Corrupted
Written by Greg Saunders with contributions
from Andy Scott
Cover art by Mustafa Bekir, design Paul Bourne
Internal art by Denis McCarthy, Greg Saunders,
J.M. Woiak and Heather Shinn
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lure of the
dark
Some magicians delve too deeply into the ways of
other worlds, other existences. They seek to learn
all that the cosmos has to offer, and wish to un-
derstand the very nature of creation. Much of this
research starts out innocently enough, but in the
quest for ever greater knowledge, these wizards are
drawn to older sources and texts best left unread.
Eventually, no matter the nobility of the goal,
such research inevitably ends with demonic contact.
Beyond the mortal worlds, there are all manner of
beings more ancient that all the empires of man,
elf, dwarf or halfling, and most are eager to talk
to any that will listen. Magicians know the traps
these beings set, and guard themselves well against
the snares of demonkind. Nevertheless, such is the
hubris of the mighty - in the end; all succumb to
the promises of demons. Treading down dark paths,
these magicians slowly change to become pawns of
demon kind, wreaking havoc on the Kingdom. In the
hushed circles where such things are discussed,
these magicians are referred to as 'the corrupted'.
This supplement outlines the corrupted, their na-
ture, goals and powers, to allow the games master
to incorporate these desperate lunatics into their
campaigns.
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DEMONKIND
It was millennia ago that wizards, probably elves,
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first made pacts with otherworldly beings to create
what are known in the Kingdom today as spells. Those
ancient formulae, exacting and precise, grant the
caster power in exchange for life force, and are
the basis of magic in the realm. It is considered
by the learned that the otherworldly powers be-
lieve they got the poor end of the bargain, so much
so that they became extremely pedantic about the
manner in which spells are invoked, and miscasts
became very dangerous. It is generally assumed by
philosophers and magical academics that the beings
that made these bargains then disowned the material
world, considering mortals far too untrustworthy to
deal with.
However, some scholars know that while this is true
of many old gods and powers, there are some that
still seek to deal with mortals, and strive very
much to gain a foothold in the material realm.
Invariably, otherworldly beings interested in the
material world are called demons, although the pre-
cise difference between a demon and a god is a
matter of intense theological debate. These beings
seek to make new pacts with magicians, offering
something different than can be achieved with known
magics. In exchange for service, these demons offer
extended life beyond the natural years.
Many demons seek to interact with the material world
for their own complex reasons. Trying to ascertain
the motives of such strange and powerful beings is
considered beyond mortal ken, but some scholars
believe it is the rapid mutability of the material
realm, and especially the mortals within it, that
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fascinates - hence their love of mutations. In the
ethereal realm demons inhabit, time does not flow
as it does in the material world, and life is eter-
nal. Therefore, for demons fascinated by change,
the material world can become an obsession.
Whatever the reason, some demons seem perversely
obsessed with the mortal world and do much to fos-
ter relations of some kind, and their numbers are
legion.
Cultist
Type Civilised
Actions/round 1
Weapon/skill/damage Weapons/6/-
Armour Armour
Adventuring skills 4
Stamina 17
Notes Intelligent
Description - all manner of desperate individuals,
criminals, obsessives and fools are drawn to demons
and their fallen servants. Whether it is power they
seek, and an end to their tormented lives, or some
other dark desire, it seems there's no end to those
who ally themselves with demons.
Cultists often wear robes and masks marked with
arcane symbols and sigils that hurt the eyes. They
carry wickedly curved knives, blackened with the
stain of sacrifice. Sometimes cultists are gifted
with mutations as a mark of favour from their mas-
ters - detailed later in this supplement.
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fallen knight
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Type Demonic
Actions/round 4
Weapon/skill/damage Demon sword/12/2d6
Armour The dark gift dread armour
Adventuring skills 10
Stamina 36
Notes Intelligent, spell caster
Description - magicians that fall under the sway of
demons often become fallen knights. They are typi-
cally old, with a vitality at odds with that great
age - one of the gifts that demonkind give their
followers is a way to live beyond their natural
lifespan. As a result, fallen knights are powerful
sorcerers, with more than a lifetime's accumulated
magical knowledge. They may have eluded death, but
the mark of demonic influence lies upon them, even
if far less extreme than that afflicts the unmen,
and they often look somewhat unnatural. Despite
their appearance however, their bodies course with
a vile vitality.
