Warlock Lore - Must Read

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Warlock Lore - Must Read

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Warlocks in Dungeons and Dragons 3.5

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Many warlocks are champions of dark and chaotic powers. Long ago, they (or in some cases, their ancestors0 forged grim pacts with dangerous extraplanar powers, trading portions of their souls in exchange for supernatural power. While many warlocks have turned away from evil, seeking to undo the wrongs of their former colleagues, they are still chained by the old pacts through which they acquired their powers. The demand to further the designs of their dark patrons, or to resist them, drives most warlocks to seek the opportunities for power, wealth, and great deeds (for good or ill) offered by adventuring.
Warlocks harbor great reserves of mystical energy. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks do not wield spells but they do learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards.

Ambitious and often unprincipled, humans are the most likely to seek out the dangerous shortcuts to power that lead to life as warlocks.
D&D Complete Arcane. Baker, R. et al. 2004. P 5-6.


Arcane versus Innate
Some creatures are born with the capacity to work genuine magic, just like some creatures have the power of flight or the ability to breathe water. Such creatures have no explainable awareness of how they actually manage their magical talents.
They have no special ability to sense magic, and they don't do anything special to work their magic beyond willing their magical tricks to happen. Such creatures seem to function as self-filling vessels for magical power. They naturally collect magical potential and release it with a thought.
This magical potential doesn't seem to have any clear link either to arcane magic or to divine magic, though it creates results similar or identical to those arising from spells. A glabrezu's dispel magic ability functions like the same spell cast by a wizard or cleric (hence the term "spell-like").
A few magical theorists even claim that the "spells" of a sorcerer or a dragon have more in common with the spell-like abilities of warlocks and various other creatures than with the spells of a wizard. These individuals suggest that an entire third category of magic (called, for lack of a better term, "innate" magic) would better describe those who wield magic without relying on either traditional learning or a divine source. So far, this theory has gained little traction among traditional sages.


The Origins of the Warlock
Though the warlock is described as an arcane character, his powers function very differently from those of the various arcane spellcasters in D&D. Although the end result of a breath of the night invocation might be largely indistinguishable from a fog cloud spell, a warlock channels his magic in a way that the average wizard or sorcerer can only dream of accomplishing. Warlocks typically claim that this proficiency with magic comes from their bloodline - or, in some cases,from a pact made with powerful entities that permanently changes the individual's interactions with the supernatural.

The infernal denizens of the Nine Hells of Baator are the undisputed masters of crafting power-driven bargains with mortals, so it should come as no surprise that the iconic warlock is a result of such a deal. No other creatures take as much pleasure from corrupting mortals with dark powers, and the sheer number of devils who traffic in such pacts would send a chill down the spine of the staunchest paladin. From ambitious horned devils and pit fiends to the greatest archdevils themselves, these masters of artifice and duplicity take pride in sowing evil throughout the land, and endowing warlocks with their power provides ample opportunity. Among the various lords of the Nine Hells, Dispater, Mammon, Belial, Mephistopheles, and the mighty Asmodeus most actively broker such accords.
D&D Complete Mage. Williams, S. et al. 20046. P 7.

Hellfire Warlocks

Hellfire Warlocks in the World

"The offering of hellfire is yet one more way the fiends have worked their claws into our world. Each mortal who thinks to master this fell power is yet one more fool offering his soul to the Lord of the Eighth."
- Alod the Traveler, planeshifter

Most hellfire warlocks whom the PCs encounter have likely already succumbed to the temptations of evil. Usually minions in the service of an infernal cult, they lead groups of thugs or devils against good organizations or to hunt down and destroy adventurers. Only in the rarest circumstances does a hellfire warlock resist these temptations and use her power to advance the cause of good.

Organization
Since hellfire warlocks are nearly universally reviled, these characters keep to themselves. THeir isolation pushes them to test the limits of their morality, and in time, most succomb to the darkness blooming within them. Hellfire warlocks are jealous and petty. They see others who practice their dark art as threats to theirprominence and power, so these characters are swift to destroy their rivals.
Some hellfire warlocks attach themselves to infernal cults, believing that through service to an archfiend, they can increase their knowledge and skill. Hellfire warlocks act as guardians and enforcers in such organizations, valued for their combat capabilities.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 91


Devils and Faustian Pacts
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A Harvester Devil.

A layman's assumption that demon and devil are just different names for the same creature is partly correct. Both are beings of pure evil, and both are enemies of virtue and morality. Furthermore, both creatures are keenly interested in the affairs of mortals, at least to the extent that they prey on, exploit, and sometimes kill mortals.
But demons and devils do differ in several important ways. Demons are destroyers. They use their abilities to ruin, smash, and end all things. Devils, on the other hand, are deceivers, liars, charlatans, and thieves bent on luring mortals into damnation. A devil will use any trick at its disposal to finagle a mortal into signing over his soul.
Demons want to destroy the world;devils want to conquer it.


TOP NINE DEVIL FEARS
As arrogant and domineering as they strive to appear, all but the mightiest devils are driven by fear. Here, in ascending order, are a devil’s nine greatest fears.
9. Items that overcome damage reduction
8. Anarchic weapons
7. Disorder
6. Failure
5. The scheming of its underlings
4. Its immediate superior
3. Its archduke
2. Oblivion
1. Demotion

Faustian Pacts
Devils take special delight in corrupting the souls of their enemies, and Faustian pacts have proven to be among the most effective way to lure mortals astray. Such a contract, negotiated between a devil and a mortal of any alignmement other than lawful evil, exchanges the mortal's soul for any number of possible benefits. Over the centuries, many adventurers have proven themselves susceptible to the temptations inherent in Faustian pacts, because those pacts promise the sort of powers and abilities that adventurers covet.
The bulk of such contracts are negotiated by harvester devils, who specialize in convincing foolish mortals to sign away their souls. Other devils of higher rank, from erinyes to pit fiends, can also offer Faustian pacts if they wish, but they are not as aggressive in seeking new marks as harvesters.
Though benefits of extraordinary value can be offered in a Faustian pact, the devil preparing it always tries to achieve a deal with the minimum possible expenditure of resources. Once the soul is securely damned, the negotiator often arranges - usually through servitors- to bring about the signatory's untimely death. Not only does this tactic negate any continuing expenses required by the contract, it also ensures that the mortal doesn't wriggle out of the arrangement by atoning her way back to her original alignment.


The Pact Certain
The Pact certain is the favored choice of all devils who deal in Faustian pacts, but it is offered only to easy marks who have already proven themselves indifferent to the fates of their souls. A Pact Certain contains language in which the mortal explicitly affirms allegiance to a Lord of Hell and promises to walk the paths of law and evil in exchange for whatever benefits are offered.
Mortals signing such pacts immediately switch alignment to lawful evil, even if they have not previously taken any actions of either a lawful or an evil nature. The mere act of consciously assigning one's soul to a lord of Hell is, by the terms of the Pact Primeval, an irredeemably and intrinsically lawful evil act.
A Pact Certain can be nullified only by proving that the bloody signature was extracted involuntarily, through duress. According to the Pact Primeval, devils cannot reap signatures through torture or threats of force-including force against third parties. This rule does not, however, pertain to individuals who voluntarily sign a pact certain to ransom an imprisoned soul from Baator.


