Thariuzdun, God of Entropy and Madness - The Chained Oblivion (CE)

“Hickory Dickory Dock The mouse ran up the clock The clock struck one The mouse ran down Hickory Dickory Dock

Quiver shiver and shock In the shadows demon’s flock The stars struck two Reality skewed Quiver shiver and shock

Eclipse abyss lock Through the keyhole, horrors mocks Time struck three In the void echoes plea Eclipse abyss lock

Cosmic chaotic stock Round the clock the old ones walk The void struck four At sanity’s shore Cosmic chaotic stock

Hickory Dickory Dock In the madness we are caught The end has begun Under a blackened sun Hickory Dickory Dock” - Tharisdun’s followers rhyme

Culture Names

CultureNameTitlePronounsGroup
Alonian (Tallman) GenericTharizdunThe Chained OblivionHe/They/ItThe Defiant Gods
Asteni (Tallman) ItalianInsaniaThe Mistress of ChaosIt/They/HerGli Dei Sfidanti (The challenging gods)
Dal (Tallman) HispanicLocuraThe Queen in YellowIt/They/HerLos Desafiantes (The challengers)
Duir (Dwarven) GermanWahnsinn-bringerinThe Scarlet KingHe/TheyDie Gegner (The opposers)
Dwelmer (Dwarven) NordicOdrThe Epoch of EndsHe/They/ItVanróg Gudar (Deifying gods)
Eldar (Elven) ElvenShelobThe Chained GodHe/They/ItVaiar (Tyrants)
Eldarin (Elven) JapaneseKamaitachiThe Madness WhispersHe/She/They/ItAkugami (Evil deities)
Mularir (Tallman) GreekManiaThe MindshatterHe/They/ItThymo theoí (Wrath gods)
Yotunn (Dwarven) GiantThrumgurThe Mad GiantHe/They/ItGegn Guir (The Gods against)

Extra Titles

The Chained God: Tharizdun, God of Chains The Lord of Entropy: Tharizdun, God of Chaos The Touched by the Void: Tharizdun, God of the Void The Personification of Madness: Tharizdun, God of Insanity

Commandments

  • Offer light and life into its all-consuming maw so that it may surpass all divinities and be freed.
  • Seek to free yourself of the chains of sanity, for only through breaking your chains you can see the truth.
  • Deny and Hate the realms to hasten the arrival of the Chained Oblivion.

Portfolio

  1. Entropy: Tharizdun embodies the principle of entropy, the inexorable descent into chaos and disorder. It holds sway over the natural tendency of all things towards dissolution and decay.

  2. Madness: As the god of madness, Tharizdun influences the chaotic and unpredictable aspects of the mind. It governs insanity, delusion, and the breaking of mental boundaries, blurring the lines between sanity and lunacy.

  3. Chaos: Tharizdun is the embodiment of chaotic forces. It revels in unpredictability, randomness, and the overturning of established order. Chaos is both a tool and a domain through which Tharizdun exerts its influence.

  4. Annihilation: Tharizdun oversees the aspect of destruction, not as a means to an end or a seed for new beguinnings, but as an end in itself. It is the force that dismantles creation and returns things to their primal state of chaos of the far realm.

  5. Forbidden Knowledge: Tharizdun holds dominion over forbidden lore and dark secrets. It holds and shares hidden truths that mortal minds are not meant to comprehend, offering glimpses into the darkest corners of existence.

  6. Imprisonment: Tharizdun’s portfolio includes the domain of imprisonment and confinement. It is both the prisoner and the jailer, trapped in its own divine confinement while holding dominion over the concept of incarceration, Tharizdun’s power encompasses chains, hooks, and any form of restraint or binding.

  7. Cosmic Forces: Tharizdun’s influence extends to the cosmic forces that shape reality. It is associated with the void, the far realm, and other planes of existence beyond mortal comprehension.

  8. Nightmares: As the god of nightmares, Tharizdun haunts mortal dreams with visions of terror and despair. It sows seeds of fear and madness in the subconscious mind, manifesting as terrifying dreams and night terrors.

