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demon/devil

Amduscias

Concept: “Demon monster for Mörk Borg”
Content:
A heavyweight monster
Writing:
Contains lore, stats, special rules, and an array of attacks
Art/design:
Page dominated by the illustration with various text segments contained in small boxes; some red text in blackletter is a bit hard to read against the white ground and black hatching
Usability:
Particularly suited as a recurring infernal antagonist

Anecdotes

Concept: “Some wizard, who couldn’t be bothered to light up a fire, decided to summon a fire demon and trap it in a lantern.”
Content: A very bored lantern.
Writing: Mischievous and open-ended. A spark to be ignited at your table. 
Art/design: A scvm reading a story to their demon lantern. Framed by boxed text 
Usability: Keep it occupied, or it will keep you occupied. 

Apostate Fence

Concept: “You'll do anything you can to avoid becoming a victim of the machine you helped to create, even if it means selling your soul.”
Content: A fence who laundered their past for an uncertain future.
Writing: Narrative and gameplay elements emphasize apprehension of both the devil you know and the devil you don’t.
Art/design: Public domain art emphasizes a sense of apprehension and foreboding.
Usability: So straightforward it’s criminal. 

Backxwash

Concept: “I made the artist Backxwash into a boss encounter… I shared it on Twitter and she liked it”
Content: An undying banshee who will rip your heart out.
Writing: A voice that will burn you to ashes. Hands that will tear right through you. She’s about as boss as it gets.
Art/design: The mork-ification of Lady Backxwash. A cautionary scrawl about her fucking hands.
Usability: Dangerous abilities and resurrection make for a recurring villain for any campaign. 

Ballad of Bergharuth

Concept: “Tales of an ancient demon prince. Demonic tunes from his flute make the earth tremble and crack open, revealing terrors previously unseen.”
Content:
Copious lore, a table of guises Bergharuth takes, and stats for Suffocating Tentacles
Writing:
A sinister tone and visceral, violent imagery; also includes some nascent adventure seeds
Art/design:
Repetition of organic forms and lines help create a visual unity and graphically represent the concepts described in the text
Usability:
Could be implemented as a background plot or counternarrative to the primary apocalyptic scenario

Book of Misery Volume 2: Mork Borg

Concept: “So you're still unprepared??!!!”
Content: A witch’s tome of classes, monsters, artifacts, followers, adventures—and misery.
Writing: Provides exposition to provide backstory to the various monsters, artifacts, and followers to facilitate the unprepared storyteller.
Art/design: Coarse and violent textures produce evocative creature illustrations. Variety in overall design decisions produce a collaborative zine aesthetic.
Usability: Enough content to sprinkle a little variety into your Mörk Borg if you find yourself in need of inspiration.

CREATURES (Innistrad X MÖRK BORG)

“26 Monster Stats to retheme/supplement the MÖRK BORG core book … to get your monster slaying on in Innistrad!”

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. 

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. 

Daughter Destroys Dragon

Concept: “The mountain, called "Mountain Crown" by the townspeople, has long been home to dragons, who occasionally appear in the city and steal away treasures. 
In other words, treasure is sleeping in that mountain.”
Content: A dragon kidnapping, treasure, and a demon exorcism.
Writing: A twist on a traditional fantasy adventure narrative.
Art/design: Engaging and dynamic sketches highlight characters and locations.
Usability: Simple concise adventure structure with randomization elements to enhance improvisational gameplay. 

Demon Dog

Concept: “Sure, you had to make a PACT with a DEVIL, (or at least one of them..) But it’s worth it for revenge!”
Content: Dog creation, rules, monsters/NPCs, tables, and sheets for a medieval splatterpunk setting.
Writing: A mouthy, coarse, and irreverent style. A drunken mix of gutter and grave.
Art/design: A violently sharp visual style that separates many illustrative and textual elements.
Usability: Designed to pick up and play. Starting straight into character creation and working toward the setting. 

D'ugax

Concept: "In the city of North Gate, the Church of Abundance, worshipers of the goddess Zovra, hires the party to retrieve a stolen holy relic – the jawbone of their saint. 

Meanwhile, a strange symbol is seen around town – a  skull, with a moth in its mouth, and a single eye on its forehead." 
Content: An investigation into the cults of plenty, and their demons.
Writing: Scripted structure establishes witness and suspect statements. Contingent events sketch a timeline of events.
Art/design: Consistent and sturdy single-column layout, thematic cover art, with art of major locations and NPCs.
Usability: Flow of events requires pre-reading. Table of contents and strong section headings for ease of reference. 

First, Do No Harm

Concept: “You’ve been dispatched to fetch Erling from the Raven’s Claw Sanatorium, a patient who is scheduled to be hanged at daybreak on the steps of the Basilisks’ basilica for their crimes of devil worshiping.”
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation. 

Gnoll STL

Concept: "No matter how much the world twists and warps, no matter the distance, no matter the structures of man, it will always know where you are. Always."
Content:
A ceaseless agent of revenge in the dying world, rebirthed–in plastic.
Writing:
Impressive and flexible stat profile make for a recurring early game villain.
Art/design:
Faithful reinterpretation of Mörk Borg’s cover skeleton with an added dimension.
Usability:
Pre-supported STL files. “Thick” STL design available for tabletop scale figures.

Haunted Demonologist / Demons & Beasts

Concept: “You achieved what all others failed to do, and called a creature from the Beyond.”
Content:
Enslave infernal familiars for fun and profit (mostly fun)
Writing:
Clear, expressive, and entertaining
Art/design:
Good use of color to delineate sections and add visual emphasis; illustrated by appropriate, atmospheric engravings
Usability:
Simple for the player, and the demon-switching rules provide room for GMs to torment players
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