The Greek word χθόνιος (chthonios) referred to the ground, but in a specific way, meaning "underground" or what we would call the underworld. Today we refer to Hades, Persephone and other underworld gods as the chthonic deities. Despite any superficial resemblance, the word is unrelated to the work of H.P. Lovecraft; it's pronounced "thonic" or "k-thonic".
Even in antiquity, Hades was referred to as Zeus Chthonios, giving him a role as an underground ruler. This is reinforced by his staff, a symbol of authority, which typically had two tines, as opposed to the three of Poseidon's better-known trident. The Romans particularly conflated him with multiple other chthonic gods, creating the distinct god Pluto.
Generally we treat the Roman gods as simply renamed versions of their Greek counterparts, but even the name "Pluto" came from a separate Greek god, Πλοῦτος (Ploutos). The conflated deity symbolized both the underworld (which took on the name "Hades") and wealth, which of course originated from mines deep under the earth. Pluto was also combined with the Roman chthonic god Orcus; while the name is familiar to D&D fans, the image of the god itself is even weirder:
(This is taken from a 16th century monument, the Gardens of Bomarzo, but I didn't feel like I could do chthonic gods justice without it. And it's a great dungeon entrance.)
Aside from his obvious D&D namesake, the name "Orcus" is probably the inspiration for such diverse creatures as ogres, orcs, and the killer whales called orcas. Not surprisingly, he was less of a stoic underworld-ruler and more of a black, hairy death god, surviving from the ancient Etruscan myths. As a bonus, Orcus was the son of Eris (Roman name Discordia), thrower of the infamous Golden Apple that initiates the Trojan War. Pluto more generally was not a death god, however; that function went to Thanatos, a relatively minor god.
The combined Pluto has a symbol of a key, which he also shared with Persephone, and a cornucopia - a horn of plenty. The key was also a symbol used in the Eleusinian Mysteries; the initiate was sealed with a golden key, variously described as on the tongue or the lips, indicating the secrecy of the mysteries they had been taught. Keys could also indicate the riches that would come from the earth, both in crops and in underground mines.
In some myths, Hades is the father of the Erinyes, or Furies, also known as the Eumenides (the Kindly Ones). This literal euphemism is an ancient way of not referring to deities by name. The Erinyes were vengeance deities; of course, they also have AD&D analogues. Persephone is said to have had a daughter Melinoë, also identified with the goddess Hecate, who is described in the Orphic hymns as "Now plain to the eye, now shadowy, now shining in the darkness," and is said to give men nightmares and drive them mad.
There is obvious gaming material here, even aside from Orcus and the Erinyes showing up. I really love the symbolism of a golden key related to underworld secrets. The key can unlock secrets of the underworld, hidden treasures, or truths of life, death, and immortality. It can also be a common bond among characters who have truly been to the underworld and survived - its secrets may not be passed on lightly to every foolhardy newcomer, but to someone who has the key it is revealed. And of course the form may be either physical - a key or key-shaped artifact, or a symbol, drawing, poem, book or other entity that serves as "the golden key."
I also find the idea of Melinoë tempting. As a granter of nightmares, such a character explains why the PCs can't constantly hole up and camp in "cleared" dungeon rooms. Haunting dreams and potential insanity wait for those unsound enough to sleep in the underworld. Her shifting, elusive character also seems like it would be ideal for monsters, and she is tied in with witches and necromancers, which fits perfectly. If you wanted to use a "Petty Gods" approach where low-level deities were actually present in the game world, Melinoë would be a good fit. The Erinyes are an interesting fix for murderhobo type activity that goes beyond normal cruelty.
Lastly, in spirit the triad of judgmental Hades, generous Pluto, and savage Orcus are a brilliant match for how a dungeon should be designed. It should be serious and otherworldly, but with great riches hidden in secret places, and sudden terrible violence should be a norm. These are very much the gods who direct the underworld of a D&D dungeon.
Showing posts with label gods. Show all posts
Showing posts with label gods. Show all posts
Thursday, April 13, 2017
Thursday, July 31, 2014
The Wrath of God(s)
In the course of a D&D campaign, clerics pray to their gods for miracles as a daily matter of course. That never really has much of an impact on the campaign, although the AD&D DMG does advise the referee to deny certain spells that are appropriate to the deity. At the same time, they are often interfering in areas where (generally evil) deities' interests are involved.
Active involvement of deities in an RPG campaign should, as a matter of principle, be somewhat rare. The gods are infrequent meddlers, and their interaction with a human should be one of the major points of that human's lifetime. But that doesn't mean that deities should just ignore their worshippers in some semi-deist laissez-faire. Gods, particularly angry ones, do tend to intervene. And when they show their wrath, look out!
The Hebrew Bible is great for this kind of thing. I mean, the Ten Plagues are the most famous, but it's simply full of wonderful divine judgment from the Mark of Cain to the earth swallowing up Kozah and his followers (Numbers 16) to the children who mock the prophet Elisha and are mauled by two she-bears (2 Kings 2), not to mention the Flood or Sodom and Gomorrah. Pagan deities did their part as well; the Greek Hera was a great vengeful deity.