  9. Abominations: Tharizdun is the patron of abominations, aberrations, eldritch horrors, and twisted monstrosities. It is the source of many mutations and horrors that are unnatural and grotesque, giving rise to creatures that defy the laws of nature and sanity.

  10. Cosmic Dread: Tharizdun embodies the concept of cosmic dread, the existential fear of the unknown and the incomprehensible. It inspires awe, terror, and despair in those who contemplate the vastness and complexity of the universe.

Alignment

Chaotic Evil

Symbols

1

Crooked, seven-pointed star made of chains

1

Jagged counter-clockwise spiral

Avatars

Alonian (Tallman) Generic

Tharizdun is often portrayed as a creature of amorphous-to-almost-humanoid shape sealed with chains and metal and hooks, often emanating a reddish energy with big wings behind it

2

Cleric Domains

Domains
Death
Grave
Trickery

Religious Practices

Followers of Tharizdun engage in a variety of religious practices and rituals to honor the Chained Oblivion and seek its favor. These practices are often dark and esoteric, reflecting Tharizdun’s chaotic and destructive nature. Some common practices include:

  1. Hatred Mantras: Followers of Tharizdun recite mantras and meditate on their hatred for the gods and reality itself. These mantras often invoke Tharizdun’s name and express a desire to see the world suffer and burn. The repetition of these mantras is believed to strengthen the followers’ hatred and devotion to the Chained Oblivion.

  2. Rituals of Insanity: Initiates undergo rituals designed to break their chains of sanity. These rituals often involve inducing hallucinations, sensory deprivation, communing with eldrich creatures or aberrations, or exposure to mind-altering substances. Through these experiences, followers seek to embrace madness as a path to deeper understanding and communion with Tharizdun.

  3. Destruction and Desecration: Followers of Tharizdun engage in acts of destruction and desecration to honor the god’s chaotic nature. This can include defiling sacred sites, planning great events of destruction agains kingdoms or cities, or unleashing plagues and curses upon their communities. Such acts are seen as necessary to weaken the fabric of reality and prepare for the coming of the Chained Oblivion.

  4. Chains of Binding: Rituals involving chains play a significant role in Tharizdun’s worship. Followers may ritually bind themselves or others in chains, hooks and other types of contraints as a form of devotion, often leaving them in place for extended periods of time. These acts are believed to symbolize Tharizdun’s own imprisonment and the followers’ willingness to share in the god’s suffering.

  5. Void Communion: Priests and clerics of Tharizdun perform rituals to commune with the Far Realm, seeking visions and guidance from the chaotic energies beyond reality. These rituals often involve prolonged meditation in dark, isolated places or invoking cthonic entities through dark rites.

  6. Cosmic Days and Nights: Followers observe specific celestial events or alignments that are believed to resonate with Tharizdun’s corrupt essence. These can include eclipses, alignments of the planes, or nights when the boundaries between realms are believed to weaken, allowing Tharizdun’s influence to grow stronger.

  7. Nighmare seeding: Inspired by Tharizdun’s influence over nightmares, followers engage in rituals to attempt to seed nightmares in their own minds or the minds of others. These rituals can involve sleep deprivation, exposure to dark energies, or invoking the god’s name in dark incantations.

  8. Forbidden Knowledge: Seekers of Tharizdun’s favor actively pursue forbidden knowledge and secrets that are believed to unlock the god’s hidden power or weaken the chains that bind it. These pursuits often involve delving into ancient tomes, exploring forbidden ruins, or making pacts with dark entities.

  9. Sacrificial Ceremonies: During major rituals or times of cosmic significance, followers may perform sacrificial ceremonies. These can range from offering animals or captives to elaborate rituals where willing devotees offer their own blood or life force to Tharizdun, believing such sacrifices strengthen the god’s influence.

