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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

Böwhoss’ handbook: notes on internal ignition

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information

Candelabra of Blood

Concept: “It's a candelabra. Of blood. It uses hit points to summon Blood Drenched Skeletons. Or it might turn you into a skeleton. You get to decide.”
Content:
The concept pretty much sums it up.
Writing:
Two clear and concise sentences
Art/design:
A suitably gory figure with a floral ground that keeps the black and white spaces visually interesting
Usability:
For the GM, straightforward; for PCs, potentially lethal and hilarious (unless you’re another PC—then it’s even more lethal)

Cast Away

Concept: “Souls will grow and wither as the ages pass, joining the sand that welcomes new, desperate Castaways to its shores.” 
Content: Standalone island survival horror. Full of mysteries, afflictions, and terrors both supernatural and mercilessly mundane.
Writing: A gorgeous set of core mechanics to keep your Castaways tired, injured, hungry, and desperate. With a whimsically brooding setting that will leave them feeling haunted and curious.
Art/design: A collection of soft and vibrant illustrations (often recontextualized) with haunting marginalia builds the sense of wonder and suspense matching the setting's tone.
Usability: Pragmatically organized for reference and play. 

Censer of Plagues

Concept: “Flecks of ill moisture squirt from the surface of this flail.”
Content: An infectious flail accident waiting to happen.
Writing: A sickly humorous take on a recent plague.
Art/design: A decidedly familiar (and filthy) flail head.
Usability: “‘Wearing a mask prevents the damage and Infection.’” 

Challengers of Vanth

Concept:Challengers of Vanth is renting a VHS from the sci-fi rack at the neighborhood video rental shop after midnight.”
Content: A parody of 70s science-fiction/fantasy pop culture, seen through adolescence, writ Mörk Borg.
Writing: Restructures Mörk Borg to better incorporate TRUE SCIENTIFIC REALISM, with significantly expanded abilities, and interactions between scientific and primitive technologies.
Art/design: Retains the character of early RPG illustration and design.
Usability: A substantial core rulebook, bestiary, starter adventure, and excel character generator as separate files. 

Convoke What Doom Ye Angels Hath Wrought!

Concept: “A wild ride through desolation and back again.”
Content: Hellish machinations and their pilots, Angels of Sin and sigils carved in flesh, adventures in “the broken earth”.
Writing: Apocalyptic in both scope and tone. Sweeping. Violent. Occasionally biblical.
Art/design: A frenetic collage style recontextualizes public domain imagery into a tortured reality. Rules organized in a distressed newspaper layout.
Usability: Stylized language may require the occasional divine inspiration.

Core Reference Cards - Ways to Carry

Concept: “Little envelopes for you and your players to carry the cards you collect around with you.”
Content: Tarot-sized envelopes for your reference cards.
Writing: Storage equipment reference cards text included on each envelope.
Art/design: Clever re-contextualization of the Wagon, Sack, and Backpack reference cards.
Usability: Included instructions and illustrative indexes assist assembly.

Crawling Cauldron

Concept: “Sigil of the pact, shackle with invisible chains, cursed contraption parodying life.”
Content: A walking, talking, stewing cauldron.
Writing: Special abilities make it a mysterious potion delivery service.
Art/design: High contrast color combos and collage imagery make for an engaging visual appeal.
Usability: Think tormented delivery robot, but for potions. You’ll get it.

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.

Crypt Guard

Concept: “He fashioned himself an armour with the tombs of his loved ones... It was highly impractical but terribly efficient”
Content: “Heavy” Armor.
Writing: -1d6+2. What more do you want?
Art/design: A menacing tomb gate stands closed before our boxed text. 
Usability: It's also DR+4 to all Agility tests except defense. 

Crypt of the Antropophage

Concept: “Deep beneath the catacombs of Graven-Tosk, behind a blood-stained door, a madman works alone…”
Content: “a blood-soaked dungeon of death and depravity”
Writing: Gory, gonzo, goofy, and peculiarly congruent. With a timer that’s sure to rupture a blood vessel or two.
Art/design: Bloody crimson spot illustrations garnish a spread of vibrant red and white text.
Usability: Blood tokens and the map are recommended but not required.

Crypt of the Ten Fates

Concept: “Help your players be more badass…or kill themselves in even more creative ways!” 
Content: Advanced “What’s in the box?”
Writing: Includes “Insert Travel & Ritual Sacrifice Montage”, and ten miserable fates.
Art/design: Yellow, black, and pink in a practiced, simple, and humorous style.
Usability: Very yellow, not to be taken seriously. 

Cthork Borg

Concept: “Gloomy gilded age struggles against cosmic horror”
Content:
A full adaptation of the Mörk Borg core system for weird, investigative horror in the early 20th century
Writing:
An appropriate mix of clear instructional text with more evocative descriptions
Art/design:
More traditional layout and design than some releases, but the colors and illustrations establish the setting and tone well
Usability:
At 120 pages, a bit heftier than the norm

Additional supplements for this conversion are available on the creator's itch page.

