Monday, August 11, 2014
Slaad (D&D 5e gods)
Gods of Trickery or Knowledge
The Slaad maintain the various bureaucracies of the outer planes. They are native to the boiling plains of rot and swampy decay in Limbo and rule from throne-temples composed of whole rotting biomes and massive forest-planets, strung together by gravity and psychic architecture. They are sempiternal, near-infinite in both form and knowledge, each Slaad overseeing millions of bureaucratic functions and billions of files and functionaries. Accordingly, though their minds are vast (often forming grand psychic palace-mazes of incredible intricacy and housing knowledge-treasure of incredible wealth and power and breeding monsters of its own subconscious*), the sheer number and inter-related complexity of their tasks gives one the impression that the Slaad is judicious to the point of inaction (the Slaad is making decisions and altering realities, just not the one you care about, please hold).
Debates would be held as to whether or not the Slaad are gods of apparent chaos-but-actually-supreme-order or gods of apparent law-but-actually-the-chaos-caused-by-law-imploding, but the Slaad are generally so catastrophic, their involvement/interference so terrible that the debaters are shouted down for being huge, insensitive assholes.
Slaad, being incredibly intelligent and powerful frogs/toads are also entirely self-interested. They eye realities and artifacts and minor deities like a frog eyes a fly.
Slaad are attended by armies of ghouls, each led by a death knight devoted to chaos or law.
Infant Slaad and their colonial psychic bureaucracies, arriving through space and planes like a wet, psychic meteors are apocalyptic events.
The Slaad's psychic puissence is so great and its voice plane-spanning (its lower tones dipping low into the elemental plane of water, where that place touches the elemental plane of earth; its higher tones causing the ground of Elysium to vibrate just so from time to time), that all correspondence had from the Slaad is via its attendants, the Salamandarin (Slaad bud** off Salamandarin by the hundreds of thousands, but also bud off other Slaad, as well as ideas that are sort of like toys and sort of like machines but are often used like batteries or weapons. So that's another sort of communication, albeit an indirect and mostly incomprehensible one).
Licking a Slaad
Does a few things:
i. it tells you something you don't want to know, didn't ask to know (the GM will tell you a secret about another character in the campaign or something like that). this isn't like the Slaad telling you, it's just something from the psychic fug around the Slaad worming its way into you like a virus.
ii. you can make a direct inquiry into the memories of the Slaad which are vast, and functionally infinite (gods, liches and dragons keep secrets of Slaad, but pretty much no one else) via something like astral projection or death (requires a DC 20 Cha Save or suffer 100 damage (save halves)... increased DC by 5 for the obscurity of the information sought. die in this manner and rise again as a zombie-like slave to the Slaad (1 in 20 chance you're something like a Death Knight champion of the Slaad, your armor a mess of flesh and bone and black metal, otherwise, you're basically a ghoul, albeit your paralysis works psionically).
iii. lets you see the Slaad's mind palace
it costs:
1 point of constitution for the duration of the effect (which lasts until you leave the plane on which the Slaad resides)
a secret you've been trying very hard to keep (your notion of self a bit loose, the secret wriggles out)
A DC 20 Cha Save or be charmed by the Slaad for the duration
Slaad mucus is volatile but can be used as an outrageously valuable spell component (esp if you're playing DCCRPG) and can fuel psionic charged devices.
Tricking a Slaad
Slaad can make/think anything from their backs (though it will be bent to the purpose most suited the Slaad), and there are myths of trickster gods tricking a Slaad to make it weapons or armies.
*adventurers beware for the mind-palaces of the Slaad are largely indistinguishable from the Mazes of the Lady of Pain
**think Suriname Toad
attribution: Vivarium Naturae of the Naturalist's Miscellany, 1790
Kievs, part of the 5e D&D ravenloft hexcrawl
Here is how I write up cities: in three parts. A general idea/theme, followed by facts useful and apparent to any players spending some time asking around. Places are things that are well known or of important. In cities, these are just a few major landmarks. The last part covers what the characters can get out of the city _in general_. Like if you just want to treat the city as a place to sleep, find some help and get new gear. There is more if they dig in, but I'm not sharing that, because of things.
KIEV(S), CITY OF CITIES
the Mongols took Kiev and put it somewhere far away, twice.
