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

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Welcome to the Twisted Fairy World

Concept: “A strange and grotesque universe contained in a teapot.” 
Content: Steaming hot scroll cleaning services.
Writing: Mechanics that make dry-cleaning services sound tame and reliable by comparison.
Art/design: A calming blue and yellow layout with an amusing case of the surreal.
Usability: For unclean scroll required for entry. 

Wen's Deadliest Catch

Concept: “What started as a glorified shitpost was elevated by (Deathshead13’s) art, which inspired me to put a lot more time and effort into this than originally planned.” 
Content: A cross-system fish market full of meaty murderers.
Writing: Versatile descriptive text transfers fish from one ecosystem to another
Art/design: Character portraits detailed and characterful enough to smell.
Usability: Crossover content for Cy_Borg and Lichoma 

Weregoat

R. M.
Concept: “Weregoats gather in black woods and haunted wildernesses where they build crude idols to their petty gods.”
Content:
Hideous man-goat amalgamations to haunt your games and dreams
Writing:
Includes an overview of the monster with some short tables for armor, weapons, and numbers
Art/design: A handful of typefaces and one manky-looking goat
Usability:
Generating gear takes a bit longer than fielding standard monsters, but not by much 

Western Raider

Concept: “You are alone. The Horde is coming. The kingdom will burn. You will rejoin. But for now, you are alone.”
Content:
A fire-and-combat-oriented character class
Writing:
Evokes a strong sense of character without being overly wordy
Art/design:
A linear layout with plenty of color for emphasis and navigational cues
Usability:
A good choice for outsiders joining a pre-existing party

What Is Emerging from the Chrysalis?

Concept: “You encounter a giant pale cocoon. And it has started to split open.”
Content:
30 horrible things to blindside your players with
Writing:
Includes basic stat blocks for all entries
Art/design:
Textually dense but a distinct visual character
Usability:
None of the monsters are particularly vicious; a good way to catch PCs off guard when they think they’ve cleared a room

What Lurks in the Tall Grass?

“A table of D6 Mörkémon to get you started and simple rules for how to catch them”

What the Duck?

Concept: “Dücktor Doom is using his arcane knowledge to save the ducks who have fallen in battle.”
Content:
A muscle duck’s mad science lab
Writing:
Relatively light but delivers necessary descriptions and mechanics
Art/design:
Includes a map, clever illustration, and a thematic ground that ties the composition together
Usability:
A unique balance of horrifying and ridiculous

What The Hell Is A Fish Blade

Concept: “A pamphlet with a d10 table of different fishblades. It can be fully seen in the preview images.”
Content: d10 radical interpretations of “FishBlade”.
Writing: Pushes the concept of “FishBlade” overboard.
Art/design: A collection of appropriate public domain prints adrift amidst a loose trifold layout.
Usability: Available as aged parchment or print-friendly black and white. 

What Wretch Approaches?

Concept: “From out of the gloom, (a wretch) approaches.”
Content: A customizable wretch (outcast) generator.
Writing: Concise. Adequately seasoned. Versatile.
Art/design: Solid, intuitive design. Consistent highlight of selectable elements.
Usability: Can be copied to clipboard to save favored wretches for later. 

What's in the Hole I Just Stuck My Hand In?

Concept: “What's in the Hole I Just Stuck My Hand In?”
Content: d20 table of holes you could have just stuck your hand in.
Writing: Gripping
Art/design: Pink text shoved into a background containing a surprising number of teeth.
Usability: Reach first, roll later. Great for improvisational playstyles and having fun with blindfolds. 

What's on the Table? & What's in the Cabinet?

Concept: “What's on the Table? & What's in the Cabinet?”
Content: A d20 list of things found near a very specific thing (x2)
Writing: On top of it, when not lost in it.
Art/design: Rotationally symmetric. Pink and yellow triangles clash over a spooky face. Engaging text elements. Some of the text elements may be upside down (depending on perspective).
Usability: Search first, roll for surprise later. Great for improvisational playstyles and making excuses for the skeletons in you cabinet. (Actually two lists. It helps if you can read upside down)

What's That Smell?

