Pillars of Faith - Hell Beasts                                                              
Pillars of Faith by William Adams  

Pillars of Faith

Hellbeasts

    The battlefields of Stygia have seen a great many innovations over the centuries.  Some have been transplanted from the battlefields of the Quick.  Others are creations that could only come from the tortured imagination of hell.  A few of these hellbeasts are described here.

The Hellhorse

F
rom the very beginnings of the Empire the Soulforgers have sought to solve the problem of transportation for the many couriers and Gaunts that must pass through the Tempest to reach the outflung Stygian outposts.  The Stygian Steeds of the Ferrymen where seen as the best candidates to transport wraiths through the Tempest.  Their strength and loyalty along with their speed and endurance made them desirable companions for Gaunts braving the Tempest alone.  But Stygian Steeds were rare and impossible to domesticate or breed.  The answer, like so many of Stygia's problems, was to forge souls into a solution.  And so the first Hell-Horse was forged into being.  Unlike a simple Barghest the Hell-Horse is composed of somewhere between six to eight souls
Hellhorse
Moliated into a single being.  Also more care is given to the motivations and Passions of a Hell-Horse.  The Hell-Horse isn't merely a beast of burden, it is also a war-beast and companion to the Gaunt who holds it's reigns.  So only those soul-forgers who have mastered Intimation and Mnemosynis can produce a Hell-Horse.  Consequently Hell-Horses aren't handed out to every Legionnaire who has to carry a message or perform a mission into the Tempest.  Rank and seniority play an important role in who gets to have a Hell-Horse and who doesn't.  Gaunts are given preferrence above other Wraiths as they can take full advantage of the benefits of a Hell-Horse.  Power is also a consideration.  Even though most of those who hold mastery over a Hell-Horse are also adept at Argos and can traverse the Sea of Storms unaided it is usually to these Wraiths that Hell-Horses are entrusted.  A Hell-Horse represents such an investment in souls, effort and time that only the most capable and trusted Wraiths are given mastery of one of these hell-beasts.  Hell-Horses are not only valued for their use as mounts and their ability to traverse the Tempest, but also for their ability in war.  A Hell-Horse is able to Rend it's enemies and Heal itself through Moliate.  Some Hell-Horses have been known to form Fangs and Armor for battle.  Hell-Horses are also taught Castigate so that their great Strength will allow them to Bulwark themselves and their riders.
     To keep a Hell-Horse operational in the Shadowlands it needs a Fetter.  Without it the Hell-Horse would be unable to exit the Tempest.  Lifeweb, Mnemosynis and Intimation are combined to tie the Hell-Horse to a suitable location in the Skinlands.  Preferably one near a Necropoli frequented by it's master.  Great pains are taken to keep the Hell-Horse tied to it's Fetter.  Those Fetters it had before are lost during the soulforging that binds several Wraiths into one Hell-Horse.  A dilligent master will allow a Hell-Horse ample time to roam through it's Fetter and to Slumber at any opportuniy.  The Hell-Horses Passions are another concern and are closely guarded by it's master.  Giving the Hell-Horse opportunities to fulfill it's Passions is the responsibility of it's master.

Hell-Horse
     Attributes:
Physical: Strength 8, Dexterity 4, Stamina 7 (2)
Social: Charisma 2, Manipulation 4, Appearance 1
Mental: Perception 4, Intelligence 1, Wits 3
Talents: Alertness 4, Athletics 2, Awareness 3, Brawl 4, Dodge 2, Empathy 1, Intimidation 4 Skills: Tracking 3
Arcanoi: Argos 2, Castigate 1, Moliate 4
Passions: Serve Master (Loyalty) 5, Protect Master (Love) 3, Fight (Anger) 2
Fetters: Local Graveyard 5
Willpower: 8
Pathos: 6-9
Angst: 4 (2-5 Temporary)
Permanent Corpus: 18
Equipment: Stygian Chains, Reigns & Saddle, Corpse-skin Bags, Piece Armor (2 Soak)
Backgrounds Cost: Allies 3, Artifact 4, Status 3



