
Glory
Glory is a currency that is awarded for helping the health and quality of the game on an out-of-character basis. It can be used to purchase special concepts, memberships, out-of-culture perks and flaws among other things. This is not an exhaustive list, and additional glory concepts and items may be added at a later date.
Glory can be earned through the following means:
TASK | GLORY |
Extra NPC shift | 1 |
Setup or Teardown | 1 each |
Dedicated Guild NPC* | 3 glory each game, plus 4 XP each game |
NPC for the weekend | 3 glory |
Cash Donations | 1 glory for each $20 |
Donations of Items | Approximately 1 glory per $20 worth of items, subject to variability based on condition. Alternately may be based on labor time, and typically is awarded 1 glory per every 2 hours of labor. Donated items must be pre-approved by staff in advance. |
Recruitment | If you recruit a new player both recruiter and recruitee earn 1 glory each for each of their first 3 games. |
*In addition to volunteering to be an NPC for a weekend, Age of Ashes offers the ability to become a dedicated Guild NPC. These members of the community commit to playing NPCs for the game for a year’s worth of games and in return they earn XP along with Glory for future character concepts. They attend game for free and have the opportunity to take part in extended storylines in addition to earning XP and Glory. See our Guild page for more information.
Special character concepts have access to skills and specialties that are not available to the rest of humanity, whether from innate gifts of birth or from membership or conversion to a specialized organization. Special concepts are in two groups:
- Those that can be purchased at character creation only and cannot be earned in game nor stacked with other glory concepts.
- Those that may either be purchased at character creation or be earned in game through roleplay and story justification. To enter the game as a member of one of these groups represents an amount of power and ability that costs glory. Becoming one of these character concepts after character creation does not cost glory, but does cost XP and requires story justification. These may be stacked with other glory concepts, but be mindful that there is only so much XP to spend.
It is only possible to enter play as one glory concept, although there is no limit to the number of concepts that can be achieved in play, assuming they are available after creation. Only the first level of any glory concept may be purchased at character creation, with the exception of dedicated Guild NPCs entering play after a year, and only at its most basic level- mages come in with 3 spells, cultists come in with 3 rituals, dhampirs and seers buy up to and including their second level power, and paladins and rangers have their innate abilities and can purchase 1 level 1 Gift or Evocation of their choice. If any of these levels have unlocks, it is assumed that they have performed those unlocks before the start of play.
If one enters play after being part of the Guild for a year they may also come in as a more advanced glory concept than normal. Guild members may come in as a cultist or mage at level 2, rather than level 1- although cultists must spend enough Guild XP to buy 6 rites to come in as a level 2 cultist. For other concepts, such as Paladins, Rangers, and Seers, they may spend up to 30xp they earned through Guild into their glory concept as if they had performed the unlocks.
Note: If, while designing your character, you choose any overlapping concepts, such as an Antagonist Concept Ranger you must pay the glory cost for each of those individual concepts.
SPECIAL CHARACTER CONCEPTS only available at character creation | COST |
Paladin | 30 glory, 10 XP |
Seer | 20 glory, 3 XP |
Ranger | 30 glory, 10 XP |
SPECIAL CHARACTER CONCEPTS available at and after character creation | COST |
Dhampir | 30 glory, 3 XP |
Cultist | 10 glory, 3 XP |
Magician | 15 glory, 8 XP |
Antagonist Concept | 10+ glory |
Triumverati Cultist | 20 glory, 3 XP |
There are other opportunities to spend glory as well. These include:
OTHER GLORY SPENDS | COST |
Consumable – Enter play at any game with a single item off of our list below, redeemable at Check-In. You may only buy one consumable per game. | 3 glory |
Change Canon –Enter play significantly related to an important named NPC from the culture packets, such as an established Salgothic house heir, canon Hesha ship’s captain, published Outlander warlord, etc., or add other relationships or key characters to the world that in some way substantially change it | 10+ glory |
Starting Item – Additional Starting Item at Character Creation | 2 glory |
Half off the price of a Game |
5 glory |
Request a Module | 10+ glory |
Lore Prop – Come into game with a lore prop at Character Creation of staff’s choice | 5 glory |
Secrets – Come into game with a secret knowledge or piece of information which staff will provide to you in full ahead of time | Highly variable, 10+ glory at least and subject to approval |
Earn XP for a game you missed | 5 glory per XP point |
Access to a Perk or Flaw Outside your culture | 3 times the XP cost/reward |
Glory Consumable List
Glory Consumable | Description | Effect |
Bar of chocolate | A thick slab of brown confection. It seems to be embossed with a beautiful Nemien pattern, and is wrapped in waxed linen. It smells sweet and tastes like faraway places you’ve never been to. | After consuming this bar a user may temporarily supress the fear or terror effect for a minute. There are three uses on this bar. |
