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Tag Archives: Devils

A Ghastly Companion to Gothic Icons – PDF Available Now!

21 Wednesday Oct 2020

Posted by Daniel James Hanley in Gothic and Romantic Literature, Gothic Gaming, Historical Gaming, OGL, OSR

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18th Century, 19th century, Demons, Devils, Folklore, Ghastly Affair, Gothic Horror, Gothic Romance, Historical Gaming, OSR, Regency, Romantic Horror, Romanticism, Science Fiction


THEY’RE ALIVE! ALIVE!

Let history, literature, and folklore come alive with A Ghastly Companion to Gothic Icons !

Inside the virtual pages of this macabre PDF you will find such Terrors and Wonders as:

  • Ghastly Affair stats for Carmilla Karnstein (from Le Fanu’s “Carmilla”), Count Dracula (from Stoker’s “Dracula” and “Dracula’s Guest”), and Lord Ruthven (from Dr Polidori’s “The Vampyre).
  • The Clockwork Impostor (inspired by E.T.A. Hoffmann’s “The Sandman”), Victor Frankenstein (from Mary Shelley’s immortal classic “Frankenstein”), and a book-accurate rendition of Frankenstein’s Creature – in all his fast, agile, and literate glory!
  • The Amorous Revenant (inspired by Goethe’s “The Bride of Corinth”), the Reclaiming Revenant (inspired by the classic folktale “the Golden Arm”) and the Woman in White (inspired by folktales of ghosts such as La Llorona).
  • The Fire King (from the writings of Matthew Lewis and Walter Scott), the Hell Beast (a template for creating folkloric monsters such as Hell Hounds, Hell Horses, and Hell Cats), the Pact Devil (inspired by both medieval European and American Hoodoo lore), and the Seducer Devil (inspired by medieval demonology, and Lewis’s “The Monk”)
  • A writeup for Deacon Brodie (the real-life Dr Jekyll and Mr Hyde), Ghastly Affair stats for Heathcliff (from Emily Brontë’s “Wuthering Heights”), and stats for none other than the Marquis de Sade himself!
  • Ghastly Affair stats for three giants of early 19th century Gothic and Romantic literature – Lord Byron, Doctor Polidori, and Mary Shelley!
  • A complete system for randomly generating villages filled with strange inhabitants and dark secrets.
  • A fun set of table for randomly generating the baroque (and bizarre) titles of 18th century Gothic Romances.
  • A complete discussion of converting Ghastly Affair creatures for use with other OSR systems.

Plus, OSR-compatible stats for the Clockwork Impostor, Amorous Revenant, Reclaiming Revenant, Woman in White, Fire King, Hell Beast, Pact Devil, and Seducer Devil.

Guaranteed not to drag your soul down into awful and eternal torment. At least, probably not. Unless the man with that odd black book was misrepresenting the terms of our agreement.


A Ghastly Companion to Gothic Icons contains some material intended for mature readers.

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Happy Krampusnacht! Krampus and Saint Nicholas for the Ghastly Affair RPG.

05 Monday Dec 2016

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters

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18th Century, Austria, Bavaria, Christian Folklore, Christmas, Christmas Tradition, Devil, Devils, Eighteenth Century, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothick, Medieval Folklore, Napoleonic, role-playing game, Romantic Horror, rpg, Scary stories for Christmas, Styria, weird tradition, Yule


Mikuláš a Krampus 1901

The following take on Krampus and Saint Nicholas also incorporates a certain notorious Styrian from one of the classics of Gothic literature. Remember, this is all just for fun, and definitely not meant as a commentary on anybody’s beliefs.

Krampus
The Devil who punishes wicked children at Christmastime.

Creature Class: Spirit (Devil)
Number Appearing: 1
Initial Impression: The sound of cowbells and crying children, followed by the sudden appearance of an extremely hairy, grotesque man with a long, protruding tongue and large, goat-like horns. He carries a birch switch, has a basket on his back, and and is bound in chains from which several heavy bells are suspended.
Size: Human-sized

Perversity: 21
Disposition: Aggressive
Charisma: 7 Intelligence: 9 Wisdom: 15
Strength: 18 Dexterity: 15 Constitution: 18
Speed: 9

Armor Class: 4
Hit Dice: 5 (30 hp)
Attacks: 1 (claws, or grab)
Special Abilities: Diabolical Characteristics
Weaknesses: Diabolical Weaknesses, Distracted by Alcohol and Pretty Women
Assets: Skilled Torturer, Expert Grappler
Afflictions: Encumbered (by chains, heavy bells, and having two different feet)
Preternatural Powers: Cause Fear, Detect Evil, Detect Lies, Dimension Door, Knock, Invisibility, Major Creation (usually used to make birch switches and coal), Walk Through Shadows, Walk Through Walls

Natural Habitat: Wherever children are found at Christmastime (Bavaria, Austria, and adjacent areas). The dark and sulfurous caves of Hell.
Level: 5

In centuries past, Saint Nicholas put magical chains upon a Devil, and bound him to be the punisher of wicked children. Every night of December the 5th since then, the Devil Krampus has been summoned by Saint Nicholas to accompany him as he visits the children of Austria (and the surrounding lands). Good children receive gifts from Saint Nicholas. Wicked children receive the attentions of Krampus instead.

Krampus’ body is covered with shaggy hair, and he sports a large pair of goat horns. An extremely long tongue hangs from his fanged mouth, and his eyes burn like coals. One of his feet is human-like; the other is a cloven hoof. He always carries a switch of birch branches. The steel chains that bind him are attached to his wrists by manacles, and wrap around his body. Hanging from them are the large cowbells that announce his approach. On his back is strapped a basket, from out of which the small hand of a child will occasionally appear, accompanied by pitiful pleading.

Krampus’ punishments vary in severity, depending on his whims, and the extent of the child’s misdeeds. The most mild punishment consists of Krampus taunting the child with a present of coal, while he (or she) must watch other children enjoying the nice gifts given to them by Saint Nicholas. If Krampus is feeling especially mean, the coal will be glowing hot. Next in severity is a thorough birching, administered with the switch that Krampus carries for that purpose. Sometimes Krampus will then present the birch switch to the child or their parents, as a reminder. The very worst children are seized and stuffed into Krampus’ magical basket. Such unfortunates will be carried back to Hell, never to be seen again.

Although Krampus delights in the suffering of the wicked, he is himself thoroughly reprobate. His lust for schnapps and pretty girls is legendary. The moment Saint Nicholas is distracted, Krampus will take the opportunity to break valuable objects and cause general mischief.

Krampus is skilled at grabbing children and throwing them into his basket before they can wriggle free of his clutch. If challenged to a direct fight by an adult, however, Krampus will throw aside his birch switch and attack with his clawed hands. Saint Nicholas will not interfere in any fight involving Krampus, provided the Devil’s opponents are not themselves evil. If Krampus’ physical form is killed, he will disappear along with his chains. His basket will remain, however, dropping and spilling out all the children abducted that night. The fleeing children will then be given a stern warning by Saint Nicholas that they won’t escape punishment next time!

Some whisper that it was because of the wickedness he found in a certain family of Styrian aristocrats that Saint Nicholas first decided to take strict measures to instill virtue in Alpine children. In 1687 Saint Nicholas and Krampus paid another visit to that same aristocratic family, where they encountered a young daughter of the clan named Mircalla. That girl never forgot her humiliation by Krampus, even after her death. Thus, the Vampyre Carmilla Karnstein became Krampus’ eternal adversary, and she will stop at nothing to end his yearly visits to Styria.

Krampus’ Special Abilities

Basket of Imprisonment: The inside of Krampus’ basket is an infinitely large, pitch-black space with a cold stone floor. Krampus can always reach into the basket and pull out any child desired, however. The sound of crying children continually emanates from the Basket, and every so often a small hand or foot will peak out from under the lid.

Diabolical Characteristics: Krampus is immune to all weapons, except those which are made of silver, blessed, or otherwise enchanted. He cannot be harmed by fire, poison, disease, or any Special Ability or Preternatural Effect which target minds or emotions. Krampus can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust his eyes to changing light. He can speak, write, and understand all languages and forms of communication.

Krampus’ Weaknesses

Chains of Binding and Warning: The magical chains that Krampus wears allow Saint Nicholas to summon him at will, forces the Devil to obey direct commands from the Saint, and inflict 1d6 point of damage on their wearer if he touches anyone with a Perversity of 6 or lower. Furthermore, the bells attached to the chains are audible even when Krampus is Invisible.

Diabolical Weaknesses: Krampus is burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and is subject to the power of Faith. He is Vulnerable to Silver, and will not voluntarily touch it. As a Spirit, he is susceptible to all Preternatural Effects that target spiritual entities. Additionally, the initial appearance of Krampus will cause the entire Nearby Area to momentarily smell like burning sulfur.

Distracted by Alcohol and Pretty Women: If confronted by an offer of strong drink, or a particularly attractive young woman (especially one with an ample bosom), Krampus must make a Charisma Save. If he fails he will immediately break off whatever he is doing to drink the alcohol, or pursue the young woman.


Saint Nicholas
The generous but testy Patron Saint of children, merchants, and mariners.

