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Ex Libris Mörk Borg A directory of content, tools, and resources

3rd-party licensed

Las caras de Bélmez

Concept: “The faces of Bélmez function as a hostile encounter with random characteristics.”
Content:
d8 faces appear on walls and do d20 awful things to PCs
Writing:
Includes descriptions of behavior and adapting the faces to different materials
Art/design:
The background is staring at you
Usability:
Has more special abilities than most encounters, but all are fairly simple and manageable 

Last War: Bacon.Cabin.Magic

Concept: “hush-hush” 
Content: Special Mission. Bacon.Cabin.Magic, mercenaries, secret weapons, bunker comforts, things to do with flares.
Writing: The absurdity of war, and of secrets valued above human life, decontextualized.
Art/design: Edited photographs and near-watercolor renditions of the trenches in a unifying palette.
Usability: Designed for Forbidden Psalm: The Last War. 

Last War: High.Devil.Iron.Horse.

Concept: “New content for scavengers of the endless trenches of Forbidden Psalm: The Last War” 
Content: Manuscripts, weapon mods, bayonets (and how to use them), four commanding mercenaries, and one hell of a train. 
Writing: Concise, orderly, and at times bizarre. Like the bureaucratic anarchy of war.
Art/design: Thomas the Tank Engine never looked so mean.
Usability: Requires Forbidden Psalm: The Last War 

Lavandeiras & Biosbardos

Concept: “An encounter with the ghostly midnight washerwomen” &  “A quest to hunt some (maybe not so real) animals”
Content:
Nocturnal spirits who entice you to do your own laundry, for weal or woe;  a ruse of an adventure with multiple potential climaxes
Writing:
Includes descriptive text sets the scene and mechanics to determine the outcome;  very concise but with adequate, compelling imagery and appeal
Art/design:
Efficient design choices delineate segments and make for easy use and reference;  primarily textual with a fun text-based map
Usability: 
A two-in-one bargain

Lead Damsel

Concept: “A torture instrument, a derelict of shame, a piece of a broken past...” 
Content: Lesser-known cousin of the Maiden of Iron. A haunted relic of past tortures.
Writing: A simple, and cursed, contraption.
Art/design: A happy maiden reveals sharp teeth and painful rules text.
Usability: Designed for Forbidden Psalm, usable in Mörk Borg. 

Legion

Concept: “a cursed undead shepherd kept alive by the powers of his 5 sheep”
Content: An extremely dedicated shepherd.
Writing: Provides context and history for a singular kind of undead.
Art/design: A legion of sheep behind boxed text.
Usability: Go for the sheep. 

Leka

“These ugly gluttons are … all too zealous to barter for fatty rich salted foods in exchange for the soupy yellow substance that they naturally produce in the strange fleshy bowl that makes up the top of their head.”

Lempo

Concept: “Once known as a playful spirit of love, bringing together the smitten and the starcrossed. Now feared as breaker of hearts, the fire that burns those impetuous enough to play with it.”
Content:
A scorned thief of hearts and paramours
Writing:
Proffers lore, stats, adventure hook, and loot in the form of broken hearts
Art/design:
Primarily textual but uses typefaces to differentiate the different sections
Usability:
Straightforward design makes this simple to use

Leprechaun

Concept: “The fool that steals from the leprechaun is cursed to be haunted by immortal wrath.”
Content:
An undying, unrelenting adaptation
Writing:
A straightforward stat block with matching descriptive text
Art/design:
An especially Mörk Borgy illustration with effective use of color
Usability:
Ability to return from death make this a good recurring antagonist

Les Miseredibles

Concept: “Rules for intoxication and carousing, tables for rolling up a tavern, and menus for each of the major regions”
Content:
Includes tavern names, characteristics, patrons, and fare (with mechanics for intoxication)
Writing:
A balanced mix of grim humor and humorous grimness
Art/design:
Fairly subdued use of color but diverse visual elements and typefaces add character and facilitate navigation
Usability:
Potentially profitable or disastrous for PCs; always entertaining for the GM

let them eat BUGS

Concept:  
“‘Well if they’re so bloody fucking hungry…  LET THEM EAT BUGS!’
• Marie-Claire Delcroix, Allians noble (deceased)” 
Content: 5,800 possible bugs, and what happens when you eat them.
Writing: Entire mechanics for catching and eating bugs. With a veritable hive of crunchy, protein-rich tables.
Art/design: Juicy grubs and grinning goblins splatter this neon green sensory experience.
Usability: Organized, legible, but intentionally antagonistic. 

