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

Gear

Dracula Church

Concept: “There stands a time-lost tomb of tyrants languishing in a long-forgotten locale. Many things might draw you here, but only cunning, luck and skill will see you escape.”
Content: A blood-fueled techno-dracula cathedral crawl.
Writing: A heavily mechanized blood bath of downed draculas and archaic alliterations.
Art/design: Intentional blend of fantasy and sci-fi elements produce a unique visual style.
Usability: Fits wherever a cathedral airship could land. 

Dread Nights

6 contributors
Concept: “Honest work for those with a death wish, a lack of fear, or just desperate enough to do anything.” 
Content: A standalone gaslamp era gothic horror expansion for Forbidden Psalm, including 15 creatures of the night, infections, and a gothic horror themed campaign of grisly nocturnal scenarios.
Writing: Familiar horror tales stalk just beyond the illumination provided by clear mechanics and crisp scenarios.
Art/design: An elegantly restrained palette of red, black, and white. Shadowed by macabre illustrations in a variety of styles.
Usability: Clear index, reliable sections, quick reference, roster sheets, and consistent formatting make it a utilitarian wargaming rulebook. 

Duncan Hall’s Mörktober 2023 – 31 Tables & Trivilities

Concept: Duncan Hall’s Little Mörktober Calendar of Horrors.
Content: “31 random generators, monsters, items, and so forth made throughout the month of October 2023.”
Writing: A tortuous elaboration from its initial prompts, full of wit and wretchedness.
Art/design: Sketches, photo bashes, full-color illustrations, and doodles in a filthy day calendar format.
Usability: Most fun when printed on a sticky note calendar. 

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.

Elixirs, Potions & Mixtures for Herbmasters, Alchemists and Wittless Fools

Concept: “A collection of 36 consumables with magical effects”
Content:
See concept
Writing:
Typically bite-size paragraphs describing qualitative and mechanical effects
Art/design:
Two-column layout with some images, trade dress, and typographical flourishes
Usability:
Also handy for creating customized decoction tables for occult herbmasters

Enemies Closer

Concept: “The price of doing business”  
Content: Faction mechanics, reputation, lore, and a scenario generator for Pharmagothica.
Writing: Some wild and thoroughly amusing factions to help/hinder your freelancers.
Art/Design: Classic art once again stands in contrast to a modern-day US bioweapons wasteland.
Usability: A functional, organized, and inspirational guide. Requires Pharmagothica.

Erroneous Revelations

Concept: “He experimented a lot with divination, mainly trying to make it easier, often at the cost of accuracy.”
Content: A scroll to bring about an unlikely future.
Writing: Hilariously un-prophetic.
Art/design: Serious layout belies decidedly humorous contents.
Usability: Specificity adds to the hilarity. 

Expanded Tables for Mörk Borg

Concept: “These tables can be used instead of or in conjunction with those that are in the core book.” 
Content: See above
Writing: Consistent and parallel in its overall misery and tone.
Art/design: An aged parchment, with the occasional spot illustration in a tight two-column layout.
Usability: Dense but approachable plaintext. 

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. 

False Ballon

Concept: “A sadistic trap disguised as a whimsical party decoration, perhaps deliberately placed.”
Content: Definitely just a balloon.
Writing: 5 ways to kill a Scvm, with a birthday surprise for the sixth.
Art/design: The balloon is happy. The layout is violent. I am happy too.
Usability: Balloons can be placed just about anywhere, even false ones. 

False Dusk

Concept: “The pig must be alive while the spell is cast. The pig explodes after the spell is cast.”
Content:
A scroll that summons darkness and feral pigs
Writing:
Mostly descriptive with a few mechanical components
Art/design:
Typography and layout differentiate sequential elements; also includes a piggy
Usability:
Intuitive, with some potentially entertaining applications

Fathomless Despair

Concept: “Death is the least of your concerns if you are foolish enough to visit this horrible and dark place. The air and soil are filled with the stench of undeath as a lingering evil makes its presence known to all who explore this desolate land.”
Content: A pocket map of the Valley of Unfortunate Undead. Complete with its creatures, and contents.
Writing: A historical account of the valley’s many ruins and follies, and a brief taxonomy of the undead they left behind. Intended to inspire not direct.
Art/design: Efficient grouping, color coding, and placement accommodate each aesthetic flourish. 
Usability: Can be folded to fit in your pocket. Designed to minimize flipping. Pre-record the creature stats to truly optimize your experience. 

Femoral Didgeridoo

Concept: “Someone managed to kill a giant then had the insane idea to turn one of its femurs into a didgeridoo.”
Content:
Three skeleton-based options and consequences for poor performances
Writing:
Mechanics-oriented and concise
Art/design:
Typography and color enable easy reading and navigation
Usability:
Not your typical MB femur 

Fiend's Lost Scrolls

Concept: “THE FIEND, fiddled with our fragile reality using his powerful magic. What he discovered was written unto scrolls, yet hidden away, only for HIM to use.”
Content: Sacred and unclean scrolls meant for THE FIEND’s eyes only.
Writing: Darkly utilitarian powers, some familiar to other worlds, others unique to this one.
Art/design: Fiendish and characterful sketches engage as devilish list arrangements bemuse.
Usability: Think of the list obfuscation as an additional randomization element. 

Fiendish food & hunger-related madness

Concept: “‘A food and cooking related supplement ideal for the alimentation of the wretched... Recommanded by 9 out of 10 dead prophets” 
Content: Misery and eateries. Roadside meals for scvm, The Meat Cult, cooking on the trail, heartburn (and worse), mushrooms, supplements, a menu, and a fucking demon.
Writing: Highly stylized, specific, darkly funny. Designed to generate those memorably Miserable moments scvm know and love, and to let players embrace their awful characters. 
Art/design: Crammed with all the provisions they could muster. A smorgasbord of fonts, illustrations, and layout structures.
Usability: Stylized, yes. Legible, mostly. Organized... better than it first appears. 

Fisk Borg

Concept: “An expansion that adds somber and ominous fishing”
Content:
Primarily an optional rules supplement but also includes a new class, fishing gear, hirelings, and a sprawling aquatic bestiary
Writing:
Knows that it’s a grimdark fishing simulator and revels in that
Art/design:
Combines various image types and styles to create an eclectic visual character; text is laid out for easy reading and navigation
Usability:
Absolutely packed with content, but the table of contents and graphic design make it easy to find what you’re looking for

Flail and Wail

Concept: “The terrible piercing wail of that thing - harder to forget than seeing it attached to that chain.”
Content: A flail-child. With piercing wails
Writing: The opposite of parenting advice.
Art/design: A crying cherub in motion and suspended from a handle and chain, emanating violent yellow soundwaves.
Usability: Created by trained professionals. Do not try this at home. 

Flail to the Face Episode 1 Companion

Concept: “In honor of our inaugural episode of Flail to the Face” 
Content: “we give you two items created within the episode: the Shit Wig and the Red Hot Crowbar.”
Writing: Tantalizingly hilarious out of context, like an inside joke you want to get in on.
Art/design: Heavy black with yellow text. Both crowbar and wig illustrations have been dutifully recolored.
Usability: I’m sure you’ll find a good reason to pull these out. 

Flail to the Face Episode 8 Companion

Concept: “In honor of our eight episode of Flail to the Face, we give Förnuft, a skull that talks to you, and only you. Probably. Enjoy!” 
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself. 

FLESH AND IRON

Concept: “Mankind sucks in their last breath in soot-poisoned lungs... progress does march on, if only as some trick of fate to keep humanity hopeful in the jaws of the apocalypse.” 
Content: An industrialized apocalypse. Full of soot, powder, ordnance cults, and demons.
Writing: A miserable reflection on industrialization, forged by the dying world.
Art/design: Neon yellow illustration muted with gray soot and black text.
Usability: Loosely regulated but within tolerances. 

For the Moon

Concept: “Worshipers of the celestial sphere... crafted this helmet as a gift for their prophet ‘Moönface’”
Content: A glowing spheric helmet with an attractive quality.
Writing: Amusingly understated and delightfully literal.
Art/design: An elegant moon prophet belies a ridiculous helmet. 
Usability: Don’t get caught in the wrong orbit. 

Forbidden Tomes and d666 Incantations

Concept: “Eldritch books that contain 3 or more Spells [and] have a distinct style that evocates the Cosmic Horror genre”
Content:
216 Powers and tables for generating 432 tome names
Writing:
Tome and spell names vary between creatively descriptive to more Mörk Borg-style esoteric; spell text efficiently describes the effects; overall, very Cthulhu Mythos inspired
Art/design:
Spell names and descriptions are presented in blocks alongside thematic images and grounds
Usability:
Easy to navigate and use, and a solid source for a lot of spells in one place

Foundations

Concept: “Some of these (necromancy) weirdos do it with buildings.”
Content: Raise a house (from the dead)
Writing: Less-defined mechanics make this a concept open to interpretation.
Art/design: Recently resurrected tomb surrounded by boxed text.
Usability: The larger they are, the harder they’ll fall. 

