Karadian Bestiary - Imperial Religion
Servile Daemons
Ember
Imperial God of honour, loyalty and Imperium as a whole. Chief deity of Imperial Religion. Lots of flames, dragon symbolism and 'honour' - meaning no retreat policy being enforced on almost biological level and complete lack of ranged warfare specialists. His daemons, while rare, are considered strongest in White Pantheon, working as a walking anathema to servants of Black Pantheon.
Spirits
Spirit of Honour - An immaterial ball of light and fire that spreads and aura that reinforces his allies by giving them more strenght, resilience, endurance and magic power. Side effect? It also renders escape from battle impossible, since its aura somehow limits the distance the influenced entities can travel in the direction opposite to the enemy. The effect remains even after the Spirit itself is banished.
Daemons
Fire Drake - A daemons that manifests itself as a drake-like creature with bright red scales. It can breath fire, is quite intelligent and can be summoned to serve as a mount. Though it will only accept a honourable person as its rider. In Light it cannot fly unless supplied by great ammount of magic power. In Dark it has no such problem...
Fire Warrior - A line infantry of Ember's army. A raging flame in a shape of humanoid, covered in armor (that doesn't cover THAT much of its flames, so they are still visible). Can use wide array of weapons, and is surrounded by aura that weakens creatures of Black Pantheon. Imperium few times send entire batallions of those into battle... in most cases ending in a complete massacre of opposing side.
Banner of Flames - An ensign from Ember's army. Can be described as a Fire Warriors, but one with a banner 'installed' on his back. One white, but with red flame embroidered in the middle. And also one that is permanently covered in flames that however doesn't damage it. It is surrounded by the aura similar to that of Spirit of Honour... only stronger. With more side effects (no escape +debuffs to 'dishonourable' things like ranged warfare or sneaking).
Fire Angel - Shimmer has a notorious bad luck in terms of loyalty of her angels. Not like she really cares - she lets them go as that is a way of puryfing her army's ranks from those that could be a problem. The rest are all fanatically loyal to her. Fire Angels are those angels that decided to serve the Ember himself, since the concept of honourable fight against evil was more appealing to them than merely fight against evil (Shimmer sometimes resorts to rather underhanded methods). Now they look like angels - a beautiful and winged humans - but use fire magic rather than light magic. Also they use armours with symbol of Ember.
Flame Knight - An elite warrior of Ember's army. A raging flames in a shape of humanoid, covered in armour that, however, covers most of it (showing only glimpses of the inferno within, that can explode violently if Flame Knight is sufficiently damaged). His shields and weapons are made from semi-molten magma. They are known to sometimes visit Reality when drawn by a sufficiently honourable deeds, sometimes guarding corpses of those that died a valorous death until they are properly buried.
Grand Banner of Flames - An elite ensign from Ember's army. A raging flames in a shape of humanoid covered in armour, with a banner on their back. Much 'richer' in embroidery and with a lot of gold. Their aura is massively stronger, and makes ranged warfare and sneaking almost impossible. Manifested naturally only few times in a history, drawn by a honourable last stands of entire armies done in a noble cause, sometimes being enough to actually have them triumph.
Fire Archangel - Shimmer has a notorious bad luck in terms of loyalty of her angels. Not like she really cares - she lets them go as that is a way of puryfing her army's ranks from those that could be a problem. The rest are all fanatically loyal to her. Fire Archangels are those archangels that decided to serve the Ember himself, since the concept of honourable fight against evil was more appealing to them than merely fight against evil (Shimmer sometimes resorts to rather underhanded methods). Now they look like angels - a beautiful and winged humans - but use fire magic rather than light magic. Also they use armours with symbol of Ember.
White Knight - Merely few (depending on sources, from 100 to 10 000 when compared to literally uncountable number of lesser daemons) daemons of Ember earned promotion to White Knight. Now their flames are white and almost blinding. On their chest is a symbol of their god, that works like a Banner of Flames (only stronger, for Ember is said to make it himself), and their mere presence is an anathema to evil creatures, banishing weaker daemons and causing physical pain and weakness to the stronger one.
Fire Dragon - A rare daemon that is said to be either empowered and ancient Fire Drake... or far descendant of Ember himself in his dragonic form. They can fly, breath fire hot enough to melt iron (while being especially damaging to evil creatures) and are said to sometime carry White Knights on their backs. Almost never encountered in Light, as most stronger daemons. But when they actually do visit it...
Phoenix - A giant birds, perpetually covered in a raging flames. Can use intense Fire Magic, their feathers dropped from the skies work like incendiary bombs, and they are also an anathema to evil creatures. Rarely encountered in Real World. According to some they are descendants of Ember just like Fire Dragons... only ones more similar to him. And it can die several times (number isn't specified) only to reborn immediately, before he is finally banished.
Pure Flame - According to most legends and myths they are elite White Knights that abandoned their armors. Now they are a raging, sapient infernoes of white flames, capable of melting most metals simply by touching them. Almost completely immaterial and capable of banishing most evil daemons into the Dark simply by their sheer presence. Those that manage to withstand it, are still massively weakened and in constant pain. Not to mention that Pure Flames are also surrounded by a modified version of aura typical for servants of Ember, with the No Retreat policy enforced not only on their allies but also on their enemies...
Draconix - A fusion of phoenix and dragon. Dragon covered in perpetual flames, that can also breath white flames (melting almost everything it hits), fly and use potent fire magic. Oh, and it can return back to life several times before finally being defeated and banished. However almost never encountered in Real World simply because it would cause massive fires simply by being there.
Hammer
God of crafsmanship and industry. Surprisingly militant, with his hidden workshop withing the realm of High Forge on Mount Inferno guarded by legions of daemons second only to those of Ember himself. Mainly due to quality of their equipment...
Spirits
Spirit of Craftsmanship - A spirit manifesting in the form of a levitating immaterial ball of swords, knifes, shields and so on, seemingly fused into one thing. They are surrounded by aura that makes all types of equipment working better - swords are stronger and cut better, shields are harder to break and so on. Sometimes possess a tools of an aspiring and talented craftsman, making his creations better.
Daemons
Forge Drake - A type of daemonic drakes that originate from Mount Inferno. Incapable of flight, but covered in tough scales and capable of 'spitting' magma at their enemies. Used in High Forge as draft animals and source of fires beneath the perpetually hot forges, used to forge equipment for pretty much everyone in the Heavens.
Forge Warrior - A line infantry of High Forge. Humanoid warriors clad in exquisite plate armors that cover them completely, and with symbol of Hammer on their chest. They can use a wide array of weapons and always manifest in a company of up to four Spirits of Craftsmanship. Before they are slain, their aura (working much stronger on daemons more attuned to them than mortals) they are almost impossible to be slain in a physical way, their armour almost impenetrable. Sometimes manifest themselves, guarding areas where artifacts and other objects of great craftsmanship lie, hidden and forgotten.
Forge Longbow - A line archer of High Forge. Humanoid warriors clad in exquisite leather armors that cover them completely, and with symbol of Hammer on their chest. They use longbows with a deadly efficiency, make even deadlier by up to four Spirits of Craftsmanship that surround them. Since with them they can shoot faster, more precise, and with their arrowheads capable of piercing through the strongest armors. Unlike Forge Warriors they aren't almost unkillable... but it isn't an easy feat.
Forge Knight - An elite infantry of High Forge. Humanoid warriors clad in exquisite plate armours that cover them completely, while being much too big and heavy for normal human to wear them. Plus richly decorated pavises and one-handed weapons (or two handed weapons). They are, as well, surrounded by Spirits of Craftsmanship (up to four), making them almost unkillable. Their armour, however, is so good that it is suggested to use life, mind, poison or other magics like that even after Spirits are done for.
Forge Greatbow - An elite archer of High Forge. Humanoid warriors clad in exquisite light metal armors that cover them completely. Their bows are almost supernaturally big, requiring their lower end to be literally nailed to the ground (they have a characteristic metal needle there to do the trick). On the other hand, their arrows can practically fly through mortal knight in exquisite (but mortal-made) armor... sometimes together with his equally protected horse. Especially when somebody failed to slay Spirits (up to four) surrounding them.
Forge Dragon - Ancient forge drakes, that grew really big. Sometimes used as a mounts by elite warriors of Hammer in the eternal wars in the Afterlife. Their scales are considered almost impenetrable, and they can spit magma. Not to mention fangs and talons which sharpness and toughness is s obig that comparing them with steel would be an insult.
Scale Knight - Forge Knights that managed to show some unpredecented feats of valour (mostly in the Dark, since they very rarely show in Light) are sometimes rewarded with promotion to Scale Knights. Now, wearing armor made from scales of Forge Dragons they are even more deadly. Especially since they are surrounded by crowds of Spirits of Craftsmanship...
Dragonscale Knight - A few elite Scale Knights that managed to not 'simply' prove themselves worthy. They actually managed to draw attention of their god, normally perpetually focused on his crafts. For which they were rewarded by armors and equipment made from parts of most ancients Forge Dragons... forged by Hammer himself. An effect is a warrior that, if actually manifested in Real World (not that it really happens aside from few extremely rare circumstances) could withstand even mass destruction magic capable of leveling whole cities.
Warmaidens
A two faced incarnation of war, conflict and strife. Daughters of Ember tasked with the holy mission of defending the borders of Heaven from the predation of the armies of Black Pantheon. With next to no actual daemons - almost all of their servants are the Dead, led by best mortal generals and warlords from entire history elevated almost to daemonhood and named the Dukes.
Spirits
Spirit of Bravery - A levitating stain of gold and white, immaterial and incapable of attacking. Reinforces nearby allies granting them buffs to strenght and fortitude, while rendering them MOSTLY invulnerable to fear (it depends on the strenght of the fear that gripped them though). Often drawn to Real World by displays of bravery and courage, sometimes possesing weapons or banners granting their owners a surprising level of valour in battles. Besides, they almost always outnumber their enemies...
The Dead
Ducal Spearman - A line spearman from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with long spears as their weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Archer - A line archer from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with bows as their weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Skirmisher - A line skirmisher from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with javelins, throwing axes, slingshots etc. as their weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Crossbowman - A line crossbowman from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with crossbows as theri weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Pikeman - A line pikeman from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with long pikes as their weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Sorcerer - A line sorcerer from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with staffs as their weapon (of course together with weak elemental magic. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork.
Ducal Knight - A line knight from one of the ducal armies. Equipped with light metal armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests and shields, and with variety of weapons. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork. Often fight mounted.
Ducal Hoplite - A line hoplite from one of the ducal armies. Equipped with light metal armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with long spears as their weapons. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork.
Ducal Horse Archer - A line horse archers from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with composite bows and lances as their weapons. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork. Fight mounted.
Ducal Lancer - A line lancer from one of the ducal armies. Equipped with leather armour or mail/breastplate (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with lances as their weapons (they also carry swords for self defense). They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork. Fight mounted.
Ducal Desert Warrior - A line desert warrior from one of the ducal armies. Equipped with leather armour (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests and a turban or something like that, and with sabres, spears, shortbows as their weapons. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork. Often fight mounted.
