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Homebrews of the First Circle?

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    Versokiin, the Tealeaf Lovers
    Demon of the First Circle
    Progeny of the Pin Whisperer

    A versoki is born whenever the Pin Whisperer tosses one of his needles to the ground - generally while picking his teeth clean after a meal. The needle lodges in the ground as a seed, and soon sprouts into a sweet-scented and sprawling bush of copper wire. Though they thrive in the wild, their aromatic and aesthetic qualities often see the versokiin permitted to take root in the gardens of great demons. Here, their growth is checked by regular groomings, performed by menials wearing facemasks of wet leather to block the plant's scent - the pollen of a tealeaf lover is intoxicating, and draws the weak-willed closer and closer. Soon, they are tangled inescapably in a prison of bliss and knotted copper wire, and become the plant-demon’s food. As a result, a versokiin hedge also serves as a security system.

    Versokiin who grow large enough acquire a measure of mobility, able to unroot themselves and contract their branches into copper-wire sculptures. These alluring, shining things can move under their own power, the better to attract and envelop prey, and some can even talk, expressing their mocking, slothful nature. Few tealeaf lovers reach this point, though, as most are deliberately cultivated. Certain sodalities know how to preserve and distil their pollen-saturated wires, which produce an addictively blissful sensation when chewed or stewed into tea.

    Fylakae, the Panda Dragons
    Demon of the First Circle
    Progeny of the Avocet Attendant

    Named after the same black-and-white bears that inspired the common djalan slur, the panda dragons are far shaggier and more heavily muscled than their namesakes, with a longer snout and only two legs. A fylaka’s forelegs are thick and powerful, with long black claws, but at the back their body trails into a long, thick tail, like a white-furred snake. They tend to bind their limbs and tail with hoops of etched metal, as braces and weapons, for the panda dragons are martial artists almost without exception, practicing the katas of Hell in their dreams.

    This is a great deal of time to spend practicing, for the fylakae also suffer from chronic narcolepsy, and spend most of their time slumbering, spewing breaths of thick steam from their fanged mouth. Those who wish to avoid their casually violent attention are advised to wait for them to fall asleep and begin their slumbering routines. A fylaka can wind its way into Creation whenever a spirit bound to guard a place abandons its post - the demon will replace them and curl up to sleep, killing them if they return.

    Avrals, the Face-Grubs
    Demon of the First Circle
    Progeny of the Maiden of Many Faces

    Squat myriapods roughly the size of fat housecats, avrals hunt mainly by way of silent stealth and sudden leaps like an uncoiled spring. Their target, always, is the face of another living creature, which they numb and digest over the course of a minute. Hardier specimens can survive this treatment, but are left with the disgusting, melted remains of a visage. The avral simply moves on, bearing the consumed face somewhere on its carapace. Demon mask-makers sometimes make use of them as raw materials, but the true value of a face-grub is made apparent when it reaches maturity. At this point its body cracks apart, stiff with stolen faces, and it emerges as a slender insect-creature.

    A mature avral’s wings are beautiful things of coloured lacquer, capable of folding across thousands of creases to form exact replicas of the faces it devoured in its youth. Though face-flies can deceive or intimidate others on their own behalf, they most often find employ as the living masks of other demons, who use them for disguises, perfect poker faces, or simply amusements at a masquerade. A sorcerously-enforced order can impose early maturity on an avral, allowing summoners to steal their rival’s faces before immediately developing them into a usable mask.

    Krimenoi, the Servants Hidden in Ether
    Demon of the First Circle
    Progeny of the Avocet Attendant

    Though known throughout Malfeas and the myths of Creation as “invisible servants”, a krimenos is really more like a hive of insects. A totem-like shell serves as the central body for each krimenos, which extends hundreds of invisible, independent hand-bodies throughout its territory to impose order, organizing objects ranging from furniture to motes of dust. Unfortunately, the demon’s usefulness as a housekeeper is limited by its idiosyncrasy - each krimenus has its own set of mad, fussy little preferences and compulsions that turn living with one into an exercise in frustration. Food is cleared away before it is eaten, furniture is stacked while in use, and documents suffer a sorting system derived from a byzantine sense of aesthetics.

    For this reason, feral krimenoi are treated as pests to be rooted out - or at least tamed into pursuing a form of order less antagonistic to the household’s actual owners. At least one sodality exists to cultivate long rows of servant-shells in damp warehouses, painting their invisible hands with ink to identify which does what. Those who fail to follow their desired order are tormented until their behaviour improves, until they can be confidently sold on. Krimenoi can escape into Creation when a mortal’s domicile is overrun with filth, and they make offerings to have it cleaned on their behalf.

    Saetae, the Jesters Who Do Not Laugh
    Demon of the First Circle
    Progeny of the Maiden of Many Faces

    Though they stand like men, the saetae are rodent-like in form, and stand hunched and broad. Their fur is pure white, and stiffens into a mane of long bristles along their back, fanning out around their neck to give their eyeless faces a round, owl-like appearance. Proud of their appearance, the laughless jesters scrape together pale robes to match their fur, and treat their wide faces as a canvas, on which elaborate patterns are dyed and painted to reflect their status and history. Though blind and mute, their sense of smell is absolutely extraordinary and extends into the past, allowing them to sniff out forgotten events and act them out in miming displays.

    Most often, the saetae are employed as court jesters to remind their masters of great victories and particularly entertaining executions… and to sniff out any trace of double-dealings by their guests. Sorcerers will sometimes summon them to better understand a scene of unknown chaos, or for their services as body-artists and hairdressers, a skill these demons are lesser known for. A saeta will sometimes appear in Creation when a mortal of low birth commits a crime so skillfully that no evidence can be found.

