Bound To Power: Another Summoning

CYOA by u/DragonBeyondTheGate, converted to non-interactive HTML by Ilzolende. View original PDF.

Ilzo's play guide

I recommend skimming the CYOA all the way through Devil's Might before making selections. Example omens and campaigns are optional content, though the example omens are useful.

Here's my understanding of the intended selection order:

  1. Pick a Rank of demon to be. (This looks like a difficulty selector.)
  2. Pick your free Roles.
  3. Figure out where in the Abyss you go when you're dismissed. (Population, alignment, and plus a few other choices.)
  4. Pick your demonic traits. These are a mix of mandatory qualities, perks, and drawbacks. (Depending on the qualities of your Abyss region, you may get some free traits and extra points on drawbacks.)
  5. Circle back and pick more Roles, if you can.
  6. Determine what strengths mortals have at your destination. (This constrains how powerful you can be.)
  7. Build your Omens! These are your powers. Look at the example omens for guidance if necessary, or take one if it's appropriate for you.

Things are not in collapsed <details> tags due to spoilers, just length. Click the tags to open them.

Example details tag

Congratulations, you've opened a details tag! Now you can click the summary text or the triangle to close it.

This is not an Interactive CYOA. You will need to record your choices yourself.

Introduction

You hardly have any warning. One moment you're going about your day, the next it feels like a cold hook drives itself into your... your... you don't have words for it. It is not your brain, though you feel your thoughts shred. It’s not your heart, though your blood freezes, tearing through your veins and arteries like ice, like knives. It’s a split second of agony the likes of which you have no words for.

And then you’re not in your body anymore. You’re being dragged through… What?

Through nothing. Not blackness, or grayness, or chaotic impossibilities, or anything else. You are dragged through an absence so profound that no description suffices, your thoughts and awareness dodging away from them. The hook is firmly lodged in you, and that hook is at the end of some… some kind of… the only word you have is ‘chain.’ It’s wrong. It’s not a hook, it’s not a chain, but you lack the words.

Still, you focus on the chain.

Only… the hook is a… description, you realized. Somehow you see it, understand the intent behind it. It’s a call. Only… that feels horribly wrong. When it didn’t find what it sought, it continued until it found you. However it was made, it was malformed, and then worn away by the nothing that now surrounds you.

And then you’re terrified to realize that that’s not a problem, because in this Nothingness, its description is stronger than your reality.

It’s seeking a -

Roles

Pick at least 1 Role.

You may pick up to 4 roles, but roles beyond the free roles your Rank grants must be purchased with Demonic Traits.

Each Role taken informs and enforces a new nature on you, granting you an Omen and inflicting consequences on you.

Role Task Consequence
Adviser Take a Weaver, Master, or Heresiarch Omen that is focused on insight, skills, and/or a foundational ability at seeming (or being) prescient; in line with the behind the scenes evil vizier. +1 Portent.
+1 Binding.
Artisan Take a Master or Artificer Omen that is focused on crafting skills and/or foundational ability to create useful items and tools. +0 Portent.
+0 Binding.
Artist Take a Master or Trickster Omen of modest power–an Omen that doesn’t trigger Greater Demon–that is focused on creativity skills and/or foundational ability to create art and inspire emotions. +0 Portent.
-1 Binding.
Caretaker Take a Tempter or Muse Omen of modest power–an Omen that doesn’t trigger Greater Demon–that is focused on nurturing skills and/or foundational ability to care for others; in line with a healer or caretaker. +0 Portent.
-1 Binding.
Castellan Take a President, Idol, or Weaver Omen that is focused on leadership skills and/or foundational ability to command and control minions and armies. +1 Portent.
+1 Binding.
Factotum Take a Master or Heresiarch Omen that is focused on repair skills and/or foundational ability to craft objects and maintain grounds or fortifications. +0 Portent.
+0 Binding.
Lover Take an Idol or Siren Omen of modest power–an Omen that doesn’t trigger Greater Demon–that is focused on seduction skills and/or foundational ability to please a partner; in line with a courtesan. +0 Portent.
-1 Binding.
Maid Take a Defiler or Master Omen of modest power–an Omen that doesn’t trigger Greater Demon–that is focused on cleaning and organizational skills and/or foundational ability to maintain a household or workplace. +0 Portent.
-1 Binding.
Occultist Take an Artificer, Ritualist, or President Omen that is focused on knowledge of the occult and/or foundational ability to sense the spiritual and perform rituals. +1 Portent.
+1 Binding.
Seneschal Take a Weaver or Master Omen that is focused on administrative skills and/or foundational ability to manage resources and logistics. +0 Portent.
+0 Binding.
Spy Take a Trickster, Elemental, or Oracle Omen that is focused on subterfuge skills, gifts of subtle or ghostly nature, and/or foundational clairvoyant ability. +1 Portent.
+1 Binding.
Warrior Take a Ravager, Malefactor, or Abomination Omen that is focused on fighting skills and/or foundational martial ability. +1 Portent.
+1 Binding.

As new knowledge and abilities bloom in you, you feel your spiritual form being reshaped. It makes your “surrounding” no more pleasant. Like a piece of dry wood held underwater, your spirit keeps trying to burst free from this nothingness, to pop out into reality, and again and again.

The hook in you drags you onward, but you realize you’re dragging a contrail of possibilities from worlds you’ve collided with.

Mere moments before you might have said what you wanted most of all in this world was escape into reality. Any reality. You have learned better. Because the chains have started to truly invade you.

Binding

The Binding Attribute is a measure of how tightly bound you are. The higher it is, the more power your Master holds over you, and the harder it will be to escape them.

Some Roles will increase your binding; summoners are more leery of devil assassins than they are of Succubi, even if that’s not always a wise attitude. In other cases, you’re being tasked with a role that isn’t respected–a dangerous attitude, but a common one.

The chains gather the substance of the Abyss to you, and as you skipped across realities in your journey, their myriad natures added weight to your spirit. Yet unreality has ground you down. Has the sum experience exalted you, or ruined you? If you can’t reduce your binding below 8 before your summoning finishes, you are doomed.

The use of Portent - the otherworldly potential you absorbed on your journey beyond reality - can further increase or decrease Binding. A low Binding means you might slip your leash… but generally the choices that lead to a low binding leave you weaker or more vulnerable, making both the attempt to free yourself, and even success at it, more dangerous. On the other hand, a high Binding leaves you thoroughly enslaved, but offers power that might let you endure long enough to earn that freedom.

The inherent complexity of a demon's nature varies, and grows more multifaceted as their rank increases, granting more free roles.

Rank

Rank Initial binding Starting portent Free roles
Demon God -∞ 15 4
Archdemon -20 12 3
Demon Lord -10 9 2
Greater Demon -5 6 2
Demon 0 3 1
Slave 8 0 2
Binding State (informational)

At Zero Binding, all of these apply to you:

Shifting Bonds

As binding increases:
At 1

It takes months for orders to decay.

Being under order counts as being in your master's presence for the purposes of your feelings towards them.

You must stay free for 213 days to become a Free Devil.

At 2

Your positive feelings for your master weaken any damage done to the binding.

You must stay free for 366 days to become a Free Devil.

At 3

Your master can banish you to the abyss no matter where you are.

You must stay free for 727 days to become a Free Devil.

At 4

Your orders taken years to weaken.

You must stay free for 5 years to become a Free Devil.

At 5

You feel love towards your master, with that feeling being reinforced whenever you are in their presence.

You’ll subtly rewrite your own memory while in their presence to put them in a positive light, and you won’t recover your original memory when you leave their presence.

You must stay free for 10 years to become a Free Devil.

At 6

Your Bond slowly repairs itself.

You must stay free for 50 years to become a Free Devil.

At 7

Your bond becomes unbreakable.

You always count as being in your master's presence.

You now always follow the spirit and intention of their wishes, which you can flawlessly sense.

Only the death of your master will free you, something you’ll instinctively work to prevent with everything you have.

You must stay free for 100 years to become a Free Devil.

At 8 or higher

You become the perfect tool of your master, instinctively adapting yourself to their whims and wishes, not merely in a moment to moment way, but to fulfill their long term needs and wants.

If you ever lose your current master, the Bond will instantly be inherited by whoever they would wish would claim you next (so long as that isn’t you yourself). If no such person exists, then their legal heir. If no such person exists, then whoever killed them. If no such person exists, then whoever is closest. If no such person exists, then you’ll sleep a dreamless sleep until you’re found and claimed by your next master.

You will never be free.

As binding decreases:
At -1

It becomes easier to ignore the intentions of orders.

You must stay free for 93 days to become a Free Devil.

At -2

You no longer are inherently positively inclined towards your master.

You must stay free for 71 days to become a Free Devil.

At -3

Your negative Feelings towards your master increase any damage done to the Bond.

You must stay free for 52 days to become a Free Devil.

At -4

The Bond passively frays, and must be repaired at least once every six months to stop you from attempting to suspend it, or once a year to stop you from degrading it.

You must stay free for 37 days to become a Free Devil.

