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Daemons

Daemons are disembodied beings, most often formed when powerful embodied beings die and their souls leave their bodies, though sometimes coming from cataclysmic events or hand-crafted by gods. When an embodied being dies, if their soul is not strongly aligned with one or another element, it will be eaten by whatever god or daemon is most "present" around them. If their soul is strongly aligned with an element, but the philosophical attunement of that ascended soul is similar to that of an already existing ascended being, it will likely be consumed by the daemon or god which is associated with that philosophical attunement. However, in rare occasions, when an embodied being has a very strong philosophical attunement within their element and that philosophical aspect is not shared by another daemon or god (or when they represent a purer and more unadulterated form of that philosophical or physical aspect) they will maintain their coherence. After this, they can be properly called a "daemon."

Daemons then grow more powerful based on the presence of their specific aspect in the world. Where their aspect exists in the world, that daemon will not only become more powerful, they will become more "present" there. However, just as an animal may be aware of some flitting sound at their hind, yet not turn to face it actively, daemons may only turn their awareness to the presence of their aspect when it is very notable. This means that daemons will typically only become "present" when some event fulfills their aspect to an extraordinary degree. For this reason, there are thousands of smaller daemons whose aspect is uncommon or niche in its importance. And only daemons with particularly potent or prevalent aspects will ever become named or worshipped. Most lower daemons are not able to provide boons or curses to living beings, only nudging the procession of events in minor ways such as through incomplete possession, the alteration of dreams, or incessant recurring thoughts. But as the aspect of some daemon becomes more prevalent, daemons become more powerful, able to intervene in the world in more and more tangible ways. 

Daemon Ideas:

Love (Chaos)

Torture (Plasma)

Sadness (Chaos)

Hope (Chaos)

Temptation (Chaos)

Obsession (Solid)

Betrayal (Plasma)

Patience (Solid)

Kindness 

Technology (Liquid)

Hatred (Plasma)

Contingency (Liquid)

Mercy (Chaos)

Honor (Solid)

Balance (Liquid)

Sickness (Chaos)

Bodily Health (Solid/Liquid)

Art (Chaos) - Once dwelled in Olarth

Games (Chaos)

A



Avarkus

Plasma

Aspect: Destruction, massacre

Avarkus is the result of a mass sacrifice when the Order of the Old Flame reigned supreme. Avarkus acts as an intermediary for the force of destruction in the world of Nyra, both seeking out existing acts and encouraging acts which are being planned, especially if these acts involve immolation or explosion. Nonetheless, Avarkus can sometimes be found involved in mass slaughters, if they involve significant bodily mutilation or demolition of standing structures, but they must be on a grand scale to catch his interest. 

Avarkus was imprisoned by the Ponderan for several thousand years, but was released by the Famulus during The Massacre. He then became the patron daemon of the Famulus raiders with Ki'ek as his champion. Avarkus then supported the upstart infernai Ruck in overthrowing Ki'ek. 

Appearance: A towering white body of arcing plasma which erupts with flames in its wake. May at times manifest into a towering humanoid form to speak, but rarely.

Focus: 30

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 35

Consume

The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Flare

May strike any target within 500 feet for 10d20 Plasma damage and deal half as much to all targets within a 45 foot radius, as well as inflicting Inflamed.

Incinerating Emanation

Emits a shockwave which inflicts Inflamed on any target in a 5 foot radius, also inflicting Knockdown.

Aerobic

Can be harmed by any spell which is predicated on a vacuum.

Energetic

Touching this Daemon will inflict Inflamed on the target. Can be harmed by any spell which deals Cold damage.

Health: 6000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: N/A

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 2

Intelligence: 18

Wisdom: 20




B


Borias

Gas

Aspect: The single-minded pursuit of knowledge

Borias is an ancient gas daemon, with records of his existence extending back to the Ponderan. Borias has been worshipped by many scholars and seekers of knowledge throughout history, some even emblazoning their clothing and their belongings with symbols representing him. Borias is heavily associated with brilliance, eureka moments, discovery of new knowledge, and rediscovery of lost knowledge. To Borias, no knowledge is forbidden and he has acted at various points in history to spread knowledge which would otherwise have been held in secret, but which bore on the ability of intellectuals and regular people alike to make decisions about the world around them. Despite this, Borias is not a revolutionary. It is instead that he is indifferent to the outcomes of knowledge being spread, seeing the spread itself as good.

Borias has not been seen now for tens of thousands of years and most cultures, save for the Ponderan, think that he is just an old myth made up by primitive peoples. 

Appearance: Borias most often manifests as a breeze or a wind. However there are stories told of Borias manifesting as a tornado or a hurricane or a gale wind.

Focus: 40

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 40

Multiversal Scrying

Borias can summon knowledge which has been gathered from not only anywhere on Nyra, but anywhere within the multiverse.

Knowledge Injection

Borias can give knowledge to targets directly. They will experience this as a sensation that they already "know" what Borias is imputing to them. 

Wind Whispering

Borias can speak to any target that he knows of so long as there is gas which can carry his message.

Aerobic

Can be harmed by any spell which is predicated on a vacuum.

Windcrafting

Borias can use gases to move and lift objects up to one trillion pounds.

