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

3rd-party licensed

Tergol’s Circus

“This thing isn't really meant to be a game. It's me processing trauma again.”

Terribler, Brokener, Badder

Concept: “More optional character creation tables”
Content:
d66 tables of terribler traits, brokener bodies, and badder habits
Writing:
Each entry is quick and concise but with plenty of roleplay potential
Art/design:
Laid out and designed for easy use, but includes some fun typographic easter eggs
Usability:
A solid expansion of the core book’s options

The Abominable Bone Pit of Alteraxx

Concept: “The Abominable Bone Pit … appears throughout the lands seemingly at random but with singular purpose – to swell the ever-growing pile of material needed to fuel its unending tide of cursed creations.”
Content:
A monster generator with tables for legs, heads, powers, attacks, and tactics
Writing: Adds style and personality to the mechanics
Art/design:
Appropriately frames the text against a trippy red-and-black ground
Usability:
Uses an assortment of dice, which you probably already have

The Aching Wood

Concept: "Winne-the-Pooh meets MÖRK BORG! " 
Content: A hex crawl made in the public domain.
Writing: More melancholic than morbid. A slowly fading innocence that questions whether it existed at all.
Art/design: Delicate corruption of the children’s book style reinforces a sense of flagging innocence.
Usability: You won’t get lost in these woods.

The Amalgamation

Concept: “You were getting by, in your own way […] until the event.”
Content:
A cobbled-together character class (but not in a bad way)
Writing:
Concise without sacrificing grim humor
Art/design:
Ergonomic typographic and organizational choices
Usability:
Has the potential to gain multiple features

The Antechoir's Anchorites

Concept: “The Anchorites are heretic beings who live in a mythic dimension... Their unholy goal is to find the meaning and boundaries of pleasure and pain.”
Content: Four iconic explorers of the boundaries of pleasure and pain.
Writing: Mechanics tempt your scvm into risky propositions in search of assistance or new experiences.
Art/design: Four sensuous depictions of the Anchorites with ample—blocks of text.
Usability:  Not excessively torturous. 

The Anti-Paladin Toolkit

Concept: “Yes, you are a son of a bitch. But, you know in the end there is no one that can judge you.”
Content:
Essential items for the aspiring antipaladin
Writing:
Shot through with sardonic, angry humor
Art/design:
Grungy black on yellow (and vice versa) with some pink for spot color
Usability:
Some vertically oriented writing but not excessive

The Ash Peddler

Concept: “A harbinger of fire & purveyor of potions”
Content:
An ostensibly benign NPC peddling 8 fire-themed concoctions
Writing:
Brimming with conflagratory character
Art/design:
An intuitive layout with Mörk Borg colors and typographical flourishes
Usability:
Some more elaborate rules but nothing particularly cumbersome

The Ball

Concept: “In the crumbling, dilapidated manor house of a dead Schleswig noble, a horrific, expanding life-form has taken up residence.”
Content:
Four rooms and tables of major and minor treasures
Writing:
Concise but descriptive with occult imagery
Art/design:
Graphics are more atmospheric than illustrative images
Usability:
Discrete text blocks laid out for easy use

The Ballad of Sarta Rapida

Concept: “The world is dying. But then there came a voice.” 
Content: Mobs of rabid fans, cutthroat sycophants, ex-lovers, and the voice of an angel, of sorts.
Writing: Yes, it’s about Taylor Swift.
Art/design: Outlined mobs, grainy photographs, alterations. Black, yellow, pink. Blackletter
Usability: Want fluff, hope you’re proficient in blackletter, work for it. 

The Bastard of the Badlands

Concept: “Whoever claims the Bastard will have the power to rule over the land. Or to destroy it.”
Content:
A frozen-wasteland-themed dungeon; also includes the badlands ranger character class
Writing:
Nice descriptions but not as grimly humorous as Mörk Borg’s standard
Art/design:
Also a departure from the standard, but does evoke a sense of place
Usability:
Occasionally substitutes D20 terms like “check” and “AC”

The Bastard Sword

Concept: “Whenever the party rests in a town, a village or other civilized area, the wielder unknowingly sires a heir.”
Content:
A punny take on the iconic weapon
Writing:
Delivers the concept and mechanics in simple, straightforward fashion
Art/design:
Equally clean and straightforward presentation without sacrificing visual character
Usability:
Versatile mechanics and opportunity to add some conflict and a personal subplot

The Beast of Bremen

Concept: “A tangled mass of darkness and flesh—a cock on a cat on a cur on an ass—united by stitches and witches.”
Content:
A strange, tenebrous monster based on a 12th-century German folktale
Writing:
Descriptive text is playful and clever; mechanics are clear and concise
Art/design:
Silhouette illustrates the concept while contrasting nicely with pink and yellow
Usability:
Requires a few rolls each turn—but what GM doesn’t love playing with dice?

