Also known as the Lord of the Underworld, King of Demons,
Father Chaos, Goblin-Maker, Elf Bane, Master of Monsters, the Great Adversary,
and a dozen other epithets, the Dungeon God is the risen form of the Fallen
Titan Moerdreth. He is the single-most powerful and widely worshiped of the
gods of Chaos and Evil, though the King of Devils would dispute it out of sheer
obstinacy and spite.
After the Elder Titans slew him they cast his body into the
Abyss at the roots of the world, beneath the many Hells. But he did not fall
through the Abyss into the Void, instead landing upon some shelf or crevasse
near the very bottom. From his twisted, rotting heart sprang an unholy black
maggot that burrowed up through the Roots of the World. For long millennia this
blind, mewling, undying thing crawled through the Hells and the Underworld and
the spaces in between, until it found the Heart of Chaos. There it merged with
the heart and formed around itself a cocoon, and for centuries more transformed
in the cocoon while bathed in the energies of the Heart of Chaos. Then, after
666 years, the cocoon hatched, and out strode that which is now known as the
Dungeon God.
This was long ages before the coming of the Elysians. Of the
wars that were fought by the Goblinoids and Orcs at his command, little is
known today, save in the lore of Elves and the tales of Dwarves. But the
age-long conflict had already simmered down ere the founding of Deshret, and
remains at a low boil to this day. Why the Dungeon Lord had not continued to pursue
his great crusade against the Elves, Dwarves, and other races of the world is a
bit of a mystery, but the major factor seemed to have been the interference,
once again, of the Elder Titans. For, from some time in the ancient, Elder Days
– it is said, from around the time of the sinking of the lands around the
Eternal Mountains and the forming of the Serene Sea – until the Doom of Elysion
and the rise of the God of Law, the power of the Dungeon God had been hemmed
in, physically and mystically, by the Elder Titans.
With the removal of the Elder Titans from the world, the
Dungeon God was free to act once again. Unlike in previous ages, when he had
little to do with the races of Men, save in forming minor, petty cults, he
founded a great temple. The First Prophet of the Dungeon God appropriately
enough was Umbreo, an apostate of the God of Law. The Temple
of the Dungeon God, also known as the Anti-Church, was founded along the same
lines as the Temple
of Law , though of course
opposes it in every way.
The anti-clerics of the Dungeon God even conduct their rites
in vile mockery of the holy rites of the clerics of the God of Law. The major
difference is that the temples of the Anti-Church, unlike those of the Gregorian Church , are independent of each other,
and unlike the independent but usually friendly temples of the Elysian Rite,
often compete with each other most violently. Each sect is led by its own Evil
High Priest, equivalent to an Archbishop or Metropolitan. There is a sect of
Dark Hierophants, led by the Father of Darkness, the Ascended Umbreo, who guide
the Anti-Church overall in major matters of theology and policy, but each evil
high priest is otherwise free to do as he pleases, as is the nature of Chaos.
While sects differ in minor details, anti-clerics of the
Anti-Church generally wear rust red robes trimmed in black. The trim is covered
in vile sigils done in copper, silver, or gold thread, the more valuable, the
greater the rank. Each sect varies wildly on the nature of their headgear; it
is an important mark of distinction. One sect might wear skullcaps, another
skull masks, still a third horned helms, and so forth, the larger, more
decorated, and more ostentatious, naturally the greater the rank. Many sects
also revere a Chaos Beast, an ally or servitor of the Dungeon God, in
blasphemous mockery of the reverence of the Holy Saints of the God of Law. As
such, many Beast Cults are allied with, if not actually fronts for, the
Anti-Church.
Anti-clerics possess sorcerous powers in direct opposition to
the miracles available to the clerics of the God of Law. They can cause wounds,
or cause blindness or deafness, create plagues, slay the living, conjure
hellfire and demons, and so forth. Unlike the miracles granted to the clerics
of the God of Law, these are not miraculous in nature; they are forms of
sorcery that must be learned through normal occult means. Many anti-clerics are
also practitioners of eldritch wizardry.
Very little is taboo to the anti-clerics; really, they are
allowed to do as they please as long as they do what they are told by their
superiors and do not do anything that is moral, ethical, just, or kind (save as
when necessary to keep up appearances if living or travelling incognito).
Whenever they perform an act of kindness under such circumstances, they must
later perform a blasphemous act threefold its equivalent in evil to make it up
to their lord.
Sacrifices are preferably in the form of sentient races,
ideally beautiful elven maidens, however as such are hard to come by, beautiful
human maidens are a close second. The further from this ideal the sacrifices,
the more must be provided. Like most such gods, the Dungeon God also enjoys
sacrifices of gold, gems, jewelry, and other wealth, again split between his
own “personal vaults” and the clergy. Few vaults are more cunningly designed
and deviously trapped than the dedicated treasuries of the Anti-Church!
The afterlife promised by the Dungeon God is one either of
vast rewards or eternal punishment. For those who obey his wishes and succeed
in their endeavors in his name, their reward is eternal life, either as a major
undead (wraith, spectre, lich, etc.) or as one of the exalted dead in his
Hells, with all the power and majesty that comes with it. For those who fail to
meet his expectations, an eternity of torment by those who succeeded. There is
no safe middle ground…
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