Health: 10,000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: N/A

Plasma: Invulnerable

Heat: Invulnerable

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 30

Intelligence: 40

Wisdom: 40


C




D



Dosk

Solid

Aspect: Servitude, fealty, oaths, humility

Dosk is a daemon which is heavily associated with all forms of supplication and service. Many species swear to him in their oaths of fealty or in their wedding vows. He represents faithfulness to agreed upon pacts of servitude. He is the daemon of peasantry, serfs, and slaves. Where anyone accepts their place in the hierarchy, they empower Dosk and Dosk empowers them toward their own supplication. 

Dosk is worshipped by many peasants, as well as knights and praetorian guard. Those who have sworn themselves and their bloodline often mention Dosk in their vows. Vassal nations which agree to their relations of power with their imperial dominators often name their treaties after Dosk. "To dosk" means to bow. In many poor regions, temples to Dosk are common and they are sometimes even built pre-emptively by invading peoples who wish to subjugate those they will defeat, so that they may have a temple where they may worship their own subjugation.

Appearance: Dosk is most often represented as a monk or cleric, bowing profusely, prostrating himself upon the ground. He also sometimes appears as a simple peasant, without pretense. He most often manifests as the species he is speaking to.

Focus: 40

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 35

Consume

The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Health: 6000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 1

Intelligence: 40

Wisdom: 40

Drethian

Element: Chaos

Aspect: Fear

Drethian is a daemon that is fed by fear. In life, he was Drent, born into the border cities during the Sarkin-Human War. He was deeply traumatized by what he saw and was controlled deeply by his fear. That is, until he came into his powers in puberty. He quickly found empowerment in harming others and extracting fear from them. As the Sarkin went into the Brak, Drent stayed above ground and formed a cult of fear. These cultists carried out an extraordinary number of serial killings during Drent's life, primarily in the Human frontier cities, storing these souls as a way to help Drent ascend. When he dies, Drent becomes Drethian, the Daemon of Fear.

Drethian is a highly malevolent force. If his machinations come to fruition, it leads to happiness and stability being stolen from conscious life. Although Drethian is constantly feeding passively upon the horror of beings within active cities, extreme concentrations of violence sometimes attract Drethian to physical form. When he arrives, he sides with whichever party will prolong the experience of fear and horror. This means Drethian does not always delight in death. Instead, he is known to prolong the experience of terror for his victims and may even intervene to kill those who would end the feast.

Drethian has now disappeared from Nyra. His whereabouts are unknown to the world. This came as the result of a crusade by a band of heroic adventurers of Sarkin and Human origin who trapped Drethian in a statue and put it into Orderist custody, to be kept away from the world. However, the statue has gone missing.

Appearance: Drethian’s most common appearance is an enormous hooved beast. His face is a vertical maw of incredibly sharp fangs, shifting and moving with every breath, and to each side of this maw, are two coal black eyes, beady and psychotic. Inside the maw, when opened, appears whatever he likes; it shifts and changes to his will, ranging from a human face which he may use to speak Nyrian languages, to the true underlying material, which is a wall of twisting organs. His head is adorned with symmetrical horns of varying length, some as short as the length of a human finger, others reaching for several feet, meeting at vorpal points.  His body is a hulking mass of twining, veiny muscles, covered in a leathery black skin. Drethian's stature is hunched over from his mass, his legs, significant in size, are dwarfed by his upper body mass, creating a heavy gait with each step on his hooved feet. Many tales of Drethian go into great detail however, about one specific trait; his wings, batlike and of a sheer enormity which is staggering. When stretched out completely, they stretch for some 40 feet.

Focus: 20

Willpower: 20

Sequence: 16

Devastating Swipe

Drethian swipes his arm and a turbulent shock of prismatic, chaotic energy comes behind it, striking all targets in a 125 foot radius half circle in front of him, dealing 20d20+150 Magic damage.

Horrifying Visage

Any character that looks upon Drethian must make an impossible Focus check. If they fail, they are overcome with an uncontrollable terror, sending most fleeing into corners where they reproach into fetal positions. They are affected by the terror until the following day, when they may make another impossible Focus check to banish it. 

Imprint

If a character has ever been affected by Horrifying Visage, any time they see an object or symbol that has a resemblance to Drethian’s form, repeat the effects of Horrifying Visage.

Consume

The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

The Spice of Madness

Any time a character dies around Drethian who has been affected by Horrifying Visage, he consumes their soul and permanently gains another 25 health.

Health: 10,000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: N/A

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 35

Charisma: 1

Intelligence: 15

Wisdom: 15









Elkor

Element: Order

Attracted By: Self-deceitful grandiosity, falsehood

Background: Elkor was, in life, a mage named Almos Biriff, who was a vigilante Orderist forsaken by One. Elkor is all-consumed with justice and his conception of justice was that people should receive the treatment they have exacted upon others. This led him to a life of turmoil, which he found peace in through meditation and discipline. He is sometimes called "The Impartial Mirror."

Appearance: Elkor is like a metaphysical mirror that shows the true essence of a thing. To humanoids he will appear as the self that they think they are, then slowly become the self that they truly are. This process can be mind shattering for some, especially the delusional, and can be enlightening for many. 

Focus:

Willpower:

Sequence: 

Qualities: 

Skill: Description.

