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

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Bony Knuckles to the Face

Concept: “At any time and place in this doomed world, a sarcophagus could appear that was not there the day before.”
Content:
Hook and mechanics for an undead (but surprisingly good-natured) fighting pit
Writing:
Lots of descriptive details, a stable of fun mechanical features, and some interesting variables
Art/design:
Art and layout are very on-brand but with their own unique flavor
Usability:
Logical, efficient sequential flow

Book of Misery Volume 2: Mork Borg

Concept: “So you're still unprepared??!!!”
Content: A witch’s tome of classes, monsters, artifacts, followers, adventures—and misery.
Writing: Provides exposition to provide backstory to the various monsters, artifacts, and followers to facilitate the unprepared storyteller.
Art/design: Coarse and violent textures produce evocative creature illustrations. Variety in overall design decisions produce a collaborative zine aesthetic.
Usability: Enough content to sprinkle a little variety into your Mörk Borg if you find yourself in need of inspiration.

Boring & Useless

“You loot the corpse of your fallen foe. Searching frantically through its pockets, pouches and bags you find...”

Bork Borg

Concept: “Drastically increases the quantity and variety of dog options”
Content:
Dog breeds, dog-related items, an optional dog-based class, rules for dog PCs (with their own optional classes), and a dog-centered adventure
Writing:
Clearly and affectionately written with a clever shift to the dog’s POV in the dog-PC section
Art/design:
Designed for easy reading and navigation with graphic touches like a dog-head border and pawprints across pages
Usability:
Sit. Stay. Good.

Born of a Bloody Film

“Pulled from a pit of refuse, ever-shadowed corners, a plane of agony, and the fabric of nightmares itself, these terrifying creatures will stalk, scare, torture, and possess any hapless fools who stumble into their realms.”

Bovid Sentinel

Concept: “Flesh-forged by a master unknown, destined to stand vigil over a decrepit and abandoned tower”
Content:
A beefy guardian monster
Writing:
Stat block with descriptions of the monster’s nature and behavior
Art/design:
Stats are presented in larger type for quick GM reference
Usability:
Simple to run; will probably pose a moderate challenge to melee combatants

Box of Shadows

Concept: “The dry cracked earth of the city now spews a scentless dark black fog. … Rumors of this substance taking form and hunting down those that travel without a lamp or torch have become ever more prevalent.”
Content:
A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing:
Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design:
Incorporates original and found art into exuberant designs and diverse layouts
Usability:
Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play

Box of Terrors

Concept: “It's not only a box.” 
Content: It’s a sturdy box, with 6.25" x 9.25" x 2" of room. When you drop a d6 in it, terror happens.
Writing: Entire encounters, condensed on a lid. Full of flavor, and terror.
Art/design: Sharp illustrations, clean text, elegant drop table design.
Usability: Can hold things, so you can roll things. 

Brain Pest

Concept: “After eating some mushrooms from the depths of Sarkash, a tribe of goblins seems to have grown intelligent.
Content: Mushroom powered hyper intelligent goblins.
Writing: Mechanics provide an interesting abstraction of tactical superiority.
Art/design: Tiny goblins plague a victim behind the prominent text bars.
Usability: Bounty not included. 

Brazen Blacksmith

Concept: “Blessed be the forgers of iron, and the spikes and the barbwire.” – Mgła
Content: Borgsmith. ’Nuff said.
Writing:
Some neat tie-ins to content in the core Mörk Borg rulebook
Art/design:
Typographical choices aid navigation and add emphasis; illustration lends an appropriate sooty, smoke-filled ambience
Usability:
Layout of class features is a little nonlinear but not prohibitive to use

Brazierisle Bestiary

Concept: “A new territory and six creatures inspired by the Brazilian folklore”
Content:
In addition to creatures, includes tables for weather, treasures, natural hazards, corpse plundering, events and hooks, and additional inhabitants
Writing:
Provides plenty of descriptive text alongside stat blocks and some tables that add variability to encounters
Art/design:
Backgrounds definitely create the sensation of exploring dense, tropical jungles
Usability:
The only challenge is deciding which monster to kill your players with 

Breathing Scarball

“Bipedal mass of scars, unskilled stitches, and tiny gremlin-like inhibitors”

Brimnes™ Beast

Concept: “Based on the Ikea Brimnes line of beds”
Content:
An ambush monster with options for customization, sure to fit any domestic need
Writing:
Uses a sterile commercial style to great humorous effect
Art/design:
Brilliantly stylized as an advertising brochure
Usability:
“Some assembly required”

Brittle Cyn

“A beast of pure animate crystal bismuth”

Broken Table

Concept: “Knighthood. What a laughable concept.” 
Content: Fourteen corrupted puppets of chivalry, six dying orders, and a quixotic scvm.
Writing: An encyclopedia of chivalric failures, starting with the individual, moving to the institutional, and ending at the personal. 
Art/design: A gritty and lightly edited cover illustration, with classic prints organized throughout this distressed (and yellowed) tome. 
Usability: Yellow text sections may hinder the reader over textured backgrounds. 

