Turn 6: God Game
Backfill of the West
Armed with considerable freedom to further define their regions, some of the gods have taken the opportunity to mark out provinces in them.
Shinka has added the sacred toad-filled desert of Shabbasvast and the aptly named Quiet Place to Texas.
Name: Quiet Place
Neighbors:
Region: Texas
Traits:
+ Milk makes you grow up big and strong.
+ Strawberries taste like strawberries.
- Birds.
Description: A perfectly flat plain somewhere in Texas where there is simply no sound at all. Wild strawberry plants grow in orderly lines radiating from the central point, each connected to its neighbors by stolons. Between every 15th adjacent pair of strawberry plants, a small pool of milk is secreted by rocks under the soil. Giant owls roam the skies, coordinating to perform grid searches looking for potential prey that have wandered in.
Name: Shabbasvast
Neighbors:
Region: Texas
Traits:
+ A holy place, where wounds are healed and nobody can die.
+ There are delicious toads.
- The toads can't die either, even after being eaten.
Description: A desert populated mostly by giant land toads about the size of a conventional turtle. These toads are edible to all living things and are delicious. The entire desert is holy to Shinka, and is littered with gleaming spires made of gold and marble that are in fact a natural occurrence. Unsettling silhouettes can sometimes be seen against the horizon.
Having thus used up their quota for free Texan provinces, Shinka created a vast brackish lake named Tezcatlipolka. Its inhabitants are nourished by harmonious sounds (like most polkas) and harmed by cacophony and discordant sounds. It's likely that the local predators come with suitable horror soundtracks deployed to help stun or kill their prey.
Name: Tezcatlipolka
Neighbors:
Region: Texas, I guess
Traits:
+ There is nothing particularly bad about Tezcatlipolka
- There is nothing particularly good about it either
Description: Tezcatlipolka is a large brackish lake deep enough to be stratified into distinct ecological layers. The ecosystem of Tezcatlipolka is founded on oidosynthetic lifeforms, which grow by consuming sound. The more harmonious the sound, the better - cacophonous noise is downright harmful. Therefore, every part of the ecosystem has evolved to produce melody. This is much cooler than Spoon's version.
Qwitzikottle created the black marsh in one of the more volcanically active parts of Trunthia Multa. Nourished by the thick volcanic ash of the Mountain, the marshland is in the process of becoming a bamboo swampland of some sort with unknown consequences for its animal inhabitants.
Name: The black marsh
Neighbors: n/a
Region: Trunthia Multa
Traits:
++ Plant Growth
- unstable foundation; as a Marshland in a vulcanic region, to say that the ground isn't 'stable' is really an understatement
Description: A black marshland home to generic fish, insects, and mammals, (though not birds, because the sky is choked with volcanic ash) the most 'common' plant in this area is an edible vaguely bamboo like plant that grows straight up at an alarming pace, though it would likely not grow half as well in another province, let along another region.
Qwitzikottle flash froze a massive iceberg in the Floating Blue which will shortly become a haven for various migratory birds and named it the white cap. Notably, entire schools of teeming fish are trapped throughout the iceberg.
Name: The white cap
Neighbors: n/a
Region: The Endless Blue
Traits:
+Solid ground; This is a solid province in a region that is rather biased towards fish
- Ice ice more ice; This Province is largely made of ice, ice and more ice, with little 'real' ground- and the poor wildlife that previously lived where this province was terraformed into existence are by majority frozen inside.
Description: A province sized iceberg floating around in The Endless Blue, no 'native' wildlife, but home to migratory birds some parts of the year.
Susan set out to add provinces to the Pastures and created Asur and Yorta, pockets in a strangely immaterial foggy caldera that strip mortals of their souls. Those dying or otherwise stripped of soul in the blasted Asur migrate to either the neighboring springs of Yorta or their respective gods' afterlife planes.
Name: Asur
Neighbors: Yorta
Region: Pastures
Traits:
+ magically bereft of life
+ those who stay in Asur for long periods of time are drawn to journey to Yorta and bathe in its waters.
- mortals who linger in Asur are stripped of their souls. The souls, if primarily loyal to Susan, are directed towards Yorta. Otherwise, they are slowly driven to the afterlife plane.
