By Frank Torkel
Note: For a more recent version of Daemon, see the author's Web site at: http://www.albany.net/~diabolos/.
In the World of Darkness, Hel is a place where the Daemons roam. It is not unlike the rest of the Umbra, for that is where it is. There is a part of the Umbra known to the denizens of Hel as the "Lower Umbra," where evil things dwell. This is a part of the Deep Umbra, where very few travel to and come back alive. The farther "down" one goes, the nastier it gets. Hel, the utmost extreme of this place, is the true home of the Daemons. Here is the only place where the Daemons can age, and it is for this reason that the Daemons travel to earth, a place where they cannot grow old. Why this is so is unknown, but even if a Daemon lives its entire life in Hel, it can only live for a about five hundred years, plus one hundred for every Dark Seed point the Daemon has. Most Daemons are considered to be an adult about one hundred years of age, although a few are accepted in Daemon society as leaders below that age.
Hel is not necessarily a burning wasteland as described in many myths, although it is in many parts. Parts of Hel could be either a cold, barren wasteland, or a burning wasteland with mountains. Although most parts of Hel are usually one of these two extremes, there are forests, lakes, etc. The fires that make up these hot zones are magickal in nature, and give aggravated wounds to nearly any creature. Daemons are one of the exceptions to this rule, as the fires of Hel do not hurt them; it actually pleases them. These fires, like Daemons, need Vim to empower them. It is for this reason that these fires may not exist in any one place for long. Unless a Daemon constantly replenishes the supply of Vim to the fire, it will burn out if it is anywhere but in Hel. For damage purposes, consider the fires of Hel stronger than a chemical fire, and depending on the concentration of it, the fires of Hel will do more damage or equal damage to such a fire. It should also be known that Daemons do not take damage from normal fire either; it does not please them, or hurt them in any way. Keep in mind that fire is the true elemental of the Daemons.
The powers of Daemons are derived from Hel, and whenever a new Daemon is born, part of Hel's powers are diminished. Such power may only be returned by sacrificing souls in Hel, whereupon they will release new energy, and fuel Hel once more. Many souls purchased for one's Ilk are used for this purpose.
It should be kept in mind that Hel cannot be reached by any known way by direct travel through the Umbra, unless of course the Daemon possesses the Itinerate Boon. Otherwise, a Helgate must be found, or, if the Daemon is a Rakshasas, he may be summoned to earth by a powerful Baali with the level seven discipline of Daimoinon if he so wills.
Travel to and from Hel is made possible by either the Itinerate Boon or by Helgates. For those Daemons who do not possess the Itinerate Boon however, Helgates are the premium choice for travel to and from Hel. Travel by means of such Helgates is made possible in two turns by merely walking into the burning fires of such a sacred area. These gates, like Caerns and Nodes, serve the Daemons as Vim receivers as well as gates to travel to and from Hel. In Hel, a Daemon receives three Vim points per hour, whereas near Helgates a Daemon receives two Vim points per hour. These Helgates, originally constructed by the Fallen Angels, are not widely placed throughout the world. They are protected by huge monolithic statues known to the Daemons as Watchers. These sentinels are without a single ruler; their only masters are the Daemons as a whole. Many Daemons have tried to buy them off to ambush other Daemons but have done so to no avail. These creatures are loyal to no single Daemon, and live only to guard the Helgates they have been instructed to. New Helgates are constructed by rituals that have been salvaged from minor pieces of the Necronomicon. The rituals how to make another Watcher however, are completely lost. Nearly all Helgates are owned by Daemon elders, so unless a Daemon has some mission of great importance, the Daemon will normally not be allowed to travel to earth. This is a great restriction on Daemons, but also is a great motivation for Daemons to increase in power.
The Daemons know much of the other denizens in the World of Darkness. They have watched them since the first established cities sprouted and since the Garou have been protecting the land. Know that the powers of Investment are derived from the powers of the Fallen Angels, creatures who would once grant mortals free from disease and give success to many. Investment has since become a perverted power used for the Daemons' own gain, and not for anothers.
Many creatures wish for easy power, and Daemons are what they call for when they want it. The Path of Evil Revelations, as explained in The Storyteller's Guide to the Sabbat, explains much of this path and many gifts the Daemons may bestow upon others. Characters may feel free to create their own powers to sell, but remember, Daemons only need to grant a few gifts. Once the soul is bought, the Daemon's job is over. A simple chart for Investment purposes is in the Storyteller's Guide to the Sabbat as well. Only when a Daemon has "sold" 10 points worth of Investments does the soul belong to him or his Ilk. If the character dies before the 10 points have been bought, the character was lucky and goes on into the afterlife.
