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AfterGlow 2024
AfterGlow 2024
AfterGlow 2024
2
3
CREATED
CREATED BY
BY
Fistful of Crits
PLAYTEST BY
Ophiekove, Nick Munro Turner, Alex M
BASED ON
THE GAME
• Playing the Game 6
• Create an Acolyte 7
• The Skills 8
• Making Actions 9
• The Actions 10
• The Journey 11
• The Story12
• Fight the Threats 13-14
• The Threats 15-16
• Evading Threats 17
• Spawning the Wizard 18
• The Wizard19-20
• Resting & Fatigue 21
• Search for Offerings /
Buy Information 22
• Seek Answers23
• Death / Ending the Game 24
THE TABLES
• Regions 26
• Events 27
• Themes - 28
• People 29
• Offerings 30
• Checklist 31
• Character Sheets 32-33
5
because in the way of cyclical things, one ideology
eventually wins and tears apart another.
1
ELESTRELL
The Nightweaver resides in
these darker lands.
3
COLLABORATIVE
game
FLOW
If playing with a friend, you may choose to journal while your friend
takes their turn.
You should take some time before the start of the game to define your
collaborative goals – your reasons for exploring and what you will need
to achieve to accomplish those goals and end the game.
Here are some suggestions for starting points, but feel free to come up
with your own.
4
CONSIDER the
WORLD
What are Imefelga and Elestrell’s relations to one
another?
5
PLAYING the
GAME
To play this game, you will need the following
materials:
TWO D6S.
These are your Action Dice, used to determine
outcomes, find hidden things and learn more
about what may be around you.
NOTE
A NOTEBOOK
If you are playing with To act as your Journey Book as the story
two acolytes, clearly progresses. You may wish to use index cards
mark who has been instead.
where on your map.
You may wish to A SHEET OF PAPER
design a sigil for both T o act as a map for you to track locations. Draw
acolytes to easily and link up regions as you travel and explore.
determine this.
6
CREATE an
ACOLYTE
Choose a name, gender and pronouns.
7
THE
SKILLS
LUCKY STRONG
Whenever a stack or roll doesn’t You are known for your
go your way, your God imbues toughness in a pinch.
you with a divine redo. You can
reroll a dice or pick a new card Roll Action + Approach twice for
from the deck. Confronting Threats and take the
higher result.
DIVINER
Your God whispers in your ear. STRATEGIC
Peek the next 3 cards to appear You are known for your
in your journey and make analytical approach in a pinch.
certain your approach. Roll Action + Approach twice for
Discover and take the higher
COLLECTOR result.
When searching for offerings,
add 3 offerings instead of 2, HAGGLER
2 offerings instead of 1 and 1 Your offerings are a superior
offering along with fatigue for quality, and you can convince
the worst outcome. your God as such. When trading
offerings for knowledge, the cost
SWIFT is 1 less and you do not run the
You are known for your agility in risk of receiving bad information.
a pinch.
COMMUNICATOR
Roll Action + Approach twice for (*Co-operative play only)
Evading Danger and take the Leave your sigil for your friend.
higher result. When your friend discovers this
region, they may mark back a
used skill or change the skill
they had for free.
8
MAKING
ACTIONS
When you make an Action, you have a possibility to discover something
new in the world, move closer to your goal and keep the story in motion.
DAWNCARVER NIGHTWEAVER
If your score is higher than If your score is higher than
both cards, there’s Light. both cards, there’s Darkness.
If your score is higher than one If your score is higher than one
card, there’s Shade. card, there’s Shade.
9
THE
ACTIONS
SEARCH FOR OFFERINGS
(Action + Approach)
DISCOVER REGIONS
(Action + Approach)
EVADE THREATS
(Action + Approach)
10
THE
JOURNEY
Travelling out of your cloister begins your journey.
To start the game, roll 2D6 and use the location roll table to
help you determine where you are based on the result.
After this initial roll, you will use ACTION + APPROACH to help
you discover a new region. As you discover the land, you
will add more areas to your World Map.