Description: At the very centre of the Pastures is a great caldera, in which is a valley covered in magical fog. This is the land of Yorta. Around this land is a great rocky desert, magically arid and magically dry. Even the Pastures' common rains do not seem to affect the aridity of the province, with rain seemingly penetrating deep underground into the local caves that are found throughout the region. No plants or animals inhabit this province, nor can they so long as the land's magic persists. Furthermore, mortals who linger in Asur tend to lose their souls, leaving a sapient creature that is otherwise left unharmed.
Name: Yorta
Neighbors: Asur
Region: Pastures
Traits:
+ the souls of beings that primarily worshiped Susan are drawn here rather than beyond the mortal plane
+ Yorta's natural wells contain water good for one's skin, as well as allowing one to commune with the local souls
- mortals who linger in Yorta are stripped of their souls. The souls, if primarily loyal to Susan, remain in the confines of Yorta. Otherwise, they are slowly driven to the afterlife plane.
Description: At the very centre of the Pastures is a great caldera, in which is a valley covered in magical fog. This is the land of Yorta. Though visibility is limited, the caldera contains within it many springs and wells wherein one may bathe to enjoy the waters. Bathing in the water may also allow one to commune with the local souls. However, those who stay too long in Yorta must beware as though they enrich the body, they do also eject the soul. Yorta's pools extend deep underground, into the Pastures' cave networks. There is no tree or plant or fungi that grow greater than a metre in Yorta, nor will there ever be.
Due to their uncanny resemblance to godly planes, it may be easier to call Outsiders in and around Asur and Yorta.
Susan's final act this turn is to lay the bones of Bashur, a great mechanical looking wyrm built from various synthetic materials, at the bottom of the largest, most transparent lake in Yorta.
Name: Bashur
Affiliation (list all applicable gods, primary first): Susan
Class: Monument
Traits:
+ Clouds the Eye's sight in the region, redirecting it to other regions
+ Can make a free ritual/rite per turn
- Making a free rite/ritual creates Suspicion
Description: A great lake within Yorta is present. It is clear and translucent, allowing those from above to see its very bottom. On the bottom of the lake are the skeletal remains of a giant wyrm composed of glass, steel, brass, paperworkium and other elements. Overall, it possesses a mechanical aesthetic. This being, though unmoving, is Bashur.
Bashur has an aura of intense holiness and will be prone to inspiring new rituals when there are mortals to remember and perform them, but it also attracts the slightly distorted attention of the
Eye.
The
Flesh Conch of Screaming and the
Faceless Prince vied for the last of
Susan's available power this turn, and the
Faceless Prince ultimately won out and created the Termin, large eusocial insectoids with a strong hoarding instinct.
A nearly parallel occurrence emerged between
Shinka and the
Faceless Prince later on, but ultimately, no acts ended up changing hands.
The
Wanderer wrapped the Central Garden in roots, and the roots were distinct enough to form their own province. While striking and noticeable from a good distance, they are rather small overall despite their extensive branching.
Semper Ubi sub Ubi
Twi excavated the Underneath, a wet cave network with plant life adapted to potentially falling out of the island, under the Pastures.
Twi took care to keep it calmer than even the wind shadow above.
Name: The Underneath
Neighbors: The Pastures(Connected to it)
Traits:
+ Naturally occurring solid clouds. Cloudbanks and cloudrivers connecting into a twisting maze.
+ Fairly calm. Caves have many natural resources.
- Difficult to navigate, windstorms from The Pastures offers an eye of protection, but also makes travel to the Underground from the skies difficult and tricky. 'Traditional' Food is are difficult to grow due to light coming from below.
Description: Beneath the island of Pastures lies a number of open caves and tunnels through which excess water drains, leaving them moist for lichen and luminous moss. Through these the water gathers into pools and clouds, solid and drifty both. And into Pastures do the caves of the underground expand, luminous moss, lichen, mushrooms, and ore. The light of day is night, and the night day to the circle. What plants grow outside amidst and within the clouds are twisted, rooting upwards and seeking leaves and fans down. In this environment do plants take on spores and floating sticky seeds to survive and thrive underneath outside the caves, lest they fall out of the world..