  10. Prophecies and Omens: Priests and oracles interpret signs and omens believed to foretell the eventual release of Tharizdun or the coming of the Epoch of Ends. They may study celestial phenomena, read entrails, or perform divinations to discern Tharizdun’s will and plan their actions accordingly.

Cultural Norms

Followers of Tharizdun are often viewed with fear and suspicion by other cultures due to their embrace of chaos, madness, and destruction. They may be shunned or persecuted for their beliefs, leading them to form secretive cults and sects that operate in the shadows. Despite this, Tharizdun’s followers maintain a intense and complex culture that reflects their devotion to the Chained Oblivion. Some common cultural norms among Tharizdun’s followers include:

  1. Embrace of Chaos: Society values unpredictability and change, viewing stability and order as illusions that inhibit personal and spiritual growth. Flexibility and adaptability are highly esteemed traits, and societal structures often reflect a fluid and ever-changing nature.

  2. Celebration of Madness: Madness is not seen as a curse but rather as a conduit to deeper understanding and communion with Tharizdun. Artists, philosophers, and spiritual leaders who exhibit unconventional or erratic behavior are revered for their perceived closeness to divine madness.

  3. Dark Aesthetics: Art, architecture, and fashion often reflect themes of decay, entropy, and cosmic horror. Dark colors, jagged lines, and asymmetrical designs are common, as are motifs of chains, hooks, and other symbols associated with Tharizdun.

  4. Hate as Devotion: Hatred and malice are seen as expressions of devotion to Tharizdun, reflecting a disgust for reality and a desire to see it shredded and remade in the far realm’s image. Acts of destruction, desecration, and violence are sometimes viewed as sacred rituals that honor the Chained Oblivion.

  5. Iconoclasm and Artistic Expression: Art and creativity are valued for their ability to challenge perceptions and provoke thought. Iconoclasm — the deliberate destruction of religious symbols or icons — is sometimes seen as a form of worship, symbolizing their disdain for the other gods and their reverence.

  6. Religious Ecstasy: Spiritual practices often involve ecstatic experiences and altered states of consciousness. Ritualistic dance, music, and communal trance states are common, along with ceremonies that physically and emotionally damage the participants to achieve a state of divine madness. Used to achieve communion with Tharizdun and to embrace the chaotic energies believed to flow from the Chained Oblivion

  7. Theater of the Absurd: The arts, particularly theater and literature, reflect themes of absurdity, existential dread, and the breakdown of conventional logic. Performances and works of art often explore themes of cosmic horror, existential nihilism, and the futility of human endeavor.

  8. Temporal Fluidity: Concepts of time and history may be viewed as non-linear or concurrent, rather than linear. Myths and legends emphasize the unreliability of memory and time, echoing Tharizdun’s role in the true end of reality and the eternal struggle against the gods and the world.

  9. Taboo Knowledge: Forbidden knowledge and dark secrets are often sought after and revered. Scholars and seekers may explore ancient texts, forbidden artifacts, or hidden truths believed to hold the key to unlocking Tharizdun’s power or hastening the arrival of the Epoch of Ends.

  10. Violence, taboo and madness: Acts of violence and madness are sometimes seen as sacred expressions of Tharizdun’s will. Cults and sects may engage in acts of terrible violence against themselves or others, they often search and engage in taboo acts believing such actions bring them closer to the Chained Oblivion and hasten the end of reality.

Political Structures

Cults and sects devoted to Tharizdun often operate independently of established political structures, preferring to remain hidden and secretive. However, they may seek to infiltrate existing power structures or instigate chaos and unrest to further their goals. Some common political structures among Tharizdun’s followers include:

  1. Cults of Entropy: These are secretive organizations devoted to Tharizdun’s teachings and principles of chaos and destruction. Cult leaders wield considerable influence over their followers, guiding them in rituals that seek to hasten the arrival of the Madness god.

  2. Madness Cabals: These are groups of individuals who embrace the chaotic nature of Tharizdun’s influence, advocating for the breakdown of society and the elevation of madness as a path to enlightenment. They often operate in the shadows, undermining stability and order.