The Beastlord Will Feast on Your Flesh

Concept: “The wild beastlord WENDIGO, the living heart of the woods, holds a potent, unshakeable hatred of you.”
Content:
Incorporates tons of community creations into a predator-prey scenario
Writing:
Tables for conflicts, resolutions, and locations; lots of amusing one-liners
Art/design:
Solid choices of illustrations and graphics
Usability:
Ergonomic in digital and print forms

The Beggar’s Shrine

Concept: “Local children are being abducted, and dragged to a long abandoned dungeon … carved into a gigantic, mysterious crystal skull.”
Content:
A twisted (and twisting) dungeon full of blood, corpses
Writing:
Vivid and visceral—sure to please GMs and players
Art/design:
Nice map and conservative but still aesthetically pleasing design; text is visually dense but not excessively so
Usability:
Stat blocks aren’t specifically labeled, which may slow reference during play

The Benevolent Ignoramus

Concept: “A titan decided to steal a powerful artifact to try and save the Dying World. Sadly for the Dying World this titan was not particularly bright or agile.”
Content:
An ironic take on the mythic fire-bearing savior archetype; also includes stats for ancillary antagonists
Writing:
Well written and filled to the brim with dry wit
Art/design:
Intended for easy reading with color to add visual emphasis and focus
Usability:
Designed for a longer-running plot arc rather than a one-shot encounter

The Birdmen of Mount King

Concept: “Their king obsessed with making his mountains touch the very skies, he invented a new species of creature, obsessed with construction and architecture.”
Content:
A race of labyrinth-building bird-people
Writing:
Includes a description of their history and purpose alongside stats
Art/design:
Appropriately creepy depictions of the subject and their lair
Usability:
Easy to use, and its monster-summoning Special makes for difficult, escalating encounters

The Bishop

Concept: “Devotee of Yesu an de facto leader of the other inquisitors on the island.” For use with The Island of the Dying Gods in 30 Days of MÖRK BORG
Content:
A crazed sectarian zealot of an NPC
Writing:
A good balance of exposition and in-game mechanics
Art/design:
Color and subject evoke an appropriately decaying, apocalyptic tone
Usability:
Unkillable jerkface with a big hat

The Black City

Concept: “the Blood-Countess Anthelia, will reward with eternal youth whomsoever delivers into her hands the six lost magical artefacts of the Creton order.” 
Content: A dynamically generated city of Alliáns, plenty of ice-cold ways to die, and a collection of artifacts to collect to appease the Blood-Countess. Bring a torch — and a stake.
Writing: Frigidly thematic and appropriately bleak. No choice goes unpunished in Alliáns.
Art/design: Charcoal sketches convey a dark starving city, drained of its vibrancy and life.
Usability: A self-contained solo dungeon scrawl. Just add flint. Watch it burn. 

The Black Emperor

Concept: “Once an Emperor, you are now just a shadow of what you once were.” 
Content: A would-be conqueror, conquered.
Writing: A troubled history. Conveyed in rumor, legend, and imperial ephemera. 
Art/design: Layered tapestry of prints, photography, corpse paint, and ghostly blue highlights.
Usability: Blackletter style, lean san-serif body. 

The Black Stallion Manor Massacre

“Once renowned stables where boys and girls from all over the country came to be trained in the delicate art of horse mastery. But those days are gone, and a shadow lurks in the vast tree-filled park.”

The Black Volga

Concept: “MÖRK BORGified Polish urban legend about the fearsome vehicle driven by former regime’s secret service, satanists or the Satan himself”
Content:
An ominous vehicle and a malicious occupant
Writing:
Folds the mechanics into the lore
Art/design:
More traditional text blocks superimposed over background images
Usability:
GMs will benefit from taking a few minutes to familiarize themselves with this before using it at the table

The Bleeding Knight

Concept: “The Bleeding Knight has lost his eyes to a cruel sword stroke in battle. He seeks replacements …”
Content:
A heavily armed and armored opponent (but at least he doesn’t have a zweihänder)
Writing:
Simple stat block with a dash of flavor
Art/design:
Hits the high points of knighthood without being overwhelming
Usability:
A simple way to give your players a big combat challenge

The Blobulous Ooze (that came from the stars)

Concept:  
“Fire paints the dark sky with a thin line.  
A star just fell. 
Something crawls out of it. 
Ravenous. 
Pertinacious. 
Pink.”
Content: A blob.
Writing: Chewy enough to switch from hilarious to horrifying in an instant.
Art/design: Human pulping. Hand drawn in chalk. Text in inviting shades of pink.
Usability: Growth is measured in dice categories. 

