*quake announcer voice* DEMONS
I acquired the 1992 ADND supplement Demons in the following
way: my friend Brian Taylor took a photograph of a shelf packed with
tabletop books and posted it to a discord, and I saw the word “demons”
on a spine and enthusiastically posted the word DEMONS multiple times
(echolalically saying it out loud in my room in a quake announcer voice
at the same time, but that part wasn’t posted). Brian was kind enough to
take my goofass response as a reason to offer to grab it for me, and on
the strength of echolalia plus some sick art on the cover of the thing I
was delighted to accept. Thank you Brian you’re rad as hell.
Demons is a supplement published in 1992 by Mayfair Games as
part of the Role Aids line, evidently the first one. Prior to this I
have seen a few Role Aids objects on shelves but have never personally
interacted with them. I was interested to learn via a wikipedia blurb
(attributed to Shannon Appelcline) that this was timed just after ADND’s
expunging of demons and devils from its text — an interesting historical
context.
The physical object is a nice little card stock folder containing two
books (one a game master’s guide, one a diagetic handout of a book on
demonology edited by a highly critical wizard hoping for a new
breakthrough), a set of statblock sheets hole punched to fit a standard
binder with a thicker cardstock divider to make finding it easy to find
(featuring the same sick Larry Elmore art of a dragon-demon as the
outside of the whole folder, who the stat sheets inform me is
Dorndigaffe, Arch Duke of Torments), and a folding map-poster of
Infernus, the demon realm of this supplement, art by Joe DeValasco –
this poster is sick as hell and I am definitely putting it up on my
walls.
The Game Master’s Book reveals that the author of the work is Mike
Nystul, whose work I am largely unfamiliar with. It opens with a long
discussion of the cosmology of the demons as they are presented here: a
dedication to hierarchy and organization of sin, with careful notation
of which figures in the courts are scheming against who. This is
followed up by a cosmic history of creation (very Silmarillion-esque in
how it positions pantheistic figures reenacting very christian
conceptions of creation). Demons are tolerated by other supernatural and
divine entities because their temptations serve as a sorting mechanism
of good and evil mortals. Notably the book calls this a “vague history”
and exhorts the making of ones own notes in the material by plugging in
more specific names from your own setting to concepts like “gods of law”
– its a cute exhortation but I am left feeling that it is much more
narrow than the breadth of cosmology I actually practically game with.
Especially notable is the writing of binary and misogynistic gender into
the cosmology: the human male is said to be created in the forty first
eon of creation, with the human female following in the forty
second.
A highlight for me is the idea that all demon armies have 100,000
members at all times, very strictly. That’s fun to play with.
Included too are instructions on interpreting the statblocks and deploy
them in play. Most of this is pretty simple relitigation of adnd stats
and levels and numbers but the personality section stands out for the
prose feeling uneven. Demons are divided into various Personality Types
(listed on their sheets, more to say on this later) and each gets a
quote and a blurb. I’m not super compelled by the simplicity of these
divisions but some work just fine, the Craven demon for example sounding
compellingly pathetic. The Seductive and (especially) Bestial demons
however have blurbs that sound a little like nonspecific social media
hornyposts, the latter in particular having the energy of that one gif
of a skinny white guy in a poorly fitting suit whipping his bed with a
belt that goes around tumblr sometimes.
Really gamable stuff starts to creep in soon after this. A series of
what I found to be fairly rote adventure hooks lead into first two ADND
classes, the Slayer and Thaumaturge, which as I don’t play ADND
specifically I don’t have huge thoughts on but don’t find over
compelling. Next up is a pretty utilitarian spell section consisting
largely of summoning and banishing various entities of various levels of
power who appear in the stat blocks. These are not immediately exciting
but feel definitely useful, I imagine I would mark this page and return
to it often when using this. The magic items are all pretty meaty, and
there are several here I might steal, even the one that is nakedly a
lament configuration is a pretty cute take on that which could save me
having to write my own if I need something of the sort.
Sandwiched in here are three “Archmagics” which are spells that are
whole quests unto themselves. I like these as an idea a lot. One of them
being “genocide” is necessarily thorny and feels ill conceived in how it
takes that word (“all members of a species get trapped in an
extradimensional prison” is an idea you could play ball with just fine
but I think the weight of real genocide current and historical weighs on
my mind in such a way I would not call this and that the same thing).
More productively thorny to me is the idea that “lesser apocalypse”
destroys an “identifiable division of territory. If one lord rules an
entire world, this single spell can destroy it.” To my
suspicious-of-legalism mind, legalistic magic is an opportunity to play
fun tricks.
Following a description of the plane of Infernus is an adventure
featuring a city that is secretly a vast monument/sigil/summoning
circle. The fairly linear nature of the adventure doesn’t inspire me
much but the actual city-to-sigil map correspondence is pretty great and
I might find a use for it.
The diagetic handout has the impressive title of The Infernicum
Mallemancia, or The Greater Blade of Virtue, an exploration, by Silvinus
Andrellus of the Order of the Red Comet, Duke High of Numorea. It is
ornate and overwrought in a way that works for me in a handout, and
heavily annotated in red by a critical thaumaturge identified as “Z.” It
mostly gives the same information as the gamemasters guide but in
voicier prose with more vagueness/inconsistency as befitting the work of
mad sorcerers — interesting to note that it generally matches up with
the statblocks in defining what any given demon answers queries on, but
sometimes rephrases more vaguely what is involved: “truthfully answers
queries about the environment” in the stats being “queries about the
earth” in the handout. I wish the font was easier to read but the GM
book having most of the same info helps with this.
I have left unsaid that this is pulling heavily from Goetic Demonology
but this is a good time to acknowledge that, both in the names of
various (though not all) demons involved, conception of them as
basically having the shape of christian heresies, and use of sigils that
represent each, present in the Infernicum and on a reference sheet among
the statblocks. These sigils really might be the treasure trove of the
object: I have been on a real “diagetic magical knowledge” kick since
running Wolves Upon The Coast, and sigils being extant in the world is a
great tool for that. Actual instruction for sigil use is absent, but
having the reference material for their images is useful. The part of me
always interested in running Grant Morrison styled modern occult
conspiracy is delighted to have this tool on hand now. The ability to
place treasures of knowledge recognizable to those in the know is always
good lever to have ion hand, I think.
The stat blocks themselves come with, in addition to the stats,
delightful illustrations (Decarabria, pictured below, being my favorite)
of the various freaks described and notes on mannerism and what queries
the entities involved do and don’t answer truthfully when invoked. My
familiarity with Goetic Demonology is pretty small and pop culturally
inflected but I do note that the depictions of the entities whose names
I recognize from my dabbling are not the same as the depictions I have
seen before. Both light reading on occultism and various furry artists
interested in such occultism have depicted Amdusias/Amdosias as a horse
guy for example, and the guy in here is notably not a horse guy.
Disparities between art and some details of the statblock also make me
wonder if there was a procedural element to the writing and description
of these figures. I also find the roleplaying notes and inqueries to
totally eclipse the much flatter personality entry in the statblock in
usefulness.
While I am not nostalgic for the content of these objects, damn do I
like the form factor of this thing more than burdensome hard covers.
Makes me very interested in looking into the possibility and costs of
producing a similarly shaped object as of today.