Pact Insidious
In a Pact Insidious, a devil promises to provide certain benefits for a mortal signatory in exchange for specified reciprocal favors. It does not explicitly bind the mortal's soul to Baator, nor does it require a statement of allegiance to any particular archdevil.
From the devil's point of view, such a pact is still an exercise in damnation-it is merely sneakier than a Pact Certain. A Pact Insidious allows a gullible mortal to believe he can gain the benefits of a flirtation with evil without suffering its consequences. Thus, it exploits the eternal self-delusion of the lazy and greedy.
A contract of this type is written to deliver its promises in stages. To reap the next stage of benefits, the signatory must perform a new service for the devil. A fool who signs such a bargain rarely notices until it is too late that each service incrementally nudges him toward eternal damnation. Each task specified by a Pact Insidious is a corrupt act. Hidden provisions in the contract revoke the previous benefit if the mortal stops performing the specified tasks.
Strict prohibition forbid the mortal from disclosing the contents of the agreement to any third party. Though the contract does not explicitly say so, these prohibitions are meant to keep mortals away from meddlesome priests, who can perform atonement spells to absolve repentant signatories of the sins they have accumulated while fulfilling the terms of the contract. (23-24)



Adjudication

Devils allow very few souls to return to the Material Plane and live again. The only souls they release are those of committed and useful servitors whose eventual damnation is guaranteed, or those pried from their grasp through legal proceedings. Thus, when PC signatories of Faustian pacts die and want to be raised, reincarnated, or resurrected, a series of scenes set in Baator determines whether they are freed or ferried immediately to a hellish torture chamber. In the latter case, the character must be retired.
Mortals who consider themselves unfairly condemned to Baator might protest the terms of their contracts only after death, when their souls arrive on the Shelves of Despond. At that point, they must be knowledgeable enough to demand adjudication from the barbazu attempting to manhandle them into the waiting vessels of their respective archdevils. A successful DC 20 Knowledge (the planes) or Knowledge (religion) check reveals this essential fact.
Once this right is invoked, the Pact Primeval requires that the soulb e granted a fair hearing. In ordinary circumstances, the trial takes place in the Diabolical Courts, which are located in the city of Abriymoch in Phlegethos.
The soul is entitled to representation by the advocate of its choice. If the desired advocate is not already in Baator, the presiding devil must contact the individual to make the request, though it is under no obligation to provide transport to Baator. A harvester devil or erinyes is appointed the soul's counsel if it lacks available representation. On the other side is a devil's advocate, who speaks for the condemnation of the soul.
Only the following two defenses against condemnation are considered valid:
The mortal was coerced or magically compelled into signing a Faustian pact.
The devil offering a Pact Certain did not provide the promised benefits.
The judge, usually a pit fiend, listens dispassionately to both sides and rules, as a lawful creature must, according to the law. . .
It is also possible for a defendant to win her case on merit, only to suffer condemnation to the Nine Hells on unrelated grounds . . . Much diabolical laughter then ensues.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 18,23-25


Devil Worship

Devil worshipers are easily the most despicable of mortals. Such individuals willingly exchange their souls for temporal power and the promise of greater stations in Baator. Most who join cults do so because they are disaffected with society and view an alliance with Baator as an act of supreme rebellion. Others embrace evil in this way because they are dissatisfied with their lives and frustrated with religion or society. A few dabble in the forbidden simply because they are bored or morbidly curious, not realizing the dangers such activites might invoke.
A cult is a small religious cell dedicated to a single archdevil, or sometimes another greater devil. Cults meet in secret places, such as basements or abandoned buildings, to perform foul rites in honor of their infernal masters. During the day, cultists might lead ordinary lives, working shoulder to shoulder with their fellow citizens, with no one the wiser about their nocturnal ventures. Every Lord of Hell except Bel has a cult. Small or large, widespread or working in isolated pockets, these mortal servants pose as much a threat to society as the devils themselves. The reason is simple: Though cultists believe they will somehow be exempt from the torment of other lawful evil souls, they realize that if found wanting, they stand to face the same fate as anyone else consigned to the Pit. Foes with nothing to lose are the most dangerous of all.
Devil-worshipping cults serve as major vehicles for diabolical activities in the Material Plane. Any mortal cultists who willingly serve devils have by definition already consigned their souls to Baator. Even better, these deluded, glassy-eyeed, and eminently expendable fanatics can be employed to advance diabolical agendas on the Material Plane. Such schemes usually aim, with varying degrees of directness, to steer less overtly cooperative mortals to spiritual doom.
Devils support two types of cults: revealed and hidden. . .



Revealed Cults

Revealed cults consist of worshipers who knowingly pay homage to one of the Lords of Hell-usually Asmodeus. The membership of such cults is primarily monstrous or humanoid. In societies where lawful evil alignments predominate, these cults typically operate openly. In societies dedicated to other alignments, even the so-called revealed cults keep their activities secret, revealing their true natures only to their followers.
While Asmodeus unquestionably dominates the arena of revealed cults, all archdevils participate in a network of hidden cults to bolster their yield of harvested souls.
The Revealed Cults of Hell, ranked from most to least influential, are described below.

Cult of Asmodeus: By far the largest of the Baatorian cults, the Cult of Asmodeus is the first choice of civilized devil worshipers everywhere. Though the cult claims some monstrous adherents, most of its sect are based in the towns of cities of human, dwarves, elves, gnomes, and halflings.
Most Asmodeus cultists use the organization as a stepping stone to wealth and power. Devoted to might and oppression, the cult functions as a sort of sinister mutual aid society. Members form secret alliances, employing their wealth and connections to bootstrap each other into positions of power. In cities and kingdoms thoroughly devoted to the worship of Asmodeus, all persons of ambition must join the cult to advance socially, politically, or economically. In hareas hostile to lawful evil alignments, a hidden cult might feed recruits into the sect proper. Temples are hidden in subterranean complexes beneath ideologically hostile cities, but they dominate the landscape in lawful evil settlements.
Symbols of the Cult of Asmodeus include a clawed fist gripping a skull (popular in devil-dominated societies) and the more subtle ruby-tipped rod that Asmodeus uses as his emblem. The cult's favored weapon is the heavy mace and the domains available to its clerics are Diabolic, Evil, and Law.

Cult of Mephistopheles: Until recently, the subtle, fiery Mephistopheles operated cults for Asmodeus as part of his vassalage to the greatest of the archdukes. Now Mephistopheles is slowly relinquishing these subcontracted duties to build a peculiar cult of his own that promises its members control of hellfire-a relatively new magical substance of his design. This sect, which does not restrict its membership to lawful evil adherents, has hidden cult aspects because it's as much a soul-harvesting operationas a means of entrenching diabolical power in the Material Plane.
Temples of Mephistopheles feature massive fire pits in which sacrificial victims are burned alive. Favored intitiates are granted access to the spells Hellfire and Hellfire Storm in exchange for the performance of corrupt or obeisant acts. They can use these spells regardless of class and at a level predetermined by the corrupting cleric.
Cult leaders, called hellfire masters or hellfire stewards, favor the ranseur as a weapon and have access to the Diabolic, Evil, and Fire domains. The symbol of Mephistopheles is a flame rendered in copper and gold.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 25-28.



Mephistopheles: Lord of the Eighth, Cania
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Hellfire
Hellfire is the creation of Mephistopheles, archduke of Cania.
Hotter than the hottest flames of any world, hellfire burns with a white-hot glow and is capable of burning through even the hardest of substances. Hellfire does not deal fire damage, despite its flames. Even creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 119.


Strategies and Tactics
No one understands the dangers of Hell's politics more than Mephistopheles. Since enemies lurk in every shadow, he is never without a pair of fiendish bodyguards. Anyone bold enough to attack him deserves annihilation, so Mephistopheles holds nothing back. He sends his minions forward to engage the enemy while he calls in more reinforcements, typically a pair of pit fiends. He then unleashes a barrage of offensive spells and spell-like abilities. Should it seem he faces a serious threat, Mephistopheles teleports away, leaving his allies to fend for themselves.


