Religion traits are tied to specific deities. See the Religion wiki page for more details on individual religions across Zaldara.
Blade of Law (Azumartuk): Raised to believe that you are a blade in service to the Justice Bringer (or you have simply taken on that mantle yourself), deal an additional +2 points of fire damage when dealing a critical damage with a falchion.
Wisdom of Perception (Azumazran): Having been raised to revere wisdom and observance, you have been gifted with the Light of Wisdom. Gain a +1 trait bonus to all Perception checks and consider it a class skill regardless of class.
Healing Hands (Azunapath): Having been raised with and around healers of all sorts, gain a +1 trait bonus to all Heal checks and take the skill as a class skill regardless of class.
Parting the Veil (The Nazul): The Dark One has granted you insight into the darkness around you. Gain a +1 trait bonus to all Knowledge (local) checks and a +2 trait bonus on Intimidate checks to demoralize opponents.
Starchild (Celandian): Celandian sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +3 trait bonus on Survival checks to avoid becoming lost.
Ear for Music (Eltheriel): You spent countless hours of your youth in one of Eltheriel’s temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on Knowledge (local) checks that deal with the local art or music scene.
Always Flies True (Findenrior): You have become quite adept at the use of the longbow. Gain a +2 trait bonus to hit with that weapon and gain it as a proficiency regardless of class restrictions.
Nimble-Fingered (Fundin Glitterstone): You have inherited the nimble fingers of the trickster dwarf. Gain a +1 trait bonus on all Sleight of Hand checks and gain this a class skill regardless of class.
Breadwinner (Rosaela): Your upbringing stressed the need to provide for your community and your family. Gain a +3 trait bonus to checks with any one chosen Craft or Profession skill.
Show of Strength (Saarask): Choose any one Strength-based skill. Checks with this skill are made with a +1 trait bonus. This skill is always a class skill for you, regardless of class.
Guardian of the Forge (Skondir): Skondir’s sacred duties include protecting the faithful, taking lessons from the great craftsmen and strategists of the past, and preparing against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Rock Solid (Kharthak): Gain a +1 trait bonus to all Fortitude saves due to your innate or in-bred stability.
Mysteries of the Air (Noorath): You sometimes seem to pull facts from out of thin air. Gain a +2 trait bonus to all Knowledge checks.
Healing Waters (Oshalas):You have the gift of healing waters. When washing a wound with water, it is as if you cast stabilize upon the recipient.
Forged from the Flame (Sharash): You have been bestowed the gift of protection from low-grade flames and fire. You take -1 per die points of damage from fire or flame-based attacks. So, if an attack did 3d6 points of flame-based damage, you would take 3d6-3.
Wisdom in the Flesh (Dhakranism/Shandorianism): Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.
Gifts of Sacrifice (Aelfir): Having known to appease the dread sea god, you may take +3 bonus to all Survival checks when at sea.
Mark of Bravery (Bruni): Due to being raised with the love of courage instilled within you, gain a +1 trait bonus on all saves vs. Fear.
Fit as a Fiddle (Einarr): Having been raised with or near a temple of Einarr, you have gained prowess in a certain physical skill. Gain a +1 trait bonus to all checks in ONE of the following skills (choose one at roll-up): Acrobatics, Climb, Ride, Swim. Treat this skill as a class skill regardless of class.
Bloody Strike (Eydis): Your hatred of life has given you an edge in combat. Any successful strike has a 25% chance of also doing 1 point of bleed damage.
Hands of Life (Guthrun): Having birthed, foaled, kitted, etc. many a babe or beast, gain a +3 Heal bonus when dealing with birth (as well as pre- and post- issues).
Child of Nature (Halli): You have been blessed by Halli to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Passion is Life (Hallveig): Your passion for life grants you a +3 trait bonus on your Constitution check to stabilize when knocked below 0 hp.
Master of the Hunt (Isranthr): Take a +1 trait bonus when using Survival for hunting and take it a class skill regardless of class.
God’s Song (Ivarr): You grew up surround by music and song. Gain a +1 trait bonus to any Performance check and take Performance as a class skill regardless of class.
Sly One (Jörn): Take a +1 trait bonus to all Bluff checks and to all Stealth checks.
Keeper of the Peace (Ketill): Often called upon to settle disputes, you may take a +3 trait bonus on all Diplomacy checks involving keeping the peace or settling disputes.
Hand of Saehildr (Saehildr): The hand of the goddess is upon your blade. Once per day, you may re-roll a critical confirmation roll.
Shield of the Guardian (Saemundil): The protection of the weak is paramount. All benefits of any “protection” divine spell cast gains a +1 trait bonus.
Hard as the Mountains (Solveig): Take a +1 trait bonus when using Survival in cold or mountainous climes and take it as a class skill regardless of class.
Beware the Thunder (Ulfethinn): Take a +3 trait bonus to Survival when trying to predict the weather.
Master Angler (Ulfir): Take a +3 trait bonus when using Survival to fish for food.
Tongue of the All-Father (Yülthn): Raised in the longhouse of the All-Father, you know your way around a tale. Take a +1 trait bonus on all Bluff checks and treat the skill as a class skill regardless of class.
Seeker of Law (Arkal the Hawk): Raised firmly in the influence of the Hawk, you gain a +2 trait bonus to any Knowledge checks involving questions of legality.
Flame of Phoenix (Charad the Phoenix): Raised to believe that you are a holy warrior of the Phoenix, when casting divine magic affects a target’s to hit or attack score, that target’s damage score is given the same bonus/penalty. This effect lasts for the duration of the spell.
Seeking the Stable (Hurir the Horse): Having been raised by a well-traveled family, or perhaps traveling much as a child yourself, you have been gifted by Hurir with a +3 trait bonus to Diplomacy when seeking hospitality or shelter when traveling.
Throne of Lies (Imtiau the Raven): Raised under the influence of the Raven, you have become adept at hiding your true motives. Receive a +1 trait bonus to all Bluff checks and consider it a class skill regardless of class.
Pride of Strength (Ragane the Lion): Taught to value strength above all else, the strength of the Lion surges through your veins; you gain a +1 trait bonus to all Strength checks.
Voice of the Silent Ones (Samal the Wolf): Your upbringing has brought the attention of the Wolf. You may cast speak with animals once per day.
The Serpent’s Gaze (Urskil the Serpent): The Selfish One’s gaze is upon you. If you cast a divine “buff” spell upon yourself instead of an ally, gain a +1 trait bonus to the benefits of that spell.
The Dragon’s Tongue (Zhyor the Dragon): You spent a lot of ill-gotten hours under the influence of a follower of the Dragon, who taught you many tricks of the whip (among other things…). Gain a +1 trait bonus to all checks involving the use of a whip and take the weapon as a proficiency regardless of class restrictions.
Gift of Creation (Irthani): You are gifted by the goddess with the spark of creation. Gain a +1 trait bonus to any Crafting check and take a Craft skill as a class skill regardless of class.
Shield of Praathi (Praathi): The protection of the goddess is yours to give. When casting “protection” divine magic, all effects are given a +1 trait bonus.
Walk in Darkness (Shazira): Being raised in or around this order, you are used to treading in the darkness. Gain a +1 trait bonus to Stealth checks and gain the skill as a class skill regardless of class.