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General Tabletop Discussion
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Alignment Questions Regarding the Warlock
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<blockquote data-quote="Sir Brennen" data-source="post: 6355649" data-attributes="member: 553"><p>Depending on how loose the DM allows the concept of a pact to be, here's a detailed background scenario for non-evil warlock/evil patron, complete with future plot hooks:</p><p></p><p>When you were young, you were kidnapped by a cult. Eventually you were rescued by a group of adventurers, but not before the cult had permanently marked you with a strange tattoo: a band of symbols wrapped completely around your waist. A summoning circle. They then called forth a powerful fiend within the circle, <em>inside</em> you. </p><p></p><p>You are not possessed, but you now have this thing trapped within. The circle seems magically inscribed, and very hard to remove. Because of its unique cage, exorcism and banishment spells have been useless. You sense that even if you could remove the tattoo, the thing inside would emerge, tearing you apart in the process. </p><p></p><p>You're also learning that you can tap into its power, becoming able to manipulate magical energies. Or is it just letting you?</p><p></p><p>Why did the cult do this? Are there more of them out there? Is the thing inside a prisoner or architect of this situation? How much of its power dare you tap before you cross some unknown line?</p><p></p><p>The thing inside could also be a Far Realms being, trapped by the campaign world's equivalent of an Elder Sign. Alternately, the character may have been initially possessed, and a friendly (?) wizard did what he could to help with the magic he had.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 6355649, member: 553"] Depending on how loose the DM allows the concept of a pact to be, here's a detailed background scenario for non-evil warlock/evil patron, complete with future plot hooks: When you were young, you were kidnapped by a cult. Eventually you were rescued by a group of adventurers, but not before the cult had permanently marked you with a strange tattoo: a band of symbols wrapped completely around your waist. A summoning circle. They then called forth a powerful fiend within the circle, [i]inside[/I] you. You are not possessed, but you now have this thing trapped within. The circle seems magically inscribed, and very hard to remove. Because of its unique cage, exorcism and banishment spells have been useless. You sense that even if you could remove the tattoo, the thing inside would emerge, tearing you apart in the process. You're also learning that you can tap into its power, becoming able to manipulate magical energies. Or is it just letting you? Why did the cult do this? Are there more of them out there? Is the thing inside a prisoner or architect of this situation? How much of its power dare you tap before you cross some unknown line? The thing inside could also be a Far Realms being, trapped by the campaign world's equivalent of an Elder Sign. Alternately, the character may have been initially possessed, and a friendly (?) wizard did what he could to help with the magic he had. [/QUOTE]
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