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Study of Warlocks and their Pacts (MF)

Within this book and it's subsequent volumes is the result of months of study on the nature of warlocks and their pacts. The Great Shift in pacts of 174AR has brought a need for updated information on pacts old and new alike.

Within this book there will be numbers surrounded in brackets, such as [1], these refer to references at the end of the book for further reading.

Sections in this series include: Book 1

   What is a Warlock
   What is a Pact
   Types of Pacts

Book 2 - Logic and Morality

   Reasons Pacts are Formed
   Logical and Moral Reasons against Pacting

Book 3 - Combating Pacts

   Protection from the Pacted and their Patrons
   Pactbreaking

What is a Warlock

A warlock is an individual that has created a magical pact with one or more powerful extraplanar beings in exchange for access to invocation magics. While reasonings for pacting differ per warlock (and are covered later), every warlock has willingly chosen to sign a pact with their Patron in exchange for powers from that Patron. This text will be using "Patron" throughout, but note that "Sponsor" [13][19] and "Master"[27] are also valid terms.

As the Patron of the warlock is a powerful outsider capable of granting incredible powers to a mortal, the cost of these powers is often very high, up to and including the destruction of entire cities [15][25]. See book two for more information.

What is a Pact

In 174 AR, the Great Shift of pacts occurred. Before 174AR the vast majority of pacts were with Unseelie fey, demons and devils, colloquially known as 'feylock' and 'fiendlock'. In 174AR the five wicked stars of the Far Realms appeared in the sky over Toril [8], a kraken appeared from the depths to speak alien tongue [8] and a sudden influx of the pacted arriving on the isle. This coincided with divination that lead to a riddle:

"One for the depths and one for the bones, two for the fiends and one for the crones, one for the fey and one for the stars which wander."[8]

While there is evidence of Pacts of the Depths before this time [8], crones had previously been associated with Unseelie pacts [7], 'bones' pacts and Far Realms pacts were unheard of.

Regardless of who the Patron is, all pacts have one thing in common: they grant eldritch power. Pacts grant access to magic known as 'invocations'[24]. These are more similar to arcane than divine spellcasting, as they are affected by armour, however they allow for infinite use of their magic. This magic is themed to the patron, so an abyssal pact invocation will be chaotic and fiery [27], an Unseelie pact will focus on compulsion and control [3].

Common across all pacts though is the ability to conjure and project the raw eldritch energy, known commonly as "Eldritch Blast". This blast of energy can harm just as well as any proper spell. The eldritch blast is projected in a form similar to the disintegrate, chain lightning, or fireball spells [27], depending on the preference of the warlock at the time. The type of energy also depends on the pact and preference of the warlock, such as Unseelie pacts allowing for blasts of cold, and infernal pacts blasts of fire.

Known Types of Pacts

» Depths Little is known about this type of pact at this time. In 174AR a kraken spoke alien words to a ship [8], and before this there was one known warlock with a Pact of the Depths who was a specialist in tentacle magics [8]. It is possible that the pacts are formed with ancient kraken, as they are not mindless beasts as many believe. Another possibility is that the pacts are formed with aboleth, immortal semi-amphibious creatures [11] with powerful psionics [11] rivalling illithids [6]. The most ancient of them are capable of ruling entire cities [11], as well as being skilled in creating slaves [11], including ones 'free servitors' which retain their mental capacity [11]. All together this suggests that warlocks could be their equivalent of a 'free servitor' with gifted powers.

» Bones Even less is known about Pact of the Bones, as there has yet to be a single known occurrence of this pact. The most likely Patron for this pact are the Immortals, a race of intelligent undead creatures that physically appear to be similar to ghouls [8]. Being effectively immortal, they would have the capacity to grow in sufficient power to allow pacting. Another potential source of Patrons would be ancient mummy kings, liches or generally 'preserved undead' (long lasting and often intelligent undead created through rituals, negative energy contamination, or magical diseases and curses [12]).

» Infernal A pact with a devil, usually with an archdevil, greater devil or Asmodeus the overlord of the Nine Hells. These pacts are bound to law and order [13]. A contract is made and it is followed through by both sides, although the contracts are slanted in the devil's favour. The most traditional pact is the warlock's soul on death [19], but occasionally it is creating pacts with others or fighting in the blood war [24].

» Abyssal A pact with a demon, usually with demon lords. These pacts are bound by chaos and destruction [13]. Due to the corruption and soul degradation of the abyssal pact, warlocks of the abyss tend toward madness from the association [13][27]. Where an abyssal pacted warlock goes, destruction follows.

» Crones or Hags A pact with a night hag. Night hags have long been associated with pacts, although usually of the Unseelie variety [7]. With the Great Shift, they've begun to offer pacts of their own [8]. The hags have also begun to fight each-other to gain these pacts [8]. Hags deal in illusions, charms and the magic of nightmares more so than even the Unseelie.

