stuff in [] are my comments, the rest is GURPS text:
Warlock template 300 pts.
[Comparatively journeymen=250,heron=175,archmage=375+, so they're pretty complex in the GURPS world.]
The Warlocks of the Scholomance have fought on both sides of the great wars between Light and Dark, following the shifting allegiances of the Deceiver, with whom they have an ancient alliance. They are grim master mages of breathtaking might, yet even so less than an archmage in the scope of their power.
Legend has it that a Scholomancer never grins but that those around him will regret it, and that this mighty circle trades their very souls for their arcane arts. (If the later proves true, the template may require an additional disadvantage...)
Warlocks excel in battle and stride into the hottest conflict armed with only their staff, a robe enchanged with Fortify +1, and their incredible skills. As a good offense, said skills provide a Warlock's best defense.
The Warlock's alliance with Deceiver has no point cost on either side. Both the Scholomancers and former Fallen Lord deal at arm's length, and trust each other no more than they would expect a wise soul to trust themselves.
[names]
The Warlocks of the Scholomance bear unusual names for the lands of Myth, which suits them since so little is known about the nature of their order. Some scholars theorize that their names suggest their origins lie somewhere beyond the known lands. Others counter that they likely take new names of obscure importance upon entering their order. A variant of this theory proposes that the powerful Dark entities that grant them their powers give them these names to denote the Warlock's servitude to them!
Some examples include Ceannard, Malairt, Admillin, Caithim.....[just look in fear/loathing.]
[organization]
The Warlocks of the Scholomance
The Warlocks of the Scholomance represent one of the more straightforward magical circles, even by Myth standards. They have an agenda, but it's strictly one of accruing personal power. If they could be said to have an orginazational philosophy, it's that might makes right and extra might makes privlege.
THrough an astounding proportion of those entering the circle become incredibly powerful mages, they do so by ignoring the fine details of spellcasting's potential, concentrating solely on what will make them more fearsome in combat. For this reason even mages of ostensibly lower Magery (albeit full Magery backed by a wide variety of spells0 sniff disdainfully at any claim that a Warlock qualifies for archmage status. It takes far more than mastering battle spells to qualify for that lofty distinction.
If the warlocks have a base of operations, they keep it to themselves. It might even be in the Untamed Lands or east of Gower.
Overview:
Warlocks maintain an every-wizard-for-himself culture, so Duties and Vows vary widely; see below.
Given what little the public knows of them isn't flattering, Warlocks only gain Status equal to full Magery -3. This means new students and adepts will be treated little better than panhandlers, especially by full Warlocks.
An additional disadvantage may be required if the rumors that warlocks bargain with Dark powers for their skill prove true [above].
Getting In:
Applicants need only be literate and crave power at any cost. Somewhare along the way that's exactly what they'll pay...Joining the circle requires a -10 point Vow and a -15 point duty.
Embers (Adepts):
Upon attaining Magery 2 and the Fireball spell a student may pass muster as an adept, called an ember among the Warlocks. THe Vow and Duty remain the same, but Status increases to -1.
Firebrands (Journeymen)
The Scholomancers' journeymen, called firebrands, must have magery 3 or magery 2 and two additional levels of fire college-only Magery. Their Will must be at least 14 and their personal fatigue reserves for spellcasting 15+. They must have the explosive fireball spell at any level and fireball at 15+
Attaining Journeyman status requires purchasing Afdministrative Rank 1; Magery 3 will increase status to 0.
Journeymen serve the guild till they reach warlock competence, however long that takees.
Warlocks (Mages)
Full-fledged Warlocks must have Magery 3 and two additional levels of Fire college-only Magery. Will must be 16+ and personal spellcasting fatigue 20+. They must have at least two levels of Fatigue Recovery(three if skill in the Recover Strength spell is less than 15). They must know the Explosive Fireball and Ring of Fire spells at 16+.
At this point, as full-fledged mages, most warlocks become "associates" of the circle, leaving its confines but staying in touch, if solely for the learning resources to increase their abilities. They lose their Administrative Rank, their Vow (which they only kept through fear previously, anyway), and their Duty (since they'll expect the circle to return any favor that they do for it). The circle expects associates to pay 20% of income as dues. They average more like 3%; this still suffices to fund the circles operations.
Those few mages who decide to become masters in the circle keep their Vow and Duty, pruchase Administrative Rank 2, and begin inflicting real terror on the embers and firebrands...
Rumor has it that many Warlocks have cut off association with their circle entirely. How the masters react to this move is unknown.
And Beyond:
Most full Warlocks wander the world on a personal path toward more and more power. While they covet thaumatological knowledge and alliances with even greater mages (such as the Deceiver), they seem so bent upon these pursuits that they don't ever actually get around to using what they've learned in carving out a personal fiefdom or similar worldy goals. Perhaps this reflects a more arcane agenda invisible to outside eyes...
[WHEW!, i really hope someone reads all this...i went to the trouble of typing it up...]