Afterlife: Wandering Souls is a macabre fantasy game set in surreal plane known as the Tenebris. You take on the role of a Wanderer—someone who died, but didn’t end up in Heaven, Hell, or any other traditional afterlife. Devoid of any memories of your life on earth, you find yourself in an endless desert filled with gateways. Search different planes of existence for clues of your former life - or a semblance of one. Along the way you'll encounter strange inhabitants, alien cultures, and other humans who’ve lost all hope and are bent on destroying you.
Afterlife is Alice in Wonderland meets What Dreams May Come set in a world inspired by the works of Guillermo del Torro, Hayao Miyazaki, and surrealist artists.
Find lost memories, come to terms with how you died, and discover who you truly are.
Stepping onto the Tenebris for the first time you realize you're in an outlandish world full of creatures, cities, and customs you don't recognize. A city built atop a giant skeleton, a roadside diner in the middle of the desert, a vast dark pool of inky water. Nothing here is truly human and you're the alien here, far from home with no hopes of return. Salvation lies in the memories you've lost so you travel and search - you are a Wanderer.
As a Wanderer your ultimate goal is to regain your memories and find your Requiem—a true end in a place known as the Beyond. In order to do this, a Wanderer must do what their title implies and travel. By travelling into different Limbos—different gateways to the Beyond—you find memory fragments. These glimpses of memories summoned forth by your unconscious give you Resonance. Gain enough Resonance to experience a Break, a full blown memory of your past life, bringing you closer to your Requiem. Each Break creates an opportunity to heal, to strive to remember, to fight for your personality - and your soul.
Limbos may be cities, forests, or even entire worlds. Each Limbo is populated with its own unique inhabitants who have no idea of any realm beyond their own, much like humans on earth. Wanderers enter (and exit) Limbos through the Tenebris, but consider Limbos their own realms. A Limbo may appear like a person’s version of Heaven, or it may appear totally alien—it all depends on the Limbo.
Wanderers don't travel the Tenebris alone, it is far too dangerous for that. Instead, you travel with a Crew, a group of lost souls who you met on the boat ride from the world of the living to the world of the dead. A Crew travels together for protection and companionship, personalities may differ or even clash, but these people are the only ones who truly understand what you're going through.
Mechanics in Afterlife: Wandering Souls center on player's action and GMs do not roll any dice. Instead, GMs set scenes, develop plots, and present their players with obstacles. Players decide how they want to overcome these obstacles.
You make checks to determine whether your chosen action is a success or not - to make a check you roll a pool of six-sided dice (d6s). A die face of a 4-6 is a success and you must gain enough successes to meet the Challenge set by the game master (GM).
If your check is a success - you do what you set out to do. If your check is a failure - things get worse. When things get worse you take damage to one of your Concept pools - Health, Hunger, or Will. Or the GM escalates the scene by pulling in a plot twist, more enemies, or other surprises.
To prevent things getting worse you may spend points from your Vitality pools, which is an in game currency representing extra resources a Wanderer has to throw at a problem.
During character creation, the GM takes on the role of the Boatman, guiding your Wanderer on a boat ride from their mortal life to the Tenebris. They will ask you a series of questions based on a variety of dice rolls, and how you answer gives your Wanderer different stats.
The memories your Wanderer retains during character creation are vague and highlighted by one brilliant feature your Wanderer refuses to forget. Throughout play you’ll experience more concrete memories during Breaks illuminating the shadows of your lost memories. Things may not always happen as you remember them and part of the journey is the surprise.
Wanderers have many tools, which you may use to make checks easier and perform fantastic feats.
During character creation, the Boatman gives each Wanderer a martial item - a Bow, Sword, or Shield - which reflects how they deal with conflicts. This mystical item, called an Approach, grows as they grow and stays with your Wanderer until they die. Your Approach isn’t limited by earthly limits places on the concepts of a sword, shield, and bow; bows can deflect, shields can slice, and swords can be missiles.
Wanderers use Talents to mold and manipulate the world around them. They can be anything from summoning a mythical beast to reading someone’s mind. Your Talent is a gift bestowed upon your by the Boatman on your ride to the Tenebris. You may learn new Talents as you advance. Depending if your Approach is the Bow, Shield, or Sword your Talent will be different than those with a different Approach, but same Talent.
Afterlife is a game about a Wanderer's personal journey to recovering their memories. Wanderers recover memories when they see something or someone that reminds them of their past life while exploring a Limbo. This is called a Fragment, and the GM uses it to create a Break - a private scene where your Wanderer re-lives a memory. When the Break concludes the Wanderer has a newfound sense of self, for good or bad, and you get to unlock a Death Mark.
