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  • #91
    Originally posted by Eldagusto View Post

    That rings a bell, is that Cray as in Computer?
    No. It's gothic + alternate history + horror + supernatural.

    It's a story of a man who hunts wych kin, monstrous beasts who lurk in the ruined parts of London. Who are each terrifying and monstrous.

    The drowned folk. Cradlejack. The Night Mare. Wights. The Scarlet Pox. Stitch face. Rat Kings. Ghouls. Night Ghasts. Hellhounds. Rawhide.

    A veritable menagerie of monsters and horrors, all coming out at night to play

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    • #92
      Also on the wiki front. This one has been around since at least 2005, it's more difficult to format which is why it fell out of favour but it's clearly stood the test of time.


      The Freedom Stone is back, help it to live again.

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      • #93
        Originally posted by Lioness View Post
        Also on the wiki front. This one has been around since at least 2005, it's more difficult to format which is why it fell out of favour but it's clearly stood the test of time.

        Also has the Taxonomy of Maddness, if you want more demons.

        http://exalted.xi.co.nz/wiki/ATaxonomyOfMadness


        I did a lot of homebrew over here. PEACH.

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        • #94
          Originally posted by Epee102 View Post


          Also has the Taxonomy of Maddness, if you want more demons.

          http://exalted.xi.co.nz/wiki/ATaxonomyOfMadness
          Oh yeah. I remember those.

          I love the bird that can see into the future and basically gives you good luck at the cost of all your loved ones. And the sociopathic manipulators that can see the connections between people. But being sociopaths, can never see each other, making it impossible for them to work together.

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          • #95
            Originally posted by Eldagusto View Post

            That rings a bell, is that Cray as in Computer?
            Finally. A computer.

            No. Its an alternate history, set in a world where beings, monsters, called Wych-kin exist, that die to darkness. The wych-kin started up in London, and spread out across many cities, and have a variety of weaknesses and powers.

            The Drowned Folk: Unknown. Often accompanied by wet footsteps and tentacles. Seem to turn the air cold and salty

            The Night Mare: Unknown. A horse, black in colour, with an old woman's face. Crouches in corners. Kills people by lifting them up into the darkness, and does something to them.

            The Scarlet Fever: You dream of a girl. And the next day, you fall ill with a deadly disease.

            Rawhide: A beast that follows you. You walk. And then stop. Then realise that someone's following you, matching your footsteps to hide their own, and then stopping when you stop. Only that they fail to stop in time and you can hear the extra step. You look behind. You walk again, then stop. You hear it again. You look behind again. You walk, faster this time, look over your shoulder, terrified. And this is when Rawhide appears, leaping out from thin air, to kill you.

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            • #96
              Agyu, the blazing eyes of hell

              Within hell, dancing lights are seen, floating and bobbing on unseen tides and waves. That is the Agyu. Spheres of Malfean crystal, with flickering green flames within them, glowing with a green light. A single symbol is on them, and the Agyu points these at things they examine, like the pupil of an eye, its flickering inner flame casting strange shadows. They are mostly harmless, flitting about Malfeas's layers in great swarms, avoiding the predators and acids of kimberry, escaping the darkness of the Ebon Dragon. But of course, all in Malfeas earn their keep. And the Agyu earn theirs, by being weapons.

              The Agyu were made by an ancient warlord of Hell. Seeing that his demons lacked firepower, he devised the Agyu to act as installable weapons powered by an imitation of Ligier's power. The Agyu can meld themselves into a demons' flesh, their bodies warping into elsewhere so only their runic pupil sticks out from the surface of the demons' body. Only one Agyu can share a host at a time. Any more, and the host begins to suffer from burns, similar to green sun wasting, as the power of the Agyu seeps into them.

              Each Agyu contains a great inferno, a pale imitation of the power of the Green Sun. And though relatively weak, it is still a force to be reckoned with. They can release this power in great exhalations, blasting apart fortress walls in a blast of green light, or destroying armies by releasing predatory gouts of green flame, that seek out the closest living thing to set alight and are immune to water. A sorcerer using an Agyu and backed by other spells can singlehandedly take on entire armies. So, too, has the Agyu gained notoriety when used by Yozi cults.

              Of course, such power comes at a price. The Agyu can only swivel by a minimal amount when bonded, and so the host must aim for them. And the power of the Agyu is such that it must be expended each day, or else the essence build-up will injure the host.*

              *Each day, the host rolls Stamina + Resistance against difficulty 1. Failure leads to a single lethal health level of damage. Each day, the difficulty increases, as does the damage. Until the host either dies, or the Agyu is fired. Then the difficulty and damage is reset.
              Last edited by Accelerator; 12-02-2018, 02:18 AM.

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              • #97
                edited it.

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                • #98
                  This is a really unique concept, kind of also reminds me of the imagery of Eyes in the Dark trope you see I. cartoons. One thing needed is explanation on how to hurt one. I really like though they are imitations of the Ligiers Greater flames.

                  Perhaps I would also indicate their original progenitor is dead. I mean the basic assumption is all demons are old, even though that isn’t the case at all, so maybe mention something along the lines of the old warlord being dead or lost to history or taking a different profession may be interesting.


                  It is a time for great deeds!

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                  • #99
                    Originally posted by Accelerator View Post
                    Oh yeah. I remember those.

                    I love the bird that can see into the future and basically gives you good luck at the cost of all your loved ones. And the sociopathic manipulators that can see the connections between people. But being sociopaths, can never see each other, making it impossible for them to work together.
                    Gosh, I've been thinking I needed to stat my old works up, but I'd forgotten about the Kerumath.

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                    • https://forums.sufficientvelocity.co...4#post-7264406

                      Acelkuklac, the Armour Worms
                      Demon of the First Circle
                      Progeny of the False Sun

                      A figure in full armour stands tall by their liege lord. Their posture is rigid, and their guard unwavering. Only when one looks closer does one notice the organic extrusions which coat the joints of the armour - and should one raise the visor of the suit, the squirming mass of orange worms reveals itself. They fight unarmed, but hit with terrible hammer-like strength.

                      The acelkuklac are creatures of devout, fanatical virtue - and above that, they are preservers of virtue. They never break their word, answer all challenges, show compassion to all and never bow to adversity. With softly-spoken kind words, they encourage such behaviour in other - and where kindness fails, they chastise with their mailed gauntlets. Above all they seek to protect children and other innocents, and they fight with terrible skill - and turn that same skill against those who fail to live up to their standards.

