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Demonkin


(Demonkin are a CA race, and may not be played without making an application.)  
"Texocuatl was man and demon all in one, an avatar of the force of destruction itself. The hulking thing's angry red skin was stained with blood and offal, and though it was wounded, it showed no fear, no pain. King Reginald IV had known that making a deal with the Cult of the Kindred was a mistake from the beginning, but he now knew, as he watched the beast lay waste to his guards, that the cure he had purchased would be far worse than the disease he had cured. He could do nothing, though, but watch as the thing grew ever closer to him, paralyzed by the knowledge that he had caused the violence he would soon face, the violence that was already raging outside as his city, his home, his people burned..."
— Scribe Emilios Rekaros, "Deals in Blood: A History of the Cult of the Kindred, Volume VII"
 

Appearance

While most other types of Blooded appear to be much like their base race with a bit of demonic taint, the Demonkin look like demons with a dash of mortal appearance thrown in. Generally speaking they are significantly taller than the norm for their base race, have an extra pair of horns, large vestigal wings, a lashing prehensile tail with a barbed stinger at the end, and either jet black or deep red skin. While their eye color tends to match that of their base species, it always has a sinister green or red glow lurking just behind the eyes, and their hair is almost always thick and black, like a coarse horse's mane. Their hands usually have claws, while their feet terminate in cloven hooves. Sometimes, they are completely covered in fur, though most of the time they are only as hairy as their base race. Finally, they tend to have mouths full of razor-sharp teeth, and become carnivores, even if their base species is normally herbivorous.  

Body Modifications

Demonkin who are members of the Cult of Kindred will have the cult's swirling, brutal, almost hypnotic holy symbols either tattooed into their body or ritually scarred onto them. These ritual tattoos or scars are said to armor their flesh, and make them impervious to pain, in addition to looking intimidating. Outside of the Cult, it could go either way, while many Demonkin will seek out tattoos in the same vein in order to be more intimidating or to pass themselves off as members of the feared organization, many others seek to distance themselves from the lunatic Cult in any way possible, and will thus avoid any ritual scarring or tattoos like the plague.  

Racial Abilities

Demonkin are huge, strong, fast, resistant to damage, ill tempered and generally fairly clever, making them extremely difficult opponents.   Demonic Form: Demonkin have an extra pair of typically large horns, vestigial wings, claws, cloven hooves, and a prehensile tail with a vicious scorpion stinger on the end. Demonkin have an extra pair of typically large horns, vestigial wings, claws, cloven hooves, and a prehensile tail with a vicious scorpion stinger on the end. Their demonic heritage provides a specific skin color and ability based on their demonic parent. Their flesh is tougher than normal, like that of thick, treated leather, and they are fairly resistant to pain by default, though they are certainly not immune to it.  
  • Incinerators: (Ruddy or Bright Red) Skin makes them extremely resistant to heat, with them being able to exist comfortably in weather up to 1,200 degrees Celsius, while fireballs and the like merely roll off of their skin harmlessly. Even many molten metals will simply bead up and roll off their demonic flesh. See Cold Resistance. Finally, they can see perfectly in any light conditions, even pitch black dark.   Despoilers: (Sickly Greens) Immune to all diseases, magical or otherwise and can conjure up common, everyday sicknesses to place on people they corrupt.   Deceivers: (Pale Whites) Truths casted by mortals have almost no effect on you. Fire rolls off your skin, blasts of frost do nothing, electricity arcs around you, so on and so forth. Magics which create a physical thing which then hits you are still effective as normal. Magics casted by demonic or celestial beings, however, are extremely effective. Magical diseases also work as intended.   Eradicators: (Black or Grey) May have 1 animal horribly corrupted by them as a pet they mind control. Mind controlling them must be done within 20 blocks, leaving the 20 blocks breaks the mind control. Costs a round action for each round of mind control. Creature does not have Fast Actions.   Extinguishers: (Pale Blues) Immune to being permanently blinded by the flash of brilliant, searing, blinding sunlight in an Empyereans "Against the Dying of the Light". Extremely resistant to cold, with them being able to exist comfortably in weather up to -180 degrees Celsius, while frost projectiles and the like merely roll off of their skin harmlessly. See Cold Resistance.   Kindred: (Oranges or Yellows or Purples or Pinks) Can charm humanoids as powerful or less than them. A charmed creature does not fall in love with the caster (unless the target OOC wishes it to). At the very minimum, a charmed creature can’t attack the Demonkin or target the Demonkin with harmful abilities or magical effects for 1 round. If the Demonkin moves to attack the charmed the ability is instantly broken. Those charmed can feel it. If you use this to force a character to fall in love, you will get banned.
  Demon's Kiss: The venom in a demon's tail causes intense, distracting agony, but little more, though the wounds left by the five inch long barb which delivers the venom can certainly be devastating. This prevents someone from taking 1-block steps on their turn, and causes any fast action they take to instead take up the victim's standard action. When you use this ability, roll a 1d4. After that many rounds has passed, this ability can be used again. A demon's tail contains enough venom for 3 uses. When empty, they take about six days to refill.   Demonkin corrupt the world around them. See Corruption & Purification.

