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

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Time for Tea

Concept: “This teapot will drive your scvm crazy, but the rewards are potentially limitless…at least for the survivors.”
Content:
A surreal string of events revolving around a teapot and some invisible visitors
Writing:
Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
Art/design:
The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
Usability:
“Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”

Timescrewed Scavenger

Concept: “You see glimpses of an impossible future, and you couldn't be more curious and afraid.”
Content: This scavenger keeps picking the wrong pockets—of time.
Writing: Brings a machine gun to a sword fight.
Art/design: Futuristic content in a traditional two-column layout. 
Usability: Print-friendly and mostly plaintext. 

To remember me by.

Concept: “The 7th set of ribs of a once dear ally, honed to an edge and then steeped in Necromancy.”
Content: A pointed reminder of past failings and a chance to reconnect with an old friend.
Writing: At once deeply intimate and tragic.
Art/design: Black and white blocked plaintext.
Usability: Requires a dead friend. 

Tomb Guard Lancer

“These tortured creatures guard the tombs of powerful lords and ancient kings.”

Tomb of the Old Dead One

Concept: “Treasure hunters, a bottomless pit with a terrible secret, long-forgotten cells containing the corpses of people nobody remembers anymore, and the animated skull of a necromancer giant. What more do you need?”
Content: A dungeon with a necromancer’s animated giant skull giant animated necromancer skull necromancer giant’s animated skull.
Writing: Short and sweet, lets the mechanics tell the story. with clear references to the core rules where needed.
Art/design: A simple and accessible map of pink and yellow surrounded with alternating lay colored blocks of text.
Usability: Text coloration allows for easy visual reference and navigation.

Tomb of the Screaming Snakes

Concept: “Somewhere in the Sarkash forest you can find a group of standing stones among the dying trees. … The stones are the last remains of a snake cult, its mutated members not seen by the world in centuries.”
Content:
A 15-room dungeon with indigenous monsters and treasures
Writing:
Short, clear descriptions of each room and inhabitants
Art/design:
Map is easily readable and use of colored text facilitates easy GM use
Usability:
Includes a player-facing map and an overlay sheet to simulate a torch’s light radius while exploring

Tome of Skulls

Concept: “Skeletal, undead monsters that exist solely to – if all goes well – slaughter the player characters and put an end to their misadventures”
Content:
6 new undead enemies
Writing:
Includes descriptions and stats for each entry along with tables of activities each is engaged in when encountered
Art/design:
Nicely pieces the contents together within the layouts while keeping them clearly differentiated
Usability:
Designed as a physical fold-out poster; may affect digital usability or home printing

Too Many Fingers

Concept: “Learn the rules to the popular pub game TOO MANY FINGERS, and try your hand at it today!”
Content:
A guessing-game that adds some excitement to those boring nights at the tavern
Writing:
Simple rules clearly conveyed
Art/design:
Visually depicts the rules and reward
Usability:
Requires players to have a favorite finger (shouldn’t be a problem for most scvm)

Toon Horde

Concept: “Few things are more terrifying to a world of ash, metal and blood than plastic, laughter and assimilation.”
Content:
Proof that there is no God in the world of Mörk Borg
Writing:
Outstanding. You have to read it for yourself.
Art/design:
A perfect blend of Mörk Borg and cartoon aesthetics
Usability:
Your game will never be the same after this. Fair warning.

Toothberries

Concept: “Deliciously crunchy teeth that heal the body. Eat too many and more may grow.” 
Content: See above warning label.
Writing: A grotesque case of oro/maxillofacio/horticulturo/necromancy.
Art/design: A spitting image of teeth growing from an arteria bush.
Usability: Only for planting at night. 

Tormented Imp Mangler

Concept: “little shits jumping around you that you can throw at enemies or stomp to death to make cool shit happen!” 
Content: Alternate reality Tim, punished for his sins by little imps.
Writing: Narrative and mechanics reinforce what a pain in the ass these imps are.
Art/design: Imps cavort in TIM’s wake... until he throttles one by moonlight.
Usability: Imp as follower. Broke. Imp as weapon. Woke. 

Tormented Toymaker

Concept: “Once you were a peaceful toymaker. […] Now your toys are imbued with dark magic, and wreak havoc on the dying land.”
Content:
A crafter/artificer class that uses Powers to create magical automata
Writing:
Intriguing flavor and concise descriptions of mechanics
Art/design:
This class may or may not be a giant owl in a funny hat
Usability:
The document is aces; remembering where you left your toys may make in-play management a bit more involved than other classes

Tormentous Tragedies

Concept: “An expanded list of miserable histories, backgrounds, and inescapably dire crimes”
Content:
20 more options for character backgrounds; some strange and horrifying (and thoroughly appropriate) options
Writing:
Quick, concise snippets expressing some truly torturous traits
Art/design:
Matches the original Troubling Tales layout nicely without simply mimicking it point-for-point
Usability:
“Roll a d20 or tear the paper to shreds and pick whichever tale is most legible.”