Helliophant

R
umblimng across the battlefield like a monster from the darkest nightmares of Stygia comes the Helliophant. The Helliophant has been in use in Stygia since the ending of the second Great War. At that time the number of relic tanks to pass over the Shroud had fallen dramatically from previous years and the legions had become accustomed to spreading fear and panic into their enemies with the steady tread of armored divisions. The Helliophant is modelled after the elephant but it's internal workings are quite different. Anywhere from sixty to eighty Wraiths go into the construction of one Helliophant. But aside from it's exterior armor of Stygian iron the Helliphant relies on a skeletal structure of Stygian Steel to support it's vast structure. Inside the iron Howdah are engines and spaces for a pilot, a gunner and a Captain. This three Wraith crew guides the beast through the battlefield and direct it's attacks and weapons. Not all Helliophants are equipped with the same weaponry. The basic structure allows for a variety of Stygian weaponry to be mounted on the beasts' hull.
Helliophant
Hellbore Cannons are the most popular weapon for the Helliophant. This eighteen inch bore gun fires shells of Stygian ore up to three kilometers. Corpsegrinder Missles forged from the Corporea of captured Shades can also be seen mounted on the back of Helliophants striding onto the battlefield. Another weapon sometimes mounted on the forward turret is the Balefire Pump. A weapon of sheer terror the Balefire Pump combines Balefire harvested at great peril from open Nihils with Soulfire to caustic effect. The wounds inflicted on the Corpus of Wraiths struck by this terrible flame do not heal easily and cause pain even to the dead.
     The Helliophant is a monster of simple motivations and basic mentallity. It lives to serve and cause terror. It's Passions are kept simple so that it can easily achieve satisfaction. Many artificers toil to make a Helliophant a nightmarish reality and most of them do not need to be very skilled. The Helliophant is a beast of brute force and terror. As such it doesn't need to be pretty. However at least one of the Artificers has to be a Master at his craft to make the Helliophant. Without a Master the Helliophant could not be given a Fetter in the Skinlands. Without a Fetter the Helliophant could not enter the Shadowlands and could not be deployed in Stygia's battles. Also a Master is needed to construct the soulfire engine that feeds the weapons of the beast and makes it more than just a barge on legs.
     The Helliophant can attack those who stand in it's way, but this is more an accidental ocurrence than a vicious attack. However anything caught under the iron shod feet of the Helliophant is almost certainly in for a Harrowing.
     The crew of the Helliophant is comprised of a Captain, a Pilot and a Gunner. Often their duties will overlap but this is the most basic arrangement. Being a semi sentient creature the Helliophant doesn't need too much direction, in fact the pilot only needs to indicate to the beast where to go and the helliophant will make it's way as best it can. The gunner not only aims and fires any weapons the Helliophant may be carrying, but also tends the soulfire engine and makes any field repairs that are necessary. As the Helliophant can Moliate it's own Corpus the gunner needs only to tend to the mechanical parts. However if the skeleton should break beyond the capacity of field repairs then there is no other recourse but to return to the forges of Stygia to dismantle and reconstruct the broken parts.
     The Captain oft times has to serve as both pilot and gunner as well as engineer and handler. The captain of a Helliophant has to keep a cool head and be able to observe the battle at all times. For this reason many Captains are also skilled in the Arts of Fatalism. Though others who are equally effective rely on Keening to affect the flow of battle.
     Despite all this the Helliophant's greatest weapon is fear. It's trumpeting cry can be heard across the battlefield causing even the most hardened Shades to stop in their tracks. Seeing a Helliophant bearing down on you causing the very earth to shake with it's terrible tread can break even the tightest formation. In the Shadowlands where feudal weapons and warfare are still used thanks to the scarcity of firemarms, the Helliophant is one of the most terrifying weapons a Wraith can encounter.
     Background costs for weapons are in addition to the cost for the Helliophant and can be paid for by one crew member or divided amongst them as they see fit.

Helliophant
     Attributes:
Physical: Strength 14, Dexterity 2, Stamina 9(6)
Social: Charisma 0, Manipulation 5 (for Intimidation only), Appearance 0
Mental: Perception 1, Intelligence 0, Wits 0
Talents: Brawl 5, Intimidation 5
Arcanoi: Castigate 1, Keening 1, Moliate 4
Passions: Serve Master(Loyalty) 5, Cause Terror(Fear) 5
Fetters: Local Maesoleum 5
Willpower: 10
Pathos: 12-21
Angst: 8 (3-7 Temporary)
Permanent Corpus: 56
Equipment: Stygian Steel Howdah & Armor (6), Soulfire Engine
Weaponry: Balefire Pump (Range 24 meters, Damage 9d10 Aggravated, Cost 3 Pathos & 1 Angst) Background Cost: Artifact 4
Hellbore Cannon (Range 3000 meters, Damage 20d10, Cost 5 Pathos) Background Cost: Artifact 5
Corpsegrinder Missle (Range Tempest, Damage 12d10 to a 3 meter area, Cost Single Shot) Background Cost: Artifact 3
Backgrounds Cost (Divided amongst the three Wraiths who compromise the crew): Allies 6 (2 each), Artifact 9 (Captain 5, Others 2 each), Status 6 (Captain 3, Pilot 2, Gunner 1).

Death Blimp

Death Blimp

Death Blimp

M
any wraith legions rely on relic aircraft to move troops across the Shadowlands and through the Tempest.  But relic aircraft don't grow on trees.  Especially in the Shadowlands were nothing grows.  Large scale wars are few and far between as well.  And most aircraft that get destroyed are civilian transport.  These can be converted to military use but are best left at the back of the supply line.  Relic aircraft are really too important to risk on the front lines.  A Death Blimp is easy to create.  The soulforgers simply stretch the corpus of thralls over a soul steel frame.  This bag is filled with a gaseous mixture of pathos and balefire.  It is highly flamable and Death Blimps are literally death traps when they go up in green flames.  The bucket can carry troops and materials to the front line.  The blimp can also serve as an observation post.  Not many wraiths enjoy serving on a Death Blimp.  It's considered just a step below Tempest diving.  But the Death Blimp serves its purpose and can be constructed in Stygia from available materials.  Cheap and dangerous, there is nothing more suited to the Shadowlands.

Death Blimp
Speed: 6 mph
Cargo: 2-4 tons
Background Cost: Artifact 5
Weaponry: None (Weapons can be mounted on the bucket separately)




DeathShrike

DeathShrike

DeathShrike

T
he armies of the underworld have very few aircraft.  Fewer still that they can maintain at combat readiness.  But if anything air superiority is just as important across the shroud as it is in the lands of the Quick.
DeathShrike
Structural Integrity:  8
Maneuverability:  6
Weaponry:
50 Caliber Guns (Range 3000 meters, Damage 8d10, Cost 3 Pathos) Background Cost: Artifact 4
Corpsegrinder Missles (Range Tempest, Damage 12d10 to a 3 meter area, Cost Single Shot) Background Cost: Artifact 3
Backgrounds Cost:  Not Applicable



All Images are Copyright © 2002 William Adams and cannot be reproduced without permission.
Some Characters are inspired by the TV show Buffy The Vampire Slayer and their use here does not represent a challenge to any  pre-existing copyrights or trademarks.
Warning: This comic may include adult situations and suggestive dialogue not suited for minors.

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