    Axhastos, the Singing Serpents
    Demon of the First Circle
    Progeny of the Pin Whisperer

    Spawned from the rags that Velonnis Mos discards when he is done with them, the axhastos are ethereal snakes that slither through the air, marked only by the shimmering of their highly reflective scales, much sought-after by Hell’s tanners. Malfeas has many lightless places where they might be camouflaged, but the singing serpents also love heat and moisture, and so their most common habitat is the innards of other, unfortunate demons. A typical singing serpent therefore insinuates itself into a living body, blinding a likely candidate with a flash of scale-light before choking them into unconsciousness and forcing its way down its throat. Once there, it digs in the edges of its scales, causing periodic coughing fits in its host.

    This is not the most noticeable symptom - the demon’s presence filters every word that leaves its host’s mouth, instead drawing out one of their secrets. A speaker who wishes only to comment on the weather finds himself admitting to murder, or his distaste for the current fashion of footwear. Only silence or complete openness can thwart this strange babble, and true mutes irritate the axhastos to the point that it may leave after no less than five days. A singing serpent may escape into Creation whenever someone gives a speech full of lies on the eve of war, seeking residence in the speaker’s throat that very night. Sorcerers summon these demons as interrogators, commanding them down the throats of captive enemies - even a scream is speech enough to spill a secret.



      Halbujin, the Fishers Below
      Demons of the First Circle
      Progeny of Ruxandra, the Phalanx-Sundering Shoal

      Many vessels ply Kimbery’s corrosive surface, braving storms, pirates and leviathans to ply trade or carry passengers from one part of the Demon City to another. Some of the most unusual are the invert-ships of the halbujin, their black tar-sealed keels protruding just above the surface. Wise sailors flee when they sight these dark shapes moving through the water – those unfortunate enough to get close to them can see that all the normal trappings of a sailing boat are duplicated, albeit upside down. Beneath the surface, sails tack and jibe to occult currents in Kimbery’s deadly waters. A ruddy glow illuminates the halbujin themselves, emanating from the lures that dangle from their anglerfish heads. Many-limbed crustacean limbs clutch the complex rigging while fang-filled maws utter Malfean sea-shanties.

      Many halbujin abandon their calling, and these rogues can be found aboard all manner of boats and vessels sailing Kimbery and the Demon City’s lakes and rivers. But those who stay with their fellows live for one reason alone – to catch surface-dwellers to add to the endless corpse-reefs of the Acid Sea’s depths. This they do in a reversed parody of mortal fishing or whaling – the Fishers Below deploy nets and harpoons to drag their victims into the sea where they are drowned or butchered and stored in the invert-ship’s cargo hold. When the hold is full, the halbujin ship dives below, descending to the reefs that they tend, binding each fresh body to the reef and watching as the half-living matter of the corpse-coral takes the new flesh into itself.

      The Fishers Below are skilled in sailing any boat or ship that plies sand or sea, and are most often summoned as sailors or navigators, tasks at which they excel even in the foreign waters of Creation.



        Amendeil, the Fisher-Deer

        Feral Amendeil are preditors of the underways of Malfeas, culling criminals, dissidents, and those who refuse to partake of the bounteous light of Ligier. Their four long legs and lean bodies are covered in a chitinous shell of inky black that would be as colorful as the surface of a pool of oil were they ever brought out into the light. The take their name from the six to twelve, more in older and larger specimens, bioluminescent tendrils that grow from their heads which they whirl about in hypnotic displays that daze or hypnotize their prey. They take great delight in manipulating their victims, giving impressions of parties of armed fighters or lost travelers to provoke fear or a false sense of security.

        Those who become civilized are entertainers who walk opening above ground with their tendrils woven into elaborate verticle braids as a display of their skill, wealth, and the threat they pose if angered. In the street shows and masques of Malfeas they entrance their audiences with waking dreams as addictive as any narcotic. Though solitary hunters by nature, there are a few troops where several have come together. Mostly these were assembled by and serve for the pleasure of some great demon lord, at the feats of Ligier there are so many that they might be mistaken for light fixtures. Such displays as they may create together are said to allow even the Yozi to forget their confinement for a moment, a reprieve which is as liable to end in violence as reward.



          Sadews, the Arrow Whisperers
          Demon of the First Circle
          Progeny of the Eightfold Eminence

          Sound is no rare thing in Hell; the clamour of song is heard from base to peak of every city tower and the chiming of wind-bells or the clashes of water-driven cymbals fill the wastelands. Yet among the many peculiar sounds of the demon realm, one is notable for how it most often goes unheard. The arrow-whispers of the sadews shoot across the endless sands of Cecelyne without alerting those they pass; pass unnoticed between buildings the height of mountains in Malfeas and soar over the caustic waters of Kimbery so quietly that nothing stirs beneath the surface.

          Arrow whisperers have an ancient rivalry with the cockatrices of the fae. They are peacock-serpents; four feet high but two yards long, whose scaly necks stretch out from an avian body. Their vast tails are beautiful, and angle forward when they unfurl to make a concave dish behind them. The neck ruffs behind their head form a second, smaller dish curving backward, and when the two are open, even the faintest of ambient sounds will be caught by the sadew's tail and reflected first into its ruff, and from there onto one of the eighty eight sensitive ear-slits that lie unseen between scales down the length of its neck. The demon's legs tremble to support the weight of its tail when unfurled, for it can be up to three yards across, and it must hold its stubby wings out and strain to balance when listening intently. Eventually it will be forced to fold its feathers back into a trailing gown, which the sadew is meticulous in caring for to avoid grit, dust or grime fouling its hearing.

          Sadews come by their moniker through another talent. Stretching its neck out and opening its beak in a wide gape, an arrow whisperer can emit a high-pitched Essence-laced sound that travels down a path as thin as an arrowshaft. So focused are these whispers that they can travel up to twenty miles if unobstructed. So high are they that only another sadew can hear them; catching the whisper on their feathers and reflecting it to hear the words of their kin. Citizens, sodalities and sorcerers therefore employ them as message-couriers, stationing them high above the ground where their whispers won't be blocked and setting up communication relays immune to eavesdropping. Other arrow whisperers find employment as spies who listen in on all around them, or as objects d'art for the glory of their tails and ruffs. Some even work as killers, for though they look fragile; an arrow whisperer's focused voice is deadly when they raise it above a whisper, and an arrow-scream can punch through steel and perforate flesh better than any broadhead.

