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icon: minecraft:warped_fungus
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# Lore

The story behind the mod's dungeon, its bosses, and the thing that starts watching you afterward. Told in the order you're meant to uncover it — later sections spoil earlier ones.

## A Forgotten Order

Travelers speak of a lone library standing above ground, its foundations hiding a pitfall down into darkness. Whoever built it left more than books behind.

Beneath the library winds a chain of chambers, tunnels, and treasure rooms. Those who explore deep enough are said to find chests holding Ancient Spell Books — and worse things guarding them. Bring a light, and bring friends.

Deeper still is a second, much larger pitfall — this one dropping straight into a vast, sunken chamber where **The One Who Sleeps** still dreams at the bottom. Waking him is not recommended for the unprepared.

<details>
<summary>Spoilers — after The One Who Sleeps</summary>

## What Slept, Named

Waking a sleeping god and putting him back down again does not go unnoticed. Something has taken an interest in you — whether that proves a blessing or a burden remains to be seen.

**The One Who Sleeps** is his official title. Old writing also calls him the **God of Sleep** — not a name he offered himself, in the only conversation you ever had with him, but one that's stuck all the same. His armor does not rust, and does not forget who woke it.

> [!NOTE]
> A note found near the boss room's entrance claims the sleeping god gives off an unusually high magic presence — one of the few things written about him before you ever wake him yourself.

## The Hunger

Defeating The One Who Sleeps doesn't end things quietly — it's the moment something else starts paying attention to you.

Old writing gives the thing that's now watching you a name, though not a tidy one: **a god of Hunger**, in every sense the word can carry — want, greed, gluttony, the ache of never quite having enough. It never bothered introducing itself that plainly. It prefers to just take.

Watched closely enough, you'll eventually find it's left something behind on the surface — a tower standing at the heart of the land, tall enough to see the world from, that was not there before. What waits at the top is still unclear. Perhaps it is simply a place to be seen from — or perhaps the Hunger built it for a reason of its own.

Its tokens are a small piece of what still holds it back. Its Idol trades in fragments and old ink, mid-riddle, without preamble — as if it had been waiting for your eyes to open before it bothered speaking plainly at all. Eventually, mid-riddle, it will simply tell you where to look for something older than itself — out in the Warped Hollow. It doesn't build what's out there. It just knows where it is.

## The Warping

It's only once you actually reach the Warped Hollow that the older thread connecting everything you've fought becomes clear:

A growth with no mouth, or a will anyone's found evidence of — just a direction it keeps growing in. It got into the god who sleeps quietly enough that his own armor grew from it instead of killing him. It got into whatever Broken Vessel used to be far more completely. Different hosts, same growth. It doesn't seem to care which. Those who've written about it at all just call it **the Warping**.

What you eventually fight as Broken Vessel wasn't ever really alive — a mask, or a vessel, cracked long before you got there. What moved it, what struck at you, was the warped fungus that had grown through and around it, using the vessel the way a hand uses a glove. Most of what you saw was fungus. The mask was only ever a third of it.

Its lair doesn't unmake itself when it falls, and neither does the thing that lived there. Bring back what its shards are good for, and you can call it again — on your own terms, whenever there's more to gather.

## The Warped Hollow

The place an Overload Ritual opens onto isn't a pocket of your own making — it's shared, the same way the Nether is shared, not a private room like your Pact can open. Anyone's ritual leads into the same hollow, just by a different door.

The ground here doesn't rise and fall like the surface does — it's flat, deliberate, and quiet in a way that feels less like a landscape and more like something built and then abandoned. Ruined chambers are scattered throughout, spaced far enough apart that finding the next one takes real walking. You won't be walking long before you find what the network's overload was really reaching toward. It doesn't seem to have moved in a very long time. That's about to change.

### A Survivor's Journal

Found at an abandoned camp in the Warped Hollow, torn out and left behind. You aren't the first to end up here.

> **Day 1:**
> After blowing up my storage a portal opened. This place seems to be riddled with warped fungus — hopefully I don't get infected. There's no way to tell the time, so I'll set up camp soon and go to sleep.
>
> **Day 3?:**
> I have no idea what day it is — I'll just assume it's the next day when I wake up. I feel like something's here. I'll probably move the camp soon.
>
> **Day 5:**
> I thought I heard something in the distance. I think I should head back to the portal — only problem is I have no idea where it is. Hopefully I find it soon, I don't think I have enough resources to re-open one.
>
> **Day 12:**
> Something's definitely following me, and it's getting slower. It would have been day 8 when I first saw it — just a blue blur. Only a couple of days ago, day 11 I think, it seemed slower, and I could actually make out its shape. Whatever it is, I'm going to keep moving and ignore it. I keep finding broken buildings — they seem to be houses, or what's left of them. I'm surprised they're made of stone. The only thing I can find here is nylium, netherrack, and blackstone. I think I see something in the distance — I'll go check it out.
>
> **Day 13:**
> That structure was a tower containing some kind of vessel, covered in the fungus — almost like a hand in a glove. I hope I find the portal soon, as that creature is nowhere to be seen. I think it's going to strike soon.
>
> **Day 15:**
> It got me. That thing. I'm not going to survive for much longer. May the gods spare you, whoever's reading this. I hope you're more prepared than I am. If I find the portal, I'll leave you a way to find that tower.

</details>

<details>
<summary>Spoilers — the Pantheon</summary>

> [!WARNING]
> The Pantheon is still in active development — this lore may change before release.

Faith was never sent to one place on purpose — it drifts toward whoever's paying attention, and mostly that's been the Hunger by default, since a sleeping god barely stirs enough to notice you at all. Step into the Warped Hollow, though, and you'll be asked to actually direct it.

**Florian** asks for nothing — no feeding, no sacrifice. Leave his altar standing somewhere green and it counts what's rooted and blooming nearby on its own, on a slow, steady interval. What he gives back is given just as freely: extra hearts, growing in slowly rather than all at once.

**Aurelia** keeps no garden. Her altar counts whatever falls near enough, by any hand, and earns Faith for each — she isn't picky about whose kill it was. Pledged to her, Strength settles over you permanently, deepening the longer you've kept faith. Push that devotion far enough and, once, she'll pull you back from a killing blow rather than let you fall.

**Quetzera** asks only for daylight — his altar simply reads its own light level, sun or torchlight alike. Pledged to him, daylight brings quickened hands and thickening armor; night takes all of it back and adds its own toll, same as any snake losing its warmth after dark.

**Janus** is never just one god. Wherever they're carved or painted, it's always the same three faces: one laughing, one weeping, and between them a third — blank-eyed, sharp-nosed, and older than the other two. They aren't three moods worn by one god. Whoever wears that mask hosts three separate minds at once, each entirely its own, sharing nothing between them but the single name they're worshipped under. Their altar earns Faith from performance in every sense it can find — a sneak attack, a disguise, a jukebox playing to whoever's listening.

</details>