Tower of Insanity

“Mind-bending aberrations, a BBEG from out of this dimension, insanity and madness table and more.”

Tower of Scoundrels

Concept: “The heroes search for shelter from the impending downpour. Lightning flashes, illuminating the forest and revealing a tower.”
Content:
A tower crawl designed to distract from larger plots and quests
Writing:
Provides background on the tower and descriptions of each room and character
Art/design:
Woodcut-style graphics, vibrant colors, and other visual flourishes set the tone well
Usability:
Album sleeve doubles as a GM screen with concise maps of each level and a summary of enemy stats and key features; booklets are organized by floor with descriptions and stats in close proximity to maps

TPK END IT ALL

Concept: “A printable deck of tarot sized cards.” 
Content: Tarot-sized Misery cards, and 11 accompanying creature cards.
Writing: Holds the prophecies, and creature stats.
Art/design: A collection of tarot-style public domain images and generated content.
Usability: Unzip, Print, Shuffle and choose your Misery wisely. It could be your last. 

Tragic Castle Obsession

Concept: “VAMPIRES! VAMPIRES! VAMPIRES! 
EVERYTHING IS A VAMPIRE! ...”
Content: A vampire castle dungeon, and Old Nick album crawl.
Writing: A full-blooded and aggressive parody of spooky vampire dungeons.
Art/design: Illustrations reinforce the cheesy haunted castle aesthetic.
Usability: Highlighted mini-map and column sidebar make for convenient table reference. 

Training in The Borgs!

Concept: “Puts progression agency in the players hands while still balancing how fast they can” 
Content: A money-for-experience ruleset. With escalating costs, feat limits, and defined inventory space for silver.
Writing: A simple optional ruleset for scvm with much silver and little sense.
Art/design: A scvrvy skull and thick white-on-black text with some highlights.
Usability: Color-coded highlights make for easy reference. 

Tranquility Base Hotel & Casino

mv

Concept: “A red glow is coming from over the horizon. It is a HOTEL sign.”
Content:
Mörk Borg vacations at a lunar resort
Writing:
Conveys an isolated, nostalgic tone
Art/design:
Color and graphics contribute a lot to the overall atmosphere
Usability:
Slight flow ambiguity between Lobby and Hotel but not a major obstacle

Trapped Within

Concept: “’Descending further into delirious madness, King Fathmu IX is haunted by visions of mockery... (he) imprisons everyone who seems a threat in his underground prison. Terrified traitors, aspiring necromancers, powerful demagogues and even scum like you.’” 
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play. 

Treasures of the Troll King

Concept: “The troll-king Niduk … oversees the small domain he has carved for himself, in a forgotten chapel to a murdered god. KILL HIM.”
Content:
A randomized, shifting sewer crawl with multiple set pieces, random encounters, some new Powers, and one nasty f’ing troll
Writing:
Provides copious descriptions and multi-sensory imagery to help GMs immerse their players
Art/design:
A mix of layouts and design choices meant for expressiveness and usability
Usability:
Seriously, the last boss is going to be really tough

Trench Coats and Trench Cats Last War Expansion

Concept: “New Horrors of War Spotted
Strange things have been reported from the front this week.”
Content: Trench coats. Trench cats. Trench warfare. New scenarios
Writing: Amusing variety of coats and cats—and trench warfare.
Art/design: Public domain depictions of aggressive cats, bell ringers, whisky drinking horse skulls. A terrifying miniature of a bloody creature. All in a newspaper layout.
Usability: Requires Forbidden Psalm: Last War

Trial of the Altered Beast

Concept: “The Altered Beast is dying, slowly succumbing to the passage of time. While their story is set to end, there is a way they can yet live on.”
Content:
A funnel containing locations, monsters & NPCs, and an optional class as a “reward”
Writing:
Provides background for the GM’s benefit along with descriptions and relevant mechanics for locations and inhabitants
Art/design:
Typographical choices create a visual hierarchy that facilitates reference and navigation; illustrations add color and character to the creatures & NPCs
Usability:
Includes separate PC- and GM-facing maps and a printer-friendly version of the whole document

Trick Sword

Concept: “A strange contraption is attached to the hilt of this blade... what does it do?”
Content: A sword that throws its weight around.
Writing: Unpredictable, elegant, dangerous, and occasionally dense. As all magic swords should be.
Art/design: Background illustration obscured by hefty rules texts.
Usability: Pull the lever. Hope for the best. 

