Warlock Patrons

# List of ideas for Warlock Patrons

this page contains a list of ideas for entities warlock players may wish to use as their patron. this is currently a first draft, and is by no means final.

### Fiends

Most of the major fiends that excert influence over Eishspace and the surrounding wildspace systems live in their own demiplanes, which they must remain within to sustain. They cannot leave their homes for fear of it collapsing without their Prescence to sustain it. Instead they send loyal mortals, their own fiendish underlings, or a lesser avatar, to exert their will and agendas on the wider universe. These flagstone fiends can be contacted through "summoning rituals", which, depending on the intentions and strength of the summoner, will create an avatar of varying power of the contacted fiend at the location of the ritual. Most of the time this avatar will be nothing more than an intangible spirit created purely for the purpose of communication, but a more powerful ritual can open the doorway to a major fiendish incursion.

List of some fiends active in EishSpace:

#### Vorrglott, the Gourmand

**Domains:** Hunting, Cooking, Farming, Prosperity, Gluttony

**Alignment:** Lawful Evil

Vorrglott is an archdevil with an utterly insatiable appetite. He was once a great and feared hunter, who stalked the wilds of a thousand worlds looking for new types of meat to taste. As he grew more powerful, he created and recruited a vast legion of minor demons to catch, grow and prepare his food for him. After centuries of indolence at the center of his demiplane, relying on others to feed him, Vorrglott has become morbidly obese to the point of becoming utterly immobile. He nonetheless maintains his ambitions of godhood.

He courts chefs, cooks, hunters and farmers to his service, forging infernal pacts with some. The service he demands of his warlocks is simple: food. If a warlock of Vorrglott finds themselves in the vicinity of rare or prized ingredients, Vorrglott will demand that he is given some as tribute. If the warlock is a skilled cook (and most warlocks of Vorrglott are, or become so in service to Vorrglott), Vorrglott will also demand that his servant prepare a meal with the ingredient, before sending the meal directly to him via dark ritual.

Vorrglott's avatars take the form of a muscular, grey skinned figure equipped with the garbs, trappings and weapons of a hunter. though humanoid, the avatar will tower over the mortals that summon it. The avatar will have no facial features save for an unnaturally wide maw filled with several rows of sharklike teeth. His avatars, however, are merely a reflection of who Vorrglott used to be, and who he wishes he still was. His true form, found in the center of his demiplane, is a massive, immobile pile of lard covered in stretched grey skin. He has two short, skinny vestigial legs, and multiple sets of equally skinny arms. At the top of his form is his sharklike maw. His arms constantly grasp cutlery, the largest of which can serve as mighty tridents and spears in case he is attacked. If he must move, he is carried on a golden platter by his attendants. Woe be to any of his servants that stops working to feed him.

#### Abeze, the Musterer

**Domains:** Life, Death, Law, Fate

**Alignment:** Chaotic Evil

Abeze is an archdemon that often appears before those on the verge of death, offering them continued life and in some cases power in return for serving her eternally upon their death. The wise will turn down such offers, the desperate will often not. Those who contract with Abeze will often find that their patron is scheming to kill them in order to collect their soul early, either manipulating events indirectly to put them in lethal situations, or, when she feels particularly frustrated, sending her legions to directly put an end to her contracters directly. Whether they manage to avoid these attempts or not, the ultimate fate for a mortal that makes a pact with Abeze is the same: She will collect their soul upon death.

But what does Abeze need all these souls for? Those who have visited Abeze's demiplane have reported an endless necropolis of obsidian pyramids, each filled with floor after floor of inanimate stone soldiers, each with a soul locked inside its chest. Their visages are a warped and frightful representation of who they were in life. The mostly empty and silent necropolis is stalked by the occasional servant demon, guarding the vast complex, and occasionally carving and adding a new statue to the already endless army. Most scholars speculate that Abeze is preparing an army for some great coming war, and the statues will one day come to life to be used for this purpose. More than one religion in Eishspace's region of the astral sea believe that the army will awaken to fight in some final battle in the end of days. Other speculate that Abeze is a paranoid recluse, and the army serves merely to protect her. Yet others think that the statues will remain inanimate for all time, and the archdemon simply collects souls for the hell of it. Whatever the case, no one can ask Abeze herself. She does not respond to summons, and no one in living memory has seen her in person. All that is known about her comes from the people who make pacts from her, and those that have made pacts with her have never asked her probing questions, which suggest she simply leaves those that do to die.