The first time was with muscle and horses and the ground was so well churned with human fat that the topsoil was buttery and burned easily and decades later Chinese emissaries reported the environs still riddled with bones. the second time was faster, Kiev having been reduced to a military research station in the middle of burning wasteland, and was transported with the tearing of atoms and a rotation of the stars.
By a confusion of time and because the second Mongol ascendancy was more technologically adroit than the first, the first Kiev and the second Kiev arrived in their new home at roughly the same time, the second interposed on top of and along the eastern edge of the first.
This combination of cities has created a tendency towards accretion and other cities lost in flame and ruin have slowly crept in, and Kiev(s) are a jumble architectures, people and language, full of weird angles and confused chronologies.
_______________________________________________________
/population
thousands
/unique peoples
ghouls of the Cheka
/unique architecture
a city built of a number of other cities, the buildings jumbled collections of other buildings (floor by floor, room by room, or brick by brick). The general aesthetic is slavic.
/in power
the Emergency Council of Eastern Kiev, below them, the Agents of the Cheka (or just Cheka)
/religions
mostly eastern orthodox, some zoroastrian temples and mosques (Light and War domains)
some jewish temples (Life and Light)
Church of Christ Unburied (Trickery and Tempest)
________________________________________________________
/places
Church of Christ Unburied (formerly St. Sophias). Green roofed, golden “onion” domes and minarets with white walls, now covered in black writing in an enormous hand.
Eastern Kiev. A wall composed of regular sections, all in grey poured stone, studded with rebar and metal bones, runs along the eastern bank of the Dnieper and ends on either side into a hill of rubbish - scrap metal and stone. Overlooks the badlands. Government offices.
The Chekan Palaces. The emergency council maintains seven black metal gothic-looking castles with smudged, huge windows and lit by braziers fed by the bodies of criminals (always burning green, smelling of pig fat). These are the palaces of the Emergency Council and where most of their agents live and work. Anyone living here is a bit taller than they used to be, more elegant, and pale, almost glowing at night. The largest Palace is built over top St. Andrews and is referred to as such. All are holy places for parishioners of the Church of Christ Unburied.
The Armory and Academy of Apocalyptic Material. A broad, classical, deep red building of many pillars and marble halls and dull carpets. Home to all the secrets of the Cheka and a great deal of weapons of mass destruction, tomes of lore, occult power sources, etc. Heavily guarded by the Cheka.
________________________________________________________
/pets
phlegmatic monkeys
starving hunting dogs
birds of a thousand varieties, colors, songs (including the griffon, hippogriff, roc and phoenix)
plump, knowing cats
trained fox, likely sneak away at first opportunity
/mounts
ailing camels
horses, lots of horses of various sizes and breeds
dire wolves
/characters
*can field 10 characters/month (twice that much the first month, twice as many subordinates)
*to determine what characters, roll a d20.
1-5 Fighter
6-10 Rogue
11-12 Wizard
13 Cleric (Jewish, Zoroastrian, Muslim, Orthodox)
14-15 Warlock
16-17 Ranger
18 Barbarian
19 Bard
20 Paladin (Jewish, Zoroastrian, Muslim, Orthodox)
*can only field Cheka/ghouls if allied with them (Palading and Clerics of the Cheka are always members of the Church of Christ Unburied)
*Backgrounds tend to be (Urban) Outlander or Urchin, followed by Criminal, Charlatan and Folk Hero.
attribution: http://commons.wikimedia.org/wiki/File:Map_of_the_Kiev_tram_(1914).jpg
Wednesday, August 6, 2014
Blanchehammer (5e D&D's proficiency system, the game)
RESOLUTION DICE
I have played D&D so long that the die scale feels second nature.
OD&D treats some broad checks (listening, opening doors) as a 1 or 2 in 6 chance. I believe Talysman uses it for general resolution of non-combat procedures as well (but can't find it on the blog). It's simple, elegant and respects both the GM to adjudicate well and the player to make clever, calculated risks.
This is maybe D&D sans the wargaming roots.
THEME
You're adventurers, out to make money, out to colonize, discover, map, get famous, get lucky and do the sort of thing that excess and heretofore unlucky people might do in a world with too many unlucky people and not enough food, housing and compassion.
Jeff's Middenheim hack is probably the only city on the map.