Concept: “Figure out that weird smell with this table.”
Content: d20 sources of that smell
Writing: It doesn’t stink (or should I say it does?)
Art/design: Engaging text elements over a loud pink background shrouded in musky yellow mist.
Usability: Smell first, roll the source later. Great for improvisational playstyles and making excuses for stinking up the table. 

What's That Sound?

Concept: “What's That Sound?”
Content: d20 sources of that sound
Writing: It doesn’t stink (it sounds)
Art/design: Engaging text elements over a loud pink background over some quiet yellow static.
Usability: Deafen first, roll the source later. Great for improvisational playstyles and waking the neighbors.

What's The Writing In Blood Say?

Concept: “What's the Writing in Blood Say?”
Content: A d20 list of things written in blood. 
Writing: In blood. 
Art/design: Chaotic pink and yellow text (blood?) over a dark background. Typefaces too neat to have been written in blood (at least by me).
Usability: Great improvisational play aids and for making excuses to write with blood. 

What’s Black As Night

Concept:  
“Pine trees rearranging,
Permafrost crushing,
Colorful berries dot the void,
Bitter winds howl on frozen trees,
Red stain of fresh kill,
Snowfall entombs.” 
Content: A frigid, howling, blood-splattered forest crawl.   
Writing: A Grimm amalgamation of storybook wolves in all their gory detail.
Art/design: A vivid hybridization of illustration styles splattered in blood and red text.
Usability: Available in full-color gothic and plain text. With a player map and bonus wallpaper. 

What’s Wrong with Me, Doctor?

Concept: “You’re obviously infected, but with what? Monkey Pox? Weeping Plague? Gods save you if it’s the Black Fits.”
Content:
A gross of diseases generated on a pair of 12-point tables
Writing:
Nasty descriptions of symptoms and even nastier descriptions of fatalities
Art/design:
Figures and background visually support motifs of illness and mortality
Usability:
A good tool for adding character to basic infection

Wheel of Misfortune

Concept: “Standing before you is a macabre monument of bone and stone. The desire to rotate the  morbid dial is magnetic and seductive.”
Content:
8 effects, beneficial and detrimental (and sometimes both)
Writing:
Concise but compelling
Art/design:
Text’s arrangement around the central image is reiterates the concept’s structure …
Usability:
… but may be difficult to orient for readability on some screens and/or cause neck cramps 

Where the Cold Star Lies

“An adventure of icy stars, and the gall to wish in the face of a doomed world.”

WHIFF d66

Concept: “D66 complications when you miss an attack in MORK BORG.”
Content: A “response to Johan Nohr's twitter thread
Writing: An entertaining collection of cinematic events to keep a game moving, even when you whiff.
Art/design: A distressed, high contrast list format in black and white. 
Usability: Print friendly. Available in vertical and horizontal formats. 

Whispers in The Darkness

Concept: “a collection of four dark MÖRK BORG adventures that will take you through a weird lovecraftian trip.”
Content: A transformative four-adventure experience.
Writing: A slightly detached and understated style that slowly ratchets up the tension to a horrifying conclusion.
 Art/design: Gorgeously detailed maps in a clear and structured black-and-white design.
Usability: Consistent textual cues and a clean layout are ideal for use at the table.

Whispers of the Dead Saint

Concept: “When Dödz Bringare, a professional killer of the undead, is arrested for public disorder, he finds himself press-ganged into searching for a nobleman's dead wife. 
Content: An undead slaying, mercenary banding, Kergüs crawling, double-crossing, Misery of a novella. Complete with a set-piece dungeon and ghoul slayer class.
Writing: Relatable human foibles beneath healthy piles of loosed viscera.
Art/design: Bloody, jagged, and bleak illustrations match the struggle of a doomed mercenary company blow for blow.
Usability: Available in print, ebook, or audiobook formats. 

Whither Gold?

Concept: “FOR THERE IS SILVER BUT SO LITTLE GOLD”
Content: The heretical path of gold.
Writing: Defines the heretical properties of gold.
Art/design: A twitter thread.
Usability: Chopped into tweet sized chunks. 

