Rugose Kohn
Cross of Glorious Victory of Filth
Concept: “A massive, prolapsed orifice fountains forth a constant stream of viscous contaminants. Drink deeply of its wickedness!”
Content: The inverted anus cross we’ve all hoped for and dreamed of
Writing: Light lore with mechanics for contact, consumption, and replication
Art/design: Split-page layout provides easy access to the text and displays the cross in all its inverted anal glory
Usability: “‘Nay, Theophrastus, cease to poke yon inverted anus cross!’”
Content: The inverted anus cross we’ve all hoped for and dreamed of
Writing: Light lore with mechanics for contact, consumption, and replication
Art/design: Split-page layout provides easy access to the text and displays the cross in all its inverted anal glory
Usability: “‘Nay, Theophrastus, cease to poke yon inverted anus cross!’”
Down and Out in a Schleswig Sanitorium
Concept: “Recently the staff has all been murdered by a patient gone rogue. That suits the King’s ends well enough.”
Content: Clever scenario, especially the conclusion
Writing: Disturbingly descriptive at times, humorously irreverent at others
Art/design: Adapts Nohr-esque style to express its “sterile” environment
Usability: Well organized by category, but involves some flipping/scrolling/shuffling
Ducks Left Wanting (to be left alone)
Concept: “A herd of ducks aimlessly wander a dungeon hallway. Items of use or value tied round their necks. But catching ducks ALWAYS comes with a cost.”
Content: “A two page spread with rules for catching ducks, a d20 table of juicy rewards tied round their necks, and a d20 table of all the horrible shit that can happen when one is catching ducks!”
Writing: Primarily tables with some descriptive text connecting the scenario to the larger adventure; rife with body humor
Art/design: A plethora of ducks, sinister and otherwise
Usability: d20 not included
Content: “A two page spread with rules for catching ducks, a d20 table of juicy rewards tied round their necks, and a d20 table of all the horrible shit that can happen when one is catching ducks!”
Writing: Primarily tables with some descriptive text connecting the scenario to the larger adventure; rife with body humor
Art/design: A plethora of ducks, sinister and otherwise
Usability: d20 not included
FantasticJean's Misery's Keep
Concept: “an independent production by Jean Verne… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A magazine print production, depicting the keep through a surrealist collection of public domain imagery.
Usability: Functional, accessible, and visually rich.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A magazine print production, depicting the keep through a surrealist collection of public domain imagery.
Usability: Functional, accessible, and visually rich.
Flerjordhög Filip
Concept: “If Filip rises from the loamy hillside and sees his shadow, the townsfolk believe they have averted the end.”
Content: A blasphemous monster and rites that defy the Unnamed Scripture
Writing: Provides a broad hook and mechanics for a small rodent that averts and invokes Miseries
Art/design: Well organized and visually delineated; surprisingly sunny and fluffy for Mörk Borg
Usability: Heretical and should be punished. Burn the vermin.
Content: A blasphemous monster and rites that defy the Unnamed Scripture
Writing: Provides a broad hook and mechanics for a small rodent that averts and invokes Miseries
Art/design: Well organized and visually delineated; surprisingly sunny and fluffy for Mörk Borg
Usability: Heretical and should be punished. Burn the vermin.
FÖLK-LORE: Fiends, Freaks, & Foes
41 contributors
Rugose Kohn
Walton Wood
KRD Designs
mghoneybee
Johan Nohr
Damien Villa
Jegs
hamildong
mcglintlock
Misha Panarin
Christopher Annandale
Brian Binh
Andrew Cutler
MarksQuests
Nina Morgan Olsson
Arnaud F. Lambert
Harkenstone
B Halliday
Greyson Yandt
Ian Long
Irish_Mercury
Mattias Thatch
Theodore L. Rivera
RaptorShadow / BirdSilhouette Games
Ryan Sigler
Ra Press
iriffuk
Rinaldo Agostini
Leonardo Andrade
Vikugna Vikugna
Bracken MacLeod
Ghee Dodlinger
samaritan_burden
Olivier Delattre
Dan Taylor
Paskål Jansson
Overlord Publishing
Jim Gies
1d10+5
WuDeRPG
I. McClung
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content: The first 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 first 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?