Bronagh

Concept: “Melancholy is a jealous and sadistic mistress. Always eager to grasp on thou, until there is no end.” 
Content: A rapidly manifesting depression.
Writing: Clinging and oppressive in flavor and mechanics.
Art/design: A faceless and coarsely generated figure.
Usability: Designed for Forbidden Psalm 

Brothers, Plants, and Fog

Concept: “Tread carefully, for you may encounter something you will regret.”
Content: A dynamic duo, a hungry plant, and mysterious fog entities.
Writing: A delightful characterization of exotic vegetation. With concise renditions of both the brothers and the fog.
Art/design: Trusts in the interactivity of art and textual elements in the design.
Usability: Three separate classes of monster for your next game. 

Bugman of Midwitia

Concept: “It appeals to bugmen and midwits”
Content: An organized collective of Mörk Borg bugmen and midwits.
Writing: The appropriate response.
Art/design: Buggy depiction emphasizing mandibles, dress shirt, and claws.
Usability: For lovers of “a shitty art book… to wow their bugmen friends” 

Bunker Busters

Concept: “journey through the irradiated wasteland, scavenging for supplies and fighting off hoardes of ravenous mutant and blood-thirsty raiders.” 
Content: An irradiated wasteland of careening cars, bloody bunkers, scavengers, and survivors. Complete with standalone rules, a character sheet, and a starter adventure.
Writing: Understated, clear, and economical style that conserves its limited resources.
Art/design: Wasteland weapons and vehicles punctuate a plain text experience
Usability: Legible, organized, and printer-friendly design.  

Burn Your Dead

Concept: “Based on the EP Burn Your Dead by Year of the Cobra”
Content:
A 5-room dungeon infested with the undead
Writing:
Concise descriptions with strong imagery
Art/design:
Text is arranged around the central map; color emphasizes monsters and important actions; and the flame image reinforces the title and creates a sense of advancing danger
Usability:
Provides no hook, but easy to drop into a game at an appropriate (or unexpected) time

Burning Vengeance

Concept: “The kingdom burns. A horde rises from the west to wipe away all. Your hated foes are vulnerable. Seize vengeance before the world is turned to ash!”
Content:
8 targets of revenge and a table of encounters to use when stalking them
Writing:
Extremely entertaining
Art/design:
Clean, easy-to-use layouts with some expressive artwork
Usability:
Straightforward and full of humor; everyone needs a good laugh in the midst of the apocalypse

Buster Bone-Gnawer, Börker of Shadows

Concept: “An ageless hound protects the Dying World from succumbing to Psalm 6:1.”
Content:
Stats and abilities for, and boons granted by, scvm’s best friend
Writing:
Mostly mechanics but includes some descriptive text to add character
Art/design:
Conventional Mörk Borg layout and design with some trippy artwork and an obligatory femur
Usability:
This good boi is eager to please

Buy Low, Sell, DIE

“Keep your finances up to date with d40 financial headlines in a messed up future city.”

By Nechrubel’s Heart

Concept: “Until the world blackens and burns, until the Miseries are unleashed, and even beyond to the Shimmering Fields. We belong together and to each other.”
Content:
A Valentine’s greeting and a gross, blackened heart
Writing:
Includes a short missive and mechanics for the Misery-defying heart
Art/design:
Black on yellow. Hearts. Grungy typefaces and textures. Mörk Borg.
Usability:
If only we’d had this to give to our friends in grade school

Böeser

6 contributors
Concept: “Children keep disappearing in the forest. But no one dares to visit the abandoned ruin, which juts out of a clearing like a rotten tooth. Whoever crosses the threshold is confronted with a force that scares even the Inquisition. Everything is alive.”
Content: A basilisk-bonding, child-abducting, palace of a flesh crawl.
Writing: A full-bodied blend of humor and horror that spares no raw material.
Art/design: A well-built manor of an adventure design, with tormented sketches, and fleshy full-color illustrations.
Usability: Easily referenced adventure design. A follow-up to Den of Disarray. 

