The following content is optional, feel free to skip it.
It contains additional information about the setting, and character
options you might want to use.
Pathfinder 1e has robust rules for religion, such as the cleric's
domain, deific feats, and alignment; keep using those rules.
The following section is meant as flavor, so you can understand the
religions of the setting races.
Your character may be of any religion, regardless of their species.
Lord of The Flies
The church of the flies is a monotheistic religion that requires the
absolute devotion of its worshipers for the promise of an ever
lasting heaven in the 9 hells.
While not officially a sacrifice, priests of the fly execute
heretics and aliens who bad mouth their lord.
Regardless of how violent they are, priests of the fly claim their
religion is one of love and peace. They often incorporate symbols of
torture into their art such as the breaking wheel, which is their
holy symbol.
Sylvan Spirits
Far into the forest is the domain of Sylvan spirits. Those who are
powerful are usually benign, and offer wayward Demihumans a pact of
protection.
The pacts can be short lived, such as a small quest in exchange for
a safe night’s rest, or long term contracts that can allow
Demihumans communities to flourish.
Goblins also commune with Sylvan spirits.
The Pantheon
Most races worship the Pantheon; gods which are similar to those in
the core rule book. (Players, feel free to use Galorian gods if you
like).
The Pantheon is worshiped by the Smallfolk, Naga, Trolls and
Tallmen.
Biospiritualism
From the trees to the frogs, Wood Elves worship life itself.
While druids are exalted within Wood Elven society, arcane magic is
distrusted; within the elven realms spells above 3rd level require
pre approval and automatons are forbidden.
Wood Elves enforce those rules more at a state level and at
themselves.
The-Good-Old-Gods
High Elves believe in a queer reading of human mythology. Gods don’t
possess absolute power, and often have the same abilities as
mortals.
To High Elves, mythology is revered for its age and humanity. They
refer to mythological beings as the `good-old-gods`.
High Elves believe all sentient creatures were created equal (By
dragons), and they color their eyes the hue of dragons to
distinguish themselves from humans.
The Matron
Dark Elves believe in embodied theism. The Matron, their main
goddess and liberator, was once a human who ascended to godhood. In
contemporary society, the matriarchs of noble families can be named
matrons, ascending to lesser godhood.
Men in Dark Elven society usually hold a lesser rank than women,
their existence viewed as inherently lesser and violent; while other
Elven races are accepted as exceptions, this has caused tensions as
the Wood Elves see it as a fundamental misunderstanding of life and
High Elves believe in equality.
As part of civil service or a need to hunt, your character has training
with weapons traditional to their culture (Proficiency).
Human Realms
“Well met, I see that you are bearing the banner of house Dureman; I
myself might have fought alongside your house, if It wasn’t for my
father wanting to have a templar in the family.”
Although feudal and poor, due to the combined size of their realms,
humans still possess a considerable economy. Taxes paid to the
nobility and church, allows those institutions to field troops to
protect humans.
Church taxes are also used to free slaves, feed the poor, help the
indebted and wayward travelers.
Sylvan Settlements
“Aye, we might be fewer; but for every knight they master, a hundred
citizens would take up arms; so let the humans come and build their
church – while being poked by a thousand spears.”
Isolated? Independent! Demihumans take solace in that they know the
name of every person living in their petty towns.
Unlike other races who think in terms of economy, Demihumans labor
to create a safe home.
Traders use sylvan cities as a tax-free trade hubs and secretly fund
their defenses against the attacks of religious humans.
Highlands
“Don’t call me sir, I am a housecarl.”
While still feudal, Tallmen societies have a looser structure:
warriors replace traditional nobles, and peasants can rise to become
warriors through raiding or trade; Such warriors don’t have their
low births held against them.
Giant, being a runic language, has led to an oral keeping of Tallmen
history.
Law isn’t codified, and when someone steals, murders or is being
unpleasant, a meeting is called to decide their punishment.
(Elven) Groves
“The weapon spoke to you? We produce steel from biomatter, I’m
guessing it might have been a person once- a criminal. Ignore it.”
Since Wood Elves can’t normally conceive a child, the noble families
grow their influence by adopting. Wood Elven architecture naturally
flows with nature; spiraling tree homes, terraces, and vegetation
are incorporated into the design.
While the stable climate and volcanic land of Groves are already
ideal for agriculture, Wood Elves go to greater lengths to protect
the land, ensuring a high yield.
Wood Elves think milk consumption is disgusting, however, they fail
to convince the other Elves.
Kedem
“Don’t say `adamantine`, awe! Dwarven pronunciation. Do you know how
long it took to name those metals? It's `adamantite` as in meteorite
and adamant; it's part of the sky-metals product line… That’s not
silver, it's mythrite, it's written on the box… No! That is not how
it's pronounced.”
The High Elven economy is syndicalist, and is mostly based on
commerce. Citizens of Kedem can vote, while welfare is available to
anyone visiting the city state.
While High Elves are happy to remain within the borders of Kedem,
they establish presidencies in foreign realms to ensure stable
commerce. At the core of each presidency is a tram station, and
bigger presidencies include an academy, a mall, and a printing
house.
The Hallow (Lands)
“Humans only respect power; and when you have that, neighboring them
isn’t that bad.”
Dark Elven society is composed out of clans. Unlike feudal
societies, these clans are bound equally to the state, and inner
fighting is forbidden. Each clan contributes to the protection of
the state, sending children to serve in the police force as part of
national service. While each clan is trusted to manage its internal
affairs, it is expected to provide a decent standard of living to
its members such as healthcare.
Dark Elves view slaves not just as labourers, but mandatory for
social interactions: even lowborn rent a slave to introduce them,
and Matrons are carried into councils upon palanquins.
The Matron forbids the enslavement of other Elves, and that’s enough
to make the Wood Elves allow the slave trade to continue.
Underworld
“Dark yet darker.”
Once, in the time of interstellar empires, someone spawned the
Dwarves within the depths of the earth and placed the light eating
shadow to obscure them.
The shadow consumes all radiation, preventing vision from working
(Dwarves can still see); Dwarves use the shadow to cook food. Any
creature nonnative to the Dwarven realms gets cold and must make a
DC 10++ fortitude save for each day they remain or suffer a
temporary negative level.
While Dwarven leaders have the titles of King/Queen, their society
is communist. Having advanced manufacturing processes, Dwarves can
produce +6 arms and armors (including sky metals).
Parts of the underworld that are not protected by the shadow are
full of infernals and lava. The harsh environment causes 30 fire
damage a turn.
Gnome Principalities - Work In Progress
Gnomes’ mischievous nature extends to their architecture; they build
invisible bridges, buildings that look like they’re about to topple,
and physical illusions to nauseate guests.
Digging their homes deeply, and engineering them to resist fire,
smoke and floods; Gnomes can outlast sieges indefinitely.
Gnomish society is techno oligarchic, with ballot elections taking
place every 20 years and the president serving as the director of
sciences.
Gnomes can enchant arms and armor to +7.