Troldfolk

Concept: “Outcast from the worlds of humanity and beast, neither entirely one or the other, it is only your tenacity, ferocity, and cowardice that have allowed you to survive.”
Content:
A troll adapted to a PC class; incorporates additional features to facilitate the authentic troll experience and two tables to generate character background and motivation
Writing:
Clearly written with a moody, brooding tone and visceral imagery appropriate for a troll
Art/design:
Features a pretty gnarly illustration; colored headings and body typefaces clearly delineate the major sections
Usability:
A slightly heavier class than others, but the various mechanical components are grouped together for easy reference

Troll King Grave

Concept:
“Delve deep
Silver awaits
Hold precious your face
For the eyes will unlock”
Content: A troll-filled, in-your-face, one-page grave-crawl
Writing: Dense graphic prose scratched across the cavern floor.
Art/design: A meandering cave filled with handwritten scrawl.
Usability: Available in printer-friendly black & white.

TUBORG

Concept: “my new thicc 3rd party @MorkBorg zine.”
Content: A Silver Premium Lead Acid Battery.
Writing: 12V 63Ah 610 AEN of high performance technology.
Art/design: Sturdy although rushed composition.
Usability: Only Illeen knows what it is for. 

Tulivuori the Impulsive

Concept: “Where once loomed Bergen Chrypt, now seeps the yellow-red rage of Tulivuori.”
Content:
A volcanic adversary, literally
Writing:
Includes an anti-stat block with rules for converting followers and gifts bestowed
Art/design:
Illustration and other graphic elements convey an eruptive, dynamic energy
Usability:
Not your typical monster

Tusked Turncoat

Concept: “You have two accomplices who will never abandon you: YOUR TUSKS.”
Content:
The Fanged Deserter with an alternative bite pattern
Writing:
Reads exactly like Fanged Deserter because it’s the same damned class
Art/design:
It has columns and pink and a walrus-man holding a crossbow
Usability:
Exactly like Fanged Deserter because Karl Druid is a crazed, sadistic imp

Tuurngaq

Concept: “So, you killed this creepy hermit, back in these frozen hills. Since then, something is hunting you.”
Content:
A malicious, body-stealing spirit from the frozen north
Writing:
Offers up a potential hook, stats, behavior and ecology, and means of controlling one
Art/design:
Well-delineated text blocks keep different types of information discrete and accessible; extensive use of cool colors supports the arctic character
Usability:
Potential to serve multiple in-game purposes in different capacities

Twisted Firestarter

Concept: 
“TWISTED FIRESTARTER
BURNER AND LOVER
but most call you Tim.” 
Content: Tim. A real self-starter.
Writing: Ranges somewhere between birthday candles and cigarette burns.
Art/design: Tim boldly attempts to send his address — by smoke signal.
Usability: Orderly, high contrast, black and white. With just a hint of red.

Twisted Souls

Concept: “‘Que cada um viva meia-vida, mas nenhum dos dois vai morrer!’ A mágica parece ter dado certo, mas, desde então, tudo tem estado muito conflituoso.” 
Content: Two brothers, opposites, trapped in one wizard's body.
Writing: Confusion and conflict define the duality of mastering clean and unclean magic.
Art/design: A stylized two-column layout with reference stats stalking the perimeter.
Usability: Print-friendly with a hint of yellow. Portuguese Language. 

Two Hunters

Concept: “A Mörk Borg album crawl based on Two Hunters (2007) by Wolves In The Throne Room”
Content:
A wilderness scenario with a slew of stat blocks and items
Writing:
Keeps a tight focus on the scenario and dynamic but opens multiple entry points for PCs
Art/design:
Use of green helps set the scene while other colors and typefaces keep it anchored in the Mörk-Borg aesthetic
Usability:
Design choices are helpful for navigating the document

Two-Faced Assilisk

Concept: “Birthed from 𝕳𝕰𝕽 anus. Cast into the public toilets of Bergen Chrypt. Patron of paladins and other assholier-than-thou antagonists.”
Content:
An alternative demi-basilisk
Writing:
Provides parodic lore and tables of demands and consequences for not meeting those demands
Art/design:
Components visually delineated on discrete scraps of paper; gratuitous basilisk butthole
Usability:
Don’t

Tyrant of the Highest

Concept: “The most wretched of royalty, Tyrant of this dying world, the evil born in a manger”
Content: An IKHON of the Tyrant and the End, an apocalypse in defiance of 7:7.
Writing: Testament language full of brimstone and death.
Art/design: Black and white, with hints of the blood to come. Organized, Inevitable, Psalms.
Usability: Deviates from IKHON usage slightly. Variant rules explained in opening spread. 