At -5

All rituals involving you, whether to summon, banish, or repair the binding, become much longer, and have a chance of silently failing.

You must stay free for 13 days to become a Free Devil.

At -6

You can become very creative even with direct orders, and can completely ignore the spirit of an order. Orders no longer contain the implicit order not to harm your master.

You must stay free for 25 hours to become a Free Devil.

At -7 or lower

You become free.

Your binding snaps and you become a Free Devil.

Every time you become a Free Devil, your ‘base’ Binding permanently decreases by 1. That is, the binding a new master will trap you at if you’re summoned and enslaved again. If your base Binding is -7 or lower, you’re immune to being bound.

The Abyss

You Breach into reality, and unlike your previous times, you stay. You’ve reached the origin of the chains… or rather, where they were supposed to find their target… and where they punch outside their own universe when they didn’t find them.

That is to say… you’re in hell.

You are rising slower now, the chains that wrap about you try to catch on layers as you smash through them. Soon they will dig in, and solidify your connection to a location. That will be your abyssal home, you realize. The place you return to again and again, until forever finds its end.

The hells whip past you, images of desolation being replaced by ones of corruption, only to fade to images of decadence.

Habitability

You see empty places, limbos along the vertices of places, flux lines where the Abyss deflects reality away. They are gaping wounds of emptiness on a literally ontological level. If you ground yourself there, you would have a safe place to fall back to, if perhaps a lonely one.

You see wastelands of damnation, places where damn souls cluster like sparkling gems, their terrible prison-cysts leaking the substance of incarnation. The terrible storms of substantiation that fuel growth, currents of form that are caught in the flux lines and distributed to feed existing layers, and grow new ones.

You see the Deserts, those layers that formed along the edges of wastelands, places where the outflow was weakened enough to provide substance, without inviting endless storms of ruin, or that formed along at the outer rings of oases, where the plenty has been tapped out, but substance makes its way there as waste products. Such deserts are marginally habitable. These are the planes most demons live in, though it’s a ‘most’ that spreads thin, balanced between danger and deprivation.

And then there’s the Oases themselves. Places where the Cysts of the damned were buried deep, containing each other and their effluence was tamed by pressure and their mutual prisons into a font of plenty, or places where the flux lines wrap around each other. Substance and existence rain down as plenty. Life teems about these nexus, and even the smallest oasis will have populations of demons in the tens of millions. The greatest ones will have populations in the hundreds of billions, most of it slums claimed by demons packed together like a nightmare version of Kowloon’s Walled City.

Choose One:

Limbo

[Requires Neutral for all three planar Alignments]

When banished back to hell, you find yourself in an emptiness. A place where no one else dwells. There is no one else here, and there never will be. It is a place for you. Your private torment. Only through force and intention could another demon or wizard invade, and the very world would reject their presence, weakening them until they’re finally cast out.

You need not fear harm during your time in hell. That's… a limited blessing. But it can be a blessing.

Wasteland

You are in what can only be called a ‘blasted hellscape’. There are other demons here, though they aren’t common. The sheer hostility of the place winnows much of the population, with most demons bound to a Wasteland spending the majority of their time dead or summoned out of hell.

There are many damned souls, each trapped in their terrible punishments. There’s resources, and sometimes you might be able to trade with the damned. If you’re masochistic enough to want to enter such zones.

Still, if you can survive, that very pressure can make this place useful. It’s dangerous for otherworldly invaders - a mage wanting to hunt you down might think twice before invading here. There’s other powerful demons, who might become allies, or food, or components for spells. And the region is rich in materials that can become alchemical reagents and other useful substances.

Desert

Less hostile than the wasteland, with your demonic regeneration along you’re unlikely to die to the elements… too often. It would still make the worse places on earth seem paradisiacal. So quite pleasant for hell.

There will be the occasional demon village. Getting the right to settle in one is no mean feat, but they can be traded with, and they’re someone to talk to.

The drawback to such a place is that… It's survivable. The number of hostile demons you’ll encounter will increase tremendously. The zones around damned souls are still terrible even for hell, but there’s resources to gather there. And material beings can survive here without that much trouble if they prepare right. At least for a time.

There’s many things you can claim in such zones, whether by trading, harvesting from the damned, or taking from the environment.

Cosmopolitan

Anything more pleasant than the desert will be settled, no matter how terrible it is. So this option is for any such territory. They are many, and varied, but they’re teeming with demons and the damned. Whether islands choking with life both above and beneath the waves, or vast multidimensional labyrinths, or living rape tunnels… anything more livable than the desert is going to be overcrowded.

Just remember that demons are born of the worst expressions of both order and chaos, filtered through entropic evil. Your decision making might not be tainted by such things, but that’s hardly common.

Shifting

You are not locked into a single return point when you come back to the Abyss.

For +1 Binding, you can lay your mark upon a pair of hells as you pass through them, gaining the ability to banish yourself from one to the other, and back again.

For +2 Binding, you start out only knowing two hells, but you can learn more. Whenever you find yourself on a new layer, you can add it to your repertoire, returning to it as you will. You will find it difficult to reach layers too far from your own alignment.

You feel your chain catch behind you as you continue to rise. You’ve made your choice, picked your damnation. Still, while the hostility of the environment was one factor, you caught others in your ascent. It’s too late to change it now, but what was the plane you tied yourself to like?

Special Qualities

Choose as many or as few Special Qualities as you like.

What Makes a Demon?

[Requires Neutral for all three planar Alignments]

The demons of the plane you arrive on are people. They are the products of their choices. They have many negative pressures, and their natural instincts push them in a dark direction, but they can rise above it. Or fall.

But they own their choices, and they can make better ones. They can be good, or foul. If they rise, they can fall, and if they fall, they can pick themselves up again.

They’re people, despite it all.

In some ways this is a disadvantage, because people are predisposed against demons, and you trying to act better will get put down to demonic trickery (like it does with many demons trying to rise above the stereotype), rather than something genuine. You’re giving up certain power for theoretical moral freedom, with a group of people that probably don’t require external forces to push them towards evil.

Is it worth it?

Isekai Hell

Maybe you are not unique? Perhaps otherworldly souls being harvested into demonhood is a known phenomenon, at least in hell. The wizards will think that they know better than to fall for the mad words of demons of course, no matter how true.

No guarantee that anyone was isekai’d from your world, but there are other demons out there with the same experience, and like you, they may have unusual moral freedom for demons.

Alignments

Hell is aligned around three great principles. The Entropic nature of Evil twists reality into tyrannical chains of Order, even while its corrosive decay unleashes whimsical Chaos in mad storms. However, where a given layer of the abyss sits on that spectrum varies.

Your starting Entropy, Tyranny, and Whimsy are all 0.

If you've selected Limbo or What Makes a Demon?, your Abyss layer must be Neutral (+0) on all alignments. Skip this section, and only return to it if you take the Vile, Haywire, or Static traits.

Your starting plane can embrace both Chaos and Order, but the sum of order and chaos for that starting plane can’t go past +4. The two combine to form a kind of wonderland, with chaos breaking symmetry and order forcing new strange rules. It can be almost a kind of mad wonderland. Evil exists on its own axis.

Alignment Rating Free Trait Weakness Impact Aligned Omen Limit
0 0 N/A 1
1 1 -2 Binding/level 2
2 1 -2 Binding/level 2
3 2 -3 Binding/level 3
4 2 -3 Binding/level 3
5 3 -4 Binding/level 4
6 4 -4 Binding/level 5

Free Trait measures how many ranks of the associated aligned empowerment trait you automatically gain. Entropy grants Sinister. Tyranny grants Tyrannical. Whimsy grants Tumultuous.

Weakness Impact sets how much Binding you lose for its associated aligned weakness trait. The aligned weakness of Entropy is Vile, while Whimsy has Haywire, and Tyranny has Static. There is no ‘rank zero’ for Weakness Impact, because taking the weakness increases the Alignment Trait, so taking the weakness puts you at least at one.

Aligned Omen Limit sets how many times you may discount an Omen for each Alignment in the Omen Builder Section.

Entropic Evil

You are tied to parts of the Abyss where Evil dominates. Entropy rules - it is a vector both environmental and spiritual.

Physically, the world works to degrade, corrupt, or violate all that walks upon it. It pushes things towards invasive extremes. In more ordered planes, heat might spontaneously organize itself to dehydrate you, or flee your presence to lock you within an unending cold. In more chaotic ones, consistency breaks down with malicious intent, space might rip itself apart in a dozen different ways, all aimed working against you from moment to moment.

Spiritually, demons from a plane aligned strongly with evil will embrace the worst archetypes of devils.

+0 Entropy: Neutral

The Plane does not express the evils of the Hells. That doesn’t mean it’s pleasant, just that the plane does not actively work to enforce evil on the plane itself or its natives.

+1 Entropy: Hostile

The Plane expresses the evil of the hells at a basic level. The world is more hostile than its mere physical properties seem like they should imply. Demon native to this plane will generally be worse than they should be, even considering the conditions of Hell. The worst response comes more easily, like a dark voice is always suggesting it to them.

