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Mortician Executioner Class Breakdown

The Mortician Executioner is one of the two new classes in Sin, our upcoming sourcebook for the Spire RPG, which is currently on Kickstarter. You can learn more about Sin – and maybe even secure yourself a copy – by clicking here.

“As punishment for your crimes, the city of Spire has declared you dead – and it falls to me to correct the administrative imbalance that sees you standing here, alive, breathing, in flagrant violation of several crucial edicts and one Grand Statute.”

Executions are illegal in Spire thanks to a law instituted over a century ago by a Legislator-Architect who found them unfashionable. However, the influential Mortician sect were able to find a loophole around the ban – declaring a person legally dead and then redressing the balance at swordpoint. You are a Mortician Executioner, and you have joined the Ministry of our Hidden Mistress; you live a double life as a state assassin and a revolutionary, and must shoulder all the burdens that brings.

The Mortician Executioner has been following us around for a while. (Not in real life, you understand: that would be terrifying.) They were one of the original Spire classes, back when the game had a Control stat for every fight, a Black Bag skill and used, god, playing cards or something to resolve challenges or something. We knew that we wanted a death magician, but they kept skewing too close to being in authority for us, and we couldn’t come up with enough interesting abilities to make them work properly so we shuffled them off to one side and forgot about them for four years.

And now! Here we are, older and wiser, with a better understanding of what Spire is about and hundreds of hours of games design experience under our collective belt. We figured we’d have another go at the Executioner, because it would be interesting to take a look at death (and the administration of same) through the lens of a culture that differs from the Carrion-Priest in the core book.

OVERVIEW

All told, the Executioner is a joke that got out of hand. We liked the idea of state executions being illegal but declaring someone dead and then correcting the real-world inaccuracy with murder being perfectly legal, because that’s the kind of Kafkaesque gag that fits perfectly into the black humour of Spire. In practice, it’s actually been really hard to work with, because the murderous insouciance of the aelfir has resulted in a lot of in-canon executions which we’ve just sort of glossed over, but here we are.

Let’s address the elephant in the room: the Executioner is a cop. 

The Knight is a sort of cop if you squint and don’t worry about the fact that the only badge they have is tattooed onto their arm. The Bound is a vigilante. But the Morticians are directly supported by the city and enforce state law, in as much as they kill enemies of the state (or anyone important enough to have that title thrust upon them via bribery), and they’re part of a vast and influential bureaucracy that controls vast swathes of land and power within Spire.

In short: not your average revolutionary. Which is another reason why we didn’t include them in the first book, because they felt too powerful and too in-charge to be interesting to play, especially when we had the refugee Carrion-Priests who were doing the same job and got a cool hyena to play with. 

What we’ve tried to do with this class is underline the fact that the player character is undercover in the Morticians – they’re a state executioner, but given the lack of oversight applied to their actions, they have the ability to manipulate and abuse the systems of power from the inside to benefit the revolution. That’s why their refresh ability is focused not around doing their job, as in the case of a lot of the other classes, but about subverting challenges and turning them into tools to be used rather than destroying them. That’s one of the central themes of Spire – subvert, don’t destroy – and it was nice to be able to reward it directly.

EQUIPMENT

We’ve gone for two different flavours of Executioner using the starting equipment choices. Firstly there’s a witch-hunter, Inquisitor, cool-lookin’-guy-in-a-coat with a crossbow and an axe type; secondly, there’s the Russian-Orthodox-Priest-lookin’-guy who gets a big staff and a load of robes and holy symbols, who is more of a cleric. We spent a very long time researching names for particular kinds of holy attire (tippets, chasubels, kalimavkorai, etc) but most of them were so obscure or funny-looking to be of no use whatsoever, so we settled on “robes” and let you fill in the details yourself.

CORE ABILITIES

Once per situation, Executioners can automatically detect who in the immediate area knows what they want to know – getting it out of them is their problem, though. Hopefully this can speed up investigations and remove red herrings.

Crucially, once per session, they can declare someone legally dead. A few of their abilities key off this (see below) and they get increased combat capability against their target; they can mark extra people using this method, but doing so causes their Shadow stress to mount up as they risk discovery from their Mortician masters. 

