Demons

Demons are the perceived authors of all mankind’s woes and temptations. They are spirits of the air, the upper atmosphere, and darkness. They widely are believed always to be evil, but this is untrue, because some (rare) demons are neutral or even good.   These beings always are ravenous and nothing will sate them or offer them relief besides possessing a mortal’s body. They can also possess and animate statues and fetishes at will, and animals’ bodies.   All demons are terrified by iron, which explains why necromancers are always armed with swords and other iron implements. Iron burns demon flesh, or the flesh of demonically possessed people, as if the weapon were super-heated. Demons are also terrified by loud, clanging noises, especially bells. The clamor of blessed church bells will damage demons.   The base starting point for demons’ erratically wild features is: simian ape-like torsos; with goat-like legs and split hooves; a prehensile barbed or forked tail; long talons; ape- or goat-like heads; ram’s horns; forked tongues; goat’s eyes; and functional bat wings. Their skin is scaly green and icy cold to the touch. Every demon appears different, and each has a mix of random features and grotesqueries. When armed, it is usually with a military fork, trident or scourge, although other weapon types are possible. When on Aarthus, demons can manifest in their primary form or choose to remain unmanifest and incorporeal. They can launch attacks from either state and when incorporeal they can attempt to enter humans or animals and potentially posses them.   When demons manifest on the mortal plane, they often bring a powerful aroma of sulfur and may leave water or slime in their tracks. Their presence may also cause nearby walls and surfaces to emit slime.   Demons speak all human languages, but they prefer Classical Karmithian. The native language of Hell is Nhetherspeak.   Demons usually come to Aarthus when summoned by a necromancer. Many necromancers study demonology for noble reasons, but long-term association with evil demons slowly corrupts the mage’s soul.   Once on Aarthus, most demons do not wish to return to Hell, and will resist attempts at sending them back.    

Powers

  Named demons, the so-called Powers and Principalities, have wide-ranging powers. The higher the demon’s rank in Hell, the greater its powers.    

Familiars

About half these demons are noteworthy for delivering good familiars to those sorcerers/witches who request them. Such familiars often are used to trap or deceive the sorcerer. Some few familiars even know the virtues of all herbs and precious stones, and rare familiars even can find treasure. These demons may even transfer familiars from the custody of one magician to a new mage of the demon’s choice.    

Powers

Archdemons have the following powers:
  • Uncommon
  • Destroy all the sorcerer’s enemies by burning them up
  • Generate sonic attacks
  • Make trees bend at will.
  • Make women barren
  • Reveals where serpents are located and deliver them unharmed to the mage
  • Shield a mage from temptations from any other spirit or form
  • Sing beguiling melodies than enslave men
  • Throw down walls or buildings
  • Less Common
  • Freely punish thieves and wicked people.
  • Gather human-sourced demons onto their sepulcher
  • Inflict insanity
  • Make men insensible or ignorant.
  • Make people bare themselves naked
  • Make runaways come home
  • Make souls of the dead appear and answer all questions
  • Make thieves return stolen goods
  • Make those who stand still run.
  • Making the victim believe he is the creature or thing the magician desires
  • Shuffle the bodies of the dead from one grave or location to another place, as evidenced by witch lights above graves.
  • Take away the sight, hearing and understanding of any person
  • Transform dead souls into demons
  •  

    Harm

    Archdemons may heal all infirmities and either cause or heal diseases. When a human is wounded, the demon can cause the mortal’s wounds or sores to putrefy and turn gangrenous, filling them with worms so the victim will die three days hence. Demons cannot raise the dead, per se, although nothing prevents them from animating a dead body, possessing it, or investing a ghost into a dead body on a short-term basis.    

    Grant

    Archdemons may grant men many things, such as:
  • Most Commonly
  • Eloquence
  • Invisibility
  • Wisdom
  • Wit and charm
  • As well as
  • Abundance
  • Astral Projection
  • Favor of friends and foes
  • Good and loyal servants
  • Long life
  • Make a copy of the man, but with warrior skill and equipment
  • Power over serpents
  • Subtle in all things pertaining to Mensuration
  • Understanding of the voices of birds, bullocks, dogs and other creatures
  • Valiant
  •  

    Teleportation

    A few demons have the power of conjuration, allowing them to teleport themselves, the magician and anyone the magician desires. This conjuration may be from any place on earth to another in mere seconds. This includes apporting a distant person into the magicians presence, or asporting them away to another place. For example, the demon can quickly conjure artificers together from all over the world and bring men from one country to another. Conjury is usually limited to Hell or Aarthus; most archdemons cannot leave hell and appear on earth without a magician to facilitate such a summoning.    

    Elements

    Archdemons may command the elements, creating powerful storms, tempests, thunder, lightning and blasting winds. With their power over the wind and sea, they can warm bodies of water, make waters very rough and/or stormy, and make the sea appear full of ships (see also “glamour.”)    

