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 Neutral Good. Show all posts
Showing posts with label Neutral Good. Show all posts

Saturday, June 2, 2018

Those Who Stand

Faithful of Soralyn


In the realms of the celestial the Empyreal Lords look over those things that the major gods miss in their portfolios. Some are warriors, some art artists, and others are protectors. Soralyon is the Empyreal Lord of guardians, magic, and monuments and this week we’re gonna take a look at three possible sects for this powerful angel.

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 Soralyon. The character does not need to be a divine caster, just a devotee of The Mystic Angel. What character do you make?

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

The Momumentalists


In most of the world Empyreal Lords are worshiped like saints, as servitors to the higher gods. In Magnimar there are numerous cults dedicated to these elevated celestial beings, and one of the three most revered of these beings is The Mystic Angel. The Monumentalists see the city as their holy protectorate with all of the statues and structures new and old strewn around the city for them to keep watch over. The cult believes that all the monuments are somehow connected but only Soralyon knows how and thus far has been unwilling to share his secret.

The sect takes the study of the monuments of Magnimar very seriously. They are one of the few mystery cults that practice out in the open. Membership requires little more than an affection – some would say obsession – with the city’s historical structures. Those who join can come from any class but often all have a background in history, engineering, art, or the arcane.

The Star-Struck


Soralyon is said to be the keeper of magical secrets, things even Nethys doesn’t know. Although it is said he shares these secrets with a deserving few, what ‘deserving’ means is up for debate. The Star-Struck believe that The Mystic Angel will only reveal these secrets to those who seek it themselves and get close. The answers, they posit, are in the stars and so to the heaven’s they search for their patron’s secrets.

Because The Star-Struck seek their answers in the heavens they are all astronomers of one sort or another. Many casters join the group seek a means to expand their power, but also more mundane star seekers can find a home within the sect as well. Their leader is actually a Lunar Naga named Hexilcris who claims to have felt the touch of Soralyon personally.

The Storm Dogs


The Empyreal Lord’s home is Steward’s Stone which watches over the chaos of the Maelstrom. It is said that Soralyon is a guardian of the world against that chaos, specifically chaotic magic. The Storm Dogs hunt down creatures and spellcasters that attempt to subvert reality.

The sect is a small group hardly ever growing more than a dozen members at a time. They work in small to covertly to contain situations they deem unstable. Although all members have been touched somehow by magic, not everyone is a caster. Most in fact specialize in countering magic in one form or another.

Like the monuments they revere these worshipers stand tall against adversity. Who is your disciple of Soralyon? Why have they chosen to dedicate themselves to The Mystic Angel? Where does their devotion to this Empyreal Lord come from? Let me know in the comments.

If the CRB 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 Kindle Subscriptions.

Saturday, November 4, 2017

Shield of Faith

Chosen of Mazludeh

Many celestial beings fall under the heading of Empyreal Lord. There are some of these divine beings that are head-and-shoulders above the rest and can claim to be gods, albeit minor, in their own right. This week’s example is one of these deities who takes on aspects of the Azata, Agathion, and Archon. I present to you Mazludeh, goddess of balance, community, negotiation, and twilight. Here are three possible sects for this divine entity.

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 Mazludeh. The character does not need to be a divine caster, just a devotee of The Mother of Hearth and Wall. What character do you make?

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

The Warriors of Stone


In the far of land of Holomog in southern Garund, Mazludeh is the patron goddess of the matriarchy. The Warriors of Stone are a sect of warrior women who are tasked with protecting leaders of the nation. After years of militaristic expansion, the armies of Holomog were turned into statues by the wizard Geb in the area now known as the Field of Maidens. This small group of specialized fighters takes their name in honor of these lost soldiers.

After generations of military offense, The Warriors of Stone have taken a more defensive stance. They choose not to go to war and to only protect within the bounds of their native land. Each is trained in the use of a heavy shield and carries no other weapon on their persons. Although they are considered a religious sect, their membership is mostly made up of fighters.

The Clutch


Among the tribes of the Mwangi Jungle, history is passed down from one generation to the next in stories that have been told for time immemorial. These stories are meant to protect the tribe’s children from the dangers of the jungle in the form of morality tales. The Clutch is a group of storytellers that comes from among the tribes to share tales to bring back to their own people. They meet at twice a year, starting at twilight on the equinoxes, for a week-long storytelling competition.