Health:

Armor:

P: 

C: 

S: 

B: 

Radiation:

Fire:

Plasma:

Heat:

Cold:

Corrosion:

Magic:

Magic: 

Charisma: 

Intelligence: 

Wisdom: 




F



Fallen-Have-We

Element: Chaos

Aspect: The churning of political power, the misery of victimization, punishment of hubristic order

Fallen-Have-We was once the Human peasant Hedris, who worked as courier for the lords because his parents were elderly and his village too destitute to support them. He was a Noxai, but did not know it. However, one of the lords had ascertained this fact. This lord was a worshipper of Tyrus and so he took the young boy into his control, grooming him for twisted rituals carried out in secret by the lords. This broke Hedris' mind, fracturing his psyche, and turning him into an unwitting servant to Tyrus. At puberty, he was to be sacrificed. But when he was being transported to the destination, lycanthropes attacked the caravan, killing all the lords and mercenaries but him. He wandered into the forest, thinking he had finally met his certain demise. But instead he discovered a temple to THE hidden in the vegetation. He wanders deep into this temple, its walls clad in mirrors, until he reached a room where a chaosbeast with a thousand heads was chained to the floor. The chaosbeast spoke to him and told him that it had seen the future of Hedris' life. Hedris was destined to change the world. Hedris tries to free the chaosbeast, but is unable. The chaosbeast tells them that he must return only once he has met a bard who sings "all is ash or the light shining through it." Hedris leaves the temple awakened as a Noxai and commits himself to political terrorism and assassinations in the Lordships, until one day he is laying low in a tavern and hears the bard speak the words he had been waiting for. He approaches the bard, thinking he will give him profoundly important details. But the bard speaks only riddles. Hedris returns to the temple in the jungle and is eaten by the chaosbeast. He ascends to become Fallen-Have-We, the daemon of political turmoil.

Fallen-Have-We is obsessed with political chaos. He uses the naturally occurring events of the world to exacerbate political tensions that lead to rebellion, civil war, upheaval, and societal discord. It is said that he has purposely tormented the leaders of many successful kingdoms so that they would destroy their own kingships and infiltrated many stable lordships to undermine their capacity to successfully rule. For this reason, he has also whispered in the ear of many a great hero. To maintain perpetual societal chaos, there must always be opposition, and heroes fulfill this role delightfully well. However, when there are good rulers or peaceful interregnums, Fallen-Have-We is working to undermine these just the same, making him the antagonist to many heroes as well. For example, Fallen-Have-We was enemy to King Amadeus Doran during his rein, but then also to King Rian Kid afterwards. 

Appearance: He usually takes a form which is in accordance with the species that he is manipulating. However, all things being equal Fallen-Have-We likes to choose a human form, often dressed in shabby commoner’s clothes. His face is sunken and pale with long, dirty hair that drapes over his face.

Focus: 30

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 35

Consume: The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Veil of False Remembrance: Fallen-Have-We may implant false memories in any living being that he encounters.

Formless: Fallen-Have-We may appear as whatever it pleases.

Health: 6000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 3

Intelligence: 25

Wisdom: 20




G



Gondr

Plasma

Aspect: Righteous retribution

Background: Gondr was once the highlander named Glieson. Glieson, when he was a young child, was the sexual escort of very powerful men in the human kingdom who abused him and filled him with trauma, rage, and resentment. When he was discarded for having grown too old in the city of Quarc. Growing more and more involved with the human uprising, Glieson became an extraordinarily powerful Infernai and wielded his great gifts with fierce devotion, achieving vengeance against the human nobility alongside Kid and the Third Eye. Presiding under Kid, Glieson traveled the new kingdom and held court in cities, sentencing evildoers in the name of the New Flame. Many courthouses were erected for his need and after his death, to his memory. After ascending, he assumed the named Gondr and can still be called to preside over court hearings when the Rites of the New Presidium are carried out dutifully. When Gondr is called to preside over the court, it is a serious affair. If the death penalty is sought, Gondr will incinerate the one who is sentenced upon being found guilty. But if they are falsely accused, the accuser is who shall be incinerated instead.

Appearance: A 15 foot tall plasmatic humanoid dressed in burning raiment, holding a great tome of fire and wielding a flaming gavel.

Focus: 30

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 30

Consume: The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Rites of the New Presidium: Gondr can be summoned if these rites are carried out faithfully. First, the summoner must make an explicit plea for Gondr to preside in judgment over oncoming court proceedings in front of an open fire. Following this, the accuser and the accused must be brought into the room that shall serve as the court. After this, the rules of the courts from the New Presidium must be recounted and Gondr must be rejoined to preside. If these rites are carried out by someone other than the accuser or the accused, Gondr will become judge and all ensuing judgment shall be his.

Reckoning: Gondr can read the minds and memories of any target in the courtroom.

Judgment: Gondr will not only pass judgment on the accused, but also anyone who is present who was part of the crime involved. Gondr’s fundamental precept of justice is an eye for an eye.