DAWNCARVER
Upon Light, discover two new regions and add them to your
notecards or map
Upon Shade, you discover one new region. Add it to your
notecard or map.
Upon Darkness, the path is hidden or blocked. Add
1 Fatigue. To reveal the hidden path, you may BUY
INFORMATION or FIGHT THREAT.
NIGHTWEAVER
Upon Darkness, discover two new regions and add them to
your notecards or map.
Upon Shade, you discover one new region. Add it to your
notecard or map.
Upon Light, the path is hidden or blocked. Add 1 Fatigue.
To reveal the hidden path, you may BUY INFORMATION or
FIGHT THREAT.
11
THE
STORY
You oversee the direction of the story you are telling – but
there are roll tables at the back to help you determine the
types of people you may meet, as well as any events or
themes they may bring to you.
12
FIGHT the
THREATS
The divine energies that ruptured during of the events of
the Glow sometimes manifest in negative ways. These
ghost-like creatures wander the lands, devouring whatever
they can to make themselves more solid in the world.
They can be conquered or evaded but will never be
cleansed entirely while the Glow remains.
If you FLEE from the threat, their stack persists until you
encounter them again (mark the threat level on the map
for future reference.)
13
When you fight a threat, roll ACTION + APPROACH. Repeat
until you’ve stacked enough cards to match the threat’s
strength. This is detailed under each threat’s specific
description.
DAWNCARVER
Upon Light, stack two cards on the threat.
Upon Shade, stack either one of the cards on the threat.
Upon Darkness, too dangerous EVADE THE THREAT.
NIGHTWEAVER
Upon Darkness, stack two cards on the threat.
Upon Shade, stack either one of the cards on the curse.
Upon Light, too dangerous EVADE THE THREAT.
14
EMBER SPARKS NIGHT THREADS
5 STRENGTH 5 STRENGTH
Glistening in the low Given life from her
light. severed ends.
Deceptively pretty. Will feed on yours.
Red Heart or Red Heart or
Diamond cards Diamond cards
count as two stack count as two stack
cards. cards.
15
MAGMA GUARD STAR SENTINEL
10 STRENGTH 10 STRENGTH
The anger in his mind A corrupted piece of
made manifest. her heart.
Fire and Fury. Grief and Loss.
Spades count as two Spades count as two
stack cards. stack cards.
16
EVADING
THREATS
There is always the possibility of evading threats you will
come across - though sometimes this will come with
consequence.
DAWNCARVER
Upon Light, you avoid the danger.
Upon Shade, you avoid the danger, but mark 1 fatigue.
Upon Darkness, you barely avoid the danger. Mark 2 fatigue.
NIGHTWEAVER
Upon Darkness, you avoid the danger.
Upon Shade, you avoid the danger, but mark 1 fatigue.
Upon Light, you barely avoid the danger. Mark 2 fatigue.
17
THE
WIZARD
SPAWNING CONDITIONS
All threats must have been encountered and
defeated.
The Wizard can be found in REGION ‘The Mountain
Peak of the Swallowed Gods’.
If you have stumbled across this region before
defeating all the threats, the Wizard does not
appear.
18
THE WIZARD
Not much is known about the creature known as the
Wizard; only that they claim their dominion on the throne
of the Mountain of the Swallowed Gods, and that none who
have sought them out have ever come home the same
again.
Feel free to decide the Wizard’s nature, their history and their
motivation for the Glow, or roll a 1D4 for a suggestion.
19
Write out your confrontation with them and resolve it with
CONFRONT THREAT (Action + Approach)
DAWNCARVER
Upon Light, you triumph.
Upon Shade, you succeed, with consequence.
Upon Darkness, you fail.
NIGHTWEAVER
Upon Darkness, you triumph.
Upon Shade, you succeed, with consequence.
Upon Light, you fail.
20
RESTING and
FATIGUE
Sometimes, because of an action, you will need to mark
fatigue. When your fatigue is full or your Story Deck is
empty, you must make camp and rest or run away from
an encounter to live another day.
