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

3rd-party licensed

Slayer: PlaintextRPG - Basic

Concept: “a relatively rules-lite, OSR-inspired, and grim (but not hopeless) role playing experience using only plaintext and ASCII”
Content: A traditional fantasy take on Mörk Borg systems, with hit locations and wounds substituting HP.
Writing: Debilitating (rather than deadly) wound mechanics, more forgiving magic use, and explicit incorporation of fantasy races establish the traditional fantasy rpg setting. Otherwise largely (mechanically) unchanged.
Art/design: Recognizable ASCII illustrations enhance a plain text document.
Usability: Printer-friendly. 

Sleep Now in the Fire

Concept: “Although they went down, the fire of their spirits still raged on. And they came to burn it all and make you sleep in a fire.”
Content:
Contains stats and lore for fire-based undead and items
Writing:
A balance of descriptive and technical text, with the two folded together for the items
Art/design:
Relatively traditional layouts with illustrations that support the entries’ concepts
Usability:
The RATM reference is a free bonus

Slipstream Elk

Concept: “In ages long past, herds of these creatures blotted out the sun with their migrations. Now, as the world dies, few remain”
Content:
A double jumping elk follower.
Writing:
Impishly innocent.
Art/design: Classic black with neon text. Subtle and majestic elk silhouette.
Usability:
Simple and easy to interpret mechanics. Lists in block text require searching.  

Slugfest

Concept: “GIVE THE DUCKS SOME ESCARGOT!”
Content:
A snail-based dungeon encounter
Writing:
Describes the room’s content and ways of interacting with/escaping from it
Art/design:
Color, illustration, visual elements, and judicious use of expressive typeface create an overall slimy feel
Usability:
Lots of gross fluids; bring a poncho

SLöTTERPIT

Concept: “The Mother of Monsters issues brood after abominable brood.”
Content:
A scenario, stat blocks, and rules for monster modification
Writing:
A pretty even split between exposition and stat blocks & specials for monsters
Art/design:
Includes a map of sorts
Usability:
More of a sketch of a scenario than a formal dungeon

Smoke Filled the Room

Concept: “Inspired by the album 'Smoke Filled The Room, We Slept' by Mellow Grave”
Content:
An strange journey to escape inebriation and hallucination
Writing:
Skillfully moves through increasingly disjunctive scenes, relying on tone to create continuity; final paragraph contrasts nicely with the preceding content
Art/design:
Dense columns of text emulate a smokey interior with a symbolic empty space before the concluding point
Usability:
Includes some mechanics but leaves lots of room for GMs to play

Smoke, Steel & Sinew

Concept: “The Spawn of the Black Forge hath come. Their flesh weeps inside pyg iron cages, spurred forth by the infernal engines of their burning brimstone hearts.”
Content:
A trio of machine-themed enemies
Writing:
Includes an overview, tables for origins and encounters, and individual descriptions and stat blocks
Art/design:
Fits a lot of content onto a single spread without compromising comprehension or usability
Usability:
A toolkit for small adventures or campaigns set amidst an all-out invasion

Smörgasbörg

10 contributors
Concept: “Grab your bibs and bone saws you’re in for a treat….  ” 
Content: A filling 120-page harvest of human meat (and how to use it).
Writing: Sefl-indulgent self-injury, masticatory mutilation, and gratuitous gluttony. 
Art/design: Sharp sketches, gruesome graffiti, and a not-inconsiderable quantity of red.
Usability: Organized and occasionally explicit body horror abounds. You have been warned. 

Smörkåsborg

Concept: “Before you lies a plate of delicious looking meatballs.”
Content:
A tantalizing, treacherous treat
Writing:
Includes a concise setup, test mechanics, and table of effects for partaking
Art/design:
You should not eat meatballs that are this color
Usability:
Designed to cause conflict amongst players, and that’s always fun

Snotsoil Mire

Concept: “The edge of the Bergen Chrypt is flooded. Into that slick swamp, the ducal twins of Schleswig fled.”
Content:
A relatively lean but atmospheric hexcrawl
Writing:
Concise but thorough with subtle character
Art/design:
Cut-and-paste feel with intense color
Usability:
Linear and easy to use; additional mechanics appended for easy reference

Snow on Snow

Concept: “Out in the frozen wastes of Kergüs is the graven image of a dead god… You need to appease the irate Blood-Countess Anthelia of Alliánce. This may be your chance.”
Content: A blasphemously festive hexcrawl. With occult items, frozen foes, and plenty buried beneath the snow.
Writing: An eloquent introduction this sorry excuse of a province. An unsurprising amount of snow (and death) related mechanics.
Art/design: A flavorful variety of illustrations and layouts. All admirably executed.
Usability: Stylish yet easy to read, with strong visual elements aiding in reference.