          When a message travels for five days without pause through a chain of eager listeners, it can come to a halt in the feathers of a sadew who steps from Malfeas to hear it. They will on occasion pluck a feather from another of their kind and swallow it, and eight weeks later lay an egg that can only be cracked by deafening sound to reveal a newborn arrow whisperer. A sadew gains a point of Limit whenever the condition of their tail troubles them; be it the strain of supporting their weight without being allowed rest or the stress of seeing them dirtied and denied permission to stop and clean them at once.

          Tagankra, the Meditative Shields
          Demons of the First Circle
          Progeny of the Thousand-Breath King

          Many First Circle Demons are made for a purpose, woven into their nature. Others exist as pet projects of their Second Circle progenitors. And some are, at the time of their creation, completely accidental. The Tagankra are such demons; when the Thousand-Breath King recites his Sardonyx Scrolls, do Tagankra drip from the thundercracks of wisdom in their words.

          These demons begin their lives as a single parable made manifest, a kiteleaf of wisdom that clings to the sides of Qaf, taking invisible and intangible root in contemplation. As they grow and age, gaining wisdom in meditative serenity, they grow and take on color, baked by the light of the Green Sun. No matter their age or size, their skin is as thick as kitesilk and stretched across a frame of brass veins like that of a leaf.

          By the time these living shields are as tall and wide as a man, they have gleaned over a thousand introspective mudra or sutra. A Tagankra cannot speak, but it can draw attention to a particular verse or riddle with a touch of magic, encouraging open contemplation- observers are often convinced to play both halves of a conversation, debating a point for hours, even days. Weak willed demons lost in groves of these shields may experience rapid enlightenment, or they'll forget to move when one of Malfeas's extensive hazards sweeps over the area.

          When Isidoros charges up the slopes of Qaf, hundreds of thousands of these shields are cast into Malfeas at large, either to become poet-bodyguards, objects d' arte, or harvested for any number of useful properties. While Tagankra are thinking, feeling beings, they are usually inwardly focused, and need nothing of demon ales or pleasurable company. They enjoy music as all demons do, however, swaying to unseen breezes when a song plays nearby.

          Motivation: Observe Wisdom in All Things

          Obscurity: 3/4
          Tagankra are largely unknown in Creation, and while the anatomy of an individual Meditative Shield is patently obvious, each one carries a lifetime of koans and parables, which are as meaningful to its nature as a Blood Ape's taste for marrow.
          Summoners often call these demons as bodyguards. Instead of being strong and heavy like a normal shield, A Tagankra turn away blows by their very nature. Warded with serenity, incoming attacks swerve off course and flow like water around a rock. In the case of truly persistent or dissonant opponents, a meditative shield will deflect the whole person, depositing them safely somewhere else where they may find peace. Most common shields send people dozens of yards, but truly wise ones can transport attackers miles away.

          Alternatively, they are summoned purely for the wisdom etched into their surfaces, or their materials. Many Malfean sand-sailing vessels are rigged with sails woven from Tagankra silk.

          Tagankra tend to become attached to their summoners as well, sticking around until they are banished or the summoner actually Understands the seed of knowledge they contain, causing it to wither and fall off afterwards.

          They occasionally pass through cracks in the Yozi's prison by the gust of wind trailing behind a instructor's blow on a particularly thick-headed pupil. This typically causes no end of mischief as the demon finds itself with plentiful nourishment, and the wayward student evades seemingly every consequence of her wrongheaded studies or attitudes.

          So I don't have a lot of the way in Crunch here, I admit, but writing out a huge charm block for a 1cd is exhausting.

          Mechanically, Taganrka are intended as extremely light-weight shields (+2/+4 Cover with Fatigue and Mobility -0), or standing in as sentries to perform a Defend Other action on behalf of the Sorcerer. They cannot attack at all, and are essentially pacifists- nothing they can do will ever directly harm someone; they would use Portal for example to whisk people away from their charges, but never deposit them anywhere they could truly come to harm.

          Caelpans, the Seafoam Statues
          Demon of the First Circle
          Progeny of the Martyred Moon

          The armour of a caelpan is a decorative thing; soft and thin and fragile. Carved from creamy shell and rich red coral, it is not uncommon to find pearls or aquamarines set around the demon's face or the gold-lined holes left open above its joints and on its flanks or chest. Through these openings - some circular, others the crescent shape of a waning moon - it can be seen that the armour is hollow within; an empty golem in the shape of a slender human or a graceful stallion. The caelpan itself flows in through these holes, filling its home with its liquid form. When compressed inside its armour, the brine-body of a seaform statue is denser than steel and has pressure enough to crush stone to dust within itself. Water does not impede them in the slightest, and though slender, they are still surprisingly strong. They dare not risk combat in this state, though, for to fight would be to risk their precious shells and be bereft of beauty. To have its armour damaged or broken is a seafoam statue's nightmare, for such a tragedy would rob it of beauty and leave it naked and humiliated; exposed to the mockery of all.

          When they must fight, a caelpan will protect its armour rather than the other way around. Their pressurised bodies expand out like a deep-sea blowfish to their true size and freeze into solid ice with their shells kept safe within. This leaves them enormous creatures; hippo-like in their bulk, but the speed of the transformation leaves the ice thick and gnarled; encrusted with spiked waves and frozen foam. Caelpans consider themselves hideous in this form, and hate to stay in it for long. Their loathing for their ugliness feeds their rage at the foe that forces them to show it, and so a caelpan in its battle form is a merciless berserker; aggressive to the point of madness. They are far faster than they look and can easily outpace a human over short distances, but away from water they tire easily and must soon retract themselves back into their armour.

