Hell
A.K.A
DAIG


Map of Hell's Domains and Dominars 400k Medium res


Hell Knight

Pale rings
The three Pale Rings of Daig (also known as the Pale Rings of Sharendayne) represent the basic Hierarchy of Hell - as founded by Lord Sharendayne in 1880.
 
  • The First Ring encompasses all the normal damned souls - those living out eternity in their own private repeating hells, communes or communities, oblivious to the grander scheme. 
  • The Second Ring contains all Servants of Daig - those beings who serve the greater evil and are at least partially aware of where they are and why. These include priests and priestesses of various evil dieties dedicated to the Underworld as well as certain Hell spawned creatures such as Imps and Hell Knights.
  • The Third Ring contains all "Demons," and Immortal Lord's / Ladies. It also holds all beings able to travel between the Mortal Realm and Hell (see below).
PLACES IN HELL


The Desert of Amapah Also known as the Desert of Despair. An arid, barren place of blinding heat and endless false promises. People wander Amapah, passed bleached bones, reaching for phantoms and hopes that forever lie just out of reach. 

Shimmering

"Shimmering" is an ability practiced by certain Minions of Daig who hold positions within the third ring of the Pale. Essentially the Minion "Shimmers" themselves into another dimension lying between the prime material living world and Daig.

This dimension or "Shimmer Plane" mirrors the Prime material plane but is perceived as twisted and warped. Sights and sounds seem to run into one another, colors bleed into nearby objects and depth perception undergoes constant changes.

Shimmering is a difficult skill (approx 10th level) to learn. Masters of the skill (14th level +) can track "warps" on the Shimmer Plane caused by other travelors. The faster a travelor moves through the dimension, the larger they warp their surroundings (like a boat moving through water). Grand Master's of the Shimmer (17th level +) can identify individual warps and track them, even if several days old.

Only Minion's of Hell / Daig can Shimmer as the Shimmer plane only exists between Daig and the Mortal Realm.

To travel between the Mortal Realm and Hell, a Minion "skims" the edge of Daig, looking for a gateway in. Gateways can appear as anything - from a doorway of blood to a strange fireplace. Just because a gateway to Hell shows up on the Shimmer Plane, doesn't mean it has any properties on the Prime Material.

i.e  A Shimmering Minion might notice that an otherwise normal door on the material plane now has a snake headed handle on the opposite side of the door. A possible doorway to Hell?

Shimmering is the opposite of what Immortal's of Elondil do - which is called "Orbing."

Hell Magic
The Magic of Hell is actually Channeled energy from Daig's very own Pool of Faith - meaning "Priest's of Hell" can use it. However under certain circumstances, other beings can channel this energy too. A good example of this is Hell Fire (see below) which can be wielded by a variety of beings.
 
Level
Name
Description
Cost 
in
POW
1 Hand of Hell - Dias De'oran A hand of Hell fire, able to sear flesh and brand beings with the Mark of Hell. Does 2d8 base damage + 3 per critical (but no critical fire dmg roll) 1
1 Detect Evil Base range 5'. None
2 Lesser prot vs Good Self only
3 Hell Call Spell / ability that allows user to  3
3 Hell Sworn II Swear an entity in to the Pleasures of Hell. Grant a minor evil minded wish into return.
4 Hell Strike 4+
5 Hell Shield 5
5 Lesser prot vs Good, Hell Light 15' radius.
6 Summon Hell Spawn I
6 Temptation of the Damned
7 Wall of Hell Fire
7 Greater prot vs Good Self only
8 Hell Gate I
9 Greater prot vs Good 15' radius. The Light of Hell - 150 watt and energy efficient.
10 Shimmering See Shimering above. Cost is 1 POW in, 1 POW out divided by (level/4)
11 Whine of the Frozen wolf - Lepus Sancti Shukras A terrible banshee wail that unleashes a portion of Hell's insanity. Effect all those in hearing range but targets get +10% to save per 20' away (cumulative).
12 Hell Gate II Gate appears like a gaping mouth spewing fire. Up to 50 beings may pass through it before it closes.
12 Abyssmal Pit Chuck them in and forget about them. This pit is bottomless and filled with enough horrors to keep the most bored of souls entertained for eternity.
12 Summon Hell Spawn II Hell Hounds, Hell Knights, Spite Demon, Hunting Horror,
12 Hell Fire Heart Powerful defensive and offensive spell. The caster removes their own Heart and replaces it with a Heart of Hell Fire. The still beating heart is placed in a safe container on the same plane of existence and no more than one mile away. The caster then goes into battle with the following immunities - Immunity to Hell Fire +1 Level above their own, Hell shield around them and Immunity to stuns / pain and unconsciousness. Furthermore, even if they are cut in two, the Hell fire Heart will keep beating and allow them to act.
14 Master of Warps Shimmering ability that allows beings to be tracked by their "Warp" on the Shimmer Plane.
14 Create Hell Spawn i.e. Create Hell Knight, Hunting Horror, Spite Demon, Imp, Soul Wretch, Hell Hound etc Numbers made range from 6 to 24.
14 Infernal Sphere Create a Zone of Hell on Earth (up to 150 feet across).
15 Hell Gate III This gateway is large and appears like a tornado over 300 feet in height. It is mobile and very destructive.
15 Dominion Portal Opens up a portal to another Dominion of Hell. Special
16 Open Pit of Souls Toss in your victims, make them suffer and extract their essence. Pit can contain up to the caster's POW in souls. Caster can extract 50% of each victim's POW to fuel his own. Hence a 25 POW Hell Priest could have an average of 50 POW extra to draw upon when the pit is open. (And only when the pit is open).
17 Create Dominion Make yourself a Lord of Hell - create a dominion just for yourself and spend your holidays basking the suffering of others.
Wizard rituals
Ragnek Stormcrow - Herald of Daig creates his own unique Hell Rituals ;-