Signs & Portents: If encountered at Christmastime, a light snow falls, and children become giddy. If at sea, the winds become favorable, and fish are drawn to the nets and hooks of anglers.
Initial Impression: A mature, white-bearded man with a dark complexion, dressed in the white, red and gold vestments of a bishop. A halo of light surrounds his head. He bears a golden crozier in one hand, and with the other holds a sack filled with oranges, gold coins, and small toys. The odor of fine incense emanates from his body.
Size: Human-sized

Perversity: 5
Disposition: Determined
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 Dexterity: 20 Constitution: 20
Speed: 9

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (punch in the face)
Special Abilities: Angelic (Saintly) Characteristics | True Resurrection
Weaknesses: Limited Power Over Spirits (Angels only) | Intolerant of Disbelief
Assets: Master of All Crafts | Master Mariner | Brilliant Businessman | Skilled Boxer
Afflictions: Short Temper
Preternatural Powers: All Transmutations, all 0 – 3rd Level Blessings, Divinations, Evocations, Fascinations, and Glamors, but no Maledictions.
Favored Preternatural Powers: Augury, Control Winds, Consecrate Object, Create Food and Water, Cure Serious Wounds, Detect Evil, Enchant Weird Object, Fertility, Fly, Invisibility, Knock, Major Creation (permanent, and can make precious objects), Rain of Fish, Read Minds, Teleport

Usual Surroundings: Wherever children live at Christmastime. Wherever his holy relics are found. Ships at sea. The shops of pious merchants. Poor houses with unmarried daughters.
Level: 10

Saint Nicholas is among the Saints who take a very active interest in events on Earth. On the night of December 5th every year (the eve of his Feast day) he visits homes, distributing small gifts to good children. Centuries ago, however, he became disgusted at the wickedness he found among some children in the German-speaking Alpine regions. He decided to bind a Devil named Krampus into his service, and he charged the diabolical being with the task of punishing misbehaving youngsters. Since that time the two have traveled together to reward the virtuous, and torment the wicked.

Although he is renowned for his generosity, Saint Nicholas’ short temper is just as legendary. When he lived on Earth he was a delegate to the Council of Nicea, where he famously punched the unorthodox theologian Arias in the face. The Saint will become incensed by any heretical or rationalist argument, which can cause his physical incarnation to actually explode with anger!

Although best known as the patron Saint of children, mariners and merchants also pray for Saint Nicholas’ intercession. The Saint can calm storms, and his presence causes the nets of fishermen to become filled. His powers allow him to make almost anything he wants from thin air, including Weird Objects. Unlike human magicians, he can even make objects of precious metal or gemstone through his Preternatural power of Major Creation. He can restock a poor merchant’s entire inventory, and create dowries to keep poor unmarried girls from resorting to prostitution. His mightiest power, however, is his ability to resurrect the dead, without the baleful consequences that often result when profane sorcerers attempt the same miracle.

It is whispered among certain Demon Hunters that it was the twisted spawn of the infamous Karnstein family that first made Saint Nicholas so angry that he decided to employ Krampus. To this day the sole remaining Karnstein, the Vampyre Carmilla, schemes to destroy Saint Nicholas (and his diabolical servant). Of course, Saint Nicholas is immortal (and can repel Carmilla with his Faith), but still she seeks some way to eliminate him from the Earth forever.

Saint Nicholas has a great rivalry with the Yuletide Fairies and Elves of the Winter Court, such as Father Christmas, Père Noël, and La Befana. While Saint Nicholas stands for morality and religious observance, Father Christmas and his ilk promote feasting and general good cheer, without concern for the religious significance. Perhaps some kind of accord is possible, if Saint Nicholas could learn to be more jolly, and the winter elves agreed to help make toys. Otherwise, the dispute regarding the proper celebration of the Holiday may well result in Saint Nicholas punching one (or more) of the other powers in the face.

Saint Nicholas’ Special Abilities

Angelic (Saintly) Characteristics: Saint Nicholas is immune to all mundane weapons, all poisons, all diseases, any effect of an electrical nature, and all Fascination effects. He can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust his eyes to changing light. Saint Nicholas can speak, write, and understand all languages and forms of communication.

True Resurrection: Saint Nicholas can resurrect any dead person to full life, no matter how long they have been deceased, or the condition of their body. The resurrected person suffers no ill effects or increase in Perversity.

Saint Nicholas’ Weaknesses

Intolerant of Disbelief: If for some reason one wished to send Saint Nicholas back to Heaven, the surest way is to beat him in a theological debate over the supremacy of reason over faith. Naturally, since he is a Saint and prodigiously Intelligent to boot, it’s extremely difficult to do so. A debater must first succeed at an Intelligence check, to make a point solid enough that Saint Nicholas takes it seriously. Then, the debater must succeed in 3 successive Intelligence Contests against the Saint, without losing a single one. A debater that fails will be quickly, and repeatedly, punched in the face by Saint Nicholas. If the Saint is defeated, however, his face will turn red and emit steam, just before his physical body explodes. Naturally, once Saint Nicholas is able to return to Earth he will deal with the blasphemous disbeliever!

Limited Power Over Spirits: Saint Nicholas can only target Angels when he employs the following Preternatural Powers: Banish Spirit, Bind Spirit, Summon Spirit. He can, however, repel creatures of supernatural Evil through Faith. When he bound Krampus to his service, he first punched the Devil in the face, and then placed the Chains of Binding and Warning on him.

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Incarnations: The Devil, Death, and More for Ghastly Affair.

18 Thursday Jun 2015

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters, OGL

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Ancient Folklore, Angel, Angels, Christian Folklore, Demon, Demons, Devil, Devils, Fairies, Fairy Folk, Fallen Angels, Fey, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Hebrew Folklore, Infernal, Infernals, Medieval Folklore, OGL, role-playing game, Romantic Horror


Bargaining with the Devil, dancing with Death, or escaping from cruel Life-in-Death are all classic situations from Gothic and Romantic-era art and literature. The following guidelines for Presenters bring the physical Incarnations of spiritual powers into the Ghastly Affair role-playing game.

Incarnations are meant to be plot devices. They can be secret benefactors, adversaries that create endless trouble, or even romantic interests for Player Characters. They should not be treated as just another kind of creature for Demon Hunters to fight.

Naturally, everything that follows is for gaming purposes only, and no commentary on any real-life religious or spiritual belief is intended.

Incarnation
The physical manifestation of a spiritual power or principle.

Signs & Portents: At least one weather effect, and one condition that affects the behavior or physical condition of living things.
Number Appearing: 1
Initial Impression: Varies by Form, but usually human-like.
Size: Human-sized (or by form)

Perversity: Usually 0 for Angelic Incarnations, 21 or higher for Demonic and Diabolical Incarnations, and 9 – 20 for Fairy Folk. Pagan Gods can have any Perversity, according to their nature.
Disposition: Most Angelic Incarnations are Determined or Friendly. Demonic and Diabolical Incarnations tend to be Aggressive or Scheming. Fairy Folk tend to be be Aggressive, Curious, Goading, or Scheming. Pagan Gods tend to be Determined, but could potentially have any Disposition.
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 (or by form) Dexterity: 20 (or by form) Constitution: 20 (or by form)
Speed: 9 (or by form)

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (by weapon type)
Special Abilities: Spirit Abilities (by spirit type), Unique Ability.
Weaknesses: Limited Power Over Spirits, Spirit Weaknesses (by spirit type), Unique Weakness.
Assets: Vary
Afflictions: Vary
Preternatural Powers: All from one Sphere (Blessing, Divination, Evocation, Fascination, Glamor, Malediction, or Transmutation), none from one Sphere, and all 0 – 3rd Level effects from the remaining Spheres.
Favored Preternatural Powers: At least 5 Preternatural Powers that the Incarnation commonly manifests when encountering ordinary humans.

Natural Habitat: By associated Spirit type.
Level: 10

An Incarnation is the limited, physical form of a personified spiritual force or principle. Examples of Incarnations include the physical forms of abstractions such as Death and Albion, pagan gods such as Venus and Pan, and Archfiends such as Asmodeus and Belphagor. Fairy royalty such as King Oberon and Queen Mab can also presented using the rules for Incarnations.

The flesh and blood bodies of Incarnations need to eat, drink, breathe, sleep, and excrete. Even the Revenant-like Incarnations of Death and Life-In-Death need to eat and sleep (although the grisly repasts of abominable Life-in-Death are best not described). As attested in mythology, Incarnations can produce offspring with human beings. The children so produced are always special in some way – frequently they are born initiated Magicians.

The arrival of an Incarnation is always accompanied by Signs and Portents in the environment, affecting a one mile radius around the entity. These Signs and Portents will begin 10 minutes before the Incarnation arrives, and generally persist in the area around it until the being leaves the Mundane World. There will always be at least alteration in the local weather, and one noticeable change in the behavior of people, Animals, and/or Monsters.

  • For example, the coming of Death is accompanied by thunder and lightning, the darkening of the sky, and the nervous agitation of mundane Animals.