Frostbite

Concept: “Anthelia’s patience is growing thin…”
Content: A frigid cavern-crawl in search of color, with treasure the world is not prepared for.
Writing: A case of courtly intrigue, frigid madness, and death in service of Anthelia’s greed.
Art/design: Darkly desaturated imagery, a familiar split column dungeon layout, a with top down minimap and sidebars.
Usability: Organized as a series of encounters in a mini-campaign.

Fungal Feed - Fruits of Rot

Concept: “Reality itself is decaying and rotting. From the corpse of the old world, mycelium grows and feeds.”
Content:
A random mushroom generator
Writing:
Includes lore, mechanics, and a table for appearances and effects
Art/design:
Relatively reserved with color and some illustrations for visual variety
Usability:
Easy to read and use

Garth Grimgar’s Guide to the Flora of the Dying World

Concept: “These are the field notes of the famously reclusive Occult Herbmaster Garth Grimgar, found in the ruins of his hut years after his death.”
Content: An Herbmaster’s guide to 16 flora and fauna and their medicinal use.
Writing: Decoctions and their mechanics cleverly disguised as field observations.
Art/design: Weathered, hand-inked visual style achieves a found document aesthetic
Usability: Consistent and legible. Do not try these recipes at home. 

Ghoulish Grin: Issue 1

Concept: “This is the Dying World, so it’s possible no one will notice the difference.”   
Content: "a tide of COSMIC HORROR upon the Dying World.” Two new classes, a magic domain, mutation mechanics, and Mythos Miseries.
Writing: Eldritch horror played for laughs. Surprisingly informed about the unknowable.
Art/design: A generous kaleidoscope of public domain horrors with a layout like frantic diary notes.
Usability: Available as both indescribable zine and plaintext edition. 

Glimpses of a Dying World

Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content:
A sprawling offering of all things Mörk Borg
Writing:
Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design:
Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability:
There’s something here for everyone

Grappleoid TERRORS

Concept: “An eight page bestiary featuring a multi-stage creature based on those from [the first three] TREMORS movies”
Content: Stats and lifecycle of The Grappleoid. 
Writing: Detailed passive and special abilities reproduce cinematic encounters.
Art/design: Multi-textured and layered design with hand-drawn grappeloid illustrations.
Usability: Also compatible with CY_Borg 

Grave Matters

Concept: “New uses for dry corpses”
Content:
Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing:
Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design:
Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability:
References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses

Grave Matters: Dig Deeper

“This booklet continues what its predecessor began, adding new monsters, foul objects, and a brand new adventure ready to be played.”

Greyson’s Silver

Concept: “They will never get ‘hold of my silver; though if they do, may they be sated forever.” 
Content: A chest of surprisingly heavy coins.
Writing: A narrative origin for a uniquely cursed chest. Greed is not good.
Art/design: A cheeky little silver coin sticks its tongue out at you. Rightly so scvm.
Usability: Protip – it's cursed. Get swol. 

Grinding the MMORKG

Concept: “Want to use Mork Borg modules as a virtual reality simulation in your Cy_Borg game? Or to give your Mork Borg players a taste of Cy?”
Content: Five interconnected dungeons bridging the gap between Mörk and Cy, rules for scvm conversion, sweet from rigs, and some sim-addicted punk.
Writing: A fluid and in-depth investigation that focuses on the politics of Cy and humorously subverts the core conceit of Mörk Borg.
Art/design: Deftly blends the visual style of both source material.
Usability: A well reference and stylized adventure text with self contained rules that are partitioned for easy reference.

GVix’s Mörktober 2023 – 31 Phantasmagoric Entries

Concept: "31 Phantasmagoric Entries”
Content: “A compilation of all my postcard-entries for Exeunt Press' MÖRKTOBER challenge”
Writing: An impish collection of grisly gifts, ghastly guests, and grim tables for rules and quests.
Art/design: Heavy-bordered postcards of inked and crosshatched illustrations in an array of bright uniform colors.
Usability: Available in individual postcard PDF, or advertisement spread png. 

Hallowed Scrolls

“Sing praise to Verhu. … Roll d8 on the table.” 

Hammer of a Killing Crown

Concept: “It’s a simple agreement: You retrieve the artifact. Aalgut exacts his revenge … After that, the unbounded power of the Killing Crown is yours.”
Content:
A dungeon crawl. Bufonic treasures. Murderous Crowns. Toadstools. Toads. Spells. Plague.
Writing: Strong and consistent theme and symbolism. Clear mechanics. Incorporates playing cards.
Art/design: Mörk Borg with toadstools (and toads).
Usability: Aesthetics complement the readability. A breeze to read and reference.

