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Grimoire

Lore Graham
A WORLD OF
ADVENTURE FOR

Chris Caporaso
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INSIDERS
__skwrl__ Charles Albrecht Declan Feeney J Quincy Sperber Katie Berger Matt and Nykki Polyhedral Crew The Catholic Geeks
A.D. Hardman Chris Angelini Demian Buckle Jamie Smith Tremaine Boersma Rhel The Roach
Adrian Chris Flipse Don Arnold Jan Heitger Keith Mantell Matt Anderson Richard Bellingham Tim N
Arias-Palomo Christopher Dustin Evermore Jason Cotton Keith Stanley Mechizmo Rick Timothy Carroll
Andrew Pomfret Gunning Edward MacGregor Jeremy Tidwell Ken Ditto Michael Bowman Rick Jakins Tristan Smith
Andrew Turbott Christopher Hatty Frank Joakim Andersson Kurt Blanco Michael Dean Robert Hanz Troy Ray
Andy Arminio Christopher Vollick Frédéri POCHARD Joe Trzos LilFluff Hannah Ryan Singer Tyler Hunt
Arjun Comar Colin Mills Gavran John Rogers Linda Larsson Michael Meriwn Sarah Vakos vargr1
Arknon Craig Foster George Harnish John Rudd MAINGUET Francois Mike Lavery Scott Vesely Will Goring
Arlo B Evans D.C. Upton Graham Owens Jon-Pierre Gentil Malc Arnold Mitchell Evans Sean M. Dunstan William J. White
Ben Mullen Daniel Gutiérrez Graham Wills Joshua Forisha Mark Morgan Ellis Selene O'Rourke William Lee
Bob Ross Martínez Griffin Mitchell Joshua Lutz Mark Fentz Nathan Hare Shawn White William McDuff
Brett Taylor David Dorward Howard M Justin Evans Mark Stevenson Nicolas Marjanovic Stephen Rider Zach
brian allred David Fergman Thompson KT Marty Chodorek Peter Schumacher Tara Zuber Zach Hunt
C.K. Lee David Hayes J Hunter Philippe Herve Teslan Kierinhawk

