User blog:Ilniaj/Demons of the Previous Age

Most monster armies have transitioned to the current age generally in the same form that they were in the previous age. They may have lost some units or gained others, but the basic doctrines have been preserved. However, there is an exception to this and that is the armies of the demons, and it is fortunate that such armies have passed into the history books, for the demons of the previous age were some of the cruelest and most hostile of the monsters that plagued humanity. One of the worst fates is to be captured by Demons, the rest of the monsters can merely kill or interrogate someone but anyone that falls into their grasp will be twisted into abominations before being released onto their fellows. There are several reasons that they have passed into history. While some monsters like Minotaurs, Ogres and Cyclops had some of the most pronounced changes, shrinking very far in stature, they themselves aren't the core of any army and thus, could join an army as part of the many regular units. This wasn't so for the Demons who formed core parts of their forces. Demons shrunk in stature going from 8 feet tall deadly monsters with sharp horns and skin as tough as chainmail to resembling a human woman. Devils similarly shrunk going from 12 feet tall creatures of massive bulk and skin as tough as heavy armor to either Imp or Succubus size. In addition, the demon’s mastery of flesh crafting had to be abandoned in many cases due to their newfound sense of morality conflicting with the cruel nature of a lot of such work. The spell that Lilith cast that made monsters take on the form of comely woman has its roots in such terrible works and so do many of the spells and potions that monsters use for sexual roleplay have its origins in far more malevolent magic.

A demon army is truly a terrible sight to behold. Serried ranks of unshakeable Demons march beneath totems glowing with eldritch energy, the pounding of their war drums striking fear into the hearts of even the bravest of foes, their towering bodies as well suited to defense as well as attack. The elite demons known as Barbazu exemplify the lethal nature of their kind, their already formidable nature enhanced by the best crafted armor and weapons available. The highest of Demons are the Fiends and Balor, the oldest and most formidable of demons that command their lessers in the ways of war. Before the demon’s march regiments of imps who use their speed to outmaneuver the enemy, raining down poisoned darts, arrows and javelins, their diminutive size belies their potency upon the battlefield. It is common for Imps to coax Devils into their ranks, creatures so large that they can crush several enemies with their enormous maces. Worse still than the comparatively mundane Demons that are brought to battle and the reason why it is better to die than be taken prisoner are the many forms of abomination that the demons create. Each one was once a living being, or perhaps multiple living beings that had their flesh altered and molded like clay, twisting their minds and bodies into forms more useful to the demons. The only salvation that can be offered to such poor souls is death. The Imps will also goad odd Fire Snakes, making them spew great gouts of burning venom to burn foes out or strange Spinagons that impale foes under a hail of spines.

The most powerful of their kind, Demon leaders are more than eight feet of savage infernal muscle. The highest rank given is the title of Balor while those beneath them are known as Fiends. They are perfect killing machines, their martial prowess further enhanced by battle experience. The longer demons live, the tougher and more ferocious they become, and their sheer physical presence encourages the younger demons to greater acts of savagery. Their tough flesh hardens and even ossifies completely and the corded muscles of their frame becomes yet stronger until they can crush rocks with their bare hands. Another obvious sign of their age is the multitude of battle scars, burns and tooth marks that crisscross their bodies. When a demon leads an army, several of their peers may be given specific tasks to perform on the battlefield. Thus, the enemy must face a resolute wall of scale and muscle, bolstered at key points by the mightiest of warriors. With only a low, grumbling growl or a final bellow, a Fiend or Balor can set an entire battle line into order. Once the combat begins the demon leaders eschew all matters of finesse - hurling themselves into the fray with merciless efficiency.

Demons make up the hardened core of the fighting forces in rank upon rank of savage yet precisely drilled warriors. The entire battle line bristles with polished spears or spiked clubs and blades, marching to the beat of pounding drums underneath fell totems. Although slow of reflex and sluggish, Demons can still achieve great speed on the march thanks to the power of their loping gait. Their tough hide bears spines, bony crests and thick scales that can turn aside all but the surest of sword strokes. For further defense, they will wield shields made from iron or cured hide. Demons carry large weapons adorned with vicious barbs and hooks that rend and tear their enemies apart.

