Jean Verne
For the Moon
Concept: “Worshipers of the celestial sphere... crafted this helmet as a gift for their prophet ‘Moönface’”
Content: A glowing spheric helmet with an attractive quality.
Writing: Amusingly understated and delightfully literal.
Art/design: An elegant moon prophet belies a ridiculous helmet.
Usability: Don’t get caught in the wrong orbit.
Content: A glowing spheric helmet with an attractive quality.
Writing: Amusingly understated and delightfully literal.
Art/design: An elegant moon prophet belies a ridiculous helmet.
Usability: Don’t get caught in the wrong orbit.
Foundations
Concept: “Some of these (necromancy) weirdos do it with buildings.”
Content: Raise a house (from the dead)
Writing: Less-defined mechanics make this a concept open to interpretation.
Art/design: Recently resurrected tomb surrounded by boxed text.
Usability: The larger they are, the harder they’ll fall.
Content: Raise a house (from the dead)
Writing: Less-defined mechanics make this a concept open to interpretation.
Art/design: Recently resurrected tomb surrounded by boxed text.
Usability: The larger they are, the harder they’ll fall.
FÖLK-LORE: Rendezvous & Romps
36 contributors
Jean Verne
Barbarian-of-BBQ
Nell Azathoth Tull
Joonas Laakso
Luigi Pizzinu
Derek Mayne
Thomas Sanchez
Alain S.
Bannerless Games
John Casey
Josh Domanski
Philipp Teich
Kitty B.
Tiago Rech
Lupusamicus
Andrew Lanier
Zero Klimatu Collectiv
Chris Hopper
Kris Thompson
Alex K. Barton
Klos Cunha
C.A. Berlitz
Shawn McCarthy
Reverendunclebastard
DogNutBoy aka Stuart Holmes
Rugose Kohn
Robert Goulding
Thomas Rompré
Michał Gotkowski
Ryan Smith
Owen McGauley
Pablo Dapena
Karl Druid
Jakub Skurzyński
Chalkdown
Afterthought Committee
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
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?
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?
Inevitable
Concept: “DEATH COMES FOR ALL AND NONE SHALL ESCAPE ITS COLD EMBRACE”
Content: A gray pony and a mute child.
Writing: A hilariously sardonic twist on the classic reaper.
Art/design: Death peers out at you from between the text boxes.
Usability: Easy to use. Makes an excellent quest giver.
Content: A gray pony and a mute child.
Writing: A hilariously sardonic twist on the classic reaper.
Art/design: Death peers out at you from between the text boxes.
Usability: Easy to use. Makes an excellent quest giver.
Kill & Reuse
Concept: “The spiders in Sarkash are big, mean, vicious creatures... So when you manage to kill one you tear it apart and use all its parts.”
Content: A spider arts and crafts project that will get you hooked.
Writing: A viscerally consequential variant on the traditional grappling hook.
Art/design: An artisan's shop. Harassed by boxed text.
Usability: For AFTER the spider encounter.
Content: A spider arts and crafts project that will get you hooked.
Writing: A viscerally consequential variant on the traditional grappling hook.
Art/design: An artisan's shop. Harassed by boxed text.
Usability: For AFTER the spider encounter.
Klöss
“One cold winter night he refused to open his door to a beggar, he is now doomed to forever be generous.”
Knowledge is Power
Concept: “The great library of Galgenbeck is ruled by mole-like characters... It only makes sense that they would feed on bookwörms.”
Content: Worms that travel through books, figuratively.
Writing: A monster that encourages literacy. Laudable.
Art/design: I couldn’t spot the bookwörm in the backdrop.
Usability: Design that makes it easy to search for bookwörms.
Content: Worms that travel through books, figuratively.
Writing: A monster that encourages literacy. Laudable.
Art/design: I couldn’t spot the bookwörm in the backdrop.
Usability: Design that makes it easy to search for bookwörms.
Larceny
Concept: “...the riches have been untouched for centuries... the reward would be unrivaled.”
Content: Stolen coins and the details of their curse.
Writing: Demonstration of the pettiness of the shadow king’s line.
Art/design: Shadowed halls containing boxed text.
Usability: It can be hard to spend stolen coins.
Content: Stolen coins and the details of their curse.
Writing: Demonstration of the pettiness of the shadow king’s line.
Art/design: Shadowed halls containing boxed text.
Usability: It can be hard to spend stolen coins.
Legion
Concept: “a cursed undead shepherd kept alive by the powers of his 5 sheep”
Content: An extremely dedicated shepherd.
Writing: Provides context and history for a singular kind of undead.
Art/design: A legion of sheep behind boxed text.
Usability: Go for the sheep.
Content: An extremely dedicated shepherd.
Writing: Provides context and history for a singular kind of undead.
Art/design: A legion of sheep behind boxed text.