                      When an armour worm is wrought within Asarin’s flesh-pits, it is without its metal armour. It must acquire it, and so one might look very different to another. The mightiest acelkuklac acquire a suit of fine jade pilfered from Creation, and Asarin’s personal bodyguards is made up of esteemed worms that have such a shell. Alas, their queen and maker often fails to live up to their standards and oftimes she will banish her bodyguards when their rigid morality gets in the way of her whims.

                      Many demonologists refuse to summon the acelkuklac, for sorcerers are not the most pure of men. The binding of sorcerers cannot force an armour worm to act against its Virtues, and they gain a point of Limit whenever they see another suppress a Virtue. A young acelkuklac can enter Creation when an orphan is threatened within sight of armour that belonged to his dead parent.

                      Hallomasetel, the Rumour Eaters
                      Demon of the First Circle
                      Progeny of the False Sun

                      A hallomasetel never takes physical form. In that way, it is no more material than the rumours that are its favoured repast. To those who can sense immaterial creatures, it is a thin cloud of inky mist that constantly emits muffled whispers. Try as one might, though, these whispers cannot be heard.

                      When a hallomasetel hears two figures sharing a secret in private, it drifts over, enveloping both of them. By doing so it devours the rumour, stripping it from the minds of both of them. They can also feast on written secrets, erasing texts and leaving papers blank. The demon grows larger when it does this, and the whispering grows louder, though no more distinct. Asarin sends these demons into the world to gather hints of power. These, they devour and when they return to hell they gratefully inscribe their meals on parchment.

                      The rumour eaters have a cruel, paranoid intelligence. They hate secrets, viewing them as alive - and seek to slay them so that they cannot plot against them. They whisper to people in their dreams, pushing them to shun the worship of Jupiter and burn her shrines. For some unknown reason, they detest the Maiden of Secrets in all her manifestations, claiming that she personally insulted Asarin before the Primordial War. This is a great mystery to all, including Asarin - for the False Sun is a demon of Elloge, who was born of the blades of the Exalted.

                      Sorcerers use the hallomasetel for much the same purposes that Asarin does. A wise summoner remembers to milk their rumour eaters of all their inky secrets before they let them go back to Hell, or else the False Sun may acquire them. Even binding cannot prevent a rumour eater from trying to eat a secret it finds and gain Limit when someone tries to physically prevent them. Excessively secretive sorcerers do not let them into their inner sanctums. A hallomasetel can seep into Creation when midnight deeds are whispered between two would-be traitors on the new moon, snatching the hateful secret that would wreck their loyalty.

                      Kusziklang, the Ochre Crawlers
                      Demon of the First Circle
                      Progeny of the False Sun

                      When Asarin wishes to make a new kusziklang, she plucks a strand of flame from her head and hammers it again and again until its surface becomes brown hide and a new demon is born. These demons look like eyeless, hairless men and women whose skin is leather. Their ochre flames can be seen burning within their skulls, and they drip from their nailless fingers. This cool flame is sticky and glue-like, and so a kusziklang can crawl on the wall or ceiling as easily as they might the ground. Their boneless bodies are light and flexible, and they run as fast as a horse in full gallop with near endless stamina. They can crawl through cracks no wider than a man’s head.

                      There are demons that are stronger than the ochre crawlers and there are demons that are more skilled, but in the heights of the Demon City few can match their mobility. When Asarin goes to war her kusziklang swarm forth at her order, sprinting up fortifications and hanging from basalt ribs. Where they go, they leave footprints and handprints that burn for minutes before they fade. In war, they pelt their foes with handfuls of glutinous brown flame that they mix with oil so that it burns hotter and clings to their foe. The fire of Asarin is not extinguished by water nor by the Demon Sea Kimbery, but must be smothered with iron dust or earth.

                      The kusziklang are proud and competitive, and do not take well to physical confinement. When bound by a demonologist, they will try to bully other demons and ensure that they are foremost of the servants of their master. Within Hell they preach the virtues and worth of Asarin herself, and when they leave her territory they carry torches they coat in her fire so that all may see her brown flame.

                      Sorcerers call upon the ochre crawlers as messengers or skirmishers, and they carry out both roles happily, though their touchy pride means they take a point of Limit whenever they are ordered to carry out a task they feel is below them. A kusziklang can escape from Hell when a man or woman is burned alive in a fire too cool to kill quickly and too smokeless to suffocate. The brown flame of Asarin fills the charred corpse, whose skin becomes leather as the kusziklang becomes manifest.

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                      • Goddamn it. I remember several Demons, on spacebattles. Only I can't find them anymore.

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                        • https://forums.sufficientvelocity.co...2#post-9590830

                          Legyallat, the Fly Ogres
                          Demon of the First Circle
                          Progeny of the Assayer of Men


                          When Tereki finds that a soul is too impure for her purposes she discards it, dumping the waste into the pool behind her workshop. From the mixing of a hundred failures are born the legyallat. Though by their nature they should be horned and furred, the toxic brew from which they are born dissolves their skin. The insects of the Demon Realm flock to their raw forms, covering them in a layer of buzzing insects. Given the scale of their ape-like bodies which stand two metres high at the shoulder, the noise of the bugs covering them can be deafening up close.

                          The fly ogres are hulking clumsy brutes strong enough to lift a horse in one hand and are inured to agony. In their creator’s eyes, though, they are utterly without worth for they are creatures lacking any virtue. Intemperate, cowardly, weak-willed and callous, the legyallat flinch from the scorn and whips of Tereki. They believe in their hearts that they are as valueless as she says they are and any praise or respect they are shown only convinces them that they are being mocked.

                          In their worthlessness, though, they have a wonderful capacity to detect things of value. Though their pain means they have no sense of touch and they are nearly blind, their sharp noses can smell out precious metals through metres of rock, and their bloated tongues can easily taste traces of brass adulterating gold or opal dust in dirt. They swallow such precious things in their greed, but they cannot digest things of value even though the alchemical brews of their innards can dissolve rock and stone. As a result, within Hell they are also used to purify ores and adulterated metals.

