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FÖLK-LORE: Environs & Ephemera

 A collection of entries to the FÖLK-LORE Jam 

1990s Proto-Folklore

Concept: “A handful of classes and items that are, if not yet proper folk lore, on the verge of reaching full folkloredom, pulled from the deep well that is 1990's culture.”
Content:
Two character classes (one based on a movie starring Brandon Lee, the other on a comic by Bill Waterson) and a handful of items inspired by iconic films
Writing:
Elegantly captures its source materials’ respective characters
Art/design:
That rug really ties the page together
Usability:
Typographical hierarchy makes for easy navigation

An Cailleach

Concept: “She is the lichen-covered rocks and the mountain peaks. She is the bared earth covered with snow and frost. She is the Deep Ancestress, veiled by the passage of time. And you were born under her influences.”
Content:
A class closely aligned with the substances and cycles of the natural world
Writing:
Delivers context and mechanics with loads of folkloric flavor
Art/design:
Includes some very personal art—maybe the first tattoo used as an illustration in Mörk Borg?
Usability:
Class features are more thematically than mechanically oriented (but still pretty useful)

Big American Men

Concept: “A lost land ruled by four treacherous kings from American folklore”
Content:
Borgified lore, stat blocks for encounters, and ancillary mechanics
Writing:
Recasts famous folkloric figures as sinister, larger-than-life villains
Art/design:
A rich array of design choices and layouts unified by the Mörk Borg aesthetic
Usability:
GMs will need to flesh out the concepts, but provides plenty of inspiration for them to do so

Bog Iron

Concept: “ In the Vales of northern Bergen Chrypt villages harvest bog iron that they charge with blood sacrifes. The area is also plagued by manifesting beliefs. ”
Content:
Includes bog-iron weapons, a map of the area, various encounters, and 7 creatures
Writing:
Adds lots of local color that’s in line with the larger character of the Dying Land
Art/design:
Draws lots of visual tropes from Mörk Borg but still maintains a distinct style
Usability:
Keep it handy in case the party ever ventures through the region (or if you want some nasty weapons and monsters)

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 

Croak!

Concept: “A collection of frog-based tropes”
Content:
An encounter setting with stats for frog-men, special items, and a frog-man class
Writing:
Straightforward in its descriptions and exposition of mechanics
Art/design:
Relatively conservative but with plenty of color and character
Usability:
More of a toolbox for the GM to use rather than a prefabbed adventure

Deathbound Marauder

Concept: “Forced to live outside the village as an outcast, your new worship of the evil ancestor spirit carved out a new path.”
Content:
A northern barbarian fit for Mörk Borg
Writing:
Includes standard class profile with an additional Blackened Ancestor Spirit feature
Art/design:
Text is easy to read and navigate; art is a characterful, well composed depiction
Usability:
“Wear gloves while handling this scroll as the Frost Giant skin it was etched on will rot your hands.”

Demigod of an Ancient Family

Concept: “You deny the prophecies of Verhu, because only one is your god: Zeus!”
Content:
A class inspired by Greek myth
Writing:
Includes a standard profile with an extended table of misfortunes for one of the class features
Art/design:
Primarily typographical, but color and other graphic elements facilitate quick reference
Usability:
Anyone with the Necklace of Harmonia is going to have a tougher time than usual in the Dying World

Drums of Ascension

Concept: “HE knows that to bring this torment to an end, Gorgh must use an eternity’s saved painful energy HE has been stealing from Verhu to create a new future.”
Content:
A substantial sketch of a long, multi-phase military crusade
Writing:
Purely descriptive, but contains lots of compelling concepts, images, and adventure seeds
Art/design:
Designed for linear reading, but includes some Dore engravings to keep the document visually interesting
Usability:
Provides a solid outline and tableaus of critical events, but will require GMs to fill in a lot of incidental and mechanical details

Eagle Warrior

Concept: “Born a warrior by the will of prehistoric gods, they started asking for sacrifices the moment you came of age.”
Content:
A lean, restrictive class dependent on dark deities
Writing:
The standard spread with extra class features (Gifts)
Art/design:
Purely typographical, but organized and laid out well
Usability:
Limited compared to other classes but also more variable day-to-day

Hovel of Miseries

Concept: “Life is short. Steal a fort.”
Content:
Events. Hirelings. Fortifications. Amenities. Renovations. Allies. Animals. Curses. Hooks. Taxes. Everything you need to run a stronghold.
Writing:
Atmospheric, informative, and witty
Art/design:
Graphically diverse, with efficient layouts and typographical choices
Usability:
Some related content isn’t in close proximity, but page gestalts and section headers make it easy to find what you’re looking for

On the Bones of Bathala

Concept: “On the Bones of Bathala is a grimdark game inspired by Ancient Philippines and Filipino folklore creatures.”
Content:
Includes alternate apocalyptic lore, setting-specific character creation and rules, gear, and monsters
Writing:
Maintains Mörk Borg’s tone and focus but adds a markedly more-condescending attitude and humor
Art/design:
Graphic design and layout all show Nohr’s influence but tend toward more distinctly liberal utilization of space and an aesthetic that leans more toward clear mimesis than affective expression
Usability:
A stand-alone, fully functional product exploding with character

This entry was sponsored by momatoes as part of the Ex Libris RPG crowdfunding campaign.
“I’m completely blown away by how much content is packed into this stylish, evocative RPG that blends unique mythopoeia with doom. Heck, there’s even dedicated sections for character creation and GM content!! The premise is ‘simple’ (you dive into Lambana, the Great Balete Tree in the Old World, to seek fulfillment of a deep desire) but the brief prompts offer the foundation for a creative GM to build a crazy, multilayered world where one-eyed giants, rotting humanoids, and half-horse half-men roam an ever-shifting environment. I can’t praise the content, theme and even illustration highly enough.”


Rose of the Adorant

Concept: “This mottled bloom is known for its decadent perfume; once inhaled, it must be picked, petal by petal.”
Content:
Modifies stats & HP based on whether she/he/it/they loves you or loves you not
Writing:
A short overview and mechanics for consumption and death
Art/design:
Tally and revisionary marks convey a sense of crazed infatuation
Usability:
Layout has a sense of hectic energy without ultimately hindering usability

Stull

Concept: “Rumors have begun to spread of what lies in its cemetery: one of the seven gates to Nech itself—portal to a god.”
Content:
A bitterly satirical scenario centered on a deal with the devil
Writing:
Concise but descriptive and punctuated with sardonic wit
Art/design:
Well organized with visually differentiated sections and expressive illustrations
Usability:
Gives GMs latitude to work setting and situation into campaigns and adventures as they need or see fit
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