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- Daemons. Daemons are summons from dream world which become stuck in Corius after their release from their gems. Not returning to dream world in a short amount of time turns them from summons into daemons. Daemons are essentially weaker in our world, but they constantly absorb ambient dream force to grow stronger and closer to their original power level. Daemons are separated into classes on basis of their abilities.
- 1. Emission. Emission daemons expel dream force in offensive, defensive or healing forms but without much refining to it. They just release it. They have better levels of dream force but less control and occasionally less intelligence. Patron member of the Twelve is Venris. They wanted to give her a title, but her power was way too unlimited for it.
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- 2. Physical. Daemons who convert their dream force into physical strength or power for their weaponry. They usually have the less intelligence. Some summon races like Battlelord however are fairly intellectual. Patron member of the Twelve is Ukur, the Titan.
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- 3. Object focus. Daemons who focus their abilities into an object, like a sword or armor. It essentially works to channel their abilities. These have good intellect. Patron member of the Twelve is Zarnak, the Great Hero.
- Subtypes:
- Armament. Armament daemons do not use their object to channel their abilities. Rather, they summon the object to enhance themselves passively. Instead of a fiery sword, or spiky armor, they summon a cloak that gives them better speed, or defense against a certain type of magic.
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- 4. Magician. Daemons who focus their dream force around a specific ability. This could be draining, enchanting, alchemical transformation, anything. These usually have the best intellect, and better dream force control refining. Patron member of the Twelve is, Disse, the Celestial Ruler.
- Subtypes:
- Heart Mages. Heart Magicians are another word for fire mages. These daemons can manipulate fire, yes, but the ability itself is not as easily present. Any heart magician has, as the name suggests something different with their heart. The most common one involves a very large amount of dream force being focused there.
- Warlocks. Dark magicians. The basic rule to them is that as their forbidden magic builds up, it slowly corrupts them, but the more they are hurt, the more difficult they become to hurt. An unharmed warlock is easy to kill but an almost dead warlock is a nightmare. The other problem is that their magic seeps onto the enemies they afflict. Thus, the more they hurt someone, the more susceptible does this someone become to their magic.
- Seekers. Seekers have an unique disposition. They bind to a source of knowledge, that is, most of the time, a book. This however, does not make them an item focus daemon, for should one such book be compromised (plus, it is not made of their own dream force) they can simply elect to use another. A Seeker has the unique disposition of being able to adapt their own being to fit the qualities of another daemon, or even steal parts of them They could suddenly become a Heir type Shifter for example, and steal a guardian, for their own defenses.
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- 5. Shifter. Shifter daemons have another daemon actually conjoined to their bodies, and can shift into another form. Rare cases manage to work more than one daemon into their being. They have good dream force control but their intellect varies. Patron members of the Twelve, are Ord and Va, the Embodiment of Death.
- Subtypes:
- Heir. Some daemon families assign a powerful guardian to their followers and newborn, in order to protect either them, or the future of the family. The Guardian can swap with the Heir, and thus, be far better protected.
- Rider. Rider type daemons are typically known for having both sides of the shifter duality manifested at once. In this case, the mind of the rider is dominant, while that of the mount less so. They are also less united in that sense, but they still share great synergy. Even with the mount oft being less intelligent, two minds are better than one.
- Magus. Also known as Familiar. This Shifter type goes around summoning a familiar, with whom he shares one mind. The familiar serves as a beacon for the shifters powers, as well as a second fighter. It can however, also be key to the Shifter's own powers.
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- 6. Glyph. Glyph daemons summon a symbol or some sort of runes, any mystical object or symbol which contains a portion of their powers. Like magician, except they need to conjure the glyph and attach it somewhere. Glyph daemons also have much more interaction with other daemons power. They are known as the only type to be able to copy and steal abilities to some extent, from their enemies. Patron member of the Twelve is Ethal, The King of Daemons.
- Subtypes:
- Entombed. Entimbed daemons consist of daemons who have a powerful glyph spell cast within their body. It restrains their essence in a very dense spot, almost like a black hole like existence. Should an Entombed suffer death, indeed, a singularity would be unleashed briefly. The result of the original process, causes them to develop a very hard outer body, making them very durable. Entombed cannot use a variety of glyphs, but they have a set few, very powerful ones, cast and present on them all the time.