ABILITIES

The Executioner is a combat powerhouse, if you want them to be – they’re easily the equal of the Knight or the Carrion-Priest once they get up and running. Abilities like ONE DROW ARMY and REAPER’S TOUCH allow them to chop through whole groups of assailants at once:

Mina’s on holiday so we couldn’t get these laid out properly – please use your imagination as to how good they’ll look

Single targets aren’t safe either, thanks to DEATH’S KEEN BOLT:

I like any combat power that includes multiple written reports

Which, you’ll note, is great unless you actually kill anyone with it, at which point you get in trouble with your boss and have to start falsifying records to cover up the fact that it wasn’t shot at an enemy of the state but, in fact, an aelfir arms dealer who you decided was easier to deal with once they were dead.

But! Honestly? The combat bits are the less exciting part of the class compared to their MAGICAL BUREAUCRACY and CORPSE SURGERY abilities. We wanted to show that the Executioners aren’t just Judge Dredd-style badasses running around and killing people, but that they’re part of a larger organisation with its own rules, benefits and restrictions. For example, you can use SPEAK WITH “DEAD” to communicate with someone who’s legally dead but not actually dead:

Why? Because we thought it would be fun to distract someone with a ouija board and then steal their wallet, or pretend to be someone’s subconscious and see if you can’t trick a password out of them. You can also influence the city around them to reflect the fact that they’re no longer a living citizen, to make them late for things, because we’re really into that kind of petty evil here at RRD Towers. Channelling the bureaucracy of the dead in different ways allows them to recreate events from official reports or half-forgotten memories, erase Shadow stress and fallout, and even – once – swap out their own death for someone else’s.

The corpse surgery elements come from the way that the Morticians have developed Undying surgery – a necromantic practice that fixes you at your current age and renders you immortal but prone to madness, moth infestations, curious leakages, etc. We figured that we could play with the idea that they’ve managed to implant stuff in people that shouldn’t strictly be in there, which leads to audacious and fashionable implants such as visible organs behind glass, nonfunctional megacorvid wings, hands of glory, dead men’s eyes, and so on. Do well enough and you can get the full Undying package:

INSPIRATIONS

The Mortician-as-state-badass is undoubtedly inspired by Inquisitors from Warhammer 40k and the Witch Hunters of real-world history; we can’t say that we agree with their methods or their goals but there’s a lot of scary imagery and association to draw on, there. 

And: you know how there’s, like, funny laws? Like “you can’t carry a pig under one arm in the market square on Sunday in Canterbury” or “in Zachariah, New Michigan you can’t marry a Frenchman unless your door is painted green,” that sort of thing? We like those. Or rather we like what they say about law – that it is infallible and strange and a purely social construct, and that once you step away from it for a hundred years or a hundred miles it can seem perverse and ridiculous.

That’s what the Executioner is – an extension of the ridiculous and a sack of ideas about death and bureaucracy and ritual tied up in a bag that’s trying to overthrow the government. They’re the most organically Spire class we’ve ever done, I think – they’ve arisen out of the fiction and become something more than they started as, and they fit really neatly into the overall whole of the game.

You can learn more about Sin, our upcoming sourcebook for the Spire RPG, by checking out our Kickstarter. And why not pledge while you’re there? 

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Gutter Cleric class breakdown

The Gutter Cleric is one of the two new classes in Sin, our upcoming sourcebook for the Spire RPG, which is currently on Kickstarter. You can learn more about Sin – and maybe even secure yourself a copy – by clicking here.

THE GUTTER CLERIC

“Azur! Charnel! Limyé! Incarne! Merhor! Great Damnou! Uh, Brother Harvest? Plür? Is ANYONE listening up there?”

You are on the cutting edge of Applied Theology. Wielding miracles granted by a dozen gods, you are somewhere between a field researcher and a metaphysical con artist who tricks forbidden, dead or merely unpopular deities into blessing you with their aid and hiding from their sight before they realise what happened.

We’ve been toying with the idea of the Gutter Cleric for a long time. They were one of the original classes in the Spire corebook, but we couldn’t figure out how to make them work without being jarring – despite the game definitely being about religious magic and unorthodox uses of same, they didn’t quite fit. We called them GODHACKERS as a placeholder name, which maybe explained why we never managed to make them fit into the game; it doesn’t gel with Vermissian Sage and Carrion-Priest.

Anyway. We’re better games designers now, and we needed classes for a new book, so we went back to our old ideas and saw if we could do them justice. Turns out that changing the name from Godhacker to Gutter Cleric – a name with heavy overtones of the Junk Mage, their counterpart in Heart – gave us the inspiration we needed to properly build them out. Rather than being an academic innovator, the Gutter Cleric became a sort of desperate con artist who was ripping off gods by pretending to be faithful just long enough to earn a miracle.

