Race

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See also Character Creation.
Sagani, a boreal dwarf ranger.


The Race of a creature is a classification according to similar traits. A diverse medley of races populate Eora. Their separating characteristics are more apparent on a cultural level, with racial boundaries presenting neither roadblocks nor advantages in any given dealing between civilized men and women.

Within the Kith, or the civilized races, there is a variety of ethnic subtypes and nationalities. The world's races did not all spring forth from the same place, and millennia of independent development have resulted in distinctive and unconnected groups, typically exhibits slight differences in appearance, outlook, and adaptation compared to other members of the race. For example, the dwarf ranger pictured to the right, is originally from a southern boreal region that is quite different from the temperate homes of her distant kin to the north.[1]

Additionally, Eora contains some isolated races and ethnicities, but transoceanic exploration and cultural cohabitation have heavily mixed many racial and ethnic groups over time. This mixing is not always... peaceful. At times it has degenerated into genocide and long-standing prejudices are ingrained in many cultures.[1]

Races differ from each other physiologically[1], sexual pairings by different races (e.g. elves and humans, orlans and elves) never result in conception.[2] But inter race unions such as Aedyr Haemneg are possible.

Playable races[edit | edit source]

In Pillars of Eternity, there are six playable races, or Kith, as the civilized races are referred to. As a new player, you will be able to start off as any of these races and their subdivisions.

Image Race Description
Human-icon.png Human Humans (commonly called "folk") are the most common race in the Dyrwood, the Aedyr Empire, Old Vailia, and the Vailian Republics. Though not as large as the towering aumaua, humans are known for their strength and willpower.
Aumaua-icon.png Aumaua The mighty Aumaua are the largest of the kith races and are commonly found in or near oceans. Though not truly aquatic, they have an affinity for water and many of their civilizations, such as Rauatai, are based on naval dominance. They are known for their unparalleled strength.
Dwarf-icon.png Dwarf By virtue of land covered and number of colonies settled, dwarves are the most well-traveled race in the world. They are commonly found in the Dyrwood, the Vailian Republics, and almost any colonized land. Dwarves are known for their great strength and tenacity.
Elf-icon.png Elf Elves are the dominant race in Eir Glanfath and The White that Wends and are extremely common in the Dyrwood and Aedyr. Elves are known for their speed and intelligence as well as a commonly isolationist nature.
Orlan-icon.png Orlan Orlans are the smallest of the kith races, though many cultures don't consider them to be civilized at all. Also notable for their large ears, two-toned skin, and hirsute bodies, Orlans are commonly found in Eir Glanfath, the Ixamitl Plains, and parts of the Dyrwood. They are known for their mental intensity and quickness.
Godlike-icon.png Godlike The godlike are children of the kith ("civilized" races) who have been blessed with physical aspects associated with the gods (though some do not consider it a blessing). These aspects may take many forms and often come with mystical powers. Aberrant head shapes are typical, and godlike are unable to wear protective headgear as it is near-impossible to find anything that fits. Because of their unusual nature and their inability to reproduce, godlike are often viewed with fear and wonder.

Racial Bonuses[edit | edit source]

Different races have different starting statistics.

  • Race determines the character's attribute modifier, providing either small bonuses or penalty to some of its attributes.
  • Subrace determines your character racial ability.
Race Attribute modifier Bonus Ability
Subrace Ability
Human Might + 1, Resolve + 1 all Fighting Spirit
Elf Dexterity + 1, Perception + 1 Wood Distant Advantage
Pale Elemental Endurance
Dwarf Might + 2, Constitution + 1, Dexterity - 1 Mountain Hale and Hardy
Boreal Hunter's Instincts
Aumaua Might + 2 Coastal Towering Physique
Island Armed to the Teeth
Orlan Perception + 2, Resolve + 1, Might -1 Hearth Minor Threat
Wild Defiant Resolve
Godlike Dexterity + 1, Intellect + 1 Death Death's Usher
Fire Battle-Forged
Nature Wellspring of Life
Moon Silver Tide

Subrace Descriptions[edit | edit source]