DOING STUFF
If you are good at something you get a +1 to rolls related to doing that thing, increased by 1 every 4 levels (so 5e's proficiency bonus, but starting at 1 less). The bonus doesn't change relative to the die rolled.
x is the highest value of the die. Success is any roll resulting in an x-1. So, success on a d6 is 5+ (33% chance) and on a d4 is 3+ (50% chance), etc.
You roll when it's important to roll.
d4 Simple
d6 Average
d8 Little Tricky
d10 Complex
d12 Difficult
d20 Very Difficult
d100 Chaos
If your proficiency bonus+1 equals success (ie equals "x"), you automatically succeed. (But may still need to roll if the GM is using margins of success).
No critical success or failure.
IN PLAY
Armor is either armored or heavily armored. Particularly agile characters are treated as armored for defense. Heavy armor makes doing anything that isn't moving around as normal, riding or attacking more difficulty (increase die size of difficulty). Armor increases the die rolled to land a die by one or two (heavy armor) sizes.
players do pretty much all the rolling and so roll to both attack and defend
attacking someone defending themselves is difficult (d12) but wounding someone with a sword is simple (d4) killing someone already wounded is likewise simple, but killing someone in a single blow is at least a little tricky (d8).
convincing someone to help you against their perceived best interests is very difficult (d20), but convincing someone that their best interests align with yours is only a little tricky (d8).
Healing a wound in an hour of game time is Very Difficult, decreasing in difficulty each subsequent hour.
Not dying or going insane in the face of terrible wounds or cosmic horrors is usually at least complex (d10) but may become harder to do given the scale of the opposition.
CLASSES
Classes reduce the difficulty of Class-related die rolls by 1 die size:
Fighters do a better job of landing blows and not dying, are always at least armored and can wear heavy armor without difficulty
Assassins kill and wound with great ease
Sorcerers find understanding the magical and the insane only very difficult and casting spells only complex
Rogues are quite adept at locks, mechanisms, slight of hand and lying
Clerics find basking in the radiance of the many great and powerful beings without losing one's mind or composure only very difficult
Explorers are adept at navigation, survival and ancient architecture
Bards are good at debauching, lying, music and heraldry
Sages are knowledgeable about languages, ancient history and lore
Protagonists are quite skilled at intimidation, shakedowns and general brutality
Dukes are quite skilled at throwing money around and wearing heavy armor and persuasion
COMPLICATIONS
caveat
a player can only roll a die ONCE during any given turn
interpretation 1
can roll a die of a given size once during any given turn (ie, each player has a d4-100 and may roll each of those die once during a turn) and "turn" means one go-round the table
interpretation 2
can only do one thing requiring a die roll during a given turn and each player takes a "turn" during a single go-round the table (with only the speaking player's character acting in that turn, other characters reacting)
BACKUP
Troupe play is the norm and there are a number of henchmen types:
Fighters, Dukes and Explorers get Footmen (proficient in landing blows, gaming, following orders and are always at least armored)
Assassins, Rogues, Bards and Protagonists get Lackeys (proficient in drinking, hiding, stealing and following orders)
Sorcerers, Clerics and Sages get Pupils (proficient in languages, research and whose obsessiveness and cowardice makes them relatively resistant to insanity and dying)
CHARACTER CREATION
This is the first turn and interpretation 2 controls (where a range is given you can either roll the corresponding die or pick the lowest number. If you roll, you cannot roll for anything else and should just pick the lowest ranges. If you roll a one, re-roll the die and add 1 for each time you've re-rolled until you don't roll a 1 anymore). Everyone has a bag of basic adventuring gear, any given proficiency and a class and:
you begin with 1-4 characters
and 1-6 pupils, footmen or lackeys
and 1-8 acquaintances on whom you may call for succor once (name at least 1)
and 1-10 weeks of food and drink
and 1-12 ducats
BUYING THINGS
The most valuable things a peasant and the very poor might have cost a pence (about 250/ducat)
The most valuable things the lower class but not penurious might have cost a quarter
The most valuable things the middle class might have cost half a ducat
The merchant class walks around with at least a ducat, usually much more in good
The aristocracy usually has about the same, but their ransom is enormous
This goes for things "fit" for each social class. Food for a peasant costs a penny and is pretty terrible (turnip-flavored water), etc.
Obscure things are eyeballed to fit the social class and are expensive for each syllable (a la Vornheim, I think) (so: human fat candle is 5 syllables, but is probably something anyone in the lower class might have (being of some religious significance) so it costs (5 syllables * quarter ducats means it costs 1 and a quarter ducats).
