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Lore Graham
A WORLD OF
ADVENTURE FOR
Chris Caporaso
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INSIDERS
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GRIMOIRE
A WORLD OF
ADVENTURE FOR
SEAN NITTNER
ART DIRECTION
BRIAN PATTERSON
LAYOUT
FRED HICKS
INTERIOR & COVER
ARTWORK
TYLER CLARK
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
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Grimoire
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The Supernatural
The world of Ganseldom is largely a mundane one. Wagons are pulled by oxen,
houses are lit by oil lanterns, and the populace is fed through fishing and farming.
However, in the halls of the rich and powerful, one can occasionally catch glimmers
of the supernatural. Whether a performance fueled by illusions, a sinister pres-
ence watching from the shadows, or the taste of an unearthly potion—or if one’s
unlucky, a hellish poison—magic is one of the most powerful displays of wealth.
In Ganseldom, magic is only known to come from one place: daemons. Humans
cannot harness natural magical energies themselves, but with the proper knowl-
edge they can perform rituals to summon daemons to do their bidding. These
summoners are known as warlocks, and have a sinister reputation.
Daemons are otherworldly creatures that can be summoned and bound with
specific rituals. They are amoral, concerned only with their own personal agendas,
but thankfully restricted by the rules placed upon them when summoned.
Magic in Ganseldom is rare but powerful, alluring yet stigmatized. The Church
of Myros, the predominant religion in Ganseldom, condemns daemons as evil.
It’s a crime against both the church and state to summon or command them.
However, due to the invaluable talents that daemons possess, it’s a poorly-kept
secret that plenty of influential people have at least one warlock in their employ.
Nobles
Hiring a surrogate to do the daemon summoning has several advantages. Most
obviously, summoning can be highly dangerous, especially when undertaken
by amateurs. Most nobles simply don’t have the time, focus, or desire to learn
to do it themselves. Attempting to summon a daemon with any high chance of
success and some degree of safety (as relative as that might be) requires months,
if not years, of studying.
Of equal import, however, is the plausible deniability that nobles maintain by
hiring warlocks to do their dirty work, allowing them a much-needed degree of
distance. If, goodness forbid, anything should go wrong or be made public, the
consequences are easier to handle if someone else is responsible for the summoning.
While nobles often give their warlocks a good deal of freedom, they maintain
the upper hand (as best they can—not always). Patrons hold not just the warlock’s
livelihoods but potentially their life—while a warlock in Ganseldom faces banish-
ment if discovered by the Church, the punishment for daemon summoning in
some city-states is death.
Richer nobles—particularly noble families united in their aim to climb in status
and power—may hire several warlocks. This allows them to exploit the talents of
several different daemons; it is very difficult for a warlock (even a very good one)
to control more than one or two daemons at once.
GRIMOIRE 3
Warlocks
Originally a term for any alleged practitioner of magic, “warlock” is now used
synonymously for those who summons daemons. While a few have claimed
otherwise, warlocks are generally understood to not have any magical abilities
of their own. Their power lies entirely in their grimoire and their own will to
summon and command what it brings forth.
Traditionally, most warlocks were few and far between. However, with the
surge of the printing press, there have been more individuals acquiring grimoires
and calling themselves warlocks—whether or not they are able to keep a daemon
under control for long is not always guaranteed.
A noble or other politically influential person provides a warlock with funding,
resources, and most importantly protection against the Church’s crusade against
daemon-summoning. In return, the warlock acts as their patron’s agent, aiding
them in their constant struggle for prestige and power by sabotaging their rivals.
A key part of the political landscape of Ganseldom, many warlocks are also skilled
in espionage, manipulation, and information gathering.
Warlocks are usually quiet about their positions. They may be introduced by
an oblique or false title, if they are seen publicly with their patron at all. The false
identities, consorting with daemons, and endless rumors around their practices all
feed into a public perception that warlocks are to be mistrusted and feared. While
the urge to brag may be tempting, even young warlocks with their freshly-printed
grimoires know better than to attract attention to themselves in the wrong ways.
Many new warlocks fall into criminal activity, where they can put their powers
to use without fear of being turned in to the Church.
Warlocks are often competitive among themselves, jockeying for prestige
among their peers. It’s not uncommon for warlocks with rival patrons to be
social acquaintances, but they always approach such relationships with caution
bordering on paranoia. However, it can be useful to have information on another’s
daemons, should two warlocks ever be pitted against each other on behalf of
competing nobles.
Warlocks’ relationships with their daemons vary considerably. Some warlocks
build a rapport with the daemons they summon; others simply give orders or
are locked in a constant struggle for dominance with their powerful otherworldy
servant. Anyone who completely trusts a daemon, however, won’t keep one for
long—and usually won’t survive for long either. Most important of all, a sum-
moner must know their own temptations and pay close attention to any bargains
offered by their daemon. Daemons are notoriously good at finding and exploiting
human weaknesses.
Commanding a daemon takes a substantial amount of mental energy, so only
the most powerful warlocks can keep more than one daemon in their power with
some degree of safety.
Ganseldom
Ganseldom is the oldest and largest city on the large, cool, and rainy Iseolt pen-
insula. It has an excellent harbor and is a hub for both land and shipping traffic.
The city-state is relatively spread out; it’s grown and been partially rebuilt many
times over several centuries. Ganseldom’s technology level is roughly equivalent
to that of 1500s Europe.