21
SEARCH for
OFFERINGS
Through your journey, you may have the chance to
search for offerings.
BUY INFORMATION
You may also choose to use your offerings to buy
knowledge if you stumble across regions that have ruins,
libraries, temples or other sources where doing this could
be appropriate - like a historian, adventurer or trader.
DAWNCARVER
Upon Light, you get accurate information.
Upon Shade, you get vague information.
Upon Darkness, you get bad information.
NIGHTWEAVER
Upon Darkness, you get accurate information.
Upon Shade, you get vague information.
Upon Light, you get bad information.
22
SEEK
ANSWERS
When you find offerings, decide on a number of offerings to
expend to trade them to your God for knowledge in prayer.
Gods are tricky creatures and may not always take a liking
to an offering, or suddenly decide to like one you have
previously left before.
Their whims are not for you to know (though if you are a
known HAGGLER, your intuition is always on point, and you
are able to circumnavigate your God’s fickle nature)
DAWNCARVER
Upon Light, the answer is yes, and...
Upon Shade, the answer is yes, but...
Upon Darkness, the answer is no, and...
NIGHTWEAVER
Upon Darkness, the answer is yes, and...
Upon Shade, the answer is yes, but...
Upon Light, the answer is no, and...
23
DEATH/ENDING the
GAME
You are ultimately in charge of carving or weaving your story and
deciding what direction it should go in.
In this case, your patron God may resurrect your Acolyte again in
exchange for all the offerings they had to hand and the memories
of 1D6 previously visited regions.
25
REGIONS
Dice-One Dice-One Lake of the Swallowed Dice-Three Dice-Six Overgrown Cliffs
Moon Dice-Four Dice-One City of the Weavers
Dice-One Dice-Two Fire Pit Plains
Dice-One Dice-Three Spider Silk Canyon Dice-Four Dice-Two City of the Carvers
Dice-One Dice-Four Ruins of Imefelga Dice-Four Dice-Three Moon Drop Pond
(*Ritual item: Imefelga’s Dawn Chisel) Dice-Four Dice-Four Overgrown Woods
Dice-One Dice-Five Mountain Peak of the Dice-Four Dice-Five Library of Secrets
Swallowed Gods* Dice-Four Dice-Six Sunbeam Hills
(Wizard Encounter, Ritual Site)
Dice-Five Dice-One Half Moon Bay
Dice-One Dice-Six Caves of Twilight
Dice-Five Dice-Two Floating Cliffs
Dice-Two Dice-One Secret Gardens
Dice-Five Dice-Three Shattered Canyon
Dice-Two Dice-Two Tomb of the Acolytes
Dice-Five Dice-Four Ocean of Shattered
Dice-Two Dice-Three Golden Sands Desert Stars
Dice-Two Dice-Four Grove of the Weavers Dice-Five Dice-Five Catacombs of the
(*Ritual Item: Spools of Silver Silk)
Acolytes
Dice-Two Dice-Five Wasteland of the Dead Dice-Five Dice-Six Mountain Settlement
Dice-Two Dice-Six Shadowy Wetlands Dice-Six Dice-One Tradescraft Village
Dice-Three Dice-One Ruins of Elestrell Dice-Six Dice-Two Forest of the Firelights
(*Ritual item: Elestrell’s Dusk Loom)
Dice-Six Dice-Three Hot Spring Baths
Dice-Three Dice-Two Grove of the Carvers
(*Ritual item: Golden Ash Bark) Dice-Six Dice-Four Divine Throne Room
(Elestrell)
Dice-Three Dice-Three Sundrop Desert