GOALS AND MOTIVATION
Fallen knights still quest for knowledge - this
overriding drive led to their ensnarement at the
hands of demons in the first place. They also work
to achieve the goals and ambitions of their demon
masters - chaos and destruction, the very physical
embodiment of disorder and change. Most of the cor-
rupted know that they commit evil deeds, but they
consider it a worthwhile cost for the knowledge and
vitality that their demon masters can give to them.
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FALLEN KNIGHT'S MARK OF DARKNESS
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Roll after every year a corrupted knight has spent
in demonic service. These effects are mainly cos-
metic, and make it hard for fallen knights to blend
in to civilised society.
1d20 result
1 Pallid, dank skin.
2 Prominent fangs.
3 Pure white eyes.
4 Long rat's tail.
5 Loss of all hair.
6 Fingers become tentacles.
7 Weeps blood.
8 Sibilant voice.
9 Cloven hooves.
10 Surrounded by flies.
11 Forked tongue.
12 Small horns on forehead.
13 Scaled skin on face.
14 Curved talons on one hand.
15 Mottled, blood red skin.
16 Acidic blood.
17 Webbed fingers and toes.
18 Rearranged facial features.
19 Extra eyes.
20 Featureless face.
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Dark gifts
The demons that have corrupted fallen knights often
give them strange gifts to enhance their power.
These typically take the form of demonic spells,
dread armour and demon swords, the hallmarks of
fallen knights.
DEMONIC SPELLS
As one of the sources of magic in the Kingdom, de-
mons grant their followers' dark spells to aid them
in their quest to spread chaos and destruction.
Player characters may learn such spells, although
given their source, it is probably best not to try
to employ them.
BLACKEN (6)
This spell unleashes a wild maelstrom of evil magic
that blasts and blackens all within nearby range.
Every living thing in the area except the cast-
er suffers 1d6 damage that ignores armour, and is
stunned and unable to act for one round. The damage
manifests as a strange black rot that leaves per-
manent scarring.
SOW MADNESS (5)
With this spell, the caster is able to drive a
target in nearby range temporarily mad. The ef-
fects last two rounds, during which the target
will froth, rage, and savagely attack the nearest
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creature irrespective of whether they are friend or
foe. After the spell ends, the victim of the spell
is plagued by terrible dreams, haunted by the vi-
sion of the caster that attacked them.
PLAGUE (4)
The caster is able to spread a plague of insects
from their hands into a nearby area. The insects
fly into eyes, mouths and noses, and make fighting,
talking or anything else incredibly difficult for
three rounds. For any tests performed during this
time, anyone affected suffers a penalty of 3 to all
dice rolls.
DREAD ARMOUR
One gift that demons often grant their followers
is dread armour, demonic protection forged outside
of the material world. This armour is invariably
black, gold or silver, and is often inscribed with
glyphs and sigils. This counts as heavy armour,
offering the best protection. The armour is also
very intimidating, fear imposing a penalty of 2 to
attacks against the one wearing it. In addition,
while wearing the armour the occupant cannot truly
die, not matter how grievous the wound; instead
they will slowly heal back to full strength over
many days. To truly kill the wearer, they must be
separated from the armour and beheaded. The armour
is tied to the demon who made it, and any who don
it become its servant, whether they wish to or not.
Dread armour can only be destroyed by melting it
down in the hottest flame, such as in dragon fire.
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DEMON SWORDS
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Many warriors bound to demon masters wield demon
swords, cruel weapon forged from star metal. These
blades are bound with demon essence, and have a
will of their own. As a result, they can be quite
fickle - if they don't think their owner using them
correctly, they may refuse to use their powers.
Demon swords are able to cast spells, typically
two or three cruel and destructive invocations. The
swords power their spells with the blood of their
victims - for every two points of stamina damage
inflicted by the blade, one stamina point can be
stored to cast spells. The blade counts as another
combatant under the games master's control, and
gets one turn in a round of combat to cast it's
spells. An invocation roll is still required - the
demon that originally granted the spell in the dis-
tant past is unlikely to be the one bound into the
sword! Rolls use the bearer's invocation skill, and
miscasts can still occur - if they do it is the
bearer who is affected.
Hosts of the damned
Corrupted knights gather hosts around them, to al-
low themselves to wreak the destruction that their
masters demand. They accept anyone into their forces
who will accept their creed, so often they have the
most despicable and desperate within their ranks.
The following creatures can often be found rallied
to a demon's banner of war.
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DARK GOBLINS
Goblins and hobgoblins can be spiteful and self-
ish, but they are not inherently evil. However,
some are black hearted just as any humans, elves
and dwarves can be. These pitiful souls gather to
corrupted knights, drawn by their power and their
aggression. These warriors are called dark goblins,
and are some of the most fearsome of their kind.
Typically armed with cruel blades and armoured in
thick steel, the dark goblins are formidable foes.
Dark goblins are as loathed by their own kind as
they are by civilised folk. They have turned from
the worship of Dragon, the god of their more sensi-
ble kin, and devoted themselves entirely to demon
kind. As a result, they are greatly feared even by
hobgoblins.
Surprisingly, dark goblins rarely show the muta-
tions seen in other servants of demons. Scholars
guess they are resistant to such changes.
DEMON MASTERS
Each fallen knight follows a demon master. These
terrible beings command the host, and in reality,
a corrupted knight cannot truly be defeated until
their demon master is defeated and banished. They
must be completely destroyed to free the Kingdom
from the danger and chaos that demons represent.
Demons come in all shapes and sizes. Their base
statistics are listed in the Warlock core book,
but they often exhibit major and minor mutations as
listed later in this supplement.
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The following demon lords and their minions are
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relatively well known in the Kingdom, and have in
the past drawn many fallen knights to their ban-
ners. They entice the foolhardy with promises of
knowledge, but as with all their kind inevitably
snare those that treat with them and turn them into
slaves. Demon lords themselves are great powers,
but there servants are often part of a demonic
host.
LORD DELOCK OF THE DEPTHS
The demon usually known as Delock seems to have
some affinity for the void; whether that be the
unknowing void some say hides earth from heaven, or
the great dark and uncaring void of the oceans of
the world. It is a strange entity, dark and unfath-
omable, but it promises sorcerers great knowledge
of the beginning and end of things for their bound
service. Delock is not as outwardly aggressive as
some other demons - it keeps its slaves hidden,
away from sight, but it does have designs upon the
Kingdom just like all of its kin, and seems to seek
societal upheaval and distress as its goal. When
governments fall and cities are wracked with riots
and ruin, it is often the minions of Delock that
are to blame.
The demonic minions of Delock are known a Void
Lords. They are silent, unearthly creatures, their
inability to speak hiding a dark and malign intel-
ligence.
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VOID LORD DEMON MASTER
Type Otherworldly, demonic
Actions/round 3
Weapon/skill/damage Claw /10/1d6+4
Armour 1d6 hide
Adventuring skills 8
Stamina 38
Notes Intelligent, Flight
Description - Void lords resemble large, powerful
creatures with tentacled faces and great wings.
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They are able to fly with ease, and can move at
great speed. Corrupted sorcerers sometimes learn
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how to summon these beings, and even ride them, but
many find their faceless mien hard to bare.
DEMON LORD PAZAALI
Of all the demons that stalk the civilised peoples
of the Kingdom, none is as close as Pazaali, the
demon of war. This being delights in causing de-
struction and ruin, seeing in this the most violent
and rapid change in the nature of people and plac-
es. Pazaali seeks always to sow discord and strife,
and for this to fester and bubble into open war. It
is even happy to see its own forces destroyed - it
is not winning that Pazaali seeks; it is the de-
struction and wreckage that war weaves. In return,
the demon offers powerful spells to those that
serve it, and promises secrets that can lead to an
advantage over a hated foe.
The most numerous servants of Pazaali are the dark
servants, disgusting beings that feed on carrion.
They are often seen picking over the aftermath of
battles, seemingly drawn to the destruction.
