I'll include some note-lore for demons below. But in general playable demons will be limited to fiends, and preferably imps (Though you can have an awakened demon if you so choose, just keep in mind you won't have as much growth for balance reasons. Think the difference between start weak but a lot of growth versus starting strong but little growth.) Ideally both end points should be around equal, if not more for the people that started weak.
Most of a demon's power and potential is transferred to the sorcerer, so the difference in strength in the demons isn't as influential as you'd think. Sorcerer's provide the other have of the equation and its possible that someone's latent potential as a sorcerer can compensate for an otherwise weak demon in such a partnership.
The default form of a demon is some form of little creature. Stereotypical black cat of a witch. But you can be a bit creative with it. Maybe its a little ghost dragon thing, or some chibi floaty thing idk. Anime mascot kind deal.
Optionally, they can learn to shapeshift into other things, namely a human disguise and/or miscellaneous object for their sorcerer to carry or wear. Though they are limited to one form for both options.
For the main powerset, you get your choice of Summon or Weapon. Summons grants a more proper 'echo' of a demon. Its capacity is limited by the sorcerer, so a demon too strong for a sorcerer will be forced into a weaker form, whereas a weak demon with a strong sorcerer can express something similar to their full power. Since they are still giving up power to the sorcerer, they are still limited in what they can do. A summon demon has a special passive (Or an extra spell if they aren't unique) + ONE SPELL they can use. As they grow, they can learn more (Up to four) PLUS one 'bloodline' spell (Or just some powerful generic spell if they have no noteworthy bloodline traits.)
Weapon form is similar in concept, though the buffs generally apply to the user. This is more of 'soul eater' effect, where the wielder does most of the work, but their weapon form will still follow the passive and spell rule, being able to activate it in synch with their user.
Consider what clan, if any, you are a part of. I don't have any clans made in mind, so you are free to make up whatever. You can be as vague or detailed as you want and I can give further details on clans if needed. There's nothing wrong with being a generic fiend underdog too. Its also possible for different demons players to be of the same clan, just make sure its cleared with you guys. Could make interesting rivalry!
There are a lot of families within most standard clans, so even two members of the same clan may not necessarily be meaningfully blood related due to the amount of branches. Make sure you specify where the fiend is an imp or awakened.
Unless if you'd prefer to keep your fiend as an imp, you can expect them to have an important plot awakening power up later down the road. Awakenings are triggered by a sort of twisted form of self discovery. Understanding their inner passions, sins, and ideals during great strife or intensity, while also having a sufficient level of power to achieve it. It should also be noted that when a demon awaken, they'll either briefly or permanently be 'corrupted' by it, bringing out the darkest sides of their personalities if they weren't already present.
similar to sorcerer players for the rest of the stuff.
Important note: PVP IS OPTIONAL. This isn't a strict death game where you have to kill other sorcerers. But due to limited resources, killing each other or otherwise betraying a teammate might be convenient for your character, who knows. Just be prepared for it, but also be civil and don't abuse combat.
Stat system: There's not gonna be a hard stat mechanic. But to keep track of a very, simplified version of a power system for growth too, we'll break up player characters with strength speed magic and durability. Magical girls and starting out demons are rank 1 in each. For each level up you gain just an increase in 1 of each, so rank 1 is just for each stat, rank 2 is 2 for each stat, etc.
This is a broad benchmark that scales linearly, so you can assume each rank is incrementally stronger. (rank 3 is 3x stronger then rank 1.) For simplified variety, you can subtract up to 2 diffeent stats to .5 instead of 1 for the starting rank to have one stat increase to 1.5. (So for example, you can have a character with .5 speed, .5 strength, for 1 durability and 1.5 magic. In that same example, at rank 2 this stat spread would be 1.5 speed, 1.5 strength, 2 durability and 2.5 magic. at rank 3, this is 2.5 speed and strength, 3 durability, and 3.5 magic.) This stat spread applies to both demons and sorcerers. Note for weapon type demons, the sorcerer stats increases based on their stats. A Demon that has a .5 modifier has their sorcerer gain 0 , whereas a 1 modifier gives the sorcerer a flat .5, and a 1.5 gives them 1 stat increase.