ADVENTURERS
A Person Carl McLaughlin Didier Bretin James Hoag Joshua Reubens Michael Friese Radosław Grzanka Stephanie Bryant
Adam Gutschenritter Carlos Martín Dillard James Husum Juan Francisco Gutierrez Michael Hopcroft Ralf Wagner (Mortaine)
Adrian Chaluppka Cerity Dirk Methner James Marston Juan Trillo Michael McCully Randall Orndorff Stephen Figgins
AJ Real Charles Evans Don Bisdorf James O'Neill Julianna Backer Michael Thompson Randall Wright Stephen Fleetwood
Al Billings Chet Gray Don Schlaich James Odom Jussi Räsänen Micheal Elliott Raun Sedlock Stephen Waugh
Alan Bartholet Chip Dunning Doug Blakeslee James Pacheco Justin Mike Vermont Rebecca Harbison Steve Discont
Alan Phillips Chloe Wandler Doug Bolden James Winfield Kaarchin Mirko Froehlich Rebecca Hubbard Steve Kunec
Alan Timothy Rogers Chris Caporaso Duane Cathey Jamie Wheeler Karl Thiebolt MirrorKhaos Red Dice Diaries Steve Perpitch-Harvey
Alan Twigg Chris Little Duncan Janet Oblinger Katherine Malloy Mo Remy Sanchez Steve Radabaugh
Alessandro Gagliardi Chris Matosky Dylan Green Jared Hunt Katie Baker Mook Renzo Crispieri Steven Code
Alexander Gräfe Chris Newton Ebenezer Arvigenius Jarrett Keith R. Potempa My Humble Assault Richard Steven D Warble
Alexander Grassdragon' Chris Nolen Edward Da Fonseca Jason Bean Kent Snyen Nat Richard Greene Steven desJardins
Corbett Chris Stone-Bush Edward Sturges Jason Best Kesh Nat Rick LaRue Steven K. Watkins
Alexandros Tsourakis Christian Eirch Mascariatu Jason Pasch Kevin Nathan Barnes Riggah Steven Markley
Alfred Garza Christoph Thill Elizabeth Creegan Jason Penney Kevin L. Nault Nathan Fritz Rob Knop Stu Adams
Alloyed Christopher Allen Elsa S. Henry Jason Schindler Kevin Lindgren Nathan Reed Rob Meyers Stuart Dollar
Amanda Valentine Christopher Avery Elsidar Amhransidhe Jayna Pavlin Kevin McDermott Neil Macbeth Robb Neumann Svend Andersen
Anders Jonsson Christopher Mangum Emmanuel Jeff Chaffee Kevin Payne Nichlas Dyhr Robert Bersch Ted Soper
Andrew Christopher Mason Enrique Esturillo Cano Jeff Craig Kielo Maja Hummelsberger Robert Huss Teppo Pennanen
Andrew Betts Christopher W. Dolunt eric Jeff Mahood Klaas Bock Nicholas Hopkins Robert Rees Teresa O
Andrew Dacey Chuck Dee Erich Lichnock Jeff Pitrman Kris Herzog Nicholas Pilon Robert Rydlo Tevel Drinkwater
Andrew DeLorenzo Claire Erik Ingersen Jeff Vincent Krista Nick Robert Slaughter The Older Avocado
Andrew Grant Clemens Schmitz Ernie Sawyer Jeffrey Boman Krzysztof Chyla Nick Daly Robinson Taylor The Python Games
Andrew Horn Clyde Clark Fabrice Breau Jeffrey Collyer Kyle Nick pater Rodrigo Chick
Angus Colin Matter FelTK Jens Larry Hollis Nick Reale Roger Carbol Thomas
Anthony Damiani Corey Johnston Fide Jens Alfke Laura Nicola Urbinati Ron Müller Thomas
arcadia666 Craig Maloney Florian Greß Jeremiah McCoy Lester Ward Nicolas Decomble Roy Thomas Balls-Thies
Arlene Medder Craig Mason Francisco Castillo Jeremy Glick Lore Graham Nikkelitous Ruben Smith-Zempel Thomas Maund
Arthur Lace Creative Play and Frank Beaver Jeremy Hamaker Loren Nos Doughty Ryan C. Christiansen Thomas Ryan
ArthurDent Podcast Network Frederik Strothmann Jes Jacobson Luca Agosto Olav Müller Ryan Junk Tim Davis
Ask Charly Leetham Curt Meyer gamedave JF Paradis LunarBistro Olivier Nisole Samuel Hart Timothy Miller
B. Bredthauer Curtis Hay Garrett Jim Nicholson M. Sawi Osye Pritchett Sarah Mayfield Todd Estabrook
Barac Wiley Dain Garrett Jones Joanna m.h. paolo castelli Sarah Williams Todd Willey
Becca Damon Richard Gary Anastasio Joe Levey Madelyn Chappell Patrice Hédé Schubacca Tom Lommel
Ben Danae Knowles Genevieve Joe Mason Manfred Patrice Mermoud Scot Ryder Tony Ewing
Benj Daniel Chapman Geoffrey Walter Joel Short Marc Kevin Hall Patrick Chapman Scott Acker TR Merchen
Benjamin Daniel Ellingsen Lund Gian Domenico Facchini Johannes K. Rasmussen Marcel Lotz Patrick Ewing Scott Dexter Travis Stodter
Benjamin Cush Daniel Gallant Giuseppe D'Aristotile Johannes Oppermann Marcel Wittram Patrick Fittkau Scott Greenleaf Trevor Crosse
Benjamin Welke Daniel Kraemer Glen E. Ivey John Marcus Patrick McElfresh Scott Millward Tsht
Bill Daniel Ley Glenn Seiler John Mario Dongu Paul Scott Puckett Tyson Monagle
Björn Steffen Daniel Maberry Glynn Stewart John Beynon Mark A. Schmidt Paul Arezina Sean Mulhern Urs Blumentritt
Bo Madsen Daniel Markwig Graham Thaxton John Bogart Mark Harris Paul Maanen Sean O'Dell Veronica Hamilton
Bob Hiestand Daniel Taylor Greg Conant John Fiala Mark Widner Paul Olson Sean Smith Victor Allen
Brandon Wiley Daniele Galli Greg Matyola John Helmuth Markus Haberstock Paul Rivers Sean Walsh Victor Serrano
Brandt Bjornsen Darin Henley Gregg Workman John Lake Markus Sauerbrey Pete Curry Sean West Money Ville Lavonius
Brendan Conway Dave Joria Guillermo Calvo John Lambert Martin Deppe Peter Bingham Sebastian S Vladimir Filipović
Brent Ritch David Bellinger Gustavo Campanelli John Portley Martin Terrier Peter Gates Serge Beaumont Volker Mantel
Brian David Bowers Haakon Thunestvedt John T Marty Gentillon Peter James Burczyk Seth Clayton waelcyrge
Brian Colin David Goodwin Harry Mills John Taber Matt Houck Peter Kahle Seth Hartley Wayne Peacock
Brian Creswick David Maple Heather John Tobin Matt Landis Petri Leinonen Shadowmyre Kalyn Welsh History Podcast
Brian Paul David Millians Herman Duyker John William McDonald Matthew J. Hanson Phil Groff Shai Laric Wes Fournier
Brian S. Holt David Morfin Hourousha Mokujin Jon Mayo Matthew Price philippe boutron Shervyn von Hoerl William Hutton
Brook Freeman David Olson Ian Charlton Jon Smejkal Max Kaehn Philippe Marichal Shoshana Kessock William Johnson
Bruce David Reed Imunar Jonathan Methorphan Philippe Saner Simon Brunning World's Okayest GM
Bryan Botz David Silberstein Indi Latrani Jonathan Finke Mic Phillip Webb Simon White Yara Ohrt
Bryan Brake David Starner Irene Strauss Jonathan Korman Michael Pint Wakefield Sion Rodriguez y Z. Daniel Esgate
Bryan Gillispie Davide Orlandi Ivan Begley Jonathan Perrine Michael Bradford PK Gibson Zachary Deane
Bryan Wiltgen Denis Ryan Jack Gulick Jose A. Michael Brewer Pocket Meeple Sławomir Wrzesień Zeb Walker
Bryce Perry Dennis Groome Jack Muratore Joseph Michael D. Blanchard Porter Stefan Feltmann Zeph Wibby
C Derek Hiemforth Jack Stephenson-Carr Joseph Formoso Michael D. Ranalli Jr. R Roy Stefano Monachesi
Carl DiceForBrains James Ballard Josh Salyers Michael Feldhusen Rachael Hixon Stephan
GRIMOIRE
A WORLD OF
ADVENTURE FOR

