The Midget's Deity-A-Week Thread!

I'm A Banana

Potassium-Rich
WHEE! :)

Well, since I've busted out Deities and Demigods, I've noticed they basically ignore the poor, neglected "pantheon" of gods from 3e introduced in places like the Monster Manual and Defenders of the Faith.

Well, guess who's going about changing that?

Moi.

So, starting now and going to whenever-I-get-sick-of-it, I'm busting out a deity in more detail than Deities and Demigods could have expected....

The only thing these'll be missing is stats, as (1) I'm too lazy and (2) I'm not a fan of chucking PC's at gods.

Still, if you want to whip 'em up, I include suggested classes and a physical description, so you could probably do it without too much trouble.

Anyhoo, I also include more info on the cults, mythography, and mindset of the worshipers and the god themselves, as well as suggestions for new PrC's/Equipment/whatnot to go along with 'em.

First, the deities overlooked from the MM and Defenders. Then, on to the 3e Monstrous Myth for the racial gods....if I get that far.

So sit back, relax, and enjoy the glut of godly goodness found herein.

Coming up first: that vaguely cthonian miscreant, Blibdoolpoolp...wheet!

--Kamikaze Godfreak
 

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BLIBDOOLPOOLP, THE WHIP OF WHIPS
Solitary Goddess of the Kuo-Toa


Alignment: Neutral Evil
Worshippers: kuo-toa, "whips", "monitors"
Domains: : Destruction, Evil, Water
Favored Weapon: Pincer Staff
Home Plane/Domain: Gehenna/Spawning Grounds
Divine Rank: Greater Deity (16)
Classes: Rogue, Cleric
Portfolio: Motherhood, Fertility, Revenge
Salient Abilities: (21) Alter Reality, Alter Size, Avatar, Banestrike (elves), Banestrike (dwarves), Banestrike (humans) Call Creatures (kuo-toa), Control Creatures (kuo-toa), Divine Blast, Divine Creation, Divine Inspiration, Divine Skill Focus (escape artist), Divine Skill Focus (spot), Divine Skill Focus (search), Energy Storm (electricity), Extra Energy Immunity (electricity), Extra Sense Enhancement (sight), Frightful Presence, Increased Energy Resistance (acid), Know Secrets, Mass Divine Blast, Possess Mortal
Special Possessions: "Bolt," a shocking unholy pincer staff
Alternate Domains: Community, Creation, Darkness, Liberation
Symbol: A black pearl with a lobster head in it

DESCRIPTION
From Defenders of the Faith:"The ancient deity of the kuo-toa, Blibdoolpoolp is also known as the Sea Mother. Only kuo-toa worship her. She is warped by her hatred of the surface-dwelling races that drove her children into the underground domains in the legendary past, and broods over her people while plotting her ultimate revenge."
In her natural form, Blibdolpoolp is a perversion of that which she hates – humanity. She appears as a human woman, but with the head of a lobster, a shell covering her shoulders, and pincer-equipped forearms.

DOGMA
Blibdoolpoolp is obsessed with the re-establishment of the kuo-toa as a dominant aquatic life form. She preaches that, right now, the kuo-toa have fallen from their previous glory, and must struggle to survive in a world where everyone is their enemy, and their only allies are each other. She preaches that the kuo-toa must remain strong and take what edge they can get in their lives, leaving no quarter for those who don't.
Glorifying the kuo-toa race and furthering its goals are good acts in the mind of Blibdoolpoolp. So is the very act of spawning, which is given a religious significance beyond its utilitarian use.

CLERGY AND TEMPLES
"Whips" (kuo-toan priests) are charged with leading their race, being their representative to the outside world, and protecting the young of their race. In their function as emissaries to the outside, whips serve as traders, politicians, and simply public speakers in the communal hubs that are temples to Blibdoolpoolp.
The temples themselves are elaborate, filled with propaganda for the kuo-toan race, and racial hatred toward all others (especially those who dwell on the surface). They are the areas which kuo-toan lives revolve, and the only areas that regularly interact with outsiders such as drow in matters like trade or diplomacy. They are often located within large urban centers.

