TEXT: 
  
  Allen Taliesin
  Editor: Paris Crenshaw
  Cover Art: Andrew Weibel
  Interior Artists: Dave Allsop, William McAusland, 
  Allen Taliesin, Andrew Weibel, and Maciej Zagorski (The 
  Forge Studios)
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  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth
  LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM
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  1
  Chapter One
  Rise of the Maggot God
  The Lord of Unceasing Hunger has been around a long time, 
  both in the assumed game world of Clockwork Gnome Pub-
  lishing and in my imagination.  He first appeared as the pri-
  mary antagonist in a campaign that pitted two different adven-
  turing groups against his forces from the Realms Below. n those 
  days he was known only as the Worm That Gnaws and his 
  goals were pretty straightforward: extinguish the sun and con-
  sume the gods who opposed him.  While the heroes from that 
  campaign made sure his plans came to naught, it was only a 
  minor setback in a much larger scheme of total dominance.
   
  Not much has changed since then.  The Worm That Gnaws 
  has gained the name Morithal. His past is more clearly de-
  fined, and his influence, expanded to include multiple worlds 
  of the Material Plane. But his ultimate goals remain much the 
  same, and his manifestation as the Maggot God is something 
  that existed from the very beginning.
   
  Morithal’s existence owes a huge debt to mythology, the 
  works of Lovecraft, Clark Ashton Smith, and the rich material 
  produced by so many authors, film makers, artists, and other 
  creative people.  The inspirations are many and derive from 
  more sources than can be reasonably enumerated.  The Lord 
  of Unceasing Hunger would never have emerged if not for 
  those geniuses and dreamers, world builders and lore weavers 
  who inspired his creation.
  PROTOGENO
  Morithal is one of the oldest individuals in the multiverse. He 
  belongs to a very special class of entities known as the Pro-
  togenoi.  n one form or another, the Protogenoi survived the 
  destruction of the previous multiverse and have continuously in-
  fluenced the current one.  Each of these beings is unique. Their 
  stories form a body of lore that provides a dim recollection of 
  a previous existence.  n most cases, Protogenoi are unrelated 
  to each other, sharing only a single trait best described as a 
  remarkable ability to endure.  But, collectively, the Protogenoi 
  represent a span of time that defies definition.  Calling them 
  ancient is inadequate.  Many creatures are immortal, but the 
  Protogenoi are eternal.
   
  Protogenoi are entities that view the multiverse in a way 
  that far exceeds the perceptions of nearly every other creature 
  in existence. While some Protogenoi seem familiar, others are 
  alien, either by virtue of their nature or, as in Morithal’s case, 
  because of events that warped their essence.  While they vary 
  greatly in potency, all of them are worthy of respect and, as a 
  rule, are part of lore that does not originate in this reality. Their 
  unpredictable, almost unknowable natures inspire fear in even 
  the most powerful beings in the multiverse. Few would 
  willingly stand against their might.
  THE UNDERWORLD
  Throughout this book, references are made to the Underworld 
  and its inhabitants.  This term refers to the subterranean realm 
  that exists beneath many fantasy worlds and which operates 
  under some common assumptions. 
  • The Underworld is immense.  t stretches beneath whole con-
  tinents and delves deep into the world.  There are subterranean 
  seas that rival those found on the surface and caverns so mas-
  sive whole cities can easily fit inside. 
  • Life in the Underworld is surprisingly abundant and it is 
  home to a wide variety of races and creatures.  While many 
  were formed in the dark and haunted depths, some of these 
  are former surface dwellers who have adapted to the harsh 
  conditions. 
  • Some of the mightiest civilizations ever conceived are hidden 
  in the Underworld.  Dark elves and duergar are well-known for 
  their great cities and imperial ambitions, but many other cul-
  tures claim territory in the twisting tunnels of the Underworld.  
  • The realms below are filled with alien splendor, but the envi-
  ronment is hostile to outsiders. Physical dangers are a serious 
  concern, but few stop to think how the dark and silent reaches 
  of the Underworld can impact the mental health of those ac-
  customed to the surface world.
  This book adds the following details.
  • The Underworld is much larger than any single world.  Many 
  planets on the Material Plane are connected to each other via 
  the Underworld. These portals are not easy to detect and trave-
  lers can pass from planet to planet without realizing it. How 
  much the various Underworld races know about these portals 
  has been left vague, though worshipers of Morithal do seek 
  them out. 
  • According to the followers of Morithal, the Underworld owes 
  its existence to the Lord of Unceasing Hunger.  While the verac-
  ity of this myth is up for debate, Morithal is likely responsible for 
  some of the tunnels and caverns found in the Underworld.  
  • The diversity of the Underworld is made possible through the 
  power of morthacite.  This crystal grows from a particular form 
  of rock thought to be the fossilized remains of Morithal’s bodily 
  waste. Morthacite can be found throughout the Underworld 
  and is prized by its residents for its life sustaining radiation.
  “When you speak of hunger, you speak of me.  When famine strikes, I am there.  I am the patron of gluttons and 
  the starving alike.  I am the Lord of Unceasing Hunger, The Maggot God, He Who Gnaws, The Feasting Worm, 
  and The Ravenous One.  I have always been here.  And soon, it will be my time to rise.”
   
  -Declaration of the Eternal Hunger, Oaths to the Starving Coterie
  
  2
  Chapter Two
  Secrets of the Ravenous One
  “I am the maker of the Underworld, the salvation against the gods of tyranny, and the keeper of promises.  I 
  will be with you always, beneath your feet, crawling in the dark.  When the earth rumbles, that is a sign of 
  my love for you.  As the caves of the world spiral far below, so does my devotion run deep.  So long as you call 
  me Master the hunger you feel will be a gift, not a curse. Those who serve shall know no limit to the power I 
  can provide. And when the time comes, your devotion will be rewarded tenfold. You shall see the utter de-
  struction of those who spurn you and of their bright gods who scorch my flesh.  Aid me and you shall be made 
  kings under my great rule!”  
   
  -The Initial Promise, Oaths to the Starving Coterie
  Morithal
  God of the Underworld, Darkness, Hunger, Maggots, 
  and Famine
  Titles: Lord of Unceasing Hunger, The Maggot God, He Who 
  Gnaws, The Feasting Worm, The Ravenous One
  Alignment: Chaotic (evil)
  ORGNS
  Records from the earliest days of civilization 
  speak of Morithal as an ancient god.  Cave 
  paintings depict him as an immense mag-
  got that feeds on the flesh of world. He 
  has been the patron of many dark 
  and ancient empires, now ground 
  into dust by the press of centuries. 
  By all accounts Morithal has al-
  ways existed, plaguing mortals 
  with his insatiable hunger since 
  the beginning of the multiverse. 
  There can be no question that 
  the Lord of Unceasing Hunger is 
  one of the oldest deities in exist-
  ence.  n comparison to the Mag-
  got God, the anthropomorphic 
  gods of the mortal races are mere 
  children. 
   
  Morithal’s story stretches back 
  much further than many imagine, to a 
  time well before the creation of this reality. 
  t was in the last days of the previous multiverse 
  that the Lord of Unceasing Hunger began his journey 
  to infamy.  Morithal was once a god of abundance, worshi-
  ped by farmers and druids on a world whose name is long 
  forgotten.  When that multiverse began to buckle and come to 
  an end, as all things do, Morithal hid himself within a crack in 
  the fabric of space and time.  There he waited until the cata-
  clysm came to an end.  Cut off from his faithful, who no longer 
  existed, the god grew hungry for the power of worship.  As 
  millions of years passed and the essence of creation began to 
  reform into something that could develop into a new multiverse, 
  the hunger only increased until it consumed Morithal’s essence 
  and transformed it.  When the current reality rose out of the 
  chaos, Morithal slithered from his hole and into legend.
  MyTHS
  There are many myths surrounding Morithal, far more than any 
  one volume can detail.  While scholars debate whether these 
  stories carry a hint of truth or exist only as a pack of falsehoods, 
  the followers of the Lord of Unceasing Hunger take them very 
  seriously.  These are but a few of the legends that they hold in 
  the highest regard.  
  Creation of the Underworld
  When Morithal left his hiding place he im-
  mediately came upon the initial act of 
  creation, a single planet and star, 
  newly formed in the young Mate-
  rial Plane.  His hunger was all 
  consuming and his only thought 
  was to feast upon the flesh of 
  this planet.  The Maggot God 
  devoured with impunity and 
  in his wake he left endless tun-
  nels and immense caverns. 
  He feasted for centuries and 
  honeycombed the world with 
  a subterranean complex of in-
  calculable size. 
   
