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 Deities. Show all posts
Showing posts with label Deities. Show all posts

Saturday, June 9, 2018

A Green Thumb

Gardeners of Immonhiel

Many of the gods of good bring their healing powers to bear on the world. Much of the time this is only accessible through the use of divine might. This week’s deity choose to bring healing to the world that requires no magic and does so even in places where the divine is outlawed, like Rahadoum. Immonhiel is the Empyreal Lord of herbs, medicine, and toads, and he is the patron of chronically ill. Today we look at three possible sects for our healing minded god that you may want to use in your games.

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 Immonhiel. The character does not need to be a divine caster, just a devotee of Balm-Bringer. What character do you make?

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

The Gardeners


In the wilds of the River Kingdoms dwell an entire commune of Immonhiel worshipers. They live on a plot of land made up of fertile soil near the bank of one of the many flowing arms of the Sellen River. It is on this small commune that The Gardeners raise a variety of crops. Some of which they sell as food, but most of which are rare or newly bred healing herbs.

The groups is made up of five families that sought to better understand their patron. Each family has a history of plant breeding some for alchemical purposes, others for healing, but all have passed down agricultural secrets for generations. Many witches, alchemists, and brewers come to The Gardeners for their special herbs.

The Tree-Root Tribe


Although more frog-like than toad-like the Grippli tribe known as The Tree-Root are staunch followers of the Balm-Bringer. Worship of Immonhiel spread among the tribe when a travelling healer brought the then chief’s son back from the brink of death. The chief proclaimed the Empyreal Lord the patron of the entire tribe.

The healers of Immonhiel are now the moral center of the tribe. Being chosen to be one of the sacred herbalists is considered the greatest honor among the grippli. And among the tribes in the region the Tree-Root tribe is held in great esteem due to their often miraculous healing powers.

The Bramble Brewers


Half-Elves are often written off by both their parent races. However, they tend to be innovative combining aspects of both their parent’s cultures. The Bramble Brewers merge their human side’s need for change with their elf side’s love of nature under the auspices of their patron deity Immonhiel.

These alchemists’ concoctions are made from all natural ingredients as they shy away from the bizarre chemicals many of their peers use. Because of this many of their extracts and even their mutagen have effects that outwardly mimic plant life. Becoming a Bramble Brewer is a calling and any half-elf alchemist who wishes to learn their ways can.

From the simplest herb can come great healing as can from the simplest of followers of this week’s deity. Who is your disciple of Immonhiel? Why have they chosen to dedicate themselves to The Balm-Bringer? 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! FacebookGoogle +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, May 19, 2018

Troubled Waters


The Wracked of Roqoloros

Water is often seen as the bringer of life; a symbol of healing and a resource any living being cannot survive without. But when that life-sustaining element is corrupted or tainted, you get death and disease. Among the foul outsiders of the lower planes, one being represents the corruption of water and that is Roqorolos, the Daemon Harbinger of castaways, fouled water, and oceans. Today we peek into the depths of his followers and present to you three possible sects of The Prince of the Wracked.

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

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

The Poisoned Well


The Daemon Harbinger Roqorolos serves Apollyon, the Horsemen of Pestilence. His domain over fouled water serves the purposes of his master. And the members of the Poisoned Well, in turn, serve the purposes of the Prince of the Wracked. They do so by befouling the water of settlements large and small to spread disease amongst the populace.

The members of this small sect consider themselves connoisseurs of waterborne contagions, both mundane and magical. Each settlement they seek to ravage is a chance for them to test their newest creations. Alchemists, Investigators, arcane casters of all kinds, and some of the most twisted druids on Golarion make up the core of these demented bringers of blight.

The Broken Bow


Those who find themselves stranded on small islands often fall to madness. These castaways can lose it enough to beg for the blessings of The Seadrinker. These damned souls please the daemon harbinger and The Broken Bow find favor from Roqorolos by stranding these unfortunate souls.

The Broken Bow is actually an extended family of weresharks and their skinwalker kin who occupy the Valashmai Sea off the Southern coast of Tian Xia. They hide in plain sight as movers of cargo – albeit often illicit things. They pick their targets when in port and then attack the chosen ship, sinking it and devouring most of its crew and passengers. They leave one sad soul alive and he usually wakes on some small uninhabited island.