Ducal Warcaster - A line warcaster from one of the ducal armies. Equipped with a robe (for some reason much more resilient than those originating from Real World) with symbol of their duke embroidered on their chests. Plus a staff of course. They can use a wide array of elemental and transmutation magic. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork.
Ducal Engineer - A line engineer from one of the ducal armies. Equipped with a robe ended with grinding gears (for some reason it is much more resilient that those originating from Real World) with symbol of their duke embroidered on their chests. Surrounded by a war automata it can control. They can also be used to creatively destroy - or build - something which is considered the fastest working way aside from hiring a professional. Plus some elemental and transmutational magic for self defense. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork.
Ducal Darkcaster - A line darkcaster from one of the ducal armies. Equipped with a robe (for some reason much more resilient than those originating from Real World) with symbol of their duke embroidered on their chests. Plus a staff with a black stain on the top of course. They can use a wide array of black magic. They are a disciplined combatants, inferior in terms of their personal strenght but always strong in numbers and teamwork.
Ducal Longbowman - An elite longbowman from one of the ducal armies. Equipped with chainmail (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with long bows as their weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Marksman - A elite crossbowman from one of the ducal armies. Equipped with chainmail (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with crossbows as their weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Rifleman - A rifleman from one of the ducal armies. Equipped with chainmail (for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with aetherite rifles as their weapons. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork.
Ducal Holy Knight - An elite knight from one of the ducal armies. Equipped with plate armour(for some reason much more resilient than those originating from Real World) with symbol of their duke on their chests, and with a variety of weapons. Plus light and elemental magic. They are a disciplined combatants, inferior in terms of their personal strength but always strong in numbers and teamwork. Tended to be a honourable warriors in their life, many of them would qualify for the Tower of Flame but instead decided to use their skills to help stave off threat of Black Pantheon.
Ducal Guardsma - An elite formation of Free Duchies. Guardsman are members of Imperial Guard - tasked with defending Grand Emperors and accompanying them on the battlefields - that decided to follow their masters into the afterlife. Only few most warlike Imperators that became Dukes has them. They are a versatile warriors, capable of fighting on foot and from horseback, use vast number of weapons to deadly efficiency and use magic. They are even more dangerous in death that they were in life.
Ducal Archcaster - An elite battlemage of Free Duchies. Archcasters can use both white and black magic and are what remains from more warlike archmagicians. They wear grey robes with golden embroidery and with symbol of their duke on their chests. They can be a surprisingly deadly threat, especially when few of them come together - if that happens, they can take down even very powerful daemons.
Ducal Iron Champion - An elite knights of Free Duchies. Clad in armor coming straight from best forges of High Forge, that is almost supernaturally tough and big, riding on similarly armored horse. Plus shields and exquisitely crafter weaponry. Making them VERY hard to kill, even if they fight on foot (which is rare though).
Ducal Greatsword - An elite heavy infantry of Free Duchies. Clad in plate armours coming straight from best forges of High Forge (though with less focus on pure defense than those issued to Iron Champions). Plus two-handed swords. They are expects in fighting against enemy superior in numbers and can be REALLY deadly.
Duke - Each of the Dukes were once a warlord of great renown. They are the greatest commanders the Imperium ever seen - be it simple generals of Imperial Army or of some vassal states, Imperators or even those that launched an uprises against Imperium. All of them were masterful commanders - and in death they were tasked with commanding their former armies (plus many new recruits wishing to fight under great leaders of old) against the Black Pantheon incursions. Always fighting a perpetual war to show each other who is the strongest. Each of them also received great power from the Warmaidens, making them into an almost daemons, capable of fighting toe to toe with even the strongest daemons. Each of them unique in terms of their skills, magic and equipment.
Shimmer
A goddess of light and order. She is one of the chief combatant in terms of fighting Black Pantheon influences in Light. Most of her creations are crafted to be good in fighting against the servants of black gods. Tend to be surprisingly nasty against them... and much less useful against anything else.
Spirits
Spirit of Light( - A levitating ball of immaterial light, that lights area around it and attacks enemies with weak holy magic of Shimmer. It also weakens (very slightly though) black magic in the area. Sometimes manifest for themselves in the areas when Black Pantheon does some weird things, especially helping (often not openly) those that oppose it.
Daemons
Prism Drake- A drake-like reptile daemons, sometimes used as a mount (as long as they are big enough). They have light scales, sharp fangs... and can fire laser-like rays from its mouth. That causes rather average damage, unless one is a servile daemon of Black Pantheon... or, even more, of Shadow.
Angel - A little shard of Shimmer's power, given autonomy and enough free will to sometimes defect to other gods. Manifest as winged humanoids with almost surreal beauty that also seem to passively lighten area around them. They are surprisingly strong (albeit lower in number than similar level of daemons of other gods). Can use holy magic of Shimmer and elemental magic (though especially light) and use a wide array of weaponry that deals additional damage to evil beings.
Prism Dragon - A mighty daemon in a form of dragon with white scales and leather. Not only are deadly combatants in their purely physical aspect, they can also use powerful holy magic and fire his 'laser'. Which is much, much stronger than in case of Prism Drakes. They are sometimes used as mounts and are quite deadly ones.
Archangel - A higher caste of angels (all of them were angels though, before advancing through their own merit) with two sets of wings and massively increased power of their holy magic. They also wear a wide array of weapons and armors created in High Forge. They are a walking bane of all evil creatures.
Rainbow Dragon- A rather... weird daemon of Shimmer, creating due to Shadow constant nagging about Shimmer's choice of colours. Rainbow Dragon is even bigger than Prism Dragon. What's more, rather than simple bright white laser it fires a quite literally rainbow (and bright) laser ray. With each colour causing different elemental/holy damage. Making succesful blocking of their attacks something most difficult.
Seraphim- An apex of angels serving Shimmer. Towering creatures with three sets of wings and massive flaming sword, dealing intense damage (both fire and holy), capable of instantly setting evil creatures aflame. Plus powerful holy magic (and almost equally powerful elemental magic).
The Dead
Skyhaven Knight - Each of Skyhaven Knight was once a faithful believer of Shimmer, sharing her zealous approach to evil. Now they are a soldiers in her army dedicated to expunging all evil and disorders from the world. Clad in bright and almost shining armors, filled with Shimmer's power that allows them to use quite powerful holy magic (and elemental magic, especially fire one).
Skyhaven Exorcist - Shimmer's favourite magicians (most of them proficient in her holy magic even before dying) granted even greater power in death. They manifest as magicians in bright white robes, with nothing visible beneath their hoods beside their blue eyes. Their staffs end with a immaterial ball of light. Their are walking anathema to beings of Black Pantheon, capable of banishing weakest of their daemons by sheer presence. They are often summoned to break daemonic possesions and purge corruption.
Skyhaven Winged Knight - An exemplary and zealous warrior of Shimmer in light, even more so in death. Skyhaven Winged Knights are a stronger versions of Skyhaven Knights - but also with wings that makes them look quite similar to angels. Together with powerful magic and strong combat skills they are a deadly threat to all enemies of Shimmer.
Skyhaven Archexorcist - A powerful and zealous magicians of Shimmer, in death changed into beigns that made most average daemons of Black Pantheon tremble in fear. They look similar to normal exorcists, only with wings, golden embroidery on their robes... and much more powerful
Skyhaven Paladin - An apex of formerly mortal servants of Shimmer. A towering creature of light and flames, almost equal to Seraphim. With even the strongest servants of Black Pantheon not going to battle with it unless they really have to - while its sheer level of holy magic is second to Seraphims, they instead have a wider array of elemental and transmutation magic.
Death
Rather than having a whole hierarchy of dedicated daemons and the Dead, Death - Imperial Goddess of death and burial - has only several dedicated creatures. Very dedicated, in fact, and also very, very powerful.
Daemons
Gravehound - Gravehounds are a type of Death-related daemons that manifest themselves naturally in cemeteries. Where they serve as underlings of local melinenes, due to their rather limited intellect. They show up mostly at night, hunting relentlessly those that try to disturb the peace of those buried there. They, however, quite easily go mad if this happens to their overlords (due to magical corruption) and can sometimes end up controlled by adept necromancers. They manifest as large dogs with black fur and red eyes.
Hellhound - Hellhounds are relentless pack predators that serve melinenes of local graveyards. Each of them has from one to entire packs of them. Their mission? Hunting necromancers, blasphemers and pretty much everybody who somehow offended the dead lying there. They are wild, ferocious and very hard to stop - following the offenders outside of their graveyards and stalking them for weeks before finally going for a killing blow is something rather normal. They manifest as bigger, meaner looking gravehounds.
Cerberus - Big, three headed dogs that Death supposedly inherited from one of religions the Imperial Religion squashed during the Dawn War. They are her personal hunting dogs, that she unless on those foolish enough not only to desecrate the bodies of the dead... but trying to give them sentience or even bound their own souls to them during dying. They are not only formidable fighters on their own, but also command vast packs of hellhounds and gravehounds.
Nameless Hound - Just as cerbers hunt necromancer, Nameless Hounds hunt Time Mages. Relentlessly purging all who survived the great purge of time magicians during the Dawn War. Noone knows how they look for all who saw them died before telling anybody. Noone knows how they fight. All that is known is that they can hunt even those who try to flee from them through time. They were almost never seen, at least since last Time Mage died very soon after Dawn War ended... but it is obvious that they still exist and wait for the moment they will be needed again.
Tyrant
Tyrant, an Imperial God of domination, tyranny and unjust rule, has a vast number of servants that tend to be... surprisingly single-minded in terms of their choice of tactics. They are physically strong - among the strongest in Black Pantheon - but rarely employ sophisticated tactics. They are strong, well armed and armored - why should they?
Spirits
Spirit of Domination - A levitating ball of blackness with what seems to be a red eye visible inside. It has no ditect offensive spell, but can cause fear and stun enemies, in rare cases even cause temporary madness or force the enemy to fight alongside it for a short while. Can be surprisingly dangerous when supported by other combatants that can exploit temporary weakness it induces.
Daemons
Bone Drake - A species of drakes inhabiting the Dragon Graveyard, the domain of Tyrant. It is highly degenerated and inacapable of flight - its wings have no leather aside for almost bone-like skeleton. Its scales are however tough, and its fangs are sharp. It can also jump surprisingly far and use its bodymass to crash enemies. It is sometimes used as mounts.
Sharpclaw - A type of semi-mortal specie inhabiting Dragon Graveyard, some of which actually live in Real World as simple sapient species. Towering scale covered humanoids with almost dragon like head (though smaller). Wild and ferocious hunters, using javelins and spears made from dragonbone.
Bone Dragon - A dragon-like daemon that lives devouring Dead and smaller daemons - and dragon bone covering big parts of Dragon Graveyard. Its organism use the bones he ate to created a bone-like armor covering it. It can't fly - its much to heavy for it - but he is protected by almost impenetrable armor and has fangs and talons sharper and stronger than steel.
