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From the West, Fire

“A Guide to the Apocalypse by King Sigfum the Kind”

Currently unavailable

Frost Fever

Concept:  
“‘The ability to speak to dead gods! 
The will to eat righteous guts! 
To study how long the fingers can shiver without nails!
And a frozen load of even more hypothermic fun!’
 
- A trustworthy Kergüs Mortician”
Content: Frost Fever and d12 frozen fatalities.
Writing: Frigid and frostbitten humor. Smooth as black ice.
Art/design: Glacial illustrations with icy blue accents.
Usability: Largely legible, but ice-blue sections may cause snow-blindness. 

Frostbite

Concept: “Anthelia’s patience is growing thin…”
Content: A frigid cavern-crawl in search of color, with treasure the world is not prepared for.
Writing: A case of courtly intrigue, frigid madness, and death in service of Anthelia’s greed.
Art/design: Darkly desaturated imagery, a familiar split column dungeon layout, a with top down minimap and sidebars.
Usability: Organized as a series of encounters in a mini-campaign.

Frostweans

Concept: “The blued, frost bitten corpses appear when the winter winds howl and the snow falls heavily … seeking their revenge.”
Content:
An undead scourge that gains power by wreaking vengeance
Writing:
Provides 4 stat blocks alongside plenty of background for inspiration
Art/design:
Text heavy, but colors aid quick navigation
Usability:
Gives GMs carte blanche to make it even meaner and nastier

Frozen Hellscape

“Ever wanted to go to the frozen, colourless wastes of Kergus? Fancy introducing your party of renegades and hopeless vagabonds to an oversized, selfish gangster running the underside of Galgenbeck?”

Frozen Kingdom of the Furnace Mizer

“Climb up to the snow buried Kingdom of the Furnace Mizer where the strange smoke billows out from forgotten steeples.”

Frusna Norr

Concept: “By greed, courage, or stupidity, you find yourself mounting the Frozen Steppe; should you survive, its contents are yours. Beware, though, for it is said the King still holds Frostkeep, and he dislikes unannounced guests.”
Content: A frigid castle crawl.
Writing: A series of tangible room descriptions and intangible encounters detail the sombre history of this frigid place..
Art/design: A lightly textured black and white layout with dynamic typographic elements and sharp spot illustrations.
Usability: Also available in an untextured print-friendly version.

Fugitive Knight

Concept: “Through cowardice and treachery you slew a valiant knight to usurp his title, crest and name.”
Content:
An ironic armor-based class; includes 6 unique armor options
Writing:
Clear, well-crafted, with plenty of inspiration for players
Art/design:
Nicely executed with some clever graphic flourishes
Usability:
Includes some incentive for intra-party betrayal

Fungal Feed - Fruits of Rot

Concept: “Reality itself is decaying and rotting. From the corpse of the old world, mycelium grows and feeds.”
Content:
A random mushroom generator
Writing:
Includes lore, mechanics, and a table for appearances and effects
Art/design:
Relatively reserved with color and some illustrations for visual variety
Usability:
Easy to read and use

FVCK THIS I’M OUT

Concept: “A mashup based on Rugose Kohn’s 30 Days of MÖRK BORG”
Content:
A randomized bridge crawl with monsters and other hazards
Writing:
Concise and witty (hopefully)
Art/design:
Dominated by a strange landscape and its denizens
Usability:
Works best as a two-page spread

FÖLK-LORE: Rendezvous & Romps

36 contributors
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content:
The second volume of collected FÖLK-LORE Jam entries
Writing:
Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design:
Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?

Galaxy Eater

Concept: “It is difficult for the lacklustre mind of your average dungeon diver to conceive such a creature, building on images one has seen before in the real world.”
Content:
An extradimensional cosmic horror that feasts on sanity
Writing:
Provides (anti-)lore and the sanity mechanics by which it interacts with PCs
Art/design:
Text arrayed around a central image; typefaces and orientation delineates verbal sections
Usability:
Incorporates an ad-hoc sanity point value, but it’s intuitive and easy to manage 

Galgenbeck Bestiary

Concept: “Galgenbeck… crooked thieves, cruel knights, obsessed zealots, broken souls.
And then there are the monsters.”
Content: At least nine (but potentially fourteen) monsters.
Writing: Strangely folkloric, highly specific, and vicious absurdism in its ecology.
Art/design: A mixed media collection dominated by sharp high-contrast marker, each creature layout accommodating its illustration.
Usability: Short, legible, and humorously horrific. Deluxe edition contains all 14 monsters.