          Seafoam statues are born with only a single set of delicate armour; most often in the shape of a horse or a human. They seek to collect others - some by craft, some by trade and some by violence, even going so far as to take challenge their kin. Since the losers of such fights can be left with nothing to hide their hideous hulking forms, both participants will fight viciously, and the winner must often beat their foe almost to the point of death to subdue them. Sturdier armour is more difficult for them to come across, but is highly prized as long as it is beautiful - the caelpan who claims a suit of artifact plate is a prince among its people. Caelpans gain Limit whenever they are threatened with hideousness - either through damage to their armour or being forced to remain in their expanded forms for longer than an hour. When an empty suit of armour is filled with water, a caelpan may flow into it and add to its collection.

          We can but wonder what statement he intends them to make.

          (And yes, they are basically inspired by KSBD angels and the way they inhabit those cool armours. Plus the amusement of Rathan's water-horses being hippo-like: aggressive, territorial and much faster than they look over short distances.)

          The Karōshi
          Progeny of ????


          Materializing chalcanth is a constant chore for the citizens of the Demon city. While demons of the first circle are never in short supply, binding an unwilling demon and rendering it down is a chore, and while sometimes that is necessary for strong drinks or high wonders, sometimes larger easier quantities of chalcanth are needed. Thus were created the Sekeme, demons born to be rendered down.

          Sekeme are a paradox, a demon born with the desire to be rendered down, to whom existence itself is pain. Such a demon is nearly impossible to create, as it would refuse to take form unless bound by something else. Thus Sekeme are a demon of two parts, the outer Sekeme, which is an azure humanoid with a bulbous head and eyes that are but single points of blackness, and an inner skeleton of brass and spikes.

          The skeleton is forged of duty and forces the Sekeme into shape and existence. As long as it survives, the outer layer will regrow anew from any damage. In order for the escape their existence, they must perform the tasks others requested of them. As the tasks are performed, the brass weakens, until it shatters and the Sekeme can dissolve. The greater the task completed, the quicker the skeleton will weaken so that an epic quest could destroy it alone, or hundreds of lesser duties. If all else fails, they Sekeme can tear out portions of their own skeletons to weaken them, creating new Sekeme from the portions, though they are loath to bring others of their kind into the pain that is their existence.

          Once a Sekeme’s skeleton is destroyed, it will quickly dissolve into nothingness over the course of three days. If it is submerged in vitriol during this time it can be turned into chalcanth. Sekeme are especially palatable to this, and take 3, rather than the usual 5 days, as well as granting two successes to the roll.

          Sekemes gain a point of limit for every hour they are not making progress on their tasks, be it because no one will assign a task, or because the task is not progressing. Sometimes, when a mortal of no great skill desires a task done that is far more complex than they believe, a Sekeme can escape to creation to assist the mortal.



            Chronological and political information
            Characters from Eldagusto
            The Iz, the Hunger of Bygone Ages.
            The Iz, the Hunger of Bygone Ages.

            Demons of the First Circle, Coalescence of Yozis Essence

            The Iz are an ancient race of demons that legend claims, like the Angylkae, predate the banishment of those that would become the Yozis from Creation. Back in the primeval dawn of Creation the Iz roamed the vast plains of the Southwest. They were famine given form upon the earth like the locusts were to the air and the piranha to the waters. Tyrant lizards, humans, and even Cacti and grass alike would learn to avoid the fields of white moving white teeth or they would learn to leave behind colorless bones if anything at all..

            In those days the Iz were the bleach white of the bones of their prey. But after their banishment they were stained by the defeat of their masters to the color of dark ink. This helped them for they no longer gathered in waves of teeth but dwelled in the shadows of the Demon city as natural lackeys and hangers on looking for any meat to eat, and while swarm tactics were still their favorite they adapted and learned of ambush from the darkness. The Iz Formed from the pooled blood of the Yozis. Essence congealed and tainted with their Hunger for freedom twisted into a hunger for meat and blood. The Iz are often the size of a raccoon and simple eyeless black heads filled with rows of crooked grinning teeth and with small apelike hands emerging from behind their head, and comically oversized feet below their chins. They leave a signature inkblot stain when killed.

            Now in the age of Sorrows everyone from the Sorcerers on the Blessed Isle to the thug bosses of Malfeas keep crews of Iz for they have a natural talent for going unnoticed for infiltration, murder, and kidnapping. They are naturally sadistic, and will work loyally as lackeys as long as their master doesn’t mind their habitual nature of eating every living thing in sight, and torturing everything at their mercy. When given articles of clothing they may appear as an unassuming local of whatever area they inhabit thus allowing them to walk the streets of the Imperial City when given the wigs of old women, or take the roll of Mercenaries Peacekeepers in Nexus when carrying batons and a cap.

            Summoning: (Obscurity 1/3)

            Sometimes the Iz will find tunnels into Creations alleys when a person new to a city is reduced to disassociative catatonia due to the brutality city life. Sometimes an Iz will eat the remains of at least five other Iz with one season, and when this happens their form will bloat and upon their next meal they will burst into a birth explosion of ten newborn Iz.