The Lost


When one seeks the favor of Roqorolos, one must suffer his purview. The Lost is a group of oracles who take this suffering and solitude to the extreme in order to gain clarity from their master. Each member secludes themselves for seven years on an isolated island with no contact with other sentient beings. Every day they drink the salty ocean water in an attempt to poison their own bodies.

The Lost keep a shrine somewhere in The Shackles, where others of Roqorolos’ faithful come to find them for guidance. Although they are all considered oracles and conduits to the Daemon Harbinger, not all of them are of the oracle class. Shaman, druids, clerics, and even some sorcerers find a home among those who choose exile. The sect will accept any who can survive their seven years.

As corrupt as the befouled water of their lord are the followers of The Prince of the Wracked. Who is your disciple of Roqorolos? Why have they chosen to dedicate themselves to The Seadrinker? Where does their devotion to this Daemon Harbinger 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! FacebookGoogle +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 14, 2018

Flood of Lies


Heretics of Geryon

Each layer of Hell has its own ruler that represents the purpose of that particular area. We’ve looked at a number of these archdevils, including Barbatos, Dispater, Mammon, and Belial. This week we take to the fifth layer of Hell known as Stygia and try to come up with followers of Geryon, the archdevil of forbidden lore, heresies, and snakes. Presented are three sects you might use in 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 Geryon. The character does not need to be a divine caster, just a devotee of The Serpent. What character do you make?

For more information on Geryon

The Oath Bearers



This sect of followers of Geyron seeks to emulate his diabolic followers that man the Library of Oaths in Stygia. Masters of the deal, they seek out the desperate and the lost with honey words of vows to help better their situation; if only they make a promise. These oaths are kept secure in special books that each acolyte binds themselves and are stored in a central library, presumed to be in Abasalom, for safekeeping when full.

Becoming an Oath Bearer is a promise in and of itself. The first oath recorded by each supplicant is their own before becoming a full member. Because each pledge is also recorded in the infernal library in Stygia, divine power is unnecessary when coercing one, but many of this sect’s followers are still clerics. Bards also make up a number of the small group’s membership, but really anyone who can talk a good game has a chance at becoming and Oath Bearer.

The Fetid Water


Every lie told on the material plane becomes a drop of poison that fills the swamps of Stygia. The Fetid Water is a group of assassins who have dedicated themselves to Lord of Filth. Unlike most assassins guilds that have an image to uphold, the members of the Fetid Water more closely resemble homeless urchins living in a sewer than a proper guild. They specifically take jobs where one person betrayed another by breaking a promise and have an odd habit of showing up just when someone wishes a liar dead.

The leader of the cult is a Chelish oracle named AverniusKreuger. Although he has lost his ability to see, he says he has visions of where his assassins need to be. They operate out of the sewers in Egorian but their influence spreads as far as Riddleport in Varisia to the North and Augustana in Andoran to the East. Those few who know about The Fetid Water call them the liar’s death.

The Lost Prophets


Geryon was one of the Asura Rana before becoming an archdevil. Mixing his former life’s love for taking over ruined holy sites and abandoned deific domains with his no positions as the master of all lies, he has become known as the source of all great heresies. The Lost Prophets look to spread heresy on Golarion in the name of their master. They do so by creating completely new deities that fit the needs of those they wish to convert, or by claiming to be a small sect of an existing deity; twisting the chosen god’s dogma until the unwitting congregation is too far gone to do anything about it.

These false clerics are consummate liars with the ability to contort the emotions of their small groups of worshipers. Although a few true clerics of Geryon join the sect’s ranks, sorcerers, bards, and mesmerists make up a large portion of their numbers. Many of the downtrodden folk they claim as a “flock” don’t know the difference between divine intervention and arcane magic.