When a demon awakens, they get a unique stat boost (Sorcerers dont get to share this boost.) They can either use this boost to offset two 0.5 modifiers (Undoing the cost that a 1.5 stat would need), increasing a 1x modifier to a 1.5x for free, or turning a 1.5x modifier into a x2 modifier (This effectively counts as one rank higher then their normal rank.
Starting stat ranks are limited to 1 for sorcerers, and 1-3 for demons. (Note, higher starters will rank up slower to let weaker ones get a head start, although completing more of the soul quota will usually allow some form of growth.)
Most of a demon's power and potential is transferred to the sorcerer, so the difference in strength in the demons isn't as influential as you'd think. Sorcerer's provide the other have of the equation and its possible that someone's latent potential as a sorcerer can compensate for an otherwise weak demon in such a partnership.
The default form of a demon is some form of little creature. Stereotypical black cat of a witch. But you can be a bit creative with it. Maybe its a little ghost dragon thing, or some chibi floaty thing idk. Anime mascot kind deal.
Optionally, they can learn to shapeshift into other things, namely a human disguise and/or miscellaneous object for their sorcerer to carry or wear. Though they are limited to one form for both options.
For the main powerset, you get your choice of Summon or Weapon. Summons grants a more proper 'echo' of a demon. Its capacity is limited by the sorcerer, so a demon too strong for a sorcerer will be forced into a weaker form, whereas a weak demon with a strong sorcerer can express something similar to their full power. Since they are still giving up power to the sorcerer, they are still limited in what they can do. A summon demon has a special passive (Or an extra spell if they aren't unique) + ONE SPELL they can use. As they grow, they can learn more (Up to four) PLUS one 'bloodline' spell (Or just some powerful generic spell if they have no noteworthy bloodline traits.)
Weapon form is similar in concept, though the buffs generally apply to the user. This is more of 'soul eater' effect, where the wielder does most of the work, but their weapon form will still follow the passive and spell rule, being able to activate it in synch with their user.
Consider what clan, if any, you are a part of. I don't have any clans made in mind, so you are free to make up whatever. You can be as vague or detailed as you want and I can give further details on clans if needed. There's nothing wrong with being a generic fiend underdog too. Its also possible for different demons players to be of the same clan, just make sure its cleared with you guys. Could make interesting rivalry!
There are a lot of families within most standard clans, so even two members of the same clan may not necessarily be meaningfully blood related due to the amount of branches. Make sure you specify where the fiend is an imp or awakened.
Unless if you'd prefer to keep your fiend as an imp, you can expect them to have an important plot awakening power up later down the road. Awakenings are triggered by a sort of twisted form of self discovery. Understanding their inner passions, sins, and ideals during great strife or intensity, while also having a sufficient level of power to achieve it. It should also be noted that when a demon awaken, they'll either briefly or permanently be 'corrupted' by it, bringing out the darkest sides of their personalities if they weren't already present.
similar to sorcerer players for the rest of the stuff.
Extra Info
Important note: PVP IS OPTIONAL. This isn't a strict death game where you have to kill other sorcerers. But due to limited resources, killing each other or otherwise betraying a teammate might be convenient for your character, who knows. Just be prepared for it, but also be civil and don't abuse combat.
Stat system: There's not gonna be a hard stat mechanic. But to keep track of a very, simplified version of a power system for growth too, we'll break up player characters with strength speed magic and durability. Magical girls and starting out demons are rank 1 in each. For each level up you gain just an increase in 1 of each, so rank 1 is just for each stat, rank 2 is 2 for each stat, etc.