Servants, Enemies, and Goals
Mephistopheles is something of a walking contradiction. Unstable and thoroughly wicked, he presents multiple faces to those he meets. On the one hand, he can be charming, erudite, and civil. But beneath the veneer of respectability is a vicious temper and unchecked ambition. He is patient and cunning, yet when alone, he flies into a fury, screaming and shrieking, tearing at his skin and destroying everything around him in a thunderous explosion of hellfire and devastating magic.
He has one goal, one reason for existence. He covets Asmodeus's throne. It is, in his mind, his destiny to rule the Nine Hells. So confident is he that he has told this to Asmodeus himself. One would think that such arrogance would be reason enough for the Lord of the Ninth to bring this archdevil to heel, but curiously, Asmodeus hasn't. It seems he's content to let Mephistopheles have his delusions.
Mephistopheles's naked ambition and haughtiness does not sit well with his peers. Some are drawn to his power, such as Dispater, but most despise him, seeing him as an unstable and unpredictable element in the Hells' convoluted politics. Among his enemies, Baalzebul is his greatest. The Lord of Lies has long opposed his every effort. So long as Baalzebul lives, Mephistopheles spends his time hatching plots to eliminate his ancient rival, leaving Asmodeus secure in his position as the Lord of the Nine Hells.
Despite his distractions, Mephistopheles still poses a grave threat. He commands legions of ice devils as well as the pit fiends, barbazu, and cornugons that have flocked to his banner. In addition, it falls to him to protect the only gate into Nessus, so he nominally commands the army whose sole duty it is to safeguard Asmodeus's realm. To make matter worse, he has mastered the essence of Hell, channeling it into a foul destructive energy called hellfire. With such tools at his disposal, it seems Mephistopheles will one day make good on his promise to rule in Asmodeus's stead.
Thankfully, Mephistopheles does not exert the same influence on the Material Plane. Many mortals confuse him and Asmodeus, believing they are one in the same. This frustrates Mephistopheles to no end; above all, he wants to be worshiped as a god. Still, he has a number of small cults that revere him as the god of hellfire. He also attracts disaffected devil worshipers, stealing individuals from other archdevils.
His temples are strange places, hidden and out of the way. Decorated with fire pits, they are unbearably hot and the pits are rigged so that they flare up during ceremonies at the most dramatic moments. The cultists meet to perform sacrifices, binding their living victim on a blackened altar and immolating him alive. His screams add the chorus to their silent prayers.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 154-155.


The Lord of Cania
In outward appearance, Mephistopheles, Archduke of Cani, typifies the archetypal handsome yet monstrous devil. Unlike most of his fellow archdukes, he's happy to entertain visitors purely for their amusement value.
Though he has long been a power in Baator, Mephistopheles has allowed his obsession with a pet project to steal needed attention from his soul-harvesting efforts. This enterprise=the development of a form of magic fire with new and interesting properties-has sent his previously favored minions, the ice devils, packing to the fringes of his chilly domain. There they grumble and fret and wonder whether they should be working to correct their master's foolish behavior or conniving for a replacement. Meanwhile, his new courtiers, selected for their ability to deliver innovative applications of his hellfire techniques, work to solidify their positions. Foremost among this group are Baalphegor (Mephistopheles's consort) and the pit fiend Buldumech.
Mephistopheles's main goal is to build up his cult on the Material Plane by offering mastery of hellfire as an incentive. Unlike other kinds of magic, which require their users to progress slowly along a dangerous path of adventure, the cultists of Mephistopheles offer hellfire mastery to influential persons regardless of their personal accomplishments. As an easy, painless route to fame, success, and domination, it has spread across many worlds.
Although the Cult of Mephistopheles is rapidly expanding, it expends much more divine energy than it takes in. Soul harvesters working for the other archdukes try to speed their victim's journeys to Baator after conversion, but Mephistopheles orders his minions to keep his cultists alive so that they can recruit and continue the expansion.
Though eventually Mephistopheles will reap a bumper crop of corrupt souls, his expansion efforts have left him temporarily overextended. He has been borrowing divine energy from his fellow rulers, particularly Dispater and Levistus, at an alarming rate. If his gamble pays off, his personal power will increase dramatically, and his diabolical cult will be more popular than those of any of his rivals. If it fails, he will be beholden to his fellow archdukes for eons.
Though Mephistopheles has kept the full political import of his hellfire project under wraps, his uncertain position hasn't completely escaped notice. Hellish observers expect the jostling for worshipers to heat up when the point of Mephistopheles's schemes becomes clearer. At that point, his creditors might begin to sabotage his recruiting drive to keep him in their debt.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 69-70.


Asmodeus: Lord of the Ninth, Nessus
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This diabolical creature stands thirteen feet tall. he has lustrous dark skin and black hair. Handsome and dangerous, his red eyes shine with infernal power. A pair of small sharp horns crowns his head. He wears fine red and black robes studded with black diamonds and fiery rubies, and he carries a rod seemingly made of a single carved ruby that shines with the power of hell.

Asmodeus is the Lord of the Ninth, ruler of Nessus, and overlord of all the Nine Hells.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 154-155.