Böka

Concept: I think I’m missing a key reference here
Content:
A cold-weather-themed monster
Writing:
Standard stat block
Art/design:
One of the more terrifying visages to inhabit Mörk Borg
Usability:
Some details to keep in mind, but manageable

Börk Morgue #666

Concept: “An unofficial zine for a Dying World with words and design”
Content:
Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing:
Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability:
Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around

Böwhoss’ handbook: notes on internal ignition

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information

Calamitous Cobbler

Concept: “He leaned his heavy head on his fist and began thinking of his poverty, of his hard life with no glimmer of light in it.” – Chekhov
Content:
A kick-ass cobbler; unfortunately, has no relation to baked desserts
Writing:
A morose, melancholy epigraph tempered by Ceph’s proficiency with rimshots and wordplay
Art/design:
Primarily typographical with judicious use of color
Usability:
Intuitive

Caliginosity

Concept: “6 new optional classes for use with MÖRK BORG” 
Content: A brute, manipulator, shade, collector, hunter, and swarm of insects walk into a bar...
Writing: Accessible class concepts with commanding character features.
Art/design: High-contrast, black-and-white illustrations with a solid orange accent splashed across its disturbed spreads.
Usability: Legible sans-serif body text in an accessible design. 

Call of the Siren

Concept: “The crew of the Unjust must retrieve the Heart of the Sea, a relic said to be in the clutches of shipwreck-luring Sirens.”
Content:
A perilous nautical adventure with stats for characters, monsters, and mechanics for maritime hazards
Writing:
Provides the necessary information and atmosphere but avoids being prolix
Art/design:
Primarily textual but well organized, and includes some illustrations with an OSR feel
Usability:
Mostly presented in bullet points, which makes skimming and quick reference easier; download includes graphic and text-only versions

Calo’s Book of Monsters

Concept: “Many a scholar, after spending a day with the book, finds that sleep escapes them that night as the haunting vision of the many monsters described in the book consume their imagination.”
Content:
20 monsters as well as a region for them to inhabit and local rumors for PCs to overhear
Writing:
Provides lots of exposition on each monster as well as multiple adventure hooks and detailed stat blocks
Art/design:
Features detailed black-and-white illustrations against a stylized Mörk Borg-yellow ground
Usability:
GMs would be well-advised to read each entry carefully and take note of the copious details

Calo’s Misplaced Terrors

Bonus PDF for backers of Calo’s Book of Monsters; contains two new monsters

Candelabra of Blood

Concept: “It's a candelabra. Of blood. It uses hit points to summon Blood Drenched Skeletons. Or it might turn you into a skeleton. You get to decide.”
Content:
The concept pretty much sums it up.
Writing:
Two clear and concise sentences
Art/design:
A suitably gory figure with a floral ground that keeps the black and white spaces visually interesting
Usability:
For the GM, straightforward; for PCs, potentially lethal and hilarious (unless you’re another PC—then it’s even more lethal)

Candyman

Concept: “The mere doubt of his existence is enough to draw him forth.”
Content:
An undying patron with a malicious streak
Writing:
Primarily devotes attention to interaction (rather than combat) mechanics
Art/design:
Choices make the document easy to navigate
Usability:
May be difficult to read at size or enlarged 

Cannibal Carnage

Concept: “Track down the cannibals and search a dungeon of grotesque abominations to retrive the Book of Flesh.”
Content:
A fleshy, bloody, body-themed dungeon
Writing:
Primarily devoted to physical descriptions of rooms and situations (primarily monster-based) within
Art/design:
Designed for reading and prep before play rather than heavy in-game usage
Usability:
Does not use standard Mörk Borg terminology or stat presentation; requires consistent reference to core rulebook

Cannibal Cook

Concept: “Some people are dying. Other people are hungry. You just might have found a way to solve both their problems.”
Content:
A character class whose name says it all
Writing:
Showcases the comedic side of eating people
Art/design:
Clever layout and typographic design with perfect public domain art
Usability:
Stylized but pretty straightforward

Carmine, blood-drenched skeleton

“Blood as a weapon. You feel it in your bones...because that's all you have left.”

Carnival of Desecration

Concept: “A great carnival stretches out before you. It has been recently set up and the carnival barker outside promises nothing but disappointment.”
Content:
A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design:
“Art and Layout by no one.” Sans serif all day, baby.
Usability:
Adventure flow is largely at the GM’s discretion

Carnivorous Flora

Concept: “Happy Early Equinox, I got you some flowers!”
Content: These flowers take the concept of edible arrangement to a new level.
Writing: Much less confusing than I feel around this alluring plant.
Art/design: Like a carnivorous plant sent me a postcard.
Usability: Somewhere between murderous chia pet and edible arrangement. 

Carousing in the Dying World

Concept: “A PC can ‘get better’ […] by carousing.”
Content:
Spend money and time to increase attributes and gain traits, items, recruits, etc.; clever use of simultaneous dice rolls
Writing:
Clear and thoroughly entertaining
Art/design:
Subdued but easy on the eyes
Usability:
GM may need to consult additional supplements; in itself, perfectly usable

This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“I paid $50 just to tell you that I made this in Microsoft PowerPoint. Also, in hindsight, it is sorely lacking in pulsating anuses. Ani? Eh. You get it.”