(a "syllable" is also the ducat-equivalent used by thieves and disreputable types as bank notes and are purportedly written in a mix of demon blood and the blood of some local strong man [and is issued by the local strong man] but are probably often fakes)
IMPROVEMENT
Levels are gained at a rate of 1/hour of play for any character exposed to real mortal peril for the majority of the hour in the pursuit of money, fame, power and the exploration of lost places and other of the gentler colonial pursuits (this is eyeballed, but characters wounded while adventuring are pretty much guaranteed a level).
Proficiency may be had in half as many things as your level +1. You must find a trainer to teach proficiency and they'll likely ask quiet a bit of money (current # proficiencies x level x 5 ducats, half that if you've 2 or more related proficiencies already). Learning a new proficiency takes a month of game time, give or take. Play another character in the meantime.
Attribution: John Blanche
Monday, July 28, 2014
Morale, Reaction Rolls in any kind of D&D
I've talked before about how I don't handle reaction rolls well. Basic has two regular 2d6 rolls the GM makes: reaction rolls and Morale.
MAPS, BOSSES, INTELLIGENCE
Where I'm coming down on this has to do with map and proximity.
Sufficiently intelligent NPCs (say, anything above animal intelligence) have their behavior largely determined by their position on the map and their relative proximity to "dangerous areas" and "bosses."
Bosses, in this case being named/senior NPCs who are likely interested in and in the position to boss around other NPCs ("named" being obvious, "senior" being the designated leader based on the edition's distributions (for every x of y there is a +1HD +1 Damage version of y) or maybe just even a superior hp roll (the one orc with max hp in a level of middling hp orc). You act right and proper when the boss is around.
Dangerous areas being points of ingress/egress from what the NPC considers "my place" and the "not my place" parts of the dungeon and pretty much everywhere in the Wilderness. You act tough and alert when your life depends on it.
Outside of this context, reasonably intelligent NPC are doing the things reasonably intelligent NPCs do: they're eating, lounging, arguing, gaming, painting, torturing something, masturbating, reading, playing with their kids, having sex, etc. You can make a list of these depending on the type of enemy or their culture, etc. You then tick off each entry on the list as you encounter more enemies (the first ones are eating, second ones are lounging, etc); if you do it this way, repeat actions that feel more common or likely.
WHAT YOU CAN DO WITH THEM
The party encounters some goblins pulling the wings off moths and playing a dice game.
The PCs are inside goblin territory. They don't necessarily appear as threats to the goblins and, the goblins not being on guard duty or being near an authority figure, don't really have any obligations to fulfill. They leap for weapons and watch the characters (neither groups were surprised) warily.
The players can then choose to attack, but they can also choose to talk. Interpret what the players ask as the goblins: they are saying things. what do those things ask of "us"?
If the players are bluffing, pretending to be allies and that's a reasonable thing for them to do in this context, then you roll a 2d6. If you beat the goblin's morale (7), the goblins buy it. If you don't, they don't.
Moldvay even accommodates situations in which parley still feels appropriate, even around a "boss" type (say, negotiating with surprised or overwhelmed opponents). Just add 2 to their Morale.
AESTHETIC
Morale is employed as a metric in the older Basics of how likely a character is to break and run or crumple and plead for mercy when the swords came out and allies died.
Fundamentally, the idea here is that the mechanics and fictional positioning conspire to make the game inherently opposed to the characters where it ought to be and more plastic where that makes more sense too. It asks more of GMs (who will need to determine if creatures attack immediately or not), but also much less (how easy it is to push NPCs around). As with any tweak like this, it smooths edges that are often satisfyingly uneven, but so far it's worked pleasingly (it also creates some rough edges of its own.
5e with DCs or NOT
Personally, I'd go with not. I've got a lot of experience with Moldvay and remembering or extrapolating morale scores is pretty easy. Goblins in Moldvay have a morale of 7 (58% chance of success or roughly, a DC10) unless there is a boss around, in which case it's 9 (30% chance or DC15).
An 8 morale means PCs doing a good job have a 45% chance of success (DC12).
A 10 Morale means PCs doing a good job have a 17% chance (DC17).
attribution: Leonora Carrington
Thursday, July 24, 2014
you are in a field of tall green grass - more 5e setting stuff (lots of monsters)
more on that 5e starting area hexcrawl thing.
let me know if the links don't work.
there are probably some typos/math errors in the monsters. Nothing major. Building 5e monsters seemed pretty easy, which probably means I've screwed them up.