                          Summoning: (Obscurity 2/3): Sorcerers call upon the legyallat for brute labour. A team of legyallat can manhandle heavy loads, though sorcerers must be cautious to avoid letting them near things that could be ruined by the insects that swarm around them. They are too clumsy to be truly skilled fighters, but their sense of smell is remarkable - at least if the sorcerer can avoid thanking them for it. A fly ogre is pained by praise or respect - each scene they are shown kindness or appreciation inflicts one point of Limit on them. One of these demons can escape Hell whenever meat is left to rot in an alchemist’s discarded waste, called to feast by the scent.

                          Kezkutya, the Nimble-Handed Dogs
                          Demon of the First Circle
                          Progeny of the Assayer of Men


                          The four hounds of Tereki are Manan, Salnan, Ganan and Nan, and they are the only four creatures that their mistress trusts. From their pups, therefore, the Assayer of Men wrought a race of demons to serve as her aides and assistants. The kezkutya resemble hunting dogs with hides of many colours, save that their forelimbs are six-fingered hands and they have two goat-like horns made of glass protruding from their brows. They move on all fours or on their hind legs as they see fit, and converse in Old Realm, making notes in a flowing, elegant hand.

                          To aid them in their work, these dogs wear many belts of strange intricate tools that they shape from their shed horns. When in the service of their maker, they wear robes of red, white, yellow or black. The colour marks her estimation of their skills. The kezktuya are snobbish, arrogant demons who look down on any who cannot match their own alchemical talents - but on the converse. they will loyally serve any who can exceed them. Such loyalty does not replace that to their creator, though, and they bring back tales and rumours of the work of others in Creation to the Assayer of Men.

                          The alchemy that Tereki performed upon the souls of these demon-dogs has redirected their natural instincts. They are still driven to hunt and chase, but their prey now dwells in the intellectual realm. Given a task or alchemical problem to solve, a pack of nimble-handed dogs will chase it down unerringly. Such a transmutation was not perfect, however, and older instincts will still surface at unexpected times. Their mannerisms are an odd blend of men and dogs, and a fleeing rabbit or tossed stick can distract them from their set tasks and lead them to forget what they were working on.

                          Summoning: (Obscurity 3/5): The obscurity of these demons is largely representative of how many sorcerers pay little attention to the arts of alchemy - among those who specialise in such magics, they are more well reputed. Sorcerers make use of the kuzkutya as research assistants and aides, capable of working independently or making accurate notes. They are also glassblowers of some skill, and know many other skills that come in useful around a sorcerer’s workroom. Their old instincts still surface - a nimble-handed hound gains one point of Limit if prevented from chasing fleeing prey. They can escape Hell when an alchemist’s experiment fails due to inadequate preparation, and their mishaps slay a beloved pet dog. The kuzkutya subsumes the corpse, taking on the appearance of that breed of dog until cast back to the Demon Realm.

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                          • https://forums.sufficientvelocity.co...9#post-7180996

                            Egysok, the Lonely Crowds
                            Demon of the First Circle
                            Progeny of the Innocent Demon


                            An egysok has one hundred and four bodies, that in their seeming resemble hairless humans with a single short horn on their brow. It is their curse that one hundred and three of these bodies are imaginary, and can only be perceived by others of their breed. Such is their self-confidence, however, that most people do not notice that they cannot see the imagined forms and thus they treat each egysok as a mob. Only the more perceptive notice that there is only one demon present.

                            To watch two lonely crowds fight is an intensely strange spectacle, for their confidence in their conflict means onlookers perceive a dreadful battle going on despite the fact that they customarily position their real body near the back of the crowd, to jeer and call out moral support.

                            The voice of an egysok is in magnitude proportional to their imagined size, and so when they speak it is in the voice of a hundred and four men. They are clumsy and have problems coordinated their teeming horde, and often forget to move their real body. For that reason they are not particularly useful demons for physical activity, though in Malfeas they see much use for their song which is both sweet and choral and is efficacious at driving away the Silent Wind. Smarter demons cover their horn with hats or bandages, or are instructed to do so by their summoner.

                            Summoning: (Obscurity 2/4): Sorcerers call upon egysoks when they wish to inflate their perceived numbers. A few lonely crowds can make a small force look like a teeming army. A lonely crowd takes a point of Limit per scene it is forced to spend in a place that is not large enough for it to fit all its bodies in. An egysok can escape from hell when a demagogue calls on a crowd to rise up in riot against lawful authority; the demon joining the crowd to produce a groundswell of popular support.

                            https://forums.sufficientvelocity.co...5#post-7200339


                            Mahal Caracratina, the Folded Flesh-Rafts
                            Demon of the First Circle
                            Spawn of the Sargassum Sea


                            The oceans of Malfeas are strange seas indeed. Straits of sticky, mumbling ichor drain into a thundering abyss; the surf and spray speaking with a voice of acid. Rot-choked rivers more earth than water feed into an emerald eternity; their contents sizzling as the currents mingle. When Hegara stalks the waves crews forget themselves and dance to the tune of her dream-rain cascading on slanted roofs, cupping neon memory in webbed hands. When Adorjan begins to blow sailors sing, belting out fearful verses in the hopes that they will live to see the refrain; their sails shredding before them. And when Oramus himself stirs omen-weather scourges the deep and even the bravest, boldest captains huddle behind their living hulls, praying for deliverance. There are a bevy of odd craft that populate the reservoir-worlds of the Demon City, braving these myriad obstacles that comprise everyday life on Kimbery's vastness, and the Folded Flesh-Rafts are but one of many.

                            They are singularly unlovely things. Ugly clots of grey-pink flesh drifting on alien tides. Beasts only a mother could love and so, naturally, Kimbery's Unquestionable adore them absolutely. Bony beams and jagged reefs sprawl out just above the waterline. The craft bobs and lists frightfully if the weather turns rough. Below long, ribbon-like tendrils dangle. Snagging food to feed the simple-minded demon as it drifts by. Above a collection of sails and hulls and masts grows with little rhyme or reason. An incomprehensible tangle of sinewy rigging and veined bulkheads. New cabins and decks are added as the demon grows, often canted at insane angles, and bone chimneys push up through walls and floors alike as they reach towards the shining sun. Oftentimes the captain is simply the first demon who can consistently navigate the mess with some success.

