Grimoires

We need sample Grimoires.

The books, the descriptios - what they look like, how big they are, any hidden features such as traps or magically-encrypted sorcery spells only accessible to people who can solve the puzzle that unlocks the encryption.

Plus, of course, the spells the contain.

Each grimoire can either be described on its own, or can come with a sample sorcery cult or somewhat more academic sorcery order willing to teach the grimoire's spells to members.

Until we get a book somewhere that describes how to create grimoires, we might as well generate a list of ready-made, open-content grimoires here, available to all, ready to drop into any campaign.
 
Here are some Grimoires I created, based on an old game: Dragonquest, published by SPI. This is a .rtf file. It includes some of my notes on logic of grimoires, etc. As you will probably be able to tell from the various sorcery order notes, I use a Fantasy Earth setting for my game. Make changes as you see fit.

If anyone finds these useful, please let me know.

And yes, the original Dragonquest game did include the 72 demon lords from the Lesser Key of Soloman.
 

Attachments

pachristian said:
Here are some Grimoires I created, based on an old game: Dragonquest, published by SPI. This is a .rtf file. It includes some of my notes on logic of grimoires, etc. As you will probably be able to tell from the various sorcery order notes, I use a Fantasy Earth setting for my game. Make changes as you see fit.


The first paragraph in the attachment is very interesting and adds a lot of color and depth to the Grimoire concept. Is this a commonly accepted concept from earlier versions of runequest??? Because I really like it, it makes a lot of sense.
 
mwsasser said:
The first paragraph in the attachment is very interesting and adds a lot of color and depth to the Grimoire concept. Is this a commonly accepted concept from earlier versions of runequest??? Because I really like it, it makes a lot of sense.

Thanks, but I'm afraid the first paragraph is original with me. Not "official" anywhere.

Glad you like it.
 
Well I am going to borrow your theme if you don't mind, it's very nice. I'll rewrite it the entire thing so at least I'm not ripping you off. Thanks again for posting it.
 
Very nice work! I have very fond memories of DragonQuest and I recognize some of the source material. Would you consider updating your document to remove the material directly derived from DragonQuest and releasing it as Open Game Content?
 
mwsasser said:
pachristian said:
Here are some Grimoires I created, based on an old game: Dragonquest, published by SPI. This is a .rtf file. It includes some of my notes on logic of grimoires, etc. As you will probably be able to tell from the various sorcery order notes, I use a Fantasy Earth setting for my game. Make changes as you see fit.


The first paragraph in the attachment is very interesting and adds a lot of color and depth to the Grimoire concept. Is this a commonly accepted concept from earlier versions of runequest??? Because I really like it, it makes a lot of sense.

Seconded. I like the way you've thought through the medium in terms of how many scrolls and so on. It's a really simply and effective way of making the idea feel real. I don't know if Mongoose are ever going to relaunch S&P or some sort of house publication for Legend material but, if they do, I reckon you should submit it.
 
Deleriad said:
Seconded. I like the way you've thought through the medium in terms of how many scrolls and so on. It's a really simply and effective way of making the idea feel real. I don't know if Mongoose are ever going to relaunch S&P or some sort of house publication for Legend material but, if they do, I reckon you should submit it.

Thanks. That took a bit of research. My campaign is set in the time of Ramses the Great (~1200 BC), so knowing just how big a grimoire was makes a real difference. You'll note that the grimoires from the colleges of magic are mostly given as books: I wrote those for a friend who is doing a more generic fantasy game setting.

As for "ripping me off" by using that grimoire idea; go ahead and use it as is. If you want to say you got it from a guy at the Mongoose forums - great. If you don't say anything - that's your business.
 
Prime_Evil said:
Very nice work! I have very fond memories of DragonQuest and I recognize some of the source material. Would you consider updating your document to remove the material directly derived from DragonQuest and releasing it as Open Game Content?

Yes - let me see what I can do.
 
Awesome!

After reading your post, I brushed off my old DragonQuest books and thumbed through the rulebook for the first time in about five years. I'd forgotten how good that game actually was. I'd love to see a Legend conversion of Palace of Ontoncle! ;)
 
Seriously, you should re-write that specifically for Legend and send it in to Matt. I'm not much into magic (weird, huh, I play fantasy RPG's and I'm not into magic wielders), but what you've done from my quick read is really good.
 
pachristian said:
Here are some Grimoires I created, based on an old game: Dragonquest, published by SPI. This is a .rtf file. It includes some of my notes on logic of grimoires, etc. As you will probably be able to tell from the various sorcery order notes, I use a Fantasy Earth setting for my game. Make changes as you see fit.

If anyone finds these useful, please let me know.

And yes, the original Dragonquest game did include the 72 demon lords from the Lesser Key of Soloman.
This is an excellent document, a new campaign springs to life as I read it!
Thank you.
 
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