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

death

Options for dead characters

Death Is Not an Escape!

Concept: “It isn’t your time. Rise revenant and roll for Death’s gift upon your first death.”
Content:
20 abilities that provide certain benefits and detriments
Writing:
Some creative concepts concisely expressed
Art/design:
Illustration and color lend an appropriate, on-brand character
Usability:
Just roll d20 to see what gift you bring back from beyond the grave

Death Notary

Concept: “Grim Shadows slink into our world to steal the remaining years from unsuspecting mortals by use of their ominous Black Journals... you now possess this deadly notebook.”
Content: A Death Notary class and a Grim Shadow monster.
Writing: A fitting fan tribute to its source full of references and inspiration from the manga. 
Art/design: Morbid purple highlights over black and white illustrations and dense white text. 
Usability: Legible text in a stylized, but navigable layout. 

Dishonored Headsman

Concept: “You were paid handsomely to leave your conscience behind, even if you made a few enemies in the process.”
Content: Headsman without a cause.
Writing: A simple executioner’s life cut short, with nowhere to pick up the pieces. 
Art/design: A cleaved two-column layout with strong axes and good (be)headings. 
Usability: Print-friendly and mostly plaintext.  

Dungeoneer's Black Book

Concept: “Welcome to the Dungeoneer's Black Book, a collection of boggy holes and haunted cellars. No evening shall pass without the gruesome, ultimately inevitable death of a beloved character.”
Content: 16 dungeons in a disturbing array of contents and formats
Writing: A variety of adventures await you with their own unique styles. The only guarantee is misery.
Art/design: A engrossing (sometimes gross) exploration of dungeon layout and illustration.
Usability: With a variety of design formats, make sure to read your selected dungeon before the session.

Flail to the Face Episode 4 Companion

Concept: “In honor of our fourth episode of Flail to the Face, we give you a 2d8 table of things that can happen to you when you fall down. Enjoy!” 
Content: An entire slapstick comedy skit involving stairs.
Writing: Completely unrealistic, in that hilariously morbid way. Maybe not the laughing at your friends part. That seems pretty legit.
Art/design: Ominously yellow light highlights some dangerously crooked stares, belying the absolute comedy about to ensue.
Usability: Watch your step. You don't want to fall down the stairs. 

Flail to the Face Episode 6 Companion

Concept: “In honor of our sixth episode of Flail to the Face, we give you the Bone Specter, a class for when you want to be both a skeleton and a ghost.” 
Content: WTF is going on here? Sounds like a complex backstory...
Writing: Definitely not skeletal, but certainly transparent enough.
Art/design: “Sometimes you just have to take things at face value and move on.”
Usability: For when your undead character... un-dies. Again? 

Freakshows

Concept: “Come one! Come all! The Freakshow is in town! We have creatures from all over the dying world. Creatures from beyond Bergen Chrypt. Even some from realms not our own. Gather close, listen up, because your in for a wild ride.” 
Content: The wickhead lifecycle, illuminated.
Writing: Frankly, murderous. Violence deified and made manifest.
Art/design: Jagged text and forcefully carved collage work.
Usability: Stylized body text sacrifices some legibility. Probably on a bloody altar. 

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. 

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. 

Haunt the Bastards!

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

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. 

Inevitable

Concept: “DEATH COMES FOR ALL AND NONE SHALL ESCAPE ITS COLD EMBRACE”
Content: A gray pony and a mute child.
Writing: A hilariously sardonic twist on the classic reaper.
Art/design: Death peers out at you from between the text boxes.
Usability: Easy to use. Makes an excellent quest giver. 

Kill Yourself and Worship

Concept: “A mini album crawl thingy inspired by Worship's first notorious demotape. It has to be played only after the 6th misery has been fulfilled.”
Content: Four events to occur after the 6th misery.
Writing: Descriptive text to read aloud to your unfortunate scvm.
Art/design: Two violent brushstrokes bisect existing infrastructure
Usability: Encounters designed for a single scvm at a time. 

Level Seven: Extreme Violence Engine

Concept: “a series of gratuitously violent encounters that all build the final encounter. You must survive!”
Content: A choose your own meat grinder adventure.
Writing: Focused on the core of role-playing: Decisions that make perfect sense at the time and the inevitable consequences that come later.
Art/design: Alternatingly hilarious and brutal. Text and images packed into the hopper and occasionally fed through the meat processor.
Usability: GM needs to keep track of some moving parts, but they seriously pay off in the end. An excellent option for a funnel adventure. 

MEMENTO

Concept: “And the dead need somewhere to go.” 
Content: A valley rife with unlife: dead basilisk barons, corpse culture, and several new starting points for your next journey to the afterlife.
Writing: A morbid meditation of funerary rites and the afterlife. An existential misery.
Art/design: A headstone of chiseled plain text with grave offerings of mangled and restitched illustrations.
Usability: A navigable guidebook to the Valley of Unfortunate Undead. 

Mörkal Komborg

Concept: “‘Welcome to the longest-running deathmatch in the known universe.’”
Content: A Mortal Kombat vs Mörk Borg crossover deathmatch.
Writing: Over-the-top brutality disemboweled with self-aware satire.
Art/design: A SICK vintage fighting game manual in black and white.
Usability: Referenceable RPG fighting game manual with solo mini-game insert. 