FrogmentSoul’s Misery’s Keep
Concept: “an independent production by Samuel Ortega… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A clean coal gray, with dramatic yellow spot illustrations, and room descriptions framed cleanly around the castle map.
Usability: A separate unlabeled minimap is provided for player reference.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A clean coal gray, with dramatic yellow spot illustrations, and room descriptions framed cleanly around the castle map.
Usability: A separate unlabeled minimap is provided for player reference.
FÖLK-LORE: Rendezvous & Romps
36 contributors
Rugose Kohn
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
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?
Included with Every Purchase
Concept: “A delightful duo of cursed magic items for the Dying World! Somewhat useful, but more likely to only add to your misery.”
Content: A shopping bag of holding and a universal hex wrench that have as much capacity for harm as utility
Writing: Refuses to sugar-coat its disdain
Art/design: Facsimile-quality illustrations symbolize the flattened affect of mass production
Usability: Simultaneously goads you toward consumerism and warns you away from it. The contempt is palpable.
Content: A shopping bag of holding and a universal hex wrench that have as much capacity for harm as utility
Writing: Refuses to sugar-coat its disdain
Art/design: Facsimile-quality illustrations symbolize the flattened affect of mass production
Usability: Simultaneously goads you toward consumerism and warns you away from it. The contempt is palpable.
Indomitable Mountaineer
Concept: “Fearless and brash, the indomitable mountaineer can be found scaling cliffs, summiting peaks, and flaunting their mastery of nature across the dying world.
Content: A fvcking hiker.
Writing: A steep incline or two, but more of a pleasant scramble than an uphill struggle.
Art/design: Weighty visuals balanced by precipitous text. The art has a sense of casually exaggerated danger that feels appropriate.
Usability: A staunch support scvm.
Content: A fvcking hiker.
Writing: A steep incline or two, but more of a pleasant scramble than an uphill struggle.
Art/design: Weighty visuals balanced by precipitous text. The art has a sense of casually exaggerated danger that feels appropriate.
Usability: A staunch support scvm.
It Conquered the Dying World
Concept: “Its name—unpronounceable; its language—indecipherable; its aim—World domination!”
Content: A creature out of B-Movie science fiction.
Writing: Weighty (Overblown?) proclamations of DOOM. No stats, just the whining.
Art/design: A grungy yellow B-Movie poster with a wrinkly conical self-insert character.
Usability: Rugose Kohn may, in fact, be "a hyper-intelligent, inter-dimensional monstrosity".
Content: A creature out of B-Movie science fiction.
Writing: Weighty (Overblown?) proclamations of DOOM. No stats, just the whining.
Art/design: A grungy yellow B-Movie poster with a wrinkly conical self-insert character.
Usability: Rugose Kohn may, in fact, be "a hyper-intelligent, inter-dimensional monstrosity".
Kracken 777’s Misery’s Keep
Concept: “an independent production by Winston Smith… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A tasteful teal and violet cover, hand-drawn illustrations, and modified public domain imagery engage a classic mini-map sidebar design.
Usability: Functional, accessible, with a recognizable top-down castle map.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A tasteful teal and violet cover, hand-drawn illustrations, and modified public domain imagery engage a classic mini-map sidebar design.
Usability: Functional, accessible, with a recognizable top-down castle map.
Micheál Reidy’s Misery’s Keep
Concept: “an independent production by Micheál Reidy… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Shades of black, red, and gray. Restrained text elements. Humorous emphasis on licensing text.
Usability: There’s a doll spotting mini-game.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Shades of black, red, and gray. Restrained text elements. Humorous emphasis on licensing text.
Usability: There’s a doll spotting mini-game.
Misery 4:3
Concept: “Fires rage across the landscape consuming everything in their path.”
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: 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)
Miserymobile
Concept: “Time for a new car that's completely compatible with MÖRK BORG. The... Miserymobile?”
Content: Conversation about a broke ass Mazda 6 cum rules.