Snowman

Concept: “A snowman makes for a powerful guardian in frosty dungeons and snow-covered towers.”
Content:
Contains a stat block, descriptive text, and adventure hook
Writing:
Puts a sadistic twist on a classic holiday icon
Art/design:
Fits well with the creature concept
Usability:
For optimal efficiency, set thermostat below 30° Fahrenheit

SNÜNGEON

Concept: “Their husks litter the landscape, mountainous swirling shells that are all that remain of the titan snails. Now they serve as a refuge for the stray, the weary, and the weird - and as a lure for fools such as you”
Content: A massive slimy spiral snüngeon.
Writing: Captures the humble majesty of an extinct apex predator. 
Art/design: A comforting white and blue layout makes you want to slow down, grow some stalks, and savor the transformation.
Usability: Explore a snüngeon, make your own snüngeon, there are many titan snail shells left to explore. 

So You Want to Rise From Your Grave

Concept: “Sometimes, in a game, you need to rise from your grave.”
Content:
Tables for how characters died, were buried, and resurrected
Writing:
Concise and darkly humorous
Art/design:
Color and type provide the right aesthetic and facilitate fast navigation
Usability:
So simple even a dead guy can use it

Social Encounter With a Psychic Spider

Concept: “We both know the title tells you everything you need to hear.”
Content: A social encounter with a psychic spider.
Writing: Regal and demanding, with requests and secrets that'll make your skin crawl. 
Art/design: The desaturated, elegant, but slightly disturbed design elements reinforce the tension of a princess who wishes to be so much more than just a spider.
Usability: With prose that inspires as much as it implies. These improvisational aids provide just the right information for a truly memorable social engagement. 

Solitary Depths

Concept: “an expansion to Sölitary Defilement, a solo supplement for MÖRK BORG!”
Content: A Mörk Borg tailored oracle, region-specific mechanics, rare monster generation, traps, adjustable difficulty settings, and more...
Writing: Efficient and flexible, both mechanically and thematically. With a gorgeously miserable rare monster generator.
Art/design: Considered design elements with some delightfully grimy (and printer-friendly) surprises.
Usability: A legible, referenceable, and well-structured working document. Requires playing cards or equivalent.

Solitude

Concept: “A lonely adventure  with inspiration drawn from Solitude by Hans-Christoph Steiner.”
Content:
An abstract crawl inspired by experimental digital music
Writing:
Concise but atmospheric; stat blocks for some challenging monsters
Art/design:
Visually adapts its source material to a unique effect
Usability:
Some inverted text may be a challenge but not a significant hindrance

SOLO ORBITS

Concept: “Something has gone wrong, and you’ll have to explore the ship to find out what.”
Content: A Dark Fort inspired solo game set in the world of Death in Space
Writing: Concise and engaging setting and mechanics, full of classic Sci-Fi references.
Art/design: Crisp black and white layout that’s easier to navigate than the vastness of space. Grim cover art to remind you of the consequences if you fail.
Usability: A self-contained, fast paced, solo game. Easy to play during any decompression cycle. English & Japanese versions.

something wicked this way comes

Concept: “Since King Dunkan died and Macdeath sits on the throne of Kamdorr Castle as his successor, no one in the entire city has slept a wink.”
Content:
Mörkbeth
Writing:
Adapts Macbeth in broad strokes, adding in some additional occult elements and atmosphere
Art/design:
Introductory sections are typographically differentiated; the adventure itself is presented in the clean, accessible style of Rotblack Sludge (with some blood smears and stains for extra character)
Usability:
Perfect for groups seeking a gothic-horror castle crawl

Somnolevolence

Concept: “Those who suffer these Miseries and perish with them shall be reborn too. Suffer with them, in everlasting Misery.”
Content: A dead basilisks’ dreamcrawl.
Writing: A tortured text with misery lying just below the surface. A dying world dress rehearsal, complete with psalms.
Art/design: Strong cover illustration and design elements support a tortured narrative. 
Usability: Clear rules pamphlet with a self-contained map. Available in full color, print-friendly, and digital formats. 

Soothsayer

“A character generator and companion app”

Soul Burner

Concept: 
“You are dead
but death doesn’t want you”
Content: Ill-omened ashen wasteland adventures as hands of fate. A standalone game system that’s compatible with Mörk Borg.
Writing: A cogent fictional world with compelling themes and history. A mechanical hybrid of Mörk Borg and Necronautilus.
Art/design: Deconstructed visual and textual elements fit themes of consumption and recollection.
Usability: For solo and group play. Can be played in conjunction with Mörk Borg characters. 

Soul Wrenched Shaman

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

Soul-Stitched Abomination

Concept: “The Shadow King’s stitchers grow ever desperate to make a perfect being before the end of all things - you are the flawed product of trembling fingers and sweating palms”
Content: A class embodying the rejected creation.
Writing: Powerful and pitiable in equal measure. 
Art/design: Abominable imagery recounts the folly of human notions of perfection. 
Usability: Physical characteristic-based abilities and complimentary random tables make for some entertaining mechanical and narrative interplay. 

