
The Daemon


Appearance: Daemons appear entirely human, with natural eye colors and a wide range of shapes and sizes that make them indistinguishable from ordinary people. However, when the light catches their eyes just right, a faint greenish hollow is revealed, hinting at their otherworldly nature
Lifestyle: In the 1890s, daemons navigate the cultural and industrial shifts of the era with ease. Many pose as traveling performers, writers, or charismatic preachers, using their artistic talents and silver tongues to inspire, manipulate, or guide. They gravitate toward influential individuals or families, embedding themselves as trusted advisors or enigmatic patrons, subtly shaping generational legacies
Lifespan: Daemons exist indefinitely, their immortality tethered to a specific object, place, or person. As long as this bond remains intact, their body instantly sews itself back together, regrowing lost limbs or organs after any trauma. If the tether is destroyed, their body rapidly ages to its true lifespan, often disintegrating into ash or dust. This severance may cause linked objects to crack, hum, or shatter as the bond collapses.

Origin
Millennia ago, in the cradle of civilization—ancient Mesopotamia—where magic intertwined with the mortal realm and gods walked among men, a pair of twins were born to a revered priestess. Their birth was heralded as a divine omen, for twins embodied balance and duality, sacred in the eyes of their people. The priestess believed her children bore the blessings of Enki, god of wisdom, and Ereshkigal, goddess of the underworld.
The daughter inherited her mother’s gifts, becoming a healer of extraordinary talent. Her touch mended ailments beyond mortal remedy, and her connection to the divine seemed to channel the lifeblood of the Euphrates itself. She was revered as a living vessel of the gods' favor. The son’s gifts, however, were darker—subtle and insidious. Lacking the power to heal, he could command others with whispers that bent their will, his influence spreading like a shadow over the land.
As they grew, the twins became symbols of their culture’s ideals: the daughter a bringer of life, harmony, and balance; the son, an emblem of ambition and control. But as his sister’s gifts were celebrated and his own quietly feared, jealousy consumed the son. When she was declared the High Healer of the temple, entrusted with guiding the priesthood, his bitterness drove him to forbidden rites, invoking forces even the gods’ priests dared not approach.
Through these rituals, he twisted the sacred bond of siblinghood. Mesopotamian customs revered familial ties, but his magic corrupted this ideal. He forged a tether that enslaved his sister to his will, her immense abilities now his to command. Though she resisted, the bond proved unbreakable. Together, they moved through the centuries, her divine connection sustaining them both far beyond mortal lifespans.
Their existence became legend. Known as the "Etemmu-Imti"—the tethered spirits—they were both protectors and curses. But as centuries passed, the sister’s divine connection weakened, and when she succumbed to age at nearly 500 years, the tether unraveled. The son, whose existence depended entirely on her, perished alongside her.
From their deaths, the daemon’s were recognized—a being forged from control, now tethered to an object, place, or person. This tragic transformation marked the beginning of a new kind of existence. Under rare and unpredictable circumstances, descendants of their bloodline could give rise to daemons. Like the son, these beings imprinted on something in adulthood, granting them immortality tied to their anchor. If the anchor was destroyed, the daemon would perish, their fate severed as though by divine will.
As the priesthood scattered and their descendants fled persecution, the knowledge of daemons spread across the ancient world. Some remained in Mesopotamia, manipulating rulers and empires from the shadows, while others migrated. Over centuries, daemons became intermediaries, advisors, and manipulators, attaching themselves to kings, chieftains, and priestesses.
By the time the priesthood’s descendants reached Scotland, daemons had already established themselves as shadowy forces behind power. In the mist-covered highlands, they whispered to the first covens of witches, binding themselves to the descendants of the priestess who had birthed their kind. Subtle and patient, they shaped the fates of empires and covens alike—a lasting reminder of the peril in binding what was never meant to be controlled.
Presently
In the 1890s, daemons operate as masters of subtlety and manipulation. Their immortality and innate charisma make them indispensable players in the ever-shifting tides of industrial and cultural change. In Shadewood Hollow, their influence is pervasive but rarely acknowledged, woven into the fabric of the town’s struggles and ambitions. Unlike other races, daemons lack communal hierarchies, instead defining their status by the roles they fulfill and their effectiveness within those roles. While each daemon is free to pursue their own goals, they all ultimately answer to those who hold seats in The Congregation, the highest authority among their kind. These council members enforce The Covenant, ensuring daemons remain aligned with the laws that protect supernatural balance.
