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Ian SerVaas

Morkkabeans 1.1

9 contributors
Concept: “A new religion has arisen in the desert. Worshiping the Unnamable God of Names, blaspheming against SHE and HE, promising the revolt. Galgenbeck has sent its inquisitors.  The half-giant Nephilim walk the earth. If you join them, almost certain death awaits.”
Content: An escalating tower crawl of nameless gods and religious conflict. Complete with three new classes, gear, artifacts, angels, Nephilim, and mythical creatures. 
Writing: An absolutely metal reinterpretation of Jewish history and folklore.
Art/design: A spectacle of artistic styles as varied as the tower of tongues.
Usability: Visual styles delineate sections. VTT resources available. 

Tales and Poetry of Sarkash

Concept: “The forests of Sarkash are nourished by the dead and feed upon the weak. The inhabitants of this land used 'folksy' tales and poems for centuries to teach each other how to survive this brutal land.” 
Content: Rules to get lost by, monsters to be caught by, and places to be haunted by. With diseases, flora, fauna, artifacts, tables, fables, and poety to distract you from the darkness.
Writing: Folktales, poetry, and marginalia shed light on the dark canopy of Sarkash.
Art/design: Muted warm palette to hide from the illustrated terrors it contains inside.   
Usability: A organized and legible guidebook for any who wander Sarkash. 

Trapped Within

Concept: “’Descending further into delirious madness, King Fathmu IX is haunted by visions of mockery... (he) imprisons everyone who seems a threat in his underground prison. Terrified traitors, aspiring necromancers, powerful demagogues and even scum like you.’” 
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play. 
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