Cyril Tenar took on four of Afterglow's classes — the Boomshade, Ranger, Coil-Bound, and Forged — and delivered exactly what was asked for, every time.
The Boomshade illustration is where Cyril really shines. The detailed line work is deliberate, and the silent, espionage-edged tone I was chasing for that class comes through without needing to be explained. You look at it and you just get the Boomshade.
The Ranger hits the same mark from a completely different direction — rugged, self-sufficient, built for the wild. It captures the kind of person who doesn't need the world to be intact to survive in it.
Cyril is a straightforward collaborator — clear communication, delivers on the brief, easy to work with. If you want to reach out directly, hit them up on Discord.
Afterglow: Adventures in the Shatterlands has only 9 days left, and if you've been on the fence, this is your sign.
We're currently 184% funded. I would like to thank all those people who have already committed to bringing this world to life — every one of them backed because they're passionate about TTRPGs, DCC/MCC, and wanted to be part of New Terra Studios' first major release, made for the community, by the community.
If Afterglow has been on your radar — now's the time.
Not every creature in Afterglow is trying to kill you — some are just wonderfully weird, and Ben Foster is one of the artists making that corner of the Shatterlands come alive.
Ben worked on two of my personal favorite entries in the guide: the Floose, a fire-breathing goose that is exactly as dangerous as it sounds, and the Buzzkits, a genetic mashup of honey bees and squirrels that adds a genuine sense of wonderment to the field guide. The design details make these creatures feel deliberately and intentionally made — because in the Shatterlands, they were.
The standout piece though is the full page flora illustration. The detail is staggering. You look at it and you don't just see dangerous plants — you feel what it would be like to stand at the edge of that garden as a player, knowing you have no choice but to walk through it. All teeth and spines and no good options.
Before the Shatterlands became what it is, there were years of unraveling — and Afterglow doesn't skip over it.
The main lore chapter "Becoming the Shatterlands" is a collection of short stories drawn from real sessions, scattered across the years when the world was starting its spiral. Fear, uncertainty, distrust, anger, loss — each story carries its own emotional fingerprint, and each one is anchored by a single image meant to freeze that moment in amber.
Mary Bennett is the artist carrying that entire chapter on their shoulders, and the work speaks for itself. Every image lands exactly where it needs to — you read the story, you look at the illustration, and something locks into place. You don't just understand what the character is going through. You feel it.
This is no small ask for a single artist. The scope is significant and the schedule has been demanding. Mary has exceeded expectations at every turn without missing a beat.
Seriously — go check out their portfolio. The talent is obvious, and I'm grateful to have them on this project.
Gary Con kicked off Thursday at the Grand Geneva Resort in Lake Geneva, and we have been running Afterglow hard. Two sessions down and third one coming fast!
Watching players scheme their way through the facility in ways I never saw coming, then seeing their faces when something unexpected crawls out of the shadows — that's the whole game right there. The shocked expressions alone are worth the trip.
If you're at the Grand Geneva this weekend, keep your eyes open. There are surprises scattered across campus — you'll know them when you find them.
To everyone backing from home: the game is real, it's hitting hard, and we cannot wait to get it into your hands. Thank you for making this happen.