EQUIPMENT

Gutter Clerics start with either a big heavy self-written holy book (D3, Defensive, Surprising) or a one-shot improvised pistol and a cut-throat razor, which are popular recruitment tools in the grim backstreets of Pilgrim’s Walk. You have two options: either a sort of bumbling scholar who hits people over their head with a bible or the sort of bastard who’d sell your grandma for a sack of hooky relics. Both are good.

CORE ABILITIES

PETTY COMMUNION allows you to speak with the small gods of objects and talk with them; the more important the object, the less it cares about what you have to say. BOOTLEG MIRACLE lets you go slightly mad or attract unwanted attention in exchange for rolling with mastery on any roll you like. I’m mainly telling you about these because I’m happy with the names.

ADVANCES

We matched each tier of advances to a tier of gods – unpopular gods for low advances (or things that aren’t quite gods at all – they can siphon Idol powers, for example), the Nine Forbidden Faiths for the medium advances, and then ancient Titan-esque precursor gods for the high advances.

Great news for people who love big toads

Eagle-eyed readers of Spire will note that we have not really defined what the Nine Forbidden Faiths are (and indeed we go on to imply that there are actually Seven Forbidden Faiths in the sentence immediately afterwards due to a typo) and that there’s been no mention of precursor gods at all so far in the text, so it was both fun and a challenge to come up with things that fit the tone of Spire whilst making for a fun class and not contradicting any lore that we’d established in the past. (Or: contradicting it in an interesting way, at least.)

We even managed to get some of the REALLY Forbidden Faiths in there with a clever workaround that you can barely notice

So the medium advances focus primarily on the banned Old Gods of the aelfir (The Void Above, The Beast Beyond The Walls, The Fire Stolen) which was fun, because we got to flesh out the history of the high elves and imply some stuff about their difficult past in the Frozen North. It’s also nice to give players an option to use the gods of their oppressors against them, I think.

We wanted to show the experimental/improvised nature of the Gutter Cleric by giving them two different power levels in each medium advance – one for a low stress cost, and one for a high stress cost. This puts them somewhere between traditional reliable Divine magic users and riskier Occult casters. The high advances let us really mess with the mechanics of the game, because we wanted to show that these gods are different from the other gods we’ve seen so far, as you can tell from this ability which lets outright ignore fallout as long as you don’t mind it accidentally hitting increasingly familiar people instead:

We’ve gone for a traditional Moirai or Norns set-up, but we put in a fourth sister who lets you Groundhog Day your way into eternal madness too

INSPIRATIONS

I really like that scene in The Mummy where Benni, the sort-of-villain character who wears a fez, gets threatened by the titular Mummy, and starts cycling through holy symbols and prayers from different religions in an attempt to gain divine protection. The Gutter Cleric is basically a whole class about that.

Of course, there’s a lot of crossover with the Junk Mage, and both of them share DNA with the characters in an unpublished novel I wrote called God In The Attic which features a con-artist demonologist who spends the entire book lying to demons and passing off crap he bought at a pound shop as ancient relics in back-room sacrifices. I will continue making characters who lie to supernatural entities and maybe get away with it until my demands are met (i.e. the novel is published). 

You can learn more about Sin, our upcoming sourcebook for the Spire RPG, by checking out our Kickstarter. And why not pledge while you’re there? 

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SHADOW OPERATIONS

SHADOW OPERATIONS is an upcoming supplement for the Spire RPG which features eleven one-shot missions all designed to be as easy to run as possible written by a variety of authors.

WHAT ARE THOSE SCENARIOS?

LIFE AND SOUL by Grant Howitt: The legendary Red Row gangster Mr Winters is having an extravagant birthday party in his spacious mansion, which is a shame, because you’re going to murder him for selling weapons to the cops.

THE LAST TRAIN by Nathan Blades: The Last Train is the only functioning train left on the cursed, infinitely fractal mass transit network of Spire. It can never stop, and you don’t steer it – you pray to it. Now: steal whatever’s powering it.

A SHOTGUN WEDDING by Christopher Taylor: Can you defend a wedding between Brother Hellion’s only biological daughter and a renegade noble-blooded Knight of the North Docks? Bear in mind that it takes place at the Church of the Gun, so everyone is armed.

HOUSE OF LEAVING by Sharang Biswas: When a prominent researcher – and her research, and her office – go missing within the boundaries of the Infinite Library, the cell is dispatched to bring her back intact.

