Daemon: Difference between revisions
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==True Names== | ==True Names== | ||
Daemons tend to hide their true names by giving themselves false ones. This is due to the fact that they can be banished if their true should ever be uttered. The downside about true names is that all true names are quite a mouthful. Daemons' true names are very hard to pronounce if you aren't well a trained [[psyker]] like a [[Librarian]] or a full-fledged [[Inquisitor]], and can actually make your throat sore. There was even one instance that uttering their true names can actually make your mouth literally burn. Some ridiculously powerful daemons, especially those of [[Tzeentch]], have incredibly long names. One, recorded in the books of the [[Grey Knights]], had a ten-minute long true name and quite a few Knights died attempting to perform the banishment rituals. | Daemons tend to hide their true names by giving themselves false ones. This is due to the fact that they can be banished if their true should ever be uttered. The downside about true names is that all true names are quite a mouthful. Daemons' true names are very hard to pronounce if you aren't well a trained [[psyker]] like a [[Librarian]] or a full-fledged [[Inquisitor]], and can actually make your throat sore. There was even one instance that uttering their true names can actually make your mouth literally burn. Some ridiculously powerful daemons, especially those of [[Tzeentch]], have incredibly long names. One, recorded in the books of the [[Grey Knights]], had a ten-minute long true name and quite a few Knights died attempting to perform the banishment rituals... though once they got to reciting it, there wasn't apparently much it could do to stop them. | ||
==See Also== | ==See Also== |
Revision as of 02:06, 30 March 2013
Daemons are manifestations of the emotions of psychically powerful species and individuals, like humanity and Eldar. They reside in the chaotic and hellish psychic dimension known as the Warp. Daemons can only enter realspace under certain conditions, like being summoned in a ceremony or crossing through a warp rift. Even then, because they are made of warp energy and solidified emotion, they don't last long outside of the Warp, so in order to stick around, they have to either drag the Warp into realspace (resulting in a Daemon World in extreme circumstances) or be bound in a host. Psykers are the preferred choice of host, especially the powerful and uncontrolled ones, and they also happen to be a favorite method of opening Warp rifts -- their powers make them shine in the Warp, which attracts daemons like moths to a flame; all the daemons have to do is wait for the psyker's control to falter, and move in to take possession.
They generally cannot be killed but only banished back to the Warp, though they sometimes can be banished for a long period of time - millennia, even - buying realspace some relative peace until the daemon is free to wreak havoc again. Lesser daemons like Bloodletters can normally be banished back by either a few dozen shots from a lasgun or a simple chant of a certain scripture that daemons fear, while a Greater Daemon, like a Bloodthirster or Great Unclean One, will normally either require extremely powerful dakka the size of Baneblades, or the intervention of the Daemonhunters or similar specialists.
It should be noted that despite the name "Daemon" is their widely accepted name by the mortal races, it is not necessarily the name they call themselves. One Daemon even remarks that it is merely a name given to them by mortals (generally humans) due to its satanic origin. (even if it technically has a more neutral, Greek origin, but scratch that, current fluff writers aren't the authors of the RoC).
Ever since the ancient Realms of Chaos sourcebooks, daemons have been divided into three groups: Greater Daemons, Lesser Daemons, and Daemonic Creatures.
Lesser Daemons
The lesser daemons are the most common sort, and serve as the foot soldiers for the legions of Chaos. Each one is roughly on par with a Space Marine or Imperial Guard stormtrooper in Warhammer 40,000, or a couple of Empire soldiers in Warhammer Fantasy Battle (generally stronger in close combat, but mostly lacking ranged attacks); they form the Troops of a Warhammer 40,000 Chaos Daemons army, and the Core of a Warhammer Fantasy Battle Daemons of Chaos army.
It's worth noting that the canon for many of the Daemons was changed by this fucker. The entire nature of the Daemons in general was mutated in his WHFB and WH40K Daemon codexes, and arguably not for the better. Whilst Bloodletters and Screamers are largely unchanged, Daemonettes were changed in both fluff and function (originally they were engineered by Slaanesh from Eldar souls to be both seductive AND deadly in combat), Nurgle daemons were changed dramatically (as was Nurgle's Rot, which changed from a survivable-if-formidable daemon-pox to a daemon-spawned AIDS with no cure that makes you a Plaguebearer no matter what, which makes about as much sense as this, but whatever.
Khorne's lesser daemons are Bloodletters. They are disciplined as they march to battle, but they tear into enemies like nobody's business on the charge. They take skulls for the skull throne.
Slaanesh's lesser daemons are the Daemonettes (though they are not all female all the time, despite what the name might suggest). They can take whatever form is required to beguile their foes as they close in for the kill, though some browsers of /tg/ like them just the way they usually are.