This is a broad benchmark that scales linearly, so you can assume each rank is incrementally stronger. (rank 3 is 3x stronger then rank 1.) For simplified variety, you can subtract up to 2 diffeent stats to .5 instead of 1 for the starting rank to have one stat increase to 1.5. (So for example, you can have a character with .5 speed, .5 strength, for 1 durability and 1.5 magic. In that same example, at rank 2 this stat spread would be 1.5 speed, 1.5 strength, 2 durability and 2.5 magic. at rank 3, this is 2.5 speed and strength, 3 durability, and 3.5 magic.) This stat spread applies to both demons and sorcerers. Note for weapon type demons, the sorcerer stats increases based on their stats. A Demon that has a .5 modifier has their sorcerer gain 0 , whereas a 1 modifier gives the sorcerer a flat .5, and a 1.5 gives them 1 stat increase.
When a demon awakens, they get a unique stat boost (Sorcerers dont get to share this boost.) They can either use this boost to offset two 0.5 modifiers (Undoing the cost that a 1.5 stat would need), increasing a 1x modifier to a 1.5x for free, or turning a 1.5x modifier into a x2 modifier (This effectively counts as one rank higher then their normal rank.
Starting stat ranks are limited to 1 for sorcerers, and 1-3 for demons. (Note, higher starters will rank up slower to let weaker ones get a head start, although completing more of the soul quota will usually allow some form of growth.)
-ONTO MAGIC. Just about every living thing has a soul. (Most animals do, when it comes to plants it depends, but usually its collective with neighboring plants of the same species, the same comes to colonies of fungi and single-celled organisms. Such living things that do not have emotional weight typically have smaller souls with exceptions to trees that take up a whole forest for example.)
Every soul that resides in a living body generates mana (The energy form of magic) to some degree. Value of a soul is typically related with the potential of emotional intelligence, so naturally, humans are the most prized for this reason. Even then, most humans still produce too low of mana to actually use or sense magic.
-In contrast, almost every living in the netherworld, even plants, often incorporate magic into their biology to varying levels. And its vital in every day society.
-Roughly 1 in every 10,000 humans is born with an affinity to magic. Often referred to as mediums, due to the consequence of them being able to sense ghosts or other supernatural phenomena in some fashion (By sight, or smell, etc.) They can be trained to use magic, but they are limited to 'generic' magic which includes: Alchemy, Rituals, and Attunement.
Rituals: General spells that usually require a magic circle and other items. Typically a long process type of deal. There are exceptions like contract magic which can be more immediate.
Alchemy: Potion making, heavily dependent upon using souls and/or magical components found in the netherworld.
Attunement: The process of binding to a magical item so that you can use it. Limited to 3 total at a time.
Conduit items: Miscellaneous magical items that aren't magical on their own, but when magic is channeled through them they perform a specific feat. Like tarot card readings or crystal balls, tuning forks, etc. There's debate on whether religious items that work against demons are also technically conduit items, but since they seem to work independently from any individual's magic it doesn't fit the definition.
-Mediums are also prized among humans for demons to hunt. Their souls are easier to spot due to their higher presence of mana. Aside from outright eating them, they are also often sought out to do the sorcerer contract with. you don't need to be a medium to be a sorcerer. But being able to perform generic magic like rituals or alchemy without being a sorcerer is impossible unless you are a medium.
-Artifacts generally refer to powerful magical items made by fusing the soul of a magical being into it. All artifacts require attunement.
-Spells, spells are derived from uses of mana. They vary alot. There are 'schools' or categories of magic like, fire magic, or restoration/healing magic, or necromancy. But there is no rigid structure to it, themes can vary. Demons aren't limited to any particular theme, but clan traits tend to favor a specific category of magic. Magic is, in a sense, both learned and inherited when it comes to demons.
Some powers manifest naturally, but there are also plenty of spells that are learned conventionally. The distinction between the two are Bloodline magic, which are unique to the individual and based on related traits (Hybrids can have cool results), and SPELLCRAFT which is just the creation and/or teaching of common spells.
Mediums that learn to cast spells are usually referred to as Mages or Magi.
Sorcerers that complete their soul contract but keep their partnership with their demon are referred to as either warlocks or magicians.
Sorcerers that break free from their contract but are still able to practice magic are wizards.
