AfterGlow 2024

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1 Fistful of Crits

2
3
CREATED
CREATED BY
BY
Fistful of Crits

WRITING, DESIGN & ILLUSTRATION


Freyalygil (Steph @ Fistful of Crits)

PLAYTEST BY
Ophiekove, Nick Munro Turner, Alex M

BASED ON

This work is based on Firelights, product of Fari RPGs (https://farirpgs.com/),


developed and authored by René-Pier Deshaies-Gélinas, and licensed for our use
under the Creative Commons Attribution 4.0 License
(https://creativecommons.org/licenses/by/4.0/)

Human Made Logo by Hinokodo


4
TABLE of
CONTENTS
OVERVIEW
• Preparing the Game  3
• Collaborative Game Flow  4
• Consider the World  5

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.

The Celestial cycles shatter and pour away, blending the


colour of their worship into tones of soft purple and
creamy orange hues.

Now there is no more day or night, no rising or setting of


the Godly tombs that float in carefully calculated arches
through the sky: there is only the AfterGlow and the wake
of a different world.

The Gods are raw in their rage and grief.

1
ELESTRELL
The Nightweaver resides in
these darker lands.

Her people grow clever


and wild, weavers of
memory and the things
IMEFELGA that are lost as the structure
of people’s hearts and
Carver of the Dawn, lands change. In Elestrell’s
has enough light to give name they make holy
strength to those who wells in which to bless
seek it. each other and the
Gods as they once were,
He makes his new people connecting people always
strong, sharp and quick to to the blood of land and
fight. They carve the land worship. These wells
with their hands to guard stretch upwards to receive
their solace; mountainous the kiss of the river in
settlements claw their connection and hope.
way upwards and a
golden river rushes down
it to prick spreading
fingers of streams
through the twilight.

The rush of water gathers


and reaches to the darker
parts of the land.

Each person knows this: the AfterGlow need not remain if a


bridge can built again over these waters.
2
PREPARING the
GAME
Afterglow is a game in which you
will assume the role of an acolyte
to the DawnCarver Imefelga, or the
NightWeaver Elestrell.

Depending on your approach to play,


you may have an opportunity to swap
your playbook throughout the game or
have a friend play alongside you.

This is a journalling game focused on


exploration, giving you the chance to
shape the world of the game as you
explore and build upon elements
already defined in the introduction.

If you are playing with a friend, take


turns to make your moves and make
note of what happens; what you
encounter, how you act and what you
find out there in the world.

Using notecards or a journal, describe


what happened during your turn and
keep a record of your story.

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.

YOU ARE FRIENDS YOU ARE STRANGERS


Through the distance that You have ventured out of your
separates you, work together confines for the first time in
to meet and perform the ritual exploration – perhaps you did
that will bring Imefelga and not know a life before the Glow
Elestrell together again. transpired.

Work to uncover the artefacts or Coming across each other, how


knowledge needed, then come do you react?
together to perform the ritual.
What do you both seek out in
You may leave each other notes the world, and what will you do
or send letters to let the other once you find it?
person know how your quest is
progressing.

4
CONSIDER the
WORLD
What are Imefelga and Elestrell’s relations to one
another?

What happened during the events of the Glow


and how are people living now? Carve and
Weave the world as you see fit.

What ritual can be done to bring the Gods


together again and restart the cycle?

NOTE You may have been raised in a cloistered


community dedicated to one of the Gods, or
There may opportunity both.
through the game to
both be present in Either way, your seclusion in the AfterGlow has
an area at the same influenced your community.
time, by landing on
identical numbers on Some of your kin wish to see balance restored
the Discover A Region between the Gods, a return to the moving of the
Roll Table. cycles of the Sun and Moon – but some would
see the Glow hang forever in the sky.
In this case, the
acolyte already in the Before you play, decide how your character feels
area may stay to meet about their small world and what has motivated
up and can mark them to act.
back one fatigue. The
acolyte new to the
area takes their turn
as normal.

5
PLAYING the
GAME
To play this game, you will need the following
materials:

A STANDARD DECK OF CARDS.


(with jokers included) You will use this deck to
guide the story and the challenges that occur.
Shuffle the deck to draw from. Place any cards
you use into a discard pile. 

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.

Your character has three approaches to how


they will complete tasks, explore and survive
in the world.

STRONG – Power, Force, Direct,


Controlled

FAST – Movement, Agility, Reaction,


Balance

MEASURED – Analytical, Thoughtful,


Cautious, Intellectual
NOTE
You may only use
your skill ONCE until it Assign a +2 to one, a +1 to another and the last
refreshes or changes defaults to 0.
on a special event.
Choose one skill from the skill tree for your
character to start out with.

During the adventure, they may have the


opportunity to gain more, or swap the one
they have. When a Joker is drawn, or you
draw a card with the same number to the
one previously drawn, a special event occurs
where you will be able to change your skill.

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.

Whenever you choose to make an action:

• Draw two cards face up from your story deck.