Most Infernalists however, are so power hungry that they will not care about their souls and will take as many Investments as they can. The smartest of the Infernalists will however, take only a few Investments, perhaps adding up to seven. The Daemon may at that point, offer a gift that is worth more than three in an attempt to take the soul more quickly even though it is not necessary. However, the Rakshasas know what happens if a Daemon grants someone too much power. Their foolishness with the Ilk Faustus and its founding member has made their Ilk a laughing stock for hundreds of years, and has threatened their very existence.
This point system for Daemons is obviously not considered a series of points in the World of Darkness. Instead, the point system is used mainly for role-playing, so that players know what they're getting into. Ingenious Storytellers may not want to tell their players at all about the point system, and use the Daemon NPCs to buy a "part of" the character's soul. Finally when a player has purchased powers to the limit, the storyteller may announce that the soul has been completely bought. Play should still continue at that point, and the player's descent to Hel should be played out when and if the character dies. At this point, the soul may wish to bargain with its mentor, to perhaps be "resurrected" to maybe kill an enemy of the Daemon.
After the soul of a character has been bought, the Daemon will sometimes hunt the character down to kill him, thus gaining the soul immediately. Technically this is fair play, unless it is so explained on the Investment "Contract." Many times an Infernalist will wish for immortality, and this is what the Daemon enjoys giving. After the Contract has been signed, the Daemon will hunt down the immortal and slay him. After all, even "immortals" can be killed...
An Investment Contract is not a physical object. Instead, it is a verbal agreement, working only if the character truly means it. For gaming purposes, if a character agrees to have his soul bought, or gifts purchased from the Daemon, the deal is considered closed, and the Investment points are to be written upon the buyers character sheet. To make the deal more formal, so players do not argue amongst each other, players may wish to sign a fake written contract, like the one at the end of this source book. Whatever is done, it should be clear that the deal took place, so no one holds a grudge.
Note that the souls of animals may be purchased in a similar way, as long as the animal truly agrees; no powers can be granted to anything if the victim does not want them. Animals instinctively shy away from Daemons, so although it can be done, few animals will sell their souls. Even if a Daemon has a friend, no Investment may be given for free. The Daemon has no control over this, and if bargaining for his life, at least one Investment point must be used. The reason for this is that the powers originate from Hel, and whenever a Daemon grants a power, it is taken from the powers of Hel. Purchasing soul fragments fuel Hel, and the sacrificing of such Souls return Hel's powers.
Souls that have been bought by Daemons can be shaped into a variety of things. Usually however, a Daemon leaves the soul be, and enlists it into its army of the damned. This soul has very little power of its own and must do whatever its master wills. All Physical Attributes are carried over from the mental, so a character with a Perception of three, would have a Strength of three. Just "slide" the Mental Attributes over to the left. The Old Physical Attributes become obsolete, as does the Appearance Attribute. Charisma and Manipulation however, remain the same. Souls can however do things on their own when not under their masters immediate will, and then may do whatever they please, unless they have been shaped. Shaped souls are souls that basically suffer the final, utmost death, and their essence becomes an object, or part of an object that the Daemon has under his control. Many Daemons shape captured souls into weapons that can be used within the Umbra or elsewhere. These artifacts are known as Soulforges, and are discussed later on.
All Daemons instinctively know how to shape souls, and when an honorable act is accomplished, the Daemon's Ilk may give him a soul as a reward, which may be shaped as the Daemon desires. Buying Souls for one's Ilk is also considered a worthy act and certain benefits are derived from it. So even if a Daemon has lesser levels of the Investment Boon, good can still come of it. Daemons without the ability to purchase Souls for themselves usually use given Souls as servants or messengers.
Daemons sometimes shape captured souls into material objects that can be used virtually anywhere, including in Hel (the Umbra) and on earth. These objects, usually weapons, are known to the Daemons as Soulforges. They are very powerful, and depending on how many souls used per weapon, the weapon can do great damage, not only aggravated but as much as 10 times as much damage as such a regular weapon would. For example, a regular axe with a difficulty of seven, will do strength +5 damage. The same weapon being a Soulforge would have the same base difficulty, increased by one for every five souls used in its creation. The damage remains strength plus the number of souls used in its creation. Therefore, a Soulforge axe made with 10 souls would have a difficulty of nine (base, plus 10 divided by five) and a damage of strength +15.
