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Before The Spire Falls - Handouts
Before The Spire Falls - Handouts
T
he ChaRiot you kn ow these spells :
You are fire. You are strength. Ward, Vertigo, Punch, Surge, Taunt
You fight for what you believe in and brace against injustice.
You are fierce defender ofthose you love. Strong moves (spend a token):
Your magic comes from your will and your desire to protect others. - Cast a spell with passionate accuracy
- Defend someone
- Shut down an aggressor
- Express what is important to you
- Ask, “what here is vulnerable?”
Neutral moves :
- Take action, leaving yourself at risk
- Channel magic with unexpected side effects
- Call out injustice publicly
- Encounter someone in trouble
- Smooch someone
vulnerable moves (gain a token):
Nam e : _______________________________________________________
Rose, Orion, Zelda, Maud, Leo, a fierce name, a nickname
- Run away from something that frightens you
- Escalate a situation
- Pick an unnecessary fight
Pron oun s: _________________________________________________ - Cause pain to another in your group
Look : ________________________________________________________
- dangerous eyes, burning eyes, hidden eyes, passionate eyes
- guarded clothing, spiked clothing, torn clothing, homemade clothing
n Ot es:________________________________________________________
what do you fig ht for? (choose 1):
- music, The Mirror of the Fallen, justice, myself _______________________________________________________________
you have (choose 1): _______________________________________________________________
- an instrument that tells the truth, a mount, a book of secrets, a mace
with true aim _______________________________________________________________
Bon ds (ask 1 left): _______________________________________________________________
- I hurt you in the past. Have you forgiven me?
- Would you like to be my smooch buddy? _______________________________________________________________
A Lure: When
T
he Queen of wAn ds someone invites you into the spotlight to perform or
lead they gain a token.
You have been tested through fire and come out ofit sure ofwho you are you kn ow these spells :
Tempest, Alarm, Creature-Speech, Dance, Mimic
and what you need. You value expression ofself, independence,
determination, and courage above all else.
Your magic comes from your assurance in who you are. Strong moves (spend a token):
- Cast a spell with confidant proficiency
- Blaze a path forward
- Encourage another to express themselves
- Command the attention of everyone present
- Ask, “How can I impress you?”
Neutral moves :
- Take action, leaving yourself at risk
- Lead the group down an uncertain or perilous path
- Channel magic with unexpected side effects
- Dance
- Ask, “Will you dance with me?”
Nam e : _______________________________________________________
Lilith, Alysaha, Ace, Marcela, Ignacio, a stage name, a beautiful name vulnerable moves (gain a token):
- Keep your thoughts and ideas to yourself
Pron oun s: _________________________________________________ - Hide/ camouflage
- Act in a way that is contrary to your beliefs
Look : ________________________________________________________ - Put your wellbeing above the groups
- winged (insect, dragon, avian), vibrant feathers, adorned with gemstones, - Draw unwanted attention
painted
- flamboyant clothing, intricate clothing, high femme clothing, sensual
clothing n Ot es:________________________________________________________
T
he Nothi ng T
he Path Ahead
Not long ago a sickness started to spread into our world. It was slow, at The world we live in is wonderful and strange.
first. There were whispers oftrouble in the outer regions ofa callous There are untold wonders to explore and unforeseen dangers to cross.
force devouring the world. And somewhere there is a remedy. A way to stop the Nothing.
As It crept slowly toward the Prismic Spire the force became known not The path toward that remedy will not be kind but it will certainly be
for the fear it caused upon its arrival but by the Nothing it left in its beautiful.
wake.
When it reaches the Spire it will be too late.
There will be Nothing left to save. A Iofnvoke when the group moves forward, or they are unsure
where to go next.
A Iyou
nvoke when someone confronts The Nothing directly, or
want to create a sense of urgency. moves:
- Show signs of approaching danger
- Abruptly change the environment
what it deVou rs (choose one): - Obstruct their way forward
- bodies, nature, bonds, life, dreams, hope, color, everything - Separate or wound them
Its man ifestation (choose one):
- storm clouds, a gray mist, blinding light, invasive mold, crystalline
growth
moves:
- Consume something, in whole or in part
- Spread panic through a community
- Send a minion to delay or undermine the group
- Separate or wound them
- Whisper to the mind of a witch
Setting Element: Setting Element:
Mag ic T
he People
It ties the earth to the sky. It brings new blooms and lays old leave to A world is more than mountains and valleys. A world is built by its
rest. It brings harmony to everything. people. The people ofthis world are kind and unique. They create
It is also chaotic with a terrible sense ofhumor. Even very young communities to fit their needs and help those around them.
witches are warned to be cautious: Magic is not easily coaxed into Some people are cautious and build grand fortresses; some seek
cooperation. adventure and travel through the world. Some rely on others to thrive
and some seclude themselves.
However, all ofthe people ofthis world are connected by magic and all
A Igroup
nvoke when someone uses unrestrained magic, when the
enters a magical place, or when they encounter a
have felt the loss that the Nothing has brought.
magical being.
A Inew
nvoke when the group encounters other people or enters a
community.
moves:
- Backfire on the caster
- Change the physical world in unexpected ways moves:
- Do what the caster has asked- for a price. - Ask for help
- Create chaos - Offer something a witch wants, at a cost
- Cause harm to the caster or those around them - Offer brief respite
- Open the Magical realm for better or worse - Draw the witches into a community conflict
Barren L
an ds You begin your journey at the Prismic Spire. Draw it on the map.
salt flats
a dune sea A Add locations to the map as you encounter them in play.
painted mesas Pull ideas from the lists here, or come up with your own.
frigid tundra
a fog of spoores
windswept rocks
where wat er Rests
a shallow sea
a coral reef
endless sandbars
shattered islands
pristine lakes
bogland
the Depths of the E
arth
a crevasse
echoing darkness
mushroom forests
narrow tunnels
sunken canals
mines
Places of Growth
jungle canopy
gnarled swamp
fluttering fields
farmland
endless pines
an ancient forest
Gatheri ng s of People
a mobile city
a hanging city
nests
a hive
towers
tunnel homes
a caravan T
he maP