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Welcome To Saerles

Setting Document: As with most custom worlds the direct interpretation of most source books will be just that,
Customized! To shed some broad light on how some basics of Pathfinder have changed to fit the world, please
read and inquire on the lore and differences made below.
Humans:
Stats: Same (Unchanged)
History: The arguably most active and influential history is that of the city states and holdouts of man! This doesnt
mean other races do not contribute, but at the center of every great event, achievement or happening have been
humans. Their lifespans are short compared to elves or dwarfs, but their drive and versatility have had them wildly
successful. Instead of the steady burning candle humanity instead gave great bursts of energy and wild hopes for
grandeur to the broken world. The foundation of humans dates back before The Great Sundering, but afterwards
they truly have become the dominant showcase of civilization. Humans have founded and controlled massive
City-States, expanded to the furthest reaches of the world and populate it extensively. They will go to any length
to achieve their goals and in their wake do great things to last after they pass whether it be historical or in the
hearts of friends and allies.
Dwarves:
Types: Mountain Dwarf, Hill Dwarf
Stats: Mountain Dwarf (Unchanged)
Hill Dwarf: Lose Darkvision and Gain Surface Survivalist: Treat wind conditions (when determining whether or not they are
checked or blown away) and either hot or cold climates (choose one) as one step less severe.
History: Unlike the Humans the Dwarves hold long lives and credit their success and honor towards their foundations rather
than personal embellishment. Family, community and tradition hold firm to the denizens of the mountains allowing them to
endure harsh times. Their massive Dwarfholds arent that spaced apart, but instead dive down immensely into the ground
itself. Their interaction for most of history has sprung from isolated mining, crafting and experimenting with new metals and
forging, so the Dwarfs retain the status of master crafters and unparalleled stone and metal workers. The main Dwarfholds
are centered on MorGrad and dedicated to their god Morgrod.
However not all Dwarves put merit in Tradition and the doctrine of their god and so they marched in exile to make new
beginnings. Hill Dwarves have actively sought out to distance themselves from their old homes and attachments in favor of
personal freedom. They have travelled the frigid north, braved the harsh barren wastes and lived out rich lives amongst the
cities of man, some even becoming local legends.
Elves:
Types: High Elf, Aquatic Elf, Wood Elf, Desert Elf
Stats: High Elf: Unchanged from Base Elf (+2 Dex, +2 Int and 2 Con)
Aquatic Elves can breathe air as well as water. Gain a swim speed equal to land speed. Adulthood/Starting age: 50+ Years
Aquatic Elves gain +2 Dex, +2 Cha and -2 Con. Aquatic Elves may choose Aquan as a bonus language. They are proficient
with longspear, trident, and net. They remove elven magic and weapon familiarity.
Wood Elves gain +2 Str and +2 Dex and -2 int.
Wood Elves Average Height [Male 56 + 2d12 inches] [Female 54 +2d12], still count as medium. Wood Elves Gain
Woodcraft: Gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to
+2. This racial trait replaces elven magic.
Desert Elves Gain +2 Con, +2 Wisdom and -2 Int, Gain Desert Runner (Lose Elven magic, but receive a +4 racial bonus on
Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation,
thirst, or hot or cold environments.)
History: On Searles the Elf population and diversity has taken hits even from before mans intercepted ambitions. An eternity
ago the most advanced and magically attuned of life took hold in the Feywild and in their birth given name Eladrin. They
were whole, pure and powerful. Their mastery of magic gave them opportunity to become in essence perfect beings. They
never need sleep, never aged and lasted eternally, always learning and drawing power. In their hubris the Eladrin took no
precaution and their abuse over the arcane harmed them forever more, according to Elven tale. Elves still retain the tales of
the Eladrin as historical fact since before the Sundering and even further beyond. In the times between the pure Eladrin had
become corrupted, tainted and impure. The product of their fall became the Elf or Elfeikant, Fallen Children. During the
Great Sundering these Elves were tormented by further arcane dreads within the Feywild and so they ultimately fled to the
fade lands in its aftermath. Over the generations the purest of lineage from the Eladrin set the High Born Proctor against
interacting with the other races and further staining their heritage and pride, however there were those desperate enough to
disobey. This new age became a spring of diversity and life for the Elves although with it came betrayal, conflict and
revelations of a new kind of world. Aside from half breeds the other breeds of Elf can be identified easily from the towering
mantle of the Woods Elves, the fins and gills of Aquatic Elves, the rustic apparel of Desert Elves and the prideful egocentric
High Elves.
