Professional Documents
Culture Documents
We, The Lair D1.2
We, The Lair D1.2
LAIR
CW: Imperialism
Select 3-5 of the following traits for the Lair in this age: perpetually rainy, troubled by flocks,
unusually humid, isolated, putrid, trade route, cold and snow-covered, centre of scholarship, guild
hub, polluted, decaying, post-war, close to nature, bastion, underground, wretched hive, crime-
ridden, overly populous, ruled by tyrants, home to marvels
Draw a map of the Lair, divided into as many Areas as there are players, plus one. Take turns
inscribing upon scraps or post-its their Names, adjectives to describe their Physicality and the
Entities who inhabit them - until each Area has two scraps attached to it.
Everyone else is in DESCENT: they can RESIST your changes by imposing the costs of their
descent or COOPERATE by lending the power of their sphere. Choosing either earns you tokens.
Whenever you use a move that says (Mark 1), make the appropriate amount of marks on the They
Are Coming sheet. If it reaches a number equal to 5 times the number of players, They Come
seeking a challenge, riches, or to purge you from the world, and the game ends.
The Age ends when whoever is in ascent runs out of tokens. They lose power and must surrender
it to someone else. The Lair needs a new energy; whoever has the most tokens is now in ascent.
Another age begins.
As Empire, I think our lives would be improved with new defences between us and The Deep. I
write this on a scrap of paper and attach it to the Area.
RECOVER A TOKEN: You can recover a Token if you pay the price of your ASCENT.
As Empire, I pay the price by noting that this increases the tyranny of a local warlord. Only
licensed adventurers may enter The Deep.
RESIST COOPERATE
EARN A TOKEN: Impose your DESCENT EARN A TOKEN: Lend your DOMAIN to the
upon the change sought. change sought.
As Delve, I believe the fortifications make it As Renaissance, I believe the guilds would
impossible for ordinary people to flee their seek to test their new traps and devices by
tyrants. I write this on a scrap of paper and making them part of the defences. I write this
attach it to the Area. on a scrap of paper and attach it to the Area.
Hearth describes a humorous scene where the heroes can’t get past the wall, and so return to
their welcoming mothers.
Guardian describes the approval of many religious figures who wanted to contain the shadows.
Corruption describes a monster looming near the walls, scheming about how to enter.
NEST
You are every swarm, every beast, and every creature that wishes to make a place to fit their
needs. To harness our abilities to make one place in this world we feel at home. You are the lair
that yearns for comfort, a place to call home, and community.
DOMAIN
ASCENT
You create comfort and community, at the cost of making us a target (Mark 1).
Pay the price by: deciding who is excluded from the community you form.
DESCENT
INFLUENCES. The Word for World Is Forest, The Shire, Wanderhome, Hibernation
YOU ARE
HIDE
You are every refugee, every hunted beast, and every creature who flees rather than fighting who
hopes this place can shelter them from the crusaders outside. We are fear and caution. You are the
lair that yearns for safety, shields and camouflage, and shelter from the coming storm.
DOMAIN
ASCENT
You defend and hide us, at the cost of restricting our liberty.
Pay the price by: deciding whose joys are restricted to keep us all safe.
DESCENT
INFLUENCES. The Word For World Is Forest, camouflaged creatures, rabbits, Assimilationism
YOU ARE
HALLOW
You are every spirit, every mystic, and every supernatural creature that wants this to be a place of
harmony. To be a place to commune with the other energies of the worlds. You are the lair that
yearns for connections with spirits and cultures, balance with nature, and a broader perspective.
DOMAIN
ASCENT
DESCENT
HUNT
You are every predator, every carnivore, and every vengeful creature that wants this to be a bastion
of power. To be the heart of a whole territory to call your own. You are the lair that yearns for
aggressive action, cleansing force, and revenge.
DOMAIN
ASCENT
You force people and places to obey your will, at the cost of inspiring revenge (Mark 2).
Pay the price by: stating who has been unintentionally hurt by what you do.
DESCENT
HOARD
You are every dragon, every dwarven hall, and every emperor that wants this to be a place of
riches. This is a place to honour our splendour. You are the lair that yearns for riches, splendour,
glamorous hallways and glorious treasures.
DOMAIN
ASCENT
You create magnificent places and spectacles, at the cost of attracting envy (Mark 2).
Pay the price by: deciding whose basic needs were neglected for your glories.
DESCENT
WYRD
You are every bizarre beast, unnatural entity, and world-warping wizard who wants this to be a
place to escape reality. To be a place of strange magics, uncanny bargains, and taboo rites. You
are the lair that yearns for total freedom, strange experiments, and opportunities beyond this world
DOMAIN
Magic. Your power is strange, twisting, and free.
How can we improve this reality? What impossible needs can we fulfil? What have we always
wanted to do?
ASCENT
You give us what we want, at the cost of making us outcasts (Mark 1).
Pay the price by: stating which part of everyday life is forever changed for the stranger.
DESCENT
In your absence, we experience constraint and conservatism.
Point out how the change leaves us less free.
Marks:
They might come to take your riches, to seek a martial challenge for the sake of earning respect
back home, or because they believe you are a blight they must purge.
I am sorry.
This world is shaped by imperialism. Its peoples, languages, culture and economics are inevitably
shaped by the fact that, for centuries, some regions plundered others for resources.
Back home, people from those regions told stories about heroic adventure, conquest, and
settlement that reflected the values that justified such actions - cultural supremacy, civilising
missions, and so on. Those stories weren’t always written with malice at heart - indeed, many
authors had the best of intentions - but when we tell such tales without reflecting on, critiquing,
and trying to change those values we perpetuate an old poison.
When I first wrote ‘We, The Dungeon’, I did so for a group of friends I trusted to already do the
work of being anti-imperialist. On preparing it for publication, I realised that, in many ways, it could
also be used to tell stories of settlement and colonisation that I want no part of.
So, following the example of Avery Alder and The Quiet Year/The Deep Forest, I wrote this. A
second, companion game exploring the other side of the equation - the creatures building their
home, nesting and sheltering in the horrible knowledge that, eventually, They Will Come.
Ultimately, They do not care about you. They care about your riches, or seeking glory through
violence, or purging that which they deem evil because to Them it is strange. So They will come
eventually, no matter what you do.
The different Domains reflect different ways: Nest ignores it and tries to shelter, while Hide does
just that. Hunt lashes out, even as Hallow tries to negotiate and bargain. Hoard and Wyrd try to
build something wonderful for us, even though it puts us at risk from greedy and superstitious
outsiders.
But They Will Come. And the Lair will be forever changed.
Your Lair will not be perfect, even if you only play with Nest and Hide. No culture is. But hopefully,
this game can be a tool to engage with the other side of fantastical stories.
As with We, The Dungeon, please don’t use this game to celebrate fantastical versions of real-life
violence. And be aware of your fellow-players’ boundaries. Liberation struggles can be fun to play
out, but can also touch too close to home for the people you play with.
Even if you don’t care about my thoughts, I’m sure you care about them. Be kind.
And if you feel uncomfortable about something a fellow-player is doing, you have my full
permission to stop them and say “I’d really rather that didn’t happen. Can you do something
else?” they have to do something else.
Have fun, be kind, and remember that, even among the monsters, some things remain evil.
- Eleonor Estragon