So, you’re hyped for Obsidian’s big fantasy RPG. Me too. But if you’ve been scouring the internet for every scrap of information about the Living Lands, you’ve likely stumbled upon the "Book of Before." It sounds like some ancient, dusty tome you’d find in a wizard's basement, doesn't it? Actually, it's basically a fancy digital lore primer Obsidian Entertainment dropped to bridge the gap between Pillars of Eternity and Avowed. It’s a weird little thing. Most people ignore these promotional digital booklets, but honestly, if you skip this one, you’re going into the game blind to why everyone is screaming about souls and gods.
The Book of Before Avowed isn't just a marketing gimmick. It is a dense, lore-heavy history lesson designed to explain why Eora is such a mess. Eora is the world where all this happens. It's a place where souls aren't just "vibes"—they are a measurable, scientific resource that can be harvested, broken, or shoved into a suit of armor. If you played Pillars of Eternity, you know the drill. If you didn't? Well, that’s exactly why this book exists.
What is the Book of Before anyway?
It’s basically a crash course. Obsidian realized that Avowed would attract a lot of players who never touched the original isometric RPGs. Imagine trying to explain a complex political thriller to someone who hasn't seen the first three seasons. That’s the challenge here. The book breaks down the timeline. It starts with the Engwithans—this ancient civilization that basically looked at the universe, decided it was empty, and "manufactured" gods. Yeah, they made them. They used soul essence (Animancy) to create the deities that characters in Avowed worship or fear.
It covers the basics.
You’ll read about the Eothas crisis. You’ll learn about the Saint's War. It’s not just flavor text; it’s the foundation of the conflict you’ll likely be dealing with as an envoy from the Aedyr Empire. The tone of the book is sort of academic but accessible. It feels like a report written for a high-ranking official. It’s smart.
Why the Aedyr Empire matters so much
In Avowed, you are an envoy from Aedyr. The Book of Before Avowed makes it very clear that Aedyr isn't just "the good guys" or "the bad guys." They are an expansionist power. They are big. They are powerful. And they are deeply suspicious of the "Dreaming Scourge" happening in the Living Lands.
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The book explains the racial tensions too. Aedyr is primarily humans and elves, living in a sort of uneasy but functional union. But when you step off the boat in the Living Lands, you’re an outsider. The book details how the Aedyr Empire views the rest of the world as something to be managed. This adds a layer of roleplaying depth. When an NPC sneers at you in the game, you'll remember the passage about Aedyr’s heavy-handed diplomacy. It makes the world feel lived-in.
The Soul Problem: Why everything is glowing blue
If there is one thing you need to grasp from the lore, it’s Animancy. This is the study of souls. In the world of Eora, souls reincarnate. They go through a cycle called the "Wheel." The Book of Before Avowed explains that this cycle isn't just some natural spiritual process. It was built. Or at least, it was heavily modified by those Engwithans I mentioned earlier.
When a soul gets "stuck" or "broken," bad things happen.
The "Dreaming Scourge" that drives the plot of Avowed is a soul-based plague. People are losing their minds. The environment is mutating. The book doesn't give away the ending—obviously—but it gives you the scientific (well, magical-scientific) context to understand that this isn't just a normal sickness. It’s an ontological crisis. The very fabric of how life and death work is fraying at the edges.
A Quick History of the Living Lands
The Living Lands is the setting of Avowed. It’s a frontier. Think of it like the Wild West, but with giant mushrooms, sentient plants, and a lot of rain. The book describes it as a place where "truth is as varied as the landscape." This isn't just poetic fluff. It means the laws of physics and magic are a bit... wonky there.
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- It’s a lawless land compared to the heart of the Aedyr Empire.
- The geography is broken into distinct "pockets" of ecosystems.
- Nobody has successfully conquered it. Many have tried.
The Book of Before Avowed emphasizes that the Living Lands are a melting pot. You’ll find people from all over Eora—Vailians, Rauataians, and folks from the Deadfire Archipelago. They all went there for a reason: to disappear, to get rich, or to find a cure for the scourge.
The Gods are watching (and they are jerks)
You can't talk about Obsidian's world-building without talking about the gods. They aren't distant figures. They are active. They are meddlesome. Woedica, Magran, Berath—these are names you’ll see constantly. The book outlines their "personalities."
Take Woedica, the Exiled Queen. She’s all about law, order, and rightful rule. She’s basically the patron saint of "I’m in charge because I said so." Then you have Magran, the goddess of fire and war, who is a bit more chaotic. The book helps you realize that when you make a choice in Avowed, you might be inadvertently siding with one of these entities. They have stakes in the Living Lands. They have agendas. And since they were "created" by mortals, they have very human flaws. They are petty. They hold grudges.
How to use this lore without getting a headache
Look, I get it. Not everyone wants to read a 50-page digital booklet before they start a video game. You want to swing swords and cast spells. But here is the thing: Avowed is a narrative-heavy game. It’s built on the DNA of Fallout: New Vegas and The Outer Worlds. The choices you make actually matter.
If you understand the tension between the Aedyr Empire and the local settlers, your dialogue choices will make more sense. If you know why the "Wheel" is important, the stakes of the plague will feel more urgent. You don't have to memorize dates. Just get a "vibe" for the power structures.
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Actually, the best way to digest the Book of Before Avowed is to treat it like a travel guide. You’re a stranger in a strange land. These are the things your character would probably already know as an educated envoy. It’s the "common knowledge" of the world.
Real-world impact of the Lore
Obsidian has a track record of making their lore feel grounded. They don't just use "magic" as a hand-wave for everything. There are rules. There are consequences. The book discusses the "Hollowborn Crisis" from the first Pillars game, where children were born without souls. Even though that crisis was "solved," the trauma of it still lingers in the world’s psyche. It’s like a world-wide PTSD.
When you see a character who is terrified of soul magic, you’ll know why. It’s not just superstition. It’s based on recent, horrific history. This kind of depth is what separates a generic fantasy game from an Obsidian game.
Moving forward in the Living Lands
The Book of Before Avowed is a bridge. It bridges the gap between the old-school CRPGs and the new first-person action RPG. It bridges the gap between being a confused player and an informed protagonist.
Don't overthink it. You don't need a PhD in Eoran history. Just acknowledge that everything in this world has a price. Every god has a secret. Every empire has a motive. The Living Lands are waiting, and they are messy, beautiful, and dangerous.
Actionable Insights for New Players:
- Read the digital primer: If you can find the official PDF or the web-based version Obsidian released, skim it. Focus on the sections regarding "The Wheel" and "Aedyr."
- Pay attention to the "Scourge": When you start the game, look for environmental clues that mirror the descriptions of the plague in the book. It helps with immersion.
- Choose your background wisely: Knowing the history of Aedyr will help you pick a background that fits your playstyle. Are you a loyalist or a rebel? The lore gives you the context to decide.
- Watch for Engwithan ruins: The book mentions them as the source of all the world's problems. If you see big, glowing green pillars or ancient stone structures, get ready for something important.
- Talk to everyone: Use the lore as a conversation starter. The game often rewards players who show a bit of "worldliness" in their dialogue choices.
Ultimately, the lore isn't a chore. It’s the seasoning on the steak. You can eat the steak without it, but it’s going to taste a lot better if you know what went into the rub. Enjoy the Living Lands. It’s going to be a wild ride.