  Sensing that new worlds 
  had come into being on the Ma-
  terial Plane and unable to satisfy 
  his ravenous desires with this place, 
  Morithal folded the essence of space 
  and arrived upon a new planet.  Again he 
  gorged himself upon the soil and rock for centu-
  ries, hollowing out a labyrinth of passages and caverns. 
  Yet, his hunger still raged like an unquenchable fire.  As before, 
  Morithal moved on to a new world in the hope his desires 
  might finally be sated.  So has the Lord of Unceasing Hun-
  ger done since the beginning of the multiverse, seeking new 
  worlds and hollowing them out as a worm ravages an apple.  
   
  t is said the tunnels beneath the surface of these worlds 
  are connected by the magic Morithal used to pass between 
  them.  Travelers might pass from planet to planet, never aware 
  that they are jumping across the Material Plane through the 
  folds of space.  Some creatures use these invisible portals to 
  travel to and from various worlds, forming trade networks and 
  establishing outposts on a hundred worlds.  Many of his fol-
  
  
  lowers build massive temples at these locations, hoping that 
  someday the Maggot God will return.
  Morthacite and the Birth of the Duergar
  Like any creature, Morithal expels waste from his body.  n the 
  Maggot God’s case, these deposits form clumps of crystal that 
  glow with a soft, green light.  n the oldest languages these 
  crystals are called the vilkta’tagorn, or lifeblood of the timeless 
  worm.  To the worshipers of He Who Gnaws it is known as 
  morthacite.   Found in varying sizes, morthacite deposits retain 
  some of the god’s ancient power of abundance, emanating a 
  unique energy that encourages the development of life.  When 
  explorers find caverns or chambers full of subterranean wildlife 
  and productive communities, they can be certain that some-
  where nearby lies a cluster of these unusual crystals.  f intro-
  duced to otherwise barren caverns, the crystals will encourage 
  the spontaneous creation of life, usually in the form of oozes, 
  slimes, molds, fungi, and worms of all varieties.  
   
  Very rarely, chosen of the Maggot God uncover deeper 
  powers within morthacite. One case in particular, recorded by 
  the ancient scholar reni the Greater, precipitated the physical 
  and mental corruption of the duergar. 
   
  n those days the gray dwarves had yet to fall from grace 
  and remained in close contact with their kin who dwelt closer to 
  the sunlit lands above.  Gorvis Wyrdmantle, a wizard of some 
  reputation, learned to manipulate the energies of morthacite to 
  bestow amazing powers on those who were otherwise unre-
  markable.  His first experiments were a success, granting the 
  subjects the ability to turn invisible or grow in size.  Embold-
  ened by his initial achievements, Gorvis offered his discoveries 
  to the wider populace, arming nearly all of his people with 
  these new abilities.   
   
  As might be expected, the gift of the crystals was not what 
  it seemed.  By manipulating the energy of the stones Gorvis 
  had inadvertently altered how it reacted to dwarven physiol-
  ogy.  n time those who had become infused with the power 
  began to physically change, their skin turned ashen gray and 
  the hair on their heads began falling out.  Some of the other 
  transformations seemed beneficial at first. The duergar gained 
  the ability to see farther in the dark than their dwarven kin and 
  they gained unique immunities.  It seemed as though the race 
  was entering a new, glorified stage of their evolution.  Unfor-
  tunately, what the altered crystals did to their minds was much 
  more subtle and hideous.
   
  Over time the gray dwarves grew spiteful and greedy. 
  A sense of paranoia took hold of their minds. They came to 
  believe none of their former allies could be trusted, and they 
  closed off relations with those who once valued their friend-
  ship. Meanwhile, the thoughts of the duergar turned more and 
  more towards the worship of Morithal.  n time, the duergar 
  fully became the thralls of the Lord of Unceasing Hunger and 
  sought only to pursue his will.  
  Devouring of the Suns and the Coming of Eternal 
  Darkness
  After many centuries spent plumbing the depths, Morithal bur-
  rowed towards the surface to learn of what had transpired in 
  the world above.  When he broke through he was greeted 
  by the sun, blazing hot and relentless upon the land.  Having 
  spent so long beneath the ground, Morithal had grown accus-
  tomed to the darkness of the Underworld.  The sun scorched his 
  flesh and blinded his senses.  As he thrashed around in agony, 
  Morithal grew to hate the sun and its life-giving rays.  Morithal 
  had become the power that consumes all, and the represented 
  everything he stood against. He could find no longer find suc-
  cor beneath its harsh gaze.  
   
  Slithering back into the gloom, the Maggot God waited 
  for night so that he might yet explore the lands above. When 
  the sun fell and the tapestry of night unfolded, Morithal moved 
  out once more.  The god was surprised to once again feel the 
  touch of pain across his body, this time from the thousands of 
  stars that twinkled above. Each one was like a lance of suffer-
  ing that burrowed into his pallid flesh.  Morithal had become 
  a creature of total darkness and could not even stand the light 
  of those distant suns.  So he returned to his tunnels and contin-
  ued his sojourn, swearing an oath of vengeance upon those 
  brilliant orbs.
   
  t is written in the holy book, Oaths to the Starving Coterie, 
  that when the conditions are right and the Maggot God has 
  devoured enough sacrificed souls, Morithal’s power will reach 
  its peak.  The stars will no longer burn him, and he will no 
  longer be consigned to eternal night. With his new found glory 
  Morithal will bring about the Final Consumption, an apocalyp-
  tic swallowing of the stars that will ultimately sate the Maggot 
  God’s torturous hunger.  This does not mean he will cease eat-
  ing in this new Age of Eternal Darkness. nstead, the gods of 
  the surface folk will become his prey of choice as he begins the 
  Feast of Divinity. Meanwhile, the Oaths to the Starving Coterie 
  claim, his faithful will be free to visit their own depredations 
  upon the mortals of the surface world.
  WORSHPERS
  The majority of Morithal’s worshipers come from the subter-
  ranean reaches. Most notably, dark elves, duergar, and some 
  derro hold him in high regard.  Various tribes of orcs, hobgob-
  lins, trolls, and ogres have been known to worship the Maggot 
  God, though his cult often competes with other evil faiths to 
  win the devotion of these groups.  Morithal also has a strong 
  following among ghouls, vampires, wights, and other undead 
  cursed with unending hunger for the flesh or souls of the liv-
  ing. ndeed, there is a legend that a powerful city of ghouls 
  devoted to the Lord of Unceasing Hunger can be found in the 
  Underworld.  This unholy capital, named Voraxia, is ruled by 
  a caste of ghoul priests so bloated from feasting that they are 
  incapable of moving about on their own.  
   
  solated cults of Morithal do exist within human society, 
  though his religion is nearly nonexistent among elves, gnomes, 
  and halflings.  Dwarves in particular hate the followers of He 
  Who Gnaws and will go out of their way to destroy his tem-
  ples.  Surface dwellers who call Morithal their patron consider 
  themselves chosen servants.  Most think of themselves as bless-
  ed spies, passing on details in prayer that Morithal is incapa-
  ble of collecting himself.   n return for this devotion, surface 
  dwellers believe they will be spared during the Final Consump-
  tion. 
   
  Behind nearly every surface cult lurks a leader from the 
  subterranean realms.  Most often these individuals are the 
  founders of the cult or otherwise assigned leadership by the 
  original founder.  How these priests choose to guide the group 
  can differ.  Some may enjoy direct control while others feel a 
  
  
  more subtle approach best protects the members. However the 
  hierarchy is arranged, nearly every agent from the Underworld 
  is careful to remain hidden from the authorities and the zeal-
  ous followers of other gods.  While Morithal’s faith revels in 
  violence and bloodshed, his most devoted priests understand 
  that when a temple is destroyed by enemies, the ultimate goal 
  of Final Consumption becomes more difficult to obtain.  
  APPEARANCE
  Morithal’s most common form is that of a massive maggot with 
  multiple green eyes, a dripping maw and pallid flesh.  This 
  form is by far the most common and recognizable.  Those who 
  focus upon his role as a god of darkness depict Morithal as a 
  black void in a roughly humanoid shape.  When invoking his 
  power over famine, the Lord of Unceasing Hunger is seen as 
  a gaunt, starved man of any race.  Occasionally this form is 
  depicted with empty eye sockets swarming with maggots. 
   