Becoming a member of the sect is done by being taken as a protégé by an existing member of the sect. Training begins within the tribe and a mentor may have two or even three students. When a pupil is ready he or she is brought to one of the two gatherings of the sect where they are challenged to tell a new tale. A group of elder storytellers judge the story and decides whether to accept or reject a supplicant.

Whispers in the Night


Magnimar sees many cults dedicated to the Empyreal Lords. Among these are a group of worshipers of The Mother of Hearth and Wall. The Whispers in the Night is a small sect – less than a dozen members – that follow their deity in her aspect as negotiator. They can be hired to represent a person in almost any form of parlay and can be found as a representative for those who must go through Magnimar’s (often convoluted) court system.

Membership tends to attract bards, clerics, rogues, and investigators. Although anyone can petition to be represented when taking on a client who is facing Magnimar’s justice system, the sect will scrutinize their client on their own as they will only represent those they believe are being treated unfairly. They do, however, have an excellent track record of proving their client’s innocence.

The defenders of those who cannot defend themselves come to worship this being. Who is your disciple of Mazludeh? Why have they chosen to dedicate themselves to The Mother of Heath and Wall? Where does their devotion to this Empyreal Lord come from? Let me know in the comments.

If the CRB 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 Kindle Subscriptions.

Saturday, April 29, 2017

Becoming The Beast

Throwbacks of Ealdeez

There is a beast that resides in all of us. Most of us can keep that snarling creature at bay, but some give in to the savagery. The Daemon Harbinger known as Ealdeez feeds off the rage in these people’s hearts. Those who give themselves over to the Harbinger of reversion, regression, and savage revenge give up any semblance of a civilized life. Today we look at three possible sects of the being known as The Beast Behind the Dream.

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 Ealdeez. The character does not need to be a divine caster, just a devotee of The Beast Behind the Dream. What character do you make?

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

Moonless Children


In one of the many secluded villages, off the beaten path in the River Kingdoms, reside some of the most inhospitable people you may ever meet. Outsiders are reviled and actively threatened. Most of the inhabitants of the region know to steer well away from the village, and rumors of missing travelers are common but unproved.

In truth this town’s entire populace are skinwalkers. They are descendants of mostly bat, rat, and wolf lycanthropes. They are also a cult of the Daemon Harbinger Eadleez who look to find a way to become full lyncanthropes so that they may truly feel the pull of their bestial blood.

The Lashing Tail


Among the lizardfolk of the Sodden Lands the aggressive Terwa Lords rile up their people to take back the land they believe was once theirs. They have convinced their people that their aggressive acts are from a place of vengeance for what has been stolen. They preach that the savagery they use is their birthright. They war and kill because it is how it should be.

Within the ranks of the Terwa Kings including some of the leading shamans, and kings themselves are members of a clutch of Eladeez devotees. These followers of the Beast Behind the Dream truly don’t care if they take back their land or not, all they want to see is the brutality of the event. Shaman, oracles, barbarians, hunters, and bloodragers make up the ranks of this sect within the great Terwa Lords.

Those Who Walk On Fours


Although most to the Hyena-folk who travel the deserts of Casmaron fall in line with their peers as worshipers of Lamashtu, some follow other beings of power. Those Who Walk On Fours are a small tribe of Gnolls who seek to become more like the Hyenas that they believe they came from. They refuse to walk on two legs, and they speak only in guttural growls and body language.

The tribe began and is still led by Fangscar, a grizzled battlerager who began to have disturbing visions. He saw himself constantly transforming back into a giant hyena over and over again. Through these dreams he began to believe that his people weren’t the creations of The Mother of Monsters but the evolution of the Hyenas that still roamed the deserts. He sought a way to become what he saw in his dreams and turned to Ealdeez to aid him in his regression, bringing over a number of other supplicants with him.

Like their patron the Deamon Harbinger’s followers are the epitome of savagery. Who is your disciple of Ealdeez? Why have they chosen to dedicate themselves to The Beast Behind the Dream? 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, April 22, 2017

We Bring Good Things to Life

Thinkers of Bharnarol
This week we’re going to take a look at Bharnhol, the patron of inventors and creators around Golarion. This being appreciates not only the act of creation, but the process that leads to inspiration. He also knows that not everything that can exist should and seeks to curtail inventions that could be harmful to the world. Bharnahol is the Empyreal Lord of creativity, invention, and persistence. Let us take his lead and press ever onward to explore three possible sects of The Tempered Inventor.

