Warlock

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As described under Sorcerer (above), most people in Thule assume that warlocks, wizards, and sorcerers are just different flavors of the same thing. Warlocks, like sorcerers, derive their magic from supernatural beings—but instead of calling upon ancient bloodlines or seeking new transformations, warlocks seek the direct patronage of a powerful supernatural ally, forging a pact or bargain that will forever define the warlock’s abilities. Warlocks have become the most numerous of Thule’s arcane spellcasters over the last century or two, since the destruction of Atlantis and the increasing senescence of elven civilization have brought about a sharp decline in other forms of arcane scholarship.

The first question for a warlock character is simply: With whom or what did he strike his pact? Most warlocks begin their careers with perilous rituals that establish contact with a powerful patron. Researching or discovering a suitable ritual is a daunting task, and may involve searching through forgotten libraries, visiting sites of arcane power, or stumbling across a forbidden tome. Most would-be warlocks never find what they are looking for, but any character who be- comes a warlock has already overcome this first chal- lenge and forged a pact with a supernatural patron.

The most common pacts for Thulean warlocks include:

  • Dark warlocks deal with mysterious entities in the plane of Shadow.
  • Fey warlocks are quite rare in Thule, and usually have some amount of elf blood. They gain their powers from powerful beings in the plane of Faerie.
  • Infernal warlocks strike bargains with evil enti- ties from alternate worlds, such as demon-haunt- ed Tanar.
  • Star pact warlocks are the most common of Thule’s arcane spellcasters. They gain their powers from the patronage of a Great Old One, such as Nyarlathotep, Tsathoggua, or Yga-Ygo.