The Ritual of Hell's Hound
As Created by Ragnek Stormcrow C2617


Description This ritual creates a Hell Golem!
The Wizard searches the land for the metal that he wants to use in this ritual. The Wizard must have enough Metal (or alloy) to fashion a hound of fairly large proportions say that of a Saint Bernard. The Hound has variety of special abilities, which are listed below.
The Ritual Needs 1. Obviously the Metal to Fashion this Hell Golem
2. A Human to Sacrifice with Evil on their Soul. +1 to + 5%
3. Hell Fire – To meld and fuse the Sacrifice and Metal Shell together 
4. Rubies For the Eyes – To project Hell Light and for it to see by - fire rubies +3%
5. Diamonds for Teeth – Because their very Strong and Sharp
6. Bag made from Dogs skin – To put the diamonds in
7. Dog Blood – To infuse canine instincts – Smell and Hearing
8. Bone Dust of a Dire Hound – to imbue fire like qualities. + 5%
9. The wizards own blood – So the Hell Golem knows its master.
10. A neutral enchanting zone to block out any exterior influences.
11. A metallic petri-dish that has the bones on the hound and various organs in it. These are burnt during the Ritual
12. Foul smelling incenses – To create an atmosphere to be likened to the pit of hell
Thoughts about
the ritual
1. The Wizard gathers the Sacrifice, who he convinces to make a pact. By promising them power and immortality. Or maybe release from a Hellish prison – So on and so forth! 
The Linking
2. The Wizard gathers all ingredients and any other aids that he may require.
3. The Sacrifice is bathed to remove grime and any other worldly impurities from him/her, The Sacrifice is then garbed in Red – Signifying hell 
4. During the purification the Wizard begins to chant a Mantra of Linking – Linking Sacrifice with the Ritual, and the Hound with it’s Master.
5. The Mantra of Linking ends with the Wizard sprinkling his blood onto the Sacrifice this then creates the spiritual link between Master and hound!
The Shaping
6. The Sacrifice is strapped or bound on top of the Shapeless Metal and forced to consume the Dogs Blood.
7. The Wizard begins the Chant of Shaping, - this is a mantra that will morph the Raw Metal and the Spirit of the Sacrifice together.
8. The fashioning of the hound commences after the initial preparation and binding of the Sacrifice. The Wizard Continues the Mantra, never stopping only for breath. During the beginning of the Shaping 
9. The Wizard removes the eyes of the sacrifice and carefully puts them in a bowl; he replaces the eyes with purified rubies. 
10. He then removes the teeth of the victim and puts them in the same bowl; replacing them with the Dog skin bag of Diamonds.
11. He then Removes the sacrifice's ears and replaces them with the Hounds; The Human ears are put in the Bowl with the Teeth and the Eyes.
12. At this point he burns the Eyes, Ears and Teeth to powder, which he then consumes as a potion, made with purified water. 
13. During all this time the Wizard Chants
14. During this time the Wizard applies the blood of a hound like paint on to the sacrifice. He also sprinkles the Dire Wolf dust and any other suitable ingredient that is required. 
15. The end of the Ritual commences with sacrifice being burnt alive with Hellfire whist the Chant of Shaping is being muttered aloud. 