Wicked Gourd & Gourd Head

Concept: “No one knows what causes the pumpkins to come to life on the nights of the year when the barrier between this world & the next grows thin...” 
Content: These gourds were made for walkin’...
Writing: Life cycle of the parasitic gourd. With nesting habits and hunting strategies revealed.
Art/design: Slightly gourd-y alterations on public domain art. Lots of orange.
Usability: Best when accompanied by Smashing Pumpkins. 

Wiergan the Curse Collector

“Meet Wiergan - Hell take away your curse - for a price..!”

Wimpy Wrestler

“You’re a has-been, you belong in a museum, no more glory for you. Will you yield or will you fight back?”

Wind Fetter

Concept: “In Wästland a foul forgotten lake has suddenly dried up revealing a blasphemous smithy at its bottom.”
Content:
A dried-lake-bed crawl that ends in an occult charnel house; wind effect table is particularly of note
Writing:
Has pretty comprehensive descriptions with some vivid, detailed imagery
Art/design:
Mostly oriented toward ease of use, but contains some cool visual text on the cover
Usability:
Straightforward with enough variability to keep it from being completely linear

Witch Eater

Concept: “In the Witching Hour, these hungry creatures come calling for a bite to eat.” 
Content: Magic eating, many mouthed shadow serpents
Writing: Makes deftly malicious use of the mighty d4, and number 7, and unlucky 13.
Art/design: A striking blend of header and serpent stalking a vertical design.
Usability: d2 is there too, in the shadows. 

Witch Smeller

Concept: “A training member of THE INQUISITION. You were expelled for crimes against the order.” 
Content: An inquisitor without a cause.
Writing: There is satire in the juxtaposition of self-righteousness, perceived virtue, and simultaneous excommunication of this scvm.
Art/design: Exaggerated character in bold neon and heavy linework, crowded in text and hunting for sins.
Usability: Some abilities tailored towards daemons, the unholy, or heretics. But considering your characters worldview, these targets may be more abundant than expected. 

Within a Mile of Home

Concept: “Based on Flogging Molly’s Within A Mile of Home album”
Content:
A sailor class, nautical weapons, tattoos, shipbuilding and sailing rules, and a hexcrawl (hexsail?)
Writing:
Clear, concise, and descriptive with some dramatic, creepy, and somber imagery
Art/design:
Primarily typographical for easy reference with some flavorful illustrations
Usability:
Way easier than actually sailing; adventure includes PC- and GM-facing maps as well as links to content incorporated from external sources

This entry was sponsored by Bijan F. Zavareei as part of the Ex Libris RPG crowdfunding campaign.
“An incredibly entertaining hexcrawl that provides easy to use and engaging rules for nautical adventures. Absolutely fantastic content made with lots of love and care.”


Witness to the Shadow King’s Majesty

Concept: “You are … unworthy, left with but one eye to tempt you into a second (and final) blessing.”
Content:
Character options include a table of traumatic origins
Writing:
Evocative and wickedly witty
Art/design:
Colors create an overall dark but still readable whole
Usability:
No depth perception :(

Word Dungeons

Concept: “Letters appeared in black ashes / Swarming to spell words / Twisting to form shapes / Crawling to draw a map / They showed us the way”
Content:
A set of 6 purely textual dungeons
Writing:
Efficiently supplies imagery and details of each room
Art/design:
Arranges the text as a map of the dungeon, using color, typefaces, and other characteristics to differentiate and characterize rooms
Usability:
Requires reference to core rulebook for monster stat blocks

Work Borg

Concept: “Terrible part-time jobs, cheap tenements, roguelite progression, and a dating sim”
Content:
Downtime activities—basically, all of the mundane drudgery you usually play games to escape from
Writing:
Alternately soul-crushing and bizarre, but also consistently comedic and even beneficial
Art/design:
Relatively traditional but with on-brand typography and color choices
Usability:
“Downtime is extremely optional, and it may not fit the flow of some games.”