Like their master, these serpents revel in what is unknown and what is untrue. Who is your disciple of Geryon? What lie has brought them to worship the Source of Lies? Where does their devotion to this Archdevil 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! FacebookGoogle +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, January 6, 2018

To Stone They Pass

Faithful of Magrim

Everything dies in its time. This is not a bad thing, it is the natural order. For the dwarves, there is one deity who overlooks the afterlife and helps send those souls that wish a second go-round back to the mortal plane. Magrim, brother of the father of dwarves Torag, is the dwarven deity of death, fate, and the underworld. Today I give you three possible sects of this divine being.

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

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

Ward of the Restless


Not all of the spirits that pass on wish to wait for their proper time to return. The Ward of the Restless is a sect of Magrim worshipers who seek to force these spirits to follow their rightful path into the underworld. They specialize in fighting ghosts and other incorporeal undead. They use both the ability to hit these insubstantial creatures as if they were solid and special runes granted them by Magrim.

All followers of the Wards of the Restless are specially trained by the church of The Taskmaster. They consist of clerics with the wards and souls subdomains, inquisitors, and some of the few paladins of Magrim. No lay folk may join the sect and they have a strict hierarchy led by the Divine Commander Oran Ironside.

Faith of the Forebears


Dwarves are nothing if not respectful of their history and ancestors. Magrim’s position as lord of the dwarven underworld gives his followers better access to commune directly with the spirits of their foremothers and forefathers. The Faith of the Forebears speak to their people’s ancestors to guide their communities.

All members of the sect must have some way to speak with the long dead. Oracles of the ancestor mystery, shaman, and clerics make up the core of this sect. Joining the sect is done at the behest of the ancestors themselves. New members are whispered into the ears of a current member by one of the forebears.

The Returned


The Returned is considered a heretical sect by most, although they still draw some power from Magrim. Sometimes fate gets things wrong and a dwarf dies before their time. The Returned travel the planes to the afterlife to return a soul back to the material world where it can achieve its fated destiny. How The Returned choose the souls that must be brought back is unclear.

The Returned is a small sect that consists mainly of dwarves who have themselves returned from the dead. The dozen or so members include a few who can travel between the planes as well as those who are strong enough to fend off the powerful divine or profane beings they might have to face to retrieve a soul.

For the dwarven followers of this deity, death isn’t always the end. Who is your disciple of Magrim? Why have they chosen to dedicate themselves to The Taskmaster? Where does their devotion to this dwarven god 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! FacebookGoogle +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 25, 2017

I'd Like to Teach the World to Sing

Joy-Bringers of Sinashakti

In a world filled with death, destruction, and unknowable horrors, it can often be hard to find joy. This week we look at a being whose sole purpose is to share his tales with the multiverse. Sinashakti is the Empyreal Lord of journeys, joy, and messengers. We’ll look at three possible sects for this infectiously happy 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 Sinashakti. The character does not need to be a divine caster, just a devotee of The Walker of Worlds. What character do you make?

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

The Riders of Devotion


With wars being fought all over the face of Golarion loved ones are often separated from each other for years at a time. From the battles between Nirmathas and Molthune to the defenders of Last Wall and the Frontlines of the Worldwound,  any soldiers have someone they long for back home. The Riders of Devotion travel between active battlefields and many nations to bring letters to and from these separated lovers.

Every member of The Riders is an excellent horseman. Many of them are also ex-soldiers who lost a loved one while they were away and never had the chance to say goodbye. They join the sect so that they can stop others from feeling the devastation that they felt. The group’s only requirements are the ability to ride, and devotion to Sinashakti and the power of love.

The Dusty Boots


The Boots are a sect of travelers who seek to collect knowledge of as many places and peoples as they can. They take their name from the fact that they are constantly covered in the dust from the dirt roads they travel. Younger members travel the roads of their homeland, and as they become older and wiser they travel further afield. The highest ranking – and oldest – members of the sect take after their patron and travel the pathways between the planes.

The sect accepts any follower of The Walker of Worlds who wishes to begin a life of never-ending travel. Although bards are the most common members of the sect, rangers, investigators, rogues, and many arcane and divine casters can be found among the ranks. Barring the use of magical items, casters are needed to make planar travel possible; so rare few of the Dusty Boots have found paths that lead to other planets in Golarion’s solar system

The Light


The mission statement of The Light is to bring the light of joy to the darkest places. The sect began in Ustalav where the many horrors of the realm have sucked the joy out of the country’s populace. The Light would travel among the principalities trying to enliven the people’s spirits. From there they have expanded to other lands. The group has taken a special interest in the shadowy lands of Nidal

Like most sects of The Immaculate Joy, any follower can join The Light. And like the general members of Sinashakti’s church, many of The Light’s membership are bards. In the land like Nidal where joy is pretty much a crime, The Light acts in the manner of spies and counterinsurgents. Many of the group’s members here are rogues, investigators, and rangers.