            Motivation: Eat Meat

            Virtues: Compassion 1, Conviction 4, Temperance 1, Valor 2

            Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 2, Manipulation 3, Appearance 2; Perception 3, Intelligence 1, Wits 3


            Martial Arts 3, Melee 2, Archery, Thrown, War 1, Integrity, Presence 2, Performance 1, Resistance 2, Survival 3, Medicine, Investigation 1, Craft, Occult 1, Lore, Athletics 3, Awareness 1, Stealth 3, Dodge 4, Larceny 3 (Stealing 1), Socialize 1, Ride, Sail, Bureaucracy, Linguistics (Native Old Realm)

            Backgrounds: Backing 1


            1st Excellency Martial arts, Athletics

            2nd Excellency Survival, Stealth, Larceny, Dodge


            Measure the Wind (To best find who to toady up to)


            Mirror of Infinite Wardrobe (They need two separate articles of clothing to appear as a certain type of individual)

            Landscape Travel (Doubles Speed traveling in the shadows of a City or town)

            Bread of Weak Spirit

            Meat of Broken Flesh

            Spice of Custodial Delectation: Spirit gains essence for doing Henchwork Join Battle: 4


            Bite: Speed 5, Accuracy 8, Damage 4L, Parry DV -, Rate 2
            Clinch: Speed 6, Accuracy 7, Damage 4L (P), Parry DV -, Rate 1
            Soak: 1L/3B

            Dodge DV: 5 (They receive a smallness bonus making it 6 to things bigger then them) Willpower: 5

            Essence: 2


            • https://tentacledvitriol.wordpress.c...he-skinriders/

              First Circle Demon – Choronzae, the Skinriders
              Choronzae, the Skinriders
              Demon of the First Circle, Progeny of the Screaming Gaoler


              Malfeas is an alien and hostile place, filled with its own horrors to rival those of the Underworld. The choronzae are happy to remind incautious summoners of the consequences for frivolous and careless dabbling in the demonological arts.
              Born of Guranth, the Screaming Gaoler, the choronzae are hideous things that look like men only in parody. Their limbs are long and lean, often covered with greyish skin that is pocked and scarred from exposure to the Demon City. They have mouths where there should be none, sometimes in their hands or even their stomachs. They are completely hairless, and take to carving horrific symbols of the Yozis into their own flesh.
              Choronzae in the Demon City are mostly useless. They are serial killers and manipulators, and sometimes they find places of power in the courts of the Demon Princes, but more often thy are treated as animals, hunted or kept caged for sport or pleasure.
              Summoning: (Obscurity: 3/4) Choronzae are, when summoned at all, used as assassins or agent provocateurs, sent into the lairs of the sorcerer’s enemies to murder and lie. However, knowledgeable summoners avoid them, for their lies are potent even when bound. Each day that passes without a choronzon telling a convincing lie earns it a point of Limit. When a male, mortal serial killer skins his sixth victim and wears his or her skin under the light of the new moon, sometimes a choronzon can claw its way from beneath that skin, usually to the detriment of the killer.
              Motivation: To wear the skin of men.
              Attributes: Strength 2, Dexterity 3, Stamina 2; Charisma 1, Manipulation 5, Appearance 0; Perception 2, Intelligence 2, Wits 3
              Virtues: Compassion 1, Conviction 5, Temperance 2, Valor 3
              Abilities: Athletics 1, Awareness 3, Dodge 2, Integrity 3 (Lies +2), Linguistics (Native: Old Realm; Others: Any two) 2, Lore 2 (Riddles +2), Martial Arts 3, Presence 4 (Lies +2), Resistance 2, Stealth 3
              Essence Plethora: x2
              Malediction: Skinriders can inflict penalties to Defense Values.
              Measure the Wind
              Ox-Body Technique: x2
              Possession: Skinriders can only possess mortal male humans.
              Skinriding: This is a special form of the Shapechange Charm. The skinrider can only use this when he is in the presence of a male, mortal human who has been reduced to 0 Willpower or Health Levels in that scene. When activated, the mortal dies as a Shaping effect (if he was not already dead), his body sloughing off its skin leaving a (mostly) unrecognizable corpse behind. The skinrider may choose to wear that skin, taking on his shape as though the demon had scored ten successes on a disguise roll. This disguise tends to lose its effectiveness over time, as the skinrider’s demonic presence takes over. Victims usually begin to display fangs, claws, or hideous demonic tattoos or scarification, substantially reducing the disguise’s efficacy. For every month that passes, the demon gains one mutation point’s worth of positive mutations (usually starting with claws, fangs, thick skin) and the disguise loses one success.
              Excellencies: Martial Arts (1st, Divine Subordination), Presence (1st, Divine Subordination)
              Join Battle: 6
              Claw: Speed 5, Accuracy 7, Damage +2L, Parry DV 4, Rate 3, Tags N
              Clinch: Speed 6, Accuracy 6, Damage +2B, Parry DV -, Rate 1, Tags C, N, P
              Kick: Speed 5, Accuracy 6, Damage +5B, Parry DV 2, Rate 2, Tags N
              Punch: Speed 5, Accuracy 7, Damage +2B, Parry DV 4, Rate 3, Tags N
              Soak: 2B/1L
              Health Levels: -0/-1×8/-2×7/-4/Incap
              Dodge DV: 3
              Willpower: 8
              Essence: 2
              Essence Pool: 80
              Other Notes: Choronzae tend toward feral, animalistic impulses, and are inclined to use their bare hands (or claws) to drag down their prey, even when other implements might be better. However, more than physically violating their enemies, they prefer to talk them to death, making vicious insinuations and subtle jabs that eventually have the victim doubting himself so much that he becomes an easy meal for the skinrider.


