"You are dark elves. You live at the bottom of a mile-high city. You are going to tear it down."
A fantasy-punk RPG of revolution, subterfuge, and desperate consequence. You play as drow — dark elves living under the boot of aelfir occupation in the towering city of Spire — members of the Ministry, a forbidden paramilitary cult devoted to the violent overthrow of their oppressors. This is not a game about heroes; it's a game about how far you'll go, and what the city takes from you in return.
Spire is a mile-tall city built by the drow and seized by the aelfir two hundred years ago. Its districts stack one atop another: the frozen aristocratic heights of Amaranth, the smoke-choked industrial Works, the lawless squalor of Red Row down-Spire, and — beneath it all — the bleeding hole in reality known as the Heart (the subject of its companion game).
5 Stress Tracks
Blood, Mind, Silver, Shadow, Reputation. Every failure costs you something specific. Lose Shadow — your cover burns. Lose Silver — you owe loan sharks.
Fallout
Stress doesn't just accumulate — it solidifies into concrete consequences: a broken leg, a burned contact, an aelfir magistrate with your description.
10 Distinct Classes
Carrion-Priest, Idol, Vermissian Sage, Midwife, Bound, Knight, and more — each a slice of drow society, each with unique magic and ways of being ground down by the city.
The Resistance System
Roll 1–4 d10s, take the highest. Results read as: critical failure, failure with stress, partial success, full success, critical success. Fast and always consequential.
Open in Session Zero to let every player vote and see the results.
