Spire RPG + complimentary PDF
This book comes with a free PDF version courtesy of the publisher in conjunction with the “Bits & Mortar“ scheme. A link from which the PDF can be downloaded will be emailed to the address you enter at the checkout once we have confirmed payment, which will normally be within 2 working days* of receipt of orders for products that are currently in stock. (*not including Sundays or UK national holidays). PLEASE NOTE - you will need to enter a valid email address at checkout in order to receive the PDF.
Spire is a roleplaying game about desperate revolutionary dark elves caught up in a secret war against the high elves, or aelfir, who rule the towering city of Spire.
The world of Spire is a brutal one, and players can expect to see their characters suffer at the hands of their oppressors, or their rivals; bodily harm, psychological scarring and reprisals against their allies are commonplace. But for those willing to do what it takes, Spire is on the brink of full-scale rebellion, and you are poised to push it over the edge.
Spire is a mile-high impossible city, older than anyone can remember. Two hundred years ago, the high elves – or aelfir, strange and beautiful masked creatures from the far north – took it from the dark elves by force. Now, they graciously allow dark elves, or drow, to live in the city if they perform four years of service to an aelfir lord once they come of age.
Spire is crumbling from within and without; it is ancient, and has been built and rebuilt countless times, and at the centre of the mass there is a jagged, weeping hole in reality called the Heart. It is a nightmarish, dizzying place of perverse luxury and widespread destitution, where drow labourers toil in vast gardens and sweltering factories to produce treasures for their masters.
It is a place of gods, and magic: there are preachers on every street corner’ demonologists hiding behind the facade of research universities; and in the depths of the city, where space and time fear to tread, there are sects of magicians who have given themselves to a huge and alien intelligence, filling their bodies with sacred bees and turning their organs to wax simulacra.
Spire uses a straightforward D10 system to determine success or failure on risky actions; players gather a pool of between 1 to 4 dice, roll them, and select the highest – this gives an indication of success and the amount of stress incurred when attempting the challenge.
Stress covers any and all misfortune a character might suffer: from hits to reputation, to physical wounds, to loss of cover. Each time a character takes stress, there’s a chance that it might solidify into fallout. Fallout is concrete, ongoing consequences for their actions, whether that’s a broken leg that needs healing, a connection burned or betrayed, or increased police attention.
We’ve worked hard to ensure that all fallout pushes the story forward rather than blocking it or slowing it down.
We wanted the character options in Spire to reflect the unique world we’ve built, so we chose to make each class embody part of that world. While every character is a member of the Ministry, a forbidden paramilitary religious sect devoted to overthrowing the aelfir, they’ll have their own origins from somewhere in the city.