Showing posts with label mythic underworld. Show all posts
Showing posts with label mythic underworld. Show all posts

Friday, March 25, 2022

Mythic Underworld: Ishtar and Ereshkigal

I've been reading a fascinating anthology, Myths from Mesopotamia, of stories translated from ancient Akkadian. Some of these are the well known myths of Gilgamesh and Atrahasis, which told a flood story that will be familiar to readers of the Hebrew Bible. Other stories, though, talk about the descent of deities into the mythic underworld – a long-standing interest of this blog.

There are a number of such descents. One story describes the goddess Ishtar (sometimes called Inanna) going down to the realm of her sister Ereshkigal. She threatens the gatekeeper (more on that later), and is allowed in - although only after she strips away all of her ornamentation. Then she is inflicted with a series of diseases and imprisoned. Since Ishtar is a fertility goddess, all sexual activity on earth ceases while she is trapped. Ea creates a man, called Good-Looks in the translation, to trick Ereshkigal into requesting a drink of water; this causes her to free Ishtar. The myth also involves the release (which in some other versions is only temporary) of Ishtar's lover Dumuzi.

The other stories involve the god Nergal. The myth is somewhat different in two versions, but the gist is that the gods are having a banquet, and Ereshkigal sends her vizier up to get her portion. Nergal is disrespectful to the vizier and must go down into the underworld as penitence. In one version he brings down an elaborate chair to allow him to escape, but Ereshkigal makes a threat (more later) and he has to return as her lover. In the other he is sent down as a penitent and seduced by promises of power from Ereshkigal.

So as not to bury the lede on these threats, which are roughly the same, let's go right to the source text, from the Descent of Ishtar.

Here, gatekeeper, open your gate for me,
Open your gate for me to come in!
If you do not open the gate for me to come in,
I shall smash the door and shatter the bolt,
I shall smash the doorpost and overturn the doors,
I shall raise up the dead and they shall eat the living:
The dead shall outnumber the living!

Reading this, I cannot help but be reminded of the modern trope of a zombie apocalypse. The seven gates of the underworld are what protects the earth from hordes of ravenous dead. And yet this threat is made both by Ishtar and Ereshkigal in quite a number of myths. In fact we first see it in this anthology with the Epic of Gilgamesh, where Ishtar makes the same threat if she is not given the Bull of Heaven (which is promptly dispatched by Gilgamesh and Enkidu in an anticlimactic fight that many referees will find too familiar.)

It's also interesting that Ishtar has to remove her clothing and protection to step through the gates in the first place. Nergal subverts this somewhat; in one version of his myth, he dispatches the doorkeepers rather than being let in conventionally. Certainly those are ideas that can be played with in creating a D&D underworld.

One detail I found fascinating was that the inhabitants of the underworld are described as clothed in feathers, eating dust and clay, and having no offspring. This might be an interesting tidbit for those who want to avoid the D&D tropes of "what do the monsters eat" and "do we kill baby orcs?" (or more generally the idea that the PCs are invading the realms of sentient cultures). The issue of drinking water seems particularly critical, which can be interesting either as a tool or a threat to pose to the player characters in the underworld.

The Babylonian myths feature various demons, such as the gallu shown tormenting poor Dumuzi above. They were known as the demons that hauled the dead to the underworld. One thing we will note is that there are in fact larger and smaller demons, with their leader wielding a mace. In the Sumerian version Dumuzi's hands and feet are turned into snake hands and feet so that he can escape from them. There are some adaptations of gallu to modern versions of D&D, but they seem like a flexible race: you can run them like anything in classic D&D from a goblin to an ogre, making the bigger ones more proper dangers. And of course they could wear increasingly bizarre feathered clothing.

The last thing that I think needs to be pulled out of this is the nature of the deities in question. Ishtar was of course a major goddess of love, but also war and conquest, infamous for the practice (which may have been spurious or exaggerated) of sacred prostitution. Ereshkigal herself seems to have been principally a queen of the underworld, though it's fascinating that she unleashes disease at Ishtar and makes threats of zombie hordes. Nergal was a bit more interesting, as he is a god of war and plague, and specifically had a role in drawing ghosts back into the realm of the dead.

So if you want to make your underworld more Babylonian, consider multiple gates with sacrifices or gatekeepers; big and small demons with clothing made of feathers; and don't forget the hordes of ravenous zombies.

Images in this post are from the public domain. Sources: goddess, demons.

Thursday, April 13, 2017

Mythic Underworld: Chthonic Deities

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.

Monday, January 16, 2017

Mythic Underworld: Cerberus and Mysteries


The story of the twelve labors of Heracles is simple. Driven mad by the goddess Hera, he killed his own children. Since this was such an awful deed, he was given ten labors by Eurystheus to expiate himself; technicalities allowed Eurystheus to add two additional labors. The twelfth, capturing the hound Cerberus, is the one we're interested in.

Cerberus (the "C" is hard) is the guard-dog of Hades, who prevents unwanted access to the underworld. He is usually depicted with three heads, although in connection with the Hecatoncheires (100-handed giants), may have had 50 or 100 heads, some of which may have been snake heads. And he had snake tails, or several backs. In any case, you've got a nasty beast that stops the dead from escaping the realm of Hades.