Followers of The Walker of Worlds look to bring joy to even the darkest places. Who is your disciple of Sinashakti? Why have they chosen to dedicate themselves to The Immaculate Joy? 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 tmy Patreon or making a donation to my Paypal. Looking for more out of the CRB? Then you’re in luck! FacebookGoogle +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 18, 2017

Fear of the Unknown

Corrupters of Barbatos

We’ve looked at many of the powerful beings of hell in our exploration of the lesser deities of Golarion. This week we look at the ruler of the first level of hell. A being who ranks just under Asmodeus but is not himself a devil. He is a powerful divine agent with many names including The Mistletoe Monk and The Wiseman of the Wilds. This week we look and Barbatos, the Archdevil of animals, corruption, and gateways. I present to you three possible sects of The Lord of the First.

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

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

The Truth Peddlers


One of Barbatos’ many names is the Iron Hierophant. He is known to trade prophecies with one of the Whore Queens of hell. How he gains these insights is unknown. The Truth Peddlers follow in his footsteps as diviners of the highest order. They operate around Avistan and are well known for the accuracy of their predictions, although few know of their true purpose or master.

The Truth Peddlers are oracles, diviners, and witches with potent divination ability. They work their clients by either purposefully withholding information while suggesting there is something there. Or they will give so much information as to overwhelm a supplicant’s sensibility. They do this because they know that knowledge or lack thereof corrupts, and they watch as those who come to them do whatever it takes to find knowledge denied, or survive dire portents given.

The Grievers


Babratos works the souls of those who take their own lives in hell, tricking them into sacrificing another soul for their own freedom. The Grievers are The Keeper of Lost Children’s mortal agents who work the still living loved ones of the deceased. They make promises of a soul freed to be re-judged by Pharasma and in the process corrupt the soul of the grieving as well as the soul they get the bereaved to taint for them.

The Grievers are the ultimate connivers. Socially adept clerics, inquisitors, bards, and rogues all find a home among these ultimate conmen. Many who joined the sect have loved ones who took their own lives and their corruption is becoming a member.

The Carrion Birds


This sect takes its moniker and imagery from their lord’s dominion over birds that consume the recently dead. Most members use the raven as their symbol as it is Barbatos’ favored animal. These wildmen take delight in showing the civilized how dangerous a life without order can be, bringing the full brunt of the power of nature to bear against cities and towns. When animal attacks in the region are on the rise The Carrion Birds are very likely the cause of the disturbance.

This sect is made up of druids, shaman, hunters, rangers, and witches. They use their connections to the natural world to drive the land itself into a frenzy. Members of the sect are often cultivated since birth. The sect will steal babies and small children, leaving them in the wilds. If they survive, their bestial nature allows them to fit well within the sect.

The Lord of the First faithful are cruel bordering on bestial. Who is your disciple of Barbatos? Why have they chosen to dedicate themselves to The Bearded Lord? Where does their devotion to this Archdevil 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 tmy Patreon or making a donation to my Paypal. Looking for more out of the CRB? Then you’re in luck! FacebookGoogle +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, September 30, 2017

Fires of Faith and War

Stalwart of Angradd

Battle is in the heart of almost every dwarf. Although they don’t long for war, they look fondly upon a fight well fought. Many of their gods bring favor to those who take the field, but only one is said to see the souls of the fallen to the afterlife. Angradd is the dwarven deity of fire, tradition, and war. This week we take a look at three possible sects for the younger brother of the dwarven patriarch Torag.

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 Angradd. The character does not need to be a divine caster, just a devotee of Forge-Fire. What character do you make?

