Some context about the setting, taken directly from the rule book:
This is Spire. A mile-high city in the land of Destera, ruled by cruel high elves, in which the drow – you, and 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 in blood to avenge the wrongs placed upon you and your people. You have made an oath 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 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 die for it, too.
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 ingenious human mercenaries.
THINGS TO KNOW
Before you start play, here are some things to know about your characters, the city, and the people around you.
SUBVERT, DON’T DESTROY.
Wrest weapons from the hands of your enemies and turn them against them. Recruit cells from other organisations, even ones that work against you, and use them as tools. If you kill someone in authority, someone will replace them and they’ll probably be worse; turn them, instead, through blackmail or threats or bribery, and use them. You can’t rule over ashes; you want the city to be standing when you’re done. (Still: when it comes to it, don’t be afraid to resort to bloodshed, especially when your cover is on the line.)
THIS IS NOT A KIND WORLD.
There are soft and gentle parts of it; there are easy lives, but you don’t have one. You were born into an underclass within an underclass. You have struggled for everything you have, and even then someone probably tried to take it away from you. You have been handed such a bad lot in life, in fact, that you have joined a radicalised cell who worship a forbidden goddess and murder people in order to get revenge.
YOU ARE BRAVE.
People don’t know what they want or, moreso, what they need. The drow need freedom, and you’re the one to give it to them, even if that means hiding your actions. You are most likely lying to your loved ones, sneaking out while they sleep, and stockpiling illegal weapons under your bed. You are living one wrong step away from death every second of your life.
YOU ARE GOING TO HURT PEOPLE.
That’s unavoidable. It’s a crime for you to spill blood, but it’s "justice" when they do it. The city guard are drow, just like you – desperate, and hungry, and tired, but they’re duty-bound to stop you. Who are you going to hurt to get what you want? Who
won’t you hurt? What will you do to preserve the secrecy of The Ministry and your mission?
THIS IS GOING TO KILL YOU.
One way or another, you are going to die doing this. Maybe you’ve made your peace with it, and maybe you’re lying to yourself and saying that you’re smarter than everyone else, but if you stay active in the Ministry, you’re going to wind up dead or mad or destitute or all three. The best hope you’ve got is offloading the danger onto someone else, earning the promotion to Magister, or retiring. But no-one really retires. So you burn bright, as best you can, and try to make a difference.
THERE’S ALWAYS ANOTHER LEVEL.
You can’t win this. Listen: you can take a street back, sure. Maybe even a district. But if you make too much noise, take too much territory, someone much bigger and more dangerous than you will notice, and they’ll turn up and destroy you. So it’s slow work, and you have to subvert rather than destroy, and that leaves you with risky assets all over the map, and when you finally secure a victory, one of two things happens: either it gets taken off you by your enemies or your superiors, or it causes you untold problems, and suddenly you’re the bastards in charge, oppressing people. But that’s how it goes, and better you than them. Right?
YOUR OWN FAMILY WOULD SELL YOU OUT.
You know what ministers do? Ministers get people killed. Ministers used to meet in the cellar of the bar down the road, and then the Solar Guard showed up and burned it to the ground with everyone inside. Ministers abduct and kill people for reasons that no-one can fathom. Ministers draw the attention of the watch, and the aelfir, on the poorest, most downtrodden districts of Spire. Far better, then, to report a cell to the authorities, and gain whatever rewards are offered for doing so – better job prospects, a pocketful of
sten, maybe even a nicer flat further up-Spire.
THE MINISTRY WOULD SELL YOU OUT.
The Ministry are not your friends. They can’t afford to allow you to mess up, or to let information slip – they’ve invested so much in getting as far as they have today, and their work has barely started. If you get something wrong and it causes problems, the Ministry will quite gladly give you false information and send you into a trap to confuse their enemies.