  SyMBOLS AND ASSOCATONS
  The most common symbol used by worshipers of Morithal is 
  known as the Gaping Maw.  Generally crafted in lead, silver, 
  or stone, the Gaping Maw depicts a number of jagged fangs 
  arranged in the form of a stylized mouth.  Occasionally follow-
  ers will streak blood across the teeth, an act that symbolizes 
  the Feast of Divinity that will occur after the Final Consumption 
  renders the Material Plane cold and dark.
   
  Because it is believed that Morithal created the Under-
  world, an extensive subterranean world and home to the dark 
  elves, duergar, and foul creatures that defy explanation, any 
  cave, cave mouth, or cavern system is considered sacred.  n 
  areas where cult members risk discovery, they often utilize a 
  simple cave opening as their symbol.  As many other deities 
  also use some variation of this symbol, it may be difficult to 
  prove that such a symbol is associated with the Maggot God.  
   
  Worms of all kinds are treasured creatures, though mag-
  gots receive the highest honors. These voracious worms are 
  often magically altered to prevent their natural transformation 
  into flies, allowing them to grow to unsettling sizes.  From time 
  to time, powerful cults have been known to capture and tame 
  purple worms.  t is believed that these creatures are the direct 
  descendants of Morithal, tasked with continuing his excava-
  tions beneath the surface long after the Lord of Unceasing Hun-
  ger has moved on.  
   
  Other burrowing creatures are likewise associated with 
  Morithal, though natural animals are generally disregarded. 
  Bulettes, earth elementals, xorns, and ankhegs are the most 
  highly prized for their power.  Any of these creatures might be 
  found in a temple devoted to the Feasting Worm, though xorns 
  tend to ally themselves with the priesthood only if a substantial 
  and constant quantity of gems and precious metals are pro-
  vided as payment.  
   
  Oozes and slimes are sometimes regarded as sacred 
  creatures as well.  As most of these simple organisms only live 
  to feed, the connection to the Lord of Unceasing Hunger is 
  natural.  Since morthacite can spontaneously create oozes and 
  slimes, there are those who believe the Maggot God is respon-
  sible for their creation.  While the demon lord Jubilex holds 
  a tighter control over oozes and is generally considered their 
  master, a powerful, gargantuan ooze does serve as one of 
  Morithal’s most favored servants.
  HOLy WRTNGS
  Across the many worlds of the Material Plane there is but one 
  book that followers of Morithal look to for inspiration: Oaths to 
  the Starving Coterie.  Nearly every copy of this text contains a 
  core treatise that details specific promises the Lord of Unceas-
  ing Hunger has made to his priesthood and the rites they must 
  perform to make way for his rise to power.  This main section is 
  short, roughly ten to twelve pages long, and is most often writ-
  ten in the languages of the Underworld or Common. While mi-
  nor details might differ between copies, the heart of the Oaths 
  to the Starving Coterie is fairly consistent.  
   
  Some copies include a variety of additions, though what 
  exactly is included depends on the whim of the worshiper who 
  crafted it. It is not uncommon to find a chapter devoted to the 
  various myths of Morithal, including rare tales known only to a 
  specific cult or group of cults. Copies held by dark elves often 
  contain a section of illuminated plates crafted with an array of 
  phosphorescent pigments made from fungus, crystals, and rare 
  minerals.  These images depict the life of Morithal, with special 
  focus on his ultimate rise to power.  Other augmentations in-
  clude rituals developed for use at a particular temple, common 
  prayers known to most followers, and even complex calendars 
  designed to predict the time of Final Consumption.
  MESSENGERS AND SERVANTS
  Morithal is served by a number of unique servants both divine 
  and fiendish.
  Hollow Longing
  Hollow Longing is an ideal, a spirit that embodies the devas-
  tating effects of hunger and famine. Where it came from or 
  how it was born is unknown, though some legends directly 
  connect its rise to Morithal’s emergence. Not even the oldest 
  gods claim to know the origins of this primeval being or even 
  understand its purpose in the multiverse.   Whatever the case, 
  Hollow Longing’s fate has been intertwined with the Maggot 
  God for as long as anyone can remember.  
   
  n its natural form, Hollow Longing is a mass of vapors 
  from which emanates an unending wail of misery.  When nec-
  essary, Hollow Longing may take the form of a ravenous ghoul 
  of any race and gender.  n this body it appears as a bloated 
  abomination with waxy, milk-colored skin.  ts eyes burn like 
  embers and its yellowed teeth appear too large for its mouth. 
  When mortals gaze upon Hollow Longing in ghoul form they 
  can always sense that something is not quite right, that the crea-
  ture before them is not a normal ghoul or even a ghoul from the 
  putrid nobility that rule the race.
   
  No matter what form it takes, logic and reason mean noth-
  ing to Hollow Longing.  t has no pity for those it harms and 
  no empathy towards other creatures. It exhibits an unflagging 
  loyalty to Morithal alone. While intelligent and capable of criti-
  cal thought, Hollow Longing is often overcome by its need to 
  devour.  This makes it a poor choice for diplomatic or tacti-
  cal missions, but perfect when the Lord of Unceasing Hunger 
  wishes to sow discord amongst his enemies.
  
  
  Gothgor the Putrid
  For those who believe that purple worms are the direct de-
  scendants of Morithal, the presence of Gothgor is the surest 
  evidence.  A massive purple worm, Gothgor nearly rivals his 
  father in size.  Said to be the first of his kind to bud from the 
  side of the Maggot God, The Putrid One is also blessed with 
  impressive intelligence, self-awareness, and demigod status. 
  As the primary cleric and herald of Morithal, Gothgor is per-
  ceived by followers on many worlds as the ultimate authority 
  when it comes to matters of their faith.  He is the Lord of Un-
  ceasing Hunger’s greatest servant and his actions are always 
  in support of his father’s cult.  
   
  Gothgor the Putrid looks like a purple worm of great size, 
  though his chitin is pale and mottled with different shades of 
  purple.  Nodes of green crystal grow from his body, erupting 
  from his carapace.  Where these clumps emerge the flesh is 
  maggot ridden and covered in fungus of all kinds.  His teeth 
  are jagged and usually dripping a vile, green phlegm that 
  dissolves both flesh and inanimate material with equal aban-
  don.  The Putrid One reeks of rot. It is said this odor floods an 
  intended destination roughly one hour before Gothgor arrives, 
  no matter how far away he is or what plane he is on.   
  Paranvoi the All-Consuming
  Born from a cataclysm enacted by worshipers of Morithal on 
  the world of Malheur, Paranvoi is a black pudding of epic pro-
  portions.  t began life like one of many such oozes found in the 
  temples of Morithal, created spontaneously in the presence of 
  morthacite.  However, Paranvoi was inadvertently empowered 
  by an ancient and forbidden rite designed to shift the planet 
  closer to the Demiplane of Shadow and shroud it in a black 
  cloud known as the Ebon Caul.
   
  While it is unclear what exactly went wrong, Paranvoi be-
  came stronger and more intelligent.  It quickly consumed the 
  priests who performed the ceremony, integrating their thoughts, 
  emotions, and personalities into its own burgeoning identity. 
  Understanding what had just happened and feeling an un-
  deniable calling to the service of Morithal, Paranvoi began to 
  devour.
   
  n two years, it had wiped out nearly all life beneath the 
  surface of Malheur.  ts body swelled beyond normal propor-
  tions so that by the time it burst into the surface world, Paranvoi 
  was the size of a small nation.  What it found when it emerged 
  was a world on the verge of collapse. For two years the na-
  tions on the surface had been without sunlight.  Famine was 
  rampant, war was everywhere, and extreme methods of sur-
  vival had become a normal way of life.  Paranvoi saw this as 
  the perfect expression of Morithal’s power, a precursor to the 
  delicious horror that was to come when Final Consumption be-
  came a reality.  Filled with religious fervor, it moved across the 
  land, devouring all it could while singing unholy praises to the 
  Maggot God.
   