Galgenbeck Sacrifice

“Half of Galgenbeck's population is gone. Most have fallen to Josilfa's scythe. The city seems eerily empty, but nobody notices the citizens' absence. Galgenbeck was always half empty. All is as it should be.”

Gallowag Prowlers

Concept: “They blend into the muck, crawl along walls and quietly stalk unsuspecting PCs.”
Content:
A stealthy ambush enemy
Writing:
Some brief lore and a simple stat block with a sneak attack special ability; also includes lair and loot
Art/design:
Minimal text arranged on a detailed and characterful illustration
Usability:
Simple and straightforward to use but with potential to add some extra color to a particularly slimy, nasty dungeon

Gallows-Reveler

Concept: “Ere the world doth crumble and tis an errant tickle to know others shall suffer as you have.”
Content:
A self-destructive fool fit for Mörk Borg; some elaborate and unpredictable abilities
Writing:
Stylized but accessible
Art/design:
Relatively minimal (not a bad thing)
Usability:
A dictionary may be called for, but you’ll learn some new vocabulary

Gargantuan Ectoparasite

Concept: “The size of a castle.”
Content:
A monstrous, scavenging vermin
Writing:
Direct and to the point
Art/design:
Giant and ugly
Usability:
Seriously lethal—but you can ride it

Garkain

Concept: “A territorial, flesh-hungering creature of Aboriginal & Torres Strait Islander legend”
Content:
A monster that smells bad enough to destroy your soul
Writing:
Lore for the garkain (and the geists of its victims) and stats including an interesting envelope attack; includes an additional table of ambushes on the product page
Art/design:
Colors help differentiate the creatures and make the text stand out against the ground with graphical flourishes to add emphasis and attract the eye
Usability:
Can kill a scvm in 3 rounds

Garth Grimgar’s Guide to the Flora of the Dying World

Concept: “These are the field notes of the famously reclusive Occult Herbmaster Garth Grimgar, found in the ruins of his hut years after his death.”
Content: An Herbmaster’s guide to 16 flora and fauna and their medicinal use.
Writing: Decoctions and their mechanics cleverly disguised as field observations.
Art/design: Weathered, hand-inked visual style achieves a found document aesthetic
Usability: Consistent and legible. Do not try these recipes at home. 

Gashadokuro, the Starving Skeleton

Concept: “A fifteen-soldier-tall indestructible spirit, the gashadokuro should provide decent challenge for scvm that have survived a bit too long.”
Content:
An enraged murder machine that uses a Morale pool for attacks and damage
Writing:
Clear explanations of special abilities
Art/design:
Simply but skillfully adapts layout to the source image
Usability:
A bit more complex than most monsters, but in a fun and tactical way

Generatorc

Concept: “GENERATORC makes diving into ORC BORG easy by quickly generating characters (stats and all)”
Content: Mekk’n Orcz fer ya’ Borg.
Writing: Da komputa mek wurdz reel gud.
Art/design: Morky n’ Orcy.
Usability: Juz’ push da butt’n. 

Ghost Lights

Concept: “Lights burning over cemeteries, old mass graves and dead corpses.”
Content:
An adaptation of the will-o’-the-wisp that lures PCs toward hazards
Writing:
Efficiently conveys mechanics and lore
Art/design:
Cool colors and establish an appropriately haunted character
Usability:
May be frustrating for PCs but entertaining for GMs

Ghost of a Ghost

Concept: “If a ghost is the left over soul and mind stripped of its flesh, then what is a ghost of a ghost?” 
Content: Ghosts² 
Writing: A metaphysical question, a horrifying conclusion.
Art/design: A de-saturated, isolated, background focused on a stalking pile of ectoplasm. 
Usability: Easy and clean layout. 

Ghoulish Grin: Issue 1

Concept: “This is the Dying World, so it’s possible no one will notice the difference.”   
Content: "a tide of COSMIC HORROR upon the Dying World.” Two new classes, a magic domain, mutation mechanics, and Mythos Miseries.
Writing: Eldritch horror played for laughs. Surprisingly informed about the unknowable.
Art/design: A generous kaleidoscope of public domain horrors with a layout like frantic diary notes.
Usability: Available as both indescribable zine and plaintext edition. 