RITES AND RITUALS
Kuo-toa rituals often involve the violent and painful drowning death of one or more surface-races, with litanies read about their various crimes against the kuo-toa people. Here, also, visitors are introduced to what happens to those who violate these rules of kuo-toa society, and it is customary for those visiting to attend a ceremony. Occasionally, more organized thrusts into the surface are arranged at temples, and carried out with great ceremony and circumstance, being a reclaiming of land for the jilted kuo-toans.

MYTHOGRAPHY
Blibdoolpoolp is a powerful force representative of restoration and reviving that acts as a builder and supporter of the race she is said to have created. Because of this destiny that the children of the kuo-toa represent, they are considered quite important to the cause. A sort of cult of children has developed, with the young spawn representing the future hope for a race deposed.
Within kuo-toan religious writing there is a large focus on the "former glory" and a "return to the ancestors." This phoenix motif is expressed, however, in a sullen vengeance and a motivation for warfare that is very grim for such a destiny of hope. The whips seem to express this destiny as an excuse for dominance and a reason for being so warlike.
While there is the rebirth theme with all the race, it also happens to specific kuo-toa, many heroes and leaders pursuing resurrection, or even undeath at the far end.

LEGENDS
Some call Blibdoolpoolp the Insane Mother, and the stories told of her generally support that. Even the kuo-toa recognize her probable madness, and see it as a tragedy of the race’s failure. A central theme in kuo-toan priestly rites is to reassure her that all is well, in the hopes that she will release some of the ancient magic secrets she is said to hold.
Blibdoolpoolp and her servants have a strange affinity for lobsters, and it is said that these creatures are her friends and confidants, those who perhaps hold pieces of the great powers she hides in her ancient mind. It is said that people who gaze into her eyes are turned to lobsters in their madness, and that the crustaceans hold great secrets. It is simply one more insult of the surface races that they enjoy eating these denizens of the dark seas.
The central legend of kuo-toan belief states that once they walked the surface, proud and powerful, masters of all they cared to be masters of. But then, the surface races struck, and pushed them deeper and deeper underground, until they had to compete with the creatures below the surface for their success. They blame the surface humanoids for their oppression, though they hold few grudges against sea gods, many of whom they see as similarly oppressed.

ETC.
Weapon: The Pincer Staff:
Large, Exotic, 1d10 bludgeoning damage, x2 crit, 10 ft. reach.
When a target of the size of the weapon or up to two sizes smaller is hit, the wielder may start a grapple as a free action that does not provoke an attack of opportunity. If the wielder gets a hold, the staff is grappling the opponent, and deals damage each round the hold is maintained.
PrC's:
· The Whip: A powerful cleric of destruction who channels electricity
· The Monitor: A monk devoted to Blibdoolpoolp, focusing on slithering and being generally slimy.
Plot Hooks:
· Abductions: Instead of their usual practice of simply killing others, drow in the region have started keeping portions of their kills to themselves. The reason is that they wish to ally with a powerful but reclusive kuo-toa city, and the kuo-toa have demanded a massive sacrifice before they will team with the drow. Perhaps the kuo-toa wish to perform some great spell with these deaths that would give them an edge in fighting the surface people.
· The Great Consort: A gigantic lobster has been spotted just offshore, causing a migration of angry, slippery, weapon-wielding kuo-toa into the area, demanding that the surface dwellers stay away from this sacred beast. Introduce an eccentric chef with a taste for seafood, and you've got a conflict.
· Brewing Storms:A heavy mist has lain on the countryside for days, and ghostly lights can be seen within them. While the populous is panicked about ghosts and wraiths, the truth remains obscure: kuo-toa attempting to generate a storm that shoots lightning *up* in an attempt to strike at settlements from below.

*------*
Next up, we head to the mines for one of the most unpronouncable of races, having a god whose name is oddly easy to remember...
 
