Helkey 18 — Devil-Hunted Tracks

The train rockets through urban Berlin. To Beatrice, it feels like flying. Her excitement to ride this solar bullet is shadowed in apprehension. They’re venturing off to a magical gate somewhere in the North Sea to deliver one of Earth’s most corrupt persons into the arms of Heaven. All-the-while, her daughter is alone, in Hell, on a mad quest so secret she dare not even think of its goals. Ivan — Asmodeus’ chosen wolf-as-prophet — sits a few feet away from her. He glances up over his crossword, taking in Mori, Beatrice, and Sadie with a pensive expression. He reminds her of an evil spy from some James Bond movie.

Looks deceive, providing only hints at something far worse. He’s a literal devil-wolf in Russian clothing. All around, passengers sit relaxed. They chat, stare out the window, or watch media on their devices. Unsuspecting as Ivan, who twice transformed into a monster, sits among them. She picks another pistachio out of the snack-pack Mori brought, squeezes her husband’s shoulder as much to reassure herself as to give him comfort, plops it into her mouth, and turns her attention to the window. In it, she can still see Ivan’s reflection. Can still monitor him. But it takes the edge off as her focus shifts to buildings rushing by, steadily blending into countryside.

The train takes a dip. Its track lowers onto a mound of gravel running through forested land. Trees are dry. Leaves yellow from heat and drought extending for months and months. At least this region is fire-free — unlike areas east of Berlin. Looking southward and behind, she can see the gigantic plumes rising gray and white in the morning sun. At their dark bases, pink-orange fire glows and lightning sparks.

Beatrice tucks her knees up to her chest. Turning away from the far-off conflagration, she descends into a sleep-like fugue as over-heating lands rush by. Her angel’s body recharging, revitalizing, healing areas still stiff and stinging from the residual of Ivan’s poison bite. Sadie’s magic removed the worst of it. Beatrice senses she’ll need all her potential, every edge, to deal with what’s coming. Ivan’s howl-as-call to the devils last night atop Fuze Bank echoes in her mind. She can hear it still — raging through worlds. Whatever terrible thing he called, it’s coming. Soon. Foolish not to prepare herself. So she rests — focusing on getting her body into top form even as she fills her energetic vessel.

After about an hour, Beatrice jolts to alertness. The train is slowing down. Up ahead is a road intersection. The train lets out a ghostly wail as it breaks in approach to the crossing. Curious, she cranes her head to peer out. On the road she sees an odd collection of black and chrome motorcycles. About twenty in all — clustering around a larger central bike. The machines are outrageous collections of pipes and pistons. Each brush-painted with various hate iconography — stylized swastikas and worse. The center bike is a unique spectacle. Though parked, its twin rows of exhaust pipes exhale clouds of black smoke. A cyclops headlight glows red. Flames painted along its sides and over its fenders seem to dance and flicker. Her sensitive eyes pick up streaks of wisp energy flashing through it. Those are souls. Devil’s own slave magic. This is no earthly conveyance.

Each machine bears a dark rider. Black-leather bedecked and bristling with weapons. The riders dismount. They approach the crossing. One grabs the gate’s bar as it swings down. Then, whip-quick, he jumps atop it. The motion is somehow crooked to Beatrice’s eye. A dissonant movement evoking fascination and fear. Her skin pricks with goose-flesh. She presses her face against the window — puzzling at hinted dark secrets. Don’t be a fool, Beatrice. You know what it is.

Unable to tear her eyes away, she continues to watch, captivated. Her hand moves to her rapier hilt — gripping it hard. The figure’s clothes are as incongruent as his motion. He wears cowboy boots, jeans, and black leather riding chaps. A belt with a buckle styled as fire-breathing bull glitters on his hips. Two six-guns droop into holsters. His button-down shirt is crisscrossed with bullet baldrics. Despite the heat, he wears a trench coat. Atop his head perches a black, wide-brimmed hat.

He motions to the bikers. They climb onto the gate. Beatrice can see why the train slowed. The driver must be concerned they’ll approach the tracks. The engine blares again. Four bikers now stand atop the gate bar beside the dark cowboy. They’re tall, thick-muscled, coarse. They tower over the cowboy and yet his presence — dripping with malignancy — dwarfs them. At the horn’s sound, they lift their hands in devil’s sign, snarling obscenities. She is close enough now to see their tattoos. To read the word “Berserker” on the front of their black T-shirts. To make out the bloody-battle-axe artwork on the back of leather jackets. Their train car is now almost parallel with this satanic biker squad.

She grabs Mori’s hand, pulling him to the window. “Is that…?” she begins to ask. Don’t be so foolish, she chides herself again. You know! But she doesn’t want to know. She regrets ever taking part in this mad quest — hurling her family into such danger. Oh! How I wish I never came to face this hunter! Then the bikers are upon them. The dark cowboy’s eyes rise to meet hers. They swirl with hate and fire. He lifts his hand, makes a flicking motion. A still-burning cigarette swirls through the air — trailing sparks as it plinks against the window. Hitting the outside glass before her face, then falling away.

Time slows to a steady count of heartbeats — her danger response. Now she sees in instants. The cowboy laughs. His wicked voice scrapes through glass and steel. He raises both arms to shoulder-height, hands splay like a conductor signaling a crescendo. Wisp energy swirls like fire from him, flaring in ghost-light from deep traps — worbs — on his right shoulder, engulfing the Berserkers. He feeds them each scores of wisps, ties them off, then fixes all four with a diabolical sigil cast onto the forehead. Then the Berserkers — filled with raging wisps and made mad by the devil’s sign burning on their skulls — jump. There are ‘pop!’ ‘pop!’ ‘pop!’ ‘pop!’ bursts of air as arms of spectral fire shoot from their shoulders. The arms swell to the size of trees. Coiling down in loops of fire, they grip the bar with smoldering fists. Then they push off in puffs of smoke — hurling each Berserker onto the train’s roof in an impossible bound. Four corresponding thuds resound from above.

