Gloo Personality

Gloo take joy in discovering new things and can find wonder in anything. A gloo's attention can jump around its surroundings at lightning speed before suddenly fixating on one small detail and studying it for hours.

Gloo tend to be impulsive, abandoning activities and starting new, marginally more-interesting ones on a whim. A dungeon that has been inhabited by a gloo for a long time is likely to contain numerous half-finished structures (forts etc.), incomplete diagrams of the magical field, partial experiments, tight hollowed-out passageways that don't connect to as many rooms as they could, unfinished inscriptions of poorly-written poetry, and so forth.

Although gloo are interested in the idea of the outside world, their ooze ancestry makes them prefer to stay in the comfort of dungeons. Those few gloo that do venture outside are likely to be quite overwhelmed at first by the high rate of new & varied experiences. Gloo that leave dungeons also tend to end up ultimately returning to dungeons, either for a new home, to simply explore, or as part of dungeon-crawling adventuring parties.

Gloo rarely form communities with other gloo, as they tend to find their close relatives to be too similar to themselves and thus unoriginal & boring, and only larger dungeons tend to host more than one line of gloo. Some gloo have instead been known to shapeshift into other dungeon inhabitants, like kobolds and goblins, and live among them for a time, often using their unusual traits to become clan shamans or wise men.

Gloo see race as just a shape. Being shapeshifters, they naturally attach no inherent meaning to one's outer shape, and thus race doesn't matter to them. They do have a fondness for individuals with funny & amusing shapes, though.

Personality by Color The gloo themselves have a tradition that each color of gloo is predisposed to a certain personality type: green is a level-headed leader, purple is passionate & defiant, yellow is smart & clever, red is dumb & brutish, and blue is emotional & caring. These stereotypes were likely established or codified by a legend, passed down in some dungeons, of a five-member all-gloo party that adventured in ages past. Details on this group are scant; there is allegedly an epic gloo-composed poem describing the gloo-group's exploits, but the only known researcher to hear it simply wrote that it was "just the worst thing I have ever heard. Do these blobs have no sense of rhythm?"

Gloo Diet Gloo will eat any dead organic material, aside from the remains of other oozes, which repulse them. Any non-organic material found on a corpse a gloo is eating is briefly absorbed and then spat out. A gloo's willingness to eat dead bodies regardless of its relationship to the deceased has lead to some problems when gloo have joined humanoid adventuring parties in the past.

Gloo have little awareness of and feel no connection to the gods. A gloo can be convinced to honor the gods in order to receive their blessings, but it would never feel an innate pull towards a god, and no amount of theodicy can keep a gloo from asking inconvenient questions about the divine. The very rare gloo that becomes a cleric of a god would do so primarily to gain spells and would view its relationship with the god as more contractual than devotional. On those worlds where clerics can manifest powers purely through devotion to an ideal, a gloo is much more likely to join their ranks, doing so through faith in knowledge, the arcane, or the like.