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

god

From Beyond the Endless Sea

Concept: “Cultists, Bloodhawks, secret island temples, wands channeling the Black Wind, loopy hippies, gnarly artifacts, zombified townsfolk, and the ability to loot your bosses' house - and much more - await you.”
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation. 

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. 

Göran's Reavers

Concept: “Göran is the son of a mighty chief whose lack of devotion to the gods of blood ended when Göran ate his face. Now he rules his reavers with an iron fist and a savage spiked axe. His title as Usurper is coveted.”
Content: A faction of reavers worshiping gods of blood.
Writing: Backgrounds and mechanics complicate and enrich a faction that might otherwise be monolithic.
Art/design: A clean legible layout full of bloody worship.
Usability: Drop wherever you need a little more blood.

Hail the Rat God

“‘The Rat God’ is not her name. You are not worthy of her name. HAIL THE RAT GOD.”

Hammer Goats

Concept: Goat people who love hammers and their offspring.
Content: see Hammer, Goat. see also Chaos, Spawn. 
Writing: A combat class that’s hammered home by versatile chaos gifts, and an entirely too gifted divine spawn.
Art/design: A frolicking herd of hammer goats cross a yellow field followed by a dreadful depiction of a goatling god. Subtle and instructive use of typographic elements.
Usability: High contrast, legible text. 

Hexed Solo Rules to Die For

Concept: “an expansion to MÖRK BORG that allows players and Referees to randomly generate a hex crawl map to explore.” 
Content: Rules for hex map generation; tables for environs, weather, and encounters; creatures; three new scvm; and four void dieties.
Writing: Rules as preamble to hexes and tables full of misery fitting a Dying Land.
Art/design: Ornate headers for rules, plain headers for reference. Generated images in a variety of styles.
Usability: References Feretory, Heretic, and Solitary Defilement. Intended for use with a solo oracle. 

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

Kult of the Ouroboros

Concept: “In the sacred sanctuary, Job patiently awaits, extending an offer of transcendence and deliverance from the ever-watchful gaze of oblivion.” 
Content: A karmic snake kult crawl.
Writing: Full of moral quandaries your scvm will probably ignore, which might arguably be for the best. Transcendence is subjective.
Art/design: Delightfully detailed overhead map, and characterful NPC illustrations stylistically placed highlight a structured two-column adventure layout.
Usability: Minimalist minimap makes for easy room orientation reference during play. 

Oxomoco

Concept: “A macabre artist with the wings of a chiroptera. She is perfect in every way, a goddess of the night.”
Content:
An adaptation of the Aztec deity of night, astrology, and calendrics
Writing:
A straightforward stat block with descriptions full of visual and visceral imagery
Art/design:
Illustration blends prolific and the macabre elements in a very well-devised and -executed composition
Usability:
Potentially dangerous in combat, but well suited (and probably more compelling) in a more narrative or character-driven role

Rise of the Dead Dreamer

Concept: “An apocalypse prophecy featuring a dead dreamer you likely will recognize.”
Content: A great old 7:7.
Writing: A slow regression into madness and ecstasy. 
Art/design: Art that awakens something deep down, two columns of terror.
Usability: Sigils rendered in understandable geometries. 

Sacrifice Before Sunrise

Concept: “A plan to dethrone King Fathmu IX by replacing him with the grotesque child-god is mere days from success.”
Content: Political assassination by ritual god-child sacrifice.
Writing: A surprising amount of depth for a tiny, burned village and the chase for an infant god.
Art/design: Divine blend of color, artful illustration, and navigable sidebar column layout.
Usability: Easier to use than murdering a god-baby. 

Seven Hells and a Dead Paradise

Concept: “in this book you will find Seven Hells to inflict upon your players, and one Dead Paradise. Tie them all together with a Hellish table-crawl, the Eightfold Crypt of the King Orzog”
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole. 