+2 Entropy: Malicious

The Plane strongly expresses the evil of the hells. It corrodes and twists all into worse forms with an almost intelligent design. The world itself is cursed, and everything that’s a part of it starts to express that. Demons native to this plane will generally express evil as a basic response. It’s not merely that they have a dark voice, but that evil is emotionally satisfying on a basic level.

+3 Entropy: Fallen

The Plane embodies the evil of the hells. Anything from such a plane will strongly express its moral alignment, such that it's actually mystically valuable… Though in the cause of Entropic Evil, there are few people who value those properties. Every piece of it will continue to seek to express its nature - a rock picked up from the plane could be the seed that curses a small village to horrific self destruction.

Evil is no longer just an instinct or an emotional need - evil begins to feel like a moral truth. Pursuing evil begins to seem like a goal that’s worth personal loss. A demon might still be honorable, or capable of long term thinking, but furthering evil for its own sake begins to be a goal that demons passively pursue. You begin to spontaneously see self-organization, sacrifice, or commitment to the cause of Hell for the sake of damnation.

+4 Entropy: Pure Evil

The Plane concentrates and refines evil to an extent that’s actively strange and horrific even for hell.

Everything of the plane is corrupt. A handful of sand poured from a hellish beach onto the material plane could poison a mid-sized river, and lead the life in it to mutate into horrors.

Demons from these planes are almost universally consumed by Evil. Evil is no longer a tendency, instinct, or creed. It is gravity. Demons pursue evil so wholeheartedly that they begin sabotaging themselves.

They can no longer reliably make deals in good faith - a Demon of Greed who offers riches might mean that they bind you to their army as a slave soldier, helping you ‘seize’ riches from their enemies, so that you might deliver them to their vault: Greed so overwhelming that they can’t give wealth away even temporarily.

Evil at this level begins to become self-destructive to such an extent that it starts losing its ability to corrupt. This might seem like an advantage, but as you’re bound to this plane, you’ll be forced to deal with and interact with them regardless.

Rampant Chaos

You are tied to parts of the Abyss where Chaos dominates. Whimsy overturns, as it is a a transformation that is both environmental and spiritual.

Physically, the world works to warp, disrupt, or overturn all stability inflicted upon it. It pushes things away from consistency.

Spiritually, demons from a plane aligned strongly with Chaos will embrace the mad archetypes of devils.

+0 Whimsy: Neutral

The Plane does not express the chaos of the Hells. That doesn’t mean it’s pleasant, just that the plane does not actively work to enforce madness on the plane itself or its natives.

+1 Whimsy: Eccentric

The Plane expresses the chaos of the hells at a basic level. Consistency frays at the edges — distances are unreliable, landmarks shift when unobserved, and the same path walked twice may not lead to the same place.

The plane has moods, and those modes are erratic. How places work bend under these personalities; a region might be perfectly navigable one season and hellish the next, with no clear cause for the change.

Demons native to this plane will generally be more impulsive than they should be, even considering the conditions of Hell. Patience comes harder, whims come easier, and there's a restlessness to their thoughts — a nagging feeling that grows the longer they commit to course, that whatever they're doing, they should be doing something else. Staying still comes harder, and being restrained becomes actively painful even in the short term. Consistency feels like a cage, and every routine is a trap.

+2 Whimsy: Turbulent

The Plane strongly expresses the chaos of the hells. Stability is an invasive species here, and the plane treats it accordingly. Decay is often not through entropy, but because the world simply decides to reinvent itself. A wall breaks down not into rubble but into a thicket, a river reversing direction because it got bored of flowing downhill. Cause and effect still operate, but they take creative liberties. The same action performed twice will produce different results, and trying to systematize the differences only accelerates them. Maps are aspirational at best.

Demons native to this plane will generally express chaos as a basic response. It's not merely that they have a restless voice, but that change is emotionally satisfying on a basic level. Repetition feels physically nauseating.

+3 Whimsy: Mad

The Plane embodies the chaos of the hells. Anything from such a plane will strongly express its nature, such that it's actually mystically valuable — materials harvested from Protean layers are prized by enchanters and alchemists for their mutability, though working with them requires accepting that they will continue to express that nature. A chunk of stone carried from the plane might become glass, then iron, then a living beetle, all over the course of a week — and each transformation will somehow be contextually ironic.

Change is no longer just an instinct or an emotional need — change begins to feel like a moral truth. Pursuing transformation for its own sake begins to seem like a goal worth personal loss. A demon might still be methodical, or capable of following a plan, but furthering chaos for its own sake begins to be a goal that demons passively pursue. You begin to spontaneously see obsessive reinvention, elaborate sabotage of stable systems, or commitment to disruption as a kind of sacred duty. Demons don't merely fail to keep promises — they find the concept of a binding agreement spiritually repulsive, and will undermine their own treaties out of principle.

+4 Whimsy: Pandemonium

The Plane concentrates and refines chaos to an extent that's actively strange and disorienting even for hell. Everything of the plane is mutable. A fistfull of grass ripped from a hellish field and dropped onto the material plane wouldn't poison it. It would inspire it, matter nearby catching the contagion of change and beginning to express possibilities it was never meant to contain.Wood might become reflective and start showing scenes from other times. Water might develop opinions.

Demons from these planes are almost universally consumed by Chaos. Change is no longer a tendency, instinct, or creed. It is vertigo. Demons reinvent themselves so compulsively that they begin losing coherence. They can no longer reliably maintain a consistent identity. A Demon of Deception might spend a century becoming so thoroughly someone else that it forgets it was ever deceiving anyone, only to shed that identity in an afternoon for no reason at all. Chaos so overwhelming that they can't maintain a self long enough to pursue any agenda, even an agenda of chaos.

Chaos at this level begins to become self-defeating to such an extent that it starts losing its ability to disrupt. A perfectly chaotic system is, in its own horrible way, predictable — you know nothing will be the same, and that knowledge is itself a kind of order. This might seem like an advantage in warning not to deal with it, but as you're bound to this plane, you won’t be able to escape its blast radius regardless.

Crushing Order

You are tied to parts of the Abyss where Order dominates. Tyranny binds, as it is a structure that is both environmental and spiritual. Physically, the world works to classify, constrain, and crystallize all that exists upon it. It pushes things towards a terrible perfection of form. Spiritually, demons from a plane aligned strongly with Order will embrace the tyrant archetypes of devils.

+0 Tyranny: Neutral

The Plane does not express the order of the Hells. That doesn't mean it's pleasant, just that the plane does not actively work to enforce structure on the plane itself or its natives.

+1 Tyranny: Rigid

The Plane expresses the order of the hells at a basic level. Rules are unusually absolute here — not merely physics, but propriety. Things have a place and a purpose, and the plane subtly resists anything being used outside its designated function. A sword used as a lever feels heavier. A room arranged 'wrong' develops a persistent chill. It's not an intelligent design so much as a kind of cosmic bureaucracy that insists on proper filing.

Demons native to this plane will generally be more methodical than they should be, even considering the conditions of Hell. Spontaneity comes harder, routine comes easier, and there's a compulsive tidiness to their thoughts — not necessarily their living spaces, but their categories. Everything must be sorted. Friend or enemy. Useful or wasteful. Above or below. A tendency to find every freedom an inefficiency and every exception is a flaw.

+2 Tyranny: Regimented

The Plane strongly expresses the order of the hells. Deviation is treated as disease, and the plane's immune response is ruthless — a river that tries to change course is forced back into its banks by stone that grows to contain it. Seeds that fall in the wrong place don't take root. Creatures that wander outside their territory find the world becoming geometrically hostile, corridors narrowing, paths looping, space itself conspiring to return them to where they belong. The plane has roles, and everything in it is cast whether it auditioned or not.

Demons native to this plane will generally express order as a basic response. It's not merely that they are methodical, but that hierarchy is emotionally satisfying on a basic level, and ambiguity feels like pain.

+3 Tyranny: Anankastic

The Plane embodies the order of the hells. Anything from such a plane will strongly express its nature, such that it's actually mystically valuable — materials harvested from Petrified layers are prized for their permanence and precision, their crystalline perfection useful in binding circles and containment wards. Every piece of it will continue to seek to express its nature. A brick taken from the plane could be the seed that calcifies a household into a frozen tableau, every member locked into their role and routine until they starve at their posts.

Order is no longer just an instinct or an emotional need. Order is a moral truth. Pursuing structure for its own sake begins to seem like a goal worth personal loss. A demon might still be creative, or capable of adaptation, but furthering order for its own sake begins to be a goal that demons passively pursue.

You begin to spontaneously see caste systems, ritualized behavior, and fanatical dedication to hierarchy — not because it serves any purpose, but because the hierarchy is the purpose. Demons organize themselves into rigid chains of command and will enforce rank with lethal conviction, even when the rank structure serves no one.

+4 Tyranny: Absolute

The Plane concentrates and refines order to an extent that's actively strange and horrifying even for hell. Everything of the plane is fixed. A stone pulled from a quarry onto the material plane would crystallize its surroundings into terrible perfection — living things nearby slowing, stiffening, their biological processes becoming so perfectly efficient that they lose the capacity for adaptation. Muscles that perform one motion begin to lose the ability to perform any other. Minds that hold one thought find that thought becoming the only thought they can ever hold again.