Ganseldom is ruled by a council of ten minor nobles. Their monarch is elected
from among the council and serves a ten-year term, unless unanimously voted
out sooner. The current king, Lord Torrance Cuisilli, is halfway through his term.
Many wealthy merchant families have some political clout because of their
close business ties to nobles on the council. Every several decades or so a noble
family is disgraced and removed from the council, or a new family is elevated to
it, but the council itself has lasted for over two centuries.
The noble council is just as focused on international matters as national ones,
given the close but contentious relationship Ganseldom—and its economy—has
with its neighbors. It is connected by trade to roughly half a dozen other city-states,
each an independent oligarchy closely connected to other nations by trade and
currently seeing rapid developments in art and technology.
Ganseldom currently has the greatest population and wealth of any city in the
region, but its rivals are growing. In recent decades, Maerice has greatly increased its
share of maritime trade. If it keeps growing at this rate, it may overtake Ganseldom
in population in the next half-century. Meanwhile, tensions are rising with Hycene,
home to the Church of Myros. Hycene and Ganseldom have been at war as often
as not in the past, and Hycene’s new king is proving particularly temperamental.
GRIMOIRE 5
NEIGHBORHOODS OF GANSELDOM
The palace is a large, sprawling castle in the heart of old Ganseldom. The monarch
traditionally resides within it, and all noble families on the council maintain large
apartments here, though most have their primary residence in other neighbor-
hoods. The outer wings of the palace have an assortment of uses, including the
Royal Library, the Treasury, the jail, and the offices of countless other scribes
and bureaucrats.
The Great Temple to Myros is in the district of Holy Hill. Along with the
temple, it holds a large park, manors of the rich, libraries, and the Holy College
of Medicine. It’s one of the most scenic parts of Ganseldom, but also the one
least tolerant of those who look like they don’t belong.
West Dock is the largest trade district in the city, with most of the city’s port
traffic coming here to buy, sell, trade, and spend. Merchants, innkeepers, and
pickpockets alike do well here. Even warlocks find this district of interest, seeing
as most of the warlocks who visit the city come in through this way, appreciating
the relative anonymity in such a bustling port.
Bonetree holds the city’s largest mausoleum and graveyard. Now that its
occupants no longer have living relatives, the graveyard’s edges are clustered with
squatters and peddlers of the illicit. Slums surround most of the mausoleum
grounds, the destitute rubbing elbows with the disreputable. Undertakers, cultists,
and warlocks live here when no other neighborhood will tolerate them.
Maerice
Maerice is a prosperous city-state with a bustling seaside town. It’s a vibrant
shipping hub and rivals Ganseldom as the peninsula’s center of trade. This city’s
power lies less with its handful of feuding noble families and more with its wealthy
merchant families. The nobility is fairly traditional and has eschewed any ties with
warlocks in favor of a strong alliance with the Church. The powerful merchant
families, meanwhile, all have at least one warlock in their employ, though they’re
careful to keep them in the shadows.
Daeldorf
Daeldorf is known for its artisans, though its wealth has declined in recent years
due to overharvesting of its nearby forests. Many feel betrayed by the Church of
Myros and their government for their loss of livelihood in the logging industry;
as a result, the nature-focused religion Tallaism has seen a resurgence. Daeldorf
is ruled by a noble protector and a council elected by the city’s elite.
Masdun
Masdun is a landlocked city in the mountains, built on the ruins of a fallen
empire’s capital. It doesn’t have the economic clout of its rivals, but it is the best-
fortified city-state in Ganseldom thanks to its legendary walls, which are topped
with friezes of the city’s history. Masdun’s ruler, Princess Fredricka, is from a noble
family that has ruled the city for over three hundred years. Daemon summoning
is technically banned in Masdun, but the Church’s weak grip means the city is
more lenient than many of its neighbors.
Quorence
Quorence is an insular city-state that welcomes trade but keeps its distance from
the conflicts and rivalries between Hycene, Ganseldom, and Maerice. Unique
amongst the city-states, Quorence is openly ruled by a warlock prince. However,
rather than being a sanctuary for other warlocks, the city-state’s laws are just as
harsh as any other’s, and summoning is restricted to only those in the noble family.
The Church of Myros has a small, muted presence in Quorence, and an uneasy
relationship with its ruler.
Lome
Lome is a small, xenophobic city-state near the northern edge of the peninsula.
About a century ago, the grandfather of the current prince pushed Lome to become
much more isolationist. The nobility in particular is secretive, and rumors abound
about the prince’s use of daemons, though it’s hard to tell how much is gossip
and how much is frighteningly true.
GRIMOIRE 7
Religion
There are three prominent religions in Ganseldom and the surrounding city-states:
the Church of Myros, Tallaism, and the Mysteries.
BLASPHEMY
Blasphemy is a religious crime in Ganseldom, tried by a court of the Church
of Myros. The Church does not have the legal authority within Ganseldom to
execute blasphemers, but someone found guilty of blasphemy may be banished,
per secular legal code. Only in Hycene is blasphemy punishable by death.
Most blasphemous offenses, such as speaking ill of Myros or denying Myros’s
existence, are difficult to prove and rarely pursued by the Church. Daemon-
worshipping is taken more seriously, but the Mysteries usually manage to keep
out of the spotlight enough to avoid prosecution.
A person convicted of blasphemy in Ganseldom best be prepared to leave the city
unless they can leverage a very large favor from someone influential. Re-entering
the city is ill-advised—at least until one has constructed a new identity. A few
of the more notorious warlocks have been banished from the same city under
multiple aliases. One individual was expelled under no less than five separate
identities before the Church conclusively pieced it together and had him arrested
by civil authorities for serial fraud.