Obviously such weapons are of great power, and if more souls are used in such an axes creation, an elder Daemon could posses a Soulforge doing strength +50 damage with a difficulty of ten since the maximum difficulty is ten. Such a weapon however would require 50 souls in its creation, and this would be almost impossible. To prevent such weapons in a story, Daemon characters must role-play the act of buying someone's soul. Fifty souls having been bought would be ridiculous in any story, and a Daemon would much rather further his position in Hel than to create such a weapon.
However, for every ten souls used, the size of the weapon grows considerably. An axe forged of 50 souls would be huge, larger than even a battleaxe. It is for this reason that extra souls may be put into the concealability trait, and for every five souls used, the concealability is lowered by one level. Note that these souls are not related to the soul's used in the lethality of the weapon. For example, the axe mentioned above has no concealability at all. If an extra five souls are put into the concealability trait, the axe may suddenly decrease in size when not in use, so that it can be hidden in a trench coat. When activated by the Daemon, the weapon suddenly increases in size and is once again non-concealable. Therefore, by this rule of thumb, 40 extra souls used in the weapons creation makes the axe concealable inside a pocket. This would probably be a little fist sized handle, that when activated enlarges into the true form of the axe. Forty souls must be used because the 50 souls used in the weapons damage rating enlarges the axe by five times (50 divided by 10.) To once again make the axe non-concealable (a must) the axe needs five souls per increased level. The axe was increased five times, and must be brought to the non-concealable level, so five souls must be used per increase in size (five times five.) The number we now have is 25, added to the 50 in the weapons damage rating, this weapon needs 75 souls to actually do the strength +50 damage. The extra 15 souls added to make the axe concealable within a pocket is added to the 25 and we have our target number of 40. Another negative thing about the Soulforge is that the maximum number of souls used in the Soulforges creation divided by 10, is the amount of points worth of Vim that must be spent every time the Soulforge is activated. In the above case, 90/10 equals nine, therefore nine points of Vim must be used to activate the Soulforge whenever it is used.
Soulforges may seem confusing at first, but with a little practice, it will seem secondhand to you. The rules are pretty simple, and if you do not understand, just reread the above paragraphs one or two more times. Remember that weapons are not the only things that can be made; armor and tools can also be forged, with similar bonuses. However, firearms and technological devices may not be forged. Also, Soulforges may not be added onto. Once made, no more souls may be added, and so all souls must be present if the Soulforge is to be made. Ninety souls used in the above weapon (50 plus 40) is a lot of souls, and would do the Daemon more good if the 90 souls are used as soldiers. After all, the Daemon will be attacked by others. More dice increases the chances of botching anyhow, and besides, would you rather face off a Methesulah by yourself, or would you rather have 90 soldiers backing you up?
Also known as Incubus, the Succubi are creatures living in Hel who masquerade as Daemons to the mortals and other denizens of earth. They are souls who have been bought by Daemons and have finally been released after showing their loyalty to their masters. These creatures are rare and only for going to great lengths to serve their masters do they receive their freedom. The Succubi are of neither gender, as they are only released souls. Many Succubi remember the gender they once had in life, and take on this gender in acting. Unlike their masters, the Succubi are immortal, and do not age on earth or in Hel. The mortal conception of a "love" demon is derived from the Succubus's tendency to befriend other creatures, and sometimes gain this friendship through sexual favors. The Succubi are not accepted in Daemon society and form their own settlements in Hel. They do not become physical creatures when they leave the Umbra, unlike the Daemons. These creatures are usually taught one or two Boons by their masters before they are freed. It is very rare however to discover a Succubus with more than five points worth of Boons. The Succubi are responsible for many myths of demons and can materialize to humans by traveling to earth in a spirit-like body. They cannot purchase souls for Ilks, for they belong to none. Instead they would buy the soul for their former master, to perhaps please him. It is rare to find a Succubus with souls of his own, although not impossible. Succubi are much weaker than their former masters but are motivated enough to grow to sufficient power. When Kindred or mortals speak of dealing with demons, many times it was a Succubus they dealt with. If such talk gets out, many Daemons will hunt down the Succubus for endangering them. The Rakshasas believe that the Ilk Faustus was actually a group of powerful Succubus at one time, but the Faustus obviously claim otherwise...