Letters of the Damned

Concept: “A supplement for Quill that immerses the player in the dark fantasy world of MÖRK BORG”
Content:
A letter-writing solo game
Writing:
Expressive but clear in its descriptive and instructional text
Art/design:
Includes some public domain illustrations and other visual elements for variety and appeal; text is presented efficiently and arranged appropriately according to density per page
Usability:
Requires Quill rules to play; could also be used as inspiration for, or a mini-game in, standard Mörk Borg

Level 018

Concept: “A loose alliance between three thinx rules this level. They are "farming" wickheads.”
Content: A candelabrum of wickheads, tended by a trio of grotesques.
Writing: A concise utilitarian adventure designed for active reference.
Art/design: Visual and typographic elements cater to rapid identification/categorization.
Usability: Available in many accessible formats.

Level 17: The Crawling Chaos

Concept: " The air is dank and the floor is moist. Purplish fluid shimmers between the cobblestones that pave the ground. It moves as if it was alive" 
Content: A throbbing hallway, sucking whirlpool, and quiet study.
Writing: Thorough alien descriptions, d666 escape rules, and narrative throbbing fluid mechanics.
Art/design: Dense single-column format, broken by background transitions and an uncanny hallway illustration.
Usability: Review before running, some decisions are left up to you. Remember the room is silenced! 

Level 20: Lair of the Flesh-Diver

Concept:  
“SEE! Bodies that have been recently eaten, or being eaten! 
HEAR! The sounds of flesh being digested and the screams of insane cannibalistic monsters! 
SMELL! The stink of burning flesh and rotting biological matter! 
TASTE! Rosemary sausage! 
TOUCH! Nothing, if you're smart! 
LOOT! Dangerous custom cutlery! 
KILL! Hordes of hungry, darkness-dwelling denizens!”
Content: A deep dive into a dark cannibal dungeon.
Writing: Sensorial text provides an in-depth and narrative description of events and encounters.
Art/design: Traditional adventure layout highlighted by eerie maps, depictions of butcher’s tools, and flushed purple accents.
Usability: The level of detail may require some review before your session. 

Level 21: F L E S H

Concept: “The end is near, but to get there you must pass through a disgusting mess of flesh, blood, and bone to open the final door and see what awaits you.”
Content: A “fantastic voyage” through an inhuman body.
Writing: Literal body horror. You’re in a body, and it’s horrible.
Art/design: Fleshy maps, scratched out sketches, and hand lettered teeth bulk out an irregular two column layout.
Usability: Consistent visual hierarchy aids in navigation and reference. 

Level ? “Proving Grounds”

Concept: "A heavily driven dungeon level" 
Content: A railroad mine-cart torture funnel “fun”geon. 
Writing: Clear Mechanistic descriptions of actions and events at each station.
Art/design: Map, art, and text interleaved and coarsely integrated.
Usability: Beware the layout of station 6. Prepare a boring biography for station 4. 

Level Seven: Extreme Violence Engine

Concept: “a series of gratuitously violent encounters that all build the final encounter. You must survive!”
Content: A choose your own meat grinder adventure.
Writing: Focused on the core of role-playing: Decisions that make perfect sense at the time and the inevitable consequences that come later.
Art/design: Alternatingly hilarious and brutal. Text and images packed into the hopper and occasionally fed through the meat processor.
Usability: GM needs to keep track of some moving parts, but they seriously pay off in the end. An excellent option for a funnel adventure. 

Libēr de abominatio

Concept: “Cursed rituals for twisted minds, the grimm knowledge of decaying sages” 
Content: Eight new scrolls for use with Forbidden Psalm.
Writing: A transformative collection of body-horror-fueled mechanics.
Art/design: A generated pile of ambiguous meat crowds a loose collection of mystic texts.
Usability: A little twisted, but ultimately understandable. 