Health: 3500

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 5

Intelligence: 25

Wisdom: 25



H


Heracyclus

Element: Chaos

Aspect: A people who are questioning their foundations

Heracyclus, also known as The Hand of THE and Herald of Chaos, is a phenomena.  They are an actual embodiment of the element of chaos, a random, unexpected occurrence where the magic stream has pierced into reality and taken form.  It is assumed by those that have sufficient knowledge of the creature that a small rip in reality was created by an enormous cataclysmic deep-space event, which allowed the magic stream to reach out and take hold of the most prevailing element around it.  Because of this situation, the prevailing element was assumably Chaos, and sentience, the gift of life, was given to this raw material.  When THE became aware of this being's presence, he gave it sentience, so that it would be aware of its actions and could further sow the seed of chaos upon the universe. This being is called many names.  But the most common of which is "Hand of THE", as it has been theorized that it is at the side of the throne of THE.  For something so powerful and important, they are scarcely known of, however.  Only those who have delved deep into the legends and mythos of THE know one of this Chaos Incarnate’s names, as it is referred to only in sparse tales in distant situations. Of those who do know it, however, it has proven to become a point of obsession; causing many to go further into the insanity of THE, searching for more information on it and its whereabouts largely in vain, the avenues which are found most often being the discovery of some other lost soul searching for similar answers. If the person has any knowledge of this creature, it is assumed he has a mild obsession about it. Its mysterious nature seems to transcend sanity. The more research is done, the further the obsession spirals, for some, finally consuming their lives. 

Although Heracyclus is a very active soul harvester, they are a connoisseur, and thus wish to see the souls driven to depravity first. How Heracyclus chooses the targets of his cursed presence is unknown, but none live who have been chosen. When she comes into some area, she appears to choose a few targets that she believes are especially susceptible to his influence, then she brings upon them nightmares and a descent into waking hysteria. Suicide is the end Heracyclus seems to prefer for his targets, but he will often use circumstance and treachery to drive the process of death and thus soul harvesting forward. Its actions can result in the summoning of Drethian, and 

Appearance:  The Hand of THE has been seen very few times.  But when it has, it has been described as "a gibbering mass of changing forms", "a thoroughly deceiving mirage.  Malicious and terrifying, as if it were not even tied to our dimension".  When looked upon from even the merest change of angle, it may appear to be something completely different; from a person, to a stack of skulls, to a rock.  It is even of indeterminate origin, as if it were coming at or away from the viewer, sometimes appearing as if it were a hole shaped like the object, and sometimes jumping forth as if it were a tumor upon the fabric of reality.

Focus: 40

Willpower: 40

Sequence: 20

Qualities: 

Consume: The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Radiating Madness: When a character enters a 2000ft radius of Heracyclus, they roll an Easy Focus check. If they fail the check, they must roll a d20 to assign a psychosis. 

If a character enters a 40ft radius of Heracyclus, they roll an Impossible Focus check. If they fail the check, they must roll a d20 to assign a psychosis. 

When under the effects of Radiating Madness, every turn the target rolls a d20. If they roll a 20, they are affected permanently with the psychosis they received, even after leaving the radius. GMs may roll these d20s at their discretion when out of combat.

1: Apathy - The inflicted is unconcerned with the struggles of the world.

2: Greed - The character becomes overly wanting for material possessions.

3: Joy - The character feels a general sense of well-being and happiness

4: Bravery - The inflicted, inflated with his own sense of power, is willing to attempt to overcome great odds.
5: Lust - The character begins feeling overly sexual and attracted to people or a person.

6: Sadness - The character is overcome with a mild malcontent.

7: Anger - The inflicted begins feeling very upset about things and situations happening to him.
8: Generosity - The character, optimistic of the future of humanoids, feels the compulsion to give away his material possessions. 

9: Fear - The inflicted runs scared, unsure of his own potency against the odds.

10: Paranoia - The character begins suspecting everyone and everything of devious plans against him and the world around him.

11: Sloth - The inflicted cares nothing for the world around him or anything in it and is unwilling to do anything that requires effort.

12: Obsession - The character is smitten with an object or thing, beyond control of his faculties.

13: Euphoria - The character is overcome with an intense bliss, leaving all conceptions of reality behind.

14: Recklessness - The inflicted looks at his odds, and considers them pretty good, overcome completely with the urge to defeat everything he sees, even to the detriment of himself or friends.

15: Love - The character casts aside all concern for himself or anything but the object of his love. He will climb any mountain to give happiness to the object of affection.

16: Depression - Sadness, like a tidal wave, wipes through the character's life; the cold icy hand of depression grips his heart and he feels helpless.

17: Hatred - The inflicted cannot control himself at all, boiling rage seething from inside, pouring out onto all around him consumes his mind. It is all he can do not to rip everything around him to shreds.

18: Altruism - The character, begotten with perhaps a pity, but more of a kindness, begins giving away everything he has conceivably and literally, until he has no longer.

19: Hysteria - An uncontrollable terror, unable to be even touched with logic, sweeps through the character's mind, sending most fleeing into corners where they reproach into fetal positions.

20: Utter Insanity - The character's mind cracks completely; a split personality may form, enormous and uncontrollable swings of emotion begin, and the character suspects everyone and everything around him of plotting terrible malevolent things. He has complete hallucinations often, sometimes seizures.

Health: 7500

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: N/A

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 30

Intelligence: 30

Wisdom: 30




I



Igris

Liquid

Aspect: Revolution, revolt, defiance

Long ago, when the First Empire of the Ponderan was in its embryonic form, the first kingship came to demand subservience from agrarian Ponderan society. Although many capitulated to this demand, there was a renegade cult of liquid mages called the Perodine. This group refused to be subsumed and demanded its own autonomy. A conflict ensued in which the Perodine succeeded in resisting encroachment by the First Empire. However, their most powerful adherent died, the martyr Kiolaus Dictim. After death, Kiolaus became the daemon of revolution Igris.

