- The Balance War
- The Fire-Ice Brigade
- Turnings of the Wheel: The Second Age
- Rebirth of the Valiant Lancers
- Invaria: War of Ages
- Skypoint BioTech (online)
- Unsung Heroes
Non-player Characters

Player Characters
- Kristie Good's characters
- Erin Klitzke's characters
- Andrew Nickels' characters

- Dungeons and Dragons
- Palladium
- Vampire: The Masquerade
- The Q Files
- Comics and Artwork
- Twin Destinies (Mike Adams)
- Palladium Games
- Robotech
- Wizards of the Coast
       - Dungeons and Dragons
            - DragonLance (3rd)
            - DragonLance - Never (art)
       - Star Wars
- D20 Systems
       - Spycraft
- White Wolf

Thousands of years ago, eight small ships from a convoy made landfall on Invaria, carrying demons and angels of old, torn away from the region of space they knew as home by a freak accident.  With them, these refugees brought the Balance and magic and technology unknown to the world of Invaria.
    And the world was never again the same.

History
    Modern lore tells it differently, but the daemoni sprung from a small convoy of ships that was forced to land on Invaria simply to survive.  The loss of this convoy, carrying members of royal houses from two sides of a tense border dispute, sparked a war between two peoples, once one, that would rage across the stars for thousands of years to come.  The people from the convoy, however, knew nothing of this war that began over their loss, and began to make the best of their new lives on Invaria, starting families and continuing their traditional beliefs and customs.  Eventually, their beliefs began to spread throughout the general population, and gradually, belief in the Balance overcame belief in the gods and in the old ways, and the Balance became the true religion of Invaria.
Ships of the Mirasel convoy
Dynastas - demon royal house
Kasalya - angel royal house
Gloria - angel forces
Ashbek - demon forces
Justilan - support staff
Miralee - angel trade goods
Danvel - demon trade goods
Mirasel - convoy flagship 
    These people called themselves the daemoni, after the legendary race that was the progenitor of the demons and angels.  Tales of the angels and demons passed into legend among the people of Invaria, and the daemoni, too, after many years, passed into legend as they became more and more isolated, by choice, on the Caprian Islands off the coast of Aradoc.  As time passed, the daemoni began to interbreed with the small human population of the Caprian Islands, eventually swallowing it up.  The daemoni also intermarried with the drow tribes of I'kina and Madril, but these pairings were usually for the sake of alliances and usually left the Caprian Islands for the mainland of Aradoc to join tribal councils.
    As time wore on, the daemoni watched with sorrow and horror as Aradoc became a place of petty infighting and constant turmoil.  They allied more closely with the Twelve Tribes of Aradoc -- the drow of this world -- and then moved to take control of the continent.  Within five years, the daemoni and the drow solidified control of Aradoc, allowing the peace and prosperity known in the Caprian Islands to spread to mainland Aradoc.
    Today, the daemoni are aiding the drow in their search for the Fire Eyes and the Lamina Carmenum -- the Blade of Songs -- that are a part of elven lore.  The daemoni fight alongside their allies with the same determination and skill that carried them through their campaigns against the house forces of nobles in Aradoc, believing that their actions will bring a brighter future to the world they now call home.

Game Mechanics
    The daemoni are a race that has passed into history and legend.  As a people, they rarely venture far from their home in the Caprian Islands, and nearly never go farther than the continent of Aradoc.  In appearance, they tend to look similar to the angels of Spire, with unusual hair and eye colors and wiry builds, although characteristics of humans and drow do appear among them.  The daemoni are a peace-loving race of warrior-scholars who guard their homeland with a ferocity seen in few other races.

Personality: The daemoni are logical, peaceful people who show their true feelings only to those closet to them.  To earn their trust is quite a feat, but it takes a larger feat to lose that trust once it has been earned.   The daemoni appreciate knowledge, storytelling, craftsmanship, honor, and discipline.  They take great pride in the homeland they have created on this world.
Physical Description:  The daemoni tend to be about human average in height, which ranges from about 5 to 6 feet.  They tend to weigh between 100 and 200 lbs on average.  Their build tends to be more slight and wiry than human norm, and they share the unusual hair and eye color of their progenitors, the demons and angels of old, although the traits of humans and drow crop up within the daemoni commonly enough for it to be noteworthy.  Daemoni children reach majority at about eighteen of age, but train for their future callings from the age of thirteen.  The daemoni live to be about 150-200 years of age barring illness, accident, or injury.
Relations:  The daemoni are a race that had passed into the annals of history and become myth and legend until recently when they reappeared alongside the drow to bring order to the continent of Aradoc.  The are closely tied to the drow and have been known to have relations within the human population of the Caprian Islands.  The daemoni are, in general, a likable race, but they are not quick to trust.
Alignment:  The daemoni tend more toward law and neutrality rather than chaos.  As a general rule, they are good or neutral as a people.  The daemoni are regarded as fair, shrewd individuals.
Angel Holdings:  The daemoni have created their homeland in the Caprian Islands off the coast of Aradoc.  They are fishermen, farmers, and textile workers who are also known for their work with precious metals and stones.  The daemoni are rarely seen anywhere but in the Caprian Islands unless they are married into a drow tribe.
Religion:  The daemoni follow the Balance.
Language:  The daemoni speak Temple, which appears to be a root language of common.  They also speak common.  The languages share and alphabet, plus or minus a few letters either way.
Names:  The daemoni have given names which are followed by the term "ab" and their father's name, then "ad" and their mother's name and then "pro" followed by the name of one of the clans of the daemoni -- Dynastas, Kasalya, Gloria, Ashbek, Justilan, Miralee, Danvel, or Mirasel.  Sometimes, there is also a drow tribal identifier attached to the name.
Adventurers:  The daemoni do not often stray from their homelands, but when they do it is always as a warrior, a consort, or a scholar in search of knowledge.

Daemoni Racial Traits