Licensed to Ill

Concept: “Listed here are just some of the effects that listening to this LP inflicted upon the Dying World!”
Content: Rules primarily for using and abusing the fabled Brass Monkey, but also includes other Beastly Boys-aligned components
Writing: Takes itself completely seriously, which only makes it funnier
Art/design: A more traditional layout and muted background gradient lend an appropriately dignified air
Usability: Some specialized interactions with other 3rd-party supplements

Lich Stone Plodder

“The violent squirming remains are minced by the common folk and shoved into heavy stone tombs … infect the very stone and dirt with this unholy energy.”

Lichoma

Concept: “There is nothing but the City.”
Content:
A complete, setting-centric RPG based on the Mörk Borg system
Writing:
Well written with a consistently bleak and visceral tone. (Did you expect anything less?)
Art/design:
Fairly traditional graphic design and layout with illustrations that support the theme well
Usability:
Verbally and visually graphic in some places

Lies Under Flesh

Concept: “In the old tower, a fool disguised as saint drags the desperate into a trap.”
Content:
A 23-room dungeon
Writing:
No mechanics, only short, descriptive prompts for each room that GMs can interpret as they see fit
Art/design:
Dungeon map is presented in profile; variations in text size and color creates an interesting visual texture
Usability:
Will require some prep on the GM’s part

Lighthouse of Weeping Bluff

Concept: “Your ship is destined to splinter on the bluffs if the light isn’t relit, condemning you to live out your remaining days in this icy hell-hole.”
Content:
A ticking-clock adventure that encompasses the journey to the lighthouse and the hornet-infested lighthouse itself
Writing:
Clearly written and punctuated with visceral imagery and details
Art/design:
Red and yellow elements direct attention without hindering usability; hornets crawling around the page are a fun, immersive touch
Usability:
Well-organized text and clever use of color to coordinate it with the maps

Likho

Concept: “‘Likho-one-eyed’ appears in the form of a one-eyed skinny ogress.”
Content:
A beefy combat monster that feeds on negative emotions or flesh—whichever’s handy
Writing:
A concise stat block and a full description of behavior, including non-mechanical features and effects
Art/design:
Graphic and stats presented on a single page with additional lore and information on subsequent pages
Usability:
GMs will need to implement mechanics for special abilities as they see fit; blackletter text may slow reading a bit

Lilith's Biblia Blasphemia

Concept: “Inspired by Nurse With Wound's album Soliloquy for Lilith”
Content: “Six otherworldly abominable creatures to kill and maim your player's characters”
Writing:
Stat blocks and copious descriptive text for entries
Art/design:
Features full-page illustrations for each
Usability:
Special abilities are a bit more elaborate than Mörk Borg’s baseline

Lil’ Scamp

“Tiny catchable creatures for MÖRK BORG”

Livaras

Concept: “Ethereal giants who stalk their prey in the dark alleys of Galgenbeck.”
Content:
A sneaky, life-draining monster
Writing:
Delivers somewhat complex mechanics in a straightforward way
Art/design:
Illustration’s cooler colors establish a haunting mood and contrast with the sharp yellow text
Usability:
Cumulative damage dice will require minimal bookkeeping

Living Hive

Concept: “Defend the hive as the hive defends you.” 
Content: "Your body is host to a swarm of insects that obey your pheromonal command.”
Writing: Dynamic swarm mechanics coalesce around a multitudinous theme.
Art/design: A honeycombed figure stands naked before a golden yellow backdrop.
Usability: A honeyed blend of style and substance. 

Long Nights

Concept: “A skeletal creature, a prophet and philosopher, dwells upon a mountain of flesh. His touch grants power, escape, and ecstasy; but he is stingy.”
Content: A nocturnal collection of one desert, four monsters, and ten artifacts.
Writing: Deliciously ambiguous. Full of tantalizing details to expand upon at your table.
Art/design: A saturated full-color layout as textured as the dunes and spacious as a desert night.
Usability: Gorgeous and dark. Guaranteed to kill inkjet printers. 

LORD

“A nameless land, conquered by a warlord known as the Saint, cries out for a savior. Choose your side in a story yet to be told.”

Lord of Chains

7 contributors
Concept:Rob a grave. Steal a blade. Kill the Lord of Chains.
Content: A Graven-Tosk digging, Sarkash roaming, Bastion storming, Shadow King’s prophecy averting point crawl. 
Writing: Energetic and near melodramatic plot sets the tone for a truly torturous adventure.
Art/design: Loud when it ought to be, quiet when it counts. Metal throughout.
Usability: Self-contained, shadowed, and bound in iron chains. 

