Keeps and Citadels play a vital role in Morkin: The Lords of Midnight Adventure.
Along your journey, you may encounter two types: allied Keeps and Citadels, and the enemy’s dark Keeps and Citadels, which house Doomdark’s troops.
In allied Keeps and Citadels, you can find shelter to rest or spend the night, allowing you to recover health points and reduce fatigue. You can also buy and sell items, though not as many as in Villages, as there are no Street Markets here. Additionally, you may encounter unique events exclusive to these Keeps and Citadels.
On the other hand, dark Keeps and Citadels are to be avoided at all costs. The hexes surrounding them guarantee an encounter with Doomdark’s troops. Should you enter one, your game will come to an abrupt end, as it means you’ve been captured by Doomdark’s forces, and your fate is death.
In Miguel Romero’s illustration, you can see Morkin and two companions arriving at the Keep of Dodrak, near the start of your adventure, north of the Forest of Shadows.

Morkin is a table-top, solo-player game inspired by The Lords of Midnight, the strategy and adventure epic fantasy game created by Mike Singleton and first released for the ZX Spectrum in 1984. The Lords of Midnight is often ranked among the greatest role-playing and strategy games of the 1980s.
You will step into the role of Morkin as he embarks on his quest to destroy the Ice Crown. Played on a hexagonal map, the game blends role-playing elements with strategic exploration and adventure. All you will need to play Morkin is the book, a pencil, eraser, a few dice and your imagination.
Developed under licence from https://www.thelordsofmidnight.com/
Artwork by Miguel R. Mata (@miguelr.mata)
Layout & Graphic design by Esteban Iglesias (@estebaniglesias_pro) for nonserial (@nonserial_pro)