Giant Moth Demon

Concept: “It is rarely seen until it is too late, after it has grabbed livestock or a hapless human.”
Content:
It’s a giant moth.
Writing:
Sketches behavior and provides a concise stat block
Art/design:
Embraces Mörk Borg’s penchant for public domain art and violent pinkness
Usability:
Simple and easy to use

Glasrø Island

Concept: “Go to the Island, bring back the dumb Prince, stay alive.”
Content:
An island crawl with surreal features and denizens
Writing:
Very concise
Art/design:
A central, more visually subdued map supported by on-brand accoutrements
Usability: Layout is a bit crowded but navigable with due attention; small text can be tough to read; includes a handy map for the players

Gleb Tick

“A parasite that feasts upon the very life force of the land.”

Glimpses of a Dying World

Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content:
A sprawling offering of all things Mörk Borg
Writing:
Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design:
Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability:
There’s something here for everyone

Gloaming Mooncalf

“Malformed infants created by the death white moon of Sarkash”

Glorious Undeath

Concept: “You are cursed, til death and beyond.” 
Content: Checkpoint mechanics, the Dying Land’s way.
Writing: A morbid flourish to structured rules text.
Art/design: Coarsely accented spot illustrations frame a title over crisp white text boxes.
Usability: Available in printer-friendly and yellow. 

Glory Hole Mimic

Concept: “Regret incarnate”
Content:
No comment
Writing:
Standard stat block with special feature; dryly (but highly) comedic
Art/design:
Expressive, stylized title with readable text and an illustration just in case you’re not sure how it works; the pink obviously symbolizes true love
Usability:
Did no one ever warn you about putting things in places?

GlumDark

Concept: “Random tables of the macabre and mundane”
Content: A lot of random tables, some of which have a lot of entries
Writing: Strange, grim, and always irreverent
Art/design: Red, black, white, grey—a classic color scheme deftly deployed
Usability: Arranged by category; limited use is free, but full content is unlocked through Patreon

This entry was sponsored by mcglintlock as part of the Ex Libris RPG crowdfunding campaign.

Gnoll

Concept: “Failed experiments of Tergol the flesh alchemist”
Content:
A class inspired by the old-school gnoll
Writing:
Provides some lore and a standard profile with optional, expanded class eatures
Art/design:
Relatively conservative layout, but with some appropriate typographical choices
Usability:
Expanded class features draw on the Unheroic Feats supplement

Gnoll STL

Concept: "No matter how much the world twists and warps, no matter the distance, no matter the structures of man, it will always know where you are. Always."
Content:
A ceaseless agent of revenge in the dying world, rebirthed–in plastic.
Writing:
Impressive and flexible stat profile make for a recurring early game villain.
Art/design:
Faithful reinterpretation of Mörk Borg’s cover skeleton with an added dimension.
Usability:
Pre-supported STL files. “Thick” STL design available for tabletop scale figures.

Goblant

Concept: “The Goblant is a hybrid of a Goblin and a Giant Ant, and carries the Goblin curse.”
Content: Like goblins, but worse.
Writing: Just the mechanics. Let the name and depiction do most of the work.
Art/design: Top half art, bottom half text. Back half ant, front half goblin.
Usability: Practically begging for a goblant colony. 

Goblant Drone

Concept: “The Goblant Drone is a hybrid of a Goblin and a Giant Ant, and carries the Goblin curse.”
Content: A worker goblant.
Writing: Just mechanics. The name and depiction do all the work.
Art/design: Top half art, bottom half text. Back half ant, front half goblin. Ready to work.
Usability: It’s probably building the goblant colony. 

Goblant King

Concept: “Wearing only a loincloth and a child's tin crown, this abomination leads the Goblant colony. Armed with a skull-headed sceptre, he is itching for a good fight!”
Content: King of the goblants. Complete with tin crown and skull sceptre.
Writing: The origin of goblants revealed. Magic skull sceptre adds variety to the encounter.
Art/design: Top half art, bottom half text. Back half ant, front half goblin. 
Usability: A goblant colony waiting to happen. All it takes is one. 