» Unseelie Fey A pact with the fey of the Unseelie Court, usually with an archefey. While it may be possible to pact with Seelie, no cases have been recorded [7]. Fey pacts tend to be unpredictable, focused on cruelty, often losing their sanity very quickly [24]. They might steal the concept of trust, or steal youth or beauty; often manifesting in violence or cruelty [13].

» Far Realms There is little known about the Far Realms in general, no matter pacts made there. The Far Realms are a place of madness, where the very names of locations and creatures can break a mortal mind. In 174AR five wicked stars were sighted in the sky, the five stars are associated with the Far Realms; and their names alone are enough to cause madness [8]. Although it is uncertain how one would communicate with a star which causes insanity, there are many creatures in the Far Realms which could act in their stead. There is a possibility that Illithid come from the Far Realms [2], and their Elder Brains would certainly have the capacity to create pacts [2]. Aboleth are also known to worship Far Realms deities [11], and such deities would be powerful enough to form pacts with as well. While what the Far Realms creatures get from the pacts is unknown, the warlocks would be able to weaken the barriers between this realm and that realm, allowing their patrons easier access to this realm. In return it is possible that the Far Realms entities unlock psionic potential within the warlock which is otherwise impossible [6], or that the madness is sufficient to draw them into service.

Reasons Pacts are Formed

The reasons provided by warlocks for pacting vary greatly from warlock to warlock. Not all warlocks pact for nefarious reasons, sometimes it is to save someone they love or strike back against an evil. This doesn't lessen the foolishness of the deed, or absolve them of the sins they commit while packed, however. In the end, almost all warlocks seek the pact for power, the power to accomplish their personal goals.

As part of the research for this study, many warlocks were interviewed and provided their reasons for creating the pact. Below are some examples:

» An infernalist pact from a slave in order to kill his gnoll master [19]. » Unseelie pact in order to join the Unseelie Court [22]. » Unseelie pact to earn their heart's desire [3]. » Unseelie pact to save the life of their sister [27]. » Unknown pact (likely infernal) in order to balance elven/human/fiend/dragon blood that was causing a terminal illness [27]. » Abyssal Pact in order to gain morbid desires [27]. » Unknown pact in order to gain knowledge [27]. » Depths pact to save his life after a storm destroyed his ship and he was drowning [8]. » Unseelie Pact to promote chaos [27].

Logical and Moral Reasons against Pacting

The moral reasons for refusing a pact are known to even young children, yet the influx of pacted individuals has steadily increased since the Great Shift. Patrons of pacts to not create pacts for the sake of the warlock, they always make a pact for their own benefit. Creating a pact with any fel outsider puts you in the position where you can be given orders that you may not wish to obey, in addition to the actual cost - often your soul. It is this lack of free-will which is what stirs so much fear into the populace, as well as the general insanity, loss of empathy and loss of morality that changes the warlock. Even those that pact with the best of intentions will eventually feel the spiritual and mental corruption and degradation. Pacts will almost always ruin the lives of those around the warlock, cost them something precious such as their soul, damage the planes and/or cause general mayhem wherever the warlock goes.

Below are some of the possible actions that a fel being might ask of their warlocks: » If Illithid are involved in Far Realms pacts, they reproduce by attaching tadpoles to living people. The tadpoles eat the brain and take over the body via ceremorphosis [1]. An illithid may request brains for sustenance. » Illithid and aboleth are psionic slavers [2][11] which can request new slaves, even your loved ones. » Bringing Far Realms creatures or artifacts into the realm, spreading chaos [8]. » Rampant destruction [13]. » Murder and torture of innocents and other cruel deeds [13]. » Destruction of entire cities and all who dwell within them [25][17][15]. » Weaken the protections of the world from extraplanar threats [14]. » Convince others to pact [14]. » Forcing you to eat maggots from rotted pork [3]. » A future favour [13]. Sometimes offered by capricious Patrons, this will always end in disaster. The Patron holds all the power in the pact, they could compel you to obey without requesting a favour. This favour then would be the worst possible thing they can make you do, something contrary to your very being, otherwise they take your soul.

Morality aside, we turn to logic. It has been argued that the most logical course of action would be to act selfishly, to seek power. To quote "The Vindication of Diabolism, From Premises Congenial to Reason" by Infernalist Sydney Harrow, "One acts, rather, to the benefit of others, only if and on the grounds that in so doing she confer benefit upon Herself, which She regards as Her ultimate end."

However, it is illogical to think that a pact with any fel being is in your favour. Since you and the Patron are not on equal footing, even with an equivalent trade the cost is very high for power. However, pacts are not made on equal footing, as the warlock's desire for power is far greater than the Patron's need for the pact. A simple rule of commerce, they have what you need and you must offer up something of even greater value. Pacting is a net loss in value.

