Religion and Devil Worship
Religion forms the cornerstone of demonic society, providing the spiritual practices that guide their violent eradication of the Fairkin.
Dominant Creation Narratives
Before Gaia, there was only the Nether, the realm of the Demons: a blessed, primordial realm with limitless Miasma and endless gardens of demon fruit. But the Devils discovered a blight growing in the universe: weak, despicable races known as the Fairkin that believed in blasphemous Gods of Prana. The Devils tore through the veils of the universe and descended to Gaia with a sacred mission: to conquer it and eliminate all Fairkin.
Core Beliefs
Demons believe that their souls are trapped in Gaia in a cycle of rebirth and service to the Devils. They can only return to the Nether once the Fairkin corruption has been eliminated, restoring the cosmic order. Miasma is revered as the lifeblood of the Nether itself; a sacred essence that flows through all demonic life and empowers their existence.
Demons see themselves as the true evolved form of life, worthy of power. One can raise their station through the act of killing Fairkin, as it is considered the ultimate service to the Devils. The Direkin, those who have received a Devil's Mark, are viewed as holy prophets, directly touched by divine will.
Warlocks also hold a special place in demonic theology; they are believed to be Demons that were intentionally reincarnated into Fairkin society to infiltrate and sabotage from within. This extraordinary sacrifice earns them status and power. Their embrace of demonic power is seen not as conversion but as remembrance of their true nature.
Devil-Specific Beliefs
Demonic cultures often follow distinct theological variations:
- Vorax: Vorax will one day consume all other Devils and Gods, become the ultimate predator, and achieve perfect dominion over creation. His hunger is seen as divine purpose, and feeding this hunger is the highest calling.
- Osmos: Osmos was the original deity, but was fractured into many parts. He seeks wholeness through assimilation. Other Devils are necessary but incomplete expressions of demonic potential.
- Umbra: Umbra whispered the Nether into existence. Other Devils are merely puppets of Umbra's grand design.
- Lusia: The Nether is filled with Lusia's unimaginable pleasures, and service to her is the only path to glory in the afterlife.
- Avarice: Avarice is the guardian of the Nether, and those who refuse his deals will never pass through its threshold. His sacred deals are the divine mechanism through which the harmony of the Nether is maintained.
- Calibra: Only Calibra's wisdom can uphold the Nether, as he alone understands its mechanisms.
- Malthus: Malthus is the embodiment of the Nether itself, and only through his majestic Shadowlands can Gaia be conquered.
- Thespia: Gods desire Thespia's power to become Devils themselves. Mimicry is the sincerest form of worship.
Perception of Fairkin
Demons largely agree that the Fairkin forces of the sea are much more terrifying than those on land. However, most Demons don't live near Fairkin and have very skewed perceptions about the overall power dynamics of the world. There are many stories about victories against Fairkin, slaughtering swarms of Fairkin with ease. Other Fairkin encounters involve small groups of elite adventurers, leading to conflicting stories how the Fairkin are terrifying, highly coordinated, powerful monstrosities.
Philosophical Approaches to Fairkin
Demons have many distinct philosophical approaches to the Fairkin problem:
- Purifiers: Fairkin are abominations of the natural order and must be eliminated.
- Transformists: Fairkin can be redeemed through Miasma, transformed into the Sundered over generations.
- Evolutionists: Fairkin are evolutionary catalysts. Forget cosmic justice; consuming them offers practical benefits.
- Subjugators: Fairkin are more useful as slaves, serving demonic advancement.
- Infiltrators: Undermine Fairkin societies from within.
Religious Expressions
Demonic religious devotion manifests through various ritual practices:
- Pain endurance: Subjecting oneself to suffering as a devotional exercise to one's Devil.
- Combat demonstrations: Battle to demonstrate entertainment, martial prowess, and religious devotion.
- Ritual scarification: Mimic a patron Devil's sigil as a symbol of dedication.
- Blood oaths: Swear sacred pacts of loyalty during ritual scarification.
- Calcified markings: Inject Calcified Miasma beneath the skin to form permanent devotional sigils.
- Feeding rituals: Offer oneself to be devoured by elite Chimerans near the end of life, granting the creature power in exchange for elevated status in reincarnation.
Social Values
Honor Concepts
- Challenging equals or superiors directly rather than through sabotage or deception.
- Respecting territorial boundaries established through formal combat.
- Acknowledging superior evolution or power when genuinely encountered.
- Submitting to the Devil's will without question when directly commanded.
- Accepting an honorable end of old age by being ritually fed to a Chimeran.
Taboos and Forbidden Acts
- Attacking Devils or their direct agents without ritual challenge.
- Destroying Calcified structures created for Devil worship.
- Betraying information about Warrens or Infernums to outsiders.
- Challenging fundamental religious beliefs.
Pride and Achievement
- Ceremonies marking significant evolutionary milestones.