Things to Note:

1. At the End of the ritual  - the Hound takes corporeal shape.
2. The Hound is completely subservient to the Wizard.
3. The Wizard has the Ability to see through its eyes and Hear through its ears.
4. The Hound can project beams Hell Light, which cause terror.
5. The Hound can also breathe Hell Fire
6. The Hound can phase between Daig and the Material Plane (See Note's below)
7. The Hound can see Spirits and affect them
8. The Hound cannot be banished, as it exists on the Prime Material Plane. 
9. The Hound is very sensitive to spirits and can track spiritual trails.
10. The Hound 

The Wizard can speak to the Hound over any distance (but not interplanal

Note - Linking any being to the Wizard requires a sharing of POW. Golem would require 1 POW of Wizard to remain linked.
Note 2 - Being would only be able to travel to Daig if able to do so in life - i.e. by Shimmering. Only Immortals can travel back and forth between Heaven, Hell and the Corporeal;- This ritual does not make someone or something that is immortal.

Assigned level :- 12th.
Base to cast 0% + 25%

+25% +2% +5% -5% - 1%  +10% = Margin of error.
= 36% +5% = 41% chance.

Last hour, Hell fire, shaping, human sacrifice unconscious so that flesh and muscle is supple. Psyche must be intact. Two spirits merged.

The Rite of Dark Revelation


Description This quite easy to perform rite enables the Wizard to sense just how much evil is on someone’s soul?
How Quite simply the wizard through act of will and faith can judge how much evil is on someone when comparing them to both him and the Oras Remus. Using the Wizard and Source of all evil as poles the target will easily show up on a theoretical scale.
Note - Evil is measured in Sin and Sin has 22 degrees of intensity (based upon the Arda); 22 being pure evil.
Requirements The Wizard uses both his own Aura and his connection with Hell as polarities. He then uses his faith and will to peel back the layers that hide such secrets. And then when it is revealed through sensing and analysis the Wizard gleams insight into the evil's of the target.
Note - A physical connection is required with the victim in order to share in their sin. The stronger the connection, the more revelation.

COST - None. SKILL check required. SUCCESS = 1 revelation and measure of evil. SUCCESS by 25% = 2 revelations + measure. SUCCESS by Special = 3 revelations + measure and by CRITICAL = All Sins + measure.

Ritual of The Blood Bowl


Description This ritual creates a special Scrying device that enables the user to scry places that he or she has psychometrics of. The Distance is that can be scryed is not important because the Bowl will make the link to the place. 
Materials A Large Bowl – for Ragneks purposes the Bowl is a “Skull Cup” of a Frost giant.
Special Ink – made from Grounded Eyes and Ears of Creatures, and the ground bone of a very fast creature.
Engraving Tools
Sacrificial Dagger
Wax
Method Firstly the Wizard the Creates the Scry Bowl. This he does from choice material, the Larger the Bowl the more information that can be held in it. 
He then engraves the bowl with symbols of Vision and Observation. This process takes maybe 1 day to complete, as the runes are very complicated. During it’s creation the Wizard Chants the Rite of Awareness 
The Engraved Runes must then carefully be painted with Special Ink Paste that is then prepared by the Wizard. Preparation of the ink takes 6 hours to make, although once it is applied it stays there. During the Entire the process the mixture must be continuously stirred and chanted upon.

The Ink Blend is as follows:

1 part ground Stone Dust – Link with Earth
1 Part Wizards Blood – Infusing the Bowl the Blood Power.
1 Part Ground Bone of EG Stag – Representing speed of Scrying.
1 Part Ground Diamond Dust – Representing the Many facets that allow light and images to travel and contained within its structure.
1 Part Eyes and Ears (Burnt to Dust) – The attributes that are required during Scrying.


The Engraving is on the inside of the bowl. 
The Bowl is the Painted on the Outside in a Wax, which, acts as an insulator preventing the images from escaping. 
Finally a sacrifice must be made over the bowl during the finale of the Ritual. This blood must then be distilled and the Water that evaporates off must be collected and then painted gently on the to the Dried Paint on the inside of the Bowl. This will a) Infuse the Bowl with Spiritual Energy and Second act as a protective coating against Dispelling and Detection.