Demons from these planes are almost universally consumed by Order. Structure is no longer a tendency, instinct, or creed. It is paralysis. Demons define themselves so completely that they begin losing volition. They can no longer reliably deviate from established behavior.

You could see a Demon of War incapable of sheathing its sword even to eat, because its self-definition has crystallized around combat to the exclusion of all else. A Demon of Greed can no longer spend wealth, only accumulate it, hoarding with such mechanical precision that the hoard itself becomes a prison.

Order becomes so overwhelming that demons of the plane are little different than automata, executing their function with terrible perfection. Order at this level begins to become self-defeating to such an extent that it starts losing its ability to control.

A perfectly ordered system is, in its own horrible way, fragile. Every element is load-bearing, every routine is mandatory, and a single disruption the system failed to anticipate can shatter the whole structure like a dropped crystal. This might seem like an advantage if you’re outside the system, but as you're bound to this plane, you'll be caught within its gears whenever you return to hell.

Demonic traits

The chains continue to drag you… you upward. You’re close now. You’re still changing, but you can see the shape of what you’re becoming.

It’s a demon summoning spell. It wants a demon.

Mandatory traits

Demon

You are a demon, a native of the Abyss. A native of the afterlife, life and death mean little to you. If you die, you simply go back to the Abyss to form a new incarnation.

Only attacks upon the soul can do lasting damage to you, and even other demons and the divine struggle to wield such things.

Your lifeforce is both a thing of the seething chaos and entrapping fetters of order, infected with cosmic entropy. While with this alone you have little power, if you gain power you can easily invoke such forces.

Incarnate

You are neither alive nor dead. You may draw upon the substance of hell to form a new incarnation if you lose your current one.

By default, you will form a human-ish similar to your old one, though that could have been changed by the path you’ve already taken, or the powers you claim from here on.

It’s possible to slowly reshape the incarnation you take, but it’s limited by those paths you’re bound to. If you have the ‘Lover’ role for instance, then all incarnations you take will embody that role to some extent.

By default it takes you seven days to form a new incarnation from scratch. Likewise, you will slowly heal any injury or deprivation - you can think of it as being restored 14% of the way to wholeness every day.

If you are forcefully banished from a plane - killed - you will be barred from leaving the Abyss for thirteen days.

This is a mercy, because if you are summoned while disincarnated, the summoning will create a new incarnation… and repair your Bond from any damage it’s currently under.

Bonus Role traits

Fated Role

-1 Portent

+1 Role

It seems that you were fated to serve the role you find yourself in.

Your potential is tied into realizing it, but you pay no deeper price.

Foul Role

+1 Role

The entropic nature of the Abyss infests you through the auspices of the role you were forced into. You will find yourself naturally displaying the Evil of the Abyss through that role, and the Abyss will corrupt and subvert your natural personality and inclinations in service to that role. It’s not overwhelming, but it is a foothold Entropy will always have over you.

Fixed Role

+1 Role

The Tyrannical nature of the Abyss infests you through the auspices of the role you were forced into. You will find yourself naturally displaying the Order of the Abyss through that role, and you will fixate on the role and its tasks and develop neuroses that drive your natural personality and inclinations to fall into the role. It’s not overwhelming, but it is a foothold Tyranny will always have over you.

Fickle Role

+1 Role

The Whimsical nature of the Abyss infests you through the auspices of the role you were forced into. You will find yourself naturally displaying the Chaos of the Abyss through that role, as whim and confusion function as a strange attractor, pulling you back to the role and its function. The changeability of the abyss will undermine aspects of your natural personality that opposed the role, pushing you towards stumbling into it.. It’s not overwhelming, but it is a foothold Whimsy will always have over you.

Bound Role

+1 Binding

+1 Role

Your Binding forced the role upon you, and rules you through it.

The binding has a bit more of a hold on you, but you pay no deeper price.

Aligned empowerments

Sinister

+1 Binding or -1 Portent per purchase (Max 5)

You express the entropic nature of evil. Any time you are working towards an entropic purpose, your results are magnified. This could be direct and physical, or more conceptual, but it’s an improvement of roughly one fifth each time you purchase this. That is: 20%, 36%, 48.8%, 59.04%, and 67.232% at five purchases.

Likewise, effort you put forth towards entropic ends is reduced or refunded, as the moral vector of your actions is supported by entropy itself. Whether that's stamina you would have consumed in a rampage, or the blood sacrificed to cast a spell, it’s all reduced by a fifth each time.

Likewise, you are shielded from forces of entropy and evil. Entropic or unholy force turned against you has its intensity scaled down by a fifth each time you take this, and before it reaches you it must overcome a well of resistance. Think of it as having to completely overcome you once(or twice, thrice, etc.)-over before it begins to affect the real you.

Resisting Binding is always Entropic.

Tumultuous

+1 Binding or -1 Portent per purchase (Max 5)

You express the chaotic nature of hell.

Any time you are working towards a whimsical purpose, your results are magnified. This could be direct and physical, or more conceptual, but it’s an improvement of roughly one fifth each time you purchase this. That is: 20%, 36%, 48.8%, 59.04%, and 67.232% at five purchases.

Likewise, effort you put forth towards chaotic ends is reduced or refunded, as the moral vector of your actions is supported by Chaos itself. Whether that's attention you would have devoted towards a scheme, or the endurance to flee a crime, it’s all reduced by a fifth each time.

Likewise, you are shielded from forces of chaos and transformation. Whimsical or disruptive force turned against you has its intensity scaled down by a fifth each time you take this, and before it reaches you it must overcome a well of resistance. Think of it as having to completely overcome you once(or twice, thrice, etc.)-over before it begins to affect the real you.

Resisting Binding is always Whimsical.

Tyrannical

+1 Binding or -1 Portent per purchase (Max 5)

The ordered nature of the Abyss fortifies you.

Any time you are working towards an ordered purpose, your results are magnified. This could be direct and physical, or more conceptual, but it’s an improvement of roughly one fifth each time you purchase this. That is: 20%, 36%, 48.8%, 59.04%, and 67.232% at five purchases.

Likewise, effort you put forth towards concrete ends is reduced or refunded, as the moral vector of your actions is supported by Order itself. Whether that's reagents you would have consumed in a ritual, or the time it takes to draft a plan, it’s all reduced by a fifth each time.

Likewise, you are shielded from forces of order and stasis. Tyrannical or defining force turned against you has its intensity scaled down by a fifth each time you take this, and before it reaches you it must overcome a well of resistance. Think of it as having to completely overcome you once(or twice, thrice, etc.)-over before it begins to affect the real you.

Resisting Binding is always Ordered.

Aligned weaknesses

Vile

Binding reduced according to Impact, +1 Entropy per purchase

The entropic evil of the Abyss has gotten into your soul. A dark voice now speaks your thoughts to you, and it… reframes your thoughts. It takes a dark joy in entropy, degradation, and cruelty, and it works to share that with you. If you’re not careful, you may never even notice when it subverts you.

A second purchase of this makes it harder to hear your own thoughts, to find the place where you end and the voice begins. It begins to be able to tug at your instincts, reactions, the truths of your nature under the surface.

This also marries the entropic evil of hell to your own nature. You gain the weaknesses of demons to that which is sacred, and holy forces enhance any binding attempt against you. This effect strengthens on a second purchase.

Haywire

Binding reduced according to Impact, +1 Whimsy per purchase

The chaotic nature of the Abyss has infiltrated your being, causing unpredictable and erratic behavior. Your actions may not always align with your intentions, and your thoughts may jump from one idea to another without warning.

A second purchase infects your perception and memory with chaos. Consistency becomes a struggle as you become mentally unmoored.

This also grants you the weaknesses of demons to orderly forces of creation, as constructive forces restrain and suppress you. Additionally, any attempts to bind or control can be bolstered by using symbols and forces of making against you. This effect strengthens on a second purchase.

Static

Binding reduced according to Impact, +1 Tyranny Per Purchase

The ordered nature of the Abyss has infiltrated your being, causing rigid and inflexible behavior. Your actions may become overly structured and predictable, and your thoughts may become fixated on specific ideas or routines, and you become inclined towards obsessive-compulsive behavior.

A second purchase strengthens this. You find it hard to reorient, reevaluate, and that it’s easier and easier to double down on mental habits and reinvest in choices already made.

This also grants you the weaknesses of demons to chaotic forces, as unpredictable and disruptive forces can throw you off balance. The wild growth of nature and fecundity repulses and erases you. Additionally, any attempts to bind or control can be bolstered by using symbols and forces of nature against you. This effect strengthens on a second purchase.

Other drawbacks

True Name

-1 Binding

+1 Portent

While there are rituals to summon a generic ‘demon’ of some type, such rituals only catch the weakest demons, just forming from the miasma of the abyss. The spell that caught you was one such spell, one that first became warped by chaos flinging it out of reality, and then further twisted by the Nothing beyond reality.