The Mysteries
The Mysteries aren’t a single, unified religion, but rather a number of small, loosely
related cults and secret spiritual societies. Outsiders usually believe those who
practice the Mysteries are dangerous and worship daemons, but this is (mostly)
not true. Most sects acknowledge daemons as powerful beings and believe that
their native realm is the afterlife for humanity.
Warlocks not employed by a noble often find that associating with a cult of the
Mysteries provides fraternity and mutual protection from the Church.
GRIMOIRE 9
BUILDING CHARACTERS, SUMMONING
DAEMONS, AND CAUSING TROUBLE
Playing a Warlock
Aspects
Warlocks in Grimoire have five character aspects: high concept, temptation,
connection, your adventure, and crossing paths. The process for creating high
concept, your adventure, and crossing paths aspects are the same as outlined in
Fate Core (see page 34 for trouble and page 38 for adventure and crossing paths
aspects); temptation and connection aspects are explained below. Warlocks also
have special bond aspects and bargain aspects, which come from their dealings
with daemons (see page 20).
A warlock’s temptation represents the motivation that would most easily allow
them to be manipulated. Everyone who becomes a warlock has sought out oth-
erworldly power for a reason, and those desires are often gleefully exploited by
daemons. Greed, anger, and fear are particularly good drives for daemons to sink
their hooks into. Warlocks with temptations like I Crave a Life of Opulence
or I Won’t Ever Be Vulnerable Again may find themselves faced with offers
of wealth and power that they cannot refuse.
Even if coming from the best of intentions, a warlock’s motivation can be twisted
by crafty daemons. Summoners who stalwartly vow I’d Do Anything to Keep
My Family Safe may cross lines they never thought possible when doing what
they believe is best for their loved ones. A daemon knows that for a warlock with
the motivation I Must Avenge My Murdered Parents, revenge is likely not
about justice for the dead, but fueled by the pain of loss and hatred of the murderer.
The connection aspect ties the warlock to the world around them. The politi-
cal landscape of Ganseldom is a particularly tangled web, and knowing the right
or wrong people can be an asset one moment and a liability the next. An NPC
might be a warlock for another noble house, a church official, a devotee to a fringe
religion, or a high-ranking member of the nobility.
Determine the nature of that relationship and sum it up as an aspect, making
sure to include the faction in the title. Complications from these relationships will
occur naturally as the political landscape in Ganseldom shifts; while My Estranged
Sister Angeline, Inquisitor of Myros might provide valuable insight into
Church activities, she might also be pressured into giving up information on her
warlock contact when the bishop ramps up anti-summoner persecution.
Each character also has room for one bond aspect and four bargain aspects,
but does not have any at the start of a game. Warlocks acquire bargain aspects
as they make deals with their daemons, a process which is covered in the Using
Daemons section on page 13.
GRIMOIRE 11
Stunts
Warlocks start with three stunts, and can add up to two more by spending refresh.
Several warlock-specific stunts are listed below as examples beyond what is listed
in Fate Core.
• Daemon Hunter: You get +2 to attack daemons with Fight.
• Insight into the Inscrutable: You get +2 to create an advantage with
Empathy against daemons.
• Spycraft: You get +2 to create an advantage with Investigate when con-
ducting surveillance on someone.
• Blackmailer: You may use Investigate instead of Provoke to intimidate
a target, provided you have had an opportunity to gather information
about them.
• Ritual Expert: You get +2 to create an advantage with Lore when creat-
ing rituals.
• Potent Wards: Your wards get +2 to attack daemons.
Additionally, warlocks can take some stunts that alter the way they summon
and control daemons. Those stunts are on page 22.
Favors
Each warlock has a Favors Owed total that starts at zero. It increases when the
bond between a daemon and its summoner ends; the more power a warlock
borrows over the course of a summoning, the more favors the daemon is owed
afterward. Favors Owed decreases when the warlock performs favors of the daemon’s
choosing. This is covered in-depth in the Using Daemons section on the next page.
GRIMOIRE 13
Summoning Daemons
To summon a daemon, a warlock needs ritual materials, access to a grimoire,
and time.
Ritual materials include candles, incense, oils, herbs, and bones. The wide-
spread availability and mundane utility of these items makes it difficult to cut
off supplies to warlocks.
Grimoires, however, are harder to come by. They’re available through under-
ground arcane booksellers, or in private collections. Any warlock with a noble
patron is assumed to have access to grimoires. Warlocks without the support of a
noble (and access to their libraries) can acquire grimoires from the aforementioned
booksellers, other warlocks, or Mysteries cults.
In addition, a warlock needs several hours, if not longer, to prepare for and
summon a daemon. The summoning process can be done offscreen, or at the
beginning or end of a game session.
To summon a daemon, first create a bond aspect for the warlock that represents
the purpose you want the daemon to fulfill. A bond aspect should be concise
or straightforward, such as To Protect Me or To Spy on My Enemies. Then,
choose another player to create your daemon and determine its actions in the
game. Ideally, this should be the player that is referenced in your crossing paths
phase summary. If multiple PCs have the same PC for their crossing paths aspect,
try to distribute daemons more or less evenly.
That player then takes your bond aspect and uses it as inspiration to create
a daemon that meets your requested purpose. Some stunts may affect daemon
character creation; they are listed on page 22.