    Glamour

    Archdemons have the power to create power illusions or glamours.
  • Assume the similitude of any person
  • Create sounds such as the sound of rushing waters, or others
  • Illustrate knowledge through glamour.
  • Project a vision or illusion.
  •  

    Knowing

    These high-ranking demons can divine answers from the past, present and future. By their very nature, demons lie and twist the truth, but if commanded, they will answer questions truthfully. Among the list of items, archdemons often know:
  • Most Commonly
  • Detect divine agents
  • Detect hidden things or hidden treasures
  • Find lost things
  • Know of the creation of the world
  • Know secret things
  • Less Commonly
  • Detect dishonest dealing
  • Detect evil and wickedness
  • Detect fallen angels
  • Detect underhanded dealing
  • Detect witches
  • Detect natural baths.
  • Discover lead
  • Know accurate answers and accounts of subjects
  • Know about private matters
  • Know of the future of wars
  • Locate hidden things if they are not kept by evil spirits
  • Locate hidden treasures preserved by spirits or magician’s spells
  • Locate souls of those who died in sin
  • Locate souls of those who drowned in the sea
  • When lies are told and uses these to teach lessons
  • --Where to locate and hire soldiers    

    Transmutation

    Archdemons have the power to transmute or metamorphose:
  • Any metal into gold
  • Blood into wine or oil, and vice versa
  • Man into any shape, including bird forms
  • Turning metals into coins (i.e. gold into a gold coin, copper into a copper coin, etc.)
  • wine into water and water into wine
  •  

    Mind-Control

    Most archdemons have extreme mind-control powers, which they may practice until the magician is satisfied with the result. The demon can show the result to the magician via visions.
  • Who
  • Anyone, including important people such as knights, lords and rulers
  • Specifications
  • Gender combinations (male on female, male on male, etc.)
  • Any age, be it young, old, maiden, etc.
  • Between friends, foes and strangers
  • Effect
  • Alliances
  • Discord
  • Favor
  • Friendship
  • Hate
  • Love
  • Lust
  • Reconciliation
  • Other actions
  • Change the thoughts of anyone
  • Create or settle controversies
  • Declare the secret counsel of anyone
  • Destroy enemies’ desires or thoughts
  • Ignite or quell feuds and disputes
  •  

    Dignities

    Some demons have the power to grant, take away, or restore worldly temporal and supernatural dignities, honors, titles, prelacies, good names, senatorships, the favor of friends and foes, as well as the power to confirm said status.  

    Named Demons

     

    Knight/Minister

    These are fourth generation demons.
  • Aglanok Soul Eater (F)—The Knight of Jealousy
  • Aspratius the Unchecked (M)—The Knight of Massacres
  • Cefrith the Hell Rider (M)—the Knight of Ruination
  • Dimbiell Empty-Eyed (M)—The Minister of Apathy
  • Dryagarr False Mercy (M)—The Minister of Execution and Injustice
  • Eilapses the Drooling (F)—The Knight of Avarice
  • Fisvuliel the Tumescent (M)—The Knight of Orgies
  • Gagath the Despoiler (M)—The Minister of Rape and Violation
  • Genrielles the Grinning Horror (F)—The Minister of Deception
  • Gholigox the Swollen (M)—The Minister of Fornication
  • Karkadun the Proud (M)—The Minister of Pride and Vainglory
  • Lhurag the Obese (M)—The Knight of Gluttony
  • Phrolpsiel the Charred (F)—The Knight of Nihilism
  • Porglatt Idle Arm (M)—The Minister of Slothfulness
  • Psilesmat the Unforgiven (F)—The Minister of Oathbreakers
  • Raksuk the Reaver (M)—The Knight of Hate and Prejudice
  • Reptuure Blood Eye (F)—The Knight of Anarchy
  • Sepsiell the Burdensome (F)—The Minister of Despair
  • Thakmull the Foresworn (M)—The Minister of Treachery
  • Thogst the Enraged (M)—The Knight of Rage
  • Vomtielle Drinker of Tears (M)—The Minister of Assassination
  • Lesser Nobles

    These are 3rd generation demons, the barons and marshalls of Hell. They are also the Zodiacal administrators, overseeing the negative aspects of each astral House.  
  • Amiel the Lean (M)—The Marshall of theFishes House (Pisces), Famine, Indecisivity
  • Amortan the Stained (M)—The Baron of the Scorpion House (Scorpio), Vindictiveness, and Nihilism
  • Billnessus the Laughing Madness (M)—The Baron of the Sea-Goat House (Capricorn)
  • Cestell the Firebrand (M)—The Marshall of the Twins House (Gemini), Regret, and Unwise Council, and Changeability
  • Chimeniel the Gibberer (M)—The Baron of the Water-Bearer House (Aquarius), Promiscuity, and Self-Deception
  • Eriel the Hater (F)—The Baronness of the Archer House (Sagittarius), Betrayal, and Bitter Frustration
  • Hathan Hell Warrior (M)—The Marshall of the Bull House (Taurus), Atrocities, War Crimes, and Fickleness
  • Mordunielle the Gangrenous (M)—The Baron of the Lion House (Leo), Presumption, and Self-Entitlement
  • Nhyrakar the Hound of Hell (M)—The Marshall of the Maiden House (Virgo), Perverse Ambition, Dishonor, and Poorly Laid Plans
  • Norgallior the Rash (M)—The Marshall of the Ram House (Aries), Bloodthirst, Rage, and Battle Lust
  • Pansorpine the Forgotten Suckling (F)—The Baronness of the Scales House (Libra), Bribery, and Indifference
  • Shaezelle the Cleaver (F)—The Baron of the Crab House (Cancer), Creeping Dooms, and Abominations
  •  