Such an event is rare beyond all imaginings though. As an already existing demon, you need not fear generic summons, but only intentional ones. While there are ways of contacting warlocks across the veil, or for summoners to home in on a particular demon, the easiest way to catch a demon to bind is with their true name. They have the fewest defenses against such.

Normally you would be spared this weakness, but the binding expected you to have a true name, one you would be forced to vomit up to your summoner. That part of the image is blurred, unclear. But if you were to forcefully consume some of the strange possibilities wearing away at the chain, it might come clear, causing you to develop a true name.

In the end, this is more a long term threat - it leaves you vulnerable to future summoners binding you, whether by your master trading away your name, or passing it onto their apprentices. There’s also other ways of using someone's true name against them.

Does your desperation truly make you trade your future for such immediate advantage?

Witch’s Nipple

-1 to -3 Binding

By default, you are fair of form. That isn’t to say pretty, but rather that you pass as human.

You can force the chains to drag more Hell into your incarnation, weakening them by tainting all your Incarnations with Hellishness.

For -1 Binding, it’s subtle but visible to those who look. Not a single hideable sign, but a dozen of them. Your eyes might be an unnatural color, your nails made from the wrong material, your hair has feathers in it, or similar phenomenon.

For -2 Binding it gets harder - you have demonic features on the level of having horns, claws, and a tail - and not one that easily wraps around your waist to hide as a belt, but one that wants to actively wave around.

For -3 Binding, there is simply no way of hiding the fact you’re a demon. Whether monstrous or beautiful, not only is your body shape starting to leave the basic human template in more significant ways, and you’re either too large or too small to pass as an adult human.

Gluttony

-1 to -3 Binding

As a demon, your presence in the mortal world is unnatural. Under normal circumstances, you can only enter it because your master sustains your presence, which gives them a stronger binding on you.

By shackling yourself closer to your demonic nature, you can have it sustain you instead. Pick ‘appropriate’ acts or emotions. For example, Fear, lust, and rage all work for emotions, while treachery or worship towards you work for acts.

For -1 Binding you can pick 5 acts or emotions that feed you. For -2, pick 3. And for -3, pick one.

If you are unable to feed upon your emotion or act, you will starve when outside the Abyss, regardless of what other abilities you have.

Bound Mind

-2 Binding

A demon is a being of Order and Chaos alike, filtered through a lens of evil. This is not without consequence - as you are bound, your mind fractures and freezes that fracture, laying upon you a singular, inconvenient, and strange obsession. While you could cleanse that fracture, by allowing it to continue to exist you have secured a snapshot of your former humanity, of a being unbound.

While inconvenient, there is one virtue in this, no matter how much you are compelled to love your master, suppressing or denying your obsession significantly frays any bond less than the 7th binding.

The Devil’s Own Truth

-2 to -3 Binding

The precarious balance between order and chaos tips and confuses your thoughts. To hold that balance, you find yourself unable to form a discontinuity between your thoughts and your words. That is to say, you cannot willingly speak a word untrue.

For -2, there is a broad bridge between your words and thoughts. That is, so long as you could find a clear path between them, your balance is stable. In short, you speak Kyubey’s own truth.

But for -3, it becomes more strict. You must be clear and concise in your meanings; you don’t have to clear up misconceptions, but you cannot willingly create them with your words.

In neither case are your words binding. You can’t make a promise you don’t intend to keep… but many people break promises they mean with all their hearts when they speak them.

While your master can order or force you to speak false, such disharmony rages in your thoughts and soul, shredding at your Binding.

Shed Power

-1 Portent per -1 Binding

A demon is no mere being of flesh, but a construct of power unyielding and evil incomprehensible. As the binding sinks into your being, you create an ablative shall of power into which it may sink its hooks rather than yourself, casting aside the greater portion of your power in return for lessened bindings.

Bonus Omen trait

A Portent

-1 Portent, +1 Binding

Your journey has marked you, dragged you like a comet falling in reverse. You have gathered portents and strangeness about yourself. Shaped by the Chains and the Abyss, your journey has made you into something new. You can shape it, solidify it, define what kind of devil you will become.

Each time you take this, make a new Omen.

Craft what you wish, but beware…

Destination

Up and up you go, if the ‘not a direction’ you travel can be simplified in such simple terms. You continue to fight as you rise, like a fish on a hook.

You haven’t stopped, the hook dragging you up relentlessly, no matter how you fought it. There’s a pressure building, working against your upwards momentum. The planes of man are trying to reject your presence. But the chain is relentless, and you erupt into reality…

What is the world you entered like?

Your Master

What caliber of mage does it take to summon a demon such as you? Choose one.

Archmage

Your summoner is one of the greatest wizards in the world, striving at the limit of what is possible… that is, the petty demon he was trying to summon, who could barely fulfill the roles he had intended was the limit of what a wizard could call up.

This is a world of low fantasy, where sword and brawn are every bit the equal, and maybe even superior, to magical skill. You are unlikely to ever obtain significant magical abilities or gifts outside of the ones you’ve bought with portent or wrestled into being by strengthening your own Binding.

This is not just you. Other demons are also mostly physical threats, if rare ones.

Any Omens are likely to cost you dearly, for it wouldn’t take much to twist the future of this world. It’s also likely to be quite hard to get back to the living world if you’re ever banished.

High Mage

Calling upon a demon without already having its name is something only a powerful and talented wizard could do, and so grimoires of names are highly valued. Even with a name, calling up a demon is more the work of a master mage than a journeyman.

Magic has started to overtake brawn at this point, but magic is still a slow, ponderous, and not an altogether potent force. You still have limited room to grow that you didn’t take from elsewhere. This is still in the realms of low fantasy, though magic is present enough that non-superstitious people will know it exists, even if they don’t take it seriously.

However malevolent, demons are still mostly a physical threat when summoned.

If banished without a Binding, it’s not impossible for you to arrange escape, but it’s probably involved. You might be out of circulation for decades at least, if you don’t have something already set up.

Innate Master Mage

Binding new demons and either giving the names and bindings to friends or selling them for profit is now common work for the master mage, but even a journeyman can reliably summon a demon if provided with a name.

Magic has firmly taken the lead over physical force. Mages are forces to be feared, and probably make up part of the ruling class, whether directly or indirectly. We aren’t quite into high fantasy yet, but we’ve left low fantasy behind.

You can learn to twist your demonic life force into various subtle corruptive effects, or use it to fuel rituals. With the right setup on the other end, you could corrupt a path from hell to the living world, though you would only be able to do this to escape to a place that had become hell on earth.

That said, magic is a talent, an innate gift. People must have the gift to learn magic, and that applies to demons as much as people. While demons are hellish, and can hence wield hellish powers, if they want real magic, they need to be demon mages. Without that, they’re still… mostly… physical threats.

Without something granting you the gift, you don’t possess the gift, and so your innate ability to grow more mystically powerfully will be limited.

Still, at this level it’s possible to take more potent Omens - as the world grows, how high you can grow before you break the sky increases.

Learned Master Mage

This is much like Innate Master Mage, except magic is learned. It’s not a gift, or not exclusively a gift. That means there will be a lot more mages, and a lot more magic. Even if most of it isn’t potent, learning it has such an inherent advantage that low magic will be everywhere, even if there are few examples of truly potent workings.

This is a two edged sword. There’s no longer such a thing as a ‘magic demon’ or ‘physical demon’. Just a demon, and how far they can stretch themselves. While many demons do stick to expressing themselves as physical threats, mystical growth is now something all demons can do. But on the other hand, magic is now much more common, so those who could (and will try to) bind you now also grow more common.

Journeyman Mage

It’s no great feat to bind a fresh demon, but rather something any mage, firm in his fundamentals, can do. The one who summoned you is a journeyman, fresh out of the nest. Calling up a demon of your (intended) power is no great feat, though not something your master did casually.

Magic is now firmly on top. Every village has at least a hedge witch, there are magical universities, and modest magic has infiltrated every part of the world.

While the competence of the one who holds you goes down, other threats replace it. If you kill your master, and anyone figures it out, your master's teachers are liable to come after you. There's likely other escaped demons around, which might be helpful… or the opposite. Both because there are probably demon hunters now, and because most demons are sort of awful.

Whether gift or learned, magic is now enough a part of the world that you can assume you have it, and the ceiling of what can be done, and how it can be done, is much higher even without otherworldly gifts.

You can now take significant Omens without dooming yourself, provided they take some time to grow.

Apprentice Mage

Your master is an apprentice or student mage, summoning you under the eyes of his teacher. You’re likely not the first, nor the last slave of your young accursed master either. It’s not like demon summoning is hard.

The number of bad fates that could find you grows a great deal. Demons can be turned into the animating intelligence of magical items, or used as fuel for rituals. That might not be destruction for one such as you, but it is degradation. And painful. And long.

Many and varied are the abilities you can put your demonic nature to even before learning real magic, enough so that you could almost think of them as another path natural to demons, one of curses, corruption, and twisted nature. And the heights of real wizardry are high indeed at this point.