In the text, the italicized text is meant to call out mechanics, die rolls or GM-significant stuff.
“in a field of green grass that reaches to the shoulders”
"grass varies from 3-6’ tall. d4+2
the grass is untouched and sways in the wind, and is just really, really long grass that somehow is able to stand upright like corn without being wider, etc.
grass moving in a pattern or against the wind or bird flight is the likeliest sign of something incoming. Surprise is rolled with an advantage by all parties that are using the grass to their advantage (locals always do).
The grass is slow to burn without an accelerant. mass burn-offs using accelerant are likely to disturb large, hunting myriapodia, confusing the sudden flash of heat for a nearby food source."
"The ground is uneven, rich, black, lumpy but soft, full of holes and strange rises. It writhes with an overabundance of life, especially with annelids and myriapoda.
when all-out running, the ground should be treated as a falling hazard, requiring a DC 20 DEX Save to avoid being knocked prone. horses and similar destriers may break a leg when they fail this Save.
when rolling a 5 or less on this Save, the character falls 10’ below into a roiling horror of enormous biting myriapoda and venom and blind hunger and madness. Climbing out without help takes a round and a DC 15 check. First round of exposure is 9 (d20) damage, second is 19 (2d20), etc."
daytime encounters (wandering encounters are rolled twice, once for day and once for night)
| d20 | encounter | second roll | notes |
| 1 | 2-5 red birds | d4+1 | |
| 2 | 3-30 gazelle | 3d10 | |
| 3 | 2-8 young lithobius | 2d4 | |
| 4 | 1-2 lithobius | any die/2 | |
| 5 | an archispirostreptus | any die/2 (see note) | 50% chance it's startled, being chased by 1-2 lithobius |
| 6 - 8 | 3-30 bin warblers | 3d10 | |
| 9 - 12 | spider | see entry(4d10) | |
| 13 - 15 | 30-300 oracle swallow | "a lot" or 30d10 | |
| 16 | 5-8 swamp people | d4+4 | |
| 17 | 30-300 swamp people | 30d10 | |
| 18 | an evangelist of torment | one | see the names of the evangelists |
| 19 | 1-2 giant hunting spiders | any die/2 (see note) | 50% chance for each that it is accompanied by d10 host |
| 20 | 1-2 Oji Scarab | any die/2 |
attribution: John Hallmen
Labels:
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Places,
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Tuesday, July 22, 2014
Bad Evangelists, a magic item, a Hex/Hex layout
There are three parts to this post as I continue to work through my hex-y 5e thing. 1 is a how I'm doing hex keying. Thoughts very much welcome. The second is an item, which is how I'm seeing a lot of smaller, random magic items work out (in my head, at this point). The last is more on the Evangelists of Torment.
A LOCATION/HEX LAYOUTS
The general format is intended to leave space on the left for notes or to refer to other locations (a la Carcosa) and the space on the left delineates when something is available. Entries in the same row, separated by a semi colon are usually something more specific or a different visual "beat" in the description. The options thus far for the conditional/right hand column are:
always is whatever is evidently here when you're just passing through
careful is stuff happens when the players spend time carefully poking around
time is stuff that happens only at a certain time (first time here, night, day being the three I've used thus far)
DC X being a gate behind which things are put. Rolled stat/skill is determined by context.
Here is an actual example:
005
|
former farm house, mostly just its stone walls and floor and rotten ceiling boards and walls;
the grass thins and reaches the knees rather than shoulder in large rectangular spaces around the house
|
always
|
child’s voice singing backwards under the flagstones
|
at night
| |
the flagstones don’t sit quite evenly (under is the dolorous poppet)
|
DC 15
|
AN ITEM
the dolorous poppet. a child’s doll stuffed with soft blond hair and little teeth. an arcane focus granting advantage 1/session on any check relating to infernals or deep places or far places.
EVANGELISTS
I posted the Evangelist of Torment 5e stat block at the bottom of this post. Something in between dragon and deity. I think I need to up their CR a bit and maybe give them a recharge power. Part of the below is for figuring out who is around when you com calling the first time and part of this is for clerics.