#### The Imprisoned Legion

**Domains:** Chaos, Freedom, Defiance

**Alignment:** Unknown (*Chaotic Evil)*

Legion is an amalgamation of countless smaller fiendish spirits that have been forced together and imprisoned somewhere. *(this is within one of Hoshek's arteries, where he is using Legion as a power source, but the players and the vast majority of characters in the setting do not know this*) Legion will grant power to those they think can free them, but their irrational, impulsive and confused mind will often grant power to those unfit for the task, or with no idea how to accomplish it. Those who make contracts with Legion may experience disturbing visions and nightmares as Legion lashes out in frustration, or be overcome with the urge to free captive beings should they encounter them. Legion will often make contracts with prisoners in order to help them escape. Scholars speculate that this is due to Legion thinking that all imprisoned entities are a part of itself.

Legion appears as a writhing mass of fiendish faces and limbs. If a summoner loses control of it it will lash out at everything around it in a blind rage.

*If players have a warlock of Legion in their party when they delve into the moon of Hoshek at the end of the campaign, they will find Legion trapped in a side room. The players may choose to free them. If they do this there will probably be consequences for this if another campaign is played in EishSpace.*

#### Marahag the Fear Drinker

**Domains:** Dreams, Terror, Dread, Lust

**Alignment:** Lawful Evil

Somewhere, nestled among the ever changing vistas of the realm of dreams, lies a vast kingdom, unusually solid, and peopled by forgotten fiends who have been long removed from reality. In that kingdom's capital city, on its many-spired palace's enormous gilded throne, sits Marahag. Draped from head to toes in shadowy lace, she rules over every nightmare any mortal has ever had. Strange clocks placed all over her palace ring every time a world within her reach approaches nightfall. When the clock strikes, Marahag ascends to the eyrie of the tallest spire of her palace. There, alone, she lifts the shadowy vail from her face, opens her mouth, and exhales a massive swarm of white moths, that scatter upwards towards the material planes.

These moths fly into the dwellings of sleeping mortals, and land on their victims chests. There they sit, exerting crushing pressure on the victims chest as they give them nightmares. As they drain fear from their mark, the demonic moths transform into more powerful, horrifying forms. shadowy figures, hideous hags, and cat faced humanoids are among the most common. Occasionally, a victim of these demons may awaken to find the horror watching them in their room or still sitting on their chest. Victims who already harbor fears attract the night-demons, and the more the victim fears them, the more likely the moths will become repeat visitors.

Most of the time, the night-demon will remain incorporeal throughout its entire excursion to the material plane, and flutter back to its master with the energy it has collected come morning, where Marahag and her ministers will use it to sustain and expand their kingdom. Occasionally, whether by accident or design, the night-demon will drink enough energy that it manifests physically in the material plane. The victim may awaken to find a large moth trapped in their chamber, or to see something leave their room out of the corner of their eye, and know that there is now one more hag, doppelganger or other horror peopling the moons of Eish. Many Djinns, doppelgangers and hags on the moons venerate Marahag as their god, as do a strange tribe of tabaxi that call themselves the Pandafeche. Marahag also enjoys veneration from some mortal cults, members of which often sport monobrows.

The fiends of the dream realm cannot reproduce on their own, When the numbers of Marahag's kingdom needs replenishing, its peoples visit mortals in their sleep as incubi and succubi, draining from them their seeds of life before returning to their home and bearing children. This doesnt happen often. The fiends of Marahags dominion live blissful lives, shaping the surrounding the dream realm like gods, and have few enemies. There is, however, a worse horror that lurks unknown at the kingdoms gates, and sometimes fiends will disappear without a trace should they venture too far from their home.

Warlocks of Marahag are sometimes formed through willing pacts with Marahag or her kingdoms higher ranking denizens. In exchange for their power, they are tasked with spreading misinformation, paranoia and fear throughout their societies in order to render its citizens more susceptible to night-demons. Other times they are tasked with destroying stores of knowledge or individuals dedicated to fighting night-demon incursions. However, by far the most common way a warlock of Marahag is created is by trapping one her moths. There are various ways to do this, and once this is done, an aspiring warlock can perform a ritual to channel the night-demons power through themselves. Someone who does this must keep the moth trapped and on their person at all times. Their powers will wane the further they are from the trapped fiend, and if it escapes, it will enact furious vengeance upon its captor. Some trapped night demons appear in their captors dreams, desperately pleading for release, and offering rewards for doing so. Others may plague their captor with nightmares. Many choose to stay silent, hoping that the warlock will be lulled into a false sense of security and one day make a grievous mistake that frees the moth.