“Holy Hell!” Mori exclaims, watching as ten foot arms of flame propel the Berserkers onto the roof.

Beatrice is already standing. “That’s a Curse Rider!” she shouts, at last able to speak her fear. Bounding over Mori, she does a full somersault midair then lands gracefully on her toes in the isle. “We are hunted!” The passengers, transfixed by the spectacle of the devil cowboy and his Berserker biker squad, gasp at her sudden and otherworldly movement.

“Damn you Ivan!” Mori growls. He knew this was probably coming — since at least last night when Ivan as wolf sent his call. He’d known it was a risk for years now. Seeing the Curse Rider casting his slave wisps, glaring hate and throwing sparks at his wife on the other side of a frigging mere pane of glass made it all too real. “Goddam it, we are so screwed!”

“Curse Ride?!” Ivan’s voice betrays more than a little fear. He only caught a glimpse of the biker gang and its diabolical leader. But what he saw both pains and excites. His Pride Eater wound throbs. His heart quickening in response to the cowboy’s black magic.

Beatrice launches herself down the isle, keen ears picking up thuds and shouts from the roof above. Mori follows — nowhere near so quick or graceful. But with military precision and a smooth efficiency of motion. Sadie puts a hand on Ivan’s shoulder. “Be calm. Mori and Beatrice will handle it. I’ll stay close for safety.” Sadie’s voice is articulate, commanding. Her tone betraying none of the fear she surely feels. A glance back shows Beatrice Sadie has the Russian in hand. Beatrice turns her eyes to the ceiling. “Omnis scienta,” she incants, drawing her rapier. With a flick of her blade, she sends her sensor flitting through the ceiling and up onto the roof.

Beatrice’s eyes swirl with magical sensing even as she continues to move. The train speeds up. Its driver seeming oblivious to the invaders. Her magical vision resolves. The Berserkers have split into two groups. One pair is moving toward the car’s front, the other toward its back. Producing knives, hand axes, a gun, they approach the gaps on either end of the train car. Each gap is covered by a curtain and connected to the next car by a closed walkway. Weapons ready, ghostly arms swirl and bulge from their shoulders. Red hands the size of trashcan lids — clawed in fire — tear at the air.

“They’re going to rip and cut their way in!” she shouts back to Mori, incanting “Una!” to share her senses. Mori blinks as the perception transfers, causing his eyes to swirl with light, then points her toward the front gap as he makes his way to the back. Depressing a button on his case, he triggers its transformation. A rifle barrel swings out, a stock unfolds, pistol grip handle and multi-phasal scope snap into place. A magazine of yellow-tipped ammo appears in his hand. He slams it into the receiver, pulls the charging handle, racks the slide.

Neither Beatrice nor Mori expend extra curse energy on ignarus. They’re facing down a Curse Rider’s thralls. Both instinctively conserve their magic. Neglecting ignarus results in general terror as the passengers see everything. Screams rise at the diabolical glow and strange noises from the roof, at the mages racing through the cabin, flaring with magic, improbable weapons in hand.

Beatrice prowls toward the front, rapier before her. Omnis scienta shows the first Berserker is sawing through the gap’s curtain with his knife, spectral hands ripping at the opening. The second Berserker holds a handgun. Mori’s pair — Berserker three and four — hacks and tears at the rear gap with abandon. One with his giant knife. Another with a pair of hand axes. Spectral hands with fingers the size of rolling pins pour in, widening the gap, causing the material to smolder and scorch. Beatrice positions herself near the door, pausing for an opportunity.

“Keep calm! Stay low and out of reach!” she shouts with as much confidence as she can muster into the cabin. “We’ll protect you! We’re trained to handle such …” she pauses for the right word “… events!” Her bearing, luminous magic, and projected confidence seem to work, at least for the moment, as passengers focus on ducking below their seats. Keep them safe, she sends her intention out, hoping the universe responds in kind. The rips above her widen. Sparks fall. Smell of burning wafts down. Behind her, Mori is unloading his yellow bullets, each patterned with a lesser confractus curse, into the rip above him.

She coils. Gathers her magic for a single, potent strike. Then springs. “Confractus!” she shouts. Magical energy builds around her rapier’s tip — forming a bow shock. Relying on omnis scienta to guide her strike, she plunges through the gap aiming for one of the arms. Burning material falls around her as she shoots up. Her blade plunges through, strikes the arm of wisp-energy, delivers her disrupting curse. Magic explodes from her rapier tip — blowing a hole in the arm. It flails back like a giant piece of spaghettis — leaking wisps. Their ruddy sparks swiftly recede into the distance.

She’s through, rising above the train roof, floating in mid-air between her foes. They recoil in surprise. Her momentum reverses. She starts to land, aiming for the train roof near the gap. Behind her, Mori’s rifle reports. Yellow bursts erupt on the spectral arms of Berserker three and four tearing at the other gap. The arms shrink and wobble, hissing as they lose consistency. Mori’s confractus-patterned bullets aren’t potent enough to rupture the arms. But the ghost-hulks deflate under his barrage. There’s a pause, then a hail of purple bullets streaks up. He’s switching to somnos bullets — aiming directly at the Berserkers to incapacitate them. A bullet impacts on Berserker three’s shoulder. Purple energy pulses, the Berserker swoons, then growls as he fights off the sleep-curse. Both Berserkers lurch back from the opening. Driven away by the ferocity of Mori’s assault.