DARK SERVANT DEMON MASTER
Type Otherworldly, demonic
Actions/round 4
Weapon/skill/damage Claw /12/2d6+2
Armour 1d3 hide
Adventuring skills 6
Stamina 50
Notes Intelligent
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Description - Dark servants are slightly smaller
than men, with twisted and grotesque bodies often
covered in wounds and sores. They are hunched in
posture, with grey skin and sharp claws. Unlike many
demons, dark servants are not outwardly aggressive
but instead obsequious and grovelling. This is to
aid their true aim - to be underestimated and set
free to wreak havoc and destruction
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UNMEN
Of all the creatures of the Kingdom, the unmen are
the most desperate. Not quite human but not quite
animals, they are shunned by both, and forced to
live in the dangerous depths of the forests, their
only sanctuary. Unsurprisingly, the unmen flock to
a demon's banner, the less intelligent ones making
the bulk of a corrupted knight's host.
Unmen subjected to the presence of demons bare
horrible mutations, scholars believing that their
hybrid nature makes them exceptionally susceptible
to change. Bands of unmen often include individuals
with extreme mutations, such as multiple heads or
no head at all, limbs of different size, number or
arrangement with varying skin colour and textures.
Unmen are loathed and feared by all other crea-
tures, living in small bands deep in the forests of
the Kingdom, emerging to ravage human settlements
before fading back into the woods. Unmen speak the
guttural tongue of demons that brooks no expression
beyond the capacity for dominance, subjugation and
the infliction of terror.
All unmen within demonic hosts hosts have suffered
from from mutations, typically 1d3 lesser muta-
tions.
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Mutations
Demons are obsessed by change. Many of their follow-
ers are 'gifted' with mutations, changes to their
physical nature that result in strange and twisted
forms. Needless to say, many creatures are driven
mad by the appearance of mutations.
Table 1 shows minor mutations, and table 2 major
mutations. When rolling for mutations, if multi-
ples or contradictory results are rolled, the games
master is encouraged to exaggerate and blend the
results, as the gifts of demonic are fickle. Games
masters are also encouraged to expand and develop
their own tables. One of the results on table 1
allows a roll on table 2, greater mutations, repre-
senting greater gifts of demonic masters.
ABLE 1: LESSER MUTATIONS
1d20 result
1 Bestial Legs - legs are fully bestial.
The creature can take another move
action before or after its normal
action.
2 Cadaverous - the creature appears
emaciated, halving Athletics and
Endurance skills.
3 Colour - the Unman has unusual
pigmentation of skin or fur. Roll d6 -
1: Albino, 2: Jet Black, 3: Sickly
Green, 4: Blood Red, 5: Deep Purple,
6: Sky Blue.
4 Crest - Wattle or crest instead of
hair on head. Cosmetic.
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Eye Stalks - 3d6 inches long. Cosmetic.
Great Jaws - and savage teeth. May
bite as its attack action for 1d6
damage.
7 Headless - head is set into chest. Any
critical strike to the head is ignored.
8 Hunchback - severe kyphosis. Cosmetic.
9 Huge Head - twice the size of normal,
often ridged or horned. May headbutt
as its attack action for 1d6 damage.
10 Long neck - 1d2 + 1 feet in length.
Roll d6: 1-3 = rigid, 4-6 = flexible.
11 One eye - a singular, cycloptic eye.
Cosmetic.
12 One leg - creature hops madly.
13 Pin Head - severe microcephaly. Halves
all weapon and adventuring skills.
14 Quadruped - Arms extend to knees,
creature may move on all fours.
15 Rearranged limbs - Legs and arms are
swapped. Creature halves weapon and
adventuring tests that require balance
or gross motor competency.
16 Tentacle arms - prehensile, cosmetic.
17 Third eye - roll d6 for location: 1:
head, 2: arm, 3: torso, 4: groin, 5:
buttock, 6: leg. Cosmetic.
18 Tough skin - light armour. Roll d6 for
type: 1: chitin, 2: quills, 3: dense
fur, 4: thick leathery hide, 5:
scales, 6: rubbery flesh.
19 Marked by demons - roll twice
more on this table.
20 Chosen of demons - roll once on
table 2.