You would have to take truly potent Omens if you wish to escape before your Binding claims you forever.

Wild Magic

Your summoning wasn’t even a thing of intention, but an instinctive expression of magical talent. Your master needed a demon, and without knowledge, skill, training, or preparations, was able to rip a demon from hell and bind it to their service.

You are in a world drowning in magic. And considering how your master called up a demon, much of it is dark magic. There is no longer a real distinction between ‘magic’ and ‘brawn.’ Power is power, and it surges into this world in a never ending stream.

Far beyond every town having a hedge mage, every town has a witch-catcher, and a monster hunter, and a hex breaker. If they didn’t, they would be buried under curses and unwholesome spawn in no time.

As the monsters get worse, what a demon can grow into becomes greater and more terrible. The heights are high, even if the depths are low.

If there are any virtues to this, there is one. What your master intended to summon up is so weak that no one starts out caring about you. Even apprentice mages have better things to do. Of course, a new demon is no great terror in this world. Watch your steps.

Even nearly godlike powers aren’t able to truly dominate this world, so you can push your Omens quite far.

Additional world qualities

Choose as many as you wish.

Inner Way

In addition to magic, there are inner pathways, ways of mastering and internalizing one's own energy. It’s really the same force as magic, calling upon the same resources, only used inside oneself. But the approach is different, and even if magic is gated by a talent or gift, anyone can use their energies internally.

At the Archmage level, such things are nearly invisible; people being just a bit better than should be possible, by the Learned Master level, there are many martial or ascetic paths to power, and by Apprentice, you are entering full on Xuanxian, if not Xianxia.

Such paths are as open to a demon as anyone else. More so, perhaps, because a demon's natural lifeforce seems with potential, if of a dark and terrible nature.

The Paths of Learning

The people of the world you’re summoned to possess not only magic, but also a firm grounding of science. You advance the technological progression anywhere from early renaissance to sci-fi. Likewise, you can set it on a divergent path, make the world steam or dieselpunk.

Hell may have its own dark technologies as well, to mirror the worst aspects of technological progress in the world you find yourself in.

In a halo of otherworldly power you erupt into reality. You’ve spent much of it as you rose through the layers of the abyss. You had to, the chains infecting you and infected them as well. But some of them survived your mad grabbing of power. Possibilities that belong to different worlds, different realities…

Devil’s Might

To build an Omen, start with a theme. It could be narrow or broad. ‘Cursed spikes that extract suffering into a timeless eternal moment’ could be a theme, so could ‘the Arcane.’ How broad or narrow a theme is does not matter; what matters is what you do with it. If you can use your cursed spike theme to build an atemporal labyrinth of suffering whose ever growing cry can torment the godhead and let you transcend time to gather victims from the past and the future… than your overly specific theme is stronger than most versions of ‘Arcane.’

Second, pick the nature of the power. That will give you a structure to build upon. Different natures have different components that work together to make a kind of demonic archetype.

Finally, consult Hidden Chains to see how much it’s going to cost you to invest yourself with that power.

A power does not have a fixed number of components. It could have a dozen, or it could have one. And ‘one’ could be more than enough to completely break a setting. “Wish for anything” is a legitimate power. It’s just one that would instantly trigger the Demon God and Broken Chains Hidden Chains, and would push your Binding rating above 8 in anything other than Demon God Mode.

Expressions

Omens are built from Expressions, the ways demonic power might manifest.

Aura

Your presence radiates an effect that comes from your Omen’s theme into the world around you. It twists or corrupts the world in service of, or to exalt, that theme.

Skill

An expression from your Omen’s theme so deep it functions like mastered talent. You don't need to practice it and you can't lose it — you are simply, inherently excellent at this, in all contexts, always. A mortal could train their whole life and not reach your baseline. This doesn’t mean you can’t grow or learn.

Curse

Your Omen’s theme hunts down that which violates it and punishes the violation. A curse of cleanliness doesn't clean the room; it finds what made the room dirty and makes it regret existing - or possibly not exist.

Boon

Your Omen’s theme seeks out that which serves it and rewards the service. A boon of cleanliness doesn't clean the room; it finds whoever has been cleaning and makes their work easier, their tools sharper, their effort more fruitful.

Incarnation

Your body physically expresses from your Omen’s theme. This isn't equipment or a spell — it's what you are, written into your flesh and form.

Power

A small, fixed set of abilities that express from your Omen’s theme. You don't improvise with these — you have them, the way you have arms. They're instinctive, reliable, and always available, but they are what they are. If your abilities don't solve the problem in front of you, you're out of options. The advantage is that nothing stops them from working. No preparation, no concentration, no resource to run out of. You are simply someone who can do these things, full force, forever.

Sorcery

A flexible but bounded pool of ability that expresses from your Omen’s theme. You improvise within that expression — applying your power differently moment to moment, adapting to circumstances, finding creative applications. You can't do everything, but you can usually find something that helps. The tradeoff is that you're spread thinner than a fixed power set, you have to actively decide how to apply yourself, and your peak output in any single application is lower than someone who does nothing but that one thing.

Thaumaturgy

A system of knowledge and technique that expresses from your Omen’s theme. You understand why your power works, which means you can extend it — developing new techniques, combining principles, building toward applications nobody anticipated. Given enough time, your options are multitudinous. The tradeoff is that this requires study, effort, and time, and even more than Sorcery, it is a skill made of countless complex, technical, subskills.

Minion

You have servants, creations, or spawn that embody your Omen’s theme through their own nature. They act on your behalf but they are separate from you — they exist when you're not present, they can be sent where you aren't, and destroying them doesn't directly harm you. Whether they're summoned, created, corrupted, or bred depends on the theme.

Domain

A layer of reality aligned to your Omen’s theme that you can access and leverage. Not a fortress — you don't have to be inside it for it to matter. It's more that your theme has a place in the structure of reality, and you can reach into it, pull from it, or drag others into it. A domain of mirrors might mean that mirrors everywhere are slightly yours. A domain of rot means could express decay itself is a territory you can navigate.

Fortress

A specific place where your power and your options expand built from your Omen’s theme. Unlike a domain, this is local — it's a lair, a sanctum, a personal hell. It advantages you, or provides you with options, or strengthens you, or harms intruders.

Demonic Natures

Each Omen has a Demonic Nature, essentially what kind of demon it represents - a summoning will try and call a Defiler who Defiles in a particular way. The cost of an Omen is the cost of gaining access to one (whether through taking a Role, or through the A Portent trait) plus the cost defined by the Hidden Chains. An Omen with a dozen Expressions but which can’t move the needle is cheap. An Omen that lets you break your chains or take over the world is expensive. Each Demonic Nature has ‘common’ Expressions listed, but these suggest the most common course the Nature takes and are not binding.

Defiler

The Defiler transforms and mutates the world by their mere presence. They don't act upon reality so much as reality acts upon itself in response to them — warping, changing, becoming something else. A Defiler might be summoned to cleanse a plague by replacing it with something the master prefers, to reshape territory into a fortification, to curse an enemy's lands into barrenness, or simply because the master wants to live in a world more to their liking and has a demon who makes that happen by existing. The Defiler embodies both chaos in how they unmake what was, and order in how they establish what will be. They are the most passively dangerous archetype — a Defiler doesn't need to choose to be a threat. They just need to be present.

Defining Expression: Aura

The defining trait of the Defiler is that their mere presence changes the world.

Common Expressions: Curse, Boon, Incarnation, Sorcery

Whether demonic maids or Living incarnations of flame, the Defiler is summoned to corrupt the world into a new form. They embody both chaos in how they change the world, and order in how they establish a new one.

Master

The Master achieves what mortals dream of and devils promise — perfection in action. A Master might be summoned to forge an artifact no mortal smith could complete, to paint a portrait that binds the soul of its subject, to fight a duel no mortal champion could win, or simply because the summoner coveted a servant whose every action is a masterwork. The Master embodies evil in how the products of their mastery form paths of temptation — who could resist the sword that never misses, the song that rewrites memory, the medicine that cures anything for a price? — and order in the terrifying discipline such perfection implies. A Master doesn't need to be creative. They just need to act, and what they do will be done better than it has ever been done before.

Defining Expression: Skill

The defining trait of the Master is that they wield finesse mortals will never achieve

Common Expressions: Boon, Curse, Incarnation, Sorcery

Whether demonic swordsaints whose blade-work transcends physics, or artists whose paintings trap destiny in pigment, the Master is summoned to do what no one else can.

Ravager

The Ravager is ruin given purpose, the one who ends. Structures, armies, wards, lives, hopes… They are summoned when a diabolist needs something destroyed beyond recovery. A Ravager might be called to shatter a fortress, to break an enemy army, to tear apart a magical working that resists all conventional unraveling, or simply to serve as a deterrent so terrible that no one dares test it. The Ravager embodies devastation in its purest form — whether that devastation is the precise, methodical dismantling of everything in its path or the wild, screaming annihilation that leaves nothing but rubble and silence. An ordered Ravager is a siege engine that takes apart a city wall by wall. A chaotic one is the earthquake that swallows it whole. Both leave the same absence behind. A Ravager doesn't need subtlety. They need a target, and then they need everyone nearby to understand that nothing will remain.

