The Spire Arcology: game setting

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Bluetongue
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The Spire Arcology: game setting

#1 Post by Bluetongue »

Welcome to The Spire.

This is Spire. A mile-high plus city in the land of Destera, ruled by cruel high elves, in which the drow – you, your family, and your friends have been oppressed for centuries. A nightmare warren of twisting passages and structures, built and rebuilt, atop itself. A city of a thousand gods. The furthest bastion of a terrible and burgeoning empire. A structure of unknown make that houses a blistering, rotten hole in reality at its centre where the sane dare not tread.

You have joined the Ministry of Our Hidden Mistress, a paramilitary cult that worships a forbidden goddess, and sworn an oath in blood to avenge the wrongs placed upon you and your people. You have made an vow to fight the high elves, to subvert and capture their resources, and to take Spire back into dark elf hands once more.

It is a cruel and thankless task, and your family
would most likely report you to the city guard if they ever found out what you did at night. But it is a task you have sworn to perform, and you will kill for it. You will most likely die for it, too.

The story of Spire is one of rebellion. You and your friends will become drow freedom fighters, clawing back their city through covert subterfuge, sedition and brutal violence. They will have to risk relationship with their community to save it from the cruel overlords of Spire – what are they prepared to lose to liberate their people? Who are they prepared to hurt, or kill, to see Spire under drow control once more?

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The World of Spire

Spire is a mile-high impossible city, older than anyone can remember. Two hundred years ago, the high elves – or Aelfir, strange and beautiful masked creatures from the far north – took it from the dark elves after a brutal and
bloody war. Now, they graciously allow dark elves, or drow, to live in the city if they perform four years of service to an Aelfir lord once they come of age. From Spire, the Aelfir continue their conquest down to the south, and are caught up
in a bloody struggle with the hyena-faced gnolls of far Nujab that they fight with armies of drow conscripts and legions of ingenious human mercenaries.

The land of Destera

Destera, once ruled by the drow noble house of the same name, is largely made up of temperate highlands and black-grey slate mountains. In spring and autumn, rains roll in from the mountains to the north and drench Spire and the surrounding farmland; in summer, it is baking hot; and winters are short but harsh.

To the north, the high elves still hold their ancestral homes – great fortresses of ice and thorn, defended by legions of devoted warriors – and the land is trapped in a perpetual winter, and time itself grows slow and brittle in the cold. Far across the inland sea is the Eastern Domain, ruled by the Wanderer-Kings of the humans, who build homes around ancient arcologies and plunder them for secrets to defend themselves against the beasts that plague their lands.

To the distant south, the gnolls maintain a desert
civilisation, the crown jewel of which is Al’Marah – a cosmopolitan city that stands fast against the heat of the sands – and closer to Spire, the mountain region of Nujab sees weekly skirmishes between gnoll outlanders, nomadic drow from the neighbouring lands of Aliquam, and the armies of the high elves.

And to the west, the Home Nations of the drow
burn, wracked with a civil war that has spanned
generations and killed hundreds of thousands of dark elves. Refugees spill out from the splintered borders and flood into Spire on the promise of safety and security – but few, if any, find it upon arrival.

The Drow
The drow live in underground cities and covered
towns to the west, for thanks to the ancient curse
that span them apart from aelfir, they are burned by sunlight. Their skin (which is dark black, ashen grey or alabaster white – they are a monochromatic race) blisters and weeps when exposed to the sun. Those who wish to go outside during the day must don hats, headscarves and cloaks, and smoked eyeglasses, or risk sustaining rash-like burns and searing pain.
Rather than bearing a foetus until it is fully developed as most mammals do, drow produce two or three small, fleshy eggs that must be carefully tended to and nurtured over six months until the baby within is grown enough to survive outside. The job of nurturing the unborn falls to the parents and a caste of spider-blooded drow known as Midwives, who hold moderate political sway within Spire. It is in part through this communal raising process that drow derive their strong sense of community, which is rein-forced through aspects of their most active religions.
Drow form an underclass in the city, subjugated
by the aelfir, and work in a variety of menial roles, either for a pittance, or unpaid as part of their Durance. The majority of drow live and work in the
cramped environs of the Works and the Garden District, but some have mastered the art of ascending in an aelfir-dominated Spire and live comfortable lives in the Silver Quarter or serve as experts in the centres of academia towards the top of the city.

Drow Traditions:
What follows is a loose collection of traditions
practiced by drow in Spire – a mix of Home
Nations customs and modern culture.

