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

Harkenstone

A Shadow King's Palace

Concept: “The setting features rumours, beasts, and various locations. Of course, it also includes random tables.”
Content:
Yeah, what he said.
Writing:
Abundant descriptions of locations and things found within the palace
Art/design:
Fairly straightforward, text-first pages with some more elaborate, image-dominated spreads later in the document
Usability:
“It’s up to the GM to let the PCs escape the palace. It won’t change anything.”

Auld Clootie’s Bairn

Concept: “What has happened to suddenly change the behavior of little Angelica…and how can the Mercer family fit in to their new community?”
Content:
A surreally mundane adventure with a troubled tot
Writing:
Provides lots of detail and dialogue as well as suggestions for alternative plots and a metric ton of nasty insults
Art/design:
Primarily designed around navigating events and conversations delivered via text
Usability:
Ready to use out-of-the-box but can also be tinkered with and adapted to GM taste and need

Betty Blackteeth

Concept: “Her decaying skin, stringy hair, nails and teeth are stained by the peat-blackened waters where she prowls.”
Content:
Jenny Greenteeth adapted to the swamps of the Greater Galgenbeck area
Writing:
Descriptive text provides character and tactics; stat block includes a chain of nasty Specials
Art/design:
Builds the isolated, suffocating atmosphere that defines the monster
Usability:
This is why you shouldn't play in swamps (or maybe why you should when you're playing Mörk Borg)

Big F’n Rock

Concept: “Röck Borg”
Content:
It’s a big f’n rock
Writing:
Infuses the mechanics with some grim humor
Art/design:
Use of color keeps text visible against but coordinated with ground
Usability:
Rock ’n roll

Catacombs of the Briar Witch

Concept: “Annika and her son Torean – like so many others – caught the Ebon Pox early this winter. While she has slowly begun to recover, the child did not.”
Content:
A sprawling adventure to find a lost child with multiple locales to explore, NPCs to interact with, and a wide variety of monsters and adversaries
Writing:
Highly descriptive and replete with sample dialogue for NPCs
Art/design:
Establishes the settings and atmosphere without obstructing usability
Usability:
Well organized with additional material included in an appendix

Corpse Plunderer

Concept: “Sweat trickles from your brow as the shovel bites into the dirt. Treasure lies below and will be your soon.”
Content:
A gravedigger class with a sardonic tone
Writing:
The definition of gallows humor (but it’s graves, not gallows)
Art/design:
Good use of color to differentiate text segments and aid navigation
Usability:
A couple more details to remember than some other classes, but that’s why you have a character sheet

Down Below

Concept: “‘I need a hardy group to check the district’s Drainage Works beneath the city.’”
Content:
An elaborate sewer crawl filled with NPCs, plenty of treasures, and even more hazards
Writing:
Includes lots of atmosphere and characterful monologues/dialogue for NPCs
Art/design:
Optimized for clarity and quick navigation and reference
Usability:
Provides plenty of details, clues, and dialogue for the GM to use or adapt; a potentially long adventure

Endless Sea Raider

Concept: “Predator of the Endless Sea”
Content:
A piratical player-character class
Writing:
All the standard features with some inspired class-specific items/companions
Art/design:
Graphics convey the grim bleakness of the Endless Sea with some appropriate splashes of Mörk Borgy color
Usability:
Nicely blocked out for easy reference

Flails at Chrimbo

Concept: “Your insane sister apparently sent the children Flails this Christmas. Flails!”
Content:
A sandboxy, randomized crawl through streets beset by flail-wielding tykes. (Yes, it is as dark and hilarious as it sounds.)
Writing:
Multiple tables for different types of encounters, suggested destinations, and a grim finale
Art/design:
Primarily textual, but well-organized to do its work effectively
Usability:
Facilitates linear flow through the document

FÖLK-LORE: Fiends, Freaks, & Foes

41 contributors
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content:
The first volume of collected FÖLK-LORE Jam entries
Writing:
Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design:
Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?

Frostweans

Concept: “The blued, frost bitten corpses appear when the winter winds howl and the snow falls heavily … seeking their revenge.”
Content:
An undead scourge that gains power by wreaking vengeance
Writing:
Provides 4 stat blocks alongside plenty of background for inspiration
Art/design:
Text heavy, but colors aid quick navigation
Usability:
Gives GMs carte blanche to make it even meaner and nastier

Svensk Köck

Concept: “The Svensk Köck is a murderous creature known to haunt the vilest kitchens of Graven-Tosk.”
Content:
A Borgified parody of the Swedish Chef
Writing:
Standard stat block with a paragraph detailing this … thing … and its specialty dish, The Black Feast
Art/design:
Visually conveys Mörk Borg’s mix of humor and grimdark
Usability:
Straightforward for GMs, potentially lethal for hungry PCs

The Cailleach’s Call

Concept: “The Cailleach’s Call scroll calls forth a creature that will help and serve the scroll’s caster.”
Content:
A Power enabling casters find a familiar; includes rules for abilities and rosters of animals and traits
Writing:
Primarily devoted to explaining the Power’s mechanics
Art/design:
Appropriately mimics the appearance and texture of a scroll
Usability:
Simple and straightforward

The Unworthy

Concept: “Only the worthy can persevere through the trials and set eyes upon the divine.”
Content:
Circumvent (or kill) embodiments of the 7 Deadly Sins to reach the stronghold and negate a Misery
Writing:
Sketches the overall scenario and individual encounters with stat blocks for each NPC
Art/design:
Text blocks’ arrangement around the map reflects encounter placement on the map; typography and color also help with navigation
Usability:
Carries serious penalties for PCs who take encounters at face value
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