Demons are formidable fighters but when a demon merges with a flesh-crafted horse and becomes a Nuckelavee, they become a shock force capable of mauling all opposition. Those foes who can muster the courage to stand before the sight of an oncoming Nuckelavee unit find themselves beset by a whirlwind of biting jaws, savage kicks and jabbing spear thrusts. The horses the Nuckelavee have merged with are horrible creatures, once proud horses, the twisting of their flesh has left them lobotomized shells barely above automatons so that the Demon that merges with it can direct it as any other horse will immediately recoil and flee in fear if a demon tried to ride it, and rightly so. Anyone who mounts one will find their lower body merging with the horse, a process that non-demons cannot survive. It takes great training to even reverse the process and dismount, it is a rare Demon that hasn't become a Fiend or Balor that can do so. Since the horse has been lobotomized, the demon that directs it can sometimes fail to control its damaged brain, the horse will start trying to futilely buck its rider off or snap mindlessly about. During these impulsive moments, the riders can do little to stop their mounts rampage. When the mount obeys the rider’s commands however, Nuckelavees are a formidable adversary. Their attacks leave little to identify what manner of creature their foes once were. Nuckelavees have an innate aptitude for mounted warfare, their merged bodies give the demon free use of their arms and they can directly control the bodies of the mount for expert maneuvers. When a demon army is arrayed for battle, the Nuckelavee will often take position at the flanks. As the enemy advances onto the main body, the Nuckelavee will begin a wide flanking maneuver and as the enemy closes in on the demon battlelines they will burst forth, smashing into the foes exposed sides, most enemies will flee or be slaughtered. At other times, the cavalry is kept in reserve, to launch a devastating counterattack at the climax of the battle.

Barbazu are elite demon infantry, the anvil to the Nuckelavee's hammer. They are meant to protect important individuals and artifacts, a task to which they dedicate every fibre of their being, displaying a single-minded determination that will result either in the safeguarding of their charge or their own death. As befits their status, Barbazu receive the most well-crafted weapons, shields and armor. The armor they wear enhances their already formidable toughness and they can wield a variety of weapons as the situation demands. If their charge is threatened or a sacred object they are guarding is stolen, the Barbazu will attack their foes relentlessly pursuing until the threat is over or the object returned. When an important mage or commander goes to battle, the Barbazu form up around their master - shielding them with their tough bodies and interlocking shields.

Imps are physically and mentally agile creatures that stand out from the rest of the sluggish demons and are capable of enacting complex tasks with quick efficiency. They are largely the mass workforce of the demons, performing the mundane jobs that require a quick mind and nimble fingers, ensuring the smooth day-to-day running of demon society, as well as operating the far-reaching patrols. Imps will support the demons in times of war. While not born warriors like their larger kin, they are stealthy and swift hunters and can be quite deadly with ranged weapons. However, their skittish nature makes them more prone to fleeing than the demons. When fighting as part of a larger army, the Imps perform several roles. At times, they fight in mass formations, bulking out the battle line and guarding the flanks of demon formations. This formation becomes more effective when led by an Imp Brave or Chief or when augmented by enormous devils. At other times, the Imps advance forward in dispersed groups, harassing the enemy with poisoned darts, javelins and arrows.

Imps that are attuned to the energies of the world and that show an aptitude for magic get to become Imp Mages, a highly respected position. Due to their intelligence, it is often them that control the daily decisions for a whole demon society. Imp Mages possess considerable magical power, focusing energy through staffs that are, much like their bodies, adorned with glyphs and symbols of power. Imp Mages have been known to use every wind of magic. They can channel the forces of the elements, read the future to glean vital advantages or unleash eldritch energies to smite the enemy. Most Imp Mages will work alongside an Imp Chief experienced in the ways of war, working alongside each other to further the interests of the demons.