• Roll and Sum your two Action Dice.
• Add any modifiers to your roll to get your score.
Each playbook interrupts the results differently and is detailed on the action
specific page. Keep in mind that the worst outcome means you have a
chance to use your special skill.

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.

Otherwise, there’s Dark, and a Otherwise, there’s Light, and a


chance to use your special skill. chance to use your special skil

9
THE
ACTIONS
SEARCH FOR OFFERINGS
(Action + Approach)

DISCOVER REGIONS
(Action + Approach)

EVADE THREATS
(Action + Approach)

NOTE FIGHT THREATS


Aces are worth 1,
(Action + Approach)
Jacks are worth 11,
Queens are worth 12
and Kings are worth SEEK ANSWERS or
13. BUY INFORMATION
(Action + Offerings)
Jokers are a special
trigger to use a skill,
as are two cards of
the same number in
a row.

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.

If you enter an area you have previously explored you may


choose to move on, in which case roll again. Or you may
use the area to build upon the story, search for offerings or
clear any previous threats you may have fled from.

Note: It may be useful to use notecards to represent each


new area and lay them out in front of you or draw a map
as you travel the land to keep track of where you’ve been.

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.

If the area you’ve landed in feels as though it should be


populated, roll on the PEOPLE table to see who you might
interact with. There is no limit as to how many or little
encounters you may have with people in a specific area
– when you feel satisfied, you are free to move on and
continue your journey.

Ultimately, you are the Carver or Weaver of your own tale. If


the rolls or rules feel as though they are impeding you from
the story you want to tell, feel free to change, ignore them or
try again.

It could be that you decide to journal one social encounter


per area or roll a D4 to determine how many you come
across. The encounters are to help you flesh out and build
the world as you explore and a chance to get creative in the
setting of the world.

Example of a possible exploration of story in an area:

In the LIBRARY OF SECRETS (Region), A KEY KEEPER (People)


SURVIVES (Events) in SOLITUDE (Theme.)

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 encounter a threat, you may fight them. Build a


stack of cards as described in the FIGHT THREATS action.
When the number of cards of the stack matches the
threat’s strength, they fade away.

If you FLEE from the threat, their stack persists until you
encounter them again (mark the threat level on the map
for future reference.)

If you DIE to a threat, flip a coin. On a heads, your God


gives you another chance. Start back at the previous
region and take a new path. On a tails, your God
cannot intervene in time. Your acolyte becomes a threat
themselves, doomed to wander the land in their new
form.

If playing with TWO BOOKS or collaboratively, your


friend may attempt to travel to the area to cleanse you. If
successful, you may resume the character after resting.

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.

If you are a Dawn Carver, you need only encounter and


defeat the following to be successful at summoning The
Wizard:

Night Thread, Screaming Silk, Star Sentinel, Moon Eater

If you are a Night Weaver, you need only encounter and


defeat the following to be successful at summoning The
Wizard:

Ember Sparks, Bonfire Blast, Magma Guard, Solar Flare.

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.

BONFIRE BLAST SCREAMING SILK


8 STRENGTH 8 STRENGTH
That blast goes further You’ll pay for the
than you’d think. scissors you took to
Watch out for chain her work.
reactions. You’ll scream too.
Black Spade and Black Spade and
Club cards count as Club cards count as
two stack cards. two stack 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.

SOLAR FLARE MOON EATER


13 STRENGTH 13 STRENGTH
Cleansing streaks of In her hunger, she
light and heat. eats the moon dark
He could forgive. and builds it bright
Come into the light. again in hope.
Give him the Wizard. Give her the Wizard.
Hearts count as two Hearts 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.

When attempting to avoid a threat, roll Action + Approach.

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.

1. The Wizard is unrepentant and desperate for power.


They seek to install themselves as the only God.
They are charismatic, but ruthless.

2. The Wizard made a mistake they don’t know how to


undo. They fear the God’s wrath should things change
again. They are pitiable, but repentant.

3. The Wizard’s road to hell was paved with good


intentions. They nurse a secret about the Gods that
neither God ever wanted the people to know. They are
defiant and proud.

4. The Wizard did not do the things they were accused of


doing. Scapegoated by others in your community, they
have retreated to quietly work on a solution. They are
distrusting and lonely.

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.

In the result of a consequence, take stock of your journey


and decide what this consequence might be. Do the Gods
come back in new incarnations? Do you lose someone
on the journey you grew to care about? Do you become a
WIZARD yourself?

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.

When you rest, fill an entry in your Journey Book, shuffle


the cards you discarded when making Actions back into
your Story Deck and clear your Fatigue.

If you are playing both playbooks yourself in a solo


game, the end of a resting period is a good time to swap
playbooks.

CARVE THE DAWN / WEAVE THE NIGHT


When you pull a face card from your story deck, the part
of the land you discover will be a good place for you to
leave markers for your friend if playing collaboratively.

Mark your character’s sigil to this part of the map and


describe the ritual your character undertakes here.
Remove 1 Fatigue.