- Witch Doctor. The Witch Doctor is possessed of a powerful dichotomy. In one hand, he loses some versatility , but on the other, gains a powerful ability, in both conducting long term negative effects, or being able to rid others of them. However, this comes with the need for a certain ritual. For every glyph he casts, he has a set of actions that need to be fulfilled first.
- Alchemist. A Glyph type user who opts for creating a specific concoction by the mixture of varying substances, or creating a more solid object, in the same manner, and enchanting but with a glyph, to transmute it upon a desired result. Alchemists most often border on the Magician type with that they are restricted to a "theme".
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- 7. Artificial. Daemons crafted by other daemons which most times lack free will or conscience. They mostly appear to be automaton like. Undead and other creations fit this too. Patron member of the Twelve is Ecrimath, the Lady of Dust.
- Subtypes:
- Undead. Creations of daemons of the warlock subtype, which have been brought back through the use of dust, and necromancy. Necromancy in jtself is a generally eastern art, sometimes practiced by the followers of Ecrimath...but rarely so, and often it is condemned for its use. Undead are also found in the far north, in the reaches outside of Mazarc's care and power.
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- 8. Nature. Daemons bound to a specific spot of Dream World and adapting into its natural qualities. These creations are quite potent, and as long as that same environmental pattern is around them, e.g a lush forest, they can use their abilities, e.g having you wrecked by a thousand of giant roots. Patron member of the Twelve, is Madness, the Life-Giver.
- Subtypes:
- Starwalkers. Instead of bonding with the nature around them, these good souls chose to bond themselves with celestial objects. There are four suns, seven moons, three chariots, which spread and expand the light and effect of these bodies, bringing dawn, dusk, twilight etc, and six major constellations which preside over smaller ones and lone stars. There is a lot to pick from, but Starwalkers generally opt for one of the major 20 celestial bodies. There is usually space, due to how few Starwalkers there are. Celestial Bodies by proxy, have no Communicators.
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- 9. Primitive. Daemons which lack any refinement. They have very dense dream force, usually very low intellect, lack weapons or clothing or anything and are often quite gigantesque. They however, have greatly honed instincts and senses. Fighting one, or being hunted by one is considered foolish, and usually more than a single daemon is required to handle them. Patron member of the Twelve is Seria, the Deep Huntress.
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- 10. Cursed. Daemons which have an ability called a "Curse". The Curse provides an all reaching skill, which can fall into any of the above, not limited by element, area or item, but the curse part does bear negative connotations. A magic-curse type is a cursed daemon which displays skills similar to a magician type, and an item-curse type channels their powers through an item, which is cursed. Loosing the item renders the power and curse null. Patron member of the Twelve, is Glech, the Worm.
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- 11. Psychic. Psychic daemons posses abilities pertaining to the mind. Illusions, mind control, fear manipulation and all sorts of it. Their intellect is not always top tier however, but their mentality is almost always the most alien, from a human point of view. They are widely feared. Patron member of the Twelve, is Uren, the Singer.
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- 12. Communicators. Communicators are a rare breed. Daemons whose power involves sight, and knowledge of other, more powerful forces. They act partially as seers, partially as archives, and a bit akin to summoners. They depend on the power of the daemon they are bound to in a way, and for a daemon it is a great feat to claim a communicator for their own. More than one means more power. However to note, the Twelve, and Inthar have never had such communicators. Patron member of the Twelve, is Mazarc, the Dragonlord of the North.
- Subtype:
- Paladins. Also known as the Urash in the east. (It is their most common name, with Paladin being the official one). Paladins attach themselves not to a single daemon, but to a concept of some sort. For example death, fear, joy, faith, doubt etc. Urash can sense whenever this concept is or will be present, can defend themselves and harden their bodies. Their weapons can be enchanted to inflict or drain the said concept from whatever they hit. They become more durable with more of the resource around, and they can even make an armor exhibiting its qualities.
- Ectoforms. Also known as Ghosts, or Nightmares more commonly. To spare you the long lecturing and theorizing, nobody has the slightest idea what these beings are. There are a total of two sightings, of these, and both are transcribed by incredible horror, to be believable in any way.