WRITING & ADVENTURE DESIGN


LORE GRAHAM &
CHRIS CAPORASO
DEVELOPMENT
ROB DONOGHUE
& MIKE OLSON
EDITING
KAREN TWELVES
PROJECT MANAGEMENT

SEAN NITTNER
ART DIRECTION
BRIAN PATTERSON
LAYOUT
FRED HICKS
INTERIOR & COVER
ARTWORK
TYLER CLARK
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
An Evil Hat Productions Publication
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Grimoire
Copyright ©2017 Evil Hat Productions, LLC and Lore Graham.
All rights reserved.

First published in 2017 by Evil Hat Productions, LLC.


10125 Colesville Rd #318, Silver Spring, MD 20901.
Evil Hat Productions and the Evil Hat and Fate logos are trademarks
owned by Evil Hat Productions, LLC. All rights reserved.

No part of this publication may be reproduced, stored in a retrieval system,


or transmitted in any form or by any means, electronic, mechanical,
photocopying, recording, or otherwise, without the
prior express permission of the publisher.

That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.

For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this thing, they can.
This is “express permission.” Carry on.

This is a game where people make up stories about wonderful, terrible,


impossible, glorious things. All the characters and events portrayed in this
work are fictional. Any resemblance to real people, city-states, magical
tomes, daemon summoners, conflicts among the aristocracy, or giant frogs
bent on world domination is purely coincidental, but kinda hilarious.
CONTENTS
Introduction....................................................................................... 2
Ganseldom and Beyond................................................................... 3
The Supernatural...........................................................................................3
Nobles...............................................................................................................3
Warlocks.......................................................................................................... 4
Grimoires..........................................................................................................5
Geography and Politics..............................................................................5
Religion.............................................................................................................8
Building Characters, Summoning Daemons, and Causing
Trouble....................................................................................... 10
Playing a Warlock.......................................................................................10
Using Daemons.................................................................................13
Summoning Daemons............................................................................... 14
Controlling Daemons................................................................................20
Daemon-Related Warlock Stunts........................................................ 22
Factions............................................................................................ 23
Sample Factions......................................................................................... 23
Adventure: The Rise of House Volio............................................. 25
Volio Manor.................................................................................................. 26
True Dominion Sanctuary....................................................................... 29
Raid on the Fiora Estate..........................................................................30
Characters and Factions.........................................................................30
INTRODUCTION
Ganseldom and its neighboring city-states have been at war on and off for cen-
turies, and the cost of pitting armies against each other has become increasingly
outrageous. Seeking a more efficient alternative for seizing and maintaining power,
Ganseldom’s nobility has invested in the services of warlocks. In exchange for a
noble patron’s protection and funding, a warlock maneuvers daemons to covertly
forward the noble’s ambitions.
Recently, increased economic mobility and easier access to arcane tomes have
increased the number of would-be warlocks tenfold. There are more daemons than
ever working behind the scenes—and plotting towards their own eldritch aims.