HOW TO STEAL A BODY by Pauline Chan: Simple enough: all you have to do is get a magically-radioactive corpse through the streets of New Heaven while both the blood-hungry Charnelites and the sanctimonious Morticians are trying to stop you doing it.

JAILBREAK by Basheer Ghouse: Liberating an infamous gnoll prisoner of war from the Hive would be hard enough, but once you make contact, it looks like he’s in no hurry to leave.

THE MOON BENEATH by Jabari Weathers: A useful moon priest has defected to worshiping something strange and chthonic in the environs of the Heart. Pull her out of the darkness and bring her back to the light.

POWDERKEG by JP Bradley: Two rival houses of Knights are pitching the North Docks into turmoil. Can you squash the beef tonight before the police turn up and start shooting?

RIME AND REASON by Christine Beard: A renegade Warrior-Poet has been magically frozen in a block of ice; can you get him to a safe house so he can aid the revolution, even though he’s rapidly defrosting and warping reality around him as he does it?

THESE FERAL SAINTS by Pam Punzalan: Drow Saints reincarnate when they die. One of them has shown up in the religious tinderbox that is Pilgrim’s Walk: recruit her as an operative before the church of Our Glorious Lady or the sect of the Crimson Vigil execute or sacrifice her.

THE SHOW MUST GO ON by Jason Pitre: For one night only, a revolutionary desang play will be performed on the streets of Spire. The authorities want to stop it – and it’s your job to run interference. Also, the play magically alters reality as it’s performed, so best of luck.

WHY ONE-SHOTS?

I think there was a period of five days last year where, unprompted, three different people asked me which Spire adventures were best to adapt to one-shots. The best answer I could give was “Blood and Dust” but the honest answer was “none of them,” because we tend to write adventures that take at least three sessions to play out. SHADOW OPERATIONS is an attempt to give people what they need to get Spire up and running as quickly as possible.

Each scenario is about 1,500 words long, and is broken down into the following elements:

Mission Parameters. An outline of the mission to give you (and your players) an understanding of what sort of events will take place. You can read this aloud to the players to set the scene.

Suggested classes. Most classes can fit into most missions, but these ones will have an easier time of it thanks to their typical abilities, skills and domains. 

Intro. Use this section to guide the players into the story. There will often be questions for the players, generally around how they arrived in (or infiltrated) the mission area. This is intentional, as it gets right to the interesting bit.

Non-Player Characters (NPCs). A list of NPCs for the GM to use as they wish. Some of these will be vital to the plot (if you’ve been sent to rescue or kill someone, they’ll be here); others are up to you. As with all the scenarios we write for Spire, we’ve intentionally given you slightly too many to choose from so you can mix and match for the best experience.

Suggested scenes. Events involving the NPCs that explore their characters or advance the plot. Some of these are written in order and others are a spread of ideas to be accessed as you wish. Keep a note of these as you play and use them where appropriate – for example, if the players seem directionless, you want to introduce a new character or if you need to amp up the pace.

Locations. Every situation in these missions takes place within a defined location. This doesn’t have much of a mechanical effect, but should help to focus the players and maintain the game’s pacing by making their position in the world as clear as possible. 

Props. Props (or approaches) are small, often throwaway details that can give the players a means of influencing the story or just doing something cool.

Twist. Each of the scenarios has a defined twist that you can reveal towards the end of the session (or the middle, depending on the adventure). If you’d like to run a scenario more than once, you can get a lot of mileage out of it (and keep it interesting for yourself) by changing the twist to something else.

Reward. If you’re using the mission as part of an ongoing campaign, this section has some ideas for what you can give to the player characters in exchange for completing their objectives (in addition to normal advances).

A NEW WAY OF RUNNING ONE-SHOTS

Maybe it’s not entirely “new;” makes for a more interesting headline, though. Basically – you write down the locations on index cards, and then the props and NPCs on other index cards, and arrange them appropriately. Here’s a picture of LIFE AND SOUL laid out in such a fashion:

Image

If there’s any hidden props or NPCs, you can slip those inside the locations, and reveal them when the player characters investigate. (Seeing as we’re all trapped indoors for gaming at present, this should all work online on your gaming platform of choice, too.) You conceal as little information as possible from the players because you’ve got maybe three hours to play out an entire story – so it’s not worth messing around.

What’s more, we’ve consolidated down our NPCs into Iconics – broad types such as The Queen, The Fool, The Monster and The Rising Star – that have their stats outlined at the start of the book. This allows us to save space, and allows you to quickly find the rules for an emergency NPC from a short list.

WHEN’S IT OUT?

SHADOW OPERATIONS is written and illustrated, and it’s in the final stages of layout now. We’re planning on releasing the PDF within the next month or so, and on printing the physical book alongside the Heart supplements (June, or thereabouts). The PDF will be £5 and the softback – with a free PDF included as standard – will be £12 (tbc).

If you’ve backed Heart and you’d like to get a physical copy of Shadow Operations at the same time as your Heart books to save on shipping, we should be able to sort you out. Send an email to admin@rowanrookanddecard.com and we’ll have a chat.

Otherwise, if you’re interested in picking up a copy, you can subscribe to our mailing list and we’ll let you know when it’s out!

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Strata Kickstarter goes live Tuesday 16th October

We’re excited to announce that the Kickstarter for Strata, our first full-length sourcebook for the Spire RPG, will launch on Tuesday 16th October. Follow us on Kickstarter to stay up-date.

Strata will include, but is definitely not limited to:

  • Two new classes: the Inksmith, who is a pulp-fiction two-fisted literature occultist, and the Shadow Agent, who has given themselves up to the Hidden Mistress in exchange for the ability to mystically transform themselves into cover identities.
  • Five scenarios written by exciting authors: these range from a one-shot where the cell liberate the victims of artistic beautification surgery to a full campaign frame that sees the doomed drow house of Starys return to try and reclaim Spire.
  • Advances for playing a character from each of the nine noble families of the drow.
  • A huge amount of setting inspiration and details for the richest and poorest places in Spire: the glittering perversity of Amaranth, the folk tales of shadowed Derelictus, the warring factions of Ivory Row, drug-dealing speakeasies in the Works, and more besides.

What’s more, backers will be able to pledge at a higher level to be part of the book itself – suitably Spire-ified, of course.  Want to become a patron of the revolution, or set up your own organisation – complete with a set of advances that members can access? That’s a thing you can do.

We’re really excited to make this happen. See you on Tuesday!

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Strata: Kickstarting in October!

STRATA: A SPIRE SOURCEBOOK KICKSTARTER

Since we released Spire, we’ve been so excited to see what the community has done with it We’ve heard so many stories of brilliant games of rebellion and intrigue set in the world we created, and now we want to createmore of it. So, we’re even more excited to announce that the kickstarter for our first hard-copy sourcebook, Strata, will launch in early October.

WHAT IS STRATA?

Hopefully, it’s more of what you like about Spire – more weirdness, more story hooks, more rules, and more words about a place that’s on the brink of revolution and waiting for the players to push it over the edge.

We’re focusing on the richest and poorest places in Spire. In the same way that our Black Magic PDF sourcebook focused on the Occult domain, Strata will be based around the High Society and Low Society domains. But it’ll be much more comprehensive book, stuffed with adventure frames and campaigns as well as details of the world itself.

We’re going to be releasing Strata as a high-quality book, using the same printers as the core Spire book, with all-new artwork by Spire artist Adrian Stone. We’re also hoping to release a newspaper, designed by Tim Wilkinson Lewis, that will act as an accompaniment and play aid for all the scenarios in Strata – and add some more secrets to the world in the process. You’ll hear lots more on this as the campaign goes on.

WHAT’S IN THE BOOK?

This is by no means an exhaustive list, but just from flicking through the document you can expect to find:

  • New advances for Idols based on their artistic school in the Sunlight Collective
  • Rules for possession-junkie ghost-gangs that stalk ruined mansions
  • A song-bow that plucks out your last breath as you die and turns it into music
  • A list of famous heists in the Silver Quarter, including this one time when someone stole the casino they were gambling in
  • Rules for giving your body to the Spire and being rewarded with beautiful flowers blossoming out of your skin
  • Music made by re-purposed industrial machines played to underground speakeasies
  • The child-gangs of Derelictus and their patchwork miracles, passed down in games and songs
  • A knife that loves you and wants you to be safe
  • The guild of ladder-men and the council of stairs, angry that unlicensed ropers are making climbing routes through their turf
  • Aelfir blinding parties
  • And much, much more

ADVENTURES AND CAMPAIGN FRAMES

We’re really excited to be working with several other writers to bring our world to life. In addition to a full campaign frame written by the original authors, Strata will include up to nine scenarios written by other people who range from established industry professionals to new talent with promise and a knack for words. (Exactly how many we’ll publish is reliant on stretch goals.)