Spank Borg

“1 page, 3 rules, a worryingly memorable change to Mork Borg's mechanics”

Spectacle Macabre

Concept: “Eight plays to distract you from your own shortcomings for a dreary evening”
Content:
It’s just the titles, not the actual plays. That would be a really big document.
Writing:
Clever wordplay on the play’s titles and author’s names
Art/design:
A variety of typefaces set against a gloomily purple thrust-stage background
Usability:
No mechanics other than rolling the play, but a great way to add some cultural scenery

Spheretical Hermetic

Concept: “The forbidden books and scratchings of your study SCREAMthe indisputable truth.”
Content:
An Esoteric Hermit but rounder
Writing:
Seems vaguely familiar …
Art/design:
Now with 100% more olifants
Usability:
Beware pointy tusks and grabby nose

Spice Ash Urn

Concept: “These animate vessels are known for their sadistic behavior and will lead their pursuers into traps before fleeing.”
Content:
A vessel animated by its necromantic contents; potentially nonviolent, but its entourage might be
Writing:
Includes a description of spice ash, the effects of which are the monster’s special
Art/design:
Dominated by the illustration with stats and lore cleanly separated
Usability:
A good choice to introduce an encounter with diverse undead monsters 

Splat

“Formed from the sewage that flows from Galgenbeck proper the Splat are mindless gelatinous killers.”

Splatterborg

“An expansion that adds hollywood-style slashers to the Dying World”

Spore-spawn of the Rhizoworm

Concept: “Young adults living in and near the village have disappeared.”
Content:
An adventure in fungal infection
Writing:
Presents rules and flavor for a skin-crawling ecology
Art/design:
Diverse but unified; useful in navigating the document during play
Usability:
Some ambiguity in the fungal infection rules but intent becomes clear

Squirming Pike

Concept: “A fishlike abomination with salt pouring from its mouth.”
Content:
An odd abomination with overtones of memory and trauma
Writing:
A concise stat block with a few sentences of descriptive text
Art/design:
The layout’s overall gestalt creates a sense of fluid, sinuous motion while maintaining clarity and readability
Usability:
Seems well suited to be a lurking, menacing antagonist rather than an overtly combative challenge

Standing Ingress

“A massive toothy mouth that resembles an elaborate door”

Statua Mortale

Concept: “The statues have been silently watching the world’s decay.”
Content: Four statuesque ways to kill your scvm.
Writing: Chiseled prose distinguishes each monstrous idol’s function and form.
Art/design: Solid colors, classic figures, modern design.
Usability: Print shop read version available. 

Stiff Sorcery

“The scent of rotting flesh, the cloying sweetness of fresh blood, and a thick miasma of bodily odors permeate the air around them, alerting all who know of Stiff Sorcery to their nature.”

Stinkmouth

Concept: “A descent into a pitiless stink pit. Designed for a TPK, but shenanigans can happen.”
Content:
A truly foul and fun-filled delve into a pit of unpleasantness. There’s also a dog and some prizes.
Writing: Concise but conveys the intended tone very well
Art/design:
Typographic choices and colors aid navigation, and other visual elements reinforce the motifs of stench, viscera, and excrescence
Usability:
Don’t show your players the map. Let them fvck around and find out.

Stitcherer (demo)

Concept: “A PDF-based monster generator module for the upcoming BEstitchARY”
Content:
Sticks halves of 2 animals together into 1 unusual monster
Writing:
Includes some clever flavor text along with standard stats
Art/design:
Great colors and well-crafted layouts
Usability:
Doesn’t work on mobile/tablet; works with the click of a button on PC

Stitchkin

Concept: “What are you willing to trade?”
Content: Mysterious street-surgeons, covered in burlap.
Writing: A Dying World folk tale, fabricated from whole cloth with corpses and string.
Art/design: Adorably bloody burlap surgeons flop and stare for your amusement.
Usability: A fun mini-game to gamble for those missing limbs.

Stone and Rock

Concept: “Searching for a lost treasure in a cave at the base of a mountain, wrong turns in a maze of tunnels only took you fumbling deeper into the earth.”
Content:
An abstract dungeon bursting with content
Writing: Copious instructions for travel, tables for encounters, stat blocks for denizens, and some unique loot
Art/design:
Background adds color and character, but mostly devoted to text
Usability:
Much enhanced by arrows connecting relevant sections of text

Stone Assassins

Concept: “Animated stone statues that make the perfect assassins.”
Content:
Covert constructs easily camouflaged in most dungeons
Writing:
Includes some lore alongside a basic stat block
Art/design:
Good use of color to designate mechanical text
Usability:
Simple to use with potential for messing with PCs

Storm-tossed Lepidopterist

Concept: “All it took was a butterfly's wing beat, one beat and your life was changed.” 
Content: A butterfly-effect collector.
Writing: Decorative lepidopteran descriptions with entropy-inducing mechanics.
Art/design: A portrait of butterflies, nets, disorder, and death in a familiar class format.
Usability: Honestly too legible for a class focused on entropy. 

