Content: Includes a general scenario, potential outcomes, and stats for invaders and their monsters
Writing: Mörk Borg is generally pretty grim, but this is grim
Art/design: Clearly demarks textual sections with illustrations that convey the concept but leave plenty to the imagination
Usability: Usable? Yes. Survivable? Well …
Content: A complex and variable (not to mention twisted) crawl through Sarkash
Writing: Efficient but vivid descriptions of locations and inhabitants punctuated by grim wit
Art/design: Marvelous maps; type design helps map the connections amongst locations and items
Usability: Provides checkboxes to track variables (but if you mark this pamphlet, you’re a heathen and you deserve whatever misery befalls you)
Content: An assortment of macabre and arcane weapons
Writing: Includes compelling lore and mechanics for each polearm
Art/design: Descriptions are distinct and proximal to their respective illustrations, which are full of character and detail
Usability: Rather powerful by Mörk Borg base standards, but not without hazards and drawbacks
Content: Your new claw is sharp, probably sharper than you.
Writing: Swift and cutting claw mechanics.
Art/design: Teeth and claws, it’s Nohr’s whole thing.
Usability: “People instinctively dislike you.”
Content: Monsters and scriptures and dungeons, Oh my!
Writing: Text ranges from bloviated to concise; brisk to simple. But it is reliably miserable.
Art/design: A menagerie of styles as creative and varied as the community which spawned them.
Usability: Divided in three sections with a full index to aid navigation. Entries of varied accessibility and ease of reference at your table.
Content: A variety of firearms, ammunition, and special rules for using them
Writing: Concise general and item-specific mechanics
Art/design: Uses the illustration and ground to differentiate general mechanics and categories of arms
Usability: It’s a spiked arquebus blast to the face!
Concept: “The Gourmand’s Cutlery allows the wielder to eat anything. Which is good, as the user becomes famished and must eat.”
Content: A wonderland of overconsumption and excrescence
Writing: Contributes greatly to dungeon’s character
Art/design: Just offal
Usability: Layout facilitate easy navigation
Content: An unearthly foe or unsavory ally of circumstance
Writing: Sets a thoroughly grim tone and provides multiple hooks
Art/design: Appropriately creepy and atmospheric illustration
Usability: Will always hit, but maybe not the intended target
Content: Grift's faceless.
Writing: Doesn't tell you what will happen if you open them.
Art/design: A very uncomfortable staring contest.
Usability: Don’t sleep in Eastern Grift.
Content: Semi-dead werewolf/bear/monkey/etc.
Writing: Evocative of loss and despair alongside clear descriptions of mechancis
Art/design: Brutal, primal illustration with some economical graphic design
Usability: Shapeshifting adds another tactical element to play
Content: A solo dungeon crawler; useful as a generator alongside Mörk Borg’s GM tools
Writing: Clear and concise; primarily mechanical but with bits of effective descriptive text
Art/design: More traditional than Mörk Borg’s, but still atmospheric
Usability: Extremely efficient layout
Content: A study in cosmic despondence
Writing: Includes a standard class profile plus a table for generating your god's name
Art/design: Clean layout with Mörky flourishes and elements
Usability: Gets two whole gifts. Bargain.
Content: A deadly, disturbing dungeon full of pure weirdness
Writing: “Quasi-ethereal necromagical death-tendrils” is an apex example of what you’ll find here
Art/design: Excellently integrates text and graphics into the dungeon map
Usability: A little visually overwhelming at first, but easy to navigate once you have a feel for it
Content: Some nasty creatures and permanent effects (including abrupt deaths)
Writing: Concisely creates a strange, ominous atmosphere
Art/design: Maps are clear without sacrificing visual style
Usability: Color and typography strongly supports easy navigation
Backer reward for the Feretory funding campaign
Content: Eclectic bordering on an acid trip, but strangely charming
Writing: Stitches randomly generated features together in interesting ways
Art/design: Map breaks perspective to efficiently depict three-dimensional space
Usability: Navigating the two halves of the sheet simultaneously can get tricky; number the rooms with your own blood