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CALLARDURAN SMOOTHHANDS, THE LORD OF DEEPEARTH
Reclusive God of the Svirfneblin


Alignment: Neutral
orshipers: Svirfneblin, Miners, Gnomes
Domains: Earth, Good, Healing, Protection
Favored Weapon: Battleaxe
Home Plane/Domain: The Outlands/Secret Caves
Divine Rank: Intermediate Deity (14)
Classes: Illusionist, Fighter
Portfolio: Protection, Mining, Trickery, Illusion
Salient Abilities: (17) Alter Reality, Area Divine Shield, Avatar, Divine Shield, Banestrike (aberrations), Banestrike (elves), Banestrike (monstrous humanoids), Call Creatures (svirfneblin), Control Creatures (svirfneblin), Divine Earth Mastery, Divine Fast Healing, Divine Inspiration, Divine Spellcasting, Extra Domain (good), Extra Sense Enhancement (smell), Gift of Life, Rejuvenation
Special Possessions: "Guardian," defending, holy battleaxe
Alternate Domains: Community
Symbol: A circle made out of interlocking gold lines in a star pattern

DESCRIPTION
From Defenders of the Faith:"The patron deity of the deep gnomes, or svirfneblin, is neutral. He is also known as the Deep Brother, the Master of Stone, and the Deep Gnome. The svirfneblin revere him as a god of protection, earth, and mining. He is on good terms with Garl Glittergold, while he hates Lolth, Blibdoolpoolp, and Ilsensine (the goddess of the illithids)."
In his natural form, Callarduran is a handsome, brown-skinned svirfneblin with an overlong nose and wearing a gold ring with a star pattern engraved into it. He is dressed in chainmail, and carries a large battleaxe at his side.
Originally, Callarduran Smoothhands was a gnomish god of mining and caves. When the svirfneblin splintered from the main race, they adopted him as their defender and protector.

DOGMA
Callarduran preaches the protection and furthering of the svirfneblin people. He honors friendship with the surface gnomes, but also takes responsibilities much more seriously. The illusion and trickery, for him, are necessities for survival, and taking up the axe against foes is something that must be done, lest they loose their lives to the powerful forces beneath the earth.
Defense of the svirfneblin, utilizing the riches of the earth, and persevering in the face of great evil, are all virtues that Smoothhands values quite highly amongst those who follow him.

CLERGY AND TEMPLES
The priests of Callarduran struggle to defend svirfneblin against the other forces of the Underdark. The priests work hand-in-hand with explorers and military to guard both towns and outposts.
Temples dedicated to Callarduran are often deep beneath the earth, with perfectly smooth walls and often adorned with a star motif – a rather contradictory image, considering most svirfneblin have probably never seen a star in their lives.

RITES AND RITUALS
The svirfneblin rituals around Callarduran usually involve a great smooth sphere of rock at the center of their temples. Priests form a ring around it and, dance, sometimes in clusters of five arranged to look like a ring of five-pointed stars from above. Throughout the dance, they cast visual images of the legends of Callarduran on the walls of the cavern, so that is is much like a theatre presentation made of illusion. Many, many gnomes, especially young ones, show up to these shows, which often involve specacular displays of light manipulation and some minor shadow-powers. All the while, they humm in a deep, reverberating tone that, reflected off the smooth walls, reaches a great buzzing echo throughout the entire temple that can be often heard for miles around. The tone and rythm of the music change with the scenes being displayed so that there is a play, of sorts, show upon the walls.
More private rituals include the summoning of earth elementals, usually done with a rub on a specially smoothed sphere of rock. Sometimes, xorn are also treated in this manner, and though they are never sacrificed, they are sometimes summoned as "messengers to the Earth" and given prayers to take to Callarduran. Humming is often used as a verbal component to these summonings, as a call to Callarduran from the material plane.

