Content: An entire slapstick comedy skit involving stairs.
Writing: Completely unrealistic, in that hilariously morbid way. Maybe not the laughing at your friends part. That seems pretty legit.
Art/design: Ominously yellow light highlights some dangerously crooked stares, belying the absolute comedy about to ensue.
Usability: Watch your step. You don't want to fall down the stairs.
Content: The second volume of collected FÖLK-LORE Jam entries
Writing: Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design: Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?
Concept: “New uses for dry corpses”
Content: Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing: Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design: Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability: References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses
Content: A variety of furniture and smaller accessories with special abilities (except for that one chair that’s just a chair)
Writing: Entries intentionally read like cloying advertisement copy
Art/design: A range of layouts and design choices typically oriented on and around illustrations and other images
Usability: “IKILLYA takes no responsibility for the untimely death of anyone(s) who is in possession of an IKILLYA product.” You’ve been warned.
Content: An illuminated relic, a bringer of shadow more than a giver of light.
Writing: Firmly placed the dying lands and framed for likely encounters.
Art/design: A psychedelic candle-lit altar. In shades of pink, purple, and green.
Usability: Casually columnated text creates a sense of confusion and anxiety. Similar to the relic itself.
Content: Torture devices (and their prices), torture mechanics, torture tables, torturer “titles”, torture, torture, torture, and a shadowy fiend.
Writing: As the above may suggest, less gratuitous and slightly more gonzo than it at first appears.
Art/design: A condensed torturer’s reference, with technical lithographic prints.
Usability: Flows elegantly down the page. Available in print-friendly, bloodied, or faded yellow.
Content: Lesser-known cousin of the Maiden of Iron. A haunted relic of past tortures.
Writing: A simple, and cursed, contraption.
Art/design: A happy maiden reveals sharp teeth and painful rules text.
Usability: Designed for Forbidden Psalm, usable in Mörk Borg.
Content: A living(ish) doorway trap and a melancholic spirit
Writing: Adds dimension and depth to concepts
Art/design: Illustrations express the monsters’ ephemerality
Usability: It’s hard to screw up a Mörk Borg stat block
Content: A fairly straightforward trap that puts a hurt on anyone who walks straight through it
Writing: Folds the mechanics into the descriptive text
Art/design: Predominant colors capture the core element of this concept: metal and blood
Usability: Easily transplantable into your dungeon of choice (bonus if it already has spiders in it)
Content: The life-cycle of the Mimick, in stages.
Writing: Descriptions (and stat blocks) of distressingly increasing scope and scale.
Art/design: Lightly distressed text with cheery pink illustrations to encourage you to let your guard down.
Usability: Print-friendly. If found in the wild, it’s probably a tiny mimick.
Content: An ever-advancing wall of flame and a vanguard of burning skeletons
Writing: Blends description and mechanics to maximum creative effect
Art/design: Graphics support the concept typographical and layout choices that facilitate flow and use
Usability: Uses exploding dice and offers no solution for actually extinguishing the fire (just the skeletons)
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: Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing: Mörk Borg imagery and tone in wide a variety of styles
Art/design: Matches content to myriad layout and design strategies
Usability: The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way
Content: “19 MINIATURES + a pile of crap”
Writing: Probably needed to occur to make such delicious sculpts happen.
Art/Design: Deviously Dynamic. Disturbingly detailed.
Usability: Soak in dish-soap overnight. Scrub. Remove any flash. Use instant glue. Misery.
Content: Cursed pork that inflicts buttocks-based maladies on those who partake
Writing: Highly irreverent and only slightly relevant
Art/design: Layout and typography meant for easy reference; special guest appearance by Pötatö Borg
Usability: A single d6 yields a lifetime of butt woes
Content: A surprise dead guy who comes out of coffin and does mean things to PCs
Writing: Some lore about the dead guy and a table of mean things
Art/design: Illustration in brown and ochre conjures an appropriately moldering atmosphere
Usability: A versatile and setting-appropriate trap; pretty spry for a dead guy
Concept: “What does the tree see in your future?”
Content: An fate-facing encounter transplantable into travel or crawls
Writing: A concise table of 6 fortunes
Art/design: Nice synergy of colors, illustration, and background design
Usability: A d6 tells you what the future holds
Content: A mirrored reflection of possible futures. A potential omen. A severed head.
Writing: A descriptive cinematic encounter with unusual furnishings.
Art/design: Focal central illustration. Staggered text elements. Considerate use of yellow and pink.
Usability: Spacious and legible.
Content: 6 prisoners whose freedom brings blessings and consequences
Writing: No formal mechanics; full of vivid color
Art/design: Sets the intended tone well
Usability: No matter the PCs' decisions, someone suffers
Content: A shithole to place all your iKillya furniture.
Writing: Coarse textured and affectionately antagonistic.
Art/design: A plaintext document and tables.
Usability: Housing that's so inadequate it’s nearly an adventure in itself.
Content: A creature. A candle. It eats of your sins.
Writing: Lose your omens. Then you die.
Art/design: Humorously irreverent. Deliciously branded. Clearly consumerist.
Usability: Light it up than snuff it out. It’s a candle.
Content: A tantalizing, treacherous treat
Writing: Includes a concise setup, test mechanics, and table of effects for partaking
Art/design: You should not eat meatballs that are this color
Usability: Designed to cause conflict amongst players, and that’s always fun
Content: Four statuesque ways to kill your scvm.
Writing: Chiseled prose distinguishes each monstrous idol’s function and form.
Art/design: Solid colors, classic figures, modern design.
Usability: Print shop read version available.
Content: Rules for surviving (or not) under the Dead Moon and a table of 20 terrible things
Writing: Full of strange, grim imagery
Art/design: Uses a variety of visual tactics to delineate sections for easy reference
Usability: Can be used as a grim adventure seed or a survival horror scenario
Content: A life-draining piece of furniture; an interesting remix of the mimic’s core concept
Writing: Details the bed as a convenient, secure comfort (which we know is BS, but maybe your players won’t)
Art/design: The background color gradient gives the illusion of warm welcomingness, but Mörk Borg pink and yellow lurk at the periphery
Usability: A good way to mess with your players and make them lose HP when they think they’ll be gaining some
Content: The old zombie-behind-a-fake-wall-guarding-a-secret-passage gag
Writing: Provides a general step-by-step guide for springing this trap
Art/design: Text layout cleverly mimics a gap in a stone wall
Usability: “PCs should never play with dead things.”