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. 

Helm of Aura Protection

Concept: “'Isn’t that just tr...’ ‘Yes.’”
Content: A real pain in the head.
Writing: Factually accurate mechanical depiction of migraines.
Art/design: Too bright (for migraines), mostly black for everyone else.
Usability: Truly shocking headgear. 

Helm of the War Wizard

Concept: “Th[e] crescent moon and stars on this helm glow in the dark.”
Content: A glowing arcane catastrophe waiting to happen.
Writing: Ignore failed powers, until the last star burns out...
Art/design: A hilarious blend of serious Norman style helmet and pointy wizard hat.
Usability: Best if scvm don’t know what happens once the stars burn out. 

Holy Artifacts of the Sacred Tragedies

Concept: “The powers and locations of artifacts made from the remains of the Sacred Tragedies... that gives insight into the Order of Her Devoted Midwives sect”
Content: Three single-sheet pamphlet adventures, and one on a new sect of the One Trve Faith.
Writing: A plausibly disturbing take on Basilisk worship which ties the adventures together into a larger optional campaign.
Art/design: A consistent palette makes for a cohesive collection, while exploration of contrast differentiates each pamphlet.
Usability: Well designed for use as a physical prop at the table. Get them in print if you can. 

Hoodening

Concept: “Hoodening is a folk custom […] where a person imitates a horse by hunching their back and holding out a horses head.”
Content:
Items that grant strong benefits to users (at a potentially serious/hilarious cost) with some sample skeletons
Writing:
A short rationale; primarily devoted to mechanics
Art/design:
Graphic devices synergize well with illustrations and create a sense of sharpness and motion
Usability:
Item mechanics are simple in themselves but could cause complications for PCs

Horns of the Axelord

Concept: “The engraved skeletal hand smells of burning herbs.”
Content: Present hand. Start mosh. Eat fingers?
Writing: Unapologetically Metal.
Art/design: Gritty backdrop, splattered skeletal horns, poster quality layout.
Usability: You didn’t need those fingers anyway. 

I Hold Your Hand

Concept: “Based on I Hold Your Hand in Mine by Tom Lehrer”
Content:
A Presence-boosting and Misery-inducing hand
Writing:
A short paragraph of mechanics, obligatory lyrics, and Psalm 2:6 for easy reference
Art/design:
Candy pink juxtaposed with rotting flesh. Yummy.
Usability:
Harmful if not swallowed

IKHON

Concept: “Ancient god-vessels of cursed skin and soot-black wood, as rare and as valuable as they are blasphemous.”
Content:
4 sets of 8 powers granted by dead folk gods
Writing:
Simple and straightforward mechanically; minimalist but seething with character and tone
Art/design:
Black-and-white art on black ground beside white text; the graphic design is as maliciously expressive as the visuals
Usability:
Covers are blank to ensure random selection; red page headings facilitate quick reference

Note: Original run was misprinted the first and last inside pages on the covers

IKILLYA Katalog

Concept: “Made for the IKILLYA katalog jam”
Content:
A variety of furniture and smaller accessories with special abilities (except for that one chair that’s just a chair)
Writing:
Entries intentionally read like cloying advertisement copy
Art/design:
A range of layouts and design choices typically oriented on and around illustrations and other images
Usability:
“IKILLYA takes no responsibility for the untimely death of anyone(s) who is in possession of an IKILLYA product.” You’ve been warned.

In the Footsteps of the Mad Wizard

“A campaign setting for Forbidden Psalm picking up the narrative where the core book leaves off.”

Included with Every Purchase

Concept: “A delightful duo of cursed magic items for the Dying World! Somewhat useful, but more likely to only add to your misery.”
Content:
A shopping bag of holding and a universal hex wrench that have as much capacity for harm as utility
Writing: Refuses to sugar-coat its disdain
Art/design:
Facsimile-quality illustrations symbolize the flattened affect of mass production
Usability:
Simultaneously goads you toward consumerism and warns you away from it. The contempt is palpable.

Innistrad X Mörk Borg

“To start your gothic horror Innistrad X MÖRK BORG adventures, with lots of fun references for fans of the Magic plane.”