              • https://tentacledvitriol.wordpress.c...s-of-hell/amp/

                First Circle Demon – Chernobaal, the Hounds of Hell

                Demons of the First Circle,

                Progeny of the Keeper of the Forge of Night

                When Alveua strikes her hammer against the Forge of Night, it does not shed cascades of sparks, but torrents of shadowy motes, darkness bleeding in clouds and eddies from her domain. And yet, sometimes, when the material she works cannot help but shed light or fire, the sparks that issue from the unholy meeting of light and darkness grow into a chernobaal, one of the Hounds of Hell.
                These massive, canine demons are born with a powerful urge to hunt and destroy, but are equally drawn to creation. Born of their mother’s creative impulse and the violence of her Forge, born of the dichotomy of light and dark, they roam the demon realm, serving as trackers, executioners, gladiators, or sometimes artisans. Many of the chernobaalim are held captive by Oskoreia, the Houndmaster, who uses them on her demon hunts.
                A chernobaal is a hulking beast, standing roughly six feet tall at the shoulder, with the general build of a scent hound. Their fur often flickers with green fire, and when they breathe out, their mouths fill with sparks of unholy green flame and the same motes of blackened shadow that spew from the Forge of Night. When summoned, most chernobaalim will bear signs of slavery: massive brass collars and chains, ritual scars or tattoos, or the like.
                Summoning: (Obscurity 1 /4): Sorcerers most often call upon the chernobaalim to serve as trackers or guards, as they can be fiercely loyal. Only the most learned scholars know they are also craftsmen, and will call on them to produce wonders of fire and ash that can outlast all but the Magical Materials. If a masterpiece of craftsmanship is lost for one full season and found while the new moon is in the sky, a chernobaal may find its way free of Malfeas. If a chernobaal sees one of its creations destroyed, it gains a point of Limit.
                Motivation: To create and destroy.
                Attributes: Strength 5, Dexterity 4, Stamina 5; Charisma 3, Manipulation 1, Appearance 3; Perception 6, Intelligence 3, Wits 3
                Virtues: Compassion 1, Conviction 4, Temperance 2, Valor 5
                Abilities: Athletics 4, Awareness 4 (Scent +3), Craft 5, Dodge 3, Integrity 4, Investigation 3, Linguistics (Native: Old Realm; Others: Any two) 2, Lore 1, Martial Arts 4, Presence 1 (Intimidation +2), Resistance 3, Stealth 3, Survival 5 (Tracking +3)
                Backgrounds: Backing 1
                Bane Weapon: Chernobaalim can deal aggravated damage to any creature they have spent at least three consecutive days hunting.
                Essence Plethora (x3)
                Malediction – Chernobaalim can inflict a -1 penalty to Stealth or Survival rolls made to avoid a tracker.
                Materialize ¬– 55 motes
                Measure the Wind
                Ox-Body Technique (x3)
                Principle of Motion – A chernobaal can store up to eight actions.
                Spirit-Cutting – Chernobaalim can materially affect dematerialized entities.
                Excellencies: Craft (Second, Third), Survival (Second, Divine Subordination)
                Ash from the Forge of Night: For a cost of 30 motes and two Willpower, a chernobaal can consume an object and vomit forth a cloud of smoke and green fire that will coalesce into a different object of the same Resources value. This new object is obviously made of ash and flame, and is as recognizably Malfean as the Infernal Exalted themselves. It is, however, effectively imperishable, and will never need repair or maintenance unless deliberately harmed. Even in this case, its Hardness is three points higher than a normal object of its type. This ability can neither consume nor reproduce Artifacts.
                Join Battle: 7
                Bite: Speed 5, Accuracy 10, Damage +8L, Parry DV 3, Rate 2, Tags N
                Clinch: Speed 6, Accuracy 8, Damage +5B, Parry DV -, Rate 1, Tags C,N,P
                Soak: 10L/15B (Thick Hide, natural)
                Health Levels: -0x1/-1×9/-2×8/-4/Incap
                Dodge DV: 5 Willpower: 8
                Essence: 3 Essence Pool: 110
                Other Notes: Chernobaalim are likely to form Intimacies to their summoners or handlers, requiring one fewer scene spent building such Intimacies and one additional scene eroding them than their Conviction would indicate. It is not unheard of for a summoner who has utilized a particular chernobaal previously to be able to summon the beast again without binding it.


                • https://tentacledvitriol.wordpress.c...kers-of-ruins/

                  Jawilae, the Brokers of Ruins
                  One of my fellow players in an online Infernals game has a character based on Star Wars Sith to varying degrees. During a snarky exchange, I suggested that he should have a midget sidekick with glowing eyes who repaired droids. Unperturbed by my mocking tone, he insisted that I design this First Circle demon for him. Blame him, good gentles, for the Jawilae.

                  Jawilae, the Brokers of Ruins
                  Demons of the First Circle
                  Progeny of the Living Tower

                  In the wastes of Cecelyne, several tribes of First Circle Demons wander, compelled by their natures to sift through the sands of the Endless Desert, seeking treasures from the past that have been swallowed up by the silvery sands of Cecelyne. These are the Jawilae, originally sent by their progenitor to find relics for his own use, but long since forgotten and dismissed as eccentric and useless.

                  And yet, Creation’s sorcerers have found numerous uses for these diminutive beings, most often as bloodhounds for lost demesnes and ancient ruins. In this, they are excellent tools, though their nature is never to give away that which they have found. Even their summoners find they must bargain with the creature, or else steal the find before the First Circle demons can get it in their clutches.

                  Jawilae hide their appearance from the world under heavy robes, though their glowing eyes burn from beneath. Living in the desert, they tend to spend most of their time huddled around their herd beasts or packed inside whatever First Age conveyance they have managed to cobble back together.


                  Summoning: (Obscurity 1/3) Jawilae are most often summoned to scavenge ruins for truly important baubles of past ages. When a great work of mortal artifice is broken, discarded, or truly lost, a Jawilae may be able to escape Malfeas to reclaim the item. If a Jawilae is forced to give away an item it has recovered without some manner of recompense, it gains a point of Limit. It treats orders to give up items without compensation as unacceptable, even if bound by a summoner.