Halflings:
Types: Lightfoot, Arctic
Stats: Lightfoot (Unchanged Halfling Stats)
Artic Stats: +2 Con, +2 Wis, -2 Str
History: Halflings both of the temperate and the Artic kind have a very passive look on the world and in return
have rarely been touched or changed at all. Remarkably long ago their small homes and hovels were glossed over
in times of true darkness and in response the Halflings kept to their sufficient lives underground like burrowed
rabbits. In the Arctic there are more examples of Halfling influence, but also less Halflings choose to live there. It
is safe to say though wherever you find one they are guaranteed to have the perfect solution to survive in peace.
Gnomes:
Types: Rock Gnome, Whisper Gnome, Jungle Gnome
Stats: Gnome as a language is a secret language kept by the Whisper Gnomes traditionally and all gnomes do not
start with it by default.
Jungle Gnomes instead of Gnome pick up Terran or Sylvan as a language in addition can talk with burrowing
mammals.
Rock Gnomes can pick up Dwarven as a bonus language.
Whisper Gnomes keep gnome as a language.
History: The details of their spry tiny race has been lost to time as was those who could read and speak Gnome
after the Great Sundering. Those directly descended from them are the whisper gnomes who find shelter in the
human lands and on mass dont like to discuss history much like Elves. Rock gnomes are those who fled to the
mountains in hopes to find refuge underground and have a connection to Morgrod and MorGrad. Jungle Gnomes
are very diverse in their path as they sought refuge with nature and in the dense almost uninhabitable swamps
and jungles like near Ravenholm. Their devotion and long term connection led to them being tied with Lorxius,
God of Nature.
Half Elves:
Types: Half-Aquatic, Half-Desert, Half-High, Half-Wood
Stats: All half elves gain the +5 on Resist disease rolls that are prone to elf types.
Half Aquatic can breathe air as well as water (amphibious).
Half Wood Elves retain a slightly taller stance then most half elves.
Half elfs still dont gain or suffer penalties to stats due to their human halfs versatility.
History: Where there are elves there will be half elves and although the High Born Proctor stated elves shouldnt
breed interracially, after the Great Sundering not many elves kept to it (World shattering and culture dying) and
so now Half Elves roam the world and have adapted very well to the tragedies of the Great Sundering. Nearly
immune to elf diseases and very well integrated in their parents environments they are a popular see anywhere
without Highborn influence like Ravenholm and the human city States.
Half Orcs:
Types: Desert Half-Orc, Half-Orc
Stats: Half Orcs gain Human-Raised: They gain the humans skilled racial trait. This replaces orc ferocity and
weapon familiarity.
Desert Half-Orcs gain +2 Str, +2 Con, -2 Int, -2 Cha instead. Desert Half Orcs retain their Orc ferocity and Weapon
familiarity.
All Half Orcs dont start with Orcish because it is a dead language, those who know Orcish only speak it in phrases
or know its alphabet for poor translations and most Orcs have lost the ability to speak it except for the curse
words of course.
History: Half-Orcs are seen today as both abominations and marvels as a time long past. Humans are mostly
sympathetic for them because of their human side but also because they serve as a reminder of a dark time in
human history. Most Half orcs share little in terms of their Orc side except appearance and muscle because of their
bloodline. Most Half orcs primarily come from at least one other half orc parent, but most dont include Full
blooded Orcs, not nowadays. Desert Half Orcs are in essence truer orcs and come in contact with actual bands of
Orcs among the deep deserts, however they are more hated for their more monstrous behavior and attitudes
resembling true orc ferocity.
Aasimar:
Types: Aasimar, Angelkin, Archonblood
Stats: All variants gain Scion of Humanity: They count as humanoid (human) as well as outsider (native) for all
purposes and they can pass for human without using the Disguise skill. This racial trait replaces the Celestial
language and alters the native subtype.
Normal Aasimar Stats: (+2 Wis, +2 Cha)
Angelkin variant Stats: (+2 Str, +2 Cha)
Archonblood Variant Stats: (+2 Con, +2 Wis)
History: Described as angels from above or gifts from the gods, Aasimars much like Tieflings are the results of
human bloodlines that trace back to planar creatures, in this instance being the outsiders of the higher planes and
celestials. Regularly considered good omens to families and treated with respect, many Aasimar share close ties to
human events and even go so far as to represent the best humanity seems to encourage, but at rare times the
worst, taking advantage of their assumed kindness for power and stability. They are closely related to humans
after all, so dont always judge one based on instinct. Their drive and lifespans run parallel to humans quite well
as well as their inclined nature to be social, boastful and proud. Some of the best (and worst) features of humanity
make themselves present driving many Aasimars to various extremes.