Goblet the Goblin and the Horrid Brute

Concept: “A horrible NPC that will make the life of all in the table a little more miserable and hopefully a little more funny as well.”
Content:
A goblin merchant who rides around inside (yes, inside) another, gargantuan goblin
Writing:
Delivers the promised misery and humor (if you’re into body humor)
Art/design:
Text arranged around some very fleshy, visceral illustrations with clever details and well-placed censor bars
Usability:
Lots of background and description of behavior is helpful for running these two as characters rather than just monsters

Goblin Grinder

Concept: “With such a large infestation of the little scoundrels, it’s becoming very difficult to figure out which one to snuff.”
Content:
A quirky, darkly comedic scenario
Writing:
Sets the tone and provides entertaining depth
Art/design:
Black, white, and pink create a unique apocalyptic atmosphere
Usability:
Laid out according to probable narrative flow

Godless Soul Doctor

Concept: “The individual organ strands and fleshy openings of your throat were relocated in a head made of glass that you forged under agony. You finally feel whole. You healed your body and thereby your soul.”
Content: An open minded intellectual with room for growth.
Writing: There’s some philosophy going on here. Don’t lose your head.
Art/design: Art depicting the pinnacle of self-mastery (or sabotage?), in a smooth two-page layout.
Usability: A character class that fits right in with the gonzo elements of Mörk Borg. Could be mistaken for a wickhead by both the ignorant and the scholarly. 

God’s Goods

Concept: “Many paths may have brought you here. […] Most likely you heard of exotic substances that once tempted the unworthy, but now offer euphoric escape.”
Content:
A miniatures- and mapped-based adventure; includes printable tokens and board
Writing:
Provides a general scenario and specific rules for movement and for deploying and interacting with game pieces
Art/design:
A more traditional layout and monochrome graphics lend a very old-school feel
Usability:
Doubles as a Mörk Borg and Forbidden Psalm adventure; some assembly required

Gone with the Gnomes

Concept: “Everyone loves gnomes. They sing and dance”
Content: Adorable gnomes. Celebration. Maypoles. Riddles. Hattery. A village in peril.
Writing: Full of childlike whimsy and bloodshed. A real fairytale.
Art/design: Admirably ambiguous yet gleefully grotesque illustrations in a riotous layout. 
Usability: Start in the upper right and make your way around the center. Hydrate or die. 

Gonoph

“Instinct alone seems to drive these creatures to collect hands. Yes, hands of all shape, size, and age, as long as they are human.”

Gorehorn of Phon

Concept: “Packs of these noisy violent beasts parade throughout the western kingdom leaving a trail of blood and lost limbs.”
Content:
An incredibly noisy meatgrinder
 Writing:
Stats include an extended list of variable specials, and flavor text speculates on origins and describes general behavior
Art/design:
A roughly divided-page layout with art and text; a primarily monochrome image with red as a spot color emphasizes the monster’s physical and aural attacks
Usability:
The loot it drops will kill you just as hard as the monster will 

Granny

Concept: “This dread creature is sure to haunt your players right where they’re safest: In their own homes. During the holidays. Sneering with judgment.”
Content:
A bitter, cheer-killing wight; includes description, stats, special mechanics, and scathing remarks
Writing:
Captures the spirit (maybe literally) of an overly-critical matriarch
Art/design:
Overall, horribly festive with progressively creepy grandmas
Usability:
Plenty of flavor to really help the GM get into character

Grappleoid TERRORS

Concept: “An eight page bestiary featuring a multi-stage creature based on those from [the first three] TREMORS movies”
Content: Stats and lifecycle of The Grappleoid. 
Writing: Detailed passive and special abilities reproduce cinematic encounters.
Art/design: Multi-textured and layered design with hand-drawn grappeloid illustrations.
Usability: Also compatible with CY_Borg 

Grave Matters

Concept: “New uses for dry corpses”
Content:
Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing:
Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design:
Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability:
References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses

Grave Matters Character Sheet

Concept: “A custom skeletal character sheet”
Content:
Includes a sheet for companions
Writing:
N/A
Art/design:
Features lots of skeletal imagery while keeping familiar forms like the raven and zweihänder
Usability:
Pencil not included

Grave Matters: Dig Deeper

“This booklet continues what its predecessor began, adding new monsters, foul objects, and a brand new adventure ready to be played.”

Graves Left Wanting

Concept: “The PCs find themselves buried alive in the vast, ever-changing cemetery of Graven-Tosk.”
Content: A macabre, nonlinear graveyard crawl
Writing:
Relentlessly grim with splashes of gallows humor, especially at the end
Art/design:
Monochrome with purple highlights set the atmosphere beautifully
Usability:
Well-organized into sections that include relevant stat blocks

Gravestone Graffiti

“d100 names, d66 honorifics and 2d6 origins … Print and bring it to the table. Your gravestone will thank you.”

Gravrövare

Concept: “You’ve heard whispers of a collector, deep in the Sarkash forest who pays handsomely for the corpses of men.”
Content: Graverobbery for a mysterious benefactor.
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: Loud compositions, vibrant colors, grunge, and visual interest.
Usability: Memorable, referenceable, legible. 