Dragon King - An apex of daemonhood in Dragon Graveyard. Each of the Demon Kings was once a tyrant in the Real World - and one of the worst ones. Then they achieved daemonhood and became absolute rulers of the Graveyard, ruling with ironfist over all the lesser tyrants and those that used their authority in an unjust way which ended with them banished to the Dragon Graveyard. They can shapeshift between massive black dragons and their human form, use powerful black and mind magic.
Man-Mountain - A terrifying weapon of war sometimes assembled by Dragon Kings. A massive number of the lowest tier of Dead banished to Dragon Graveyard merged into a massive humanoid being dozens (sometimes hundreds) of metres high. With the strongest of them, standing atop each other, making for his legs, then gradually weaker the higher one goes. With even its weapon - a massive hammers - made of humans. Which means they quickly break into swords of whips simply by their... material breaking.
The Dead
Dragon Legionnaire - A regular soldier of Accursed Legions from the Dragon Graveyard. Clad in armour made of dragonbone and human skin and leather. That looks primitive, but offers excellent defense. Their weapons is similarly carved from raw dragonbone. They are also insanely strong and tall, making for a fearsome enemy.
Dragon Sorcerer - A regular magic user of Accursed Legions from the Dragon Graveyard. Wears truly terryfying attire made from human skin, plus a mask from a grinded human bones and staffs from dragonbone ending with exquisitely carved dragonheads. They use Death Magic to attack enemies and mind magic to either cause fear or dominate enemy mind and force him to fight for them.
Dragon Knight - An elite soldier of Accursed Legions from the Dragon Graveyard. Clad in heavy armour made of dragonbone and human skin and leather. Plus two-handed weaponry (swords or maces) that they use to grind their enemies in most brutal way possible. They are also up to 2,5 meters high and have an almost unbelievable ammount of strenght and resilience.
Dragon Archsorcerer - An elite magic user of Accursed Legions from the Dragon Graveyard. Wears truly terrifying attire made from human skin and uses staffs from dragonbone ending with exquisitely carved dragonheads. Their heads are somehow twisted into a forms that makes them look similar to dragonheads... while still remaining terrifyingly similar to human heads. They use mind magic to cause fear and dominate enemy minds... while using death magic to simply kill them.
Shadow
Shadow - an Imperial God/dess of anarchy, revolution and chaos, is a gender ambiguous (but definitely uninterested in anything even remotely connected to sex) that is so heavily shrouded in mystery that few things are known for sure. This are the traits his/her daemons inherited.
Spirits
Spirit of Night - A immaterial black stain that can become completely invisible in darkness by merging with surrounding shadows and can use weak shadow magic to attack nearby enemies. While unlike to really kill something, it can easily divert attention and weaken prey by relentless hit & run attacks, letting others finish the job.
Daemons
Blood Wolf - A daemonic, perpetually growing and quite intelligent (while also having vampire-like teeths it uses to drink blood of its victims) that can be used as a mount by local legionnaires, Dead and daemons. Which is pretty much as nice as it sounds. They serve as most widespread predator in the neverending darkness covered forest of Evernight.
Listener - A weird type of daemons that is more useful outside of battle than inside. They are shadows. Small as nail or big as cities. Without real intellect... but capable of hearing and recording everything that is said. Making them truly extraordinary spies that are well sought even amongst the magicians that aren't really at all that interested with making deals with Shadows...
Night's Children - A highly intelligent human-like (and beautiful) daemons divided into melee combat oriented males and distance fighting females. Males can also weaken enemies and can partially merge with darkness becoming invisible, while females can use black magic and and charm enemies to fight on their side for a while. They are used to bolster and guide cults dedicated to Shadows by both combat power and brainpower.
Bloodletter - What remains from the vampires of Vok bloodline that are slain by those faithful to Shadow. Changed into daemons to not forget a thing and forced to roam wastelands of Evernight, driven by eternal and impossible to satisfy lust for blood. Covered by bleeding wounds and boils that will never heal. They are surprisingly strong and are often used by Evernight's armies to soften enemies by sending them in the front, whipped into frenzy.
Shadowlurker - Terrifying daemons of Shadow used for psychological warfare as much as physical. Tall. With prolonged but very strong arms ending with sharp talons. Almost humanlike in appearance but in a distorted, inhuman touch. With much too wide smile and with blood dripping from their eyes. Driven by a decidedly inhuman cruelty which leads them wo wear skins of their enemies (taken while their owners were still alive) and butchering their victim to cause as much pain as possible rather than simply slaying.
Shadow Angel - One of Shimmer's angels, corrupted by Shadow and made to serve his/her. There are enough of them already to form a separate type of daemons under Shadow. Tall, beautiful, with pale skin and dark wings. Rather than pain and suffering they seem to enjoy causing as much chaos as possible via both direct actions and purposeful manipulation.
Shadow Knight - A towering knight clad in pitch black armour with symbol of Shadow on his chest. Despite this he is insanely fast, capable of short range teleportation and merging with shadows. He can also use wide array of shlight magic, steal life or debuff its enemies.
Remembrance - A quite terrifying daemon that is created when Listener begins to devour emotions, thoughts and memories (mostly of those already dead). Noone beside Shadow knows what exactly causes this transition, but the effect is a malevolent incorporeal being that can materialize things (for example sharp objects) from its own mass and can steal thoughts of mortals, healing itself and paralyzing the victim.
Elder Shadowlurker - Sometimes shadowlurkers grow. Becoming even more powerful, cruel and insane. They, strangely, shift closer to being human-like, with their limbs no longer prolonged, but instead they can summon shadowlurkers, their magic grows much stronger and more terrifying. Their inhuman smiles and faces remain as is.
Shadow Archangel - Archangels, like angels, sometimes fall. Also, sometimes, angels that already fallen are promoted. The effect is a Shadow Archangel - a towering angel-like figure with four black wings and a thirst for chaos and social upheaval. Which, if the current social order is corrupted, sometimes makes them benevolent, in a way.
Mind Eater - Mind Eaters are something that even Shadow doesn't use lightly. Canceroous black mass that grows by devouring human minds entirely, changing once normal sapient creatures into puppets, with their minds broken, souls separated and themselves kept alive simply to farm fresh memories of pain. It can also manifests objects and spells from itself and spit out creatures it devoured as mere puppets.
Primeval Shadowlurker - An apex of shadowlurker. Completely human-like creatures that wore shadows like clothing and spread death and terror wherever they tread. Their strength, despite being rather thin, is terrifying... and so is their cruelty. They are surrounded by lesser shadowlurkers that treat them almost as gods.
The Dead
Evernight Legionnaire - A standard line soldier of Evernight. Once they were revolutionaries or social outcasts. Now, they are a deadly threat. Disciplined, united in their Cause, and capable of much more initiative and much better improvisation on the battlefield - simply because they have Cause rather than simply fearing their overlord more than an enemy. They aren't the best equipped legionnaires, but can steal life in melee range.
Evernight Warlock - A standard spellcaster of Evernight. Well disciplined former revolutionaries and magic outcasts, that either sold themselves for power or simply lived in a way that made White Pantheon to reject them - and then simply choosed the one god of Black Pantheon that genuinely cares for its servants. Now, wearing the black robes and equipped in staffs that ends with small moon-like stones. They can use black magic - Life, Death and Shadow Magic especially.
Evernight Wraith - A standard 'rogue' of Evernight. Mostly former revolutionaries of certain mindset, ideologically driven assasins and thiefs, an those of criminals that worshipped Shadow. Now, partially immaterial beings that can shift through shadows at will and steal life with touch. Their favourite tactics seems to include suddenly appearing in the middle of enemy second life, lying waste to his ranged fighters and magicians.
Evernight Blood Knight - An elite warriors of Evernight. Many of them are former vampires of Asurya bloodlines, but there are also other who managed to achieve this rank by their own merit. They are strong, heavy armoured combatants, that are far beneath real titans in that matter (like Dragon Knights of Tyrant) but instead can be surprisingly fast even when not mounted, and can also use shadow and death magic. Not to mention stealing life.
Evernight Hemomancer - An elite spellcaster of Evernight. Many of them are former vampires of Zeruel bloodlines, but there also other who managed to achieve this rank by their own merit. Mighty shadow and death magic to attack, mighty blood magic to reinforce their colleagues. Black robes with red and gold embroidery. In short - a major pain in the ass.
Evernight Unseen - An elite 'rogue' of Evernight. Many of them are former vampires of Isha bloodlines, but there are also other who managed to achieve this rank by their own merit. Almost immaterial, can pass through shallow walls, become one with shadows and steal life with touch much, much faster than Wraiths. Fighting them in dark room is almost tantamount to suicide.
Deviation & Hedonism
A marriage of Imperial Gods overseeing sex, lust and sexual perversions and fetishes (Deviation) and self indulgence from drinking wine on a comfy couch after a hard day of work to ruining yourself with almost deadly doses of drugs (Hedonism). Due to Hedonism almost complete absence of thoughts it is Deviation that is an acting supreme ruler of all creatures hailing from Paradise Halls, thus they are described together.
Spirits
Spirit of Passion - A floating immaterial ball of pink and red, with a tint of violet. It can cast Lust Magic hex that causes temporary disorientation while making target more susceptible to magical seduction and similar magicks. In higher numbers it can stun target completely or even charm them.
Spirit of Decadence - A floating immaterial ball of pink and red, with a tint of violet. It can cast Mind Magic hexes that cause drowsiness and worsens reflex. In higher numbers it can automatically induce effects of certain narcotics, making casting magic and making conscious decisions much harder.
Daemons
Paradise Courtier - A wide array of humanoid courtiers from the Paradise Halls. All of them daemons, of course, even though they normally look like simple mortals wearing extravagant clothes. All of them infinitely depraved, and prone to backstabbing each other in their fight for influence in a perpetually shifting power structure of Deviation's realm. Plus they like to play in Real World, making summoning them deviously easy. They are also proficient in Lust Magic and Life Magic.
Paradise Slave - An... interesting type of daemon. That always manifests as the summoner deepest sexual fantasy. While also being absolutely, completely submissive to him/her (unless she/he prefers to be a submissive one). They are used as gifts to aspiring devotees of Deviation... for some reason in most cases only making them even more promiscuous and lustful rather than making them happy and satisfied. Has no combat skill worth mention though.
Paradise Noble - A wide array of humanoid nobles from the Paradise Halls. All of them daemons, of course, even though they normally look like simple mortals wearing extravagant clothes. All of them infinitely depraved, and prone to backstabbing each other in their fight for influence in a perpetually shifting power structure of Deviation's realm. Plus they like to play in Real World, making summoning them deviously easy. They are also proficient in Lust Magic and Life Magic. They differ from Courtiers by being even more extravagant and powerful while occupying higher levels of hierarchy in Paradise Halls.
Lust Angel - Deviation is supposedly a second god of Black Pantheon in terms of achievements in corrupting servants of Shimmer (which is done mostly for lulz). Lust Angel is an effect of this. An angel-like being with a rather... sparse clothing and with white feathered wings with noticable tint of pink. Plus powerful Lust Magic (almost only it) and surprising physical strenght if they are forced to use it. Experts in corrupting people and showing various cults new heights of degeneracy.
