Why demons?

I’ve just published a new set of printable paper miniatures depicting demons, which folks can use in tabletop RPGs like Dungeons & Dragons or Pathfinder. (There’s also a set of tokens here, using the same images.)

Some people might wonder why I would want to use demons in my games or why I would want to include them in a product, especially since I’m a Christian from an evangelical background. Some folks have had concerned that the inclusion of imaginary demons in games like D&D opened players up to influence from real life evil spirits. For a while, D&D‘s publishers started calling them Tanar’ri, in order to avoid this stigma.

One of the reasons I don’t have a problem with demons (and other evil creatures) being included in these games is because I think they can be a useful way of depicting human evil. Even in real world scripture, I think that evil spirits are often being used symbolically to talk about social evils.

In the regular game I’ve been running on Thursday nights (we’ve been using the D&D book Out of the Abyss) the party has gradually become aware that the subterranean world of the Underdark is being influenced by Demogorgon, the two-headed prince of demons. In the lore of D&D, the two heads of Demogorgon are divided, constantly scheming against each other, and this is also the nature of the madness he spreads. In two settlements the adventurers have visited, this madness has taken the form of greed, division and paranoia.

The town of Sloobludopp had been divided between two religious sects, led by warring relatives, as though the community had two heads attacking the one body. In this situation, the party ended up siding with one of the ‘heads’ and when the two factions came to blows, their violence summoned the Demogorgon to the town to destroy it.

More recently, the part has been exploring the dwarven city of Gracklestugh, which appears to be afflicted by a similar madness. However, this time they’ve noticed how the madness of Demogorgon is pulling the city apart, and they’ve been looking for a way to unify the city and bring festering, hidden conflicts into the open.

This is all very simple to talk about in a game, but it’s not hard to see that these are dynamics that impact on our real world. It seems like our societies are becoming increasingly selfish, fractured and paranoid. I think these stories can call us to live generously and to find ways to reach out to ideological enemies in the midst of real and serious conflict.

Fungus and the vulnerability of community

I’ve just released a new set of printable paper miniatures on DriveThruRPG, featuring some fungus people. At the moment the pack is US$1, but I’ll put it up to a regular price of US$3 in a couple of days. (I’ve also tried out making some tokens with the same illustrations, and I’m wondering if those are useful for people using virtual tabletops for their games?)

I’ve been using fungus people (in Dungeons & Dragons they’re called myconids) a little bit in the Out of the Abyss adventure I’ve been running for my Thursday night D&D group. There’s been a young myconid accompanying the group for most of the adventure, but in our most recent session the party came across a group of myconids who were acting quite unusually.

In D&D myconids are presented as peaceful creatures who live an idyllic existence in small, subterranean communities where they dream together and seek higher consciousness. This works because each community of myconids submits to a leader. In Out of the Abyss, the close-knit communities of the myconids are used by the demon lord Zuggtmoy to spread her maddening influence through the subterranean realm of the Underdark. This demonstrates that, while we tend to think of ‘community’ as a good thing, it can also be used to spread malevolent influence. (i’f you’re interested in reflecting more on the tensions between community and freedom, I’d suggest looking up the philosopher Zygmunt Bauman.)