21
SEARCH for
OFFERINGS
Through your journey, you may have the chance to
search for offerings.

Offerings can be traded for information with people you


meet over the story – you can think of them as a form of
currency.

They may also be offered up to your God for knowledge.

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.

Decide on a number of offerings to expend and roll


Action + Offerings.

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)

Ask your God a yes/no question.

Roll 1D6. The numbers 2, 4 and 6 indicate the best possible


outcome: Yes, and...an additional bit of information.

The numbers 3 and 5 indicate mixed results: Yes, but...lose


1D6 offerings.

The number 1 indicates a failure: No, and...immediately


encounter a threat.

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.

Sometimes an Acolyte may fall in the face of a threat prematurely,


or in a way that feels unsatisfying to the story you are telling;

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.

If playing collaboratively, consider if the other Acolyte can travel to


the location of their demise and make a bargain with the Wizard.
You are free to decide what it is, or you can a D6 roll below:

1. The Wizard wants...


2. Your heart.
3. Your service.
4. Your destruction of a holy site.
5. Your creation of a holy site erected in the name of the
Glow.
6. Your memories of the world.
7. Your forgiveness.

ENDING THE GAME


It is possible to end the game by defeating the Wizard, completing
the Ritual and restoring balance to the world. To end the game this
way, you must have:

1. All ritual Items Gathered: Imefelga’s Dawn Chisel, Elestrell’s


Dusk Loom, Imefelga’s Blood, Elestrell’s Tears.
2. All of one kind of threat defeated.
3. Wizard encountered at the Ritual site.
24
TABLES

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)

Dice-Three Dice-Five Tunnels into the Dice-Six Dice-Six Abandoned Wizard’s


Mountain
Tower
26
EVENTS
Dice-One Dice-One Learn Dice-Four Dice-Three Survive
Dice-One Dice-Two Protect Dice-Four Dice-Four Pray
Dice-One Dice-Three Sacrifice Dice-Four Dice-Five Meet
Dice-One Dice-Four Lead Dice-Four Dice-Six Forgive
Dice-One Dice-Five Save Dice-Five Dice-One Mourn
Dice-One Dice-Six Sabotage Dice-Five Dice-Two Celebrate
Dice-Two Dice-One Create Dice-Five Dice-Three Serve
Dice-Two Dice-Two Destroy Dice-Five Dice-Four Change
Dice-Two Dice-Three Redeem Dice-Five Dice-Five Participate
Dice-Two Dice-Four Aid Dice-Five Dice-Six Reveal
Dice-Two Dice-Five Deceive Dice-Six Dice-One Hide
Dice-Two Dice-Six Escape Dice-Six Dice-Two Study
Dice-Three Dice-One Retrieve Dice-Six Dice-Three Succeed
Dice-Three Dice-Two Steal Dice-Six Dice-Four Play
Dice-Three Dice-Three Observe Dice-Six Dice-Five Risk
Dice-Three Dice-Four Explore Dice-Six Dice-Six Reward
Dice-Three Dice-Five Persuade
Dice-Three Dice-Six Trade
Dice-Four Dice-One Follow
Dice-Four Dice-Two Fail

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

Dice-Two Dice-Four Enchanted Jewlery Dice-Five Dice-Five Tools

Dice-Two Dice-Five Flower Wreaths Dice-Five Dice-Six Textiles

Dice-Two Dice-Six Perfumes Dice-Six Dice-One Paintings

Dice-Three Dice-One Trinkets Dice-Six Dice-Two Precious Gems

Dice-Three Dice-Two Pearls Dice-Six Dice-Three Baskets

Dice-Three Dice-Three Oils Dice-Six Dice-Four Bottles of Ink

Dice-Three Dice-Four Songs of Prayer Dice-Six Dice-Five Foraged Foods


Dice-Six Dice-Six Insects
Dice-Three Dice-Five Songs of Praise
Dice-Three Dice-Six Crystals
Dice-Four Dice-One Coins
Dice-Four Dice-Two Wine

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CHECKLIST
Ritual Item
Imefelga’s Dawn
Chisel

Square Square Square

Ritual Item
Golden Ash Bark

Square Square Square

Ritual Item
Elestrell’s Dusk
Loom

Square Square Square

Ritual Item
Spools of Silver
Silk

Square Square Square


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NAME
PRONOUNS

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.

The Celestial cycles shatter and pour away, blending the


colour of their worship into tones of soft purple and
creamy orange hues.

Now there is no more day or night, no rising or setting


of the Godly tombs that float in carefully calculated
arches through the sky: there is only the AfterGlow and
the wake of a different world.

AfterGlow is a solo or co-operative play


journalling TTRPG game.
Become a Dawncarver Acolyte of the Light,
Imefelga, or a Nightweaver Acolyte of the God of
the Night, Elestrell.

Expand the world as you explore, search for


offerings, fight dangerous threats and discover the
mysteries of the Wizard and the Afterglow.

Play co-operatively or competitively to see whether


balance can be achieved or destroyed, with your
God's energies reigning supreme over the world.

35

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