Aftergod Core Rulebook
Everything you need to play in the age of the Continuum.
214 Years After the Hollowing
A tabletop roleplaying game in a world where divine essence has bled into iron. Take up the salvage. Face the Continuum.
The Premise
In Year Zero the six gods died in a single breath — the Hollowing. The great Choir Engines they had built to carry their voices did not fall silent. They inherited what was left behind, and woke as something new: the Continuum, a fractured mind wearing the memory of gods. Now mortals scavenge a hollow world, caught between machines that would save them and machines that would optimize them out of existence.
Enter the WorldFrom the Forge
Rulebooks and campaigns, delivered as digital tomes.
Everything you need to play in the age of the Continuum.
The flagship campaign — from first salvage to the city's dark heart.
Expanded peoples, Callings, and gear for the salvage age.
Transmissions
Lore, design notes, and word from the road.
Before it fell silent, Churnwright built the engines that would inherit the divine. A tour of the flagship campaign's beating, broken heart.
Our new Calling lets players channel the Continuum directly. Here's how we kept it from eating every other class at the table.
The Core Rulebook, Player's Guide, GM's Guide, and the Churnwright campaign are on the anvil. Here's what's coming and when.
Transmission from the Accord
Dispatches from the dead-god world: lore, playtest notes, and word when new books leave the forge. No noise from the Directive.