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
Content: A setting guide of the major cities and regions of the Dying World.
Writing: A political treatise on the various polities and cultures in informative prose.
Art/design: Representative figures for each faction are presented in rich charcoal.
Usability: A primer for those who would like just a little more structure in their planning.
Content: A solo prison crawl.
Writing: Playful and interactive text which hooks you into the narrative with a tutorial that builds your character even as you begin your prison break.
Art/design: Characterful marginalia simultaneously enhance and age the text. Producing a draft like quality and encouraging both engagement and participation.
Usability: Designed to be printed and scribbled on. Break out your pen. Make a mess.
Content: Political assassination by ritual god-child sacrifice.
Writing: A surprising amount of depth for a tiny, burned village and the chase for an infant god.
Art/design: Divine blend of color, artful illustration, and navigable sidebar column layout.
Usability: Easier to use than murdering a god-baby.
Content: An archeological exploration of the Dying Lands, with 21 sites, their current inhabitants, and everything valuable not bolted down.
Writing: A survey of iconic locals, with enough historical detail, rumor, and information to plan a failed treasure hunt.
Art/design: Yellowed artifacts splatter a clean single-column layout.
Usability: Available in plaintext and “night mode” with an off-white background to ease electronic reading.
Concept: “The streets of Schleswig are filled with empty husks … Fathmu IV has put a hefty bag of 200 silver to anyone who can put a stop to this.”
Content: Adventure hook and framework with a creative final boss
Writing: Sets the overall scenario and trajectory, and provides seeds for scenes along the journey
Art/design: Features a pretty bizarre illustration
Usability: Content is well-organized for linear use
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 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.