Wearing clothes that cover the skin, and dark
glasses that protect the eyes, is a necessity for drow who wish to spend any time outside during the day. Wealthier drow, usually those in league with the aelfir, will use parasols or shades to hide from the sun. Many drow choose to cover most of their skin whenever they are out of their homes, whether it is day or night.

Artificial light is important to the drow, and most make a habit of carrying a candle and matches with them wherever they go.

Taking malak, a mild depressant, after work or
before sleep is commonplace among the drow, but recent aelfir legislation has made it a serious crime to possess or deal the drug.

The traditional drow diet consists mainly of fungi, algae and the sort of scuttling insects that spend their lives living in the stagnant pools found in caves. Given that Spire is a more cosmopolitan city, the average drow will consume bread, meat, rice and spices on a semi-regular basis.

A customary drow greeting is to ask after the
health of a person’s family (or “fanmi,” in the
patois) before you ask after their own. Not many
folk respond with a full list of symptoms – usually
they just say they’re “well” and carry on – but it’s
considered polite to ask.

In the Home Nations, and definitely in the
Duchy of Aliquam, women are regarded with a
higher esteem than men. In Spire, drow are largely
egalitarian with regards to gender.

The Aelfir
No-one can say for sure what led the high elves to
curse half of their number millennia ago and turn
them, over time, into the drow. But meet a high elf
and talk to them for a while and you’ll see that such arcane cruelty is entirely in their nature.
The aelfir – as they prefer to be called – have magic running through their veins. They are creatures of blazing and beautiful colour whose feet barely touch the ground when they walk and whose perfect hair flows as if caught in a gentle wind. While some deign to spend time among the populace of Spire at large, most of them live their lives in walled districts of perverse and audacious luxury.

Aelfir Traditiond
The aelfir are a proudly traditional people, and
they can afford to be, because they’re in charge.
Here are some common aelfir customs, although
radical high elves might refuse them:

Always wear a mask in public. The more of
your face it covers, the better.

Pay your respects to the Solar Pantheon, not
the Old Gods, who were weak and powerless
before their might.

Take regular ice baths to cool the blood and
soothe the mind.

Never lower yourself beneath a creature of
another race; to do so is an affront to your majesty.

Make beautiful things and display them
prominently; improve nature with your handiwork.

The Curse.
Some say that the drow are not cursed – that they were never aelfir, that they could never endure the touch of the sun’s light, that they were born underground as a different species entirely. But these radical drow historians are rare in Spire, because they are often persuaded to say otherwise and reinforce the accepted wisdom that the dark elves are changed, deformed high elves – and wind up dead if their evidence to the contrary becomes too compelling. No-one can say for sure where the race originated from, but the aelfir seem keen to maintain the status quo.

The Humans
Humans die young – at the age of sixty, or so, compared to the drow who stay vital until around their hundredth birthday and then quickly turn to dust, and the aelfir who extend their lives with sacred rituals and dark surgeries well into their second century.

This short lifespan has filled humans, the aelfir reckon, with an insatiable desire to discover and build, to create and leave marks upon the world.
The humans, originating from a vast island far to
the west, discovered the ancient arcologies of those who came before – and unlike the aelfir and drow who kept the strange artefacts found down there as curiosities and trinkets, they broke them down and retro-engineered the technology into their own inventions.

As a result, humans invented the gun, and things
have never really been the same since. They form the bulk of the aelfir mercenary armies, and can commonly be found in Spire.

The Gutterkin
Not a term of endearment but the collective moniker used to cover the 'undercity' street vermin races of goblinoid critters, throwback pygmy neanderthals, warty troll-kin, gremlins, kobolds, skaven, faeries and impish aberrants that inhabit the sewers and cisterns, under floorboards or in attic dovecotes; stealing, gnawing, diseased riddled and mind addled.

The official consensus is to exterminate the vermin on sight but they are common sight in the poorer districts and in truth often fulfill tasks that even the most desperate and hungry drow turn their noses away from.

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Attachments
An overview of the Spire districts.
An overview of the Spire districts.
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A view of the Spire Arcology
A view of the Spire Arcology
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Bluetongue
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Re: The Spire Arcology: game setting

#2 Post by Bluetongue »

Why is Spire here? What is it actually? Who built it originally?

You may ask and depending on who you ask to, you will get many different replies. Is there only one truth or a grain of truth in many answers?