Lord of Flies

Concept: “We are hundreds, thousands and millions of flying insects that move your body.”
Content: A bug-based class
Writing:
Concise and straightforward without skimping on character
Art/design:
Relatively conservative with typefaces and visual elements, but features a great illustration
Usability:
Probably not for entomophobes

Lord of the Flies

Concept: “The lord of flies appears whenever the smell of death is too strong for any human to endure, when rivers of blood flow and soak the earth.”
Content:
A giant, gross fly commanding a bunch of regular-size, gross flies
Writing:
Concise but effective in the flavor text and mechanics
Art/design:
A strange but oddly endearing illustration
Usability:
High HP + ability to bypass armor and ignore manipulation = potentially lethal

Lord Sombrio’s Horse Lottery

Concept: “A business-card sized table to enrich your horse acquisition experience”
Content:
A table of four types of horses, each with its own practical features
Writing:
Quick and descriptive
Art/design:
Stylized enough to add character but without hindering use at intended size
Usability:
It fits on a business card, but it’s still easier to read when printed full-size

Lore Eye Hellbender

“These strange sad amphibians are born possessed by devilishly intelligent demonic spirits.”

Luminescent Letterman

Concept: “Branded with numbers into their chest and back; they are constantly reminded of what once was.”
Content:
A varsity athletics-based class; also glows in the dark
Writing:
Includes standard class profile with tables for glow color, origin trauma, and special feature
Art/design:
Design choices clearly delineate major text sections arranged alongside character art
Usability:
A smaller table of class features than normal, but did I mention it glows in the dark?

Lurching Knot

Concept: “Born from the wicked intent of the murderous fur trees of Sarkash, the Lurching Knot lumbers forth to crush the bones of those that dare mar or burn its mothers’ flesh.”
Content:
An appropriately mörky ent
Writing:
A hefty behemoth with multiple attacks, each with a unique special
Art/design:
Monochrome with stats and lore arranged around the image
Usability:
The image is relatively low resolution and a bit difficult to read 

Lörd

Concept: “Build the family tree of a fictional ruling family.  Record the monstrosities they faced and the choices they made.”
Content:
A solo journaling game based on
Lineage and set in the courts of the Dying World
Writing:
Establishes the bleak tone intended for gameplay with lots of variety in the table results
Art/design:
Layouts vary from section to section for easier visual navigation when flipping/scrolling
Usability:
Linearly laid out for progress through each ruler’s lifespan; also a good source of adventure hooks and long-term plots for standard games

L’Atelier de l’Artiste

I think this adventure involves a fetch quest and an alchemist, but my French is abysmal. It’s in French, BTW. (Just in case the title didn’t tip you off.)

Magisk Tjej, A Game Of Delinquent School Girls And The Demons They Fight

Concept: “School sucks. Some cutesy space god gave you magical powers. Now you have to fight demons.”
Content: Magical Girls*. Magical School. Fighting Demons.
Writing: As entertainingly sarcastic and angsty as the delinquent magical girls it portrays.
Art/design: Clean and navigable layout, kept entertaining with variety in typographic elements.
Usability: *“You don’t need to be a girl. Your character doesn’t need to be a girl. Neither do you have to Feminine. I mean, you’re playing fucking delinquents.” Work in Progress

Making Friends and Eating People

Concept: “Eat your friends. They’d do the same for you.”
Content:
Optional rules for upcycling dead characters and benefits for doing so
Writing:
Darkly humorous and appropriately off-kilter
Art/design:
If Hell has insane asylums and their cafeterias have menus, they probably look like this
Usability:
The mechanics are nestled in with the flavor text, but if you know what you’re looking for, you’re good to go

Malediction’s Handbook

Concept: “an optional compendium of Wounds, Maimings and Fractures” 
Content: Hit point reference, more specific extremities to maim, and a d66 table of lingering injuries.
Writing: A well-thought wound location table, and injuries for character creation with inspirational backstories.
Art/design: A lightly deconstructed anatomical figure, skulls, and a heart. With lists in a tri-fold pamphlet. 
Usability: Available in meaty & yellow, or printer-friendly. Säte is your butt. 