Race Subrace Description
Human Meadow The most common humans in the Dyrwood, the Meadow Folk (or Thyrtan) have lived in that area for almost 2,000 years. Meadow Folk traditionally live at the edges of Elven forests working the open plains - hence their name. Most humans in the Dyrwood are Thyrtan.
Ocean Ocean Folk (Calbandra) originated near the Equator on the other side of the globe and are currently the most widespread human group in that region, but they have also migrated to the far reaches of the world. Ocean Folk are the dominant culture in the Vailian Republics, and are also common in the Dyrwood.
Savannah Savannah Folk (Natlan) come originally from just south of the Equator and, with the exception of some groups that migrated north, have remained in the same location for over ten thousand years. The name Natlan literally means "original." While quite common in Readceras, Savannah Folk are not usually seen in the Dyrwood and the Vailian Republics.
Aumaua Coastal Viewed as a warlike race, the Coastal Aumaua live in a mainland region along the coasts of the northern hemisphere - lands they conquered by pushing Thyrtan (meadow folk), Natlan (savannah folk), and orlan communities out. Their culture is more centralized and urban than their island cousins, though both groups are involved in seafaring. Coastal Aumaua are very rare in the Dyrwood, but those that do make the journey usually do so as mercenaries, bodyguards, or soldiers.
Island Island Aumaua originated in the Deadfire Archipelago a thousand miles south of the Vailian Republics. While physiologically similar to their coastal cousins, the coloration of Island Aumaua is starkly different - brown and yellow, contrasting the Coastal's blue and green. Though still uncommon in the Dyrwood and surrounding environments, Island Aumaua are more commonly encountered there than Coastal Aumaua, who are quite rare. When encountered around the Dyrwood, they are often laborers, fishermen, or sailors.
Dwarf Boreal Most Boreal Dwarves (Enutanik) live in the remote southern island of Naasitaq, where they share the rocky tundra and snow-covered forests with migratory pale Elves and the coast-hugging ships of aumaua. Like their northern cousins, Enutanik share an instinctive love of exploration. Boreal Dwarves are somewhat common in the Vailian Republics but seldom encountered in the Dyrwood.
Mountain Mountain Dwarves (Aptapo) originated on the continent to the east of the Dyrwood and have spread through the area several times. Unlike the similarly diminutive Orlans, who are frequently subjugated, the Aptapo have always directly fought back threats posed by larger kith and opted to fortify their residences rather than move on. Mountain dwarves are common in the Vailian Republics but not seen as often in the Dyrwood and Readceras.
Elf Pale It is unclear exactly how long ago the Pale Elves (Glamfellen) came to the southern polar regions of the world, but they have lived there for at least 12,000 years based on their continuous contact with Aumaua traders. They appear to be among the most stationary ethnic groups in the known world, migrating within the polar region but seldom venturing far north. They are rare in all northern lands and most people consider them exotic (if they have seen one at all).
Wood Wood Elves (Sceltrfolc) trace their beginnings far north of present-day Aedyr and have migrated south throughout the forests of the continent, now covering it all the way south across the Equator. They are also believed to have migrated across the sea to Eir Glanfath. While physiologically identical to one another, Wood Elves from Aedyr are culturally different from those in Eir Glanfath and consider themselves wholly different groups.
Orlan Hearth Hearth Orlans are often found as slaves in Readceras and the Vailian Republics. One of the treaty terms between the Dyrwood and the people of Eir Glanfath was the liberation of orlan slaves and while this has been honored, many Hearth Orlans continue to live in the Dyrwood as indentured servants.
Wild Wild Orlans are the "original" Orlans who lived in the deepest forests and jungles between the tropics. While they have only been significantly separated from Hearth Orlans for a thousand years, a few genetic differences have appeared rapidly, most notably a lack of facial hair in the Hearth Orlan branch. Wild Orlans are common in the deep reaches of Eir Glanfath. Unlike their Hearth Orlan brethren, they are not often seen in the Dyrwood, Readceras, or the Vailian Republics.
Godlike Death Death Godlike are the most distrusted of their kind. Strange growths cover their eyes - or, in some cases, entire face - giving them a sinister appearance. The growths are transparent for the Godlike but opaque from the outside, hiding their features. Death Godlike are commonly killed at birth because many cultures consider them to be harbingers of doom.
Fire The bodies of Fire Godlike often resemble hot metal, burnt wood, or stone, with harmless flames that erupt from the cracks in their skin. Fire Godlike are objects of both reverence and fear in the Deadfire Archipelago. Many locals believe they have the power to awaken volcanos - or that killing one will cause a volcano to awaken. In the Dyrwood, Fire Godlike are often seen as a sign of the blessing of Magran, goddess of war and fire.
Moon Moon Godlike are the most tolerated of the godlike. While their skin tone and a large moon-like growth on their foreheads may be strange to some, their appearances are generally considered more palatable by the other kith. Sailors have many beliefs about Moon Godlike and their propensity to bring luck, though there is little agreement as to what kind of luck they tend to bring.
Nature Nature Godlike appear to be a fusion of human and animal features, often covered by plants, moss, or fungi. This has led to the common stigma that they are diseased, and many are killed at birth because of it. Many druidic orders have a keen interest in Nature Godlike because of their general curiosity as to how souls occupy animals, plants, and stones.

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References[edit source]