The Pact Primeval
In the beginning-and even before-chaos was all that existed. Out of it came demons-the living manifestations of chaos. Time had not yet been invented, so the demons fought each other continuously in a vortex of disorder over an immeasurable period.
A state of raw chaos was intolerable to the universe, so a force arose to combat it-the power of law. From this principle of abstract order, a number of beings coalesced to combat the demons.
These new deities of law suited themselves in gleaming armor made of pure stability and took up weapons forged of ideal thought. Then they waded into battle against the demons. After the battle had raged for uncounted eons, the law deities felt the need to track their progress. They created numbers, to record the enemies slain, and time, so they could see how long victory would take.
Gradually, however, the deities of law began to suspect that the supply of demons was infinite. Weary of battle, they wished to move on to other projects, such as the creation of worlds and intelligent beings. So they made beautiful winged warriors to serve them and wield their divine magic, both in the endless war against the demons and in the worlds yet to be created. These beings, glorious in their diversity, were called angels.
The bravest, toughest, fiercest, and most beautiful of the angels was Asmodeus. He slew more demons than any other of his kind-more even than any deity. But as the eons wore on, Asmodeus and the members of his magnificent and terrible company began to take on some of their enemies' traits, so as to fight them more effectively.Gradually, their beauty turned to ugliness, and the deities and other angels began to fear them. Eventually, the inhabitants of the celestial realms petitioned the great gods to banish Asmodeus and the most fearsome of his avenging angels. So Asmodeus was put on trial before before Heironeous, the god of valor.
The darkest of the angels responded readily to the charges, reading from the great tablets of law that he had helped to carve. "The first duty of law is to destroy chaos," he argued. "I have performed this duty better than any."
"You have made war, and made it well," Hieroneous agreed. "Yet you and your company have poisoned yourselves in the process. Can you not go elsewhere, lest we become contaminated too?"
Asmodeus smiled, and the smoke of a thousand battlefields rose from his lips. "As Lord of Battle,"he pointed out, "you should know better than any that war is a dirty business. We have blackened ourselves so that you can remain golden. We have upheld the laws, not broken them. Therefore, you may not cast us out."
The gods huddled together to discuss what they had heard. Great was their consternation when they could find no counters in their tablets of law to Asmodeus's arguments. The dark angel knew the laws better than they did and could wield their clauses like a knife.
With the passage of time, Asmodeus and his warband grew ever more alarming in aspect. Fangs jutted from their mouths, their tongues grew forked, and they wreathed their bodies in mantles of fire. The deities built new citadels to escape them, but Asmodeus and his followers penetrated these as well. They sued the gods under their own laws, demanding full access to all the privileges accorded champions of order. The deities were distressed but could find no lawful way to stop them.
So the gods retreated to their great project-the creation of mortals, and of verdant worlds for those favored beings to live on. But when demons invaded these worlds, the warbands of Asmodeus were called upon to stop them. Although the voracious hosts of the tanar'ri were no easier to vanquish on the new worlds of the Material Plane than they had been on the battlegrounds of the Outer Planes, Asmodeus and his dark angels generally succeeded in driving them back. Together, the gods and angels created barriers on the Material Plane to keep the demons at bay. They erected walls, threw up ranges of mountains, covered portions of their worlds with icy wastes, and buried the entrances the demons had used under vast oceans. Thus were the newly created worlds, like Asmodeus and his lot, scarred and made ugly for the greater benefit of law.
Then the deities of order made a horrifying discovery. The mortals they had created-their pride and joy-imediately set to work tearing down these barriers. They scaled walls, climbed mountains, and traversed glaciers to let the demons back in. Upon returning to the Material Plane, the demons ran riot, destroying one earthly paradise after another.
The deities were angry but also confused. "Why did my sweet halflings do this to me?" cried Yondalla, who had created them.
"I invented mountains and set my clever dwarves as their protectors!" thundered Moradin. "Why did they tunnel under them and into the demon crypts?"
The gods wailed and lamented until Asmodeus came to them with the answer. "Your mortals are taking these actions because you gave them minds of their own."
"Of course we did!" said the deities. "Without free will, the choice to follow the law means nothing."
"Indeed," replied Asmodeus, crushing a small insect that had crawled out of his neatly trimmed red beard. "They are curious creatures, these mortals, and the demons have promised them freedom. Soon they will learn that the liberty dangled before them is that of absolute anarchy, and that in a demon realm, they are free only to be destroyed. But by then, it will be too late for them. You might create more worlds and more mortals to people them, but I promise you, the same folly will recur eternally.."
When the gods realized the truth of the dark angel's words, they were downcast. They rent their garments and wailed in despair.
"I have the solution that eludes you," said Asmodeus, "one that will allow your previous mortals to retain the free will you have so beneficently given them. The problem is this," he continued. "Your law is one of voluntary obedience. You command the mortals to abjure chaos, but what happens when they disobey you?"
The deities had no answer. "We are their creators," moaned Yondalla. "Of course they should heed us."
"Indeed they should," replied Asmodeus, bowing gallantly to the fair Yondalla. "But they do not, because there can be no law without Punishment."
"Punishment?" muttered the host of deities and godlings. "What is this Punishment of which you speak?"
Asmodeus pulled it from its sheath. At this time, Punishment was shaped like a mighty sword, though it has taken on many forms since then. "I have invented this item for you as the ultimate weapon of law. When laws are broken, the wrongdoers must be made to suffer as a warning to others. Thus, mortals can choose between the paradise of rightful action and the torment of wickedness. A few will suffer Punishment so that the majority can see the consequences of lawbreaking."
The gods were disquieted by this pronouncement, but as usual, they could find no flaws in their champion's logic. How could mortals be expected to choose virtue if evil went unpunished?
At last, one of the godlings stepped forward and said, "Yes, retribution is the basis of all law." These words transformed him on the spot into the greater deity now known as St. Cuthbert.
On that day, the deities began to see that law and chaos were not the only principles in the universe. Good and evil were natural forces in the cosmos as well. So the gods separated themselves from one other on that basis. Deities such as Hecate and Set offered patronage to Asmodeus's poisoned angels, while Heironeous and some of the others drew back from them still more.
So the deities handed down their new laws and sent their clerics through mortal lands to announce that the punishment for sin would be torment. The gods were pleased with the arrangement. They truly thought that everyone would obey and that no one would actually be punished.
But as mortals died, some souls trickled into the celestial planes who bore the stink of transgression. Asmodeus, aided by Dispater, Mephistopheles, and others of his dark brigade, set about their lawful punishment. They flayed these sinners, and burned them, and placed them on racks.
The shrieks of the damned reverberated throughout the heavens, and the flowers in the gods' idyllic gardens dripped with blood. The deities of law tried to shut their ear,s but they could not abide the horror. So they put Asmodeus in chains and again charged him with high crimes against them.
"I have merely done what I said I would, under the laws you drafted," said Asmodeus. Again, the gods had to admit he was right.
"But I have a proposal for you," the grim champion continued. "You wish to see the law upheld, but you do not care to witness its ranker consequences. So to preserve your delicate sensibilities, my followers and I will take our project elsewhere. We will build a a perfect Hell for you. You will gain from its existence but need never lay eyes upon it. We shall put it . . . there." And he pointed to an empty land, which is now called Baator.
"Yes, yes!" said all the deities. "You must move your Hell there, forthwith!"
"Nothing would please me more," said Asmodeus. He extended his hand, and a ruby rod of power appeared in it. "but first, we must make a pact."
"A pact?" asked Moradin suspiciously.
"Yes, indeed," said Asmodeus, producing a document with a wave of his hand. "It is to your benefit to ensure that we, who labor for you in a place you will not venture, continue to carry out your will. This agreement specifies the fate of damned souls. In exchange, it allows us to draw magic from these souls, so we can fuel our spells and maintain our powers."
"I'm not sure I like the sound of that," said flinty Moradin.
"Your concerns are entirely understandable, O Maker of Dwarves," said Asmodeus in his most reassuring tone. "But since we will be separated from you, we will not be able to draw our powers from you, as we always have. You would not wish to make us gods independent of yourselves, would you?"
"Assuredly not!" huffed Moradin, appalled at the thought.
"So instead, take this lesser measure, and simply sign this pact," he said with a smile. Thus, the law deities signed the agreement that determined the boundaries of Hell and the rules for the transmission of wicked souls. Today, mortals know this document as the Pact Primeval.
Once it was signed, Asmodeus, Mephistopheles, and Dispater decamped to Baator, which was then a bleak and featureless plain. With them went a host of other dark angels that called themselves erinyes.
"What you gotten us into?" Mephistopheles moaned.
"This place has nothing!" Dispater complained.
"Just wait," said Asmodeus. Then he explained his plan.
The deities of virtuous law reveled in their newly purified celestial domains, now free f the cruel angels' degradation for the first time. It was not for many years, in mortal terms, that they discovered an alarming drop in the number of souls being transmitted to their various heavens. Upon conferring with their clergy, they realized that devils were corrupting mortals and ensuring their damnation by turning them toward evil.
The deities formed a delegation, which set off immediately for Baator. To their surprise, the once-featureless plain had been transformed into nine tiers of monstrous horror and torment. Within its confines, they found countless souls writhing in pain. They saw these souls transformed, first into crawling, mindless monsters, and eventually into an army of powerful devils.
"What goes on here?" Heironeous demanded.
"You have granted us the power to harvest souls," replied Asmodeus. "To build our Hell and gird our might for the task set before us, we naturally had to find ways to improve our yield."
The war deity drew forth his longsword of crackling lightning. "It is your job to punish transgressions, not to encourage them!" he cried.
Asmodeus smiled, and a venomous moth flew out from between his sharpened teeth. "Read the fine print," he replied.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P. 4-5.

Strategies and Tactics
Asmodeus rarely reveals himself to others; when he does, it is through a project image spell.
If by some chance his aspect is drawn into a fight, he is always prepared. He casts shield of law, spell immunity, and protection from energy (sonic) before the combat begins. If he has time, he also uses summon baatezu until he has a sizable force at his side. He summons a pit fiend first, then rounds out his force with aspects of other archdevils, cornugons, paeliryons, and anything else he might need to defeat his opponents.
Once the fighting commences, Asmodeus fights from the back. He alternates uses of his chill gaze with his fear and weakness gaze between uses of implosion, destruction, and fire storm. Even if enemies somehow manage to close on him, they must contend with his aura of submission and his terrible Ruby Rod. Should Asmodeus actually take any damage, he teleports away.