Stranded Time-Traveler

Concept: “Something went horribly wrong, you’re stranded in an ancient world on the brink of destruction. Now you must get back, back to... when was it again?”
Content: A time-traveler who picked the wrong destination.
Writing: Mechanical restrictions reinforce the characters outsider status. Abilities that allow for engagement with many tropes of time travel fiction.
Art/design: Illustration deconstructs the violent emergence of a time traveler in the dying world.
Usability: Opens the door for visitors from other games and settings. 

Strange Citizens of the City

Concept: “Roll 2d6 and meet a stranger”
Content:
A throng of bizarre personalities, hirelings, bystanders (some with personal connections to each other); also includes some locales and rumors
Writing:
Suitably dark and disturbing with plenty of rimshots
Art/design:
Fairly straightforward layouts with art that brings a strong arcane-mechanical flavor to the table
Usability:
Very useable, and motivates you to do so

Strange Inhabitants of the Forest

Concept: “There is an infinite number of unusual, dangerous characters in the forests that surround the city. This book details a handful of them.”
Content:
A variety of adversaries, encounters, travelers, and items to loot from their corpses
Writing:
Includes copious backstories and adventure hooks
Art/design:
A wide, evocative variety
Usability:
Straightforward and simple to navigate

STRANGE OUTWORLDER

Concept: “⏁⊑⟟⌇ ⊑⍜⋔⟒⏚⍀⟒⍙ ☊⊑⏃⍀⏃☊⏁⟒⍀ ☊⌰⏃⌇⌇ ☊⍜⋔⌿⏃⏁⟟⏚⌰⟒ ⍙⟟⏁⊑ 𝕸ö𝕽𝕶 𝕭𝕺𝕽𝕲 ☊⍜⋔⟒⌇ ⌿⏃☊☍⟒⎅ ⍙⟟⏁⊑”
Content: A close encounter of the third kind. 
Writing: Gut-wrenching alien descriptions for one out-of-this-world scvm. 
Art/design: A violent, colorful, and strangely recognizable figure with an impactful visual design.
Usability: Surprisingly un-alien. Thoroughly legible. Human printer-friendly option. 

Strange Visitors to the City

Concept: “Let us return to the city where we may meet visitors from other places … and kill a few of them.”
Content:
More NPCs, hirelings, rumors, and sites to populate the city
Writing:
Descriptive text provides motivations and hooks, with many unique special abilities
Art/design:
A mix of colorful weirdness for major NPCs and more subtle, baroque art for the rest
Usability:
Will often refer you to Strange Citizens, so make sure you keep that volume handy

Street Spider

Concept: “Fat swollen spider the size of a dog.”
Content:
A fat swollen spider the size of a dog. Also poisonous.
Writing:
Provides a paragraph-long scenario/hooks with stat block and infection conditions
Art/design:
Psychedelic tarantula invasion
Usability:
Unusual stat arrangement but not obstructive

Streets of Decay

“A quick and dirty way to generate encounters based on the city-crawling oracles in 1d10+5's Alöne in the Crowd (exclusive to backers of the Sölitary Defilement Kickstarter)”

Stretch Gnolls

Concept: “They take a fairly familiar creature and add a bit of Junji Ito flair.”
Content:
Stretch gnolls. See how they grow!
Writing:
Satirically understated.
Art/design:
Yellow and black Stretch gnolls at rest. Decidedly san serif font.
Usability:
Ensure your scvm will never sleep soundly again.

Stull

Concept: “Rumors have begun to spread of what lies in its cemetery: one of the seven gates to Nech itself—portal to a god.”
Content:
A bitterly satirical scenario centered on a deal with the devil
Writing:
Concise but descriptive and punctuated with sardonic wit
Art/design:
Well organized with visually differentiated sections and expressive illustrations
Usability:
Gives GMs latitude to work setting and situation into campaigns and adventures as they need or see fit

Sudden Scum

Concept: “...accelerate the character creation process and get you on to what matters most: dying at the hands of a blood-drenched skeleton.” 
Content: Character creation in a deck of cards. With simple rules and bonus quest hooks.
Writing: The clever combination of abilities and character features makes for unique and memorable scum.
Art/design: Bold color, crisp design, and grim illustrations.
Usability: Separate, shuffle, write, and enjoy.