                            Yet what they lack in glamor (and grandeur, and basic aesthetic), the Mahal Caracratina make up for in efficacy, safety, and cost efficiency. Organ weapons grow in rough arcs, primarily dart-throwers and chemical lances. They are not fast but their stony sides can stoically bear most environmental injuries and it is easy to keep the scavengers fed. They can literally be found freely drifting on Kimbery's waves, waiting to be lassoed by a fresh crew. And, perhaps most importantly, when they are happy they sing. Piping out jaunty, rhythmic melodies through the hollow columns of bone. Warming the spirits and warding away the Silent Wind.

                            Summoning (Obscurity 3/3): The same traits that make the Flesh-Rafts so popular in Malfeas make them a rarity in Creation. Most Sorcerers assuming (completely correctly) that they can do so much better in terms of naval conveyance, particularly as summoning the beast itself does not bring forth its crew. Aside from that they are wonderfully simple creatures with few hidden complexities and not nearly enough brains to make trouble. A Mahal Caracratina may escape into Creation when a tangled mass of blocks and ill-kept rigging drags a sailor overboard. The beast placidly drifting up from the seabed wreckage like some cancerous cloud a few days later. Fresh water burns them like acid and they abhor it completely.





                            Mahal Bhaleena, the Cetacean Slum-Ships
                            Demon of the First Circle
                            Spawn of the Sargassum Sea


                            Cousin to the Mahal Caracratina and a significantly larger beast, the Mahal Bhaleena are titans of the waves. Riding even the highest swells and plunging into the deepest vallies, the blunt, bone-helmed prow crashing through walls of water in a spray of tainted green. Their flukes churning the sea's skin into whirlpools and eddies. There is an order to their design that is lacking among their smaller kin. A structure, a guiding hand. Their elongated bodies are framed by armored reefs. Their flanks bristle with utricating spines and carefully minded chemical lances. But it is the majestic, ruined structures that sprawl across their backs that earn them their name and ensure their fame.

                            Each Mahal Bhaleena is host to a middling sized, fortified settlement. The bulkheads and sloping decks so jumbled and poorly expressed in their younger kin now fully unfurled. Made manifest in all their decrepit, salt-scarred glory. The slums sprawl across every available surface on the demon's back. Cramped, densely packed cabins haphazardly piled one atop the other. Rising in waves with the dorsal fort at the base of the spine ringed by looming, listing shanty-towers. The hollow bone columns rising, slanted above the mess. Ringing out with the deeper, pleased wail of the Slum-ship's song. The Mahal Bhaleena sing often and loudly and why should they not? They are large, they are strong, and dozens if not hundreds of other demons scurry atop them; seeking to protect them from foes and feed them well. In the fraught environment of the Demon City such an existence is almost paradisaical.

                            The infernal cetaceans invariably become centers of trade and commerce (such as it exists in the Primordial's prison) on Kimbery's seas. Seeing as they can weather even some of the fiercer storms and recklessly bull through predatory fleets they are points of stability and order in a world with little of either. Mahal Caracratina flotillas gather about them, some only bringing booty and seeking resupply and shelter. Others staying longer, acting to guard their greater cousin. The floating fort leads its escorts in song. The melodies gradually synchronizing across the rag-tag fleet as the rhythms are parroted back. Such music not only incites glad feelings in the passengers, motivating them to fight harder on the Mahal Bhaleena's behalf, but increases the speed at which the flotilla travels.

                            Summoning (Obscurity 3/4): Mahal Bhaleena are tremendously unsubtle, a fact appreciated by some more ocean-oriented sorcerers who already employ a number of Kimbery's lesser spawn. These martially minded scholars will summon the beasts to serve as living transports and war-barges for their own auxiliaries, unceremoniously dumping their Malfean crews in the water in the process. However, feeding the gluttonous beasts is an alarmingly expensive endeavor and they will break away to hunt terrestrial whales and larger elementals if it suits them.

                            What few know is that the monsters are not a discrete species in and of themselves but rather formed from the aggregation of multiple Mahal Caracratina. Larger, well traveled specimens meeting, merging as they harmonize their songs until all definition between their bodies is lost. Control of these craft is a valuable bargaining chip and their captains, the victors of the inevitable bloody brawl between peers as the flesh begins to flow, are not eager to see their power diluted. A Mahal Bhaleena may escape into Creation along with its crew when a wealthy merchant's cargo fleet is swallowed by a storm and vanishes without a trace. Such an event proves a tragedy compounded as the Slum-Ship remains, a blight upon the seas, until the location of the original fleet is found. Like the Caracratina they violently detest fresh water.

                            https://forums.sufficientvelocity.co...8#post-7180085

                            Schutu, the Painted Wardens
                            Demon of the First Circle
                            Progeny of many


                            Should one find themselves with their ears intact in the company of the countless alleyways and buildings of Malfeas the City, one cannot help but hear music. Should one find themselves with working eyes, one cannot but help count the endless hordes of demons. Within the rundown cities of Creation, Gangs will mark their territory with graffiti, but in the City Malfeas, graffiti will mark their territory with blood.

                            A Schutu can be most charitably called a painting come alive. Less charitably they can be called mobsters that crawl across the walls and shoot the unsuspecting. A Schutu is a piece of demonic graffiti that an artist has brought to life using a mixture of chalcanth and essence. Because of their nature as works of art, Schutu vary wildly in ability and appearance. As they grow older and sup upon the trickle of Malfean Essence that flows through all of the City's structures, most become hateful and wretched creatures, an outlet of Malfeas's boundless rage. Perhaps this fate can be avoided should they be painted on another surface? The point is moot, since while they can crawl across the surface they were born on, they have no way of leaving it. Even summoning them just rips the wall they were born on and brings it to the sorcerer. Clever Sorcerers can find a use in that wall, for many Schutu are ever vigilant wardens and archers as tough as Malfean Architecture.

                            Summoning: (Obscurity 2/2)Schutu can be found everywhere, and few will forget the time that they were mugged by some gnarly graffiti.