Servants enemies, and Goals
Asmodeus is the undisputed master of the Nine Hells, commanding fear and respect from all those who occupy his realm. Even the gods who dwell in the Nine Hells give Asmodeus his proper due. Though the archdevils might work to usurp him, few have the courage to act in the open.
Asmodeus's machinations are long in the making, and they might take centuries, if not millenia, to see resolution. He works on a grand scale, carefully constructing insidious and inexplicable intrigues, maneuvering the forces of wickedness like chess pieces on a board that encompasses all the planes.
His core concerns are simple. First, he wants the power structure currently in place to remain exactly as it stands now, with him in charge. He has spies on every layer, plants in every court. No fiend knows for sure which of its minions actually serve Asmodeus, so the climate is one of justified paranoia.
Asmodeus also expands evil. He directly opposes celestials and good-aligned deities. His minions combat the agents of the Upper Planes, murdering them whenever and wherever they can.
Finally, Asmodeus wages war against the demons. He sees the untold legions as a direct threat to his supremacy. Until he can wipe them out, he will never achieve that which he most desperately covets: godhood.
Asmodeus is aware of every plot hatched against him. Older than the oldest archdevil, he has watched the rise and fall of other archdevils far craftier than any of Asmodeus's contemporaries. He keeps to himself, letting his minions stew in fear of what he will do next. Of course, few have forgotten that Asmodeus emerged unscathed in the Reckoning, proving to all that he is their better.
On the Material Plane, Asmodeus has more cultists than all the other archdevils combined. Mortals who worship devils actually draw power from Asmodeus. He influences all levels of society and has followers of nearly every race, even within the strongest bastions for good. His path is the way to great and unattainable power, so his clerics are mighty men and women with influence and personal magnetism that makes them natural leaders among their kind.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 156-157.

The Lord of Nessus
Asmodeus appears as a horned, red-skinned humanoid with a tall, lithe frame. He dresses in splendid robes and understated but elegant accoutrements. Half-healed wounds erupt from his skin like the canyons that scar the Nessian landscape. These injuries are the result of an incident not usually recounted in the creation story.
In fact, Asmodeus's parting from the lawful deities after the signing of the Pact Primeval was not amicable. Once he had committed himself to residing in Baator, the deities physically him out of hte upper realms, and he fell-and fell, and fell. Upon reaching the plain of Baator, he plunged through the nascent layers he had begun to shape. (In some versions, his fall created the layers, breaking the formerly featureless plain into nine pieces, which then arranged themselves into floating tiers.)
At last he hit solid ground but continued to fall, spiraling through rock and soil. The protesting earth of Baator tore at his flesh, opening scores of gaping wounds. Still he fell, until he could fall no farther. The point where he finally stopped was the deepest part of Baator-the Pit.
The wounds that Asmodeus suffered in his dramatic fall have never healed. Though he manages to appear blithely unperturbed by his injuries, they still weep blood every day, and he has been wracked by constant pain for millennia.
As the unquestioned master of Baator, Asmodeus can work nearly any magic within its boundaries as an act of will. He can alert the forms of other archdukes, though he might not be able to slay them outright. (Whether the demise of Malagarde the Hag Countess was the direct work of Asmodeus or simply a bizarre death remains an unanswered question.) He can also reach into other realms and reshape them with the merest thought.
Recently, Asmodeus achieved a long-standing goal that had previously eluded him for eons-he tamed his daughter's rebellious spirit and exacted new pledges of loyalty from her. In exchange, he made her ruler of her own layer-an event that has the other archdukes scrambling in reaction.
Asmodeus currently enjoys a renewed sense of political supremacy. He has his archdukes right where he wants them-scared and anxious to please-and his grip over the Nine Hells has never been stronger.
Now he seeks to expand that power to the Material Plane. More souls will give him still more divine power, and perhaps enable him to tip the alignment of the material world toward lawful evil.
Asmodeus's ultimate aim is to use this additional divine energy to heal the wounds he suffered when he was cast out of the upper realms. Once he has healed himself, he intends to broker a deal with the demons. He knows it won't last for long, but it doesn't have to-just long enough to tip the direction of the eternal warfare from its current law-versus-chaos axis to an apocalyptic struggle between good and evil.
Eventually, Asmodeus plans to demolish the upper realms. Consulting the plans he first drew up a thousand years ago, he has determined that he's running ahead of schedule.
Asmodeus is a soft-spoken, articulate, chillingly reasonable fellow who is confident in his status as one of the multiverse's most powerful entities. Even when surprised, he reacts with supreme poise, as if he were already three steps ahead of his adversaries.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 73.


The Nine Hells


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The nine layers of Baator are arranged atop one another in a funnel-shaped stck, with the largest layer (Avernus) on top, and the smallest (Nessus) on the bottom. Diabolical scholars speculate that the layers exist in a featureless void of pure law and malice, but such an outer region is undetectable from anywhere within Baator. Each of the layers has its own sky, through which the layer above (if any) can be seen as a dim and distant shadow. Access points, such as the cascading River Styx between Cania and Nessus, are sometimes visible, but otherwise each layer functions independently of the rest and even has its own unique climate conditions. In fact, most exhibit strange magical weather that makes the most extreme Material Plane weather conditions seem mild by comparison. . .

Even the most seasoned adventurer justifiably quails in terror at the mere thought of traveling through the Nine Hells. Baator is no dungeon to dip into for a few profitable fights and then pop safely back out again. Its inhabitants are unlikely to cooperate with PC raiding efforts by neatly arranging themselves in easily defeatable groups. Indeed, overwhelming forces are always lurking just around the corner. The Nine Hells welcome no living mortal-no matter how fanatically devoted to evil-who does not have permission to enter. A lucky few gain letters of safe passage from high ranking devils, but typically such letters contain instructions to travel only upon specific routes between predetermined points. Furthermore, these documents always specify dates of validity, rendered according to Baator's ancient calendar system, that make them usable only as long as it should take the bearer to accomplish his duties. Archdukes can grant letters of passage that allow completely free movement within Baator, but only within their own layers. Asmodeus alone can draft a letter of safe conduct that is valid for travel between layers-and he never provides letters for passage through his own layer, Nessus.
As might be expected, clever devils and other plane-shifting con artists often swindle unwary infernal pilgrims with forged letters of transit. Such documents are easily detected, however, by the bone-devil patrols that constantly police Baator for unauthorized migrants.
Despite Baator's perils and generally unwelcoming nature, a few mortals do make their permanent homes here-in fact, some are even born and bred here. Wizards and other knowledge seekers, mortals who traffic with devils, and clerics of evil deities or the devils themselves sometimes choose to settle within the Nine Hells. Called planars, these permanent residents survive only at the pleasure of the local diabolical authorities. Although deliberately choosing to live in the Nine Hells is the very definition of madness, some planars are capable of behaving as if they were completely sane for extended periods of time.
In truth, any mortal who proves sufficiently useful can find a place in Baator, since devils-though irrevocably evil-tend to refrain from mindless destruction. Furthermore, the plane is perhaps the best place to find safety from good-aligned enemies. Thus, for example, a cabal of evil wizards being hunted on the Material Plane might provide the devils with useful spells and magic items in return for safe harbor within the bounds of Baator.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 33-34.

Layer 8: Cania


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The frigid layer of Stygia seems a balmy paradise compared to the icy wasteland known as Cania. Mile-thick glaciers grind across a forbidding landscape, only to crash into cyclopean mountains. Screaming snowstorms pelt the white expanse of wilderness. Deep crevasses, often hidden by thin layers of snow, wait to devour the unwary traveler. Dotted across the land like so many signposts are the half-buried, icy corpses of foolish intruders who thought they could survive Cania's arctic rigors.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 69.