Notes: 
The Wizard or Being wishing to use the Bowl must inscribe one palm with the symbol of Vision and other palm with the Symbol of Observation. By touching the Bowl and Spilling Drops of their blood into the Water contained within graphic Images and sounds will be shown from it. 
To see a place the Wizard or Person must collect Psychometrics from the area where the Scrying is to take place. The Radius of the Scrying can vary but the more collected the greater the Scry Area. These ingredients need to be put into the Bowl before use.

Ritual of Ash


Description To recreate any single animal/vegetable/mineral back to an unbroken state (it helps if the wizard knows what the object looked like before it was broken)

Notes - the wizard only gets one chance 
 

Requirements Object to be reformed
Magical fire – to burn the item
Wizards own blood – to bid
Unbroken circle – representing continuity and perpetuity
Water 
Method Step 1 
Wizard gathers together all the broken pieces of the object he intends to mend. He places them all on a completely clean surface within an unbroken circle.

Step 2
All the pieces are burnt in magical fire.

Step 3
Wizard mixes all the ash with his blood, mixing in an anti-clockwise direction. Wizard continues chanting the Chant of Remaking. Trying to shape the “paste” in to its original form.

Step 4
The final act of resurrection takes place when the wizard douses the ashes in water (holy is preferable). Being that fire and water are opposites and fire created the ash it stands to reason that water will reform.

Grimoire
A Book of Hell's Spells

The Grimoire of Klos'ef'danyé (meaning Book of Many Evils) contains 63 pages of spells (one spell on each page). The price of turning each page is a steep one however. As the owner turns the pages, the level of the spells increases but so to does the cost.

The Book was made by an Evil Sorceror called Sorbal Kransac. It was his life's work in the Service of Daig and Daig's Demon population.
By turning a page of the book, the owner loses POW = to the page number. i.e. 1 POW for the first page. 2 POW for the second, 62 POW for the sixty second and so on. Spells inside go up to 14th level. You cannot skip pages and cannot turn back once a page is turned. Closing the book takes it back to the first page again.

Note - Learning the spell / ritual takes time as well. The owner of the book does not suddenly gain the power to cast the spell.
 

1. Wicked Whisper. 1st level.
2. Poison water. 1st level.
3. Cause sickness. 1st level.
4. Unholy symbol. 2nd level.
5. Wither limb. 2nd level.
6. Prot vs Good. 2nd level.
7. Fullfilment (Minor). 3rd level.
Summon Flesh Demon
Soul blight.
Shimmer.
Flesh worm.
Scourge of Saints.
Empty vessel.
Blood of the Sinner.
Bag of Sins.
Mind Worm.
Fulfillment Major
Demonic Discord
Fury of Hell.
Spirit Worm.
Cause Insanity.
Winds of Limbo.
Diabolical Throne.
Pit of Despair.
Fire down below. 11th level.
Ever Burning piller. 12th level.
Mutter Mutter.
Statutes of Damned
Of the Damned
 

NOTES ON IMMORTAL TERMS;
Immortals able to Attune themselves to particular resonances.
Dissonance / Resonance / Discord / Attunement
Trauma - Effects all Celestial beings.
All Angels and Devil's can choose Corporeal Vessels. They can only exist in the physical world by possessing such a vessel.
Angels and Devil's have no gender as such, unless in a Vessel.
Celestial song tongue - That which Angel's use to communicate and is pure.
Hell tongue - A mixture of all, impure spoken tongues.
True Words and Epithets.
Angels and Immortals - Songs of Power
Earthly tethers - places that link Celestial's to the Corporeal realm.



Demons


In the 10th Century, 85% of the Demonic population of Hell sided with the growing power of Chaos. By aligning themselves with this new, outside force, the demons hoped to harvest tons of souls and buy themselves into a new, higher plane of existence. However, Chaos proved too alien for many and the majority perished in upcoming conflicts against Mount Eldahar.

True Demons are Hell Spawn - meaning they have never existed as anything other than demons. These beings are immortal and possess great power, having their home plane as Daig. They crave souls and see these souls as Celestial currency. Demons want to buy or cheat their way to power with each Demon representing a particular facet of evil.