                            https://forums.sufficientvelocity.co...5#post-7397751

                            Sarkady, Black-Hearted Beloved
                            Progeny of the Duke of Eels
                            Demon of the First Circle


                            The Sevenfold Serpent is an anxious, lonely creature; his skin weeps toxins, scourging and scouring all who would touch him and yet he craves physical contact. A warm embrace. A tender kiss. Something so simple as a fond pat. These are his little luxuries and yet he must rigorously plan his indulgence lest he badly scar his companion (and he is compassionate enough to be bothered by wantonly inflicting injuries). A lesser creature would be left perpetually bereft and forlorn. Fortunately a Citizen of Malfeas has solutions to such things.

                            The Black-Hearted Beloved are the Duke of Eels's omnipresent escorts. Grown by the glowing crop in sedate, undersea grottoes. They are comforter and bodyguard both, drip-feeding him the physical affection he so desperately longs for and protecting him from his fears. In appearance they manifest as men with skin as scarlet as Kimbery's luminous moon and limbs as black as her abyssal depths. Handsome and nearly nude they are pleasing to look upon, with pleasant faces and well-formed physiques. Oil black horns crown their brows and a long, bony tail twitches behind them. Yet while their waists and torsos could be the dream of every mortal maiden their arms and legs belie their monstrous nature. They are scaled, saurian things. Set with obsidian plates and bone spurs. Tipped with claws and talons that could rend even fortified flesh. By tapping into their reservoirs of power a sarkady may extend this armor to cover the fullness of their bodies. Wrapping themselves in sleek, organic armor that resists even the powerful toxins of a Citizen; bestowing resistance to a bevy of other elemental effects besides. It is this display that grants them their name. The darkness within unspooling, seeping out to stain their flesh. Calcifying and hardening and hiding their fair features behind imposing, blank faceplates.

                            It is easy to dismiss the Black-Hearted Beloved as mere humanoid ornamentation. One of the any number of lethal breeds designed to lounge around a master's palace and look pretty; perhaps whip out a sword or two if so commanded. But in truth Teng-Kigyo's fears are mighty things indeed and the sarkady were bred with a warrior's fire coursing through their veins. In battle they strike like the churning sea that is their progenitor. Plunging boldly ahead to crash upon the enemy. Leaping back to rain a spray of death. Alien and acrobatic in their armor, their movements seem unnaturally fluid and frighteningly forceful. Successful sarkady often deck themselves in splendid ornamentation. Adorning themselves with trophies taken from the field of combat.

                            Obscurity (2/3): Black-Hearted Beloved are immensely popular with a particular breed of male sorcerer which suits them just fine for they lack much (or any) interest in the feminine. In Malfeas and Creation they often see use as elite bodyguards and affectionate consorts and, indeed, do not distinguish between the roles. Indulgent and sensual they thrive on clever conversation and chaotic combat, partial to taunting and catcalls in both, yet lack the stomach for true brutality. They will gladly serve sorcerers who lavish them with attention (an artifact of their maker) but become badly distressed if separated overlong from their principal, reducing their utility as front-line soldiers or independent guards. Wise sorcerers know that the Duke of Eels takes great pride in his creation and clings close to the race. It is possible to win his favor purely through good treatment of his favored servants.

                            A sarkady may sometimes escape into Creation when a peasant boy's fate is wedded to a prince who will, nonetheless, never truly be his. As the realization sinks in and his heart shatters a Black-Hearted Beloved may step forward from the shadows, disguised as a courtesan or traveling sellsword. Wide-brimmed hat pulled slow to conceal his inhuman eyes; the sclera of his eyes stained black and split by ruby red irises, his pupils slitted like a snake. Grandly he will take the unfortunate young man under his wing and merrily begin a campaign of what can only be described as lighthearted, romantic terrorism. Sowing discord with a black tongue, shattering carefully considered contracts, and shamelessly sabotaging the prospects of his principal's rivals; advancing the peasant boy's cause in the aftermath. In a culture that often relegates same sex relationships to, at best, the shadowy status of "youthful indulgence", "indecorous extravagance", or "whatever you need to bed your wife" sarkady have found a fine perch to foul at least a few of Heaven's plans.

                            Mechanics:

                            Physical: 4; Physical Styles: Black Breaker Bodyguard Style (11), Adonis Articulation Style (9), Sundering Shore Style (7)
                            Social: 4; Social Styles: Constant Companion Style (8), Nightmare Warding Watchman Style (6), Piqued Provocateur Style (6)
                            Mental: 2; Mental Styles: "Let me at 'im!" Style (6)
                            Enlightenment: 3;

                            Arms:
                            SPD 3, ACC 0, DMG 3L, DEF 0, Rate 2, Range N/A (Black Chased Claws)
                            SPD 5, ACC +3, DMG 5L, DEF 0, Rate 1, Range 125 (Sea-skull Crossbow)

                            Armour: 4/16 (Armored Limbs/Full Scaled Suit)

                            Join Battle: 3; DV 5
                            Accuracy: 11 (Claws), 14 (Crossbow); Damage: 8 (Claws)/10 (Crossbow)
                            Soak: 6 Half/18 Full; Health Levels: 4

                            MDV: 4; Urge: Rescue my charges from despair.
                            Principles: Protect the Duke of Eels (4), Protect my Principal (3), Ruin the Plans of Heaven (3), Win Admiration Wherever I can (3), Tease and Tantalize (2)

                            Charms:
                            Oil-Stained Heart
                            Keywords: Self
                            When joining battle the sarkady summons his armor from within his shuddering heart. The glowing beats visible even through the living plate. Use the higher armor value unless ambushed out of combat. Reduce successes from incoming elemental based attacks by one.

                            Sable Armed Seductor
                            Keyword: Emotions
                            The sarkady is adept at kindling feelings of warmth and good cheer in their charges. Positive intimacies created by the sarkady automatically start at two dots.

                            Spawn of the Leviathan Sea
                            Sarkady are accustomed to aquatic environments. Ignore penalties to movement or perception based on flowing water, strong seas, etc. They may stay submerged indefinitely.

                            https://forums.sufficientvelocity.co...8#post-7179703

                            Szerafyni, the Actinic Seraphs
                            Demon of The First Circle
                            Progeny of The Inventor Belligerent


                            These ivory statuettes, about the size of a woman’s forearm depict figures that bear some resemblance to winged Neomah, sometimes clad in fine suits of obsidian armor, and always without eyes. Normally, these are nothing but statuettes, yet if someone were to utter a heartfelt prayer in the location of one of these, the statuette might awaken as one of the Szerafyni. Their feathers are like small knives, razor-sharp and inlaid in fine rows, though they are often too thin to be used effectively as weapons in combat. On each of their six wings, rests a single eye with an iris of carmine red, closed in tranquil contemplation.