Layer 9: Nessus


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The blasted plain of Nessus floats on a swirling, crimson void. Its roughly ovoid, jagged-edged land mass extends for approximately 2,500 miles from east to west and about 1,100 miles from its northernmost to southernmost points.
The absolute flatness of Nessus allows a viewer to see for miles in all directions. Devoid of trees, structures, and changes in elevation, its desolate landscape provides little or no cover. Beings moving across its surface can be seen for hours before they finally close to ranged weapon distance.
A network of crisscrossing gouges, gorges, and canyons scars the dry and rocky plain. The largest of these crevasses are miles across and dozens of miles deep. The layer's millions of inhabitants dwell within these canyons, either in caves carved out of the walls, or on the crevasse floors. Although the surface of Nessus is finite, its twisting canyons and runnels contain an effectively infinite amount of space.
The canyons intersect confusingly across the surface of Nessus. In a few places, they weave around each other, sculpting towering mesas. To reach a specific destination, explorers must be able to tell one gorge from another. In keeping with the layer's utter hostility to travelers, the crevasses are completely unmarked. Maps of the surface have been cobbled together from sketches created by generations of suicidally brave cartographers. But even when accurate, these maps are difficult to match with conditions on the ground. Finding a particular point on Nessus's surface requires a succesful DC 30 Knowledge (geography) check. A map can grant a +1 to +4 bonus to this check, depending on its accuracy.
Few bridges span the canyons, and those that do exist are either heavily guarded or trapped. Any seemingly unguarded bridge is likely to hurl travelers into the gorge bleow if the correct password is not uttered when they reach the midway point. Without exception, the gorges of Nessus are deeper than 200 feet, so anyone plummeting into one takes 20d6 points of damage.
Flightless devils are expected to remain in their home crevasses. In cases of emergency, though, they can travel up and down the walls either by holding tight to treacherous handholds (Climb DC 20) or by using the fraying rope ladders (Climb DC 10). Inhabitants with poor climbing skills tend to stick close to their caves or hovels, venturing forth only when their lives depend on it. Indeed, devils plunge to their deaths from the canyon walls on an infrequent but regular basis.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 72-73.
Last edited by Knightmare on Sun Jan 06, 2013 6:52 am, edited 1 time in total.
When you light a candle, you cast a shadow too ~ Artemis
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Your enemy's enemy is your friend ~ Tiberius
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Re: Warlock Lore - Must Read

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Why do I need my soul?
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Soul Shells on the Shelves of Despond

The Economy of Hell
When a mortal dies, his soul transmigrates to an afterlife determined by his alignment. The Nine Hells are reserved for lawful evil beings and others in the service of devils. Thus, when Egil's hay wain rolls over and crushes him, apparently by accident, his soul travels to the Nine Hells, where it materializes on one of a series of cold, blood-soaked rocks protruding from the River Styx. This entry point for damned souls, known as the Shelves of Despond, is located on Avernus, the blood-drenched first layer of Hell.
In parlance of the Outer Planes, the souls of the recently departed are sometimes called petitioners. But because they form the basis of Baator's diabolical economy, they're generally referred to in the Nine Hells as "coin," "treasure," or "clank."
Traffic in souls underpins the entire hierarchy through which all devils yearn to advance. Every devil is either a bestower or a recipient of magic extracted from the damned. Thus, the constant need to harvest new souls motivates nearly every action undertaken by devilkind, especially on the material plane.

The Distribution of Souls
. . . When new souls arrive on the Shelves of Despond, several barbazu (also known as bearded devils) pole treacherous-looking but well-sealed boats out onto the Styx's turbid waters. Upon reaching the rocky, blood-soaked islands, they scrabble across the rocks, sniffing the wretched arrivals to find out which lords they belong to. The sould collectors then haul the damned souls ashore and pile them into caged carts for transport to the layers of Baator ruled by their lawful owners. Souls destined for the layers of Stygia and Nessus, through which the Styx also runs, are instead moved to barges for river transport. Tough this cargo is occasionally hijacked or diverted, most souls quickly reach their intended destinations.
Soul collectors take fierce care to ensure that their charges, which are called soul shells, do not drink from the oily, reeking waters of the Styx during this process. The Styx forever erases the memories of any soul coming into contact with it, and soul shells yield much more divine energy if their identities are intact when their torment begins. Thus, the barbazu brutally beat back any terrified soul shells that try to escape into the dark waters.
Soul shells are not insubstantial wisps-they're creatures of flesh, blood, and bone. Resembling bedraggled, slightly rubbery versions of their former selves, they still bear any wounds and infirmities they suffered during their last moments of life. Those that were ambulatory immediately before death can still move around under their own steam, but the maimed and disabled remain so. These crude physical forms render the souls vulnerable to the astoundingly varied array of torture techniques awaiting them in the chambers of the damned.
When a shipment of soul shells arrives at the torture station, ink-drenched bureaucratic devils called amnizu read each one's mark and record the name of the devil responsible for harvesting the soul in a massive ledger. Torture stations are typically supervised by erinyes, who file regular reports to their lords listing the top soul harvesters. These reports are essential to the promotion prospects of devils at work on the Material Plane.
Once their paperwork has been compiled, copied, and filed, the soul shells undergo an awful program of torture, the gruesome details of which are best left to the imagination. While slowly peeling away every last iota of the petitioner's individuality, the process releases magical energy, which flows to the local lord as specified in the Pact Primeval. Torture teams composed of chain-slinging kytons and masked pain devils mercilessly terrorize and mutilate the souls of the damned until ever scintilla of extractable magic has been wrung from them.
After the last glimmer of humanity has been violently torn from a soul shell's physical form, the quivering husk that remains is dropped into a processing crater, such as Avernus's dreaded Maggot Pit. There it quickly perishes and is reborn as a lemure, the lowliest of the various devil forms. Mindless, shivering, and in constant physical agony, lemures no longer retain even the merest hint of their mortal identities.
While these wretched creatures are incapable of conscious thought, they somehow dimly recognize that the opportunity for advancement awaits them. All they need to do is find a way to distinguish themselves from all the other brainless, writhing lemures around them.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 7-8

Promotion and Demotion
The only devil that does not covet a promition is Hell's master of masters, Asmodeus. Any of the other eight lords would be happy to topple him from his seat of power in Baator's deepest pit and take over, should the opportunity present itself.

The Infernal Heirarchy
Devils recognize three broad divisions of status. At the bottom of the heap are the least devils-the hordes of minor baatezu, few of which ever advance from their state of supreme wretchedness. Victimized by all above them, they rarely find opportunities to prove themselves and rise through the ranks.
Above the least devils are the lesser devils, a more select group that enjoys greater autonomy. Through their roles in the soul trade, lesser devils tend to have regular opportunities for advancement.
Near the top of the heirarchy are the greater devils, which occupy positions of authority in the infernal power structure. The most powerful of the greater devils are the pit fiends, which manage diabolical forces in every enterprise from the Blood War to the corruption of entire nations. Just below the nine Lords of Hell are a handful of unique devils known as dukes. Whether presently scheming in this direction or not, all dukes of Hell dream of the day when they can displace one of the current Lords of Hell and rule an entire layer.
While entertaining forbidden thoughts of ultimate power, dukes and pit fiends must in turn look out for their own positions. Other greater devils are always scheming to advance through the hierarchy, and the elevation of a new pit fiend is usually accompanied by the demotion of its disfavored counterpart. Furthermore, while the most powerful devils have frequent chances to prove themselves and continue their upward ascent, they are also exposed to the direct scrutiny of their lords. Punishment for failure is invariably swift and terrible, so greater devils live in constant terror of summary demotion. They take their fears out on their inferiors, who in turn bully those below them, and so on. This chain of merciless subordination continues all the way down to the pathetic, mindless lemures, which ahve no inferiors to lash.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 9-10

Soul Harvesting
Lesser devils covet no mission more fervently than traveling to the Material Plane to corrupt mortal souls. First and foremost, such a mission offers the swiftest path to promotion. As an added bonus, devils assigned to soul-harvesting duty often operate virtually independently, far from the ever-watchful eyes of their bullying superiors back on Baator.

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An imp.

