A New Breed of Mage

For most of Otera’s history, you were either born to magic or learned it through study. That changed with the partial receding of the Maelstrom a few short years ago…

It was then that certain powerful entities began to appear, or perhaps awaken. A few such entities turned their eyes toward Solace, seeking to ally themselves with its people. Some approached by these entities recoiled from the pacts they offered, but others found some need or desire met through them and became a new breed of mage—warlocks.

Greeted with mistrust and confusion, warlocks quickly organized themselves as a means of protection, sharing knowledge, and earning the peoples’ trust. Thus the Great Houses of Solace came into being, each one united primarily by the nature of the entities its warlocks are bound to. It was during these early days that Braille became a popular form of recordkeeping for warlocks as it was considered a way to keep the knowledge of Great Houses, quite literally, from prying eyes. To this day, many warlocks can read and prefer to keep record of their knowledge in Braille.

The first warlocks, those who presided over the founding of the Great Houses, are often referred to by the title of Zenith. This title is meant to convey respect but does not denote leadership in and of itself. The level of respect Zeniths are given also varies depending on the Great House in which they reside.

Mechanically, each Great House corresponds with a specific typeof otherworldly patron (i.e., Undying, Fiend, Celestial, Hexblade, etc.) and includes warlocks bound to specific entities of that type. Entities who make pacts with citizens of Solace do so because they seek to ally themselves with the great city, sharing a goal or cause in common with a large part of the populace. Archfey, for instance, have a strong affinity for much of the work done by the Greenhands. Seeker patrons, on the other hand, tend to naturally align themselves with the Conservators.

It should be noted that the vast majority of warlocks in Solace belong to the Great House associated with their type of Otherworldly Patron, and with good reason—since access to allies, shared information, and the resources of their House (including quest hooks) are a valuable commodity. That said, you may choose to play an outlier warlock who is currently unaligned with their respective Great House if you wish, though be forewarned that you are giving up a great deal by doing so. In any case, if you are playing a warlock, you must choose from among the available patrons listed for each Great House according to your warlock subclass. A handful of new patrons are likely to be added by the DM team in time, at our discretion. Player-generated warlock patrons are not permitted for this game.

The Great Houses of Solace

House of Ambition (Fiend)

House of Inquiry (Seeker)

House of Metamorphosis (Undying)

House of Succor (Celestial)

House of the Unbound Mind (Great Old One)

House of the Spearhead (Hexblade)

House of Verdance (Archfey)

The Calling: A Godfall Story

Get up.

You open your eyes. It’s cold. Colder than it has any right to be. Shivering, you sidle closer to the rusted steam pipe running through your tiny bedroom. The flaky metal is warm to the touch. You curl up to it, shift into a more comfortable position, pull a threadbare pillow over your head. Morning comes all too soon, not that any sunlight penetrates down to Echo Bottom, and with morning comes another day of repetition, reprimands, and regret.

Get up!

You start upright, hand sliding under your pillow for the paltry little knife you keep there. It’s scant comfort, here in the pitch dark, but scant comfort is better than none.

Did one of Gristle’s lads get in? You had two weeks yet on your debt. Or a sharpsweet addict? You struggle to still your shuddering breaths, your rapidly beating heart. No sound, none beside the blood pumping in your ears.

Move.

You brandish the knife toward the shadowy bedroom door, shout a threat to whatever invader has forced their way into your home. Then, slowly, you realize that the voice didn’t come from outside. It came from within your own head.

Are you mad? Did you finally snap? You aren’t surprised, but you always figured madness would, you don’t know, feel different. As it is, you feel rather the same.

Move!

Somehow, you can’t help but obey. Your bare feet touch the chilly cement floor, sending another ripple of shivers up your spine. Maybe there’s time to get shoes? No, you know there isn’t. You stop, puzzle as to how you know there’s no time. The brief delay leaves you anxious and tingling, like a thousand tiny needles driving into your scalp.

You leave your little shack. You don’t bother to lock the door. The streets are as close to empty as they get, beggars and pickpockets and the occasional twitching addict. You ignore them. Something more important calls you, drives you, pushes you toward an unknown goal.

As you walk, silhouettes melt from the shadows, fall in time. A handful, a score, a hundred. More, perhaps? You can’t stop to count.

Up, up, up, out of Echo Bottom, through Elftown, to the top of the Greenhouse just as dawn peeks pink over the horizon. All at once, the men and women around you seem to sigh, and the world sighs with you.

Make it whole.

The voice in your head sounds… sad, almost. Its sorrow fills you to the brim. Tears brim your eyes. You repeat the phrase under your breath, roll it around your mouth, over your tongue, repeat it again. You stand up straighter, fill your lungs with the fresh morning air. It’s cleaner than that in Echo Bottom. Funny how you’d never noticed before.

Around you, the vastly diverse crowd does the same. Dark-skinned folk from Vault, dagger-ears from Elftown, bespectacled magicians from the University—all the city is represented here, in their bedclothes. Somehow, you’ve never felt closer to anyone in your life.

And you know, somehow, it’s up to you, all of you, to make it whole.