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

The Rushing Boars


Angradd’s code says that passivity gives evil a chance to thrive and spread. To that end, many of his followers go out of their way to battle evil on all fronts. Places like Lastwall, The Worldwound, and even the part of Kyonin blighted by Treerazor are obvious hotbeds of evil activity. But the obvious battlegrounds aren’t always the places that the Fire-Forge’s devout are most needed. The Rushing Boars hunt down the secret evils of the world and lead the forces of their patron to them.

The Rushing Boars are seekers of evil, and although they can hold their own if they have to they aren’t really Angradd’s front line. Rogues, investigators, rangers, inquisitors, and paladins whose determination trumps their battle prowess join the Boars to root out evil wherever it may lie. Joining the group requires no special qualification, but one must swear an oath of service.

The Field Tenders


When dwarves take the battlefield they say a silent prayer to Angradd in hopes that his favor will seem them well off in the afterlife. Not every dwarf is meant to move on right at that moment and The Field Tenders are there to see The Fire-Forge’s will done. They scour a field of battle after the skirmish over looking for those who can be saved and those who must be brought back.

Members of The Tenders are chosen, they don’t apply. The sect is made up strictly of healers; clerics make up the bulk although a few oracles also grace their numbers. A higher ranking member with the ability to bring a dwarf back from the dead is always on hand at a battle site in case Angradd thinks someone’s soul needs to be shepherded back into its body.

The Master Plan


This is one of the core sects of the church of The Fire-Forge in the Five Kings Mountains region. Although there has been little more than skirmishes in the recent past, the kings like to keep an extensive battle plan should they need to defend their territory, or god forbid mobilize for a full-scale war away from home. The Master Plan comprises the best strategists Angradd has to offer and they are constantly retooling “the plan.”

The devotees of Angradd who join this sect have a litany of military commendations for both valor and quick thinking in battle. When a commander saves his battalion with well thought-out tactics he is considered for membership in the sect. To actually become a member one must outmaneuver a current member on a mock battlefield. These practice battles are also often used to test tactical theory.

This being’s followers erupt to life and bring something new to the table every time. Who is your disciple of Angradd? Why have they chosen to dedicate themselves to The Forge-Fire? Where does their devotion to this dwarven deity 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 KindleSubscriptions.

Saturday, August 19, 2017

A Whale of a Good Time

Devotees of Aegirran

Most of the deities we’ve seen in my almost two years have been gods worshiped by humans or playable non-human races. This week we look at a deity of the giants, one of the few other generally monster races to have their own deities; goblins and orcs being the other two. Aegirran, giant demi-god of dreams, sailing, and voyages is this week’s deity and here are three possible sects of the storm giant dreamer deity.

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

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

The Dreamspeakers


Like their patron who sends dreams of loved ones to those who sail off for adventure The Dreamspeakers use dreams to speak with one another across long distances. The Dreamspeakers are revered for keeping the connections between far flung storm giant tribes. They hold a special place is storm giant society and even a tribal chief will defer to a Dreamspeaker on some matters.

A Dreamspeaker is born, not chosen. Each member of the sect is a sorcerer with the dreamspun bloodline. It is believed that their souls come from the dream and return to the dream. Each Dreamspeaker is the reincarnation of a past member of the sect.

The Silent Shore


Although Aegirran is mainly known for his aid of those who travel the ocean, he has not forgotten those on land, nor have his followers. With domain over both the water and the weather Aegirran’s followers use their abilities to protect those tribes that live near the ocean from the most severe storms. Although the giants mostly revel in the wind and rain, tusnamis and hurricanes are seen as the displeasure of Aegirran and the Silent Shore moves to appease their patron and use his power to lessen the damage that may result from these extreme conditions.

Members of the Silent Shore are weather controllers who have a direct connection with their deity. Powerful clerics, oracles, and druids make up the body of this sect. They will commune with their patron to see what has angered him if anything, and then use his power if they can calm down his mercurial nature.

The Whale Charmed


Traversing the oceans is a dangerous, although the storm giants do it often. Of the giant deities that represent the storm giants two of them include seeking to move out past the bounds of giant lands as their purview. The Whale Charmed are sailors dedicated to The Sea Dreamer who follow the migration of pods of whales as a means to explore new lands.