Suffer the Children

Concept: “Something evil lurks in the corn... are the children the cause of the strange occurrances?, why are the adults hidding from them? and what is that smell?”
Content:
A rural adventure with some traditional horror tropes
Writing:
Leans on the writing to deliver the atmosphere as well as the content
Art/design:
Monochrome, single-column layout with some inset illustrations
Usability:
Information mainly presented in extended paragraphs ; may present some issues when trying to reference or review quickly during play 

Suffering Extended

Concept: “Alternative rules and extended content”
Content:
Includes new options for starting equipment, companions, class-specific unarmed attacks, weapons, artifacts, armor, critical hit locations, bad habits, familiars, names, pack animals, minor items, and musical instruments
Writing:
Captures the core book’s grim humor and tone
Art/design:
Strong Mörk Borg aesthetic; sets itself apart with blue that harkens back to the core rulebook
Usability:
Well laid out; available in single page and spread versions for convenience

Suitor-Knight of Kergüs

Concept: “YOU know love, and her name is ANTHELIA.”
Content:
A chivalric knight in service to the Blood Countess; creative trait tables
Writing:
Captures and conveys the affect of an infatuated courtier
Art/design:
Good use of color to add emphasis and direct focus; modest by effective typographic choices
Usability:
Class features are more complex than baseline but perfectly manageable

Sun Scorched Zealot

Concept: “You reject the coming end of all; instead you shall help herald in the birth of a new dawn.”
Content:
A solar-empowered but still-bleak class
Writing:
Diction and imagery convey and support the class’s enraptured character
Art/design:
Judicious and effective typographic choices; simple but well-executed illustration
Usability:
SPF 666 recommended

Survival

Concept: “Entries to the maze can be found in several houses of the village and of course in the cemetery.”
Content: A village hideaway, and its buried occupants.
Writing: Implies as much as it says about the sad history of this place.
Art/design: A tunnel entrance buried under the boxed text.
Usability: Stats for villagers when needed. 

Svampätare: The Mushroom Eater

Concept: “You wander the world, gathering and consuming the sacred fungi.”
Content:
A character whose foraged mushrooms grant special effects (but not always the ones you want)   
Writing:
Mechanics-focused and efficiently so
Art/design:
A variety of ’shrooms and an impressive ’stache
Usability:
Probably safe for consumption

Svensk Köck

Concept: “The Svensk Köck is a murderous creature known to haunt the vilest kitchens of Graven-Tosk.”
Content:
A Borgified parody of the Swedish Chef
Writing:
Standard stat block with a paragraph detailing this … thing … and its specialty dish, The Black Feast
Art/design:
Visually conveys Mörk Borg’s mix of humor and grimdark
Usability:
Straightforward for GMs, potentially lethal for hungry PCs

Svið in a Ditch

Concept: “Deep within the cloughs of Bergen Chrypt there lies an inverted tower beneath the skull of a basilisk, known only as THEY, and in this inverted tower, at its deepest recess, is the Ljusgvare: a scroll that is said to be able to end the greatest of calamities.”
Content:
A high-concept hexcrawl across the Dying Land and through Bergen Chrypt; populated by a wide and colorful cast of characters
Writing:
Provides detailed descriptions of locations, insights into NPCs, and creates a sense of interconnection between encounters
Art/design:
Text heavy, but necessarily so; color and visual choices keep the pages interesting and lively
Usability:
Contains links to other useful supplements; also available in simple and plaintext formats for easier readability

SVMP

7 contributors
Concept: “These wetlands of acidic sludge and SVMPs of sickening secretion will, no doubt, fester upon your mortal coil - even your soul will not go untainted.”
Content: A wetlands setting complete with monsters, gods, scvm, and treasure.
Writing: As dark and rotten as DEADSKIN. With black humor creeping into its horror.
Art/design: A variety of filthy illustrations, in both style and substance. Bold headings contrast generally restrained body text. Adds neon green to the palette. 
Usability: Table of contents, categorized index, and navigable spreads. With an emphasis on clarity in the scenario and classes section. 

Swamp Wizard

Concept: “Exiled men turned to the mires. They found rotten powers there, eternally binding them to the heart of the bog.”
Content:
An unforgiving and implacable wetland magic user
Writing:
Mostly devoted to its absolutely brutal special abilities
Art/design:
Scratchy lines in various greys create an appropriate horror-in-the-woods atmosphere; text and images create horizonal balance in a very vertical layout
Usability:
PCs should have their wills in order before facing even one of these

Swarm Sworn Stooge

Concept: “Horrifying undead marionettes absorbed into the hivemind of a swarm of creepy-crawlies”
Content:
Features four different swarms with two optional “gifts” from each
Writing:
A strong blend of information and attitude
Art/design:
Text is arranged for easy reading with the empty space filled with images of aforementioned creepy-crawlies
Usability:
A creative array of appropriate class features

Sweet Revenge

Concept: “11 ways monsters hurt you for missing terribly. Use frequently to keep combat moving forward.”
Content:
A table of outcomes for missed attack rolls.
Writing:
A spiteful but fair table which scales with the magnitude of your failure.
Art/design:
Bristling with armaments.
Usability:
For the impatient masochist in all of us.

Sword & Sorcery… and Solo Hero minizine

F&F
Concept: “We did a little Conan-like campaign with Mörk Borg rules and wanted to share the results to another F, our Friends :P.”
Content: Rules for survivable “heroic” solo scvm, complete with an example sword and sorcery barbarian class.
Writing: Informal, conversational, educational and friendly. Like a discussion with your DM (I hope).
Art/design: Fun character notebook sketches in a basic practical layout.
Usability: Designed for paired play. DM + 1. 

