Tephrotic Nightmares
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Tephrotic Nightmares
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Tephrotic Nightmares has been nominated for TWO Ennies Awards for Best Production Value and Best Layout and Design!
To the North is an ocean without water.
Boats built of bone and sinew slice across the grey waves,
Mountains form islands in a sea of Ash and cinder.
hunting the strange fauna and one another.
Once a forest, a verdant proliferation of green.
Then came the Arsonist, and with her came fire.
The conflagration lasted a year and left a sea of Ash, smothering more than the forest could ever have hoped to —enough to choke the Basilisks themselves.
About:
Tephrotic Nightmares is hexcrawl adventure campaign for MÖRK BORG written by Luke Gearing and with art and design by Johan Nohr. It's edited by Jarrett Crader.
Gather your crew, set sail and embark upon the grey waves with a sharpened blade and a mouthful of ash.
Contains:
- Tephrotic Nightmares - 160 pages, hardcover, open spine binding, black ink edges
- GM-facing map of the Sea (A4 size)
- Player-facing map of the Sea (A2 size)
- Ship combat hex map (A3 size)
- Ship combat chits (punch-out cardboard chits)
Exposed spine: The Arsonist's fires burned this book, exposing its spine like a gaping, blackened wound. This enables the book to lay flat on the table.
Sear-sealed texts: Tephrotic Nightmares' page edges are soaked in black ink which has dried to form a sealing crust, requiring you to tear it open. Either page by page or by grabbing the whole thing and breaking it like you would a human spine. If you want to read this book, you have to first defeat it.
The Team:
Written by Luke Gearing
Art by Johan Nohr
Editing by Jarrett Crader
Published by Exalted Funeral in collaboration with Stockholm Kartell
Book Bundle: One A5 size, 160 page, hardcover open spine bound book, black ink edges, black and grey throughout; A2 size Player-facing hex map; A4 size GM-facing hex map, A3 Boat combat hex map, A5 size Chit sheet with 49 punch out square chits; envelope to contain maps and chit sheet. PDFs included.
Version: Book Bundle + PDF
I wanted to like this book. Visually, it’s beautiful and unsettling, and conceptually, it’s interesting. But my main issue is the "cryptic" writing—which does succeed in evoking certain sensory feelings, yet becomes highly repetitive and poorly written once you get through a few passages. The writing is bad because it’s pompous without actually saying much. At times, it even feels like meaningless AI-generated slop.
Perhaps my biggest problem is that even though it occasionally sparks the GM’s creativity to build out the world, it demands far too much work. The author doesn’t help—they get in the way: there are no treasure tables, nothing interesting is happening, no faction dynamics, and the dungeons are grotesque museums with no cohesive gameable ideas. The GM has to insert everything that gives these grotesque visions any functional, playable structure.
As a result, the book comes off like an art project a teenager might have written in school—without much coherence or sense of game design. For example: one dungeon features an intriguingly described wheel, but the text ends by saying turning it does nothing. Imagine that multiplied across almost every dungeon. It’s frustrating.
That said, if you have the time, you can piece together a world with some semblance of sense—but it will take time. Compared to much smarter and less pretentious materials designed for actual play, like those from Dolmenwood, this book, in my opinion, ends up as little more than an attempt at edgy art that fails to fulfill its purpose as a real roleplaying game.
The book itself is a work of art.
The book is a work of art. From the binding, to the layout, to the illustrations, I just cant praise it enough. I absolutely cannot wait to get this to the table and try it out. Astounding!
This book is so flavorful and frightening. I highly recommend, especially for MNor Borgers, but can be used anywhere you want a chilling setting.
What a unique game! Arrived quickly and I cant wait to run a session with my group!