We can’t wait to see what they bring to Spire.

THAT’S IT FOR NOW

We’re thrilled to have the opportunity to write in Spire again, and commission some awesome people to create stuff alongside us. If you’d like to stay up-to-date with the campaign, you can follow Grant on Kickstarter here to receive an update when we launch, or subscribe to our mailing list here.

Grant, Chris and Mary

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SPIRE – CALL FOR WRITERS

EDIT – This call has now closed. Thanks for all your pitches!

When we started making Spire, we didn’t know what we were getting ourselves into. As the project has reached completion, we’ve been blown away by the enthusiasm and support of our players and readers – and we think we might need your assistance to give them what they want.

Spire is big. Bigger than we can handle ourselves. There are a million nooks and crannies to explore within the towering nightmare city, a million stories waiting to be told, and we want you to help.

WRITE FOR US!

What ideas do you have, when you flick through Spire? What stories do you want to help people tell? What weird twists and unexpected secrets have you hidden in your version of the city?

Take a look at our pay-what-you-want adventures: Blood and Dust, Eidolon Sky, and Kings of Silver. They’re an example of what we like when it comes to adventure design – lots of setup, lots of player choice, and very little in the way of scripting player actions. (Also: they’re not too long.) We like to think in terms of characters and motivations; of neat scenes that the GM can slip into the story wherever is appropriate; of giving the players difficult choices and no clear right answer. The adventures take the established locations within Spire and introduce a new element to them, then explore how that changes the already shaky status quo in the city.

It doesn’t matter whether you’re an established RPG author with reams of material under their belt or if this is your first stab at writing something for publication. We’re interested in hearing from you if you’ve got stories to tell in our world; especially if you’re part of a culture that doesn’t see much representation in the RPG industry.

Also, don’t worry about “getting it right” with regards to canon – we work in very broad strokes, and what’s true and what’s not in the world of Spire is a concept with a lot of wiggle room. As long as you have a broad understanding of the themes and concepts within our world, you should be fine – this isn’t a test to see whether you’ve memorised everything we’ve written and can regurgitate it back to us, but rather an exercise in seeing if you can use our words as a springboard to reach something better.

WHAT WE WANT

  • Original, punchy scenarios and campaign frames that give the GM agency to tell their own stories
  • Well-written, engaging words that spark the imagination; we’re proud of the standard of writing in Spire, and we want to continue the tradition
  • New extra advances, equipment and enemies that tie into your scenarios
  • New rules, descriptions and story hooks for things we haven’t covered in great detail – like the stuff we did in Black Magic
  • Interesting takes on well-worn fantasy tropes
  • Additional details, locations and characters for Spire

WHAT WE DON’T WANT

  • Scenarios set outside of Spire (that is, in Nujab, or the Eastern Kingdoms, or the Home Nations, or in an entirely different world etc; you can set stuff on the outside of Spire)
  • New classes
  • Huge mega-campaigns that require the player characters to act in certain ways to further the plot (write a novel instead, get it out of your system, then come back to us)
  • The big secret metaplot behind the universe (there isn’t one)
  • Brand new big secret organisations that mess with the world behind the scenes (we’ve got enough of those, use one of the existing ones)
  • Lists of unconnected weapons and monsters

WHAT WE CAN OFFER YOU

CASH. We pay our writers.

EDITING. All your work will be edited by us, and either fed back to you for improvement or published once we’ve made changes. Which means: your work will be better, which is good.

MECHANICS. If you aren’t comfortable writing mechanics for our system, we can do that – just tell us what you need the mechanics to do and we can fill in the blanks if we’re capable. If you are comfortable, take a go at writing it, and we can make sure that it lines up with the rest of the world.

YOUR NAME IN LIGHTS. Well, your name in print, or PDF, at least. But: you’ll be credited for everything you do. If you write something, it’s important that people know you did it.

THE NEXT STEP

Send a pitch to admin@rowanrookanddecard.com – no more than a hundred words or so – which outlines what part of Spire you’d like to explore, and what kind of scenario you’re interested in setting up there. What are the players tasked with doing? What opposition stands in their way? Imagine you’re describing it to a group of prospective players and you want to share your excitement with them.