  Morithal took notice of this slaughter and turned his atten-
  tions to Paranvoi.  What he saw pleased him.  Paranvoi had 
  grown to encompass the entirety of Malheur.  The surface was 
  completely covered by its undulating body. Paranvoi stretched 
  into the tunnels of the Underworld, filling the dark places of the 
  world with its massive bulk.  Malheur became a dead world, 
  nothing more than a lair for a devoted and powerful servant of 
  Morithal.
   
  The Feasting Worm visited Paranvoi in dreams and visions. 
  Paranvoi was granted a place as one of Morithal’s divine serv-
  ants, second only in greatness to Gothgor the Putrid.  Upon the 
  ooze Morithal bestowed the gift of foresight, which blended 
  with Paranvoi’s composite mind to endow it with a perception 
  of time not even the Lord of Unceasing Hunger can completely 
  understand.  With the ability to simultaneously view every pos-
  sible future, the All-Consuming became an oracle of devastat-
  ing accuracy. 
   
  Paranvoi continues to dwell on Malheur, which still lies in 
  conjunction with the Plane of Shadow.  t can split portions from 
  its body and embed part of its mind into the newly formed 
  vessels.  Due to its conglomerate psyche, Paranvoi’s mind can 
  easily exist in multiple locations at once without any serious det-
  riment.   As a result, powerful temples maintain oracle cham-
  bers to house a portion of Paranvoi within specially prepared 
  pools.  The oozes in these pools hold a portion of the High 
  Oracle’s mind, allowing priests to access the impressive fore-
  sight of Paranvoi whenever the need arises. 
   
  However, temples of Morithal have continued to see some 
  of their plans fail since gaining this advantage, which has led 
  some to believe the insight of Paranvoi is not as potent as many 
  allege. Some of Morithal’s faithful have come to the conclusion 
  
  
  Paranvoi has its own goals and is only using the temples as a 
  tool to usurp the Maggot God’s position. Others have suggest-
  ed the All-Consuming has foreseen that the Final Consumption 
  will never come to pass and this has shaken its faith in the Lord 
  of Unceasing Hunger.  Whatever the case, while Paranvoi’s 
  amazing talent has not made the Cult of Morithal invincible, it 
  has provided those who work the will of the Feasting Worm a 
  powerful tool to aid them in many of their schemes.
  THE CULT OF MORTHAL
  Collectively known as the Starving Coterie, Morithal’s cult is 
  not a unified force. However, most cells tend to follow similar 
  principles and observe many of the same rites.
  Temple Appearance
  The Starving Coterie prefers to build temples to the Lord of 
  Unceasing Hunger in cave complexes, especially those that 
  provide a source of morthacite.  Such chambers and passage-
  ways are usually expanded to better accommodate religious 
  activities, but the natural features are highly prized and pre-
  served as much as possible.  f suitable caverns do not exist, 
  such as in a surface area, artificial sanctuaries are constructed 
  and designed to appear as close to natural as possible.
   
  All temples have two access points. Other natural entranc-
  es to the complex are sealed.  The main entrance can be either 
  obvious or hidden depending on the needs of the cult. When 
  possible, this entry is monumental in size, constructed of iron, 
  and covered in relief sculptures.  The second entry, known as 
  the Maw, is always hidden through magical means and only 
  accessible to the leaders of the cult.
   
  The Maw is most often located in the main sanctuary. t 
  provides an emergency escape route, but also allows priests 
  to embark on missions that require some level of discretion. 
  Whether the temple is subterranean or on the surface, the 
  Maw always leads downward before joining up with a web 
  of hewn passages connecting to an even greater number of 
  underground paths.
   
  Although the halls and chambers of a temple devoted to 
  the Lord of Unceasing Hunger look naturally formed, they are 
  still heavily decorated.  n all things, priests seek to bring a hint 
  of majesty to the sacred caverns of their god.  Richly woven 
  tapestries depicting the life of Morithal and the coming Final 
  Consumption are hung in archways instead of doors.
   
  Sculptures of exquisite craftsmanship lurk in natural fis-
  sures, carved from valuable marble and inlaid with gems of 
  such clarity that even those viewing the jewels with darkvision 
  can appreciate them without needing to know their color. Cab-
  inets filled with relics of the faith or items of importance to the 
  temple can be found throughout.  Carpets of fur line the floors, 
  while from the ceiling hang brass braziers, filled with crackling 
  flames and pungent incense.  These details combine to give 
  the impression of a great palace, one fit for a god destined 
  to rule over the deities of the surface world with unyielding re-
  solve.
   
  The temple’s grandeur reaches its pinnacle in the sanctu-
  ary, as most religions openly display their wealth in this most 
  unholy of locations.  While the size of the space determines 
  scale, nearly every sanctuary contains a massive statue of the 
  Maggot God in all his glory.  This impressive idol is always 
  carved so that it appears to emerge from the ground before 
  coiling its way around the chamber, encircling statuary, col-
  umns, and other temple features.  Morithal’s massive head and 
  gaping maw looms over the altar, reminding those who enter 
  that this is the Lord of Unceasing Hunger’s domain.  These stat-
  ues are crafted from the finest materials and many are laden 
  with spells that provide the illusion of dripping fangs and an 
  undulating throat.  n temples with access to morthacite, care-
  fully carved crystals form the idol’s many eyes.
   
  Like any temple, the altar is the center of worship.  mpor-
  tant rituals are conducted there and sacrifices meet their end on 
  its cold stone surface.  f possible, the altar is constructed from a 
  prominent stalagmite, cut to provide a flat surface roughly three 
  feet high but left bound to the cavern floor.  In cases where 
  no such feature is available, the altar is constructed from local 
  stone and fused to the floor through magic.   If available, the 
  altar is often set with morthacite interspersed with other valu-
  able gems.
   
  Due to the inherent qualities of morthacite, temples that use 
  the crystal to decorate the altar and statue of the Maggot God 
  are known for the abundant mold, slimes, fungi, and oozes 
  that dwell in the sanctuary.  As many of these are poisonous or 
  otherwise detrimental to life, smart priests utilize such hazards 
  as an extra layer of defense against thieves and crusaders.  By 
  allowing only the deadliest forms to live and prosper, priests 
  can often develop rather dangerous environments. However, 
  extra  measures must be taken to ensure the faithful remain 
  unmolested.
  Church Structure
  The faith of Morithal is spread amongst many worlds and its 
  members are notoriously chaotic in their dispositions.  Allianc-
  es between temples are not encouraged and a strong sense of 
  competition means they rarely interact with each other.  Tem-
  ples that operate on the surface usually need to remain secret 
  to avoid destruction at the hands of good, which further limits 
  communication.  As such, there is no overarching hierarchy 
  and only Gothgor retains any kind of authority over the entire 
  faith.  Even his leadership is light-handed at the best of times.
   
  There is a downside to this general lack of organization. 
  Temples rarely work well together, and many actively seek to 
  outdo their rivals.  It is the unified goal of Final Consumption 
  that prevents the faith from consuming itself in conflict and 
  keeps most of the strife between congregations in check. Plots 
  are limited to petty acts of sabotage and political maneuver-
  ing.  That said, individual temples do see a great deal of inter-
  nal struggle. Most of this involves subtle manipulation, but overt 
  power plays are not unusual.
   
  Despite this chaotic state of affairs, temples are still organ-
  ized somewhat consistently.  While small differences do exist, 
  nearly every temple has a number of core positions.
  High Warden 
  Every temple has a portion devoted to the breeding and hous-
  ing of creatures sacred to the Lord of Unceasing Hunger.  The 
  most prominent of these are the maggot pits, where thousands 
  upon thousands of squirming, flesh eating worms are kept for 
  use in rituals.  Depending on the size of the temple, the War-
  den might also be tasked with hunting, capturing, and training 
  a breeding pair of purple worms.  
  
  7
  Mouth of Morithal 
  No matter its size, each temple is led by a single high priest. 
  Since the faith of the Maggot God lacks an overarching hier-
  archy, the Mouth of Morithal wields total authority in all mat-
  ters.  n theory, only the Lord of Unceasing Hunger and his son, 
  Gothgor, rank higher.  n practice, however, leading a temple 
  requires tact, skill, and regular displays of power.  A Mouth of 
  Morithal leads knowing that those who serve him constantly 
  seek his position while high priests in other temples perceive 
  him as a threat to their own greatness.
   