D is for Dungeon

Concept: “This Mork Borg Compatible alphabet book is both a functioning children's book (it's been Beta tested by my own sordid progeny) and a collection of useful randomizers.”
Content:
“1 Dungeon, 1 Character Class, 1 Magic Omnoculous, 23 Tables to roll on, 26 Flies (or more), 489 Monsters and Beasts to fight, and 1 Voracious Vegetable”
Writing:
Maintains a very Mörk Borg tone while still being suitable for children (though they may need some help with the bigger words)
Art/design:
Uses a variety of visual styles and has a Mörk Borg aesthetic but avoids subject matter that may upset young readers
Usability:
Includes a search-and-find game as well as serving as an alphabet book and a MÖRK BORG 

d100 Items and Trinkets

Concept: The title says it all
Content: Great for adding colorful details to rooms, corpses, etc.
Writing: Concise but compelling
Art/design: Illustration sets the tone; typography maintains easy readability
Usability:  Roll a d100 or throw a small dagger

d100 Mundane Items

Concept: “Here you will find only those broken, useless things that others have discarded. Which is perhaps why you have found them, broken and useless as you are.”
Content: A list of 100 minor baubles with optional descriptors
Writing: Provides plenty of interesting curios to populate rooms, trash heaps, bazars, corpses, etc.
Art/design: Provides plenty of interesting curios to populate rooms, trash heaps, bazars, corpses, etc.
Usability: Roll d100, consult table, repeat

D12 Mindbending Mushroom Effects

Concept: “What happens when your players eat a mushroom or plant...? Roll a D12 and find out.”
Content: D12 different psychotropic trips you can take when you eat the thing.
Writing: Highly specific, yet relatable, hallucinations.
Art/design: Yellow where it counts, psychedelic where it doesn’t.
Usability: A sample reference from Temple of Treachery. For those all-natural trips. 

D20 Gore Drops

Concept: “Introducing gross and vile items to be found by curious adventurers.”
Content: Anatomically identifiable tchotchkes.
Writing: Morbid but unobtrusive body horror.
Art/design: Classic cover illustration with an itty-bitty Skelly Joe.
Usability: Roll the d20. Dig in. 

D3 Items

Concept: “The crumpled body of a dead priest […] Lost in the struggle d3 trinkets lie scattered.”
Content:
3 holy items, two with mixed benefits and drawbacks and one with only bad consequences
Writing:
A paragraph for each, mixing mechanical with qualitative effects
Art/design:
All 3 items are illustrated in the central image; typographical variety in introductory text and item titles contributes to the visual texture and overall tone
Usability:
Clearly delineated blocks for each item; descriptive text is sans serif for easy reading

d30 Necromantic Trappings

Concept: “Summoning the dead and communicating with their spirits is not a vocation for either the foolhardy or ill-prepared.”
Content: For each 3+ items, holder gets a bonus for keeping undead followers
Writing: A suitably macabre roster of items and fetishes
Art/design: Hue and images reinforce the sepulchral tone
Usability: Easy to use and read, letting you devote your attention to wrangling skeletons

d30 Sorcerer’s Possessions

Concept: “The dark arts require more than just the use of unclean scrolls.”
Content: Collect 5 or more and get one auto crit per day when using unclean scrolls
Writing: Some practical items and others simply for flavor or creative use
Art/design: Designed for easy use but includes some esoteric trappings in the background
Usability: A neat tool for spicing up Powers

d40 Exotic Artifacts

Concept: “Strange curios from long forgotten lands or items of power held by ancient sorcerers and magi?”
Content: A collection of items mostly for flavor but potentially useful for creative problem-solving
Writing: Provides some character and flavor outside the Mörk Borg norm
Art/design: Color and design support the concept and writing’s character
Usability: If you can’t find a d40, just divide a d80 in half

d40 Medical Implements

Concept: “The dying world is a dangerous place.  Healing wounds and treating infections is crucial to living just a little longer.”
Content: A collection of items useful for healing in lieu of other means
Writing: Describes a plethora of items and uses
Art/design: Medical flair of the symbolic type
Usability: d40: roll a d4 & a d10 in sequence like you would for a d100, then subtract 9

d50 Alchemy Supplies

Concept:“These alchemy supplies could mean the difference between living a little longer or dying an ignominious death.”
Content: Mechanically sparse, but plenty of objects that could be used in practical and creative ways
Writing: Includes some detailed entries with a variety of uses and purposes
Art/design: Laid out for easy use and reference
Usability: May require some googling of substances and materials

d50 Shamanic Tools

Concept: “These sacred artifacts can enhance your magical formulae, help you call upon the spirits, aid in healing the sick, or permit you to curse your enemies.”
Content: Besides titular list of nature-themed items, includes options for increasing presence and Omens
Writing: Delivers information simply with no undue fuss
Art/design: A straightforward layout with a background that lends flavor and ambience
Usability: Individual items primarily contribute to the buffs mentioned above

d50 Strange Weapons

Concept: “A collection of strange weapons for you Mörk Borg needs”
Content: 5 tables of weapons split across 5 genres of play.
Writing: Thematic, amusing, and occasionally anachronistic.
Art/design: Layout inspired by the Mörk Borg reference section.
Usability: Pick a theme, roll a d10.