At the pinnacle of the daemon hierarchy are the Deal-Makers, whose contracts shape the fortunes and fates of mortals and supernaturals alike. Figures like Josiah Monaghan, the mine owner, become unwitting instruments of their schemes, their greed and ambition exploited with precision. Deal-Makers operate with finesse, their influence felt in the choices of their pawns, whose decisions ripple through Shadewood like strokes in a carefully plotted plan. Through whispered advice and strategic persuasion, they ensure the town’s unrest serves their inscrutable goals, all while maintaining the illusion that humans remain in control.
Below them are the Enforcers, daemons charged with upholding the terms of deals and bargains. Invisible yet relentless, Enforcers exact swift retribution against those who dare break their contracts. Their presence is felt in the cruel, inescapable twists of fate that befall the defiant. In Shadewood, they operate in the shadows, ensuring that the intricate web of daemon dealings remains intact and hidden from prying eyes. Their actions maintain the balance of power between humans and supernaturals, while protecting the secrecy of their race.
Not all daemons align themselves with wealth or power. Some, like Malachai "The Ferryman" Kane, tread a different path. Malachai moves among Shadewood’s downtrodden, offering quiet guidance to those at their lowest moments. Known for his calm presence and an air of ancient wisdom, he is both a comfort and a mystery. To some, Malachai is a savior, gently steering them toward choices that ease their suffering; to others, he is an omen of loss, his advice carrying a weight that reshapes destinies. His role is neither grand nor flashy, but his presence leaves an indelible mark on those he touches.
On the outskirts of this loose hierarchy are the Independents, daemons who forge their own paths without official ties to the larger structure. These individuals blend into Shadewood’s struggling community, presenting themselves as confidants, benefactors, or even friends while advancing their own agendas. Though their methods are small-scale compared to the Deal-Makers, their cunning often yields significant consequences as they maneuver for power and survival, remaining ever wary of The Congregation’s watchful eye.
Daemons in Shadewood Hollow are defined not by unity but by their roles and ambitions. Whether crafting contracts, enforcing agreements, guiding the lost, or pursuing personal advancement, their influence is an invisible yet undeniable force shaping the town’s destiny. They move through the Hollow like unseen architects, their actions rippling through the lives of mortals and supernaturals alike, ensuring that their race’s enigmatic agenda remains ever in motion.
Hierarchy
Daemons are driven by individual ambition but hold a deep respect for power and manipulation.
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Congregation Members: Ancient Deamons like Cyrus Haddonfield, Esme Delacroix, and Walter “Buck” Hargrove serve as representatives in the supernatural world’s governing body, ensuring daemons adhere to The Covenant.
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Deal-Makers: High-ranking daemons who negotiate influential contracts, control major resources, and subtly shape the fortunes of mortals and supernaturals alike.
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Enforcers: Daemons tasked with ensuring deals are upheld, often employing intimidation, manipulation, or brute force to maintain order and protect their kind’s interests.
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Independent Daemons: Lower-ranking daemons who operate outside formal hierarchies, relying on cunning or alliances to gain power and influence.
Etiquette
Etiquette refers to a set of customary behaviors, social norms, and unwritten rules that guide how individuals interact with one another in various settings. Etiquette is not about rigid rules but about avoiding offense or misunderstandings.
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Secrecy: Protecting the supernatural veil is crucial to all daemons, breaks in the veil are considered reckless and may result in undesired consequences.
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The Congregation: Adherence to directives is widely expected, with actions carefully weighed to align with the greater balance.
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Deals: Upholding contracts is a point of pride for daemons, with some broken deals seen as dishonorable.
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Interfaction Collaboration: Cooperation with other factions is encouraged when mutually beneficial, while unnecessary conflict is avoided.
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Subtlety: Quiet influence is admired, with bold actions rarely tolerated unless their outcomes justify the risk.
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Anchors: A daemon’s anchor is deeply personal, and interference may cause offense or retaliation.
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Children: Deals involving children are typically avoided, serving as both a moral and practical boundary.
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Domination: Subtle manipulation is preferred, while forceful control is seen as reckless unless necessary.
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Elusivity: Daemons generally work behind the scenes as advisors or facilitators, rarely engaging directly in conflicts.
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Challenging: Openly questioning another daemon’s authority is generally viewed as improper, with disputes typically addressed privately to preserve dignity and decorum.
Core Abilities
Every daemon begins with these abilities:
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Vitality Leech: The ability to drain life force from living beings to sustain themselves, heal wounds, or amplify their power. This requires the daemon to make direct contact with the victim's mouth, drawing energy and weakening them, similar to the effects of blood loss.
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Regeneration: Daemons can reform their bodies, regrowing lost limbs and repairing severe injuries over time as they feed.
