[EDIT: Adding all characters under one post, modifying header and deleting other posts. Don't want to clutter up the page]
Woo, I'm finally posting again....can't believe it.
Been tinkering with HQ as usual. The house rules we play introduce a whole lot of new stuff, but rather than bore you ladies and gentlemen with a blob of rules, I figured I could at least share some of the lore I've been writing all along, together with a very small teaser about Spells/Abilities. The scope is to provide ye olde inn customers with some minutes worth of (hopefully) entertaining reading. Think of it as a humble thanks for the many resources offered!
All the lore provided is supposed to be written in a tome which has been delivered to Mentor, with the scope of accustoming him to some history, trivia and information about the Kingdom of Lorica. Mentor is on his way to the capital city of Val, his assistance requested by the King himself. Nothing else has been disclosed yet, and Mentor still wonders how could such a far away Kingdom (imagine at least 2-3 weeks worth of travel) know of his own deeds. So he figures that, while he's at it, he may as well kill some time skimming through the pages of the book...sounds somewhat "inspired" by the tales of the Sword Coast but that's another story...
Feel free to provide any input, suggestions, questions, even correcting any Engrish you may stumble upon, I wouldn't mind the text having sort of a "finished" look...hope you guys like it.
Warlocks
Of all the inhabitants of the Kingdom able to manipulate magic, none is as notorious as the one called "Warlock", and for many a good reason. A warlock deliberately chooses to forego traditional spellcasting and dedicates himself to the obscure arts of Darkness and Chaos Magic, the influences of his studies gradually making him grimmer, darker and always wanting to experiment one step farther, with little care for the danger of the outcome.
These forms of magic are strongly opposed by Kingdom authorities: warlocks have since long adapted to a life of deception and trickery in order to maintain their relationships and roles within the society. Contrary to reclusive necromancers, warlocks enjoy discreet company and the luxuries and pleasures of modern life such as a comfortable bed, a cozy fire behind a stone wall, a well-stuffed larder, a library or a brothel. To such extent they are even willing to perform certain jobs for the community, bar all the annoying heavy lifting which they happily leave to the peasantry. The average warlock possesses high standards of education, ranging from classical studies to modern sciences, and as such he can be found in many places without his fellow citizens knowing. A city clerk, a librarian, a teacher, an engineer, an antiques seller, a scholar expelled from an academy, a cleric gone mad, an estate owner or a bored noble could all fit into the example, but there are many more.
The population generally dislikes warlocks as they are usually banned if their cover blows; in other cases they may even be hung or stoned. Fortunately for them, most peasants are so frightened by the possible consequences of exposing a warlock that they may also choose to keep silent by their own will or swear silence after veiled threats. And bribing is always a possibility.
Warlocks and Combat
As the reader of this tome could guess, warlocks are not exactly tailored for combat and clashing steel against the monsters that roam the Kingdom; having to part his time between the regular daily businesses and his secretive studies, a warlock has little time left to refine combat tactics. This means a warlock usually carries the bare minimum for self defense, with a preference for light weapons (daggers, staves, rods, slings, perhaps a relic or a magic tome) and the chance to don a magically enhanced robe or tunic; this is likely to be the case, as a warlock has often more gold in his coffers than he needs for survival. Anyone having fought at a warlock's side, as much as this sounds foolish, can however witness his fondness for combat and the fact that he doesn't always turn the chance down: it seems that warlocks enjoy a good brawl and spilling blood on the floor, even if it has to be their own in the end. They can be seen wielding swords efficiently, far better than the frightened peasant trying to swing blindly at a goblin. Perhaps this is due to many warlocks belonging to the upper classes, and fencing lessons are still fashionable recreative activities for the richest. Chance is there is magic involved in their increased combat prowess, as more than one witness would be ready to swear that his warlock companion didn't seem to carry a sword all along, only to suddenly unsheathe one from an unknown and previously unnoticed scabbard.
