Elysian Court

Demonkin

Demon

Demons are malevolent entities that originate from the Nether, a hidden, supernatural realm brimming with Miasma; the corrupting energy that powers demonic existence. When the calamities scarred Gaia, they weakened the metaphysical barrier that separated these worlds. Fractures appeared in this barrier, manifesting as shadowlands where demonic energies infiltrate and infect Gaia.

Demons harbor an innate hostility toward the Fairkin (Humans, Elves, Dwarves, Merfolk, Beastkin, and Astralei), who possess souls, Chi, Prana, and complex emotions; attributes that Demons find either repulsive, enticing, or bizarre.

Demons spread Miasma passively upon reaching maturity, creating environments more hospitable to their kind while corrupting the natural world. During their growth, especially in pod form, demons absorb significant amounts of Miasma, as well as when using their powers in combat or other activities. This constant absorption and emanation of Miasma is a crucial part of their lifecycle, allowing them to strengthen shadowlands and establish footholds in Gaia.

Demonkin

Demonkin are demonic races with established societies, complex social structures, religious practices, and value systems. While united in their fundamental drive to conquer or consume the Fairkin, Demonkin maintain diverse philosophies and approaches to this goal.

Fiend

Fiends are hunched, humanoid figures with goblin-like faces, twisted horns, pupil-less red eyes, large jaws, and needle-sharp teeth. They stand an average of four feet tall and have a natural lifespan of about forty years. Their smooth, oily obsidian skin glistens as though perpetually moist, with cracks forming along their limbs and torso that reveal glowing fissures underneath. Despite their unnervingly thin, almost skeletal appearance, they possess a muscular, sinewy strength that belies their frame.

Fiends possess a nearly human-level range of intelligence, with the most clever able to understand and wield demonic magic and alchemy. Outnumbering Barghests 4 to 1, they are responsible for managing demonic society, handling everything from construction and crafting to training Chimerans. Despite their critical role, they are forced to defer to the physically superior Barghests whose status is elevated above theirs.

Fiends move with quick, erratic motions, often twitching and darting about during combat, making their movements unpredictable and difficult to counter. In combat, they display diverse styles from ranged attacks to melee combat, mounted warfare, beast handling, defensive or offensive strategies, and tactical coordination.

Barghest

Barghests are larger and much more terrifying than Fiends. While they have similar levels of intelligence, they are often too distracted by their malevolent aggression to develop complex skills other than in combat. Known for their violent, domineering nature, Barghests inspire fear even among the Fiends, who typically avoid their presence whenever possible. Barghests constantly compete to prove themselves as superior fighters and earn higher status within their brutal hierarchy.

Physically, Barghests possess supernatural augmentations through Carnal Miasma, granting them strength and constitution twice what one would expect from their size. They demonstrate remarkable pain and fear tolerance, making them highly unlikely to flee battle regardless of the threat. Their bodies can fully heal within a day or two, a process that can be accelerated significantly with exposure to Carnal Miasma.

Serving primarily as soldiers, Barghests function as the upper-class citizens in demonic society. Their natural lifespan reaches about thirty-five years, though many die in battle long before reaching this age. Their appearance, like the Fiends, has distinctive obsidian skin with cracks forming along their limbs and torso that reveal glowing fissures underneath.

Berserkers

Berserkers are Barghests who were perceived to have violated a rule against their patron Devil. They are bound in chains, suffering active torment and wounds from passersby until they can redeem themselves in combat. Barghests who undergo this punishment tend to rapidly develop powerful Carnal abilities, but are induced into states of uncontrollable rage that can last for weeks, months, or even years, making them hysterically violent and terrifying upon release. While nearly uncontrollable in battle, they predictably fight until death or until every enemy is slaughtered.

Minion

Minions are lesser Demonkin regarded as low-status servants, patrol creatures, disposable warriors, and laborers. Their bodies tend to express a dominant type of Miasma and instinct based on the surrounding Shadowland and influence of nearby demonic powers. They possess limited speech and do not hold conversations of their own. They understand Infernal when it is spoken by intelligent demons, and they are strongly inclined to listen and obey.

Genesis Minions

Genesis Minions are scouts, patrol creatures, and caretakers of demonic ecosystems. They tend Bloodgroves, corrupted plants, hidden trails, and the outer boundaries of Shadowlands where vegetation has adapted to Miasmic influence. They are modestly stealthy, using terrain, flora, and concealment rather than true invisibility or sophisticated deception. They avoid fair fights when left to their own instincts, preferring to watch intruders and wait for an opportunity. Unlike most Minions, they are not born from pods, but grow from corrupted soil and trees where Genesis Miasma is thick.

When commanded or supported by a pack, they fight directly and use their familiarity with the terrain to hinder, isolate, or expose enemies. Creepers often tolerate them more readily than other Demonkin, as Genesis Minions naturally assist the growth and maintenance of corrupted domains without needing constant supervision.

Infernal Minions

Infernal Minions are aggressive hunters and warriors, driven by the violent, confrontational instincts of Infernal Miasma. They push outward from established territories, seek new hunting grounds, test defenses, and look for fights. In combat, Infernal Minions fixate on targets with frightening intensity, pursuing one enemy with little regard for the wider battle. This makes them dangerous in isolated fights, but they sorely lack strategy when multiple opponents exploit their instincts.