Many of the Demons listed below exist in 2617 only as Seeds of Evil - meaning they are no longer able to influence that type of evil and are deposed from power. As a Seed of Evil, the Demon has to wait until it is re-spawned. Re-spawning takes a factor of 111 years (i.e. 111, 222, 333, 444, 555, 666 etc) depending on the Demon's Fall from Power.

Under certain circumstances it is possible to become a half demon; known as a Cambien.

DISCORDS
These are negative traits or afflictions possessed by demons. They can be anything from "Ichor" - dodgy bodily fluids, "Wasting" - skinny form etc or having excessive pride / envy. A discord is anything contrary to the Harmony of the Symphony.

WORDS
Demons, like Angels of Elondil seek to empower their "Words." The Word of a Demon increases as its power does.

There aren't many True Demons left in Daig.

Demons cannot walk the Prime Material plane unless they possess a vessel / body.

A Demon / Soul summoned from Daig can be dispeled by any Priest Prayer of 7th level or above unless the Demon / Soul is strongly linked to the Prime Material plane through spiritual links, unholy ground or artefacts.

Post 2601 and the banishment of Chaos, the remaining Demons of Daig began making a comeback under their new Overlord - Ashar.
Though many of the Demons (as is their nature) seek to destroy Ashar and undo his plans, some do support him in his actions.

There are 7 different types of Demon ;-
The descriptions below are incomplete and will be updated as the Demons reveal themselves