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Telepathy: Daemons can project their thoughts or words into the minds of others, enabling silent communication or the sharing of vivid visions and memories. (Prolonged use may cause disorientation in Daemon and recipient).
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Thrallcraft: The innate power to bind the will of others, creating loyal servants or pawns who can be summoned from great distances (no more than 10 in-character miles) to serve the daemon’s needs. (Can only be broken by “Unbinding” spell).
Specialization Abilities
As daemons progress, they can acquire specialized abilities from the list below, learning one at a time, with a maximum of four in total. Rare abilities become available at level 3 progression.
Additionally, daemons may select up to four abilities from the human specialization list. They can learn one ability from the human list and one from the daemon list at a time before advancing further.
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Barrier Bane: Proficiency in dismantling magical defenses—wards, protective spells, and the like. (Requirement: Must have “Magic Sensory”, and be completed via ritual.)
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Beast Tamer: The power to dominate shapeshifters or werewolves, turning these fierce beings into tools for hunting, combat, or espionage. (Requirement: Must be completed via ritual with a personal item of theirs. This ability applies to their shifted forms, while Thrallcraft is intended for their human forms.)
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Emotional Leech: The ability to siphon intense emotions—fear, anger, joy—from those nearby, using that raw energy to fuel supernatural prowess.
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Soul Siphon: The ability to absorb life energy from nearby individuals to heal or sustain oneself, or strengthen an ally. This effect endures for five post rounds before the energy source is exhausted. (Requirement: Must remain within 15 feet of any targets (victim and ally) and maintin focus for the duration of siphon or transfer.)
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Ethereal Chains: Summons spectral chains that bind or immobilize a target. These chains are intangible to everyone but hold the victim fast until they fade or are released by the daemon.
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Flesh Warden: Mastery in maintaining and healing Thralls, keeping them battle-ready and deepening their loyalty. (Must have “Beast Tamer” to include shapeshifters and werewolves.)
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Iron Resistance: A gradual buildup of resilience to iron—short contacts are a mere nuisance, though prolonged exposure still packs a sting.
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Iron Will: Resistance to physical or mental coercion, ensuring unshakable focus even when the pressure is off the charts.
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Magic Sensory: An acute knack for detecting traces of supernatural activity—be it a recently cast spell or a lingering enchantment.
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Pactmaker: Expertise in forging binding agreements with mortals or supernaturals, locking in long-term benefits. (Requirement: Must be completed via ritual with a personal item of theirs.)
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Rune Binding: The ability to inscribe symbols of power that enhance Thralls, enforce magical contracts, or shield your domain. (Requirement: Must have “Pactmaker” for humans, witches, and vampires, or “Beast Tamer” for shapeshifters and werewolves, and be completed via ritual.)
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Shadow Meld: The knack for blending into darkness, making yourself virtually invisible to prying eyes.
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Veil of Shadows: Creates illusions or cloaks a small area in supernatural darkness—only visible to those caught in its influence. The effect naturally fades over time or once targets step outside its realm.
Limitations
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Binding Contracts: Daemons are irrevocably bound by the deals they make. Breaking a contract results in devastating consequences, including loss of power, debilitating pain, or death.
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Iron Vulnerability: Cold iron disrupts a daemon’s manipulation, burns their flesh, and severs their connection to their essence, leaving them defenseless for a short time.
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Energy Dependency: Daemons require a steady influx of life-force or emotional energy. Prolonged deprivation rapidly weakens them and may render them powerless.
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Holy Symbols and Rituals: Consecrated spaces and religious artifacts repel or harm daemons. Clerics and purification rites can temporarily incapacitate them.
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Life Tether: A daemon’s existence is anchored to a specific object, location, or individual. Destroying or severing this anchor removes their immortality, often turning them to dust.
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The Price of Power: Excessive use of energy reserves takes a toll on a daemon’s essence. Without time to recover, they risk falling incapacitated.
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Vulnerability to Warding: Witches can create wards that restrict a daemon’s powers, block their access to certain areas, or trap them entirely if they are powerful enough.
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Ritual Reliance: Many potent abilities require rituals, and personal items, leaving daemons reliant on preparation and precise execution.
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Ritual Fragility: During rituals, daemons are defenseless until completion. Interruptions can cause dangerous feedback, potentially harming the daemon or the surrounding environment.
Procreation
Daemons are uniquely born from two witches, their existence the result of a rare and unpredictable magical mutation that occurs in the womb. While incapable of reproducing among themselves, daemons can procreate with other supernatural beings. Such unions often produce hybrid offspring, whose abilities are unpredictable and frequently unstable.