Warlocks and Magic
Magic is simply the obsession of a lifetime for a warlock. While many would say this bears no difference with a wizard, a warlock's approach shows more than the typical curiosity and crave for greater power every magic user covets. With no boundaries nor limits and punishments inflicted by watchful instructors, warlocks enjoy large freedom of learning and are strongly encouraged by their masters to use their own initiative and wits to experiment with magic in any direction, and to bend any Magic School to their will if so they wish. Experiments to meddle with Light and Order Magic have proven deadly until now, since both schools are extremely powerful and believed to possess a strong will of their own, but other branches seem more suitable for testing. The Fire branch of Elemental Magic, for instance, seems particularly prone to deviate its innate destructive power towards Chaos, and consecutively most warlocks know at least a spell or two in said school. This is also due to the relative ease of learning Fire spells and the large availability of textbooks, academies and instructors dedicated to this task.
Darkness Magic
Darkness Magic is considered to belong to one of the earliest and primitive forms of magic, born and developed thousands of years ago. At times when the concepts of good or evil were unknown, Darkness Magic has freely grown and developed together with other forms of Magic (Light or Order, probably Arcane or Non-Elemental as well) and with the races inhabiting the lands now known as Kingdom of Lorica. It is no surprise it is still popular, although formally banned from the Kingdom because of its corruptive powers. Warlocks are natural Darkness Magic learners and have added many tricky spells to the collection during the centuries. Summoning spells are a mainstay in this school, being them actual flesh beings, illusions or objects. Alteration spells are also common and usually directed at reshaping matter or alterate physical properties, including the condensation of particles to be released as harmful bolts. Some dangerous spells can even influence the mind and thinking with all kind of possible results, from transforming the intellect of the poor victim to that of a donkey, to refreshing and rejuvenating effects on the wielder - warlocks have been seen being able to cast magic with increased vigor even after supposedly yielding to fatigue.
Chaos Magic
Chaos Magic is the most mysterious and potentially dangerous form of magic in the Kingdom of Lorica. Documentation and knowledge is poor, and most key information on the history of its development is lacking. Even a great archmage could just shrug at a seemingly simple question about Chaos powers, for there is still much confusion and debate, properly fitting for a magic dubbed "Chaos".
Some theorists, including the highly regarded dwarven priests, believe Chaos to be nothing more than the perpetual challenge pitted against Order Magic for domination over all forms of life, and are well supported by elven representatives in the courts of both dwarven and human leaders. This agreement on Chaos Magic is dangerous though, as it saps the drive to investigate further in its motives and roots in order to openly clash against it - and the facts prove this has not been an effective way to steer the situation in favor of the Kingdom. Another current of thinking envisions Chaos Magic as the prime force meant to fuel the entire universe at first, then to slowly consume it until everything will be lifeless. At this point, Chaos would engulf itself and produce a complete Void, effectively cancelling everything that exists and negating the possibility of a rebirth.
A warlock is usually an amused spectator of this debate, watching the dust of the clash from afar and laughing bitterly. The wicked Chaos acolytes soon stop asking themselves about these mere philosophical matters and only concentrate on the pleasure of destruction and pain brought by their spells and the possible expedients to increase its effects. Verily, the word itself "Chaos" is just a traditional designation used by the detractors. While in truth this Magic and its servants show no care for labelling themselves as anything particular, they have grown to accept the epytome of Chaos since it brings fear and desperation into the hearts of the subjects in the Kingdom, and makes their work easier and more entertaining.
Although, tangible chaos it does provoke, in the consequences of its use: one linear feature that has been noted in Chaos Magic is the tendency to demand a tribute in life force when its powers are conceded to mortals. It matters little if it is the victim's, the caster's or anyone else's life that is sucked dry. It is believed all sapped life force is transferred somewhat into a primordial essence that grows stronger and gains more coscience every day, until it will be unleashed in some harmful manner. This suggests some kind of grand scheming behind the use of Chaos magic which has little to do with chaotic or erratic behavior, but rather a well defined purpose.