Sword of Hailstone

Concept: “The sword pulses with every emotion imaginable, and with warmth untold.”
Content: A moon charged cursed magic blade.
Writing: Recounts the heritage and legacy of this artifact.
Art/design: An advancing sword encroaches on sprawling freehand.
Usability: Bathe in the light of the full moon periodically for best results. 

Sword of Hailstone

Concept: “As a lone barbarian wielding nothing but your trusty Zweihänder and a few morsels of salted fish, you traverse a dangerous tundra.”
Content:
A primarily app-based adventure game built on Mörk Borg mechanics
Writing:
Entirely descriptive; mechanics are handled by the app
Art/design:
Pixelated depictions of Kergüs and its inhabitants
Usability:
Physical copies and digital materials are available but not required to play

Sword of Hailstone

Concept: “A TTRPG adaptation of the Sword of Hailstone cRPG app and accommodates the dungeon synth Sword of Hailstone saga”
Content:
A hexcrawl through Kergüs in pursuit of the eponymous sword
Writing:
A mix of mechanics and description with setting-appropriate imagery
Art/design:
Text is economically laid out to accommodate the intended physical format; includes some nice pixel art from the app version
Usability:
Will require some scrolling (or page flipping if you print it); includes player maps

Swordpoint

Concept: “A micro-hexcrawl”
Content:
A pair of 10-point tables and a 24-tile hex map with 4 locations
Writing:
Establishes a setting and pretext for delivering the 20 quest seeds
Art/design:
Fairly intuitively laid out with a suitable map and some neat cover art
Usability:
GMs will need to devise and populate whichever adventures the players pursue; note that numbers on the map don’t correspond to table results

Séquelle

Concept: “You were hired by a village to hunt a witch who kidnapped over a dozen children. […] They are all singing and holding hands, dancing in a circle in front of a cave.”
Content:
A dark, plague-infested adventure with Pied Piper overtones
Writing:
Text-heavy but accessible thanks to the conversational tone; includes graphic images of suffering
Art/design:
Text overlaying a figurative and literal background image
Usability:
Challenges players with moral conundrums and dilemmas of trust and justice

Sölitary Crawl

Concept: “Adjust the DR, and start crawling!”
Content: An online dungeon map generator for games of Solitary Defilement or Basilisk!
Writing: Concise room prompts with adjectives, type, and contents for solo play.  Automated random encounter rolls are provided.
Art/design:  Simple and effective yellow map on black background, with clear visual aids for special room encounters.
Usability: Provides analog rules for Solitary Crawl. Appears optimized for Solitary Defilement mechanics, but is generally applicable to Mörk Borg. 

Sölitary Defilement

Concept: “An engine of lonesome death”
Content:
A sprawling supplement with comprehensive rules and tables for solo play
Writing:
Straightforward, second-person instruction in the main text; also includes a sample of play
Art/design:
Clean, linear textual layouts and presentations with on-brand typographical choices to delineate structure; illustrations set a lonely, macabre atmosphere; also includes a handy flowchart for daily activities
Usability:
Calls for the use of other supplements and tools, but in itself, a thorough kit for dying alone & miserable, including multiple useful documents for record-keeping

Sölitary Defilement Oraculorum

“All the oracles you need for Solitary Defilement in one place and optimised for mobile”

SölitASCII Defilement

Concept: “Someone asked for a plaintext version of Sölitary Defilement, so here it is!”
Content: A plaintext supplement of comprehensive rules and tables for solo play.
Writing: Consistent and straightforward narrative resolution. Clear instructions for solo play. With an included sample of play.
Art/design: 128 fixed-width characters with L337 ASCII embellishments.
Usability: References Mörk Borg & Feretory but has suitable instructions for solo play and record keeping without them. 

Südglan Leadmaster

Concept: “When Südglans sank, the world lost a marvelous artifice for handling water and waste, known only as the guarded art of the Leadmasters.”
Content:
A feature-laden class inspired by a certain 1993 work of cinematic art; also includes monsters inspired by a certain 1983 piece of videogame history
Writing:
Presents a useful class while still keeping its inspiration visible
Art/design:
Incorporates iconic graphic elements to emphasize its source material
Usability:
“This is an unfinished class, but it is a playable one.” 

Südglans

Concept: “The southern empire of Südglans sank into the sea, but that was not the final chapter for its capital.”
Content:
An aquatic point crawl across a disturbingly inhabited sunken city.
Writing:
Stylistic, clear, and evocative. Provides a strong framework for running each location.
Art/design: Distressed black and white. Strong and consistent hierarchy. Two column structure.
Usability: Easily Printable. Consistent cues for sensory descriptions, mechanics and stats.

T.H.I.N.G.