  All of the major rites are led by the Mouth of Morithal. 
  Only this high priest is capable of performing sacrifices.  The 
  Mouth is also responsible for the interpretation of scripture and 
  serves as the final authority on what texts appear in a tem-
  ple’s sacred books.  While the high priest assigns the other 
  positions within the temple, care must be taken to ensure 
  each appointee is both competent and an easily man-
  aged threat.  
  Servitor of the Worm
  A temple of Morithal will usually have from five 
  to twenty priests who handle day-to-day reli-
  gious duties too minor to warrant the attention 
  of the Mouth of Morithal.  These are also the 
  priests most non-believers will encounter out-
  side of the temple.  As a temple’s influence 
  grows, the Mouth sends out Servitors of the 
  Worm to handle important missions or re-
  cruit new members to the cult.  Servitors 
  of the Worm are also assigned to assist 
  certain temple officials, according to their 
  talents and skills. This situation naturally 
  breeds an environment of competition 
  that gives birth to the power struggles 
  common in the cult of Morithal.
   
  Since progression within a 
  temple hierarchy is rarely han-
  dled peaceably, it is not unu-
  sual for one of these priests 
  to assassinate his predeces-
  sor, consolidate support, 
  and quickly provide 
  a show of power to 
  maintain his claim. 
  Temple leaders must 
  constantly be on the lookout 
  for ambitious Servitors of the Worm. All it 
  takes is a minor show of weakness for the wheels 
  of conspiracy to begin spinning.  
  Starving Petitioner 
  When one of the faithful decide to make the transition from 
  simple worshiper to priest, they begin their training as a Starv-
  ing Petitioner.  During this time, the potential priest is subjected 
  to intense training to forge a connection with Morithal. These 
  times of hunger grow longer as the acolyte’s training in other 
  fields grows more intense.  A Starving Petitioner is expected to 
  succeed or die. There is no middle ground and no other form 
  of failure.  Those who wish to wield the power of their god are 
  expected to push themselves to the very edge of mortality be-
  fore they are granted the title of Servitor of the Worm.
  Morithal’’’’’’s Fang
  Every temple maintains an expert in torture to pry information 
  from prisoners and to keep a close watch on members of the 
  cult.  The Mouth of Morithal must trust his Fang and will often 
  go out the way to protect him from others.  As a result, this po-
  sition sees the least amount of turnover due to internal squab-
  bles.  Though some of that might also have its origins in fear as 
  Morithal’s Fang is the only leader granted the right to detain 
  members without informing the Mouth of Morithal beforehand. 
  What happens after that feeds the nightmares of even the most 
  hardened cultist.  
  Voice of Hunger
  Operating as a seer and collector of information, the 
  Voice of Hunger is part adviser and part spy mas-
  ter.  For those temples capable of maintaining an 
  Oracle Pool of Paranvoi, the Voice of Hunger 
  also acts as its keeper.  Normally, the Voice 
  of Hunger is a master of divination magic 
  and is often supported by a network of 
  spies comprised of faithful adherents and 
  paid informers.  This ensures few secrets 
  remain hidden for long, a fact that makes 
  the Voice of Hunger a valuable ally and 
  a dangerous foe to a temple’s leadership.  
  DOCTRNE
  According to the holy books, Oaths to the 
  Starving Coterie, followers must always look 
  forward to the Final Consumption and the Feast 
  of Divinity.  To help these events come to pass, 
  all followers are expected to follow five command-
  ments.
  Know Your Hunger
  Morithal’s hunger can never be satisfied and it is 
  expected his followers will occasionally fast to un-
  derstand the torment of their god.  Members of 
  a temple must participate in a fast at least once 
  per year, though most worshipers average two or 
  three in that time.  Performed during the winter 
  months, fasts can last anywhere from three days 
  to a month, with survival depending entirely on 
  magical assistance and the blessings of the Feast-
  ing Worm. 
  As Morithal Devours So Must You Consume With 
  Abandon
  When not participating in a prescribed fast, Morithal’s follow-
  ers are encouraged to indulge in all forms of gluttony.  Most 
  rituals involve abundant feasting where participants gorge and 
  purge for hours on end.  This motivation to consume also mani-
  fests in the daily lives of Morithal’s followers who take the com-
  mandment to new heights of debauchery and excess. Can-
  nibalism is not prohibited by the faith, though few worshipers 
  participate in the act. Some followers take this commandment 
  
  
  literally and attempt to train their bodies to process materials 
  not normally considered food.  They will regularly eat dirt, 
  stones, and the like in honor of their god, who has chewed his 
  way through the solid depths of many worlds. 
  Be As the Worm That Burrows Beneath the Land
  Just as Morithal moves beneath the feet of surface dwellers 
  without notice so should the followers of the Maggot God move 
  through society.  While this commandment is rarely taken seri-
  ously by those temples that operate in the Underworld, surface 
  cults find such advice necessary for their existence.  Even those 
  temples that operate openly find it advantageous to keep their 
  activities secret, lest their religious or political rivals thwart their 
  plans.  
  Sacrifice Those Who Oppose the Faithful
  Like other evil cults, the Morithal’s faithful do sacrifice intelli-
  gent creatures to their god.  However, these events 
  are rare and usually mark the most important 
  rituals and celebrations.  t is believed that the 
  sacrifice helps fuel the rise of the Lord of Un-
  ceasing Hunger but it is also understood 
  that such acts attract the unwanted atten-
  tion, either from the forces of good 
  or from deities that oppose 
  Morithal.  As such, discretion 
  is always used, even in socie-
  ties where such sacrifice is legal 
  and encouraged.  
   
  Temples prefer to sacrifice indi-
  viduals who actively oppose the faith 
  of the Feasting Worm.  f it seems rea-
  sonable, followers also refrain from 
  killing enemies they meet in combat. 
  Those who find themselves in 
  a losing battle against a 
  worshiper of Morithal 
  are advised to commit 
  suicide rather than al-
  low themselves to be 
  taken captive.  Such 
  a death will be much 
  cleaner than anything 
  they might experience 
  in a temple of the Mag-
  got God.  
  A Lifetime of Service Leads to the 
  Ultimate Reward
  Other religions claim worshipers will find a place in the home 
  of their god when their soul finally passes beyond the final veil. 
  The faithful of Morithal, on the other hand, do not labor under 
  such expectations. nstead, their souls are destined to be con-
  sumed by their god.  They will linger in his gullet for years as 
  the Lord of Unceasing Hunger digests their essence, integrat-
  ing those parts that are useful while discarding that which has 
  no purpose.  While this means a soul’s ultimate fate is oblivion, 
  the faithful willingly accept this destiny knowing their sacrifice 
  will help bring about the Final Consumption.  
   
  This outcome is by no means certain.  f the Consignment 
  Rite is not performed within a week of death, it is believed the 
  soul will depart for the natural cycle rather than find its way 
  to Morithal.  While the exact details differ depending on the 
  world, this usually means the soul will be judged for its actions 
  in life and assigned to a plane that best matches its alignment. 
  Followers of Morithal will be consigned to the Abyss if meas-
  ures are not taken to prevent this process.  
  MPORTANT RTUALS 
  The followers of Morithal rarely recognize specific holy days. 
  While spontaneous rituals are quite common, there are a few 
  rites that define the religious life of the faithful.
  Feast of the New Supplicant
  While every ritual involves sacrifice and the consumption of 
  flesh, this particular rite requires a sacrifice on a scale rare-
  ly seen.  When Starving Petitioners become Servitors of the 
  Worm a celebration representing the power of Morithal 
  and the symbolic birth of the new priest is performed.  For 
  those temples with the resources to handle the task, a pur-
  ple worm is slain, slashed open, and a cavity is hollowed 
  out of the flesh.  In groups that cannot take down such 
  a powerful creature, the bowl large enough to hold 
  those being honored is filled with maggots.  The 
  supplicants crawl into the cavity (or the bowl of 
  wriggling maggots) and remain there for three 
  hours, at which time the congregation begins chant-
  ing a paen of rebirth and ascension.  At the height 
  of the chant the priests burst forth and a period of un-
  thinkable gluttony begins.
   