And sorcerers that consume souls and become equivalent to fiends are referred to as witches.
Every soul that resides in a living body generates mana (The energy form of magic) to some degree. Value of a soul is typically related with the potential of emotional intelligence, so naturally, humans are the most prized for this reason. Even then, most humans still produce too low of mana to actually use or sense magic.
-In contrast, almost every living in the netherworld, even plants, often incorporate magic into their biology to varying levels. And its vital in every day society.
-Roughly 1 in every 10,000 humans is born with an affinity to magic. Often referred to as mediums, due to the consequence of them being able to sense ghosts or other supernatural phenomena in some fashion (By sight, or smell, etc.) They can be trained to use magic, but they are limited to 'generic' magic which includes: Alchemy, Rituals, and Attunement.
Rituals: General spells that usually require a magic circle and other items. Typically a long process type of deal. There are exceptions like contract magic which can be more immediate.
Alchemy: Potion making, heavily dependent upon using souls and/or magical components found in the netherworld.
Attunement: The process of binding to a magical item so that you can use it. Limited to 3 total at a time.
Conduit items: Miscellaneous magical items that aren't magical on their own, but when magic is channeled through them they perform a specific feat. Like tarot card readings or crystal balls, tuning forks, etc. There's debate on whether religious items that work against demons are also technically conduit items, but since they seem to work independently from any individual's magic it doesn't fit the definition.
-Mediums are also prized among humans for demons to hunt. Their souls are easier to spot due to their higher presence of mana. Aside from outright eating them, they are also often sought out to do the sorcerer contract with. you don't need to be a medium to be a sorcerer. But being able to perform generic magic like rituals or alchemy without being a sorcerer is impossible unless you are a medium.
-Artifacts generally refer to powerful magical items made by fusing the soul of a magical being into it. All artifacts require attunement.
-Spells, spells are derived from uses of mana. They vary alot. There are 'schools' or categories of magic like, fire magic, or restoration/healing magic, or necromancy. But there is no rigid structure to it, themes can vary. Demons aren't limited to any particular theme, but clan traits tend to favor a specific category of magic. Magic is, in a sense, both learned and inherited when it comes to demons.
Some powers manifest naturally, but there are also plenty of spells that are learned conventionally. The distinction between the two are Bloodline magic, which are unique to the individual and based on related traits (Hybrids can have cool results), and SPELLCRAFT which is just the creation and/or teaching of common spells.
Mediums that learn to cast spells are usually referred to as Mages or Magi.
Sorcerers that complete their soul contract but keep their partnership with their demon are referred to as either warlocks or magicians.
Sorcerers that break free from their contract but are still able to practice magic are wizards.
And sorcerers that consume souls and become equivalent to fiends are referred to as witches.
Demons are a broad category of magical beings from the netherworld. The most typical are 'fiends', which are mostly human in appearance, albeit commonly possess some combination horns, wings, or tails along with other supernatural features. Some more monstrous then others, but all relatively humanoid. Fiends are either affiliated with one of various influential clans in netherworld society, or end up as 'rogue' fiends, which are usually born outside of a clan, or are outcasts/exiles from the clan they were born into.
Commoners are however the most common type of fiend, often referred to as 'mutts' (offensively), these are fiends that do not express genetic holdovers of their clansake, and typically fall under the umbrella of 'generic fiend.' Often they usually don't have any special ability or power and are more suited as a 'jack of all trades' for magic instead of a strong affinity or theme. 'Hybrids', however, refer to fiends that still express distinct, dominant features of at least two clans. Usually as a result of first or second generational offspring.
-Clans usually have some overarching affinity that often affects their appearance and powers. The Fae Clan for example may appear more like traditional fairytale sprites, fairies, or goblins and often specialize in magic related to trickery. Some clans may have connections to a type of magical beast, like a dragon clan can expect to have 'dragon-y' fiends. To retain clan genetics (since inbreeding is awful), rogue mutts are usually married into a clan as an arranged marriage type deal, as 'mutts' usually do not possess strong traits that would override the preffered features of the clan. Sometimes 'hybrids' are valued though for demonstrated 'unique' perks. There are also clans that embrace diversity or otherwise adopt in fiends like commoners. Mutts are sometimes kept in clans to serve as the lowest on the group's totem pole.