Green-Eyed Filth Goblin

Concept: “Our dear sweet Spicy passed away recently, and I'm Dealing With It, by analogizing her last years into a fantasy game monster because grief is weird. ”
Content: An utterly debilitating feline encounter.
Writing: A furry assault on a scvm’s ears, and immune system. There will be blood, but the fight may not be to the death.
Art/design: A fierce, confident, and territorial feline. With rules text scrawled by a yowl-stricken survivor.
Usability: A perfect critter to sneak underfoot. Can complicate existing encounters or debilitate overconfident scvm before running away. 

Gregor's Folly

“There would be agony and pain enough to draw the eyes of Nechrubel. Gregor would lead the faithful from perdition into the Shimmering Fields.”

Gremlin Horn

Concept: “Can you retrieve the Gremlin Horn from the Goblin's clutches before they send their red armies to slaughter the land in a wave of desolation?!”
Content:
A dungeon filled with transforming gremlins, stat blocks, a nifty unique item, and a complementary gremlin-infected character class
Writing:
Includes multi-sensory descriptions of locations with some vivid imagery (with particularly memorable interpretations of goblin-engineered audio equipment)
Art/design:
Ground’s color and texture (and the illustrations) creates manuscript feel; original representations of gremlins adds character and liveliness to the central focus; use of red in particular unifies the text, images, and adventure concept
Usability:
Color differentiates portions of text for easy reference and use

Greyson’s Forest

Concept: “Find Mardach's garden and the moshruums within.” 
Content: A secret garden, of sorts. Plenty of fertilizer at least.
Writing: A legend, of unclear message, and plenty of textual evidence it’s about to go horribly wrong.
Art/design: Fuchsia fungi feed mustard trees near a fertilizer-free two-column layout.
Usability: “To be continued...” No, seriously. 

Greyson’s Silver

Concept: “They will never get ‘hold of my silver; though if they do, may they be sated forever.” 
Content: A chest of surprisingly heavy coins.
Writing: A narrative origin for a uniquely cursed chest. Greed is not good.
Art/design: A cheeky little silver coin sticks its tongue out at you. Rightly so scvm.
Usability: Protip – it's cursed. Get swol. 

Grinding the MMORKG

Concept: “Want to use Mork Borg modules as a virtual reality simulation in your Cy_Borg game? Or to give your Mork Borg players a taste of Cy?”
Content: Five interconnected dungeons bridging the gap between Mörk and Cy, rules for scvm conversion, sweet from rigs, and some sim-addicted punk.
Writing: A fluid and in-depth investigation that focuses on the politics of Cy and humorously subverts the core conceit of Mörk Borg.
Art/design: Deftly blends the visual style of both source material.
Usability: A well reference and stylized adventure text with self contained rules that are partitioned for easy reference.

Grootslang

Concept: “Good news, it does not constrict. Bad news, everything else.”
Content: A legendary beast ripped from South African myth
Writing: Standard stat block with some extra Special attributes to keep combat interesting
Art/design: Text is (literally) blocked out for easing reading and use
Usability: Probably lethal, but the PCs don’t need to know that

Grå Häst

Concept: “To hear the cursed utterences from it’s skeletal frame is said to be a claim for your very life.”
Content:
An undead horse spirit with a penchant for making friends
Writing:
Provides a description for roleplaying the encounter and mechanics for rolling it as well
Art/design:
Compelling illustrations; typographic design creates a visual hierarchy of information
Usability:
Some of the nonessential flavor text is small and difficult to read but worth the extra effort

Gutterpunk

Concept: “The world is dying, and you? You’re pissed. Trampled on and oppressed, you’ve found solace in rough music and rougher company.”
Content: Scvm meets punk.
Writing: Aggressive, authentic, anarchistic.
Art/design: Spray stenciled mowhawk and combat boots. Rough and ready layout.
Usability: A good candidate to bring a little CY_Borg into your Mörk Borg.

GVix’s Mörktober 2023 – 31 Phantasmagoric Entries

Concept: "31 Phantasmagoric Entries”
Content: “A compilation of all my postcard-entries for Exeunt Press' MÖRKTOBER challenge”
Writing: An impish collection of grisly gifts, ghastly guests, and grim tables for rules and quests.
Art/design: Heavy-bordered postcards of inked and crosshatched illustrations in an array of bright uniform colors.
Usability: Available in individual postcard PDF, or advertisement spread png. 

