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curse

Black Bride of Nechrubel

M_M
Concept: “The first day of the rest of your life turned out to be your last… You’ve pledged your heart and soul to Nechrubel. And he accepted.”
Content:
A bridal scvm. Sacrificed at the alter.
Writing:
A parody of wedding day traditions and tropes, blackened and burned.
Art/design:
Elegant use of line, tone, and color make for a truly disturbing bride.
Usability:
Wedding “gifts” of variable quality. But tradition is tradition, I suppose.

Bonefire

Concept: “A bone taken from the body of a dead witch... it will burn until it is no longer needed.”
Content: A reliable firestarter and effective witch attractant.
Writing: Bare bones, practical, with just a spark of magic.
Art/design: Menacing witches overlook a clean engaging design.
Usability: Please burn responsibly. 

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

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.

Cursed Gunslinger

Concept: “A hellish weapon has come into your possession. Others will try to kill you for it. That's okay...that's exactly what the weapons wants. For them to try.”
Content: A cursed six-shooter and plausible deniability.
Writing: A devilish spin on a western trope.
Art/design: Man, Beast, and Gun clash in subtly colored lithographic print. 
Usability: A clean, color-matched, and legible design. 

d4 Sadistic Demons Plague the Doomed World

Concept: “A broken clay tablet disclosing d4 haunting encounters with mischievious evil.”
Content: Four demons and their bargains for this miserable little game.
Writing: Monstrous encounters to ensnare or entrap as well as confront, complete with adventure hooks to bait.
Art/design: Color and background art distinguish the influence of each demon across eclectic layouts.
Usability: Usable as single encounters or long-term story elements of their own. 

Dread Knight

Concept: “You were a champion of the Nameless One, dark master of an army so strong it would surely have spread its relentless tyranny across the whole world.”
Content: An primordial knight, fused into armor black as night.
Writing: Rules that shed light onto the champion of a dark past.
Art/design: Dark. Literally dark. With only white text to illuminate it.
Usability: Dreadful ink consumption. Mementos may be difficult to read on small screens. 

Face of Wry Prophecy

Concept: “A mannequin masque locked in an airy smile.”
Content: A fatal game of masque roulette.
Writing: Compelling core mechanics make a tense social minigame.
Art/design: A menacing masque hovering over cursed text.
Usability: It’s all bonus HP until someone’s dead. 

Fool's Gold

Concept: “The Basilisks have imbued the alchemist with great power, anything they touch turns to gold. Return them, dead or alive and great wealth and power shall be bestowed upon you.”
Content: A search for a prized alchemist in the horror house of Althus the Demented. 
Writing: Descriptions that naturally produce a narrative but allow for interpretation. 
Art/design: Informative sidebars and minimap features in clean black and white. Typographic and illustrative elements endcap the reference text. 
Usability: A slightly more expansive introductory dungeon inspired by Rotblack Sludge.

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. 

Larceny

Concept: “...the riches have been untouched for centuries... the reward would be unrivaled.”
Content: Stolen coins and the details of their curse. 
Writing: Demonstration of the pettiness of the shadow king’s line.
Art/design: Shadowed halls containing boxed text.
Usability: It can be hard to spend stolen coins. 

Mirror of Despair

Concept: “You are your own worst enemy.”
Content: A mirror trap.
Writing: Mechanics establish disturbing doppelganger scenarios.
Art/design: An elegantly efficient mirror hung over wallpapered rules text.
Usability: Helpful visual emphasis on rules based on likelihood of use. 
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