Working with the
Wanderer,
Gibeele drew out magnificent flowing rivers flowing from the grumbling peaks of Truntia Multa to the Endless Blue. It additionally separates (or, perhaps, joins) the Driftlands, Polis, and the Central Garden and will provide convenient transportation for those without the gift of flight.
Name: Rivers
Neighbors: Endless Blue, Driftlands, Polis, Central Garden, Truntia Multa
Traits:
+ The constant flow makes it easy to travel in one direction: provided you can float.
- Nowhere to build.
Description: An extensive web of flowing water, connecting the shores of large landmasses without need for flight.
Ecosystem: Various freshwater fish and turtles, as well as algae and unmoored aquatic plants.
The Wanderer later dispersed a number of sky whales throughout the Central Garden (which doesn't actually have much to do with the Rivers because the Sky Whales fly rather than swim).
Name: Sky whales
Traits:
+ Can fly, not particularly fast and require some initial speed to start (by either running or falling from the edge of a sky island)but can do it for long time, more so with draft
+ Large and can carry large masses on ground and in flight
- Awkward movement on ground, their legs are mainly suited to carrying them and running fast enough for flight, are not particularly manuverble or able to sustain long runs
Description: Large six legged creatures with large backs and enormous bat like wings on their sides, they live in small herds and on their bodies live a small ecosystem of symbiotic creatures
Unopposed by anyone else, the
Flesh Conch of Screaming has more fully fleshed out the ecosystem of the Endless Blue, adding such things as melodic plankton, kelp, and fish:
Name: The endless blue
Neighbors: Everything, (vertical [below] adjacency)
Traits:
+ Massive; This region takes up a significantly larger area, and in turn contains more 'provinces' worth space
+ Massive; This region takes up a significantly larger area, and in turn contains more 'provinces' worth space
- insubstantial; This region near totally lacks solid land, resulting in anything sinking in it almost always falling out the other side- and providing practically nowhere to build permanent structures on
Description: a truly massive Free-floating "ocean" sitting 'below' most of the islands making up the rest of the world, home to a number of generic fish.
Melodic Ecosystem: A complete musical ecosystem, all the way from the basis of humming algae and plankton, violonisto kelp clusters drifting through the water with no ground to anchor them, serving as a home to bardx fish and song-crabs, to bass bass, soprano angelfish, metal barracuda, death metal shark frenzies, opera whales, choral dolphins, symphonic salmon swimming up kilometres long waterfalls to to spawn in the floating island regions.
Angels Abroad
Qwitzikottle created six of the peculiarly fragile and material Enspherents. They have taken root in Yamayunqa, Texas, the Old World, and Trunthia Multa where they have begun encasing themselves in thick galls of earth, carcasses, and plant matter.
Name: Enspherents
Affiliation: Qwitzikottle
Class: Angels
Traits:
+ Domain Lord; Enspherents are capable of manipulating the land and the wild beasts in an area 1/3 a province in diameter for the purposes of building their 'outer body' and stocking their events.
+ Planer Anchor; Enspherents are significantly more difficult to banish.
- Surprizingly brittle; The true body of an Enspherent is exceptionally weak, unable to directly harm even the weakest of mortal infants- and in turn only needing a few good smacks from an ill child to be killed off.
Description: the 'true' body of an Enspherent is a crystalline Gyroscope covered in a multitude of eyes, while the 'outer' body is an earthen structure grown and customized to best fit the needs of the specific Enspherent.
created by Qwitzikottle to host tests, trials, arenas, and gauntlets to promote the growth of exceptional mortals and beasts through deadly combat and enticing rewards.
Feed the (Legless) Beast
Harvey Harvest created the Wells of Magic, whose flowers are magic. They have been planted in the Driftlands (and perhaps in regions associated with
Harvey Harvest, but it comes to light that flying eels other than the Drift King typically subsist on native bugs and fruits. Nevertheless, the magical, refreshing nectar of the Wells remains a welcome and nutritious treat to them, and they are perfectly happy to drink from the Wells.