Cast Away

Concept: “Souls will grow and wither as the ages pass, joining the sand that welcomes new, desperate Castaways to its shores.” 
Content: Standalone island survival horror. Full of mysteries, afflictions, and terrors both supernatural and mercilessly mundane.
Writing: A gorgeous set of core mechanics to keep your Castaways tired, injured, hungry, and desperate. With a whimsically brooding setting that will leave them feeling haunted and curious.
Art/design: A collection of soft and vibrant illustrations (often recontextualized) with haunting marginalia builds the sense of wonder and suspense matching the setting's tone.
Usability: Pragmatically organized for reference and play. 

Castaway - Stranded

Concept: “Wash up alone or with other castaways to suffer cooperatively and make your own way with our unique Paths system for GM-less play.” 
Content: A solo-play supplement for Castaway, with oracles and tools for daily life and strange encounters on a desolate island.
Writing: New mechanics for solo play that capture the grinding and haunting decline of the original.
Art/design: A desolate, ink-splattered, pastel hellscapes of desperate and wild beauty.
Usability: Castaway – now playable on your own deserted island. 

Castle Waip - The Quest for Softest Paper

Concept: “Old castle on steep cliffs above riverbank serves as hideout for lowlifes led by Sir Skidarot.”
Content: A plunge into a soiled fort to take back the toilet paper.
Writing: The kind of coarse humor you’d expect, and maybe some you don’t.
Art/design: A concise one-page dungeon with a clear map and defined layout.
Usability: Clean enough to reference in a single wipe.   

Cat Who Used to Be Royalty

Concept: “‘Yes, you will have your vengeance.
But its feeding time first. It is always feeding time first.’”
Content: A cat and recovering absolute sovereign.
Writing: Hilariously regal. Unashamedly feline.
Art/design: A remörkably adorable feline anoints a marbled red and yellow backdrop.
Usability: Not suitable for cats, except maybe as a place to sit.

Catacombs of the Briar Witch

Concept: “Annika and her son Torean – like so many others – caught the Ebon Pox early this winter. While she has slowly begun to recover, the child did not.”
Content:
A sprawling adventure to find a lost child with multiple locales to explore, NPCs to interact with, and a wide variety of monsters and adversaries
Writing:
Highly descriptive and replete with sample dialogue for NPCs
Art/design:
Establishes the settings and atmosphere without obstructing usability
Usability:
Well organized with additional material included in an appendix

Caverns of the Dryad Queen

Concept: “You are told hope lies to the south, in the crystal caverns of Aridias... Few have returned... One thing is always the same. There is no memory of what happens in the cave.” 
Content: A scvm induced natural disaster waiting to happen.
Writing: A paradise engineered for deliberate and malicious misunderstandings. 
Art/design: A wholesome and easily navigable minimap. A clean plaintext layout to sully with your scvmmy fingers.
Usability: Easy to print. East to read. Easy to play. 

Censer of Plagues

Concept: “Flecks of ill moisture squirt from the surface of this flail.”
Content: An infectious flail accident waiting to happen.
Writing: A sickly humorous take on a recent plague.
Art/design: A decidedly familiar (and filthy) flail head.
Usability: “‘Wearing a mask prevents the damage and Infection.’” 

Challengers of Vanth

Concept:Challengers of Vanth is renting a VHS from the sci-fi rack at the neighborhood video rental shop after midnight.”
Content: A parody of 70s science-fiction/fantasy pop culture, seen through adolescence, writ Mörk Borg.
Writing: Restructures Mörk Borg to better incorporate TRUE SCIENTIFIC REALISM, with significantly expanded abilities, and interactions between scientific and primitive technologies.
Art/design: Retains the character of early RPG illustration and design.
Usability: A substantial core rulebook, bestiary, starter adventure, and excel character generator as separate files. 

Chamber of Screams and More

Concept: “Five different 12" x 12" double-sided posters, each a different encounter idea/mini-adventure... Each is a stand-alone and, if I've done things right, will lead to a TPK or as close to one as possible.” 
Content: Five fatal mistakes for your next group of scvm.
Writing: Humorous and harrowing. With deadly accommodations for particularly resilient scvm. 
Art/design: Art-heavy poster layouts with detailed adventure text on the reverse side.
Usability: Clean and calculated for reading and reference. 

