponsibility: Finds it distasteful when others do not take their duties seriously or attempt to evade their rightful responsibilities.
- Pride: Is put off by people who proclaim their own merits in defiance of all decorum and decency.
- Traditional: Is wary of traditionalism for its own sake and distrusts those who adhere rigidly to old habits and rituals.
- Xoti's dutiful approach results in a natural development of relations between them.
- Tekēhu's carefree attitude and hubris greatly vex Aloth.
Behind the scenes[edit | edit source]
- Aloth was written by Carrie Patel.
- He is voiced by actor Matthew Mercer, who also voices Edér.
- Aloth has the unique background "Gentry", which is not available to players. It provides him +2 Lore.
- Before PoE 1.03, Aloth had the following Attributes: Mig: 12 Con: 10 Dex: 11 Per: 16 Int: 16 Res: 13.
Gallery[edit | edit source]