Balseraphs
  1. Abiram, high father; father of deceit
  2. Achzib, liar; lying; one that runs
  3. Aram, highness, magnificence, one that deceives; curse
  4. Cozbi, a liar; sliding away
  5. Dalmatia, deceitful lamps; vain brightness False light Type 5
  6. Jaakobah, supplanter; deceiver; the heel, major demon. Jedel serves him.
  7. Javan, deceiver; one who makes sad
Djinn
  1. Ahihud, brother of vanity, or of darkness, or of joy, or of praise; witty
  2. Bedad, alone; solitary
  3. Sargon, who takes away protection Type 5
  4. Shehariah, mourning or blackness of the Lord
  5. Ummah, darkened; covered; his people
  6. Zipporah, beauty; trumpet; mourning
Calebin
  1. Abaddon, the destroyer Type 5 Ashar's alias
  2. Apollonia, perdition, destruction
  3. Apollos, one who destroys; destroyer 
  4. Apanyan, a flayer of skin; lives in skin farm
  5. Baal-hermon, possessor of destruction or of a thing cursed 
  6. Balaam, the ancient of the people; the destruction of the people 
  7. Balak, who lays waste or destroys Type 4
  8. Belah, destroying 
  9. Chesed, as a devil, or a destroyer 
  10. Harbonah, his destruction; his sword Type 3 
  11. Kabbot - brother of Harbonah.
  12. Harumaph, destruction 
  13. Hermon, anathema; devoted to destruction 
  14. Horeb, desert; solitude; destruction 
  15. Idbash, flowing with honey; the land of destruction 
  16. Jonah, or Jonas, a dove; he that oppresses; destroyer
  17. Nius, destroying wind; assassin of Daig (58)
  18. Pelethites, judges; destroyer of art (57)
  19. Pul-ast, curruptor of pious 
  20. Rabmag, who overthrows or destroys a multitude Type 5
  21. Sennacherib, bramble of destruction 
  22. Sethur, hid; destroying 
  23. Shamed, destroying; wearing out 
  24. Shamhuth, desolation; destruction
  25. Ziddim, huntings; treasons; destructions 
Gabbalah
  1. Achaicus, a native of Archaen (see Tower of Babel); sorrowing; sad 
  2. Avarice, one who hunts, savours, tortures Type 2
  3. Bebai, void, empty 
  4. Buzi, my contempt 
  5. Cedron, black; sadness, depression 
  6. Cheran, anger, primitive instincts; Lord of the Savage Wood
  7. Colosse, punishment; correction; Scribe at the Library of Tolstus
  8. Eber, one that passes; anger
  9. Gaal, contempt; abomination
  10. Hagar, a stranger; one that fears
  11. Hamath, anger; heat; a wall
  12. Harhas, anger; heat of confidence
  13. Heber, one that passes; anger
  14. Horonaim, angers; ragings
  15. Horonites, of anger, or of fury, or of liberty Type 5
  16. Ishbak, who is empty or exhausted
  17. Javan, deceiver; one who makes sad
  18. Jebus, treading under foot; manger
  19. Joktan, small dispute; contention; disgust, revulsion
  20. Kidron, obscure; making black or sad
  21. Lo-ruhamah, not having obtained mercy; not pitied
  22. Mearah, den; cave; making empty
  23. Meremoth, bitterness; myrrh of death
  24. Naharai, my nostrils; hot; anger
  25. Nimshi, rescued from danger
  26. Rakkath, empty; temple of the head, revelation.
  27. Shuni, changed; sleeping; Dark Angel of Twisted Dreams
  28. Tahrea, anger; wicked contention
  29. Zeresh, misery; strange; dispersed inheritance
  30. Zerubbabel, a stranger at Tower of Babel; dispersion of confusion 
Lilim
  1. Adoram, their beauty; their power
  2. Bathsheba, the seventh daughter; the daughter of satiety
  3. Corinth, that which is satisfied; ornament; beauty
  4. Ephesus, desirable; time for all things ; Clock of Ephesus
  5. Hadadezer, beauty of assistance, leading to Doom
  6. Hadoram, their beauty; their power
  7. Hasrah, wanting Hauran, a hole; liberty; whiteness
  8. Helez, armed; set free
  9. Hirah, freedom, escape from the world; Dark Angel of Suicide
  10. Hori, a prince; freeborn Type 5
  11. Hur, liberty; whiteness; hole
  12. Huram, their liberty; their whiteness; their hole
  13. Hushai, their haste; their sensuality; their silence
  14. Joppa, beauty; comeliness
  15. Keren-happuch, the horn or child of beauty
  16. Massah; Lord of the Rift
  17. Mikloth, little wants; little voices; looking downward ; fulfillment of desires (52)
  18. Nain, beauty; pleasantness
  19. Nisroch, flight; proof; temptation; delicate
  20. Oboth, dragons; fathers; desires, lust
  21. Paran, beauty; glory; ornament
  22. Pekah, he that opens; Lord of the Burning Arch
  23. Rehoboam, who sets the people at liberty; Lord of Undoing.
  24. Succoth-benoth, the tents of daughters, or young women; or prostitutes
  25. Tahapenes, secret temptation; Forbidden fruits.
  26. Tahpenes, standard; flight; temptation
  27. Tehinnah, entreaty; a favor - Lady of Debts
  28. Tiglath-pileser, that binds or takes away captivity
  29. Zipporah, beauty; trumpet; mourning
  30. Zuzims, the posts of a door; splendor; beauty
Shedi
  1. Ahithophel, brother of ruin or folly
  2. Beor, burning; foolish; mad
  3. Birsha, an evil; a son who beholds
  4. Chesed, eight eyed; Lady of Enchantments
  5. Chesil, foolishness; Lord of the Lonely thought
  6. Elymas, a magician, a corrupter, Abaddon's guide
  7. Merodach, the fool; the fool grinds bitterly 
  8. Palestina, which is covered; watered; or brings and causes ruin
  9. Pathros, Pathrusim, mouthful of dough; persuasion of ruin
  10. Raamah, greatness; thunder; evil lightning
  11. Sitnah, Master of the Hounds of Hell
  12. Tarea, howling; Mistress of the Hunting Horrors
  13. Tophel; ruin; folly; without understanding
Impudi
  1. Achaza, one that takes, or possesses
  2. Ahazul, one that takes or possesses
  3. Charchemish, a lamb; as taken away; withdrawn
  4. Habor, a partaker; a companion
  5. Japhet, enlarged; fair; persuading
  6. Jedelleah, misleading, misguidence, 997 years of service. Type 3
  7. Sobi-yesh, many limbed; mind spider demon of the web
  8. Meonenim, charmers, regarders of times
  9. Mosel, taken out; drawn forth
  10. Mushi, he that touches, that withdraws or takes away
  11. Pithon, mouthful; persuasion
  12. Eosa, Avian slaying lesser demon, Type 1
.
DEMONIC AND DAMNED FACTIONS WITHIN DAIG


The Crimson Seed Soon
The Fallen Order of the Hellfire Knights Soon
The Wolves of Blood  Soon
The Caretakers Soon

 

Lady Avarice
Avarice
 Castle Heigel - Daig
Home of Avarice - Lady of the Hunt
Cambien Type II

Avarice is a superb archer, using a Black bow called Thayelin ("Soul seeker"). She organises the most spectacular and gruesome hunting spectacles in the whole of Daig - ranging from wild dogs tearing children apart, to giant beasts being hunted to the point of death through exhaustion. She uses any tactics to get unwilling people to take part, from blackmail, threats and bribes. Her hunts are notorious for being bloody and horrifying affairs, attracting all manner of beings to her Castle.