Inside the folds of this scheme, most warlocks have actually a restricted access to the seemingly infinite array of spells Chaos Magic has to offer. Even a warlock has his limits - the Chaos masters surely know their own acolytes could scheme against them had they enough power, and still limit the knowledge they pass on. Chaos spells in a warlock's spellbook do not differ too much from Darkness ones; they are mainly based on deception, mind control, evocation and alteration spells, albeit still more powerful than Darkness: Chaos Magic for example is known to be able to alterate the tissue of time itself and interfere with the correct flow of other Magic.
Chaos Magic practicioners also bear another large difference from other magic users, being seemingly divided into two different factions with each one having been gifted with some spells that the other hasn't, and causing increased rivalry. While all that has been dealt with in these pages regards the disgraced human or dwarf warlock (elves aren't yet known to have yielded to Chaos, at least in the Kingdom of Lorica), there are yet many blank pages to fill with the mysterious customs and practices of Chaos Magic by the more evil creatures that plague the lands. Chaos "Sorcerers", as they have been called, can wield a whole different set of spells that still defies understanding. This comes as no surprise to the well-learned or to the seasoned, for if this chaos mage is a human with an undead skull or a fanged dwarf, no horrors can really be unexpected. These evil sorcerers dwell deep into dungeons, in faraway ruins or unknown lairs atop rugged mountains, and few adventurers have come back to testify.
The latest news from hunter bands roaming the northeastern borders report a new era of discoveries for Chaos adepts, as it is rumored that fragments of tablets and drawings found in catacombs and dungeons would make it possible to access a whole new level of Chaos mastery, albeit with little control over it. The hunt for these magic items has already started.
Spells (18):
Cursed Armor, Red-Hot Weapon, Confusion, Charm, Corrode Weapon, Corrupt Magic, Bolt of Darkness, Time Distortion, Summon Illusion, Summon Evil Dwarf, Conjure Sword, Ethereal Form, Spawn Mimic, Stupidity, Mental Paralysis, Recall Spell, Chaos Tarots.
Tarot Cards (28):
Animate Weapon, Animate Walls, Demon Claw, Summon Chaos Warrior, Summon Wandering Monster, Summon Chaos Dwarf, Summon Evil Swordsman, Summon Wraiths, Favor, Conjure Demon Whip, Minotaur Strength, Gligziar, Deafening Wail, Phantom Monster, Chaos Wave, Gold for Blood, Pact of Alacrity, Pact of Strength, Pact of Power, Pact of Toughness, Acid Rain, Punishment, Rabies, Replicate Monster, Displacement, Thertharaxal, Blazing Gaze, Void.
Chaos Tarots rules: spells within the spell
It is important to note that the tarot deck can never be inspected by anyone, not even during the "rest, refit & buy" phase. The only way to gather informations about these spells is to actually play the card during a quest. The act of receiving the spell card represents your trusty(?) warlock having found a mysterious deck of tarots during one of the quests. These cards are imbued with chaos magic, their faces continuously changing and shifting to a different card. This makes impossible for anyone to draw a specific card from the deck.
Upon receiving the spell card, the warlock draws 6 random cards from the tarot deck of 28, always keeping their front hidden, and places the rest of the deck away for the current quest. These 6 cards will make up his "mini-deck" for the current quest. If the warlock chooses to cast the spell, he turns one of the 6 tarot cards face up and then follows whatever instruction the spell commands...
At the end of the quest, the warlock has to regroup and reshuffle the whole tarot deck and redraw the 6 cards, but if he likes the one spell he managed to cast during the quest, he is eligible to keep its card into the 6-card deck and only redraw 5 new cards from the now 27 card-strong deck. When a second, new desirable spell is cast during a quest, the warlock can add it to his 6-card deck and only redraw 4 new cards. By doing this consistently, it is possible to somewhat customize the 6 card deck, although still with little control over what is going to be cast.
There are two items that can help the warlock gain better understanding and control of the tarots: one unique artifact allows to draw 2 cards and choose 1 when casting the spell; another piece of hard-to-get equipment can store an extra "Chaos Tarots" cast.
"...the hunt for these magic items has already started..."