Also, send over examples of, or links to examples of, other work that you’ve done. If you don’t have a portfolio, send us a link to your blog, or some other place that you store your words. (If you don’t have any examples of your writing to make available to us… well, wow us with the pitch, and we’ll talk.)

If we like it, and we think that the concept has the capacity to be turned into something special, we’ll be in touch.

  • Grant, Chris and Mary
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New Extra Advance – Corpsefruit Dealer

There was a cryptic crossword attached to the newspaper clippings that backers could purchase during the Kickstarter – we offered a prize for completing it, but never reckoned that anyone would. We were wrong.

Congratulations to Wil and Clare on the Spire Discord for solving the crossword in what seems like a tremendously quick time; in exchange for doing so, we have written an extra advance of their choosing. They opted for Corpsefruit Smuggler.

Corpsefruit is a drow delicacy, imported by brave (and some might say stupid) dark elves through secret underground routes that run between Spire and the Home Nations. It only grows in graveyards; the scarlet-skinned, sweet-fleshed fruit draws its flavour and powerful narcotic properties from the dreams of the dead that slumber eternally beneath the soil.

It is illegal in Spire, and those who choose to import it and move it through the city can make a tidy sum of money – if the guard, or rival dealers, don’t take them out before they finish the deal.

You can download the Corpsefruit Dealer extra advance here.

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Kings of Silver release date: 31st May

[edit: Kings of Silver is out now! Download it here.]

We’re excited to announce that Kings of Silver, the latest campaign frame for the Spire RPG, will be released on the 31st of May.

WHAT IS KINGS OF SILVER?

Kings of Silver is a campaign frame – a way to set up a series of linked games of Spire using the same characters – set in Spire’s Silver Quarter.

Some of the weekly happenings in the Silver Quarter, courtesy of The Silhouette

If you’ve read our other ones – Blood & Dust and Eidolon Sky – you’ll have noticed that we don’t really do pre-written scenarios the way a lot of other games designers do. As we don’t like to make reams of notes when we run games ourselves – and we’re not big fans of reading them, either – we wanted to create a setup that game the GM and players flexibility to explore the weird world of Spire but also a solid framework to guide them through the experience.

READ ALL ABOUT IT

Kings of Silver newspaper clippings

Kings of Silver starts with a sheaf of newspaper clippings cut from magazines and newspapers distributed throughout the city.  (We’ve included all 10 as stand-alone images, too, for ease of printing.) The cell are instructed to use the clippings as a starting point to investigate three power-players in the glittering Silver Quarter:

  • Hestra Wander-the-Lost, scandalous media sensation, master seductress and sister to the morose warrior-poet on the city council with the same surname
  • Lay-Deacon Strides-Out-Harmonious, a wealthy devotee to Father Summer, who has been building heavily-defended temple-casinos throughout the district, and
  • Loq Walks-On-Light, enigmatic ex-military playboy who boasts an increasingly large entourage and some strange philosophies

From there, we adopt a hands-off approach to adventure design. Each of the three main NPCs (and a few other important people) are given full breakdowns and a series of suggested scenes that the GM can weave into the story, and we’ve taken a guess at a few finales that might happen, but we can’t be sure how it will end.  After all, if you know how a roleplaying game is going to finish… well, what’s the point in playing at all?

EXTRA STUFF

Kings of Silver also boasts several pages of random tables designed to evoke the atmosphere of the gaudiest district in Spire – festivals, noble families, street furniture, whatever the gangsters who run the place are doing, and whatever the city guard are doing to keep things ticking over – six pre-generated characters with Silver-Quarter-ready backstories, and a full list of employees for The Manticore gambling house which the player cell has received as a cover identity.

Hestra is protected by the Order of the Querent Hound, handsomest knights in all of Spire

What’s more, we’re releasing this 45-page PDF on a pay-what-you-want basis! We’re really keen for you to hit the ground running with Spire – hopefully Kings of Silver can help, and give you inspiration for your own campaigns. We’re really proud of Kings of Silver,  and we’re looking forward to sharing it with you. Keep an eye on our Twitter account, or check back here next week, to pick it up.

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Advancement in Spire

ADVANCEMENT

Since releasing Spire, one of the pieces of feedback that we’ve received is that some people are finding it tricky to judge when to allot advances to their players. Advances allow characters to grow in power in exchange for changing the city around them, but what sort of changes do they need to make? We’ll discuss that, and what went into the experience system, now.

WHY CHANGE?