  While there are a number of rites that involve 
  the overindulgence in food and drink, the Feast of 
  the New Supplicant takes the binge and 
  purge practice to new heights. 
  Most feasts last for at least six 
  hours, with attendees oc-
  casionally emptying their 
  stomachs in specially 
  prepared ritual bowls. 
  At the end of the feast 
  the new priests perform 
  a final blessing on each 
  of the participants be-
  fore moving their belong-
  ings into newly assigned 
  chambers.  
  Rite of Final Consumption
  Celebrated once a year, the Rite of Final Consumption starts 
  six hours before the beginning of the new year.  However, a 
  temple will begin seeking the important elements for the rite 
  weeks beforehand.  The most important part to this ritual, the 
  sacrifice, is specially chosen and plans are put into action to 
  capture this poor victim.  Cultists must be careful in their selec-
  tion and abduction. f they pick a person who is too prominent 
  or they kidnap them too far in advance, they risk losing every-
  thing. The temple must choose someone of importance but one 
  whose allies are not powerful enough to directly assault the cult 
  
  
  and then take them at the right time so that any rescue attempt 
  will come too late.
   
  At the beginning of the Rite of Final Consumption all of the 
  lights in the temple are covered or extinguished.  n the sanctu-
  ary hundreds of candles are lit and placed around the room 
  to represent the stars of the night sky.  For the next four hours 
  priests chant passages from Oaths to the Starving Coterie while 
  praying that Morithal and his son, Gothgor, will attend the rite 
  personally.  
   
  One hour before the new year, the sacrifice is brought to 
  the altar and laid upon it.  After rare unguents and sacred oils 
  are spread upon the body, the Mouth of Morithal speaks the 
  following quote from Oaths to the Starving Coterie in a boom-
  ing voice:
  The time of reckoning will come! When the final hour passes 
  and my power reaches its zenith, the stars and sun shall no 
  longer burn me.  The eyes of the surface gods will no longer 
  pierce me.  These puny beings will look upon my might and 
  know their end has come!  I will rise up and swallow the stars 
  in a single night of feasting.  This Final Consumption shall be 
  a sign that the faithful now rule the night!  Together we shall 
  overthrow the tyrannous and devour the faithless!
  After a quick prayer asking that this sacrifice be the one that fu-
  els the rise of Morithal, the victim is slain.   All the candles in the 
  sanctuary are snuffed immediately and simultaneously through 
  magical means.  Light is returned to the chamber through the 
  use of morthacite and the faithful perform a feast in its emerald 
  glow.  
   
  With a final blessing the ritual is finished and those present 
  return to their homes or chambers where they are expected to 
  wait for signs the Final Consumption has come to pass.  At 
  dawn the priesthood of the temple meets within the sanctuary 
  where a formal mourning rite is performed to mark the start of 
  another year under the tyranny of the sun and stars.  
   
  t should be noted that nowhere in Oaths to the Starving 
  Coterie is an exact date set for Final Consumption nor any indi-
  cation it should occur at the closing of the year.  How this ritual 
  became associated with this time is a mystery. To complicate 
  matters further, temples to Morithal exist amongst many cultures 
  on thousands of worlds.  While all of them consistently perform 
  the Rite of Final Consumption at the end of the year, the actual 
  date differs dramatically.  
  The Consignment Rite
  When a follower of Morithal dies, the Consignment Rite must 
  be performed to ensure the soul is devoured by the Maggot 
  God and avoids the natural cycle reserved for the dead.  Fail-
  ure of Morithal’s faithful to discharge the rite upon their death 
  is one of the deepest fears held by the Starving Coterie, for it 
  means they will not join their god and fuel his ascent to power. 
  Cultists would rather face oblivion than risk eternal punishment 
  in some hellish plane, especially since their sacrifice means 
  the Lord of Unceasing Hunger will grow closer to his ultimate 
  goal.
   
  Priests will ensure the Consignment Rite is performed as 
  quickly as possible after a follower’s death—usually within a 
  week.  Although this is done primarily to avoid extreme putre-
  faction of the corpse, there is a sense that if the rite is not per-
  formed within that time the soul will have already departed for 
  its final judgment.
   
  For the most part, the Consignment Rite looks very similar 
  to the funerary rituals of other faiths.  The deceased is honored, 
  his deeds are remembered, and his soul is released to its final 
  fate.  All of these elements have a darker tone, however, and 
  much of the ritual focuses on the reward of being devoured by 
  Morithal.  
   
  The Consignment Rite also represents one of the major 
  tools a Mouth of Morithal can use to exercise control over a 
  congregation.  At any time the high priest can deny the per-
  formance of the Consignment Rite, a threat that inspires fear 
  in the most rebellious cultist.  However, care must taken when 
  wielding this power as a weapon.  More than a few Mouths of 
  Morithal have met their end by abusing their ability to revoke 
  the Consignment Rite. Overconfident high priests might find 
  themselves facing divine judgment, instead of oblivion in the 
  belly of their master.
  COMMON PRAyERS
  The followers of Morithal have a number of prayers they recite 
  depending on the situation. While only one of these is repeat-
  ed here, it provides a good example for the themes favored by 
  worshipers of the Feasting Worm.
  Lord of Unceasing Hunger, He Who Gnaws, Creator of the 
  Underworld, heed my call! I am your faithful servant.  I am 
  your devoted slave.  I will walk in your service for the rest of 
  my days.
  Rightful Master, I ask now that you bring your ire against my 
  enemies.  Devour them and consign their souls to oblivion. 
  Subject them to the full force of your cruelty and show them no 
  mercy when they cry out for reprieve.  Those that oppose you 
  shall shudder at your name.
  Unmatched Paragon, bring famine to the lands that do not 
  honor your name.  Cloak the people in eternal darkness and 
  twist the falling rain to thwart their prosperity.  Let starvation 
  reign in the surface lands and bring ruin to the sunlit kingdoms. 
  Those that oppose you shall shudder at your name.
  Mighty King, give me mastery over the tyrannous. Provide me 
  with power to conquer in your name.  Bestow upon me the 
  tools to bring more faithful under your banner.  Those that 
  serve you shall find comfort in your benevolence.  
  Incontestable Overlord, grant me prosperity and spare me 
  from the wrath of famine.  I shall fast in your name when you 
  command so that the bounty will never be denied me.  Those 
  that serve you shall find comfort in your benevolence.  
  Supreme God, let the Final Consumption come.  Rise up and 
  swallow the stars that burn your flesh. Rise up and devour the 
  gods who oppress your people.  Let the new age of darkness 
  be upon us.  Those that serve you shall find comfort in your 
  benevolence, and those that oppose you shall shudder at your 
  name.
  
  10
  Over generations of worship, Morithal’s faithful have devel-
  oped a myriad of tools in their battles against the followers 
  of other gods.  The Lord of Unceasing Hunger has provided 
  amazing and horrifying gifts to those who swear allegiance 
  to his cause.  The powers, spells and creatures in this chapter 
  provide just a sample of Morithal’s influence and can serve 
  as inspiration for further demonstrations of the Maggot God’s 
  strength.
   
  While the character options and creatures featured in this 
  chapter are focused on Morithal, they can be utilized by any 
  deity associated with hunger.  With a few tweaks, any of these 
  elements would be appropriate for followers of the Horseman 
  of Famine or, perhaps, another fiendish lord devoted to the suf-
  fering that starvation can inflict on mortals.
  NEW CLERC SPELLS
  While some spellcasters prefer a scorching blast of fire or the 
  crackle of lightning, the followers of Morithal look for spells 
  of a more insidious nature.  Unsurprisingly, they lean towards 
  magic effects that induce hunger, drain life force, or otherwise 
  deprive their enemies of sustenance.  However, adherents of 
  the Maggot God also favor spells that enslave the mind or 
  inhibit logical thinking.
   
  The new spells in this section focus primarily on hunger, 
  the acceleration of decay, and the summoning of Morithal’s 
  faithful servants.  While these spells are not exclusive to his cult, 
  most clerics of the Lord of Unceasing Hunger will have these 
  spells in their repertoire. f you are using the Advanced Edition 
  Companion these spells might make for effective, if somewhat 
  unconventional, druid spells.
  Hunger’s Caress
  Level 
  Duration  turns
  Range 0’
  With this spell the caster can inflict an accelerated state of star-
  vation upon a single subject who fails a save vs. spells.  The 
  victim receives a -1 on all attack rolls due to exhaustion and an 
  inability to clearly focus. n addition, the target takes 1d hit 
  points worth of damage each turn. Healing spells can restore 
  the lost hit points but it will not stop their continued loss. The 
  subject of the spell cannot assuage this hunger by any means. 
  No matter how much food is consumed, an individual contin-
  ues to starve.  
   