Champion of Fallen Gods

Concept: “There was one deity who took a most special interest in you, who granted you an artefact beyond all human knowledge and comprehension. Its power is now a pale reflection of its former glory, but even now you still wield the gift of your master.”
Content:
Standard class profile with ability adjustments and tables for backgrounds and abilities
Writing:
Eloquent and descriptive, which makes it slightly wordier than others
Art/design:
Relatively simple, alternating red and white text blocks against a dark ground and snake figure
Usability:
The red against gray occasionally slows reading but isn’t illegible

Champion of Ruin

Concept: “Let yourself become the black disk to blot out the sun.”
Content:
A corrupt, vengeful revenant now aligned with Nechrubel
Writing:
A less randomized take on a Mörk Borg character class
Art/design:
Text superimposed over a full-page illustration
Usability:
Yellow text against an orange and yellow background can be a bit difficult to read at a glance 

Chaos DJ

Concept: “They say you are what you own. Well, the Chaos DJ owns a brain and a tongue.”
Content:
A writhing ball of randomness with metagame mechanics and music-based abilities
Writing:
Direct and to the point
Art/design:
Includes multiple versions with different illustrations
Usability:
Somewhat harsh starting conditions; meta-mechanic progressively adds more challenge for the player; gains bonuses in Albumcrawl adventures

Chapel of Pain

Concept: “In the halls of the dead where flayed men wander, the darkness snuffs out the light. It tears the flames from candle and log.”
Content: A dark temple crawl through a cult of shadows.
Writing: A gory supernatural survival horror. Makes use of light as a resource to maintain suspense.
Art/design: Traditional adventure layout. Gridded, un-gridded, and notated map. Handout images for significant adventure features.
Usability: Not actually a pain. 

Checkerbeak

Concept: “Freak out your friends' mage characters with this spell stealing outcast!”
Content:
A checked & beaked follower, ready to turn scrolls against their owners.
Writing:
Clear when necessary. Cryptic when desired.
Art/design:
Bold layout and palette give Checkerbeak’s rendition room to breathe.
Usability: Checkerbeak directs the eye to the critical text, which is overall legible and concise.

Checkmörk

Concept: “Deep in chambers beneath Galgenbeck, two armies fight eternally.”
Content:
Stats and context for chess-pieces-as-monsters
Writing:
Bizarre descriptions, interesting abilities, and lots options for profit
Art/design:
Marvelous illustrations; multiple versions, including print-and-fold zine format
Usability:
Very good in both grid and paginated forms

Child of Nechrubel

Concept: “The embodiment of Nechrubel’s darkness, here to enforce the ending of the World.”
Content:
An apocalypse-aligned class
Writing:
Sets a bleak tone, but does so entertainingly
Art/design:
Highly appropriate Doré engraving; easily navigable thanks to typographic choices
Usability:
All praise Yetsabu-Nech!

Children of SHE

Concept: “A bitter army of basilisk children has formed and is marching from the Valley of the Unfortunate Undead.”
Content:
A pair of complementary monsters and a table of demands
Writing:
Creative with a dark tone punctuated by random weird humor
Art/design:
A solid adaptation of the Mörk Borg aesthetic and style
Usability:
The Dying Land needs more basilisks

Chimera

Concept: “A terrible monster you can use as a starting point for an adventure, or if you think your PCs are way too cool with their lives…”
Content:
This amalgamated pile of monster parts got off its magical leash and now everyone’s screwed
Writing:
Some quick lore, a stat block with table for multiple attacks, and some vicious specials
Art/design:
Repetition of hues and typefaces in different arrangements unifies the document while making each text segment distinct and easy to navigate
Usability:
More complex than basic monsters, but the mechanics and rules are simple and intuitive

Chrypt Titan

“The blood of the aborted spawn of SHE brought the very rocks of Bergen Chrypt to life.”

Chrystal Biter

Concept: “Born from the slop that oozes from the exposed royal coffins of Ucalegon, these creatures may look cute but anything birthed in Bergen Chrypt is sick with necromancy.”
Content:
A plodding dreadnought with a special that manipulates targets of successful attacks
Writing:
Contains a stat block and a short paragraph about ecology and development
Art/design:
The dominant, central mass of the image emphasizes this monster’s heavyweight nature
Usability:
If it doesn’t kill you, a party member might 

Chupacabra

Concept: “A goat-eating monster found in the Dying World.”
Content:
The legendary goat-sucker of Puerto Rico
Writing:
Clean, clear, and concise
Art/design:
One of the more interesting Chupacabra illustrations you’ll find anywhere
Usability:
Flavor text is in Spanish, but doesn’t affect usability

Chässe-Galerie

Concept: “Based on the Quebec’s tale of the Chasse-Galerie”
Content:
A there-and-back-again scenario involving a pact with the devil on New Year’s Eve
Writing:
Provides copious background and sketches for encounters along with mechanics for using the flying canoe
Art/design:
Text heavy with some illustrations of key characters and concepts
Usability:
Provides lots of options for the GM to work with according to need or taste

Cities of the Dying Land

Concept: “A city generator”
Content:
Two dozen tables to create a living, breathing settlement
Writing:
Tons of little details to add real personality to locations
Art/design:
Good use of Mörk-Borgy colors while being easy on the eyes; physical version glows under a black light (awesome)
Usability:
Keep a notepad handy; there are too many characteristics to remember unaided

Clamdash!