Spire is a game about change, and we wanted to reward players who mess with things. (We also wanted GMs and players alike to not be scared of changing the “canonical” Spire; roleplaying games never survive contact with the players, and settings of roleplaying games doubly so.) So: when a player character makes a change in the city of Spire, they advance. They gain a low advance for a small change, a medium advance for a medium one, and high advance for a serious, lasting transformation on the city.

Crucially, though, the change doesn’t have to be for the better. (And: it rarely is.) We wanted to step away from moralising at players and judging change as “good” or bad” – we’re rewarding chaos, not justice. (Spire is not a game about good and evil, but ends and means.) Also, we wanted to give people a chance to advance regardless of whether or not their actions turn out for the best, because it would be pretty dissatisfying to lose out on getting cool powers just because the guy you choked to death at the opera turns out to have been secretly funding orphanages all through the city.

But: how much change equals an advance? That all depends on the scale and scope of the campaign.

SCALES

Bonds come in three flavours in Spire – individual, street, and city – that reflect their size and influence, so we might as well use those flavours for illustrating change as well. An individual (low) change makes someone’s life different in a big way; a street-level (medium) change affects a group of anything up to a hundred people; and a city-level (high) change has wide-reaching implications for a lot of people – thousands, if not more.

But: these assume a default campaign, and by default campaign, we mean: a cell operating in secret throughout a handful of districts and attempting to overthrow or undermine aelfir interests within those districts. Success on a grand scale would see the city changed – rulers dethroned, buildings erected and destroyed, new festivals commemorated and possibly the odd giant statue thrown off the side of the city. There are other levels of resistance in Spire, such as:

A devoted cell of operatives play the long game and decide to take the Council back into drow hands through years of political maneuvering, assassinations, blackmail campaigns and several riots. (City-level.)

A hand-chosen team of ministers are tasked with taking full control of a single district – the Silver Quarter, say – and given resources to achieve their aims. (Street-level.)

A gang of Knights and a few layabout priests, new recruits to the Ministry, find themselves forced out of their tavern HQ by rival gangs of Knights. To carry on their mission of righteous justice, first they’ll have to save their pub, and the people who live around it. (Individual-level.)

In each of these, the scale differs, so the actions performed within shift in narrative impact. Let’s take the example of the following change: the players publically humiliate a local gang leader, dragging him beaten and bloody through the streets.

In the city-level campaign, this barely matters; the characters have bigger fish to fry, and they probably have bonds that can handle this sort of thing. It’d probably be a Low advance, if anything at all.

In the street-level campaign, this could represent a useful step in the right direction; it stamps their authority on the district and secures them some power. It’d be a Medium advance.

In the Individual-level campaign, this might represent the culmination of several games’ work: gathering info on the gang, ambushing the guy, getting a crowd together to watch him getting the tar beaten out of him, buying off his bodyguards, etc. This could be a High advance, and signal that the campaign is coming to a close – presumably after a fitting climax, where the gang leader comes back for revenge, or his aelfir bosses start asking difficult (and violent) questions.

WHAT’S REALLY GOING ON

In essence, levels of change are roughly equivalent to effort and impact. If a change took a lot of effort to enact – multiple game sessions, risky actions, expenditure of resources, suffering fallout – then the players have earned a bigger advance than they would if they’d just sent one of their bonds off to handle it during downtime.

In addition to bonds, advances are one of the ways that the GM can reward players for acting in ways that they like, and encouraging repeat performances. The scope of the change is secondary to the time spent and importance of the act to the group as a whole.

5 TIPS FOR USING ADVANCES

– Talk to your players at the start of the campaign and ask them what they reckon would constitute a Low, Medium and High advance; discuss it with them, and you can all try to get on the same page about what constitutes what.

– The scope of a campaign can change! Don’t feel stuck at one level, and trust your gut.

– Get your players to plan out their insurrection as a series of low and medium advances leading up to a high advance. Maybe get them to build a “murder board,” with pictures of important characters and buildings written down and connected with red lines. These can change as you play, but it basically amounts to having players do your campaign prep for you.

– Sometimes a bond can be as powerful, if not more powerful, than an advance – especially a bond in the right place. Don’t forget to reward players with new relationships and connections, especially as a means of mechanically codifying alliances with NPCs that arose naturally out of the fiction.

– Bribe your players! Tell them you’ll give them a Medium advance if they pull something off without a hitch, and a Low advance if something goes awry. (It’s all basically up to you anyway, you’re the GM, but it can be exciting to feel like something’s on the line.)