Name: Wells of Magic
Traits:
+ Able to feed the Drift King's species
+ Cool and refreshing drink for all non-Drift King species
- Makes it difficult to sleep if you have it near bed
Description: A large yellow flower in the shape of a teacup. Said cup fills with edible nectar that is arguable magic in nature. This can be consumed by whatever eating appendage the mortal has, but it is polite to consume it with the pinky out.
The creation of the Wells is followed by the creation of the restorative Appills, explosive Boomnuts, various plants and even a fish, and Banana Phones, the last of which will be a boon for mortal communications. There was also an abortive attempt to recreate the Fruits of Forbidden Knowledge, but it ran into opposition. In the end, the
Flesh Conch of Screaming's aid came through and mysteriously pushed it through anyway.
Name: Appill
Traits:
+ Heal mortal wounds once consumed
+ Can be grown/farmed easily
- Need constant attention to be effective
Description: An Appill is a fruit in the shape of a two-sided pill. Eating one (either raw or processed) helps heal the consumer's diseases and wounds. The amount of care put into growing this plant directly relates to its healing power, the more it is cared for the stronger its healing effects will be.
Name: Boomnut
Traits:
+ Explodes violently when exposed to physical shock
+ Can be grown/farmed easily
- Explodes violently when exposed to physical shock
Description: A nut that looks like a mortar bomb with a fuse connecting it to its vine. Care must be taken when growing and storing this nut to avoid causing the entire vine and thus farm to explode.
((Declined; "F" doesn't add much beyond shock value and drastically increases the chance of a thread lock))
Name: Banana Phone
Traits:
+ Allows mortals to communicate over long distances
+ Can be planted/harvested at will
- Each fruit can only be used once, for 5 minutes.
Description: A banana with a speaker on one end and a microphone on the other. If you peel a banana from the same tree, you are able to use these to communicate to another banana that was recently pealed and from the same tree. This communication effect ends 5 minutes after the banana phone was pealed, after which it becomes a normal banana and can be eaten as such.
Name: Coffefruit
Traits:
+ Fills those who eat it with energy and alertness
+ Comes in a variety of flavors
- All the flavors are terrible.
Description: Coffefruit is a brown fruit with a line indicating what subspecies and thus flavor it is. It fills any who eat it with alertness and energy, keeping them awake and on-task making it vital for day to day life. While some people claim to like the taste they are all liars.
Name: Caughton
Traits:
+ Can be used to make a variety of clothing
+ Can also be eaten
- Difficult to pick by hand
Description: Caughton is called caughton because it gets caught on your clothing/arm as you try to pick it from its prickly perch. If you do pull this fiber from its home you'll be rewarded with the perfect material for eating cloths in the form of the fiber, and an edible ingredient in the form of its seeds. Its seeds tend to be more edible if you process them into an oil first, which can be drunk as is, used as a topping, or used in frying.
Name: Weaplant
Traits:
+ Can farm quality weapons even in resource poor areas
+ Expert farmers can double as expert armsmakers
- You have to defeat the Weaplant in combat to receive the weapon.
Description: A Weaplant is a long, sinewy arm made of plant matter. At the end of this arm is a weapon who's quality depends on the quality of farming put into its growth, with wild plants being the weakest. The Weaplant will violently fight any attempt to actually claim the weapon from the hand, and must be defeated in combat before allowing you to claim it. Some claim it works better if you do single combat, but the plant can't really stop you from ganging up on it as it is a plant. The weapon will match the current era of weaponry in the land it was grown in.
After you defeat it, you can eat the arm if you want. The only real problem is it is a little tough. You can also eat the weapon if you're somehow already capable of eating weapons, but otherwise this is likely to be lethal.
Name: Hero Plant
Traits:
+ Fills the consumer with courage and strength
+ Can be grown/farmed easily
- Fills the consumer with a sense of invincibility
Description: A bush that grows silver berries that, when eaten raw or processed, fill the consumer with courage and strength. And the feeling that nothing can stop them. Which is typically wrong.
Name: Happy Fish
Traits:
+ Tasty, enjoy being eaten
+ Can be farmed easy
- Must be processed carefully to avoid parasitic infection
Description: Happy Fish are called Happy Fish because they LOVE being eaten and are incredibly happy to throw themselves at anyone attempting to do so. This is because Happy Fish are a species of parasites. Once eaten they plant their tiny eggs in the host, eventually turning the tables and eating the host from the inside out (after giving them a burning sensation that causes them to run to the nearest body of water/soup/wine). A skilled mortal chef can remove these eggs allowing you to be as happy to eat the fish as the fish are to be eaten. These eggs can then be placed in food waste, which the newborn fish will devour making for a waste-free farm!
Name: Sacred Woc
Traits:
+ Produces a significant amount of eggs, milk, and flower
+ Can be grown/farmed easily
- Eating its meat is a cognitohazard (whatever that means)
Description: The noble Sacred Woc is a golden animal with a halo above its head. Females of the species have three udders, one produces milk, one produces eggs, one produces flour all at an impressive efficiency. The downside is that if you where ever to slaughter the Woc for food you would face the wrath of whatever a cognitohazard is, so you can not efficiently get meat from this source.
Name: Ice Scream
Traits:
+ A delicious food that grows well in cold climates
+ Can be grown/farmed easily
- Screams constantly upon being uprooted.
Description: Ice Scream is a delicious root vegetable in the vague shape of the mortals who live nearby. It can be processed in variety of different ways, but once uprooted won't stop screaming until it is eaten.
Farmaland has also been further defined to include a band of rolling hills thoroughly filled with candy and confectionery.
Placed in a temperate region of Farmaland, the Little Rock Candy Hills are a wonderful land where there are lakes of soup and wine. The plants are all made of various candy substances, such as maple-candy trees, caramel bushes, doughnut dandelions, and sweet grass. The animals are just normal animals, but they're typically fat and often drunk from subsisting mainly on sugary food and drinking nothing but soup or alcohol. This includes fast hopping creatures with delicious legs, swift flying creatures that lay large tasty eggs, large furry creature that hibernate in the hills, and oinky pink creatures that are the fattest of them all.
The wine and soup is actually produced by bacteria, making them part of the ecosystem. Planting this bacteria in a source of water will soon turn it into wine or soup so long as the bacteria has sufficient light.
Moral Compass
Gibeele held a Snapper in front of
Harvey Harvest and
Shinka and found that the needle either pointed toward them or directly away from them. It's not clear how this puzzling result is to be interpreted.
Eldritch Roulette
C'thun created the Flower of the Void, a somewhat useful flower for those looking to move into the deeps. However, it isn't terribly common, not that too many land animals know what they're missing out on anyway.
Name: Flower of the Void
Traits:
+ Consuming the flower causes growth of tentacles and other various aquatic traits. They keep the ability to breath air.
+ The eaters lifespan is increased and causes a greater buildup of magic in the body, for various effects.
- Hard to find and requires a strong will to make best use of it.
Description: A edible purple flower, the petals have pictures of tentacles and mages on them. They also have quite a nice fragrance.
C'thun also created the Wells of Deep Magic, a bizarre and mutagenic parody of the Wells of Magic.
Name: Well of Deep Magic
+ Produces deep magic, a bunch of invisible particles that upon contact with any thing, place or creature, allows for much stronger magic and spells.
+ Can cause beneficial changes to the body, like redundant organs or improved digestive system and etc.
- May develop unwanted mutations.
Various cephalopods (all of them squid in anatomy if not in taxonomy) have been seeded in the waters of the world with no issue, but the Secret Old One Beacon may or may not exist. That part isn't terribly clear.
I don't see anything, do you?
Finally, C'thun used its Creation act to weave and wear the Cloak of Blind Eye, a trinket supposedly able to render its wearer invisible to the
Eye.
Susan contributed additional labour to its creation for better or for worse.
Name: Cloak of Blind Eye
Governing actribute: Night
Class: Trinket/bauble
Traits: + Major: Makes the wearer (in?)visible to the eye. The evil one.
+ Lesser: Increases the efficiency of divine power.
- Makes the user slightly paranoid.
Strangely enough, it feels like it's attracting the attention of a certain malevolent
Eye.
Critters
The
Faceless Prince and
Gibeele traded the spores of their respective Creatures to create the
Irons and the . Although they resemble their parent the Ferrous Wyrm in appearance and in cleverness, the
Irons also have some of the Drift King's hoarding drive (which mostly manifests as a love of "fetch").