Where the spirit of revolt grows in the hearts of the living, where the servant strikes down their lord, where the masses have finally had their fill of subjugation, Igris dwells. Igris is seen as rash and impatient by many other gods and daemons, as not knowing the place of things. But quite the contrary, Igris is one of the most patient of all daemons. Igris persists without fear, knowing that wherever there is domination, revolutionary opposition always grows in time. No state of subjugation can last forever. It is based in hubris. And so the people will always rise up. But this may take years, decades, centuries, even millennia. Igris dwells in waiting, knowing that one day the time will come when the tyrant falls and the people are once more given the chance to emancipate themselves.

Igris was sealed away long ago by the Daemon Courts for revolutionary tendencies. He was released during The Massacre.

Appearance: A general description of the daemon’s appearance.

Focus:

Willpower:

Sequence: 

Qualities: 

Skill: Description.

Health:

Armor:

P: 

C: 

S: 

B: 

Radiation:

Fire:

Plasma:

Heat:

Cold:

Corrosion:

Magic:

Magic: 

Charisma: 

Intelligence: 

Wisdom: 



J


Jogara

Liquid

Attracted By: Mutation and radical alteration

Jogara is the result of an experiment carried out by a Liquidus professor at the Zenix Academy. The professor was obsessed with chimeras of living things, which he created by merging together numerous living beings. Some of these experiments were limited. But others were ongoing; one of which went on for over a century. This experiment merged Ponderans with Humans with Famulus at first, then eventually also Kalnis, Sarkin, Kaze, and Utwesh, all into a single biological mass. It was named Joga, which is Ponderan for "freak." Joga, a combined biological mass of over a dozen beings, went insane within the first few years, and was imprisoned in a deep dungeon underneath the Zenix Academy. However, this being, being able to call upon the Eye of Arkhan of all these other beings, quickly developed a magical alignment. Joga eventually escaped the Zenix Academy, killing the professor, and wandered the southern wastes of Lazvar, consuming other creatures and terrorizing Ponderan escorts. Eventually it was slain by a Ponderan Orderist, but this Orderist failed to contain its soul.

After transcendance, Joga became Jogara, the Daemon of Mutation. Here Jogara found some measure of peace for the first time, now being freed from its bodily horror. However, the many minds that had been merged together now formed a fractured and confused being. Jogara contains many personalities, all of them vying for different ends, though all of them aligned with a belief in the divinity of mutation, combination, and radical change. Jogara, because of this fractured mind, often serves as a curse and a blessing on whomever it chooses to orient its attention around. Jogara's subjects often develop abominable mutations that make them rejected or cast out by society. If these subjects reject the mutations, they will be slowly killed by iteratively worse changes. However, if these subjects give in to Jogara's mind, they will slowly become dark paladins of Jogara's will, doing its bidding, receiving more and more advantageous mutations to make them more fit to expand the Cult of Jogara.

Appearance: A disgusting mound of burgeoning flesh affixed with many faces and appendages.

Focus: 40

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 35

Consume

The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Mutate

The daemon may bestow a mutation upon any living being within its zone of influence. This mutation may be positive or negative as Jogara pleases, and these mutations may exceed hard caps for the target.

Health: 6000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 1

Intelligence: 40

Wisdom: 40



K

Kazakas

Chaos

Attracted By: The loosening of shackles, the destruction of locks, prisonbreaks, slaves freeing themselves

Kazakas was originally the false-being Krieger who was created by THE, one of the Phyllactery Breakers. He was made from the fabric of chaos by THE to break Borias from his prison. He, like the rest, was given immortality for as long as was needed to fulfill the task of breaking Borias free. Krieger was the only Phyllactery Breaker who was not imprisoned by One and the gods acting in concert on the pact they made. Krieger is a representation of the breaking of the great pact between the gods. In breaking Borias free from his prison in the Temple of Twilodon, Krieger was forced to sacrifice himself, ending the immortality gifted to him by THE to finish the task of freeing Borias. He then transcended into the daemon of unboundedness.

Appearance: He flits upon the edges of the vision of all those who attempt to behold him.

Focus: 20

Willpower: 25 

Sequence: 18

Qualities: 

The Breaking of Shackles:

Health: 2000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: N/A

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 25

Charisma:

Intelligence: 20 

Wisdom: 20



L




M


Mar'talis

Liquid

Attracted By: Opportunistic self-interest

Mar'talis is an ancient daemon, born long ago in Ponderan society during the Age of Strife. In life he was a merchant named Markus Zoban, a known grifter and war profiteer. He made many enemies during his years and escaped apprehension or retaliation largely because of his abilities as a Liquid mage. When he was finally killed, Markus ascended and was reborn as Mar'talis, the Daemon of Opportunistic Self-Interest. He came to be worshipped by many merchants, though some found him unsavory in Ponderan society. Nonetheless, he grew stronger over the millennia to come, especially as trade expanded and wars of imperialism and extraction grew more prominent.

However, it was Ethak Melius in the Utweshlands who finally gave Mar'talis his key constituency. Mar'talis was drawn to Ethak because of his rampant self-interest, especially noteworthy to Mar'talis because he dwelled within a more mutualistic society among the Utwesh. Together, Ethak and Mar'talis were able to manipulate more and more Utwesh into this cult of self-interest. As this cult grew, Mar'talis grew as well. And once the Ethakkra became the dominant social order in their area, Mar'talis became worshipped as a god for the first time in his existence. This arrangement pleased him and he blessed the Ethakkra with prolific mercantile success, catapulting the most craven and self-interested Ethakkra to places of extraordinary power and wealth, solidifying their control of the region and cementing their ties to the Humans, who Mar'talis had also taken great interest in.