As Heracles prepared to enter the underworld and retrieve Cerberus, he was initiated into the Eleusinian mysteries. This was a rite of knowledge, granting Heracles insight into the secrets of Persephone and Hades, and is certainly notable because it is the earliest reference to Greek mystery religions. So armed with new understanding, Heracles descended into the realm of Hades.

It's not exactly clear how Heracles got Cerberus out. Some accounts have him wrestling the beast and beating it, possibly involving the impenetrable skin of the Nemean Lion that Heracles used as a cloak. Others say that Persephone, who thought kindly of Heracles, gave the hero a chain, or possibly that she herself chained the beast and handed it over. The fight makes the more obvious of the two stories, but it's intriguing to think about the hero winning the fight by getting Persephone on his side.

Of course, Eurystheus did not actually want Cerebus, and Heracles returned the beast to its proper place in Hades after having brought it up to the surface. This last bit is probably the most amusing part of the tale; unlike the Lernaean Hydra or the Nemean Lion, Cerebus is not a menace to be slain. Hell is supposed to have a three-headed dog-beast who eats anyone trying to leave.

If all we got for gaming from the tale was Cerberus as guard-dog, that'd still be an interesting twist on the dungeon guardian. After all, Cerberus was not there to keep intruders out, but to pen the denizens of the underworld in. I really like the idea of a formidable monster that is not necessarily an immediate threat for PCs to overcome, but plays a role in the dungeon's ecology nonetheless. Some groups will try to kill simply anything, but that can always be solved by a powerful creature that refuses to offer direct combat. Of course, at some point the PCs will have to deal with the creature – but by that time it will become a strategic obstacle to overcome.

Then there's the little matter of the Eleusinian mysteries. This is a secret initiation ritual that gives hidden knowledge; in many cases this hiddenness was quite literal, and the content of the mysteries have been lost to the ages. Such an initiation is a way to integrate player characters more deeply into the setting. We are used to scriptural religion in the West, but introducing a mystery is an opportunity to create literally esoteric knowledge about the world, which can be revealed to players only when their PCs make a particular commitment. PCs, of course, will be inclined toward the mysteries that grant knowledge of the dungeon underworld they face.

The last idea that I particularly like is the loan of a chain from Persephone. This is a good way to have a taste of powerful artifacts in the campaign, by lending them instead of permanently giving them to the PCs. Most artifacts throw off the ability of PCs to be meaningfully challenged, but having them given on short-term loan lets them flavor the game without dominating it.

However many heads Cerebus has, the story of Heracles subduing him has a lot of interesting wrinkles for the D&D underworld. I do want to tackle more Mythic Underworld segments, because Greek myth alone has a lot to offer in this regard.

Wednesday, October 21, 2015

Mythic Underworld: Eurydice

Continuing with the theme of classical myth, Eurydice was a wood nymph (or possibly a demigoddess) who was married to Orpheus, who was the greatest musician and poet ever born. (He was also possibly a demigod; there was a lot of that stuff in classical myth.) She was bitten by a viper, and died.

Orpheus, then, followed Eurydice into the underworld realm of Hades, where he found Eurydice. His music was said to be so piteous that Hades and Persephone permitted him to bring Eurydice out of the underworld and back to the world of the living, but he was to walk in front of her and not turn back. But as soon as he reached the outside world, he turned around; Eurydice had not yet left the underworld, and was lost to him forever. He eventually was killed by women in a Dionysan fury. The story is one of the great tragedies of Greek myth.

In D&D terms, of course, he should have just had a friendly cleric cast Raise Dead.

We talked in the Persephone entry about people belonging to the underworld, so I won't repeat that part. I do think it's worth underlining how final death was in Greek mythology; there was no easy way back, and even the gods would intervene to keep their favorites alive (think of Athena and Odysseus). It is somewhat cheapened when any cleric with access to fifth level spells can pop dead Eurydice back.

The basic frame of the story, of going into the underworld on a perilous quest, is of course inescapable in D&D. It's the whole point. Getting back out safely is, of course, an exercise in ingenuity (and sometimes luck) for the player.

The landmark of the underworld in Ovid is the great river Styx. It was this river that was supposed to have given Achilles his power (and the vulnerable heel that he was dangled by), although it is notably not the river navigated by Charon; that was the river Acheron, although Ovid still mentions a ferryman. Still, the idea of a river bounding the underworld has a lot of potential. If you are using the mythic underworld concept in your dungeon, an underground river or a gate (Ovid mentions the gate at Taenarus) is a terrific way to convey it.


Having such a boundary makes it a definite choice for the characters to cross into the realms below, and allows you to incorporate areas such as the basement of a castle that is "just" an underground location and not part of the underworld proper. The rules that Philotomy discusses, such as doors remaining stuck or monsters wandering the corridors, only apply once you have crossed the Stygian border. There may be consequences or challenges for taking something out and into the broader world.

One aspect of the Eurydice story that I love is how the rulers and inhabitants of the underworld are moved by Orpheus's song. Ovid is quite explicit, describing how the famous inhabitants of the underworld such as Tantalus and Sisyphus stop their efforts as they hear it, and even the Erinyes (Furies) are brought to tears.

