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Codex of the Deep Spire
A Sourcebook for the Spire Roleplaying Game
By Jordan Shiveley
Copyright © 2018 Rowan, Rook and Decard Ltd.
All rights reserved. No part of this publication may be reproduced,
distributed, or transmitted in any form or by any means, including
photocopying, recording, or other electronic or mechanical meth-
ods, without the prior written permission of the publisher, except
in the case of brief quotations embodied in critical reviews and
certain other noncommercial uses permitted by copyright law. For
permission requests, write to the publisher at the address below.
Rowan, Rook and Decard
113 Forest View Road
London E12 5HX
www.rowanrookanddecard.com
Fiction and setting: Jordan Shiveley
Additional content and mechanics: Grant Howitt
Cover art: Adrian Stone
Illustrations: Alexander Mitchell
Layout: Alina Sandu
Proofreading and copy-editing: Harry Goldstone, Helen Gould
Production: Mary Hamilton
Spire is a game by Grant Howitt and Christopher Taylor
DISCLAIMER
Your Spire will be different from ours, and we wrote
the game with this in mind. As with the core book,
you are encouraged to examine the Codex of the
Deep Spire and use what you feel is most beneficial
for your campaign. The “canon” truths of Spire are
whatever you and your group decide they are.
We mention this because in this book, Jordan
Shiveley - the man behind DREAD SINGLES - has
given lavish details of any number of weird cults, oc-
cluded conspiracies and devastating secrets. To in-
clude all of them in a game could lead to confusion
and over-saturation. Of course, that may well be what
you want in your story, in which case: go for it.
We hope you enjoy these nightmare treats.
— Grant Howitt and Chris Taylor
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INTRODUCTION
Reader, here is an account of how we found Escatoph Tembrark within the
Heart. Perhaps you will scoff less at his words than those who attempted to
decipher them. Perhaps you will heed them and spare yourself the same fate.
5TH OF DOWNPOUR, YEAR OF
MANY HANDS: THE DAY WE
FOUND TEMBRARK.
Tembrark had been one of our school’s finest Delvers. No-
one before or after has crafted or possessed a finer husk. He
was a leading theorist on the nature of Spire. To sit in the
lecture hall when he was orating was to be inspired.
When he disappeared, most assumed he had died on
one of his many expeditions. It would have been a kinder
fate.Years later, we found him raving in the depths of the
Heart. He was in an ancient crypt, full of cubes and still-
functioning magelights, surrounded by paper, tattered rags,
and finely bound books.
He had chronicled his descent into madness on every
available surface, including every square inch of the walls
and floor. In places, he used his own blood, tearing his own
fingertips to do so.
Even now, under our vigilant care, he is but a shell
of the brilliant mind and gifted Delver he once was. He
rants of vast conspiracies and things awakening beneath
the city. All we can do now is tend to him as best we can,
and try to salvage what is left.
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EXTRA ADVANCE -
KATAKOS DELVER
REFRESH:
Uncover a hidden truth concerning
Spire, or use a novel piece of Katakos technology
for the first time.
“Open your mind to the language of metal. Open your
mind to the lost alphabet of Spire.Words of iron.Words of
void. Tongues of forgotten power.”
— Escatoph Tembrark, A Primer To Interfacing
and Understanding Basic Tenets of Spire and Its
Ontological Interactions
ADVANCES
LOW
BECOME THE CITY.
[Divine]
You physically blend
into the structures of Spire, disappearing inside the
walls, buildings and streets.
Mark D3 stress to cast
this spell. You can stay hidden until the next sun-
rise, unless there is a determined effort to destroy
your hiding place. You cannot sense anything out-
side of your haven, and you are groggy and weird
upon re-emerging.
SPIRE COMMUNION.
[Divine]
You learn the hid-
den language of the city. Once per session, spend ten
minutes seated in a place of importance to Spire and
ask a question.
The GM will provide a series of vi-
sions directly from the city that may shed light on
the answer. Roll with mastery the first time you
connect these visions to the events of your story
and act on them.
The Katakos Delvers are a cabal dedicated to
the mysteries of Spire and its Heart, neither sec-
ular nor wholly occult. They are dogmatical-
ly open-minded, straddling the line between ar-
cheo-scientists and seekers of mystic knowledge.
They refuse to commit to any solid theory concern-
ing Spire; instead, they preach that all should open
themselves to the magic of the city, letting it flow
through them.
The one core tenet they all subscribe to is that the
structure of Spire is the antidote to the Heart. They
believe that the constant adaptations of the city are
like arcane antibodies, evolving to match the never
ending encroachment of roiling unreality. Whether
this phenomenon is the remnants of self-aware Ka-
takos technology or actual occult manifestation is a
matter of spirited but civil debate.
Delvers see themselves as archeologists or academ-
ic adventurers, and have a friendly but keen rivalry
with the scholars of the Vermissian Vault. Still, their
interests are largely aligned, and it is not unheard of
for the two organisations to ally with one another for
the right rewards.
REQUIREMENT:
Prove yourself worthy of the
Delvers’ cabal by unearthing unique lore and
making a valuable contribution to their research.
MEDIUM
SPIRE WEAVING.
[Divine]
You summon a shield
of Spirestone. Mark D3 stress to cast this spell.
On a
success, masonry, bricks and even pavements will
surround you, protecting you from harm; gain Ar-
mour 4 until the situation ends. While you “wear”
this armour, you roll with mastery on Pursue
checks as the ground itself carries you forward.
However, for obvious reasons, you may not hide
or attempt to blend in with a crowd.
POSSESS HUSK.
[Divine]
Husks are weird and un-
predictable things.You bond with one.
You have access
to a strange robotic entity known as a husk, and
can mentally inhabit it with the correct rites. See
the HUSKS boxout for more details.
HIGH
AWAKEN SURROUNDINGS.
[Divine] You
have
been wracked with visions of the “true” Spire for years;
now, you can make them a reality.
The Delver chan-
nels their will into the city around them, temporar-
ily awakening it to its “true” form. Mark D6 stress
to cast this spell as part of a ten minute ritual,
or D8 stress to cast it immediately.
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