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

goblin

Goblin Grinder

Concept: “With such a large infestation of the little scoundrels, it’s becoming very difficult to figure out which one to snuff.”
Content:
A quirky, darkly comedic scenario
Writing:
Sets the tone and provides entertaining depth
Art/design:
Black, white, and pink create a unique apocalyptic atmosphere
Usability:
Laid out according to probable narrative flow

Half Cursed

Concept: “Locked in a strange body, partly the one of a Goblin, you have survived the curse but developed some physical similarities from your left arm to your shoulder.” 
Content: A transitional take on the Goblin Curse.
Writing: A deeply human take on being uncomfortable in your goblin skin.
Art/design: A dynamic figure reaching out from a dynamic half-shaded layout.
Usability: An ordered three-column structure feels balanced, navigable, and stylish. 

In the Hall of the Goblin King

Concept: “You were ambushed, and now you're running out of time. Just as you've discovered their layer, you can feel the curse taking hold!”
Content:
A race against the goblin curse and an album of your choice
Writing:
Neatly arranged in two columns (scenario rules and concise, efficient room descriptions)
Art/design:
Color and typography choices facilitate quick reference
Usability:
A modular dungeon; depending on rolls and album choice, could be quick and easy, long and excruciating, or fast and brutal

Johan's Silver

Concept: “Glory, Glory! Their riches come rising!” 
Content: A brief stint down King Fathmu’s Shaft.
Writing: A clever timer in a tide of boiling silver. A problem Fathmu probably shouldn’t learn about.
Art/design: Reads as a mining complex with reflux issues.
Usability: Think fast, or get smelt. 

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.

Mutated Goblin

Concept: “The goblin-curse has twisted your body and racked your mind. Food. Eat. Bite.”
Content:
A goblin character class with some really compelling features and callbacks to other published adventures
Writing:
Simultaneously grim and playful—just like a goblin
Art/design: Relatively conservative (by Mörk Borg standards) but very clean and easy to read
Usability:
Offers a host of character abilities but still not as complex as a certain dragon game

Mycogoblins

Concept: “Goblins have been more aggressive than usual lately... these goblins have strange fungal growths... whoever gets to the bottom of this will be greatly rewarded...” 
Content: A goblin swarming, fungus snorting, den crawl.
Writing: Deep absurdity delivered in gloriously understated frankness.
Art/design: Structured design, clear iconography, and magenta highlights stimulate and satisfy the reader.
Usability: Designed with goblins in mind. 

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 

Retired Field Grade Merbusberbus

Concept: “IDC just use a fucking goblin. Give it a shitty hat.”
Content: That's it, that’s the content.
Writing: See above, plus some legal text on a pdf.
Art/design: Pink on yellow.
Usability: Technically compatible. Assembly required. 

The Black City

Concept: “the Blood-Countess Anthelia, will reward with eternal youth whomsoever delivers into her hands the six lost magical artefacts of the Creton order.” 
Content: A dynamically generated city of Alliáns, plenty of ice-cold ways to die, and a collection of artifacts to collect to appease the Blood-Countess. Bring a torch — and a stake.
Writing: Frigidly thematic and appropriately bleak. No choice goes unpunished in Alliáns.
Art/design: Charcoal sketches convey a dark starving city, drained of its vibrancy and life.
Usability: A self-contained solo dungeon scrawl. Just add flint. Watch it burn. 

The Cataclysm Coast Is Burning!

Concept: “The sea boils. The sky is black. The End is here. 
And now, so are you. 
Welcome to the Cataclysm Coast. We hope you enjoy your stay.” 
Content: The Cataclym Coast... IS burning as three unwashed naval factions gnaw and raid through their last moments.
Writing: A misery-soaked narrative setting guide, providing locations, motivations, and horrors to unleash before the end.
Art/design: High contrast false color maps and neon-toned public domain imagery dominate this single-column layout.
Usability: Color-coded map icons and section headings denote three rival factions. Also available as plaintext.

The Fevre Pytt

Concept:The stench. The flies. The touch of clammy flesh. You have been cast into the Fever Pytt to die.”
Content: A corpse pile crawl through a mispurposed cistern in The Western Kingdom.
Writing: A festering pytt of viscera and gore that bursts with sickening mechanics to back it up.
Art/design: Currently only available as plaintext.
Usability: Standardized room description layout aids in reference. 

The Hungering Halls of Haat the Pitiful

Concept: “Lost, tired, and starved... you are greeted by a pitiful small man who offers a tour of the wonders within while trying to hide blood stains on the floor.” 
Content: A pitifully persistent guided tour-crawl
Writing: A thoroughly unexpected escort quest with positively soul-wrenching implications.
Art/design: A gritty map and thoroughly splattered reference text in a dramatic and high-contrast pamphlet layout.
Usability: Stylish text that is legible in print or at full resolution. 

The Troll of Njernheim

7 contributors
Concept: “a small scenario about an isolated village, a troll and the adventures of the characters while hunting said troll for a reward.”
Content: A troll extermination forest crawl.
Writing: An established micro-setting, with a complex village, forest adventure, and random encounters.
Art/design: Strong cover illustration, with the occasional spot illustration in a crisp two-column layout.
Usability: Complete adventure format that lends itself to advanced reading. 

The Usual Suspects II

Concept: “a class pack that adds six more Optional Classes to the dying world... including: Goblin Impostor, an enthusiast for costuming, shrieking, and knives…”
Content: Anthology of six absurdly comedic optional classes
Writing: Absolute hilarity delivered in an understated style. Memorable character concepts and mechanics.
Art/design: Tasteful public domain art with three tone coloring and a crisp traditional layout.
Usability: Table of contents for ease of reference and navigation. 
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