Wrong God

Concept: “A catholic Church in the middle of nowhere. Rumors have it that people keep disappearing around here, and that GOD Himself lives here.”
Content:
A severely twisted cathedral crawl
Writing:
Violent and visceral. You’ve been warned.
Art/design:
Descriptions arranged within the map provide verbal “illustrations”; reading progresses up the page, creating friction and synergizing with the content to parody ascension
Usability:
Includes some transgressive iconography; reader discretion advised

Wuz’s Misery’s Keep

Concept: “an independent production by Conlin Durbin… 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 sprawling waltz of a design. Typographic tricks, tasteful spot illustrations, and splashes of color are provided space to flourish in half-unlife.
Usability: A fluid presentation of Misery, in a keep. 

Yahar’Gul

“A Mörk Borg adventure inspired by Bloodborne”

Yellow Cube

Concept: “What are you waiting for, roll a D8 - because there's more than 6 things that can go wrong when you roll a cube...” 
Content: One surefire way to stub a toe. D8 ways the Yellow Cube will not be denied.
Writing: Surreal escalations emanate from the crumbling yellow stone.
Art/design: A 148mm x 148mm square of stylized dice faces, arches, philosophers, spoons, war, skeletons, and cube heads.
Usability: Self-contained roll results, loudly telegraphed for easy reference. 

Yigderra

“Long ago, the gods of the multiverse died all at once in a cataclysmic event. This caused the various realms they created to shatter, crash, and eventually fuse to each other. The resulting reality is a patchwork overpopulated mess.”

YOU ARE THE MONSTER

Concept: “You can only watch as your flesh betrays you. You are not in control of your own fragile body. Banished from society you wander awaiting your inevitable doom.”
Content: A monster waiting to happen.
Writing: Spliced in tension. Consequences make you potentially stronger (and less human) each night.
Art/design: Harsh alien forms escape a taught near-monochrome design.
Usability: Enjoy your consequences while you can, they were never meant for you. 

You Don’t Yank on the Spine of God

Concept: “An album crawl inspired by Monster Magnet's Spine of God. Of course, it'll be sex & drugs ridden. Uh, and monsters. Ugly ones.”
Content: A drug-fueled, sex-filled, pig boiling trip into the unconscious.
Writing: A hallucinogenic dream sequence.
Art/design: Psychedelic photo mashups of NPCs, hand-drawn map. Glaring yellow text over a drug-addled purple backdrop. 
Usability: Designed in a three-column pamphlet format. 

You Nameless SCUM

Concept: “play a quick and brutal adventure for one and, in the process, create characters fully ready to use in your Mörk Borg games... at least if you make the right choices and survive.”
Content: A solo choose-your-own-adventure and character creator.
Writing: A haunting wax-filled replica of Sarkash and Graven-Tosk. A serious and surreal experience.
Art/design: An embellished single-column layout, with abstract illustrations invoking an artificial and constructed reality.
Usability: Stylish and simple, a breeze to navigate. Writing in the book encouraged. 

You Repugnant Hunters

Concept: “Players acquire hunting seals which allow them to hunt monstrosities too putrid for the average hero.”
Content:
Rules for monster-of-the-week play, unique scvm advancement, and tools of evisceration.
Writing: Disgustingly evocative prose, disturbingly flexible mechanics, and visceral handouts.
Art/design: Bloody two-tone style with art and layout that’s both slick and gritty.
Usability: Separate player rules handout to facilitate spoiler free reference. Hunting seal handouts provide quick visual cue of advanced character abilities and role in a hunting party.

This entry was sponsored by DW Dagon as part of the Ex Libris RPG crowdfunding campaign.
"‘YOU REPUGNANT HUNTERS’ has rules and some sticky flavor for running a dark/metal fantasy campaign where players acquire hunting seals which allow them to hunt monstrosities too putrid for the average hero. Hunters undergo a ritual to get a Hunting Insignia which will determine their style of hunting and type of prey. Hunting down and ceremonially eviscerating unique prey will lead to appeasing a Hunting Insignia, and gaining occult powers and gross-yet-handy items."

