====== Patrons ====== A Patron is not necessarily a deity. Instead, a Pactmaker is usually beholden to a being of much less remarkable power, but still considerable in comparison to mortals, and still eager to utilize their new asset in pursuit of their personal agendas in the mortal realm and beyond. The typical creatures that serve as a warlock patron include most outsiders, particularly those with alignment subtypes. Demi-gods and lesser deific powers might also suit as a patron. Rarer, but still feasible, are mythic powers within the mortal plane. Heroes and villains who have ascended to incredible heights, and thus capable of forming a divine spark by their deeds alone. Ancient champions, almighty archmages and elusive tricksters all can be a potential patron to a Pactmaker. When a Pactmaker seals a pact with one of these creatures, it is more than merely a contract or swearing fealty to their cause. It is giving their very soul over to this powerful being in a binding ritual that forms the powerful [[priority:magic:spells:tier6:geas_quest|Geas]] effect over the Pactmaker. For some pacts, this can have ramifications for the Pactmaker in the aftermath of their death. For others, this is mostly a formality to ensure compliance or loyalty; collateral for the Pactmaker’s actions while pursuing their patron’s agenda. A Pactmaker is usually the first to contact an outsider in some fashion or another, but occasionally a potential patron might make an offering of patronage in order to assist a Pactmaker in a task or conundrum. But, ultimately, the Pactmaker is the one who has chosen to seal this pact with a willing patron. A pact must always be made with the potential Pactmaker being conscious of their decision (even if coerced or forced into the pact by threatening their livelihood or those who they hold dear), preventing most malicious entities simply mentally dominating mortals and forcing them into forming a pact. These pacts are far more specific and nebulous than those employed by devils through contracts. However, devils are the masters of this process and are the most common patrons for would-be Pactmakers. ===== What makes for a Good Patron? ===== A patron is not simply a name put down on a character sheet. They are a story-telling asset and active NPC to whom the Pactmaker must maintain a favourable relationship in order to retain their powers. As such, a suitable patron should have well defined boundaries, motivations, restrictions and objectives, and these should not be vague or designed in a way to trip up the Pactmaker unnecessarily (unless the patron is prone to deliberately impossible standards, or who’s desires and end goal are deliberately inscrutable beyond what inclinations the Pactmaker receives from their patron). In addition, the patron should fit the adventure the Pactmaker might find themself involved in. The presence of a Pactmaker is not incidental. Almost always, a Pactmaker is involved in world shaking events on behalf of their patron’s interests, and their patron’s desires weigh heavily on that Pactmaker’s actions and motivations as well. Why a Pactmaker of a certain patron might find themself involved in a given adventure should be a part of the overarching plot of the narrative. This can be a fantastic hook for a character’s involvement in the story, and being a part of something bigger than themself. But this can equally serve as a disruptive element if the Pactmaker’s patron is aligned against the Pactmaker’s adventuring party. If the adventure is heavily themed around combating the forces of a particular archdevil, for instance, then a Pactmaker being the servant of that archdevil would be potentially a massively disruptive element to the game unless very carefully played out or with the knowledge that the Pactmaker may be forced either to abandon their patron (and therefore their powers), or turn on the party at a dramatic moment. If this doesn’t seem appropriate for your group, consider instead finding alternatives. Using this same example, maybe the Pactmaker could also be the servant of a rival archdevil seeking to undermine their opponents' efforts. This allows for the Pactmaker to still utilize the archdevil pact while not being a disruptive element in the story you wish to tell. Instead, it elevates things and gives a greater level of nuance to the transmundane political machinations of the beings Pactmakers consort with. ===== List of Patrons ===== All followers of the Path of the Pactmaker may only have one Patron. If the Pactmaker breaks their allegiance to their Patron and does not [[priority:magic:spells:tier5:atonement|Atone]], they must purchase the Talents for their new Patron, if any (the GM may choose to refund Experience lost from the first Patron in this manner). * [[~:Agathion]] * [[~:Archmage]] * [[~:Archon]] * [[~:Azata]] * [[~:Champion]] * [[~:Daemon]] * [[~:Demon]] * [[~:Devil]] * [[~:Elemental]] * [[~:Fey]] * [[~:Great Old One]] * [[~:Inevitable]] * [[~:Protean]] * [[~:Psychopomp]]