I
was uncertain what to expect from Faiths & Philosophies when I first
heard about it. After all, there has already been a whole series of
books on faiths in Golarion, with each volume covering the gods of
good (Faiths of Purity),
neutrality (Faiths of Balance),
and evil (Faiths of Corruption).
Between the three of them, they cover all the gods of the Inner Sea,
so what could Faiths & Philosophies cover?
The answer is actually rather obvious, but it is something that often
gets ignored by many campaign settings: the different forms that
faith and belief can take and how those things don’t necessarily
have to centre on a god or gods. Faiths & Philosophies
looks at the different kinds of philosophies (including religions,
but not limited to them) and belief structures that exist within the
world of Golarion, from druidism and the Green Faith to spirit
worship and even atheism. It also includes lots of little mechanical
perks for players with characters belonging to any of these various
faiths.
I’m
really glad that a book like this exists as I often wish Pathfinder
Player Companion and Pathfinder
Campaign Setting volumes would
include just a little bit more of what daily life is like in the
world. I do wish Faiths & Philosophies could
go into quite a bit more detail, in fact. It offers a tantalizing
glimpse at the belief structures of the world, but since a lot of
space has to be devoted to new traits, feats, archetypes, and more,
it can really do nothing more than brush the surface of these things.
Nonetheless, it does provide just enough information to inspire
players designing characters and gamemasters designing campaigns. For
that, if nothing else, it’s well worth it. And some of those new
mechanical options are quite interesting.
Faiths
& Philosophies opens with an
overview of different “modes of belief”. These are broad
categories that the various religions and philosophies fall under.
They include communal (beliefs built on cultural, racial, or group
identities), ecclesiastical (beliefs centred around deities),
individualistic (beliefs rooted in the power of the self), and
shamanistic (where shamans interact with many different divine forces
instead of a single god). The book then moves into discussing
specific belief structures, with two pages per belief type. These
beliefs take up the majority of the book. First up is atheism.
Atheism
is a bit of an odd thing for a fantasy world in which the existence
of gods is pretty much undeniable. The gods show their existence and
power regularly through the spells and abilities they grant to
clerics and other divine classes. People often do a double-take on
learning that atheism (of a form) exists on Golarion. The trick here
is, of course, a slight redefining of the word. Atheists on Golarion
do not deny the existence of the gods; rather, they deny that the
gods are deserving of worship. This redefining has provoked some
debate on Paizo’s messageboards in the past, and I found it amusing
to see this book acknowledge this debate with a bit of in-world
colour:
Though some scholars argue that the term “atheist” is incorrectly applied to these people—preferring terms such as “dystheists” or “misotheists”—such distinctions are lost on a generally religious society, and most accept the more common term.
One
of the most obvious examples of atheism is the nation of Rahadoum’s
“Laws of Man”, which forbids the worship of any gods within the
country’s borders. However, there are several other examples, too.
This section also contains a new feat chain based on Divine Defiance,
which provides a bonus to saves against divine spells and spell-like
abilities. The idea is that your distrust in the gods is so high that
you are able to better resist powers that originate from the gods.
The other feats in the chain all build upon this and require Divine
Defiance as a prerequisite.
Other
belief structures covered in Faiths & Pantheons
include codes of honour (nicely demonstrating how belief doesn’t
have to be tied to gods), druidism, pantheism (as atheism,
redefined here to mean following a pantheon of gods rather than its
real-world meaning where God is the universe), and more. Each section
contains a few new mechanical options for characters. These aren’t
always feats. There is, in fact, a large variety of different options
offered. For codes of honour, there are expanded tables for people
using the honour rules in Ultimate Campaign, covering the
Ichimeiyo, Knights of Ozem, Prophecies of Kalistrade, and Red Mantis
codes. The juju section contains a revised juju mystery for oracles
(the juju mystery originally appeared in City of Seven Spears). The
section on totemism contains several new druid domains. There are new
archetypes (such as the Green faith initiate for druids and the
arcane healer for bards), new inquisitor inquisitions, and of course,
numerous new feats.
Amongst
the more interesting sections is “Fallen and False Deities”,
which looks at the followings of Aroden and Razmir, as well as the
cults of the failed. The latter are cults that spring up around
people who have attempted the Test of the Starstone in order to
become gods, but have failed. Sometimes these cults are run by
charlatans leading the gullible; other times, they are run by people
who truly believe their faith can propel their chosen “gods” to
divinity. An interesting revelation in this section is that a few of
the very small number of people left who still worship Aroden have
begun receiving spells and clerical power due to Iomedae taking pity
on them.
Towards
the end of the book, there are a couple of sections not focused on
particular belief structures. These sections contain new spells and
new magic items. The new spells are interesting as they all come from
the Book of the Serpent’s Path,
an in-game tome that collects tales of Old Mage Jatembe, one of
Golarion’s most powerful historical wizards. The section also
contains a nice little sidebar detailing the Book of the
Serpent’s Path and the
in-world debate about whether Jatembe created these spells himself or
simply collected them. Jatembe was highly interested in nature and
druidism, so it’s not surprising that these spells might “straddle
the druid and sorcerer/wizard spell lists.” However, despite that
direct statement in the sidebar, not one of these spells is a wizard
spell. There are bard, cleric, druid, ranger, and witch spells. There
is even one spell (jungle mind)
that is an oracle spell, which is odd since oracles don’t have
their own spell list and just cast cleric spells (it can’t even be
explained by the spell being only for spontaneous casters as it’s
also a druid and ranger spell). The
lack of any wizard spells kind of supplies a meta-game answer to
whether or not Jatembe created them, since Jatembe (whose statistics
show up in Mythic Realms)
was a wizard.
By
far, my favourite part of the book is the centre two pages on
“Wrongful Beliefs”. Written from the in-game perspective of
Father Jask Hernbok, a priest of Iomedae, this missive warns the
people of the world about the evils of following any belief except
that prescribed by Iomedae. Alas, Father Jask is very zealous in his
beliefs. These two pages are great fun to read, and add immeasurable
flavour to the setting. They provide a wonderful look at how
different religions coexist with each other while simultaneously
providing a bit of comedy. The accompanying artwork is also fun and
flavourful.
Another
nice addition to the book is the inclusion of a number of faith
traits on the inside front and back covers. I’ve often felt that
the faith category for traits gets overlooked a lot in favour of
religion traits. It’s good to see a few spiritual options that
don’t require being a follower of a specific god in order to take
them.
On
the whole, Faiths & Philosophies
is a useful book. It fills a niche that is not often filled. While I
would like to see a book that covers this information in more detail,
this book does provide just enough information to form the basis for
new characters and campaign ideas, allowing players and GMs alike to
fill in the remaining details as needed. Along the way, it also
provides a number of interesting new mechanical options for
characters.
A note: "Pantheism" is not "redefined" for the book. They actually developed, wrote, edited, and published that section without ever looking the word up in a dictionary or on Wikipedia. Until it was pointed out on the messageboards, everyone at Paizo actually believed that pantheism is the worship of multiple gods. James Sutter has 'fessed up and apologized for what has to be one of the most embarrassing and easily avoided gaffes since the incorrect pronunciation guide for coup de grace. Basically saying, "We know nothing about this and don't care enough to do even the most rudimentary amount of research but feel qualified to write a chapter on the subject."
ReplyDeleteJoana
Wow. That's...um... That's quite the gaffe.
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