Tiefling:
Types: Tiefling, Hellspawn, Pitborn
Stats: All variants of Tieflings gain Pass for Human (Tieflings doesnt need to succeed at a Disguise check to appear
to be human). They count as humanoid (human) as well as outsider (native) for all purposes. The tiefling does
not automatically gain his associated outsider language (Can still learn it). Variants who choose Prehensile Tail,
Scaled Skin, Vestigial Wings, Maw or Claw automatically lose this.
Normal Stats: +2 Dex, +2 Int, and 2 Cha. (Otherwise unchanged)
Pitborn: +2 Str, +2 Cha, 2 Int. Alternate Skill Modifiers: +2 Disable Device and Perception. Alternate Spell-like:
shatter
Hell Spawn: +2 Con, +2 Wis, 2 Cha, Alternate Skill Modifiers: +2 Diplomacy and Sense Motive. Alternate Spell-
like: pyrotechnics
History: The Hells are not a popular place, nor are its denizens so it is no surprise that a race of shared heritage
with such a background is bound to have its problems. Emerging after the Great Sundering Tieflings are the product
of lower planar forces interacting with the versatile human. Their eyes usually colored a solid hue with different
features resembling animalistic extremes. Fate is not kind, but it isnt merciless as Tieflings dont need share the
turmoil of their ancestry instead enjoying the freedom of their human sides. Tieflings still share a common lust for
acceptance and social standing as their humanity shows through their extreme appearances. Tieflings all bare this
gift and curse in different ways and can be driven either for better or worse usually towards the extremes.
The Great Sundering:
Summary: Over 10,000 years ago ended an age known as the Great Sundering. Before it were many kingdoms,
interconnected Empires with magical secrets and power beyond todays mundane use of it (Teleportation, Divine
circles, epic spellcasters, Artifacts). However these times were not perfect, corruption spread like wildfire at first
chance, power struggles continued to drive bloodshed, disunity and worst of all abuse of the arcane and divine
magic they achieved and it became their downfall. Many millennium ago, a great evil plagued with an unstoppable
darkness in its wake. It caught the once powerful peoples of the continent off-guard driving them to maximized
horror and self-destruction. This catastrophe broke the world and with the fall of civilization and order came
Darkness, shattering the world and throwing the cosmos into chaos. The events that transpired are numerous in
assumptions and research still continues to discover hints about the Old World, its older kingdoms and people
before the Great Sundering. All that is certain is that the old world was purged away and in its place now stands
our achievements atop its scars.
Saerles Pantheon:
God/Goddess Alignment Domains Favored Weapons Power
Athor, The Earth Neutral Community, Earth, Good, Plant Scythe, Flail Greater
Mother Good Deity
Lorxius, The Nature Neutral Animal, Air, Plant, Weather Greataxe, Hand Greater
Warden Axe Deity
Morgrod, Master of Neutral Artifice, Metal (Earth), Strength, Good Warhammer, Light Greater
the Forge Good Hammer Deity
Narga, The Oceans Chaotic Chaos, Good, Luck, Travel, Water, Net, Trident Greater
Wrath Good Weather Deity
Nikena, The Lawful Good Good, Healing, Law, Liberation, Greatsword, Mace Greater
Vanguard of Justice Nobility, Tactics (War) Deity
Soltares, The God of Lawful Neutral Destruction, Strength, War, Fire, Law, Spear, Shield, Short Greater
War Glory, Nobility (Leadership) Sword Deity
Xiplo, Harbinger of Lawful Good Air, Good, Healing, Law, Nobility, Bow, Longsword Greater
the New Dawn Protection, Sun Deity
Erenyx, Emissary of Chaotic Chaos, Darkness, Evil, Madness, Dagger, Kunai Greater
Darkness Evil Trickery Deity
Zerdar, The Damned Lawful Evil Darkness, Death, Evil, Law Bastard Sword, Greater
Tyrant Rhoka Deity
Sophian, The Chaotic Neutral Chaos, Trickery, Magic, Luck, Charm Longsword, Greater
Daughter of Hell Dagger Deity

Lesser Deities and Legendary Demigods:


God/Goddess Alignment Domains Favored Weapons Power
Fevana, The Spirit Neutral Repose Shepards Hook Lesser
Shepard (Quarterstaff) Deity
Scarrix, Scourge of the Chaotic Chaos, Destruction Bite (Scimitar), Lesser
Sands Neutral Slam (Mace) Deity
Perciles, Keeper of Chaotic Good Chaos, Good, Luck (Fate), Water Trident, Net Demigod