2 FATE: WORLDS OF ADVENTURE


GANSELDOM AND BEYOND

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.

4 FATE: WORLDS OF ADVENTURE


Grimoires
The rituals for summoning daemons come from special tomes called grimoires.
Early grimoires were written by scholars who were contacted by daemons, receiv-
ing instruction on how to physically summon these creatures to the mortal world.
Such daemonic revelation has happened very rarely for the past few hundred years,
so current grimoires are usually copies or revised editions of those written in past
centuries. Most grimoires contain the ritual to summon just one specific type of
daemon among the pantheon of known varieties. These are the tomes that are
now in larger circulation thanks to the printing press.
Much rarer and more valuable are the grimoires that are used to summon a
specific individual. Most are owned by cults of the Mysteries and regarded as
sacred objects; the unique daemons summoned by these grimoires have special
spiritual significance to them. In addition to being well-guarded, it’s simply not
as practical to have multiple copies of such grimoires—one cannot summon a
specific daemon if they are already in service to another.

Geography and Politics

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.

6 FATE: WORLDS OF ADVENTURE


Hycene
Hycene is the birthplace of the Church of Myros and the center of its power. The
current head of the church, Matriarch Amandine, is involved in a bitter struggle
with King Liovanni. The king is primarily interested in the city’s political strength,
not religious doctrine, and would prefer the Church stay out of matters of state.
Devout Myros worshippers make a pilgrimage to Hycene upon reaching adult-
hood, mirroring Myros’s journey in one of the religion’s most well-known myths.
The city has a prosperous faith tourism market as a result. Due to the Church’s
strong influence, Hycene is the most dangerous for warlocks of all the city-states.
Simply possessing a grimoire is punishable by death.

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.

The Church of Myros


Usually referred to simply as “the Church,” the Church of Myros is the predominant
religion in Ganseldom. Myros is the deity of the sun and civilization, and while
his followers acknowledge the possibility of other gods and spirits, their loyalty is
solely to him. The Church is a politically and socially powerful institution. Peasants,
tradesfolk, and nobles alike attend weekly services and tithe to the Church. While
the Church of Myros doesn’t have a monopoly on religion in Ganseldom, their
social power puts some stigma upon those who are not a part of it.
The Church firmly believes that daemons are evil creatures from an alternate
world. They publicly condemn the summoning of daemons and every few years
make a show of trying a warlock for blasphemy. As such, the Church plays the
main role in pushing warlocks into the shadows of society.
Every neighborhood in Ganseldom has two or three churches, each led by a
priest. Each city with a Church of Myros presence has a bishop who oversees all
the churches within the region. The bishops report to the Matriarch or Patriarch
in Hycene and convene every five years for a summit, but for the most part func-
tion independently.

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.

8 FATE: WORLDS OF ADVENTURE


Tallaism
A millennium ago, before the rise of the Church of Myros, the folk of Ganseldom
believed in a nature-focused, polytheistic religion. Recently these beliefs have not
only been revived, but codified and organized with the shift from oral tradition
to written records. Tallaism isn’t nearly as powerful or prominent as the Church
of Myros, but it’s growing fast. Tallaism has few set tenets, and nothing within
their system either explicitly endorses or condemns daemons.
In some neighborhoods, Tallaism has grown large enough to have thriving
temples and communities. Tallaists are generally opposed to war, especially in
the name of the Church of Myros, and very few join the army or city guard.
Their leaders often support efforts to keep the peace, but are careful to keep these
endorsements within their temples to avoid attracting negative political attention.