Concept: “For a few hours each year, the seas beneath the glaciers of Kergüs retreat, revealing salted dungeons in their wake. Within these waterlogged tunnels of ice – the CLAMS.”
Content:
Grab your CLAM-picking gloves—an audience with Anthelia awaits the winner
Writing:
A briny feast for the senses with Karl’s signature sense of humor
Art/design:
Easy to read with ample visual cues for navigating each room’s description and for moving back and forth between descriptions and map
Usability:
The CLAMS are barbed, and the tide waits for no scvm

Classic Classes for a Dying World

Concept: “Fighter, Thief, Magic-User, and Cleric. You know them, and you love them, they’re classics for a reason, and why should they miss out on the gritty murder-fun of dying horribly?”
Content:
A set of four single-page classes inspired by the early days of RPGs
Writing:
Each class has the standard origin table and attribute & gear adjustments; each also has 1 class-specific feature and an option for obtaining an Unheroic Feat
Art/design:
A very traditional presentation that fits the content; why mess with the classics?
Usability:
An interesting take on old-school classes that fit somewhere between optional classes and classless characters

Clockbroken Conjurer

Concept: “Some cruelty has cast you into an eternal cycle of apocalyptic misery... you try new routines or fall into old ones, squandering successive lifetimes as the clock continues to turn.”
Content: A temporal aberration made of scvm.
Writing: Centers around flexible abilities to negotiate narrative control. 
Art/design: Two-column layout of rigid clockwork precision.
Usability: Print-friendly with plaintext and pictograms. 

Clockwork Phylactery

Concept: “play a clockwork entity.” 
Content: What it says on your chassis.
Writing: A storied production of a tragic automaton, human consciousness trapped in a clockwork frame.
Art/design: Some bright, color-coded text over a muted gray framework, with simple evocative illustrations of cogs and skulls to drive home its theme.
Usability: Not likely to make your gears slip. 

Cloud of Sinners

Concept: “Submit your players to a purity test by forcing them to fight their inner demons.”
Content:
A monster with stats based on the PC with the weakest Presence test
Writing:
Evocative descriptive text with concise, clear writing and instruction in the tables
Art/design:
Clean, well-organized presentation with shocks of yellow for emphasis and visual guidance
Usability:
Invites improvisation but also provides tables to roll characteristics

Cold Dead Fingers

Concept:  “Mere days ago a terrible thunder shook Kergüs as a colossal stone plummeted through the clouds and into the frozen surface of the lake.” 
Content: A mist-shrouded, gold-prospecting, frozen lake crawl.
Writing: A instructive and elegant hex crawl that rewards exploration consistently with meaningful choice. 
Art/design: A single column, segmented plaintext layout, with color coatings and established GM advice.
Usability: Currently in prototype, expect legibility to go down as style goes up.

Coldying

“There is a dimmed light in a distance, down in the valley. Will you make it? Will you keep The Package safe and alive?”

Colossus Arise

Concept: “7:1 Colossus shall rise from beyond Bergen Chrypt... SHE is no more.”
Content: Additional scriptures for the 7th misery.
Writing: A regional focus on the end that awaits us all.
Art/design: Bordered black and white plaintext.
Usability: For extended Mörk Borg burnings. 

Colour of the Void

Concept: “for use with any level adventurer because they’re all doomed anyway”
Content:
Missing persons in the valley of unfortunate undead. Desecrated tomb. Horror unleashed.
Writing:
Cinematic style narrative encounters. Flexible dungeon crawl descriptions.
Art/design:
Mix of comic style art & open-source images. Experiments with borders and breaks.
Usability:
Cinematic style adventure. Clear maps with traditional indexes. Referenceable mechanics.

Compatible with Mörk Borg (a sticker)

Concept: “Turn anything your heart desires into a Compatible with MÖRK BORG product! Candles! Soda! Soda Candles! Bags of Salt! Dish rags! Piles of dogshit!"
Content: Stickers.
Writing: A generic version of the legal text and the (optional) “compatible with” logo.
Art/design: Yellow sticker, black font, bloody skulls.
Usability: Place (ir)responsibly. 

Compost

Concept: “This shady business has confused more than one necromancer.”
Content: A walking tree with a surprise inside.
Writing: A unique take on armor that reinforces an amusing concept.
Art/design: A dead tree creeps up behind boxed text.
Usability: Clean text boxes make for easy reference. 