MYTHOGRAPHY
Mining is dangerous work, especially in a world where your tunnels are filled with the monstrosities of the underground present in D&D. Gnomes seem ill-suited for lives of exploration and hardship that are necessities for many underground races. Their comical irreverence must, by necessity, loose some of its mirth.
Herein lie the origins of the svirfneblin. They are gnomes who have dug too far to retain the fun and carefree attitude of their surface cousins. They have been exposed to the hardships of life, and have found that illusion and trickery are what keep them alive.
They are gnomes that have been forced to grow up. In all likelihood, they originated as a tribe of gnomes particularly interested in mining and uncovering the gems they love so much, and have grown to find that there is more to life than gems. To get what they desire, they’ve had to buckle down and become more serious about the world in general, and their world in particular.
Callarduran Smoothhands is, thusly, like the other gods of subraces, originally a god of a specific focus adopted by a race as their protector. As the svirfneblin grew to become an independent species of gnome, so too did Callarduran grow to become an independent god.
Fortunately, unlike many of similar deep races that then become corrupted by the hardship of the underground (like the drow) the svirfneblin have remained at least ambivalent towards their surface cousins. Thus, Callarduran didn’t become an enemy of the rest of the gnomish gods, but merely a friend in a low place. Different, yes, but still loving of his friends.
Another unique aspect of the svirfneblin worship is their use of elementals and xorn as messengers to their deity. For xorn, at least, the connection may seem tenuous, but the xorn could also be a glimpse into why Callarduran uses the star in his symbol. Xorn, by their radial symmetry, very much resemble the five-pointed stars (with it being made of three-pointed shapes) in symbolism.

LEGENDS
Svirfneblin legends hold that Callarduran is known as “Smoothhands” due to his polishing of a great stone at the center of the world, from which earth elementals spring to help out his people. Thus, many Svirfneblin enjoy summoning earth elementals with their granted powers.
He is said to be an avid hummer of many tunes, and his humming of a lovely song about earth and stone so entranced a passing xorn that he began following the gnome-god around, aiding him in his travels. Xorn are considered sacred to svirfneblin, and many will leave token gems and metals for xorn, and perhaps even have some “tame” xorn guarding their site.
The humming, heard through rock, is also said to be a sign from Callarduran, often leading poor gnomes to gems. Other signs of the god’s presence include smoothed stone or stone rings with star patterns on them.
Callarduran undoubtedly loathes many of the Underdark races, but he is said to have a special vengeance for the drow, who are the race’s main competitors. One story tells how he once masqueraded as Lolth herself in order to stop them from attacking a Svirfneblin settlement.

ETC.
PrC’s:
· The Serious Trickster: They use illusions not just for fun, but to gain an edge in combat.
Plot Hooks
· Unhappy Servitude: The PC's hear rumors of drow beneath the surface who aren't as belligerent and savage as usual, and who actually have quite a friendly relationship with the gnomish folk in the forrest surrounding the main entrance to their lands. Contact allows them to discover that the drow are actually the slaves of a group of svirfneblin who, imitating a legend, have convinced the drow that Lolth has, in fact, chosen them as the destined of the underdark, and only by paying the svirfneblin servitude and honor can a drow hope to be smiled upon by Lolth in the afterlife. This would be no more than a bizarre quirk of culture if it were not for one drow who resents the servitude and has doubts about the arrangement. He has been making contact with a drow society nothing like the one he is enslaved to, where the drow rule themselves and have power and prestige. He wants to form a rebellion from the svirfneblin -- a violent, bloody one that will result in them being the slaves to the dominance of the drow.
· Gems of the Night Sky: The PC's emerge from a dank underground tunnel into what seems to be an open field of stone. A breeze blows, and, high in the sky, stars can be seen. As they pass through the stone field, they notice several large, transparent gems, looking almost like huge glass stones, littering the ground like boulders, and a community of fearful svirfneblin. The truth is that those huge gems have been falling out of the sky, and the svirfnebling see them as stars. Their fall is seen as a sign of Callarduran's displeasure, and a noteworthy priest in the area has convinced the community that if they can repent of a grave sin against Callarduran by killing one who defies him -- a local svirfneblin cleric of an air god. The defiler must be eliminated, or the stars will fall until there are none left. The PC's, meanwhile, may be able to discover the true cause of the falling stars (a mining in the caverns high above) and stop it without having anybody unnessecarily killed.
*_________*

Alright, you've got your friendly god. Next week, we tip the scales in favor of something that's quite literally dripping with evil...
 