                            When someone awakens a Szeraf, it causes the demon to connect to them on a spiritual level, henceforth requiring that the Szeraf stay in orbit around the person or being that awakened it. This is tiring to their charges, for the Szeraf leeches of his Fire Essence, due to an ancient pact between their progenitor and that heated element. And should the Szeraf ever feel that it’s charge is in danger or being threatened, it will open one of it’s sixfold eyes and weep crimson tears of blood, before letting out a radiant lance of murderous Essence and sheer killing intent from the center of the eye.

                            The Szerafyni possess much skill with these spears, and may direct them with a speed and effeciency that would make many a master spearthrower green with envy. They may curve the lances mid-flight, or use them to strike down enemy projectiles and even converge them into singular lances of destructive light. Their eyes are a powerful alchemical ingredient, and thus they fear the sight of sizzling fluids kept in glass bottles or containers, and will attempt to destroy them or flee from them whenever they gain the opportunity.

                            Summoning: (Obscurity 1/2) Many sorcerers summon and bind the Szerafyni in order to protect themselves and their allies, while also maintaining a potent offense, yet other sorcerers call them from the depths of Malfeas in order to make use of their eyes, or send them to tire an enemy by making them attach themselves to his Fire Essence. The Szerafyni take a point of Limit whenever they are forced to open an eye and may appear in Creation whenever a soldier discards his weapons and armor in enemy territory to better wage war upon them.

                            https://forums.sufficientvelocity.co...8#post-7179233

                            Cavenike, the Harrower Hounds
                            Demon of the First Circle
                            Progeny of the Sargassum Sea

                            Every ship needs a crew, every crew needs a protector. This is the truth that drove the creation of the Cavenike deep within Kimbery's toxic, heaving body. That spawned them and sent them swimming up towards the green sun. If they should take the form of dogs then why...that is but a happy coincidence. Dogs are ever more loyal than men or more unruly serfs. Feed a dog scraps and it licks the greasy, congealing things off the floor; glad for the gift. Whip a dog and it whines, hurt and confused; convinced it deserved the blow. Such a mentality pleases many of Kimbery's ilk greatly and these demons are a favorite of their strange navies.

                            The Cavenike appear as canid man-beasts, clad in the accoutrements and tattered cast-offs of a Realm marine. Hunched and sickly in physique, their lean limbs are nonetheless strung with sinewy muscle and their ragged claws can easily open an unprotected belly. Driftwood sprouts from their backs and their scalps, twisted and sharp. The dead wood growing, torquing as the demon ages. They are strong swimmers and will often take to the tainted waters of their distant grandmother if allowed. Barking and howling as they play for they are, if nothing else, happy creatures in unguarded moments. Alas they are also poor bathers and the detritus of the sea accumulates to their rangy bodies. Fibrous sea-plants take root in their clothes and crawling crustaceans hide in their pockets. The salt of the seas gathers in their slick spikes of fur, the hems of their leggings, and the collars of their tattered coats. Stiffening the cloth and dusting them in a crystalline, chemical snow.

                            In battle the demons are, if not necessarily fearsome opponents, then certainly not ones to casually underestimated for they are fast, they are vicious, and they work in packs. A warparty of them can swarm over the sides of an unprepared ship in short order. Ripping through the unsuspecting crew with their corroded weapons. Their sharp noses guiding them towards hidden treasures and bountiful plunder. On the defensive they are fiercely loyal to their packmasters and will gladly die to defend them. Savage when cornered but not precisely brave they often find use on merchant galleons, pirate frigates, and grand warships alike.

                            Summoning (Obscurity 2/3): Cavenikes are not commonly encountered in Creation but are generally well known throughout the demon-city. The former is largely a function of inconvenience: the dog-men are intensely suspicious of serving any master they cannot instinctively identify as an adherent of The Sea that Marched Against the Flame and are desperately fearful of even accidentally defying her. Even so they are sometimes utilized to guard seaside towers or sorcerous barge-ships or (more commonly) to seek out hidden aquatic treasures. Well versed sorcerers know that their driftwood spurs are invested with all manner of strange and useful salts gathered from Kimbery's waters and will summon a Cavenike to harvest its horns. This process is painless for the beast and they often enjoy the attention. A Cavenike may slip into Creation when a ship's pet drowns in stormy seas. Climbing up the side of the ship the next night to comfort the grieving owner.

                            https://forums.spacebattles.com/thre...#post-12456961

                            Kvarckutya, the Basilisk Dogs
                            Demons of the First Circle
                            Progeny of She Who Surmounted the Omphalos


                            Six-legged dogs the size of a horse, the kvarckutya were made by Stanewald in the days she was called the Answer to the Earth. They blend well into darkness, save for a telltale glint of reflected light; for the skin of a basilisk dog is obsidian, and the only colour on them are the long spines of green quartz that line their backs and heads, and which form their deep-set eyes. While they are swift runners and well suited for travelling long distances, the basilisk dogs despise any who bid them be ridden. They hold this hatred not because their spined backs are dangerous, though it is true that the angles of their volcano-glass bodies and the points of the crystal spines are lethally sharp, and must be covered over with specially treated leathers inset with steel to be safe to sit on. No, their emnity stems from the fact that sitting astride a kvarckutya or having it bear a burden is to mutes its voice, for they use vibrations of the green quartz crystals along their backs and heads to speak. Being silenced is a torture for the basilisk dog, though they hold no special eloquence or intellect. It is simply because speech reminds them they are above the rock that composes their forms. Having their voice denied to them fills them with the fear that their progenitor's eye will turn upon them, and that she will take pleasure in the shattering of their stony hides.

                            The crystalline bodies of the basilisk dogs are brittle, and easily shattered by enough force. To do so is a dangerous prospect, however, for the shards of crystal that ricochet from such a wound are sharper than any mortal sword or dagger, and can easily be fatal to an unwary attacker. A single blow will not kill a kvarckutya, for their forms are made up from many sheets of crystal, and they devour rock and stone at a prodigious rate to regrow lost layers. On the streets of Malfeas, there is profit to be made by those who can survive the flying shards a basilisk dog sheds, and not uncommon is the sight of a blood ape armed with a crude macuahuitl made from kvarckutya spine-shards and a torn-off branch of Malfean vegetation.