Paradise Aristocrat - A wide array of humanoid aristocrats from the Paradise Halls. All of them daemons, of course, even though they normally look like simple mortals wearing extravagant clothes. All of them infinitely depraved, and prone to backstabbing each other in their fight for influence in a perpetually shifting power structure of Deviation's realm. They are also proficient in Lust Magic and Life Magic. They differ from Nobles by being even more extravagant and powerful while occupying higher levels of hierarchy in Paradise Halls.
Lust Archangel - Deviation is supposedly a second god of Black Pantheon in terms of achievements in corrupting servants of Shimmer (which is done mostly for lulz). Lust Archangel is an effect of this. An angel-like being with a rather... sparse clothing (if they even wear anything) and with four light pink feathered wings. Plus powerful Lust Magic (almost only it) and surprising physical strenght if they are forced to use it. Experts in corrupting people and showing various cults new heights of degeneracy.
Paradise Councillor - Part of the council that is overseeing the day to day work of Paradise Halls, always searching for new and even more depraved attractions. They are all descendants of Deviation, with their parents... very varied. Which also makes them very varied (though all are humanoid due to Deviation form overruling their father's form (or mothers, who knows what's going on in this place)). Each of them is unique in his looks and choice of skills... and all of the mare around the power level of a demigod, making slaying them a rare feat.
The Dead
Paradise Dancer - A light, mobile infantry of the Accursed Legions from the Paradise Halls. Wearing a rather see-through clothing similar to eastern dancers (offering next to no protection), they can move around with extreme spead, using spears and sabres with deadly efficiency. While also being covered in aura which makes them... not exactly seductive, but looking at their curves or just admiring their beauty causes short term stun-like effects, in many cases ending with surprising decapitation.
Paradise Armor-clad - A slow, heavily defended warrior of the Accursed Legions from the Paradise Halls. Wears extremely heavy armor that also makes them move very slowly. They use massive blunt weapons. While slow, they are always accompanied by Dancers that protect them while they are vulnerable, while also trying to stun enemies for the Armor-clad to smash with a singular strike of their inhumanly big weapons.
Paradise Slavemancer - A rather rare albeit low rank magician of Accursed Legions from the Paradise Halls. That, due to their nature, tend to be a local variant of bosses. Slavemancers are the Dead of rather... dominant nature, connected in Paradise Halls with (normally) from one to four thralls. Meaning - the Dead of rather submissive nature, that after ending in the Halls decided to spent eternity serving a master.
Of course, they bring only combat oriented thralls into battle. Being made invulnerable by this connection (wounds transfering to their Thralls) and using their power to cast Lust and Life Magic. Together with absolutely zealous Thralls they can be DEADLY. They tend to look suprisingly not like typical magicians, wearing various types of clothing, distinguishable only by a certain type of magical bracelet that they use to enforce obedience (that is, despite everything, consensual).
Paradise Shieldmaiden - A surprisingly disciplined female warriors in light plate armour and a variety of weapons. All of them are a very beautiful young girls... with surprising level of skills in battle, ability to move very fast (they are very... elastic despite the armour they wear), and despite their almost angelic look they can charm enemies and use Lust Magic. They can be considered a regular forces of Paradise Halls, tasked with holding the line (unlike the dancers that are rather... irregular) if its attacked.
Paradise Iron Knight - A towering knights clad in crude iron armour. Thick enough to offer great protection while restricting movement almost equally as well. They use two-handed blunt weapons to beat their enemies into a pulp. More disciplined than almost bestial Armor-clads, they form the core of fources of Paradise Halls, with Shieldmaidens protecting their flanks.
Paradise Slave Master - A rather rare medium level magician of Accursed Legions from the Paradise Halls. Casts Lust Magic, surrounded by his/her (if it is she, she is called Mistress) devoted Thralls to whom he can transfer damage he received. Plus draw magic power to himself. Hard to kill. Has normally five to ten Thralls.
Paradise Honour Guard - An elite formation of Accursed Legions from Paradise Halls. Favoured mortals of Deviation. In life depraved, in death almost angelic in appearance and dignity, donning wondrous armours and wearing state of the art weapons, while using Lust Magic to disorganize and stun their enemies before going for the kill. They are also almost acrobatic and blindingly fast, despite wearing what looks like light plate armours.
Paradise Juggernaut - Almost three meters of doom clad in dark iron. Almost impenetrable armours that restrict their movement, using great two-handed blunt weapons to mash their enemies to pulp. Always fight side to side with Paradise Honour Guards, which is a pretty deadly combo.
Paradise Slave Lord - A rather rare high level magician of Accursed Legions from the Paradise Halls. Casts powerful Lust Magic, surrounded by his/her devoted Thralls to whom he can transfer damage he received. Plus draw magic power to himself. Especially hard to kill, since they normally have 11 to even 20 Thralls.
Bonehead
Bonehead, Imperial God of Undeath (and Undead) is an odd one. Interested in living only in terms of their capacity to become an unliving. Banished from meddling with souls of the Dead he instead meddles with their bodies. His world, Black Tomb, lies beneath all worlds of Gehenna, from which he takes bodies of the Dead and creates varied hosts of undead-like daemons and undead-like Dead.
Spirits
Spirit of Undeath - A spirit that manifests as a hovering ball of light with some dark moving in it, looking strangely similar to worms. They are a basic foundation of 'tolerated' necromancy in Imperium, since they can possess corpses and make them move again. Without touching the soul of the corpse (even if it is still to fully separate). His servants tend to value quantity over quality.
Daemons
Ghoul - A human-like semi-mortal species that inhabit Black Tomb. They live by devouring flesh of the bodies that can be found here, even going as far as breaking skeleton's bones to consume their marrow. They are also a sort of curio since Munch also has them as his servant - the difference is color of their eyes. They can be suprisingly deadly pack predators that also sometimes start breeding in Light becoming a sentient species.
Destroyer - A towering, heavy weapon of Bonehead, made with breaking enemy infantry formations in mind. Even three meters high constructions made from bones kept together with magic, carrying two-handed weaponry made to break apart shieldwalls and cutting apart big creatures. Terrifying and deadly.
Specter - Immaterial daemons that can easily shift through solid object while using telekinesis-like power to throw object at enemies or animate corpses like marionettes (not really dangerous but also unkillable unless literaly hacked into pieces). They can also cast weak Life Magic when they can see enemy (so no casting through the walls).
Pale Concubine - Bonehead has his own... needs. As he seems completely disinterested in living, he had to find another way of meeting them. Thus - Pale Concubines. His personal harem (and more, serving his demigods with similar interests) of unliving, almost doll-like beauties with pale skin and cold body. They can move when ordered and even use Life Magic to defend themselves, but their intellect is rather basic. Regardless of that, many of them are summoned with a completely nonsexual things in mind.
Ravenous Ghoul( - A ghoul that was hungry for too long degenerates into a Ravenous Ghoul. He partially loses his human appearance in favour of more bestial one and has an almost insatiable appetite for flesh. They are often hungry enough to actually manifest in Real World on the battlefield after the battle to sate their needs, not stopping from attacking and devouring unlucky mortals that were still alive.
Undeath Hivemind - A weird daemon of Bonehead that is created when massive number of Spirits of Undeath merges into a singular, towering entity. They are mostly incorporeal - requiring magic or antegnite weaponry to wound them - and while they can't attack directly, they can ressurect. Everything. For as long as they need - even if the bodies are cut in half, both half will still wiggle and attempt to stop enemies. They are almost always creating a lairs for themselves, filled with dead bodies to use in self defense.
Death Knight - According to legends, Death Knights are remains of a malice and hatred of a person who died filled with them to the brim. Remains that are given form, materialized and bound to the skeletal remains of their former owner. An end station of this is a towering skeletal knight in black armour. Big, tough, used en masse (to counter superior strength of for example Dragon Knights) to stop attackers from shredding their supportive mages.
Dullahan - A daemon that is believed to originate in one of the many religions that the Imperial Religion devoured during the Dawn War. A headless knights in light plate armours, much faster than Death Knights and being their more offensive equivalent. Can curse enemy causing weakness and use Death Magic.
Life Eate - A deadly combatant that, surprisingly, seems to be more focused on quality. Black hood, even darker stain behind it, massive scythes that cut slice apart entire squad of knights. And it can also Death Magic and suddenly emerge from behind a stone wall. According to some theologists, his Death-like appearance is a mean of ridiculing and insulting Death, goddess that Bonehead hates more than everything.
Wraith - An immaterial being that for some reason shares the name with one of the formations of Legions from Evernight. He even fights in a similar way - shifting through walls and stealing life. Quite similar to Life Eater, only seemingly less coherent and looking more like a black cloud with face.
Undead Dragon - A towering skeletal dragon. Intellectually primitive and sometimes used as a mounts by stronger servants of Bonehead. Physically powerful and resistant, but vulnerable to antegnit and not having much to say in terms of magic. Can be a pain in ass to deal with, especially if they have riders that can use magic.
Destroyer Knight - How to make average Destroyer - a towering merge of bones hellbent on annihilating everything around - even more terrible? Make it four meter high instead of three and then add proper armour. They are send in front of Black Tomb armies to break enemy formations - by slashing its members apart - and generally deal as much damage as possible before falling. They are really good at this.
Revenant- A type of mortal that achieved Ascendence into daemonhood. In this occasion - by literally being too angry and hateful to die. They are now physically dead, but still moving and can temporarily switch to their pre-death look. They are a mix of all immaterial daemons of Bonehead turned up to eleven. They can shred their enemies into pieces with powerful telekinesis, steal life (slowly at distance - in an AoE way even - with average speed on touch and lightiningly fast when they kill their victim and touch it while its life flees from the body. Plus Death Magic and spawning Spirits of Undeath en masse. Oh, and when they actually control themselves they are equally intelligent as humans.
Dracolich - A mighty beasts that are by some believed to be what remained of Ancient Dragons with interest in necromancy and eternal life. Massive black dragons that can also manifest as zombie-dragons and skeleton-dragons, while casting powerful Black Magic and Necromancy hexes. And they are all immensely intelligent and with thousand of years of experience.
Lord Revenant - Lord Revenant is believe to be born when simple Revenant manages to achieve its vengeance. They are no longer nearly animalistic in their rage. They are heavily intelligent and manipulative lords of the undead. That can shift through solid matter, rip people into pieces with powerful telekinesis, steal life and use Death Magic of highest calibre. In short - not something one would really want to see.
NÃðhöggr - An apex of dragon-like servants of Bonehead, named after a winged serpent of one of fallen pantheons from before the Dawn War. Massive black dragons that are gifted with even more power and an ability to shapeshift into humanoid form. Each of them is nearly on a power level of a demigod.
Maneater Serpent - One of the few remaining preDawn War deities, Jörmungandr, guards Bonehead laboratory on the deepest level of Black Tomb. For some reason he started being worshipped as their own 'god' by ghouls of Black Tomb to which he took quite a liking. Now a demigod, he happily gaves them some of his offspring - together they can feast on flesh even more. They are many meters long snakes, with black and violet scales, and one of the most terrifying poison. A paralytic one - it helps keep the meat fresh...