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 Bharnarol. The character does not need to be a divine caster, just a devotee of The Tempered Inventor. What character do you make?

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

The Dogged Bulls


Taking their name from male elephants, this sect of Bharnarol worshipers is the material arm of their patron’s will to curb dangerous inventions. The group is especially active in northern avistan. Here they seek to put a stop to some to the Technic League’s more wild creations. They also work around the Worldwound and Mendev to curtail the designs of the Demon Lord Haagenti.

The ranks of this sect are not only persistent but they have creative ways of going about finding their quarry. Hunters, inquisitors, investigators, and rangers make up a majority of this group, although anyone with a will to find and stop dangerous creation will be given a chance. One must first apprentice with a senior member before full acceptance into the sect is given.

The Idea Men


For some it is in the physical act of creating something new, for others the joy is in formulating the idea in the first place. The Idea Men is a very small sect of ascetics who while away their days contemplating what could be. When inspiration is granted by The Tempered Inventor they go out into the world to find just the right person to bring this creation to life.

Most of members of this sect are oracles; their link to Bharnarol is designed to bring the will of creation to life. They use their powers to find the idea and place it with the correct mind. Some do so through veiled whispers, hoping to provide that jolt of inspiration. Others use magic to insinuate the idea directly into a chosen one’s mind. Other still outright tell the would-be inventor the idea and hope for the best.

The Clockwork Church


Magnimar is known to house mystery cults of many of the Empyreal Lords. After the founding of the Golemworks, worship of Bharnarol in his aspect of inventor became even more popular. The Clockwork Church is a small sect of a dozen or so members of the Golemworks who have chosen the Empyreal Lord as their patron.

Although almost exclusively arcane spellcasters , the leader of the sect was chosen by Bharnarol and granted some clerical power. KerseHanderskil has learned to combine both his divine and arcane spellcasting to serve as this sect’s leader. Much like the Golemworks itself, the rest of the congregation is rounded out by wizards and alchemists.

The Empyreal Lord of creativity lends inspiration to his followers. Who is your disciple of Bharnarol? Why have they chosen to dedicate themselves to The Tempered Inventor? 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, January 21, 2017

Wings of the Ocean



 Flocks of Ylimancha

Illustration by Luis Perez
The coastlines of the world bring a majestic beauty and a home to many creatures. It is a safe haven for the birds that fly out over the oceans to catch their meals. This natural perfection has been embodied in the divine for of Ylimancha, the Empyreal Lord of coastal waters, fisherfolk, and flying creatures. Little is known about her or her followers except for her constant war with Pazuzu. This week we take a look at three possible sects of the Empyreal Lord known as Harborwing.

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 Ylimancha. The character does not need to be a divine caster, just a devotee of Harborwing. What character do you make?

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

The Aviary


This sect of followers Ylimancha sees birds – especially sea fowl – as the children of their patron. They have set up a large aviary on the coast north of Magniamr in which to protect these creatures. Although they mainly deal with sea birds like gulls, ernes, albatross, and puffins they occasionally take in something much rarer. They have been known to help griffons and pegasi regain their strength if injured, and rumor has it that a phoenix even calls the sanctuary home.

Membership in the sect is a lax affair. The desire to help the creatures associated with Harborwing is usually enough. However many of the sect members are naturalist who specialize in avians. Healers – both divine and mundane – are also common among the members of the Aviary.  Ylimancha has been known to call some of the common members of this sect to her divine flock granting them clerical or oracular powers.

Andoran Coast Guard


Andoran has one of the largest fleets that sail the innerseas. They are defenders of their nation and consummate hunters of the slaver ships that haunt the waters.  But slavers and pirates are not the only things that threaten the citizenry, and Andoran boasts many fishing fleets. To protect these folk from the monstrous predators beneath the waves the followers of Ylimancha – many former Andoran naval personnel – have taken it upon themselves to patrol the waters closer to home.