Appearance: Mar'Talis is said to appear as enormous mounds of currency soaked in blood.

Focus: 40

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 40

Qualities: 

Health: 10,000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: N/A

Plasma: Invulnerable

Heat: Invulnerable

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 30

Intelligence: 40

Wisdom: 40



N



Niktera

Element: Solid

Aspect: Traditions and their maintenance

As soon as the first conscious being ever carried out the first ritual, Niktera was born in embryonic form. Over the many aeons, Niktera has grown stronger and weaker as traditions, religions, and philosophies have reigned.

Appearance: Niktera typically manifests as a matte of vines which can grow and shrink in width, length, consistency, and overall morphology. 

Focus: 

Willpower:

Sequence: 

Qualities: 

Skill: Description (Delay: X. Skill: X)

Health:

Armor:

P: 

C: 

S: 

B: 

Radiation:

Fire:

Plasma:

Heat:

Cold:

Corrosion:

Magic:

Magic: 

Charisma: 

Intelligence: 

Wisdom: 




O




P


Palathea

Solid

Aspect: Fertility, growth

Palathea was once the Human Druid priestess Pala. The daughter of a farmer, Pala discovered her powers at a young age. She was lucky to have been born in the outskirt villages of Criff, which was mostly Uronist and therefore did not engage in the Genesis Ritual. Pala went on to give birth many times over the course of her life, birthing triplets every time. Each time, Pala chose a different father, an act which would have been frowned upon if done by other women. Many who, upon hearing of her lascivious acts, became outraged, would go to confront her with anger and instead be stunned into reverent silence upon witnessing her. Not only was Pala incredibly beautiful, but all those who were in Pala's presence could sense a spark of something divine within her. None who went to harm Pala ever managed such an act and many were instead turned into worshippers. So the act of choosing fathers became a ritual in the township. Pala chose only men with strong character or unusually strong affinity with the natural world. This, along with Pala's ability to create flourishing harvests, to heal the sick, and to protect hunters from harm, garnered her immense respect, beyond the station of any woman in the peasantry; beyond even many holy figures.

When Pala finally died, where she lay, a tree sprouted. It is now in the center of an enormous temple in the outskirts of Criff. It grows incredibly fast and seems to have no limit. One day the temple will be shattered by its size. It produces an immense amount of fruit; the most delicious fruit from any tree on the planet, these are prized by nobles across Nyra. It is said that those who consume her fruit are favored by Palathea. However, what truly seems to gain one's favor is when, after the fruit has been consumed, its seeds are put to soil and allowed to grow. Her death is now a fertility holiday in many of the Uronist, unincorporated townships called Palagorum.

Her children, an unnatural number of them being born as Solid mages, founded the sect called the Children of Pala during her lifetime. A temple was erected in her name; an immense achievement by the peasantry within the countrysides. After she ascended, however, they named their religion Palatheanism and called the followers of Palathea, Palatheans, accepting people outside Pala's bloodline into the religion. The Palatheans reject segregation based on sex and there is even sometimes a preference toward women within the sect. The Palean Temple, as well as her home city, are considered holy sites to this day. During times of famine or inclement weather, farmers will often not only pray to Palanthea, but will also sometimes travel to the Palean Temple with a sacrifice, in hopes that they will appease her.

Appearance: 

Focus: 30

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 35

Consume

The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Health: 6000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: N/A

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 2

Intelligence: 18

Wisdom: 20


Prism

Chaos

Aspect: Sensory pleasure

Prism, also known as The Blissmaker, is a somewhat well known anomaly to those on Nyra.  The first thing anyone learns about Prism is that its title "Blissmaker" is very literal.  When it approaches any general area, an intense, almost debilitating happiness and bliss comes over every sentient creature.  The closer one approaches to it or that it approaches, the more intense the bliss becomes, until finally, when it is in arm's length, the euphoria is so intense that few can even function.  It is actually not dangerous aside from this however. It emits a wondrous bouquet of pleasurable fragrances.

Appearance: Prism appears quite conventionally as a very large butterfly, measuring about a foot across. It is, however, pulsating at all times with a rainbow of colors.  Its light actually pulsates in every spectrum as well, even if viewed in Ultraviolet, Thermal, or Infrared.  It has been noted to be extremely pleasing to the eye by all who have seen it.

Focus: 40

Willpower: 40

Sequence: 1

Qualities: 

Pleasure Conduction: If physical contact is made with Bliss, the being in contact must roll an Impossible Focus check or else they lose consciousness for 1d20 minutes. They must make an additional Impossible Focus check in order to not receive 3d20 Magic damage to their entire body.

Blisswave: 

Love Field: Any being that witnesses Prism is overcome with the desire to protect it. They must roll an Impossible Focus check to even muster the willingness to attack it.

Magic Disruption: If a spell is cast on Prism, the GM must roll a d6. The effect will be determined as follows:

1: The spell lands.

2: The spell has no effect. Magical delay is used.

3: The spell targets the caster themselves instead. They cannot cancel the spell.

4: The spell has no effect. Two times magical delay is used.

5: The spell has no effect. The caster loses their turn.

6: Caster fizzles their spell and must roll Impossible Focus or else they are also inclined to spend their entire turn approaching Prism so they can touch it.