COMMON MYTHS AND MISCONCEPTIONS


ABOUT DAEMONS
Daemons are now easier to summon than ever, but most common-
folk go their entire lives without seeing a daemon or personally
knowing a warlock. Superstitions about daemons abound, and
as warlocks the PCs can expect to run into prejudice and misin-
formation. Below are a few of the most commonly believed and
widespread myths about daemons:

• Myth: Salt on one’s doorstep will protect against any entry


or spying by daemons. Truth: Most daemons are averse to
stepping on or across salt, but the superstitious sprinkling
of salt on doorsteps is a negligible obstacle and won’t stop
even weak daemons, only discourage them. Only a ritual salt
circle can protect against daemons entering any area, and
the daemons will notice it (and can often find ways around it,
if given enough time).

• Myth: Daemons seek to buy or steal mortal souls. Truth:


Daemons may be interested in observing humans, bargain-
ing with humans, or even killing humans, but only a rare few
have an explicit or observed interest in acquiring mortal
souls, despite the enthusiastic claims of many priests of
Myros. It’s unknown if most daemons even believe in the
concept of souls.

• Myth: Daemons steal unblessed babies. Truth: Neither Tallaist


blessings nor Church of Myros baptisms make daemons any
more or less interested in stealing children. To date, there
is only one reliable record of a daemon who snatched up
newborns for their own purposes. More likely is that a kid-
napping is carried out under the orders of a warlock, though
even those instances are mostly unsubstantiated rumor.

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.

10 FATE: WORLDS OF ADVENTURE


Skills
In Grimoire, warlocks use the same skill pyramid as in Fate Core. Characters start
out with a skill cap of Great (+4), which increases to Superb (+5) after their first
major milestone. No skill can ever be raised above Superb (+5). A few skills have
new or altered uses that deserve mention.
Ride: The Drive skill has been renamed Ride, and covers riding horses, driving
carriages, and the occasional flight on a winged daemon—after making a bargain
to compensate it for the indignity.
Will: In addition to its standard uses, Will defends against a daemon’s attempts
to break free of its warlock’s control. Whenever the warlock suffers a consequence
or is taken out of a conflict, they must defend against a daemon’s Leverage attack
or lose control of the creature. This is covered in more detail in the Controlling
Daemons section on page 20.
Lore: In Grimoire, Lore represents arcane knowledge of the rituals and rules
involved in daemon summoning. In addition to creating advantages related to
research and knowledge, it can be used to perform small rituals to create advan-
tages that specifically affect daemons. Below are two examples, but players are
encouraged to work with their GMs to create other rituals.
• Salt Circle: Creates a small ring that daemons find difficult to cross. This
aspect can be invoked when defending against an attacking daemon. Moving
outside the circle breaks its effect and removes the aspect.
• Wards: Construct a supernatural barrier that harms a daemon as it passes
through it. The ward is set up ahead of time, by creating a Warded aspect
on the scene. When a daemon crosses the ward, make an attack against
the daemon with Lore. They may defend with Physique.

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.

12 FATE: WORLDS OF ADVENTURE


USING DAEMONS
While warlocks are capable characters by themselves, the daemons they summon
make them truly formidable. These enigmatic, dangerous, often-maligned creatures
serve the warlocks on the surface, while craftily manipulating their captors to
fulfill their own purposes. Daemons are powerful tools, but guaranteed to strike
back, often at the worst time possible.

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.

Stress and Consequences


Daemons have a single stress track, with three boxes. This stress track is not
modified by the daemon’s skills.
Daemons have a single mild consequence slot.

14 FATE: WORLDS OF ADVENTURE


Skills
Daemons have a modified skill list that makes certain skills unavailable to them,
but opens up two new skills that mortals cannot have: Glamours and Leverage.
Athletics Fight Notice Shoot
Burglary Glamours Physique Stealth
Deceive Leverage Provoke Will
Empathy Lore Rapport
Daemons have five skills, one each at Mediocre (+0), Average (+1), Fair (+2),
Good (+3), and Great (+4). All other skills default to Poor (-1). You should choose
skills for the demon that would allow it to fulfill its role as defined by its bond
aspect. Also, unless there’s a strong reason to the contrary, daemons should have
Fight, Athletics, or both.

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.