An Incarnation is usually human-like in form, but certain powers will also incarnate as Animals or Monsters. Death might take the form of a raven, for example, while the Archfiend Beelzebub likes to appear as a monstrously large fly, or anthropomorphic goat. The forms assumed by Fairy royalty often mix human, animal and occasionally vegetable features, but are usually humanoid in overall shape. In general, all of an Incarnation’s Abilities will be rated at 20. If an Incarnation’s form replicates that of another creature it will posses the Abilities of that form, if those Abilities are higher than 20. Most Incarnations can also alter their form using Disguise Self or Transform Self. Some, however (such as the Incarnation of the Archfiend Mammon) are unable to use any Transmutation powers, and must stay in one form until they leave the Material World .

Every Incarnation has a set of favored Preternatural Powers that they tend to use when they encounter people. In addition, they can potentially create a vast array of other Preternatural Effects. Each Incarnation has a favored Sphere (Blessing, Divination, Evocation, Fascination, Glamor, Malediction, or Transmutation) from which it can use any Preternatural Power of any Level. However, each Incarnation also has an eschewed Sphere, from which they will not manifest any effects. The Incarnation can furthermore employ any 0, 1st, 2nd, or 3rd Level Preternatural Power from the remaining Spheres. All Powers can be used an unlimited amount of times, but manifesting a Power counts as the Incarnation’s action in a Round. An Incarnation can only employ the Banish Spirit, Bind Spirit, or Summon Spirit effects against Spirits of its own type.

  • For example, the Archfiend Lucifer’s favored Powers are Charm Person, Inflict Love, Fame, Fly, Phantasmagoria III, and Suggestion. He can use any Fascination effect of any Level, however, an unlimited number of times. He can also employ any 0, 1st, 2nd, or 3rd Level Level Evocation, Fascination, Glamor, Malediction, or Transmutation Power, as needed. However, his eschewed Sphere is Divination. His overwhelming pride prevents him from foreseeing the consequences of his actions, believing anything is more powerful than himself, or entertaining the notion that any of his schemes might fail. He may, however, insist that he has the ability to know everything and foretell the future.

The spiritual power or principle behind an Incarnation can never be destroyed permanently, but the physical Incarnation itself can be defeated. Physically fighting an Incarnation is difficult to the point of foolishness, however. Not only are Incarnations difficult to effectively strike, and immune to most weapons, but most can also use Preternatural Powers to heal their physical bodies. The most likely way one will defeat an Incarnation is by exploiting its Unique Weakness. It is also suggested that whenever the Presenter introduces a malevolent Incarnation into an Affair that the Player Characters also be given access to a Weird Object or Holy Relic that can destroy the Incarnation with a single strike. Of course, the Drawback for owning and wielding such an item should be suitably severe.

A banished or destroyed Incarnation cannot reform in the material world until the beginning of the next season. The spiritual power or principle will still operate and affect the world, of course, but is unable to physically manifest in a body.

  • For example, living things will continue to die if the Incarnation of Death is banished or destroyed in the Summer, but then Death will be unable to form a new physical Incarnation until the coming of Autumn.

All Preternatural Effects caused by a banished (or destroyed) Incarnation will be instantly undone.

Despite possessing the same Special Abilities and Weaknesses of other Spirits, Incarnations cannot be summoned by the use of the usual Summon Spirit ceremony. However, each Incarnation has its own unique Magical Ritual by which it can be called. Most such rituals are extremely difficult, although summoning Death, for example, can be as simple as issuing him a challenge to play chess. The Presenter should design the ritual that Summons an Incarnation to accord with the Motifs of the Affair in which it is plays a part. Also note that Incarnations are affected by Preternatural Effects such as Bind Spirit and Banish Spirit, if used by a Level 10 Magician.

Any weapon used by an Incarnation counts as an Enchanted Weapon, and can damage creatures of any type, including incorporeal beings.

Special Abilities

Spirit Abilities: Each Incarnation belongs to a classifications of Spirit beings, such as Angels, Demons, Devils, Fairies, or Ghosts. An Incarnation therefore has all the Special Abilities of its type. In the case of of pagan gods (such as Venus), their Divine Special Abilities (and Weaknesses) are similar to those of Angels. All Incarnations are therefore immune to normal weapons, but most are also vulnerable to certain materials and substances.

  • For example, the “Dreaded Name Demogorgon” has all the special Abilities of a Demon, along with numerous Preternatural Powers. He cannot be harmed any weapon which is not blessed, Enchanted, or made of pure iron. Nor is he affected by acid, cold, disease, or any Special Ability or Preternatural Effect which target minds or emotions. Demogorgon has perfect vision in all lighting conditions. He can speak, write, and understand all languages and forms of communication.

Unique Ability: Every Incarnation has a single Ability that is more powerful than the usual range of Preternatural Effects. The Incarnation can usually employ this ability an unlimited amount of times, but can take no other action while they do so.

  • For example, the god Pan can cause all mundane beings that see him to be overcome with extreme fear, regardless of their size or power.

Weaknesses

Limited Power Over Spirits: An Incarnation can only employ the Banish Spirit, Bind Spirit, or Summon Spirit effects against Spirits of its own type.

Spirit Weaknesses: An Incarnation shares the Weaknesses of its associated Spirit Type.

  • For example, the Incarnation of Demogorgon is vulnerable to (and afraid of) iron and holy water, cannot enter holy ground, and is repelled by pure salt. He might be held at bay by the Faith of the good and innocent. For all his terrible power, Demogorgon must check Morale if hit with an iron fireplace poker. Of course, it is unlikely he would fail a Charisma Check, but the possibility exists.

Unique Weakness: In addition to the Weaknesses common to their type of Spirit, each Incarnation has a unique Weakness that can be exploited to defeat them.

  • For example, the Incarnation of Death will accept any wager, challenge, or contest where the challenger agrees to forfeit their life if they lose. If Death loses such a contest, however, it is banished.

Coming next: The write-ups for the Incarnations of Death, Life-in-Death, and the Devil himself!

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Ammunition of the Freeshooter – An Artifact From German Folklore

02 Friday Mar 2012

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, Magic Items, OGL

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curse, Demon, Demons, Devil, Devils, Folklore, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Hell, Infernal, Romanticism


The German folktale of the “Freischütz” or Freeshooter, has inspired both an opera by Weber, and a musical by Tom Waits,William S. Burroughs, and Robert Wilson.

Ammunition of the Freeshooter

Ammunition of the Freeshooter can be found as arrows, bullets, throwing knives, or any other kind of single use artillery. Whatever the form, there will always be seven pieces of Ammunition, and all will look identical. Six of them will unerringly hit and instantly kill whatever they are aimed at, requiring neither a to-hit or damage roll. The seventh piece of Ammunition, however, is under the complete control of Evil. When it is used it will automatically strike and kill either the user, or someone dear to them (equal chances for either). If the Ammunition targets a loved one, it can travel half way around the world to kill them.

To simulate the Ammunition, the Player should be given seven playing cards, one of which is the Ace of Spades. Every time a piece of Ammunition is used, the Player has to draw one of the cards. If the card is not the Ace of Spades, the shot is not cursed, and the card is discarded. If the Ace of Spades is drawn, the Player’s character has used the cursed seventh shot. Once the cursed shot is used, any remaining Ammunition disappears.

Ammunition of the Freeshooter is made by, or under the direction of, the Craft Devils. It is often provided to the foolish and desperate by the Pact Devils, who will demand the petitioner’s soul in exchange for the “gift”.

It is not possible to mark the Ammunition in any way, and no magic can indicate which piece of Ammunition in the group is the cursed one. A Wish can be used to keep the next shot from being the cursed one, but if the cursed seventh shot is the only one left, a Wish will not change its nature. Naturally, Remove Curse is completely useless against Ammunition of the Freeshooter, but the caster will always think the spell has worked. The Devil that provides the Ammunition may actually encourage the Ammunition’s owner to attempt to remove its curse, for the sadistic pleasure of laughing at the owner when they nonetheless suffer the consequences of the seventh shot.

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Spirits of Heaven and Hell – Free PDF now available

02 Saturday Jul 2011

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, Monsters, OGL

≈ 3 Comments

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Ancient Folklore, Angel, Angelic, Angels, Cambion, Castles & Crusades, Celestial Being, Christian Folklore, Devil, Devils, Fallen Angels, Folklore, Free RPG, Heaven, Hebrew Folklore, Hell, Incubus, Infernal, Infernals, Jewish Legend, Luminous Devil, Medieval Folklore, Medieval Magic, Nephil, Nephilim, OGL, Pact Devil, Seven Heavens, Succubus, Wrath Devil


Bring the Angels and Devils of lore to your Castles & Crusades game with “Spirits of Heaven and Hell.”!

“Spirits of Heaven and Hell” includes both “An Account of the Angels” and “A Directory of Devils”.

16 Celestial and Infernal beings in all, ranging from the tricky Pact Devil who makes deals at lonely crossroads, to the mighty Seraph, whose mere presence can burn mortal creatures to cinders.

Inspired by real-world legends, folklore, art, and mythology, they’ll give your games a touch of authenticity.

Also includes discussions of the Seven Heavens of the Blessed, and the Seven Hells of the Damned.

Download it now – Absolutely FREE!