Tyst Borg

“Metal bands; they compose their own songs of rage and revolt and travel the lands expanding their numbers so they can one day confront the Undying Orchestra itself.”

Ucalegon

Concept: “A reckless unguided horde of desperate terrified people seek refuge. The endless flames of their homeland push them to the only place that remains untouched by flame.”
Content:
Some lore (tying into the Box of Shadows title), 4 classes, 3 items, and a merchant who sells them
Writing:
Provides copious historical background for the game components; classes in particular have some grim humor but are on the lighter side regarding features and personal background
Art/design:
Efficiently ordered and laid out with economical color and typographical choices alongside interesting and atmospheric images
Usability:
Feels like a strong tool kit for building an adventure around a band of outsiders

Ultraviolent Floating Halls

“The father, using his woodcutting axe, massacred his family. He hasn't been seen since.”

Umbrose Sprouts

“A vicious creature that uses its own young to draw its prey close”

Uncle Bogdan’s Tale of Two Sons

An ancient tale from Uncle Bogdan about two sons who experienced unpleasantness.

Undead Ascendant

Concept: “Death, is only the beginning. This message of enlightenment is to be shared by all... these teachers have come to teach.”  
Content: A telekinetic un-corpse. A follower or foe.
Writing: Enlightened in its brevity.
Art/design: Strikingly defined corpse imagery, haloed in pink, with vibrating yellow follower text.
Usability: Utilitarian follower, and hard-hitting opponent. Stay on its good side. 

Underhill: Blood Queen of the Trow

Concept: “Find children. Kill elves. Profit.”
Content:
A subterranean dungeon crawl in pursuit of kidnapped children
Writing:
Heavy on descriptions of rooms and creatures/characters; some variable encounters
Art/design:
Draws from a wide range of public domain artwork
Usability:
Images deployed to help GM navigate rooms and reference creature stats

Unfortunate Mutations

“A randomisation table full of random mutations for you and your character to suffer with during character creation”

Ungrateful Un-Dead

Concept: “Dark and twisted undead monsters haunt this zine.” 
Content: 35 fresh additions to the living dead. And d100 things you might find on them.
Writing: A largely amusing, occasionally horrifying.
Art/design: Silky and skeletal illustrations with a classic comic shading. In black, true black, gray, and white.
Usability: Slightly tilted, but easy to read layout. 

Unholy Mountain

Concept: “The Falchon ascends, climbing up to the peak. […] The next hing you know, you are falling through the air…”
Content:
A 15-room crawl through a twisted frozen dungeon
Writing:
Lots of interwoven details, foreshadowing, appropriate atmosphere, and dynamic elements to keep players moving forward; rooms are described in bullet points, helping with fast reference and navigation
Art/design:
A relatively dense layout but uses visual cues to connect related components on the page
Usability:
Well-designed for GM use; some subtle hazards may trip up players but never lead to dead ends

Unholy Night

Concept: “The house is an old stone and wood structure. Icicles line the eaves – glittering in the firelight from within. The smell of burning oak fills the air and fills you with hope. Shelter. Warmth…..maybe even food.”
Content:
A frozen, Yule-themed adventure filled with murderous holiday cheer
Writing:
Provides lots of descriptive text for the GM to use and adapt
Art/design:
Graphically conservative, but effectively conveys the atmosphere of particular scenes
Usability:
Minimal mechanics; emphasizes interaction and narrative-building

Unholy Night

“You've wandered in the snow for so long you forgot who you are. But to your luck you see a small hut in the distance, saved. Or are you?”

Union

Concept: “The Voice of Many: A Meatworks experiment gong very, very wrong.”
Content: A verbally abusive meat collective.
Writing: Manifestation lends weight to social satire.
Art/design: Perspective exaggerates a tortured mass barking at the moon. Crisp unified design.
Usability: For Mörk Borg and Lichoma. 

UnitSix's Misery's Keep

Concept: “an independent production by UnitSix… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated.
Writing: A dastardly villain, a towering castle treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: Crisp and spacious layout contrasts with rich inky illustrations, lovingly splattered.
Usability: Easy to reference try-fold layout with strong visual hierarchy. 

Unofficial Guide to the Mörk Borg Universe

Concept: “Mörk Borg and its “sister” games are all rules-lite RPGs that fit loosely under the Old School Revival or Renaissance (OSR) gaming movement. With a little bit of manipulation, any or all of these games can be mixed/blended/mashed-up.”
Content: A compilation of Mörk Borg's sister games.
Writing: A list of abilities, and their uses in the various games. A summary of the basic core mechanic.
Art/design: Plain text.
Usability: Contains links to the home and license links of the 9 systems included in this guide for those who want to play or design for these systems. 

Unstable Bower

Concept: “Rules don’t apply to you—not the normal ones, at least.”
Content: A Scvm who brings cards to a dice fight.
Writing: Truly masterful mechanical phvckery that manages to feel strikingly unique in play and remarkably familiar in outcome.
Art/design: Satirized Mörk Borg Cult aesthetics hint at its corrupting influence on gameplay.
Usability: Pick a card, any card. Seriously... bring some phvcking cards. 

Unwanted Fragments #1

Concept: “This micro-zine was an experiment of sorts as I posted most of pages to the TALK MÖRK BORG group on Facebook and asked for votes on the possible content for each page.”
Content:
A slew of weird, creative locales, monsters, NPCs, and loot; as the name says, a kit of bits and pieces rather than a unified dungeon
Writing:

Art/design:
Great OSR-style interior art; incredibly expressive character portraits
Usability:
Lots of background and details; study carefully if you want to use anything verbatim

Using Dead Things: Birthing Living Things

Concept: “The world of Mork Borg is swollen with desecrated artifacts, putrid items, and cursed creatures. Perhaps you’d like to create even more of them?”  
Content: Crafting mechanics, experimentation, legendary artifacts and the adventures you'll take to build them, animal husbandry, four creative classes, automatons, and more.
Writing: Elegant mini-game mechanics, with strange and evocative descriptions.
Art/design: Delicately crafted, with a visual style that is engaging, not distracting.
Usability: Accessible text, clear table of contents and index, amusing postcards. 

Utställningslokaler the Showroom

Concept: “An endless dungeon generator of furniture stealing and being lost”
Content:
Tools for generating rooms, content, and encounters
Writing:
Includes a brief hook; otherwise, pretty direct descriptions and instructions
Art/design:
Contains helpful illustrations of room shapes and types; more traditional layout and design; primarily monochrome with but uses thematic colors to emphasize the BBEG
Usability:
Good in its own right, but additionally useful as a reskinnable dungeon generator

Valley of Forbidden Churches

“This sandbox-style adventure presents a series of dangerous areas where players could succeed or fail based on their preparation and cleverness.”

Valravn

Concept: “The fell spirit of a person who has spent too much time in the dark magics of the wood.”
Content: Half man. Half raven. All illusion.
Writing: Incorporation of traditional folklore with deeply flavorful and appropriate mechanics.
Art/design: A violently gritty depiction of a nightstalker that lives up to the legend. 
Usability: Stylistic where desirable, legible where necessary. 

Vamperic Prosthesis

Concept: “Heal from drinking the blood of others.” 
Content: “The fangs of an elder vampire, transfigured into a wearable prosthesis.”
Writing: Slightly addictive blood-drinking mechanics and a ghastly origin story.
Art/design: Slightly toothy, and just a little bloody.
Usability: For those wannabe bloodsuckers. 

Vampyr

Concept: “You don’t know if you are dead, undead, or a blood sucking demon but time or what is left of it, marches on.”
Content:
A relatively traditional vampire class
Writing:
Fairly concise and targeted on mechanics with some flavor text
Art/design:
Text in various colors and typefaces arranged on the focal image
Usability:
Text size and color can be a bit difficult to read at size

Van Haugr

Concept: “You are named Van Haugr. For generations has your bloodline hunted the creatures of the night. You are no different.”  
Content: A self-contained, ghoul-slaying, variant of Dark Fort.
Writing: A dark and dreadful fantasy. Hunting for monsters in an old cathedral.
Art/Design: Three horizontal pages of organized three-column layout.
Usability: Self-contained, organized, and legible. A fairly pragmatic document. 

Vanity Bleeder

Concept: “Slick with ichor and desire, the dire hostess, The Golden Masked Miraculous, sits alone atop the ruins of her father's cult. All heirs have been murdered: any drop of blood in the vein, and the sickly bell will whine again.”
Content: A glamorous/decrepit manor crawl full of hospitality/horror.
Writing: Understated and effective horror which carefully unravels and presents itself across both the black/white pages.
Art/design: A duality of black/white denotes the influence of Verhu’s Blind on the perceptions of the inspired. Alterations and reversals of associated imagery enhance the central theme.
Usability: Redundancy and parallel between the black/white versions of each spread allow for ease of reference regardless of your scvm’s sobriety during the adventure. 

Vanvetter: Water Wights

Concept: “Nordic folk tales have told stories of Vannvetter for as long as we can remember. This publication details three.”
Content:
A trio of aquatic antagonists
Writing:
Provides background lore and hooks for the PCs
Art/design:
Straightforward, easily navigable layouts arranged around evocative illustrations
Usability:
Simple on the GM side; creatures pose various threats and consequences for PCs

Vassull

“These carnivorous hurdling lamb-like creatures are covered in razor-sharp hairs.”

Vast Grimm

8 contributors
Concept: “Will you make it through the Gate of Infinite Stars and escape to another universe? Or will you end up like so many before you, inhabited and controlled by the parasites that are the Vast Grimm.”
Content:
A sci-horror adaptation of Mörk Borg
Writing:
Incorporates many familiar elements from its source material while establishing its own voice and style
Art/design:
Maintains the artpunk aesthetic but adapts to its genre and setting; art is a mix of two- and three-dimensional designs
Usability:
Includes a rules reference sheet and multiple indices for easy use and navigation

Preview release

Vaucanson's Tomb

Concept: “‘If it looks like a duck, swims like a duck, and quacks like a duck...’”
Content:
A reliquary guarded by duck constructs
Writing:
Describes the room, contents, and triggers for the mechan-ducks
Art/design:
Conservative 2-column layout with typographical variation for texture; includes a map and illustration
Usability:
Includes multiple triggers and outcomes for duck death

Vengeful Wight

Concept: “You woke up, feeling the bitter taste of death in your mouth and a burning anger in your heart.”
Content:
A vengeful undead character class with 2 separate options for starting abilities and gear, and 8-point tables for totem animals and mementos
Writing:
Lean, efficient descriptions
Art/design:
Stark use of color to differentiate mechanics from descriptive text
Usability:
Starting options add some interesting versatility within a single class

Venus Red

“The Mothershrooms are pale white fungi that grow in dark places. When picked up they bleed an intoxicating red substance used by the Sarkash druids to reach the metaphysical island of Venus Red. Here they learned how to uncover forgotten dark secrets, but initiates must find the path on their own risking their life.”

Verhu Wants

Concept: “If you don't meet the basilisk's demands, you will die! Survive somehow within 666 seconds!”
Content: A cursed amulet, and a (probably) fatal 666-second errand. 
Writing: Clever use of The Basilisks Demand table as a mini-game. With helpful descriptions of the options a scvm could take to avoid almost certain death.
Art/design: An amusingly horrifying sketch of a disappointed (and hungry) basilisk.
Usability: A short solo adventure or introduction to Mörk Borg. 

Vessel of the Formless One

Concept: “you have been chosen by a formless deity as their vessel, their voice and their harbinger; forced to spread their dreadful gospel.”
Content: A vessel without a cause… with eight deific parasites.
Writing: More dynamic than an empty vessel has any right to be. 
Art/design: An umbral figure regards thin and vacuous text, lightly adorned by blood of a formless god given flesh.
Usability: Emaciated, but legible text. 

Victrix Ludorum

Concept: “A gag class based on an inside joke on the Liber Ludorum discord.”
Content:
A character class all about stabbing people in the butt with a spear
Writing:
Standard class profile and 4 special features … involving a butt spear
Art/design:
Layout and image modifications emphasize the stabbing-people-in-the-butt-with-a-spear concept
Usability:
Did I mention it’s about stabbing people in the butt with a spear?

Viggo's Retinue

Concept: “A faction of sinister saviors from Galgenbeck” 
Content: Exorcists of questionable motive.
Writing: The zealous interests of Galgenbeck are reflected in a morally ambiguous trio of exorcists.
Art/design: Menacing wanderers approaching, text shielded by the inverted cross of the One Trve Faith.
Usability: Blessed with the background and motive to drop into any session. 

Vildvittra

Concept: “They are cruel and fierce, always in search of prey.”
Content:
A haryp-esque monster
Writing:
Includes a brief description of behavior and ecology
Art/design:
Mörk bird
Usability:
Don’t let your PCs get carried away. (That joke will make sense when you read the Special.)

Vile Bile-Rider

Concept: “Glorious FILTH~! Is there no greater feeling than to bathe in the aftermath of LIFE”
Content:
A filth-wallowing composite monster
Writing:
Gets the point across without being overly graphic
Art/design:
Colors are spot-on for the concept; a weirdly ingenious collage illustrates the concept described in the mechanics and paratext
Usability:
An interesting tool for tactically minded GMs

Vile Bodies

Concept: “Freshly dead corpses are rising and bounding off into the forest. The Arch Prisetess of Galgenbeck wants this heretical necromancy investigated.”
Content:
A pointcrawl through the woods after a fresh snowfall … and also freshly risen zombies
Writing:
Primarily descriptive of scenario and settings but with some colorful imagery
Art/design:
Straightforward block layout with readable body text and unobtrusive illustrations
Usability:
Failure is an option for PCs (but not a good one) 

Vile Jackalope

Concept: “‘Whether or not you had once been a human, it’s unknown. What you are, however, is certainly something of disdain and suspicion.’” 
Content: A long-eared, horned, fey creation of SHE.
Writing: Familiar folklore and references, twisted to the whims of SHE.
Art/design: A rich textured jackalope illustration with collage elements. A strong overall composition.
Usability: Available in print-friendly or glamoured. 

Virtually impossible Machine

Concept: “We accidentally started one of the most heated programmer debates, and I felt the need to make this.”
Content:
Esoteric technology that either makes it easier to do things or makes it impossible to do anything.
Writing:
One easy-to-read paragraph
Art/design:
White text on black ground with an ASCII logo—very appropriate to the subject matter
Usability:
See “Content” above

Void Witch

Concept: “Born under a strange moon... you walk the line of this world and unreality, stepping over closer to the void bound in your mind.”
Content: A human channel into the unreality.
Writing: Mechanics reinforce the sense of multidimensional visitations and their eldritch secrets.
Art/design: Bold neon color with a heavily defined linework with winding rules text.
Usability: An aggressive spellcaster with a mechanic to absorb Arcane Catastrophes. 

Vorg

Concept: “Their fur is matted and sparse and their eyes glow with an unnatural, sickly yellow.” 
Content: "Packs of twisted and ferocious dogs that roam the outskirts of towns.”
Writing: Firmly placed the dying lands and framed for likely encounters. 
Art/design: Intelligent, hungry, and just a little mangy. 
Usability: The pups might even be trainable. 

Vorhees Slasher

“This vengeful spirit is bound to Lake Onda driven to kill those who attempt to camp at its shores.”

Vulgar Stenches

Concept: “d12 horrific odors you may encounter, and their deleterious effects on your constitution”
Content:
“d12 horrific odors you may encounter, and their deleterious effects on your constitution”
Writing:
Full of horrible imagery—just awful—but conveyed well
Art/design:
Design and layout facilitate quick reference
Usability:
Keep a bucket handy

Vulpignipagus

Concept: “These wretched foxes are conjoined in pairs, their tails fused, the center lit with an  inexorable fire.”
Content:
A rather innocuous, unfortunate monster
Writing:
Furnishes lore and a stat block with a few Specials
Art/design:
Illustration divides the page between descriptive and mechanical text
Usability:
Probably easier to use than to pronounce, but don’t hold that against it

Vvavvl

Concept: “A castle on a hill in the middle of nowhere unknowingly bringing about THE END.” 
Content: A season-skipping, Misery-inducing, gold-grabbing, castle-side family reunion crawl.
Writing: Interesting family dynamics, the dreaded Economicon, and a surprising number of brothers-in-law.
Art/design: Stylized text which combines splashes of high-contrast emphasis with an overall print-friendly design
Usability: Yes, the QR code works. 

VVil-boar, the Soul Eater

Concept: “The soul-sucking body of some pig”
Content:
No head but filled with rage
Writing:
Includes stats, lore, and an extended adventure seed
Art/design:
Type, color, and layout differentiate textual components for easy use
Usability:
Has the potential to kill or maim PCs merely by encountering (not even fighting) them

Wandering Duelist

Concept: “A seemingly normal man poorly dressed pulling a cart full of severed heads”
Content: See Concept.
Writing: Unexpectedly cursed, in the best way.
Art/design: Yellow, Black. Lovely sketch of a pitiful scvm with a broken cart.
Usability: It goes right when it all goes horribly wrong. 

Wandering Master

Concept: “Tired of pursuing enlightenment, instead waiting patiently for the challenge to come to him”
Content:
A samurai-inspired enemy warrior
Writing:
Primarily devoted to mechanics but with details that establish character
Art/design:
A split layout balancing text and image; illustration conveys cultural flavor in a Borgy fashion
Usability:
Variable behavior and attacks based on the battle’s progress; a little complex, but not overly so

War Flock

Concept: “A fiendish dungeon lair created by a deranged acolyte of the evil duck god”
Content:
A puzzle room featuring rabid ducks standing between you and escape
Writing:
Includes a short introducktory paragraph, but otherwise focused on delivering details and mechanics
Art/design:
Includes a map for reference; primarily textual, but typographic, color, and visual choices add Mörky character
Usability:
Multiple solutions to the challenge, both risky

Warden of the Wyld

Concept: “The forest is always watching...” 
Content: “A creature that defends the forest, appearing as friend or foe to those who encounter it.”
Writing: A simple stat block that bleats for itself.
Art/design: Some intentional ambiguity lends mystery to the nature of this warden.
Usability: Floor your friends and leave them stunned. 

Warg Borg – Clan of the Fang

Concept: “add some flavor of the moon to your game/sessions.”
Content: “a lycanthropy supplement”
Writing: A template with core combat mechanics and an outline of the rituals of Clan Fang.
Art/design: Public domain prints in a cohesive and organized three-column layout.
Usability: Work in progress. With four more clans to be established. 

Warped Grotto’s Misery’s Keep

Concept: “an independent production by Joonas R… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A lightly distressed tri-fold pamphlet design with a clever pastel palette with vibrating blue highlights to draw the eye.
Usability: Available in printer friendly, or lively pastel. 

Warrener of Spirits

Concept: “It’s a confusing wordy pretentious bastard...and it’s just fine with that assessment.”
Content:
A skin and soul-stealing gambler; includes items for anteing and a ritual for when you inevitably lose
Writing:
“Includes 2 glossaries. You're going to need them.”
Art/design:
A variety of layout and design strategies create a lot of visual diversity with a minimal palette
Usability:
Sections and segments are visually delineated; important mechanics are presented in more straightforward language to support usability without sacrificing character

Wash thine filthy, blood-caked corporeal form

Concept: “Cleanliness is next to Basiliskliness”
Content:
Mechanics for cleaning your scvm
Writing:
Includes some helpful bits of advice for personal grooming and hygiene
Art/design:
Features naked people—just like you when you use these rules
Usability:
Delivered in shower curtain and towel form. Super-meta.

Photo by @graven_images, used with permission (encouragement, even)

Waves to be as Mountains

“Leviathan becomes a hex map where the players start at the bottom and climb to the top. Kaiju movie tropes are built-in.”

Wayward Corpses

“Shall you find your way out of this twisted, endless place? Or shall you become yet another wayward corpse, doomed to roam here until the Seventh Misery releases you from an undying purgatory?”

Wayward Wickhead

Concept: “Wick-Head, a-Wick-Head the longer you stand, the shorter our life grows!”
Content:
Converts the iconic wickhead enemy/hireling to a playable character class
Writing:
Captures the playful, sinister weirdness portrayed in the core book with creative prose and appropriate, compelling mechanics
Art/design:
Visual elements aid navigation and add flavor alongside the digital collage illustration
Usability:
Also includes a plain text version for easier reading

We Are What We Are

Concept: “2 New Optional Character Classes: The Sin-Eater, The Parasite Skeleton”
Content:
An undead class that wishes it was alive, and a living class that would be better off dead
Writing:
Clearly written with appropriate imagery and tone
Art/design:
Typeface and color choices add variety to the page; two-column layout is easy to read
Usability: Includes some relatively harsh restrictions, particularly the Parasite Skeleton, but they make for interesting, challenging classes

We Can’t Stop Here …

Concept: “A wagon filled with magical herbs that would make any occult herbmaster wet their pants from excitement”
Content: A drug-filled wagon and introductory adventure inspired by a masterpiece of American literature
Writing: Includes lore, characters, and tables for the wagon’s contents and effects, hangovers, psychoactive visions, and trips (double entendre!)
Art/design: Includes some Borgy layouts and colors with graphics that reinforce the key motifs; dungeon features clean design and simplified layouts inspired by Rotblack Sludge
Usability:
Includes alternate rules for travel different from (but not incompatible with) Overland Travel/Roads to Damnation

We Die Alone

Concept: “A solo roleplaying supplement for Mörk Borg”
Content: Rules tweaks, advice for setting scenes and building narrative arcs, and mechanics for GM-less play
Writing: A mix of game mechanics and metagame guidance
Art/design: Liberal layouts and more subdued design than some Mörk Borg publications, but still on-brand
Usability: Not as comprehensive as some other solo toolkits but it’ll get the job done

Weapon of Mass Destruction

Concept: “The will of the piper Culloden Reid was so strong that as his blood soaked into his bagpipes, so did his wrath, his anger and his military guile.”
Content:
Bagpipes with a variety of effects in combat
Writing:
Contains extensive in-game lore and a short essay on the item’s real-world inspiration
Art/design:
Primarily textual; visual elements, varied typefaces, and some minor illustrations add character
Usability:
Way easier than real bagpipes

Wear and Tear

Concept: “When the apocalypse came, perfection was the first thing to go.” 
Content: Equipment maintenance rules, gear, jobs, classes, biological modifications, and viral powers for Pharmagothica
Writing: Effective rules text. Titles and headers evoke flavor which is bulked out by the mechanics.
Art/design: A clinical format. With technical drawings and medical illustrations that typify the banality of evil.
Usability: Text balancing utility and style from entry to entry.  

Weathered Harbinger

Concept: “Born to weather any storm, you fear no weather and embrace the power within it.”
Content: A meteorologist, the worst kind of scvm. 
Writing: Innovative incorporation of the miserable weather table from the core rules.
Art/design: Surrealist cover art, weathered character illustration, and a persistent drizzle of text. 
Usability: Available compressed/uncompressed as pages or spreads. 
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