She’s still in mid-air when Berserker one’s able ghost-arm swings around. A ghost-fist the size of a trashcan engulfs her in a burst of fire. Patterned curses on her clothes kick in, protecting her from flames and heat. Yet she’s caught. It squeezes. More curses crackle in response, buffering against the force. These reactive curses cushion her. But some punishment gets through — causing ribs to grind as air is forced from her lungs. Frustrated in its attempt to crush her, the hand shakes her violently back and forth. Lifting her high above the train, it hurls her toward the trees.

Released, Beatrice draws a painful breath, flicking her gaze through reference points as she hurtles and spins. She gains control of her body after only a heartbeat. Flipping in mid-air, she points her feet away from the train. “Lanuae!” she shouts. Spinning her rapier like a paint-brush, she opens a rift of sparks beneath her feet. Lifting one spark from the swirl with her rapier-tip, she flings it back to the train. It shoots through the air like a firework — streaking away from her to land on the train roof behind the Berserkers. The sparks at her feet explode in a shower of light and smoke. She vanishes a moment before slamming into a tree. In the same instant, the spark on the train roof expands in a flowery burst from which Beatrice reappears and rises. Both Berserkers scream in fury, blinded by the flash of her magical travel.

Before her, the first Berserker lifts his knife. He’s lost one of his ghost arms to confractus. Its wisps trail above and behind the train in a thread running back toward the Curse Rider. She can’t see the dark cowboy form anymore. The train is plunging through woods — already a mile or more beyond the crossing. But she can hear wisps crying in anguish as the Curse Rider re-captures each. The second Berserker is raising his handgun. Three ghostly arms quest toward her, their remaining wisps scream with murderous force.

Salire!” she hears Mori shout from behind. His feet thump onto the roof. His weapon flings out the purple somnos bullets. Some streak up and away over her head. Through omnis scienta, she sees his opponents circling, trying to get an angle. Berserker four hurls his axes. Mori ducks the first, knocks the second away with the butt of his rifle. The Berserker draws two more. Berserker three, his chest glowing purple from two somnos strikes lurches toward Mori with his knife. Mori’s fight, his danger focuses her. She lets out a breath, then resumes her battle dance.

Vexare verberare!” she shouts, pointing her sword at the second Berserker. A barrage of five blue-glowing magical projectiles explodes from her sword-tip. Racing toward him, two target each arm, one his handgun. She leaps, flying in behind her missiles and over him. “Clypeus!” she incants just as his weapon rises and fires. The bullet streaks out, smashes into her barrier, and shatters into glowing fragments that fly off and away from the train. Her first missile strikes the Berserker’s gun shearing the front end off and exploding the hand in a puff of blood. He shrieks in pain. Staccato bursts from the other missiles blow holes in the wisp arms, briefly rendering them useless. She lands behind him, transitions into a run, then rushes the first Berserker. He strikes at her legs with his blade even as his massive ghost fist pounds down on her. Clypeus is still flickering with life. The fist’s first blow deflects to the side. She gets under the Berserker’s knife-strike and punches his wrist. Small bones crack. “Confractus!” she shouts, exploding a hole in his remaining wisp-arm with a stab of her curse-laden blade. Bringing her elbow around, she dispatches him with a last blow to the side of his head.

She spins only to be caught by the onrush of the second Berserker. He pushes into her, ghost arms sputtering with fire as they rise and reform, driving her toward the train roof edge. She pivots smoothly, wrenches his shattered hand and does a fireman’s throw of his heavy bulk above and past her. He flies through the air, his still-thin ghost arms noodling as they attempt to cushion his fall. She watches fire burst around him as he lands among dry brush. The train speeds on and away, leaving him behind.

Spinning, she angles her rapier toward Mori’s remaining foe. Berserker three is at last asleep, burning arms drifting behind him like flaming fronds of kelp. Berserker four swings his axe at a prone Mori. Beatrice jumps, allows the train’s forward motion to speed her flight, then smashes her rapier’s guard into the back of his head. Somersaulting over both the Berserker and Mori, she lands on her feet behind them even as the Berserker’s massive, unconscious body thuds down atop Mori.

“Ugh!” Mori grunts.

Confractus! Confractus! Confractus! Confractus!” Beatrice shouts as she runs a circuit around their unconscious foes. With each curse-infused rapier strike she banishes the devil-ghost arms. Wisps rise up from the Berserkers — each wailing its anguish as it flies back to its enslaver. The Curse Rider who is now, thankfully, miles behind. Beatrice takes air, breathes it out.

“Some help here, hon?” Mori says.

She laughs, banishing tension as she stoops down to roll the massive biker off Mori. He stands, musses his hair self-consciously. “Holy damn fuck!” Mori exclaims in relief. “Well, at least we didn’t have to fight the cowboy and the rest of them.”

“Yet,” Beatrice replies, wiping at a cut on Mori’s face. Then, she leans in and gives him a big hug. Relieved they’re both still standing and breathing. For now.

“Yeah, yet.” Mori hugs her back, making her wince a bit as the places where the ghost-hand crushed her sting and throb. She relishes it regardless.

A head topped by a peaked cap pokes up through the smoldering hole in the gap curtain behind them. “Einfrieren!” an officer shouts as he stumbles onto the roof, pointing a handgun.

