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30 Days of MÖRK BORG Adventure Chapbook Vol.5

Concept: “Face off against interdimensional horrors, a drug-fueled cult and their terrifying god, and the unrelenting predation of the Mutant Centipede Thing!” 
Content: Three new ways to die... in a hole.
Writing: A sculptor's nightmare world of rock, lead, slag, bronze, drugs, and intelligent sinusoidal waves. Grounded and moving surrealism.
Art/design: Dark, textured, and occasionally effervescent images of spectral manifestations.
Usability: Deep vertical shafts with helpful mini-maps add utility and visual suspense.  

30 Days of MÖRK BORG Adventure Chapbook Volume 3:3 Churches

Concept:  
“The heretics rise...
  
The Death Church of Wokath 
Blessed are the dead, for they shall inherit all! 

The Dismal Church of Nagla 
We forge our tradition in the spirit of our ancestors! 

The Flayed Church 
We bow to that which crawls!

Content: Three heretical religions along with their followers, artifacts, seats of power, and teachings.
Writing: Three faiths enshrined in text. With histories and doctrines proving how fertile cults can spring forth from the infertile soil of a dying world.
Art/design: Design elements and illustrations mingle in rapturous heretical rites.
Usability: Visual and textual motifs allow for easy navigation between the faiths during play. 

6: Aberrant Almanac

Concept: “a small but vicious pamphlet bestiary.”
Content: “6 dangerous entities to make your scvms’ life 66% more grim.”
Writing: Folkloric in the dark, foreboding, and principled tradition.
Art/design: A dynamic and considered geometric design. With sinister illustrations that are visually consistent across levels of detail.
Usability: Available in English and Russian. 

A Feast For A Sphinx

Concept: “In a frozen valley, a winged lion have set her lair in the ruins of the temple of the Golden One. While some may seek to plunder the forgotten temple, rumors says that the winged beast can grant wishes...” 
Content: A golden-voiced sphinx crawl. Emphasis on the crawl.
Writing: A pragmatic and factual account of creeping horror. Revealed progressively in reading and at play.
Art/design: Tri-fold design which in turns obscures then reveals animate horrors along with the text.
Usability: A natural progression and clear design enhance usability. 

A Pale Ground Covering All

Concept: “All manner of winged pests fill the air of Grift. The endless buzzing is an annoyance, but hardly dangerous. Yet King Sigfúm knows they are no mere pests.”
Content: A maggot-infested portal-fueled laboratory crawl.
Writing: Squirms with body horror, filth, and promises of change for your unlucky scvm. Though the details of that change are left to the reader.
Art/design: Filthy full page illustrations envelope a clean two column layout with mini maps and tidy spot illustrations. 
Usability: Doesn’t sacrifice substance for style. 

All Her Hungry Children

Concept: “Dark and delirious reinterpretations of Popular Dungeon Game's monster menu” 
Content: A tumorous corruption of a monstrous manual, starting with the letter A.
Writing: A thorough satire of its source material, suitable for the bleak humor of a surreal and ultimately doomed setting.
Art/design: Monstrous photo-bashing that blends classical elegance with downright ridiculousness.
Usability: Text balancing utility and style from entry to entry. 

Amputechture

Concept: “You find a well equipped corpse along the side of the road. It has no face. When you examine it more closely it breathes to you ‘don't pretend that I'm not alive’... ‘Find the stone circle, stop the Baphomets before they kill us all’”
Content: A phantom limb crawl.
Writing: A story-driven dungeon crawl of possession, exorcism, maggots, entrails, rituals, and blood.
Art/design: Grisly isometric map enshrined in vinyl, gruesome cover, and a track listing of an adventure layout.
Usability: Easy to read, simple to navigate, trivial to compel your scvm with a good old-fashioned possession. 

Apir's Viscid Materials

Concept: “Oh Apir. Caterwauling amidst a thundering swarm of black motes. A shame to think that all that sweetness rotted his jaw clean off.”
Content:
An insect-based (particularly bees) set of items with an extra bonus for collecting all 4 parts
Writing:
Clear descriptions with creative flavor and imagery that appeals to the five senses
Art/design:
Black graphics against yellow ground reinforce the apiary motif; images include characteristic Mörk Borg grunginess and splatteriness
Usability:
Clearly writing and discrete segmentation make these items intuitive to use

Basilica of the False Prophet

Concept: “THEM. A lunatic, convinced he is the one true, basilisk. Skulking in an abandoned church on the far side of the western mountain range, he rants and plots against HE and SHE.”
Content: A desperate descent. An unexpected plunge. A shattered hope?
Writing: Miserable and descriptive encounters, backed by elegant mechanics, make a narrative descent into madness.
Art/design: A masterful balance of utility, consistency, and style. Haunting yet austere illustrations and maps fill but do not dominate the pamphlet.
Usability: Pairs well with Western Wall (also by Rugose Kohn). 

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.  

Bugman of Midwitia

Concept: “It appeals to bugmen and midwits”
Content: An organized collective of Mörk Borg bugmen and midwits.
Writing: The appropriate response.
Art/design: Buggy depiction emphasizing mandibles, dress shirt, and claws.
Usability: For lovers of “a shitty art book… to wow their bugmen friends” 

Böwhoss’ handbook: notes on internal ignition

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information

Caliginosity

Concept: “6 new optional classes for use with MÖRK BORG” 
Content: A brute, manipulator, shade, collector, hunter, and swarm of insects walk into a bar...
Writing: Accessible class concepts with commanding character features.
Art/design: High-contrast, black-and-white illustrations with a solid orange accent splashed across its disturbed spreads.
Usability: Legible sans-serif body text in an accessible design. 

Caverns of the Dryad Queen

Concept: “You are told hope lies to the south, in the crystal caverns of Aridias... Few have returned... One thing is always the same. There is no memory of what happens in the cave.” 
Content: A scvm induced natural disaster waiting to happen.
Writing: A paradise engineered for deliberate and malicious misunderstandings. 
Art/design: A wholesome and easily navigable minimap. A clean plaintext layout to sully with your scvmmy fingers.
Usability: Easy to print. East to read. Easy to play. 
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