  A dispel magic or remove curse will immediately end the 
  effects of this spell.
  Infest Corpse
  Level 2
  Duration Permanent
  Range Touch
  The caster touches a corpse and infests it with d rot grubs. A 
  corpse must be relatively fresh (no more than  days old) and 
  be at least the size of a halfling for this spell to function. The rot 
  grubs behave as detailed in the Labyrinth Lord rulebook.
  Swarm of Maggots
  Level 
  Duration 1 round per level
  Range 0’
  This spell summons a swarm of voracious maggots that engulf 
  a single target.  While covered in maggots a victim takes 2 hit 
  points of damage each round and can do nothing but try to 
  get rid of the swarm.  n addition, the maggots attempt to bur-
  row into the flesh of the subject, acting in all ways like rot grubs. 
  The caster can direct the swarm of maggots to another victim 
  but it takes one round to disengage. Maggots summoned by 
  this spell move 0’ (20’). 
  MORTHACTE
  As Morithal burrows through the Underworld, he leaves be-
  hind excretions that resemble crumbling stone. From these piles 
  of waste grow morthacite, a crystalline substance known for its 
  soft, green glow.  Morthacite can be found in clusters consist-
  ing of -12 six-sided prisms of about a foot in length. Each 
  prism glows with light as bright as a torch.
   
  Morthacite deposits retain some of the god’s ancient pow-
  er of abundance, emanating a unique energy that encourages 
  the development of life. A single clump of morthacite can in-
  fuse an area with a radius of up to five miles with the ener-
  gies necessary for the development of diverse life. This energy 
  flows from the base of the crystal like a mass of roots, weav-
  ing its way through the surrounding stone.  Morthacite serves 
  a vital role in the ecology of the Underworld, allowing for a 
  greater variety of life than would normally be found in such 
  places.  The rampant fungi and mold spontaneously created 
  by the crystal provide food for subterranean herbivores and 
  omnivores, which in turn serve as prey for the predators that 
  call these places home.
   
  Morthacite not only increases the amount of food avail-
  able to subterranean creatures, but can actually reduce the 
  amount of food they need to survive. Creatures living within the 
  boundaries of morthacite’s primary root system for a period 
  of one year require half the normal amount of food to survive, 
  Chapter Three
  Servants of the Worm
  “As you grow to understand my power, so to will your gifts become more abundant.  You will wield magic un-
  seen since the fall of the last multiverse.  The most potent among you will be feared by the servants of the tyrant 
  gods.”
   
  - Excerpt of The Second Promise, Oaths to the Starving Coterie
  
  11
  lessening their impact on the ecology and allowing for other 
  forms of life to thrive.  Water in an area touched by morthacite 
  remains pure and clean, as well, even if the source is otherwise 
  contaminated. 
   
  From these cradles of fecundity, faint roots of energy ema-
  nate outward for another five miles.  These secondary roots are 
  much weaker than those within the main area, but their power 
  can still be felt.  Mold and fungi in these areas are healthier 
  and more productive, though will never spontaneously appear 
  and require food and water to survive.  Creatures living in these 
  regions for at least a year find they require only third of the nor-
  mal amount of food. As with the immediate area around a 
  cluster, water in this territory will always remain untouched by 
  disease or filth.
   
  Multiple clusters do not increase the potency in a particular 
  area.  f the secondary roots of one deposit overlap the prima-
  ry roots of another, the energy of the primary roots dominates 
  the area. Because each area is centered on an individual clus-
  ter, the overlapping effects of scattered deposits can create vast 
  swaths of bountiful terrain. 
   
  Because the loss of morthacite would have a dramatic im-
  pact on the cycle of life in the Underworld, the major subterra-
  nean civilizations take great pains to protect clusters near their 
  communities. Even non-intelligent creatures feel an instinctive 
  urge to protect the mineral that enables them to thrive.
   
  A prism of morthacite is fragile and difficult to harvest. 
  Only experts can successfully remove a prism without destroy-
  ing it.  Surface folk and outsiders who try to collect morthacite 
  are seen as a real threat to the ecology of the Underworld, and 
  natives often do whatever they can to stop such harvests be-
  fore they begin.  A few of the civilized communities, especially 
  those with temples to Morithal, do occasionally collect prisms. 
  Most of the time they are careful to take only what they need 
  and never overtax a region without good reason. f a prism 
  is removed without destroying a cluster, the missing prism will 
  eventually grow back, though the process takes centuries to 
  complete.
   
  While there are many stories about the hidden powers of 
  morthacite, few have the skills to unlock the deeper mysteries 
  of the mineral.  n the temples of Morithal, the crystals are often 
  used for decoration, especially on statuary and altars.  Others 
  utilize morthacite for its ability to increase the potency of certain 
  spells.
   
  When using a single prism as a component in spells that 
  provide the restoration of hit points, the spell will operate at 
  maximum efficacy.  For instance, a cure light wounds spell 
  would heal 7 points of damage. Using morthacite in this way 
  drains a prism of its power, rendering it inert.  Only a single 
  prism may be used in this fashion. Additional prisms have no 
  effect but attempting to use them to increase the power of the 
  spell will drain them as well.  
   
  After harvesting, a prism of morthacite retains its ability 
  to create and support life, though on a smaller scale than that 
  produced by the parent cluster. f left in a subterranean area 
  for at least six months, a single prism will begin to lay roots of 
  energy through the surrounding stone and produce fungi and 
  mold within a 2,00-foot area. These fungal growths do not re-
  quire water or food, though access to both leads to more ram-
  pant vegetation, and will mature within a month. After maturity, 
  plants will continue to grow, with many reaching mammoth pro-
  portions if the space allows. This spontaneous creation of mold 
  and fungoid life will continue until a region reaches a point of 
  saturation (at the Labyrinth Lord’s discretion).  Fungi and molds 
  that are eaten or otherwise removed are replaced at the same 
  rate, though clear spaces can be easily maintained if desired.
   
  Most of the fungi and mold species produced by morthac-
  ite are harmless. However, it is possible for a prism or cluster to 
  produce some of the many dangerous varieties found through-
  out the Underworld.  After morthacite has established its en-
  ergy root system, there is a 0% chance each month that it will 
  generate a form of deadly fungi.  f ambulatory, these fungoid 
  creatures will move to location within the area that best suits 
  their needs.  n addition, there is a 20% chance a form of dan-
  gerous mold will form, with brown and yellow being the most 
  common. The life-giving properties of morthacite enable other 
  species of fungi and mold to survive, despite the dangerous 
  environments created by their more hazardous cousins.  ntel-
  ligent fungi or mold creatures are rarely created. 
   
  Oozes and slimes can also spontaneously appear within 
  an area affected by morthacite. This fact has led some scholars 
  to suggest the crystal is responsible for the original creation 
  of these unique life forms. Each month, a cluster or a prism of 
  morthacite has a 0% chance of producing an ooze or slime. 
  There are no limits on the kind of ooze that morthacite can cre-
  ate.  When born, this ooze can appear anywhere within the 
  energy roots’ area and is not tied to the crystal in any way. t 
  can wander off if it desires and has the ability to do so, though 
  the abundance of food usually means the creature will remain 
  in the area. 
   
  t should be noted that morthacite simply creates life and 
  does not provide any control over the results of its power.  At 
  most, a creature might feel an instinctual need to protect the 
  crystal, but it is not required to remain near the area in which it 
  was born and gains no additional benefits if it chooses to do 
  so.  n all ways, creatures formed by morthacite are normal for 
  their kind.
  NEW MONSTERS
  Fragment of Paranvoi
  No. Enc.: 1 (1)
  Alignment: Chaotic (evil)
  Movement: 0’ (20’)
  Armor Class: -1
  Hit Dice: 1
  Attacks: 1
  Damage: d10
  Save: F1
  Morale: 12
  Hoard Class: None
  XP: ,200
  Fragments of Paranvoi are thick, black oozes of extraordinary 
  intelligence and cunning.  Their bodies constantly exude a 
  highly acidic slime, capable of digesting metal, leather, cloth 
  and wood with ease.  Creatures struck by a fragment of Paran-
  voi take d10 points of damage from the acidic slime and any 
  armor or clothes are damaged to the point of being useless af-
  ter 1 turn.  Magical items affected by the slime may be allowed 
  an item saving throw at the Labyrinth Lord’s discretion.  Frag-
  
  12
  ments of Paranvoi are unaffected by non-magical weapons. 
  Due to their connection to Paranvoi, the All-Consuming, frag-
  ments of Paranvoi have some limited oracular abilities.  They 
  may cast the following spells three times per day: commune, 
  contact other plane, detect invisible, detect lie, divination, ESP, 
  and locate object.  A fragment of Paranvoi may project the riot 
  of voices that comprise the consciousness of Paranvoi, the All-
  Consuming into the minds of others.  This functions exactly as 
  the confusion spell.  
   