Beatrice and Mori separate. Mori lets his rifle fall, tapping the button with his foot. It smoothly transforms back into a briefcase. The officer stares at it. Beatrice uses the distraction to sheathe her rapier and raise her hands — bleeding a bit more curse energy into ignarus. Her energetic vessel is still more than half full. She can spare a little magic to smooth things over now.

“Schon Gut,” Beatrice replies. “English?” she asks. The officer nods. “These bikers attacked the train with fire bombs and weapons. They tried to gain access to the cabin.” It was basically true. Except, of course, the fire bombs were arms made of enslaved souls and devil’s magic. But she wasn’t going to explain it. The officer wouldn’t have believed anyway.

The officer looks at the three bodies sprawled across the train roof, takes in the white supremacist symbols on their clothes. “Terrorists?”

“We don’t know,” Mori says. “May I show you my badge?”

The officer jogs his head. Ignarus is interfering with his memory of Mori’s rifle and is occluding Beatrice’s rapier. “Gut. OK,” he says. Mori slowly pulls out his wallet and flashes his DOJ, Special Investigator, Climate Crimes Division badge. The officer examines it. Seems satisfied. Puts his firearm away. “Investigator Hansen, is this related to a case you’re working on?”

“Right now, we’re facilitating a meeting between high profile, high risk persons. Ivan Volkov and his daughter Glenda Goodfuture, the climate activist. We had reason to believe extremists would attempt to abduct one or both. We did not think they’d go so far as try a snatch and grab on a train.” Beatrice smirks. Mori’s explanation is also basically correct. The Berserkers were a right wing extremist group. Just the kind who’d easily fall to the diabolical influence of a Curse Rider.

“Schiesse!” the officer replies. “You should have mentioned something when you boarded.

“Confidentiality was considered to be, ah, more important. That was probably a bad move.”

“You know we’re going to have to take a statement,” the officer says, relaxing into ritualistic protocol. He shouts down into the gap, letting the two officers below know that everything’s in hand. They clamber up and begin to collect the Berserkers.

“I’d be careful about them. They seemed to be jumped up on something,” Mori says as the officers cuff, then drag the Berserkers off the train roof. Beatrice’s post-trauma grin widens. Yes, jumped up on being Curse Rider thralls. One of the most potent and dangerous drugs around.

The officer nods, taking in their weapons, the burn marks on their shoulders, the smoldering and broken clothes, the burn pattern like wings on areas of exposed back. “Fanatiker,” the officer mutters.

Mori accompanies them down through the hole, Beatrice follows. They pass a few cars down to a small compartment that doubles as an office to make their statement. The questions are tedious, taking most of the rest of the train ride. Beatrice is too worried about being hunted to pay too much attention. Her focus, instead, drifts outward. Keeping hold of omnis scienta, she guides it to a location high above the train. It provides a clear view of the train, long sections of track in front and behind, and a wide area around. Beatrice tenses as she notices clusters of bikers shadowing the train in its approach to Hamburg Station. They’re pointing, speaking on cell phones, reporting on the train’s movement. Her sensor flickers as it registers diabolical influence over the bikers. A confirmation she doesn’t really need. The Berserker shirts and racist symbols are more than enough to identify them.

Mori handles the questions with professional calm. She’s glad for his cool alertness. He also keeps his connection to omnis scienta, occasionally trading looks with her as the sensor picks up another cluster of Berserkers.

Though tedious, the officer’s report is useful. Law enforcement authorities are aroused to the violent action by the Berserker right wing extremist group — one of many listed as potential threats by German police and security agencies. Forces begin to deploy. Beatrice hopes they’ll help, doubts they’ll be anywhere near enough to deal with the Curse Rider.

Finally, finished, Beatrice and Mori rejoin with Ivan and Sadie. An officer sits calmly nearby, keeping watch on their ‘special person’ — Ivan. If she only knew the other half of it. That would wipe the casual look off her face. The train glides to a halt, Ivan and Sadie stand. The officer gets up and approaches.

“Transport security would like me to escort you to your next connection,” the officer says.

“Thanks,” Mori replies. Though it’s mundane help, Beatrice will take anything at this point. Ivan is pursing his mouth. Sadie brushes close to Beatrice and Mori, providing subtle aid through whispered invocations of sana carnes. Beatrice relishes the healing relief as it mends bruised ribs and crushed flesh. Their escort guides them out of the train and through the terminal. Police presence is clearly beefed up. Beatrice is reassured to see no Berserkers inside. Outside, omnis scienta tells a different story. Two clusters of bikers keep watch on trains from nearby street corners. They disperse at the approach of any police vehicle — only to reform minutes later.

At last, they arrive at the Esbjerg train. Their officer allows them to board early, ahead of other passengers still waiting on the platform. She ushers them to their seats around another table, then goes to the refreshment car to get them coffee.

They all exchange glances as the officer heads off. Mori slams his hands down on the table. “Holy hell! A Curse Rider! We’re going to have to fight our way through a goddamn Hunt!”

“We must warn Glenda,” Sadie replies. “Set an alternate meeting place.”

“No. Call off. You put Valeriya in danger,” Ivan says, his beady eyes flicking back and forth in anger.

“Ah, buddy, you put her in danger. You summoned that guy. That dark cowboy on the rail gate? Yeah. He’s a frigging devil. And his posse are those Berserker dudes,” Mori says.

“Who do they hunt?” Ivan says it evenly. “Surely not all of us.”

Beatrice looks at Ivan. His smirk is too smug. Too self-satisfied. He knows. He called the Curse Rider. To hunt and take us. At some level he must know. Mori turns away. Ivan seems even more satisfied at his discomfort.