Abilities - 16th Level Shimmering; 12th Level Glass Heart;
 


 
Sobi Yesh
Demon of the Mind Web
Type III

An immense translucent demonic spider (as big as a house), Sobi Yesh lives in her web suspended over a deep dark chasm in the Nether Realms of Daig, the Dominion of Tulpha.

Sobi Yesh lives off of mental anguish and torment, capturing souls within her web, cocooning bodies and using her fangs and talons to pierce the "chattel's" dreams and nightmares.

Anyone drinking the blood of Sobi Yesh has their mind linked to the Demon's extensive Mind Web. In this web, Sobi Yesh is paramount - able to listen to thoughts, connect minds to one another and move from mind to mind at will, in an instant. Sobi Yesh normarily uses this web to link the minds of her victims and expand upon their horror in nefarious ways, but as of 2617, Ashar and Ragnek pact the Demon to serve as a Nexus of Communication.


 
E-Zelim & E-Lebin
Demonic sub-classes - Transmogrified Damned

E-Zelim
The E-Zelim serve the Greater Demon Rabdag in his Domain called Thereon.
They appear as Harpies (all female), communicate through screeching and have vicious clawed hands and feet.
Most E-Zelim are ambidextrous and fight with two weapons. They are susceptible to fire but in flight again +25% to dodge and +15% to any attack.

E-Zelim are created from Damned human souls. Rabdag mates with these Damned females, causing them to undergo a slow and painful metamorphosis into E-Zelim, often lasting many years.

Rabdag is a Lord of Avian Demons but hasn't flown in many centuries, preferring instead to reside on his Mechanical Dais. He cloaks himself in plain human form.

E-Lebin
The E-Lebin appear as hairless, elephantine skinned humanoids over ten feet tall. They are known as the Brain Eaters because they possess the ability to devour a beings talent / knowledge. Depending on the skill of the E-Lebin, a single or multiple talent / mental skill (i.e. craft, maths etc) can be absorbed from the victim. This is carried out by literally eating the victim's brain whilst they are still alive and conscious!

Some of Rabdag's E-Lebin are ;- Kabot, Konok and Chesed.
There are 63 E-Lebin in existence.

Rabdag's Dais
300 years in the making, boasting over 500 moving parts and the culmination over 2000 artisan's and their designs, Rabdag's Dais is a work of genius. Thirty feet in diameter and two feet high, the Dais extends over two hundred feet into the ground. At Rabdag's command, the Dais moves like a giant mechanical puzzle, assuming new shapes, structure and sprouting furniture, pillers etc. It is designed to be Rabdag's ultimate lair and as such, he hasn't moved from it for over a century.

Rabdag's goals
Rabdag craves power, like all of his Demonic brethren. He hates Dalmatia and wants her Sceptre of Lesser Demon Control.
 


 
Planes of Hell on Eldahar Prime.
Current ruler (if any) / description
Daig - Central Eldahar. Ragnek Stormcrow - alias Thenox, the Overlord. Previous ruler was Ashar Guentas of Khurdir.
Unas - Eastern Palasdine. Midian Deathwalker. A living mummified entity that perpetually bleeds. Unas is a giant Catacomb of crypts, haunted by disparate and moarnful souls. Doorways to Unas exist in every Crypt and Tomb across the 5 Kingdoms of Mekula.
Severon - Southern shores. The Endless river. A place full of peril and darkness. Severon.
Akarnus - Hanil. Frozen waste of the Hanil tribes.
Ten Evils - The Underdeeps. Island where Souls are tested.
Solstice - Land of Eon, far West. Keranus - Armour of souls.
Corsula - Southern arm, Rimnor. Solkos
Sulakost - City of the Fallen Ones. Yunas Ghastak - one eyed - Red light.
Midian. Northern Palasdine. Ruled over by the Userper - Lord Vannus.
K'nir, Forest of Forest of perpetual darkness. Land of Niven. Ruler - Thulse.
Vargrys - The Wolf in Fold. Hanil - Northeastern Eldahar. Desolate waste ruled by the one eyed Wolf Vargyr. Populated by animals of all descriptions. When someone dies in Hanil they enter Vargrys as an animal or part animal entity.