As a tabletop RPG veteran who’s scribbled character sheets since the ’90s, I’d say 'Pillars of Eternity' is spiritually adjacent to D&D rather than a copycat. The Kickstarter era promised a revival of isometric RPGs, and Obsidian delivered by borrowing D&D’s foundational ideas—dice-based checks, party synergy—but ditching the OGL. Their skill system is more flexible; no more 'Use Rope' nonsense. Classes like Ciphers? Pure innovation, blending psionics with rogueish flair.
Where it diverges is tone. D&D often feels like high-fantasy escapism, while 'Pillars' dives into colonialism and existential dread. Remember the baby in the first game’s prologue? Heavy stuff. The lore’s dense enough to rival any D&D campaign setting, but without the baggage of decades of canon. It’s like comparing a homebrew campaign to an official module—both rock, but one’s got your unique fingerprints all over it.
Funny enough, I got into 'Pillars of Eternity' because a friend said it’s 'D&D for people who hate rules-lawyering.' And they’re kinda right! The game streamlines the crunch—no THAC0, thank gods—while keeping the soul of party-based adventuring. The lore’s less about mimicking D&D tropes and more about subverting them; even the gods are flawed, manipulative beings. Combat’s a ballet of pausing and micromanaging, which feels like DMing a chaotic session but without the arguments over flanking rules. Obsidian’s worldbuilding? *Chef’s kiss*—it’s like they took D&D’s toolbox and built a gothic clockwork universe instead.
Man, 'Pillars of Eternity' is such a love letter to classic CRPGs, and yeah, it totally wears its D&D influences on its sleeve—but it’s not a direct adaptation. Obsidian crafted their own world with Eora, complete with original lore like souls and reincarnation, which feels fresh compared to Faerûn’s familiar elves-and-dragons vibe. The mechanics echo old-school D&D though: real-time-with-pause combat, attribute rolls, and even Vancian magic (hello, 'prepare spells per day' fans). But they swapped out D&D’s alignment system for reputational traits, which I adore—it makes choices feel more personal.
What’s wild is how they reinvented races too. Instead of Tolkien-esque dwarves, you get the godlike, born from literal deities. It’s like they took D&D’s DNA and spliced it with something entirely new. I’ve sunk 100+ hours into both games, and while the nostalgia for 'Baldur’s Gate' is strong, 'Pillars' stands on its own as a modern classic. The writing’s got that Obsidian depth—moral grays, philosophical tangles—and the combat? Chef’s kiss for tactical nerds like me.
2025-09-13 07:55:30
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Chains of Eternity – Synopsis
When the Spell descended, Kael was nothing but a street thief—hungry, nameless, and forgotten. But fate brands even the lowest, and he awakens in a world of endless night, where monsters roam the crimson wastes and survival is measured in breaths.
Cursed with a living shadow bound by chains, Kael discovers a terrible truth: every kill feeds the void within him, granting strength at the cost of his humanity. As he claws his way through horrors, he learns he is not alone. Other Chosen walk the darkness—rivals, allies, betrayers—each wielding powers as strange and dangerous as his own.
Together and apart, they will uncover the secret of the Spell, the price of survival, and the terrible destiny awaiting those who endure. But the longer Kael fights, the more he wonders: does he wield the shadow… or does the shadow wield him?
In a realm where hope is a myth and dawn is just a rumor, Kael must decide—become prey, or embrace the hunger and rise as something far worse.
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When Eloise regained consciousness, she couldn't feel her wolf inside her anymore. But that became the least of her problems as she realized she was no longer among her kind, she was in the midst of dragons. Creatures who hunt her kind for fun.
She was given one choice to escape execution. She must learn how to use her unstable magic to heal the dragon shifters of a terrible plague.
Betrayed by her family and left with no other options, Eloise enrolled in Azehar academy, where she must survive deadly trials and hatred of the students surrounding her.
A werewolf in the midst of ancient enemies. Will she survive and return safely to her kind, or will she succumb to the horrors of Varethin?
Aurora, a strong-willed and compassionate princess, is next in line to inherit the throne of the mystical kingdom of Eldrador.
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Man, I've sunk so many hours into 'Pillars of Eternity' that I could probably recite Dyrwood's history by heart. The lore, the tactical combat, the companions—everything just clicked for me. Obsidian Entertainment nailed that classic CRPG feel while adding their own twists. Right now, there's no official word on a direct sequel, but they did release 'Pillars of Eternity II: Deadfire' back in 2018, which expanded the world beautifully.
That said, Obsidian's been busy with other projects like 'The Outer Worlds' and 'Avowed,' which seems to share some DNA with PoE. I’d love to see a third game eventually, maybe exploring the Living Lands or the Ixamitl Plains. Until then, I’ll just keep replaying Deadfire and theorizing about Eora’s mysteries with fellow fans.