In the chain of command, Imp Mages direct their orders to Imp Chiefs. While the mages attend to the smooth running of society, Imp Chiefs act as overseers and wardens for the many patrols throughout their territory. It is always their responsibility to lead these patrols, not just in times of war. They are the sentinels and watchers and it is their responsibility to discover and eliminate intruders, or to alert other forces if their patrol is insufficient. When fighting as part of a large demon army, the Imp Chiefs perform several vital roles. The most important of these is to bolster the battle line of Imps, providing leadership and encouragement as the enemy approaches for Imps are not mighty or confident warriors. At times, they will lead smaller war parties of Imps ahead of the main battle line. They are tasked with disrupting the enemy advance by casting their missiles into the flanks or feigning advances and retreats. This is a dangerous duty, but one the Imp Chiefs are confident in leading.

Imp Sneaks are imps that have mastered scouting, infiltration, concealment and hunting. They stalk their prey through the wilds, whether that prey be food or military target and can move within yards of their prey without being noticed. They have been known to stay immobile for days on end, awaiting the perfect moment to launch their ambush. From their ambush position, the Imp Sneaks will loose a hail of missiles, each tipped with venom. Imp Sneaks are exceptionally accurate, able to fire with unerring precision. Even heavily armored foes are not safe as the Imp Sneaks can aim at the joints or thread a shot through a vision slit. During times of war, they'll appear at army gatherings, putting themselves at the disposal of the Imp Chiefs. They are often used to scout out the foe, stealthily creeping into a concealed position. Once ensconced in cover, the Imp Sneaks will release a hail of death and only a determined charge will ever dislodge them.

Devils are giant relatives of the Demons. They are hulking creatures, their bodies covered in slabs of rock-hard muscle. Each is naturally armored with tough hide, a thick skull and bony protrusions. Were one to stand upright, it would be twice as tall as a demon. They are exceptionally resilient and can survive a score of blows that would fell a lesser being. During times of war, Devils are used as shock troops to batter enemy battle lines. Devils do not always fight by themselves; Imps tend to swarm around them, encouraged by the power of these creatures. In combat, such formations prove unusually effective, with the Imps able to pepper foes with missiles before crashing headlong into combat. There, the Imps provide fast jabs and their skittish nature is curtailed somewhat by the large presence among them. In turn, they are backed up by the Devil’s crushing might. Because of their massive size, Devils can easily reach over any intervening Imps, allowing these giants to pulp more than their fair share of foes.

Fire Snakes are giant predatory creatures created by the demons. They are swift-moving on both land and water, with strong, slender bodies, viciously sharp fangs and a long powerful tail that propels them through the water towards their prey. Fire Snakes can launch a burst of flaming, sticky liquid from their gullets that cooks those unfortunate to be exposed to it alive. Imps raise and train these creatures for use in battle as a sort of living artillery, but their flames can also be used for mundane purposes like firing a kiln. In battle, Imps goad the beasts to battle, prodding them with spears to make them spray their deadly fire. This is hazardous for the Imps, who risk getting eaten or burned alive. Fire Snakes can also be goaded into charging the enemy and rending them apart. The creatures are aggressive so they need little encouragement - the Imps more often must restrain the Fire Snakes from doing so. The Imps have learned that Fire Snakes are particularly effective at burning foes out of fortifications, for the burning liquid will splash through the embrasures.

Spinagons are covered in a protrusion of great spines - hardened spikes that jut menacingly out of their bodies. The spines serve to deter all but the most determined of creatures. The spines are not only a deterrent but a deadly offensive weapon. By way of powerful muscle spasms, the spines can be discharged in a deadly hail. In the same manner as the Fire Snake, Imps raise and train Spinagons. Goading them into releasing their spines is simple if risky. The Imp handler prods the creature with a spear and then ducks, hoping that the Spinagon doesn't decide to send a dart their way. Spinagons are used as living artillery, driving them towards the enemy while encouraging them to fire a steady stream of spines into enemy ranks. A single spine is deadly, a hail of them can massacre entire units and those not instantly killed are still in danger as each spine has barbs that ensure that pulling it out inflicts greater injury.