There are two main groups of Succubus who have organized their own Ilks, although they receive no respect from their former masters. These Ilks are not accepted in Daemon society, and are known basically only to the Succubus themselves.
Playing a Succubus in a chronicle is slightly confusing, as they can rarely interact with anything or anyone in the real world. However, it can be done, although usually a Succubus will be an NPC. For creation purposes, since their Physical and Mental Attributes are equal, there is no Physical attribute rating. For attributes they therefore have 5-5, where none may be spent on Appearance. Remember however, that the Strength must equal the Perception, the Dexterity the Intelligence, and so forth. The Succubus have virtually no Abilities, so give them 9-9-5.
The Blessings are the magick of the truly skilled Succubus. They are similar to Boons as they require Vim to be spent. All Succubus, upon being freed from their masters have an automatic Vim pool of 10, that can never be enlarged. Regaining Vim is the same for the Succubus as for the Daemons, yet Succubus cannot age in Hel, or elsewhere. Blessings are actually one extra Boon, known only as the Blessings. It has five levels, and can only be learned by Succubi.
It is unknown how the Daemonites discovered this Boon, but it is said that a lone Succubus, possessing a mortal, discovered a piece of the true Necronomicon. This piece supposedly contained the basis of the Blessings, and to this day the Succubus hide the fragment from all.
Level (1) Scream of Banshee: Lethal beam of energy doing strength +3 aggravated damage.
Level (2) Fire Fiend: Succubus becomes a fire beast in the real world.
Level (3) Ghost Form: Succubus may appear as a human; blurry in appearance. Consider it as a Kindred with Protean seven (Form of Ghost.)
Level (4) Form of Demon: The user can now become as a Daemon with an appearance of zero, resembling a Rakshasas.
Level (5) Soul's End: The Succubus may end its eternal existence...
All levels of Blessings must roll Wits + Blessings, difficulty of seven. It is very rare to discover a Daemonite with a level above four, although not impossible. At level five, the soul may wish to end its existence and go on (becoming a wraith?). This role is only made possible by gaining all successes, and once the Daemonite has succeeded, it will perish in a cloud of flames. It is said by the Daemons, that such an act would transform the Daemonite into a wraith, and that it must go on in the mortal world, not sure of how it died and oblivious to the fact that was a Succubus. Who knows?
At level four, the Daemonite may become a physical creature on earth, for one hour, per success. The same works for levels two and three, although they are not physical (ghost and fire form.)
The Sols are annoying little creatures that live in Hel, probably made by the Fallen Angels long ago. Many Daemons say they were made by accident, when backlashes of Paradox-like energy warped the sacred fires of Hel when the Fallen Angels were experimenting with their powers, while others say that the Sols have been in Hel forever, native to the region. No one knows for sure, but all of the denizens of Hel despise these creatures. The Sol have no real thought, they cannot be manipulated, nor truly educated. They are creatures of fire, and manipulate fire at their will. They have the mind of animals, doing what they want, whenever they want. They can talk however, having picked up this little trick long ago. They are watchers, very rarely attacking anything. Their lives are simple, living in Hel, sometimes traveling to earth. They live in small family units, usually extended families with up to eight Sols living together. There is no known way to kill them, for they are made up of the fires of Hel. A new Sol is made selectively, only when one Sol dies, may another be made, although this is extremely rare. This is the custom of the Sols, and all abide by it. A Sol can also be made if an old Sol achieves a great feat, and is thereby honored by creating another of its kind. This is done in Hel, where a group of Sols travel to a burning section of Hel, and transform its great fires into a small creature, less than a foot high -- another Sol.
Any power related to fire is at the Sols' disposal. Here Storytellers can be imaginative; it is a little creature that can do anything with fire, including summoning the magical fires of Hel. The Sol use Vim as do Daemons, with a pool of up to 15. The Sol can live almost anywhere, but cannot exist in such places as the cold regions of Hel. If a Sol loses all Vim in its pool, its light will slowly fade. Such a Sol would become depressed, and lose its flame altogether within a matter of days. They then look like small, black creatures, like a thin, black shadow.
