Residents of the Ars Goetia, Part II

Eliphas Levi's Pentagram, figure of the microc...

What could go wrong?

The “Demons” of medieval tomes were mostly the creation of fevered would -be demonologists and “scholars”. While they might be loosely based on a few genuine mythological fragments, those tattered threads are pretty thoroughly lost in a sea of wild conjecture. For our purposes this is good; it provides a lot of room for turning them into creatures that can play an interesting role in various games.

Part One included Andromalius (the Judge), Beleth (the Berserker), and Bifrons (the psychopomp). To continue with part II, we have…

MALTHUS (Mal-Thus) The Earl Of Slaughter, Armorer Of The Abyss.

  • Favored Form: A slim, languid, effeminate fop, carrying a rapier, dripping with gems and jewelry, and wearing exquisite silken clothing – often a near-parody of a high-ranking officers military uniform. He takes care never to appear before a given individual twice in the same outfit. Some people call his outfits and appearance “ridiculous”. HE calls them “bait”.
  • Major Powers: Grandmaster Psionic (Disruption and Vamparism), Powershaping (Conjuration and Battle Magic), Master Strategist, Tactician, and Military Engineer. Despite his utter brilliance as a general, putting Malthus in charge of a military force somehow always results in a very high casualty rate (most infamously, the legendary “morning calisthenics massacre”)- but he does get things done. If it’s needed he will conjure up his own troops, fortifications, and arsenals, but he prefers not to waste his time and genius on matters of simple logistics.
  • Sacrifices: Malthus prefers human sacrifices, dying violently and in pain. He will quite cheerfully collect his own sacrifices if the summoner doesn’t get them ready for him – although he quite willing to count casualties among any troops placed under his command as sacrifices. Luckily, he can be somewhat placated (at enormous expense and far less effectively) with an assortment of new outfits and various luxuries – gems, silks, fine wines, and the best of foods.
  • Ritual: Summoning Malthus requires setting up a magical circle – and a substantial lump of opium to be burned as incense.
  • Basic Nature: Malthus is a master general, and he knows it very well. He will want to take charge, snap orders at all and sundry, and lay around languidly and be waited on. Unlike many of the other creatures of the Ars Goetia, Malthus has embraced the darkness, simply because it gives him more chances to exercise his supreme skills in the arts of war and attracts great heroes to meet in battle. He does not see his troops – or his opponents – as people, but as pawns.
  • Combat Skill: Malthus is insanely dangerous in battle. He has enormous personal strength, as well as being very, very, skilled with virtually all weapons. He will, however, normally spare noncombatants; children can grow up to be worthy opponents, and older noncombatants can produce and care for more children – giving Malthus more people to kill or to lead into battle to die demonstrating his supreme brilliance later on.

OROBAS (Or’-O-Bas) “The Prince Of Steeds”

  • Favored Form : Orabas most often appears as a powerful black stallion with a crimson (or actively flaming) mane and tail, but sometimes appears in the form of other steeds – although always in a similar color scheme. He speaks in the inhuman voice of whatever creature he appears to be. Regardless of his form, he will be equipped for war, with silver barding and tack – although he wears no bridle.
  • Major Powers : Basic Powershaping (Counterspells, Divination, and Enchantment), Lesser Psionic (Beastmastery, Healing, Belamourment – and Exokinetic Fields). As befits a mighty steed, Orobas possesses great Physical Strength, Toughness, and Speed.
  • Sacrifices : None.
  • Ritual : A complex summoning circle. Orobas is of little use unless bound, a rite that requires a silver bridle and several minutes. It also requires providing Orobas with the summoners true name and reason for calling him forth – information that Orobas will freely share with any other summoner.
  • Basic Nature : Once bound, Orobas is a faithful retainer and will do his best to serve and obey the summoner and to answer his or her questions – giving him something of a reputation as an oracle. While Orabus is a most superior mount, keeping him bound will gradually drain the summoners vitality – inflicting (1D6) points of damage each day which can only be regained via rest and time, and not at all while Orabas is kept bound. Orabus views his office and purpose as to be a faithful retainer of whoever his current “master” is – a powerful steed and wise advisor. He does not feel that it is the business of a war-steed to question it’s master – and so turns a complete blind eye to the summoners moral status, and to the nature of the deeds he is called on to assist (no doubt the reason for his current status). Orabas might carry a heroic master through storm, flood, and the very fires of hell to rescue a single child – while for another he would crush a dozen beneath his blood-soaked hooves. As a part of his service he will hold a master’s secrets in absolute security – unless asked about them by another master, in which case that aspect of himself will cheerfully tell it’s master whatever he wants to know.
  • Combat Skill : He’s a war-steed, and – within that basic limitation – is extraordinarily competent.

STOLAS (Sto-Las”) “The Prince Of Carrion Crows, Bard of Chaos”

  • Favored Form : A huge raven with silver talons and red-golden eyes. Stolas “prefers” to speak in riddles, snatches of song, and doggerel nonsense. He often sends a minor aspect of himself to answer a summons, instead of coming in person. Such raven-familiars can grant a summoner various minor powers – usually translation or very minor powershaping abilities (as always, in a particular field or fields).
  • Major Powers : A master Spy and Thief, Stolas also possesses Powershaping (Air, Sound, and Illusion), and possesses the ability to speak and read all languages, a talent he may share with his summoner if he desires. Stolas is a notable musician – and may be a true master. He can produce a wide variety of bardic effects.
  • Sacrifices : Stolas favors original music, elder texts, weird snippets of knowledge, and concerts. What he finds acceptable seems to be a matter of whim. The summoner usually needs to negotiate.
  • Ritual : An elaborate circle, incense, and a full set of ceremonial gear is needed to summon Stolas – unless the summoner is capable of performing the far faster Song Of Summoning on woodwinds or harp. Stolas will teach a summoner the song on request, but a proper performance requires considerable skill and personal tutoring from Stolas; books, recordings, and similar methods are not sufficient to learn the subtle personalization that makes it work. He’ll also teach summoners about music and herbs on request.
  • Basic Nature : Stolas is a rogue, a trickster, and quite unreliable… Everything he does should be taken with a grain (several grains?) of salt. Even when bound to a summoner, he cannot be prevented from dragging everyone in the vicinity into baroque entanglements, twisting answers to questions that do not involve music or herbs, and generally making mischief.
  • Combat Skill : Stolas’s talons apparently possess some curious venomous or disruptive property – making them unexpectedly dangerous to both living beings and magical constructs.
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