Gwalchmai's Laboratory

Concept: “An encounter with a duck faced alchemist in his laboratory”
Content:
A duck-faced alchemist and his laboratory. What were you expecting?
Writing:
Describes the room and alchemist, and presents a quest for the PCs
Art/design:
Duckface, but Borgier
Usability:
I hope you like duck butts more than you like tangerines or silver

Gölf Borg

Concept: “If the ball lands on any point of the hole tile, it goes in.” 
Content: Gölf, but with more corpses, arcane catastrophes, and razor-tooth gophers.
Writing: Some basic instructions, some practical tables, and some impractical (but entertaining) ones.
Art/design: Hexes, golf balls, and grit. 
Usability: Includes combat characteristics for golf clubs. 

Göran's Reavers

Concept: “Göran is the son of a mighty chief whose lack of devotion to the gods of blood ended when Göran ate his face. Now he rules his reavers with an iron fist and a savage spiked axe. His title as Usurper is coveted.”
Content: A faction of reavers worshiping gods of blood.
Writing: Backgrounds and mechanics complicate and enrich a faction that might otherwise be monolithic.
Art/design: A clean legible layout full of bloody worship.
Usability: Drop wherever you need a little more blood.

Hack, Duck, Pray

“A little browser game, inspired by quintessential Mörk Borg qualities: Math, Speed and the color Yellow.”

Hagtesse

Concept: “Within the woods is something cruel and mischievous. Sometimes it’s a witch, sometimes it’s a spider.”
Content:
A spider-witch whose attacks cause thematic mutations
Writing:
Poetic flourish in the description, witty one-liners in the stat block
Art/design:
Nice spatial arrangement of visual and verbal components
Usability:
Remember to roll for mutations

Hail the Rat God

“‘The Rat God’ is not her name. You are not worthy of her name. HAIL THE RAT GOD.”

Half Cursed

Concept: “Locked in a strange body, partly the one of a Goblin, you have survived the curse but developed some physical similarities from your left arm to your shoulder.” 
Content: A transitional take on the Goblin Curse.
Writing: A deeply human take on being uncomfortable in your goblin skin.
Art/design: A dynamic figure reaching out from a dynamic half-shaded layout.
Usability: An ordered three-column structure feels balanced, navigable, and stylish. 

Half-Fiend Berserker

Concept: “The end has come and even the wretched are needed.”
Content:
A close-combat powerhouse that lives up to its name
Writing:
Clear descriptions of mechanics and some appropriately cataclysmic flavor
Art/design:
Relatively conservative but thematically appropriate
Usability:
Straightforward; use of color is good for fast visual reference

Hallowed Scrolls

“Sing praise to Verhu. … Roll d8 on the table.” 

Halls of Purgatory

Concept: “The PC(s) […] find themselves in a furniture and home accessories dungeon.”
Content:
An endless nightmare of forced commerce
Writing:
Concise with subtle humor; highly effective in both capacities
Art/design:
Look at the map. Realize you’re in hell.
Usability:
Escape is an option, but winning isn’t

Hammer Goats

Concept: Goat people who love hammers and their offspring.
Content: see Hammer, Goat. see also Chaos, Spawn. 
Writing: A combat class that’s hammered home by versatile chaos gifts, and an entirely too gifted divine spawn.
Art/design: A frolicking herd of hammer goats cross a yellow field followed by a dreadful depiction of a goatling god. Subtle and instructive use of typographic elements.
Usability: High contrast, legible text. 

Hammer of a Killing Crown

Concept: “It’s a simple agreement: You retrieve the artifact. Aalgut exacts his revenge … After that, the unbounded power of the Killing Crown is yours.”
Content:
A dungeon crawl. Bufonic treasures. Murderous Crowns. Toadstools. Toads. Spells. Plague.
Writing: Strong and consistent theme and symbolism. Clear mechanics. Incorporates playing cards.
Art/design: Mörk Borg with toadstools (and toads).
Usability: Aesthetics complement the readability. A breeze to read and reference.

Hand of the King

Concept: “Tradition dictates that you nail a HAND of the previous monarch to your clock, or even your body.”
Content: A right-hand scvm who still wears (and wields) the authority of their dead liege.
Writing: A gripping collection hands, puns, and references. Sure to leave your fingers itching for more.
Art/design: The yellowing right hand of the king, bloodily pinned to the advisor. Pink and blue linework contrast the hard black textbox.
Usability: Give yourself a pat on the back and decide where the Kings of Treel live. 