Because these sailors use animal migration as a means of navigation instead of the stars, as most sailors do, the sect is made up mainly of those who take the time to understand these great beasts. Rangers, druids, and hunters make up a large portion of the group but anyone who studies whales may petition to join. The Whale Charmed spend much of their lives at sea and so they are, to a man, accomplished sailors.

The water winds and is full of life just like this deity's followers. Who is your disciple of Aegirran? Why have they chosen to dedicate themselves to The Sea Dreamer? Where does their devotion to this Giant Deity 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! FacebookGoogle +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, August 12, 2017

A Slip of the Tongue

Followers of Crocell

In the depths of hell on the layer of Stygia lives a collector of things that never were. How does one speak in languages that never existed? Only the scale-winged devil of the Palace of Delusions knows. This week we take a look at Crocell, the Infernal Duke of hidden waters, illusions, and language.

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

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

The Lost Word


Although books that get made in languages that don’t exist only seem to exist on the outer planes, the sect of Crocell known as The Lost Word takes after its patron by ferreting out books in lost or dead languages. The sect maintains a library hidden within the one of the many swamps in Ustalav. Some say they roost in the Graidmere Swamp, while others believe they secrete their books in the Dippelmere Swamp. The brothers of The Lost Word keep its location a secret, even going so far as having a failsafe to wipe their memories if they are questioned about it.

The brothers themselves are all seekers of knowledge. Wizards, investigators, and rogues make up a large portion of their membership. Clerics and Oracles use their connection to the Infernal Duke to aid them in locating the general area a lost tome might be.

The Broken Image


Crocell’s purpose for collecting tomes in non-existent tongues is to find a pattern in what is obvious insanity. The Broken Image looks to aid its master in the search for meaning within chaos by driving other people mad and studying the effects. Members of this sect use their power of illusion to accomplish this task. Some they leave in their natural environment see how they interact with their old lives. Other victims are taken off to secret locations to be studied in a controlled environment.

Members of this sect are all illusionists of some kind. Arcanists, bards, sorcerers, and wizards make up the bulk of these followers of The Soothing Sin. They will also add mind altering charms into the mix if they have them available, and whatever else it takes to break their victims. The Broken Image is if nothing if not thorough and each subject’s study is carefully cataloged later for further review.

The River of Recollection


In the lands of Northern Garund water can sometimes be hard to come by. Thuvia with its arid scrublands and the deserts of Katapesh and Osirian can be especially hazardous. The members of the sect known as The River of Recollection lend their aid in locating water to those in need, for a price. They seek to expand their patron’s knowledge of the world and their charge for locating water is a memory, freely given.

This sect is made up of two distinct groups. There are those who find water, usually rangers and the occasional druid, and those who extract the memories; clerics and oracles usually fill this role as they have the connection to their patron to transfer the payment.

The water winds and is full of life just like this deity's followers. Who is your disciple of Crocell? Why have they chosen to dedicate themselves to The Soothing Sin? Where does their devotion to this Infernal Duke 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! FacebookGoogle +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, July 29, 2017

A River Runs Through It

Followers of Matravash

Many of the deities, demigods, and other beings I delve into have a portfolio that includes a few things that are somehow interconnected. This week’s god has but one area of concern. So how do you come up with three sects based on just this one thing? We’ll find out this week as I take a look at Matravash, the Vudrani Deity of the Matra River.

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

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

The River Rats


The river doesn’t choose sides. Some things that happen are good and some bad, but the river simply is. Although the Matra supports a lot of legitimate trade it also supports those who trade illegally. However, even those who use the river to smuggle pay homage to it and the goddess who it represents. Some moreso than others.

The River Rats is an all ratfolk group of smugglers who ply the waters of the Matra. Some believe that they actually came from the river itself and are the children of the Wide Water. They understand the ebbs and flows of the waters like no one else. Druids, shaman, rangers, and hunters make up a bulk of the River Rats that most people are used to seeing. But since they are more like a family than an organization they have members with many different skill sets

The River Prince


Each rajah claims the section of the Matra that runs through his realm as their territory. For the most part they just patrol it to keep trade moving. One Rajah, however, gave his section of river as a satrapi to a Halfling who saved his daughter. He became the River Prince and his family has held dominion over that section of the Matra for generations.