Imps: The First Line of Corruption
Although least devils are sometimes dispatched to the Material Plane as guardians and lackeys for soul harvesters, the first chance a devil gets to take direct credit for soul corruptions occurs at the imp stage. This is the primary reason why bearded devils anxiously seek promotion to a physically less formidable form. Changing from a fearsome infernal foot soldier into a diabolical equivalent of a house pet might rankle a bit, but such momentary blows to a devil's pride mean little when its future advancement hangs in the balance.
The best assignment an imp can hope for is to become a free-roaming agent so that it can devote its time to trawling for vulnerable souls. More often, however, these low-ranking devils are loaned out to lawful evil potentates to serve as spies or advisors. Imps find such postings infinitely less attractive because only rarely does a mortal who has not already consigned herself to the Nine Hells receive the services of an imp. Imps might be loaned to mortals as a part of a package of inducements designed to lead their souls to perdition, but the credit for these transactions goes to the higher-ranking devil that negotiated them, not the imp that sticks around to do the drudge work.
Even imps stuck in such positions can still chalk up a few damnations on the side. For example, servitor imps might scheme for the souls of the humanoids around their masters-be they lowly servants or heirs to the throne. Through whispered counsel, an imp in service to an influential master might also be able to persuade him to change the social conditions of his village, city, or kingdom in a way that encourages the locals to drift toward lawful evil alignments.
Whether fancy-free or fettered in service, an imp must rely solely on persuasions as a means of securing souls. Too weak to bully its targets effectively, it must cajole, trick, or lure its victims into performing actions of lawful evil nature. Unlike its superiors, an imp isn't authorized to negotiate Faustian bargains. However, if it has access to treasure or information, it can certainly provide such inducements to its targets to hasten their corruption and make it easier for them to go forth and commit lawful evil deeds.
An imp's advancement to the next rank (that of steel devil) is not necessarily tied to collecting a particular number of souls. An imp might win advancement after corrupting a single, highly coveted soul, or it might advance for performing other services of great value to its superior, such as informing against traitors in the ranks. Typically, though, an imp is expected to claim somewhere in the neighborhood of nine souls to qualify for higher rank.

Masters of the Dotted Line
Both harvester devils and erinyes are assigne dthe coveted task of recruiting mortals to active damnation through the signing of Faustian pacts. Other devils of higher rank sometimes offer such bargains as well, often as a side activity designed to inflate their entries in the diabolical ledgers.
Pacts are a soul harvester's most reliable tool. Pact writers are empowered to dole out a dazzling array of inducements that make such bargains extremely attractive to would-be soul sellers.
To make their tasks easier, soul harvesters embed themselves to varying degrees in mortal society. Harvester devils possess the innate ability to pass as mortals, but erinyes and more outlandishly awful-looking devils must use magic if they wish to walk among humanoids. Some patently inhuman devils wait in dungeons, at haunted crossroads, or in other places on the fringe of mortal society for aspiring soul sellers to come to them. In avowedly evil societies, devils might openly walk the streets. However, since finding individuals who haven't already dedicated themselves to lawful evil in such a civilization can be difficult, this openness is less advantageous than it might seem at first glance.
Corrupters of souls can work in isolation or in larger teams. Whether a devil's superior is close at hand on the Material Plane or back in the pits of Baator, credit for all damned souls accrues upward, to the harvester's boss and its boss's boss. Soul collectors that fail to produce sufficient damned souls face considerable pressure from higher-ranking devils, whose own promotions depend on their achievements. Since the number of eager candidates to perform soul-harvesting duty always exceeds the available positions, a devil that botches an easy contract or gives away too much to claim a soul can face shockingly swift reassignments-or worse.
Soul stealers with enviable track records must often confront temptations of their own. Bosses from other teams pursue them, offering speedy advancement as an inducement to switch organizations. Thus, a productive soul harvester must weigh the advantages of easier promotion against the dangers of offending its present superior. Moving to a new team under the same archdevil is dangerous, but swearing fealty to a different overlord is doubly so.

Corrupt Now, Advance Later
Devils are rewarded for causing mortals to shift to lawful evil alignments. Credit for a particular mortal's corruption goes to the devil most responsible for the action finalizing that shift. However, a soul harvester earns credit, and thsu a greater chance for advancement, only when the subject dies and is conveyed to a torture chamber for processing. Thus, a devil can gain credit for a mortal it tempted long ago, while in a previous form. An ice devil might, for example, gain the final nudge toward promotion to horned devils tatus when a soul it harvested decades ago, while in the form of an imp, finally expires and is conveyed to its proper place in the Nine Hells.
As if this delay in receiving credit were not incentive enough, devils have an even more compelling reason to bring about their victims' deaths as soon as possible after conversion-namely, the dread possibility of subsequent atonement. Nothing frustrates a devil more than asoul that refuses to stay damned.
Even so, powerful lawful evil mortals are often more valuable to devilkind as living beings operating on the Material Plane. While alive, they can bring about the damnations of hosts of other souls, or pursue other goals of the hellish hierarchy. Devils must therefore seek authorization from the hierarchy before scheming for the premature demise of potentially useful minions.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 12-13

The Blood War
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The erinyes warrior Castalla returns, bruised but unbowed, from another engagement in the eternal Blood Wars.

The other primary activity in Baator, besides the harvesting of souls, is fighting the eternal Blood War against the demonic horde, which is collectively called the tanar'ri. (Although other demonic races besides the tanar'ri exist, devils tend to lump them all into this one category for convenience.) Each layer of the Nine Hells boasts its own army, large portions of which are deployed permanently to Avernus, Baator's blood soaked first layer, where the bulk of the Blood War battles in devilish territory are fought.
Devils engaged in the Blood War participate in soul harvesting only as the recipients of divine energy, which is granted to them by their superiors. Devils engaged in either activity take great pleasure in sneering at those occupied with the other. Soul harvesters claim that without them, the Blood War combatants would wither and die. Their martial colleagues respond that without them, demons would lay waste to all the Nine Hells, bringing about an even swifter demise.
The diabolical forces in the Blood War are headed by Bel, Archduke of Avernus. Demonic invasions into Baator have never gotten farther than this layer, primarily because powerful magic inherent in the plane prevents demons from teleporting to any layer lower than the one that they currently control. So to truly invade the Nine Hells, the tanar'ri would first have to occupy and reconsecrate the entirety of Avernus, then do the same to Dis, and so forth. To date, they have never occupied territory on Avernus for more than a day, thanks to the exceptional martial prowess of Bel and his forces.
Reporting directly to Bel are the formidable pit fiend generals known as the Dark Eight. Each of these generals commands the forces contributed by one layer of the Nine Hells. Archdukes are technically permitted to function as generals too, but they are rarely deign to meddle. Waging the Blood War is drearily necessary but not nearly as interesting as corrupting mortal societies or jockeying for power with fellow archdevils.
The demons enjoy one major advantage in the Blood War: vastly superior numbers. Fortunately for the devils, demons are undisciplined fighters and almost absurdly poor strategists. Devils hold their own through superior tactics, unbending morale, and better equipment. Their mastery of military science is second to none, as is their dedication to subterfuge.
Still, the devils win only about half their engagements. Brilliance and pluck doesn't count for too much when their forces are outnumbered twenty to one.

Nature of the Blood War
The Blood War is a manifestation of a wider cosmic principle--the eternal tension between law and chaos. Some prophets say that this battle is about to intensify, and perhaps even resolve itself once and for all with a final victory of one force over the other. Asmodeus, who appears to believe this prediction, is already planning for the aftermath of this apocalyptic clash. He aims to win the Blood War and then proceed to conquer the other lawful planes, establishing himself as the universe's unquestioned sovereign.
As overblown as such dreams might be, Asmodeus understands what the lawful deities of other planes refuse to acknowledge--that the Blood War is not just an intramural scrap between different varieties of evil. In fact, without the devils' service in this conflict, the tanar'ri would quickly overwhelm all the Outer Planes and decisively win the cosmic battle for the side of chaos. After destroying the rest of existence, they would devour each other, and that would be the end of things.
When his final plans fall into place, Asmodeus intends to punish his former masters of the celestial sphere for daring to look down upon the foot soldiers who did all the dirty work. Until then, he bides his time while they gaze upon the Blood War from their lofty perches.