The Blood Knight

Concept: “The blood is your curse. The blood is your blessing. Since you were made, blood is the only thing that matters.”
Content:
A blood-themed warrior class
Writing:
Laden with vivid imagery and lean, straightforward mechanics
Art/design:
Relatively conservative with typefaces and visual elements
Usability:
Bring a mop

The Bone Fields of Northwyr

Concept: “A cursed and frostbitten sandbox”
Content:
5 distinct locations with unique characters and tables for random encounters and cursed artifacts
Writing:
Very dark and somber; provides copious background for the setting and concise but effective characterization for its inhabitants
Art/design:
Predominant use of powder blue creates an appropriate cold tone punctuated with warmer pink and yellow to aid navigation and provide contrasting character
Usability:
Text heavy, but written to be memorable and designed for quick and easy reference during play

The Bone of Batrasaxas

Concept: “The Bone of Batrasaxas makes any animal it touches devoted to the wielder.”
Content:
An overview, crafting and use instructions, critical failures, and a sample wielder
Writing:
Mechanics are concise, and the descriptive text is full of detail and character
Art/design:
Relatively conservative but efficient and effective for its purpose

The Boneless Hag

Concept: “When the horrid hag of the wood has no bones to pick with, do you need to run? YES. YES YOU DO.”
Content:
A pair of monsters and a clever mechanic for buying and banking rolls
Writing:
A concise hook with mechanics that are expressive as they are functional
Art/design:
“Art+Layout done by Pablo Dapena- without which this piece wouldn’t be nearly as metal.”
Usability:
Well organized; some elaborate Specials, but perfectly manageable

The Book of Sanguine Onomancy

Concept: “true-naming blood magic!” 
Content: The history of true-naming and blood magic. With a class, magic system, additional rituals, relics, a follower, and npc onomancers.
Writing: A secret history of the art of true naming and a complete collection of the bloody rituals for power-hungry onomancers.
Art/design: An expanded collection of darkly crimson prints, illustrations, carvings, and bloodstains.
Usability: Designed for use by both scvm and game master. 

The Boreal Refuge

“This underground inn is usually a sight for sore eyes, a sanctuary for the frostbitten traveller. But something is clearly amiss...”

The Bridges of Múr and the Endless Sea

Concept: “The Pillar of Múr was found and destroyed. … Creatures called Devourers now make the ground tremble as they crawl from the depths. Scouring the land, they ravenously consume what lay in their path.”
Content:
An expansive hexcrawl that includes a bestiary, specialized gear, and optional rules for mounts, chases, climbing, and fighting colossal creatures
Writing:
Incorporates general information about the scenario as well as descriptions of and mechanics for elements like monsters and locations
Art/design:
Incorporates original and found art into exuberant designs and diverse layouts
Usability:
Requires more GM prep and intervention to assemble a narrative arc, but supplies all necessary components

The Bridges of Múr and the Endless Sea Reference Cards

Concept: “an optional supplement to The Bridges of Múr and the Endless Sea Campaign book.
Content: 128 tarot sized campaign reference cards. Giant monster minigame rules.
Writing: Full of engaging extras including quotes and humorous traits or uses.
Art/design: High contrast illustration focus a stylish and clear card layout.
Usability: Consistent layout aids in easy reference. Print and play construction instructions included. 

The Broken Sword of Vile Souls

Concept: “When Lorenz Hattendorf was murdered, one member of his party managed to escape. […] she knows where the man’s magic sword fell when he was torn limb from limb.”
Content:
A seemingly unassuming tower crawl with a murderous climax (and some loot along the way)
Writing:
Mostly devoted to background and description but includes stats for enemies and the titular sword (which is pretty brutal even while broken)
Art/design:
Graphics add character and ambience, and the maps provide easy navigation for the GM
Usability:
It’s a tower. There’s nowhere to go but up.

The Bunnyman

Concept: “Have you fvckers got my eggs?”
Content:
A crazed, skin-suit wearing axe murderer
Writing:
All mechanics, with a table of curses for whoever kills hem
Art/design:
Putrid, visceral graphics in line with the concept
Usability:
Escalating attack damage will require a bit more attention from GMs; small script may be challenging to read in print

The Burning King

Concept: “Viciously sizzling with primal rage, clad in curdled blood.”
Content:
A bestial adversary with savage, apocalyptic flavor
Writing:
Establishes the character but leaves room for GM interpretation and tweaking
Art/design:
Layout balances text with image while creating a sense of dynamism; color draws attention to jaws and claws, emphasizing the monster’s lethality
Usability:
High stats and immunity to magic make this a challenge even for hardened scvm 

The Burning of Galgenbeck Cathedral

Concept: “Onlookers still gather, unsure whether to fight against the blaze and save the temple, or to fan the flames and sate their avarice with molten gold.”
Content:
A cathedral-saving sewer crawl (presumably); packed with characters, hazards, and options for dealing with them
Writing:
Sets the atmosphere and then devotes itself to delivering mechanical information
Art/design: Artwork and color choices work very well together
Usability:
Cathedral map’s numerical markers can be tough to spot amidst the art

The Butcher of Wästland

Concept: “Death is coming, the darkness that will swallow the dawn.”
Content:
A spiked meteor hammer to the face
Writing:
Descriptive text establishes the tone, and the special ability description provides a concrete image of combat
Art/design:
Illustration is gritty and impressionistic but very expressive within a fairly limited palette
Usability:
High HP, medium armor, and the potential to do lots of damage make this a challenging opponent 

The Cailleach’s Call

Concept: “The Cailleach’s Call scroll calls forth a creature that will help and serve the scroll’s caster.”
Content:
A Power enabling casters find a familiar; includes rules for abilities and rosters of animals and traits
Writing:
Primarily devoted to explaining the Power’s mechanics
Art/design:
Appropriately mimics the appearance and texture of a scroll
Usability:
Simple and straightforward

The Cataclysm Coast Is Burning!