“Spirits of Heaven and Hell” is meant solely as an aid for role-playing games, and is neither a serious work of theology, or a commentary on any real-world religion or belief system.

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A Fantasy Cosmology, Part II

13 Monday Jun 2011

Posted by Daniel James Hanley in Castles & Crusades, Folklore, OGL

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Ancient Folklore, Castles & Crusades, Celestial Being, Celtic Folklore, Christian Folklore, Demon, Devil, Devils, Fairies, Fairy, Fey, Folklore, Infernal, Infernals, Jewish Legend, Medieval Folklore, Medieval Magic, OGL, Otherworld


Part I covers the overall plan of the Cosmos, and the Supernal Spheres.

Part III covers the Afterlife.

 

The Sublunary Worlds

All the spheres above (and including) the First Planetary (or Lunar) Sphere are referred to as the Supernal Spheres. All the spheres below the Lunar Sphere are referred to as the Sublunary Worlds.

Below (or enclosed by) the Planetary Spheres is the Luminous Ether, an expanse of the Ethereal Plane that glows with light. Transport within the Luminous Ether is especially rapid, and travelers there report sighting of strange ships piloted by an unknown race.

Enclosed by the Luminous Ether is the Zone of Flame, or Celestial Fire. It is inhabited by the Fire Elementals, as well as the Daimons known as the Synoches.

Enclosed by the Celestial Fire is the Zone of Water, or The Waters Above. The Water Elementals dwell there, along with the Daimons called the Teletarches.

Below (and within) the Waters Above, is the Zone of Air, or Dome of the Sky. The Dome of the Sky is said to support the Waters Above. The Dome is primarily inhabited by the Air Elementals, but the Iunges Daimons also dwell therein.

Under (and within) the Dome of the Sky is The Earth, and the Mundane World.

The Ends of the Earth

The Mundane World is the sunlit realm of common human experience. Besides the Mundane World, the Earth encompasses six other Ends, or Dimensions. Each Dimension is just as real and material as the Mundane World, and is directly adjacent to it. Reaching the other Ends of the Earth is not just a matter of traveling in the right direction, but also of moving in the proper manner. To reach the Underworld from the Mundane World, one does not simply need to dig a deep enough hole; it must be the correct hole, dug in the correct place, at the correct time, and in the correct way.

The Underworld, or Chthon, lies below the surface of the Mundane World. The Underworld is inhabited by abominations of every kind. Demons and Devils often wander there. Mortal souls who become trapped in the Underworld become the Hungry Dead, maintaining a tortured existence by feeding upon the living.

The Antipodes is said to exist on the other side of the the Mundane World. The strange Antipodeans who inhabit it are said to live their lives perpetually upside-down and backwards.

The Torrid Zone lies between the Mundane World and the Antipodes. It is said to be filled with volcanoes, and geysers, and to constantly swelter under a cloudless sky. While the Torrid Zone is supposedly too hot for most mundane creatures to bear, dragons and other heat-loving monsters are also said to infest it.

Shadowland is reached through the shadows and dark corners of the Mundane World. It is a gloomy place of illusion, shifting shade, and perpetual twilight, inhabited by the insubstantial Shadow People.

The Pillars of the Earth surround the Mundane World. They take the form of four vast mountains that are said to be so high they touch (and support) the Dome of the Sky. The Pillars of the Earth are inhabited by the Earth Elementals, the Kalodaimons, and various creatures made of living stone, metal, and crystal. Some who claim to have visited the Pillars of the Earth claim to have also seen the bones and ruined cities of a race of giants hundreds of feet tall.

The Otherworld of the Fairy Folk is said to lie in every direction beyond all other Ends of the Earth. It is also known by names such as Fairyland and Paristan. The Honored Ancestors dwell in the Otherworld, along with those mortals that the Fairy Folk have either invited or abducted. Although they hold the Otherworld as their exclusive domain, the Fairy Folk can actually be found throughout the Sublunary Material Worlds above the Infernal Realms.

The Infernal Realms

Below and within the Earth is Purgatory, which is both a Spiritual and Material World, and therefore accessible through either the Astral and Ethereal planes. Purgatory is a place of spiritual testing and purification. Parts of Purgatory range from dark caverns infested with symbolic monsters, to crucibles where souls are re-made into purer versions of themselves. Although it superficially resembles the Pits of Hell, Purgatory is not a place of perpetual torment. Purgatory has no permanent inhabitants, although creatures from across the Cosmos visit or wander into it. Angels and Archons both use the tests of Purgatory to purify wavering souls. In a rare example of cooperation between the various spiritual powers, Devils will participate in the trials of Purgatory, eager for the chance to torment souls they would not be ordinarily able to. Strangely for a Spiritual World, time in Purgatory passes at exactly the same rate as in the Mundane World.

Below Purgatory is Limbo, the borderland to the Pits of Hell. Although Limbo is actually a region of the Astral Plane, no stars shine in it. It is the dwelling place of all those denied a place anywhere else in the Cosmos. Dead souls, murdered gods, fragments of forgotten dreams, and those awaiting final judgment from various spiritual powers, all reside in Limbo. Since Limbo is merely a place of endless waiting, and not a punishment of any kind, parts of it can be quite pleasant. Visitors to Limbo sometimes find lovely gardens and vast archaic palaces floating in the darkness, inhabited by the devotees of long vanquished faiths. Time barely exists in Limbo, and even the smallest actions there can occupy ages relative to other Worlds. Although it resembles the Outer Darkness in some ways, it is not part of it. For example, Demons seldom visit Limbo. Limbo is also known as Sheol, or poetically, The Grave.

The Pits of Hell are the prisons of the Devils and the Damned Souls, and the source of all Evil. The Seven Pits are arranged from the outermost First Pit (of Envy) to the lowest, innermost Seventh Pit (of Pride). At the lowest nadir of existence is the Lake of Fire, and there in the center of all the Worlds, the most arrogant of the Devils are imprisoned by every Sphere of the Cosmos.

The Outer Darkness itself is sometime classed as an Infernal Realm, although most sages place it outside the ordered Cosmos altogether.

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Optional Rules For The Magician Class

06 Thursday Jan 2011

Posted by Daniel James Hanley in Castles & Crusades, Classes, Folklore, Gothic Gaming, OGL

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Tags

Ancient Folklore, Angels, Castles & Crusades, Celtic Folklore, Celtic Magic, Christian Folklore, Demons, Devils, Fairy, Folklore, Medieval Folklore, Medieval Magic, OGL


OPTIONAL RULES FOR MAGICIANS
The following optional rules would allow CKs and players to tailor the Magician class to their own Campaigns. Some create role-playing challenges, some replicate the qualities of Magicians from cultures other than medieval Europe, and some greatly increase the power of Magicians.

POETIC INCANTATIONS: Instead of the Magician using a Magical Implement, she would create her Incantations through Poetry. Every time such a Magician wants to use an Incantation she knows, the player must spontaneously create a rhyming couplet that indicates the spell effect desired, and its target. The player must create a new couplet each time she wants to use an Incantation. This option would replicate much of the magic of Celtic legend, which often relied on just such Poetic Incantations.

MULTIPLE TALISMANS: Instead of having only one Talisman active at a time, the Magician could keep many charged at the same time. The total Levels of active Talismans would be equal to the Magician’s own Level. Therefore, an 8th Level Magician would be able to keep 8 total levels of spell effects constantly bound in Talismans. This option would more faithfully replicate the historical employment of Talismans, but also increase the power of the Magician class. It is only recommended if the CK is somewhat stringent in his placement of magic items in treasure. The Magician might also pay for this power with a 20% penalty to earned Experience Points.

PERSISTENT TALISMANS: Instead of Talismans only lasting 28 days, they could persist until the Magician either discharges them, or dies. By itself, this option would increase the power of the Magician slightly. If combined with the Multiple Talismans options, Magicians would become much more powerful than any other character class. The CK is advised to decrease the availability of magic items severely if both the Multiple Talismans and Persistent Talismans options are employed in the Campaign. The CK might also decide to inflict a 10% penalty on the Magician’s earned experience points to pay for the power to make Talismans persistent.

EMPOWERING ACT: Instead of having a Power Object, the Magician could draw her strength from a obsessive daily ritual. Typically, this would mean a period of silent meditation, but acts of a more illicit nature have also been used by the Magicians of legend. The Magician character would have to perform her Empowering Act every day, for a number of minutes equal to her character Level times 15. For example, a 10th level Magician would have to perform their Empowering Act for at least two and a half hours each day. Failure to perform the Empowering Act would deprive the Magician of the ability to use magic until the next day.

EMPOWERING BANS: Rather than possessing a Power Object, the Magician might be inflicted with mysterious Bans, or Taboos. This option would replicate the taboos of shamans, the as well as the geasa of the Irish Druids. The Magician would acquire a new Ban every Level. Bans might include never wearing a certain color, not eating a certain kind of common meat, never saying a certain word, never refusing a request from a certain kind of person, etc. For every Ban broken, the Magician would lose one Level for the remainder of the day. Naturally, CKs should try to create situations where the Magician might break his Bans!