16 FATE: WORLDS OF ADVENTURE


Sample Daemons
Daecaedia: Claiming to be one of the oldest daemons in existence, Daecaedia
is taciturn and generally apathetic to humans. She despises writing, and books
in particular, and when unleashed will destroy as many as she can. Daecaedia is
almost ten feet tall and looks like a cross between a grotesque humanoid and a
moss-covered boulder. Daecaedia would be an excellent daemon for a warlock
looking for brute physical force.

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):

18 FATE: WORLDS OF ADVENTURE


Sanguinus: Sanguinus is a shadowy daemon that’s roughly the size and shape of
a bloodhound, though close examination reveals that its lips are neatly stitched
together and its eyes are a primal, unsettling yellow-orange. While Sanguinus
seems docile, it delights in mortal injury and death. It primarily relies not on
vision or hearing but on its sense of smell, and is drawn to the scent of blood.
Rather than rely on its weak claws, Sanguinus prefers to lure mortals to myriad
unfortunate ends. Sanguinus is a good daemon for a warlock who wants to spy
on a rival—or lure them to their doom.

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.

20 FATE: WORLDS OF ADVENTURE


Once freed, the daemon pursues its motivation without constraint, and may
force its former master into aiding it. A warlock with Favors Owed of 1 or more
can be approached at any time by its former servant, who will demand a favor. If
the warlock carries out the task, they reduce their Favors Owed by 1. The warlock
may refuse the daemon’s request, but doing so costs a fate point and doesn’t bring
them any closer to reducing their debt.
Being taken out in this manner has condemned many overambitious warlocks
to a life of daemonic servitude.
Warlocks have the option of terminating their bonds early, to deal with the
repercussions in more favorable circumstances rather than waiting for their daemons
to break free. The warlock initiates and forfeits a control contest, which resolves as
above but with the added effect of banishing the daemon from the mortal plane,
clearing the warlock’s Favors Owed track, and avoiding any potential damage.
There’s nothing preventing a warlock from performing favors for a daemon who
is still in their service. In some cases it may be mutually beneficial; the warlock
keeps their Favors Owed track to a minimum and the daemon can further its own
goals. Some daemons may even suggest such an arrangement to their warlocks.
While such favors are couched in the most appealing terms possible, they rarely
end up being so straightforward for the warlock to pull off without complications.

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.

22 FATE: WORLDS OF ADVENTURE


FACTIONS
Factions are the major political players in Ganseldom and beyond, including noble
houses, religious institutions, powerful guilds, and influential merchant families.
Warlocks often rely on their noble patrons in more ways than one, and have a
strong interest in not letting other warlocks interfere with their patron’s standing.
Each faction has two aspects: a high concept and a trouble. A faction’s aspects
are known to the PCs and may be invoked by them when relevant, just as they
would invoke character or situation aspects.

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.

Ganseldom Church of Myros


ASPECTS
High Concept: The One True Church
Trouble: All Other Gods Must Be False

The Mystery of Blacktree


Taking their name from a twisted, jet-dark tree in the Bonetree district, this is the
most well-known sect of the Mysteries in Ganseldom. They are the only cult that
operates somewhat openly, and their ranks are swelling with new warlocks and
layfolk alike. However, the Ganseldom Church of Myros resents their brazenness
and is pressing the noble council to crack down on them.

The Mystery of Blacktree


ASPECTS
High Concept: Mainstream Cult
Trouble: Too Bold for Discretion

The Spring Winds Trading Company


The Spring Winds Trading Company is one of the largest trading companies on
the peninsula and beyond, dealing in all manner of goods. The merchant family
behind the company, the Sutto family, has a lot of political and economic clout
but is plagued by infighting. In particular, the four children of the current family
matriarch are at odds with each other, with each vying to control the company
upon their mother’s death.