Concept: “Who needs misery when you have charm, decorum and an opposable thumb?”
Content: “A HANDsome gentleman”
Writing: Noble yet tragically doomed digits, finger-snapping farce.
Art/design: Strong color, established hierarchy, a disembodied hand.
Usability: Clean layout and strong contrast aid the legibility of smaller text. 

TABLEMÖNGER

Concept: “Random tables for MÖRK BORG.”
Content:
The collective insanity of the trve Mörk Borg discord’s random-tables, in web-app form.
Writing:
The ravings of basilisk worshipers.
Art/design:
Befitting its subject matter.
Usability:
Includes randomize button so you can roll on each table!

TABLEMÖNGER

Concept: “These are random tables created by the MÖRK BORG Discord community on the #random-tables channel.”
Content:
A wagonload of random tables—some very random
Writing:
Varies by table and entry
Art/design:
Design choices are practical but retain the characteristic black-white-yellow color scheme
Usability:
Organized by general category; features a built-in rolling function

Tactical Battlescape

“A 24-inch by 24-inch playmat you can print and use”

Tajemnice Eterycznej Twierdzy

Concept: “Widoczne w oddali ruiny twierdzy zakrzywiają otaczającą rzeczywistość. Światło wydaje się być wciągane wgłąb czarnych murów. Dlaczego tu przyszliście? To teraz bez znaczenia. Ważniejsze jest czy i jak stąd wyjdziecie.” 
Content: A time-frozen, flesh-warping, light-sucking fortress crawl.
Writing: An entertaining mix of motivated factions in a situation that’s ready to spiral out of control. In short, a good night of Mörk Borg.
Art/design: Dark and menacing AI-generated figures haunt a simple map in a tri-fold layout.
Usability: Organized into clear sections, legible, Polish. 

Tajemnice Gnuśnego Biskupa

A Polish-language dungeon centered on a covetous bishop and the beautiful daughter of a wealthy count. I like the graphic design, but I don’t read Polish and can’t offer any further comment.

Take then thy bond

Concept: “The voice inside your head commands you: Travel to the wastelands and find the wretched peak. Scour its halls. Bring me its heart, the rest of the treasure is yours.”
Content:
A putrid pyramid crawl full of heart—and other organs.
Writing:
Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design:
Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability:
Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously. 

Taldus' Tavern

Concept: “As Foretold, Here Ye Finds All Content Related to Mork Borg”
Content: A webpage of collected Classes, Monsters, and Gear for Mörk Borg.
Writing: Suggestive dark fantasy incorporating a horror element. Descriptive classes, and concise monsters and gear.
Art/design: A heavily shaded comic style, with a splattered monochrome palette in each entry. A cohesive visual style amongst entries.
Usability: An organized and hyperlinked webpage provides smooth navigation. Images optimized for digital viewing. 

Tales and Poetry of Sarkash

Concept: “The forests of Sarkash are nourished by the dead and feed upon the weak. The inhabitants of this land used 'folksy' tales and poems for centuries to teach each other how to survive this brutal land.” 
Content: Rules to get lost by, monsters to be caught by, and places to be haunted by. With diseases, flora, fauna, artifacts, tables, fables, and poety to distract you from the darkness.
Writing: Folktales, poetry, and marginalia shed light on the dark canopy of Sarkash.
Art/design: Muted warm palette to hide from the illustrated terrors it contains inside.   
Usability: A organized and legible guidebook for any who wander Sarkash. 

Tales from the Gutter - MÖRK BORG

Concept: “Inherit a vicious baby wyrm. Die during character creation. Become a contortionist. Get mocked by your fellow players. Get an objective and hidden motivations. Wield strange new powers. Beg, cheat, and steal.”
Content: A life path character generator for scvm like us.
Writing: Dramatic (and strange) scenarios provide texture for player improvisation at the table. 
Art/design: Colored lithographic print backgrounds provide a consistent visual style across the life path. Text boxes, visual guides, and color coded text allow for creative elements of the layout to remain easily navigable.
Usability: Clear visual indications for instructive text establish clear session 0 expectations. Requires the group to be present and engaged to be utilized fully.

Tame Your Demons

Concept: “‘Come! Come! Sit with me. Let us bask in the glorious light of the Prescient Flame. Gaze into its depths. The Flame sees all. What do you see?’ 
—Seskel the Flamekeeper” 
Content: A tallow-melting, candle-burning, demon-facing altar crawl.
Writing: An atmospheric and sensory experience suitable to horror and suspense.
Art/design: A single-column adventure with simple spot illustrations and a clear top-down dungeon map.
Usability: Organized and system neutral, with stats for Mörk Borg and 5e D&D. 