GRASPING AT POWER: Using this option, a Magician could attempt to cast a spell that he knows, but is normally above his Level. The player would roll a d20, and add their character’s Intelligence modifier. The result would be compared to the chart below, to find the result of the Magician’s Grasping At Power.

Effect of Grasping At Power:
1-2 – Spell fails, and the Magician is slain, body and soul. Resurrection is impossible.
3-4 – Spell fails, and the Magician is killed from physical strain. Can possibly be Raised or Resurrected with appropriate magic.
5-6 – Magician is bodily transported to another plane of existence and imprisoned there.
7-8 – Spell occurs, but backfires. If it was an offensive spell, it affects the caster. If the spell was a Summoning, the Summoned creature is extremely hostile, and can ignore any of the Magician’s spells intended to hinder or harm it. If the spell was intended to help the caster, it instead harms him. Ability increases become penalties, healing spells inflict damage, and protection spells that backfire inflict total vulnerability (i.e arrows always hit, etc.)
9-10 – Spell occurs and assumes a life of its own, becoming permanent until someone dispels it. The Magician has no control over the spell. If it is a offensive spell, it continues perpetually in its original area of effect, but not necessarily against its intended target. If the spell was a Summoning, it continues to Summon its intended subject (which is under no kind of control) once every day in a perpetual loop. Spells like Telekinesis or Unseen Servant can create an effect similar to a Poltergeist haunting. A Spell like Teleport could cause the caster to randomly and constantly disappear and re-appear in strange locations. Spells that are personally beneficial will inevitably become twisted curses, such as a perpetual increase in Intelligence eventually causing the Magician’s brain to swell and explode. A creature inflicted with perpetual healing may turn into a regenerating freak covered with bizarre growths. A perpetual Wish might trap the Magician in an alternate reality where everything he says becomes literally (and horribly) true.
11-13 – Spell simply fails, with no side effects.
14-15 – Spell is cast, but the Magician is reduced to 1 hp, and falls into a deep slumber from which they cannot be roused for a number of days equal to the Level of the spell they attempted.
16-17 – Spell works, but the Grasping At Power attracts the notice of an extraplaner creature inimical to the Magician, who will thereafter become a constant annoyance.
18-19 – Spell works, but is only minimally effective (minimum damage, etc.).
20+ – Spell works as normal, with no side effects.

If the player rolls a natural 20, the Magician also attains new insight into magic, and gains Experience Points equal to 1,000 x the Level of the spell.

TEST OF ALLEGIANCE: If this option is used, every time time the Magician uses a Pact there would be a percentage chance, equal to the Pact’s Level, that the granting Power will demand an appropriate service from the Magician for the right to continue using the Pact. Tests of Allegiance appropriate to specific powers might include:
Angels: Rescue an orphan from a pack of werewolves. Anonymously deliver food and money to a starving family.
Demons: Throw a rotting dog down a local well to poison it. Unseal the terrestrial prison of a Demon.
Devils: Seduce a local beauty studying to enter a chaste religious order. Falsely accuse an innocent woman of being a witch.
Fairy Folk: Help a Fairy gain a human lover. Secretly replace all the holy hymnals at a temple with bawdy songs.

Note: Thanks to Serleran for suggesting the The Grasping At Power and Test of Allegiance options on the Troll Lord Games Forums.

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Concerning Hell: The Pit of Envy

12 Friday Nov 2010

Posted by Daniel James Hanley in Castles & Crusades, Gothic Gaming, OGL

≈ 1 Comment

Tags

Castles & Crusades, Devil, Devils, Hell, Infernal, Infernals


What follows is the first in series of articles focusing further on the Pits of Hell. It’s meant solely as inspirational text for fantasy gaming, and is a companion piece to my articles on folklore-based Devils for the Castles & Crusades game. It is not intended as a serious work of theology.

The Pit of Envy

The Pit of Envy waits for those souls who in life loved malicious gossip, who spread lies for their own pleasure and gain, or bore ill will against those more fortunate than themselves. No being need fling such souls into the Pit against their will. All the Pits of Hell are baited traps, which the vice-ridden willingly enter.

After death, souls weighed down by the vice of Envy will hear the echoing sounds of whispered secrets and outrageous accusations. If those sounds are followed, the soul will come to a place of mists, where a gigantic sea-serpent’s head lies with its mouth agape. The echoing gossip will seem to emanate from within the monster’s mouth. This is the Hell-mouth of Envy, and might also be found in the Ether, in the Astral Plane, or even on any of the Material Worlds. The powers of Envy cannot, however, extend their maw into the gardens of Heaven, or the Planetary Spheres.

The Hell-mouth of Envy is large enough to enter, and richly dressed people, possessing all the objects the dead person desired in life, will be walking in and out of it. When the soul enters the maw, it is revealed to be the opening of a long, slimy cavern. Eventually, the soul will wander into a dead end that resounds with their own voice, screaming accusations against the people the deceased hated most in life. Suddenly, a sinkhole will open beneath the feet of the envious soul. The damned person will fall for what seems like days, until she impacts a surface of muddy slush and ice.

The Pit of Envy appears to be an endless frozen swamp under a solid gray sky, without sun, moon, or stars. Although cliffs and buildings will be visible on every far horizon, it seems impossible to actually reach them. In places, the icy surface of the swamp gives way to islands covered with dead weeds, or leafless, rotted trees. The ice is also occasionally riven by great slush-rimmed cracks, from which massive walls of steam, and jets of fire, will erupt. Everywhere in the Pit are the sounds of invectives and allegations, for the Pit of Envy is the courthouse of Hell.

The newly arrived damned soul will be left to wander across the desolation for some time, only to be unexpectedly apprehended by one or more Tormentor Devils. The soul will be beaten, bound, and dragged across the waste to a crowd of fellow damned souls, who seem to be attending a trial of some kind. The newly arrived damned soul will be pushed through the surrounding crowd and find herself in a fully appointed court, set up on the filthy ice. Behind the grotesquely carved bench will be a Marquis of the Accuser Devils, dressed in a parody of the attire worn by human judges. The sinner has arrived at her own infernal trial.

The damned will be thrown to her knees, as another Accuser Devil begins to read from an absurdly large scroll, exposing every one of the defendant’s crimes and embarrassing secrets. From time to time, the fellow damned who have been herded to the trial will be forced to step forward, identify themselves, and accuse the defendant of some wrongdoing, either real or fictitious. The trial will cover every hour of every day of the defendant’s life, with the prosecuting Devil dwelling at length upon how stupid, disgusting, worthless, and unforgivable the defendant is. If the defendant doesn’t answer a charge, they will be flogged, or otherwise tortured until they do. Often, the damned will be forced to torture their fellow damned, in order to instill resentment. Whenever the defendant speaks, she will also be charged at every turn with violating various arcane courtroom procedures, all of which add to to the time she must serve in Hell. Denying a charge, for example, carries a charge of slander against the prosecuting Devil. Simulacrums of all those the defendant has wronged (along with recreations of any relevant objects or places), will be brought before the court, where the counterfeit people will recount how much they were harmed by the damned soul in life.

When the trial is completed, after what seems like decades (during which no recesses will have been called), the defendant will be judged, using the most degrading and obscene language possible. Naturally, the sentence will add up to millions of years in the Pit of Envy. Afterward, the convicted will be flung into the crowd of damned, and a random former spectator (and witness) will be dragged before the court, and subjected to a trial. The whole process will be repeated, but the new damned soul will have the opportunity to revenge themselves upon their former accuser, by bringing a charge against them (and perhaps torturing them).

Every so often, one of the damned who has been especially enthusiastic in condemning or torturing their fellows will be given a gaudily jeweled amulet, which exempts her from being tortured. Of course, the Devils will also explain to all the other damned souls that if they steal the amulet and wear it, they will themselves be exempted from torment.

The sham trials in the Pit of Envy continue into eternity, forming the entertainment of the Accuser Devils. In fact, the Accuser Devils are entirely the prisoners of their own obsession with the failings and crimes of the damned. Sometimes those damned who indulged in multiple vices in life will be subjected to a trial attended by various castes of Devils, in order to determine which Pit the sinner will spend eternity in. From time to time a trial may actually be attended by an Angel of Death, who will serve as the Defense Attorney. In Hell, such Angels take the form of black, raven-winged skeletons. Some say that deserving souls are even sprung from Hell by the efforts of the Angels of Death.

There are many courts scattered about the Pit of Envy, handling not only the trials of the damned, but also the disputes of the Devils. Thus, all castes of Devils can be found in the Pit of Envy, but the Accuser Devils are naturally the most numerous. When they are not handling the suits of others, the Accuser Devils will sue each other for wrongs both actual and imagined.

In the center of the Pit of Envy is the great Archdevil of Envy, known as the Crooked Serpent and the Father of Lies. He appears as a titanic, serpentine creature with numerous small legs, fins, and wings, with his tail stuck in the ice of the swamp. A second look reveals that his body actually consists of a series of grotesque reptilian monsters, eternally trying to swallow each other from behind. He is attended by a host of Accuser Devils, who perpetually read him accounts of all the trials conducted in the Pit. The horrible monster is said to know all the secrets of anyone it encounters, including having use of all magic spells those people carry in their memories. The Crooked Serpent cannot escape the imprisoning ice of the Pit, because that ice is the manifestation of Envy itself, the cold inability to ever feel joy for the good fortune of another.