    Greater Nobles

    These demons are 2nd generation, being the souls of the Nephilim (who were sired by fallen angels (see above), or demoted pagan gods). They are the counts and dukes of Hell, and many of them are the planetary archdemons or governors.  
  • Astrielle the Frothing (F)—The Countess of Stinging Regret, Broken Faith, and Suicide
  • Bollud Thrice-Damned (M)—The Duke of Uulimar (Saturn), as well as Vice, Immorality, and Perversity
  • Dyrak Koeln the Curious (M)—The Duke of Rheon (Jupiter) and Obsessive Curiosity
  • Embollius the Bloated (M)—The Duke of Salearr (Sun), Dark Lore, Wisdom, Immolation
  • Gorsk Bloodbane (M)—The Count of Vampirism, Desanguination, and Night
  • Methiel the Stubborn (M)—The Count of Disenfranchisement
  • Neraffus Double Dealer (M)—The Count of Duplicity and Unclean Bargains
  • Norculus King Killer (M)—The Duke of Sylvaen (Moon), Regicide, and Patricide
  • Nothiel the Reactionary (F)—The Duchess of Karron (Mars), Grudges, and Vultures
  • Plothod Spirit Crusher (M)—The Count of Oppression, Hopelessness, and Apostacy
  • Radx Viper Tongue (F)—The Duchess of Amorella (Venus), Poisoning, Unchasteness, and Infidelity
  • Salasch the Heretical (M)—The Count of Heresy and Discord
  • Suthiel/Ynfax the Root (M/F)—The Duke of Aurleoss (Mercury), Deception, and Impure Lust
  • Umptielle Red Handed (M)—The Count of Murder
  • Zylos Flesh Ripper (F)—The Duchess of Lunaei (Invisible Moon), Torture, and Black Magic
  •  

    Cambions

    Cambions result from a human male and a succubus mating, or a human female and an incubus. If the progeny are born and raised in hell, then they are simply demons. If cambions grow up on Aarthus with human parents, they become cambions. More rarely, demon lords father children on human women, but again those that grow up in hell become standard demons, and those on Aarthus are born as cambions. Most people with demonic ancestry have no abilities or modifications to show for it. Every now and again, the demon blood manifests, for the good or bad.

    Social

    Those suspected of demonic heritage will be regarded with suspicion, if not hate. This stain cannot be erased by good deeds. Mistrust and castigation often result from demonic heritage.  

    Personality

    Cambions have free will, and as with humans, they may be good or evil. Most will lean toward their demonic side, succumbing to evil and hate.

    Physical

    Cambions typically appear human but with a hard to quantify demonic or wicked cast to their features, and their skins are notably cold to the touch. Sometimes they will have minor deformities—this is unfortunate, because full humans with deformities might get lumped in with cambions in the public eye. Also, Cambions may have one (or more) of the following traits: light green pallor to the skin; goat-like pupils; vestigial tails; fangs; vestigial horns; or talons. They sometimes smell of sulfur.  

    Powers

    Some cambions are resistant to fire, radiant heat, and cold-based damage. A few cambion have the ability to detect other demons, both unmanifest and in disguise, and sense demonic portals. Most importantly, cambions’ strange natures make targeting them with curses problematic. A curse on a cambion might have the opposite effect, or rebound onto the caster, or fail altogether.  

    Weaknesses

    Cambion’s mortal ancestry protects them for the ill effects of holy water, consecrated ground, exorcism, blessed silver, etc. They suffer from the animal animosity disadvantage, making it hard to find horses that will abide them.

    Aging

    They age at normal human rates, with a normal human lifespan.  

    Skills

    n/a

    Magic Tradition

    Cambions are apt at necromantic magik, as well as spells that are based around the sky or air. Witchcraft is also open to them.

    Languages

    Nhetherspeak. Cambions are not born with Nhetherspeak, the demonic language of Hell, but they have the aptitude to learn it quickly in language immersion situations.

    Membership

    Demons will recognize the cambion as a fellow demon—the character may look convincingly human, but on a substantive level, he is demonic. Just because a demon sees you as a fellow demon doesn’t mean he’s your friend—demons fight and kill each other all the time!
     

    Comments

    Please Login in order to comment!
    Powered by World Anvil