curse
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.
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.
Barghuest
Concept: “Stalking among ancient graves, the cursed Barghuest is an omen of imminent death.”
Content: Not the ghuest you’d want to visit.
Writing: An absolutely brutal curse wrapped in a canine-shaped package.
Art/design: Dynamic and high contrast three-tone red/black/white layout with a cursed illustration.
Usability: Don’t just murk your high-level scvm. Make them suffer.
Content: Not the ghuest you’d want to visit.
Writing: An absolutely brutal curse wrapped in a canine-shaped package.
Art/design: Dynamic and high contrast three-tone red/black/white layout with a cursed illustration.
Usability: Don’t just murk your high-level scvm. Make them suffer.
Belsnickel
Concept: “Belsnickel is cursed to walk the cold yuletide roads for butchering and stewing three naughty boys. He must judge those he encounters as naughty or as nice.”
Content: A judgmental, switch-wielding, candy-tossing scvm.
Writing: Poetically miserable folklore for the dying world.
Art/design: A wretched bearded man with judging eyes, tired shoulders, and a switch in hand.
Usability: Don't rush for the candy. Trust me.
Content: A judgmental, switch-wielding, candy-tossing scvm.
Writing: Poetically miserable folklore for the dying world.
Art/design: A wretched bearded man with judging eyes, tired shoulders, and a switch in hand.
Usability: Don't rush for the candy. Trust me.
Beyond Deep
9 contributors
Concept: “The secluded mining town of Bereleah has been ground down by the exploitation of Thunder Trove Mining, its inhabitants grasping for survival at the treacherous edge...”
Content: A company town atop a Black Rock pit of horrors. 6 locations, 6 side quests, 11 artifacts (14 if you count cursed ones), 7 NPCs, and 10 monsters.
Writing: A moral quagmire inspired by the complex relationships and power imbalances of mining communities.
Art/design: Coarse, gritty, and at times dark illustrations and isometric maps in a rich black and white format. Organized two-column layout.
Usability: Highly legible. Available as a soft cover or pdf.
Content: A company town atop a Black Rock pit of horrors. 6 locations, 6 side quests, 11 artifacts (14 if you count cursed ones), 7 NPCs, and 10 monsters.
Writing: A moral quagmire inspired by the complex relationships and power imbalances of mining communities.
Art/design: Coarse, gritty, and at times dark illustrations and isometric maps in a rich black and white format. Organized two-column layout.
Usability: Highly legible. Available as a soft cover or pdf.
Black Bride of Nechrubel
Concept: “The first day of the rest of your life turned out to be your last… You’ve pledged your heart and soul to Nechrubel. And he accepted.”
Content: A bridal scvm. Sacrificed at the alter.
Writing: A parody of wedding day traditions and tropes, blackened and burned.
Art/design: Elegant use of line, tone, and color make for a truly disturbing bride.
Usability: Wedding “gifts” of variable quality. But tradition is tradition, I suppose.
Content: A bridal scvm. Sacrificed at the alter.
Writing: A parody of wedding day traditions and tropes, blackened and burned.
Art/design: Elegant use of line, tone, and color make for a truly disturbing bride.
Usability: Wedding “gifts” of variable quality. But tradition is tradition, I suppose.
Bonefire
Concept: “A bone taken from the body of a dead witch... it will burn until it is no longer needed.”
Content: A reliable firestarter and effective witch attractant.
Writing: Bare bones, practical, with just a spark of magic.
Art/design: Menacing witches overlook a clean engaging design.
Usability: Please burn responsibly.
Content: A reliable firestarter and effective witch attractant.
Writing: Bare bones, practical, with just a spark of magic.
Art/design: Menacing witches overlook a clean engaging design.
Usability: Please burn responsibly.
Börk Morgue #666
Concept: “An unofficial zine for a Dying World with words and design”
Content: Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing: Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability: Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around
Content: Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing: Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability: Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around
Crawling Death Below the Dying Forest
Concept: “Beneath the dying forest lies wealth beyond comprehension, magicks all-powerful, and ancient evils which must be stopped!”
Content: A shifting abyssal dungeon crawl with cursed relics, virulent creations, cults, and deep roots.
Writing: Epic narrative in scope and scale. A truly impressive creature.
Art/design: Vicious mixed-media art, earthy maps, and a MASSIVE 23-page table of 54 encounters with accompanying maps.
Usability: Generate abysms of varying size with the Atmar’s Cardography deck or dice. Supports 4 adventure themes. Connect them all into one labyrinthine abyssal sprawl.
Content: A shifting abyssal dungeon crawl with cursed relics, virulent creations, cults, and deep roots.