Nurgle's lesser daemons are Plaguebearers. They are generally stoic creatures who are born from the souls of people who died of Nurgle's Rot.
Tzeentch's lesser daemons are Horrors. They start out pink-colored, and when they are destroyed, they split into two blue horrors.
Furies can be thought of as lesser daemons of Chaos Undivided, although "Chaos Undecided" might be a more accurate description -- they served the Gods of Chaos, but did not devote themselves strongly to any one before dying.
Daemonic Creatures
Daemonic servants and creatures can be more powerful than lesser daemons, but are generally less intelligent. Some, classified as daemonic steeds, may be ridden or otherwise directed by a suitably impressive lesser daemon, or even a mortal servant, while others, classified as daemonic beasts, are simply turned loose on the enemy and left to their own devices.
Khorne's daemonic steeds are Juggernauts, cyborg dog-creatures, and his beasts are the Flesh Hounds, who are sent to hunt Khorne's enemies (including his own servants, if they displease him). Bloodletters who managed to tame and ride Juggernauts are called "Bloodcrushers."
Slaanesh's daemonic steeds are "Mounts of Slaanesh" (which has got to be a sex pun), and his/her beasts are called Fiends. Daemonettes who ride Mounts of Slaanesh are called "Seekers." Both Fiends and Mounts feature body parts from lots of creatures, and have long tongues (all the better to taste their prey).
Nurgle's daemonic steeds are "Palanquins of Nurgle" (it's a sedan chair towed by Nurglings) and his beasts are the uncreatively named Beasts of Nurgle. Nurglings are daemonic servants of Nurgle, spawned from Great Unclean Ones. If there are daemonic servants of other gods, we haven't encountered them.
Tzeentch's daemonic steeds are Screamers, called "Discs of Tzeentch" when someone is riding them (though don't look much like discs so much as flying manta rays Screamers are somehow transformed into the disc, which is ridden as a steed. It's not pleasant for the Screamer.) and his beasts are called Flamers (not to be confused with the flamer weapon), since they look like they are made of fire.
Greater Daemons
Greater Daemons are the most powerful of the Chaos Gods' immortal servants, and Very Bad News when they arrive in the real world. They are also the most difficult to banish, as they inevitably have tremendously long names, not to mention enough power to give any would-be banishers a hard time. Fortunately for those living in realspace, Greater Daemons are also the most difficult to summon: they require great sacrifices and elaborate ceremonies to even enter the real world, and will not last long without continued exposure to Warp energy. Unfortunately, where Greater Daemons go, hordes of lesser daemons inevitably follow. Greater Daemons are capable of independent thought and highly intelligent, though this intelligence is heavily influenced by the emotions that form them.
Khorne's Greater Daemons are Bloodthirsters, giant axe-wielding warriors with massive leather wings. They are always angry, all the time.
Slaanesh's Greater Daemons are Keepers of Secrets, each carefully formed to tempt their foes and each looking to experience as many sensations as possible.
Nurgle's Greater Daemons are Great Unclean Ones, whose jollity is infectious...literally. They are so plague-ridden that they excrete daemons from every available opening.
Tzeentch's Greater Daemons are Lords of Change, bird-like sorcerer daemons capable of predicting the future. They like to make plans.
Daemon Princes
For those mortals unfortunate enough to not be daemons to begin with, there is another route to immortality: serve a Chaos God and impress him or her so much that they grant the gift of daemonhood, resulting in an ascension into a Daemon Prince. This is the ultimate goal of PCs in the Black Crusade roleplaying game, and indeed most worshipers of Chaos with even an ounce of ambition. Unfortunately, the Gods' attentions are fickle; would-be Daemon Princes who fall short of expectations may find themselves transformed into Chaos Spawn for their failures... Fuck. GLARBLRAWRGLARBL
Daemon Engines
Some daemons can be combined with machinery to create mighty Daemon Engines; this gives them some actual structural integrity and lasting power, as they are now firmly anchored in reality. The really big ones are made by the Forge of Souls, while others are made by Warpsmiths.
Some Daemon Engines are aligned with one of the Chaos Gods, while others (like Defilers) serve Chaos Undivided.
True Names
Daemons tend to hide their true names by giving themselves false ones. This is due to the fact that they can be banished if their true should ever be uttered. The downside about true names is that all true names are quite a mouthful. Daemons' true names are very hard to pronounce if you aren't well a trained psyker like a Librarian or a full-fledged Inquisitor, and can actually make your throat sore. There was even one instance that uttering their true names can actually make your mouth literally burn. Some ridiculously powerful daemons, especially those of Tzeentch, have incredibly long names. One, recorded in the books of the Grey Knights, had a ten-minute long true name and quite a few Knights died attempting to perform the banishment rituals... though once they got to reciting it, there wasn't apparently much it could do to stop them.