CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Showing posts with label Fey. Show all posts
Showing posts with label Fey. Show all posts

Saturday, February 25, 2017

Time and Time Again

Followers of Shyka

The fey Eldest, incredibly powerful fairie beings from the first world that can grant divine power. This week we’re going to take a look at another one of their number Shyka. It – as Shyka can actually be considered a title or a role held by many entities – is the Eldest of entropy, reincarnation, and time. We’ll take a look at three possible sects of this divine being that you can add to your game.

As always, let us imagine we are sitting at our theoretical gaming table. Our imaginary GM sets out the rules for the game that we will play. In this game, we are to make a follower of Shyka. The character does not need to be a divine caster, just a devotee of The Many. What character do you make?

For more information on Shyka
Shyka’s Pathfinder Wiki Page (http://www.pathfinderwiki.com/wiki/Shyka)
Shyka’s Archives of Nethys Page (http://www.archivesofnethys.com/DeityDisplay.aspx?ItemName=Shyka)


The Infinite Hourglass


This small group of time obsessed men and women actually worship two deities; Brigh and Shyka. The group guards a sacred hour glass that seems to have an infinite amount of sand. It is said that Brigh herself crafted the hourglass and that the sand was provided by Shyka from the first world. The legend of the hourglass says that when the sand actually starts to run out the end of the world is near.

Members of this sect are almost all divine spellcasters. Oracles and clerics are the majority of the group but there are a handful of sorcerers. The few non-spellcasters are mathematicians and astrologers who enjoy tracking the flow of time. Joining the sect is a calling and anyone who is drawn to them and find them are accepted.


The Continuation


Among Shyka’s followers those who can make claim to having past lives are some of the most well respected. The leaders of The Continuation all claim to have served more than one lifetime on Golarion and have the ability to reach back into their past. Only a few of the members are reincarnated souls – less than a dozen – the rest are supplicants looking to earn a place on the wheel of reincarnation.

The general membership of the sect comes from all walks of life. From the best trained fighters and wizards, to the lowly farmer. The reincarnated souls almost all have some kind of extraordinary power attached to them. Psychic ability is actually the most common with mediums, psychics, and spiritualists dominating those who are living a second or even third life.


The Turning Wheel


Everything that begins must end, or so is the philosophy of The Turning Wheel. For some destruction is seen as a force of evil, for those who understand that death does not have a morality it is less so. The Turning Wheel makes sure things that are supposed to cease to be do so in a timely manner. They are especially fervent about undead and often work with followers of Pharasma to return these abominations to the cycle of life.

The leader of the sect is an oracle by the name of JerusHibblespot. This aging and blind gnome has a connection directly to the fey lord. Shyka informs him of things that must be removed from the timeline to keep the flow of the world moving. The rest of the members are basically assassins, although they can come from any profession. Wizards, clerics and other casters can be used to deal with magical problems. While more literal assassins are occasionally used to remove a mundane person or thing from existence.

Like this member of The Eldest, its followers live die and are reborn again. Who is your disciple of Shyka? Why have they chosen to dedicate themselves to The Many? Where does their devotion come from? Let me know in the comments.

If the CRB has has helped you take a closer look at those inspired by the divine please consider showing support and become one of my patrons by donating to my Patreon or making a donation to my Paypal. Looking for more out of the CRB? Then you’re in luck! Facebook , Google +, Tumblr, and Twitter all have a CRB presence. And if you’re as impatient as I am, have the CRB pushed directly to your Kindle with every new post by signing up for KindleSubscriptions.

Saturday, November 19, 2016

From the Foamy Maw

Disciples of Ragadahn

Illustration by Luis Perez
In our explorations of the Fey Eldest as conduits for divine power we’ve looked at some capricious and even dark figures. What we have yet to see among these lords of the first world is something wholly evil. Today we change that as we delve into the minds of the followers of Ragadahn, the Fey Eldest of linnorms, oceans, and spirals. Very little has been noted about this divine being so today’s peek behind the veil of his disciples should give players and GMs who want to use him in their games some good starting points.