Harkast’s Unclean Chants

Concept: “Inside you will find eleven unclean rituals to soil your game, written by Harkast the Alchemist himself as he roamed the tombs of Graven-Tosk.”
Content: A grimoire of eleven dark rituals from a miserable, dying world. 
Writing: Obscure and meticulous rites of ruinously specific purpose.
Art/design: Diagram’s and illustrations of unclean rituals and materia.
Usability: Technically not powers. 

Harrowed Abbess

“Inspire hope in the bleak hearts of your comrades. Or, you know, put them out of their misery.”

Harrowshade

Concept: “In the town of Harrowshade, tucked away in northern Grift, a somber gloom engulfs the lives of the inhabitants.” 
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.

Harvest of Horror

Concept: “Strange creatures have been spotted in a village near the lake, twisted mockeries of nature that move with eerie purpose.” 
Content: April Fools meets “alchemy of flesh”.
Writing: Iconic horrors such as: “Rotcabbage”, “Tenebrous Carrot”, and “Goretater”.
Art/design: Uncanny Valley vegetable creations in tenebrous tri-fold pamphlet format.
Usability: Legible but may require “alchemy of print” 

Hatchlings

Concept: “Unplanned parenthood”
Content:
The lair of an overgrown skele-duck and her soon-to-be-hatchlings
Writing:
Straightforward descriptions punctuated with humor
Art/design:
Graphic design and illustration adds character but preserves easy usability
Usability:
The PCs may get some new pets or a tasty meal

Hatred

Concept:
“Burn them all vvitches and wizards
set fire to all that bring the miseries”
Content: An inquisition-powered torture-crawl.
Writing: Effective description makes a surprisingly painless experience to run.
Art/design: Sharp illustrations gird single-column descriptions of a bloody-minded cult.
Usability: Legible and easy to reference. 


Hatred OST

Concept: “music to play on the background of grim dungeon dives.”
Content: Four dark ambient MIDI style tracks.
Writing: n/a
Art/design: A Giger-esque album illustration in yellow and black.
Usability: Droning electronic notes enhance misery without drowning table conversation. Available in mp3 format.

Haunt the Bastards!

“You died, it's teribly sad, but not necessarily the end...”

Haunted Chaise Longue

Concept: “Through sheer spite and willpower, you were able to animate and inhabit this piece of furniture. Thus began the world’s slowest and softest rampage.”
Content: A haunted chaise longue.
Writing: A persistent reminder that you are, in fact, a chaise longue. With all that that implies.
Art/design: Contains an image of a chaise longue, with matching pillow and rules text. Also, blood.
Usability: You cannot jump or climb and you move no faster than 4 feet a turn – you are a chaise longue.

Haunted Demonologist / Demons & Beasts

Concept: “You achieved what all others failed to do, and called a creature from the Beyond.”
Content:
Enslave infernal familiars for fun and profit (mostly fun)
Writing:
Clear, expressive, and entertaining
Art/design:
Good use of color to delineate sections and add visual emphasis; illustrated by appropriate, atmospheric engravings
Usability:
Simple for the player, and the demon-switching rules provide room for GMs to torment players

Head Eater

Concept: “A submission to the Babalonian jam!”
Content:
A monster that cuts your head off and then uses it as armor. Awesome.
Writing:
Stat block and special ability description deliver necessary information with diction and imagery that support the creature concept
Art/design:
Stylized title and unobtrusive text place due emphasis on the illustration
Usability:
Potentially lethal for any PC who relies on keeping their head attached

Hecatomb Diviner

Concept: “Have you ever wanted to kill a lot of animals and learn mystic truths, maybe even see the future in their intestines, blood pools, or death spasms?”
Content: A enthusiastically sacrificial scvm.
Writing: Four-item menu of sacrificial offerings for omens where size matters. 
Art/design: Modern flair contrasts the traditional ritual sacrifice.
Usability: Strong visual elements which do not significantly disrupt the text. You decide if scvm count as sacrificial creatures. 