“They may as well be hunting us all,” Sadie says to Ivan. “Without Mori and Beatrice, you would already be a monster. We all make it through the Heaven-Gate together. Or none of us make it. And we need Glenda to open the gate.”

Ivan’s eyebrows raise at the notion of his daughter opening a gateway to Heaven.

“Didn’t think of that when you summoned a fiend of Hell, did you, you wolf-bastard,” Mori says to Ivan.

Sadie lifts a hand. “Please, recriminations at this point are worthless.”

Beatrice looks around the table. “So what do we do? Clearly this hunt has only begun. They know our path. And we can’t rely on the train’s speed to keep us ahead of a Curse Rider and his Nightmare.” She flashes a look at Mori. “You saw the bike. It’s an infernal conveyance,” she says to him. “The kind that can take any form — winged, wheeled, tracked, or hooved. But that’s not half the problem. The countryside is crawling with extremists vulnerable to a devil’s influence. He can summon them and use them as easy as you or I walk and breathe.”

Mori spreads his hands. “Then we’ve gotta do something unexpected to throw them off.”

“What do you have in mind?” Sadie asks.

“Simple. We jump off the train.”

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

Helkey — Lore

Arisen World – The threefold multiverse containing the universe of the Earth, its dark possibility which is Hell, and its bright potential which is Heaven. These three worlds overlap – each sharing a future interdependent with the others. The Arisen World is the gestalt or combination of all three acting in bonded discord. A kind of entangled conflict. Each world’s course and future is determined by Actus – or the action of dependent matter and independent forms. Forms are made up of life (corpus) and spirit (wisp or psyche). Forms possess Agency – which is the ability to alter, however subtly, the destination of the Arisen World through willful acts.

Asmodeus– The present lord of hell. Asmodeus overthrew the old lord whose name is now forgotten. In doing so, he secured the vast collection of wisps in hell from mortals who, in life, were afflicted with greed, rage, cruelty, lust, fear, jealousy and other emotional weaknesses to the point that they inflicted terrible harm upon those around them. The old lord of hell had sought to reform these souls – teaching them over long ages how to act without harming others. Asmodeus instead declared these souls irredeemable – deciding to use them as a kind of currency and fuel combined. He employed powerful demonic and diabolical engines to sunder their essence and produce energy to power mighty magics. In doing so, Asmodeus generated a greater cycle of exploitation and harm. One in which all forms of such abuse fed his power even as he enslaved the abusers – tapping their power and very being to fuel his own growing might. Over time, Asmodeus learned how to trap other poor hapless souls by exploiting any harmful activity in life to draw their wisps into hell. He did this by convincing individuals that a person’s character was forever marred by the worst thing they’ve ever done. This concept, called sin, became a self-fulfilling prophecy for many who would otherwise have developed the will to escape the influence of hell but were instead inexorably drawn in to its deepening spiritual gravity.

Ammit-Heh – The chimeric dragon displaying features of a crocodile, lion and hippopotamus who lairs upon the Burned Isle in the Lake of Fire. Ammit-Heh serves the purpose of devouring hearts. This enables Asmodeus to use whisps as both currency and power store.

Avernum — The battle land of Hell, Avernum is a blasted land crawling with armies fighting for supremacy. This terrible place of endless bloody conflict was set aside long ago by Asmodeus’s dictate of Bellum Aeternus or Eternal War. As an absolute dictator, Asmodeus rules with an iron fist. One would think this might lead to a kind of fearful peace. Not so in Hell. The Lords of Hell continuously plot to overthrow each other, to take power, and to even topple Asmodeus. The place is rife with internecine conflict, plots, rebellion, ambushes and assassination attempts that always threaten to boil over into war. To prevent continuous open warfare throughout Hell and to better organize Minos into ‘productive districts,’ Asmodeus set aside the land of Avernum as a battlefield where the lords of Hell, including himself, might settle their differences. Once war is declared, each opposing Hell-Lord moves their forces into Avernum with the aim to obliterate or subjugate the forces of his rival there. Any open major war conducted outside of Avernum invokes Asmodeus’s wrath and almost always results in the destruction or enslavement of the offending Hell Lord. To be clear, other conflict still occurs in Hell. But the ritualized, sanctioned conflict of Avernum is one structure that separates the Hell Lords from the roiling diabolical and demonic masses of Hell. And Asmodeus rewards those who take part in his structed conflict while punishing those who do not.

Beatrice Lushael – Mother of Myra. White mage. Angel. Mage name means – Rain of Stars.

Blue Skinned Devils — The most numerous humanoid devil. Blue skinned devils are also cast into an impoverished and mostly powerless rank in devil society. They mostly serve as slaves and low level servants for the less populous red skinned devils and other devils of high rank.

Blood of Earth – The mage name for fossil fuels – as they are gouged out of the body of mother Earth. Also the name of any industry or activity that results in the ruination of life giving lands, airs, and waters. Blood of Earth attracts the interest of demons and devils in much the same way as other harmful acts. However, it has a special attraction as destruction of the Earth, particularly for profit, often is the result of a combination of greed, lack of remorse, pride, and joy in doing harm.

Burning Lands — An expansive region of coal fields in the northern section of Infernia lit afire by volcanoes. Devils mine and capture the fluids and gasses produced by these lands for use in hellish infernal combustion engines.

Brian Gannon — an extraordinarily greedy Furze Bank executive.

