Section VIII

Faith & Worship


The lands of the Dragon Empire worship the Pathfinder pantheon. Abadar’s church is the most influential in imperial public life. Regional temples appoint their own leaders and manage their own affairs. Churches serve congregations across the boundaries of ruling houses. A household may honour several gods, turning to each for different occasions.

VIII.1 · Widespread faiths


Abadar

Cities, law and wealth

Temples finance public works, safeguard deposits and witness agreements. Their influence is greatest along the imperial roads and in commercial towns.

Pharasma

Birth, death and fate

Pharasmin midwives and burial orders serve communities throughout the lands. The eastern canyons hold major religious centres. Burial orders negotiate passage through lands at war so they can transport and bury the dead.

Burial attendants receive a mule caravan carrying closed coffins in a limestone courtyard, beneath linen awnings and rows of canyon burial galleries.
A Pharasmin sanctuary in the eastern canyons. Burial attendants receive a caravan in the courtyard below the tomb galleries.

Sarenrae

Sun, healing and redemption

Healing houses and sanctuaries support communities rebuilding after war. The faith is especially influential in the east. Its clergy teach that people seeking forgiveness should make amends for the harm they have caused.

Torag

Forges, protection and strategy

Temples serve dwarven mountain settlements, forge towns and fortified communities. The Kazdrunn maintain the strongest regional tradition, with worship closely connected to clan life and defence.

Gozreh

Nature, weather and the sea

Coastal settlements and river communities make offerings for safe voyages and favourable weather. Local temples are also involved in disputes over projects that could damage nearby waters and forests.

Desna

Dreams, stars, travellers and luck

Roadside shrines and pilgrimage routes serve travellers passing through the territories of several ruling houses.

Erastil

Family, farming and hunting

Village shrines serve farming and hunting communities. Local households support the shrines, and priests represent their concerns when military levies threaten the supply of farm labour.

Nethys

Magic

Religious colleges and temples support magical learning and preserve knowledge. Their clergy disagree about who should be taught particularly powerful forms of magic.

VIII.2 · Regional worship


The six cultures are overlapping traditions with distinct homelands. These entries describe concentrations of worship; congregations of other faiths live throughout the regions. The Elder Reaches are scattered elven realms.

A dwarven priest-smith repairs a shield at an anvil beside a hammer shrine, while apprentices tend the furnace in a stone forge-temple.
A temple of Torag in a Kazdrunn mountain settlement. A priest-smith repairs a shield beside the shrine while apprentices tend the furnace.

Elder Reaches

Scattered elven forests, coasts and river valleys

Desna, Shelyn, Calistria

Long-established sanctuaries preserve traditions predating the Accords. Each maintains its own relationship with neighbouring courts.

Explore the map and the six cultures →

VIII.3 · Dragon faiths and authority


Apsu has an influential following among dragons and mortals who believe a Wright has obligations to the people it governs. His orders teach that dragon rulers must protect the people they govern.

Dahak attracts those who seek to expand draconic domination through destruction. His followers oppose the restraint imposed by the Accords, the treaty limiting war and territorial expansion among dragon rulers.

Asmodeus has established churches in some authoritarian realms. His clergy teach obedience and defend hierarchy through carefully written law. Their public standing varies between houses.

VIII.4 · Faith among mortal subjects


Milani has a visible following in organised resistance to oppressive rulers. Arazni is honoured among survivors of abuse and communities recovering from a ruler’s cruelty. Both faiths have influential followings despite their modest temple holdings.

Church membership crosses political boundaries. A temple may depend on a local house for land while its clergy answer to an order whose congregations live in several rival realms. Conflicts over sanctuary, military service and access to burial grounds consequently involve authorities beyond the local court.

VIII.5 · The churches and the Accords


The Accords protect signatory dragon bloodlines and restrict how their rulers wage war. Mortal subjects bear much of the cost of the warfare that remains lawful. Churches disagree about whether the treaty’s protection justifies accommodating that violence. Branches of the same faith can take opposing positions.

Several churches claim that the Accords express their god’s purpose. The divine origin of the Emberwright Forge remains unknown. Its responses to treaty business provide grounds for competing religious interpretations.

The dispute already affects burial. Caelithil’s chaplains condemn the Accords as a settlement with evil. Dunmoral’s temple authorities have barred Caelithil’s dead from the Sunjara burial passages for sixty years, forcing their funeral processions onto a more expensive route.

Deities follow the Pathfinder 2e pantheon; the religious geography and institutions described here belong to this campaign. Pathfinder deity reference.