-Devils are the 'gods of hell' and precursor to fiends, and while not all devils have a clan of fiends, almost all of the oldest and prestige fiend clans were started by them. Such clans are responsible for the distinctive features passed down through their bloodline.
-Demons do not just eat souls. But eating souls is the easiest way for them to acquire strength and grow. Other demon foods consist of demonic plants and magical beasts of course. Demons are immortal in the sense that they don't suffer from aging, can survive a while without food, and are able to survive more extreme injuries. They only have one fatal injury, by striking their 'core' which is where you'd expect their heart to be. Though some demons types may not even need to eat conventional food to survive.
-Demons may be more durable then others, or have more weaknesses then others, on a case by case basis, especially with more unique ones. But universally all demons dislike holy things, are repelled by stuff like crosses, get burned by holy water, etc. Interestingly, they aren't just affected by theistic objects, other cultures, religions, and/or widely held spiritual belief on things that can repel demons can work to varying degrees.
It seems to be more of an effect of widely held human belief on how to exorcise demons or monsters. (Though its not as simple as just 'believing' something will hurt them, it has more to do with conventionally wide spread and old religious and/or spiritual beliefs, strengthened in their own way; passively and unaware by generations of otherwise non-magical humans.)
-Fiends aren't necessarily immune to non-magical threats, but only magic can harm their cores, which is the only true way to really kill a Fiend. Cores exist as a 'solid shell' of their soul, and removing it will cause their body to be destroyed in some dramatic fashion. Petrification, Disintegration, Melting, Exploding, etc. There's not much consistency in the death of a demon beyond their being nothing left. If core isn't destroyed, their true bodies will eventually regenerate from it as a source.
-Magical Beasts are *usually* different, at least for the plant and animal category, as they are more conventionally biological. This means that their bodies will not vanish if their core is destroyed, but it also means they can be killed by other complications beyond just their core. (allowing their corpses to be used as food or materials.)
-Fiends often start out in a rank known as 'imps'. Imps rarely possess noteworthy traits and resemble close enough to humans that they can pass as one (Beyond having at least one supernatural oddity. Odd colored eyes, horns, a tail, wings, again standard fiend variety, or a cosmetic feature noteworthy of their clan.) Imps are generally weak, possessing only a limited potential for spells. Clan specific cosmetics is a good indicator that a fiend has inherited the ideal traits of their clan, (though not always the case, and cosmetic features, including clan specific ones, can always manifest during their awakening instead.)
-Awakenings are key triggers for fiends. Though a fiend can mature without ever experiencing an awakening, an awakening brings out their full potential, alongside any powerful trait they may have inherited. A fiend awakening is typically the point whether or not a clan decides to exile them. An awakening not only confirms what, if any, notable traits they've inherited (Or deemed as a proper clansfiend, a 'hybrid', or a 'mutt'), but not all awakenings are equal. Some really just don't have a lot of potential or power and can be easily discarded as weak. Not all fiends experience awakenings either. While it is common for most to experience an awakening by the human equivalent of their 'late teens', some may take longer, or seemingly never and end up dying before ever reaching it. Fiends that take too long to awaken are often also discarded by their clan.
-Others demons usually fall into the 'magical beast' category. With some exception, most are just feral magical animals and mythical beasts. Dragons, Phoenixes, etc
-Mortal souls are a sought after delicacy to demons, but as it turns out, hell is reserved for the worst of the worst, so not a lot of dead people end up there.
-Souls are not just a delicacy, but they're vital for the hierarchy of demons. Demons mostly get stronger from eating souls of either mortals or other demons, naturally, less human souls means more demons have to each other, and this is a problem for younger demons that aren't strong enough to properly compete in the food chain. Souls also naturally empower those that eat them.