Spire has been here, as far as anyone can tell, forever. Every record that survives of ancient times that mentions it gives no clue to its creators, but only its inhabitants; for a long time, it was thought of as a mountain, and for all intents and purposes it may as well be. What follows is a list of prominent theories explaining the origin of Spire, though none of them
are anywhere near locating definitive proof:

Spire grew out of the ground as an organic object, a great tree of flesh, and now it is long-dead and the bones and flesh fossilised to rock (this view is popularised by necro-fusion-mancers: mystics who say they can work the magic of undeath on the building’s corpse).

Spire was once a towering creature that stalked across the landscape; it is still alive, but sleeping, perhaps waiting until the intelligent races of the world (that it views as bothersome parasites) die out and leave it alone.

The Prokatakos, a distant precursor race, built it as a cap atop something terrible – a permanent demonic incursion, a site of grim sacrifice on an unimaginable scale, and the strange design is intended to dissipate the harmful energies of the rift beneath.

A God foetus. It is the larval or the dormant form of some kind of deity, and said deity can be birthed or awoken given the correct impetus.

Ancient elves built it as a means of plumbing magic from the depths of the earth to light a signal fire for the gods, and thus brought religion to the world.

The gnoll horizon-breaker Ossiliex the Charmed conjured it into being millennia ago to capture a great and multifaceted djinn, focus and manipulate its otherworldly energy, and thus create the world.

Spire is the tip of the extradimensional ovipositor from which world-eggs are produced, and this one has nearly been disgorged entirely.

Spire is a prokatakos machine that fell into disuse and disrepair eons ago, but its function would change the world forever should it somehow be activated.

Spire is a unique and beautiful musical instrument built by the god of music, who once played it with the winds and rain, but now the races living on and within it block the pipes and it no longer works.

Ancient sorcerer-kings of the drow used their unknowable magics to coalesce Spire out of falling moonlight, intending to use it to build a bridge to the moon and commune more deeply with their goddess. The bridge, it seems, was never finished.

Spire is the reflection of a city on the moon, a grimy and broken inversion of something perfect and glittering far above.

Spire is a vast consensual hallucination that all entities within accept as real.

It’s just a really big building.

Bluetongue
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Joined: Sun Jan 22, 2017 11:30 am

Re: The Spire Arcology: game setting

#3 Post by Bluetongue »

Drow Religion: worshippers of a triumvirate lunar goddess

The Cathedral of our Glorious Lady.

Properly worshipped – as she is in most drow territories – the moon goddess is a being of three parts referred to as Damnou.

The facets that make up her entirety are Limyé, the Light , Lombre, the Dark, and Lekolé, the Shadow, or blood-moon.

These three deities encompass what are commonly known as the six dark elf virtues, and it is by these tenets that many dark elves live their lives and form the basis for their morality.

The six Drow Virtues:
Damnou is the most prominent of the dark elf deities, and it is rare to find a community of drow that do not pay at least lip service to her – even the bestial followers of Charnel in their haunted necropoli, far from the home nations of Ys and indeed at war with the Duchy of Aliquam, maintain shrines to her alongside their rough-hewn altars of cracked and gnawed bones. While she is worshipped in many different ways, most forms of belief skew towards the six virtues of the dark elves that they believe, if embodied, allow for a good and pious life.

TENACITY. Endure, even when events
and your enemies conspire against you.
COMMUNITY. Help others who need it,
and welcome them into your home.
GRACE. Act with precision and reveal only what you choose to reveal.
VIGILANCE. Maintain awareness and
keep informed.
SAGACITY. Learn from the lessons of
those who have come before, but come to your own conclusions.
FURY. When you commit to bloodshed, do so utterly and without fear.

Yet worship of Damnou is forbidden in Spire under orders from the ruling Aelfir, and drow are permitted only to pay their respects to Limyé, Our Glorious Lady, the light side of the moon, who espouses the virtues of Tenacity and Community. To worship the other two facets is to take on a death sentence –
and so, the old temples to Lombre and Lekolé have long been cast down. Therefore it remains to the crumbling and vast cathedral of Our Glorious Lady and the devoted clergy and laity alike to disciple the hearts of the dark elf nation in Spire.

The Cathedral itself spans many city blocks, and there is no clear beginning or end to the structure; where once it stood proud in the centre of a grand square lit by burning braziers, generations of rebuilding and repurposing have blurred the edges of the structure. Dormitories bleed into storage rooms, egg-hatcheries colonise naves, and poor-house soup kitchens steam away beneath the faded majesty of cracked stained glass windows.

