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

cannibalism

Immortal Soul (Alma Imortal)

Concept: “This is a story of horror and revenge, driven by individuals who do not accept their fate, reject death and want a second chance.”
Content: A purgatory-escape-crawl for dead Scvm, complete with consequences for the dying world should their spirits perish in the attempt.
Writing: Establishes distinct regions of purgatory to explore, complete with set-piece destination encounters. Supplying enough context, tone, and style to produce flavorful travel encounter in each region as needed.
Art/design: Somber, expansive, and severe imagery compliments harsh setting descriptions to establish purgatory as the crucible that it is.
Usability: Adventure to establish a new campaign, or regroup and return to the dying world stronger after a TPK. Google translation from Portuguese to English makes for the occasional anomaly. 

Invitation to a Dark Masquerade

Concept: “You are cordially invited to Volkenhard Manor in the city of Galgenbeck to attend the annual Masquerade. Masks and costumes required. 
Speak of this to no one.”
Content: A meaty masquerade.
Writing: A sensuous adventure full of social engagement. No mystery here. Only light cannibalism. 
Art/design: High contrast black and white trifold. With somber and weighty character illustrations.
Usability: References Mörktober by Exeunt Press. 

Kavlov’s Sanctuary

Concept: “Explore the dread-filled halls of Kavlov's Sanctuary and uncover the ancient secrets and betrayals that could determine the fate of the world. But be warned, your actions have consequences” 
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided. 

Level 20: Lair of the Flesh-Diver

Concept:  
“SEE! Bodies that have been recently eaten, or being eaten! 
HEAR! The sounds of flesh being digested and the screams of insane cannibalistic monsters! 
SMELL! The stink of burning flesh and rotting biological matter! 
TASTE! Rosemary sausage! 
TOUCH! Nothing, if you're smart! 
LOOT! Dangerous custom cutlery! 
KILL! Hordes of hungry, darkness-dwelling denizens!”
Content: A deep dive into a dark cannibal dungeon.
Writing: Sensorial text provides an in-depth and narrative description of events and encounters.
Art/design: Traditional adventure layout highlighted by eerie maps, depictions of butcher’s tools, and flushed purple accents.
Usability: The level of detail may require some review before your session. 

Making Friends and Eating People

Concept: “Eat your friends. They’d do the same for you.”
Content:
Optional rules for upcycling dead characters and benefits for doing so
Writing:
Darkly humorous and appropriately off-kilter
Art/design:
If Hell has insane asylums and their cafeterias have menus, they probably look like this
Usability:
The mechanics are nestled in with the flavor text, but if you know what you’re looking for, you’re good to go

Man And Beast

Concept: “THERE IS NO TIME FOR PRETENSES OF CIVILITY.”  
Content: A collection of creatures and features that blur the boundary of man and beast.
Writing: Sapient mechanics for visceral beings.
Art/design: Fangs and teeth. Text occasionally unclots into the color of blood.
Usability: Available in print-friendly or lightly blooded. 

Manor Most Foul

Concept: “Greed, gore, romance? None of that matters as long as you can get to the hidden vault” 
Content: A lovingly macabre manor crawl.
Writing: A tragic love story (of sorts), reenacting its terrible pursuit this night for your voyeuristic pleasure.
Art/design: Full of coarse texture and bright color, a feast for the eyes, with a surprising emphasis on the eyes.
Usability: I'm not joking about the eyes. I may have exaggerated the voyeuristic pleasure. 

Odd Gob’s Forest

Concept: “200 legs slink through thorny brush and over fallen trees. A gaping maw of mangled teeth devours all...” 
Content: A many-legged garbage disposal in the underbrush.
Writing: Captures the ravenous hunger of the mighty slorgs.
Art/design: A long trailing creature rearing underneath a fluid and mangled canopy.
Usability: Includes separate creature illustration. 

One Night at Castle Ghast

Concept: “...best be gone before the coming of the dawn, lest the castle disappear and drag them with it to the lands of the dead.” 
Content: A once in a lifetime castle-crawl.
Writing: A traditional ghost story, an inexorable timer, and the highest stakes.
Art/design: Dark, textured, and occasionally effervescent images of spectral manifestations.
Usability: To prolong the inevitable. 

Seven Strangers II

Concept:  
“A stranger waits outside.
Uncertainty on the threshold.
Herein lie eight more Classes.” 
Content: Seven more strangers for Cthork Borg, plus one uninvited guest.
Writing: A collection of archetypes that further refine the tone of your investigations.
Art/design: A single-column class presentation with a brooding collection of curated mixed media from the public domain.
Usability: A functional and consistent class format and table of contents make for quick reference. 

Smörgasbörg

10 contributors
Concept: “Grab your bibs and bone saws you’re in for a treat….  ” 
Content: A filling 120-page harvest of human meat (and how to use it).
Writing: Sefl-indulgent self-injury, masticatory mutilation, and gratuitous gluttony. 
Art/design: Sharp sketches, gruesome graffiti, and a not-inconsiderable quantity of red.
Usability: Organized and occasionally explicit body horror abounds. You have been warned. 

Tame Your Demons

Concept: “‘Come! Come! Sit with me. Let us bask in the glorious light of the Prescient Flame. Gaze into its depths. The Flame sees all. What do you see?’ 
—Seskel the Flamekeeper” 
Content: A tallow-melting, candle-burning, demon-facing altar crawl.
Writing: An atmospheric and sensory experience suitable to horror and suspense.
Art/design: A single-column adventure with simple spot illustrations and a clear top-down dungeon map.
Usability: Organized and system neutral, with stats for Mörk Borg and 5e D&D. 

The Dungescape Issue 2

Concept: “Rugged tunnels far beneath the dirt of the earth. What stirs in the dark with all-seeing eyes, beaks, and claws, scratching the stone?”
Content: An escape dungeon, full of feathered “friends”.
Writing: Social elements add a dynamic element to the dungeon.
Art/design: Top-down map and creature illustrations highlight a compact two-page dungeon reference.
Usability: Compact and organized for easy reference of the entire dungeon during play. 

THE EGG

Concept: “1. Create a character 2. Have an EGG implanted inside you. 3. DIE...”
Content: A second chance at death.
Writing: Casually disgusting, clinically disturbing, implanted with body horror.
Art/design:  I hate to imagine what that man is doing with so many EGGs.
Usability: For the auto-cannibalistic Scvm. 

The Usual Suspects III

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

Time for Tea

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

Trapped Within

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

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. 
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