Malevolent Mixtape

Concept: "A custom-printed USB flash drive loaded with free third-party Mörk Borg PDFs by Philip Reed."
Content: A 1 GB Flash Drive, pre-loaded with Philip Reed's Mörk Borg content. 
Writing: An excellent title on a convenient flash drive. *complete with legal text
Art/design: A nostalgic cassette format that feels like a Mörk Borg mix tape.
Usability: Thin profile that could easily fit into a wallet or bag.

Malleus Mörkicarum

Concept: “Foul witchcraft abounds in these dying lands.” 
Content: Witches and devils the inquisition warned you about, and the fanatics they didn’t. Curses abound for an unfortunate scvm.
Writing: Some clever wordplay and mechanics liven familiar inquisitorial tropes.
Art/design: Illustrated trappings of diabolism and inquisition sprinkle the text. 
Usability: Interaction of text and background symbols may hinder the reader. 

Mallum de Monstrum #2

Concept: “I love creating monsters and having them used in peoples campaigns to delight and terrify.” 
Content: Twenty-three undead monsters. 
Writing: Lairs, abilities, and loot supplement base stats in prose.
Art/design: Decomposing corpse portraits provided by Midjourney AI.
Usability: Simple condensed stat blocks. Easy to reference. 

Malum de Monstrum vol. 3

Concept: “bringing to life creatures specifically themed around the element of ‘Fire’.” 
Content: Five blazing brutes.
Writing: A variety of thematic creature abilities designed to turn up the heat. 
Art/design: From ashen to white hot, a mixture of hand-drawn and ai generated creature illustrations highlight a two-column layout.
Usability: For when your scvm fail to light the campfire. 

Malum de Monstrum Zine #001

Concept: “Once-mighty creatures of the prehistoric past now roam the lands as nightmarish monsters, driven by hunger, infection, and dark magic.”
Content: Seven blasphemous blasts from the past.
Writing: A complete ecology, from lairing habits to hunting techniques. With mechanics to math.
Art/design: Minimalist, high-contrast dinosaurs thunder through a sturdy two-column layout.
Usability: Also available in printer-friendly plaintext.

Malum Mortis

Concept: “Anuk Schlenger will be resurrected to speak again, unlocking the truth and destroying the Calender of Nechrubel.”
Content: The outline of a grand heretical conspiracy, lead by the infamous Tergol, to upend the false prophecies with the help of—a lone drunkard.
Writing: A collection of instructions, references, and handouts. As well as (medicinally) humorous drunkard mechanics.
Art/design: A collection of traditional illustrations, prints, and artifacts highlight amidst
Usability: Available in print ready and web pdf formats. Includes a vtt asset pack.

Man And Beast

Concept: “THERE IS NO TIME FOR PRETENSES OF CIVILITY.”  
Content: A collection of creatures and features that blur the boundary of man and beast.
Writing: Sapient mechanics for visceral beings.
Art/design: Fangs and teeth. Text occasionally unclots into the color of blood.
Usability: Available in print-friendly or lightly blooded. 

Man is the Warmest Place to Hide

Concept: “Something hungry lurks in the dungeon, it has one goal...”
Content: One Shifting Dungeon. The worst game of tag ever. You do not want to become IT.
Writing: A trap-filled sandbox for your scvm to get paranoid in.
Art/design: Simple illustrated maps and public domain images.
Usability: Currently still an ashcan. 

Manbat

Concept: “Dwelling in abandoned buildings and under bridges, these vile creatures ambush, torture, and desanguinate their captives…”
Content:
It’s like Batman but Borgier
Writing:
Stats and special mechanics plus a d8 list of carried items
Art/design:
Loot on the top, stats on the bottom, lore and bats in the middle; pink on yellow highlights the title and emphasizes important mechanical elements
Usability:
An appropriate, lycanthropic take on vampires in the Dying World

Mandagor

Concept: “Black or nebulous forms, they gaze upon mortals with piercing red eyes filled with mischief and wickedness.”
Content:
An multiform creature and potential companion to generous scvm
Writing:
Provides copious lore pertaining to behavior and ecology alongside stat blocks for various forms
Art/design:
Predominantly textual, leveraging color to differentiate certain blocks; includes some cleverly placed depictions
Usability:
Contains a fair number of behavioral details for GMs to keep track of

Manor Most Foul

Concept: “Greed, gore, romance? None of that matters as long as you can get to the hidden vault” 
Content: A lovingly macabre manor crawl.
Writing: A tragic love story (of sorts), reenacting its terrible pursuit this night for your voyeuristic pleasure.
Art/design: Full of coarse texture and bright color, a feast for the eyes, with a surprising emphasis on the eyes.
Usability: I'm not joking about the eyes. I may have exaggerated the voyeuristic pleasure. 

