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Need some help with fey pact warlocks
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<blockquote data-quote="Asmor" data-source="post: 4266039" data-attributes="member: 1154"><p>The <a href="http://www.enworld.org/showthread.php?t=228856" target="_blank">Burn the Witch</a> thread got me thinking a bit about Warlocks and the roleplaying implications of playing them.</p><p></p><p>In particular, I've got an Eladrin Fey Pact Warlock in my game I've just started.</p><p></p><p>Unfortunately, the fey are not something I've ever been terribly comfortable with. I have this very vague sense of what I want them to be, but when I say vague I mean vague. I don't even understand exactly what I want.</p><p></p><p>I like the idea of fey being inspired by European folklore, even though I don't really know what that means. I like the idea of fey being mysterious tricksters, tied to the natural world, with a slightly sinister bent.</p><p></p><p>Getting back on topic a bit, I also like the idea of warlock pacts literally being just that: pacts. Deals made with other entities. It's simple enough to figure out how to do that with an infernal pact, and not much more difficult to come up with a star pact, but I don't really get fey.</p><p></p><p>Just to give you some idea of what I'm looking for, an infernal pact offers power with the price of your soul. A star pact offers power in return for being allowed into our world (and perhaps a touch of insanity as a side-effect). What does a fey want? What are fey motivations? More importantly, how do I make it unique and costly without overly hampering the character or stepping on the infernal pact's toes?</p><p></p><p>About the only thing I can really think of is a Rumplestiltskin-like deal, where you promise your firstborn. That could work for some characters, but for others it's of little consequence without some serious railroading by the DM (i.e. you wake up with a headache next to the barmaid. Nine months later you have a son... but he's kidnapped by a faerie).</p></blockquote><p></p>
[QUOTE="Asmor, post: 4266039, member: 1154"] The [url=http://www.enworld.org/showthread.php?t=228856]Burn the Witch[/url] thread got me thinking a bit about Warlocks and the roleplaying implications of playing them. In particular, I've got an Eladrin Fey Pact Warlock in my game I've just started. Unfortunately, the fey are not something I've ever been terribly comfortable with. I have this very vague sense of what I want them to be, but when I say vague I mean vague. I don't even understand exactly what I want. I like the idea of fey being inspired by European folklore, even though I don't really know what that means. I like the idea of fey being mysterious tricksters, tied to the natural world, with a slightly sinister bent. Getting back on topic a bit, I also like the idea of warlock pacts literally being just that: pacts. Deals made with other entities. It's simple enough to figure out how to do that with an infernal pact, and not much more difficult to come up with a star pact, but I don't really get fey. Just to give you some idea of what I'm looking for, an infernal pact offers power with the price of your soul. A star pact offers power in return for being allowed into our world (and perhaps a touch of insanity as a side-effect). What does a fey want? What are fey motivations? More importantly, how do I make it unique and costly without overly hampering the character or stepping on the infernal pact's toes? About the only thing I can really think of is a Rumplestiltskin-like deal, where you promise your firstborn. That could work for some characters, but for others it's of little consequence without some serious railroading by the DM (i.e. you wake up with a headache next to the barmaid. Nine months later you have a son... but he's kidnapped by a faerie). [/QUOTE]
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