-Demons are normally unable to enter the mortal world on their own, However, early in human history, on the discovery of magic and its connection to the netherworld, people began contacting those on the other side. Early summons weren't properly aware of 'modern' summoning standards, such as a protection circle, so this event lead to a cascade of various demons invading the world. And since then, demons have found loopholes to enter every now and then. This is, historically, the origin for most folklore and myths of various creatures across the globe. Yokai, Fae, Cryptids, Ghost Stories.
-Ghosts are spirits of mortals that have somehow gained power and awareness, and can range from harmless to dangerous. They can only be harmed by magical or religious means.
-Demon Society is very much a 'survival of the fittest' culture for the most part. Encouraging pride, greed, and otherwise selfish and/or sinful behaviors, though they primarily value power or other means of success (Intelligence, Wit, Underhanded cunning) above all else (Though opinions often vary, especially with clans, as which exact traits or ideals make the 'fittest'.) Some clans may also tie less common concepts like honor or love, or which others see as a weakness.
They also might despise specific negative traits like greed or pride, but only because it conflicts with their own views and not out of nobility. Kindness or friendship isn't entirely uncommon, but true selflessness is very much a rarity, so positive emotions are very much undervalued. 'Vegan' Demons, or to say, Demons that do not eat souls does not exist within demon society. While it is somewhat prevalent on the idea among fiends to not eat other demons (or at least other fiends, Magical Beasts and Fiends do not see each other as kindred outside of specific clans that have ties or related traits.), the idea of a demon refusing to eat a human soul is laughable and thus rare, reserved for 'kind' demon outcasts.
Commoners are however the most common type of fiend, often referred to as 'mutts' (offensively), these are fiends that do not express genetic holdovers of their clansake, and typically fall under the umbrella of 'generic fiend.' Often they usually don't have any special ability or power and are more suited as a 'jack of all trades' for magic instead of a strong affinity or theme. 'Hybrids', however, refer to fiends that still express distinct, dominant features of at least two clans. Usually as a result of first or second generational offspring.
-Clans usually have some overarching affinity that often affects their appearance and powers. The Fae Clan for example may appear more like traditional fairytale sprites, fairies, or goblins and often specialize in magic related to trickery. Some clans may have connections to a type of magical beast, like a dragon clan can expect to have 'dragon-y' fiends. To retain clan genetics (since inbreeding is awful), rogue mutts are usually married into a clan as an arranged marriage type deal, as 'mutts' usually do not possess strong traits that would override the preffered features of the clan. Sometimes 'hybrids' are valued though for demonstrated 'unique' perks. There are also clans that embrace diversity or otherwise adopt in fiends like commoners. Mutts are sometimes kept in clans to serve as the lowest on the group's totem pole.
-Devils are the 'gods of hell' and precursor to fiends, and while not all devils have a clan of fiends, almost all of the oldest and prestige fiend clans were started by them. Such clans are responsible for the distinctive features passed down through their bloodline.
-Demons do not just eat souls. But eating souls is the easiest way for them to acquire strength and grow. Other demon foods consist of demonic plants and magical beasts of course. Demons are immortal in the sense that they don't suffer from aging, can survive a while without food, and are able to survive more extreme injuries. They only have one fatal injury, by striking their 'core' which is where you'd expect their heart to be. Though some demons types may not even need to eat conventional food to survive.
-Demons may be more durable then others, or have more weaknesses then others, on a case by case basis, especially with more unique ones. But universally all demons dislike holy things, are repelled by stuff like crosses, get burned by holy water, etc. Interestingly, they aren't just affected by theistic objects, other cultures, religions, and/or widely held spiritual belief on things that can repel demons can work to varying degrees.
It seems to be more of an effect of widely held human belief on how to exorcise demons or monsters. (Though its not as simple as just 'believing' something will hurt them, it has more to do with conventionally wide spread and old religious and/or spiritual beliefs, strengthened in their own way; passively and unaware by generations of otherwise non-magical humans.)