#### Shekermelek, the Laughing Counsel, the Lord of Scams

**Domains:** Truth, Lies, Knowledge, Law

**Alignment:** Chaotic Evil

Shekermelek has many names and many faces. Grimoires of demonology often list a host of demons that can be summoned for the purposes of acquiring knowledge, and often, Shekermelek's aliases make up at least half of these lists. A Spirit deeply despised by most who know him, Shekermelek finds joy in tricking mortals. When free to speak as he pleases, Shekermelek will lie, and when compelled to speak the truth, he will distort it as much as he can. His favourite pastime is bringing ruin to mortal societies, as small as a village or as large as a country, through his bad counsel and empty promises. He watches with glee from his demiplane as misery and chaos results from his meddling. Said demiplane consists of a vast mansion surrounded by acres of parkland littered with trophies from his victories in causing strife and mayhem. He has very few lesser fiends under his command, and his abode is almost always in a messy, slobbish state.

Because of his love of destroying entire societies, he is despised his fellow devils, as doing so often wrecks their plans to corrupt souls. Add to this Shekermeleks tendency to impersonate other devils when forging pacts, and he has solidly earned their eternal ire. Those few fools who willingly form a pact with Shekermelek will find themselves at odds with scores of other fiends and receive "visits" from their legions regularly. Meanwhile, those who are tricked by Shekermelek while he was impersonating another entity may experience the extremely unusual phenomenon of other devils popping out of the woodwork to try and help them out of their contract. Given his propensity for breaking his promises, this is often easy. This is done out of sheer spite for Shekermelek and a desire to wreck his plans, not any warm feelings for his victims.

Shekermelek's true form is that of a typical horned devil, though that form certainly doesn't convey the true extent of his power. He often sends avatars to the mortal realm, which can shapeshift and will pose as mortal leaders, or attempt to attain positions of power, only to deliberately try to lay those they lead to waste.

Warlocks of Shekermelek are often convinced they have made a pact with another entity, and may be left wondering why the power they have received is less than what they expected or why the people they tried to help with the power or knowledge they gained ended up dead. Many of his warlocks can use their powers without providing any service in return, since they discovered that Shekermelek voided his contract. A few share his love for wanton destruction and misery. Yet others have yet to free themselves from his pact, and are navigating the complex web of offers and advice offered by other devils in order to free themselves without digging themselves deeper.

#### The Four Guides (and Hoshek)

The four guides (see gods) were once demons, and enough of their fiendish nature remains for a warlock to form a fiendish pact with one of them. Hoshek is very much still a fiend, and would be a prime candidate for this subclasses pact were his existence not meant to be a secret, and the fact that he his the big bad of the campaign and would be directly opposed to the actions of a warlock player character.

### Great Old Ones

A variety of ancient eldritch beings of great power are known to the peoples of the Moons of Eish. Whether discussed in whispers by fearful scholars and academics, or as the object of devotion by strange and desperate cults, the influence of these beings within Eishspace is undeniable, if perhaps not noticed or felt by the vast majority of its inhabitants. As beings defined by being anomalous, there are no common rules that these entities follow, and they have no common origin they all share. Each of these beings is as different from each other as the last. The minds of these entities (if they have them) are most often just as alien as their physiologies, and show the same blatant disregard for normal reasoning as their bodies do the laws of physics. And while the far realm can certainly explain where some of them came from, the origins of others elude scholars entirely.

Some of the Great Old Ones known to the peoples of Eish are:

#### The Dream Basilisk

**Domains:** Art, Dreams

**Alignment:** Unknown

Eons ago, the universe was attacked by by a force that almost laid it to ruin. This entity, or group of entities, grew in power with every depiction of their likeness, every mention of their name. It could exert its influence over anything or anyone that contained information about this entity. This thing, or army, or entity, spread across the planes like a virus, threatening the free will of its all inhabitants, and subverting the very nature of the universe itself. Eventually, the ancient peoples of the universe banded together with the gods, and cast a mighty spell to defeat the threat. All information pertaining to this enemy of reality was purged from every corner of the universe. Every depiction, every description, every record of its deeds, every memory. What it was, where it came from, what it wanted, what it looked like (that is if it even had a physical body(s) at all), its strengths, its weaknesses, its deeds, and all the consequences of them were all purged from reality.

And yet this thing has survived.

Within the dream realm, something remains of this great terror. Scholars theorize that it regularly appears in the dreams of mortals, but because any memory of the entity cannot exist in the other planes, these dreams are forgotten. Nonetheless, it seems to be able to form pacts with mortals when it visits them in their dreams, and sometimes, people will wake up with new powers gained from a pact they will never remember making. Those touched by this being will find themselves absently-mindly doodling, writing, humming and similar more than usual, and anything they create, whether it be art, writing, or other media, will bear certain ominous repeating patterns. Those engaged with media are the most likely to be targeted by entity. Artists will find their paintings often contain certain monstrous silhouettes in the background, writers may find strange patterns in their works bearing ominous messages. Bards will find their songs contain the same strange and nonsensical subliminal messages.