HEL

Concept: “At the outer edge and beyond lies ASKA […] In the inner circle lies the Sea […] In the centre lies the City”
Content:
A sketch of a region and its inhabitants
Writing:
A paragraph devoted to each area; multi-sensory descriptions of each
Art/design:
Typographically differentiates each area and foregrounds its name; text superimposed over a ground of tormented masses
Usability:
No mechanics, but a good resource for GMs seeking a starting point for their own imaginings

Hellequin

Concept: “An emissary from hell, sent by the devil to hunt humans and take them back to hell”
Content:
Includes the title character and its infernal entourage
Writing:
Provides a general overview of the concept and covers stats for 4 types of demons
Art/design:
Colors and typographical choices convey that fire-and-brimstone character
Usability:
Some more complex morale rules require a bit of extra arithmetic

Hellmouth Nemertean

Concept: “From the craters crawl forth gigantic beasts of blazing, crackling stone forms.”
Content:
The ribbon worm from hell (literally)
Writing:
Blends descriptive and mechanical text in focused segments to facilitate usability
Art/design:
Text is laid out to maximize readability against the hellscape background
Usability:
As a game component, elaborate without being unnecessarily complex

Helm of Aura Protection

Concept: “'Isn’t that just tr...’ ‘Yes.’”
Content: A real pain in the head.
Writing: Factually accurate mechanical depiction of migraines.
Art/design: Too bright (for migraines), mostly black for everyone else.
Usability: Truly shocking headgear. 

Helm of Awe

Concept: “Enter as three and be free”
Content: A Norse myth puzzle crawl.
Writing: Encounters that heavily reference mythological events and figures.
Art/design: A map and protective ward.
Usability: More likely to confound the enemies of the Æsir.

Helm of the War Wizard

Concept: “Th[e] crescent moon and stars on this helm glow in the dark.”
Content: A glowing arcane catastrophe waiting to happen.
Writing: Ignore failed powers, until the last star burns out...
Art/design: A hilarious blend of serious Norman style helmet and pointy wizard hat.
Usability: Best if scvm don’t know what happens once the stars burn out. 

Herald of Incineration

Concept: “Surrounded by a haze of steam and heat wearing gleaming armor, the towering figure trudges forward, dragging a charred zweihander which cleaves the ground in twain.”
Content:
The titular nemesis, ancillary fireflies, and a cursed sword
Writing:
An even split between lore and stats blocks
Art/design:
Graphic and typographic elements reinforce a knightly demeanor
Usability:
More complex than average but fully manageable

Heralds of Doom

Concept: “A comet of unnatural hue hurtles across the sky… What strange fate does this harbinger of evil foretell?”
Content:
Tables of portents, prophecies, and potential solutions
Writing:
Copious apocalyptic imagery and some fun allusions
Art/design:
Color and typographical choices support the concept and writing
Usability:
Not to be confused with Harolds of Doom, an acapella metal quartet

Heretical Fractal Bog

“A half-frozen bog of muddy black waters, razor-sharp vegetation, and mesmerizing optical illusions”

Hero of Canker and Mire

Concept: “A knight of the past, an ancient hero forgotten by all and who, in despair, went to lose himself in the marshes” 
Content: A mire-drenched disgrace.
Writing: A corporeal text which explores and supplants the mortal form.
Art/design: Dual spreads contain yellowed illustrations of creeping growth and moist crumbling decay.
Usability: A sloppy display font drips over a clean body text, highlighted for skimming. 

Hexed & Dying World: Village Maker

Concept: “a set of roll-able tables to quickly make a village for Southern Tveland”
Content: Five characteristics to generate a Southern Tveland village.
Writing: A village maker sprinkled with the dying world’s unique humor.
Art/design: Clean structured two-column layouts and enumerated lists.
Usability: Clear hierarchy aids quick reference. 

Hexed Solo Rules to Die For

Concept: “an expansion to MÖRK BORG that allows players and Referees to randomly generate a hex crawl map to explore.” 
Content: Rules for hex map generation; tables for environs, weather, and encounters; creatures; three new scvm; and four void dieties.
Writing: Rules as preamble to hexes and tables full of misery fitting a Dying Land.
Art/design: Ornate headers for rules, plain headers for reference. Generated images in a variety of styles.
Usability: References Feretory, Heretic, and Solitary Defilement. Intended for use with a solo oracle. 

Hieronymus Beasts

Concept: “A creature beastiary  from the works of the dutch painter Jeroen van Aken, more know as Hieronymus Bosch.”
Content:
8 strange monsters—including the Shadow Prince—inspired by Bosch’s work
Writing:
Stat blocks and lore that incorporates details from the core rulebook
Art/design:
Incorporates modified details from Bosch’s paintings into grungy, spattery artpunk layouts
Usability:
For when you want to add a little culture to your game without skimping on the weird and horrifying
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