Usability: Go for the sheep.
Mesmerism
Concept: “People flock to his stall everyday and buy all his wares, and yet nothing seems to be happening... Why do they keep coming back then?”
Content: A different sort of alchemist, running a different sort of shop.
Writing: A engaging take on the snake-oil salesman. With an included hook to intrigue your scvm.
Art/design: A dingy street alchemist's lab draped in boxed text.
Usability: His wares could be worth quite a lot to the right buyers.
Content: A different sort of alchemist, running a different sort of shop.
Writing: A engaging take on the snake-oil salesman. With an included hook to intrigue your scvm.
Art/design: A dingy street alchemist's lab draped in boxed text.
Usability: His wares could be worth quite a lot to the right buyers.
Morbid Cache
Concept: “Necromancers are lazy bastards, hence why they make such scrolls.”
Content: A scroll to turn tombs into storage trunks.
Writing: Delightfully simple and open-ended desecration.
Art/design: A yellow spirit stalks behind the black boxed text.
Usability: Despoil or withdraw from the bank of the dead at any nearby gravesite.
Content: A scroll to turn tombs into storage trunks.
Writing: Delightfully simple and open-ended desecration.
Art/design: A yellow spirit stalks behind the black boxed text.
Usability: Despoil or withdraw from the bank of the dead at any nearby gravesite.
Negotiation of Fate
Concept: “Powerful runes capable of altering one’s fate in exchange of their vitality.”
Content: Trade life for luck.
Writing: A simple, evocative, (and miserable) tradeoff.
Art/design: A willing supplicant waits before the carved runes.
Usability: Strong visual design makes for an easy, engaging read.
Content: Trade life for luck.
Writing: A simple, evocative, (and miserable) tradeoff.
Art/design: A willing supplicant waits before the carved runes.
Usability: Strong visual design makes for an easy, engaging read.
Obsidian
Concept: “Master jewelers have a story they like to tell their apprentice about obsidian.”
Content: Rules for crafting obsidian weapons and fueling them with souls.
Writing: Self-contained and loosely defined to be adopted to your setting.
Art/design: Jewelers hard at work behind some box text.
Usability: Some sorcery is required, use at your own risk.
Content: Rules for crafting obsidian weapons and fueling them with souls.
Writing: Self-contained and loosely defined to be adopted to your setting.
Art/design: Jewelers hard at work behind some box text.
Usability: Some sorcery is required, use at your own risk.
Parasite
Concept: “If you ever drink the water of Lake Onda...”
Content: A thirsty little throat parasite.
Writing: Some serious slow-burn body horror.
Art/design: Thirstworms hiding in their natural habitat—behind the boxed text.
Usability: Mechanically more disease than monster honestly.
Content: A thirsty little throat parasite.
Writing: Some serious slow-burn body horror.
Art/design: Thirstworms hiding in their natural habitat—behind the boxed text.
Usability: Mechanically more disease than monster honestly.
Penumbra
Concept: “They owed their success to magic rings stolen... but as quickly as they became legendary... they mysteriously disappeared...”
Content: A ring of shadows.
Writing: A powerful artifact balanced by a powerful drawback.
Art/design: A magical assassination obscured by rules text.
Usability: Whatever you do, don’t fail (with the ring on).
Content: A ring of shadows.
Writing: A powerful artifact balanced by a powerful drawback.
Art/design: A magical assassination obscured by rules text.
Usability: Whatever you do, don’t fail (with the ring on).
Phantoms
Concept: “These are the ghosts raised from the graves of the forgotten dead.”
Content: A table of local haunts.
Writing: Creative mechanics turn ghosts into environmental effects.
Art/design: A haunted figure stalking some box text.
Usability: Can be applied to most any location in the Dying World.
Content: A table of local haunts.
Writing: Creative mechanics turn ghosts into environmental effects.
Art/design: A haunted figure stalking some box text.
Usability: Can be applied to most any location in the Dying World.
Presage
Concept: “As you put on the cape, feathers start growing from under your skin...”
Content: A cape to become the bird of your dreams (or at least omens).
Writing: A surprisingly flexible and self-regulating magic item with gut-wrenching descriptive text.
Art/design: Some winged angel, tastefully protected by some boxed text.
Usability: Make sure to emphasize the bone-crunching transformation.
Content: A cape to become the bird of your dreams (or at least omens).
Writing: A surprisingly flexible and self-regulating magic item with gut-wrenching descriptive text.
Art/design: Some winged angel, tastefully protected by some boxed text.
Usability: Make sure to emphasize the bone-crunching transformation.
Punishment
Concept: “Swinging that much metal at the face of anyone is sure to cause some damage.”
Content: Entirely too many flails (9) on a stick.
Writing: A flail with a short evocative history and a unique combat reaction.