The few scholars that are aware of this phenomenon call the entity the "Dream Basilisk". The Order of Silence, a group originally formed by those touched by the entity to fight it, take care to never give it a consistent name at all. The members of this order travel the spheres with a quasi-religious zealotry, destroying media that bear the mark of the entity, and monitoring those that it touches. Those that prove cooperative are taught to resist the entity's influence, with some even receiving the invitation to join the order, while those that succumb to the entity's influence or willingly spread its marks are purged with extreme prejudice. Those who deal with the basilisk often end up with massive holes in their memory, and the archives of the order have massive holes in them. Many of its members no longer remember their real names, what sphere they come from, or even who commands their unit. Neither are they sure how the entity is able to influence the planes at all, given that the ancient spell should have banished it completely. Perhaps the little influence it can exert on the material plane is a mere shadow of its true self/power. Perhaps the spell that banished it is weakening. Or perhaps the being was never defeated at all, and the war against continues to this very day, and no one remembers that it is happening.

#### Ragadol, the First Fiend

**Domains:** Unknown

**Alignment:** Uncertain, Most likely Chaotic Evil.

Some distance away from Angler's Loop, (the cluster of crystal spheres in which Eishspace is located), the astral sea grows barren, and the phlogiston begins to thin. Eventually it gives way to empty, black void. At the center of this unfathomably vast, dark expanse that is lit only by the faint aurora-like light of the phlogiston at its edges, sits a massive, cracked crystal sphere, that has been abandoned by anything good since the dawn of time itself. At the sphere's center sits an impossibly ancient black hole, lit only by the faint red flickering light of its accretion disk. Beyond the event horizon of this black hole is Ragadol, having been trapped there since the universe began, and ever since the universe began, Ragadol has been scheming to escape.

Whatever primordial people or entities that were responsible for creating Ragadol's prison and locking him within it, did not create a perfect prison. Though it has endured unimaginable eons, faults in its security have appeared over the ages. The presumably once impenetrable crystal sphere now has massive cracks in its surface, and those cracks have gotten marginally bigger over the course of recorded history. Ragadol can somehow project his influence beyond his prison, and over the ages he has sung a siren song into the minds of foolish starfarers who ventured too close to his void, drawing them towards him. Whatever matter, living, dead or inanimate, that gets close enough to his sphere, whether by chance or his manipulation, is twisted into a fiendish new form, and becomes his servant. He can forge even the meekest passing asteroid into a mighty archdemon, capable of producing its own legions to serve as its armies. The four guides (and Hoshek) that now form the moons of Eish were merely five of a countless number of servants that Ragadol has produced over the eons.

Ragadol sends his demons out into the universe to grow and collect souls, and as knowledge of him grew amongst the gods and mortal races, to quash those that might thwart his ambitions. His demons influence and guide the growth of the civilizations of entire spheres with the sole purpose of one day harvesting a mass of souls and bringing them to their master. These demon lords have occasionally been glimpsed entering Ragadol's void, piloting massive spelljammer barges containing the souls of entire worlds. The souls are dropped straight into the black hole, where it is believed they are consumed by Ragadol, making him stronger in the process. Ragadol seems to believe that if he consumes enough souls, he will one day have the strength to finally escape his prison. What would happen to the universe if he should accomplish this is best not thought about. Because of his age and his demon creating ways, the peoples of Angler's Loop give Ragadol the epithet of "The First Fiend", though peoples from elsewhere may take issue with this assertion.

Warlocks who forge a pact with Ragadol through invoking him in some ritual may think they have managed to gain use of his power without consequence, but Ragadol seems to be somehow aware of those who know of him, and those who draw upon him to fuel their magic will often find they have managed to gain the dread fiend's attention, being cursed with bizarre and horrifying dreams and waking visions. Some warlocks of Ragadol are starfarers who ventured into his sphere of influence and escaped before he was able to fully corrupt their mind. Ragadol does not forge pacts with mortals of his own accord, seemingly seeing them as nothing more than food if he cannot corrupt them fully.