The Dead
Zombie - A fresh body of a Dead that - after soul separated and receive another body somewhere else - was brought to the Black Tomb and reanimated as a neverending tides of undead that wash over the halls and corridors of Black Tomb, devouring trespassers. Their bite doesn't change other into more zombies though - it is simply that the aura of Black Tomb makes all Dead become Undead, which become a source of a misunderstatement.
Undead Legionnaire - A body of a Dead that - after soul separated and receive another body somewhere else - was brought to the Black Tomb and reanimated. They are, essentially, one of the Dead as well, considered local equivalent of Legionnaires. They are skeletons wearing rusted and rotten armours and a variety of weapons, used in truly great numbers. Rarely capable of achieving anything unless they do not have five or six times the enemy numbers. But since they sometimes have dozens of time more than the enemy and they can come back to their unlife if they are proper magicians around...
Undead Lieutenant - Legionnaires of Black Tomb have a very rudimentary intellects. Even greatest numbers won't do a lot if there are just a unruly crowd. That's why there are officers, made to command them. Several tiers of them, to be exact, each next with better equipment and more wits. Lieutenants are barely distinguishable from normal legionnaires. All of them skeletons commanding their underlings via a rudimentary telepathy.
Undead Sorcerer - An undead body of a sorcerer. Capable of casting weak elemental and black magic, barely enough to be a real threat (unless in numbers). Their biggest trump card, however, is that they can resurrect fallen Legionnaires. Over, and over again. Making them always a prime target... but one whose killing requires carving a way through almost uncountable legionnaires.
Undead Captain - Higher level officers. Still barely something better than average lieutenants. Wear slightly better armour with a symbolg of Bonehead on their chests and seem to passively buff undead surrounding them. Tend to be painful to deal with. Capable of thinking tactically at least to a point (after all they have to coordinate several Lieutenants) but they aren't really the smartest tool in the shed.
Necromage - A first 'true' legionnaire of Black Tomb. Once a necromancer, now an undead user of black magic and necromagic (with focus on the latter). They wear black robes and staffs from wood but with finishes making with bone. Their defining feature are their heads, their skin looking thin and the shape of their skull quite visible. They can, of course, resurrect local undead.
Undead General - A higher tier of undead commander. Stronger and equally intelligent as humans. Can also use death and bone magic, resurrect (and buffing) surrounding undead and command quite vast armies. But their human intellect also means that they become vulnerable to things like pride or wanting revenge.
Lich - A powerful necromancer that achieved Partial Ascendence and became an undead while in Light. After being destroyed they become a part of Black Tomb, that can roam the corridors as heads of one of many armies waging permanent war for supremacy... or return to the Light to do things. Many and almost always bad. They are intensely powerful necromancers (and black mages).
Undead Lord) - A mighty commander of undead armies of Black Tomb. The main cause of regularly happening 'nights of the living dead' that decimate (of course temporarily) other planes of Gehenna. Simply because they are bored. Each of them were a mighty commanders of rather... dark interests, that willingly went to Black Tomb. Now they can shapeshift because their mortal and undead forms, while using immensely powerful magic.
Archlich - Archlich is created when lich progresses further, achieving second stage of lichdom and becoming at least partially a daemon even prior to dying. Now they are only barely Dead. They tend to manifest in either their mortal or undead forms, over which they were a magnificent (but rather... morbid looking) armours. Rarely met in Light, since in most cases quickly eliminated.
Tomb King - Quite literal kings, whom the Bonehead seems to collect. Offering them eternal life and eternal kingdom, in the tunnels and halls of the Black Tomb. After they die, Bonehead takes their souls and recreates them into a transcendent rulers of the undead. Governing the Tomb in the name of their god. Each of them is a magician equaling Lord Revenants, while being an extraordinary melee combatants.
Rage
Imperial God of slaughter, conquest and war. His servants are... pretty much as one would expect them to be. Warlike, without conscience, prone to going into fits of rage - or, to be exact, a berserk fury - during which they obliterate everything around them. Hard to control, but can be surprisingly useful even without it.
Spirits
Spirit of Anger - A levitating ball of blood, that has two main abilities - one passive and one active. The passive one increases rage in allies, the stronger the more attuned they are to it. The active have small chance of inducing rage in enemy, hopefully leading to friendly fire (thus it tends to target those at the back, that are more likely to attack their own allies rather than using the newfound fury to slay enemies.
Spirit of Genocide - A levitating ball of blood with a tint of blackness inside. It can attune itself to certain sapient species, rendering its representatives weaker and increasing damage they receive. They can also be attuned to certain sexes, religions and ethnic groups, though most of them is by default attuned to specie.
Daemons
Brass Wolf - A towering wolfs made completely from metal (brass, or at least something similar in colour, to be precise). Big, tough, have very sharp claws and absolutely adore good fighting and slaughter. Sometimes used as mounts by stronger beings. Can also be summoned to serve as ones - well protected and dangerous at melee range, while not being the fastest being around.
Amazon - Female humanoid daemons of Rage. Supposedly they are all his far descendants. They look like at the very least pretty (though often scarred) human females, always wearing some sort of leather and fur armours, with a variety of weapons and trophies at their belts (often heads of tough enemies they defeat). They are counted among the daemons that are sexually active and can even procreate, giving birth to Berserians. They, however, only accept those that bested them in combat.
Skinner - A tall warrior, clad in skins quite freshly ripped off preys he deemed worthy of becoming a part of his... collection. They are said to be far descendants of Rage. They use a wide array of weapons and also have skull helmets (that are, as well, part of their 'collection' of trophies). They shouldn't be underestimated. They are counted among the daemons that are sexually active and can even procreate, their offsprings with mortals being Berserians. They, however, only accept those that bested them in combat.
Choser of the Slain - A stronger version of Amazon, generally thought to be closer to Rage in their family tree. Beautiful - but surprisingly wild and strong - females in light but decent armours, a variety of weapons and wings. Though much different than those of angelic family. They are counted among the daemons that are sexually active and can even procreate, giving birth to Berserians. They, however, only accept those that bested them in combat.
Brass Warriors - Among the vast plains of the Fields of Blood there are certain... places scattered. Ruins that are said to contain insanely difficult tests for those of the Dead that are ambitious enough to search for more power. They are guarded by Brass Warriors (among many other creatures that are more elusive). They are a towering statues of brass, armed with two handed swords. All of them with many jagges edges, often decorated with blood and other remains, giving them a particularly... evil look.
Slayer - Daemons (far descendants of Rage) that manifest themselves as a towering warriors, wearing skins of the beasts they defeated plus helmets made of a skull of something they killed. They also tend to have a visible 'daemonic' parts (horns, red eyes, needle-like teeth), plus their trophies seem more... extraordinary. They are counted among the daemons that are sexually active and can even procreate, their offsprings with mortals being Berserians. They, however, only accept those that bested them in combat.
Brass Angel - An angel. Once serving Shimmer, but at one point... fell. Its righteous fury replaced by mere berserker rage that it started indulge in willingly. Now, clad in rough armour of brass and with armed with swords, spears and so on with lots of jagged edges, they can freely rage around, destroying everything they can and want. Their wings are in many shades of red, making them look a bit like flames.
Brass Giant - A towering creature made mostly of brass and pure rage against everything around. They roam plains of Fields of Blood, obliterating (or attempting to obliterate) everything they run into. Three to four meters tall, with bleed dripping seemingly forever from every joint or hole. With massive hammer as right hand and a meter long claws as the other. They can run insanely fast (almost as fast as average mount).
Valkyrie - Granddaughters, greatgranddaughters and greatgreatgranddaughters of Rage himself. A beautiful (and insanely strong) warriors clad in metal (mostly brass, of course) that roam over the battlefields of Fields of Blood on their wings, using bows and spears to weaken enemies. They are counted among the daemons that are sexually active and can even procreate, giving birth to Berserians. They, however, only accept those that bested them in combat.
Warlord - Grandsons, greatgrandsons and greatgreatgrandsons of Rage. Towering warriors with many demonic features (horns, teeth made completely from fangs, red eyes), wearing freshly ripped skins of their enemies. Their skin seems to be quite... thin and partially transparent, showing their impressive muscles and veins. They are counted among the daemons that are sexually active and can even procreate, their offsprings with mortals being Berserians. They, however, only accept those that bested them in combat.
Bloodfield Slaughterer - Known also as Rage's Banner and, shortly, The Butchery. Ten meters high warriors of brass, with multitude of spikes 'decorated' with dozens of bodies. Armed with two long blades it has instead of arms or a truly massive brass hammer. Its sheer presence induces rage in its allies and fear in its enemies.
Blooddaughter - Beautiful warriors clad in armour mostly made of dragon scales or other, similar materials (that are simultaneously trophies of highest calibre). Winged. All of them daughters of Rage, making them equal to demigods. They are counted among the daemons that are sexually active and can even procreate, giving birth to Berserians. They, however, only accept those that bested them in combat.
Warmaster - Probably wildest and strongers amongst warriors of Fields of Blood. Over two meters high. Wearing skins of worthy oponents they defeat. Horns, fangs, red eyes. Skin almost absent and transparent, making them look like they were themselves skinned, showing they muscles.They are counted among the daemons that are sexually active and can even procreate, their offsprings with mortals being Berserians. They, however, only accept those that bested them in combat.
The Dead
Bloodfield Legionnaire - Rage has a privilege of being war god, meaning that all of his Dead can fight well. He uses that. His legionnaires are clad in brass armour, use wide array of weapons (mostly axes, swords and maces) and almost permanently in a deep berserk fury that makes them not feel pain and strengthens their hits. They are extremely hard to stop in fight.
Bloodfield Spellcaster - Contrary to sometimes existing stereotypes Rage has no personal dislike for sorcerers. He gladly accepts them as long as they have required... mindset. Thus is the origin of the Bloodfield Spellcasters. Filled to the brim with power they do not control, they are like walking hurricanes of destruction. They are more than capable of still going around in fury even long after their enemy died.
Junk Knight( - They are those who were always consumed by rage and hatred... but had body that simply made them weak. That made them unable to manifest it properly. Rage is, in a way, a merciful god. He gladly helps them finally achieve they long held dreams. Now their broken and weak bodies are enclosed with a mess of metals fragments, roughly shaped after humanoid armor. They are, however, bigger. Up to three meters, most of which is jagged metal. Now they can rage to their hearts content, being local equivalent of tanks. Extremely hard to kill while still being able to cause substantial damage.
Bloodfield Berserker - Rage gives his follower a change to taste through, overwhelming fury... but they are also those that willingly overdose it. Becoming berserkers. Fused with Spirits of Anger, they are a fury manifested. Not feeling pain, capable of fighting for a while even after suffering mortal injuries, with two axes fixed to their arms with metal chains so that they do not lose them after their fury makes them rip their enemies apart with their bare hands.