                            Sorcerers who summon these demons do so for a variety of uses. Perhaps the most surprising on the surface is their role as sentinels and bodyguards. It is not as mad a prospect as it seems, however - a basilisk dog may not be able to touch its ward for fear of cutting them, but by interposing its body between them and any attacker it makes for a formidable defence, and its claws and teeth can slice through steel with terrible ease. Their voracious appetites for stone and rock make them useful as miners, and a kvarckutya can devour a tunnel wide enough for a man to crawl down as fast as he can follow them along it. Finally, their use as a source of materials is obvious; sorcerers bring them to creation to use shards of their skin. Whenever a basilisk dog holds still for several minutes, it sheds shards of skin and crystal spines when it moves again, leaving a terrible mess of quartz and obsidian wherever it stood. While these leavings are mostly worthless, there are always sharp-edged shards amongst the debris that can be put to use as tools or weapons of exceptional quality. When shards of a shattered stone or crystal draw blood, a basilisk dog can squirm through the gaps in the Yozi's prison, leaving only shed spines and fragments behind as it escapes.

                            https://forums.sufficientvelocity.co...5#post-7290354

                            Hazudiknap, the Anathema Beetles
                            Demon of the First Circle
                            Progeny of the Night Hare


                            A hero arises, wreathed in yellow-gold flame. A golden symbol glistens on their brow. They display inhuman skill. Alas, there are few Solar Exaltations indeed, and Lelabet long ago devised the hazudiknap to muddy the waters. When she heard the Immaculates’ tales of the Anathema, she found those tales greatly amusing, and decided to make them a reality.

                            These demons are small golden beetles that burrow into a mortal’s brow below the skin. When they spread their vast immaterial wings, cool yellow flame surrounds their host and burns on their brow. Their ichor flows into the bloodstream of the mortal, giving their features a demonic twist and moderately increasing their speed and strength. And their voice echoes in the skull of the mortal, giving them hallucinations and visions and a feeling of disassociation from their own flesh. None of this gives them the capacity to fight even a single Immaculate on an even footing, though.

                            Hazudiknap speak many languages and sing sweetly. They are brave beyond foolhardiness and fragile, however, so their numbers are few. In the Demon City they are prey for anything that can catch them, for they are physically weak and taste delicious. When the Night Hare would send them out into the world, she lies to Malfean gold, telling it that it is orichalcum chosen by the Unconquered Sun and the foolish metal believes her, spitting out a new anathema beetle.

                            Obscurity (1 / 5): Many know about the hazudiknap, but their nature is veiled by the untruths of the Immaculate Faith. Veterans of the Wyld Hunt are aware sometimes that Anathematical power enters the body in the form of a tiny golden demon, but these demons are personally responsible for the considerably inflated kill counts of some members of the Hunt. Those sorcerers who do know of their true nature use them just as Lelabet would see them used - as false Solars that serve as decoys or to lure the Wyld Hunt into a false state of readiness. A peripheral benefit that Lelabet takes glee in is that sometimes Dragonblooded sorcerers will try to banish the demon within a real Solar, which leaves her no end of amusement when she hears of such a tale.

                            https://forums.sufficientvelocity.co...3#post-7347202

                            Verkonyv, the Crimson Chiropterans
                            Demon of the First Circle
                            Progeny of the Edda Exsanguis


                            They are formed from the clotted currents of Elloge's ruined body. Birthed by blood and of it. Their skin an ichorous red that ripples and lingers in the air if they move suddenly. Their wings thin skeins of scarlet that swirl and flutter like a gory fog. They appear as nearly three meter tall bipedal beasts: muscled forelimbs and hindlimbs tipped in scabrous claws, a red so deep it's nearly black, and clad in little but short, tough fur. Great wings span their backs, from powerful shoulders to the base of their spines, capable of propelling them through the air above the misty highlands and headwaters of Elloge. Their visage is that of an enormous three-eyed bat. Its mouth lined with shining, ivory teeth.

                            Within Elloge swirl the fragments and shattered pieces of innumerable stories. Knowledge diverted and diffused, proliferating out through the myriad of demons that draw sustenance from the Yozi's blood. It is the task of the Verkonyv to track such things. To measure their breadth, depth; to search out new combinations of ideas for, while their distant progenitor is creatively sterile, innovation may be mimicked through a reordering of old material. With their long pink tongues they sample the currents of roaring rivers and chattering streams, tasting themes and language structure in Elloges lochs and pale cascades. Their hollow fangs are carven with glyphs and long, winding sentences. With them they sup upon the ichorous vintage of kin-clades, drinking deep of their fellow demons (though not, typically, to the point of destruction).

                            They are gourmands and literary critics par excellence. Able to divine minute differences between otherwise identical tales. To comprehensively break down this narrative or that into its constituent parts. When they uncover something new or, at the very least, new to them (or, alternatively, the subject of their search as mandated by their masters) they swallow the story and store it in one of several stomachs. When their bellies are bloated and bulging they return to their lords and ladies to regurgitate their findings. Their bloody fortune hauled off to be turned into a highly sought infernal vintages or alchemical regent. They are also clannish and compulsive collectors, many fancy themselves amateur novelists or aspiring poets and will secret away any interesting finds for their own use. They gather in vast flocks on the bleak bone peaks of Elloge and vomit their creations into the naturally occurring hollow basins. There they sample each other's work, comparing and contrasting, criticizing and acclaiming. The victors of the often vicious and thoroughly opaque arguments are allotted higher perches and more savory spoils. Losers are moved down and granted only second-hand cliches as compensation for participation.

                            Obscurity (2/3): Much to the disappointment of many, many sorcerers the Crimson Chiropterans are terrible interrogators. Lacking the ability or the need to distinguish between real and fabricated stories. Highly adapted to Ellogean environments what roles they have without are usually niche or ad hoc, limiting their utility in Creation. That noted they are excellent diagnosticians, able to divine toxins and ailments with but a taste of the subject's blood. Their prognosis almost always accurate if flowery in description. Additionally they are incredibly competent reviewers and many a more indulgent sorcerer has summoned a Verkonyv to edit and critique their personal work. The monstrous blood-bats are easily bribed with novelty and will forgo a contest of wills if offered a story from the surface (tastes vary but they are partial to romances). More learned men know that they are often summoned with the blood of Elloge in their guts. Properly induced these reclaimed stories have a variety of uses in Infernal alchemy, typically when creating compounds to confound, cloak, or dazzle. They are also critical to the creation of Visceral Wine, a valuable Ellogean luxury useful for dealings with other of the Yozi's creatures.