Concept: “The sea boils. The sky is black. The End is here. 
And now, so are you. 
Welcome to the Cataclysm Coast. We hope you enjoy your stay.” 
Content: The Cataclym Coast... IS burning as three unwashed naval factions gnaw and raid through their last moments.
Writing: A misery-soaked narrative setting guide, providing locations, motivations, and horrors to unleash before the end.
Art/design: High contrast false color maps and neon-toned public domain imagery dominate this single-column layout.
Usability: Color-coded map icons and section headings denote three rival factions. Also available as plaintext.

The Catacomb Saint

Concept: “These richly-adorned skeletons watch over the holy resting places and sacred relics of the One True Faith.”
Content:
A class that guards (and wields) powerful holy relics
Writing:
Clear and characterful; contains some fun Easter eggs for the faithfvl
Art/design:
Clean text layout with a piece of colorful (but not too colorful) art
Usability:
Relatively restrictive character creation balanced by guaranteed good armor and some impressive relics

The Chapel of Suffering

Concept: “Sentenced to death, you will be spared if you bring a mysterious puzzle-box to the judge.”
Content:
A DNGNGEN-derived crawl reminiscent of the early one-page MB dungeons
Writing:
Concise and targeted at individual rooms and events rather than overall narrative
Art/design:
Text is oriented around the map, the detailed contents of which are set off against the page’s negative space
Usability:
Will almost certainly require some player ingenuity and creativity


Chapel of Suffering was created as an exclusive, one-of-a-kind reward for the Ex Libris RPG crowdfunding campaign. The backer has generously made it available free to the community.

The Charnal Map

Concept: “A simple map to make running The Charnal Ditch of Haat the Unwilling, from ‘30 Days of Mörk Borg’  that much more fun.”
Content:
Map and key
Writing:
Restricted to the title and key
Art/design:
Expresses a lot with only a few colors, forms, and patterns
Usability:
Look at map. Use map.

The Choir of the Dead Gods

Concept: “The eyes were burned out. The ears and nose were cut off. Hands bound for eternal prayer. But singing, yes, they can still sing. Can you hear it?”
Content:
The Galgenbeck Boys Choir performs the New Mörk Borg Hymnal
Writing:
Mostly stats and Special with some flavor text
Art/design:
Original art with an on-brand design
Usability:
A particularly malicious earworm

The Church of Katharszisz

Concept: “The Church of Katharzsisz demand your assistance in returning the head of the Saint-Mother Magdus.”
Content:
A coerced crawl through a corpse-haunted cathedral
Writing:
Includes an elaborate introduction with plenty of atmospheric details throughout
Art/design:
Graphic design consisting predominantly of earth tones with other muted hues reinforces the sensation of exploring a dim, murky cathedral
Usability:
Well organized by page (intro, descriptions, map, monsters) for easy reference

Currently unavailable

The Church of the Blob

Concept: “A Horrible scenario in witch you are force by slimes to either give one of your limbs or become a slime yourself!”
Content: The father of all slime patches upon the endless sea.
Writing: Full of substance, especially when that substance is body horror, or slime.
Art/design: An array of slimy little stinkers that look adorable until you remember they took your right arm.
Usability: When you need to mix up your party (into a fine slurry) 

The City Shall be Made Hollow

Concept: “The city is never the same place twice.”
Content:
Creatures, encounters, items, and events with bizarre twists
Writing:
Sets the tone and establishes the setting’s dynamics well
Art/design:
Lots of effective collage work and atmospheric colors
Usability:
Intended as a supplement for The Dead City of Pyre-Chrypt 

The Cockatrice Breeding Room

Concept: “A dungeon room full of deadly chicken”
Content:
A small adventure site with 7 unique cockatrices
Writing:
Quick, clear descriptions punctuated by wry humor
Art/design:
A bounty of cockatrices. Seriously, they’re everywhere
Usability:
Intended as a single room in the Miserable Dungeon, but can be used as a stand-alone locale

The Contender

Concept: “Having made your mark within the pugilism circuit in... you have decided to retire and become an adventurer (Scvm)” 
Content: A pugnacious pugilist with self-esteem issues.
Writing: You probably have a shady reputation, but you still dish out the old one-two.
Art/design: The classic, old-school, bare-knuckle boxer.
Usability: Easy to follow two-column structure. 

The Cook at the Crossroads

Concept: “The Inn at the Crossroads … Nothing bad ever happened here. Or did it?”
Content:
An insidious secret at an unassuming inn
Writing:
Predominantly devoted to setting the scene for roleplaying
Art/design:
Text-focused and more traditional than many other third-party publications
Usability:
Linear; some redundancy eliminates page flipping

The Corpse Library

Concept: "...a library where it is rumored an entity older than story dwells, salvation writ on its skin." 
Content: A library only the dying world could love.
Writing: A heady catalogue of the mundane, academic, grotesque horrific, and surreal. 
Art/design: A calming midtone and clinical layout lends a stoic air to the dreadful proceedings, with one exception which can be found deep in the basement.
Usability: Well organized, easy to follow, quite likely to end in disaster. 