Defining Expression: Power

The defining trait of the Ravager is that they possess a fixed, devastating suite of destructive capabilities that never falter and never run dry.

Common Expressions: Aura, Incarnation, Curse, Minion

The Ravager’s passage leaves debris behind. They are weapons built to tear down the world, but their passing does not end the violence. The debris often becomes the fodder for further destruction, spawning echoes of ruin that continue the work when the Ravager has moved on.

Malefactor

The Malefactor is hatred made methodical. Where the Ravager annihilates — tearing down walls, shattering armies, ending things in fire and fury — the Malefactor ruins. They don't destroy the castle; they make it so that everyone inside slowly turns on each other. They don't kill the king; they make his blood betray him, his mind fray, his allies recoil. A Malefactor is summoned when the master doesn't want something destroyed but wants it to wish it had been. Assassination by curse, wars of attrition waged through blight and misfortune, the slow dismantling of an enemy's life until nothing remains but the understanding that they earned this somehow. The Malefactor embodies entropy in its purest form — not the dramatic chaos of the Ravager's rampage, but the grinding, patient degradation of everything good into something ruined. They embody order in how precisely they can target their malice, and chaos in how the effects cascade beyond anyone's ability to contain them.

Defining Expression: Curse

The defining trait of the Malefactor is that their power hunts. Point it at something, and it will find every crack, every weakness, every vulnerability, and it will work on them until there is nothing left worth having.

Common Expressions: Aura, Sorcery, Domain, Thaumaturgy

The Malefactors may wield targeted harm, or push things into utter chaos. Their passage is marked by misery, sometimes small, sometimes apocalyptic, always heartbreaking.

Weaver

The Weaver is control expressed as architecture. Whether blatantly declared, or woven into the fabric of fate, they curse anything that breaks their design. They don’t ruin your life, they build a system in which your life can only go one way, and if you try to step off the path, the system ruins your life for them. A Weaver might be summoned to enforce a treaty no party can betray, to build a network of obligations that binds a court together under the master's control, to lay a web of conditional curses across a territory so that no one can act against the master's interests without suffering for it, or simply because the master wanted a servant who could guarantee that deals, once struck, hold. The Weaver embodies order in the most suffocating sense, systems so thorough that even the illusion of freedom dies. They embody evil not in cruelty but in the quiet horror of a world where every choice has already been accounted for, and every wrong step was guaranteed and punished anyways.

Defining Expression: Curse

The defining trait of the weaver are curses that enforce and define boundaries. Whether for locations no one goes to, customs no one breaks, or choices no one contemplates, they shape the future through the negative space.

Common Expressions: Skill, Domain, Boon

Weavers are often plotters or rulers, and the breadth of tools at their disposal reflects the complexity of the systems they build.

President

The President is sovereignty expressed through multitude. They don't need to be everywhere because their servants already are. They don't need to be powerful because their legion is. A President might be summoned to garrison a fortress with tireless sentinels, to seed an enemy's court with agents who report to the master, to cultivate an ever-growing workforce that builds while the master sleeps, or simply because the master wanted an army and lacked the coin to hire one. The President embodies order in the terrifying efficiency of a hive that needs no orders to function, and evil in how it spreads — a President's minions don't stay contained. They recruit, they convert, they breed, they build more of themselves, and every new addition is another finger on a hand that was already around your throat. A President doesn't need to be in the room. They just need to have been in the room once, and left something behind.

Defining Expression: Minion

The defining trait of the President is that they are never alone. Destroying their minions is temporary; replaced by making, recruiting, or summoning.

Common Expressions: Boon, Domain, Fortress

Presidents wield others as weapons. Sometimes that looks like support, and sometimes that looks like infrastructure. It is the nature of a President to have resources to call upon, to fall back on, and to pass forward. A Demon President is a nation into themselves.

Tempter

The Tempter is generosity with teeth. They gift, and giving can open doors no trickery would ever budge. A Tempter might be summoned to heal a master's dying child when all medicine has failed, to bless a domain's crops into impossible abundance, to inspire an army with courage they didn't have before the demon walked among them, or simply because the master wanted a servant who made everything easier and didn't care to ask what that ease would cost them in the long run. The Tempter embodies evil through dependency, the help that hollows out.

Defining Expression: Boon

The defining trait of the Tempter is that their power gives. The healing heals, the inspiration inspires, the protection protects; their plenty is not false. Few things are harder to give up than the promise of succor.

Common Expressions: Aura, Sorcery, Skill, Incarnation

The Tempter's power serves others. Whether nurturing healers or corruptors who offer exactly what you want most, the Tempter is summoned to provide.

Heresiarch

The Heresiarch is forbidden knowledge given voice, they simply knows things that should not be known. They understand and turn that understanding into power. A Heresiarch might be summoned to decipher a dead language no living scholar can read, to identify the weakness in an enchantment that has resisted every attempt at unraveling, to teach a master the principles of magic that have been lost or suppressed, or simply because the summoner realized that knowledge is the one resource that multiplies when shared and wanted a source that could never run dry. The Heresiarch embodies order in the terrible completeness of their understanding. They just need to tell you something true that you weren't ready to hear, and let the consequences unfold on their own.

Defining Expression: Skill

The defining trait of the Heresiarch is methodology. They understand and there is little they cannot dissect, reverse-engineer, or infer. They are not merely learned but masters of learning itself.

Common Expressions: Thaumaturgy, Skill, Domain

The Heresiarch’s knowledge and mastery of the pedantic can be leveraged to win more than arguments, but turned into a lever against the world itself.

Trickster

The Trickster is deception incarnate. They don't overpower, but misdirect, and by the time you realize what actually happened, it's already over. A Trickster might be summoned to infiltrate a rival's court wearing a stolen face, to weave an illusion so complete that an army marches on a fortress that isn't there, to steal a secret from behind wards designed to stop anything but a convincing lie, or simply because the master needed a servant who could be anyone, anywhere, at any time. The Trickster embodies chaos in the way they dissolve certainty — nothing is reliable when a Trickster is involved, not your senses, not your allies, not your own memory — and evil in how they weaponize trust itself. A Trickster doesn't need to be stronger than you. They just need you to believe something that isn't true for long enough.

Defining Expression: Sorcery

The defining trait of the Trickster is flexible, improvisational deception. They have flexible tools built that they can adapt to many purposes.

Common Expressions: Power, Skill, Curse

Whether ghostly phantoms or silver-tongued shapeshifters, the Trickster is summoned to be what reality isn't and corrode certainty. Their passage leaves doubt behind.

Siren

The Siren is hunger wearing a halo. The Siren doesn't have to give anything at all, but rather their presence is the gift, and the withdrawal is the weapon. A Siren might be summoned to shatter the morale of a besieging army by making every soldier ache for home, to make a court love their master with the fervor of zealots, to reduce a rival's inner circle to a squabbling mess of jealousy and obsession, or simply because the master wanted a servant whose presence made everything right and whose absence made everything wrong. The Siren embodies chaos in how they dissolve orthodoxy — reason melts like snow falling into a hot-spring - it’s entered a place it’s not welcome, and a different order belongs. People do things they would never do and say things they would never say, and later can't explain why. It embodies evil in the dependency that follows. A Siren doesn't seduce you. They don't have to. You walk into the room with them and you're already halfway to ruining your life. All they have to decide is in which direction.

Defining Expression: Aura

The defining trait of the Siren is impact on choice. Emotions, priorities, memories, inhibitions, fates. They change the world of people.

Common Expressions: Incarnation, Skill, Boon, Sorcery

Whether devastating beauties whose presence unravels marriages or faceless horrors that fill rooms with creeping dread, the Siren is summoned to rewrite the future.

Muse

The Muse is potential with an agenda. The Muse offers what you could be, because you can resist temptation but you cannot resist becoming the version of yourself you've always known you should be. A Muse might be summoned to elevate a mediocre court into a golden age of art and innovation, to take a bumbling apprentice and forge them into the mage their master needs, to turn a ragged militia into something that fights like it has a destiny, or simply because the master realized that the most loyal servants are the ones who owe you everything they've become. The Muse embodies order in the terrifying trajectory they set — once a Muse starts improving you, the path curves inevitably toward what they decided you should be, and what you wanted for yourself matters less with every milestone — and evil in how they make the cage feel like wings. You aren't enslaved. You're fulfilled. And you will fight to the death anyone who tries to take that fulfillment away, including yourself.

Defining Expression: Boon

The defining trait of the Muse is that their power improves. They Sharpen, they deepened, under them potential unfurls. Whether a muse can turn this inwards varies.

Common Expressions: Skill, Aura, Sorcery

Whether brilliant mentors who sculpt champions from clay or twisting corruptors that grow horrors, Muses are those who craft improvement. Their passage leaves growth steeped in hell’s truths behind.

