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The “F” Word

Concept: “A cursed word is inked on this damned parchment.”
Content: A scroll to make you bold and your mother ashamed.
Writing: Mechanics that break the 4th wall and encourage shenanigans at your table.
Art/design: A depiction of the titular scroll (on a scroll containing its rules)
Usability: Get ready to drop some literal “F” bombs. 

Thoughts and Prayers

7 contributors
Concept: “100% of the benefits are to be donated to Direct Relief.” 
Content: A porcine-deity crawl, NPCs to murder, a fallen angel hunt, more ways to break your body, d66 murder implements, a weird egg, some cool essays, and stuff for those other Kartell games.
Writing: Some great insight into how to run or design for rules light games, along with some truly Miserable examples.
Art/design: Dark, gritty, a little messy, and fun. 
Usability: You can identify the Swedish printing by (paper) weight. I’ll give you a hint, the title can be abbreviated TP. 

Thrice Cursed

“Inflict these powerful items upon your players, but know that they carry a heavy curse.”

Time for Tea

Concept: “This teapot will drive your scvm crazy, but the rewards are potentially limitless…at least for the survivors.”
Content:
A surreal string of events revolving around a teapot and some invisible visitors
Writing:
Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
Art/design:
The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
Usability:
“Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”

To remember me by.

Concept: “The 7th set of ribs of a once dear ally, honed to an edge and then steeped in Necromancy.”
Content: A pointed reminder of past failings and a chance to reconnect with an old friend.
Writing: At once deeply intimate and tragic.
Art/design: Black and white blocked plaintext.
Usability: Requires a dead friend. 

Toothberries

Concept: “Deliciously crunchy teeth that heal the body. Eat too many and more may grow.” 
Content: See above warning label.
Writing: A grotesque case of oro/maxillofacio/horticulturo/necromancy.
Art/design: A spitting image of teeth growing from an arteria bush.
Usability: Only for planting at night. 

Trapped Within

Concept: “’Descending further into delirious madness, King Fathmu IX is haunted by visions of mockery... (he) imprisons everyone who seems a threat in his underground prison. Terrified traitors, aspiring necromancers, powerful demagogues and even scum like you.’” 
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play. 

Trick Sword

Concept: “A strange contraption is attached to the hilt of this blade... what does it do?”
Content: A sword that throws its weight around.
Writing: Unpredictable, elegant, dangerous, and occasionally dense. As all magic swords should be.
Art/design: Background illustration obscured by hefty rules texts.
Usability: Pull the lever. Hope for the best. 

Tyrant of the Highest

Concept: “The most wretched of royalty, Tyrant of this dying world, the evil born in a manger”
Content: An IKHON of the Tyrant and the End, an apocalypse in defiance of 7:7.
Writing: Testament language full of brimstone and death.
Art/design: Black and white, with hints of the blood to come. Organized, Inevitable, Psalms.
Usability: Deviates from IKHON usage slightly. Variant rules explained in opening spread. 

Ucalegon

Concept: “A reckless unguided horde of desperate terrified people seek refuge. The endless flames of their homeland push them to the only place that remains untouched by flame.”
Content:
Some lore (tying into the Box of Shadows title), 4 classes, 3 items, and a merchant who sells them
Writing:
Provides copious historical background for the game components; classes in particular have some grim humor but are on the lighter side regarding features and personal background
Art/design:
Efficiently ordered and laid out with economical color and typographical choices alongside interesting and atmospheric images
Usability:
Feels like a strong tool kit for building an adventure around a band of outsiders

Using Dead Things: Birthing Living Things

Concept: “The world of Mork Borg is swollen with desecrated artifacts, putrid items, and cursed creatures. Perhaps you’d like to create even more of them?”  
Content: Crafting mechanics, experimentation, legendary artifacts and the adventures you'll take to build them, animal husbandry, four creative classes, automatons, and more.
Writing: Elegant mini-game mechanics, with strange and evocative descriptions.
Art/design: Delicately crafted, with a visual style that is engaging, not distracting.
Usability: Accessible text, clear table of contents and index, amusing postcards. 

Vamperic Prosthesis

Concept: “Heal from drinking the blood of others.” 
Content: “The fangs of an elder vampire, transfigured into a wearable prosthesis.”
Writing: Slightly addictive blood-drinking mechanics and a ghastly origin story.
Art/design: Slightly toothy, and just a little bloody.
Usability: For those wannabe bloodsuckers. 