Reefclaws and giant flying piranha are constant threat. Fishing can also draw a large number of sharks to an area. The Andoran Coast Guard deals with these common threats but it is the uncommon threats – which thy try and keep quite lest promote panic – where they really excel. The small coastal fleet has defeated at least one scylla and negotiated with a nest of water naga disturbed by a careless fishing trawler.

Sky Warriors


The battle for control of things that fly has been long and hard fought. The Demon Lord Pazuzu is a tireless opponent to Ylimancha in the outer planes, and their followers clash often on the material plane. The Sky Warriors are a sect of the Empyreal Lord’s church whose only mission is to battle against the minions of the King of the Wind Demons.

This sect is one of the most martial of the otherwise peaceful Empyreal Lord. Consisting mainly of warpriests, clerics, paladins and rangers the sect will also accept the occasional warrior not granted divine power by their patron. Almost every member of this sect also has a natural means or attempts to find some way to fly. Many aasimar whose divine blood has manifested in the form of wings become members of this sect.

The bounty of the water and the freedom of the sky call the followers of this Empyreal Lord. Who is your disciple of Ylimancha? Why have they chosen to dedicate themselves to Harborwing? 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! 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 Kindle Subscriptions.

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

Friday, January 20, 2017

Character Exploration 60 - Neeter

Random rolls sixty brings us our second ratfolk and another one I really enjoyed making. The pieces seemed simple enough, nothing over the top like the divine touch from last week’s character. Everything except charisma being decent, with a good intelligence left a lot of choices. But what character I should make is always the tough question.

Picking a class is the hardest part. I didn’t want to go straight up arcane caster. The last ratfolk was a wizard and I wanted to move away from that. Looking at ratfolk characteristics, they get a bonus to craft (alchemy), Perception, and use magic device so that gave me an idea. Investigator is a class I really love and I thought fit the stats of the character well. The next question was how to tie it altogether. The answer was like this:

Neeter

Illustration by Luis Perez
Although Winterbreak is the only city on Acuben Isle it is not the only settlement. A number of small fishing villages dot the coast of the forty-five mile long island. One of these villages was where young Neeter was born. The bastard son of his father and some woman in Port Ice, his dad took him to live with the rest of the family, which at the time included two older sisters.

Although most of the village lived off of fishing and crabbing, Neeter’s father was a salvage and repair specialist. The young ratfolk grew up around ships and the docks that housed them. Sadly his home, the boats, and many of the people he knew were demolished when he only five. A particularly harsh winter brought storms across the Lake of Mists and Veils and hurricane force winds destroyed everything in sight, killing over three quarters of the small settlement. The family of ratfolk was saved only by the cunning use of some of his father’s inventions.

Many of the former townsfolk, including Neeter’s family, made their way to the large city of Winterbreak, the center of power for House Ludovka. The much larger city already had a thriving port with many established repair facilities. Finding work was difficult for his dad and that left Neeter on his own a lot of the time. Somehow, despite his mangy look and a lack of social ability, he soon made a friend.

Burkin Hiefender was a half-elf who seemed to know just about everyone in town. Where Neeter had  problems with everyday conversation, often coming off as rude or disinterested even when he wasn’t, Burkin had a knack with people; from the former pirate captain who now owned a dockside tavern to even some of the Ludovka children. If you needed something, anything, Burkin could find it for you.

With his father’s fourth child on the way, Neeter asked Burkin to help him find his father some steady work. It came down to dealing with some of the less reputable folk dockside, but to Neeter’s family was very important. As was typical of the socially inept ratfolk, the meeting didn’t go well. Feeling cornered, Neeter attempt to manipulate one of the crime bosses, a mistake he tries to forget although the scars on his face won’t allow him to.

Dockside became his home even after his father found work with one of the repair companies. The piers, taverns, fish markets, and hoists and pulleys all felt like a part of him. Like many of the fisherfolk of the small village Neeter paid homage to Ylimancha and these coastal waters were all he needed to feel alive. But the docks weren’t all fun and games. In the shadows, hidden from the sight of man, bad things happened.

As he grew older Neeter became protective of Dockside. The facts his family lived there added to his need to keep it safe. Even the the guards of the Ludovka family kept commerce moving they didn’t always keep people safe. Humans had a hard time seeing into the darkness but ratfolk could see just fine. When the city guard left dockside at night, that’s when Neeter took over.