Map of the Known World

“This map was created to help the GM, to fill the world of Mörk Borg with more details and mysteries for their players to unearth.”

Maps for Mörk Borg

Illustrations of the Dying Land's major settlements

March of the Lord of Fire

Concept: “The Lord of Fire marches from the Valley of the Unfortunate Undead”
Content:
A fire-themed conqueror who raises and commands an undead army against the kingdoms of the Dying Land
Writing:
Primarily mechanical, but the mechanics themselves provide tons of character and inspiration
Art/design:
The background image reinforces the overall theme and tone without interfering with readability
Usability:
Highly suitable for a grueling martial challenge

Margoth

Concept: “Submission for Babalonian Jam!”
Content:
A corruption-based monster
Writing:
Quick, concise stat block
Art/design:
Illustration’s reticulations reinforce the Special’s effects
Usability:
May cause abrupt character death through damage or transformation

Marrow Bees & Osteapiarists

Concept: “The Marrow Bees’ honey is tasty and valuable…. if you can get to it. If they don’t bore into your bones and you escape the Osteopiarists.”
Content:
Parasitic bees, their (in)toxic(ating) honey, and their keepers
Writing:
A fair split of flavor and mechanics, both well conceived and written
Art/design:
Subtle but effective representations of colonized humans
Usability:
Honey mechanics are split, but not detrimental on a 1-page document

Martolea, Tuesday’s Demon

Concept: “Tuesday’s Demon rambles into desolate villages from its den high in the mountains only after a grisly tragedy has occurred on a Tuesday.”
Content:
A bizarre, subversive, brutal beast and  a simmering, horror-themed investigation spanning a few days in a seemingly quiet town
Writing:
Includes a standard stat block as well as additional attributes and an overview of the monster’s MO; the adventure balances subtle tension and intrigue with moments of overt violence and gore
Art/design:
  Graphic design aids in navigating the adventure; illustrations add lots of creepy visual character
Usability:
  Includes a town map and an appendix of character sketches for quick reference

Martyred Apostate

Concept:  “An unholy manifestation, an enslaved soul of idolatry, even in death they pray for salvation.” 
Content: “A homemade new pet/relic/mercenary”
Writing: A willing sacrifice in the name of any who can enthrall them.
Art/design: Colored prints, miniatures, and text integrated in a collective sacrifice.
Usability: Less hostile than it looks. 

Mask of Scvm

Concept: “In the troll’s nest you find the...” 
Content: “Mask of Scvm” plus rules for when you’re boned.
Writing: Un-skeletal descriptions of skeletonification and a new way to die.
Art/design: A horny mask smiles over the bloody discharge of its latest charge.
Usability: For scvm who want to show off their bones. 

Mass Burial

Concept: “Bodies are gone missing, and none are the wiser.”
Content:
A one-page dungeon in the key of grave-robbing
Writing:
Nice attention to physical and sensory detail, especially smell
Art/design:
Efficient layout ordinated on the dungeon map
Usability:
Everything you need is right there on the page

Mass Combat and Extreme Cold

Concept: “A mini-zine of rules for Mörk Borg Published as part of the Chässe-Galerie zine”
Content: Rules for mass casualties and freezing to death.
Writing: Cold, calculated, and clear as ice.
Art/design: Print-Friendly rules reference, with blackletter headings, and a charming skeleton to indicate which part of your scvm is freezing.
Usability: Versatile OSR rules for allowing scvm to influence a large battle, and easy and practical rules  

Mass of Skin

Concept: “A MEAT-SACK MEGA-SPAWNER"
Content: A scvm processing plant.
Writing: Official content. In bulk. With optional details for skills and equipment.
Art/design: High contrast black and white layout.
Usability: Batches of 100 scvm. For conventions, funnels, and sadistic storytellers. 