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JUIBLEX, THE FACELESS ONE
The Oozelord


Alignment: Chaotic Evil
orshipers: Aboleth, Humans, Intelligent Oozes, Demons
Domains: Chaos, Evil, Madness
Favored Weapon: Pseudopodia
Home Plane/Domain: The Abyss/The Slime Pits
Divine Rank: 0 (Demon Lord)
Classes: None
Portfolio: Ooze, Pestilence, Insanity, Acid, Demons
Salient Abilities: None
Special Possessions: None
Alternate Domains: Creation, Destruction, Water, Earth
Symbol: A raised, dripping pseudopod

*NOTE: All creatures with any divine status can grant spells from any of their three domains to any worshiper, though they are not capable of many of the other feats of godhood. In order to grant spells, creatures of 0 DR require a sacrifice that varies based on the domain granted and the deity granting it. One sacrifice is enough to grant spells for one week. Making a “sacrifice” is at least a full-round action, and when it requires something's death it must be a coup de grace. Note that one sacrifice may satisfy more than one domain’s requirements (such as sacrificing one Paladin to meet Juiblex’s Law and Chaos requirements), and that you can “store up” sacrifices by making several at once (such as killing two paladins to fulfill Juiblex’s requirements for two weeks)
Among Juiblex’s domains, the following sacrifices are required. Domains marked with an asterisk are alternate domains possible in certain cults or in campaigns ignoring the Divine Rank – Domain link.
Chaos: Sacrifice one sentient being of Lawful alignment
Evil: Sacrifice one sentient being of Good alignment
Madness: Scar yourself with at least five points of acid damage
*Creation: Expand the area of a dumping ground, swamp, or stagnant mire by at least 15 feet.
*Destruction: Destroy one building of at least 15 square feet via application of acid and/or waste
*Water: Bring at least one week’s worth of water to a place that lacks it
*Earth: Defile at least one week’s worth of pure water with the application of waste, mud, etc.


DESCRIPTION
A creature born from the pits of the infernal, Juiblex is the greatest – probably the only – self-described deity of ooze, muck, and filth. He is Chaotic Evil, a fiend whose association with the jellies, oozes, blobs, and puddings of the world has earned him a reputation beyond those creatures, as an insidious, insane force of putrescence.
Juiblex resembles nothing so much as a vast pool of filth with a stench so bad it burns the eyes. He (it?) is capable of rising up to form a pillar out of his semi-fluid mass, though he seems to do that only when attempting to be imposing. No matter his actual form, eyes can be seen throughout the slime, peering out with a malevolent wrath.

DOGMA
Juiblex seems to have little in the way of commandments. He hasn’t been known to speak, yet the cultists who revere him serve him with a perverse sense of reverence.
Many who worship Juiblex do so out of fear of being overcome by him or his forces. Sacrifices in the form of animals and people, and special rites designed to turn people into ooze are all accepted ways to satiate him. Eating the filth of society is also seen as an emulation of this deranged demon lord. None of these seem to actually be commanded, and Juiblex seems happy to rampage senselessly and destroy whatever gets in his way in his insane ramblings. If one makes themselves the enemy of Juiblex, there’s no guarantee that he will extract vengeance. Yet he is far from stupid, biding his time and his power until the time is right to strike for abject pain and anguish, or he looses interest.