A genuine sense of aesthetics and taste in its denizens is generally under-utilized. Evil is often aesthetically "ugly" and unappealing, and that has overall been the trend in D&D. But it isn't necessary; the underworld can contain and appreciate beauty, even if in a dark and twisted way. You can read the "music tames the savage beast" into this, where particularly beautiful offerings might be useful for negotiating with underworld entities.

One other rabbit hole that can be gone down with Orpheus and Eurydice is mystery religion. Orpheus is closely linked with the Orphic Mysteries, a well-documented early form of the mystery cult. Initiates were taught rites and rituals that had a secret mystical meaning, and we have several surviving Orphic hymns. These are poems, attributed to Orpheus, that contained detailed information on the mythological world. This strikes me as a fertile religion for a fantasy world; its initiates form a secretive group, and it represents a way of thought that is different from modern rationalism in an interesting way.

We'll leave Orpheus looking back at Eurydice. For the curious, I also intend to look at Odysseus and Heracles within the realm of Greek myth, and getting into Egyptian and Norse myth. Any thoughts on other mythology to approach would be appreciated.

Friday, October 16, 2015

The Mythic Underworld: Persephone


This is the start of a new series inspired by the discussion several years ago by Philotomy on the Dungeon as a Mythic Underworld. To boot, I am going to be talking about ... the underworld in mythology, and its implication on Dungeons & Dragons and similar games where characters go underground to seek treasure. One convention: in these posts I'm going to use the Greek names for deities, even when the Roman names are better known.

In the short version: Persephone was a goddess of nature and flowering plants. She was abducted by Hades, god of the underworld, who burst forth from a rift in the earth. Her mother, Demeter, eventually convinced Zeus to send Hermes to retrieve her. However, she had eaten either four or six pomegranate seeds from a fruit offered to her by Hades, and the lord of the dead was able to claim that each year, she must spend an equal number of months as his queen in the underworld.

This was a transparent explanation for plant growth in winter, which is alternately described as either Demeter's sorrow for her daughter in the lost months, or the effect of Persephone's simple absence. But that's not really what I think is interesting in this myth. Rather it's the idea that things in the underworld can permanently change a visitor.

A literal interpretation of the Persephone myth takes us to an interesting sort of "special" in a dungeon chamber. A table is laid with exquisite food and drink, but drinking it places the characters under an enchantment specific to the underworld. For instance, they might fall under a powerful wizard's Geas, or any command or curse type of effect, and optionally the amount of food eaten might be proportional to the price taken. This is suitable for any food coming from the dungeon, or perhaps any kind of "garden" sub-area, et cetera.

Hewing still closer to the Persephone myth, one possible consequence is an impressment into service within the dungeon. A character might not be the "queen" of the underworld – Persephone was a goddess, after all – but they might have to help build out a new sublevel, or maintain and clean traps, or guard against intrusions by other parties, et cetera. Of course this has the potential to thoroughly hijack a campaign.

Moving further afield, there is a general idea that things of the underworld are not wholesome and safe, quite possibly in a sense that implies moral corruption or chaos. If you like, corruption based on, say, a powerful magical treasure bound to the underworld can follow a path similar to the physical corruption of wizards in Dungeon Crawl Classics, or it can stay closer to home with the kind of mental drawbacks that we usually find with artifacts. It's interesting to make the PCs also slowly become creatures of the dungeon, in the sense of Nietzsche:
He who fights with monsters might take care lest he thereby become a monster. And when you gaze long into an abyss the abyss also gazes into you. – Friedrich Nietzsche, Beyond Good and Evil
This sense of corruption can be signaled in a lot of different ways. Perhaps the coins, instead of showing good and wise kings, are transfigured into the faces of wicked tyrants; instead of portraying the lawful and virtuous gods they now portray leering demons. Metal implements such as iron spikes left too long in the dungeon might take on a sinister patina, or wooden ones growing dark and twisted where once it was straight and true.

As the PCs delve deeper, the dungeon can subtly make them its own. When they leave, perhaps, or if they are foolish enough to overnight underground, they can have vivid dreams of the underworld passages, ending just before their bloody death. A low Constitution PC might pick up a lingering cough or chill that marks them, or the PCs' faces might take on the cast of the dungeon's unhallowed darkness.

Of course, the end stage of this is the Innsmouth effect - where the PCs become fully monstrous. This should be preceded by both PC choices, and some kind of warning effects. Perhaps drinking from mysterious pools and fountains has a temporary helpful effect but slowly changes the characters; they might get infravision, or the ability to open stuck doors, without the normal hassles assumed by the D&D rules. But there needs to be a way to reverse or turn back from this course. It's worth thinking about having the PC "go monstrous" at certain intervals, like in lycanthropy, so they don't experience it all at once.

The story of Persephone was a myth that deeply affected me when I read it as a kid. I've always felt that the idea that you make one mistake and now belong to the underworld is one of the more chilling ideas in mythology. So naturally I see it as a key building block if you want to make your dungeons mythic.