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


A Feast For A Sphinx

Concept: “In a frozen valley, a winged lion have set her lair in the ruins of the temple of the Golden One. While some may seek to plunder the forgotten temple, rumors says that the winged beast can grant wishes...” 
Content: A golden-voiced sphinx crawl. Emphasis on the crawl.
Writing: A pragmatic and factual account of creeping horror. Revealed progressively in reading and at play.
Art/design: Tri-fold design which in turns obscures then reveals animate horrors along with the text.
Usability: A natural progression and clear design enhance usability. 

Creatures of the Dying World 3

Concept: “ which he mines the alien world of insects to produce Lovecraftian Things that Should Not Be.” 
Content: 19 sanity-shaking creatures. d66 delusional prompts to manage the fallout.
Writing: A thorough mix of indescribable humor and horror. With a fantastical sanity system that won’t take your players out of the game. 
Art/design: Impressionistic and inked illustrations capture both the silly and the strange.
Usability: Text which balances between utility and style from passage to passage. 

Cult of the Blood God

Content: A drug-fueled, rage-filled, blood-slick temple crawl—and berserker death race.
Writing: A lovingly crafted starter adventure, that guides new scvm through a bloodthirsty rage dungeon.
Art/design: Cunningly designed mini-maps, clever symbols, and layout blend utility and aesthetics seamlessly.
Usability: Not quite printer-friendly, but as legible as it is gorgeous.

First, Do No Harm

Concept: “You’ve been dispatched to fetch Erling from the Raven’s Claw Sanatorium, a patient who is scheduled to be hanged at daybreak on the steps of the Basilisks’ basilica for their crimes of devil worshiping.”
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation. 

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. 

Nvrsery of the Changeling

Concept: “A spooky nursery that can stand alone (ish) or be added to any Mork Borg dungeon, especially the MORK MEGADUNGEON.”
Content: Not your mama’s nvrsery (I hope).
Writing: A precious story of big mama and her precious little one, and the broken bodies left in their wake.
Art/design: Baby-proofed layout in black, white, and yellow. Complete with a picture of the precious little one and the layout of their humble home.
Usability: Contains a rare modification to existing character classes. 

Sepulchre of the Swamp Witch

Concept: “In a hidden repository deep in the Slithering Swamp is a witch's altar of glyph-covered roots. They say it can fulfill any wish.”
A serpentine sepulchre you’ll wish you never entered.
A two-for-one adventure in two modes: sedate & completely stoned.
Mind-blowing emerald hued hallucinations, a venomously detailed map, with a sober adventure layout.
Each scvm can (try to) decide how trippy they want the adventure to be.

The Lost Theater

Concept: “it looks like you have the main role in the new play… It will be a gruesome story tonight… The third bell has already rung, take your seat and enjoy the show…”
Content: A theater dungeon in three acts.
Writing: The skeleton of a script to allows for easy improvisation anchored in concise descriptions of actors and events.
Art/design: Detailed Illustrated maps set the stage. Text blocks and bulleted room encounters set the scene.
Usability: Printer Friendly. 

The Raining Caves

Concept: "As the world grows dark with Nechrubel’s influence... they farm the mushrooms, listen to the messages they give them, and wait." 
Content: A slick cavern complex full of apostates, visions, monsters, and spores.
Writing: Encounter structure that builds toward the insidious influence of the fungi and the waters on the cultists.
Art/design: Illustrations highlight a traditional text. Variety in typeface throughout. The contrast in type color creates visual breaks between room descriptions. 
Usability: Background, Map, Encounter, and NPC sections blocked. Adventure is best referenced in print. 

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. 


Concept: “The fell spirit of a person who has spent too much time in the dark magics of the wood.”
Content: Half man. Half raven. All illusion.
Writing: Incorporation of traditional folklore with deeply flavorful and appropriate mechanics.
Art/design: A violently gritty depiction of a nightstalker that lives up to the legend. 
Usability: Stylistic where desirable, legible where necessary. 

Vanity Bleeder

Concept: “Slick with ichor and desire, the dire hostess, The Golden Masked Miraculous, sits alone atop the ruins of her father's cult. All heirs have been murdered: any drop of blood in the vein, and the sickly bell will whine again.”
Content: A glamorous/decrepit manor crawl full of hospitality/horror.
Writing: Understated and effective horror which carefully unravels and presents itself across both the black/white pages.
Art/design: A duality of black/white denotes the influence of Verhu’s Blind on the perceptions of the inspired. Alterations and reversals of associated imagery enhance the central theme.
Usability: Redundancy and parallel between the black/white versions of each spread allow for ease of reference regardless of your scvm’s sobriety during the adventure. 

Whispers in The Darkness

Concept: “a collection of four dark MÖRK BORG adventures that will take you through a weird lovecraftian trip.”
Content: A transformative four-adventure experience.
Writing: A slightly detached and understated style that slowly ratchets up the tension to a horrifying conclusion.
 Art/design: Gorgeously detailed maps in a clear and structured black-and-white design.
Usability: Consistent textual cues and a clean layout are ideal for use at the table.

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. 
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