The Creature From Blackwater Lake

Concept: “The ritual called forth a violent, monstrous hunter... The monster stalks the caverns, leaving only to drag more victims below the water, to sate its ravenous appetite for drowned flesh.”
Content: A lakeside village creature feature.
Writing: History and plot that easily be engaged or bypassed based on player interests and needs.
Art/design: Cover illustration and dungeon map lend imagination to a clean plain text document format.
Usability: Easy to search or reference pdf text. 

The Cross Stitch

Concept: “Sönderfall was never much to look at, but as one of the only outposts on the trek between Tveland and the Western Kingdom, travelers came to rely on it for a brief respite from the road. Until a week ago, when rumor reached Schleswig that Sönderfall had vanished overnight.”
Content: A thirty-minute wrinkle in time. One full night of adventure.
Writing: A deftly woven tale that doesn’t feel stiff or leave many loose threads.
Art/design: Carefully woven threads track the timeline, combined with careful linework and strongly delineated sections, to support a securely tailored theme.
Usability: One of the easiest to reference timeline-based adventures I’ve read. 

The Crypt of the Heretical Botanist Margar Veit

Concept: “Denounced by the Church for HERESY, MARGAR was hunted by the inquisition, but never found. Until, perhaps, now.”
Content: This pamphlet dungeon leads deep to the loamy soil of an unholy botanist's crypt.
Writing: The lore planted in each encounter sheds light on the extent of Veit’s heretical horticultural experiments. 
Art/design: Easy to reference in all three versions. Clear isometric map with a morbid botanical flourish.
Usability: Pamphlets available in print-friendly and full color versions. With a digital version for phone/tablet reference. Suitable as a cold open, requires a forest to begin the adventure as written. 
 

The Cult of the Black Salt

Concept: “Ever wanted to use that black salt table from Feretory?” 
Content: A salty, corpse-strung scaffold crawl.
Writing: An event-based framework to explore a surprisingly constructive death cult.
Art/design: A defiantly tortured figure is scaffolded to the top of this simple text spread.
Usability: Requires Feretory. Print Friendly

The Cult of the Iron Golem

Concept: “Your god is the †ron Golem and you will shatter all the sinful flesh in his name.”
Content:
Construct-inspired class with interesting features
Writing:
Mostly mechanics but weaves in plenty of flavor
Art/design:
Muted ground colors keep text readable; variation in typeface adds emphasis and character
Usability:
Roll your background first to avoid re-rolling base abilities

The Curses of Josilfa

Concept: “In a world where there are miseries around every corner and all hope is lost, what’s more suffering added on top!”
Content: A collection of curses (and cures) for miserable scvm.
Writing: Some truly miserable curses, difficult or unpleasant cures, and the rules to inflict them on your friends (and enemies).
Art/design: A high energy layout with bold use of color for guidance and a tastefully cursed collection of print illustrations.
Usability: Collect bodily substances, perform a ritual of attachment, curse… profit?

The Dagger of the Green Church

“Delve into the depths of temple, rob it of everything and wield the power of the Dagger of the Green Church.”

The Dead City of Pyre-Chrypt

Concept: “The source of the plague, and great power, is still present, somewhere in the heart of the city, locked in a giant iron ziggurat.”
Content:
A sprawling, horror-haunted necropolis
Writing:
There’s a lot, but it provides appropriate imagery and atmosphere
Art/design:
Largely non-representational but does include some illustrations, particularly in the bestiary
Usability:
Some instructions and mechanics are incorporated into descriptive text

The Dead Moon

Concept: “Wherever you are… seek shelter. For the next 24 hours, the Dead Moon shall bestow this dreadful land with even more madness.”
Content:
Rules for surviving (or not) under the Dead Moon and a table of 20 terrible things
Writing:
Full of strange, grim imagery
Art/design:
Uses a variety of visual tactics to delineate sections for easy reference
Usability:
Can be used as a grim adventure seed or a survival horror scenario 

The Dead Samaritan

“There's horror lurking beneath an abandoned church. Walk away and stay alive or interfere and prepare to run for your life!”

The Death Bed

Concept: “A luxuriant bed. Exactly what any tired adventurer needs during a long and dangerous dungeon crawl.”
Content:
A life-draining piece of furniture; an interesting remix of the mimic’s core concept
Writing:
Details the bed as a convenient, secure comfort (which we know is BS, but maybe your players won’t)
Art/design:
The background color gradient gives the illusion of warm welcomingness, but Mörk Borg pink and yellow lurk at the periphery
Usability:
A good way to mess with your players and make them lose HP when they think they’ll be gaining some 

The Death Race

Concept: “Crazy rules and setting for two parties challenging each other to a deadly race.”
Content:
Includes scenario seeds, gear, adversaries, and additional rules
Writing: A mix of flavor and mechanics; stylized as a retro videogame
Art/design:
Features a variety of expressive typefaces, textures with original illustrations
Usability:
Includes a brochure version and printable play resources