- Display of battle scars and modifications that tell one's evolution story.
- Creation of clan sigils representing one's lineage and achievements.
- Competition to be remembered in demonic oral histories.
- Receiving acknowledgment from their patron Devil or the Direkin.
- Capacity to survive and recover from severe injuries.
- Leaving a legacy that will endure time, such as creation or procurement of a rare artifact.
Governance
Most Devils maintain formal court structures with specialized roles and titles that carry concrete power and responsibilities. Advancement within these structures requires both proving one's value and strategically undermining rivals without disrupting the court's function.
Different courts develop distinct cultures reflecting their Devil's nature. Vorax's courts emphasize predation and strength, while Umbra's courts value secrecy and manipulation, and Lusia's courts celebrate excess and indulgence. These cultural differences create remarkable diversity among demonic societies despite their shared origins.
The highest social roles, in order of importance, are:
- Harbingers: serve as leaders who speak with the Devil's authority. They can enforce the Devil's will through violence when necessary and stand as the ultimate authority in demonic society. Only the most trusted and powerful individuals attain this station.
- Harvesters: oversee reproduction and evolution, farming demon fruits essential to demonic sustenance. Their rare skills with Genesis Sorcery make them irreplaceable and highly protected members of society.
- Calcifiers: manipulate and calcify Miasma, creating the physical infrastructure of their society.
- Commanders: lead military forces, organizing the defense of demonic territories and planning offensive campaigns.
Diplomacy
Demonic cities maintain some diplomatic systems. Smaller demonic cities often pay tribute to larger ones for protection. Confederacies form between cities worshipping the same Devil, establishing mutual defense pacts and resource-sharing agreements. These alliances often feature annual gatherings where representatives reaffirm their bonds through ritual combat and feasting.
Conversely, cities may go to war over religious disagreements regarding the interpretation of a Devil's will, territorial and border disputes where resources overlap, competition for limited resources, and attempts to establish dominance hierarchies between rival power centers.
Diplomatic immunity is granted to Demonkin or Harbingers specially marked by Devils, allowing them to travel between hostile cities if they avoid hostility. These envoys conduct essential business and negotiations even during periods of open conflict.
Justice System
Those accused of crimes or violations against demonic society must fight their accuser in ritual combat. This combat can end up being entirely one-sided, such as a Barghest against a Fiend. The loser must face justice as determined by local custom, while the winner is considered vindicated regardless of evidence. This system prioritizes strength over truth, reflecting the fundamental demonic belief that power dictates reality.
Punishment for crimes varies based on the offender's species:
- Barghests: Chained up until they can be used as Berserkers, transforming their punishment into military advantage.
- Sundered: Fed to Chimerans or traded to other factions as feed.
- Fiends: Enslavement or traded to other factions, utilized for their skills under controlled conditions.
- Nyzari: Required to promise not to repeat their offense.
Combat and Warfare
Demonic warfare is generally fairly straightforward. Though it rarely makes use of any complex strategies or tactical cooperation, its unrelenting nature can be devastating. Most combat is melee and swarm-oriented, with Barghests leading the charge in battle; particularly Breachers or Berserkers when present. The supernatural resilience and strength of Barghests make them ideal for breaking enemy lines and creating openings.
Chimerans participate with their natural predatory instincts, contributing useful advantages without needing much oversight. Elite Demonkin or Direkin such as casters or ranged specialists may use powerful Chimeran mounts to provide faster mobility, protection, or other advantages such as aerial superiority. Flight-based mountable Chimerans are considered among the most desirable combat allies.
Trade and Resources
- Infernal Cores: The primary currency of Demons, harvested from Chimerans and Demonkin after death.
- Fairkin Items: Captured items and trophies, especially those of fine quality.
- Demon Fruits: Delicacies that contain concentrations of Miasma.
- Warrior Chimerans: Elite Chimerans well-suited to combat roles.
- Captured Fairkin: Traded as resources for feeding, experimentation, or slave labor.
- Calcified Materials: Various forms of solidified Miasma for construction and crafting.
- Chimeran Mounts: Bred and trained for specific purposes.
- Devil Sigils: Authorized symbols granting protection or privilege in specific territories.
- War Implements: Weapons and armor enhanced with demonic properties.
Dominance-Based Barter
Demons operate on a complex system where goods and services are exchanged based on established dominance hierarchies. Lower-ranked Demons must offer more valuable items or greater quantities when trading upward in the social order. For instance, a powerful Barghest might demand a larger Infernal Core from a Fiend than the trade would normally value. Physical displays of submission often accompany transactions, with lesser Demons adopting specific postures or verbal acknowledgments of the superior party's status.
Trading disputes frequently escalate to combat when each party believes themselves to be the dominant one deserving of a better deal. The majority of these duels are non-lethal, but they don't end until someone concedes. Even after concession, the victor may demand improved terms to end the confrontation.