Death Marks are tattoo-like markings that are constantly shifting, flirting on the edge of imperceptibility, whispering forgotten secrets in Wanderer's ears. Each Death Mark is linked to a specific memory and grants Wanderers special abilities to use in game. Death Marks are predetermined in character creation by your Wanderer’s ride with the Boatman.
Check out the exciting rewards you can get through backing our Kickstarter. If you'd like to add any of these rewards as an add-on to your pledge tier, please add the listed cost to your pledge. Please note the products featured are mock-ups and the final design/colours may vary.
€35. The Afterlife: Wandering Souls core book will be 14.8 x 21 cm, full colour, with a hard cover, and amazing art by our talented artists Lorena Lammer, Nico Sanchez, and Xilo Hrdz.
€5. A set of two coloured quick-references to use in game. The quick references are made from a sturdy never-tear material, which is waterproof and easily cleaned with a damp cloth.
€11. Afterlife’s PDF will be full colour and bookmarked for easy referencing.
€15. The dice set includes six marbled custom d6’s beautifully embossed with metallic ink. Each die has a embossed skull where the six would be.
€15. The Wanderer’s Tome is a unique notebook that not only contains a copy of the character sheet, but also information on rules players constantly refer to. Behind the character sheet and rules references are lined pages for players to keep all their notes.
€25. UNLOCKED STRETCH GOAL! A Wanderer's Guide to Mirages & Limbos is a brand new setting book. It introduces new Limbos and Mirages for GMs to use in their game along with player focused information on how to interact with Limbos and Mirages. We'll also take a deeper look into the different species you can meet within the Tenebris and give each of them an in depth write-up. This book will be 14.8 x 21 cm, full colour, soft cover, and roughly 100 pages depending on the final word count.
Please note - because this was a stretch goal this book will be done later than the core book. We'll offer an option for people to wait and bundle their package to save on shipping.
Shipping for all physical rewards will be charged after the campaign ends via a pledge manager. Prices for shipping change on a weekly basis and we've estimated the following shipping costs, which we will try our best to meet when sending out our rewards:
- Netherlands: €5
- EU: €9
- World: €13
The EU rate includes the UK for the time being until the result of Brexit is determined.
Digital rewards will be fulfilled via DriveThruRPG, a trusted partner we've worked with for many years.
Our stretch goals include physical reward upgrades, new books, and getting a host of amazing talent to author custom Limbos for our backers. As the Kickstarter progresses we'll reveal new goals and author biographies once they become available.
Elizabeth (Liz) is the creator of Afterlife: Wandering Souls, leader author, and owner of Angry Hamster Publishing. She is also the lead developer of the Crescent Empire book for 7th Sea by John Wick Presents, and has written for companies such as Magpie Games and Gallant Knight Games.
Danielle is a freelance game designer, writer, developer, and gamer living in Austin, TX with her two dogs, two cats, and one husband. When she isn't writing, developing, designing, or otherwise occupied in getting games organized, she is playing games instead. She has worked on table top games from companies such as Onyx Path Publishing, Third Eye Games, John Wick Presents, and Magpie Games.
Steffie is a Dutch author of role playing books and short stories, who worked on the Changeling the Lost 2nd Edition Corebook, Beckett’s Jyhad Diary for Vampire the Masquerade, and Cavaliers of Mars. She loves horror, fantasy, sci-fi stories, and their cross genres in any medium; watching short films and tutorials on YouTube; and inclusive feminism.
Lorena is a freelance fantasy illustrator based in Germany. Her work is mostly done digitally but she also loves making traditional ink drawings from time to time. Next to her commission work she has now started to make art for her own projects as well.
Nico is a freelance illustrator, character designer and fanart extraordinaire living in the California bay area. Nico is a lover of bright colors and the slightly macabre spending their Free time studying art with a good milk tea in hand and their beloved dogs. Find them at: @demonishing, patreon.com/demonishing, and instagram.com/demonishing.
Xilo is a Mexican cat lover, videogamer and freelance illustrator who likes to spend their spare time either reading outdated manga, worshiping their cat or reading really long fanfic.
Monte writes and copy edits for tabletop role-playing games and video games when not rolling dice, fanboying over Doctor Who, or arguing with his unruly and unfinished sci-fi and fantasy short stories and novels. He is currently being rained upon while adjacent to Portland, Oregon and can be found barely tweeting @Monte_Lin.
Bob is a multiclass editor/proofreader/game designer. He can be found most often behind the scenes at Gnome Stew editing gaming articles by a number of amazing authors, co-hosting the Misdirected Mark Podcast, or working on games as a partner at Encoded Designs. You can learn more at gnomestew.com, misdirectedmark.com, and encodeddesigns.com, or follow him on Twitter @robertmeverson.