Spring Winds Trading Company


ASPECTS
High Concept: Robustly Diversified Company
Trouble: Tempestuous Sibling Rivalries

24 FATE: WORLDS OF ADVENTURE


ADVENTURE: THE RISE OF HOUSE VOLIO
Rumors are spreading among the nobility of Ganseldom, moreso than usual. Those
in the know have it on good authority that House Volio, a young noble house new
to the area, is gunning for a seat on the noble council. As if that weren’t exciting
enough, there’s another rumor that this challenger has incriminating evidence
against a senior member of the council, which could rock the political scene for
years to come. Moneyed members of the city wait with bated breath to see who
is left standing when the dust settles.
At the start of the adventure, Baron Eva Fiora welcomes the PCs into her study
to brief them on the situation. She is in her fifties, and has an air of quiet confi-
dence that someone generally does not have after living a life of pure opulence.
A close look at her bookshelves suggests an interest in the occult that is more
involved than is socially acceptable.
Under the strictest confidence, she tells the group of warlocks that a small noble
house new to Ganseldom, the Volio family, is looking to take over her seat, and
using blackmail to get it. Lady Isabetta of House Volio has evidence that the Baron
shared correspondence over a decade ago with the charismatic leader of a Mysteries
cult. The letter Isabetta possesses reveals the Baron’s active interest in daemons
and their powers while coming just shy of directly implicating her as a daemon
summoner. The Baron tells the PCs that of course the evidence is forged—but in
the present company of like-minded warlocks, her wry smile suggests otherwise.
Though she keeps a calm exterior, Baron Fiona is very concerned about this. Her
relationship with the council as a whole is on shaky ground at the moment, and a
strong case by the Volio family would be enough to get several council members
to band against her. The Bishop of the Ganseldom Church of Myros is currently
at a summit in Hycene and will be returning in three days’ time. Baron Fiora is
convinced that Lady Isabetta will make her move upon the Bishop’s return. The
PCs have three days to infiltrate Volio Manor, locate the blackmail, and destroy it.
Baron Fiora, unsurprisingly, has a robust collection of grimoires that she
makes available to the PCs, should they need to summon daemonic assistance.
Many of the books are dog-eared and thoroughly annotated despite their recent
publication date.

INTEGRATING THIS INTO AN EXISTING CAMPAIGN


This adventure is intended as an introduction to Grimoire, and as such
assigns the PCs a particular patron with a specific backstory. If the group
already has an established patron, the GM can declare that they are an
ally of Baron Fiora’s. After her own people failed to retrieve the blackmail
materials, Baron Fiora calls on the PCs' patron to assist her, as a favor to
be called in at a later time.

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.

26 FATE: WORLDS OF ADVENTURE


Lady Isabetta is unlikely to be home when the PCs arrive, unless it’s late at
night or early in the morning. During the day she is out on business matters, and
in the evening she’s visiting with other nobles or merchants.
If the PCs try to enter the manor during the day, they’re likely to alert Garanda
or may be unfortunate enough to stumble across Xictus. If so, the daemons will
call for their masters and the PCs will face off against Borso, Chanders, and the
three daemons.
Chanders is likely to concede the conflict if the PCs clearly have the upper hand
and he has an easy route to escape. He will flee the city, not wanting to face Lady
Isabetta’s wrath for abandoning her brother and manor to intruders.
Borso will not betray Lady Isabetta and is ready to fight to the death if needed,
but killing him would attract significant and unwanted attention to the PCs. Lady
Isabetta is not a well-liked noble but she still holds significant clout and will go
after whomever she believes to be responsible for her brother’s death.
The letter that Isabetta intends to blackmail Baron Fiora with is located in the
study. It’s in the same wing of the manor as the conservatory, so Garanda is close
at hand in case of any unwelcome visitors (if the PCs haven’t already contended
with the daemons within the house, that is). Along with the correspondence is an
envelope with a torn seal of deep emerald wax. The envelope contains a letter that
implies that the source of Isabetta’s blackmail material is located in Ganseldom,
and they may have even more damaging letters. Following up on the wax seal
will lead the adventurers to the True Dominion, a Mysteries cult.
The PCs may also discover True Dominion’s connection through interrogating
Baron Fiora. She doesn’t like to discuss her past involvement with the Mysteries sect,
but if pushed she will give the PCs enough information to find True Dominion.
Over a decade ago she was involved in their cult—its leader Lucius Serrano is the
source of the blackmail material that Lady Volio’s holding over her head.

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.

Characters and Factions

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

30 FATE: WORLDS OF ADVENTURE


Baron Fiora: Baron Eva Fiora is an older noblewoman who has led her house
since the death of her older brother, decades ago. Despite the age and strength
of the House, the current lack of close allies and of a direct heir (the Baron has
not married or borne any children) weakens its position on the council. The
Baron is intelligent and strong-willed, but she doesn’t enjoy the constant social
struggles of politics.