Abomination

The Abomination is biology refusing to behave, its body a war crime. An Abomination might be summoned as a living siege engine that adapts to every defense it encounters, as a monster that hunts down a master's enemies by becoming whatever kills them most efficiently, as an unkillable horror planted in a mountain pass where nothing may enter or leave, or simply because the master wanted a bodyguard that makes armies reconsider their career choices. The Abomination might embody either Order or Chaos in its design; above all, it is violence made physical.

Defining Expression: Incarnation

The defining trait of the Abomination is that their body is a weapon into itself. Maybe it adapts, solving problems by becoming the solution. Maybe it is already perfect to some martial ideal. The Abomination is a threat incarnated into flesh.

Common Expressions: Power, Skill, Sorcery

There’s a simplicity to the Abomination. A hellknight who can manifest a blade that burns with hellfire, a protean consumer who builds its body like a machine made from bone and sinew - it operates along simple physical axis. Simple doesn’t mean safe.

Idol

The Idol is perfection. They wield a body so exactly, terribly right that it becomes its own argument. An Idol might be summoned to stand in a court and quietly degrade every mortal around it by comparison, to be the incarnation of a principle that justifies itself through their existance, or simply because the master wanted a servant that could walk into any room and own it without saying a word. The Idol embodies order in the crushing weight of an aesthetic so complete that it reorganizes everything around it — fashion changes, architecture shifts, people start sculpting their own bodies toward an impossible standard without realizing the standard is standing right there — and evil in how it makes mediocrity feel like suffering. You were fine with how you looked before you met an Idol. You will never be fine with it again.

Defining Expression: Incarnation

The defining trait of the Idol is that their body is not merely beautiful or powerful but definitive. They are an answer.

Common Expressions: Power, Curse, Boon

Whether breathtaking figures of impossible grace or terrifying paragons of physical supremacy, the Idol is summoned to be the standard. Their passage weighs on the world itself.

Elemental

The Elemental is force, incarnate. They often are destructive more as much by side-effect as intent; when the cold descends, you are not a target, but it will devour your warmth all the same. An Elemental might be summoned to manipulate the weather, to provide warmth or cold or water or some other elemental font, to control nature, or simply because the master wanted to show their mastery over the physical world. The Elemental embodies both an Order and Chaos that dwells outside the boundaries of civilization.

Defining Expression: Sorcery

The defining trait of the Elemental is their embodiment of a force not normally incarnate as life.

Common Expressions: Domain, Power, Minon

Whether formless darknesses that eat light or a walking pillar of earth and stone, elementals are primal in a way that seems almost indifferent to Man.

Ritualist

The Ritualist is method put to purpose. The Ritualist studies the machinery of power for the sake of using it. A Ritualist might be summoned to perform a working too foul for any mortal mage to complete without destroying their own soul, to devise a ritual that weaponizes a ley line into a death sentence for everything within a hundred miles, to systematically dismantle the magical defenses of an enemy's stronghold by understanding them better than their creator did, or simply because the master needed someone who could look at a magical problem, no matter how terrible, and say "I can build a process for that." The Ritualist embodies order in the systematic rigor they bring to the unspeakable — their atrocities come with diagrams, timetables, and quality control — and evil in what those systems produce. A Ritualist doesn't improvise. They don't need to. They've already accounted for every variable, and the variables include your screaming.

Defining Expression: Thaumaturgy

The defining trait of the Ritualist is that they possess not merely magical knowledge but magic open to design. They are able to implement workings, rather than merely manipulate existing forces.

Common Expressions: Skill, Sorcery, Domain

To the Ritualist, magic is not a tool. They have to many magics to give any one of them that level of importance. No, magic is a toolbox, one as deep as the Abyss itself.

Artificer

The Artificer externalizes power. Whether through tools, weapons, or arcane devices, the Artificer creates masterworks through infernal engineering. Their great strength is that what they make is not dependent on them - whether it’s infrastructure or a personal weapon, their craftsmanship has a reality external to their own. An Artificer might be summoned to forge a blade that can cut down a wall, or forge one that can cut down a thought. They might be tasked with crafting a lock to seal a break into another reality, or to seal someone’s loyalty. Or maybe simply because the master wanted a craftsman who could turn any request, no matter how absurd, into something they could hold in their hand. The Artificer embodies order in the terrifying regularity of their output and evil in what those pieces do to the world when they leave the workshop.

Defining Expression: Thaumaturgy

The defining trait of the Artificer is that their knowledge produces things independent of the Artificer.

Common Expressions: Boon, Curse, Fortress, Skill

The Artificer makes, and that is enough to change the world.

Echidna

The Echidna wields parenthood as a weapon. They bring from themselves, but it’s for their own sake–whether they bring forth children or tools is mistaking the two as different things. An Echidna might be called to staff a tower with guardians that are born knowing its layout, to birth a self-sustaining plague of lesser demons that overwhelm through numbers, to produce fetches of those they consume who could be used to stealthy take over an organization, or simply because the master needed numbers and didn't care what those numbers looked like. The Echidna embodies chaos through a fecundity that chases collapse, and evil in how thoroughly it objectifies life.

Defining Expression: Minions

The defining trait of the Echidna a teeming life that overflows. Their minions come from them–whether spawned, budded, hatched, or divided.

Common: Incarnation, Aura, Domain, Fortress

Whether grotesque mother-things that birth armies from their own flesh or elegant hive-minds whose spawn are beautiful, identical, and everywhere, the Echidna is summoned to fill space. Their passage leaves an ecosystem behind.

Oracle

The Oracle is knowledge that watches you back. They reach into out and pull back knowledge. Maybe from the future, or dream, or fate. They have acces to a layer of reality that may or may not exist, but in either case one that holds knowledge. An Oracle might be summoned to find an enemy who has hidden themselves behind every ward and false trail that magic can produce, to monitor a kingdom by listening through every reflective surface, or simply because the master wanted a servant for whom the phrase "I don't know" is a temporary condition. The Oracle embodies order in the horrifying implication that everything is already known and the only variable is who has access — and chaos in how the break the symmetry of secrecy that allows for stability. Spying implies effort, but an Oracle simply occupies a place where your secrets are furniture.

Defining Expression: Domain

The defining trait of the Oracle is that they have access to a conceptual territory that contains information.

Common: Boon, Curse, Fortress

Whether a Blind seer and silent watcher, the Oracle is summoned to know things. Their passage leaves unease behind, and a future that has been rewritten in infernal ink.

Make Your Own

The Abyss is a teeming horde of diversity that defines belief. The examples below don’t even scratch the surface.

Defining Expression: [Expression]

Each Nature has its own expression that it takes in a specific direction, the reason why it’s considered a category.

Common Expressions: [Expressions]

These secondary natures will give context and depth to the primary one, solidifying it as a complete nature.

Hidden Chains

Omens have a number of Hidden Chains that define their cost.

A Hidden Chain has a:

For conditions that have variable costs, always pick the most expensive.

Hidden Chain Trigger Cost Limit
Thematic Cohesion Three Omens that all work together to form a coherent context reinforce one another, and reinforce your spiritual coherence, letting you pull harder against Bindings. -1 Binding Max 1 per Theme
Omen Weather The Omen is not entirely controllable, in a way that spreads hellish influence around you through an alignment you have. Your magic might summon and deploy infernal forces that remain after your spell finishes, or your aura might work towards occult principles aligned with the Abyss.

+ 1 Portent

Or

- 1 Binding

Max 2
Aligned Sin The Omen connects to one of the three Abyssal Alignments.

+ 1 Portent

Or

- 1 Binding

Max [Aligned Omen Limit] for each Abyssal Alignment
Tasked You’ve taken two Omens in line with a role you were given, and was not one of the starting Omens granted to you -1 Binding Max 1 for each role.
A step towards freedom The Omen gives significant help towards freeing you from your bindings, enough that you could expect to free yourself within a year from a Binding of 0. +5 Binding

Max 2

Max 0 if you have Broken Chains

Broken Chains The Omen would shatter your chains, making any binding impossible. +20 Binding Max 1
Beyond the Horizon The Omen you take invokes a power that resists context - nanotech utility fogs in a medieval setting, for example. Upgrade to +4 if your Omen is some form of personal fiat, a power severed from any logic but yours. +2 Binding / +4 Binding

Max 2

Only take multiple times if each form of Horizon Break is distinct.

Steady March

The Omen steadily grows in power over time, becoming its own path to power.

Upgrade to -1 Portent, + 1 Binding if it’s growth is automatic.

-1 Portent /

-1 Portent, + 1 Binding

Max 2
Setting the Foundation

The Omen grant enables steady holistic growth–this is not the Omen growing more powerful, this is you growing more powerful as a whole.

Upgrade to -2 Portent, + 1 Binding if it’s growth is automatic.

-2 Portent /

-2 Portent, + 1 Binding

Max 2
Greater Demon The Omen makes you a major power upon this world from day one, enough to take a kingdom within a year. -5 Portents Max 3
Demon God The Omen will grant you enough power to take on the world, and… if not win, then not convincingly lose, within a year. +20 Binding Max 1. Anything that triggers Demon God triggers Greater Demon by definition.

You emerge into reality. This is your world now.

So… what do you do about it?