Forsaken are frothing maniacs that howl and scream as they sprint pell-mell towards the enemy lines, mutated limbs flailing and distended jaws snapping like those of ravenous beasts. Though they were once the proud military elite of the enemies of demons, because of the twisting mutations and fleshcrafting the demons have done to them, they have become something less than human. Some Forsaken have even more extreme mutations from the demons piling on more raw magic to "improve" them until they eventually collapse into Chaos Spawn. Forsaken plunge headlong into battle without discipline or caution. They attack without heed for their defense, a random mass of mutant appendages snapping in fury as they seek to tear their foes apart. They will tend to work alongside Imp Skirmishers who use them like warhounds, tying down other skirmishers or cavalry trying to catch them in melee.

Flayers are like Forsaken, being former humans twisted by barbaric surgery, a fusion of human and hell forged iron. Metal masks cover their faces and wickedly sharp hooks and iron claws have been grafted to their arms in place of hands. Their claws serve a dual purpose, first they are extremely effective weapons to behead their foes, second, they allow the Flayer to gain purchase on nearly any vertical surface. Unlike the Forsaken, Flayers are not frothing maniacs but quiet stalkers, their minds retaining a feral low cunning despite having lost most higher functions. In demon armies, Flayers tend to have two purposes, they either work alone or alongside Imp Sneaks as an ambush unit or are used to attack fortifications, easily climbing walls and towers to strike from unexpected angles.

The Demons have three highly human like species among their kind, the Succubus, Baphomet and Mindflayer. While the true form of all of them is inhuman to varying degrees, they can disguise themselves so that they can walk among humans without fear and their physical abilities are closest to human rather than any demon kind. They form covens within human society, rarely representing a physical threat. They prefer to weaken and undermine an enemy rather than crush heads in open battle. They corrupt high society, infiltrating positions of authority or blackmailing and intimidating the powers that be into silence or staying their hand. Their machinations are often the hardest of the acts of demons to oppose as they strike at the heart of their enemies from within. Cultists rely on secrecy and deception, blending in with society and covering their tracks at every turn. Each cult may have ulterior motives that take months, years or even decades to fulfill. In the meantime, they are willing to manipulate, subvert and corrupt those in their way. Cultists rarely stand out from the masses, seeming to be normal people in every way. Some of the members are willing, betraying their people in service of satisfying their vices. These willing have high to ascend, perhaps becoming an equivalent to an Imp Chief or Imp Mage. Others are as much victim as those they victimize, having their minds enslaved to the will of a monster or even a human of the former type. When armies of demon’s attack or are attacked, cultists might break their secrecy in order to join up with the demons. Wearing masks and hoods to conceal themselves, they may not be as strong as demons or as quick as Imps but the fact that they appear just as human as those they fight means they can show up from unexpected angles in the middle of battle, only donning their identity concealing masks or hoods that reveal their true allegiance right before joining the fight.

The demons are constantly competing to "improve" their creations, but as more raw magic is used to alter their forms and more extreme mutations occur, the creature’s body will collapse under the strain. Some unfortunates burst open like fleshy flowers, bloat like week-old corpses, or find tentacles and hairy arms that end in twisted mockeries of their own faces emerging from every orifice. Some grow into distended caricatures of beasts, with the heads of insects or predators pushing out from their chests and shoulders. Others find their rapidly swelling flesh covered in blisters and buboes that burst open to reveal great bloodshot eyeballs, horror and panic writ large in each one. Upon the moment of devolution, the subject is wracked with agonizing pangs as his body ripples and undulates. The pain is so great it destroys the mind, erasing nearly every memory, all emotion, and the capability of forming a coherent thought, leaving behind an unreasoning husk of flesh and sinew. Chaos Spawn have unlimited faces and forms, the only thing that unites them is the repugnance of their new flesh. The most fortunate Chaos Spawn will die within a few hours under the strain of their twisted bodies, but some unfortunates survive for a longer period. Because of their unreliable nature, Demons see these failures as useful but expendable assets, using them as beasts of war, shambling and lurching towards enemy lines, sometimes slowly, sometimes with terrifying bursts of speed. They fall upon the enemy with desperate energy, moaning with rage and a forlorn hope that a clean blow will put them out of their misery. Having no mind or self-will, a Chaos Spawn has no comprehension of danger and will keep attacking until it is slain. Retreat is unthinkable to a Chaos Spawn as the sword blows of the enemy are blissful release compared to the pain of its existence.Some Chaos Spawn grow into Giant Chaos Spawn or were formed from a giant creature to begin with. These Giant Chaos Spawn are truly vast creatures. Once they gain momentum, they are nigh unstoppable. A Giant Chaos Spawn has no way of unleashing the energy stored in its body and its unspeakably twisted frame can only store so much before it explodes with an ear-splitting (and distinctly soggy) roar.