-Fiends aren't necessarily immune to non-magical threats, but only magic can harm their cores, which is the only true way to really kill a Fiend. Cores exist as a 'solid shell' of their soul, and removing it will cause their body to be destroyed in some dramatic fashion. Petrification, Disintegration, Melting, Exploding, etc. There's not much consistency in the death of a demon beyond their being nothing left. If core isn't destroyed, their true bodies will eventually regenerate from it as a source.
-Magical Beasts are *usually* different, at least for the plant and animal category, as they are more conventionally biological. This means that their bodies will not vanish if their core is destroyed, but it also means they can be killed by other complications beyond just their core. (allowing their corpses to be used as food or materials.)
-Fiends often start out in a rank known as 'imps'. Imps rarely possess noteworthy traits and resemble close enough to humans that they can pass as one (Beyond having at least one supernatural oddity. Odd colored eyes, horns, a tail, wings, again standard fiend variety, or a cosmetic feature noteworthy of their clan.) Imps are generally weak, possessing only a limited potential for spells. Clan specific cosmetics is a good indicator that a fiend has inherited the ideal traits of their clan, (though not always the case, and cosmetic features, including clan specific ones, can always manifest during their awakening instead.)
-Awakenings are key triggers for fiends. Though a fiend can mature without ever experiencing an awakening, an awakening brings out their full potential, alongside any powerful trait they may have inherited. A fiend awakening is typically the point whether or not a clan decides to exile them. An awakening not only confirms what, if any, notable traits they've inherited (Or deemed as a proper clansfiend, a 'hybrid', or a 'mutt'), but not all awakenings are equal. Some really just don't have a lot of potential or power and can be easily discarded as weak. Not all fiends experience awakenings either. While it is common for most to experience an awakening by the human equivalent of their 'late teens', some may take longer, or seemingly never and end up dying before ever reaching it. Fiends that take too long to awaken are often also discarded by their clan.
-Others demons usually fall into the 'magical beast' category. With some exception, most are just feral magical animals and mythical beasts. Dragons, Phoenixes, etc
-Mortal souls are a sought after delicacy to demons, but as it turns out, hell is reserved for the worst of the worst, so not a lot of dead people end up there.
-Souls are not just a delicacy, but they're vital for the hierarchy of demons. Demons mostly get stronger from eating souls of either mortals or other demons, naturally, less human souls means more demons have to each other, and this is a problem for younger demons that aren't strong enough to properly compete in the food chain. Souls also naturally empower those that eat them.
-Demons are normally unable to enter the mortal world on their own, However, early in human history, on the discovery of magic and its connection to the netherworld, people began contacting those on the other side. Early summons weren't properly aware of 'modern' summoning standards, such as a protection circle, so this event lead to a cascade of various demons invading the world. And since then, demons have found loopholes to enter every now and then. This is, historically, the origin for most folklore and myths of various creatures across the globe. Yokai, Fae, Cryptids, Ghost Stories.
-Ghosts are spirits of mortals that have somehow gained power and awareness, and can range from harmless to dangerous. They can only be harmed by magical or religious means.
-Demon Society is very much a 'survival of the fittest' culture for the most part. Encouraging pride, greed, and otherwise selfish and/or sinful behaviors, though they primarily value power or other means of success (Intelligence, Wit, Underhanded cunning) above all else (Though opinions often vary, especially with clans, as which exact traits or ideals make the 'fittest'.) Some clans may also tie less common concepts like honor or love, or which others see as a weakness.
They also might despise specific negative traits like greed or pride, but only because it conflicts with their own views and not out of nobility. Kindness or friendship isn't entirely uncommon, but true selflessness is very much a rarity, so positive emotions are very much undervalued. 'Vegan' Demons, or to say, Demons that do not eat souls does not exist within demon society. While it is somewhat prevalent on the idea among fiends to not eat other demons (or at least other fiends, Magical Beasts and Fiends do not see each other as kindred outside of specific clans that have ties or related traits.), the idea of a demon refusing to eat a human soul is laughable and thus rare, reserved for 'kind' demon outcasts.