The Death Ziggurat

Concept: “A cosmic necrocrawl at the end of time”
Content:
Pre-apocalyptic hexcrawl with random elements
Writing:
Fairly elaborate with plenty of horrible imagery
Art/design:
Captures the mood, setting, and characters well
Usability:
Fun and lethal;  separate player and GM maps are quite helpful




Bonus: Generate some dialogue seeds for your rot priests at https://perchance.org/rot-priest-thoughts

The Deep

Concept: “They are numerous, they are hungry, and they want to take back their rightful kingdom.”
Content:
A marine monster that’s also lethal on dry land
Writing:
Straightforward stat block and a description that leaves room for GM interpretation
Art/design:
Efficient text layout and some colorful, psychedelic art that works well with the text
Usability:
Includes a French-language version

The Deluge

Concept: “No longer is the sea just an impassive viewer of the Dying World's slow demise; it is coming up to hasten the end.” 
Content: A flood of aquatic content.
Writing: A collection of flotsam and jetsam. Sometimes humorous, often abysmal. 
Art/design: A minimalist layout with woodblock prints alongside modern renditions of fish-folk.
Usability: Fluid but with the occasional bit of detritus. Available in storm-tossed gray or eye-numbing yellow.  

The Demesne of Conflagration

Concept: “The Endless Sea burns. Within it, a flaming fortress of stench and grotesque hordes. Venture within before all blackens and burns. Free the Lich Queen Aoiva from unrepentant misery.”
Content:
A fire-themed mansion crawl
Writing:
Extremely concise but with enough bizarre detail to fuel the imagination
Art/design:
Good use of color to guide focus and to add character in key places
Usability:
Pamphlet is nicely laid out for quick, easy use in-game

The Demon's Arse

Concept: “This is the legendary Demon’s Arse, rumored to be the home of unearthly creatures both demonic and dead. Who dares enter?”
Content: A smoky temple of torture and transformation.
Writing: Purposeful description lends a sense of vibrancy and life to the deranged proceedings of a heretical cult.
Art/design: Gorgeous map of the Demon’s Arse with a clean and clear sidebar column layout. Enhanced with background illustration and judicious use of color.
Usability: A few too many rooms to keep track of in a booklet. Print the map separately. 

The Desperate Farmhand (and Other Rural Jolities)

Concept: “Brings some roughly farm-related things to your bleak adventures in the Dying World”
Content:
A class, 6 monsters, an almost-monster, and new hirelings
Writing:
Clear and with a predominantly humorous
Art/design:
Text is arranged and styled for readability against the illustrations
Usability:
All good choices for breaking the tension of a dying world

The Despondent Demihumans

Concept: “Ancestral memory fills you with dread and sorrow.”
Content:
3-in-1 mini-classes adapting high fantasy races
Writing:
Lives up to the concept; strong characterization
Art/design:
Typographic and color choices organize content and add emphasis
Usability:
A thematically fitting way to incorporate traditional RPG races

The Devil-Bargained Canoe

Concept: “A party cruise gone awry.”
Content:
A literal boatload of cursed souls pursued by infernal spirits; the canoe itself is pretty nifty
Writing:
Furnishes background and a setup to lure PCs into a chase/fight
Art/design:
Colors create a haunted, supernatural feel; text conveniently splits backstory from in-game concerns
Usability:
GM may have to use some subterfuge, but otherwise pretty straightforward

The Devil’s Crossroad

Concept: “A random encounter generator based on the lore of meeting the Devil at the crossroads. He’ll take your soul and force you into playing his little death games.”
Content:
Complete one of six death matches or be dragged down to Hell; includes some clever conditional mechanics and rewards for completion
Writing:
A balance of context and mechanics with strong imagery in the descriptive text
Art/design:
Designs and layouts reinforce the themes and concepts from the text with plenty of grimness and grimness
Usability:
Unforgiving to unlucky PCs (not that that’s anything new in this game)

The Devil’s Reject

Concept: “Hell itself spit you back out. Is this your chance for redemption or merely an opportunity for more wickedness?”
Content:
A real rat-bastard with some underhanded features
Writing:
Clear, concise, and full of snark
Art/design:
Varied typefaces and color make for quick navigation
Usability:
Even less heroically inclined than typical scvm

The Devil’s Tramping Ground

Concept: “Based on a real-life location in Chatham County, North Carolina”
Content:
A cursed location and potential infernal encounter
Writing:
Straightforward delivery of lore and mechanics
Art/design:
A frenetic layout (but in a good way) with good use of color and form to differentiate text blocks and add emphasis
Usability:
Handy as a random encounter or the object of a quest

The Disgruntled Innkeeper

Concept: “You lost it all and now you find yourself wandering the Dying Lands.”
Content:
Who knew innkeepers could be so well-suited to adventuring?
Writing:
Clean and clear with a wry undertone
Art/design:
Efficient typographical choices with an entertaining bit of art
Usability:
Adapts mundane activities into beneficial features

The Dragon Ships

Concept: “From the barren wastelands to the towers of Grift, all have come to quake at the sight of the Dragon Ships.” 
Content: Melodramatic dragon ship marauders, a raid scenario generator, and a fury-filled class.
Writing: Presented with gonzo enthusiasm and punctuated brutality.
Art/design: Runes, round shields, and longships invade blocks of organized (and occasionally highlighted) plaintext.
Usability: Legible, organized, and accessible.  