Aspects
Daemons have two aspects, a high concept and a motivation. The high con-
cept is a dramatic title that describes the daemon’s general type, appearance, or
demeanor, such as Hulking Berserker or Honey-Tongued Assistant, and can
be compelled when its daemonic nature is used against it. Its motivation is used as
a guide for the daemon’s own goals apart from its summoner’s. While daemons are
generally enigmatic, their motivations as far as mortals understand them tend to be
things like Sow Distrust Among Mortals, Destroy Forbidden Knowledge,
Start a Cult of My Own, or Collect Long-Term Favors.
Daemons don’t begin with any fate points, but can earn them through accepting
compels. Any of a daemon’s fate points not spent by the end of the session are lost.
GLAMOURS
Many daemons have the ability to create supernatural illusions, a skill with several
useful applications.
Create Advantage: You can alter your appearance or create illusory figures.
CEven the most horrifying daemon can look like an Ethereal Beauty with
the use of Glamours, or they might intimidate a mortal by taking on a Visage
of True Horror. You can also create distractions like Flickering Shadows or
A Weeping Child, Not Truly There. Targets use Notice to defend against this
use of Glamours, as there are often subtle clues that betray their falseness.
Craft illusions so realistic and horrifying that they traumatize
AAttack:
unsuspecting mortals. Your opponent can defend against these mental
attacks with Will. These attacks can only cause harm as long as the victim doesn’t
see through the illusion. If an attack fails, the target can no longer be attacked
using Glamours this scene.
Avoid being found through Investigate or Notice, either by becom-
DDefend:
ing invisible or blending into your surroundings.
LEVERAGE
All bound daemons also have a skill called Leverage, which does not take up one
of their five skill slots. Its value is always equal to two times the number of bargain
aspects that its controlling warlock currently has. Leverage is only used when the
daemon contests its warlock’s control, a process which is discussed further in the
Controlling Daemons section on page 20.
GRIMOIRE 15
Stunts
Daemons get two stunts, which modify skills they have ranks in. In addition,
they have access to unique stunts due to their supernatural nature. Below are
some examples.
Chitinous: You have thick armored skin. You have Armor:2 against all physical
attacks.
Extrasensory Perception: You can sense another’s presence via their thoughts,
rather than with vision or hearing. Your Notice rolls are opposed with Will rather
than Stealth or Glamours.
Flame Volley: You can shoot fiery projectiles, either as a breath weapon or through
conjured fireballs. Your Shoot attacks are Weapon:3, and can create advantages
related to starting fires.
Horrifying Illusions: You can create illusions that are truly the stuff of nightmares.
Your Glamours have +1 to create advantages and their attacks have Weapon:2.
Rending Claws: You have particularly deadly natural weapons. You have +1 to
attack with Fight, and your Fight attacks have Weapon:2.
Resilient: You can take more punishment than most. Your stress track has an
extra box.
Venomous: Through venomous spines, bites, or spit, you can cause corrosive
wounds. If your target takes a consequence to mitigate the attack’s shifts, that
consequence should reference the infected nature of the wound. Every round, the
target is subject to an attack, defended against with Physique, with a bonus to
the die roll dependent on the severity of the consequence: Average (+1) for mild,
Fair (+2) for moderate, and Good (+3) for severe. This attack repeats each turn
until your target successfully defends against it or until they’re taken out, which-
ever comes first. If the character has multiple consequences that would prompt
one of these attacks, only resolve one attack, using the more severe consequence
to determine the bonus.
Winged: You have wings that enable you to fly. When in flight, you are considered
to be in an adjacent zone, and cannot be hit with Fight attacks. Shoot attacks
work normally.
Daecaedia
ASPECTS
High Concept: The Shambling Beast
Motivation: Destroy the Written
Word
SKILLS
Great (+4): Fight
Good (+3): Physique
Fair (+2): Shoot
Average (+1): Athletics
Mediocre (+0): Lore
STUNTS
Strength Surge: Gain a +2 bonus
to overcome using Physique when
breaking, lifting, or otherwise exert-
ing force on a physical object.
Chitinous: You have Armor:2 against
all physical attacks.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
GRIMOIRE 17
The Weaver: The Weaver would look like a stunning androgynous human if it
weren’t for the four oversized, chitinous appendages coming out of their torso
in place of human-like arms. They are extremely interested in the intricacies of
human behavior, but don’t always follow society’s niceties and mores. They also
have a particular interest in human myths, stories, and tales. A warlock who
wants access to otherworldly knowledge would do well to summon the Weaver.
The Weaver
ASPECTS
High Concept: Curious Creeper
Motivation: What Makes Them Tick?
SKILLS
Great (+4): Lore
Good (+3): Provoke
Fair (+2): Will
Average (+1): Notice
Mediocre (+0): Empathy
STUNTS
Diligent Mind: Get a +2 bonus to
overcome with Will when solving a
puzzle or riddle.
Font of Folklore: Get a +2 to all Lore
rolls relating to folklore or mythology.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
Sanguinus
ASPECTS
High Concept: Ever-Vigilant Tracker
Motivation: The Sweet Scent of Mortal Blood
SKILLS
Great (+4): Notice
Good (+3): Stealth
Fair (+2): Glamours
Average (+1): Deceive
Mediocre (+0): Athletics
STUNTS
Otherworldly Scent: You can use Notice instead of
Investigate to overcome with olfactory abilities.
