Religion and Spirituality

Nasaria

The faiths on Nasaria, aside from Cry’Anne and any racial areas, are the standard one’s that Pathfinder has put in their publications. Here are the notes on each that are considered to be (more or less) common knowledge. Your character might know more or less depending on background and religion. If you are a very religious character, or a spiritual class you might want to know more about your specific choice. Remember, this is general knowledge and might not be 100% accurate, or is missing information.

In general, most people see the gods as beings completely outside of their world. They are mentioned in conversation, people talk about them as threats or promises in the afterlife, and thats about it. Most mortals do not see the gods as being the least bit involved in their lives. Many faithful point to omens and minor interventions, prophecies or fates, as ways the the gods do, in fact, play an active (if not cryptic) part in mortal life.

Common Religions:
Abadar: lawful god, about law, rulership, cities, spreading civilization. Peaceful (in general at least). He rewards hard workers who’s actions benefit others and themselves. Disagrees with slaves but is fine with underpaid labour. Found in class-based societies, interested in protection

Cayden Cailean: Known as a drunken hero, he is the perfect example of an accidental hero. He was a mortal who achieved his divinity while wildly drunk. Infact, he doesn’t know how he did it, but he passed the Star Stone Test. His church encourages bravery, freedom, and alcohol.

Erastil: God of the hunt, wild, forests, farming, trade, he is lawful and moral. Many follow him as his portfolio covers everyone from woodsmen, to farmers, to tradesmen.

Iomedae: paladin god, justice and valour. She also passed the Star Stone Test. Very against slavery, tyranny, pain, evil, necromancy, etc.

Irori: monk god, also started mortal but became a god due to enlightenment. about self perfection.

Pharasma: god of fate, death, and prophecy, she is who deals with every mortal’s major moments, from birth to death to judgement.

Sarenrae: good god, interested in redemption and healing, is patient, and kind

Shelyn: goddess of art and beauty. Many romantics and artists follow her, peaceful, seeks redemption in others

Uncommon Religions:
Calistria: mainly seen as an elf god, she is known as a god of physical pleasures. Seen as temperamental, lustful, enjoys trickery.

Desna: goddess of dreams, luck, travellers, and stars. She has smaller followings. Popular among romantics and elves.

Gorum: god of battle and strength. Many warrior cities worship him

Kord: god of barbarians. Enough said. Generally moral

Gozreh: god of weather, well known to naturalists, elves, druids, etc.

Nethys: more of a cult of magic, intelligence, and moving mages forward, kind of a split personality and switches quickly and eradically between his many sides.

Torag: dwarf god, about making things, ruling, and crafting

Terror Religions:
Fiends of Hell: law and order with no morality, Hell is where people go to be eternally punished. It is ruled by Asmodeous and his 8 Archfiend generals. Hell is a threat, a punishment for those souls that twisted the words and laws of others to benefit themselves and hurt all others. Contracts, slaves, riches, and blood are used in this church. It promises eternal wealth to those ambitious or mad enough try to push though the ranks.

Demons of the Abyss: Hell isn’t the only threat. Those not lucky enough to go to Hell go to the Abyss where demon’s feed on your every sin. Some, madder than those that worship Hell, start cults to these gods, offering mortal sacrifices to the crazed, terrifying beings that promise no hope or joy.

The Horsemen: Others worship the coming apocalypse, and hope to aid its coming by worshiping the Horsemen of Abbadon.

Cults:
The Beast: evil, corrupt, they worship the end of the world and the beast that will bring it.

The Horsemen: also and end of the world cult

Demons Cults: there are thousands of slightly different demon cults, all evil, all corrupt, all wishing pain onto others

Empyreal Lords: good cults, secretive and small, but loving and accepting (generally)

Spiritualism:
The Green Faith: made of elves, druids, some oracles, fey, and naturalists, the Green Faith is a faith that depends less on specific gods and more on the power of nature. This belief tends to be secretive and often seen as cult-like. Members often are not outspoken about the specifics of their faith, but do talk about the spirits, or nature, as they are beings of power, and that they possess thought and mystical abilities. Many planar theorists feel that the Green Faith is tied directly to the First World of the Fey and point to the Elders as the minor gods that members worship. Green Faith members simply smile and shake their head at this.

Mysticism: made of people in general and often seen as cult-like or superstitious, they believe in tarot, palm reading, possession, and contact with spirits. They often are matriarchal. Some see them as evil cultists, others con men. There are a few outside the faith that see it as a religion, though when desperate many will seek out the powers of a mystic. Mystics often find a kinship with the Green Faith, both being misunderstood and seen for something they are not. Mysticism has been theorized to have ties to the realms of the dead, making some fear that association with the Terror Cults.

The Occult: very similar yet so different then mysticism. The occult focuses on the powers around us, the powers that flow though every living thing. They have a curiosity about magic and a desire to infuse the essences that flow around us into objects, imbuing these into pieces of great power and importance. Occultists also have a strong interest in history, mythology, and invention.

Religion and Spirituality

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