Combat Tactics
Against any enemy, devils fight cleverly. First and foremost, they try to fight on any ground except their home plane, where they die permanently if they are slain. Thus, they spend a great deal of time trying to ensure that battles occur at times and places of their own choosing--preferably when the foe occupies lower ground or faces other terrain disadvantages.
Because they are accustomed to fighting while outnumbered, they specialize in ambush and harrying tactics. Devils that can us greater teleport never hesitate to exit a fight so that they can regenerate or use healing magic before returning to an engagement. When used over and over again in combination with other strike-and-withdraw tactics, this technique can quickly wear down a foe's resources. Since devils are impassive calculators of odds, they are never afraid to flee altogether if a melee turns against them.
When fighting demons, devils routinely fill the battlefield with flame to take advantage of the fact that they are immune to fire, while demons are merely resistant to it. Pit fiends use their natural fireball ability, while hellfire engines attack with pyrotechnics. Meanwhile, lower-ranked devils with wizard or sorcerer levels rain more fire spells into the fray from afar.
Fiery tactics work similar wonders against angels and archons. Devils that can fly lead the fight against such creatures to counter their aerial maneuverability. Armed with tanglefoot bags, often modified for addition viscosity and toxicity, the flying devils can easily send their airborne foes plummeting earthward, to be set upon by ground troops.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 15-17

Devils and Demons
"The first lesson you need to learn is that devils and demons are not at all alike. See, demons--they're predictable. They come right at you, like bundles of white-hot rage given fangs and claws. But a devil--he'll be your friend, and like a friend, he'll help you out in a jam, see. Need a few coings to get by? The devil's got a few to spare. Need a warm body to fill your bed? The devil knows the best ladies. Want status? Riches? Property? Magic? Power? The devil has the answers. He'll give you all you want and more. And what does he want in exchange? Just a little thing--a trifle, really. And it won't affect you in the slightest. All he wants is your soul. You just have to sign your name on the dotted line in your own blood, and you'll be set for life. But if you ever do it--and you'll be tempted in our line of work--you let me know. Because I'll be waiting in line to send your no-good, damned soul straight to your new master--guaranteed."
--Conner Smithson, Seeker of Virtue



A layman's assumption that demon and devil are just different names for the same creature is partly correct. Both are beings of pure evil, and both are enemies of virtue and morality. Furthermore, both creatures are keenly interested in the affairs of mortals, at least to the extent that they prey on, exploit, and sometimes kill mortals.
But demons and devils do differ in several important ways. Demons are destroyers. They use their abilities to ruin, smash, and end all things. Devils, on the other hand, are deceivers, liars, charlatans, and thieves bent on luring mortals into damnation. A devil will use any trick at its disposal to finagle a mortal into signing over his soul.
Players are often confused by the difference between devils and demons, and many tend to use the terms interchangeably. . .
Demons want to destroy the world; devils want to conquer it.
Demons act on impulse. Even those that harbor long-term ambitions are easily distracted from them. Devils think, scheme, think again, and finally take action when circumstances reach a point of maximum favorability.
Demons enthusiastically fight to the death. Devils, as much as they enjoy violence, view it in a more calculating manner. They withdraw from any confrontation in which the risks outweigh the reward.
Demons battle the forces of good because they hate them. Devils fight good-aligned foes because where good is weak, souls are more easily harvested. Most devils view those of good alignments with amused contempt until they're thwarted, at which point they become petulant and vengeful.
When corrupting mortals, devils appeal to reason by offering bargains laid out in detailed contracts. Demons simply exploit mortal urges and passions.
Demons want to destroy mortal souls. Devils intend to own them.


Fallen Angels
Even a place as rigidly ordered as the Nine Hells is rife with exceptions and special cases. At the top of the list are the erinyes, a cadre of hideously beautiful, winged, elite devils that flutter slightly apart from their infernal brethren.
Erinyes are the descendants of fallen angels that became corrupt and plummeted into Baator. Some of them fell with Asmodeus; others were corrupted in later eons. A few of these former angels still survive today as advanced pleasure devils.
While all devils can mate with and impregnate mortals, only erinyes, pleasure devils, and unique female devils are capable of becoming pregnant. (Whether they possessed this ability in the Upper Planes or gained it during their descent remains an unanswered question.) Because they retain this capacity only in these forms, they often resist promotion into other forms.
These female devils standoffishly view themselves as superior to those formed form the souls of the damned. The animosity they feel toward full-blown baatezu is reciprocal. Despite the orders of their superiors, this enmity occasionally breaks out into outright violence. At the same time, though, other devils envy, lust after, and idolize erinyes and their ilk.
Young erinyes are the only true offspring raised in Baator. Their parents are fiercely protective of them and keep their colonies well hidden from interlopers.
D&D Infernal Codex II: Tyrants of the Nine Hells. Laws, R. and Schwalb, R. 2006. P 18-19
Last edited by Knightmare on Sun Jan 06, 2013 6:29 am, edited 1 time in total.
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Nihm
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Re: Warlock Lore - Must Read

Unread post by Nihm »

+42

Now if only folks will take the time to read this wonderful assortment of information, thanks Knightmare! And if you'd rather not have comments, send a PM and I'll delete this.
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Re: Warlock Lore - Must Read

Unread post by Raze »

This was just what I need, thank you :]
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Re: Warlock Lore - Must Read

Unread post by Knightmare »

I won't take credit for this. Zlaayer compiled all this info some time back for the Convocation guild. I just have to recompile it here since I cannot copy/paste it all ;)
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Re: Warlock Lore - Must Read

Unread post by Lockonnow »

So there can be two kinda warlocks those that is evil and those that tune away from the Dark side of evil
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Re: Warlock Lore - Must Read

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"Qítiān Dàshèng (齊天大聖)"

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Re: Warlock Lore - Must Read

Unread post by Hitman Hard »

So Asmodeus hasn't attained godhood, interesting!
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Re: Warlock Lore - Must Read

Unread post by Hitman Hard »

And can I promote the name of Asmodeus (secretly) to fellow warlocks whilst being NE?
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Re: Warlock Lore - Must Read

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Hitman Hard wrote:And can I promote the name of Asmodeous (secretly) to fellow warlocks whilst being NE? Since above it states Asmodeus promotes law...
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Re: Warlock Lore - Must Read

Unread post by Hitman Hard »

Hitman Hard wrote:
Hitman Hard wrote:And can I promote the name of Asmodeus (secretly) to fellow warlocks whilst being NE? Since above it states Asmodeus promotes law...
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Re: Warlock Lore - Must Read

Unread post by Knightmare »

I think it's worth noting that even fey-based warlocks almost exclusively deal with dark powers as well. There's hardly any mentioning of goodly-orientated warlocks, and those who are are almost non-existant.

Further, fey tend to be chaotic, so making pacts with these creatures might be even more hazzardous than fiendish pacts, which are always lawful.
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Re: Warlock Lore - Must Read

Unread post by Simian »

"Qítiān Dàshèng (齊天大聖)"

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Re: Warlock Lore - Must Read

Unread post by DM Mouse »

Thank you, Montaron, for posting those insightful articles detailing the occurrence of goodly Warlocks and some of their origins. I like to take note that the writers mentioned there are fey from light origins who have begun producing Warlocks to fight their dark brethren and Elven powers have also spawned a number, while some Genasi have come to possess their powers by Neutral means.
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Re: Warlock Lore - Must Read

Unread post by Knightmare »

But also note that there are only two elven warlock candidates mentioned. The Fey'ri who use dark powers and star elves, both of which don't exist on BG.
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