Carcerus — The slave-labor prison of Hell, Carcerus is a land filled with fortresses that serve as combined forced labor and concentration camps. Wisps formed into bodies are often sent to Carcerus where they typically work until they perish in body — at which point their wisps are harvested for worbs or to fuel diabolical magic. The prison masters of Carcerus also send out Chain Bands to various regions of Hell to do heavy labor or dangerous work of various kinds. Slaves that survive 101 years of this deadly work are freed. However, time of incarceration under the slave masters of Carcerus can be extended even for minor infractions. So terms of slavery can often extend decades to centuries beyond the first 101 years. Nonetheless, devils do occasionally survive the slave masters’ whips to matriculate to ‘freedom.’ These freed devils are often among the most ruthless denizens of Hell — having learned the lessons of brutality, torture, and relentless unforgiving labor beneath the most terrible task-masters in all the Arisen Worlds.

Century — A battle group of one hundred devils.

Charon — Hell’s moon which was destroyed in a great cataclysm about 2,500 years ago. All that remains is an orange cloud of debris surrounded by an accretion disk.

Corpus – Physical form which is the unity of wisp and body.

Curse – Channeled or crafted magic that alters an aspect of reality. Called a curse because the ancient church long ago declared all magic blasphemy in an effort to permanently confine demons to the outer realm and devils to hell and to reduce their influence and remove their ability to harvest wisps. This declaration and the genocidal war against mages that followed had the opposite effect, however, generating numerous temporary hell gates while creating unnecessary confusion and fear regarding the use of magic. Eventually, the word curse was used to describe any socially taboo or offensive language – i.e. curse words, or to describe any solemn utterance aimed at invoking supernatural power to inflict harm.

Curse Riders – Asmodeus’s elite hunters who are specifically tasked with hunting down mages. Curse riders specialize in dragging mages into Hell and butchering them for their wisps. Mage wisps are especially coveted by Asmodeus. For this reason, most mages are hunted and do their best to keep their craft secret. It is typically considered suicidal to attract the attention of a Curse Rider. Though a few powerful, cunning, or lucky mages have managed to face one down or give one the slip on occasion.

Curse Hunt — When a Curse Rider hunts down a mage. Such hunts are often expansive — taking in numerous persons, demons, and devils held in thrall by the Curse Rider. Curse Hunts are often also called witch hunts.

Dark Psychic — A cleric of a diabolical religious order — Invicti Asmodei — wholly devoted to the service of Asmodeus. Dark Psychics possess the ability to project their senses long distances both individually and through a world-spanning Minosian Web (see below) in which every Dark Psychics’ worb acts as a node. The Minosian Web enables these devout servants of Asmodeus to possess a semi-omniscience. Accessing the Web allows them to see and sometimes hear past and present events occurring on Minos (Hell) so long as the Dark Psychic knows where and when to work. These Dark Psychics then feed sensitive information to the heads of their order who in turn inform Asmodeus. In this way, Asmodeus and his Hell Lords are able to observe practically any event on Hell that draws their attention.

Demon – A powerful and unruly wisp composed of pure, unbridled negative emotion. Demons are primal, often ancient, and inhabit the outer darkness but can also cross into hell or possess the bodies of mortals or mages. They feed on the negative and malicious emotions of mortals. It is for this reason that they congregate at hell gates or tear open small and temporary ones. Mortals afflicted by addiction, mental illness born of malice, or lack of compassion can create a channel through which a demon from the outer darkness may come to possess them. Demons in the hells can possess the body of a devil or a mortal – twisting it into draconic, chaotic, or other wild and monstrous shapes. Demonic possession can impart both great power and terrible madness.

Devil – A creature that inhabits hell. Often, they are wisps trapped in hell who are given a second body by one of the Lords of Hell or through forcibly taking over the body of a being stranded in hell. Devils are often twisted forms of mortals in life, can come in the imagined shapes of dark guardians like black knights and gargoyles, or, in the case of the lords of hell, are the dark reflections of angels.

Drivers — Devils who corral and enslave wisps. They are typically red-skinned with horns sprouting from the front of their foreheads. However, other devils can also act as Drivers.

Doppleganger – Fake body double used by some mages to house a wisp while the real body sleeps.

Energetic Vessel — A mage’s store of curse energy coming from the multiversal spirit.

Felix Azriel — Furze Bank executive. One of many at Furze Bank who’ve attracted the attention of demons.

Fortress Invicti — The seat of Asmodeus’s power in Hell, Fortress Invicti is the mightiest stronghold of this terrible realm. Sitting on the shores of the Lake of Fire, Invicti commands the main trade route funneling wisps, newly fashioned worbs, and newly made devils northward to Mechanum, Avernum, and Carcerus. Its high towers can be seen for many miles in every direction. And its terrible inhabitants are among Hell’s most powerful and vicious.

Form Makers — Devils who forcibly shape wisps into devil forms. They appear as balls of floating darkness that shoot black lightning.

Furze Bank HQ — A large banking conglomerate with ties to various nefarious actors on the world stage, both earthly and otherwise.

Gibbens Crane — A Curse Rider summoned by Ivan Volkov to hunt Mori and Beatrice.

Holocaust Scourge — A powerful diabolical whip and channel for devilish magics that uses fire hot enough to cut steel for its lash. A holder of a Holocaust Scourge can also tap the energy of enslaved wisps to fling bits of this flame to inflict agony, grievous injury or both.

Helkey – An event or emotion that can serve to open a minor or temporary hell gate. These are often torn open by demons in areas where terrible things are happening. Helkey gates are usually temporary – only lasting for minutes to hours at most. Sometimes a permanent Helkey exists – attracting demons frequently who often form these temporary rifts over and over again.