d66 Flails

Concept: “Do you like flails? Me too.”
Content: d66 flails.
Writing: A surprising variety of lovingly crafted to delight players (and torment scvm).
Art/design: A list of flails, with spot illustrations of some truly unique specimens.
Usability: Linderon likes flails, and it shows. 

d66 Martial Items

Concept: “Pick it up. Hold it. Feels good, doesn’t it? Heavy in your hand. Strong. You could make them pay with this. You could make them all pay.”
Content: A roster of weapons and armor with some new combat mechanics
Writing: Mostly descriptive but with an entertaining introduction
Art/design: Text arranged in neat blocks for easy navigation and reference
Usability: Vertically oriented text could present some inconvenience on certain screens

D66 Presents from Santa

“This is a wonderful list of definitely not cursed gifts from Santa.”

D8 Holy Items of the Church of the Two-Headed Basilisk

Concept: “Holy Items in the possession of the Church of the Two-Headed Basilisk to be looted or stolen by your players”
Content:
A roster of sacred artifacts and relics
Writing:
Clear descriptions of item’s functions in a grimly spiritual tone
Art/design:
8 short paragraphs with some incidental illustrations; palimpsest effect adds visual character
Usability:
An interesting mix of beneficial and dangerous special abilities

Dagger of Crimson Melodies

Concept: “The blade of this dagger is engraved with blank sheet music. As soon as the dagger tastes the blood...”
Content: Blood pumping musical dagger.
Writing: Steady mechanical escalation with a bloody surprise. 
Art/design: Background illustration of music. Yellow, white, and black.
Usability: Put on your favorite tracks. 

Damned in Darkness

“A chaotic dungeon dash through gore fueled horror”

Dark Fortean Times: A Snarl of Corpses

Concept: “A Snarl of Corpses Dams the River is a deadly terrain trap that forces players to push their luck and make hard decisions under pressure.”
Content: An alchemical accident, a corpse dam, an impending flood, and the rise of the corpse king.
Writing: A simple core concept with delightfully foul framing to make for a truly unique disaster.
Art/design: A floodwater of corpse illustration. Purposeful typographic choices distinguish descriptive versus mechanical text.
Usability: A fair balance between dynamic design elements and accessibility. 

Dark Reliquary of Kurgoth

“Eight different artefacts you can use in any campaign, with art and rules”

Darkest Rock

Concept: “A brutal delve into... Vile Geyser, a living cave that they can, if they work hard enough, befriend as a massive walking Caver familiar.”
Content: An adventure, spells, equipment, monsters, and class features designed for literal giant cave monster campaigns.
Writing: An eclectic weird fantasy style drizzled in gratuitously gelatinous glaze.
Art/design: Heavyweight line illustrations and maps accent a flexible traditional layout.
Usability: Can be supplemented with the system-neutral Caver and Cube rules. 

Dead Festival 3

Concept: “A hallowed night has come” 
Content: “A Forbidden Psalm and Last War Annual mini-expansion for the spookiest of months”
Writing: Understated official briefings on four harrowing subterranean misadventures and a desperate last stand against the dark.
Art/design: Found documents and strangely doctored battlefield illustrations and photographs.
Usability: Requires Forbidden Psalm core rules or The Last War variant. 

Dead Girls in Sarkash Forest

Concept: “You are lost. You are dead.”
Content:
A random pointcrawl through Sarkash, 6 original thematic classes, and optional rules and gear that add more conceptual depth and distinction without straying from the Mörk Borg core
Writing:
Brooding and grim with an undertone of forlorn optimism; extremely effective in conveying the intended tone and atmosphere
Art/design:
Visually diverse art and typographical choices unified by a focus on the setting and themes
Usability:
Deliberately deals with sexism and trauma; intended as a self-contained module, but the adventure and classes can be used with other Mörk Borg content

Drafts: Dead Girl Classes, Dead Girls in Sarkash Forest, Encounters in Sarkash Forest

Dead Reign

Concept: “Ash falls upon a dying world, abandoned by dead gods. You wake alone, forsaken, and wander a place once familiar… To you, this ashen world was bequethed, this Dead Reign.”
Content: A new setting with 10 bleak locations to explore, 7 enemies to haunt the present, and many tables filled with forlorn reminders of the past.
Writing: Strong thematic elements depict a world that is already spent. A world past ending. An empty place waiting for the last ember to blow out.
Art/design: Desolate and eerie landscapes with haunted and sinister figures. Design elements reinforce a world that was left behind.
Usability: A melancholy font of inspiration, with writing that invites readers to wander their ashen world, and leave their own mark upon it. Available in English and Swedish.