Below are some of the losses a pact might incur on a warlock: » Giving up their soul [24][13]. Your soul will never go to your god's domain, never spend time with your loved ones after death. In some cases your soul will be tormented and then devoured [18]. In other cases they'll simply kill you before you can pay your end of the pact in order to get your soul for eternity [22][23]. Even if you lack loved ones, eternal torment for a few years of power is a critically low value trade. » Soul corruption [14], a lesser issue than losing your entire soul. However the corruption of the soul invariably leads to a fall to darkness and insanity. » Your body or beauty [13], making you so despicable to look at that even other monsters would flee upon seeing you [5]. » Life [22][14][5] whenever they choose, no matter what you've accomplished. » Youth [8][13][24], becoming middle aged or old in a moment, potentially making the power useless as your body is too weak to handle it. » Loved ones [27][5], such as granting you the power to save your sibling but kill the rest of your family in the process. » Souls of loved ones [14], even if they do not ask for your soul, they may require the souls of those you love to be given to them for eternity. This often requires you to kill them or to give them up [4]. » Home city, disobeying can cause the direct harm of your community. Be it an influx of pranks and mischief, to kidnapping [4], harassment, or assault from extraplanar forces [9]. » The Land, summoning fiends or far realms creatures can weaken the protections of this plane and realm [14]. » Empathy and sympathy, leading to ostracizing from communities [3]. » Sanity, causing hallucinations, a loss of trust and inability to cope with reality [3][13][24].

Ultimately, pacting with creatures of other planes comes with it's own risks as well. Their interpretation of our requests can fall into their own understanding, but still be incorrect. Seelie and Unseelie for example take things very literally [5], and could cause harm even when not intending to. The Patron's goals are to either collect what they are owed as fast as possible, or to gain the most from the exchange. This puts a warlock at a disadvantage, as the Patron is not on their side and has no reason to keep them alive if they're not providing them direct value.

Protection from the Pacted and their Patrons

Each of the pacts, and their Patrons, have different capabilities, and thus each has their own way to be combated. Generally, a few spells will offer some protection from all the pacts:

» The Word of Faith and Dismissal/Banishment spells are excellent at removing any summoned creatures, be they fiend or Unseelie.[13] » Improved Invisibility and other means of concealing from ranged attacks are helpful against the eldritch blasts, while armour is useless against them.[13] » Mind Blank will offer protection against the variety of mental magics, as will Protection from Evil.[6] » For most fel creatures it is possible to draw a runic circle of protection against them [16][27], preventing them from entering. They can be created in reverse to prevent them from exiting as well.

Each of the pacts also has potential specific weaknesses and fighting styles as outlined below: » Depths With a heavy focus on tentacle magics [8], the safest way to fight them will be with dispel magics readily available. Unlike summoned creatures, word of faith and dismissal have no effect, the tentacles are conjured into existence. Their Patrons, if Kraken, would be massive and easily able to fight off a fleet. The best defense would be a ritual summon of a water elemental to even the field. Aboleth are very powerful and have psionic capabilities, so utilizing the above mental protections is imperative, as well as utilizing gold, copper, lead, or mithril [6]. Speculation would be that they would be resistant to cold and weak to electricity, due to their underwater nature.

» Bones Speculation that the Pact of the Bones would utilize undead, and thus the above anti-summon spells as well as Undeath to Death and Wall of Fire would prove useful in a fight. Corporal undead are resistant to slashing and piercing weapons while being immune to precision attacks, so it is best to use bludgeoning weapons, particularly mauls [21]. Corporeal undead also tend to be slow and weak against fire [21], making fire arrows valuable in such a fight. The Undying are potentially immortal, possibly not bound to a single body [21], so it is best to ensure a proper abjurative runes against teleporation and evil are in place to prevent it leaving. Speculation that Bones pacted will be weak to bludgeoning weapons, fire and holy attacks.

» Infernal Devils are typically entirely immune to fire. Speculation is that Infernal warlocks utilize fire, as devils do, and summon devils to their aid. Along with the above anti-summoning spells, resistance to fire will be invaluable.

» Abyssal Tanar'ri Demons tend to be completely immune to electricity and resistant to cold and acid attacks. Some demons are are also immune to fire, although some will be hurt more by fire than anything else. Abyssal warlocks tend to summon demons from the Abyss, as well as utilize an upgraded form of the Inferno spell to burn their enemies [27]. Like Unseelie, they are able to haste themselves for advantage in combat [27]. Resistance to fire will help in fighting demons and Abyssal pacted warlocks [27].

