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You get THE MAGISTER'S GUIDE, a GM's guide to Spire using the lessons we've learned from Heart to help people make their games as exciting as possible. Also: mechanics for city control and Ministry interference, advances for specific schemes and gambits, all that good stuff
THE GUTTER CLERIC is a con-artist who fools forgotten, forbidden, dead or merely unpopular gods into bestowing short-term miracles, then runs away before they get struck by lightning too much:
THE INKSMITH is a purple prose black magic gonzo journalist sorcerer who weaponises noir tropes against their enemies:
THE BLOOD-WITCH can transform into a nightmarish true form of flesh and shadows, gain control of the bodies of others, swap forms with their allies or - if that all fails - just yank gallons of blood out of the mouth and nose of anyone who upsets them:
THE MIDWIFE is a member of an ancient order devoted to protecting unborn drow children; they do so by turning into giant spiders and weaving religious magics so old they've gone back round to occultism again:
THE MASKED is a treacherous servant to the high elves, so called because they must wear ceremonial masks to hide their faces from their betters. They unlock powerful and genuinely grim mask magic as they grow in power:
THE LAJHAN (or "silvered," in the common tongue) are priests of the light side of the moon, Our Glorious Lady, which is the only drow religion permitted in Spire
THE KNIGHTS used to run the North Docks as a haven for free trade and merchants; two hundred years after colonisation, they're reduced to several dozen warring clans of gangsters in platemail operating out of pubs covered in heraldry:
THE IDOL is a black market black-magic occultist-artist who is so heartbreakingly, supernaturally beautiful and talented that they can just ask an enemy for their gun and said enemy is powerless to disobey: