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Spire: The City Must Fall

First Edition
Dark elf operatives wage a shadow war against high elf rulers inside a crumbling, mile-high city
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fantasy
Dark FantasyNarrativeCharacter-DrivenEspionageSocial IntrigueFiction-FirstGrittyDeadlyMission-BasedRoleplay-Heavy
Languages: English, Italian
Diced10 dice pool
System FamilyStandalone
Cost$$
LicenseAll Rights Reserved
PublisherRowan, Rook and Decard
Year2018
Complexity Medium
Accessibility High
Community Medium

Core Mechanic

Roll a pool of d10s — one base die, plus an additional die each for having the relevant skill, domain, and mastery — and take the highest result. Results run from 1 (critical failure, double stress) through 2–5 (failure), 6–7 (success at a cost), 8–9 (success), to 10 (critical success). Difficulty reduces the pool by 1–2 dice.

Best For

Groups who want long-form campaigns as operatives in a revolutionary resistance movement, where faction politics and moral compromise shape each session as much as the missions themselves.

Highlights

Five separate resistance tracks (Blood, Mind, Shadow, Reputation, Silver) let different types of harm accumulate independently, each with its own fallout table. Fallout mechanics convert accumulated stress into concrete narrative consequences — broken limbs, criminal records, vendetta NPCs, or being burned by the Ministry — rather than flat stat penalties. NPC Bonds maintain their own stress tracks; calling in favors puts allies at risk, and bond fallout can cost safe houses, informants, or key relationships. Character advancement is tied to changing the city itself: small changes earn Low advances, moderate changes Medium, and huge or irreversible changes High — and the change does not have to be for the better.

Considerations

The drow revolution premise is deeply embedded in the fiction; the game is built around this specific setting and repurposing it for other campaigns requires significant adaptation. Combat has no rounds, turns, or initiative system; engagements are resolved as a narrative conversation with the GM choosing the order of action. Fallout can permanently remove or severely restrict character capabilities, including arrest, lost limbs, or exile from the Ministry.