Dice-Six Dice-Five Divine Throne Room
Dice-Three Dice-Four Fields of Wheat (Imefelga)
27
THEME
Dice-One Dice-One Love Dice-Four Dice-Three Companion
Dice-One Dice-Two Loyalty Dice-Four Dice-Four Divine
Dice-One Dice-Three Tradition Dice-Four Dice-Five Beauty
Dice-One Dice-Four Legacy Dice-Four Dice-Six Equality
Dice-One Dice-Five Peace Dice-Five Dice-One Ambition
Dice-One Dice-Six Conflict Dice-Five Dice-Two Celebration
Dice-Two Dice-One Family Dice-Five Dice-Three Serve
Dice-Two Dice-Two Freedom Dice-Five Dice-Four Identity
Dice-Two Dice-Three Reflection Dice-Five Dice-Five Time
Dice-Two Dice-Four History Dice-Five Dice-Six Life
Dice-Two Dice-Five Faith Dice-Six Dice-One Revolution
Dice-Two Dice-Six Deception Dice-Six Dice-Two Change
Dice-Three Dice-One Honesty Dice-Six Dice-Three Dishonour
Dice-Three Dice-Two Fame Dice-Six Dice-Four Difficulty
Dice-Three Dice-Three Hope Dice-Six Dice-Five Rest
Dice-Three Dice-Four Corruption Dice-Six Dice-Six Hidden
Dice-Three Dice-Five Mystery
Dice-Three Dice-Six Death
Dice-Four Dice-One Cleansing
Dice-Four Dice-Two Solitude
28
PEOPLE
Dice-One Dice-One Acolyte Dice-Four Dice-Three Hunter
Dice-One Dice-Two Carver Dice-Four Dice-Four Bard
Dice-One Dice-Three Weaver Dice-Four Dice-Five Botanist
Dice-One Dice-Four Historian Dice-Four Dice-Six Shepherd
Dice-One Dice-Five Farmer Dice-Five Dice-One Warrior
Dice-One Dice-Six Soldier Dice-Five Dice-Two Diviner
Dice-Two Dice-One Thief Dice-Five Dice-Three Ghost
Dice-Two Dice-Two Merchant Dice-Five Dice-Four Adventurer
Dice-Two Dice-Three Herbalist Dice-Five Dice-Five Apprentice
Dice-Two Dice-Four Key Keeper Dice-Five Dice-Six Teacher
Dice-Two Dice-Five Noble Dice-Six Dice-One Guard
Dice-Two Dice-Six Nomad Dice-Six Dice-Two Servant
Dice-Three Dice-One Outcast Dice-Six Dice-Three Librarian
Dice-Three Dice-Two Tailor Dice-Six Dice-Four Philanthropist
Dice-Three Dice-Three Chef Dice-Six Dice-Five Revolutionary
Dice-Three Dice-Four Healer Dice-Six Dice-Six Illusionist
Dice-Three Dice-Five Miner
Dice-Three Dice-Six Leader
Dice-Four Dice-One Child
Dice-Four Dice-Two Mage
29
OFFERINGS
Dice-One Dice-One Candles Dice-Four Dice-Three Artisan Crafts
Dice-One Dice-Two Incense Dice-Four Dice-Four A Promise
Dice-One Dice-Three Driftwood Dice-Four Dice-Five A Story
Dice-One Dice-Four Moon Water Dice-Four Dice-Six Statuettes
Dice-One Dice-Five Sun Water Dice-Five Dice-One Tree Sap
Dice-One Dice-Six Spider Silk Dice-Five Dice-Two Ashes
Dice-Two Dice-One Drops of Dew Dice-Five Dice-Three A Dream
Dice-Two Dice-Two Thread Spools Dice-Five Dice-Four A Vow of Silence for
Dice-Two Dice-Three Enriched Soil 1D6 days
30
CHECKLIST
Ritual Item
Imefelga’s Dawn
Chisel
Ritual Item
Golden Ash Bark
Ritual Item
Elestrell’s Dusk
Loom
Ritual Item
Spools of Silver
Silk
APPEARANCE
RITUAL ARTEFACTS
SKILLS
OFFERINGS
FATIGUE
32
NAME
PRONOUNS
APPEARANCE
RITUAL ARTEFACTS
SKILLS
OFFERINGS
FATIGUE
33
It started when a WIZARD cleaved apart the temple into
two.
because in the way of cyclical things, one ideology
eventually wins and tears apart another.
35