Instrument of Agony

Concept: “the first draft of Mörk Borg torture rules and items.”
Content: Torture devices (and their prices), torture mechanics, torture tables, torturer “titles”, torture, torture, torture, and a shadowy fiend. 
Writing: As the above may suggest, less gratuitous and slightly more gonzo than it at first appears.
Art/design: A condensed torturer’s reference, with technical lithographic prints.
Usability: Flows elegantly down the page. Available in print-friendly, bloodied, or faded yellow. 

Julafton Karl

Concept: “It doesn’t care if you live or die, it just wants to see you struggle, have hope, and then take it away.”
Content: This IKHON commands the “blessings” of a “charitable” spirit.
Writing: Rules and mechanics blend in the style of visual poetry.
Art/design: Playful and mischievous typographic elements channel this agent of chaos.
Usability: The dynamic design elements complement the rules, seldom distract. The chaos feels intentional. 

Kallbrand, Blade of the Absolute King of the Crags

Concept: “… Lord of the Cold, Son of Kergüs, Eyes of the Blind Eagle, Mover of Mountains, Father of 77, Our Brutus Eternal, Svenethor”
Content:
A legendary weapon that auto-kills … if you can recite its full name from memory
Writing:
Aside from the name, clear and comprehensible
Art/design:
Includes some cute graphic-paratextual flourishes
Usability:
A straightforward item with a circuitous name and a really clever metagame mechanic

Katalog of the Basilisk Reliquary

Concept: “A listing by the Creton monks as they attempt to collate and catalog the curios dredged up from below the Cathedral”
Content:
7 holy items with a variety of effects
Writing:
Contains a mix of mechanics and lore for each entry
Art/design:
Text blocks are arranged around a central image near the item they describe
Usability:
Items in the illustration are labeled for easy reference

Kavlov’s Sanctuary

Concept: “Explore the dread-filled halls of Kavlov's Sanctuary and uncover the ancient secrets and betrayals that could determine the fate of the world. But be warned, your actions have consequences” 
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided. 

Kill & Reuse

Concept: “The spiders in Sarkash are big, mean, vicious creatures... So when you manage to kill one you tear it apart and use all its parts.”
Content: A spider arts and crafts project that will get you hooked.
Writing: A viscerally consequential variant on the traditional grappling hook.
Art/design: An artisan's shop. Harassed by boxed text.
Usability: For AFTER the spider encounter. 

King of Broken Night

Concept: “Delve into the Halls of Droning Bone! Get lost in the Interstitial Tracts! Harvest the power of a localized solar phenomenon! Talk to a sentient slime mold! Wield the magic of effects pedals!
All these curiosities and more yet await in this crenelated and conjured cylinder.”
Content: A modular viscerolithic tower crawl of perpetual aspect.
Writing: Four luxuriously stylized tower floors with enough material to stand alone anywhere in the dying world, wrapped delicately in the glacial resolve of a wizard’s decadent solipsism.   
Art/design: N/A The tower is reconstituting itself and remains plain text… for now.
Usability: Can be consumed in a single grand adventure, or cracked open to pick away at as you please.

Knives Out

Concept: “features way too many knives” 
Content: Pointy things, capes, rules for being dandy with a variety of weapons, a seedy tavern, odd jobs, discretion, and time banditry.
Writing: An appropriate level of roguish charm, sharp wit, references, and puns.
Art/design: A vibrant and full-bodied visual design. Plenty of rouge on this rogue.
Usability: “If you are insufferable while doing it. You get DR –2 for the test. Yes. DR –2.” 

Kuviot

Concept: “Sear these specific patterns into your flesh to please the gods.”
Content:
Ritual scarification that grants special abilities but alter characters’ capacities to speak or perceive truth
Writing:
Clear, compelling descriptions that combine mechanical and qualitative effects
Art/design:
Arrangement and orientation of text figures the disorientation and fragmentation at the concept’s core
Usability:
A creative way of granting some mechanical advantages and seriously augmenting character roleplay

Kött

Concept: “The Great and final war that still rages between the vampire lords and hell itself... Hated by all. You are slaves to the abyss or escaped deserters searching for a life and purpose, if these can be found in this dying world.” 
Content: A trench fighting, organ grafting, hell of a war. A complete setting and ruleset, you just need to survive it.
Writing: Bleak, bombastic, and apocalyptic. Bursting with the kind of body horror which blurs the line between man and machine.
Art/design: The tortured linework of characters invoke a hellish atmosphere in just a few spare illustrations.
Usability: Self-contained and accessible plaintext. Available in Swedish and English. 

Lady Hope's Garden

Concept: “In the quiet gloaming, she nurtures her children, her hopes for the future, her legacy. … Her fecund children will outlive her. Outlive us all.”
Content:
An arborescent adventure with extra accessories and classes
Writing:
Fairly straightforward but not lacking in appropriate character
Art/design:
A mix of various typefaces alongside photography and original art
Usability:
Keep off the grass

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. 