Maust

Concept: “… forever hiding in the dark, more rodent than a man.”
Content:
A demi-human hireling
Writing:
Includes some flavor text as well as stats, traits, specialties, and values
Art/design:
Nicely balanced layout with art suggestive of sentiment and violence
Usability:
Designed as an additional outcast like those described in the core book

Mbói Tu’i

Concept: “Second son of Kerana and Tau. It patrols the swamps and wetlands, protecting amphibians and waterdwellers.”
Content:
A middleweight monster fit for amphibious adventures
Writing:
Efficient stats and a dash of flavor text (with more on the product page)
Art/design:
Color choices and arrangement make text easily readable without obscuring the gritty, Borgy illustration
Usability:
Includes an ongoing fear effect; take note, GMs

Meat Puppeteer

Concept: “All the world’s a stage, and you’re an unwilling actor.”
Content:
A master-monster with underlings and some lethal twists
Writing:
Instructions for puppeteer, puppets, and PC targets
Art/design:
Nice use of silhouettes and some effective typographical maneuvers
Usability:
A little more complex than some adversaries, but not overwhelmingly so

Mehr Licht!

“A band of missionaries from the Creton Order of the Church of HE has built a new chapel just outside the village. … Some have greeted them with open arms. … Others see this as nothing more than an overreach from Galgenbeck.” 

MEMENTO

Concept: “And the dead need somewhere to go.” 
Content: A valley rife with unlife: dead basilisk barons, corpse culture, and several new starting points for your next journey to the afterlife.
Writing: A morbid meditation of funerary rites and the afterlife. An existential misery.
Art/design: A headstone of chiseled plain text with grave offerings of mangled and restitched illustrations.
Usability: A navigable guidebook to the Valley of Unfortunate Undead. 

Mendacious Lycanthrope

Concept: “Awakening in the gray dawn, you feel the shift once again. They say it's the moon that does it, but you know the truth, though you'd never admit it.”  
Content: A scvm lying about a serious skin condition.
Writing: Full blooded in theme. With mechanics and prose reinforcing natural tension.
Art/design: Loud and violent. Bursting out of the page whether you’re ready or not.
Usability: A powerful yet high risk class. Monster stats are an invitation to turn on the party.

Mesmerism

Concept: “People flock to his stall everyday and buy all his wares, and yet nothing seems to be happening... Why do they keep coming back then?”
Content: A different sort of alchemist, running a different sort of shop.
Writing: A engaging take on the snake-oil salesman. With an included hook to intrigue your scvm.
Art/design: A dingy street alchemist's lab draped in boxed text.
Usability: His wares could be worth quite a lot to the right buyers. 

Metal Spider Webs

Concept: “Made of tiny filaments of metal, the web can be deployed across any opening.”
Content:
A fairly straightforward trap that puts a hurt on anyone who walks straight through it
Writing:
Folds the mechanics into the descriptive text
Art/design:
Predominant colors capture the core element of this concept: metal and blood
Usability:
Easily transplantable into your dungeon of choice (bonus if it already has spiders in it) 

Mhâ'Nhârd's Hatchlings

Concept: “An ancient laboratory. 7 stone eggs. 1 empty. The liquid of life may breach their prison and death shall come to the one making the donation.”
Content:
A dungeon room with a secret best left undiscovered
Writing:
Provides detailed lore and a monster stat block with a table for attacks
Art/design:
Provides a map and a pretty gnarly illustration
Usability:
Just add blood

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.

Mimicks

Concept: “You know what mimics are, you all know.” 
Content: The life-cycle of the Mimick, in stages.
Writing: Descriptions (and stat blocks) of distressingly increasing scope and scale. 
Art/design: Lightly distressed text with cheery pink illustrations to encourage you to let your guard down.
Usability: Print-friendly. If found in the wild, it’s probably a tiny mimick. 

Mind-Jester of Oak Road

“A Trickster of Sleep and the Sandman's assassin who tortures their victims with a cackling grim and a pair of brain-rending claws!”

Minimal Borg

“An alternative take on the entire MÖRK BORG rules, with some alternative classes”

Mirror of Despair

Concept: “You are your own worst enemy.”
Content: A mirror trap.
Writing: Mechanics establish disturbing doppelganger scenarios.
Art/design: An elegantly efficient mirror hung over wallpapered rules text.
Usability: Helpful visual emphasis on rules based on likelihood of use. 