  3. Chtonic Sects: Followers of Tharizdun who revere the concept of emptiness and nothingness form void sects. These sects may engage in rituals to commune with the eldritch or seek to unravel the fabric of reality itself, believing in the ultimate liberation through dissolution.

  4. Hatred Cells: Small, decentralized groups known as Hatred cells exist within various societies, each dedicated to spreading disorder and hate, making life difficult, and delighting themselves with the suffering of others. They operate independently, often sparking unrest and instability through acts of violence and terror before mixing back into the populace. These cells also often select specific targets to make suffer, focusing all their efforts on making their lives a living hell.

  5. Chains of Command: Military organizations or paramilitary groups that revere Tharizdun as a god of war and destruction. They may seek to infiltrate existing power structures and institutions, using their influence to sow suffering and chaos in the name of the Chained Oblivion by engaging in sabotage, acts of terror and instilling paranoia in the populace or among their brothers in arms.

  6. Eldritch Councils: Rare gatherings of powerful spellcasters and scholars who study the mysteries of [[The Far Realm|the Far Realm]] and Tharizdun’s influence. They convene to exchange forbidden knowledge, conducting experiments and rituals that push the boundaries of sanity and morality. These councils may seek to unlock the secrets of the Chained Oblivion or harness its power for their own ends but ultimately fall into madness and despair using other people as pawns in their quest for power.

  7. Apocalyptic Cults: These organizations prophesy the coming of the mad god, believing that Tharizdun’s liberation will usher in a new era of chaos and destruction. They prepare for this eventuality by gathering resources, recruiting followers, and seeking artifacts of immense power.

  8. Nightmare Networks: Informal networks of individuals plagued by Tharizdun’s nightmares and visions. These networks may form unwittingly among those affected by the god’s psychic influence, fostering a shared sense of dread and paranoia.

Elemental Affinities

Elements
Water
Earth
Fire
Air
Metal
Acid
Poison
Necromancy
Transmutation
Corruption
Mind
Void
Darkness
Chaos
Time

Home Plane

As Tharizdun is divided in three parts (Mind, Body, and Divine power), it has three different planes of existence:

Infinite Layers of the Abyss > Krelshi-tranor is where Tharizdun’s divine power is sealed. Infinite Layers of the Abyss > Krelshi-tranor > Mind prision demiplane is where Tharizdun’s mind is sealed. Infinite Layers of the Abyss > Krelshi-tranor > Body prision demiplane is where Tharizdun’s body is sealed.

To reach these planes, one must follow different paths, as the planes are sealed by powerful magic:

To reach Krelshi-Tranor, one must find an artifact called that can open the gate to the layer of the Abyss where Tharizdun’s divine power is sealed. To reach the Mind prison, one must find The Cyst and its key to access the portal to the demiplane where Tharizdun’s mind is sealed. To reach the Body prison, one must find the gate to the Forbidden Lands of Yawnohim and successfully unlock the gate to the demiplane where Tharizdun’s body is sealed.

Champions

Holidays

Holidays

Blessings

A follower of Tharidun does not gain favor with their deity as the god is sealed and cannot grant blessings. However, the followers of Tharizdun can gain blessings by tainting themselves with the energies of the far realm, the void, and the madness that Tharizdun embodies.

Any spell-like abilities granted by these blessings use the character’s spellcasting ability, if the character does not have a spellcasting ability, they can use their highest ability score.

  1. Chtonic Gaze: The follower’s eyes can become windows to realms of madness and eldritch horror. Once per day, they can use an action to make a creature within 30 feet of them make a Wisdom saving throw or be frightened or suffer a random temporary madness effect for 1 minute. Alternatively, they can use this ability to make a creature within 30 feet of them make a Wisdom saving throw or be charmed for the duration of the eye contact (as blinking breaks the effect, refer to Rule - Unblinking Stare for more information), a creature charmed this way cannot move, attack or take any action until the effect is broken or one of the two creatures is attacked.

