Additional Setting Content

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.

Religion

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.

Racial Trait - Militia Training

As part of civil service or a need to hunt, your character has training with weapons traditional to their culture (Proficiency).

  • Humans: Bill, Net.
  • Demihumans: Bill, Net.
  • Tallmen: Great Sword, Spear-sling.
  • Wood Elves: Elven Weapons.
  • High Elves: Cutlas, Starknife.
  • Dark Elves: Sap, Whip.
  • Dwarves: Dwarven Weapons.
  • Gnomes: Gnome Weapons.
  • Halfling: Halfling Weapons.
  • Orcs: Orc Weapons.
  • Gnolls: Dogslicer, Shortbow.
  • Centaures: Glaive, Lasso.
  • Draugr: One Exotic/Martial Weapon.
  • Naga: `Sword, Butterfly`, Harpoon.
  • Trolls: Double Spear, `Crossbow, repeating light`.