Hell Gate – Semi-permanent structures that link Hell to Earth. Hell Gates form in places in which the most terrible events of the age have occurred. Present hell gates are located in places like Auschwitz or Hiroshima or in the warming Arctic or at the dying Great Barrier Reef.

Infernia — The equatorial region of Hell’s supercontinent Minos. Infernia features a great wasted defile of vast deserts, burning lands, and terrible silt bogs. It is also the region of Hell where wisps come to reside after death following their capture by the influence of Hell and its demons and devils in life. Infernia is so hot that it is only practical, even for the creatures of hell, to move about for extended periods during winter. Night-time travel is preferred. But the difference between night and day temperatures on Hell is less than on Earth.

Ivan Volkov – Otherwise known as Ivan the Wolf. Ivan is the unwitting dupe of Asmodeus on Earth – serving as his herald without realizing it.

Kindre Moss — A moss from Beatrice’s home-world of Heaven (called Heaven by those on Earth) known for its medicinal properties.

Knife Lake — A large lake on the eastern edge of Infernia whose shores are known for their abundant wisp-fields.

Lake of Fire — A burning region of Hell’s Ocean. While many areas of Hell’s Ocean burn, the Lake of Fire region is wracked by characteristically intense firestorms.

Lance — A fighting group of ten devils.

Mage Name – A partial true name that identifies the source of a mage’s power.

Magical Tattoo – A permanent channel for curses formed into the flesh of a mage just below the skin. Often taking weeks, months, or even years to complete, such tattoos often tap into the power of the mage’s true name. In this way, Magical Tattoos can serve as a direct link to the source of a mage’s power. Mage families will sometimes have these tattoos crafted for their children as a means of enhancing their ability to tap inherited magic and/or as a way to activate a specific kind of curse.  In the case of Myra, her name curse Helkey has been crafted into a magical tattoo.

Masters of Infernal Device — Asmodeus’s forge masters. Expert crafters of various devices and machines able to harness diabolical magic.

Mechanum — The ‘civilized’ region of Hell is a vast field of over-developed, smoking industry interspersed with hellish city-scapes. Here are Hell’s forges that craft everything from weapons, to transports, to dwellings, to Hell’s fearsome engines. Powering it all are the enslaved wisps — formed by various Hell-forces or creatures into devils, or housed in the traps used to power diabolical magic called worbs. Mechanum is located in the pole-ward portion of Minos just to the north of Infernia. Its climate is one racked by dust storms rising out of Infernia, drenched by vicious thunder leviathans, and poisoned by the smokes of Mechanum’s industry. Running through it all are toxic, burning black rivers.

Memory Draught – A powerful and illegal potion that is designed to selectively wipe parts of the drinker’s memory. Memory draughts can be dangerous, harmful and unpredictable. Memories from these draughts can take between days and years to return.

Minosian — The primary tongue of Hell spoken by most devils. Though the super-continent of Minos is vast beyond the imagining of most Earth-dwellers, a common culture and tongue unite the devils in their misery.

Minosian Web — A network of interconnected Dark Psychic worbs that allows these psychically sensitive devils to project their senses and the senses of those who touch them practically anywhere and to any time on Minos (Hell). Each Dark Psychic forms a nexus in this Web. Their worbs continuously send energy bled from their captured souls out to other Dark Psychics. This outward flow of rendered spiritual energy captures sights and sounds as it travels. Dark Psychics can project their senses and the senses of others down these web strands to observe past or present events near a Web segment. The Minosian Web is a primary tool of Asmodeus in maintaining his stranglehold on power in Hell. Its Dark Psychic constituents are fanatical devotees who consider it a religious duty to report what they find to Asmodeus to ensure the sanctity of his unrelenting tyrannical reign. The fanatical Dark Psychics and their Minosian Web thus form an information and religious hegemony. A sect that through their Hell Web holds a stranglehold on both information flows and the interpretation of reality in Hell.

Mirror Specter — A magical mental construct that appears as a ghost or hologram and has a modicum of intelligence. These constructs usually act as archivists, librarians or lore-keepers. Myra’s Mirror Specter is an image of herself sent to give her advice in Hell. The curses used to activate her personal Mirror Specter are locked up in her magical tattoo as name curse.

Mottle — A form made out of wisp by a Vila in Hell. One of Asmodeus’s forbidden forms. Mottles are flat, wide bat-like creatures. Their muscular, cloak-like bodies are capable of flight, constriction, and partnering to assist humanoid creatures. When draped across a humaniod, they can grant short flight, help to reduce the impacts of Hell’s terrible environment, and even provide nourishment through IV-bites. Mottles also possess the ability to send thoughts by touch. These creatures are vegetarian and subsist on various Hell plants.

Multiversal Spirit — The energy of the multiverse which is composed of the interaction of all material and life that exists. How mages describe an all-encompassing spirit similar to a transcendental oversoul. One that connects all things, all life, all spirits and all realities. Mages draw in some of the energy of this multiversal spirit to power their curse-magic.

Myra Helkey – 17-year-old daughter of Beatrice Lushael and Robert Mori. Mage name has a double meaning. Actual name informed by a curse that has yet to be unlocked.

Nightmare — A specialized wisp-powered machine made to serve a Curse Rider for his steed. Typically made to resemble a horse, the Nightmare infernal construct is both capable of transforming into a variety of conveyances and of taking on the shape of a vague fearful shadow.

Overseer Tower — A wisp slave trade outpost overlooking Knife Lake.