Misadvent Calendar

Concept: “Tearing away each door daily reveals a new foe, complete with lore and stats”
Content: Counting down to the end (of Christmas). With creatures.
Writing: Playful in the way a cat entertains itself with a mouse.
Art/design: A one-man game jam (so far).
Usability: Updating every day until Christmas 2022. 

Misanthropic Messenger

Concept: “You have spent your days traveling the Dying Lands and few know it as well as you do. The road is home.”
Content:
A travel- and communication-based class with some tricks up their sleeve
Writing:
Economical but often humorous and even poignant
Art/design:
An abundance of neat typographical choices
Usability:
A more mundane class but still full of character

Misbegotten Relict

Concept: “You must inflict yourself upon the world to remind it why some things should remain dead.”
Content:
A primal and potentially alien class
Writing:
Conveys a sense of savagery from another time
Art/design:
Minimal but appropriate and effective
Usability:
Linear and straightforward

Miserere

Concept: “When you woke up two days ago, you discovered that Grift was inhabited by a nightmare.”
Content:
Delve into a barrow to (hopefully) stop an unholy scourge
Writing:
Creates an atmospheric series of scenes
Art/design:
Quite expressive without being overpowering
Usability:
Font, color, layout choices ensure easy navigation of text

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) 

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. 

Misery’s Hole

Concept: “an independent production by Philipp Teich… hastening the final Misery” 
Content: A miserable keep hole-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle 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.  

Misguided Pilgrim

“Once you were sent out on a sacred mission of inestimable importance. Lost, disoriented, confused, you seek the light. You won’t find it.”

Moaning Bulwark

Concept: “This shield licks its’ lips and breathes heavily.”
Content: A balefully sensuous moaning shield.
Writing: Simply stunning. No really. That’s what it does.
Art/design: Definitely conveys moaning.
Usability: Make it (moan) don’t break it. 

Mold Motte of the Shunned Monarch

“On a gods-forsaken hill in the middle of bumfuck nowhere, an old keep stands atop a mound.”

Momentary Respite

vil
Concept: “Camping rules for Mörk Borg...  Also, it's a poster.”
Content: Miserable camping mechanics to end your days.
Writing: A merciless nightly torture device with conditions to ratchet up the misery until the end.
Art/design: Relentless neon pink guides you across the text, with a comic strip to remind you that camping won't save you from the apocalypse.
Usability: Re-structures many non-combat mechanics in Mörk Borg. 

Monastery ov the Horned One

“King Fathmu's Chancellor Graf promised me 400 silver to create this scrawled map. Perhaps it was for naught... If you lay your hands on it, ask for more.”

Monkey Murder Manor

“The characters venture into the depths of the venerable Manor, attempt to steal treasure, uncover its dark secrets, and kill a lot of monkeys along the way.”

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.

Monolith Fragment: Life on the Farm

Concept: “Is pastoral life getting you down? Tired of only fighting weeds?”
Content: “A Rural Adventure Generator”
Writing: Suitably rural, adequately absurd, full of farm equipment.
Art/design: A collection of simple, organized tables with tastefully home-spun spot prints.
Usability: Sow chaos with d6s.

Monster Chow

Concept: “When you took the assistant position for a local monster tamer you had no idea what you were getting into...”
Content: Dinner and a show.
Writing: Less animal companion. More animal’s companion.
Art/design: A monster and tamer, sharing some face time next to the stylized class text.
Usability: Available in pdf or png format. Don’t forget to pack plenty of food. 

Monsters!

Concept: “A collection of the MOST DISGUSTING and terribly vile MONSTERS!” 
Content: Twenty of them, to be a little more specific.
Writing: Horrendously hilarious creations from tormented traditions. Malformed for the morbidly curious.
Art/design: Sharp points and serrated edges brutalize the darkly patterned forms of this miserable tome, contrasted occasionally by excruciatingly clinical white.
Usability: Richly stylized only where they know you’ll work for it. Legible everywhere it counts. 

Morbid Cache

Concept: “Necromancers are lazy bastards, hence why they make such scrolls.”
Content: A scroll to turn tombs into storage trunks.
Writing: Delightfully simple and open-ended desecration.
Art/design: A yellow spirit stalks behind the black boxed text.
Usability: Despoil or withdraw from the bank of the dead at any nearby gravesite. 

More Mork Mëchs

“An expansion that builds on Roland Boshnack's Mech Borg”
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