The True Nephandus are not mortals, nor are they Magi. Instead, they are Daemons uninterested in Daemon politics. They basically leave their Ilks and join this Sect, masquerading as evil and corrupt Magi. These Daemons are uninterested in the Luring or Quashes fought in Hel, and just want to destroy everything. Usually, it is these Daemons worshipped by many Nephandi Mages. The Boon Corruption comes naturally to them, and it is with this that they wage their unearthly wars with other supernaturals. They master only corruption actually, and seldom use or need to use any other Boon. In fact, they have mastered Corruption so well, that they have discovered alternate ways of using it. The seven Ilks however, actually hunt the Nephandus Daemons because they want a place to control after the Luring, whereas the Nephandus Daemons wish to turn earth into a shriveled up, insignificant pile of dirt. This is why the Nephandus Daemons have left Hel altogether, and live their immortal lives on earth, where age cannot kill them. Here they masquerade as Magi, and may actually learn some technology. For this they are even more hated by the Ilks, and are not favored by many creatures. Of course they do not reveal their true natures to anyone; even they understand that they can eventually be killed.
A Nephandus Daemon must have an appearance level of at least one, and must spend at least three of its Boon points for the Boon Corruption. Nephandus do mingle with mortal society so it would not be uncommon to have a Nephandus Daemon with, let's say, the security or repair skill. This is a contradiction to the original rule, and such a character should not be played. It would be like playing a Sabbat vampire who follows the Path of Evil Revelations. It can be done, but is not advised. Such Daemons are obviously not welcome in Hel, and this makes their powers weak. Few Helgates are actually controlled by these creatures, making it even harder to fuel their powers. Remember: such a Daemon is hunted by its own kind, giving powers away almost for free to its fellow corrupt Magi. After all, no Nephandus Daemon lasts for long, especially if hunted by a Rakshasas...
The Keepers of the Luring have not been seen for some time. Their temple still lies in the very fiery pits of Hel, and is obviously kept up. Whether or not The Keepers of the Luring still live there however is unknown, for it is believed by many that they too have been destroyed by the Hands of God. If they still live, then why have they not come to join their respective Ilks in the Quash? If the Necronomicon finds its ways into the hands of one of the Ilks, the Quash would surely end.
The Hands of God is the name given to the strange white orbs that occasionally travel to Hel. The name is derived from the visual effect of the sphere when it explodes, seeming to shoot five tentacled fingers around its victim. These spheres are the very same as described by the elder Daemons, the orb which destroyed Lucifer. It is believed that the Hands of God actually destroyed the Fallen Angels as well, and perhaps the Keepers of the Luring too. Perhaps that is why neither have shown themselves for so long. It has been observed however, that whenever a Hand of God destroys a Daemon, a shimmering white light is left behind which never fades. This white light is a result of a lack of Vim in the section of Hel, and Daemons within this white light receive no Vim. Depleted areas of Hel which have run out of Vim carry this same effect. About a hundred years ago, three Hands of God descended upon the temple of the Keepers of the Luring, each exploding in their regular fashion. Since then, the common white light has been hovering around the temple, and Daemons fear that if they travel into the temple and get trapped there, that they will find no Vim and die. Most Daemons believe that the Hands of God are a continued punishment from God, and others feel the Necronomicon has fallen into the wrong hands.
They are the ancestors of all Daemons, the very beings whose power is far beyond that of any other creatures known by the supernatural world; or so is said. The Fallen Angels, perversions of such creatures could easily conquer Hel, yet these beings have long since left Hel, and have probably been destroyed. The kin of these beings, the Angels themselves surely share such power, although their presence has not been made aware of for millennia. Many younger Daemons even doubt such creatures exist, believing them mere tales and legends.
If not for the Hands of God, such creatures could possibly be ruled out as existing at all, although many Daemons wish to once again achieve the ranks of these noble creatures. All sightings and rumors of Angels are investigated by Daemons, thinking that such knowledge could bring them closer to knowledge of their origins, or possibly the Enlightenment they seek to achieve.
Every Ilk, with the exceptions of the Diabolos and Faustus, also mark the time when their founding Fallen Angel will one day return. Whether this will happen or not cannot be said, but if such a being did return, it would surely mark the end of the Quash, as hordes of Daemons would be trampled by such a great entity.
True Faith is the universal destroyer of Daemons. This strange power, unless neutralized with Dark Faith, can be a dangerous thing indeed. When applied against a Daemon, True Faith does twice its amount in damage. A wielder of such power, must merely extend his holy symbol in the direction of the Daemon, making a Faith roll as he does this (difficulty of the Daemon's Willpower + Penance rating, max. 10.) The number of successes rolled equals the radius of an invisible barrier, therefore determining the number of steps backward the Daemon must take. If five or more successes are rolled, the Daemon either flees, or if this is impossible, suffers Banishment.