Writing: Mechanics that live up to the name.
Art/design: Don’t waste your silver.
Usability: Contains exploding dice.
Content: Conversation about a broke ass Mazda 6 cum rules.
Writing: Mechanics that live up to the name.
Art/design: Don’t waste your silver.
Usability: Contains exploding dice.
Misery’s Hole
Concept: “an independent production by Philipp Teich… hastening the final Misery”
Content: A miserablekeep hole-crawl, redecorated, again.
Writing: A dastardly villain, a toweringcastle hole, treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: A pdf format that’s surprisingly deep, with rich off-whites that lend weight to the tons of stone looming overhead.
Usability: Well-placed, and clearly highlighted room text aids reference.
Content: A miserable
Writing: A dastardly villain, a towering
Art/design: A pdf format that’s surprisingly deep, with rich off-whites that lend weight to the tons of stone looming overhead.
Usability: Well-placed, and clearly highlighted room text aids reference.
Monolith 1: Harvest
8 contributors
Concept: “A quarterly publication that focuses its cyclopean gaze on a single system with every issue”
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: “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.
Nacnudllah’s Misery’s Keep
Concept: “an independent production by Duncan Hall… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Subtle and considered tri-fold that makes excellent use of angle, tone, and profile. Includes a critical visual reinterpretation of “undead doll”.
Usability: Stylized, decorated, legible, and printable.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Subtle and considered tri-fold that makes excellent use of angle, tone, and profile. Includes a critical visual reinterpretation of “undead doll”.
Usability: Stylized, decorated, legible, and printable.
Ossarium Vol. 1 + 3D Printable Minis
14 contributors
Concept: “3D Printable Minis”
Content: An STL model companion to the Ossarium Vol. 1 Beastiary
Writing: Code, in STL file format.
Art/design: Full renders of each creature including printable bases.
Usability: Sculpts are in continued refinement, feedback is requested.
Content: An STL model companion to the Ossarium Vol. 1 Beastiary
Writing: Code, in STL file format.
Art/design: Full renders of each creature including printable bases.
Usability: Sculpts are in continued refinement, feedback is requested.
Ossarium Vol. 1 + Reference Cards
13 contributors
Concept: “a set of 43 double sided tarot sized cards that contain all the info needed to bring the creatures of Ossarium into your next TTRPG session.”
Content: 43 tarot-sized double-sided creature reference cards.
Writing: Contains complete stats and lore for the creatures of Ossarium Vol. 1.
Art/design: Monstrous depictions in a visually striking yet functional layout.
Usability: Rules in the front. Lore in the back. Print and play instructions are included.
Content: 43 tarot-sized double-sided creature reference cards.
Writing: Contains complete stats and lore for the creatures of Ossarium Vol. 1.
Art/design: Monstrous depictions in a visually striking yet functional layout.
Usability: Rules in the front. Lore in the back. Print and play instructions are included.
Ossarium Vol.1 | Beasts of the Dying Lands
13 contributors
Concept: “Not just a bestiary
But an ongoing mission to seek out each creature.”
Content: 43 monstrous oddities to delight and horrify scvm.
Writing: Innovated, weird, and storied monsters to hunt and get killed by.
Art/design: Disgustingly tasteful use of color highlight gritty illustrations in dynamic spreads.
Usability: Digital spreads are of varying width to accommodate sidebars and creatures of significant scale.
Content: 43 monstrous oddities to delight and horrify scvm.
Writing: Innovated, weird, and storied monsters to hunt and get killed by.
Art/design: Disgustingly tasteful use of color highlight gritty illustrations in dynamic spreads.
Usability: Digital spreads are of varying width to accommodate sidebars and creatures of significant scale.
Pyrespawn
Concept: “Oozing out of the rifts of the unworld, these savage beasts come crawling like liquid, with a face like a rotting intestine, bleeding from every orifice.”