CLERGY AND TEMPLES
Those who worship Juiblex do so most often out of a misplaced belief in his abilities. They see him as a creator and destroyer, a source of life and the origin of its end. They see him as a primordial force of consciousness, perhaps representing the very origins of thought. A few take up the role of the oozemaster, even, seeking to become one with their psychotic lord.
There are some who describe the aboleth as being dedicated priests of Juiblex, crediting him with the creation of the muck in which they thrive, and giving to him the honor of every kill and every slave they make. If the aboleth ever have in the past, or do now, worship a different deity, it is unrecorded.
There are occurrences of various slimes, puddings, and oozes also gaining some measure of intelligence and even genius-level wit. Of those that have bothered to communicate, they credit Juiblex with their intelligence.
Temples to Juiblex do not exist in the open. If they occur at all, it is often in areas of great desolation and waste, such as a city dump, a sewer, or a pustulant swamp. Stagnant bodies of underground water also tend to attract worshipers of Juiblex. Most of the time, this is little more than a gathering place for various cultists, oozes, and aboleth, but occasionally, when the cult is powerful, more formidable defenses are created and icons of the faith are prominent. Rarely do these centralized centers last for long, often succumbing to a disease or illness if they are human, and often being chased out of the area of refuse, if they are otherwise.

RITES AND RITUALS
Juiblex’s clerics, as may be expected, normally revolve their rites around the sacrifices. The larger or more important the sacrifice, the more worthy it is of a specific ritual. Often, this includes chanting various odes in abyssal, and frequently a display of adherence by the worshipers coating themselves in filth. Frequently, these rituals are timed so that they coincide with days holy or important to the gods that Juiblex is attempting to pervert, so as to maximize the poignancy of his struggle to have people recognize him as the true deity.
Amongst the aboleth, Juiblex is worshiped in a rather casual way, with the occasional slave being sacrificed or the offhanded prayer of thanks in abyssal. Rarely are any rites accorded to the oozelord, except when the entire colony fears some great ill, or is attempting some great conquest. The aboleth are only as submissive and grateful as they must be to avoid his wrath, in general.

MYTHOGRAPHY
Juiblex is one of the many occurrences in myth that we have a being of some sort – usually a powerful outsider of some type – assuming the rank of a deity. Often, they are very powerful, and have sent many emissaries through their various areas of control to the material plane, where they slowly gain a following, usually of a small, cultish nature.
Juiblex is especially frightening in this regard in that his cult is remarkably strong for a creature so alien and harmful to life. One must wonder, then: what makes someone worship a great, thinking blob that will probably end up killing you?
The answer, not surprisingly, lays within the psyche of those who do. The humans who worship Juiblex are often found to be former members of some important church of a deity of earth, life, and wisdom. They, in one way or another, grew distant from the church and its deity. In seeking out some actual representation of the power of life and wisdom, they stumble on Juiblex, who meets all their needs. Often, in the guise of one who is extracting vengeance for being unfairly put down, Juiblex allows those who have been wronged by the world a chance to fight back, and to know that they aren’t alone in their struggle against the oppressors.
Finally, Juiblex is attempting a feat which few demon lords have ever risked…the creation of a race all his own. In granting some sentience to oozes (presumably using high-level magic), he dedicates his power to actually doing something that actual gods are credited with, and often finding that it works surprisingly well.
At the same time, Juiblex is perusing the more common methods of subsuming the role of a deity, including taking control of an already-created race, and acquiring cultists in various prominent lands.
Juiblex is undoubtedly an ancient power, perhaps one of the most ancient of the demon lords. He is slowly, steadily gaining power over the world. Perhaps his ultimate goal is simply to create a species of sentient ooze, and then become the god of that species. Certainly, even the aboleth that worship him see him as more of a welcome tool than as a true god. Other than the occasional brilliant slime, his only truly devout worshipers are the odd humanoid.