As always, let us imagine we are sitting at our theoretical gaming table. Our imaginary GM sets out the rules for the game we will play. In this game, we are to make a follower of Ragadahn. The character does not need to be a divine caster, just a devotee of the Water Lord. What character do you make?

For more information on Ragadahn
Ragadahn’s Pathfinder Wiki Page
Ragadahn’s Archives of Nethys Page

The Poisoned Lash


Although you’ll rarely see them until it’s too late, the famed blue and white scale armor and dragon masks are as synonymous for The Poisoned Lash as their signature weapon, the envenomed scorpion whip. This group of assassin may not be as well-known as the Red Mantis but they actually like it that way. Hushed whispers of possible jobs they’ve committed around Northern Avistan are the only publicity they need or desire.

The Poisoned Lash began as a one woman operation. This killer became a devotee of Ragadahn when she took on one of his linnorm followers and won. The serpentine beast survived the encounter just barely, but Ragadahn was so impressed he gifted her with some of his divine power. She eventually trained an apprentice, who trained two more, until eventually the small gathering was both a group of hired killers and a sect of the Serpent King.

Wave Riders


Near the land of the Linnorm Kings in the Iron Archipelago many Ulfen clans still live a seafaring and occasionally raiding way of life. There are islands that are known to house fey, there are the famed skinwalker clans, and There is much worse. Among these children’s stories of terrors of the waves are the dragon-boat piloting Wave Riders.

The Wave Riders are a clan of about three dozen Ulfen who have dedicated themselves to one of the Fey Eldest, whose presence is felt strongly here because of the isles’ connection to the first world. These worshipers of Ragadahn, The Water Lord, are actually led by one his earthly spawn, a linnorm. Their raids are used to not only feed, clothe, and test their own strength, but also to increase the size of this dragon-like creature’s hoard.


Chosen of the True First


Some of the followers of Ragadahn revere him for his aspect as The Father of Dragons  Because they believe that he is the true creator of dragons on Golarion they find themselves oft at odds with the church of Apsu. The Chosen of the True First see it as their holy mission to stand against Apsu’s might and end his blasphemous claim of being he who begat the dragon race.

This small sect is mostly made up of clerics, inquisitors, rangers, and anti-paladins. They set themselves against the church of Apsu trying to stymie their progress at any turn. They also hunt down dragons of all other stripes, metallic and chromatic, and try and convert them to the worship of their true progenitor. Barring that, they kill them and offer their corpses as a sacrifice to their lord.

Like the flow of the ocean waves followers of the Serpent King crash against the shores of all who oppose them. Who is your follower of Ragadahn? Why have they chosen to dedicate themselves to the Water Lord? Where does their devotion come from? Let me know in the comments.

If the CRB has inspired your next character please consider showing support and become one of my patrons by donating to my Patreon. Looking for more out of the CRB? Then you’re in luck! Google +, Twitter, Tumblr, and Facebook all have a CRB presence. And if you’re as impatient as I am, have the CRB pushed directly to your Kindle with every new post by signing up for Kindle Subscriptions.

The opening illustration was created by a fine artist Luis Perez. You can find him on TwitterTumblr, and on Instagram at luisperezart.

Friday, May 6, 2016

Exiled in Shadows

Devotees of Count Ranalc

Count Ranalc, the exiled fey lord, the only member of the Eldest who does not reside in the first world. The Eldest have many goals, almost all of them inscrutable. We have already look at Ng and The LostPrince, but Count Ranalc is even more of a mystery. Exiled to the plane of shadows for reasons unknown, his clerics still receive power but not so much guidance. Why has he been banished? Where is he hiding in the realm of shadows?

As always let us imagine we are sitting at our theoretical gaming table. Our imaginary GM sets out the rules for the game we will play. In this game, we are to make a follower of The Lost Prince. The character does not need to be a divine caster, just a devotee of this member of the Eldest. What character do you make?