In the depths of the temple, on many a creaking floorboard and under dripping ceilings, is one of the most thorough histories of the dark elves outside of the Home Nations or Aliquam – reams and reams of paper detailing family lineage, tapestries of glories and tragedies, and maps of the lands of the great rulers of the Home Nations painted with painstaking detail on crumbling plaster. The dark elves are a people under threat, and the followers of Limyé believe that is it through togetherness and remembrance that they
will endure.

Ceremonies and sermons are run on an ad-hoc basis whenever enough priests and/or congregation are in the same place, but the majority of observances to Our Glorious Lady are done through good works – feeding the poor, defending the defenceless, and protecting the drow of Spire. Having clothes that are too fine (or, in some sects, owning more than one set of clothes) is seen as wasteful when so many drow are going hungry. Many priests compete to live the more sparse existence possible, favouring simple tin and wooden jewelry, rough woven robes, and inking their holy texts onto their skin so as to never worry about losing them.

The Maintainers:
Keeping the cathedral intact has not been easy, especially with the aelfir attempting to let the church quietly die from unpopularity so it can be completely replaced by the solar pantheon of their homelands – and the church simply doesn’t have the resources to fund a proper restoration.

Instead, gangs of priests and congregation under the name of Maintainers liberate building material from construction sites, warehouses and if needs be, existing structures, moving quickly and quietly while others sleep, clearing out vast stores of bricks and cement overnight. Any structure not bearing the iconic spiders of the church of Limyé can be quickly disassembled and refitted deeper in the grounds of the cathedral: the current offices of the Maji-Lalin, overseer of the temple, are made up of the remains of a theatre that dared to open on the borders; the beds in the L’od Nansan’s hospital are repurposed from an Ivory Row boarding house; the reinforced tunnels that run between the inner sanctums of the church are Vermissian train cars, ripped apart and rebuilt, stripped down to the bare metal.
Nearby builders’ merchants have upped their security in response to the thefts, so they and the church have entered something of an arms race.

Hallows:
The church of Limyé encourages the veneration of hallows, or saints – mortal individuals who have embodied the virtues of Our Glorious Lady often leading to their untimely death at the hands of authorities.

Given the anti-authoritarian nature of some hallows, the official aelfir stance is to forbid their worship and dismantle any hallow-shrines they find, but the followers of Limyé keep building them regardless – hiding them away in cupboards, under floorboards, in attics and behind furniture.

Against the Ministry of our Hidden Mistress.
There is a growing movement within the cathedral that reckons the Ministry is doing more harm than good by resisting the rule of the aelfir. Perhaps, they figure, it is better to go along with the rule of the high elves and enter their society, with an eye to one day be viewed as equals.

The Ministry view this as cowardice at best and
heresy at worst; but it is a popular viewpoint, especially amongst the poorer, more vulnerable members of the congregation who are more concerned about where their next meal is coming from than the glorious resurgence of the dark elf race in their lost capital city. It’s not uncommon for those among the church, rather than hiding Ministry members away from the authorities, to out them as villains and terrorists who would endanger the future of what little community the drow have remaining.

The Ministry
The drow will not continue to be humiliated by the
aelfir; they will plot, and scheme, and subvert the
will of the aelfir until they are once more the rulers
of Spire. This is the dictum of the Ministry of Our Hidden Mistress. Worshipping the forbidden goddess Lombre, the dark side of the moon, they have formed a wide-reaching secret society devoted to ridding Spire of the cruel aelfir once and for all. They have secreted themselves deep beneath the crumbling
stonework of the Cathedral of Our Glorious Lady,
and hold strange, dark ceremonies in forgotten basements and mouldering crypts. Each level of initiation in the Ministry brings with it fresh revelations and terrible, terrible burdens.

Ministers, as the members of this sect are known, are recruited into cells by their superiors through a long observation and an increasingly difficult, and dangerous, series of trials. No-one joins the Ministry without giving something up to do so, often at the behest of their masters within the organisation – the cell leaders in the Ministry must have absolute faith in their charges, and trust that they will act for the good of the organisation if not for themselves, even
under immense pressure.

Ministers, or at least those who have lived long
enough to get a few years’ experience under their belt, face their duty with a grim determination. Theirs is not a glorious fight, and many of their friends and associates would gladly sell them out to the aelfir for the promise of coin, a place to live, or better job prospects. By their very existence they endanger the lives of everyone around them, and it is hard to find a drow who has not suffered some of the brutal reprisals that the aelfir visit on any ministers, or their associates, once their true motivations are uncovered.