  2. Incomprehensible Mind: The follower gains the feat Telepathic, resistance to psychic damage and no creature can read their thoughts or communicate with them telepathically unless they allow it. Tharizdun’s chaotic thoughts shields their mind from external intrusion.

  3. Summon Eldritch Abomination: Once per long rest, the follower can cast Summon Aberration at 5th level without expending a spell slot, material components, or concentration. After the effect, roll a d20, on a roll of 1, the creature summoned turns against the follower’s party (except the follower) and attacks them for 1 minute before disappearing. If the follower has a spell slot of 6th level or higher, they can cast the spell at that level instead but for each level above 5th, the chance of the creature turning against the party increases by 1 (e.g., 6th level spell slot has a 2 in 20 chance, 7th level spell slot has a 3 in 20 chance, etc.).

  4. Sense of the Void: The follower gains the ability to sense any creature that is not a construct within 60 feet of them along with the direction those creatures are looking at, even if they are invisible or hidden. This sense goes through walls and other obstacles, but not through magical barriers or lead. For Aberrations, the range is increased to 120 feet.

  5. Uncanny body: The follower’s body changes in subtle ways creating new limbs, eyes, or other appendages. They can now carry on their hand an amount of items equal to their proficiency bonus, their amount of attacks per turn increases by 1 at 5th level, at 11th level, and at 17th level. For an amount of times equal to their proficiency bonus per long rest, they can gain advantage on an ability check (Except persuation or deception given the unsettling nature of their appearance) or saving throw, they can choose to spend two uses of this ability to be able to concentrate on two spells at the same time for 1 minute.

  6. Unspeakable Horror’s form: The body of the follower mimics the appearance of an eldritch abomination. Once per long rest, for 1 minute, the follower can gain an amount of temporary hit points equal to their amount of hit die, an amount of additional attacks equal to their proficiency bonus, and their movement speed is doubled. During the transformation the follower also gains one of the following attributes to their choice (It is possible to pick more than one but after the transformation ends, the follower takes 1d12 psychic damage for each attribute they chose during the transformation other than the first) and recieves one level of exhaustion. The damage caused cannot be reduced or avoided in any way as it damages the follower’s very being.

    • A type of damage resistance of their choice
    • A type of sense of their choice (e.g., blindsight, tremorsense, etc.)
    • A type of movement of their choice (e.g., flying, swimming, etc.)
    • A new attack option using a new limb or appendage that deals 1d10 damage of a type of their choice
    • A new attack option by launching a projectile that deals 1d10 damage of a type of their choice and has a range of 60 feet
    • Either: The skill to move through any opening at least 1 inch wide without squeezing or Any creature that touches the follower or hits it with a melee attack takes 1d10 acid damage
  7. Dimensional Warp: The follower chooses a point they can see, or is within 60 feet of them, and can teleport to that point as a bonus action. After using this ability, a small distortion in reality remains in the point they teleported from and the point they teleported to until the end of their next turn. Any creature can use this distortion to teleport to the other point as a bonus action, but any creature other than the follower that uses this distortion takes 1d4 psychic damage. The follower can use this ability a number of times equal to their proficiency bonus per long rest.

  8. Chains of the Mad God: The follower can cast either Hold Person, Hold Monster, Tasha’s Hideous Laughter, Crown of Madness, or Banishment without expending a spell slot or material components, once per long rest.

  • When Hold Person or Hold Monster is cast, chains bind the adversary, causing them to laugh, cry uncontrollably, or babble incoherently if they can speak.
  • Alternatively, the chains can wrap around the target’s head, invoking the effects of Tasha’s Hideous Laughter or Crown of Madness for the spell’s duration.
  • If the target’s origin plane differs from the current one, the chains can hook into the target’s body, causing the effect of the Banishment spell for the spell’s duration.