Bloodfield Chaos Sorcerer - Magicians of local Legions that received even greater deal of power from Rage. Completely forsaking all matter of control. Casting supercharged spells and hexes blindly, obliterating their foes and allies alike. More than capable of suddenly exploding on the battlefield... and all of that while enjoying every single part of their new existence.
Junk Slaughterer - Apex of reward that awaits those of feeble bodies, who are nevertheless filled with hatred and want to dominate everything around by their own power. Even ten meters high tower of jagged metal, blood and hatred. Extremely hard to stop, due to their almost infernal resilience... while being more than capable of causing damage.
Bloodfield Champion - Apex of the Dead from Fields of Blood. Warlords and warriors of great achievements that were in live driven by pure hatred and rage. In death they triumphed others in the everlasting contests of power enough to catch attention of Rage himself. Now they are his honour guard. His chosen ones. He granted them a unique gift. A boundless rage... and boundless control. A targeted destruction. The strenght under under complete control. Their equipment and tactics varied, but they are all immensely powerful.
Plague
An Imperial Goddess of blight, diseases and pestilence. Eternally overseeing spread of terrible plagues from the rotten throne atop the Tower of Blight. Her daemons are, of course, of the same general theme.
Spirits
Spirit of Decay - A levitating ball of rusted metal, in fact almost completely immaterial. It fights by causing an accelerated corrosion if everything around them. The effect is, mosrly temporary - while the rust disappears and metal returns to its earlier state after leaving their are of effect for long (or kill them), it won't help if the blade or plate were already shattered due to their weakness.
Spirit of Pestilence) - A levitating ball of rotten meat, in fact almost completely immaterial. It fights by spreading an area of pestilence, that makes afflicted person start exhibiting empowered and quite accelerated symptoms of certain, randomly chosen diseases. Not really capable of killing anybody (not to mention that the symptoms fade after it is killed) but can be a major pain in the ass if it has allies around.
Daemons
Blight Seedbed - Least dangerous on the battlefield but probably the most feared servile daemon of Plague. They look like a rotting ball of flesh on a four thin legs. No combat skills to speak off, not really intelligent, no magic. However in its rotting flesh it cultivated a singular micrboe. Potentially a deadly one. Those that vanquish Seedbed may soon find themselves infected with something uncureable...
Blight Wolf - An... original mount of Plague. Horse sized wolf infected with something particulary nasty. Rotting flesh (with associated smell), losing hair and other, lesser ailments. Not many can stomach riding on something like that, even if the disease they have cannot infect anybody else.
Harbinger of Blight - A servile daemon that manifests as a towering (but thin) humanoid wearing a traditional suit of medics in the times of epidemies. They often manifest when the vile epidemies start, using a rusted cleavers and an incense that makes all diseases in the are progress MUCH faster and empowering their symptoms. They are known to sabotage quarantines and generally do everything they can to spread the epidemy further.
Plaguebringer - A powerful servile daemon of Plague. Manifests as even bigger Harbinger of Blight, that seems to have something else than legs beneath its suit, at least guessing from the amount of toxic sludge it leaves while moving. Not overly intelligent, but if one remains for too long near him, the sickness that his aura spread will remain even after he is banished into the Dark. In short - a nasty enemy to defeat.
Plague Handmaiden - A group of Plague's personal attendants. Manifest as either pale and sick looking young women in local ceremonial burial outfit or as humanoid mounds of rotten flesh. They are surrounded by aura that makes everything rot and die. In front of them even bacterias die. They are also agile enough to avoid strikes until there is noone to make them
The Dead
Blighttower Legionnaire - Tower of Blight has only few Dead. Accursed Legions from that realm have to focus on quality over quantity. Thus - Blighttower Legionnaires. Warriors clad in rusting armor, that are surrounded by aura that induces diseases and accelerates their progress, making them kickstart within ten to twenty seconds. Of course, they are still fakes - they can kill if they are allowed to progress too far, but will disappear immediately after Legionnaire is slain. Which makes them experts in battle for attrition, even against many enemies at once.
Blighttower Plague Sorcerer - A line magicians of Accursed Legions from Tower of Blight. Wear rotting rags, use staffs that end with a ball of alive but decidedly unhealthy flesh. Use vast array of poison magic. They, of course, have the same aura that Blighttower Legionnaires. Which makes prolong fight against them a rather unwise thing to do.
Blighttower Blight Guard - An elite warriors of Accursed Legions from Tower of Blight. Even bigger that regular legionnaire, plus smells even worse. They leave a trail of rusted armor parts, pus and vomits behind them, making them quite easy to track. Together with their aura of pestilence, their inhuman resilience (their bodies are too destroyed by diseases to feel pain) makes them a dangerous enemies.
Blighttower Fly Lord - An elite magician of Accursed Legions from Tower of Blight. Each of them is an expert in poison magic. They use staffs made entirely from something alive (but dying and rotting alive), are inhumanly resistant to damage and are known to be surrounded by vast numbers of flies from which their name comes. They also have an almost unearthly foul odor.
Demiurge
An Imperial God of progress and technology. His servants are similar to him in that matter - poweful and technomagically advanced, but also having weaknesses and side effects of their state of the art equipment and skills.
Spirits
Spirit of Progress - A levitating immaterial fractal. It radiates aura that makes nearby enemies much stronger (making their weapons and armors tougher, sharper and so on). It is a surprisingly powerful aura, but it also has a side effect - it can randomly shut down... or for a short while reinforce enemies, making it a double edged sword.
Daemons
Machine Wolf - A standard mount used by forces of Perpetual Contraption. A horse sized wolf made completely from smaller contraption and metal plates. Relatively slow but heavily armored and with deadly metal claws. Used as both mounts and draft animals in the realm of Demiurge.
Machine Soldier - An ideal example of typical for Perpetual Contraption steampunkish/dieselpunkish theme. A two-meter high humanoid robot, with a wide array of weaponry. Its outer hull is made to resemble a soldier armor - with a combination of leather and chainmail. They aren't too fast, inteligent or deadly, but actually taking them down isn't easy.
Machine Knight - A stronger variant of Machine Soldier, made to outwardly look like a knight. Very resistant to hits, but moves slowly, can't hit too hard and isn't the brightest one out there. Overally good when you need to put something between an enemy and your casters, but not for much more.
Machine Titan - A towering machine, at least four to even fourteen meters high. Armed with a wide variety of two-handed weapons and supposed to obliterate enemies while still being a good way to defend caster and generally make enemy's life much harder. Not the smartest around (in fact, even less intelligent that its smaller counterparts), but it doesn't really need intelligence in its line of work.
Perpetual Decimator - One of three warmachines supposedly designed by Demiurge himself - with the purpose of completely obliterating his enemies in mind. Decimator is a great warmachine on track suspension, with tough armour and aetherite machine rifle in a rotating turret. It can literally decimate entire squads of infantry, while being vulnerable only to certain types of magic (the rest will simply not do a thing).
Perpetual Devastator - One of three warmachines supposedly designed by Demiurge himself - with the purpose of completely obliterating his enemies in mind. Decimator is a great warmachine on track suspension, with tough armour and aetherite cannon in a rotating turret. It can deal heavy damage to heavier and tougher enemies, while not being very good in fighting infantry.
Perpetual Annihilator - One of three warmachines supposedly designed by Demiurge himself - with the purpose of completely obliterating his enemies in mind. Decimator is a great warmachine on track suspension, with tough armour and heavy aetherite cannon in a rotating turret, made with shooting on a parabole in mind. It is essentially a devastating artillery piece, capable of annihilating entire squads with a single well placed shell.
Machine Dragon - Apex of machine daemons of Demiurge. A mighty dragon made entirely of metal and contraptions, supposedly made by Demiurge himself. Eldest of them, Saraknaar is considered a demigod, and probably strongest one in Imperial Religion. Despite their great weight, they are still capable of flight.
The Dead
Perpetual Legionnaire - A line soldier of Accursed Legions from Perpetual Contraption. Used as a well disciplined and coordinated squads, using aetherite rifles of various types and light metal breastplates plus leather parts. Unlike local daemons, they are fast, agile and much better in assault that in defence. They even carry some granades.
Perpetual Engineer - A line magician of Accursed Legions from Perpetual Contraption. Used as well disciplined and coordinated magic support for squads of Legionnaires. They wore metallic grey robe, black masks with visible moving contraptions that protect them from airborne poisons (Demiurge really dislikes Plague, and thus...) and staffs that end with evermoving contraptions.
Perpetual Veteran - An elite soldier of Accursed Legions from Perpetual Contraption. Fight as well disciplined and organized light infantry, with rifles capable of firing bursts of bullets and a wider array of grenades than common legionnaires. What's more, their mobility is massively improved with magic that borders on short range teleportation.
Perpetual Machineseer - An elite magician of Accursed Legions from Perpetual Contraption. Heavily mechanized (with big parts of their flesh replaced with machinery) that makes them a much more powerful spellcasters while allowing them to control small armies of machines. Making them difficult enemies on their own and terrifying when they have other daemonic bodyguards.
Perpetual Stormtrooper - Only few veterans receive a promotion to elite stormtrooper battalions of Accursed Legions from Perpetual Contraption. Much better armed and armored, immensely mobile and deadly because of their great discipline and coordination. And wide array of devastating grenades and bombs.
Perpetual Heavy Gunner - Well armored and rather immobile combatants... that uses heavy versions of aetherite rifles, capable of firing very long series of bullets. Good in suppresing enemies (despite their bullets causing rather small damage) and making other daemons of legionnaires of Demiurge finish the job.
Perpetual Executioner - Lightly armored and very agile soldiers that use special aetherite rifles that can precisely hit targets from even very long distance. They can even use exploding bullets. They are used for either breaking morale of infantry (nothing is worse than being hit and not being able to hit back) or for eliminating toughest enemies around by precise shots in their weak spots.
Locust
Locust... is a weird goddess. Probably the weirdest in Imperial Religion. She rules over the greatest number of servile daemons that are, however, barely listening to her orders at all. She completely disregards her realm of Wasteland which, over time, turned into a sort of Darwin's Nightmare. Where everything devours everything.
Every major 'family' of the Locust daemons is more or less similar in structure, but each has its unique quirks. Hornets, for example, have highly addictive honey that can be used to 'coerce' captured daemons to guard their nests and can also fly. Spiders have nets that can be used to change their lairs into a deadly traps. Scorpions have very nasty toxin and are better than average in terms of direct melee fight. Mantises are tough, quick and have deadly natural blades. Butterflies can use magic and fly. Of course all of them, regardless of their natural physiology, are carnivorous... and have a penchant for lying their eggs in bodies... or even still living victims.
Spirits
Spirit of Famine - A levitating ball of worms and flies. It is surrounded by an aura that makes its enemies feel intense - and growing - hunger. Weakens them, forces them (in terms of prolonged battle) to resupply more often and, in extreme situations, might cause death by starvation in the middle of the battle.