Not only has the family has been granted dominion by the Rajah, Matravash herself has blessed the family. More than any one group, the River Prince’s family produces clerics to The Wide Water. The group takes its service to the Rajah and Matravash very seriously and help to keep trade flowing and the river clean. They often go head-to-head with the River Rats after the events of the undeclared war.

The Water’s Edge


Not all who revere the river live upon it. Those who make their home upon the shores need to find ways to keep the Matra and her mistress appeased. Although the Water’s Edge meet a few times a year, they are for the most part a sect of individuals. Each member lives in a community that dwells on the river banks and teaches them how to give back to the waters that share its bounty with them.

The members of the Water’s Edge all have a magical connection to the river. Cleric, druids, shaman, witches, oracles, and sorcerers with the aquatic, elemental water, or marid bloodline tend to their flocks of non-river folk. These guides teach their communities how to live with the water, taking only as much fish as they need, tossing back the ones that are too young, and helping defend against erosion of the shore.

The water winds and is full of life just like this deity's followers. Who is your disciple of Matravash? Why have they chosen to dedicate themselves to The Wide Water? Where does their devotion to this Vudrani Deity 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! FacebookGoogle +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, July 8, 2017

Give Her Followers, Liches Love Followers

Damned of Arazni

This week’s divine being is an oddity as she was once a demigod but was killed. She has arisen as a lich, a demigod lich that still retains some of her godlike powers and can even grant spells to clerics. She was once the herald of the lost god Aroden but now she rules an entire kingdom in Garund. Of course we are talking about Arazni, the minor deity of the command of undeath and lichdom. Within are three possible sects to the living – or unliving in this case – goddess, for possible use in your campaigns.

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

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

The Knights of the Scarab


Gods love worship, especially evil gods; they revel in it. Arazni once had an entire legion of paladins who dedicated their lives to her service. She once had the Knight of Ozem, a sect of knights dedicated to doing good deeds in her name. Now all that remain are a tainted few of these former paragons of justice, risen as graveknights to serve as her personal guard. She relishes the adulation of an entire sect of followers and to that end the Knights of the Scarab have been formed.

The Knights are mostly antipaladins, although other martially minded folk will join the ranks of the sect. Aspirants must undergo a strict test to join, a trial that pushes their physical limits but also seeks to prod the devotion to Arazni. Those who pass the physical test, but are not truly faithful to the lich goddess are tortured until they are either truly devout or else they are dead.

The Fallen Host


Although much of the center of Arazni worship is in Geb, where she is the ruler, there remain small cults to her elsewhere. In many locations around Ustalav resonance of her death has left haunts that appear randomly and project the trauma of her death. Many psychics, spiritualists, and occultists are touched by these phenomena, and not all in a positive way.

The Fallen Host is a small sect whose minds have been broken by the touch of the psychic remnants of her death throes. They look to return the Harlot Queen to her true divinity. They do not seek to bring her back in her aspects as the herald of the god of man. Their hope is that she will return to divinity as broken as they are, to relive her death on the world over and over, sharing the pain all Fallen Hosts already feel.

The Everlasting


Like any god of undeath there are those who believe they can finagle a deal to gain the secrets of lichdom from the divine being if they dedicate themselves enough. The Everlasting are a group of necromancers who wish to become liches themselves and follow the will of the Harlot Queen to do so. Unlike other seekers of lichdom by divine means, The Everlasting have a corporeal being to petition to fulfill their desires.

The Everlasting are made up entirely of necromancers, although those come in many stripes. Divine casters and arcane, those who study to gain power and those to whom it comes naturally all make up the ranks of the group. The only real requirement is that the caster be of some use to their patron or else she will toss them aside like so much garbage. Like most seekers of the power of lichdom competition is fierce. Sect members have more to fear from each other than most outside forces.

Forged in betrayal and tempered with obsessions are those who follow Arazni’s path. Who is your disciple of Arazni? Why have they chosen to dedicate themselves to The Harlot Queen? Where does their devotion to this Lich Goddess 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! FacebookGoogle +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.