The demons have created horrible creatures through flesh-crafting and Spined Chaos Beast is one such monstrosity. Tormented and driven insane by its new hideous form, the Chaos Beast seeks only to kill before being slain in turn. Chaos Beasts come in many forms, but each is a creature of muscles, sinew, fangs and claws. The Demons use malignant binding to give it orders and keep it from attacking their side. The beasts skin seems to stretch too far, and it frequently tears, ripped asunder by the sudden growth of newly formed muscles or spiny protrusions. Such rapid development exposes glistening raw tendons and angry new layers of skin, re-knitting anew over the gaping holes. The Giant Chaos Beast takes its name from the bony protrusions that sprouts from its hide, new spikes regularly bursting forth. The creature's interlocking sabre-like teeth can also be seen growing, brutally jutting out of the Giant Spined Beasts blood-dripping maw. In a span of moments, each fang expands until it is taller than a man, before it is painfully pushed out by a newly emerging fang, which repeats the process. Constantly howling, the monster shudders in pain-wracked agony. The throbbing ache only subsides when the Giant Spined Beast kills – so its keen nostrils constantly sniff for the scent of potential victims. It can swallow a man whole, but against larger quarry the Giant Spined Beast will dig in deeply with its great fangs before viciously shaking its head, so that when its locked jaws twist free, they will be accompanied by a vast hunk of flesh from the sundered victim.

A Slaughterbrute is a hulking monster of muscle and aggression. Such a creature cannot be broken by conventional means and those foolish enough to try are torn apart and eaten for their efforts. Instead, a Slaughterbrute is enslaved to the will of a champion. The binding ritual is long and arduous, first the beast is bound with chains, its flesh carved with runes of domination and branded with sigils of enslavement. Finally, daggers soaked with the blood of the champion to be the beast's master are driven into its spine, allowing the champion to control the beast’s actions as if it was their own. Under such dominion, a monster that would otherwise lash out with blind fury instead lashes out with the skill of a warrior born. Every sweep of its over-muscled arms leaves behind a trail of broken and mangled bodies; every bite from its massive jaws rips another enemy in half. As terrifying as a Slaughterbrute is, it is the sight of so massive a creature feinting and parrying blows that most unnerves their foes. Worse still, as a Slaughterbrute carves through entire regiments, the unmistakable sound of laughter can be heard rumbling from within the beast's throat, a throat that should by all rights be roaring with bestial fury. However, if the Slaughterbrute's puppeteer should ever be slain, the magical shackles binding the monster will sever. Unbound, a Slaughterbrute reverts to its natural state, and a red haze descends that makes no distinction between friend and foe. To a Slaughterbrute free of enslavement, everything it sees is prey to be crushed, stomped, and ripped apart. The only way to halt the resultant rampage is to hack the beast down, and few warriors are up to such a task.