- External Release. External Release is the act of accumulating considerable raw dream force and channeling it into pure ability. It serves as an upgrade, quite similar to that of Internal Release, except a daemon cannot call internal dream force as he or she or it IS dream force, therefore they add more to what they already are.
- Internal Arms. Ambient dream force is a thing, yes. Summoning battles created a large mass of it, and the fights between daemons caused more of it. That was when some daemons had a smart idea. Why don't they train humans to side with them? And so they did. Said trained humans learned to take in ambient dream force and shape it into an item or ability which could be bound to their internal release. This became known as Internal arms.
- Specific Daemon Races: (well known ones at least)
- Important races:
- Celestials. Mightiest, fairest, oldest perhaps? The most influential race of Dream World, these beings have been there since the very beginnings, and their power has not since waned. Often their leaders have been seen as the premier figures of Dream World as well, leading bold movements, that were hugely followed.
- Often humanoid, with a golden, white or occasionally blue motif, found most often with an armored form. They have generally strong auras, and prefer weaponry and items as well, adornments, and the ability to shift between a battle form or not. They often sport wings as well, or generally, the ability to fly.
- Erased. Ancient, strong, but not as often wise and intelligent as the Celestials. They oft appear as black, hulking monstrosities, with strong physical capabilities and horrid auras. They often come in packs as well, and their leaders can summon smaller erased. Found in the most desolate areas of the world.
- They have reptilian, often animalistic, large, muscular bodies. Generally black, and feature masks, or other bony, white structures over their bodies. Generally they do not communicate either.
- Battlelords. Humanoid looking, but often coming with wild hair shapes, or bodies too muscular, and always armed and equipped for battle. Recognizable by their battle frenzy. They can be seen living in the west and east, as well ss e north although more easily recognized in the west.
- Battlelords are often item focus types, have a natural affinity for fighting, but not all of them desire endless war and combat. Battlelords often manifest their own armaments of weaponry as well.
- Frogs. A race that resembled large, humanoid frogs. They can range from mostly oversized frog like monstrosities to almost human looking hybrids. Frogs are often agile, and assuming they are of the large variety, they can be fearsomely strong and resilient too.
- There are three factions of frogs. The kind that proceeded to be employed, and then live in the cities of the west, as inventors, merchants and engineers. The second kind had much the same role, but in the east. And a third group, that turned to crime, and formed large gangs, often controlling small localities, and sometimes cities too, in the west.
- Sandmen. A rare kind, these folks live in the vast deserts of the south. Sandmen fill a variety of species, and can have very vast differences from one another. Simple golems, arcane creations of ancient daemon sorcerers, or even other more humanoid creatures fill their ranks.
- Sand and stone golems are the primary kind of sandmen. Otherwise, jackals, large, humanoid jackal like species exist. Although there is only one specimen still left from their ranks. He is said to be a great architect. Lizardmen as well, as well as, the sometimes include desert imps.
- Imps. Ah. The cute little furballs that speak gibberish, imps are a top of the food chain species. They are split in four major distinctions, each holding considerable power. The snow imps, feral imps, desert imps and black imps.
- Black imps are generally reptilian, and have an aptitude for magic, or enchantment. Both, very devoted servants of light and goodness, and warlocks of unseen before power hail from them. Snow imps have formed the Gugin Empire in the northeast. Feral imps came from the southern forests, and generally settled in the east, but some still remain in the forests. Fearsome warriors they are, for sure. And of course, desert imps, with their fur turned into small spikes. They possess a penchant for the ritualistic and traditional, as well as a nomadic lifestyle.
- Dragons. A very rare species. Dragons often manage into an humanoid form, but they are generally seen in their larger, reptile bodies. Fearsome both for their physical capabilities, as well as their powerful breath and auras, they find themselves amassing great fortune, following, or at times both.
- Spirits. Ghostly daemons, who appear in an ethereal, oft immaterial shape. They are known for their great resistance to physical attacks, their often strange uttered words, and their mysterious capabilities. Ghosts are perhaps, one of the rarest seen types of daemons, yet their actions make them very famous.
- Aquatic races. Aquatic races are known for their similar evolution patterns, from an Ichthyological being, into a more humanoid form, then into something more... Lovecraftian. They need presence of water, unless they have evolved to a certain stage in which they can adapt to other environments.
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