                            A Verkonyv may escape into Creation when a writer grappling with creative impotency spills their blood upon the page in careless frustration. The Crimson Chiropteran emerges from the scarlet-soaked parchment as a red-winged muse. Ready to offer enthusiastic advice in the hopes that they may carry a sample of the story back to Malfeas. They tend to be very put out when rebuffed by screaming or, more commonly, authorial stubbornness.

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                            • https://forums.sufficientvelocity.co...4#post-7264406

                              Acelkuklac, the Armour Worms
                              Demon of the First Circle
                              Progeny of the False Sun


                              A figure in full armour stands tall by their liege lord. Their posture is rigid, and their guard unwavering. Only when one looks closer does one notice the organic extrusions which coat the joints of the armour - and should one raise the visor of the suit, the squirming mass of orange worms reveals itself. They fight unarmed, but hit with terrible hammer-like strength.

                              The acelkuklac are creatures of devout, fanatical virtue - and above that, they are preservers of virtue. They never break their word, answer all challenges, show compassion to all and never bow to adversity. With softly-spoken kind words, they encourage such behaviour in other - and where kindness fails, they chastise with their mailed gauntlets. Above all they seek to protect children and other innocents, and they fight with terrible skill - and turn that same skill against those who fail to live up to their standards.

                              When an armour worm is wrought within Asarin’s flesh-pits, it is without its metal armour. It must acquire it, and so one might look very different to another. The mightiest acelkuklac acquire a suit of fine jade pilfered from Creation, and Asarin’s personal bodyguards is made up of esteemed worms that have such a shell. Alas, their queen and maker often fails to live up to their standards and oftimes she will banish her bodyguards when their rigid morality gets in the way of her whims.

                              Many demonologists refuse to summon the acelkuklac, for sorcerers are not the most pure of men. The binding of sorcerers cannot force an armour worm to act against its Virtues, and they gain a point of Limit whenever they see another suppress a Virtue. A young acelkuklac can enter Creation when an orphan is threatened within sight of armour that belonged to his dead parent.

                              Hallomasetel, the Rumour Eaters
                              Demon of the First Circle
                              Progeny of the False Sun


                              A hallomasetel never takes physical form. In that way, it is no more material than the rumours that are its favoured repast. To those who can sense immaterial creatures, it is a thin cloud of inky mist that constantly emits muffled whispers. Try as one might, though, these whispers cannot be heard.

                              When a hallomasetel hears two figures sharing a secret in private, it drifts over, enveloping both of them. By doing so it devours the rumour, stripping it from the minds of both of them. They can also feast on written secrets, erasing texts and leaving papers blank. The demon grows larger when it does this, and the whispering grows louder, though no more distinct. Asarin sends these demons into the world to gather hints of power. These, they devour and when they return to hell they gratefully inscribe their meals on parchment.

                              The rumour eaters have a cruel, paranoid intelligence. They hate secrets, viewing them as alive - and seek to slay them so that they cannot plot against them. They whisper to people in their dreams, pushing them to shun the worship of Jupiter and burn her shrines. For some unknown reason, they detest the Maiden of Secrets in all her manifestations, claiming that she personally insulted Asarin before the Primordial War. This is a great mystery to all, including Asarin - for the False Sun is a demon of Elloge, who was born of the blades of the Exalted.

                              Sorcerers use the hallomasetel for much the same purposes that Asarin does. A wise summoner remembers to milk their rumour eaters of all their inky secrets before they let them go back to Hell, or else the False Sun may acquire them. Even binding cannot prevent a rumour eater from trying to eat a secret it finds and gain Limit when someone tries to physically prevent them. Excessively secretive sorcerers do not let them into their inner sanctums. A hallomasetel can seep into Creation when midnight deeds are whispered between two would-be traitors on the new moon, snatching the hateful secret that would wreck their loyalty.

                              Kusziklang, the Ochre Crawlers
                              Demon of the First Circle
                              Progeny of the False Sun


                              When Asarin wishes to make a new kusziklang, she plucks a strand of flame from her head and hammers it again and again until its surface becomes brown hide and a new demon is born. These demons look like eyeless, hairless men and women whose skin is leather. Their ochre flames can be seen burning within their skulls, and they drip from their nailless fingers. This cool flame is sticky and glue-like, and so a kusziklang can crawl on the wall or ceiling as easily as they might the ground. Their boneless bodies are light and flexible, and they run as fast as a horse in full gallop with near endless stamina. They can crawl through cracks no wider than a man’s head.

                              There are demons that are stronger than the ochre crawlers and there are demons that are more skilled, but in the heights of the Demon City few can match their mobility. When Asarin goes to war her kusziklang swarm forth at her order, sprinting up fortifications and hanging from basalt ribs. Where they go, they leave footprints and handprints that burn for minutes before they fade. In war, they pelt their foes with handfuls of glutinous brown flame that they mix with oil so that it burns hotter and clings to their foe. The fire of Asarin is not extinguished by water nor by the Demon Sea Kimbery, but must be smothered with iron dust or earth.

                              The kusziklang are proud and competitive, and do not take well to physical confinement. When bound by a demonologist, they will try to bully other demons and ensure that they are foremost of the servants of their master. Within Hell they preach the virtues and worth of Asarin herself, and when they leave her territory they carry torches they coat in her fire so that all may see her brown flame.

                              Sorcerers call upon the ochre crawlers as messengers or skirmishers, and they carry out both roles happily, though their touchy pride means they take a point of Limit whenever they are ordered to carry out a task they feel is below them. A kusziklang can escape from Hell when a man or woman is burned alive in a fire too cool to kill quickly and too smokeless to suffocate. The brown flame of Asarin fills the charred corpse, whose skin becomes leather as the kusziklang becomes manifest.

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                              • https://docs.google.com/document/d/1...9Bvr38TrfE/pub

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