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Before The Spire Falls - Spreads
Before The Spire Falls - Spreads
Before The Spire Falls - Spreads
Spi rE
FAllS
Kaylie Ponder
2019 Loren Ponder
Before the Spi re Falls Before the Spire Falls is a roleplaying game for 2-4 players. A single
Version 1.0 session will take 2 or more hours, and will feel like a few chapters
March 2019 of a book.
To play you will need:
Written by - A copy of these rules
Kaylie Ponder & Loren Ponder - A copy of each playbook, setting element, and the map page
- About 5 tokens per player (coins, pebbles, etc.)
Illustration & Layout by - Pens, pencils, markers, etc.
Loren Ponder
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. I Iofnvoke when the group moves forward, or they are unsure
where to go next.
I 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
I 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.
I 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 I 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