                  Motivation: Collect and sell the debris of the past

                  Attributes: Strength 2, Dexterity 5, Stamina 3; Charisma 3, Manipulation 5, Appearance 3; Perception 4, Intelligence 4, Wits 5

                  Virtues: Compassion 2, Conviction 4, Temperance 3, Valor 2

                  Abilities: Athletics 1, Awareness 3 (Broken Things +2), Bureaucracy 2 (Haggling +2), Craft 3 (Repair +3), Dodge 2, Integrity 1, Investigation 1, Larceny 2, Linguistics (Native: Old Realm; Other: None) 0, Lore 2 (First Age +2), Occult 1 (First Age +2), Resistance 1 (Environmental +1), Ride 1 (Artifacts +1), Stealth 2, Survival 2 (Deserts +2)

                  Backgrounds: Backing 1, Resources 3


                  Amethyst Awareness

                  Benefaction – Craft rolls

                  Divine Prerogative – Find ruined objects

                  Essence Plethora (x2)

                  Materialize – 45 motes

                  Measure the Wind

                  Ox-Body Technique (x2)

                  Reserve of Will (x2)

                  Sense Domain – Broken objects of historical or cultural significance

                  Spice of Custodial Delectation – Broken objects of historical or cultural significance

                  Repairing the Past (4m, 1W) – This unique spirit Charm allows the Jawilae to commit its mote cost to ignore all Craft prerequisites for the purpose of repairing objects.

                  The Order of Language: Jawilae speak only Old Realm. However, they have a permanent, unique Charm that allows them to understand any language, and to selectively permit others to understand them at will.

                  First Excellency: Bureaucracy, Craft

                  Join Battle: 8


                  Clinch – Speed 6, Accuracy 5, Damage 2B, Parry DV -, Rate 1, Tags C, N, P

                  Kick – Speed 5, Accuracy 5, Damage 5B, Parry DV 2, Rate 2, Tags N

                  Punch – Speed 5, Accuracy 6, Damage 2B, Parry DV 4, Rate 3, Tags N

                  Soak: 3B/1L

                  Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap

                  Dodge DV: 5
                  Willpower: 6 (8 temporary)

                  Essence: 3
                  Essence Pool: 80


                  • Lazado, the Rebellious Rabble Rousers

                    The Lazado have many forms. Perhaps he has the form of a man, wearing a trenchcoat, smoke billowing about his face. Perhaps a man, dressed all in green, with a feathered cap.*** Perhaps a thief in the night, smirking and grinning, with a hat he tips to the ladies. No matter. The Lazado is a rebel and destroyer of authority. Created by some 3rd Circle as a slight against the priests of Cecylene, the Lazado are rebels, malcontents, and generally, anarchists against all forms of authority. Whether to kick out all the teachers in a school and let the children run wild, or to overthrow the Kings and distribute the treasury to the rabble outside. Often, he causes trouble for the princes of hell, inciting serfs to rebellion. Were he to be caught by Cecylene, his demise would be slow and painful. Which is why every single Lazado thirsts to enter the blue skies and clean air of Creation, to wrack havoc.

                    Let us say, a ordinary kingdom within the Threshold. The king is... mostly just. A few things which made his subjects grumble and the monks titter. Heavy taxes, like normal. Cruel and greedy nobles. Squalor and ghettoes. There, the Lazado appears. He gathers a posse of men, all discontented like himself, angry and unhappy. Perhaps they had nothing to do, or the king's policies cost them their job. He calls them some pretentious name, and goes about wrecking havoc. Burning down government buildings. Waylaying tax collectors. Breaking into the houses of the rich princes and barons, stealing their treasures and families, then distributing it to the poor.

                    The law enforcement tries to catch him, but they fail. They attack once, slaying dozens of soldiers, then retreating into forests and bushes, escaping from them. Nightwatchers chase after them, only to be delayed as sympathetic citizens help hide them or help ward them off. Door to door searches are made, while they hid in the cellars of their supporters.

                    He makes appearances into market squares and public streets, making grand speeches about tyranny and freedom and all that sort.

                    At first, people look at him and nod in agreement. It was unfair that taxes had been raised so high. Then, as nods become shouts of agreement, the speeches change. It changes, shifting and altering, until the words bear little resemblance to reality. The king has raised taxes. The king has levied fines. The king has taken your daughter and wife for his harem, although they are standing right next to you. The king has slain your dog, although it died of sickness 2 weeks ago. The king murdered your family for speaking a word against him, though you go home to them. The king does not worship the gods, although he just visited the temple of the unconquered sun a month ago. The king has taken thousands of people for sacrifice to the Yozis, despite no such thing happening. Again and again, until the Lazado can shout about how the King has stolen the sun and darkened the world and thus must be slain for light to reenter the world, and the crowd can shout in thunderous agreement, all while sweating beneath the noonday sun.

                    Then the crowd storms the battlements and the fortress. Knights and elite commanders are cut down by demonically blessed arrows, shot by warriors enhanced by unholy magic, burying into throats and eyes, leaving the soldiers defenseless. All is burned. Nobles, princesses, barons, elders, all those of temporal power and high office, dragged into the streets to be murdered gruesomely. Priceless objects and artifacts, money stored within the treasury, anything of value, is taken and distributed amongst the people and the poor.* Courtrooms and lawhouses are torn down, for the people will not obey the laws of tyrants, but their own.** Then it gets worse and worse. Next are the leaders of the rebellion, for do they not send men to die for their cause? Then the city elders. For do they not tyrannize others, based on seniority? Until at last, children murder their parents in their sleep for telling them to go to bed, and silence falls.

                    Whether or not the people see through this spell, the Lazado will nod his head, turn about, and skip off merrily, singing a jaunty tune, towards another kingdom or city-state.