Redlines

Demonkin can grow to only twice as strong as their base race could hope to be, and are only at max a foot taller than their base counterparts.   Incinerators:While they are all but immune to fire, Incinerator Demonkin are more susceptible to the cold. Ambient cold will not harm them down to about -10 degrees Celsius, beyond this they will perish twice as fast as a person would, and Truths or attacks which do their damage through cold are about twice as effective against Incinerator Demonkin than they would be against the base species.   Extinguishers:While they are all but immune to ice, Extinguisher Demonkin are more susceptible to the heat. Ambient heat will not harm them up to about 20 degrees Celsius, beyond this they will perish twice as fast as a person would, and Truths or attacks which do their damage through heat are about twice as effective against Extinguisher Demonkin than they would be against the base species.   Demonkin cannot be ressurected at an altar.   Demonkin cannot fly or glide with their wings, they are purely aesthetic.  

History

Demonkin have some of the spottiest and most noteworthy history out of all the Blooded. They show up very frequently in stories and plays, and they have been the centerpiece of many an army, relying on the savagery and strength of the Demonkin to win the day. Almost every nation immediately disqualifies Demonkin for nobility because of their marked tendencies towards cruelty, violence, and evil, but this has only prevented them from directly taking power in those nations. This restriction has not, historically, prevented them from becoming advisors to multiple generations of kings with their extended life spans, nor has it prevented them from playing important roles throughout history, and it is without a doubt that they will continue to. Nothing spells wealth in a Rehk kingdom, after all, like hiring an elite corp of Demonkin as your personal bodyguards, and a dwarven or elven Demonkin who will live long enough to advise your children and your children's children is a valuable ally indeed, to say nothing of their martial prowess.

Naming Traditions

Other names

The Naming conventions of Demonkin are about half from the culture which they originated, and half names that the Demonkin themselves came up with, or nicknames that their first companions gave them. This leads to them having a vast array of possible names.

Culture

Culture and cultural heritage

When a demon copulates with a mortal, the stain in that person’s lineage is permanent and irreversible, resulting in Demonkin. Demonkin almost all come from a specific type of demon, the Kindred, who seem to make it their goal to seduce mortals. Why they do this is unknown, but the result is Demonkin.   Demonkin typically are not fans of the cultures which spawned them, or usually even fans of the Old World's cultures in general. After all, none of the cultures of the Old World accept Demonkin with anything approaching open arms, nor are they concerned overmuch with the lives of Demonkin who the parents seek to be rid of. Though some of them end up understanding this, seeing what their kind and the Cult of Kindred has caused, many more harbor a deep animosity towards the culture of their base species, and do their best to differentiate themselves from it. Either way, most Demonkin are very alike their base species, though nearly always in the way that a close outsider becomes like the culture which they have come to adopt, whether they'd like to admit it or not.   Demonkin speak the language of their home and Common.

Religion

The only religion which openly accepts and promotes the existence of Demonkin is the Cult of the Kindred, who seek to create ever more Demonkin, and use them in all sorts of nefarious plots across the world. Most other religions have little positive to say about them, with the exception of a particular group of Sequestus worshipers, the Order of Purification, who demand extreme pacifism and asceticism from their followers in return for purifying their souls. Many Demonkin fall somewhere in between these two poles, and thus don't quite fit in with either group. Nonetheless, their membership slowly grows as more Demonkin are forced to make a choice. After all, if the decision is to be killed or join one of the two, many find themselves hard pressed to keep out of one group or the other.

Family

Demonkin are almost always abandoned by their family at birth, or close to it. Demonkin grow exceptionally fast, making it difficult for sympathetic parents to hide them for long, and when they are discovered, they are almost certainly separated from their parents in one way or another. Most who survive this separation are given to either the Cult or the Order, their life's path radically diverging at this fork, but many are simply sent out into the wilderness, to try and raise themselves. No matter what path their lives take, it is never an easy one, and they almost never have an intact family.

Common Dress code

Though some Demonkin are hairy enough that they have no need for clothing, most are not, and thus either wear the normal clothing for whatever their base species is, or, more commonly, they will wear the robes and fashions of the Rehks. From far away, this can fool people into thinking that they are merely a normal Rehk, and even people with no experience of Rehks can sometimes be fooled this way even up close. No matter what they wear, they have to get it sized up, and usually need holes cut in their clothing strategically to allow their wings and tail to be free.

Accessories

Demonkin who reach adulthood are not especially common, and the ones who do, almost without exception, always wear armor and carry their weaponry. Many will attack demonkin on sight, both for their reputation and their looks, and so they must be ready to defend themselves on a moment's notice. Besides this, demonkin seem to have a natural affinity towards collecting both gold and magical items, something which helps when they attempt to disguise themselves as Rehks.

Major organizations

The Demonkin have no known major settlements on Anoma, perhaps you can change this.
The largest gathering of Demonkin on the planet is at the Katharos Monastery, the home of the Order of Purification. It is a very large monastery nestled at the top of a mountain at the end of a long, winding path. The cold there is uncomfortable for the Demonkin who live there, but it is a discomfort that is meant to keep them grounded and level-headed, a tactic which apparently works, as they frequently turn out changed Demonkin, who are holy beings, committed to a life of nonviolence.

Artwork by Charles Liu
Encompassed species
Related Myths
Skin Tone: Dependent on demonic parent. Ruddy or Bright Red, Sickly Greens, Pale Whites, Black or Grey, Pale Blues, Oranges or Yellows or Purples or Pinks are possible.
Height: Almost always a foot or more larger than their base race.
Eye Color: Almost always carries a sinister glow, color can vary greatly.
Hair Color: Almost always thick black hair.
Age Range: 50% longer than the base species.
Block Speed: As Base Species, +1
Related Systems
Corruption & Purification

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