Conniving Condottiere

Concept: “Time to dust off your weapons and lead a new gang of knaves to their doom. In bocca al lupo!”
Content: The “Il Capitano” of the dying lands. Complete with wet noodle and fighting cock.
Writing: Produces a blend of mercenary captain and street performer. Decidedly commedia.
Art/design: A crowing rooster in a suit of armor. The real fighting cock.
Usability: A familiar and legible two-column layout. Pairs well with Guild of Xargosi. 

Conquest of Cthulhu

“You must journey to the Temple in the heart of the Mountains of Madness, deep in the Bergen Chrypt to align the stars and weaken Nechrubel by raising R’lyeh from the Endless Sea and awakening the Great Old One, Cthulhu.”

Convoke What Doom Ye Angels Hath Wrought!

Concept: “A wild ride through desolation and back again.”
Content: Hellish machinations and their pilots, Angels of Sin and sigils carved in flesh, adventures in “the broken earth”.
Writing: Apocalyptic in both scope and tone. Sweeping. Violent. Occasionally biblical.
Art/design: A frenetic collage style recontextualizes public domain imagery into a tortured reality. Rules organized in a distressed newspaper layout.
Usability: Stylized language may require the occasional divine inspiration.

Core Reference Cards - Ways to Carry

Concept: “Little envelopes for you and your players to carry the cards you collect around with you.”
Content: Tarot-sized envelopes for your reference cards.
Writing: Storage equipment reference cards text included on each envelope.
Art/design: Clever re-contextualization of the Wagon, Sack, and Backpack reference cards.
Usability: Included instructions and illustrative indexes assist assembly.

Corny Groń (Black Peak)

Concept: “Based on Pelle Nilsson’s Dark Fort, but with Polish Carpathians Mountains folklore’s flavor”
Content:
Adapts and builds on the Dark Fort concept with wilderness locales, dungeons, and thematic enemies and items
Writing:
More elaborate than its source material, but adds more mechanical intricacy and plenty of character
Art/design:
Wiśniewska’s woodcut-inspired illustrations create a distinct sense of time and place
Usability:
Complex but not overly complicated

Corpse Burner

Concept: “You were tasked with digging up and burning the flesh from the many corpses that call The Necropolis home.”
Content: A grave digger, of sorts.
Writing: As earthy, ashen, and gritty as corpse de-fleshing.
Art/design: Full panel illustration in the bold color and exaggerated line style of a 70s comic with a punk/metal flair, with text incorporated into the illustration.
Usability: Easy to dig up. 

Corpse Collective

Concept: “They say the world is dying, but we at the corpse collective know the truth. It just needs to be remade. Ground down to bone dust, kneaded into meat dough, and baked to perfection.” 
Content: Your friendly local cult of corpse grinders and soul stealers. 
Writing: A discursive introduction to a resurrection cult for scvm with discontinuity issues.
Art/design: Robed figures tend to corpse grinding over plain text.
Usability: Written in setting, but easy to adapt to simple rules. 

Corpse Plunderer

Concept: “Sweat trickles from your brow as the shovel bites into the dirt. Treasure lies below and will be your soon.”
Content:
A gravedigger class with a sardonic tone
Writing:
The definition of gallows humor (but it’s graves, not gallows)
Art/design:
Good use of color to differentiate text segments and aid navigation
Usability:
A couple more details to remember than some other classes, but that’s why you have a character sheet

Corpse-Stiff Hero

Concept: “No one who knew you as a man yet lives. No one who knows you as a legend will believe you.”
Content:
A semi-dead warrior pulled from Valhalla back in the Dying Land
Writing:
Lots of compelling imagery and mythic flavor
Art/design:
Graphic elements reinforce the themes; otherwise emphasizes usability over expressiveness
Usability:
Multifaceted class features provide formal benefits as well as impetus for creative problem solving 

Corpsewake Cove

Concept: “There is no nest of scurvy rats as foul or felonious as the pirates of Corpsewake Cove!”
Content:
A self-contained, sandbox-style swashbuckling adventure from inciting incident to bloody climax
Writing:
Text-heavy but clean, clear, and effective on all levels; includes lots of description as well as stat blocks, tables, and other mechanical components
Art/design:
Balances out the verbal elements with lots of vivid, nautically themed designs
Usability:
A fair amount of content and moving parts to manage, but nothing a seasoned and conscientious GM can’t handle

Could This Be Dog?