Any holy item placed upon the Daemon's flesh causes the opposite effect of that which happens when someone touches a Daemon's native skin. The Daemon is hereby singed, causing aggravated damage. For each success on the appropriate roll, the Daemon takes twice that amount of damage.
Any Daemon wishing to enter holy ground or passing the barrier formed by wielders of True Faith must make a Willpower roll (difficulty 6 + holy ground's/users Faith rating, minus Daemons Dark Faith rating, maximum 10.) When in such a radius, the Daemon's powers are reduced by one for every point of True Faith the site/wielder has. If the Faith rating of such an entity equals at least ten, the Daemon is instantly Banished.
In the immediate past, many Sabbat elders have begun following the Path of Evil Revelations. These Kindred cannot resist the power they receive for something they believe will not happen to them -- die. Like most other supernatural creatures, the Kindred do not know the true motives of the Daemons, and misunderstand their lore and history, still calling them the slang -- demon.
Daemon blood leaves no sustenance for vampires, and actually corrupts blood already inside the vampires system. The Daemon blood corrupts the Kindred vitae at a two-to-one ratio. So when a vampire with two blood points tries drinking from a Daemon to get more blood, a single blood point of the Daemon corrupts the two blood points already in the vampires system. At this point, the vampire has three worthless blood points that cannot be used for disciplines or anything else, and remain in the vampires system until the blood is literally bled out. Note that once a Daemon blood point has corrupted two others, the three blood points do not continue to corrupt the Kindred's blood. Instead they are considered to be "neutral," and just lye dormant within the vampires body. If a Kindred was foolish enough to try to drink a Daemon to death, keep in mind that a Daemon's bloodpool equals his Vim pool.
There is one bloodline, the Baali, which the Rakshasas have taken a distinct liking to. The Baali are continuously manipulated to do the bidding of the Rakshasas, and occasionally receive rewards for their loyalty. The Baali are however considered expendable by the Daemons, and are used as spies in Kindred society. The Succubus too have made pacts with the Baali, although it is the Daemons who have taken more notice to the Baali, for their discipline Daimonion seems to stem from lost rituals and powers from within the Necronomicon.
The Setites are also closely watched by the Daemons and their bloodline founder, Set, could have been an Infernalist, and perhaps this is why his childer have such an affinity with corruption, matched only by the Baali.
Although the Baali is immune to normal fire, The fire of Hel still have the same effect on the vampire which normal fire used to.
Level Seven: Summon the Herald of Hell
Baali with this power may summon any younger Rakshasas. At this point, the Rakshasas in question is "drawn" to earth, although the Daemon may refuse the call and decide to remain in Hel. Daemons above the level five Rank of Infernal Ranking may not be summoned in this manner, since their ties to Hel are too great. Any Succubus may also be summoned in this manner.
New Level Eight: Travel to Hel
The Baali, upon serving his Daemon mentors for some time, may purchase an Infernal Ranking level, upon which the Baali may enter Hel. Outside his territory however, he risks destruction, although he may lay in torpor here in safety for as long as this land still "belongs" to the Rakshasas.
Level Nine: Call the Great Beast
The Baali may now summon a Rakshasas above the level five Rank of Infernal Ranking.
Elders amongst the Daemons however speak of long forgotten Infernalists within the Shadowlords Tribe, and many younger Daemons believe that their elders have some agenda with these Garou, who seem to worship the totem Grandfather Thunder, an incarnate spoken of in fragments of the Necronomicon.
Without the appropriate magicks of the Necronomicon, Daemons can only be summoned with this rote. Three successes are needed to call a Succubus, whereas five are needed to actually summon it. If it is called, it may choose to accept the calling or not. Daemons may be called with seven successes, and may be summoned with thirteen. Note that powerful Daemons with a Dark Seed below five cannot be summoned without the Necronomicon, rather, they can only be called.
It is said by some elder Daemons that they do occasionally form alliances with the Red Caps, yet then again, can you trust brethren of the Diabolos?
The bane mummies are a possible outcome of such dealings, although it is Set himself who is said by the Daemons to have been an Infernalist, who most likely created these beings with the power he received from his dealings with Daemons.
Do not tell anyone of our meetings, for neither of us would live for long. I have told you enough of our kind, and now I must go. My penance may be my death, but at least my ancestors sins have been relieved. May The Hands of God send me to Heaven.
Daemon's Name:
Soul Points Bought:
Daemon's Signature: