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

3rd-party licensed

The Quantum Tzompantli

Concept: “‘A tzompanlti is a rack of human skulls.’”
Content:
A malicious, elusive trap-room
Writing:
Strongly biased against the PCs—but those guys are scvm anyway
Art/design:
On-brand and clever
Usability:
Smartly organized to help GMs track and manage effects and features

The Raining Caves

Concept: "As the world grows dark with Nechrubel’s influence... they farm the mushrooms, listen to the messages they give them, and wait." 
Content: A slick cavern complex full of apostates, visions, monsters, and spores.
Writing: Encounter structure that builds toward the insidious influence of the fungi and the waters on the cultists.
Art/design: Illustrations highlight a traditional text. Variety in typeface throughout. The contrast in type color creates visual breaks between room descriptions. 
Usability: Background, Map, Encounter, and NPC sections blocked. Adventure is best referenced in print. 

The Rains on Merecastle

Concept: “Those fool enough to listen to the tune might find the riches left by the long dead inhabitants of the castle. Or death.”
Content:
A dead castle bathed by acid rain and home to 2-headed aberrant reptiles
Writing:
Provides lore pertaining to Merecastle and its environs
Art/design:
Typographically delineates different textual components; colors lend an energetic, toxic visual tone
Usability:
GMs will have to populate the scenario with monsters and other mechanical elements

The Rat Saint

Concept: “Priests that fall (or get thrown) down the Galgenbeck sewers quckly find a new fervorous congregation.” 
Content: A patron saint of rats.
Writing: The mechanics for desperately crushing a burgeoning horde of rats feel novel and evocative.
Art/design: An absolutely filthy and emaciated priest plays literal host to his congregation.
Usability: Rats as area-of-effect damage. MNice! 

The Relics are For Sale

Concept: “A collection of holy trinkets”
Content:
3 crowns, comfy pillows, sacred stained glass, and a holy hireling
Writing:
Pragmatic with a distinctly humorous streak
Art/design:
Content is visually depicted and labeled on one page and elaborated on the next; blackletter type is a bit hard to read in the spreads but more accessible in the single-pages PDF
Usability:
Remember to pay your independent contractors

The Requiescent Ratcatcher

Concept: “The rats found you, and you whistle morose tunes to them, and folk happily pay you money to take your people off their hands.”
Content:
A rat whisperer; includes stats for rodent minions and followers
Writing:
Clear descriptions of mechanics with plenty of wry humor
Art/design:
It’s the color of rat piss. Remember that every time you touch a copy.
Usability:
Not an overt combatant but some features are effective in a fight

The Reused

Concept: “It rocket jumps. It rocket shoots. You rocket die.”
Content: A rocket jumping, rocket blasting, skull grasping monster.
Writing: Punchy and filled with the gallows humor of a doomed space marine.
Art/design: Orange and yellow that rocket into your skull.  Explosive titles scatter clean text.
Usability: Flavorful read, easy reference. 

The Right to Bear Arm

“Venture in to the fortress-like complex, encounter Tarragon Cultists awaiting the arrival of the wyrm, visit the court of the Raven Lord, and learn the fate of the owner of the arm in your possession.”

The Risen One

Concept: “This rendition of Jesus is a healer and a preacher, but absolves sin through the eating of brains.”  
Content: Jesus risen again, as a zombie.
Writing: Depicts Jesus in all his mercy, and his hunger to absolve scvm of their brains sins.
Art/design: Satirical Illustrations and bunny ears. Playful subversion of both the easter and Mörk Borg palette.
Usability: Make sure to roll on the reaction table at –3 to see if the risen one was recently sated. 

The Road of Light

Concept: “The road of light has chosen. You have no choice but to follow.”
Content:
A linear sequence of puzzles with two new optional classes
Writing:
Vivid descriptions of locations with clearly delineated key reference points for GMs
 Art/design:
Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability:
PCs will permanently change class at least once; the first part of an ongoing adventure

The Romvs Inn

Concept: “Player characters can […] indulge in the most important aspect of RPGs – roleplaying their characters.”
Content:
A humorous but still extremely lethal anti-adventure
Writing:
Entertaining and establishes the desired, comedic tone
Art/design:
Columns for exposition and proximal layout for the setting both adapt the MB aesthetic to good effect
Usability:
Have you tried those scrambl'd æggs? To die for.

The Sacred Abhors the Unclean Hates the Sacred

Concept: “Some of former powers are aimed against the latter. Some of the latter powers are aimed against the former.”
Content:
10 sacred and 11 unclean scrolls
Writing:
Esoteric titles and clear descriptions of effects
Art/design:
Sacred on the left, unclean on the right, and colored titles for some visual character
Usability:
A mix of different Powers with direct, practical effects

The Sacred Map of Nahemoth

Concept: “Spill some blood and turn it into the ink that draws the path for your wildest dreams. Just make sure the blood doesn’t end up being yours.”
Content:
A highly useful but also highly lethal magical map
Writing:
Folds the mechanics into the lore with a very menacing, esoteric tone
Art/design:
Vibrant colors, first-person POV to support concept and immersion established in the writing
Usability:
Requires a steady stream of sacrifice for in-game use, and may additionally result in character mortality

The Salmon of Knowledge

Concept: “You chance upon a skillet that crackles gently atop an open fire.”
Content:
Eating of this oracular ichthyoid grants a peak into the future (for better or worse)
Writing:
Sharp and sensuous
Art/design:
An elegant, visually interesting composition
Usability:
Eat the fish, win a prize 

The Scvm Pages

Concept: “If you’re here, then you are in need of some help.
Help of the more… nefarious kind.”
Content: A collection of two classes to do your dirty work.
Writing: Depicted as wretched slaves to vice, with flaws weaponized for violence. The worst sort of scvm.
Art/design: Cover depicts a friendly debate over which scvm to hire. The Soulless Bailiff is devoid of character next to the bright yellow and purple layout provided him.
Usability: Drunken Pugilist provided in a plain text barebones edition.

The Secret Glory

Concept: “A 1920s supernatural investigation version of Mork Borg. Mythos Borg.”
Content:
Includes additional/alternative rules for occult investigation, gear, and a demi-class
Writing:
Descriptive with a neutral tone appropriate to the content
Art/design:
Nicely mimics a printed document from the period
Usability:
Well laid out and split down the middle for easy use by GMs and players

The Secret Teaching of the Foul Wizard and the Unliving Magus

Concept: The collected powers and teachings of Baum, Recared, and Titus.
Content: A compilation of Philip Reeds sacred and unclean scrolls and Powers in a hardcover A5.
Writing: Some truly brutal Powers, for either good or ill, with forceful imagery throughout.
Art/design: Efficient textual layouts and vibrant graphic design.
Usability: Easy consistent design elements make for easy navigation, though I do wish Recared’s scrolls were also numbered. 

The Servant Girl Annihilator

Concept: “Murderous and conniving, the Servant Girl Annihilator preys upon the weak.”
Content:
A covert, nocturnal axe-wielding demi-monster
Writing:
Deftly describes appearance and behavior with touches of humor
Art/design:
Color serves to hierarchize and emphasize text segments while integrating them and the illustration into the gestalt
Usability:
Straightforward mechanics that may prove challenging for unprepared (and even prepared) PCs

The Shadow of the Wu

Concept: “Inspired by the mysticism of Wushu Theatre and the music influenced by it”
Content:
20 Powers and 2 classes inspired by martial arts media
Writing:
  Straightforward and direct with occasional bouts of humor
Art/design:
  A blend of Eastern art and Mörk Borg color and layout
Usability:
Some Power descriptions visually intermingle or conflict; not unusable, but takes a moment to parse

The Shape of He to Come

Concept: “Venture into the swamps of Wästland to get to the bottom of the recent disappearances of foresters and peat cutters.”
Content:
A morally ambiguous, jungle-themed hexcrawl
Writing:
Primarily instructional with a random encounter table and some stat blocks
Art/design:
Map-based with a floral background that sets the atmosphere
Usability:
Discrete sections are easy to navigate

The Shit-Black Death

Concept: “Mechanics for virulent contagion”
Content:
Rules for micro- and macro-impact of plague
Writing:
Heavy on text and on everything else
Art/design:
Relatively subdued; primarily meant to facilitate usability
Usability:
Complex but not overly complicated; requires external MBC resources

The SHOCK Troop

Concept: “Thrown away by commanders to break the front lines of enemy soldiers, it's kill or be killed. Luckily for you, your body contains living lightning that you like to share with others.”
Content:
An electricity-based Tesla/WWI-inspired class
Writing:
Standard class spread that’s concise but characterful
Art/design:
MBC-inspired layout that uses blue as a nice contrast to Borgy yellow
Usability:
Do not use in standing water or lightning storms

The Singing Tree

Concept: “The hypnotic singing will lure creatures in close so the tree can ensnare them with its roots and drag them under.”
Content:
A malicious tree grown from corpses; includes stats, effects of eating fruit, and a background narrative
Writing:
Well written on all accounts, particularly the in-character anecdote
Art/design:
Colors and images provide atmosphere and character
Usability:
Don’t forget the fruit’s secret side-effect

The Skullbound Priesthood

Concept: “Four hooded priests stand before you, each presenting a skull filled with unknown liquids.”
Content:
Six skulls full of … stuff.
Writing:
Contains and mechanics for each skull’s contents
Art/design:
Easily readable body text with stylized headings (and plenty of skulls)
Usability:
GM will need to stat the priests when (not if) the PCs decide to kick their asses

The Slobberer’s Observatory

Concept: “Explore a forgotten observatory tower in the world of Mork Borg, discover a new class and have your body twisted by those things that lurk between the stars.”
Content:
A cosmic-horror-themed adventure and a matching character class
Writing:
Concise descriptions of rooms and lightweight stat blocks for monsters and loot
Art/design:
Fairly liberal page layouts, readable typefaces, and a mix of hand-drawn and open-source images
Usability:
The flat yellow ground on some pages is a bit eye-burning on the screen, but it’s only really prominent on a few pages

The Smiling Mountain Annals

Concept: “A collection of weapons, armor, items, creatures, traps, and powers all compatible with Mörk Borg.”
Content: A mörktober compilation
Writing: A compilation of humorous (and truly miserable) artifacts and situations across the dying world.
Art/design: Gritty chalk illustrations with hints of red. All on a slate grey backdrop with crisp white text.
Usability: Available fully Illustrated or Plaintext. 

The Smouldering Bull

Concept: “3d10 cvltists from the unknown continent carry their terrifying Blazing God aloft.”
Content:
A Misery-reversing (temporarily) idol from a foreign land
Writing:
Includes stats for cultists as well as mechanics for the bull itself
Art/design:
Layout creates a frenetic, dynamic sensation without sacrificing usability
Usability:
A convenient stopgap or a slipper slope for PCs seeking to stave off the apocalypse 

The Solstice Chasteners

“Fanatical and bloodthirsty, the Solstice Chasteners roam the land around the time of the winter solstice, punishing heretics and infidels.”

The Sorcerer’s Corpse

“A five-track dirgewave EP … Includes one encounter hook for each.”

The Spire of Grief

Concept: “Drawn to the spire, the only shelter for many miles, you seek refuge from a storm of prophetic intensity.”
Content:
4 rooms and inhabitants to populate them
Writing: Provides atmosphere and scenery; more suggestions rather than hard, fast rules
Art/design:
Creates a  wonderfully isolated, Gothic feel
Usability:
Mapless; easy to grasp and highly usable at the table

The Spire of Spite

Concept: “a small lighthouse on the cliffs of Allians, each floor houses a mysterious character with an interesting but vague past.”
Content:
A pocket zine tower adventure. Three floors, three factions, and a treasure table. Flexible as a social or combat encounter.
Writing:
Sensory descriptions distinguish rooms. NPCs play to (and against) fantasy tropes.
Art/design:
Simple printer-friendly layout with a welcome splash of color.
Usability: Consistent visual cues aid quick reference and jog memory. Descriptive text is a bit small (it is a pocket zine).  

The Spirit of Chryptmass

“An event that celebrates what matters most in the Dying Land: betrayal, theft, and the End”

The Sundrenched King

Concept: “The coronation is approaching. Helvius will die. Long live Helvius.   
You are newcomers to Hunningbury. You are here to stop the coronation.”
Content: Rabble-rousing and regicide in the kingdom of Hunningbury.
Writing: A hard timer lends urgency to the political intrigue. There are many options to prepare for the assault on Helvius in his keep, all of them viable.
Art/design: Quaint and idyllic imagery belies the unpleasant realities of Hunningbury. 
Usability: Political intrigue that works for both talk and sword happy scvm. 

The Sunken Tome

Concept: “A collection of 17 spells to unleash in MÖRK BORG!”
Content: 8 unclean and sacred scrolls apiece, plus the more elaborate Cascading Rebirth
Writing: Concise spell descriptions and creature stat blocks
Art/design: Slick, monochrome Mörk Borginess
Usability: Readable and straightforward

THE SWORDSMAN

Concept: “Another undead...with a twist.”
Content: An un-living pincushion.
Writing: Short, simple, and full of points.
Art/design: Oily black and yellow illustration of the punctured dead.
Usability: Color coded for easy reference. 

The Tarasque

Concept: “The scourge of Nerluc, devourer of man & beast”
Content:
A monster inspired by medieval Occitan tales
Writing:
Predominantly devoted to mechanics with some extra flavor mixed in
Art/design:
The opposite of printer-friendly
Usability:
Sideways text is dumb but sometimes necessary (or at least easy)

The Temple of Eternally Lost Souls

Concept: “The gaping maw of its entrance strangely lures you in... What treasure might still be found here?”
Content:
A d66 table of finds “loosely based on the darkest corners of a certain Swedish furniture store”
Writing:
A good balance of humor and menace
Art/design:
Blends the palette of mass modernist design with an image of crumbling opulence
Usability:
The parodic concept may limit its usefulness in some games, but a good way to lighten the mood of drab dungeons

The Temple of Healing

Concept: “The locals claim that the old god is still able to heal, but would only accept its cure as a last resort.”
Content:
A 5-room dungeon, the Devourer of Afflictions, and the Maggot Priest character class
Writing:
Sharp and concise with particular attention to imagery; a good fit for the dungeon and concept
Art/design:
Mix of green, purple, pink, and flesh tones creates a Mörky vibe while retaining a distinct visual character; excellent, thematic illustrations
Usability:
May improve PCs’ quality of life or make it oh-so-much worse

The Temple of the Scattered God

Concept: “The god has fallen from the sky. Its giant body scattered. Some parts have been recovered and saved by the Kultists. Meet his brain, one eye, one foot, one hand and maybe more body parts in the underground temple!”
Content: A god crawl divided into parts.
Writing: Adaptive and dynamic encounter design make for more dynamic combat encounters.
Art/design: Disturbingly detailed map by Brian Yaksha, clear use of color to indicate rooms and features of interest, mini-map navigation, and stats incorporated into room description text.
Usability: OSR style abbreviations require some minor translations for Mörk Borg. 

The Tenacious Tupilaq

Concept: “Mismatched effigies made out of animal and human parts given life by shamans of Kergüs, heretics, who seek revenge against the ones who wronged them.”
Content:
A highly variable monster type
Writing:
Includes a general description of origin and motives along with 4 tables for generation head, legs, arms, and torso types
Art/design:
Achieves expressive visual character without sacrificing efficiency
Usability:
More rolling than your average monster, but not prohibitive

The Tenome

Concept: “Grave robber, beware! They feast on fresh human bones that they suck out of their live victims.”
Content: A Tenome (Tergol?) and its lair.
Writing: Simple, but with visual texture. (Specifically, eye texture)
Art/design: A restrained psychedelic palette. Befitting an oracular creature with visions of the past and the future in the palms of its hands.
Usability: An outline of a scenario, with some details left to fill. 

The Thingamajig

vil
Concept: “You will find it... it will take it all.”
Content: A Thingamajig
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: A fluid rendition of the flesh. With clinically rotated text.
Usability: Insert for instant body horror and suspicion. 

The Thinking Thinker

Concept: “Through many alchemical experiments you have mastered not only your wit and intellect but also, well, actually that’s it. But still you’re smart!”
Content:
A brainiac character class
Writing:
Standard class profile with origins and special features
Art/design:
Borgy but readable graphic design with an appropriately bizarre illustration
Usability:
You don’t have to be a big thinker to play one

The Thirteenth Damned Son

Concept:  “When Mother Leeds heard she was due for a thirteenth child she cursed The Two-Headed Basilisk and the child, and demanded HE take what belonged to HIM.”
Content:
An abomination inspired by the Jersey Devil but skillfully adapted to the setting; includes a  sleek randomized crawl through the frozen lands of Kergüs
Writing:
Short but flavorful description and a healthy stat block; a beautifully written hook with a table of random encounters that keep the PCs moving toward the climax
Art/design:
Fits right into Mörk Borg on every count
Usability:
Verbally and visually economical

The Three Towers of Flägash the Undying

Concept: “A cult has taken up residence in a group of towers on the outskirts of the city of Grift.”
Content: A cult-fueled tower-crawl. With thrills, spills, and gravity-defying wills.
Writing: A responsive and versatile adventure style. With mechanics that reinforce a narrative of subtle and contagious cult reprogramming.
Art/design: A dreary affair, punctuated by the occasional otherworldly shadow or psychedelic highlight. 
Usability: Uneven two-column layout and mini-maps aid in table reference. Additional tools provided to assist in bookkeeping for the central adventure mechanic. 

The Tight Grip

Concept: “You have been tasked with stealing an artifact from a forgotten temple for a collector of rarities... You have received a hint: ‘Follow the left hand, the left eye reveals the path.’” 
Content: A pot collecting, bounty escaping, possession 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: Hazy sketches of cheerless figures and grisly horror occasionally sully an otherwise clean plaintext layout.
Usability: Black and white. Text separated from darker illustrations for ease of printing. 

The Tomb of Galien

Concept: “Venture into the tomb of the powerful warlock Galien in search of riches and arcane knowledge.”
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out. 
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash. 
Usability: Short, sweet, and referenceable adventure. 

The Tomb of Lost Souls

Concept: “Left without victims, the necromancers resolved to become undeads and wait for a new era... The tomb of Lost Souls was forgotten... until now. 
What the hell are you doing here?”
Content: A soul-stealing necro-crawl.
Writing: Descriptive and full of soul. Small dramatic touches add motivation and direction to encounters.
Art/design: A blast of yellow with a detailed and well-structured overhead map. Pink, white, and black text elements scream for attention. 
Usability: Fairly legible for pink text. References Grave Matters. 

The Tome Gorger

Concept: “You once heard of mages consuming knowledge,  and thus you sought the same joys of learning . . .”
Content:
A gustatory textbook learner.
Writing:
Slightly crunchy text, full to bursting and sprinkled amusing concepts and imagery.
Art/design:
Art which proves you are what you eat. Digestable layout showcasing many display fonts.
Usability:
Use the pre-generated library of edible tomes, or create your own. Occasional reference to D&D specific terms may require simple translation.

The Tournament at Alliáns

Concept: “Her Excellency Anthelia, Blood-Countess of Kergüs, has determined to amuse herself by holding a tournament in Alliáns.”
Content:
Tourney rules and tables for rewards, consequences, combatants, and relationships
Writing:
Consistently entertaining and inspiring
Art/design:
Solid choices add atmosphere and facilitate flow
Usability:
Well organized; hyperlinks to other texts are quite useful; bracket sheet is a plus

The Travelling Cigar Cart of the Spurious Basilisk

Concept: “A relatively friendly cigar selling npc(s) and their cigars which may or may not have some secret magical effects”
Content:
A more lighthearted encounter with lots of potential for short- and long-term hijinks
Writing:
Full of character and entertaining to read and interpret for play
Art/design:
Diverse typography and patchwork layout creates a dynamic (but still readable) gestalt
Usability:
This product contains nicotine.

The Triangular

Concept: “Three sides. Two dimensions. One daemon.”
Content:
A just-plain-weird entity that stupefies people and animates objects (before stealing them)
Writing:
Emphasizes the concept’s humor and existential absurdity and punctuates it with eternal horror
Art/design:
Relatively conservative but no less strange and creepy
Usability:
“This is a monster for use with MÖRK BORG”

The Triune

“The Triune are witches who have gained an awareness of space and time through their studies and dark rituals.”

The Troll of Njernheim

7 contributors
Concept: “a small scenario about an isolated village, a troll and the adventures of the characters while hunting said troll for a reward.”
Content: A troll extermination forest crawl.
Writing: An established micro-setting, with a complex village, forest adventure, and random encounters.
Art/design: Strong cover illustration, with the occasional spot illustration in a crisp two-column layout.
Usability: Complete adventure format that lends itself to advanced reading. 

The Unburdened

Concept: “‘The end is near!’... Honestly, you couldn't be happier!” 
Content: An over-eager semi-finalist to the end-times.
Writing: Truly freeing. In the worst possible way.
Art/design: Cleanly thresholded images in red, yellow, and black blend strongly into a clean poster design.
Usability: For that player who just can’t appreciate the Misery. 

The Unclean Leporello of the Foul Wizard Baum / The Sacred Teachings of Titus the Unliving Magus

Concept: “Powers that truly should have remained forgotten.” / “Original creations of the Unliving Magus.”
Content:
A roster of 20 unclean scrolls / A roster of 14 sacred scrolls
Writing:
Reflects the less-grim-than-Mörk-Borg-standard content / Conveys the more Mörk-Borgy grimness and fatalistic tone
Art/design:
Both have efficient textual layouts and vibrant graphic designs
Usability:
A creative concept for a physical product (not yet released), and the PDFs are straightforward

The Unholy Idol of Chort

Concept: “Read His name right and He will offer you a great deal.”
Content:
4 tables for rolling names/ingredients and determining demands, rewards, and consequences
Writing:
Concise and straightforward in instructions and roll results
Art/design:
Focused mostly on usability over aesthetics, but not without visual embelishments
Usability:
The idol’s name determines all other aspects of the interaction; don’t forget to write it down or save the dice 

The Unseen Vaults of the Optic Experiment

Concept: “Freak Freaks […] have established an arcane laboratory dedicated to finding the key to true vision.”
Content:
Nohr’s sheer weirdness and wit in full effect
Writing:
Provides lots of options and suggestions for GMs to play with
Art/design:
Creates a crazed tone that ups Mörk Borg’s bizarro aspect
Usability:
Easy to navigate thanks to the map and room roster alongside detailed descriptions

*Published prior to release of the formal third-party license

The Unworthy

Concept: “Only the worthy can persevere through the trials and set eyes upon the divine.”
Content:
Circumvent (or kill) embodiments of the 7 Deadly Sins to reach the stronghold and negate a Misery
Writing:
Sketches the overall scenario and individual encounters with stat blocks for each NPC
Art/design:
Text blocks’ arrangement around the map reflects encounter placement on the map; typography and color also help with navigation
Usability:
Carries serious penalties for PCs who take encounters at face value

The Usual Suspects

Concept: “Optional Classes for the miserable and forsworn”
Content:
Counterfeit Priest, Disciple of the Antigoat, Lugubrimancer, Persistent Skeleton, Scullery Savior, Suffering Archivist
Writing:
Humorously expresses clever concepts without losing a sense of impending doom
Art/design:
Designed and organized for easy reading and use; splashes of color and illustrations add visual variety and creative inspiration
Usability:
More feature-laden than some other 3rd-party classes and a bit more complex than average; some clever metagame abilities and pool-based mechanics; Suffering Librarian is clearly the best class ever

The Usual Suspects II

Concept: “a class pack that adds six more Optional Classes to the dying world... including: Goblin Impostor, an enthusiast for costuming, shrieking, and knives…”
Content: Anthology of six absurdly comedic optional classes
Writing: Absolute hilarity delivered in an understated style. Memorable character concepts and mechanics.
Art/design: Tasteful public domain art with three tone coloring and a crisp traditional layout.
Usability: Table of contents for ease of reference and navigation. 

The Usual Suspects III

Concept: “Anything can be made into a sausage. And a sausage can be made into anything.”  
Content: Five delectable gourmands, and a walking nose job.
Writing: All-consuming camp.
Art/design: Recontextualized prints divide the classes into sections with individually stylized headers.
Usability: Thoroughly digestible. 

The Vale of Stinking Fur

Concept: “An ape-infested jungle crawl”
Content:
Map and mechanics with random events, monsters, locations, and loot
Writing:
Some nice, subtle touches in the exposition
Art/design:
Aids navigation and reinforces theme
Usability:
Some tables reference others, but that’s the extent of the complexity

The Vampyr Thrall

Concept: “A servant of dark powers, imbued with unclean gifts, yet leashed to their liege by a bondage of servitude.” 
Content: A living servant of the dead.   
Writing: Trappings of the European vampyr, with strong ties to the Dying Lands, and your character.
Art/design: That pink and yellow flair. Dominated by the hubris of the servants of darkness.
Usability: Dark, but legible. Nudity that may be provocative but is not erotic. 

The Vault of Refuse and Waking Nightmares

Concept: “Descend into a shrine to a secret god, converted into a foul treasury for the Dark Lord.”
Content:
A dungeon filled with minions of Nechrubel
Writing:
Descriptive with some subtle humor in the exposition and stat blocks
Art/design:
Graphics and text ordinated on the central map
Usability:
The nonlinear numbering is a little tricky but not severely detrimental

The Vaults of Torment

Concept: “Explore a demon-infested hell-hole below the city of Schleswig.”
Content:
A modular, procedurally generated dungeon replete with ambient hazards, elaborate set pieces, monsters, tables for generating inhabitants, a pantheon of demonic gods, and powerful artifacts; also includes terrain “tiles” to print, cut, and assemble during the game
Writing:
Well written with a grim, gruesome tone and copious imagery to match
Art/design:
A variety of page layouts crafted and organized for easy usability at the table
Usability:
Easy to use on both the GM and player sides; Zombification provides a countdown clock that adds additional lethality

The Vermilion Throne

Concept: “Venture into the depths, recover the heart of the True King, and bring an end to the Shadow King's reign. Or fail, and bleed, and die.”
Content: A pulse pumping, blood-drenched, flesh crawl.
Writing: As consistent and efficient as the beating heart, without feeling too clinical.
Art/design: Accessible and fluid design which doesn’t clot alongside thematic illustrations which do.
Usability: A considered and effective table reference. 

The Vertebrachnid

Concept: “A species of animated translucent slime makes its home from the skeletons of dead adventurers.”
Content:
A strange, slimy scavenger
Writing:
Mostly descriptive with a simple stat block
Art/design:
Includes a wonderfully ghastly illustration
Usability:
Good use of color and shape to delineate content sections

The Visitation at Rosewell

Concept: “The Angel came to offer salvation, and began to lead the villagers into the Miracle Forest that had sprung up from the starved soil.”
Content:
A sinister forest crawl across 7 hazardous locales
Writing:
The dark, gruesome elements contrast well with the more pastoral and divine-symbolic imagery
Art/design:
Images and colors serve as quick reminders of locations’ inhabitants and their threat levels
Usability:
Includes navigation prompts and references so GMs can flip to destinations instead of the map

The Visitor of Reduction

Concept: “The constant downpour started some weeks ago after yet another newborn disappeared. […] To top it off, nobody is allowed to the cemetery and place of prayers.”
Content:
An investigative, isolation-horror adventure inspired by South American lore
Writing:
Provides background and hooks along with profiles for important NPCs, stat blocks for enemies and monsters, and weather mechanics
Art/design:
Judicious use of contrasting colors in illustrations and clean, clear maps
Usability:
Relevant information and stats are proximal to maps, making them easy to use at the table

The Wailing Well

“This original adventure takes a group of unlucky wretches down an old well to find and kill the goblins that cursed them.”

The Welwa

Concept: “A cursed creature, transformed from some other beast to take on traits of all that is ferocious”
Content:
A heavyweight bricolage of beasts
Writing:
Even split between background and stats
Art/design:
Illustration dominates the page without hindering readability
Usability:
Durable and dangerous

The Wendigo

Concept: “In the labyrinth of Sarkash’s ever-shifting groves and trails, the wendigo hunts.”
Content:
Stats and behavior of a forest predator
Writing:
Mostly devoted to ecology
Art/design:
Very purple with a deer skull
Usability:
Some dark and discontinuous text will probably be difficult to read

The Werewolf

Concept: “Bitten, Cursed, Transformed.”
Content: A moonlight accursed class template.
Writing: A faithful rendition of the traditional movie werewolf. Hope you don’t lose control.
Art/design: A crisp, moonlit design. With a crouching, red-mouthed, stalker ready to pounce.
Usability: A simple intuitive class template. 

The Western Wall

Concept: “A tale also known as The Quest for Yig or How I Learned to Stop Worrying and Accept Dying”
Content: A fvcking mountain crawl.
Writing: A mountain adventure that is easy to read, but hard to climb.
Art/design: Austere as a view from the summit. Does exactly what’s needed to convey both subject and tone.
Usability: Hope you brought climbing equipment. Dying on the way there is half the fun. 

The Wicked Ensemble

Concept: “Take part in a dance battle orchestrated by merry skeletons and show off your infernal dance moves!”
Content:
A performance-based encounter including mechanics for variations and dance moves
Writing:
Takes itself 100% seriously, and it’s spectacular
Art/design:
Uses signature yellow and pink to more festive effect; the ligature is also a nice touch
Usability:
Easy for DMs, probably a confounding challenge to players

The Wicker God

Concept: “From the forest it emerges, taller than the trees, its body a writhing, shifting mass of woven roots and branches. […] Faintly, you hear screams from behind its prison of living branches.”
Content:
An enormous monster that eats characters and monsters alive before immolating itself
Writing:
Concise but descriptive with well-placed humor
Art/design:
Typography and purely graphic components all contribute to an overall woven, vegetable texture
Usability:
Selective regeneration makes a bit more math for the GM; defeating it without killing consumed allies creates a tactical challenge for the PCs

The Widow's Blade

Concept: “A broken sword perpetually slick with blood.”
Content: A blinding blade slick with sorrow and wracked with guilt.
Writing: Wretched descriptions befitting a cursed sword.
Art/design: Abstracted, distressed, and desaturated.
Usability: Bloodshed is temporary. Guilt is forever. 

The Wild Hunt

Concept: “While traveling these barren lands, be wary of the foreboding sound of a hunting horn in the distance, for that is the call of The Wild Hunt.”
Content:
An encounter with cursed hunters the PCs can either resist or join
Writing:
Provides a general scenario with stats for riders and rewards for assisting them
Art/design:
Clearly organized with some appropriate colors and images
Usability:
Leaves the hunt’s object ambiguous for the GM to adapt as needed, and provides a way out of the fight for stubborn PCs

The Worst

Concept: “You’re at the bottom of the food chain and you’ll always be.”
Content:
A derelict, miserable class with certain miserable advantages
Writing:
Descriptive and frequently brutal
Art/design:
Not for the easily queased
Usability:
Ditto

The Wound Wizards

Concept: “Religious greedy flagellants”
Content:
Heretical disciples of Tergol with wound-based abilities; includes 8 items that grant flesh-based Powers
Writing:
Provides history and overview of the cult; bursting with body -horror imagery but balanced with grim humor
Art/design:
Easy-to-use layouts; illustrations are full of weird mouths and ragged flesh
Usability:
Not especially hefty, but not super-lean either; GMs who want to get the most out of this may want to review the details a time or two before bringing it to the table

The Wretched Usurper

Concept: “When Yetsabu-Nech emerges from the underworld and the sun is snuffed of light, you will usurp your betters and sit upon a throne of void.”
Content:
Grim even by Mörk Borg standards; tables for name and conflict
Writing:
Visceral and evocative descriptions; includes additional background tables
Art/design:
Effective use of typefaces and color to direct attention
Usability:
Advances by Getting Better and as Miseries accumulate

The Xorb

Concept: “Repulsive though they may be, these sage like blasphemies are as intelligent as any woman, and wiser than any man.”
Content:
A pair of strange creations, hinged and bottled
Writing:
Contains some lore but mostly devoted to stats and effects of successful attacks against them
Art/design:
Layout regulates text to a half-frame, putting focus on the illustrations of these bio-mechanical constructs against chromatically dead landscapes and cataclysmic skies
Usability:
More complex than some monsters, but creates a more granular combat experience

The Yoke of God

Concept: “Yes, yoke is spelled correctly”
Content: A church-raiding egg crawl.
Writing: A coherent adventure, with just enough egg left over to yoke yourself.
Art/design: A chaotic cathedral map that’s navigable with well-placed visual and textual references.
Usability: Don’t rely on the text alone. Cooks over easy. 

The Üniførm

Concept: “When worn, the Üniførm allows the wearer to find shortcuts and tunnels in unexpected places.”
Content:
Medium “armor” that transports scvm to random rooms and minions-only locations within dungeons
Writing:
Easy to read with a streak of sardonic humor
Art/design:
Color coordinated for quick navigation and easy use
Usability:
Starch & press before wearing

The “F” Word

Concept: “A cursed word is inked on this damned parchment.”
Content: A scroll to make you bold and your mother ashamed.
Writing: Mechanics that break the 4th wall and encourage shenanigans at your table.
Art/design: A depiction of the titular scroll (on a scroll containing its rules)
Usability: Get ready to drop some literal “F” bombs. 

There Is One Goat

Concept: “This one-page MÖRK BORG creature is an attempt to exorcise the demon goat from my mind. Now it’s your problem.”
Content:
A goat best avoided—but where’s the fun in that?
Writing:
Establishes a strange, surreal tone to match the image
Art/design:
When you gaze too long into the goat, the goat gazes also into you
Usability:
Simple and easy to use. It’s just a goat, after all…

There Was an Old Lady

Concept: “Bilious beasts from a rotten maw!”
Content:
A fun inversion of the classic nursery rhyme
Writing:
Contains stats for the title character and all the animals she’s swallowed/vomits at PCs
Art/design:
On-brand layout and graphics with some distinctive, noxious green for extra character
Usability:
A potentially gross, absurd, and diverse challenge for players

Things That Go Bump

Concept: “a collection of classic horror monsters to terrorize your players. Perfect for gothic horror settings or really anything spooky and dark.”
Content: 13 more somber monsters with a few dashes of weird
Writing: Concise and easily readable/usable
Art/design: Creates striking spreads with text and public domain images presented in black, white, teal, and red; good use of color lets certain layouts breathe without feeling empty
Usability: Grab your d13 and go wild 

Things that Haunt the Darkness

Concept: “Looking for some weird and fun creatures to throw at your players? LOOK NO FURTHER”
Content: Twenty eight memorably miserable monsters
Writing: A variety of short and characterful creature descriptions, with matching special abilities.
Art/design: Sharp monochromatic sketches in bright neon colors and thick white text creeps across a black background.
Usability: Easy to sort into encounters and adventures at the table. 

This Adventure is Full of Flies

Concept: “contains enough insects to sustain the average player for an evening of abject pestilence.”
Content: A pamphlet adventure with a village that practically vomits insects.
Writing: Tightly woven adventure text with many subplots and callbacks to distract Scvm from all the bugs they’ve probably swallowed.
Art/design: Surprisingly clean text. Design elements reinforce narrative structure. Insect imagery hints at the horrors dominant in certain locales.
Usability: A self-contained village adventure simply bursting with replay value.

This Forest Breathes

Concept: “Pulsing with green life, lit without sun, the secret to this sprawling wood lies within its lifeblood: somewhere, deep past crawling vines and scurrying creatures, is a pool, its crystal-clear waters holding the secret to life eternal.”
Content: A bizarre subterranean forest crawl
Writing:
Predominantly textual and relies on the writing to convey the intended tone
Art/design:
A variety of layouts, some more traditional than others, and an array of typefaces all within a limited palette
Usability:
Eternal life ain’t all it’s cracked up to be

This Hell of Mine

Concept: “A week has passed since the mine collapse. All efforts to move the giant boulders blocking the entrance have proven futile. […] Left with no other choice, you grasp the rope and descend into the mines…”
Content:
A complex and cerebral dungeon
Writing:
Clear and does a good job of economizing elements into accessible bullet points
Art/design: Efficient, atmospheric use of typefaces and color
Usability:
More than a few moving parts to keep track of, but the document provides cues and assistance

This is the End Now

Concept:Peace Death shall come to everyone. For is it not written that the sword is key to heaven and hell?”
Content: A psychedelic album crawl of magic spheres, wishes, human greed, and its inevitable conclusion.
Writing: Prescriptive language which produces a singular narrative.
Art/design: Sepia-hued imagery in tribute to both album and musicians.
Usability: Bordered font hinders skimming and referencing the text. 

This Shirt

Concept: “This shirt is an independent production by Ex Libris Mörk Borg and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell. 
 
…obviously.”
Content: This shirt is an independent production by Ex Libris Mörk Borg and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Writing: Compliant with the Mörk Borg 3rd Party License.
Art/design: Multiple typefaces, Yellow, Pötatö Borg, Grit & Texture. Mörk Borg Compatible.
Usability: It covers your back, chest, and shoulders in Mörk Borg 3rd Party Content. 

Thrice Cursed

“Inflict these powerful items upon your players, but know that they carry a heavy curse.”

Throat Singer

Concept: “A feral not-quite-animal with the voice of an angel”
Content:
A fairly light-weight monster that’s heavy on character
Writing:
A straightforward stat block with descriptive text that adds depth and detail to the concept
Art/design:
The full-page illustration reinforces the tone and adds to the atmosphere
Usability:
Larger groups may pose more significant challenges to PCs

Through a Glass Darkly

Concept: “Your party has stumbled into a dungeon that appears abandoned, but weird things keep happening.”
Content:
A slow-boil slaughterfest with an excellent gimmick
Writing:
Conveys necessary information concisely
Art/design:
Marvelous contrast between the two maps
Usability:
Effective room nomenclature; the Notes document is a very useful, practical addition in many ways

Thy ship was swallowed by a moray eel of considerable proportions

Concept: “As stated in the title”
Content: “As stated in the title”
Writing: A medical treatise, ecology, and setting guide in one long, wriggly, event-driven package. The eel's name is Inmedius Rex.
Art/design: Memorable use of eel anatomy, and organic placement of spot illustrations.
Usability: The monster and NPC stat blocks were fully digested, make your own. 

TIM, SEND ME YOUR ADDRESS!

Concept: “If your name is Tim and you bought the physical version of A$$HOLE$ & ELBOWS in the last couple of weeks, SEND ME YOUR ADDRESS!” 
Content: A itinerant gang of devoted reverse pickpockets, and a map of where to search for them.
Writing: The writer is channeling personal experience.
Art/design: It could call out Tim more than it does honestly. 
Usability: Two PDFs. Completely fails at its core purpose, finding Tim. 
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