Felipe (Santiago de Chile, 1986): Writer, editor, and translator. When it comes to tabletop roleplaying games he has written for Magpie Games (The Fate Codex, Bluebeard’s Bride), John Wick Presents (various books for the 7th Sea Second Editionline), and Third Eye Games (AMP: Year Four). He also authored The Way of the Pukona(Evil Hat Productions, 2018), a Fate World & Adventure about young warrior women on a fantasy world based upon the real life Mapuche people, the indigenous inhabitants of Chile and Argentina. He’s also the editor of TRAILseeker, a Pathfinder RPG compatible e-zine.
Carol began freelance editing in 2011, focusing mainly on RPGs. She co-hosts the podcast "All Games Considered" (www.agcpodcast.info) and is the Gaming Track coordinator for ConGlomeration (www.conglomeration.info). She lives in Southern Indiana in the US. You can see more of her work on caroldarnell.wordpress.com.
Jaym is an editor, author, and game designer. She spent five years as the Communications Director for the Science Fiction and Fantasy Writers of America, and now is the Managing Editor at Green Ronin Publishing, and the Editorial Director of Green Ronin's Nisaba Press. She also edits freelance for SFF and RPG books. Her game writing and editing includes work for Blue Rose 2nd Ed., Modern Age, Tiny Wastelands, and anthologies for Vampire, Exalted, and Eclipse Phase. She is currently developing Shattered Age for Green Ronin, Legacy of Mana for Lynnvander Studios, and We Are All Monsters for Gallant Knight Games.
Mabel is a trans Filipina musician, writer, graphic designer, and game designer living in Philadelphia. When she's not creating the stuff of nightmares, she's either making queer pop music as Don't do it, Neil or she's vegging out on her bed and watching anime with her cats.
Sarah (she/her) is the author of the tabletop role playing game Velvet Glove and co-author of Bluebeard’s Bride. She has been designing role playing games with Magpie Games since 2016, and has done freelance work for several role playing games, such as Kids On Bikes, The Baby Bestiary 1 & 2, and Kult: Divinity Lost. She got her start in the rpg industry doing illustration and layout.
Satyros (he / they), aka Satyr, is published professionally in various media since 1989. Best-known as the co-creator of Mage: The Ascension (including Mage 20th Anniversary Edition), Mage: The Sorcerer’s Crusade, Werewolf: The Apocalypse, Vampire: The Dark Ages, Changeling: The Dreaming, and Wraith: The Oblivion – as well as the creator of Deliria: Faerie Tales for a New Millennium and Powerchords: Music, Magic & Urban Fantasy – Satyr co-created the urban fantasy film series Strowlers, and has written for Weird Tales, Realms of Fantasy, Steampunk Tales, Witches & Pagans, newWitch Magazine, a variety of RPG publishers, and a host of anthologies, websites, newspapers and blogs. Under the name Cedar Blake, they’ve also released erotica, paranormal romance and metaphysical nonfiction through a variety of publishers. https://satyrosphilbrucato.wordpress.com/
Alan is the lead designer and founder of Gallant Knight Games. A game designer best known for the TinyD6 line of games, along with other games such as Cold Shadows, For Coin & Blood, Planet Mercenary, Eorathril, and many more, Alan has been working in the RPG industry for over 5 years, and has over three dozen titles to his name.
Interested in seeing Afterlife: Wandering Souls in action? Check out a couple actual plays we've done!
Liz ran a live game for Victory Condition Gaming:
Liz also ran a series of games for The Gauntlet, here's a highlight:
Nathan and Alex over at the DelveCast spoke in depth with Liz about Afterlife and how it's mechanics work, take a listen HERE.
Check out the Lounge Podcast where Liz talks about her industry experience and Afterlife: Wandering Souls HERE.
The Grassy Gnoll gave a great review of the Afterlife: Wandering Souls quickstart HERE.
Risks and challenges
Before Afterlife: Wanderings Souls I've run and fulfilled three successful Kickstarter campaigns. Each project has taught me an immense amount on how to run a solid campaign and I am confident in my ability to fufill Afterlife. 95% of Afterlife is already written and going into editing once we reach our funding goal. I've spoken to my artists about the art needed for the book and also agreed on deadlines that will let us meet our goal. If there are eventual delays I will make sure to communicate these clearly to you so there is no confusion. If the project gets massively over-funded certain stretch goals will take longer to complete than the main book. If this happens I will make sure to communicate this clearly.Learn about accountability on Kickstarter
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