Calcified Carnal Minions

Calcified Carnal Minions are heavy, armored, and physically powerful. Their bodies develop thick natural plating, dangerous claws, and a dense frame suited for fighting, guarding, and labor. They are not as outward-seeking as Infernal Minions, and are more often found near warrens, pod chambers, lairs, gates, supply stores, or other locations where demons need a durable servant that can hold position. These Minions are especially subservient; they never act independently unless forced to, and become lost and confused without instruction.

Hulk

Hulks are a demonic race composed of living rock and high-density alchemy minerals, with porous surfaces riddled with cavities and mineral deposits. As they age and consume ore and stone, their bodies gradually incorporate more of these materials, developing intricate internal structures of transmuted gemstones and rare minerals within their cores. They don't die from old age, so some ancient specimens house gemstones worth small fortunes.

Unlike most Demonkin, Hulks are not born from pods. They form within Miasma-saturated bedrock, crystallizing slowly like ore deposits until they are strong enough to dig themselves free. This makes shadowlands in the mountains especially difficult to clear, as Hulks continue to emerge from the stone long after the surface has been purged.

Hulks are naturally gifted with Earth Sorcery, particularly as it relates to shaping and transmutation. They serve as living builders and excavators, capable of tunneling through solid rock and shaping demonic structures with innate precision. A single mature Hulk can raise a fortified lair by themselves in months. The infrastructure of infernums, warrens, and fortified lairs is heavily attributed to the work of Hulks.

Hulks obediently serve the more intelligent Demonkin without complaint. They have a slow, dry, submissive personality that demonstrates little aggression, except when confronted with Prana-driven species such as the Fairkin. In battle, they act more like a charging siege engine than tactical combatants. Their immense durability allows them to charge through barriers and enemies alike, using their body weight as a weapon.

Creeper

Creepers are territorial demons composed of living shadow wood brimming with Genesis Miasma. Unlike other demons, they are born organically in forests entrenched deeply in shadowlands where Genesis Miasma is thick. They communicate with dark, raspy voices, though they remain mostly solitary. They are not inclined to socialize with other Demonkin, nor even to follow the will of Devils unless there is a risk in doing so.

Creepers are gifted Genesis Sorcerers that establish territories within shadowland forests, systematically transforming them into sickly Miasmic biomes where demonic crops and Chimerans flourish. Within their territories, their powers are strong and they command corrupted flora and weak Chimerans as extensions of themselves. Outside their domains, their abilities diminish significantly, leaving them vulnerable. Though they welcome other Demonkin, they are fiercely territorial and violent with other Creepers that seek to encroach on their domain. They can live for hundreds of years, with ancient specimens maintaining exceptionally dark Miasma zones.

Though uncaring of demon politics, Creepers provide immense strategic value. Their territories become supply depots for demon crops, staging grounds, and forward positions. They continue their work regardless of demon machinations, driven entirely by instinct to cultivate and expand their domains.

Seedling

Seedlings are the minions of Creepers, composed of corrupted wood, twisted branches, and root-like sinew. Their skeletal humanoid forms feature gnarled limbs and branch-crowned heads. They are grown from Genesis Miasma within their Creeper's domain. They do not speak or listen, but they can observe through the black void of their eyes. They intuitively understand the demands of their masters and are entirely subservient.

Seedlings possess limited Genesis Sorcery, allowing them to assist in strengthening the corruption of their master's domain. They tend to Miasmic plants and crops, and act as scouts and warriors within their borders.

Nyzari

The Nyzari are a class of Demonkin, not a separate race. They are rare members of demonic society who demonstrate magical aptitude, capable of wielding demonic sorcery or innate channeling. They quickly rise to become the highest caste in demonic civilization. The distribution of Nyzari is split between Fiends and Barghests, and Devil's Marks are given essentially exclusively to the Nyzari.

Some Nyzari become Calcifiers, capable of creating demonic artifacts and structures. Others become Carnal Shapers, specializing in augmenting and altering other Demonkin with specific intent, enhancing their combat capabilities or physical attributes. Those capable of manipulating Genesis Miasma become Harvesters, a coveted role responsible for farming demon fruits; a delicacy craved by all demonic populations.

The Sundered

The Sundered are Fairkin-demonic hybrids, influenced by demonic captivity over multiple generations. Only rare pockets of these hybrid colonies exist throughout Gaia. While they still resemble Fairkin, they no longer recognize themselves as such. They have developed visibly demonic traits and hybrid abilities that set them apart from their ancestral kin. Unlike typical demons, they are born to other Sundered parents through natural reproduction rather than emerging from pods.

Within demonic society, the Sundered experience heavy prejudice and are regarded as second-class citizens, though are valued significantly above Fairkin captives. Some particularly strong Sundered warriors may earn limited privileges or higher status through combat prowess. However, due to their high intelligence, they are often assigned "lesser" tasks in service of Fiends.

Many Sundered become Warlocks, embracing their demonic nature. Those with sufficient power may be chosen to receive Devil's Marks. However, they remain subject to intense scrutiny and jealousy from other Demonkin, and their status heavily depends on their Devil patron's continuing favor.

In the first generations of captivity, the Fairkin offered significant resistance, with escape attempts and efforts to maintain their identity. Over time, these gave way to pragmatic adaptations and cultural blending, eventually resulting in complete assimilation into demonic society. So much time has passed since their original captivity that most Sundered have no knowledge of their historical origins as Fairkin.