The Dungescape #1

Concept: “Why not try to escape a dungeon instead of exploring it?”
Content:
A heavily guarded, escalating torture-dungeon
Writing:
Descriptive; doesn’t tie directly to Mörk Borg, but likewise easily transplantable according to need or taste
Art/design: A departure from Mörk Borg-style graphics, but fine quality; layout fits copious content into a small space
Usability:
Admirable given the self-imposed constraints

The Dungescape Issue 2

Concept: “Rugged tunnels far beneath the dirt of the earth. What stirs in the dark with all-seeing eyes, beaks, and claws, scratching the stone?”
Content: An escape dungeon, full of feathered “friends”.
Writing: Social elements add a dynamic element to the dungeon.
Art/design: Top-down map and creature illustrations highlight a compact two-page dungeon reference.
Usability: Compact and organized for easy reference of the entire dungeon during play. 

The Dyer Lich

Concept: “One hand frozen to the rock face, the other raised in defiance of her own death, Moll Dyer was blessed by Nechrubel with the undying spark of anti-life.”
Content:
A persecuted witch bent on vengeance
Writing:
Includes a prose-poetic description in addition to stats for lich and her rock
Art/design:
Layout creates a strong visual flow, and the colors reinforce the integral sensatiosn of heat and cold
Usability:
Not only very useable but also very compelling

The Dying Lands

Concept: “play Mork Borg in a sandbox style”  
Content: A map and tables for scvm to hex-crawl their way across the dying lands
Writing: Leaves room for encounter tables, monsters, NPCs, and your own personal Miseries. Sometimes, it fills them in.
Art/Design Hex maps in rich yellow, black, and red.
Usability: Available as a variety of flexible layouts, with various levels of structure 

THE EGG

Concept: “1. Create a character 2. Have an EGG implanted inside you. 3. DIE...”
Content: A second chance at death.
Writing: Casually disgusting, clinically disturbing, implanted with body horror.
Art/design:  I hate to imagine what that man is doing with so many EGGs.
Usability: For the auto-cannibalistic Scvm. 

The Emperor of Teeth

Concept: “Your party is starving and cold. Maybe there's something to eat in that cottage up ahead. Maybe you ARE what's to eat in that cottage up ahead. Let yourself in and find out.”
Content:
A weird, bleak encounter in cabin-turned-horror-show
Writing:
Pulls no punches with the body horror and grotesque imagery; payoff is grimly humorous
Art/design:
Available in pamphlet and Album crawl version, which is read counterclockwise
Usability:
Page numbers help reading the pamphlet digitally; the Album Crawl version is challenging in either medium

THE END COMETH

Concept: “Gameplay conditions for creating stakes and atmosphere in MÖRK BORG.”
Content:
12 environmental effect that’ll keep your scvm miserable.
Writing:
Dark and brutal description slick with fluid mechanics.
Art/design:
Clean two column table with engaging and navigable visual hierarchy.
Usability:
Effects vary in applicability and time scale. May require selection or re-roll in some cases.

The Endless Demon Deck

Concept: “The demons of The Vile Court are escaping the black oubliette in which they have been forgotten. In the process they are chewed, mangled, and remade.”
Content:
36 tarot-size cards containing monster heads, trunks, and legs
Writing:
Each card contains stats and abilities (and the occasional pet)
Art/design:
Monster components are diverse but coherent when aligned; mostly greyscale figures against vivid yellow grounds with occasional highlights or shocks of color
Usability:
Requires additional resources in The Masticator Gate for full functionality

The Endless Sea

Concept: “Here is my track for this day #MÖRKTOBER 's prompt : Eldritch! Heavily inspired by Lovecraft works and mood and by all the possibly weird mermaid waiting for us in the Endless Sea.” 
Content: The bubbling, building siren songs of the endless sea.
Writing: A simple title. It is fitting.
Art/design: Crystalline brushstrokes form the album cover. A drifting sonic descent into the depths meets a soft mournful chorus until water finally fills your lungs.
Usability: Music to drown to. 

The Enigmatic Oracle

Concept: “‘The Enigmatic Oracle lurks, shrouded in darkness. Its vile whispers beckon those desperate enough to seek its guidance, offering twisted quests in exchange for cursed power.’”
Content: A series of d6 tasks, in return, a damned relic.
Writing: A dangerously powerful artifact, framed by a dark oracle, and the cursed acts one must perform to obtain it.
Art/design: Crisp black illustrations with wispy pink highlights.
Usability: A striking and clear one-page encounter. 