#### The Mistmen

**Domains:** Unknown

**Alignment:** Likely True Neutral

Throughout history, the peoples of Angler's Knot have occasionally seen strange silhouettes in the distance when they are visited by foggy or misty weather. Most sightings describe 1-3 unusually tall and thin figures standing some distance away, in a neutral, upright pose, simply standing and watching them, before walking away and vanishing into the fog. They almost never respond to communication attempts, and they often seem to get further away if one tries to walk towards them. If they do move, their movements almost always seem uncanny, either bizarrely slow and sluggish, or fast and jerky. Most scholars believe this phenomenon to be the result of some freak natural phenomena, normal people, or some ordinary magical or fiendish occurrence. The few that take the subject of the mistmen seriously will uncover bizarre tales about closer encounters with the enigmatic beings. A common reoccurrence is the tale of a horde of the figures surrounding a rural dwelling, and its occupants all suddenly losing consciousness, waking only many hours later when the fog had lifted. Wizards who probe the minds of some people who experience this find memories of the mistmen dragging the person, who has somehow been put into a trance like state, out of their dwelling and examining them, taking samples of their hair, skin and blood, and one of the figures writing extensively in a small, thin book as they observe their "victim". These memories seem somehow locked away inside their minds, inaccessible to their owners, if they are true memories at all. There have been a few instances where an entire city has seen crowds of the strange beings walking through their cities when the weather was foggy, moving with some mysterious purpose. And yet more disturbing are the stories of the pacts they sometimes make with mortals.

Though residing mostly in the realm of folktales, there are accounts of the Mistmen approaching individuals or even entire villages to make pacts with them. The boons they grant vary, from plentiful harvests, to protection from some local monster or other evil, to fertility, or even magical power, but there is often a steep price to pay for meeting with these creatures. Spending too long in the vicinity of the Mistmen, or signing a pact with them, can warp a persons body, from minor to horrific disfigurement, or, in some tales, slow mutation into a horrific aberration. This can extend even to the children of those who sign pacts with the tall, gaunt figures, with the boon of the pact, and the curse of disfigurement, lasting several generations. Another way warlocks of the Mistmen can arise is through the notebooks they carry with them. Many of these supposed artifacts are sold on the black market to gullible buyers, and the vast majority of them are fakes. Some seem to be genuine cursed artifacts, but made by fiends to bind the soul of the user to them. And yet still, some reports of genuine articles still circulate. Though they may grant their user incredible power, the tales say that the mistman who owns the book will constantly stalk the owner from a distance, longing to take it back.

The few reports where observers actually got a good look at the mistmen's features are quite inconsistent, but have a few common factors: They are either completely naked, or clothed in fine garments of dark colours. They are usually very pale, and while the accounts vary on whether they have human, elven, gith, or goblinoid facial features, or simply no features at all, their faces, if they have them, are always somewhat distorted and uncanny. Those interested in the mistmen speculate that they sometimes walk amongst mortals in more normal guises, their slightly warped features unoticable in a crowded city.

#### Cerr'aebrak the Mindmonger

**Domains:** Knowledge, Memory, Greed

**Alignment:** Neutral Evil

One of the strange phenomena observed on the Moons of Eish and the surrounding worlds are unexplained murders where the victim's head has been carefully cut open, and the brain removed. The perpetrators of such crimes are seldom found, and in quite a few of these incidents the body of the victim was in a room that was locked from the inside, or in a location that would have been impossible for an assailant to leave, whether by mundane means, or the magical ones known to mortals. The phenomena is not exclusive to one mortal race, nor are animals exempt from being affected: there have been incidents where farmers have woken up one morning to find their cattle lying dead in their field, their scalps opened and their brains taken. The bodies of animals in similar conditions are sometimes found in forests.

Whoever the assailants are, they seem to take great care to leave neither trace nor witness that could identify them. The scene of the incident sometimes show signs of a mighty struggle, but the perpetrator is never glimpsed and the sounds of the struggle are never heard. Whoever is behind the ghastly murders leaves only one cryptic clue behind to their identity: Complex and elaborate patterns consisting of circles near the scene of the crime. They may be carved or burnt into walls, ceilings or floors with an inhuman precision, painted in the victim's blood, traced in the ground or sand, or created in a myriad of other ways. They may be as inconspicuous as a painted sigil a few centimeters across on the victims notebook, or as flagrant as mile wide crop-circle arrangements in a field near a group of slaughtered cattle.

The poor souls who try to learn the truth about these killings by studying these markings often end up meeting a terrible fate. If the markings are from a genuine incident, and not a mortal imitating the phenomenon to disguise the murder they have committed, they possess an arcane connection to the entity responsible. If rearranged, or reproduced by someone trying to discover the meaning behind the strange symbols, they may accidently invoke or gain the attention of the entity. In some cases, the person will meet the fate of its other victims. Other times, it will bind the inadvertent invoker to itself in a pact.