Blessed Candle of Lurian | Blessed Candle of Lurian | Candles created in this way are activated by being lit, and once lit are considered to be used and may not be lit for mechanical effect again, even if it is not useless for the purpose of shedding light. Once lit, any person that is Faith in Higher Power may blow out, snuff, or otherwise put out the candle to gain a one-time effect. When next the target is downed, the target may repeat their Last Rite a second time before dying. Once blown out the effect lasts until use for the event. Characters can only be under 1 single blessed candle effect at a time. |
Blessed Candle of Melandiel | Blessed Candle of Melandiel | Candles created in this way are activated by being lit, and once lit are considered to be used and may not be lit for mechanical effect again. Once lit, any person that is Faith in Higher Power may blow out, snuff, or otherwise put out the candle to gain a one-time effect: May use a Divine Dodge call against a single attack or spell. Once blown out the effect lasts until use for a liminal space. Characters can only be under 1 single blessed candle effect at a time. |
Blessed Candle of Mithriel | Blessed Candle of Mithriel | Candles created in this way are activated by being lit, and once lit are considered to be used and may not be lit for mechanical effect again, even if it is not useless for the purpose of shedding light. Once lit, any person that is Faith in Higher Power may blow out, snuff, or otherwise put out the candle to gain a one-time effect: May use a Divine Resist against Sunder to a wielded weapon, shield, or armor. Once blown out the effect lasts until use for a liminal space. Characters can only be under 1 single blessed candle effect at a time. |
Blessed Candle of Nuraniel | Blessed Candle of Nuraniel | Candles created in this way are activated by being lit, and once lit are considered to be used and may not be lit for mechanical effect again, even if it is not useless for the purpose of shedding light. Once lit, any person that is Faith in Higher Power may blow out, snuff, or otherwise put out the candle to gain a one-time effect: When snuffed, any hidden malefic creatures in the area are revealed. Once blown out the effect must be used immediately. Characters can only be under 1 single blessed candle effect at a time. |
Blessed Candle of Sepharian | Blessed Candle of Sepharian | Candles created in this way are activated by being lit, and once lit are considered to be used and may not be lit for mechanical effect again, even if it is not useless for the purpose of shedding light. Once lit, any person that is Faith in Higher Power may blow out, snuff, or otherwise put out the candle to gain a one-time effect: Choose one social tree and, for a single conversation from a single target, become immune to all standard calls from that target. Once blown out the effect lasts until use for an hour. Characters can only be under 1 single blessed candle effect at a time. |
Blessed Candles of Cyaniel | Blessed Candles of Cyaniel | Candles created in this way are activated by being lit, and once lit are considered to be used and may not be lit for mechanical effect again, even if they are used again for the purpose of shedding light. Once lit, any person that is Faith in Higher Power may blow out, snuff, or otherwise put out the candle to gain a one-time effect. The target may immediately enter the Stealth condition, even if they do not have the appropriate skill such as Hide. This may be used even if they are being observed, so long as they still meet the darkness or cover requirements. Should the darkness or cover be removed, the target may be revealed. Once blown out the effect must be used immediately. Characters can only be under 1 single blessed candle effect at a time. |
Bouquet of dried flowers | A bundle of dry rustling flowers that have been collected over time. They seem to strangely keep their original perfume, but also smell like a memory that you cannot place. Their thorns seem to gleam with fresh blood. | When placed in the hands of a shambling malefic like a zombie or ghoul, causes them to remember that they are in fact dead, and lie down for 5 minutes. At the end, the flowers turn to ash and the malefic is able to rise again, if it hasn't been destroyed yet. You have three bouquets of flowers |
Bottle of black wine | A long bottle of green glass, that contains what appears to be wine, but is pitch black in color. When shifted the liquid appears to be somewhat thicker than wine, but the label on the bottle suggest a very fine vintage. | This bottle has three uses and, when consumed, takes the voice from the person who consumed it- rendering them mute until the next liminal space. |
Bottle of Lurien’s Slumber | Divine Alchemical Substance | This shadow may be added to a single drink or meal which, if consumed, will place the person who consumes it into a deep sleep for a half an hour. While this is not a poison and cannot be countered by natural abilities, abilities that sense impurities or poisons in an item can sense the shadow. You have three uses of this bottle. |
Dragon's egg | A large egg that seems to be made out of ruby marbled with gold streaks. It feels hot to the touch and seems to vibrate at random times. It seems to calm when you hold it to your chest and wrap your arms around it. | This stone makes you immune to fire magical attacks, but once used, will start to crack. It has three uses of "Arcane Fire Resist". |