Last War: Bacon.Cabin.Magic

Concept: “hush-hush” 
Content: Special Mission. Bacon.Cabin.Magic, mercenaries, secret weapons, bunker comforts, things to do with flares.
Writing: The absurdity of war, and of secrets valued above human life, decontextualized.
Art/design: Edited photographs and near-watercolor renditions of the trenches in a unifying palette.
Usability: Designed for Forbidden Psalm: The Last War. 

Last War: High.Devil.Iron.Horse.

Concept: “New content for scavengers of the endless trenches of Forbidden Psalm: The Last War” 
Content: Manuscripts, weapon mods, bayonets (and how to use them), four commanding mercenaries, and one hell of a train. 
Writing: Concise, orderly, and at times bizarre. Like the bureaucratic anarchy of war.
Art/design: Thomas the Tank Engine never looked so mean.
Usability: Requires Forbidden Psalm: The Last War 

let them eat BUGS

Concept:  
“‘Well if they’re so bloody fucking hungry…  LET THEM EAT BUGS!’
• Marie-Claire Delcroix, Allians noble (deceased)” 
Content: 5,800 possible bugs, and what happens when you eat them.
Writing: Entire mechanics for catching and eating bugs. With a veritable hive of crunchy, protein-rich tables.
Art/design: Juicy grubs and grinning goblins splatter this neon green sensory experience.
Usability: Organized, legible, but intentionally antagonistic. 

Libēr de abominatio

Concept: “Cursed rituals for twisted minds, the grimm knowledge of decaying sages” 
Content: Eight new scrolls for use with Forbidden Psalm.
Writing: A transformative collection of body-horror-fueled mechanics.
Art/design: A generated pile of ambiguous meat crowds a loose collection of mystic texts.
Usability: A little twisted, but ultimately understandable. 

Licensed to Ill

Concept: “Listed here are just some of the effects that listening to this LP inflicted upon the Dying World!”
Content: Rules primarily for using and abusing the fabled Brass Monkey, but also includes other Beastly Boys-aligned components
Writing: Takes itself completely seriously, which only makes it funnier
Art/design: A more traditional layout and muted background gradient lend an appropriately dignified air
Usability: Some specialized interactions with other 3rd-party supplements

Lichoma

Concept: “There is nothing but the City.”
Content:
A complete, setting-centric RPG based on the Mörk Borg system
Writing:
Well written with a consistently bleak and visceral tone. (Did you expect anything less?)
Art/design:
Fairly traditional graphic design and layout with illustrations that support the theme well
Usability:
Verbally and visually graphic in some places

Lil’ Scamp

“Tiny catchable creatures for MÖRK BORG”

Long Nights

Concept: “A skeletal creature, a prophet and philosopher, dwells upon a mountain of flesh. His touch grants power, escape, and ecstasy; but he is stingy.”
Content: A nocturnal collection of one desert, four monsters, and ten artifacts.
Writing: Deliciously ambiguous. Full of tantalizing details to expand upon at your table.
Art/design: A saturated full-color layout as textured as the dunes and spacious as a desert night.
Usability: Gorgeous and dark. Guaranteed to kill inkjet printers. 

Lord of Chains

7 contributors
Concept:Rob a grave. Steal a blade. Kill the Lord of Chains.
Content: A Graven-Tosk digging, Sarkash roaming, Bastion storming, Shadow King’s prophecy averting point crawl. 
Writing: Energetic and near melodramatic plot sets the tone for a truly torturous adventure.
Art/design: Loud when it ought to be, quiet when it counts. Metal throughout.
Usability: Self-contained, shadowed, and bound in iron chains. 

Lord Sombrio’s Horse Lottery

Concept: “A business-card sized table to enrich your horse acquisition experience”
Content:
A table of four types of horses, each with its own practical features
Writing:
Quick and descriptive
Art/design:
Stylized enough to add character but without hindering use at intended size
Usability:
It fits on a business card, but it’s still easier to read when printed full-size

Marrow Bees & Osteapiarists

Concept: “The Marrow Bees’ honey is tasty and valuable…. if you can get to it. If they don’t bore into your bones and you escape the Osteopiarists.”
Content:
Parasitic bees, their (in)toxic(ating) honey, and their keepers
Writing:
A fair split of flavor and mechanics, both well conceived and written
Art/design:
Subtle but effective representations of colonized humans
Usability:
Honey mechanics are split, but not detrimental on a 1-page document

Mask of Scvm

Concept: “In the troll’s nest you find the...” 
Content: “Mask of Scvm” plus rules for when you’re boned.
Writing: Un-skeletal descriptions of skeletonification and a new way to die.
Art/design: A horny mask smiles over the bloody discharge of its latest charge.
Usability: For scvm who want to show off their bones. 