Writing: Epic narrative in scope and scale. A truly impressive creature.
Art/design: Vicious mixed-media art, earthy maps, and a MASSIVE 23-page table of 54 encounters with accompanying maps.
Usability: Generate abysms of varying size with the Atmar’s Cardography deck or dice. Supports 4 adventure themes. Connect them all into one labyrinthine abyssal sprawl.
Cursed Gunslinger
Concept: “A hellish weapon has come into your possession. Others will try to kill you for it. That's okay...that's exactly what the weapons wants. For them to try.”
Content: A cursed six-shooter and plausible deniability.
Writing: A devilish spin on a western trope.
Art/design: Man, Beast, and Gun clash in subtly colored lithographic print.
Usability: A clean, color-matched, and legible design.
Content: A cursed six-shooter and plausible deniability.
Writing: A devilish spin on a western trope.
Art/design: Man, Beast, and Gun clash in subtly colored lithographic print.
Usability: A clean, color-matched, and legible design.
d4 Sadistic Demons Plague the Doomed World
Concept: “A broken clay tablet disclosing d4 haunting encounters with mischievious evil.”
Content: Four demons and their bargains for this miserable little game.
Writing: Monstrous encounters to ensnare or entrap as well as confront, complete with adventure hooks to bait.
Art/design: Color and background art distinguish the influence of each demon across eclectic layouts.
Usability: Usable as single encounters or long-term story elements of their own.
Content: Four demons and their bargains for this miserable little game.
Writing: Monstrous encounters to ensnare or entrap as well as confront, complete with adventure hooks to bait.
Art/design: Color and background art distinguish the influence of each demon across eclectic layouts.
Usability: Usable as single encounters or long-term story elements of their own.
Dread Knight
Concept: “You were a champion of the Nameless One, dark master of an army so strong it would surely have spread its relentless tyranny across the whole world.”
Content: An primordial knight, fused into armor black as night.
Writing: Rules that shed light onto the champion of a dark past.
Art/design: Dark. Literally dark. With only white text to illuminate it.
Usability: Dreadful ink consumption. Mementos may be difficult to read on small screens.
Content: An primordial knight, fused into armor black as night.
Writing: Rules that shed light onto the champion of a dark past.
Art/design: Dark. Literally dark. With only white text to illuminate it.
Usability: Dreadful ink consumption. Mementos may be difficult to read on small screens.
Face of Wry Prophecy
Concept: “A mannequin masque locked in an airy smile.”
Content: A fatal game of masque roulette.
Writing: Compelling core mechanics make a tense social minigame.
Art/design: A menacing masque hovering over cursed text.
Usability: It’s all bonus HP until someone’s dead.
Content: A fatal game of masque roulette.
Writing: Compelling core mechanics make a tense social minigame.
Art/design: A menacing masque hovering over cursed text.
Usability: It’s all bonus HP until someone’s dead.
FÖLK-LORE: Environs & Ephemera
25 contributors
Tragos Games
Sean Hudspeth
Kevin Sheehan
grave snail games
Saluman
Johndroid
Rodrigo Herrera
Anders Björkelid
Matthew Sanderson
Ben Gyurik
Dan Ricketson
Paul S. Miller
Dave Pauls
Ar-Em Bañas
Michael Mars
Rugose Kohn
Sam/HauntingOfTheWicked
gaffy
Scott Danielson
qilyn
1d10+5
Ahimsa Kerp
Michael Tahmasian
Jakub Skurzyński
Gabriel Matteson
“Everything from new classes to strange new locales”
Fool's Gold
Concept: “The Basilisks have imbued the alchemist with great power, anything they touch turns to gold. Return them, dead or alive and great wealth and power shall be bestowed upon you.”
Content: A search for a prized alchemist in the horror house of Althus the Demented.
Content: A search for a prized alchemist in the horror house of Althus the Demented.
Writing: Descriptions that naturally produce a narrative but allow for interpretation.
Art/design: Informative sidebars and minimap features in clean black and white. Typographic and illustrative elements endcap the reference text.
Usability: A slightly more expansive introductory dungeon inspired by Rotblack Sludge.
Goblant
Concept: “The Goblant is a hybrid of a Goblin and a Giant Ant, and carries the Goblin curse.”
Content: Like goblins, but worse.
Writing: Just the mechanics. Let the name and depiction do most of the work.
Art/design: Top half art, bottom half text. Back half ant, front half goblin.
Usability: Practically begging for a goblant colony.
Content: Like goblins, but worse.
Writing: Just the mechanics. Let the name and depiction do most of the work.
Art/design: Top half art, bottom half text. Back half ant, front half goblin.
Usability: Practically begging for a goblant colony.
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