the Strings
Marko, Hero of Lawful Good Law, Good, Glory, War Battle Axe, Short Demigod
Soltan Sword
Arkan Merath, The Chaotic Good Chaos, Good, Healing, Protection Longbow, Dagger Demigod
Highborn
Dugar Grodmash, Neutral Good Good, Earth, Strength, Community Warhammer, Demigod
The Mountain Pickaxe
Malfuron, The Fire Chaotic Evil Chaos, Evil, Fire, Trickery Spear, Longsword Demigod
Storm
Zedreg, The Scourge Lawful Evil Law, Evil, Death, Destruction Greatsword, Lance Demigod
of Life

Draconic Pantheon:
God/Goddess Alignment Domains Favored Weapons Power
Tiamat the Avaricious Lawful Evil, Law (Tyranny), Scalykind, Sun Scimitar (Bite), Lesser
Evil Heavy Pick (Head) Deity
Bahamut the Valiant Lawful Good Good, Law, Scalykind, Protection Bastard Sword, Lesser
Shield (Scales) Deity
Charibdus the Neutral Knowledge, Magic, Rune Spear (Claws), Lesser
Clairvoyant Scimitar (Bite) Deity
AsGhulan the Chaotic Neutral Chaos, Magic, Void, Scalykind Scimitar (Bite), Tail Greater
Immortal (Whip) Deity
Major Powers:
The world is a much different place then before the Great Sundering though if you search hard enough you will
find the remnants of the old world and its influences today. Among these finds and discoveries over centuries of
expansion and reestablishment of cities the people of these lands are governed and ruled by separate States based
out of a central City. These City-States are ruled primarily by the humans and clergy of man that founded them
while influenced states and smaller powers are incorporated into their laws and jurisdiction after years of conflict
and resolution both in court and on the battle field. This is a summary of important features of each power that
is well established and known.

Soltan: Soltan is has the largest and most disciplined military of man to march as well as housing the center of
power for the clergy of Soltares and founded on his dogma. Strength fueled its history as it experienced growth,
greed, expansion, corruption and was included in conflicts working with and against all other City States. Soltan
has since been a power looked to as the military force of mankind although not always the most favored for being
so. However when conflict arises that requires such force, like during the Orcish Invasions, it was Soltan to march
out with equal vigor. Today Soltan stands baring its scars and history like badges of honor while hosting the largest
populace of man. Its dedication to Soltares as their patron as lead to the creation of his strongest followers within
the Order of the Eternal Flame, the Brazen Shields and the Band of Sacred Swords.
Nargos: Nargos is the largest port on the continent, the largest fleet to ever house sailors over the domain of the
ocean, and the farthest reaching merchants since the before the Great Sundering. It is the home to Perciles School
of Mystics and Gifted which houses one of the largest arcane studies in Saerles where students of all kinds are
welcome. With such an interconnected web of connections and resources Nargos financed and produced some of
the greater advancements in art, exploration and shipbuilding able to cross over oceans. In these achievements
and over extension however came the vulnerability to outside influences like piracy, war for territory and exposure
to aggressive sea dwelling civilizations like the Merrow later on. Even with all these problems the protection of
Narga and the ambitious people making alliances with the merfolk and Kua Toa they always pulled through.
MorGrad: The Largest Dwarfhold and home to the largest building projects and the ruled by the top dwarven
families and their household heads pull strings for money and power that influences the region. While historically
kept isolated from the world, when threats grew too great for man alone the armies of the Dwarves were not
ones to say no to a fight. Hosting masterwork tools, armaments, and superior craftsmen odds are youll have used
their works before and maybe even long after their creation; dwarf handiwork lasts near forever! The most notable
and hardworking dwarves within run themselves within their enclaves, standing in tradition and history dating
back thousands of years including The World Forgers Enclave and The Iron Enclave.