Virtually impossible Machine

Concept: “We accidentally started one of the most heated programmer debates, and I felt the need to make this.”
Content:
Esoteric technology that either makes it easier to do things or makes it impossible to do anything.
Writing:
One easy-to-read paragraph
Art/design:
White text on black ground with an ASCII logo—very appropriate to the subject matter
Usability:
See “Content” above

Warrener of Spirits

Concept: “It’s a confusing wordy pretentious bastard...and it’s just fine with that assessment.”
Content:
A skin and soul-stealing gambler; includes items for anteing and a ritual for when you inevitably lose
Writing:
“Includes 2 glossaries. You're going to need them.”
Art/design:
A variety of layout and design strategies create a lot of visual diversity with a minimal palette
Usability:
Sections and segments are visually delineated; important mechanics are presented in more straightforward language to support usability without sacrificing character

We Can’t Stop Here …

Concept: “A wagon filled with magical herbs that would make any occult herbmaster wet their pants from excitement”
Content: A drug-filled wagon and introductory adventure inspired by a masterpiece of American literature
Writing: Includes lore, characters, and tables for the wagon’s contents and effects, hangovers, psychoactive visions, and trips (double entendre!)
Art/design: Includes some Borgy layouts and colors with graphics that reinforce the key motifs; dungeon features clean design and simplified layouts inspired by Rotblack Sludge
Usability:
Includes alternate rules for travel different from (but not incompatible with) Overland Travel/Roads to Damnation

Weapon of Mass Destruction

Concept: “The will of the piper Culloden Reid was so strong that as his blood soaked into his bagpipes, so did his wrath, his anger and his military guile.”
Content:
Bagpipes with a variety of effects in combat
Writing:
Contains extensive in-game lore and a short essay on the item’s real-world inspiration
Art/design:
Primarily textual; visual elements, varied typefaces, and some minor illustrations add character
Usability:
Way easier than real bagpipes

Wear and Tear

Concept: “When the apocalypse came, perfection was the first thing to go.” 
Content: Equipment maintenance rules, gear, jobs, classes, biological modifications, and viral powers for Pharmagothica
Writing: Effective rules text. Titles and headers evoke flavor which is bulked out by the mechanics.
Art/design: A clinical format. With technical drawings and medical illustrations that typify the banality of evil.
Usability: Text balancing utility and style from entry to entry.  

What The Hell Is A Fish Blade

Concept: “A pamphlet with a d10 table of different fishblades. It can be fully seen in the preview images.”
Content: d10 radical interpretations of “FishBlade”.
Writing: Pushes the concept of “FishBlade” overboard.
Art/design: A collection of appropriate public domain prints adrift amidst a loose trifold layout.
Usability: Available as aged parchment or print-friendly black and white. 

Whither Gold?

Concept: “FOR THERE IS SILVER BUT SO LITTLE GOLD”
Content: The heretical path of gold.
Writing: Defines the heretical properties of gold.
Art/design: A twitter thread.
Usability: Chopped into tweet sized chunks. 

Within a Mile of Home

Concept: “Based on Flogging Molly’s Within A Mile of Home album”
Content:
A sailor class, nautical weapons, tattoos, shipbuilding and sailing rules, and a hexcrawl (hexsail?)
Writing:
Clear, concise, and descriptive with some dramatic, creepy, and somber imagery
Art/design:
Primarily typographical for easy reference with some flavorful illustrations
Usability:
Way easier than actually sailing; adventure includes PC- and GM-facing maps as well as links to content incorporated from external sources

This entry was sponsored by Bijan F. Zavareei as part of the Ex Libris RPG crowdfunding campaign.
“An incredibly entertaining hexcrawl that provides easy to use and engaging rules for nautical adventures. Absolutely fantastic content made with lots of love and care.”


Yellow Cube

Concept: “What are you waiting for, roll a D8 - because there's more than 6 things that can go wrong when you roll a cube...” 
Content: One surefire way to stub a toe. D8 ways the Yellow Cube will not be denied.
Writing: Surreal escalations emanate from the crumbling yellow stone.
Art/design: A 148mm x 148mm square of stylized dice faces, arches, philosophers, spoons, war, skeletons, and cube heads.
Usability: Self-contained roll results, loudly telegraphed for easy reference. 

You Repugnant Hunters

Concept: “Players acquire hunting seals which allow them to hunt monstrosities too putrid for the average hero.”
Content:
Rules for monster-of-the-week play, unique scvm advancement, and tools of evisceration.
Writing: Disgustingly evocative prose, disturbingly flexible mechanics, and visceral handouts.
Art/design: Bloody two-tone style with art and layout that’s both slick and gritty.
Usability: Separate player rules handout to facilitate spoiler free reference. Hunting seal handouts provide quick visual cue of advanced character abilities and role in a hunting party.

This entry was sponsored by DW Dagon as part of the Ex Libris RPG crowdfunding campaign.
"‘YOU REPUGNANT HUNTERS’ has rules and some sticky flavor for running a dark/metal fantasy campaign where players acquire hunting seals which allow them to hunt monstrosities too putrid for the average hero. Hunters undergo a ritual to get a Hunting Insignia which will determine their style of hunting and type of prey. Hunting down and ceremonially eviscerating unique prey will lead to appeasing a Hunting Insignia, and gaining occult powers and gross-yet-handy items."

Zweihänders of the Seven Fallen Angels

Concept: “The Seven Guardian Angels have fallen from the sky, leaving nothing behind but the celestial steel blades strewn around the Dying World.”
Content:
7 swords and a loose hook tying them together
Writing:
Short descriptions of mechanical effects
Art/design:
Minimalist illustrations of each sword with some blackletter and textured ground for visual variety
Usability:
Weapons are usable out of the box; pursuing the hook will require more effort
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