Even if he couldn’t talk his way out of a fishnet, Neeter had a remarkable intellect. He could piece a puzzle together quicker than most. His reflexes were about as quick as his mind as well. Combine all of that with his ability to read people - even if he had a hard time talking to them - and Neeter started solving more crime than the guard ever did. Sometimes known as “The Dockside Detective”, many of the locals would come to him if they had a problem. He was their light, and he would drag the bad things from the darkness for them.

From the darkness there is light and that light is Neeter. But is this the character you would have made? What class would you have chosen? What disaster would your character have survived? Would you have chosen Winterbreak or Port Ice as his home? How was he a bastard? It’s never too late to let us know in the comments.

Just like Neeter, I seek to bring more light to your gaming experience.  Contributions to my Patreon or Paypal help me be able to invest more of that time into creation instead of worrying about keeping the lights on. If you’d like to support your favorite content provider – come on, that’s me, admit it – please consider contributing. If you’re enjoying the blog, why not join the rest of the fans of the CRB on our social media hangouts? Facebook, Google +, Tumblr, and Twitter all have a CRB presence and my inbox is open on all forums for questions, comments, and discussion.

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

Saturday, December 31, 2016

Pick A Card, Any Card

The Lucky of Irez

Illustration by Luis Perez.
Irez, the Empyreal Lord of cards, scribes, and spells. Although Desna is known as the creator of the Harrow Deck, many Harrow readers worship Irez not just for her attachment to the cards, but because she is the lady of symbolism and magic. Little is known about The Lady of Inscribed Wonders or her followers. That leaves us with an open canvas to present some possible sects.

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 Irez. The character does not need to be a divine caster, just a devotee of The Lady of Inscribed Wonder. What character do you make?

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

Keepers of the Sacred Scroll


In a monastery somewhere in the heart of Galt resides a small sect of followers of Irez. Within these walls the brothers keep a scroll – one long piece of parchment – which contains all of the knowledge that the brothers have. Recorded on it are histories, stories, legends, and even spells. To keep this knowledge fresh and up to date, every five years the brothers completely rewrite the scroll with all its previous knowledge as well as that which has been collected over the intervening years.

The collection of knowledge comes both from the brothers themselves and other worshipers of Irez. The brothers each take a yearlong journey from the monastery to gather as much new lore as they can. Other followers of The Lady of Inscribed Wonder may seek to learn from the scroll or the brothers themselves. To be allowed access to either, one most present a previously unknown tidbit to be added to the scroll. Particularly interesting bits of information will see the one who delivers it offered full admittance to the brotherhood.

The Bettor’s League


The League is actually a multi-denominational group of gamblers out of Varisia. The sect consists of ethnic Varisians, Gnomes from Whistledown, and assorted odds-takers from Magnimar where mystery cults to the Empyreal Lords are common. The Bettor’s League sees worshipers of Irez, Desna, and Nivi Rhombodazzle come together to have a go at games of chance against each other.

The group exists in most major cities in Varisia, except for Korvosa. Members tend to be travelers and the private gambling houses run by the group allow them to whet their appetite for games of chance in a safe environment. Cards games are by far the most common, and some of the best towers players in all of Avistan come from among the ranks of The Bettor’s League

The Runic Masters


Although dwarves have their own racial deities, and are also not known for dabbling in arcane magics. The Runic Masters are the exception to both of these rules. Runes have always been a major part of dwarven society, their language is written in a runic form. The dwarven followers of Irez – although considered oddballs by their peers – have learned to harness the inherent power in the runes that they were taught to use as children. Although Irez mainly deals in arcane magic some of the runic masters are also clerics of the Empyreal Lord and become Theurges, using both forms of magic.

Admittance into the dwarven sect of the Lady of Inscribed Wonder is a very structured affair. Like many dwarven occupations from smithing to fighting, a supplicant must undergo rigorous training and testing. The ability to write almost five hundred runes – some extremely obscure – from memory is one of the major hurdles one must overcome to call oneself a Runic Master. The fact that not many dwarves seek to worship outside their own pantheon and the grueling testing to join the sect means there are actually very few Runic Masters.

The followers of the Empyreal Lord of scribes and cards come from all walks of life. Who is your disciple of Irez? Why have they chosen to dedicate themselves to The Lady of Inscribed Wonder? 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 Twitter, Tumblr, and on Instagram at luisperezart.