As a rule of thumb, the chance of a cleric getting the attention of a deity should be fairly low. I would suggest that at most, spellcasting has a percentage chance equal to the spell's level of attracting divine attention. Once your god is paying attention to you, you've got a problem if you don't act appropriately; this may take a harsh or subtle form of warning, depending on the god's nature. Characters who do particularly well by their god's ethos when thus under the divine eyes should be rewarded, just as failures punished. It is best if the player doesn't realize what's happened except that their cleric is having all sorts of odd things occurring around them.
But a really good way to anger gods tends to be when you mess with their favored priests and prophets. One can hardly forget the precipitating crisis of the Iliad, when Chryses petitions Apollo to punish the Achaeans for stealing his daughter Chryseis, and Apollo punishes the Achaeans with a plague, caused by his arrows. (That's an idea for a hell of a magic item, while you're at it: plague arrows.) A grievous wrong, even the death of the priest, can be the justification for a god's direct intervention in an opponent's life.
One thing we can learn from mythology, if nothing else, is that a god's wrath must be propitiated. Think of the main action of the Odyssey, which is caused when Odysseus blinds Poseidon's son, the cyclops Polyphemus. It takes a decade for him to get home, and all his men are killed in the doing. One way for the referee to have fun with this is to create a cleric as an enemy, who is a favorite of his deity. When the PCs kill him, the cleric's god unleashes some curse on the PCs. It would not be fair to simply kill them, but giving them a potentially lethal burden or inconvenience makes for a great source of further adventure.
Turning away the wrath of an evil god may be fodder for any number of quests. The favor of a good god is one way, although it comes with its own perils. Sacrifices may be unacceptable for good characters, and they may need to simply live out the period of being cursed by a dark god. It seems particularly fitting; if not quite Appendix N, Karl Edward Wagner's Kane strikes me as a great example of a character living out such a doom. PCs in a D&D campaign can do well to learn a thing or two from that.
Again, I want to emphasize: these should be rare events. Too much involvement makes gods into over-active superhumans. But there is a mythic feel that I don't think a lot of D&D gets to that can be fixed with a touch of divine wrath.
Wednesday, July 31, 2013
The Biggest Monsters of All
It causes much consternation and clucking of tongues when gamers point out that both Supplement IV: Gods, Demi-Gods and Heroes for OD&D and the fourth AD&D hardback, Deities & Demigods, are basically the Monster Manual on steroids. This also follows suit for the Judges Guild supplement Unknown Gods which follows the same basic format, and of course its OSR follow-up in Petty Gods. Each carries with it the implication that gods are fundamentally killable things.
Now, there are rationalizations, such as the idea that gods have "avatars" that appear in the mortal world periodically. That's kind of lame - you go through all this trouble, beat a god, and are told that you just killed something temporary and the god is still in its realm doing its thing. It smacks of cheap GM tricks, saving a favorite NPC and taking away player agency.
My own thought is that gods should be immortal but not invincible - therefore able to be killed. It should be hard, and for the most part it is extremely hard. That's the point: gods are tough but not impossible opponents. They get to "cheat" in all kinds of fantastic ways, because in no way should fighting a deity ever be easy, but I think it's a major violation of the source material, if nothing else, if you can't kill a deity.
Elric and the Eternal Champions kill gods. Gandalf slays the Balrog of Moria, which is technically one god killing another (both are Maiar, which are the equivalent of the Aesir in Tolkien's cosmology.) Gods sometimes go hang out on the Street of the Gods in Lankhmar, and if you wanted you could almost certainly kill some of the gods in Lankhmar (not the Gods of Lankhmar), in some cases possibly with a stout stick or a strong breeze. Lovecraftian entities are never clearly unkillable, although it may be extremely difficult for humans. Except for Eru Illuvatar in the Silmarillion, gods in the source literature are never actually theological in the medieval sense. So why couldn't they be killed, assuming you can pin them down to a fight? Not to mention the myths themselves; the deaths of the Norse gods is baked into the very idea of the Twilight of the Gods
It raises interesting problems. When the gods are killed, what happens to their clerics? Do they have to consecrate themselves to new deities? That could be an interesting problem, and a potential seed for an interesting adventure if a cleric has to go and save his deity's eternal life from an evil cleric or wizard. It also would be reflected in the worship of deities, as the ones who can't realistically defend themselves would have fewer clerics.
This really implies that D&D has a sort of Lankhmar-esque system of deities, where gods start off weak and grow stronger as they accumulate worshippers. Heroes at high levels might be able to tip the scales and themselves become gods (even without leveling from 1-36 twice as per Mentzer's Immortals rules). Becoming a demigod after a long and legendary campaign seems ultimately just; maybe even letting a beloved old PC come out to defend himself if challenged by future PCs...
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