Curses

Through interaction with Tharizdun, and the forces of madness and chaos, the follower can invoke the wrath of the different aspects of the eldritch realm to bestow curses upon their enemies. These are some examples of the curses that the follower can invoke upon their enemies:

The follower must cast Bestow Curse to invoke their available curses:

  1. Curse of Chaotic Visions: The target is plagued by disturbing, chaotic visions that distract and confuse them. They have disadvantage on all attack rolls, ability checks, and saving throws while they are under this curse.

  2. Curse of Entropic Decay: The target’s body begins to decay and weaken. They suffer disadvantage on all Strength and Constitution checks and saving throws, and their maximum hit points are reduced by 1d10 each hour until the curse is lifted. If their maximum hit points reach 0, the target falls dead and their body becomes an distubing manifestation of Tharidun’s madnesss, e.g., a bunch of chain covered by skin, the body becomes a group of spiders that skitter away

  3. Curse of Maddening Whispers: The target hears incessant, maddening whispers that distract and disturb them. They must succeed on a Wisdom saving throw at the start of each of their turns or be unable to take actions or reactions until the start of their next turn.

  4. Curse of the Void: The target’s connection to the material world is weakened. They have disadvantage on all Dexterity, Strenght and Constituiton checks and saving throws, and any teleportation or dimensional travel they attempt causes them to roll a d4. On a 4 the target can travel normally, on a 3 they are transported to a random location, on a 2 they are not transported

  5. Curse of Unraveling: The target’s magical defenses are compromised. They have disadvantage on saving throws against any spells and magical effects, and they become incapable of concentrating on spells or maintaining concentration on spells they cast.

  6. Curse of Temporal Instability: The target’s perception of time becomes erratic. At the start of each of their turns, roll a d6. On a roll of 1-2, the target is affected by the Slow spell until the start of their next turn. On a roll of 3-4, the target’s limbs become stuck in time, causing them to be unable to move or take actions until the start of their next turn but also making them incapable of falling prone or being moved by any means. On a roll of 5-6, the target is paralyzed until the start of their next turn but also gains resistance to all damage until the start of their next turn and are incapable of being moved by any means.

  7. Curse of Insatiable Hunger: The target is overwhelmed by a gnawing, insatiable hunger. They have disadvantage on all attack rolls and ability checks unless they spend their action each turn to consume food or attempt to eat anything within reach.

  8. Curse of Shattered Reality: The target’s sense of reality begins to fracture. They must succeed on a Wisdom saving throw at the start of each of their turns or be affected by the Confusion spell until the start of their next turn.

Myths

Being Sealed by Over-Deities and True Gods

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Sealed within The Greater Limit

Erecting The Greater Limit

To shield their creation from the influence of the Far Realm, Aena and Kryela erected The Greater Limit at the core of the The Eternal Workshop, a protective barrier that sealed the center of the The Eternal Workshop and the prisons of Tharizdun from the madness of the The Far Realm, but also confined the Cosmic Dreamers to indirect influence. The sheer magnitude of their cosmic power was such that direct involvement could risk shattering the delicate balance of The Greater Limit itself. In an intricate dance between creation and restraint, the cosmic architects chose to work through subtle channels, guiding the shaping of reality without jeopardizing the very barrier meant to protect it. This delicate equilibrium ensured the preservation of their wondrous creation while maintaining the integrity of The Greater Limit against the overwhelming forces at play. However, their work was not without flaw, some aberrations were able to enter their creation before the Greater limit was created, sealing them inside.

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Refined prisons

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Power prison: Krelshi-Tranor

Krelshi-Tranor: The Seed of Evil

Beyond the infinite layers, in a paradoxical state, lies the final layer, the source of all others: Krelshi-Tranor. This primeval layer, created by the true gods, came into existence when they hurled the crystallized divine power of Tharizdun into the astral plane. Corrupted by the influence of the Far Realms, Tharizdun’s power began to create the Abyss as it sank into the astral plane. The infinite layers of the Abyss emerged from the madness and chaos that had infiltrated Tharizdun’s essence.