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TABLE 2: GREATER MUTATIONS
1d20 result
1 Arms of the ogre - arm(s) reach to
ankles, knotted with muscle. Roll d6,
1-3 = one arm, 4-6 = all arms.
Extra d6 damage with melee weapons
wielded with the affected arm.
2 Bestial Head - the creature's head is
fully animal. Such creatures are more
capable than their brethren: +2 to
weapon and adventuring skills and +4
to stamina.
3 Boneless - flexible bone, cartilage
and viscera; halves all damage
received from weapons, can squeeze
through spaces 6 inches in diameter.
Can distend jaw to swallow unconscious
or bound victims whole.
4 Blood Rage - the creature is subject
to frenzy, adding +5 to its weapon
skill but taking double damage from
hits against it.
5 Breathes Miasma - once per round, as
an extra attack action, the creature
spews caustic vomit at an engaged
opponent, inflicting 1d6+3 damage that
ignores armour.
6 Demon Spawn - gains an additional 1d3
greater mutations.
7 Champion of arms - endowed with
surpassing ferocity by the dark gods:
+2 actions per round.
8 Evil Eye - an extra eye in the
forehead glowing with sickly light that
scours and ruptures all it regards.
The creature may make and extra gaze
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attack action each round, inflicting
1d6+3 damage that ignores armour.
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9 Flyer - the creature is endowed with
a functioning pair of wings they may
glide or fly with.
10 Gaping Maw - a cavernous, toothy mouth
in the centre of creature's torso. An
opponent inflicting a successful melee
attack against this creature must make
a successful luck roll or be
bitten for 2d6 damage.
11 Giant - the creature is double in size
and eight times the mass, with +2 to
attack skill rolls, +1d6 to damage
rolls and +12 stamina.
12 Great Horns - may charge, attacking
one opponent for 2d6 damage.
13 Hideous Appearance - endowed with a
visage so horrific even fellow
corrupted become uneasy. For example,
torso and limbs composed of writhing
tentacles, flesh putrid and rotting,
hundreds of eyes and mouths, etc. The
games master is encouraged to play
this for all it is worth. Double
adventuring skill total for Intimidate
rolls.
14 Horrible Stench - noxious body odour
that can be smelled from the next
field. Halve adventuring skill
attempts at stealth and any social
interaction except Intimidate.
15 Leaper - prodigiously muscled legs.
Can leap over obstacles at the games
master's discretion.
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16 Multiple Arms - the creature has 1d3
extra arms and gains 1 extra attack
action per round.
17 Multiple Heads - the creature has an
additional head that chatters and
bleats continually. When coordinated,
with the first, gains an additional
attack action per round. If one head
can be distracted, thwarted or
otherwise disengaged from its task the
creature will begin to argue with
itself, becoming unresponsive to
anything other than life threatening
circumstances for 3d6 minutes.
18 Poisonous Bite - the creature's
bite is venomous doing 1d2 damage and
has the Poisonous quality.
19 Prehensile Tail - capable of
wielding a weapon, 1 extra attack
action per round.
20 Shaman - gains 1d6 spells, rolled
randomly as per Warlock page 96-97.
Gains the Incantation skill at 8. The
shaman's 'scrolls' are either in the
form of talismans fetishes and
other unholy regalia, or tattooed,
burned and scarred across their
body in writhing, unholy script. All
spells give evidence of their corrupt
origins when cast via noxious fumes,
unearthly howls, sickly colours,
withering of nearby wildlife and the
like.
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Demonic Finds
Roll 1d20 when looting the corpse of a demonic
servant.
1 A demon-bone comb.
2 A curved eating dagger.
3 A bag of demonic coins.
4 A shrunken head.
5 Elvish ears on a string.
6 A halfling drinking skull.
7 A dice made from bones.
8 A flute made from a femur.
9 A pulsing ruby, flecked with green.
10 One rotten human foot.
11 A ring of red gold, covered in sigils.
12 A small, vicious torture kit.
13 A love letter, from better times.
14 A demon's clawed finger.
15 A draught of poison.
16 Some euphoric dust, made from corpses.
17 A demon's name, carved on a bone.
18 A heart, still beating.
19 A bag of eyeballs.
20 A collection of vials full of blood.
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