Daemons
HORNET FAMILYGiant Hornet - A circa one meter long giant, demonic hornet. That is armed in a weak paralytic poison and that procreates by lying eggs in dead bodies. After they hatch, young giant hornet eat their way out in a pretty gruesome way. They are, nevertheless, considered more of a nuisance, since they can be slain by sufficiently determined person even without training. As long as there is only one of them...
Demon Hornet - A small hornet, approximately the size of a human fist. Small, but relentless, operates in large groups, and has much stronger poison that Giant Hornets. A single sting is enough to paralyze average man (there is a difference in case of, for example, aura users and so on). Also they lie eggs in fresh bodies. Lovely creatures, as all servile daemons of Locust.
Hornet Maiden - Far descendants of Locust (supposedly). A fusion of human female and a hornet. Potent paralytic poison, much bigger and more intelligent that smaller hornets. They tend to lay eggs in still living organisms. Making the beginning of their lives rather... gruesome. Their relative inteligence doesn't mean they are any less wild and ruthless that pretty much everything in the Wasteland.
Killer Hornet - Slightly bigger and meanier version of 'simple' Giant Hornet. Loaded with paralytic poison, and also faster and stronger. It can be easily discerned from the giant hornets by its mostly red and black colour. It always hunts in groups, making them a notable threat even for adventurers.
Devil Hornet - Slightly bigger and meanier version of 'simple' Demon Hornet. Loaded to the brim with deadly paralytic poison, with massively improved reflexes and speed. Even 2-3 stings are enough to cause a cessation of heartbeat of a regular adventurer with aura manipulation skills, making them deadly... especially because they always hunt in packs.
Hornet Guard - A hornet maidens trained to serve as proper combat units. Human parts at least lightly armored, weaponry (mostly quite primitive spears). Better combat training. Plus stronger poison and more red and black in colouristic. In short - not something to be taken lightly.
Hornet Courtier( - A hornet maidens trained to serve as magic support for Guards. Considered a higher grade of hornet society, nevertheless. Use weak elemental and black magic. Lots of red and black plus stronger poison (though it is considered a last resort weapon and a mean of procreation, however it abhorrent it was).
Hornet Noble - Higher grade of hornet society in Wastelands. Competent magic users, that are also stronger, faster and can call members of lower castes by means of pheromones to help them in battle. In short - major problem, especially if fought in the middle of hornet hive. Much more intelligent (plus more red and black colours) than members of lower castes - it includes even hair on their human parts. They are believed to be Locust greatgranddaughers and greatgreatgranddaughters.
Hornet Duchess - Second highest grade of hornet society in Wastelands. Very competent magic users, that are also very strong, fast, can call members of lower castes by means of pheromones to help them in battle. Oh, and have decent equipment (mostly scavenged off the bodies of those fools who tried to cross Wasteland). All of them are greatdaughters of Locust herself.
Hornet Queen - Daughters of Locust and leaders of greatest hives in Wastelands. Each of them is a powerful magic users, also insanely strong, fast and with powerful poison. Also they can call members of lower castes to help them and have quite good equipment scavenged off the bodies of fools who tried to cross Wasteland. In short - a major problem.
SPIDER FAMILY
SPIDER FAMILY
Giant Spider - A circa one meter long giant, demonic spider. That is armed in a weak weakening poison and that procreates by lying great number of eggs in their nests (after birth they consume earlier prepared 'meat'). They are, nevertheless, considered more of a nuisance, since they can be slain by sufficiently determined person even without training. As long as there is only one of them...
Demon Spider - A small spider, approximately the size of a human fist. Small, but relentless, operates in large groups, and has much stronger poison that Giant Spider. Their favourite tactic is suddenly lowering themselves from the ceiling on their little rope, and suddenly biting. Few bites and adult man can't move a finger (not because of being paralyzed, but because of running out of strenght and, probably, falling unconscious). Lay eggs en masse in their nests. Lovely creatures, as all servile daemons of Locust.
Spider Maiden - Far descendants of Locust (supposedly). A fusion of human female and a spider. A potent weakening poison that robs victims of strenght, sooner or later making them fall asleep. They lay eggs in their caves - after hatching young spiders devour earlier preparred meat. Their relative inteligence doesn't mean they are any less wild and ruthless that pretty much everything in the Wasteland.
Killer Spider - Slightly bigger and meanier version of 'simple' Giant Spider. Loaded with stronger poison, and also faster and stronger. It can be easily discerned from the giant spider by its mostly red and black colour. It always hunts in groups, making them a notable threat even for adventurers.
Devil Spider - Slightly bigger and meanier version of 'simple' Demon Spider. Loaded to the brim with almost deadly weakening poison, with massively improved reflexes and speed. Even 2-3 bites are enough to cause a cessation of heartbeat of a regular adventurer with aura manipulation skills, making them deadly... especially because they always hunt in packs.
Spider Guard - A spider maidens trained to serve as proper combat units. Human parts at least lightly armored, weaponry (mostly quite primitive spears). Better combat training. Plus stronger poison and more red and black in colouristic. In short - not something to be taken lightly.
Spider Courtier - A spider maidens trained to serve as magic support for Guards. Considered a higher grade of spider society, nevertheless. Use weak elemental and black magic. Lots of red and black plus stronger poison (though it is considered a last resort weapon and a mean of gathering food for the hatchlings, however abhorrent it was).
Spider Noble - Higher grade of spider society in Wastelands. Competent magic users, that are also stronger, faster and can call members of lower castes by means of pheromones to help them in battle. In short - major problem, especially if fought in the middle of a spider lair. Much more intelligent (plus more red and black colours) than members of lower castes - it includes even hair on their human parts. They are believed to be Locust greatgranddaughers and greatgreatgranddaughters.
Titan Spider - Massive spider. Truly massive. At least five meters high, with deadly weakening poison, sharp fangs, and ability to move surprisingly silent (at least at a short distance). Can also spit poison, and call smaller spiders. In short - a major threat. That, thankfully, rarely visits Real World.
Spider Duchess - Second highest grade of spider society in Wastelands. Very competent magic users, that are also very strong, fast, can call members of lower castes by means of pheromones to help them in battle. Oh, and have decent equipment (mostly scavenged off the bodies of those fools who tried to cross Wasteland). All of them are greatdaughters of Locust herself.
Behemot Spider - Most massive spider around. Up to ten meters high, with deadly weakening poison, sharp fangs, can spit poison and call smaller spiders. In short - a major threat. Thankfully they almost never show in Real World.
Spider Queen - Daughters of Locust and leaders of greatest spider lairs in Wastelands. Each of them is a powerful magic users, also insanely strong, fast and with powerful poison. Also they can call members of lower castes to help them and have quite good equipment scavenged off the bodies of fools who tried to cross Wasteland. In short - a major problem.
SCORPION FAMILY
SCORPION FAMILY
Giant Scorpion - A circa one meter long giant, demonic scorpion. That is armed in a weak neurotoxin and that procreates by lying eggs in dead bodies. After they hatch, young giant scorpions eat their way out in a pretty gruesome way. They are, nevertheless, considered more of a nuisance, since they can be slain by sufficiently determined person even without training. As long as there is only one of them...
Demon Scorpion - A small scorpion, approximately the size of a human fist. Small, but relentless, operates in large groups, and has much stronger poison that Giant Scoprions. A single sting is enough to seriously impair average adult man (situation is different with aura users). Also they lie eggs in fresh bodies. Lovely creatures, as all servile daemons of Locust.
Scorpion Maiden - Far descendants of Locust (supposedly). A fusion of human female and a scorpion. Potent neurotoxin, much bigger and more intelligent that smaller hornets. They tend to lay eggs in still living organisms. Making the beginning of their lives rather... gruesome. Their relative inteligence doesn't mean they are any less wild and ruthless that pretty much everything in the Wasteland.
Killer Scorpion - Slightly bigger and meanier version of 'simple' Giant Scorpion. Loaded with neurotoxin, and also faster and stronger. It can be easily discerned from the giant scorpion by its mostly red and black colour. It always hunts in groups, making them a notable threat even for adventurers.
Devil Scorpion - Slightly bigger and meanier version of 'simple' Demon Scorpion. Loaded to the brim with deadly neurotoxin, with massively improved reflexes and speed. Even 2-3 stings are enough to cause death of a regular adventurer with aura manipulation skills, making them deadly... especially because they always hunt in packs.
Scorpion Guard - A scorpion maidens trained to serve as proper combat units. Human parts at least lightly armored, weaponry (mostly quite primitive spears). Better combat training. Plus stronger poison and more red and black in colouristic. In short - not something to be taken lightly.
Scorpion Courtier - A scorpion maidens trained to serve as magic support for Guards. Considered a higher grade of scorpion society, nevertheless. Use weak elemental and black magic. Lots of red and black plus stronger poison (though it is considered a last resort weapon and a mean of procreation, however abhorrent it was).
Scorpion Noble - Higher grade of scorpion society in Wastelands. Competent magic users, that are also stronger, faster and can call members of lower castes by means of pheromones to help them in battle. In short - major problem. Much more intelligent (plus more red and black colours) than members of lower castes - it includes even hair on their human parts. They are believed to be Locust greatgranddaughers and greatgreatgranddaughters.
Titan Scorpion - Massive scorpion. Truly massive. At least five meters long, with deadly neurotoxin, sharp fangs, and ability to use its sting with deadly efficiency, easily breaking blocks and injecting it in one fell sweep. Can also spit poison, and call smaller scorpions. In short - a major threat. That, thankfully, rarely visits Real World.
Scorpion Duchess - Second highest grade of scorpion society in Wastelands. Very competent magic users, that are also very strong, fast, can call members of lower castes by means of pheromones to help them in battle. Oh, and have decent equipment (mostly scavenged off the bodies of those fools who tried to cross Wasteland). All of them are greatdaughters of Locust herself.
Behemot Scorpion - Most massive scorpion around. Up to ten meters long, with deadly neurotoxin, sharp fangs, can spit poison and call smaller spiders. In short - a major threat. Thankfully they almost never show in Real World.
Scorpion Queen - Daughters of Locust and leaders of greatest hives in Wastelands. Each of them is a powerful magic users, also insanely strong, fast and with powerful poison. Also they can call members of lower castes to help them and have quite good equipment scavenged off the bodies of fools who tried to cross Wasteland. In short - a major problem.
MANTIS FAMILY
MANTIS FAMILY
Giant Mantis - A circa one meter long giant, demonic mantis. Armed in sharp blades on their arms and surprisingly tough natural armour. Essentially all mantises of Locust are hermaphrodites, lyings eggs in batches and then fertilizing them (but can also do 'divide' this with others) They are, nevertheless, considered more of a nuisance, since they can be slain by sufficiently determined person even without training. As long as there is only one of them...
Mantis Maiden - Far descendants of Locust (supposedly). A fusion of human female and a mantis. Quite mean in battle, due to having sharply edged hands, quite great reflexes and natural armour (that allows them to move fast while giving a lot of protection). Despite their female looks they are hermaphrodites that lay eggs en masse before fertilizing them. Their relative inteligence doesn't mean they are any less wild and ruthless that pretty much everything in the Wasteland.