You Won't Get What You Want

Concept: “You've made it to the island. What is it you seek here? Whatever it is, you won't get what you want.”
Content:
A hexcrawl exploring the motifs of lack and obstruction
Writing:
Concise location descriptions that are primarily concrete but incorporating some abstract imagery
Art/design:
Text and map share a stark black-and-white color scheme that emphasizes the central conceptual dichotomy
Usability:
Supplies a want at each location but leaves it to the GM to incorporate its relevance to the PCs

Yperite

Concept: “Despite its powerful intellect and psychic powers its body is feeble and suffers from severe flatulence that the creature uses when defending itself.”
Content:
Potentially omniscient, extremely flatulent, herbivorous meatsack
Writing:
A stat block with multiple, variable specials and a description of its nature and value
Art/design:
Page dominated by the illustration with a column of text at left, mostly mechanics
Usability:
The flatulence and intellect are a deadly combo 

Yuigaron’s Misery’s Keep

Concept: “an independent production by Matthew John… 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: Balanced yellow and black, room descriptions framed in the shadow of the keep, a little inverted text, some grit.
Usability: Stylish, condensed, and functional.

Zephyr Wyrm

Concept: “From the West she came / Her fiery wings Soared / The land withered in flame / And with her rode the Horde”
Content:
Some poetic flavor, a beastly stat block, and a Horde-generation table
Writing:
The picture of concision
Art/design:
This one is a really bright, vibrant misery
Usability:
Highly lethal but allergic to mulch squirrels

Ziggurat of the Blood God

Concept: “Deep in the jungle, far from civilized lands, lies an ancient temple dedicated to a long forgotten god.” 
Content: A “4th level adventure” of alien gods, blood sacrifice, and ziggurats.
Writing: A heavy science fantasy/weird fiction setting with loose references to elements of Preclassic/Classic Mesoamerican civilization. 
Art/design: Dark and forbidding page illustrations of strange aliens and ancient machinery highlight an effective single-column layout.
Usability: Organized for reference over multiple sessions. Occasional generalized OSR rules reference. 

Zweihänders of the Seven Fallen Angels

Concept: “The Seven Guardian Angels have fallen from the sky, leaving nothing behind but the celestial steel blades strewn around the Dying World.”
Content:
7 swords and a loose hook tying them together
Writing:
Short descriptions of mechanical effects
Art/design:
Minimalist illustrations of each sword with some blackletter and textured ground for visual variety
Usability:
Weapons are usable out of the box; pursuing the hook will require more effort

Zwyntar Pass

Concept: “Hunt a troll at a pass at Graven-Tosk... inspired by a Ukrainian band called Zwyntar.” 
Content: A rambling troll hunt between trunks and tombstones, from Grift to Galgenbeck.
Writing: A dynamic point crawl with events that evolve as scvm wander the trails.
Art/design: Bright red trail markings with black text before saturated yellow tombstones and tree trunks.
Usability: Double-sided print layout separates player and gamemaster information. 

Öphagian Exile

Concept: “Some say you gone completely mad and ran off one day, others that you’ve dug too deep and were exiled […] You yourself are not certain what to believe at times, as reality flickers and twists around you.”
Content:
A darkly surreal class based on the weird mutability of reality
Writing:
Nicely written with plenty of strange twists and details that help characterize the exile
Art/design:
The split between concrete and abstract grounds adds to the concept’s character and differentiates portions of the text
Usability:
A good choice for introducing some sheer strangeness into your game

“The” Bellfounder

Concept: “You have heard the death knell of the world. The foundry was your escape, until you found ‘The’ bells. The resonance has the power to change everything.”
Content:
A higher-risk class but with lots of variability and growth potential
Writing:
Well-written descriptive text and mechanics
Art/design:
Expressive art, efficient layout, and helpful typographic choices
Usability:
Has the potential to get hefty over time, but still far more efficient than classes in other games

「黒き衣の茶人」他2篇 (“Tea Master in Black Clothes” and 2 others)

Concept: “This scenario is a group of short scenarios for "Nobunaga's Black Castle". You can play three short stories in a row, which begin with the vision of Biwa Hoshi. All of them are momentary and ad hoc, full of death and violence.”
Content:
A cinematic adventure to fulfill the prophecy of Biwa Hoshi.
Writing:
Story driven and combat heavy with a clear objective. Explores the choices you make to arrive at the black tea ceremony.
Art/design: Long adventure divided into three episodes with textual clues to aid in navigation.
Usability:
Balanced for two scvm. NPC stats not included. Written in Japanese.
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