Concept:
“Visions of dog therefore no dog ahead
Ahh dog, let there be dog
Dog, O dog but still no dog”
Content: An adventure with both more and less dog than expected.
Writing: Solid straight-faced delivery of a laughable case of mistaken temple identity. 
Art/design: A vaguely canine dungeon map, with clean navigable two column format, and a turtle-ish flourish.
Usability: Make sure to play up the visual elements to drive home the absurdity of the situation. Decide on the identity of earthbound that best suits your table. Many map design options.

Court of the Black-Hearted Gnome (Dwór Czarnego Gnoma)

Concept: “Like Scorched Ruins the Black Gnome Manor protrudes from the city. Once the gesture of his hand overthrew the kingdoms, now it only rules over the remnant of his deformed mansion.”
Content:
Contains setup, gossip, hooks, random encounters, minor loot, and the dungeon itself
Writing:
A balanced mix of description and mechanics, all fairly concise
Art/design:
Solid design, both graphic and typographic
Usability:
Adopts Rotblack Sludge’s extremely efficient dungeon presentation

Court of the Grand Executioner

“A pit where the inquisition throws heritics deserving of the worst of fates”

Crashing Ghost of the Grotesque Fang

Concept: “A shadow is cast over your past, burning with remorse. Face your greatest foe and uncover deeper truths, else the wounds will continue to fester...”
Content: A trauma exploring, choose your own adventure, solo crawl.
Writing: A choose your own adventure narrative which engages the format on a textual and metatextual level.
Art/design: A visual motif using color and symbolism to explore dissonance, reflection, rumination, and trauma.
Usability: Clear text and concise instruction enhance the choose your own adventure style. 

Craving the Green

Concept: “A treasure is to be found in the ruins of the old castle on the mountain. […] Getting there will be pretty easy, but what you’ll find in the treasure might make the way down a bit tricky…”
Content:
A clever bait-and-switch—and then murder
Writing:
Besides stat blocks for the 2-headed lizards, includes copious background and instructions for the GM
Art/design:
Use of color aligns the text with the graphic and provides conservative emphasis to help the GM quickly navigate the document
Usability:
A unique, rules-lite dynamic for navigating and resolving the central conflict

Crawling Cauldron

Concept: “Sigil of the pact, shackle with invisible chains, cursed contraption parodying life.”
Content: A walking, talking, stewing cauldron.
Writing: Special abilities make it a mysterious potion delivery service.
Art/design: High contrast color combos and collage imagery make for an engaging visual appeal.
Usability: Think tormented delivery robot, but for potions. You’ll get it.

Crawling Death Below the Dying Forest

Concept: “Beneath the dying forest lies wealth beyond comprehension, magicks all-powerful, and ancient evils which must be stopped!”
Content:
A shifting abyssal dungeon crawl with cursed relics, virulent creations, cults, and deep roots.
Writing:
Epic narrative in scope and scale. A truly impressive creature.
Art/design:
Vicious mixed-media art, earthy maps, and a MASSIVE 23-page table of 54 encounters with accompanying maps.
Usability:
Generate abysms of varying size with the Atmar’s Cardography deck or dice. Supports 4 adventure themes. Connect them all into one labyrinthine abyssal sprawl.

Creature Feature Quarterly vol. 1

Concept: “17 new monsters for your Mork Borg games”
Content:
Entries include stats, descriptions, lore, hooks, tactics, and loot
Writing:
Concise stat blocks and lots of elaboration in additional sections
Art/design:
Original illustrations of each creature and clearly, consistently delineated text components
Usability:
Includes paper minis and VTT tokens; copious layers in the PDF may impede browsing on less-powerful devices

Creature from the Black Bayou

Concept: “The Fishman fossils were found and explorers were sent, but will they survive against the Creature from the Black Bayou?”
Content: A fishman. Ready to drag you below.
Writing: Stats evoke a dangerous aquatic stalker. Ready to ambush isolated scvm.
Art/design: Black & white horror movie poster.
Usability: Keep moist. 

Creature Sheet

Concept: “A creature sheet” 
Content: A flexible creature sheet. 
Writing: A framework with room for description, combat stats, randomized attacks, and specials
Art/design: A spacious, simple, and left-aligned fillable sheet. 
Usability: Available in black and white, or yellow header. 

CREATURES (Innistrad X MÖRK BORG)

“26 Monster Stats to retheme/supplement the MÖRK BORG core book … to get your monster slaying on in Innistrad!”

Creatures Feature Cards

Concept: “A new monster for your Mork Borg game!” 
Content: A series of A5 creature cards with stats, print tokens, and VTT icons.
Writing: Stats, abilities, lore, adventure seeds, and loot on each card. 
Art/design: Detailed and distressing monster concept illustrations in a variety of bold colors and styles.
Usability: A self-contained monster card to easily drop into your game. 

Creatures of the Dying World

“21 lavishly illustrated monsters and an emphasis on folklore over combat stats”
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