Unsettling Visions: You may use Glamours in place of
Provoke to create an advantage related to causing fear.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
GRIMOIRE 19
Controlling Daemons
The arrangement between a daemon and warlock is always a finite one. Within the
letter of their bargain, daemons are careful not to directly oppose their masters, but
over time they will use whatever wiggle room they can find to gain the upper hand.
Bargain Aspects
The main way daemons manipulate warlocks is by exploiting their temptation aspect
and offering them bargains. Once per session, a daemon may offer a compel on
its warlock’s temptation, appealing to the warlock’s deepest desires with promises
of power, wealth, or a new ability that will bring them closer to achieving their
goals. If the warlock accepts the compel, in addition to getting a fate point, they
also add a bargain aspect to their sheet, with one free invocation.
Bargain aspects can be invoked for effect to perform supernatural feats (see
Invoking for Effect on page 12 of the Fate System Toolkit). However, these abilities are
borrowed power; if a daemon is ever taken out in a conflict, the warlock loses their
bargain aspects and any effects that were created immediately end. See Contesting
Control below for more on what happens when a daemon’s bonds are severed.
• A Sudden Windfall: Invoke to be able to afford something that would
usually be out of your reach.
• Keen Sense of Self-Preservation: Invoke to identify anyone in the scene
who intends you harm.
• Sees Through Others’ Lies: Invoke for the GM to reveal any falsehoods
in what a person has just told you.
• Shifting Visage: Invoke to change your face to look like someone else
entirely.
A warlock can have four bargain aspects maximum. If given the option to gain
a fifth, either replace an existing bargain aspect or add a free invocation to one.
Contesting Control
Bargains are helpful for the warlock in the short term, but ultimately it’s the
daemon that gets the better end of the deal. A daemon’s Leverage skill is always
equal to two times the total number of bargain aspects its warlock has. Whenever
the warlock takes a consequence, representing a moment of weakness, the daemon
has a chance to break free of their control, potentially making a bad situation
far, far worse.
When control is being contested, the daemon tests Leverage to overcome its
controller’s bond aspect, and the warlock defends with Will. If the daemon wins
the contested roll, the bond is broken and the daemon is freed. The warlock
immediately loses all the bargain aspects they made with that daemon, and adds
that many points to their Favors Owed total. If that would bring the total over
4, they take a mental hit with a shift value equal to the excess.
Daemons in Conflicts
Despite possessing great strength and deadly abilities, most daemons prefer to avoid
physical conflicts in the mortal world. Therefore daemons will not take action
in conflicts unless commanded to by their summoner. Do not record initiative
for daemons. A warlock may use their action on their turn to command their
daemon, allowing the daemon to immediately take an action. This means that
either the warlock or its daemon is acting each round, not both.
If a daemon is taken out in a conflict, the bond between it and its summoner
is broken. It is banished from the mortal world, and the warlock’s Favors Owed
increases by the number of bargain aspects they made with that daemon, as
described in Contesting Control on the previous page. Additionally, the warlock
suffers neural feedback as the bond is forcibly severed: they immediately take a
moderate consequence. If this rolls up to a severe consequence, and the warlock
already has a severe consequence, they replace their old consequence with the
new one, and are taken out. The warlock cannot summon another daemon until
they recover from this consequence.
To avoid this fate, a warlock may force their daemon to concede the conflict
while remaining in the fight themselves. Doing so takes up the warlock’s action
for the round.
If a warlock concedes, their daemon also exits the conflict. If a warlock is taken
out, their daemon flees the conflict but the bond between them remains, and the
daemon will rejoin its master as soon as it can.
GRIMOIRE 21
Daemon-Related Warlock Stunts
Some stunts alter the way warlocks interact with daemons, and so are presented
here alongside those rules. Note that some stunts have prerequisites that only an
experienced summoner can meet, and so cannot be taken at character creation.
Dominant Will: You get +2 to Will rolls to defend against your daemon’s attempts
to break your control.
Duplicate Pacts: Requires Superb (+5) Lore; uses two stunt slots. You may com-
mand two daemons at a time. The secondary daemon is controlled by the GM,
has basic daemon stats, and does not benefit from Major Daemon Summoning or
any other stunt that improves your summons. Only one daemon may tempt you
each session, and their Leverage scores are both determined by your total bargain
aspects. Keep track of which of your bargain aspects come from which daemon; if
a daemon breaks your control, you only lose its bargains and increase your Favors
Owed appropriately. When you spend your action in a conflict instructing your
daemons to act, you may give them different actions.
Expert Bargainer: When you accept a bargain from your daemon, you gain two
free invocations on the bargain aspect instead of one.
Major Daemon Summoning: Requires Superb (+5) Lore. When you summon a
daemon, you may grant it one of the following benefits during character creation:
• The daemon has one additional stress box.
• The daemon has two additional skills, one at Mediocre (+0) and one at
Average (+1). All other remaining skills are at -1 (Poor).
• The daemon has one additional stunt.
You choose the type of benefit, but the skills or stunt are chosen by the player
who will be playing the daemon, and must still align with its bond aspect.
Sample Factions
House Cuisilli
House Cuisilli is one of the oldest noble families on Ganseldom’s council, going
back to the council’s founding. Lord Torrance Cuisilli is the patriarch of the
family and the current King on the council. While the family is well-respected by
fellow nobles and the common folk alike, the house’s finances are in poor shape.
House Cuisilli is in debt to several different merchant families, some of which
are getting impatient about being paid back—or are looking to leverage the debt
to their political advantage.