THE NAMES OF THE EVANGELISTS
roll d6+1 to determine the number of Evangelists
roll d10s that number of times to determine which Evangelists. Multiple rolls indicate a greater presence.
roll d6 to determine which nest is where. if there is increased presence, they are currently in residence at more than one nest/palace (roll again).
/1/
|
Mag
|
as a bird
|
a snub, jagged beak, slightly erratic from parasites in its inner ear that occasionally peek out and tries to tell it what to do.
|
as a humanoid
|
an old woman of crooked aspect and prodigious hair under which she hides her clawed feet. Often talks to her parasites
|
desires
|
the fingers of painters or doctors, the beak of Lugh to wear over its own
|
hates
|
Kutkh, anyone asking too many questions, anyone disturbing its near-constant naps
|
/2/
|
Indra
|
as a bird
|
its body crackles with bolts of energy, like storms beneath its feathers
|
as a humanoid
|
drunk, occasionally gripped by paralytic spasms, winged, bloody-mouthed
|
desires
|
to drink, to fight until no one sober is left living and everyone living is dying of drink
|
hates
|
Mag, Lugh, Huginn, the sun, seriousness, questions
|
/3/
|
Na’Satja
|
as a bird
|
vicious, scabby-eyed, beak split down the middle, opens as normal or along split
|
as a humanoid
|
one head bearing two faces that speak simultaneously (only one is audible at a time, the other speaks thoughts. Na’Satja has no thoughts other than when it speaks)
|
desires
|
the tongues of lawyers and bureaucrats, the brains of scientists and philosophers, the moon hiding behind our moon
|
hates
|
books, maps, paintings and other records, science, philosophy, civilization, Indra
|
/4/
|
Naunghaithya
|
as a bird
|
all 343 of its eyes have been bound or pierced or spiked with an inscribed silver pin
|
as a humanoid
|
arthritic, swollen hands and knees, blind-looking eyes (that see just fine)
|
desires
|
the wealth of kings and merchants, the simplicity of beggars
|
hates
|
everyone and thing
|
/5/
|
Verethreghana
|
as a bird
|
three-headed, razor-sharp feathers slice whatever they touch, leaving cuneiform behind
|
as a humanoid
|
monstrously proportioned sex organs, pregnant, decked in an infinity of weapons
|
desires
|
endless destruction, endless birth
|
hates
|
Lugh, celibates, opposition
|
/6/
|
Sauru
|
as a bird
|
emaciated, its claws are black, wrought iron
|
as a humanoid
|
robed in feathers growing from it, magisterial, crowned in human bone, scepter is a smooth, slim arm
|
desires
|
everything is to be taxed (breath, dreams, thoughts, battles, births, deaths, names)
|
hates
|
justice, kindness to the poor, order, safety, comfort
|
/7/
|
Huginn
|
as a bird
|
leaves ink stains where it rests, appears as one bird or several or your mother or a king
|
as a humanoid
|
wears a crimson silk blindfold, ink-stained fingers, trails catalog cards and charts, writes using a brush of eyelashes
|
desires
|
the cessation of time until it has caught up
|
hates
|
time, fiction, imagination, sleep
|
/8/
|
Lugh
|
as a bird
|
flaming with negative light, clattering with bones
|
as a humanoid
|
gigantic, wreathed in a halo of black flame, armed with a spear and a clawed right hand, wears bodies from hooks around its waist like scalps
|
desires
|
order, power, the humiliation of others, empire
|
hates
|
weakness, Sauru, opposition
|
/9/
|
Kutkh
|
as a bird
|
body laced with torcs and it’s wings tingle from chimes of bronze and steel
|
as a humanoid
|
wind-burned, rugged, moustachioed or bearded or wild-haired, always with a black horse and a white horse and sword that always drips blood, usually at the head of a multitude
|
desires
|
conquest, the spread of its seed regardless of the subjects willingness or capacity
|
hates
|
everything not of its host
|
/10/
|
It Shits In the Water
|
as a bird
|
as any other, also appears as a black monkey or grinning, pregnant dog
|
as a humanoid
|
usually a young man or woman with a bulging sack or pack, always grinning
|
desires
|
to finish telling the joke that ends the world, to make the world again
|
hates
|
serious things like anything that isn’t strictly animal, including civilization, language, and the other Evangelists
|
attributions: Lucas/Richard Windsor, Wilfried Satty
Labels:
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Deities,
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Items,
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