Harrowing The Pit of Envy

Although the frozen swamp of Envy can seem endless, it is actually contained within a vast, deep crater. Built into the cold, steep cliffs are elaborate facades that each mark an entrance into a palace, legal library, or evidence vault tunneled out of the solid rock. The facades are set at various heights along the rock face, linked to the icy floor of the pit by an extensive network of exterior ramps and staircases. The structures are owned by various Accuser Devils, and inspection of the facades will reveal that every one appears to have been vandalized and subsequently rebuilt, sometimes unskillfully. That is because each Accuser Devil employs a gang of Tormentor Devils to deface the facades belonging to its rival Accuser Devils, and another band to protect its own facades and repair damage.

The palaces, libraries, and vaults are perhaps the most interesting areas of the Pit of Envy, from the point of view of someone who wishes to wrest treasure from Hell. The subterranean palaces of the Accuser Devils themselves are richly appointed, but subject to constant pilfering at the hands of the gangs of Tormentor Devils employed by rivals.

The libraries of the Pit contain volumes that detail the laws that govern not only Hell, but every other place in the Cosmos. Also present in the libraries are books that contain the secret sins and crimes of every sentient being, although finding the desired volume is a exercise in boundless danger and crushing frustration.

The evidence vaults of the Pit contain the simulacrums that are presented at the various trails in the Pit. Although these simulacrums look and react as if they were real, they are actually masses of rotted flesh, insects, and serpents, disguised by illusions. Also stored in the vaults are the instruments of torture that are used in court (the actual torture itself being performed publicly, so all can enjoy it).

The tunneled-out areas of the cliff wall connect to an extensive series of slimy caverns infested with various reptilian monsters. These caverns link up to the seemingly endless cave and tunnel system that eventually leads to the other Pits of Hell, and even the mundane world. The cave system is sometimes exploited as a backdoor method of entering the Pit, by other spirits and their mortal agents.

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An Overview of the Devils

15 Friday Oct 2010

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, Monsters, OGL

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Castles & Crusades, Devil, Devils, Extraplaner, Fallen Angels, Hell, Infernal, Infernals, OGL


Advisory: The following overview of the Devils and their Infernal home contains certain imagery that some may consider disturbing. I do not believe it is gratuitous, as a depiction of true manifest Evil is bound to contain some mature themes. The Hell I describe is not simply the bad neighborhood of the spiritual realms, but the ultimate expression of unfettered Vice. Likewise, the Devils are not just fascists with magic powers, but actual incarnate Evil. So, this depiction is definitely not suitable for every game or campaign. That being said, I present the emissaries of remorseless Sin, and the hopeless prison they call home.

Concerning the Devils and the Pits of Hell.

At the nadir of the Cosmos are the seven spiritual prisons of Hell, as known as the City of Dis. There suffer the Damned Souls of those who selfishly indulged their own wicked desires at the expense of others. Presiding over them as their tormentors, yet also prisoners themselves, are the Devils. Also known by such names as the Infernals, and the Diabolical Legions, the Devils are the great enemies of the Angelic Hosts of Heaven. The Devils seek to destroy Virtue and promote Vice everywhere in the mundane world. Most of all they are known for the endless and intricate schemes by which they entrap and trick mortals into becoming the willing pawns and prisoners of Hell.

The seven prisons that comprise Hell are known as Pits, because each seems to consist of a terrible landscape at the bottom of a vast rift or depression. Each Pit corresponds to a particular Vice or Sin: Envy, Greed, Lust, Wrath, Gluttony, Sloth, or Pride. Each Pit also has it own associated caste of Devils, the members of which are wholly obsessed with indulging their particular Vice. To do this they require victims, forming one motivation for the Devils’ well-known zeal for obtaining mortal souls.

Devils are famous for binding mortals to contracts where a person receives worldly power or love into return for surrendering their soul. Most of the Damned Souls, however, did even require formal contracts to consign themselves to Hell. Still longing to indulge their wickedness after death, they followed visions of Vice that Hell projects as traps. Like flies to a pitcher plant, the Damned are attracted to the mouths of Hell, willingly entering for the chance to indulge themselves for all eternity. By the time they realize their mistake it is too late, and they must suffer an eternity of the same kind of misery and torment they once inflicted on others in life.

The most commonly told story regarding the origin of the Devils states they are former Angels, fallen from Heaven after they lost their Virtue and tried to usurp the Lord of Hosts. Even the powerful Luminous Devils claim this story to be basically true, although the Devils add that they did not fall of their own free will, but were unjustly exiled for simply demanding to be respected. Lending the support to that idea is the fact that the natural forms of Luminous Devils do actually resemble Angels. The other castes of Devils, however, claim to have no memory of ever having been present in Heaven, and know only their existence in Hell. The Cosmic Archons are known to claim that both Angels and Devils are rebel Archons, illegitimately occupying spiritual realms that were meant to respectively reward or punish those who either obeyed or disobeyed the Natural Law of the Demiurge. When Demons speak of Devils, they will deride them as severely deluded former Demons who try to imitate the tyranny of the Archons. The Fairy Folk regard Devils as they do all other spirits – as corrupt versions of themselves.

Devils are both very Evil and very Lawful. They will scrupulously obey the letter of any contract or agreement they enter into, while at the same time seeking ways to ultimately turn any relationship to their own benefit. All except the Luminous Devils are utterly devoid of mercy, love, or any of the finer emotions. Thus, while magicians find Devils to be far more reliable than Demons, the Infernal beings invariably harbor schemes to bring about the downfall of whoever they seem to serve.

The Devils exist in a strict hierarchy, determined by relative power and evil. Each caste possesses its own nobility, and all members of a caste are ultimately under the command of an Archdevil. The Archdevils are among the most evil beings in existence, each one wholly consumed by a particular Vice, and capable of inflaming that Vice in any being that stands in their presence. The more powerful and vice-ridden a Devil is, the more they are bound to Hell, and unable to stand the goodness and virtue that yet exists in the mundane world. The Diabolical nobility, for example, can only enter the ordinary world if summoned, or at times and in places associated with deeds of great wickedness. The Archdevils can only enter ordinary reality after the performance of disgustingly evil ceremonies, involving outrageous sacrifices and the most debased acts.

Like Demons, Devils can be summoned to teach spells and other magical lore. Unlike Demons, the terms of any such arrangement will be specific and strictly obeyed, but always crafted in such a way to ultimately benefit Hell. Typically, a formal contract signed in blood will be required. Only the most powerful magic will require the surrender of a soul; the terms for a a lesser arcanum will typically only specify some wicked service to be performed at a later date.

The gates of Hell are known as Hell-mouths, and take the form of monstrous heads with gaping maws. Notably, the heads appear to be identical with those of the Archdevils themselves. When a Hell-mouth is encountered there will often seem to be people and Devils walking in and out of it, and the sound of a particular Vice being indulged will echo from beyond the entry. The mouth will make no motion to close, and the surrounding figures will entice souls to enter. Woe unto any so foolish as to do so.

The Seven Pits of Hell and Their Inhabitants

The Pit of Envy: The Entrance to this Pit is through the head of gigantic sea-serpent. The Pit takes the form of a frozen swamp surrounded by cliffs, and is the Courthouse of Hell. Here the Envious are eternally subjected to humiliating and torturous trials for the amusement of the Accuser Devils. Such trials are presided over by the Accuser Devil nobility, who each hold the title of Marquis (ordinary Accuser Devils often adding “Esquire” to their names). Ruling the Pit is the Archdevil known as the Crooked Serpent, or Father of Lies, a howling reptilian monster whose tail is stuck in the ice that covers the vast polluted lake at the center the Pit.

The Pit of Greed: The Pit of Greed is a complex of miserable treasure vaults that form the Banks of Hell. The Mouth of Greed resembles a giant old man with avaricious eyes, whose lips surround an open set of iron doors. The Damned who enter the Pit are branded and periodically herded from vault to vault, becoming the actual currency of Hell. As they loved money in life, so they become money in death. No attempt is made to deliberately torture the Damned in the Pit of Greed; they simply suffer as a result of the indifference and neglect born of avarice. Each cold and filthy vault represents a particular Devil’s bank account, and each collection of vaults comprising an Infernal Bank is headed by a President. All the Presidents of the Pact Devils report to an Archdevil known as Devil Money, Old Scratch, or sometimes simply The Man. Old Scratch is chained to his desk at the crossroads in the center of the Pit, forever counting and gloating over the souls he owns.