Krelshi-Tranor is a realm of grotesque, contorted meat, twisted in horrifying ways. Eyes, hands, wings, mouths and tentacles sprout from the flesh, writhing and screaming in agony before spitting out profanity and blasphemy as they are absorbed back into the mass. Rivers of blood, pus, and ichor course through the layer, beneath a dark ochre sky with yellow and green clouds that baptizes the ground below with acidic rain. Scattered across the sky are numerous floating one-way portals to the deepest layers of the Abyss.

The horrid flesh of Krelshi-Tranor is in constant motion, screaming and shifting to form new shapes and abominations. Occasionally, pieces of this flesh break off, becoming demons and other monstrosities. Every two hours, massive earthquakes shake the layer, causing the meat to contort and shift, redirecting rivers of blood and pus. Giant tentacles rise from the ground, and gaping maws open into vast cave systems. When the tremors cease, a new layer of the Abyss is born, rendering Krelshi-Tranor unrecognizable from its previous state.

Legends tell of immense dark creatures dwelling within the flesh, surviving as parasites in the maddening chaos of Krelshi-Tranor. These beings, among the most powerful in the Abyss, carve tunnels and lairs through the meat and blood, held together by their creator’s sheer hatred and power.

In the deepest reaches of Krelshi-Tranor, beyond thousands of kilometers of flesh and blood, lies a giant, multicolored crystal. This crystal, sharing the name of the layer, continually generates new flesh in chaotic patterns, ensuring the perpetual growth and transformation of the realm. Only gods have reached this crystal, but myths speak of powerful artifacts created from its fragments, said to possess immense and catastrophic power. Such artifacts are believed to be capable of creating portals to the Krelishi-Tranor, allowing mortals to traverse the Abyss and reach the crystal.

Orbiting this layer there are two demiplanes, the plane where the body of Tharizdun was sealed and the plane where its mind was imprisoned. These demiplanes are inaccesible to anyone but the gods, the only way to reach them is by finding the only two portals that connect to them, one in the body’s prison and one in the mind’s prison. The portal to the body’s prison is hidden within The Forbidden Lands of Yawnohim, being only accessible after multiple trials and tribulations, specially to find the gate to Yawnohim which is hidden in the deepest part of the astral plane and the earth plane while being protected by extremely powerful creatures. The portal to the mind’s prison is hidden surrounded by an ellipsoidal shell made of porous black stone known as The Cyst, this shell is changes location constantly. The only way to find the portal is by using a special key that is hidden in a lost location in the multiverse, it is said that the key is a specific grain of sand in a desert.

The body’s prison is a empty expanse, with a dark floor made of an unknown material and a void sky, with dangling chains and hooks. At the center of the plane there is the body of a humanoid, covered in metal and chains, secured in place by hooks that seal the body in place. From the body, a red energy flows upwards and pulsates, this energy causes madness to anyone within the plane.

The mind’s prison is an enormous temple, with a dark floor of stone and pillars made of red stone that reach for the infinity above, adorned with a dark sky and a red sun always stuck in an eclipse. Walls made of stone bricks limit the horizon, having no floor past them, only an endless void. Across the walls, many frescoes depict horrors and madness, with humanoids without faces in various states of agony and despair. The temple is filled with the whispers of the chained god and at the center there are three enormous wooden statues, one of Aena in the left, one of Kryela in the right, and one of Tharizdun in the center. In front of these statues there is a bag made of skin, tied above the ground by chains that extend to endless sky above and to the walls of the temple. The bag emits a heartbeat and whispers the secrets of the god of madness, it has a lattice of magical energy that prevents Tharizdun from escaping or focusing in any way.

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Mind Prison’s gate: The Cyst

Description

The Cyst is a massive, egg-shaped shell made of a thick black and porous stone-like material. The material behaves similar to dead stone, it resists all attempts to damage, transmute, or otherwise affect it using magic or physical force. Any spells cast at the shell are absorbed and redirected back at the caster.

If not embedded in walls, rocks, or other solid surfaces, the Cyst will float in the air, hovering two feet above the ground. When inspected closely, the shell contains multiple runes and sigils that seem to shift and change when observed.