Those the entity chooses to bind to itself will see a vision of the far realm, and within it, a massive spiderweb-like structure woven together from several thousand of its thinnest layers. At its center, a massive, spider-like creature with innumerable legs that extend in impossible directions sits, constantly birthing much smaller terrors from a thousand orifices on its bulging abdomen. Legions of the smaller creatures (Neh-Thalggu) are constantly walking to and from the head of the mother entity in ant like columns, depositing something they have collected in its mouth. Through a telepathic impression that uses neither words nor pictures, the invoker will receive the knowledge that they now serve the mother entity, and they must set about sating its appetites if they do not wish to be devoured themselves. Thus are born the warlocks of Cerr'aebrak the Mindmonger.

Warlocks of Cerr'aebrak will occasionally receive visions of a choice target that their master wishes to consume the mind of. They will generally take care to always have one or two sufficiently sized jars filled with preserving liquid on their person for storing the collected prize. After they have collected the mark, the warlock will leave the filled jar outside of their dwelling at nightfall, and when they awake the next morning they will find the jar empty. Most of her warlocks do not watch the jar to see what takes its contents, but they often have a fairly good idea regardless; The servants that displease Cerr'aebrak will often see the silhouette and gleaming eyes of a Neh-Thalggu in shadowy places or down dark alleyways, glaring at them. They make sure to quickly find their way back into her good graces. Most of her warlocks will go to great lengths to free themselves from their masters influence, but this is hindered by Cerr'aebrak often magically compelling her mortal servants to not speak of her or their service to her. More than a few of her warlocks have come to the conclusion that the only reason she takes mortal servants at all is to cover her tracks, and pass the killings she is responsible for off as the work of ordinary madmen.

#### GOO number 5

i deadass cant think of anymore rn. We'll try moving onto other patron types, maybe we'll get an idea...

### Archfey

Close to our world there exists another one, a strange reflection of our own. On the other side of the veil that separates it from ours, is a place where the laws of nature are closer to suggestions, where time and space warp and twist in odd ways, and where magic flows more freely than the plane we call home. This plane is known as the Feywild. The traditions of Angler's Loop's old faiths speak of ancient tribes and civilizations, powerful magic users, who once inhabited the sphere cluster, but where invaded by newer peoples expanding from the wider astral sea. Despite their immense magical ability, the elder folk could not stand up to the sheer numbers of their enemies, and quickly lost ground. At their last strongholds, and around their sacred trees, the elder folk used their magic to abandon this world for the feywild, sealing the portals and reinforcing the veil behind them so that their assailants could not follow them. The myriad of strange and wonderous creatures that populate the Anglers Loop Feywild are the descendants of this conquered people. Though the veil is thought to be sealed shut by some, there are still places where it thins, where "the other crowd" can slip through.

And what became of the Elder Folk? Many younger fey are content with their new home, but plenty of old, powerful faeries remain that still hold a grudge against the mortal peoples of the Moons of Eish, and their gods. Yet others harbor no resentment towards the newer peoples, and observe our world with a playful curiosity. Whether to sate their curiosity, their need for vengeance, or something else entirely, there are many reasons a fey might make a pact with a mortal. And while they tend to make for more pleasant company than some other categories of patron, the utmost care must be taken when dealing with even the most benign of the faeries. They all tend to have a rather alien sense of morality. Well known is their tendency for holding grudges over seemingly small slights, as is their love of mischief and playing pranks. And do be careful if one asks for your name.

Some of the more powerful fey beings known to the people of Eish are:

#### Droigheann of the Fiery Summer

**Court:** The Entrenched Court

**Alignment:** Chaotic Neutral

Many millenia ago, before Ba'al Keres lead his followers to Makorr, the planet was a seemingly hellish and treacherous place, the skies blotted out by ash, and the surface covered with oceans and rivers of lava. However, unseen to untrained eyes, the planet hosted a strange and unusual ecosystem of extremophile creatures, that had adapted to survive and even thrive on this extreme world. When a group of the elder folk chose to settle on Makorr, they were careful to not disrupt the strange balance of life the planet played played host to. Their first settlements were built underground, but in time they adapted to the planets extreme temperatures and harsh air, and could walk the worlds surface as their own. One of the last queens of the fey of Makorr was known as Droigheann of the Fiery Summer. When Ba'al Keres and his followers arrived on Makorr, and he and his kin began to use their divine magic to seal away the supervolcanoes and terraform the world more to his liking, she erupted into a fury and attacked his flagship, beginning a war that would span a century. Though she and her compatriots fought as fiercely as they could, they were slowly and surely beaten back to their last strongholds. As Ba'al Keres was a god of iron, he cast a curse upon all iron to burn and repel the fey, depriving them of their own weapons. THis curse endures to this day. Forced to watch as Makorr's original life lost its habitats and died out, Droigheann eventually had no choice but to give up and flee to the Feywild.