Eagle eye | A small round eyeball the size of a grape harvested from an eagle's corpse. The iris is mottled gold and yellow, and it shines with a light that would make you believe it was still filled with life. | This stone makes you immune to air magical attacks, but once used, will start to crack. It has three uses of "Arcane Air Resist". |
Earth tent | A small ball made of soil, with a much more impressive use. When thrown at the ground, the ball will tear up sod and soil to quickly make you a small cavern in the earth. It is big enough to shelter one person. | Makes a tent you can throw up that takes one person out of the fight, but which keeps you safe. You are OOC for two hours and nothing may affect you or your body. You have three uses of this. |
Greater earth tent | A larger ball of soil that can also be thrown to make an earth tent. This one seems to be able to fit two or three people, and is impervious to the elements no matter the climate. | Makes a tent you can throw up that takes two people out of the fight, but which keeps you safe. You both are OOC for two hours and nothing may affect you or your body. You have three uses of this. |
Holy Water | Ritual Component | This is holy water that was blessed in Lethia, may be used in rituals. You have three vials of this. |
Preservation salt | A roughly woven brown sack filled with thick crystals of pink salt. Not used for currency, it is often used to preserve meat from hunts so it will last long into the future for rations. | This item may be used to preserve a single unit of meat, vegetables, essences, or herbs indefinitely. You have three vials of this. |
Ranger's vigor | A small leather bag containing the preserved muscle fibers of a fallen Vecatran ranger. These are generally taken from Winter Rangers, and strange runes are inked all over the surface of the bag. The muscle feels dry, like a fall leaf. | When consumed a ranger generates one more natural essence for the day. This has three uses total. |
Runestone | Ritual Component | Runestone for a specifically named individual. You have three of these. |
Rusty scalpel | A thin blade covered in flaking rust. It exudes the smell of sickness. The blade seems to be nicked along the edge, in a crude mimickry of serrations. | Automatically places one random diesase on target, then breaks. Please get the disease tag ahead of time from staff. |
Sacred Henna | Ritual Component | The henna paste inside the bowl becomes Sacred Henna, which may be used in other rituals. The henna may be transferred into a glass container and stored for up to one more event before it loses its potency. If depravity is incurred while someone is wearing Sacred Henna the priest who applied the henna is aware of the fact that some sin has occurred. You have three vials of sacred henna. |
Sacred Water | Ritual Component | The water inside the bowl becomes Sacred Water, which may be used in other rituals. The water may be transferred into glass vials to create Vials of Sacred Water. The water can be used to create up to 3 vials. |
Sea serpent heart | A waterlogged lump of flesh the color of the greenest of tide pools. It has patches of shiny green scales dotting its surface and you swear you can feel it beat when close to any body of water. | This organ makes you immune to water magical attacks, but once used, will start to rot. It has three uses of "Arcane Water Resist". |
Sickly sweet syrup | A small vial of viscous liquid, shimmering with an amber glow. When tasted, it gives off the flavor of honey and exotic spices. | This bottle has three uses, and once consumed keeps someone from earning additional prestige points for an organization until the next liminal space. |
Spectre in a bottle | A small bottle with a wisp of white smoke inside, said to be the spirit of the dead | This item is usable three times, when opened and the smoke is released, will immobilize a ghost for five minutes |
Stinky cheese | A small round of white cheese, marbled with vibrant blue and green veins. There is a slice cut out, and it emits an odor so foul that everyone around you will most certainly take care to avoid your path. | You get a single use of push on a Strange Beast (Othyr, Mythic, or Fey). You have three stinky cheeses. You may call "Arcane Push on Othyr Mythic or Fey." |
Sweet smelling wax | A lump of white, silky wax about the size of a fist, marbled with streaks of purple and orange. | When attached to a ritual candle allows an additional use of the candle. You have three uses of sweet smelling wax. |
Talisman | Ritual Component | Talisman that may now be blessed in rituals relating to specific faces. You can get three talismans. |
Thiefbane | A dye used to deter thieves and catch those who have sticky fingers | Can be applied to an item as a tag, and the first two people other than you who touches that item ends up with dye on their fingers to show that they touched it- including those who touch the item via stealing it through skills. This dye lasts for the event, and we recommend having blue latex or vinyl gloves on hand to represent the dye. You have three uses of this dye. |
Troll charm | A small clay talisman tied onto a leather cord. The pendant is vaguely humanoid, and seems to depict a squat, ugly deity that resembles a troll. It is dirty, and smells a little bad. | This stone makes you immune to earth magical attacks, but once used, will start to crack. It has three uses of "Arcane Earth Resist". |
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