House Cuisilli
ASPECTS
High Concept: Distinguished Blue-Blooded Family
Trouble: Heavily in Debt
GRIMOIRE 23
Ganseldom Church of Myros
Led by Bishop Alfonso, the Church of Myros in Ganseldom represents the
united strength of all churches within the city-state. More than three-quarters
of Ganseldom residents consider themselves part of the Church. The Church of
Myros is less tolerant of other faiths than vice versa, and claims to be the only
true faith. This helps their dominance in some ways, but also puts them at odds
with many potential allies who are not a part of the Church.
GRIMOIRE 25
Volio Manor
Lady Isabetta and her brother Borso have recently purchased a manor house in
West Dock, the merchant quarter of Ganseldom. While not exactly the most
prestigious area, the lodgings are impressive, and double as the headquarters of
Volio Lumber & Woodworking.
The manor has a dedicated doorman, Marius, who has been instructed not to
allow any visitors in the house at the moment, under any circumstances. He has
been treated well by the Volios, and follows Isabetta’s orders to the letter unless
presented with a situation that he truly believes to be an extenuating circumstance,
in which case he will bring the visitors into the sitting room to await an audience.
Marius doesn’t present a combat threat to the PCs, but he is a complicating factor
if he witnesses the PCs trespassing. If the PCs aren’t careful, he can provide damn-
ing testimony against them not just to Isabetta, but to her allies in the Church.
Although capable of dealing with riffraff, the doorman isn’t the real guard of
the manor. That distinction is held by Garanda, a tree-like daemon that has been
summoned by Borso Volio for the express purpose of protecting the home from
intruders. When the siblings are entertaining guests, Garanda takes up residence
in the conservatory, standing perfectly still so as to resemble yet another tree.
Using its Extrasensory Perception stunt, it can monitor the premises, and its
Living Wood stunt allows it to reach through the house’s wooden architecture
and attack invaders in any room.
Borso has a second daemon, Xictus, who is also often patrolling the manor but
much less inconspicuous. As a sentient swarm of stinging insects that delights
in human misery, Xictus is better suited for appearing once intruders have been
discovered, as opposed to laying in wait as Garanda does.
Borso splits his time between assisting his sister with business matters and
working with his apprentice, Chanders Guillamo. When at the manor, Borso can
usually be found in his dreadful basement workshop. Chanders and his reptilian
daemon Yirgon can usually be found there as well.
GRIMOIRE 27
28
True Dominion Sanctuary
The headquarters of the True Dominion cult are in a long-abandoned house that
used to be a small manor, back when Bonetree wasn’t exclusively slums. From the
outside, it looks decrepit, all the better to avoid attracting attention. Once inside,
however, the wooden floors are polished, the walls are adorned with tapestries,
and incense masks the smell of rot. The building includes a number of offices
for inner circle warlocks, a well-guarded library, and a large, furnished basement
for ceremonies.
There are a handful of cultists in the building at any given time, day or night.
They look upon outsiders suspiciously, but as long as the PCs are with an escort,
most likely a warlock from the cult, it shouldn’t be a problem. There’s usually a
daemon or two in the building with their respective warlock, but they are always
supervised, disguised, or both.
Lucius’s office is located on the top floor, in a beautifully refurbished attic. It’s
very spacious, with his desk, bookshelves, and chairs located near the top of the
stairs and a large open area for rituals, as well as a small collection of oddities in
jars at the far windows.
Within Lucius’s office is personal correspondence between Baron Fiora and
Lucius, during her brief flirtation with the cult. The letters revolve around both
the practical and religious implications of daemons in the world. While the Baron
never explicitly implicates herself as a daemon summoner, the letters display her
sympathy for True Dominion and acknowledge her own extensive collection of
grimoires for reasons that are not purely academic. The PCs can also match the
handwriting and dates of the letters to confirm their veracity.
Lucius sees the power struggle between Baron Fiora and Lady Volio to be a win-
win for him. If Lady Volio succeeds in her blackmail, he has a powerful noble ally.
If, however, Baron Fiora looks like she’ll outmaneuver Lady Volio, he has ample
opportunities to help and make Baron Fiora indebted to him instead. He holds
a slight grudge against Baron Fiora for her fleeting support of True Dominion,
but ultimately is more concerned with looking toward the future than the past.
When the PCs confront Lucius, he will try to resolve the matter peacefully. He’s
willing to return the letters, but only if it benefits him. Lucius will attempt to
bargain with the PCs, seeking favors such as the promise of political protection
or financial resources. He’s just as interested in getting Baron Fiora’s attention
as he is potentially allying with the Volios, so he wouldn’t hesitate to spin the
situation in whatever direction he thinks will bring the best results for himself
and True Dominion.
If the PCs try to force a physical confrontation, Lucius will call the daemon
Otorund to help him. However, Lucius is most interested in his continued survival,
and if he feels outmatched he will use his Daemon’s Charisma to stop the fight.
GRIMOIRE 29
Raid on the Fiora Estate
The Bishop returns early from his conference in Hycene. Isabetta is pulling in
a favor with the Church to get the Bishop to visit House Fiora with his retinue.
While it’s not an official raid, Baron Fiora knows as well as anyone that refusing
hospitality and not presenting at least the facade of transparency to the Bishop
would be a social and political black mark. This visit is likely to happen while
the PCs are debriefing with Fiora, leaving them to scramble to conceal evidence
of their daemonic activities while Fiora shows the Bishop around.
