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

FÖLK-LORE Jam

A jam for adapting folklore to Mörk Borg
FÖLK-LORE Jam page

The Mad Haberdasher

Concept: “He will excitedly attach himself to the group, providing spiritual guidance and herbal expertise as a pretence to spread his heretical, pacifistic gospel.”
Content:
A supporting NPC who will probably do more harm than good in the long run
Writing:
Tone and diction establish a character at odds with the off-kilter images associated with the haberdasher
Art/design:
Jaunty hats contrast with the dead-eyed depiction of the haberdasher, visually emphasizing his cheery but deranged character
Usability:
Mechanically straightforward and a fun way for GMs to mess with their parties

The Magic Table, the Golden Donkey, and the Club in the Sack

Concept: “A loose sequel to ‘The Magic Table, the Golden Donkey, and the Club in the Sack’”
Content:
A versatile encounter carrying potential benefit or detriment to PCs
Writing:
Includes some poetic lore, stats, and table for random outcomes
Art/design:
Appropriately Mörky art and layout
Usability:
Easy to insert and deploy in an ongoing adventure or campaign

The Mangalok

Concept: “A close Filipino cousin to the penanggalan viscera-sucker of Indonesia”
Content:
A covert vampiric monstrosity that goes heavy on the body horror
Writing:
Provides fairly detailed descriptions of general, hunting, and combat behavior
Art/design:
An efficient layout with some atmospheric images
Usability:
Killing it will likely present a challenge to players unfamiliar with the folklore

The Mothman

Concept: “A nocturnal wanderer of the shattered world, a vile thing, seeking to snuff out any light that may be remaining.”
Content:
A malicious take on the mothman of Point Pleasant
Writing:
Clear stat block with concise bits of flavor text
Art/design:
Layout & aesthetic capture the dynamic of moths flitting around a flame
Usability:
The functional mechanics are split on the page and not well differentiated from the descriptive text, but it’s a small concession to the overall excellence of the visual design

The Ogre

Concept: “The fear made manifest of all the cruelty a man might do while society watches”
Content:
A Mörk-Borgy take (with a fatal twist) on a classic monster
Writing:
Poetic and very evocative
Art/design:
Illustration nicely conveys a sense of heaviness and oppressiveness
Usability:
GMs should take care to remember the consequences of PCs’ actions after the confrontation

The Salmon of Knowledge

Concept: “You chance upon a skillet that crackles gently atop an open fire.”
Content:
Eating of this oracular ichthyoid grants a peak into the future (for better or worse)
Writing:
Sharp and sensuous
Art/design:
An elegant, visually interesting composition
Usability:
Eat the fish, win a prize 

The Servant Girl Annihilator

Concept: “Murderous and conniving, the Servant Girl Annihilator preys upon the weak.”
Content:
A covert, nocturnal axe-wielding demi-monster
Writing:
Deftly describes appearance and behavior with touches of humor
Art/design:
Color serves to hierarchize and emphasize text segments while integrating them and the illustration into the gestalt
Usability:
Straightforward mechanics that may prove challenging for unprepared (and even prepared) PCs

The Shadow of the Wu

Concept: “Inspired by the mysticism of Wushu Theatre and the music influenced by it”
Content:
20 Powers and 2 classes inspired by martial arts media
Writing:
  Straightforward and direct with occasional bouts of humor
Art/design:
  A blend of Eastern art and Mörk Borg color and layout
Usability:
Some Power descriptions visually intermingle or conflict; not unusable, but takes a moment to parse

The Singing Tree

Concept: “The hypnotic singing will lure creatures in close so the tree can ensnare them with its roots and drag them under.”
Content:
A malicious tree grown from corpses; includes stats, effects of eating fruit, and a background narrative
Writing:
Well written on all accounts, particularly the in-character anecdote
Art/design:
Colors and images provide atmosphere and character
Usability:
Don’t forget the fruit’s secret side-effect

The Tarasque

Concept: “The scourge of Nerluc, devourer of man & beast”
Content:
A monster inspired by medieval Occitan tales
Writing:
Predominantly devoted to mechanics with some extra flavor mixed in
Art/design:
The opposite of printer-friendly
Usability:
Sideways text is dumb but sometimes necessary (or at least easy)

The Tenacious Tupilaq

Concept: “Mismatched effigies made out of animal and human parts given life by shamans of Kergüs, heretics, who seek revenge against the ones who wronged them.”
Content:
A highly variable monster type
Writing:
Includes a general description of origin and motives along with 4 tables for generation head, legs, arms, and torso types
Art/design:
Achieves expressive visual character without sacrificing efficiency
Usability:
More rolling than your average monster, but not prohibitive

The Thirteenth Damned Son

Concept:  “When Mother Leeds heard she was due for a thirteenth child she cursed The Two-Headed Basilisk and the child, and demanded HE take what belonged to HIM.”
Content:
An abomination inspired by the Jersey Devil but skillfully adapted to the setting; includes a  sleek randomized crawl through the frozen lands of Kergüs
Writing:
Short but flavorful description and a healthy stat block; a beautifully written hook with a table of random encounters that keep the PCs moving toward the climax
Art/design:
Fits right into Mörk Borg on every count
Usability:
Verbally and visually economical

The Triangular

Concept: “Three sides. Two dimensions. One daemon.”
Content:
A just-plain-weird entity that stupefies people and animates objects (before stealing them)
Writing:
Emphasizes the concept’s humor and existential absurdity and punctuates it with eternal horror
Art/design:
Relatively conservative but no less strange and creepy
Usability:
“This is a monster for use with MÖRK BORG”