The Entombed

Concept: “Long ago, a devious mage entombed a zombie within a make-shift wall blocking a secret passage.”
Content:
The old zombie-behind-a-fake-wall-guarding-a-secret-passage gag
Writing:
Provides a general step-by-step guide for springing this trap
Art/design:
Text layout cleverly mimics a gap in a stone wall
Usability:
“PCs should never play with dead things.” 

The Escort

Concept: “Esther will pay you with money, information or a rare cursed scroll. All you have to do is to escort her to the church. That’s it. Really.”
Content: An escort mission. Really.
Writing: “Like, really slow. Painfully slow. Pain. Fully. Slow.”
Art/design: I can tell from the art that Esther is a real charmer. The layout is too.
Usability: Use at your own risk. Players will get impatient. Antics will ensue. 

The Ever-Burning Prophet

Concept: “Their zeal for SHE is matched only by the raging inferno which engulfs them.”
Content:
An unusual enemy with no attacks, but dangerous in combat nonetheless
Writing:
Largely devoted to description and lore
Art/design:
A relatively conservative layout with Borgy colors and typographical choices
Usability:
Includes a table of heretical ravings to add some verbal character to encounters

The Evil Eye

Concept: “a baleful toolkit”
Content:
Optional rules for the evil eye (source, gossip, affliction, ward, and aftermath)
Writing:
Some interesting concepts and foreboding imagery
Art/design:
Borg-ful layouts and colors with lots of macabre eye (or lack of eye) imagery
Usability:
A set of 5 easy-to-use tables

The Eye Mages

Concept: “The mages glance to a paradise that was never made for the mortals of this world, so they have to adapt for it.”
Content:
Lore and stats for eye mages and the bizarre wares they peddle
Writing:
Overtones of alien and body horror
Art/design:
Tons of twisted eyeball-based and beholder-inspired artwork
Usability:
For PCs, potentially beneficial friends and potentially dangerous enemies

The Faceless Fiend

Concept: “Thur Fulgus enjoys living at a distance from the village. He has carried out heretic rituals in his basement for years...”
Content: A mind-exploding village invasion.
Writing: A horrifying concept with hilariously B-Movie execution.
Art/design: Clean and almost unsettlingly cheery two-column layout.
Usability: Invisible enough to sneak in just about anywhere. 

The False Mother

Concept: “The False Mother will carry it’s clutch like a mother would carry her infant child”
Content: A different sort of mother.
Writing: Another horrifically unique spider life cycle.
Art/design: Well-organized table layout.
Usability: Brephophobia is the fear of infants. In case you need it. 

The Farm

Concept: “Since it’s Mörk Borg, you’ve probably already guessed that everything is just fine, and the livestock aren’t slaughtering people or anything like that.”
Content:
Animal Farm on PCP
Writing:
Well-delineated descriptions of individual locations pervaded by visceral charnel imagery and punctuated by sardonic wit and bleak humor
Art/design:
Laid out for easy use with stats and maps proximal to descriptions; includes some gritty, evocative illustrations
Usability:
Easy to run and guaranteed to get some cringes; not for the body-horror averse

The Festering Pit of Mokath

Concept: “Descend into the depths on a doomed quest, the only certain outcome is total ruin!”
Content:
A continually randomized dungeon with rules for fire spreading and damage
Writing:
Plenty of vile imagery and vindictiveness for the PCs
Art/design:
Subdued colors create a somber tone; rooms are nicely presented on the page but detached, allowing the GM to arrange and rearrange them as called for
Usability:
Requires some renumbering and extra rolling on the GM’s part, but worth it to make those scvm suffer

The Fetus Thief

Concept: “A tiny, demure demon with a glowing green skeleton, it is fond of collecting the souls (and bodies) of the recently born.”
Content:
A skeletal demon who uses fetuses as flails. (No, I’m not kidding.)
Writing:
A stat block with a few paragraphs detailing lore
Art/design:
Readable typefaces and colors that help the central figure stand out on the page
Usability:
GM discretion advised

The Fevre Pytt

Concept:The stench. The flies. The touch of clammy flesh. You have been cast into the Fever Pytt to die.”
Content: A corpse pile crawl through a mispurposed cistern in The Western Kingdom.
Writing: A festering pytt of viscera and gore that bursts with sickening mechanics to back it up.
Art/design: Currently only available as plaintext.
Usability: Standardized room description layout aids in reference. 

The Fiend’s Paw

Concept: “Schleswig’s Courtroom drama”
Content:
A courtroom-dungeon generator
Writing:
Delivers a backstory to motivate a crawl in search of fabled treasure
Art/design:
Primarily textual with typographical emphasis and illustrations to establish ambience
Usability:
Straightforward to use, and interesting change of scenery for an urban adventure

The Fire and the Horde

Concept: “Rules to grill a character and transform a monster into the horde.”
Content:
Catching and extinguishing fire; creating collective stat blocks for groups of various sizes led by exceptional specimens
Writing:
Concise delivery of mechanics in both cases
Art/design:
Laid out and designed for easy reference and use with a background that supports both halves of the concept
Usability:
Fire rules are simple to use in the moment; creating a horde is best done in prep rather than at the table

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