Health:

Armor:

P: 

C: 

S: 

B: 

Radiation:

Fire:

Plasma:

Heat:

Cold:

Corrosion:

Magic:

Magic: 30

Charisma: 100

Intelligence: 3

Wisdom: 3



Q




R




S


Sorghol

Liquid

Aspect: Blood sacrifices, pests, and vampirism

Sorghol was once the Famulus shaman Kalgo. Kalgo was once the leader of a Famulus blood cult and mercenary company called The Valgrim. However, after Human Orderists found out that The Valgrim were secretly a blood cult, they ambushed the Valgrim in their home camp, killing nearly all of them, including Kalgo. Kalgo ascended at the same time, his blood splattering everything in the area. Everything that was splattered with the blood is drained of all its ichor and killed. All of these souls are agglomerated into one being.

It took some time to incorporate all of these souls into a coherent entity. What came out of this process was Sorgol. Sorghol was a vengeful being, seeing no act too vile to succeed in its goals. Having agglomerated numerous creatures, both sentient and non-sentient in this process, Sorghol is more primal in its needs than Kalgo was in life. An overwhelming hunger pervades the mind of Sorghol. Combined together with the manipulative nature of Kalgo's soul, Sorghol becomes a villainous curse upon the Human kingdom. In order to carry out this purpose, Sorghol creates Vampirism. 

Sorghol feeds most prolifically in the Daegus Swamps, many pests and blood-feasting insects naturally residing here. Sorghol takes a small tithe from all these blood-feasters and often from the other living denizens when he passes through. Wherever he dwells people begin catching Vampirism even if they have not exchanged blood with a Vampire. This is his long term plan to spread his eminence beyond the purview of natural parasites and into a self-perpetuating existential threat.

Appearance: A crimson lake

Focus: 

Willpower: 

Sequence: 

Qualities: 

Magic Skill: 

Soul Consumption

The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Vampirize

When any being dwells in the vicinity of Sorghol for a period of time, it has a chance of catching Vampirism or advancing their stage of Vampirism.

Blood Siphon

All targets in the area must succeed at an Impossible Focus check or receive 6d4 to all body parts. Sorghol heals three times this amount.

Health: 6000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: Invulnerable

Plasma: N/A

Heat: N/A

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 2

Intelligence: 12

Wisdom: 8



T


Tyrus

Order

Aspect: Subjugation, hierarchy, dominating cruelty

Tyrus was once the Ponderan cult-leader Tyron, the head of a heretical Orderist sect during the early First Empire. Tyron was an Orderist. However, he viewed One as too weak. One merely wanted compliance, to create an order which everyone would willingly abide to. One believed in truth and the importance of spreading truth far and wide. Tyron recognized that order could not stop short. It must actively suppress the deviant impulses of the stupid masses. This meant that there must become a suffocating and complete order, that truth could be put aside in the interests of maintaining this order. Tyron thought that the solution to the lowly and rebellious impulses of the masses was to force them into hierarchies of domination and to subjugate them utterly if they refused to submit.

Despite the fact that the Orderists of the First Empire rejected Tyron's teachings, many of his ideas began to slowly infiltrate into the intellgentsia in power. Tyron's followers were chosen more and more to become administrators and legislators. However, Tyron himself was never accepted into the halls of power. He knew that the First Empire would never accept his position within the hierarchy, because for him to ascend in power would be sacrilege to their god One. And so Tyron arranged for the event he always knew would one day come: his own ritual sacrifice. Tyron invited all of his allies within the government and without to attend and participate in his sacrifice. Upon death, he ascended and became the dark daemon Tyrus, the King of Kings, the Subjugator, the One Who Dominates All.

Tyrus was not among the most powerful when he was first born. However, he was more than powerful enough not to be consumed by One upon death. His followers continued to studiously follow his path, to worship him openly, and to commit more ritual sacrifices in his name so that he may be empowered. Tyrus came to be worshipped most by those within the government. In fact, Tyrus grew more powerful in measure to the strength of the First Empire government as, despite their protests against Tyron's heresy, it was based in prolific subjugation, hierarchy, and dominating cruelty. Indeed, as the First Empire grew to greater and greater strength over the coming thousands of years, worship of Tyrus increased in kind, empowering him more and more. One, despite his attempts, could never stamp out Tyrus' influence.

Eventually, One came to recognize that Tyrus served a purpose. Though One could not absorb Tyrus' aspects without dissolving his philosophy of being, he could allow Tyrus to continue operating and therefore giving power to One's unfortunate excesses, those excesses he could not claim for his own, as they were in violation of his being. Tyrus is One's singular deliberate secret. Tyrus is not a heretic. He is a servant, carrying out the dirty necessities of maintaining hierarchical order at all costs. Wherever kings tyrannize their people, wherever lords abuse their subjects, wherever masters exploit their slaves, Tyrus is. Wherever the father over-punishes their child, wherever the resentment of the privileged overflows into genocide, wherever the prison-warden shirks the burden of their post, wherever the froth of the oppressor's hatred for their subjects erupts into bloodshed, Tyrus is. In the shadowy backrooms of every lordship, the dominators worship Tyrus and draw power from his malice for the weak. 

