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Spire: The City Must Fall hero art
Rowan, Rook & Decard

Spire: The City Must Fall

"You are dark elves. You live at the bottom of a mile-high city. You are going to tear it down."

Diced10
Players3–5
Prep~20 min
Foundry VTTCommunity
Complexity
What is this system

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.

Setting

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).

What it looks like at the table
The safe house smells of mildew and cheap incense. Your Idol has been composing revolutionary songs under a false name. Roll the dice — partial success. The pamphlets spread, but someone talked. Shadow stress: two marks. The Ministry's silence team is already in the district. Your Carrion-Priest says a prayer over the printing press, then sets it alight. That's fine. The songs are already in people's mouths. The aelfir can't burn that.
Playstyle
Narrative Social Mystery Urban Fantasy
Key mechanics

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.

What people say
A moody game in a dark city full of spies, revolutionaries and strange magic.— Rob Wieland, EN World
The mechanics of stress and fallout are both familiar and combined in a new and exciting fashion, and I think that even people that are a little burned out on fantasy may want to keep an eye on these mechanics and how they managed to promote and resolve story elements.— Jared Rascher, Gnome Stew
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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