The priests who accompany the Bishop will do a sweep of the manor for signs
of daemonic activity. The warlocks will need to do their best to stealthily remain
one step ahead of the priests and hide anything incriminating.
This encounter is best represented as a contest (see Fate Core page 150). Fiora
and the PCs are one side of the contest, using Stealth and Lore to efficiently cover
their tracks, while the Bishop and his entourage will use Notice and Investigate
to identify anything that could be used as evidence of consorting with daemons.
The Bishop may invoke his Just Taking a Look Around stunt under the pretense
of getting a tour of the house. Each room represents an exchange, as Baron Fiora
and the PCs do their best to make everything look benign, and the clergy searches
for incriminating evidence. The clergy won’t pull apart the house or rummage
through wardrobes, but they will certainly take a close look at anything that’s not
safely locked or hidden away, especially the bookshelves.
If Fiora and the PCs are successful, the Bishop notices nothing substantial
enough to follow up on. Without any concrete evidence, either from the letters
or the visit, the Bishop will abandon the matter, leaving Lady Isabetta without
any Church backing for her attempt to disgrace the Baron.
If the Bishop wins, however, he has seen enough evidence of dealings with dae-
mons that he’ll give the okay for an official raid, embroiling the Baron in a lot of
potential legal trouble, not to mention an uphill battle to keep her Council seat.
The PCs may be charged with blasphemy themselves, depending on what—and
how much—the Bishop saw.
House Fiora
An older and well-respected noble family, House Fiora has had a seat on the council
for several generations. The previous head of the family served a term as king,
and the house is well-connected both financially and politically. House Fiora’s
main weakness is that they’re old-fashioned in many ways, and less interested in
playing power games of constantly shifting alliances.
House Fiora
ASPECTS
High Concept: Quietly Respectable Nobility
Trouble: Stuck in Their Ways
Baron Fiora
ASPECTS
High Concept: Noble Dabbler
in the Arcane Arts
Trouble: My Past as a Warlock
Is a Political Liability
Other aspects: Old Money;
Career Politician;
You Don’t Get to Where I
Am By Trusting People
SKILLS
Great (+4): Resources, Contacts
Good (+3): Deceive, Rapport, Lore
Fair (+2): Empathy, Ride, Will
Average (+1): Burglary, Notice,
Stealth, Shoot
STUNTS
Well-Stocked Library: +2 to create
an advantage with Lore when
researching daemons.
Bury the Past: +2 to defend with
Deceive against attempts to dis-
cover aspects relating to your
personal history.
Unruffled: +2 to defend with Will
against mental attacks in high-
society social situations.
STRESS
Physical [1][2]
Mental [1][2][3]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
GRIMOIRE 31
House Volio
Elevated to nobility late last century, House Volio has always strived to climb the
ranks and has proven remarkably resourceful in solidifying its power. Their intent
to get on the noble council is well known, but it’s viewed with veiled disdain
by most other nobles. House Volio’s primary asset is their willingness to stop at
nothing to get what they want, but their substantial income from their lumber
and woodworking trade doesn’t hurt either.
House Volio
ASPECTS
High Concept: Ruthless Lesser Noble Family
Trouble: Too Far-Reaching
Lady Isabetta Volio: Isabetta inherited the Volio family estate at the age of 15,
after her parents went missing at sea on one of their merchant ships. She has been
growing the family business for a decade, consolidating power and acquiring favors,
and now she is finally ready to make her move to enhance her family’s standing.
Cold, cruel, and calculating, her ambition and narcissism leaves very little room
for affection of any kind, and even her younger brother Borso is more of a useful
tool to her than a family member.
Borso Volio: Borso has always been looked after by his older sister Isabetta, and
he now considers it his purpose in life to help her achieve her goals of consoli-
dating power. It was with that in mind that he followed his natural affinity for
summoning daemons. Since joining her campaign against House Fiora, Borso
has found it difficult to keep up with her unrealistic expectations, and has pushed
his daemon bonds to the breaking point. If there’s even a chance he’ll lose in a
conflict, he will quickly take on a fourth bargain aspect to make use of the two
free invocations, and hope against hope that he can emerge victorious before his
eager daemons get a chance to challenge his control.
Garanda (Bound to Borso): Garanda is a spindly daemon who resembles a
gnarled tree with a vaguely human-like shape. It has the ability to manipulate
any plant material it comes into contact with as though it were a part of its own
body. As the Volio manor has an all-wooden structure, it can use the floors, walls,
and support beams of the house to lash out at intruders in any room.
Garanda is primarily motivated by a sense of what it refers to as “balance,”
though it’s unclear exactly what that means.
Xictus (Bound to Borso): Xictus is alien, even for a daemon. Their motivation
seems to primarily be human misery, something which is fairly easy for them to
achieve—they are a sentient hive mind of tens of thousands of stinging insects
that resemble flying fire ants.
GRIMOIRE 33
Borso Volio
ASPECTS
High Concept: Warlock Prodigy of
House Volio
Trouble: I’d Do Anything for Isabetta
Bond (Garanda): To Guard Our Home
Bond (Xictus): To Hunt Our Enemies
Other aspects: Temperamental;
Distrustful of Outsiders;
Doesn’t Play Well with Others
SKILLS
Superb (+5): Lore
Great (+4): Will
Good (+3): Fight, Notice
Fair (+2): Athletics, Resources, Physique
Average (+1): Deceive, Contacts, Burglary
STUNTS
Duplicate Pacts: See page 22.