The Pit of Lust: The Pit of Lust is reached through a mouth that resembles a gaping ram’s head. At the center of the Pit of Lust is a sweltering city of juxtaposed decay and barbaric splendor – not just a festering hell-hole of depravity, but THE festering hell-hole of depravity. Surrounding the city is Green Hell – a mountainous landscape of scalding geysers and dark jungles filled with monstrous carnivorous plants. In the Pit of Lust those who once made others serve as instruments of their pleasure are themselves hunted by the Seducer Devils, brutally abducted, and forcibly incorporated into diabolical harems. They are then subjected to the foul desires of the Devils, until the new bodies of the Damned succumb to agonizing deaths. Thereafter the Damned awaken back on the streets of the city, to repeat the cycle. The Dukes and Duchesses who rule the Seducer Devils will select certain of the Damned to be delivered to the Archdevil known as the Prince of Darkness, also called the Lord of Lust. This polymorphous being is chained by a lame foot to an ornate bed in his harem-zoo, where he engages in a desperate and eternal quest to obtain the ultimate sensory experience.

The Pit of Wrath: Reached through the mouth of a fearsome dragon, the Pit of Wrath is an endless shallow sea of bloody entrails and severed body parts, interrupted by volcanoes, rocky outcroppings, and torture poles. Here hateful and violent souls are flayed, tortured, hunted, and made to engage in endless gladiatorial combats for the amusement of the Wrath Devils. From their burning iron and basalt fortresses the Counts and Countesses of the Wrath Devils plot the destruction of all innocence. Imprisoned in a vast pit in the center of a titanic fortress is the Marshall of Hell known as The Destroyer. The only joys of this vast dragon-like monster are tearing and searing the bodies of the Damned souls fed to him, and dreaming of the day when he will rampage through Heaven.

The Pit of Gluttony: When first entered through the gaping mouth of humongous goat, the Pit of Gluttony appears to consist of piles of delicious food. Quickly the Damned Soul learns that all the apparent food is just disguised dung and filth, and the only thing to eat in the Pit are the Damned themselves, served up alive in banquets for the Corrupter Devils. The entire Pit is in fact made of excrement that often explodes with blue flame, and the rain is urine and bile. Presiding over the infernal feasts are the Corrupter Devil Prelates, who serve the Archdevil known as the Lord of the Flies. He sits imprisoned in a gaudy gilded pulpit atop the largest of the dung heaps, as Damned Souls fattened on the flesh of their fellows are wheeled up to him to sate his eternal hunger.

The Pit of Despair: The Pit of Despair is a series of miserable factories filled with steam, blazing forges, disused trash piles, and abandoned constructions. Reached through a rusted pipe held in the mouth of an old man with small horns and tired eyes, the Damned are here chained together and made to labor unceasingly on bizarre, pointless, and usually impossible projects. The Craft Devils at whose command the Damned work are never actually satisfied with any results. Periodically, they will destroy all the work that has already been done, and force the hapless laborers to start again from the beginning. The Masters of the Craft Devils constantly present new devices to the Archdevil known as the Grand Engineer of Hell, or the Lord of Evil Inventions. This perpetually bored being broods in eternal ennui atop a wheeled contraption of a throne. Only the throne is actually chained to the ground, and while the Engineer might get up at any time, he never does.

The Pit of Pride: The gate to the Pit of Pride is through the mouth of a titanic, youthful king. The Pit of Pride is the deepest of all the pits, and its floor is flooded by the vast Lake of Fire. In the center of the burning lake is an island that seems to be an incongruous piece of Paradise. The island is filled with palaces and gardens, each seemingly more splendid than the last. Here the Damned Souls of kings and potentates are contorted into living furniture, and become abused, menial slaves. The Luminous Devils believe that none but the rulers of the mundane world are fit to perform even the most humiliating work for them. The Luminous Devils are ruled by arrogant Kings and Queens, and their grand palaces surround a structure of astounding magnificence. In that grandest of palaces sits the Archdevil known as the Light Bearer, a breathtakingly beautiful being that dares to title himself Emperor of Hell. He is eternally chained to a throne formed from the bound souls of the world’s proudest conquerers. Ceaselessly the Light Bearer curses the Heavenly Lord of Hosts, whose station the Archdevil believes himself to rightly deserve.

The Rulership of Hell

The entire hierarchy of Devils appears to serve two nearly-omnipotent embodiments of Vice. The first is a horror usually called alternately The Adversary, or simply The Beast. As The Adversary he is said to be similar in appearance to a gigantic, crowned satyr, with a barbed tail, enormous bat-like wings, and holding a red-hot trident. As The Beast, he resembles a red-hued dragon whose seven heads are the seven Hell-mouths. His consort is the Queen of the Night, also known as the Great Scarlet Whore. She is usually seen as an incredibly beautiful, intoxicated woman with a cruel smile and flowing red hair, dressed in immodest clothing of red and purple, and covered with gold and jewels. When the are seen together, the Scarlet Whore often rides the back of The Beast. The Luminous Devils are known to claim that the Adversary is actually just a form taken by the Light Bearer, and the Queen of the Night is the first mortal woman, who exceeded all other beings in her devotion to sorcery and Vice.

All Devils share the following characteristics:

Extraplaner Type: As natives of the Outer Darkness, Devils are subject to all magic that targets Extraplaner creatures. Despite being generally unable to enter mundane reality without aid, Devils are notable in that they can often be summoned by non-magical rituals.

Whiff of Brimstone: Devils can sometimes be detected by the stink of sulfur that occurs whenever they appear. Any time a Devil is Summoned or teleported into an area , the oder of burning brimstone will be momentarily noticeable in a 30′ radius. This smell occurs even if the Devil is invisible or in another form, unless the creatures uses magical precautions to mask its oder.

Silver or Magic Weapons To Hit: All Devils, no matter how powerful, can be damaged by weapons crafted from, or coated with, silver. Devils hate silver, and will not willingly touch it. Otherwise, only enchanted weapons can harm them.

Barred From Holy Ground: All Devils, with the notable exception of Accuser Devils, are unable to enter any area consecrated to the powers of Good.

Weakness To Holy Water: Like Demons, Devils are burned by Holy Water as if it was acid. They take 1d8 damage for every full phial they are doused with.

Subject To Turning: Devils can be turned by the faith of sufficiently powerful Good Clerics. Treat Devils as Unique Undead for turning purposes. Seducer Devils are singularly immune to the power of faith.

Darkvision: Devils can see perfectly regardless of illumination.

Spell Resistance: Like most spirits, all Devils have some measure of resistance to magic.

Spell-Like Abilities: All Devils can speak and understand all languages; become Invisible; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; cause Darkness; perform feats of Prestidigitation; and instantly Know Alignment. They can also roam the Ethereal and Astral Planes. Most Devils also have additional Spell-Like Abilities, often related to their associated Vice.

Summoning: If hard pressed, every Devil can attempt to Summon Diabolical aid. Not all Devils are assured of success, however. In addition, any Devil that has been Summoned by another loses its own ability to Summon until it returns to Hell again.

Diabolical Immunities: Devils are immune to all diseases (magical or mundane), all poisons, and all magic that influences minds or perceptions.

Fire Immunity: Devils are completely immune to fire based attacks.

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An Overview of the Angels

05 Sunday Sep 2010

Posted by Daniel James Hanley in Castles & Crusades, Folklore, Gothic Gaming, OGL

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Ancient Folklore, Angel, Angelic, Angels, Castles & Crusades, Celestial Being, Christian Folklore, Devils, Fallen Angels, Folklore, Hebrew Folklore, Medieval Folklore, Medieval Magic, Seven Heavens


Since so much of my recent game writing has been on dark subjects, I’ve decided some more light was in order. The following is an Overview meant to tie together my previous writeups of the Angels for the Castles & Crusades RPG. It is intended solely as gaming material, not a serious work of theology. It is definitely not a commentary on anybody’s religious views, merely an approach to implementing medieval folklore and mythology in a gaming context. Feel free to use the Angels as you wish, without reference to this Overview. For example, if you want the Warrior Angels to be servants of your campaign’s God of Protection, and not utilize the Lord of Hosts or Queen of the Angels, do so. Obviously, you could also rename the Lord of Hosts or Queen of the Angels to fit your campaign, or make them identical to existing divinities in your campaign’s pantheon.

Coming very soon is a breakdown of the individual Heavens, or Gardens of the Blessed.

Concerning The Angels

At the zenith of the Cosmos are seven realms of pure benevolence, known collectively as Heaven, Paradise, or the Gardens of the Blessed. Inhabiting these Heavens are the Blessed Souls of those who lived lives of Virtue and goodness. Protecting and tending to the souls of the Blessed are the beings of light called Angels.

Each type of Angel is a perfect exemplar of a benevolent Virtue: Kindness, Charity, Chastity, Patience, Mercy, Diligence, Humility, or Faith. So strong is an angel’s devotion to Virtue that it visibly shines, sometimes emanating from the head as a halo of light, other times surrounding the being as a burning nimbus. Virtue provides the meaning and direction of an Angel’s existence, and they experience joy when they lead others to perfect happiness through its practice.

Angels embody the two complimentary strains of goodness: Righteousness and Mercy. Righteousness consists of strict devotion to the lawful forms of a well-ordered society, and willingness to take positive action to protect good and eliminate evil. Mercy consists of wholly benevolent intentions, commitment to help the less fortunate, and compassionate understanding and forgiveness of the limitations of imperfect creatures. Certain Angels, by reason of their associated Virtue, lean more towards either Righteousness or Mercy. Cherubim, for example, are so Righteous that merely being near one will burn non-Angelic beings with the fire of holiness. The aptly-named Angels of Mercy, however, are so Merciful that they will even intercede on behalf of Devils, asking that they be spared and given the chance to redeem themselves. While the Angels may even disagree amongst themselves about the best way to promote goodness, they never fail to cooperate for the greater good. Accordingly, in mortal terms the Angels are of Lawful Good alignment.