The shell is warm to the touch, and a faint hum can be heard when one touches their ear to the surface.

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Accessing the Portal

To access the portal, one must touch the shell with their bare hand while holding the key to the prison of Tharizdun’s mind. The key is a small, black, and perfectly smooth grain of sand. When the Cyst activates, the shell will open, revealing a swirling vortex of black and purple energy. This portal leads to the prison of Tharizdun’s mind, transporting only the person who activated the portal and anything or anyone they are touching. Once used, the portal will close, the shell will return to its dormant state and a random grain of sand across the multiverse will turn into the key to the portal. When leaving the prison, the portal will return the person to the exact location they left from, regardless of the time spent in theprison.

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History

The Cyst was created by the True Gods to contain Tharizdun’s mind during the Creation Era. To ensure that the prison would not be accessed by anyone, the True Gods created the portal to require a key that would be impossible to find. The key was then scattered across the multiverse, ensuring that no one would ever find it.

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Body Prison Gate: Forbidden Lands of Yawnohim

Origin and Purpose

The Forbidden Lands of Yawnohim are a hidden plane created by ancient gods to safeguard the demiplane containing Tharizdun’s body. Its origin stems from a time when the gods feared the release of the Chained Oblivion, sealing it away in this inaccessible realm. The purpose of Yawnohim is to act as a fortress, protecting the portal to Tharizdun’s prison through a series of deadly layers and powerful constructs.

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Battle against Ioun

Transclude of The-Great-War-(GW)#tharizdun-god-of-entropy-and-madness---the-chained-oblivion-ce-tharizdun-fights-ioun-goddess-of-knowledge---the-enlightened-n-ioun-and-melora-goddess-of-the-wild-and-sea---the-wildmother-n-melora

Tharizdun’s Nightmares and Sehanine’s Dreams

The Myth:

The Creation of Dreams and Nightmares

In the time before dreams, mortals rested in a void of emptiness, their minds untouched by visions or illusions. Sehanine, the Moonweaver, gazed upon this emptiness with sorrow, for she cherished the beauty of wonder and the power of hope. Moved by compassion, she visited each mortal in their slumber, weaving dreams of enchantment, illusion and mystery. The mortals awoke, mesmerized by these new experiences, and they praised Sehanine for her gift of dreams.

However, in the depths of its eternal prison, Tharizdun, the Chained Oblivion, brooded in madness. Locked away by the other gods, Tharizdun begin imagining the world beyong its confinement, the god’s chaotic thoughts began to seep into the mortal dreams, twisting them into nightmarish visions of terror and despair. The mortals, once filled with wonder, now found themselves tormented by these dark manifestations.

Distraught by the suffering of mortals, Sehanine sought to protect them from Tharizdun’s nightmares. She waged an eternal war against the Chained Oblivion within the realm of dreams, striving to shield mortals from the horrors that plagued their sleep. Thus, every night became a battleground where Sehanine and Tharizdun clashed, their creations—dreams and nightmares—shaping the fates of mortals.

Some nights, Sehanine triumphed, and mortals reveled in dreams of beauty and inspiration. Other nights, Tharizdun prevailed, casting mortals into the depths of fear and darkness. And there were nights when neither could claim victory, leaving mortals to wake without memory of their dreams, caught in a fragile balance.

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To this day, mortals carry on the legacy of this divine conflict. It is said that after one awakes, the illusions of Sehanine and the terrors of Tharizdun retreat to the pillow, hiding in opposite sides. So it is believed that the side of the pillow upon which one rests influences which creation gains advantage in the eternal struggle. When plagued by nightmares, mortals flip their pillows, hoping to tilt the balance towards Sehanine’s gentle dreams.

Thus, the realm of dreams remains a realm of unpredictable fascination, shaped by the ongoing war between Sehanine, the Moonweaver, and Tharizdun, the Chained Oblivion.

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Footnotes

  1. Critical Role Wiki 2

  2. Dark Sun Wiki