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. 

Mimicks

Concept: “You know what mimics are, you all know.” 
Content: The life-cycle of the Mimick, in stages.
Writing: Descriptions (and stat blocks) of distressingly increasing scope and scale. 
Art/design: Lightly distressed text with cheery pink illustrations to encourage you to let your guard down.
Usability: Print-friendly. If found in the wild, it’s probably a tiny mimick. 

Miserymobile

Concept: “Time for a new car that's completely compatible with MÖRK BORG. The... Miserymobile?”
Content: Conversation about a broke ass Mazda 6 cum rules.
Writing: Mechanics that live up to the name.
Art/design: Don’t waste your silver.
Usability: Contains exploding dice. 

Moaning Bulwark

Concept: “This shield licks its’ lips and breathes heavily.”
Content: A balefully sensuous moaning shield.
Writing: Simply stunning. No really. That’s what it does.
Art/design: Definitely conveys moaning.
Usability: Make it (moan) don’t break it. 

Monolith 1: Harvest

8 contributors
Concept: “A quarterly publication that focuses its cyclopean gaze on a single system with every issue”
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated. 
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.

Monolith Fragment: Life on the Farm

Concept: “Is pastoral life getting you down? Tired of only fighting weeds?”
Content: “A Rural Adventure Generator”
Writing: Suitably rural, adequately absurd, full of farm equipment.
Art/design: A collection of simple, organized tables with tastefully home-spun spot prints.
Usability: Sow chaos with d6s.

Monsters!

Concept: “A collection of the MOST DISGUSTING and terribly vile MONSTERS!” 
Content: Twenty of them, to be a little more specific.
Writing: Horrendously hilarious creations from tormented traditions. Malformed for the morbidly curious.
Art/design: Sharp points and serrated edges brutalize the darkly patterned forms of this miserable tome, contrasted occasionally by excruciatingly clinical white.
Usability: Richly stylized only where they know you’ll work for it. Legible everywhere it counts. 

Morbid Cache

Concept: “Necromancers are lazy bastards, hence why they make such scrolls.”
Content: A scroll to turn tombs into storage trunks.
Writing: Delightfully simple and open-ended desecration.
Art/design: A yellow spirit stalks behind the black boxed text.
Usability: Despoil or withdraw from the bank of the dead at any nearby gravesite. 

More Mork Mëchs

“An expansion that builds on Roland Boshnack's Mech Borg”

Mork Bong

Concept: “You smoke the pungent fumes (20s) produced by the unholy Devil Weed
Content: A sticker for your herbmaster’s favorite glassware.   
Writing: Stat it if you’ve got it?
Art/design: 3” of round sticker.
Usability: Use it wisely. 

Mork Menagerie

Concept: “Each creature has been converted to capture the first edition feel with some darker flavor mixed in.” 
Content: " a compendium of classic creatures converted for use in Mörk Borg.” with bonus treasures, tables, and magic.
Writing: A traditional fantasy lineup with an appropriate mix of dark humor and setting specific details.
Art/design: Text-heavy but visually rich. A balanced compromise between forms
Usability: A well-maintained exhibit. 

Mork Tract

“10 new weapons with interesting properties...mostly historical[,] A loot table! Town/Settlement generator[,] Quest hooks! And a monster generator!”

Morkkabeans 1.1

9 contributors
Concept: “A new religion has arisen in the desert. Worshiping the Unnamable God of Names, blaspheming against SHE and HE, promising the revolt. Galgenbeck has sent its inquisitors.  The half-giant Nephilim walk the earth. If you join them, almost certain death awaits.”
Content: An escalating tower crawl of nameless gods and religious conflict. Complete with three new classes, gear, artifacts, angels, Nephilim, and mythical creatures. 
Writing: An absolutely metal reinterpretation of Jewish history and folklore.
Art/design: A spectacle of artistic styles as varied as the tower of tongues.
Usability: Visual styles delineate sections. VTT resources available. 

Mothman Penis

Concept: “It's a Penis! And, it's distracting.”
Content: Technically, it’s a strap-on.
Writing: Honestly, I wasn’t paying much attention. Have you seen the size of this thing?
Art/design: Design reminiscent of a prank pulled at a cryptozoology conference.
Usability: As a strap-on. Excellent conversation starter. Icebreaker at parties. 