Nikon: When the time of the Great Sundering ended and civilization began to takes its shape the men and women
of Soltan grew to the north under the bright overwhelming aura of Soltares. In the shadow of their greatness
stood the humble homes of fishermen, warriors in their own right combating the wild rivers and life springing
from them. In time these men would find themselves gripped by tales of the wise and beautiful goddess Nikena,
her motherly draw to calm beast and man alike as she watched over them. More and more of these tales arose
among them as families grew, safety in numbers became logical and these once separate homes now converged
under one ideology. Nikon sprung out of the rich river banks planted with the seeds of love and logics continuing
in developing not so far from Soltans gaze. In time the two powers would find mutual understanding and share
with one another more tales of their new gods and goddess becoming close. To the current day Nikon remains
close with Soltan and a needed Allied city-state to preserve peace and order in their shared communities through
the Consortium of the New Pantheon, a political and religious group dedicated in Nikon to the people and their
faith in the gods among other responsibilities. They reside in the Ocullum on the height of the city like a massive
temple. Recently the Ocullum has granted Druids and Rangers of outside groups to join in their order including
the Circle of the Grove and the Children of the Earth Mother
Cirta: Soltan history remarks the finding of Cirta as, A pearl plucked from the sea and kept from jealous eyes.
Cirta and its walls grew high, its harbor hazardous like chummed waters with men kept to its watch, forever
marooned. In its founding Cirta had grown ambitious, angering Narga and his children releasing terror at their
shores. Only with the assistance and establishment of Soltans protection did Cirta become a significant power. In
return Cirta pledged its allegiance to Soltan and its faith in Soltares was well accepted after their sailors abuse by
Nargas Worshippers, historically leading to further conflict with Nargos, a war allied to Soltan and eventually
becoming part of its vast empire.
Garmea: Towards the frozen north, past the northern steppes of Nargos peninsula and across its scattered bay
eastward lies the majesty of Garmea. It holds no walls for invaders make no effort over the near death conditions
of its mountain ranges. It needs no city boundaries instead branching out like the roots of a large tree taking what
it needs and exporting the rest. A bastion belonging to a rich elven background as within its woods still hold ties
to Highborn and further in their hidden groves lay gnomes of druidic circles like the Circle of the Wild. Garmea
being a host to a collection of different peoples and near lost cultures rather than a new existence. Even further
North hidden in the mountains lay lost dwarf holds and artic hovels of Halflings, tough enduring under hill people.
Eboncrest: Xiplos light is a strong inspiration for the people of Eboncrest for they were founded in darkness and
risen above it back into his light. Its walls forever bearing the testaments of its crusaders as blood against many
enemies stain them. Many who wished their death came like waves beset on a rock in the surf, but their light
never extinguished. Eboncrest founded powerful clergies under Xiplo, like the Dawn Knights and the Order of
The Light. Their paladins became famous with daring tales of bravery and their achievements on the battlefield all
the way to the ears of Soltan. Soltans leaders wished for these men and women to join them along with Soltares
and bask in the possible achievements. Instead Eboncrests Knights refused to join with Soltan leading to a tense
rivalry between Soltan and the honorful Eboncrest for territory and power that extends to this day.
Pre-Sundered Cities:
Ravenholm: Perhaps the closest to the past anyone can get without massive amounts of digging and excavating
of ruins. Ravenholm, from what has been recovered, has not always stood where it does now instead being from
another landmass that supposedly sank long before the Great Sundering and its people somehow relocated its city
to where it is now, surrounded by forest and ruined beyond repair. Its age shows as many building not newly
built contain traces of material used from over 10 millennium ago, but still strong enough not to have become
ruined, at least for now. Not just the surface holds old secrets, but hidden underneath lies a massive network of
tunnel and hidden information with many dangers. Ravenholm also showcases very rare adaptations of many
races and developing trends as its people endured through its dense jungles, forests and swamps, isolated to
plagues, magical phenomenon and horrid creature interaction.
AnkhTe: A lot is still unknown about this city except that is existed in the Ankh Rai Desert. Attempted expeditions
have proven only towards its mystery and hidden wealth, though efforts have yet to actually survive to reap it in
full. It must have held treasures and secrets that havent been discovered yet to drive the hearts of so many to
dare.

More to Be Found: Although evidence suggests a greater number of cities, civilizations and peoples before the
Great Sundering, it is extremely rare to find names, documents or even physical traces of their legacies. Much of
the world may be old, but only a fraction of its past is known with certainty. Maybe youll be the first to uncover
or find the missing pages?

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