Plumacats — A form shaped from a wisp by a Vila in Hell. One of Asmodeus’s forbidden forms marked by the Lord of Hell for genocide. Plumacats appear to be a hybrid of a velociraptor and a tiger. Two raptor eyes peer out from a feline face. Opened mouths reveal long fangs. Hands padded for running and pouncing feature both fingers and claws. Covered in large and lustrous black feathers, the bodies of Plumacats are capable of both bipedal and quadrupedal movement. Swift and graceful, these predators hunger to devour the flesh of devils.

Poachers — Devils who hunt various creatures to use for food, material, and wisps. Poachers and Drivers often overlap — trading, sharing information and resources. At times Poachers also act as slavers — selling captured creatures and wisps to Drivers and their clients. Poacher work is typically transactional and for profit. However, some Poachers also host hunt tours for sport.

Pride Eater – A form of demon that feeds on overweening pride and lust for power blind to consequence. Pride eaters inhabit Hell and the outer darkness. They often appear as tall, skinless demons composed of flesh and sinew on bone with hollow eyes, tapered skulls and giant claws protruding from their hands. Pride Eaters can form tethers with those they feed upon. They can use these tethers to possess or control their victims. Occasionally, Asmodeus will direct a Pride Eater to unlock a person’s diabolical potential through forced transformation. This is one way that the monstrosities of Hell are brought into being on Earth. When this happens, these monsters are called prophets of Asmodeus. It is a rare and terrible event for such an instance to occur.

Red Skinned Devils — Devils stratify their society into ranks based on race, form, power and skin color. The red skinned devils are a higher level class of humanoid devils. They are characterized by their brutal sense of entitlement, reliance on bullying and violence to advance, and plotting nature. They viciously exploit others through various means. This includes the blue skinned devils whom they have mostly enslaved or forced into dangerous, less desirable work.

Robert Mori – Father of Myra. Death mage. Human. Mage name means – to kill or to die.

Sadie Medela Dextera — Pastor at St Mary’s Church in Berlin. Life Mage. Angel. Mage name means — princess of the healing hand.

Spirit Tether — A bond formed between a demon and a mortal. This bond is the first step toward demonic possession. Pride-Eaters are particularly adept at spinning spirit tethers and placing them on their victims.

Stelo-mal — Bad lizard. A large species of devil lizard native to hell. Shares some chameleon and comodo dragon-like features in addition to retractable projectile tail spines and vicious razor-sharp teeth. Like many devils, stelo mal are capable of speech and can practice diabolical magic.

Terror Hounds — Demons that prey upon the souls of those who have recently died in great terror. These hounds usually appear that scenes of terrible massacres or other traumatic events in which ultimate fear grips large numbers of creatures at their last moments all at the same time. Some Terror Hounds have been trained by devils to draw wisps taken by fear into Hell. These Terror Hounds are also sometimes called Hell Hounds.

The Great Arch of Time – The passage of time throughout the multiverse of the Arisen World. Time by mages is seen as an illusion that describes the consequences of action which generates a dimension. Time is, therefore, not seen as linear – per se – but as a pathway of consequences containing many branches that extend both forward and backward. As a result, different decisions generate different consequences – represented as bows in the Arch of Time. Eventually, the Arch of Time, like a rainbow, bends inward, forming a vast, expanding circle.

Urdrake — A form shaped from a wisp by a Vila in Hell. One of Asmodeus’s forbidden forms marked by the Lord of Hell for genocide. Urdrake are massive reptiles covered in large, spiked shells. Standing 6-7 feet tall and weighing 300-500 pounds, Urdrake are the most physically imposing of all the Vila-made forms. Their reptilian faces feature keen, binocular eyes and long boney snouts with fang-like ridges. From their foreheads and down their spines sprouts a ridge of white crystals. These are capable of emitting powerful beams of light like lasers. Urdrake’s voices are sonorous and strangely melodic. Like Plumacats, Urdrake hunger for the flesh of devils.

Vila — A faerie tree spirit native to Hell before its fall into tyranny and environmental destruction. While many consider the Vila to be an extinct race, a few survive in isolation.

Vortex — A single wheeled conveyance much like a motorcycle used for rapid movement. An engine powered by a wisp and by mined fuel propels these loud and dangerous machines. Vortex wheels are made of knobby metal and coated with glass. This glass continuously grows one to four inch long spikes — turning the machines into lethal weapons.

Wisp – The spiritual body of a soul. Wisps house a person’s unique being. A wisp remaining on Earth or passing into heaven or Hell retains consciousness and experience of a sort. On Earth, wisps are commonly called ghosts. There they are rare, mostly imagined or come in the form of a deep memory — often fleeting. Wisps passing into the great void disperse – losing form and consciousness. But, occasionally, these wisps coalesce in another material body at some point along the Great Arch of Time.

Wolf of Wrath — A demonic transformation into one of Asmodeus’s prophets on Earth. The Wolf of Wrath embodies the sin it is named for in the form of a terrible and twisted demon-wolf that incorporates the lethal traits of numerous creatures. The existence of The Wolf of Wrath on Earth sets off a string of killings and disasters as the demon-wolf’s instinct is to gorge itself in a killing rampage so long as it maintains its form.

Worb — A special device used by devils to hold wisps. They appear as orbs that devils often wear on their shoulder. The most powerful of devils have multiple worbs. Worbs can liquidate wisps in a number of ways — usually using them for power, food, or a kind of diabolical currency. To devils, wisps are the most fungible of all resources.

(Want to read or listen to Myra Helkey’s story? Here is where you can find the Helkey Table of Contents and chapter links.)

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