Expert Bargainer: See page 22.
BARGAIN ASPECTS
U nnatural S trength (Garanda):
Invoke to perform a feat of strength that
is impossible for a human, such as crash-
ing through a wall or moving a boulder.
Untiring Endurance (Garanda): Invoke
to ignore a consequence for the duration
of the scene. This consequence cannot be
invoked or compelled by an opponent,
but still takes up a consequence slot.
Impossible Reflexes (Xictus): Once per
round, on someone else’s turn, invoke to
act next. That becomes your new place
in the initiative order.
STRESS
Physical [1][2][3]
Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
CONSEQUENCES
Mild (2):
Xictus
ASPECTS
High Concept: The Stinging Swarm
Motivation: Mortal Misery
SKILLS
Great (+4): Provoke
Good (+3): Deceive
Fair (+2): Fight
Average (+1): Physique
Mediocre (+0): Notice
STUNTS
Swarm Defense: Use Deceive in place of
Athletics to defend against focused physi-
cal attacks.
Cloud of Stingers: Once per conflict, make
a physical attack using Provoke, with a +2
bonus.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
GRIMOIRE 35
Chanders Guillamo: A promising young warlock, Chanders became blacklisted
when he sold out his patron to a wealthy rival. No noble would hire him after
his treachery, so he entered the criminal underworld and gained a reputation for
doing any job, no questions asked. However, simple murders and thefts left him
unfulfilled and he craved access back into the world of warlocks. House Volio
found a use for his lack of scruples, and he has now been studying under Borso
for about a year in exchange for helping with House Volio’s schemes.
Yirgon (Bound to Chanders): Built like an upright alligator with snake-like scales,
Yirgon is a stout, tough daemon who doesn’t hesitate to use her bull-like horns
or razor-sharp claws when provoked. Yirgon isn’t particularly loyal to Chanders,
and is really only interested in gathering as much treasure as she can. She respects
wealth but otherwise has very little interest in the words or promises of humans.
Yirgon
ASPECTS
High Concept: Reptilian Bruiser
Motivation: Gold and Riches
SKILLS
Great (+4): Fight
Good (+3): Physique
Fair (+2): Glamours
Average (+1): Deceive
Mediocre (+0): Provoke
STUNTS
Resilient: You have Armor:2 against all
physical attacks.
Rending Claws: You get +1 to Fight
attacks, and Fight attacks are Weapon:2.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
GRIMOIRE 37
True Dominion
One of the many smaller Mysteries cults in Ganseldom, the True Dominion
is particularly devoted to Otorund, a powerful daemon with much interest in
attracting mortal followers. Ostensibly led by Lucius Serrano, Otorund’s warlock,
in recent years Otorund has been more forward about his agenda and is pushing
the cult to gain more influence and power.
True Dominion
ASPECTS
High Concept: Megalomaniac Daemon’s Cult
Trouble: Lofty Ambitions
Lucius Serrano: Lucius has been leading the True Dominion cult for over twenty
years, since his early thirties, and has had a lifelong interest in daemons. He’s
eloquent and cunning, but his only loyalty is to his own cult and Otorund, his
daemon around whom the cult is focused.
Otorund: Otorund is a massive, furry, toad-like daemon, roughly the size of a
cow. A powerful daemon, it has consorted with humans for centuries. Instructions
for summoning it are contained within the journals of an ancient occult histo-
rian, who was executed for heresy and is all but lost to history. Lucius stumbled
across the journals early into his daemon studies after purchasing the library of a
recently-deceased warlock. Whenever Otorund is summoned, it seeks to secure
power and grow a nation of followers. It has fomented multiple civil wars in the
past, but was always ultimately banished. With each new summons to the mortal
realm, Otorund hones its craft, while humans remain as easy to manipulate as
ever. It views its ultimate rule over humanity as inevitable, and even if its current
plans with Lucius fall through, it is confident it will return before long.
GRIMOIRE 39
Otorund
ASPECTS
High Concept: Amphibious Tyrant
Motivation: Everything I See, I Must
Control
SKILLS
Fantastic (+6): Will
Superb (+5): Glamours
Great (+4): Physique, Deceive
Good (+3): Provoke, Shoot
Fair (+2): Fight, Lore, Rapport
Average (+1): Empathy, Notice, Athletics
STUNTS
Acid Spit: Shoot attacks have Weapon:2
and can be used to dissolve barriers and
other inanimate objects.
Dominating Glare: Use Glamours to
create a situation aspect related to mind
control on a mortal, defended by Will.
This aspect can be compelled to make
the target take any action. You can only
create one of these aspects per scene.
Sees Through Lies: +2 to Empathy to
defend against Deceive.
STRESS [1][2][3][4][5][6]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
Bishop Salazar
ASPECTS
High Concept: Gregarious and
Respected Cleric
Trouble: Fond of Earthly Luxuries
Other aspects: What Troubles You,
My Child?
SKILLS
Great (+4): Lore, Rapport
Good (+3): Will, Notice, Resources
Fair (+2): Investigate, Lore, Provoke
Average (+1): Contacts, Deceive, Fight,
Physique
STUNTS
Just This Once: +2 to overcome with
Rapport when convincing people to
make an exception for you.
Just Taking a Look Around: +2 to
create an advantage with Notice when
visiting people’s homes or apartments.
STRESS
Physical [1][2]
Mental [1][2][3]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
GRIMOIRE 41