MÖRK BEARD

Concept: “The beard of a revered inquisitor and seeker of truth”
Content:
A beard fit for Tony Vasinda
Writing:
A concise beard-based paragraph
Art/design:
Beardful with shades
Usability:
Wear it with pride.

MÜG BORG

Concept: “First Mug in ELMB.”
Content:
Rules for drinking bitter bean water from a cursed vessel
Writing:
A simple, straightforward paragraph describing mechanics
Art/design:
Yellow on black for easy readability; the illustration recalls Lord Byron
Usability:
Blurs the line between game and meta, but doubles as an actual coffee mug. Clever clever.

Mëch Borg

“Think Vision of Escaflowne meets BattleTech, but fucked up.”

Mörk Beard

Concept: “A face to be worn by the PCs”
Content:
Another beard fit for Tony Vasinda
Writing:
Two short sentences full of baleful beardiness
Art/design:
Comes with a free face attached
Usability:
Obey the beard.

Mörk Borg Compatible Core Reference Cards

Concept: “Do you like TTRPGs? Do you enjoy reference cards filled with items, magical scrolls, beasts, abilities, lore, advice, and hundreds of unique custom illustrations?”
Content: 166 double-sided, tarot-sized reference cards.
Writing: Witty quotes and commentary add texture to each referenced item.
Art/design: Filthy ink splattered across a consistent structure that aids card reference.
Usability: Provided with instructions for print & play for the digital edition. 

Mörk Borg Core Item Icons

Concept: “Running my own game of Mörk Borg in a VTT prompted me to draw my own icons for items. Thought others might find these useful!”  
Content: Icons for core items and Occult Herbmaster Decoctions.
Writing: Files named. Price tags optionally included.
Art/Design: A gritty and consistent black-and-white visual style.
Usability: Png format images in a zip file. 

Mörk Borg Cult: Feretory

15 contributors
Concept: “A collection of tables, monsters, items, classes, rules and ideas”
Content:
Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing:
Mörk Borg imagery and tone in wide a variety of styles
Art/design:
Matches content to myriad layout and design strategies
Usability:
The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way 

Mörk Borg Cult: Heretic

9 contributors
Concept: “A zine full of MÖRK BORG stuff. Most of it is created by our wonderful community and will be (or already is) made available for free download on morkborg.com, but there is also exclusive official material.”
Content:
Generators for cults and curses, feats, 2 classes, black-powder weapons, 2 long adventures, a pair of 1-page dungeons, and a quartet of monsters/NPCs
Writing:
Varies by author but consistently emphasizes images and concepts that are grim, creepy, and/or outright weird
Art/design:
Every entry’s layout, graphic design, and coloration are distinct, creating a lot of visual diversity and easy navigability; sweet foil printing on the cover and first page; fold-out covers just to cram as much content into this zine as possible
Usability:
The only obstacle is deciding what to read first.

Mörk Bug

Concept: “Elaborates on the roles of insects in underground gambling in the setting”
Content:
Stats for bugs, gear for catching bugs, rules for selling bugs, an entothropic character class, and a sprawling bug-fighting-arena-slash-gambling-parlor
Writing:
Clear and readable with Kelly’s characteristic wit
Art/design:
Designed and laid out for readability with some buggy, Borgy flair
Usability:
Laid out and designed for easy reading and reference

Mörk Drügs

“Desperation and world ending are really lucrative markets and drug dealers never wait too long for a client…”

Mörk Manual

Concept: “Mörk Borg mayhem in a grunge fantasy world” 
Content: oDnD classes, creatures, and setting, with an extra helping of misery.
Writing: The Dark Lord’s invasion of darkly absurdist humor into an early fantasy setting.
Art/design: Playful collage of vintage prints emphasize their subjects, strong white-bordered text aid clarity and adds to the aesthetic.
Usability: Self-contained rules, navigable index and table of contents, reference material. Solidly utilitarian. 

Mörk Själ

Concept: “Mörk SJäl is a system for tabletop roleplaying inspired by the gameplay and atmosphere of the Soulsborne franchise”
Content: A Soulsborne Mörk Borg hack.
Writing: A gentle guided rules-light approach to harsh tactical gameplay.
Art/design: AI-generated dark fantasy art elements in a clear transparent layout. 
Usability: Playtest Edition. 

Mörk-drasil

“The old gods are dead, and people are fighting for the right to survive in a world ruled by monsters.”

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. 
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