Content: An anti-fish that wants to you to have its weird, mutant babies (who are also anti-fish)
Writing: Heavy on the weird and gory, leaves everything else implicit
Art/design: Illustration leaves fine details up to the reader’s imagination (except for the “bleeding from every orifice” bit)
Usability: Relatively light weight, but full of menacing character and consequence; included in The Dead City of Pyre-Chrypt
Content: An anti-fish that wants to you to have its weird, mutant babies (who are also anti-fish)
Writing: Heavy on the weird and gory, leaves everything else implicit
Art/design: Illustration leaves fine details up to the reader’s imagination (except for the “bleeding from every orifice” bit)
Usability: Relatively light weight, but full of menacing character and consequence; included in The Dead City of Pyre-Chrypt
QVKE BORG VTT Tokens
9 contributors
“VTT Tokens for use with Qvke Borg: Foul Adventures in a Doomed Dimension”
Rugose Kohn’s Misery’s Keep
Concept: “an independent production by Rugose Kohn… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing.
Sin Eater
Concept: “Compatible with Mörk Borg”
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 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.
The Ball
Concept: “In the crumbling, dilapidated manor house of a dead Schleswig noble, a horrific, expanding life-form has taken up residence.”
Content: Four rooms and tables of major and minor treasures
Writing: Concise but descriptive with occult imagery
Art/design: Graphics are more atmospheric than illustrative images
Usability: Discrete text blocks laid out for easy use
Content: Four rooms and tables of major and minor treasures
Writing: Concise but descriptive with occult imagery
Art/design: Graphics are more atmospheric than illustrative images
Usability: Discrete text blocks laid out for easy use
The Bishop
Concept: “Devotee of Yesu an de facto leader of the other inquisitors on the island.” For use with The Island of the Dying Gods in 30 Days of MÖRK BORG
Content: A crazed sectarian zealot of an NPC
Writing: A good balance of exposition and in-game mechanics
Art/design: Color and subject evoke an appropriately decaying, apocalyptic tone
Usability: Unkillable jerkface with a big hat
Content: A crazed sectarian zealot of an NPC
Writing: A good balance of exposition and in-game mechanics
Art/design: Color and subject evoke an appropriately decaying, apocalyptic tone
Usability: Unkillable jerkface with a big hat
The Chapel of Suffering
Concept: “Sentenced to death, you will be spared if you bring a mysterious puzzle-box to the judge.”
Content: A DNGNGEN-derived crawl reminiscent of the early one-page MB dungeons
Writing: Concise and targeted at individual rooms and events rather than overall narrative
Art/design: Text is oriented around the map, the detailed contents of which are set off against the page’s negative space
Usability: Will almost certainly require some player ingenuity and creativity
Content: A DNGNGEN-derived crawl reminiscent of the early one-page MB dungeons
Writing: Concise and targeted at individual rooms and events rather than overall narrative
Art/design: Text is oriented around the map, the detailed contents of which are set off against the page’s negative space
Usability: Will almost certainly require some player ingenuity and creativity
Chapel of Suffering was created as an exclusive, one-of-a-kind reward for the Ex Libris RPG crowdfunding campaign. The backer has generously made it available free to the community.
The Charnal Map
Concept: “A simple map to make running The Charnal Ditch of Haat the Unwilling, from ‘30 Days of Mörk Borg’ that much more fun.”
Content: Map and key
Writing: Restricted to the title and key
Art/design: Expresses a lot with only a few colors, forms, and patterns
Usability: Look at map. Use map.
Content: Map and key
Writing: Restricted to the title and key
Art/design: Expresses a lot with only a few colors, forms, and patterns
Usability: Look at map. Use map.
The City Shall be Made Hollow
Concept: “The city is never the same place twice.”
Content: Creatures, encounters, items, and events with bizarre twists
Writing: Sets the tone and establishes the setting’s dynamics well
Art/design: Lots of effective collage work and atmospheric colors
Usability: Intended as a supplement for The Dead City of Pyre-Chrypt
Content: Creatures, encounters, items, and events with bizarre twists
Writing: Sets the tone and establishes the setting’s dynamics well
Art/design: Lots of effective collage work and atmospheric colors
Usability: Intended as a supplement for The Dead City of Pyre-Chrypt
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