The Angels claim to have been created by, and to faithfully serve, a divinity known as the Lord of Hosts. Many sages state that the Lord of Hosts is the most likely candidate to be the actual Ultimate God – the actual First Cause of existence, and a power who wholly transcends lesser divinities. Other sages speculate that while the Lord of Hosts is not actually the Ultimate God, he is the most powerful emissary of the Ultimate God in the Cosmos, and the only divine power whose will is identical to that of the Ultimate God. Some account say that the natural shape of the Lord of Hosts is that of an enormous being like a man, whose upper body seems to made of bright metal, whose lower body is made of fire, and whose whole being radiates searing white light that breaks into prismatic bands. The light from his body is supposed to shine so strongly that no mundane being can safely look at him for more than a moment. The Lord of Hosts is pictured as sitting upon a throne seemingly made of glowing sapphire, but which is actually the Archangel of the Chariot Angels. Also said to surround the Lord of Hosts at all times are four of the mightiest Chariot Angels, like whirling wheels of chrysolite filled with eyes, as well as the Four Archangels of the Cherubim.

The Angels are also said to have a Queen. She considered by some sages to be the spouse of the Lord of Hosts, and to have once been the only mortal to have ever been without Vice, and perfect in every Virtue. Others propose that the Queen of the Angels is actually the feminine form of the lord of Hosts himself, taken when he wishes for non-angelic beings to be graced with his Presence. Some sages speculate that the The Lord of Hosts and the Queen of the Angels are actually the embodiments of Righteousness and Mercy, respectively. When she appears to mortals, the Queen of the Angels is said to resemble a young woman of perfect loveliness, beautifully but modestly dressed, whose body radiates soft light like that of a summer day, and who is almost always attended by numerous Angels of Mercy. Angels who are asked about the true nature of the Lord of Hosts and the Queen of the Angels generally reply that mortal beings should apply themselves to works of Righteousness and Mercy, and not confuse themselves with questions whose actual answers mere men can never comprehend.

The mission of the Angels in the Cosmos is to serve the Lord of Hosts and the Queen of the Angels in their plan to bring save the Cosmos and its inhabitants from evil and Chaos, and restore it to perfect goodness. They work tirelessly to guide mortals towards benevolent acts, to defend innocents from evil, and maintain the sanctity of holy places. In this work they come into constant conflict with the other kind of spirits. The Planetary Archons try to impose destinies upon humanity, without regard for the moral qualities of their subjects. The Devils endlessly seek to corrupt souls and claim them for Hell. The Demons want to undo all of existence, and turn everything to mad Chaos. The Fairy Folk wish to enjoy and express themselves without moral considerations. While there is no doubt that the Angels represent the single most powerful class of extra-planer beings, both individually and as a whole, it is also true that they are set against vast numbers of other spirits who constantly try to undermine the work of Virtue, Righteousness, and Mercy.

Above all else, Angels love humanity. It is said that the Angels were commanded form their creation to regard human beings as their special concern. No other class of extra-planer beings will aid human beings as quickly, or without obvious reward. An Angel will willingly allow its material form to be destroyed in order to save a human life. Certain Angels will even go so far as to enter Hell in order to reclaim human souls whose vices dragged them to the infernal pits, but whose good actions in life ultimately merit Heaven’s reward.

Angels are organized into groups called Choirs. There are seven regular Choirs, each corresponding to a Virtue and a particular Garden of Heaven, plus an eighth Choir consisting of the Guardian Angels that inhabit the whole of Paradise. Each Choir consists of common members, as well as more powerful nobles who are even stronger in their Virtues.

The Noble Angels of Death are titled: Dominions.
Noble Angels of Mercy are titled: Virtues (not to be confused with Virtue in general).
Noble Chariot Angels are titled: Thrones.
Noble Cherubim are titled: Holy Living Ones.
Noble Herald Angels are titled: Principalities.
Noble Seraphim are titled: Shining Ones.
Noble Warrior Angels are titled: Powers.
Noble Guardian Angels are titled: Lords.

Each of the seven regular Choirs is headed by an Archangel (except for the Cherubim, who have four), beings utterly committed to serving the Lord of Hosts and and promoting perfect Virtue. So strong is the Virtue of the more powerful Angels that they are almost pinned to Heaven by it, unable to bear the evil and corruption in the mundane world for long. Angelic nobles will usually only appear in the mundane world when acts of great benevolence have been committed, on the anniversaries of such events, or on other days of holy significance. Without a direct command from the Lord of Hosts, the awesome Archangels usually require difficult and exhausting rites, performed by the most virtuous of clergy, in order to come to the mundane world.

The Angels of Death are ruled by: The Archangel of Death.
The Angels of Mercy are ruled by: The Archangel of Mercy.
The Chariot Angels are ruled by: The Archangel of Secrets.
The Cherubim are rule by: The Archangels of the North, South, East, and West.
The Herald Angels are ruled by: The Archangel of the Annunciation.
The Seraphim are ruled by: The One Before The Throne.
The Warrior Angels are ruled by: The Warrior Archangel.
The Guardian Angels have no single Archangel.

Fundamental to the way Angels see the Cosmos is the event that they term “The Fall”. According to the Angels, all spirits were originally Angels. Because Virtue is meaningless unless freely chosen, the Lord of Host had granted the Angels free will. The most powerful of their kind, seeing that he was better in every quantifiable way than all other beings, lost the Virtue of Humility. He thereafter decided that he deserved to rule the Cosmos. He corrupted many other Angels, promising to make them even more splendid and powerful if they followed him. Finally, he led the rebel Angels against the Lord of Hosts. The rebels failed, and their lack of Virtue cause them to lose hold of Heaven. The worst fell with their leader into the Pit of Vice called Hell and became Devils, or else were lost to the madness of Chaos, and became Demons. Many of the Angels who had been involved in the creation of the Cosmos had lost their commitment to benevolence and joined the rebellion, hungering to exercise total control over mundane creatures. Those Angels fell to the Planetary Spheres, and became the Archons. Finally, the Angels who had tried to remain neutral in the conflict lost their Righteousness, and thus fell from Paradise and became the Fairy Folk. Similarly, according to the Angels, humans were meant to be a perfectly virtuous creation and automatically enjoy eternity in Heaven. By the malice of the other spirits, particularly the Devils, humanity was corrupted and turned from its intended destiny. Naturally, the other varieties of spirits generally deny the Angel’s account of their origins, with the notable exception of the Luminous Devils.

Angels in general take a dim view of magic. They have seen too many innocent souls corrupted by the lure of sorcery to trust it. Nonetheless, there are indeed virtuous Theurgists and benevolent White Witches who endeavor to serve the will of Heaven. Such mortals must constantly resist the temptation to use their powers for selfish ends, however. Angels do not grant supernatural powers without very good reason, and careful consideration of the possible outcome. Although, like all spirits, Angels are theoretically capable of teaching the arcane spells that correspond to their special abilities, they almost never do so.

Angelic Characteristics

All Angels share the following characteristics:

Extraplaner Type: Angels are native to Heaven, and can be affected by magic that targets extra-planer creatures. Wicked sorcerers who are so bold as to attempt to command Angels should be prepared to attract the notice of beings whose mere presence can burn a mortal man to cinders.

Halo: All Angels emit light as the visible sign of their Virtue. This can range from a simple halo surrounding the head, to a burning cloud of pure sanctity that covers the whole body, and renders the Angel extremely hazardous to all mundane creatures.

Odor of Sanctity: All Angels continually emit a lovely smell like the finest incense. An Angel can suppress this Odor of Sanctity if she wishes to be unrecognized.

Magic Weapons to Hit: The material forms of Angels can only be damaged by means of magic spells, or enchanted weapons. Unlike most other kinds of spirits, there is no mundane material that allows ordinary beings to damage Angels without the use of some kind of magic.

Covenant of Virtue: Each type of Angel can bestow certain powers and immunities upon humans, in return for a total commitment to practice and promote the Angel’s favored Virtue. Such Covenants are never easy to uphold, and the Angels will expect extraordinary service in return for extraordinary power.

Darkvision: Angels can see perfectly regardless of illumination.

Spell Resistance: Like most spirits, all Angels have some measure of resistance to magic.

Spell-Like Abilities: All Angels can use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. Only one such ability will ever be usable per round, however. Angels can also roam the Ethereal and Astral planes, and speak, write and and understand all forms of communication. Individual Angels will also possess other spell-like abilities, many of which are quite fearsome.

Summoning: Each type of Angel is able to Summon other Angels to come to their aid. Like all Summoned beings, Summoned Angels cannot themselves Summon others until after they have first returned to Heaven.

Angelic Immunities: Angels are immune to all diseases (magical or mundane), all poisons, and all magic that influences minds or perceptions.

Immune to Electricity: All Angels are completely immune to attacks of an electrical nature.

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