  Fragments of Paranvoi act as ambassadors for the All-Con-
  suming, giving him the power to speak directly to Morthal’s 
  followers.  Some temples keep these creatures around for long 
  periods of time, providing them with a lair, a constant supply 
  of food, and other luxuries. n return, the temple’s prophet takes 
  advantage of the fragment’s remarkable foresight.  When 
  combined with traditional divinations, a fragment of Paranvoi 
  grants an important edge over other temples and enemies who 
  wish to see the followers of Morithal destroyed.  
   
  Temples that wish to host a fragment of Paranvoi must peti-
  tion the All-Consuming in person. Only the Mouth of Morithal, 
  accompanied by the Voice of Paranvoi, may make such a re-
  quest. All others are immediately devoured and their conscious-
  ness is added to Paranvoi’s composite mind. While any meth-
  od of travel will do, only those who are aware of the proper 
  location on Malheur can make the trip safely.  Known as the 
  Mount of the Supplicant, this lonely rock is the only portion of 
  Malheur not covered by Paranvoi.
   
  Obtaining a fragment of Paranvoi requires a sacrifice of 
  at least 10,000 gold pieces in rare materials, unguents, and 
  gemstones.  n addition, nine intelligent creatures must be 
  fed to Paranvoi before it will consider the request.  If 
  approved, a fragment of Paranvoi will crawl out of 
  the vast sea of ooze to accompany the priests on 
  the return trip.
  Walking Hunger
  No. Enc.: 1 (1)
  Alignment: Chaotic (evil)
  Movement: 0’ (0’)
  Armor Class: 2
  Hit Dice: 10
  Attacks:  (2 claws/bite)
  Damage: 1d/1d/2d
  Save: F12
  Morale: 10
  Hoard Class: XV
  XP: 2,00
  Due to their lack of skeleton, the walking hunger are impossi-
  ble to restrain. They may also squeeze into spaces many times 
  smaller than their size. A cloying smell of rotting flesh clings to 
  these beasts at all times, sickening those who come too close. 
  Anyone within 0 feet of a walking hunger must make a save 
  vs. poison or be subjected to nausea and vomiting (-2 to attack 
  rolls) for 1d turns.  Walking hunger feel a constant need to 
  feed, an impulse that impedes their senses. llusions are par-
  ticularly potent against walking hunger (- to saves). They can 
  also be easily tricked through more mundane means, especial-
  ly when ample food is involved.  f a walking hunger rolls a 20 
  or exceeds the number it needs to hit by  when using its bite 
  attack, it may swallow its opponent.  A walking hunger can 
  only swallow a creature that is roughly the size of a human or 
  smaller and may only swallow one creature at a time.  While 
  in its gullet, an individual takes 1d points of damage each 
  round.  At the Labyrinth Lord’s discretion, a swallowed creature 
  may attempt to cut their way free.
   
  Walking hunger look like giant maggots with two, spindly 
  legs and humanoid arms that end in wicked claws. nstead of 
  a skeleton, the body of a walking hunger is composed of thick, 
  powerful muscles that provide support while remaining flex-
  ible. They stand 10 feet tall but weigh very little in comparison.  
  The walking hunger are genderless creatures and incapable 
  of procreation on their own. Their birth is still somewhat of a 
  mystery, but it is clear that they only arise in locations with a 
  high density of morthacite and an unusual amount of carrion. 
  Even when both of these elements are in abundance the crea-
  tion of a walking hunger is rare, perhaps taking place once 
  every twenty years. Walking hunger emerge fully grown, both 
  physically and mentally.
   
  By their nature walking hunger are solitary. They consider 
  all other creatures as food and feel threatened by others of their 
  kind.  Combat is always the result when two walking hungers 
  meet, with the winner cannibalizing the loser.  The only thing 
  walking hunger respect is strength, and they will serve more 
  powerful individuals, so long as a steady supply of meat is pro-
  vided.  A walking hunger’s unending appetite means it quickly 
  depletes an area of potential food, forcing it to move its lair in 
  search of new sources of sustenance on a regular basis.
  
  1
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, nc. 
  System Reference Document Copyright 2000, Wizards of the Coast, nc.; Authors Jonathon Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-200, Wizards of the Coast, nc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Chris-
  topher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte 
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
  and JD Wiker.
  Castles & Crusades: Players Handbook, Copyright 200, Troll Lord Games; Authors Davis Chen-
  ault and Mac Golden.
  Labyrinth LordTM Copyright 2007-200, Daniel Proctor. Author
  Daniel Proctor.
  Darwins World Copyright 2002, RPGObjects; Authors Dominic Covey and
  Chris Davis.
  Mutant FutureTM Copyright 200, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and 
  Ryan Denison.
  Advanced Edition Companion, Copyright 200-2010, Daniel Proctor. Author Daniel Proctor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010. Paizo Publishing LLC; 
  Authors: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sut-
  ter, Owen Stephens, and Russ Taylor.
  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; Authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; Authors 
  Scott Greene and Patrick Lawinger.
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; Author Scott 
  Greene, based on original material by Nick Louth.
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, nc.; Authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; au-
  thor Scott Greene, based on original material by Gary Gygax.
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; 
  author Scott Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; au-
  thor Scott Greene, based on original material by Gary Gygax.
  Demon: Jubilex,The Faceless Lord (Demon Lord) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, nc.; author Scott Greene, based on original material by Gary Gygax.
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necro-
  mancer Games, nc.; authors Scott Greene and Clark Peterson, based on original material by 
  Gary Gygax.
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, 
  nc.; author Scott Greene, based on original material by Gary Gygax.
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; 
  author Scott Greene, based on original material by Gary Gygax.
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, 
  nc.; author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; authors Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer
  Games, nc.; author Scott Greene, based on original material by Gary Gygax.
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; 
  authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, 
  nc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Andrew Key.
  Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; authors 
  Scott Greene and Erica Balsey, based on original material by Gary Gygax.
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene based, on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author 
  Scott Greene, based on original material by Gary Gygax,
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author 
  Scott Greene, based on original material by Gary Gygax.
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax,
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; 
  author Scott Green, based on original material by Gary Gygax.
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, nc.; author Scott Green, 
  based on original material by Gary Gygax. 
  The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger. Copyright 2012 Clockwork 
  Gnome Publishing. Author: Allen Taliesin
  
  Since the beginning of time, the Maggot God has burrowed his way through the 
  earth, indulging a hunger that can never be satiated. Morithal is an artifact from 
  another time, a being who survived the fall of one multiverse and the birth of another. 
  Cursed with a unending desire to consume, He Who Gnaws has hollowed out vast 
  caverns beneath the earth and these have become the subterranean realm of the dark 
  elves, derro, and other depraved creatures. Despite his repulsive nature, Morithal’s 
  followers are powerful and many. His cults are everywhere and each of them is tasked 
  with a single goal: to bring about the reign of their god so that he might consume the 
  stars and cast all the worlds of the Material Plane into eternal night.
  Inspired by the works of classic writers such as H. P. Lovecraft and Clark Ashton 
  Smith, Morithal, Lord of Unceasing Hunger presents an evil cult that can be easily 
  dropped into any campaign. While designed for Labyrinth Lord this book can be 
  effortlessly used with any old school fantasy roleplaying game of your choice.
  The Virtuous and the Vile: Morithal, the Lord of Unceasing Hunger includes:
  • An in-depth overview of Morithal, his origins, myths, and other important traits.
  • Information on the cults of the Maggot God, their goals, and the benefits of their 
  faith.
  • New spells that honor the power of He Who Gnaws.
  • Two new monsters, the walking hunger and the fragment of Paranvoi, who 
  embody Morithal’s unceasing need to feed.
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Religion/LL - Virtuous & Vile Morithal, Lord of Unceasing Hunger.pdf