Mörkédex: Bile Yellow

Concept: “You’ll have to forgive me, but I’ve forgotten, what was your name again? I’m Professor Locust, but most people call me the Mörkémon professor.” 
Content: That’s right, it’s that crossover. With d66 Mörkémon, two classes, eight “dungeons” and the city of Caput Mortem.
Writing: A childhood franchise with all the puns and references you’ve come to enjoy, made lovingly miserable.
Art/design: A flexible, consistent, and intuitive design that guides the reader through the world of Mörkémon.
Usability: A second edition of Professor Locust’s Mörkédex. 

Nightmare Executioner

Concept: “The executioner's here and he's sharpening his axe.” 
Content: A real axe-man.
Writing: Mechanics that are both brutal and final, as an executioner should be.
Art/design: A weathered and muted layout for an executioner numb to death.
Usability: Just one swing and the job is done. 

Noblesse Tyrannise

Concept: “The corroding nobility hide away from the coming end... quieting the fear in their hearts with extravagant opulence. And who is left to deal with it? 
Content: Seven settings of gross decadence, fifteen self-indulgent monsters, and one seditious serving-scvm.
Writing: A functional mechanization of the worst sort of rumors about nobility.
Art/design: Elegantly stylized and lightly accented text.
Usability: Immaculately organized. 

Restful Spirits

Concept: “Restful Spirits is an optional rule for dealing with cranky ghosts in Mörk Borg. It was inspired by Emmy Wahlbäck and her character Grin.”
Content:
Rules to soothe the restless dead. A poem to rest your weary head.
Writing:
Rules embedded in verse that uplifts rather than shies away from the dead.
Art/design:
Charming colored sketches illustrate proper ghost etiquette alongside the text.
Usability:
Suitable for use in a child-friendly Mörk Borg hack.

Sacrifice Before Sunrise

Concept: “A plan to dethrone King Fathmu IX by replacing him with the grotesque child-god is mere days from success.”
Content: Political assassination by ritual god-child sacrifice.
Writing: A surprising amount of depth for a tiny, burned village and the chase for an infant god.
Art/design: Divine blend of color, artful illustration, and navigable sidebar column layout.
Usability: Easier to use than murdering a god-baby. 

Seven Hells and a Dead Paradise

Concept: “in this book you will find Seven Hells to inflict upon your players, and one Dead Paradise. Tie them all together with a Hellish table-crawl, the Eightfold Crypt of the King Orzog”
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole. 

Snow on Snow

Concept: “Out in the frozen wastes of Kergüs is the graven image of a dead god… You need to appease the irate Blood-Countess Anthelia of Alliánce. This may be your chance.”
Content: A blasphemously festive hexcrawl. With occult items, frozen foes, and plenty buried beneath the snow.
Writing: An eloquent introduction this sorry excuse of a province. An unsurprising amount of snow (and death) related mechanics.
Art/design: A flavorful variety of illustrations and layouts. All admirably executed.
Usability: Stylish yet easy to read, with strong visual elements aiding in reference.

So You Want to Rise From Your Grave

Concept: “Sometimes, in a game, you need to rise from your grave.”
Content:
Tables for how characters died, were buried, and resurrected
Writing:
Concise and darkly humorous
Art/design:
Color and type provide the right aesthetic and facilitate fast navigation
Usability:
So simple even a dead guy can use it

Temple of Trechery

Concept: “An LSD trip of an adventure for Mörk Borg” 
Content: As above (so below).
Writing: A deeply rooted plot that’s sure to decay into a psychedelic trip, whether idylic or hellish is up to your scvm.
Art/design: A collection of print illustrations, and a few tastefully generated portraits which produce that strange hallucinatory feeling.
Usability: Well-organized and flexible. Available in German, with English translation in the works. 

The Cult of the Black Salt

Concept: “Ever wanted to use that black salt table from Feretory?” 
Content: A salty, corpse-strung scaffold crawl.
Writing: An event-based framework to explore a surprisingly constructive death cult.
Art/design: A defiantly tortured figure is scaffolded to the top of this simple text spread.
Usability: Requires Feretory. Print Friendly

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 Flesh Monger

Concept: “‘Our morbid collection offers an opportunity for those brave enough—or desperate enough—to modify their own fragile existence.’”
Content: " Replacement body parts. 3x NPCs. A list of items and tools. A ‘Chance of Infection’ table. A mini post-TPK rebirth.”
Writing: A glorious abomination. Made up of funny, morbid, and delightfully strange parts. 
Art/design:  Grotesquely detailed illustrations, a splattering of display text, and a richly textured trifold.
Usability: Inverted text avoids casual player spoilers. Print-friendly or violent bright cover editions are available.  

The Fleshworks

Concept: “Nechrubel has […] resurrect[ed] you here as animated skeletons. […] Your only desire is to escape and get some new fleshy digs.”
Content: An imaginative character-creation dungeon
Writing: Visceral descriptions punctuated by blunt wit
Art/design: Color choices differentiate text blocks and maintain readability the graphic ground
Usability: The layout’s logic may not be apparent at first; look to the pentacle, and all will be revealed

The Guild of Xargosi

Concept: “Their motto is ‘Corpora Infinita’ for the sheer number of fools ready to die under their banner."
Content: A parody of a guild that fights bears, whiffs hard, picks up the pieces, and dumps them in the endless sea.
Writing: Exaggerated Galgen-“talian” flair, with puns and body humor aplenty.
Art/design: A colorful, variegated, and grimy zine format. Classic poster illustrations of major encounters with altered public-domain spot illustrations.
Usability: Available in “guilded” and plaintext formats.  
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