Appearance: Tyrus takes a few distinct forms. Tyrus' most common depiction is a being made of gilded gold and immaculate white stone, his face a stoic kingly visage with glowing white eyes and white hair, framed in stained glass, clad in ebony black armor, bursting forth with a blinding light. It is said, when Tyrus is seen truly, his face transforms into a visage of misery, weeping with the tears of all the pathetic subjugated peoples, or a visage of hateful glee, glowing with the blood of the sacrificed and the corpses of his enemies. Tyrus often appears seated upon a king's throne made of skulls, with a king's crown upon his head, eyes wide, with supplicant kings kneeling beneath him.

Focus: 40

Willpower: 40

Sequence: 20

Qualities: 

Magic Skill: 35

Consume

The daemon may choose to consume the souls of dying beings around them. Souls may make a check against their MAG primary statistic to resist being consumed.

Health: 6000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: Invulnerable

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 1

Intelligence: 40

Wisdom: 40

Trespen

Gas

Aspect: Kept secrets

Trespen is a daemon which dwells in kept secrets. Everywhere there is knowledge which is not disseminated among other beings, Trespen is. Whenever some being believes that a piece of knowledge is theirs alone, they are wrong. There is Trespen. Trespen is unknown to all the daemons and gods. What Borias and Telimure sense of him, they see as the lack of their own knowledge. They do not know that what they see as simply their lack is the daemon Trespen.

Appearance: That which is not seen

Focus: 

Willpower: 

Sequence: 

Qualities: 

Magic Skill: 

Skill

Description

Health: 

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: Invulnerable

Plasma: N/A

Heat: N/A

Cold: N/A

Corrosion: Invulnerable

Magic: N/A

Magic: 40

Charisma: 2

Intelligence: 12

Wisdom: 8




U




V


Onwa

Element: Liquid

Attracted By: Worship

Onwa is the guardian daemon of an Utwesh cult in the eastern deserts of Faydorn. Onwa was once the Utwesh named Vulin, a very powerful liquid mage with preoccupations on the sacred nature of blood. The desert dwelling tribes which practice Onwa, valuing liquid mages above all else, nearly worshiped Vulin during his life, leading to the creation of the first followers of Onwa, his early disciples. After his death, ascending to daemonhood, he renamed himself Onwa and entered into the Pact of the Oases. Onwa demanded that the people of the oases sacrifice blood, the more the better, into the oasis water, empowering him. In exchange, when anyone drank of the water, they slowly had their strength rechanneled into his living disciples, even though their thirst is thoroughly quenched.

Appearance: Onwa typically appears as a mass of entangled veins in the form of a humanoid body, seated upon an enormous, unfolded red flower.

Focus: 20

Willpower: 25 

Sequence: 18

Qualities: 

The Pact of the Oases: Members of the cult of Onwa enter into a pact with Onwa. In order to enter into the pact, the members of must sacrifice victims in the oases in order to gain counters which reflect half the damage dealt to the cultist back to the attacker. Each time they are struck, one of these counters are exhausted. These counters regenerate each day. The number of counters that any cultist has is determined by how many victims they have sacrificed. They must do progressively larger rituals of sacrifice each time gain an additional counter.

To get the first counter, they must undergo a ritual wherein they sacrifice one victim in the oasis. Then to get the second counter, they must undergo a ritual wherein they sacrifice two victims at once in the oasis. This trend continues indefinitely: to get the X counter, they must undergo a ritual wherein they sacrifice X victims in the oasis.

Health: 2000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: N/A

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 25

Charisma:

Intelligence: 20 

Wisdom: 20



W




X



Y




Z

Zagren

Element: Order

Attracted By: Justice, if even for the gods.

Zagren is the ascended form of the worldly Orderist, Zegra, an Ethakkran rogue Orderist who set herself to the task of being the beacon of justice, a nomadic fugitive zealot committed only to bringing about the end to One's absolute domination of all worldly affairs. This led her to the assistance of the Templars of Borias in the freeing of Borias from his worldly prison in the Temple of Twilodon. She sacrificed herself there and lost her worldly body, transcending into Zagren.

As Zagren, she has become a pure embodiment of these heroic ideals, resisting a decade long torpor such that One did not consume her. When she emerged, she began forming rogue Orderist cults which were committed to providing a new Orderist presence in small cities, as to compete with One's dystopian control.

Appearance: A towering white shield, enshrined with the scales of balance. A mirror which reflects the great deeds and sins of the gazer's life.

Focus: 20

Willpower: 25 

Sequence: 18

Qualities: 

The Truth: Zagren sees the absolute objective Truth and nothing can keep it from her. This Truth then bears directly on her Judgment.

Judgment: The target is judged by Zagren and, depending on the severity of their harms to others, they are retributed upon.

1: Saint: The target is considered the height of heroism and self-sacrifice. They are spared and given the Blessing of Zagren. That target has a -1 Difficulty roll on all rolls for the rest of their life.

2: Intended Toward Good: The target is adjudged flawed, but well intended. They are spared, but given nothing.

3: Intended Toward Harm: The target is adjudged malicious and harmful to others. They are given the Curse of Zagren. The target +1 Difficult roll to all rolls for the rest of their life.

4: Villain: The target is judged a malicious entity and they are instantly killed and consumed by Zagren.

Health: 2000

Armor:

P: Invulnerable

C: Invulnerable

S: Invulnerable

B: Invulnerable

Radiation: Invulnerable

Fire: N/A

Plasma: Invulnerable

Heat: Invulnerable

Cold: Invulnerable

Corrosion: Invulnerable

Magic: N/A

Magic: 25

Charisma:

Intelligence: 20 

Wisdom: 20