Name: Irons
Affiliation: The Faceless Prince, Gibeele
Class: Critters
Traits:
+ Bookwyrms: Irons gleefully pursue things that contain information, even if they're not intelligent enough to do anything with the information they accumulate. They do understand it enough, however, to be able to deliver the relevant documents to those who may request it of them... if they like the requester.
+ Shifting Shapes: Irons are, in fact, entirely made of slime mold. They typically coalesce their selves in the shape of small dragon, akin to the Drift King; however, their composition allows them to twist their form into whatever arrangement they desire. A locked door will not be enough to keep a determined Iron out of somewhere - for better or for worse.
- Too Curious By Half: Think of something that could be done. Anything. Well, not anything - anything simple. An action a child could try, or a cat. Especially the stupid stuff. The things you only try once. Like sticking your finger into a candleflame. Yeah, the Irons will give it a try. With everything. "Can I get on top of that bookshelf?" Without a single thought for how they might get down. Etc.
Description: Irons are slime molds of the approximate size and mental acuity of a particularly smart cat. Their specific appearance is almost entirely up to the Iron in question, though most conform to an approximately Drift King-shaped form; color-wise, each one has their own unique color, though some of these can be close together and difficult to distinguish. In general, they are curious little critters who are likely to be simultaneously adored and loathed by the proprietors of places of learning.
After this, the waste-averse
Faceless Prince moved the
Wyrm back to the Auric Spires and built the wondrous
Painted Spire, a towering library and shelter for the scholarly sort if/when the next age comes. The
Faceless Prince has chosen to invest their Incarna spark in the
Painted Spire at this time.
Name: The Painted Spire
Affiliation: The Faceless Prince
Class: Monument
Traits:
+ Learning Library: Not only is the Painted Spire home to countless works of literature of all kinds, but learning information here is also much simpler for any who might attempt it.
+ Pax Scholastica: Within the Painted Spire, none who come in the name of learning may come to harm. It is a neutral location, where any who wish to study may do so unmolested.
- Tempus Fugit: It is impossible to tell time here. Even if a time-telling device was brought in, it would cease to function or be comprehensible within the premises. This can render it very difficult to avoid overshooting any urgent deadlines.
Description: A spiraling tower of dizzying height, the Painted Spire is a vast library, containing nearly the whole sum of mortal knowledge, and some tidbits beyond it. Which, admittedly, is essentially naught at present, but will rapidly become a great deal more once mortals actually exist. The exterior is elaborately decorated in beautiful patterns of purple, black, and gold.
Not to be outdone,
C'thun tried to create a Creature, but what emerged was instead an order of Angels. Luckily, nothing of significance seems to have changed aside from a distinct lack of fertility. Combined with others' actions this turn, their reality warping tendencies seem to have overturned
Shinka's opposition to the existence of magic.
Name: The Elder Things
Affiliation: C’thun
Class: Angel
Traits:
+ Mad Biologists: They have in-depth knowledge of every being created and every being that will be created and using this information for terrifying experiments.
+ Insane Science: The Elder Things can bend the very fabric of reality in order to get their machines. Magic and science combined doesn’t let you create a deadly magical virus? Boom, reality = bitch and it happens. Basically, their inventions can be made to work when every magical or scientific knowledge says they can’t.
- Bro, do you even lift?: No, they don’t. They are about as strong as a wet paper bag.
Description: Elder Things stand at roughly six feet tall and have the appearance of a huge, oval-shaped barrel with starfish-like appendage at both ends. The top appendage is a head adorned with five eyes, five eating tubes, and a set of prismatic cilia for "seeing" without light. The bottom appendage was five-limbed and was used for walking and other forms of locomotion. They also had five leathery retractable wings, which they used to hover as they had not the strength to fly.
They also have five sets of tentacles that sprout from their torsos, which are used for swimming and manipulation of finer tools.
The Elder Things are vegetable-like in shape, having vegetable as well as animal characteristics. The Elder Things reproduced through the release of spores which eventually grow into a baby Elder thing. They feed on anything they can find, organic or inorganic. They are also amphibious, able to live on land as well as in the water.
