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. |
|
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|
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|

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