Death Witch

Concept: “The unclean blessing of Nechrubel is on you. WORK IT!”
Content:
An archetypal witch class with 10 new unclean and sacred Powers
Writing:
Clearly written and easy to understand
Art/design:
Easy-to-use layout and a lovely Klimt sketch; nicely emulates the feel of an old, well-used spellbook
Usability:
Modifies the penalties for failed Powers for a different but still challenging spellcasting experience;  particularly fun use of d6s and modifiers in Draw Down the Doom, which is specific to this class

Death's Head at a Feast

Concept: “A new group of antagonists and a new ability for Mörk Borg player characters”
Content:
Includes a filthiness score mechanic, new sacred and unclean scrolls, and mechanics for rerolling failed tests (and additional effects for outcomes)
Writing:
Primarily devoted to mechanics but includes some introductory descriptive text
Art/design:
Text-heavy but stylized with blackletter (sometimes yellowletter) and some illustrations for macabre flavor
Usability:
Requires tracking an additional filthiness quantity, but the mechanics are simple

Deck of Consumption

Concept: “Use a deck of mundane cards to easily bring forth time’s suffering: hungering stomaches, extinguished lanterns, and wandering monsters.”
Content: Rules to measure time, light, and suffering—with a deck of cards.
Writing: Clear and flexible rules for time management. Alongside explanations of their consequences/benefits.
Art/design: A surprisingly content dead king presides over the whole presentation.
Usability: Requires a deck of playing cards. 

Deck of Corpses 2

Concept: “Why are there so many bodies in this dungeon???”
Content: 36 new corpses on cards for your scvm.
Writing: An entertaining encounter for every corpse. As it should be.
Art/design: Functional and consistent.
Usability: Fully compatible with Deck of Corpses 1. 

Deck of Evil Objects

Concept: “Use this deck when you, the GM, wish to add a random object of evil to the campaign.”
Content:
A 15-card deck with 3 additional cards (2 for the Deck of Treasures and 1 for the Deck of Secrets)
Writing:
The descriptions will make you want to use these even though the mechanics will probably kill your character
Art/design:
Sets the tone well without overcrowding a small space
Usability:
Draw a card. Read the card. Repeat.

Deck of Treasures

Concept: “If you need a random treasure, draw one card and roll a single six-sided die.”
Content:
36 items with mechanics for incorporating the canonical Corpse Plundering Table
Writing:
Nice descriptions of items and enumeration of their  mechanics
Art/design:
Relatively conservative but effective
Usability:
Straightforward in itself, but requires some reference to the core rules

Decrepit Seer

Concept: “Sorcerer. Magician. Witch. What you have traded for your terrible secrets will always haunt you.”
Content: An Omen- and Power-oriented class with access to 3 sets of 6 alternative Powers with special mechanics
Writing: Clear descriptions of mechanics and some appropriately anguished, esoteric flavor
Art/design:  Relatively conservative but visually and thematically appropriate; features some insidious-looking flora and fauna
Usability: Straightforward; use of color is good for fast visual reference

Demon Dog

Concept: “Sure, you had to make a PACT with a DEVIL, (or at least one of them..) But it’s worth it for revenge!”
Content: Dog creation, rules, monsters/NPCs, tables, and sheets for a medieval splatterpunk setting.
Writing: A mouthy, coarse, and irreverent style. A drunken mix of gutter and grave.
Art/design: A violently sharp visual style that separates many illustrative and textual elements.
Usability: Designed to pick up and play. Starting straight into character creation and working toward the setting. 

Dental Manvscript

Concept: “A supplement for MÖRK BORG that you can really sink your teeth into.”
Content:
Options for the teeth in your head and in your pocket
Writing:
Good technical expositions and well-placed humor
Art/design:
Definitely lives up to the title
Usability:
Self-contained mechanics are simple to navigate

Dire Mutterings

9 contributors
Concept: “Spat out from the mouths of fools or collated from the cackling of the insane, this tome contains a myriad of lies, untruths and sheer fantasies for Mork Borg”
Content: A compilation of classes, encounters, items, rules, and an adventure.
Writing: Accumulated rumblings generally framed as folk wisdom, legends, and superstitions. 
Art/design: Vigorously variegated illustrations distress slabs of structured text 
Usability: A table of contents complements visually distinct entries assist navigation.  
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