The bodies of The Elder Things are weird. They can withstand the deepest ocean pressure or the hottest of temperatures, but are very weak physically and very easily injured. Typically, the first invention an Elder Thing makes is protection for its weak body.
Their blood is thick and black and had a horrible, indescribable stench that was detectable from very far away if you knew what you were looking for.
Intruder Alert
In the first moments of its birth,
Flesh Conch of Screaming screamed at the
Eye for food. This made the
Eye incredibly unhappy, but a fair bit of its attention was somehow shellfishly diverted into the world instead. (Flesh Conch of Screaming: -1 Might, +Suspicion) This was followed by a brief pause, a clam before the storm that was the
Conch's realization that it couldn't simply eat the Meat-a-ball. Its solution was to create the many-armed octopus Eater and the voracious War Form Devourer, the former of which was immediately sent to the tastiest part of the world so as to feast on it.
Name: Eater
Affiliation (list all applicable gods, primary first): Eating, Flesh Conch of Screaming
Class: Creature
Traits:
+ Regenerates rapidly from damage. Capable of eating just about anything no matter how toxic or dangerous, just toughing through the damage with its regeneration.
+ Will grow larger, stronger, and more durable over time the more it eats.
- Unable to be directed. Communication of any sort will be very difficult.
Description: Resembling a large sixteen armed octopus with heads at the end of its arms, or perhaps a hydra-kraken. A strong swimmer, the Eater will move from region to region through the Endless Blue, before rapidly propelling itself from the water to catapult itself onto the floating islands, then devouring all that it can in its path before diving back into the below-sea. It has a very effective digestive system, allowing it to gain sustenance from just about it anything with even a hint of edibility, even dirt, clay or wood. As an incarnae of the Flesh Conch of Screaming, its feeding frenzies helps to somewhat sate the constant need to eat of the Flesh Conch of Screaming, but it is driven so mad by its constant hunger that it cannot follow even simple commands. Is probably resistant to some forms of cognitohazards by virtue of not being smart enough, but who knows.
Name: Devourer
Affiliation (list all applicable gods, primary first): Flesh Conch of Screaming
Class: War Form
Traits:
+ Can heal itself by eating chunks of its opponents
+ Deadly
- The Flesh Conch of Screaming is unable to contemplate, accept, acknowledge or carry out peaceful resolutions to conflict, retreat or surrender while mantling the Devourer War-Form.
Description: Veins of death-screams woven into a song-tapestry, intertwined with constantly budding and chanting mouths, their flailing tongues covering the air around it with a faint mist of saliva and constant war-chants and wordless keening death-dirges. The Devourer vaguely resembles a six-legged tiger made of mouths, all sinuous deadly grace and vaguely melodious screaming.
Finally, to address the indigestibility of the Meat-a-ball, the
Conch created a swarm of Envoy-Maws to nibble away at the delicious-looking meat-eor.
Name: Envoy-Maws
Affiliation (list all applicable gods, primary first): Gorging
Class: Angels
Traits:
+ Proxy Feeding: The mouths of the Envoy-Maws lead into a portal that teleports all they consume into the stomach of the Flesh Conch of Screaming, feeding it. This makes them immune to the negative effects of most things they eat, and means they will never be full, thus never halting consumption. Notably the Flesh Conch of Screaming is not particularly protected from side-effects of all this dubious food teleported into themselves.
+ Pack Hunters: Though forsaking all masters, the Envoy-Maws work perfectly among themselves, tending to move together in one large mass, almost like a devouring super-organism. Every Envoy-Maw experiencing what every other Envoy-Maw eats, reveling in the tastes and sensations of endless feasting and stripping the flesh from meaty sky-comets or megafauna like angelic piranhas.
- Traitorous: The Envoy-Maws refuse to be subordinate to anyone except their own endless hunger, though they may pretend for a while if it suits their purposes.
Description: Giant gaping disembodied mouths filled with sharp and deadly teeth, and tongues capable of beautiful song when they are not busy eating. Somehow, they perceive the world and fly around, searching for things to devour. They are completely unable to enter the Starved Feast plane specifically, not that the Flesh Conch of Screaming is scared or anything.