Art/design: A breathable, clean layout hides a dirty and cluttered armory.
Usability: Push your luck to deal extra damage (possibly to yourself)
Content: Entirely too many flails (9) on a stick.
Writing: A flail with a short evocative history and a unique combat reaction.
Art/design: A breathable, clean layout hides a dirty and cluttered armory.
Usability: Push your luck to deal extra damage (possibly to yourself)
Scriptures
Concept: “The one responsible for scribbling the magic scrolls.”
Content: A miserably overworked scroll scribe.
Writing: The satirical origins of all the dying worlds scrolls.
Art/design: Strong clean hierarchy over a yellowed still-life backdrop.
Usability: Fulmör the Scrollsmith deserves a raise.
Content: A miserably overworked scroll scribe.
Writing: The satirical origins of all the dying worlds scrolls.
Art/design: Strong clean hierarchy over a yellowed still-life backdrop.
Usability: Fulmör the Scrollsmith deserves a raise.
Survival
Concept: “Entries to the maze can be found in several houses of the village and of course in the cemetery.”
Content: A village hideaway, and its buried occupants.
Writing: Implies as much as it says about the sad history of this place.
Art/design: A tunnel entrance buried under the boxed text.
Usability: Stats for villagers when needed.
Content: A village hideaway, and its buried occupants.
Writing: Implies as much as it says about the sad history of this place.
Art/design: A tunnel entrance buried under the boxed text.
Usability: Stats for villagers when needed.
Tenacious Helmets
Concept: “A monster based on unfinished business, misplaced trust and faulty armour”
Content: A trap/monster/item targeting unwary and acquisitive adventurers
Writing: Includes background, behavior, effects, and a stat block (of course)
Art/design: The illustrations will make you want one despite the adverse effects
Usability: Multivalent but ergonomic in any capacity
Content: A trap/monster/item targeting unwary and acquisitive adventurers
Writing: Includes background, behavior, effects, and a stat block (of course)
Art/design: The illustrations will make you want one despite the adverse effects
Usability: Multivalent but ergonomic in any capacity
The Benevolent Ignoramus
Concept: “A titan decided to steal a powerful artifact to try and save the Dying World. Sadly for the Dying World this titan was not particularly bright or agile.”
Content: An ironic take on the mythic fire-bearing savior archetype; also includes stats for ancillary antagonists
Writing: Well written and filled to the brim with dry wit
Art/design: Intended for easy reading with color to add visual emphasis and focus
Usability: Designed for a longer-running plot arc rather than a one-shot encounter
Content: An ironic take on the mythic fire-bearing savior archetype; also includes stats for ancillary antagonists
Writing: Well written and filled to the brim with dry wit
Art/design: Intended for easy reading with color to add visual emphasis and focus
Usability: Designed for a longer-running plot arc rather than a one-shot encounter
The Gardens at the Bewitching Hour
Concept: “The gardens were an extremely popular spot in Grift …. Now it is nothing but weeds and despair.”
Content: A crawl through a baroque pleasure garden
Writing: Primarily descriptive; adds clever nuances to monsters and NPCs
Art/design: A nice map and clearly delineated locations
Usability: C’est magnifique
The God King
Concept: “He called himself ‘The THIRD Basilisk’.”
Content: A legend of one seriously pretentious bastard, and a possible origin story for the Dying World as we know it today.
Writing: A miserable little myth befitting a doomed and dying world.
Art/design: Some uppity reagent overshadowed by his own legend.
Usability: Introduce it to your players. Let them decide how true it is.
Content: A legend of one seriously pretentious bastard, and a possible origin story for the Dying World as we know it today.
Writing: A miserable little myth befitting a doomed and dying world.
Art/design: Some uppity reagent overshadowed by his own legend.
Usability: Introduce it to your players. Let them decide how true it is.
The Wicked Ensemble
Concept: “Take part in a dance battle orchestrated by merry skeletons and show off your infernal dance moves!”
Content: A performance-based encounter including mechanics for variations and dance moves
Writing: Takes itself 100% seriously, and it’s spectacular
Art/design: Uses signature yellow and pink to more festive effect; the ligature is also a nice touch
Usability: Easy for DMs, probably a confounding challenge to players
Trick Sword
Concept: “A strange contraption is attached to the hilt of this blade... what does it do?”
Content: A sword that throws its weight around.
Writing: Unpredictable, elegant, dangerous, and occasionally dense. As all magic swords should be.
Art/design: Background illustration obscured by hefty rules texts.
Usability: Pull the lever. Hope for the best.
Content: A sword that throws its weight around.
Writing: Unpredictable, elegant, dangerous, and occasionally dense. As all magic swords should be.
Art/design: Background illustration obscured by hefty rules texts.
Usability: Pull the lever. Hope for the best.
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