                    Motivation: To tear down all governing authority, no matter how small


                    Charisma 4, Appearance 4, Dexterity 3, Strength 3, Intelligence 2, Stamina 3,

                    Archery 5 (+3 surprise), Melee 4 (+3 against armour), Social 5 (+3 for attacking authority), Presence 2 (+3 for crowds), Larceny 4 (+2 for breaking and entering)Bureaucracy 1 (+1 for insurgencies), Stealth 4 (+3 amongst others), Craft 3 (+3 for improvised weapons), Dodge 4, Ride 2, Sail 2, Linguistics 2, War 5 (+3 small unit tactics), Occult 1 (+3 demon beckoning), Investigation 2 (+1 for finding malcontents, +2 for finding weaknesses in authority), Resistance 3, Medicine 1 (+2 for poor conditions), Lore 1, Performance 2 (+2 in charming ladies +1 for the common people

                    Quick charms:

                    I'm a man of da people! - No matter where and when, the Lazado will appear as a perfectly normal citizen and native. Were he to walk down the street, no one will give him a second glance

                    One of us! One of us! - Whenever he speaks, the mortal feels as if the Lazado not only has suffered as they have suffered, and knows how they feel, they find their own hearts resonating with him. Any mortal of no significant station or political office, has an external penalty equal to the Lazado's (Essence - 1) to himself whenever trying to resist his rhetoric or lies.

                    Chanting of the men - Singing a jaunty song together, the Lazado and his victims sing together, and in so bind their essences ever closer, letting him impart some of their power. This lets the Lazado enhance his elite guard, granting them an advantage against ordinary mortal soldiers****

                    Down with the state! - The Lazado makes a case against authority, either pointing out their flaws, exaggerating their crimes and failures, or outright inventing them. Even if the king were to be a selfless saint who works flawlessly, day in and day out for the people, they will still be turned against him, eventually. This charm can inflame feelings, compell people, or even outright rewrite their memories.

                    *Yes, this is a reference
                    **In other words, anarchy
                    ***Another reference
                    ****Not sure how powerful this should be.


                    • Orvos, the needle doctors

                      The Orvos is a demon, resembling that of a bald old man, with both eyes blinded, and a hobble. This is an illusion, though. In a pinch, a Orvos can move as fast as a horse, and his sensitive nose and ears work as well for him as sight. His eyes do not detect light. Instead, they detect the flow of essence and life within the veins of living creatures, allowing him to assess their state. Their health, their level of energy, poison, disease, all can be diagnosed nearly instantly, in a single glance. More difficult disease require him to smell them, or to ask them questions about their lifestyle. But generally, it is quite easy. But that is not his main purpose. His main purpose, is to enhance bodies.

                      The teeth of an Orvos are sharp and needle like, capable of constantly regenerating themselves throughout his lifetime. The saliva of an Orvos acts as both an anesthetic and a antiseptic. Plucking out several teeth from his mouth, the Orvos looks upon the body of the patient. He sees the flow of essence and Qi. He sees how it flows, and how it pools. He sees how it shifts around, and how it pools. He sees the concentrations of Qi in various parts of the body, and in the various portions of the spine. And then, he begins to work.

                      His teeth contain essence, and are sharp. Inserting them into the patient's body, he stimulates their body and soul, increasing their native attributes and abilities. Stimulating the essence within a man's brain may make him cleverer, wittier, and more focused. While pricking his sternum and the middle of his back, vastly increases his vitality, enabling him to lift a cart or heft a heavy goremaul in a single hand.* Of course, for less important patients, the Orvos can simply do things like increase their resistance against disease, relieve their pain, or enhance their body recovery**

                      However, such a thing is always fleeting. Within a week, such an effect fades, and the patient has to come back for more. There are limits, however.***

                      The Orvos has a hatred of professions that use different methods than himself. He gains a point of limit whenever he sees a doctor, surgery tools, or medicinal herbs.

                      *Training effect, focused upon enhancing attributes instead of abilities. No xp debt, unless its permanent

                      **Yeah, its acupuncture

                      ***Not sure


                      • Puska, the Thrice-headed centipedes
                        Progeny of the Living Tower
                        Demon of the First Circle

                        The Puska is a beautiful creature. Made out of a silvery, multicoloured, segmented crystal, with jewels studding its length and with three heads. Each head of a Puska contains a single eye, a glowing ruby with an inner fire. The main body itself is scaled, with the ability to climb on or twine on nearly any sort of surface. Many use the Puska as jewellery, as its appearance is beautiful and pleasing to the eye . But that is never its true, main use. Octavian is no social dilettante. The Puska was made in service for war, like many of his progeny. Upon a command, the Puska open their mouths wide. Lightning Essence intermixed with Air Essence, and a glowing, screeching ball of power is launched from its mouth, streaking through the air faster than an arrow and quicker than the mortal eye can track. The ball is composed out of volatile energy, easing causing deadly injuries*, setting wood aflame, and turning stone red-hot and molten if enough were to strike it.** Each head of the Puska spits out a ball one after another, their sensitive red eyes allowing them to calculate complex trajectories, angles, and distances with the ease a man may breathe. *****Their tendency to take turns to fire means that a Puska can vomit out a continuous, non-stop stream of projectiles, allowing them to pin down their victims behind stone battlements and inside trenches, forcing them to move around or thin their numbers by rushing at it.

                        In the wars of Malfeas, the Puska are often used to kill off mass charges of weak demons, and are draped across frames where they can rest and Attack at any angle. In Creation, it is much the same, with cults and sorcerers using Puska to rob treasuries and storming official buildings.

                        Some have breeded and mutated the Puska, merging their heads together and enhancing its power with Malfean fungi and Kimberrian Lichen. Their bodies are now short, squat, thick, and nearly immobile. They have a single head, and a single mouth, with three eyes clustered about them. They now vomit a single bolt, sacrificing rate of fire for firepower.**** Their projectile are now even deadlier, transforming solid stone into molten slag or explode amongst a squad of demons, causing horrific, injuries of melting flesh and green sun wasting.

                        *Kills mortals with ease. Not much use against guys like blood apes, though
                        **First hits like normal. Subsequent hits get one more dice. Then another. And another. Until it just falls down.

                        ***I need a good drawback and a good limit break


                        ***** Whatever weapon analogue you’re thinking of? They got better range. And are self-aiming.