Showing posts with label hell. Show all posts
Showing posts with label hell. Show all posts

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.

Monday, February 18, 2013

Going to Hell


I realize I've hinted for a while at a post about Hell and I apologize for not having it up sooner, but life has gotten in the way as it so oft does; I needed the creative juice to be going into my game for last Friday and not the Hell post, so that took priority. On the plus side, it's time now, so here goes.

The grand works of western literature tell us relatively little about heaven, a prosaic realm filled with fluffy white clouds and angels with harps and beasts with six wings and eyes front and back ... Okay, the biblical heaven's a bit more interesting than the stereotypical presentation gives it. But it is fairly one-note since the weird beasts are constantly singing the Sanctus. Forever. But it's not heaven that gets the love, even in Chick tracts it's the opposite that really stokes the imagination.

My look so far has been at the higher planes – the ones above the earth – and reinterpreting them as planets. One of the critical mis-steps in the transition from OD&D to AD&D was the loss of the very concept that there were higher planes, and by consequence also lower ones. The Nine Hells in AD&D are just one of the set of planes on the Great Wheel, hardly fitting of one of literature's greatest underworlds. Going along with this, AD&D in its reliance on the nine-point alignment system created a division between demons and devils, and even tried to turn an etymological difference into a separate category of daemons. Since this entire series of posts has been centered on a total rejection of AD&D cosmology, it is only fitting that I remove this delineation as well.

So what do we know about Hell in OD&D? When it was first published, the Balrog was just a big monster in the first book of Lord of the Rings. It wasn't until 1977 and The Silmarillion that the actual description of Balrogs as corrupted Maiar (god-like angelic beings) in the service of the fallen Vala, Morgoth, was published. Eldritch Wizardry preceded it with turning the Balrog into the Balor, an "upgraded" version that was accompanied by five other "types" of demon. These later turned into the demons of the 666-layer Abyss. We also know that a character who lost his body while in astral form would be sent gibbering down into the lowest Hell. And that's about it.

The most popular version of Hell is obviously the first portion of La Commedia Divina by Dante Alighieri, "l'Inferno" (the Italian word for Hell). This has been adapted for AD&D not once but multiple times – once by Judges Guild, written by Geoffrey O. Dale, and the other time in Dragon Magazine, in a series of articles written by Ed Greenwood that became the basis for the AD&D Nine Hells, working within Gygax's strict cosmology and replicated in Manual of the Planes and Planescape, using the bowdlerized name "Baator" in the latter. The problem with Dante is that he was more concerned with the sinners and their eternal fate, a concept that is sidestepped in D&D when characters are not generally in an either/or situation between Heaven and Hell. It's a rather crap deal for the evil, whereas the good are just given a pass into a better realm. Where's the fun in that?

Dante's "Inferno" is much more about sinners and sin than about demons. And for our purposes (this series is still an attempt to come up with new and interesting monsters) that's not quite as much fun. Sin monsters are an interesting subcategory but that really only gets you seven good ideas, and ones that have probably been trod before. What I find much more interesting are the 72 demons of the Ars Goetia in the Lesser Key of Solomon, a classical work of demonology. Simply reading the list of demon lords and their "legions of demons" and their special abilities makes it seem less like a Wikipedia page and more like a list out of a supplement somewhere between an RPG and a wargame.

The goetic demons are interesting because they do not only slay; they command legions of demons which are presumably creatures somewhat Balrog-ish in mein. But they also are very seductive, having the ability to bestow specific boons. Returning to our concept from Contact Higher Plane, the demons of the Ars Goetia are often able to answer questions accurately. They also don't take quite the kind of elaborately grotesque forms that have proliferated in fantasy, some weird mix of Giger and Lovecraft that has come to dominate the scene as far as evil goes. To me, the more subtle seduction is a far more refined form of evil - "wrong" but more in a way that makes you feel wrong deep down inside.

For lower demons, one of the more promising is the list of demons described by Alphonse de Spina: Fates, Poltergeists or Goblins, Incubi and Succubi, Marching Hordes, Familiars, Nightmares, Demons formed from Human Semen, Disguised Demons, Demons who Assail the Saintly, and Demons who Instigate Witchcraft. The "marching hordes" are obvious candidates for a whole hierarchy of demonic enemies, while Succubi, Nightmares and Familiars are fairly well covered. Demons from human semen are cambions, who've been treated numerous times in D&D. The most intriguing to me is the goblin or poltergeist; after all, have not perhaps millions of goblins been sword fodder in D&D over the years with little to show for it? A demonic connection rather than the typical humanoid hierarchy would be one angle to change up the stock enemy; instead of just some smelly critters, they are weird semi-demonic things. And poltergeists in a dungeon are just too much fun to pass up; the mere potential for mischief is so great.

For now, that's Hell. The next monster post will be on Monsters of Myth.