Tellurian Entity Druj

Concept: “The result of aeons of unrotting, Druj, the defaced god of the crust. Do your sacrifices and be blessed. But be diligent on your devotion, or it will consume you.”
Content:
A parasitic glob that imparts special abilities in exchange for fresh meat
Writing:
Lore, rules for gaining and maintaining the glob, and a d8 table of imparted abilities
Art/design:
Trippy, psychedelic colors and patterns with easily readable blocks of text
Usability:
Not water soluble

The Demon's Arse

Concept: “This is the legendary Demon’s Arse, rumored to be the home of unearthly creatures both demonic and dead. Who dares enter?”
Content: A smoky temple of torture and transformation.
Writing: Purposeful description lends a sense of vibrancy and life to the deranged proceedings of a heretical cult.
Art/design: Gorgeous map of the Demon’s Arse with a clean and clear sidebar column layout. Enhanced with background illustration and judicious use of color.
Usability: A few too many rooms to keep track of in a booklet. Print the map separately. 

The Dragon Ships

Concept: “From the barren wastelands to the towers of Grift, all have come to quake at the sight of the Dragon Ships.” 
Content: Melodramatic dragon ship marauders, a raid scenario generator, and a fury-filled class.
Writing: Presented with gonzo enthusiasm and punctuated brutality.
Art/design: Runes, round shields, and longships invade blocks of organized (and occasionally highlighted) plaintext.
Usability: Legible, organized, and accessible.  

The Lich of Föhrenöd

7 contributors
Concept: “Lady Neszeka, they say, is sealed in the crypt. Dead, but not gone.”
Content: A heretical crypt crawl.
Writing: A complete and self-contained micro-setting. With the abridged history of Lady Neszeka, her domain, as well as its major players. 
Art/design: An engaging printer friendly layout with consistent design elements and crisp inky character illustrations.
Usability: Suitable for both dungeon crawling and narrative play. 

The Temple of the Scattered God

Concept: “The god has fallen from the sky. Its giant body scattered. Some parts have been recovered and saved by the Kultists. Meet his brain, one eye, one foot, one hand and maybe more body parts in the underground temple!”
Content: A god crawl divided into parts.
Writing: Adaptive and dynamic encounter design make for more dynamic combat encounters.
Art/design: Disturbingly detailed map by Brian Yaksha, clear use of color to indicate rooms and features of interest, mini-map navigation, and stats incorporated into room description text.
Usability: OSR style abbreviations require some minor translations for Mörk Borg. 

The Usual Suspects III

Concept: “Anything can be made into a sausage. And a sausage can be made into anything.”  
Content: Five delectable gourmands, and a walking nose job.
Writing: All-consuming camp.
Art/design: Recontextualized prints divide the classes into sections with individually stylized headers.
Usability: Thoroughly digestible. 

The Yoke of God

Concept: “Yes, yoke is spelled correctly”
Content: A church-raiding egg crawl.
Writing: A coherent adventure, with just enough egg left over to yoke yourself.
Art/design: A chaotic cathedral map that’s navigable with well-placed visual and textual references.
Usability: Don’t rely on the text alone. Cooks over easy. 

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. 

Vessel of the Formless One

Concept: “you have been chosen by a formless deity as their vessel, their voice and their harbinger; forced to spread their dreadful gospel.”
Content: A vessel without a cause… with eight deific parasites.
Writing: More dynamic than an empty vessel has any right to be. 
Art/design: An umbral figure regards thin and vacuous text, lightly adorned by blood of a formless god given flesh.
Usability: Emaciated, but legible text. 

You Don’t Yank on the Spine of God

Concept: “An album crawl inspired by Monster Magnet's Spine of God. Of course, it'll be sex & drugs ridden. Uh, and monsters. Ugly ones.”
Content: A drug-fueled, sex-filled, pig boiling trip into the unconscious.
Writing: A hallucinogenic dream sequence.
Art/design: Psychedelic photo mashups of NPCs, hand-drawn map. Glaring yellow text over a drug-addled purple backdrop. 
Usability: Designed in a three-column pamphlet format. 

Ziggurat of the Blood God

Concept: “Deep in the jungle, far from civilized lands, lies an ancient temple dedicated to a long forgotten god.” 
Content: A “4th level adventure” of alien gods, blood sacrifice, and ziggurats.
Writing: A heavy science fantasy/weird fiction setting with loose references to elements of Preclassic/Classic Mesoamerican civilization. 
Art/design: Dark and forbidding page illustrations of strange aliens and ancient machinery highlight an effective single-column layout.
Usability: Organized for reference over multiple sessions. Occasional generalized OSR rules reference. 
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