Bogfolk
Bloodred Sludge
Concept: “Converting MÖRK BORG (or any other OSR system) to Lichoma doesn’t have to be difficult.”
Content: A walkthrough conversion of Rotblack Sludge for Lichoma.
Writing: A conversational tone that presents both the results and thought processes behind them.
Art/design: A hybrid of the Rotblack Sludge and Lichoma design, with creature illustrations in Lichoma’s visual style.
Usability: Best if treated as a tutorial or exercise. Mark up a copy of Rotblack Sludge.
Content: A walkthrough conversion of Rotblack Sludge for Lichoma.
Writing: A conversational tone that presents both the results and thought processes behind them.
Art/design: A hybrid of the Rotblack Sludge and Lichoma design, with creature illustrations in Lichoma’s visual style.
Usability: Best if treated as a tutorial or exercise. Mark up a copy of Rotblack Sludge.
Bogfolk’s Claw
Concept: “Do you think they have Old Bay seasoning in the dying world…?”
Content: A big fvckin’ crab.
Writing: Tentative proof that crabs are the utilitarian end of all evolution.
Art/design: I'm pretty sure that crab is gnawing into a human torso. The crab is yellow, the flesh is pink.
Usability: In the Dying Lands, crab picks you.
Content: A big fvckin’ crab.
Writing: Tentative proof that crabs are the utilitarian end of all evolution.
Art/design: I'm pretty sure that crab is gnawing into a human torso. The crab is yellow, the flesh is pink.
Usability: In the Dying Lands, crab picks you.
Bogfolk’s Forest
Concept: “Get lost in our Bog, stay a while, why don’t you?”
Content: “A forest cursed by an ancient witch’s heart” and d6 places to encounter there.
Writing: Description and mechanics interact to establish the setting and each new environment.
Art/design: Bogdown forest looms in false color behind a dark window to the text.
Usability: As a location generator for your random boggy encounters.
Content: “A forest cursed by an ancient witch’s heart” and d6 places to encounter there.
Writing: Description and mechanics interact to establish the setting and each new environment.
Art/design: Bogdown forest looms in false color behind a dark window to the text.
Usability: As a location generator for your random boggy encounters.
Bogfolk’s Silver
Concept: “Picked up any silver? Good for you, NOW ROLL A D20!!!”
Content: Like normal silver, but probably fvcked.
Writing: Seven shiny new miseries* for those greedy scvm.
Art/design: Cursed silver coins fall, casting angled shadows across a plastered page.
Usability: *Not “Miseries” in that sense. That fate is sealed.
Content: Like normal silver, but probably fvcked.
Writing: Seven shiny new miseries* for those greedy scvm.
Art/design: Cursed silver coins fall, casting angled shadows across a plastered page.
Usability: *Not “Miseries” in that sense. That fate is sealed.
Bogfolk’s Teeth
Concept: “We’ll be bringing new molars- er, morsels, of accursed content...”
Content: Tooth extraction made easy.
Writing: Purposefully perilous dental operations for some twisted new teeth.
Art/design: Got that classic child skull look for extra tooth action.
Usability: Please don’t bite your dentist, it causes infection.
Content: Tooth extraction made easy.
Writing: Purposefully perilous dental operations for some twisted new teeth.
Art/design: Got that classic child skull look for extra tooth action.
Usability: Please don’t bite your dentist, it causes infection.
Monolith 1: Harvest
8 contributors
Concept: “A quarterly publication that focuses its cyclopean gaze on a single system with every issue”
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated.
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated.
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.
Monolith Fragment: Life on the Farm
Concept: “Is pastoral life getting you down? Tired of only fighting weeds?”
Content: “A Rural Adventure Generator”
Writing: Suitably rural, adequately absurd, full of farm equipment.
Art/design: A collection of simple, organized tables with tastefully home-spun spot prints.
Usability: Sow chaos with d6s.
Content: “A Rural Adventure Generator”
Writing: Suitably rural, adequately absurd, full of farm equipment.
Art/design: A collection of simple, organized tables with tastefully home-spun spot prints.
Usability: Sow chaos with d6s.
The Rat Saint
Concept: “Priests that fall (or get thrown) down the Galgenbeck sewers quckly find a new fervorous congregation.”
Content: A patron saint of rats.
Writing: The mechanics for desperately crushing a burgeoning horde of rats feel novel and evocative.
Art/design: An absolutely filthy and emaciated priest plays literal host to his congregation.
Usability: Rats as area-of-effect damage.MNice!
Content: A patron saint of rats.
Writing: The mechanics for desperately crushing a burgeoning horde of rats feel novel and evocative.
Art/design: An absolutely filthy and emaciated priest plays literal host to his congregation.
Usability: Rats as area-of-effect damage.
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