LEGENDS
Juiblex is said to hide ancient secrets of magic and power within his alien mind. Some even speculate that he originally hailed from outside of the mutliverse as we know it, sliding in only to carve out his niche in the Abyss.
Because Juiblex is still young as a deity, he hasn’t had the eons to accumulate legends as many other gods have. Still, the aboleth tell the story of their pact with Juiblex, that he has vowed to aid them in their rise from the muck to take a place amongst the most feared species in the world.
Also, human cultists tell of Juiblex’s long lurking in the shadows of the more popular religions in the region, supplying the true power behind the false icons that are more openly worshiped. Often, legends about the original god come to be associated with Juiblex instead.
If the sentient oozes which Juiblex has spawned pay him any homage, it is a kind not yet identified by religious experts.

ETC.
PrC’s:
· The Oozemaster: See Masters of the Wild. Juiblex cultists often strive for this prestige class, using the master of mucous as their deity of choice to meet the spellcasting prerequisite.
Weapon
· Aboleth Tentacle : In all respects, treat this weapon as a normal whip, except that, on a successful hit, the target must also make a Fortitude save (DC 19) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the change.
The weapon is not considered magical, though a nonproficient user must treat it as a poisoned weapon (rolling a 1 on an attack roll forces a Reflex save of DC 15. If the save is failed, the wielder is affected by the transformation herself.)
Aboleth Tentacle Slime cannot normally be used as a poison. Any user proficient in the use of the whip can also use the Aboleth Tentacle. Though most open markets wouldn’t sell them, their market price in game terms is 1,000 gp.
Template
· Intelligent Ooze: This template can be applied to any creature of the Ooze subtype, granting it 4d6 points of intelligence. It gains 4 skill points per hit die, plus one skill point per hit die per point of Intelligence modifier. It can also gain feats, one plus one per four hit dice. Intelligent oozes are capable of gaining class levels as well. Unless otherwise stated, an ooze’s favored class is rogue. Intelligent oozes are not immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), and can understand Common or Abyssal (though it usually can’t speak either).
Plot Hooks
· When Seafood Attacks: Recently, the protective membrane of mucous that surrounds the aboleth that lurk in a nearby swamp has been dissolved, suddenly and without warning. This has caused many of them to start drowning in the water, as well as dissolving as if under the effects of their own transformation power. They have been madly attempting to find the source of this, and a large number have taken to blaming a lack of adherence to Juiblex. Many seek to appease him by doing what they can do help destroy a nearby town and make it part of the swamp. The reality is that something the locals have been dumping into the water has caused the reaction, and even if the aboleth succeed in destroying the town,their problems will not be solved.
· The Knowledge of Filth: Certain secrets are coming to light in a large city that should not be. Knowledge about the affairs of high-up politicians, stories of murders, rumors of magical experiments gone awry. The high-ups that this evidence incriminates (including politicians, wizards, and town's guards) all want to find who is getting this information and stop it from circulating. They would also like to discover how this entity is getting it's information, as everything has been disposed of ingeniously. Evidence points to a high-priest of a local god of life, though the truth lies with the recent expulsion from that church, who has taken up Juiblex-worship, and has been rewarded with several small, oozey companions that reside in the city dump, just outside the walls, and bring him information. The ex-priest then uses his church's own book-making materials to present the evidence to the city, thinkng he's doing the Right Thing.
*_________*

Worth the extra wait? I hope so. Hopefully the next slightly damp deity won't take so long. :)
 
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You, Mr. Midget, have my respect. This is damn cool! And, I'd like to point out, tremendously useful for me. Thank you!
 




Of course you rock, Horacio. You just rock illegally. If you continue to rock like this, I believe the Intarweb police will have to arrest you. :)

Meanwhile: I added the Rites and Rituals entry to Blibdoolpoolp, as well as a few plot hooks under her Etc. category. I'm gonna do that for the ones I have up here before I put up the next victim of my whims. :)

I aughtta quote that in my sig...

"Look at my Deity-A-Week thread! Piratecat says: '...useful to me...'"
"

:)
 

Add it to your signature, with a link to the thread!


/Horacio flees because the intarweb police comes for him
 

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