Killer Mantis - Slightly bigger and meanier version of 'simple' Giant Mantis. Tough and agile predators with sharply ending arms used to shred their enemies. Dangerous, even when encountered alone. However they normally hunt in groups, making them a notable threat even for adventurers.
Mantis Knight - A mantis maidens trained to serve as proper combat units. Their human parts appropriately armored (mostly by parts of fallen mantises) make them look a little bit like knights. That can use both their mantis arms and human weapon, in most cases spears (since they can increase its range of fighting). Deadly threat, especially when underestimated.
Mantis Courtier - A mantis maidens trained to serve as magic support for Knight. Curiously considered more or less equal to Knights in mantis society. Use weak elemental and black magic. Lots of red and black. While not as heavily armed and armored as Knights, they are nevertheless quite resilient and deadly in close combat (though they consider it a last resort).
Mantis Noble - Higher grade of mantis society in Wastelands. Each of them is a competent magic user... while also a heavily armored knight-like combatant, that can in the same time use their mantis arms and human weapons. Also much more intelligent than the lower castes (also even more red and black colour), faster and stronger. They are believed to be Locust greatgranddaughers and greatgreatgranddaughters.
Titan Mantis - Massive mantis. Truly massive. At least five meters long, with deadly arms. REALLY deadly, they can move lightningly fast and shred armored knights into pieces. In short - a major threat. That, thankfully, rarely visits Real World.
Mantis Duchess - Second highest grade of mantis society in Wastelands. Very competent magic users, that are also clad in touch armour, use a wide array of weaponry aside their natural weapon, and are stronger and faster than 'common' Nobles. All of them are greatdaughters of Locust herself.
Behemot Mantis - Most massive mantis around. Up to ten meters long, sharp arms that can cut through steel plate, and insanely fast reflexes. In short - a major threat. Thankfully they almost never show in Real World.
Mantis Queen - Daughters of Locust and leaders of greatest 'kingdoms' of mantises in Wastelands. Each of them is a powerful magic users, also insanely strong, fast and with resilient armour. Also they can call members of lower castes to help them and good equipment scavenged off the bodies of fools who tried to cross Wasteland. In short - a major problem.
BUTTERFLY FAMILY
BUTTERFLY FAMILY
Giant Butterfly - A circa one meter long giant, demonic butterfly in a pretty... weird coloration. Armed in elemental and black magic alike. After they hatch, young giant butterflies eat their way out in a pretty gruesome way. They are, nevertheless, considered more of a nuisance, since they can be slain by sufficiently determined person even without training. As long as there is only one of them...
Butterfly Maiden - Far descendants of Locust (supposedly). A fusion of human female and a butterfly. Use more powerful magic, and are much bigger and more intelligent that smaller butterflies. They tend to lay eggs in still living organisms. Making the beginning of their lives rather... gruesome. Their relative inteligence doesn't mean they are any less wild and ruthless that pretty much everything in the Wasteland.
Killer Butterfly - Slightly bigger and meanier version of 'simple' Giant Butterfly. Uses more powerful magic, and are also faster and stronger. It can be easily discerned from the giant butterfly by its mostly red and black colour. It always hunts in groups, making them a notable threat even for adventurers.
Butterfly Guard - A butterfly maidens trained to serve as proper combat units. Human parts at least lightly armored, weaponry (mostly quite primitive spears). Better combat training. Plus stronger poison and more red and black in colouristic. Can use weak magic. In short - not something to be taken lightly.
Butterfly Courtier - A butterfly maidens trained to serve as magic support for Guards. Considered a higher grade of butterfly society, nevertheless. Use elemental and black magic. Lots of red and black. Can be surprisingly hard to kill, especially when they fly higher and start bombarding enemies from there.
Butterfly Noble - Higher grade of butterfly society in Wastelands. Powerful magic users, that are also stronger, faster and can call members of lower castes by means of pheromones to help them in battle. In short - major problem. Much more intelligent (plus more red and black colours) than members of lower castes - it includes even hair on their human parts. They are believed to be Locust greatgranddaughers and greatgreatgranddaughters.
Titan Butterfly - Massive butterfly. Truly massive. At least five meters long, with extremely powerful spells. They border on being supercharged, to the point of barely controlling it. In short - a major threat. That, thankfully, rarely visits Real World.
Butterfly Duchess - Second highest grade of butterfly society in Wastelands. Very competent magic users, that are also very strong, fast, and can call members of lower castes by means of pheromones to help them in battle. Oh, and have decent equipment (mostly scavenged off the bodies of those fools who tried to cross Wasteland). All of them are greatdaughters of Locust herself.
Behemot Butterfly - Most massive butterfly around. Up to ten meters long, with insanely powerful spells and almost incapable of running out of mana. In short - a major threat. Thankfully they almost never show in Real World.
Butterfly Queen( - Daughters of Locust and leaders of greatest hives in Wastelands. Each of them is a powerful magic users, also insanely strong, and fast. Also they can call members of lower castes to help them and have quite good equipment scavenged off the bodies of fools who tried to cross Wasteland. In short - a major problem.
Munch
Munch is Imperial God of hunger, eating and overeating. His servants all share his penchant for either hunger or overeating... or both sides simultaneously.
Spirits
Spirit of Hunger and Excess - A ball of tasty looking meat, almost completely immaterial. It is surrounded by aura that makes people feel being hungry and overfed in the very same time (or just alternating between them) often causing sudden vomits and fits of blindless hunger.
Daemons
Cynocephali - A wild, humanoid warrior with head of a dog. Filled to the brim with hunger thay cannot truly satisfy, they consider all meat their meal, including this coming from sapient species. Use a wide variety of crude weapons. Hunt in packs and as soon as possible began devouring their victims.
Omnivore - A small, approximately cat sized daemon that looks like small ball of flesh on legs. Ball of flesh filled with mouths that are in turn filled with all types of teeth. They consume everything, literally everything they can. They are surprisingly fast and hunt en masse, sometimes in hordes of hundreds of them. They are also too primitive to feel pain or fear. They can be SURPRISINGLY terrifying.
Maneater Horse - A standard mount of Palace of Excess. At first glance they are a simple horses. On second, they are slightly tougher and more intelligent than them. On third, they are carnivores that especially enjoy devouring meat of sapient creatures. Whom they devour in a way that for some reason fills those who genuinely love rEAL horses with intense distaste.
Cynocephali Carnivore - An elite hunter caste of Cynocephalis. They are slightly higher and more bulky, their skills are much better just as their strenght is improved. They are easily recognizable by the red markings on their heads, that are ceremonial and almost sacred in meaning. They tent to use javelins to weaken their prey before going into melee.
Devourer - Devourers are wolf-sized predators that seem surprisingly similar in shape to canines. One that is noticably malformed and is almost completely composed of mouths... and one that is consumed by an insatiable need to eat. Everything, regardless of what it is. As long as it is organic, Devourer will eat it.
Wendigo - Wendigoes are daemons that can be summed up as personification of cannibalism. They look like unnaturally thin humanoids (to the point of their ribs being visible) wearing primitive clothing and wearing skulls on their heads. They also tend to have side-mounted antlers and needlelike teeth. They roam far ends of civilization in the Light, spreading terror, with cannibalist sects popping up in their footsteps. Despite their thin body, they are INSANELY strong and can easily rip people into shreds with their bare hands, before proceeding to consumption.
Archdevourer - Archdevourer look slightly like bears... of course if one excludes their general deformity and number of mouths. They eat everything and everyone they encounter, eternally trying to satisfy their hunger, often devouring even other daemons of Munch. Leaving nothing but bare ground in their wake.
Archwendigo - Truly terrifying being. One that almost reaches the general level of fear of beings of Pandaemonium. Towering half human half bestial being, surrounded by stench of blood and aura that makes even normal people feel the need for consuming flesh of the sapient species. It can be removed by proper exorcisms, but if one yields to it, it will remain forever. All of that while being extremely powerful (but wild) combatants.
All-Eater - All-Eaters resemble elephants or mamoths in size. But are built closer to bear or cannine. Are surprisingly agile, deadly and seem to enjoy catching and devouring their opponents alive. All of that eating pretty much everything until only bare stone will remain.
The Dead
Excess Legionnaire - A regular legionnaire of the Palace of Excess. Not precisely disciplined, not exactly organized... in fact their equipment is subpar as well. Instead they are strong, wild and are greatly feared by their tendency to attack enemies in groups, force them to drop on ground and then start eating. Alive. Devouring stuff also makes them heal and regain strenght and stamina. In short - rather weak, but underestimating them with a tad bit of bad luck can lead to HORRIBLE consequences.
Excess Dark Thrower - Slightly more quality oriented legionnaire of the Palace of Excess. Use darts coated in paralytic poison. They mostly wear rags. Underestimating them can end horribly - they are great at stealth, especially in dark places, and their darts can easily one-shot average enemy. What follows is consumption - in most cases raw, while not being able to do a thing.
Excess Summoner - A magician wearing rag-like robe, with several hooks and belts filled with various snacks, often decidedly unhealthy or downright disturbing. Their magic is rather weak, but they can summon omnivores in great numbers, making killing them a priority - since it has to be done before the stream of omnivores drowns the enemy in the sea of little teeth.
Excess Knight - SLIGHTLY more quality-oriented melee legionnaire of the Palace of Excess. Their equipment is still rather bad, but they are tougher, stronger, can temporarily empower themselves by devouring fresh victims and can hold the shieldwall without running forward and trying to devour enemies.
Excess Manhunter - Elite Dart Throwers. Greatly feared. Stealth hunters, using poison darts to paralyze enemies and javelins to finish them (if they decide they can't risk going for consumption). Their armor is weak, mostly because if it was made from leather or fur they would probably start chewing on it. Hunt alone, thankfully.
Excess Hungerbringer - A magician from Palace of Excess. Clad in rags decorated with variety of snacks, mostly unhealthy or disturbing. Use staffs that are made from wood, but with many marks of intense chewing. They can summon waves of Omnivores and Devourers and are surrounded by an aura that makes people around feel intense (and growing) hunger that can escalate to starvation.
Failure
Failure is a said being. An Imperial Goddess of bad luck, curses, omens and failures. Eternally a victim of them herself. She has next to no servile daemons, but she still does some. Despite being practically a prisoner in the remote tower in Paradise Halls.
Spirits
Spirit of Misfortune - A levitating ball of darkness that seems to actually take shape of a dice. It has six sides - on five a number one is written, on last six. It is, actually, a hoax - it doesn't matter how many times it is 'rolled' by resummoning, it is always set on number one, always causing misfortunes for everybody around.
Daemons
Blackeyed - According to legends and myths, Blackeyed are a manifestation of Failure's autodestructive tendencies. That attempt to spread misery wherever and whenever they can. They manifest as young children, acting strangely and with pitch black eyes. Their voice is mechanical. They often attempt to talk their way in to a house or a campfire. If refused, they becan exerting an aura of fear, trying to intimidate people to break in and let them. Finally, they depart. But if somebody allows them to come or breaks... they will remain for a short while, before departing. Leaving almost permanent bad luck and strings of misfortune.
Comments