But they have made the sacrifice of their own lives, and perhaps the lives of their friends, to hopefully secure the future of a drow-led Spire – not through military might or sanctions, as they once did, back before their race was fractured and crumbling at the seams, but through subterfuge, grace, subversion and misinformation.

A dark moon rises, and with it, the Ministry of
Our Hidden Mistress
and the aelfir should pray to all the gods that they hold dear for forgiveness, for they will find none at the hand the drow.


Ministry Cell Structure:
In an effort to contain breaches of security, especially given the skilled torturers of the high elves, the drow have built the Ministry as a series of cells that may not be aware of one another.

Each cell reports to a magister, who will be in charge of anything up to five or six active cells and double that number of sleeper agents
or potential recruits, operating in adjacent districts.

The magister will, in turn, report to their superiors,
who will report to theirs, sending information spiraling away within a series of ever-tightening circles of security. Magisters do not like to receive bad news, and will often refuse to give their charges means of contacting them outside of regular reports in safe territory lest they lead their enemies straight to them.

If a minister – for that is what the field agents of
the Ministry are called by the populace – shows particular skill, they will be approached and offered a chance to become a magister themselves, a role that again comes with a series of punishing tests and sacrifices. If successful they will recruit others as they were once recruited and spread the influence of the drow
throughout Spire.

Cells are not offered much support from their
masters, save information and leads to follow up
on; equipment and resources are hard to come by,
and it is generally assumed that, whoever placed the request, someone more important further up the grapevine needs it more than they do.

Operatives are encouraged to source materials using their initiative, and may be asked to operate for months or even years at a time without direct contact from a superior. It is not entirely clear who is in charge of the Ministry, but there are rumours: a turncoat aelfir, who has set the whole thing up to strike at their enemies; a cadre of ever-changing and shifting masters, a dark contrast to the Council that rules Spire; an undying Drow, the fallen king of Destera, trying to reestablish his lost empire from centuries past; or Lombre herself, clad in a thousand faces, guiding the drow to a new and wonderful future.

Recruitment:
The first requirement to joining the Ministry is simply to know that it exists. With the aelfir suppressing worship of Lombre and branding any ministers it finds as “traitors”, “heretics”, or “betrayers” while avoiding any mention of the secret society itself, many drow, especially those new to the city, or from slightly more comfortable walks of life than standard – have never heard of the Ministry, or think it a series of fairy stories peddled by idealistic idiots.Even then, there’s no front door to knock on, no regional representative in a cushy office to have a chat with – and the Ministry, preferring its agents to be self-reliant and take the initiative, waits for someone to track them down rather than actively sending out
feelers to recruit agents.

The way it normally plays out is this: the potential
recruit, a curious soul, will begin to notice strange
things around them – secret handshakes, shady glances, supplies or people going missing – and they will pry into the situation, often at great risk to themselves or their associates. The sad truth is that most potential recruits are caught up in the chaos that follows the actions of the Ministry, and end up arrested or dead or both, one after the other; that, or they report the ministers to the authorities themselves, and must be silenced before they spread too much information.
But a handful are good enough to survive the initial recruitment, have the right intentions at heart, make contact with the Ministry, and earn the attentions of a magister who will begin the second stage of initiation which will make many of them wish they had never started poking around the world of shadows in the first place.


The virtue of Grace:
The virtue of grace is a fundamental aspect of
dark elf society and morality. Aside from the
veneration of physical and social precision, the
broader concept of grace is one of presenting
only what you want others to see, and acting in
accordance with a variety of difficult codes of
etiquette. Lying, as humans know it, can be seen
as a good thing – extending the conceit of the
“white lie”, the harmless falsehood that smoothes
over complications, to whole relationships and
facets of one’s personality. Truth is a fragmentary
and disparate thing, impossible to strictly define,
and is instead replaced with a web of conflicting
viewpoints that a virtuous drow can maintain
effortlessly. This, more than anything else, is the
purest form of grace.

It is grace that is espoused by Our Hidden
Mistress, or Lombre, who manifests in the world
as the dark side of the moon that hangs in the
night sky. When she is represented in art or visits
her worshipers in dreams, she is a slender-limbed
drow who bears many faces, each different, that
shift around her shadowy cloak; she speaks with
perfect precision and forethought, never a word
wasted, and she is impossible to trick or corrupt.

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