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.

32 FATE: WORLDS OF ADVENTURE


Lady Isabetta Volio
ASPECTS
High Concept: Ruthlessly Ambitious
Noble on the Rise
Trouble: I Have No Love but for Power
Other aspects: Master Manipulator; Borso
Is an Idiot, but He’s My Idiot; Cold yet
Charismatic
SKILLS
Superb (+5): Provoke
Great (+4): Deceive
Good (+3): Resources, Will
Fair (+2): Contacts, Empathy, Athletics
Average (+1): Stealth, Notice, Lore
STUNTS
Precision Barbs: Your Provoke attacks have
Weapon:2, and you have Armor:1 against
Provoke attacks.
Know Your Enemies: You start each scene with
a free invocation on two different PC aspects,
representing dirt you’ve dug up on them.
Disposable Minions: When targeted by a
physical attack, once per conflict, desig-
nate an ally in your zone to take the attack
instead of you.
STRESS
Physical [1][2]
Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):

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):

34 FATE: WORLDS OF ADVENTURE


Garanda
ASPECTS
High Concept: Eldritch Tree Creature
Motivation: A Sense of Balance
SKILLS
Great (+4): Notice
Good (+3): Physique
Fair (+2): Stealth
Average (+1): Lore
Mediocre (+0): Will
STUNTS
Extrasensory Perception: See page 16.
Living Wood: While touching plants or
wooden surfaces, use any part of the struc-
ture to attack using Physique.
STRESS [1][2][3]

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):

36 FATE: WORLDS OF ADVENTURE


Chanders Guillamo
ASPECTS
High Concept: Unscrupulous
Warlock Apprentice
Trouble: Enchanted by the Allure of
Things Forbidden
Bond (Yirgon): To Overpower any
Who Oppose Me
Other aspects: Compulsive Liar;
Warnings Are Meant for Other
People; Expert at Burning Bridges
SKILLS
Great (+4): Lore
Good (+3): Fight, Will
Fair (+2): Rapport, Provoke, Deceive
Average (+1): Resources, Ride, Physique
STUNTS
Brawler: When using Fight to attack
unarmed, you get a +2 bonus.
Dominant Will: You get +2 to Will rolls to
defend against your daemon’s attempts
to break your control.
BARGAIN ASPECTS
Killer Instinct (Yirgon): Invoke to track
a wounded target by scent, even if you
cannot see them.
STRESS
Physical [1][2][3]
Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):

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.

38 FATE: WORLDS OF ADVENTURE


Lucius Serrano
ASPECTS
High Concept: Charismatic Sycophant of the True Dominion
Trouble: Tired of Watching Humanity Destroy Itself
Bond (Otorund): Rule We Unruly Throngs
Other aspects: Kingmaker; Patient Chessmaster; Fascinated by
Daemon-kind
SKILLS
Superb (+5): Rapport
Great (+4): Lore, Empathy
Good (+3): Contacts, Will, Physique
Fair: (+2): Stealth, Notice, Investigate
Average (+1): Athletics, Ride, Resources
STUNTS
Inspiring Zealotry: +2 to create advantages with Rapport on allies who
share your religious ideals.
The Start of a Beautiful Partnership: Use Rapport instead of Will when
contesting control with daemons.
BARGAIN ASPECTS
Sees the Weaknesses in Others (Otorund): Invoke to learn someone’s
temptation aspect. It costs the target two fate points to refuse a compel
on it for the remainder of the scene.
Daemon’s Charisma (Otorund): Invoke to instantly end a conflict
peacefully once per scene. No sides of the conflict need to make conces-
sions. For the remainder of the scene, someone must pay one fate point
to initiate another conflict.
Silver Tongue (Otorund): Invoke to create a Charmed situation aspect
on one target. You have +1 to Rapport rolls against that target as long as
the aspect remains.
STRESS
Physical [1][2]
Mental [1][2][3][4]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):

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):

40 FATE: WORLDS OF ADVENTURE


Church of Myros
Bishop Salazar: A high-ranking cleric in the Church of Myros. A stout, middle-
aged man, he’s amiable but sharp. He’s skilled at using his approachable yet
respectable demeanor to learn much about political figures, coaxing them into
spilling their secrets under the guise of providing guidance or comfort. He is a
friendly acquaintance of Lady Isabetta’s.

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

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