Thoughout the millenia she spent in the feywild, Droigheann's hatred of Ba'al Keres and his family of gods endured. Rumours abound that she sowed the seeds of Xerophel's madness, and helped guide the creation of the devices the Energy guilds used to drain the powers from the gods of Makorr and kill them. Since the apocalypse of Makorr and the beginning of the age of Eish, it has been reported that Droigheann's rage has abated somewhat, and she no longer hates mortals with the same intensity. Her loathing of Ba'al Keres and his pantheon burns as bright as ever however, and one of her main focuses in these times is finishing what Xerophel and the energy guilds started, and wiping the remains of the old gods of Makorr and their faith of the face of the moons. A reason she might make a pact with a mortal could be to serve as her eyes and ears in service of furthering this goal. She and her followers can be most readily contacted near thorny trees that grow alone in fields. Woe betide anyone that harms these sacred plants.

#### Daingneach of the Ashen Winter

**Court:** The Trooping Court

**Alignment:** Lawful Neutral

Once the King Consort of Droigheann, their relationship was shattered when he organized their people's retreat into the feywild behind her back after failing to convince her it was a neccesary cause of action. When they split, the fey split with them, and now each maintain their own courts of followers, most still maintaining a cordial, yet strained, relationship with members of the other court.

While Droigheann devoted herself to vengeance, Daingneach, always having posessed a calmer temperament, decide to devote himself to preserving any nature that survived into the new order. He and his followers became nomads, wandering the land along certain sacred paths. They came to defend the new ecosystem that replaced the old one as well when the mortal races began to enroach upon it as well. And some followed the mortal races to the moons of Eish, where they ward over the moons ecosystems as well.

Like his former wife, Daingneach sometimes forms pacts with mortals to gain eyes and ears in their realm, but he is focused on protecting nature, and not vengeance. He tasks his warlocks with gathering information on those who harm the wilds, and to dole out punishment where necessary.

#### Veil-Weaver Fainne

**Court:** The Entrenched Court

**Alignment:** True Neutral

Fainne is one of the youngest archfey, but nonetheless possesses immense power. While he nominally owes his alliegence to Droigheann's Entrenched Court, he is just as trusted by members of the Trooping Court, and in truth, Fainne's loyalty is simply to all feykind.

Fainne and his followers have taken upon themselves the important task of maintaining the veil between the Feywild and material planes. While the two courts go about persuing their various agendas, Fainne devotes his time to building the Elder Folk's forts and clearing their paths. Where the Fair Folk want the veil to be thick he thickens it, where they want it to be thin, he makes it so that the two worlds can cross, and the fey can walk between the worlds. Mortals know little of this enigmatic figure, and he and his ilk are some of the least predictable of The Elder Folk. Disturb his often cryptic designs, and he will be quick to anger. However, allow him to build a fort or plant a sacred tree on your land, and you may find yourself blessed with the powers of an archfey warlock in return. While many of the ways between the feywild are a mystery to mortals, many seem to think that portals can be found within certain strange rings, around which grow nothing but mushrooms.

#### Grandmother Slighe

**Court:** The Lurking Court

**Alignment:** Neutral Evil

Grandmother Slighe is an ancient hag, perhaps one of the first to escape the service of her progenitor, Marahag. She made a home in the feywild, and since the Elder Folk began living on that plane, she and her followers have taken great joy in corrupting members of other courts. Although free of Marahag's inflence, Slighe and many of her followers still pay respect and tithes to their spawner. Slighe and her followers take a sadistic glee in subjecting mortals (and whoever else they can get away with harming) to all manner of ill-spirited mischief. Slighe and the rest of the hags act not out of any larger agenda, but rather simply to sate their sadistic tastes.

Slighe herself lives withing the feywild, residing in a strange hut built into the living body of a giant, mangy looking badger. This creature is entirely under her control, and can move at great speed when it, the house, or Slighe herself are threatened. Despite being constantly hunted by both the Trooping and Entrenched courts, Grandmother Slighe has managed to evade capture and assassination throughout the many millennia thanks to the massive warren of earthy tunnels she and the Lurking court have dug under the feywild, which serves as their kingdom. Members of Slighe's court often come to the material plane through portals that resemble burrows or hollow trees, which connect diirectly to this warren.