A Mutalith Vortex beast is an utter abomination of nature. It is a terrifying fusion of monster and magic, a creature mutated beyond all reason by the power of raw magic. In battle, a Mutalith's tentacles smash into the ranks of the foe. Those not flung through the air are dragged screaming into the Mutalith's maw where hundreds of needle-like teeth shred flesh and crunch bones to powder. As horrifying as such a fate is, it is not the thought of being eaten alive that gives its enemies nightmares. Wherever a Mutalith treads, mutation and madness follow. A ball of raw magic, a seething orb of energy that warps and twists everything nearby is anchored to the Mutalith's back. The flesh of the Mutalith itself is forever being healed and remoulded, sucked in and poured back out again by the vortex. These same wisps of malign energy reach out across the battlefield, mutating everything they touch. When facing a Mutalith, enemy soldiers are wracked with random mutations. For every warrior who sprouts an extra limb, another is transformed into a gleaming crystal statue or a pile of squirming three-eyed fish. Heroes have died as their own spines burst from their backs to strangle them, and warriors have watched on in horror as their flesh melts and falls off their bones. Worse still are those times when the vortex pulses, and entire regiments are engulfed by waves of mutating power that cause their bodies to twist together into the shape of a hideous Chaos Spawn.

The three-headed Chimaera is one of the most fearsome of the demon’s creations. The Chimaera looks like it has been made from leftover pieces of other creatures and this may even be true. The Chimaera is a composite being composed of a serpent, lion, dragon and goat. About 15 feet long, its body resembles a large feline with the hindquarters of a goat. The creature’s wings are that of a dragon. Chimaera have three heads (a lion, dragon and goat) sprouting from its neck. Its hulking body is powerful and quick, and its claws are long and sharp. Regardless of their exact form, all Chimaera share a savage and unpredictable nature that makes them easily the worst of all chance encounters and one that will be the subject of many a heroic song, if only it can be slain. Demons are eager to make improvements to the Chimaera they create and will try to stack other mutations on them such as fire breath, regenerating flesh, venom, iron skin, a snake for a tail and any of these in combination. The most skilled of flesh crafters have even managed to give a Chimaera all these traits without causing it to devolve into a Chaos Spawn.

A Gazer has a great globular body covered in thick plates. A gaping maw set with many small teeth splits this sphere, above which is a single glaring eye. On top of a Gazer's body is a ring of 10 smaller eyes. Gazers are solitary creatures, usually found in desolate regions, ruins or cave complexes. They feed on small animals of all sorts but are not averse to supplementing their diet with larger prey (such as humans). Gazers can generate several magical powers that are then released via their eyes, they can either release fire, a death gaze that causes the flesh to wither, a beam that disintegrates everything in its path or a hypnotizing light. The hypnosis beam can only be fired from the main eye and takes too long to be used in mass combat while the rest of the powers are only fired from the other eyes. The primary driving force behind the behavior of a Gazer is greed. Gazers are highly avaricious and will often attack people to steal whatever valuables they have. Of course, Gazers are not stupid creatures and will avoid any group that is obviously beyond their ability to handle. Gazers rarely serve other creatures, being self-confident to the point of arrogance. Gazers can occasionally be found working with demons, either through being paid, believing themselves in charge or being bound to servitude by a mage.

Manticores have the body of a gigantic lion, larger than any of the predators of the mountains. They fly upon wings like those of a huge bat and have whip-like tails. A single strike of this spur can fell even the toughest warrior. They are adept and devastating fighters, attacking with raking claws and their long sharp teeth. Some have barbed tails like a scorpion's that bear bitter poison. Others are armored in scales and covered in thorny projections that bleed ceaselessly. Manticores are cunning fighters. They are swift to retreat to the relative safety of the air when a battle goes against them. Manticores are the fiercest, most aggressive creature in the world, and will attack anything that they perceive as food or a threat. Oddly perhaps, for such a vicious and ill-tempered beast, the Manticore has become a common heraldic device in the Old World. Its prevalence on shield and banner is an indication that many nobles, having heard tales of the beast's legendary battle-prowess and resolve, simply wish to be associated with it. That most such men would run screaming in terror should they encounter an actual Manticore is normally left unspoken. Because of their battle prowess and ferocity, Manticores are highly prized as mounts but even the most iron-willed of Demons cannot enforce his will upon a Manticore forever.