For what little information there is on Count Ranalc search here
Archives of Nethys Page 
Pathfinder Wiki Page

The Second Men

Although not all men, this small sect of Count Ranalc worshipers in Taldor boasts some of the most well trained duelists in the country. They specialize in being the second to those who have been betrayed. Whether it is by a business partner, or a lover, or a political rival it doesn’t matter to the Second Men. What matters is they help right the wrong committed upon those they take up the blade for.

Becoming one of the Second Men isn’t just about learning to swing a sword. Each of the Second Men have faced major betrayal in their own lives and have sought Count Ranalc to help ease their pain. It is only through the divine guidance of the Count that the wronged can even find the Second Men to begin with. They offer training so that the injured party might right the wrong and when they succeed they may join the Second Men. Those who fail, usually aren’t around to complain about being denied entry.

The Fangwood Elves

This enclave of elves are a holdover of surface elves from before Starfall. They did not flee Golarion like many of their kin, they burrow deep to hide in the darklands, and they did not lower themselves to seek succor among the shorter lived races. Their choice to remain in their ancestral home, however, has seen them become exiled from their people, albeit self-imposed. They have also turned their back on the elven gods and embraced their fey roots by seeking to follow Count Ranalc among the shadow-draped trees of the Fangwood.

One does not so much join the Fangwood elves are born into it. These elves lead a very strict and regimented lifestyle, eschewing the more carefree ways of their kin. The Fangwood has become the home to a great green dragon named Zedoran and more recently bands of orcs from the Hold of Belzkan that have taken to worshiping it. The wood has also seen a blight that has corrupted many a fey, including a powerful dryad, Arlantia. The Fangwood elves fight a battle on two sides and to this end their people live an act in a militaristic fashion.

The Shadow Seekers

The Count has been banished for thousands of years from the first world and the Shadow Seekers aim to find out why. This small sect within the church of Count Ranalc know that they continue to have their prayers granted and their spells bestowed upon them, but direct communion with their patron has ceased. This group of hunters searches the shadow plane looking for Count Ranalc to find answers to their questions.

Hunting on the plane of shadow is no easy task. Avoiding the many insubstantial monsters that exist there is a difficult proposition; and beyond the roaming shadowy beasts there are the great umbral dragons, the Kyton Demagogues who are near gods in their own right, and the unofficial ruler of the realm of shadows Zon-Kuthon himself. The groups of Shadow Seekers included more than just clerics, but shadow wizards, rangers who specialized in the outer planes, and those who have mastered the art of the shadow dancer. To survive the plane of shadows one must understand the darkness.

You’ve seen my sects and maybe they’ve inspired you in your creation of a worshiper of Count Ranalc. Who is your devotee? Why have they chosen to dedicate himself to the Count? Where did they even learn of the Fey Lord? Let me know in the comments.

Unlike Count Ranalc the CRB is right here out in the open, but keeping it out the shadows means having the support of its viewers. Consider becoming one of its supporters by contributing on my Patreon. Looking for more out of the CRB? Then you’re in luck. Twitter, Tumblr, and Facebook all now have a CRB presence. And if you’re as impatient as I am, have the CRB pushed directly to your Kindle with every new post by signing up for KindleSubscriptions.

Saturday, January 9, 2016

Both and Neither- Adherents of Arshea

Arshea, the spirit of abandon, the host of delectation, the androgynous Empyreal Lord who represents the freedoms available to all peoples regardless of gender. This week we explore sects, cults, and societies of the worshipers of Arshea. For the first time my choice of which god to explore was not my own, but a fan request—and a birthday present at that. So happy birthday to the requestor and may the light of Arshea shine upon you in all its perfection.