Tannsowan

Concept: “When monsters die, you are there […] ready to bloodily wrest teeth from skull.”
Content:
A necromancer who raises skeletons from sown teeth
Writing:
Straightforward and direct; includes suggestions for skeletons’ dialogue
Art/design:
Linear organization with public domain art that supports the concept
Usability:
Only provides one class feature but offers variability within it

Tantrabobus of the Southern Wells

Concept: “These creatures take up residence in wells throughout the dying land.”
Content:
Includes stats, random well generator, real-world lore, and tactics for fighting one
Writing:
Delivers the necessary information but stays scant to spotlight the art
Art/design:
Features plenty of visceral, gritty depictions
Usability:
Content is spread cross several pages but well organized for easy use

Tar Spirit

Concept: “Tar Spirits seem to find dark amusement in the futile efforts of those they ensnare” 
Content: A rather persistent dance partner. 
Writing: That delicate balance of whimsy and clinging horror familiar to Sarkash natives.
Art/design: Adorable little lumps, a happily dancing marionette, and a menacing pink flame.
Usability: Quick to reference, fulfilling to read. 

Tar'Pir

Concept: “The tar greets you warmly”
Content: A Tar’Pir merchant. With boons to give.
Writing: A delightful mixture of childlike whimsy and terror. A naive horror.
Art/design: Delightfully drippy. Delicious contrast between light and dark.
Usability: Available at any tar pit near you, both illustrated and plaintext. 

Tarnished Strumpet

Concept: “You entertained and serviced the highest echelons of society and royalty. But the fun & games had to come to an end.”
Content:
A class for those seeking to explore the sensual side of Mörk Borg
Writing:
Eloquently establishes character without being gratuitous; punctuated with some snide humor
Art/design:
Supports the concept at subtle and explicit levels; incorporates the standard Mörk Borg palette
Usability:
Oriented more toward social conflict rather than physical

Tatterhood

Concept: “None of you know anything about fighting daimons, wyches, or restoring heads to princesses, but the whole world’s dying anyway and a job’s a job.”
Content:
A strange, surreal fetch-quest with lots of bizarro elements and flavor
Writing:
Well-written, laden with subtle humor and overt viscerality
Art/design:
A more traditional OSR presentation, both textually and graphically
Usability:
Includes a separate map and bestiary for quick reference

Teind of Álfheim

Concept: “An experimental sonnet, adventure, and bestiary”
Content:
A relatively brief but compelling, supernatural dungeon
Writing:
Poetic text reinforces the dark, haunted theme and provides DM with inspiration as well as interpretive flexibility
Art/design:
Some extremely rich colors with A LOT of creepy baby doll faces, even by Mörk Borg standards
Usability:
Paginated by room for easy operation

Tellurian Entity Druj

Concept: “The result of aeons of unrotting, Druj, the defaced god of the crust. Do your sacrifices and be blessed. But be diligent on your devotion, or it will consume you.”
Content:
A parasitic glob that imparts special abilities in exchange for fresh meat
Writing:
Lore, rules for gaining and maintaining the glob, and a d8 table of imparted abilities
Art/design:
Trippy, psychedelic colors and patterns with easily readable blocks of text
Usability:
Not water soluble

Temple of the Kraken God

Concept: “‘Steer a ship into the unknown, carry our hopes to alien shores, and restore our destiny.’”
Content:
An adventure filled with maritime weirdness and cosmic horror; includes a corruption rule
Writing:
Sharp and esoteric in descriptive text but clear and efficient when addressing mechanics
Art/design:
A variety of layouts and visual styles ranging from brooding to vibrant
Usability:
Isolated island setting makes this a good option for anyone seeking a survival-horror adventure

Temple of Trechery

Concept: “An LSD trip of an adventure for Mörk Borg” 
Content: As above (so below).
Writing: A deeply rooted plot that’s sure to decay into a psychedelic trip, whether idylic or hellish is up to your scvm.
Art/design: A collection of print illustrations, and a few tastefully generated portraits which produce that strange hallucinatory feeling.
Usability: Well-organized and flexible. Available in German, with English translation in the works. 

Tenacious Helmets

Concept: “A monster based on unfinished business, misplaced trust and faulty armour”
Content:
A trap/monster/item targeting unwary and acquisitive adventurers
Writing:
Includes background, behavior, effects, and a stat block (of course)
Art/design:
The illustrations will make you want one despite the adverse effects
Usability:
Multivalent but ergonomic in any capacity

Tenderfoot Chirurgeon

Concept: “You try your best to uphold the oath of not inflicting severe bodily harm, but no one is perfect.”
Content:
Part surgeon, part butcher, all Mörk Borg
Writing:
Includes a table of prior professions and tools of the trade along with some visceral imagery and grave humor
Art/design:
Mostly text, but clearly delineated and arranged for easy use
Usability:
Probably as close to a medic as we’re going to get in Mörk Borg—hush and be grateful

Tergol

Concept: “One of the deepest and darkest mysteries in MÖRK BORG, the identity of Tergol.”
Content:
An overview of the character and ways to depict and incorporate “him” into your game; no mechanical content
Writing:
Embraces the characters amorphousness and offers lots of suggestions without definitively pinning down identity, agenda, or other character traits
Art/design:
Designed for easy reading; color and art choices provide a distinctly Mörky flavor
Usability:
More of a pre-session resource rather than something to be used at the table
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