The Unholy Idol of Chort

Concept: “Read His name right and He will offer you a great deal.”
Content:
4 tables for rolling names/ingredients and determining demands, rewards, and consequences
Writing:
Concise and straightforward in instructions and roll results
Art/design:
Focused mostly on usability over aesthetics, but not without visual embelishments
Usability:
The idol’s name determines all other aspects of the interaction; don’t forget to write it down or save the dice 

The Visitation at Rosewell

Concept: “The Angel came to offer salvation, and began to lead the villagers into the Miracle Forest that had sprung up from the starved soil.”
Content:
A sinister forest crawl across 7 hazardous locales
Writing:
The dark, gruesome elements contrast well with the more pastoral and divine-symbolic imagery
Art/design:
Images and colors serve as quick reminders of locations’ inhabitants and their threat levels
Usability:
Includes navigation prompts and references so GMs can flip to destinations instead of the map

The Visitor of Reduction

Concept: “The constant downpour started some weeks ago after yet another newborn disappeared. […] To top it off, nobody is allowed to the cemetery and place of prayers.”
Content:
An investigative, isolation-horror adventure inspired by South American lore
Writing:
Provides background and hooks along with profiles for important NPCs, stat blocks for enemies and monsters, and weather mechanics
Art/design:
Judicious use of contrasting colors in illustrations and clean, clear maps
Usability:
Relevant information and stats are proximal to maps, making them easy to use at the table

The Welwa

Concept: “A cursed creature, transformed from some other beast to take on traits of all that is ferocious”
Content:
A heavyweight bricolage of beasts
Writing:
Even split between background and stats
Art/design:
Illustration dominates the page without hindering readability
Usability:
Durable and dangerous

The Wicker God

Concept: “From the forest it emerges, taller than the trees, its body a writhing, shifting mass of woven roots and branches. […] Faintly, you hear screams from behind its prison of living branches.”
Content:
An enormous monster that eats characters and monsters alive before immolating itself
Writing:
Concise but descriptive with well-placed humor
Art/design:
Typography and purely graphic components all contribute to an overall woven, vegetable texture
Usability:
Selective regeneration makes a bit more math for the GM; defeating it without killing consumed allies creates a tactical challenge for the PCs

The Wild Hunt

Concept: “While traveling these barren lands, be wary of the foreboding sound of a hunting horn in the distance, for that is the call of The Wild Hunt.”
Content:
An encounter with cursed hunters the PCs can either resist or join
Writing:
Provides a general scenario with stats for riders and rewards for assisting them
Art/design:
Clearly organized with some appropriate colors and images
Usability:
Leaves the hunt’s object ambiguous for the GM to adapt as needed, and provides a way out of the fight for stubborn PCs

There Was an Old Lady

Concept: “Bilious beasts from a rotten maw!”
Content:
A fun inversion of the classic nursery rhyme
Writing:
Contains stats for the title character and all the animals she’s swallowed/vomits at PCs
Art/design:
On-brand layout and graphics with some distinctive, noxious green for extra character
Usability:
A potentially gross, absurd, and diverse challenge for players

Trial of the Altered Beast

Concept: “The Altered Beast is dying, slowly succumbing to the passage of time. While their story is set to end, there is a way they can yet live on.”
Content:
A funnel containing locations, monsters & NPCs, and an optional class as a “reward”
Writing:
Provides background for the GM’s benefit along with descriptions and relevant mechanics for locations and inhabitants
Art/design:
Typographical choices create a visual hierarchy that facilitates reference and navigation; illustrations add color and character to the creatures & NPCs
Usability:
Includes separate PC- and GM-facing maps and a printer-friendly version of the whole document

Vildvittra

Concept: “They are cruel and fierce, always in search of prey.”
Content:
A haryp-esque monster
Writing:
Includes a brief description of behavior and ecology
Art/design:
Mörk bird
Usability:
Don’t let your PCs get carried away. (That joke will make sense when you read the Special.)

Vile Bile-Rider

Concept: “Glorious FILTH~! Is there no greater feeling than to bathe in the aftermath of LIFE”
Content:
A filth-wallowing composite monster
Writing:
Gets the point across without being overly graphic
Art/design:
Colors are spot-on for the concept; a weirdly ingenious collage illustrates the concept described in the mechanics and paratext
Usability:
An interesting tool for tactically minded GMs

What’s Wrong with Me, Doctor?

Concept: “You’re obviously infected, but with what? Monkey Pox? Weeping Plague? Gods save you if it’s the Black Fits.”
Content:
A gross of diseases generated on a pair of 12-point tables
Writing:
Nasty descriptions of symptoms and even nastier descriptions of fatalities
Art/design:
Figures and background visually support motifs of illness and mortality
Usability:
A good tool for adding character to basic infection

Wind Fetter

Concept: “In Wästland a foul forgotten lake has suddenly dried up revealing a blasphemous smithy at its bottom.”
Content:
A dried-lake-bed crawl that ends in an occult charnel house; wind effect table is particularly of note
Writing:
Has pretty comprehensive descriptions with some vivid, detailed imagery
Art/design:
Mostly oriented toward ease of use, but contains some cool visual text on the cover
Usability:
Straightforward with enough variability to keep it from being completely linear
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