Here are some notes and links for further information on Arshea

Arshea NG Empyreal Lord of Freedom, Physical Beauty and Sexuality
Arshea’s Pathfinderwiki Page 
Arshea’s Archive of Nethys Page

Two-Spirits


Within the steppe tribes of the Shoanti some of the most well respected Shaman number themselves among the ranks of the Two-Spirits or Contraries. These medicine folk are thought to be touched by the Empyreal Lord Arshea, who the Shoanti call Roakarah, the Moon of Morning. Rokarah is considered to be the greatest of the Two-Spirits, and the name itself is the merging of the words Roakh, or Rising Sun, a masculine name, and Arah, meaning full moon, a feminine name. The Two-Spirits themselves serve an important role in their society, challenging accepted dogma, pushing social boundaries, and preventing stagnation of culture.  They are people of extremes, both male and female, both of the physical world and of the spirit world: a connection to all that is and all that shall be.

Many of the Two-Spirits live a contrary or reverse lifestyle. They bathe in the dust of the land and dry in the waters of the mighty rivers. Some even walk and speak backwards in an attempt to balance their forward selves with the rest of the world. The men dress as women and the women as men so that they can feel a greater connection to their other half. Unlike other shoanti who generally fulfill the same role in their tribe their entire life, a Two-Spirit might be a dozen things; a warrior and a potter, a medicine-man and a farmer.  Their roles are as fluid as their nature, and their many and varied experiences make them better advisors for their people.  Some of the most powerful Two-Spirits are born with both male and female organs and are considered to be blessed with the gift of not only having a dual spirit but a dual body.

Because of their ability to act contrary to the rather rigid social rules of the Shoanti, the Two-Spirits are often among the most creative of their tribes in whatever role they serve.  Two-Spirit Shoanti have been known to be some of the greatest artisans, mediators, craftspeople, and battle strategists of their people because they have the ability to try new methods and present ideas to their tribe that might otherwise be rejected out of hand.

Although they are highly respected by their people the life of a Two-Spirit is not easy. Many separate themselves from the tribe, living in their own space just outside the tribal camp. They are both with and apart from their people, just as they are both male and female, spirit and flesh. Upon their passing it is thought that Arshea brings these contraries to a sort of ancestor home, where they can continue to guide their people when a new Two-Spirit choose to commune with them.

The Green Circle

Roughly ten miles east of Magnimar is a small forest known to the locals as the Free Green.  A carefully laid cobblestone path leads into the forest and a nearby observer might see any number of well-appointed carriages passing too and fro into the woods.  Those who enter the woods uninvited rarely find anything of interest, often getting lost for a while before finding themselves back at the spot where they entered.  For those with an invitation, however, the Free Green is something different all together:  it is a sylvan refuge dedicated to the most sensual and sybaritic exploits imaginable.

A safe haven for those wishing to explore their own sexuality in ways that “polite society” may deem uncouth, the Free Green is, of course, very strict in its policy on consent. The mistress of the woodland paradise is the Nymph named Ashlathana, to whom the Empyreal Lord Arshea has given favor. Ashlanthana leaves most of the duties of interacting with guests to her mortal servitors, but the surrounding woods contain more than one Dryad’s tree as well as a handful of Satyr who will enforce the peace of the sacred green, as well as occasionally joining in with the revelry.

The humanoid worshipers who come to dedicate themselves to Ashlathana, and by extension Arshea, have taken to calling their group the Green Circle. Much of the Free Green is a wooded grove—but to better facilitate the needs of the supplicants that come to receive the Empyreal Lord into themselves, a number of bungalows have been built. The Free Green also houses an impressive grotto, which contains a number of secluded caves and pools, including a natural hot spring.

Among the Magnimarian elite, an invite to the Free Green is one of those rare things that cannot be bought, and as such it is quite coveted.  Furthermore, it is one of those rare rewards that cannot be advertised due to the nature of the Free Green’s activities.  However, in back rooms and smokey salons around town word spreads among friends and close acquaintances adding to the mystique of the place.  Anyone may request an invite to the grove by leaving a note with their name on it into a hole in an ancient oak tree in the Alabaster Park in Magnimar.  Occasionally, however, certain people will receive an invitation without requesting it.  Generally these invites are sent to people of exceptional beauty and style, or people renowned for the wildness of their sexual exploits.  However the invite is acquired, it cannot be sold, traded, or otherwise transferred.