» Hags Hags are powerful illusionists, very resistant to magic but weak against fire [7]. Hag pacted warlock capabilities are unknown, but given the capabilities of Hags, it is speculation that they are similarly resistant to spells while being weak against fire with a focus on illusion magics. Mind protections and silver or cold iron blades are likely to prove most effective.

» Unseelie Fey Unseelie pacted are able to force others to laugh or paralyze them, as well as protect themselves with magical warding [3] and speed themselves with haste [27]. The Unseelie themselves are greatly variable, although tend to be weak to fire [27], the sound of bells and whistles, cold iron, silver, religious symbols, and salt (especially in circles)[23] and potentially strong against cold. They are the most likely to turn your friends on you with confusion, and thus proper mental protections should be on all of your group. Unseelie pacted also have the capability of shifting into animals in the same way as a druid [27].

» Far Realms It is unknown what capabilities a pact with the Far Realms might create, and it's likely it varies greatly depending on the creature. Speculation would be magics which cause madness or create horrors beyond reason. If Illithid or Aboleth are involved in the pacting, then their psionics can be guarded against with Mind Blank, Protection from Evil, gold, copper, lead, mithril and by attempting to confuse them [6]. Mind Blank also protects against the madness of the names of the Far Realms stars [8]. Illithids also have no resistance to fire or lightning [10], which may also effect Star Pacted.

«Pactbreaking» Pactbreaking is the process by which the pact is ended between a warlock and their Patron without the death of the warlock or loss of their soul. A warlock cannot begin redeeming themselves for their actions without breaking the pact, and so it is common for their loved ones to assist them in it. Unfortunately each pactbreak is unique to the Patron - not just in the type of Patron, but even within the same type.

In most cases, in order to break a pact, one must pay out their end of the deal to some extent [5]. For the more fickle Unseelie, this might just be something that amuses them, but is of lesser value [27]; while for others it may be a fight to the death against their Patron (if weak enough) or their Patron's forces [9].

Some examples of things which can be exchanged for breaking a pact: » An avariel's wing feathers (which would permanent strip them of flight and is cruel)[27]. » A young person's youth [27]. » A person's voice, permanently [27]. » A different person's life spent in servitude [27]. » 200 years from an elf's life [27].

As a specific example, in 141AR, Anuia Holinth of Castle Darrowdeep attempted to break her Unseelie Pact. This lead to a massive assault on both Bendir and Darrowdeep, costing dozens of lives. Victory was only found when they entered Pandemonium to confront the Patron personally, and after a great fight were able to slay her and free Anuia from her control [9].

At times it is also important to break sub-pacts. A sub-pact is a pact an individual makes with a warlock. Little is known about these pacts, although there is one known instance of their breaking using a Parasympathetic Antepath Ritual [26]. Hypothetically the same methods for breaking pacts with a Patron would work with breaking pacts with a warlock, and vice versa.

In closing, pactbreaking is a lot of work to redeem someone. While some warlocks are foolish and made a pact to attempt to do good, only for it turn against them, others do it simply for the power. The best defense against a warlock is to be cautious and suspicious, but also lend the foolish ones some sympathy for the plight they've put themselves into so as to not turn them into a trapped animal lashing out at everyone.

References: [1] - Aberrations, Birth of the Illithid [2] - Aberrations, Illithid General Studies & Research [3] - Account of Dealing with Eldritch Faerie [4] - Andriarna Dirtytoes and the Unseelie [5] - Conclave Lecture - Fey and What Not to Say [6] - Cyclopaedia Psynumbra [7] - Fey Findings of the Heartwood Grove [8] - Five Wicked Stars and Other Ill Omens of 174AR [9] - History of Anuia Holinth's Pactbreaking [10] - Ilithid Research by the Scholars of Blingstonhold [11] - On Aboleth and the Accursed City [12] - Ranger Research Topics - Undeath [13] - Regarding Warlocks [14] - Risks in the Conjuration of Fiends by Hala Nek'far [15] - Ruins of Benwick Research [16] - Talurr Poazrathlark - Demon Banishment - Useful dwarven Runes to entrap and banish demons' [17] - The Fall of Benwick [18] - The Infernal Compendium V.IV: The Soul in Hell [19] - The Infernal Contract of Revyn Pelaios [20] - The Vindication of Diabolism, From Premises Congenial to Reason [21] - Undead Categorized [22] - Unseelie: The Court, Wylde Hunts, Methods, Agents [23] - Wards and Lures of the Unseelie Fey [24] - Warlocks, a Treatise [25] - Zanshiboon/363rd Layer of the Abyss [26] - Transcript: Fiendish Pact Breaking {Parasympathetic Antepath Ritual} [27] - Study of Warlocks and their Pacts - Reports and Notes

Researched and written by Magus Minto T Fuzzypaw of the Earthkin Arcanum in Ches of the year 175AR.