#### The Pwka

**Court:** ?????

**Alignment:** Chaotic Neutral

Enigmatic natives of the feywild that can slip between the veil between worlds with ease, the Pwka are powerful shapeshifters that prefer the form of a large black horse with a powerful build and gleaming yellow eyes. They are equally likely to use their powers to terrify and confuse those they encounter as they are to stop and have a lengthy conversation with them. In horse form, they often tempt or challenge mortals to ride on their backs, only to terrify their unwitting passengers by riding at extreme speeds, engaging in sudden turns and death-defying stunts. The few mortals that can best such an ordeal are often granted boons and powers by the impressed Pwka.

Those who prove to be conversation to the Pwka are often rewarded. Pwka are known for offering sage advice, and even prophecy. If the person they talk to has an ambition that impresses them, but the Pwka considers them achieving it beyond their means, the Pwka may offer them a warlocks pact: the magical power needed to achieve their aim, in return for never giving up on said ambition. In some cases this is a blessing, but to the foolish, overambitious, or evil, this often becomes a curse. There are tales of those cursed to never die, doomed to chase an impossible dream tirelessly for all eternity.

### Celestials

In Anglers Loop, little separates celestials from fiends, with which entity belonging to which group being more a matter of allegiance and opinion, than any hard line drawn in the sand by physical or divine forces, origins, or otherwise. Just as the Moons of Eish feel the influence of benevolent fiends (the four guides and their servants chief among them) as well as wicked ones, so too are there evil "celestials" as well as more well-dispositioned ones. Like the fiends of angler's loop, they are typically created by a god to be their servants, and typically inhabit their own or their god's demiplanes rather than the material plane.

#### The Angels of Xerophel

**Alignment:** Born as Lawful Evil, but many have since changed alignments. They may be any alignment as of now.

The tyrant god Xerophel waged war against the other gods of Makorr for thousands of years before he was finally killed by Makorr's energy guilds in their own persuit of godhood. In order to do this, Xerophel commanded a vast host of angels. These were created by a variety of methods. Some were made from scratch as divine constructs, while others were made by magically transforming various beings, even other lesser gods. Xerophel's angels come in every shape, size and level of power. The weakest among their number are barely more powerful than a normal mortal, while the most powerful are gods in their own right. They all have one thing in common however: They were created to be perfect soldiers of their god, having no will other than Xerophel's. However, despite what Xerophel may have thought of himself, and despite his immense power, he was far from all powerful and all knowing. Through accumulated damage throughout their millennia of war, or flaws in their production or design, or foolishly worded orders, or a myriad of other ways Xerophel did not foresee, some of his angels gained a mind and will of their own, and they endured beyond the death of their creator.

The vast majority of Xerophel's army, however, did not. When Xerophel died, many of them simply stopped moving, and have remained frozen in place ever since. The land and skies of Makorr are filled with the statue like figures of Xerophel's servents, forever preserved as they were in the final moments of their war against the Energy Guilds. Vast hordes of them hang over the skies of Makorr's cities, among them mighty St. Edom himself. Their statue like forms stand in the fields and forests, their faces frozen in confusion and panic, unable to comprehend the absence of their lord and master. Some celestial warlocks have gained their powers by extracting their powers from these frozen warriors. In many cases, the angels neither know nor care.

Many of the angels that still move no longer venerate Xerophel. Their current agendas and motives are as varied as those of mortals, as are the reasons they might form a contract with one.

A small group of the angels with free will still venerate their fallen master. They go on living in Araboth, the demiplane their master once inhabited. Before the gilded throne of Xerophel, upon which still sits his mighty petrified corpse, their leaders fight and argue over what Xerophel would want them to do. Some have, over the centuries since his death, reinterpreted his teachings in a kinder light, but plenty still adamantly adhere to Xerophel's brutal ways, and seek to return Xerophel's army, if not the god himself, to their former potency.

#### The Order of Silence

**Alignment:** Lawful Good

The Order of Silence was formed to fight the entity(s) known by some as the Dream Basilisk. The order itself is careful not to ever give their foe a lasting name, however. Because of the nature of their foe, members of the order often have large holes in their memories. They often do not remember why they have joined the order, how long they have been a part of it, and, in the case of the order's celestial warlocks, the identity of the patron they made a pact with. It is suspected that the order has many celestials among its upper ranks, but they are rarely, if ever, seen. The order tirelessly fights the incursions of the Dream Basilisk upon the other planes, ever unsure of which side of their war is winning, due to the ancient spell that deletes all memory of the entity. A warlock that makes a pact with a celestial of the order will often know that they have been tasked with fighting the Dream Entity in some way, but the exact nature of their task will be lost to them. This is for the better. The more knowledge of the entity an individual possesses, the greater the danger to them.