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

Monsters/NPCs

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)

Beyond Deep

9 contributors
Concept: “The secluded mining town of Bereleah has been ground down by the exploitation of Thunder Trove Mining, its inhabitants grasping for survival at the treacherous edge...” 
Content: A company town atop a Black Rock pit of horrors. 6 locations, 6 side quests, 11 artifacts (14 if you count cursed ones), 7 NPCs, and 10 monsters.
Writing: A moral quagmire inspired by the complex relationships and power imbalances of mining communities.
Art/design: Coarse, gritty, and at times dark illustrations and isometric maps in a rich black and white format. Organized two-column layout.
Usability: Highly legible. Available as a soft cover or pdf. 

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

Bird of Ill Omen

Concept: “‘They are often seen before Miseries befall the world, leading many to believe them to be agents of Verhu, Nechrubel, or some other malevolent entity.”
Content:
Relatively benign; may transfer Omens from players to the GM, and feathers allow PCs to re-roll low Omen rolls (at a cost)
Writing:
Mostly mechanics with concise description of behavior
Art/design:
Monochrome silhouette suits the monster concept
Usability:
Additional in-game lore, inspiration, and hooks provided on the product page 

Birth of the Unsaint

“A bleak look at the birth of a supposed saviour, and your quest to end it before it is fully realized.”

Black Adder

Concept: “A submission to the Babalonian jam!”
Content:
Danger noodle (sometimes called a nope rope)
Writing:
Stat block and a mechanically straightforward but still twisted special ability
Art/design:
An object lesson in pictures being worth a thousand words
Usability:
Special damage adds more nuance to an already sturdy monster

Black Beast of Galgenbeck

Concept: “Happy Shark Week” 
Content: I’ll give you one guess...
Writing: A shrieking void of teeth and fins. With stats to match.
Art/design: A gritty, toothy mass. Armored in failed attempts on its life. 
Usability: Don't go in the water. 

Black Lady

Concept: “You dreamed about a black lady silently screaming and pointing the finger at you…”
Content:
A retributive, relentless night-haint
Writing:
Lore and mechanics are both delivered clearly and efficiently
Art/design:
Clearly delineate segments of text and uses color and typeface to add emphasis
Usability:
Escapable but not killable; has the potential to debilitate long-term guests

Black Poodle

Concept: “Eyes like embers of hell that pierce deep inside you. The BLACK POODLE taunts its victims – attacking only when it is provoked.”
Content:
A cunning, monstrous hound that can induce fight, flight, or freeze responses in PCs
Writing:
Describes sinister behavior alongside stat block and Specials
Art/design:
Gets a lot of aesthetic mileage out of a relatively limited set of elements
Usability:
Definitive proof that poodles are jerks

Black Shuck

Concept: “An aphotic fur that almost seems invisible to the naked eye.”
Content:
A formidable four-legged opponent
Writing:
Quick, concise stat block
Art/design:
Relatively conservative but with an expressive illustration
Usability:
A challenge for lower- and even mid-level scvm; dog biscuits probably won’t improve its reaction

Black Shuck

Concept: “Prowling the shadows near gallows, battlefields, and other sites of violent death, Black Shuck is a foul omen.”
Content:
A supernatural portent of impending death (yours)
Writing:
An even split between descriptive text and mechanics
Art/design:
Text is also visually split by the central image of Black Shuck
Usability:
Easy to use but difficult to kill, making him ideal to hound your players with

Blaze Marches East

Concept: “A fire-breathing, Colchis-complected horse homunculus; a flock of crows strung to it by a cacophony of clanging cables.”
Content:
This composite monster doesn’t start fights but will most definitely end them
Writing:
Some verse and a paragraph describing behavior; no stats other than damage
Art/design:
An excellent illustration and color-coordinated text blocks
Usability:
A strong motivator to resolve conflicts without violence

Blood Feast

Concept: “There exists a theater in the city of Galgenbeck, that is home to three sisters... turned into Nechrubel’s first children.”
Content: A trio of musical vampires.
Writing: History and heavy characterization personalize the daughters of Nechrubel.
Art/design: AI-generated vampire triplets standing before the blood moon.
Usability: A Babymetal tribute. 

Blood Sucker

Concept: “A Creature for MÖRK BORG.”
Content: A blood sucker. Obviously
Writing: Flavor saturating every last drop.
Art/design: Frightfully elegant characterization and design.
Usability: Simple and legible typeface choices. 

Blood-drenched encounters

Concept: “Blood can be the most potent source of neurosis for the human mind” 
Content: Six monsters, three artifacts, six new scrolls, a wasting disease, and a trap. Oh, and buckets of blood.
Writing: A fair balance of stylistic description and mechanics. Viscous but unclotted.
Art/design: A gory art collection in comic style. Familiar blackletter styling on yellow and black.
Usability: The blackletter is scaled with its level of decoration for legibility. 

Bloodborg

Concept: “Inspired by the hit video game Bloodborne by FromSoftware... Blodborg is a mashup of the lore and combat systems of these two grimdark fantasy worlds.”
Content: Eight classes, thirty-one monstrosities, and twenty “trick” weapons adapted from Bloodborne.
Writing: Faithfully transplants its bloody pathogens into the Dying Lands.
Art/design: Dark brooding design elements complement weathered and warped illustrations. 
Usability: Bordered text can be difficult to read without increasing resolution. 

Bloodlusting Nutcracker

“Roll one of each d4-d12 to build a Bloodlusting Nutcracker.”

Bloody Cap

Concept: “A murderous goblin from the borders of Grift and Graven-Tosk, found where scenes of tyranny and vile deeds have befallen the lands.”
Content:
Stats and description of the monster along with a short dungeon lair
Writing:
Does a good job conveying maliciousness and viciousness
Art/design:
Use of color reinforces the creature’s theme
Usability:
Some text may be difficult to read, particularly when printed in black and white

BOG

Concept: “Submission for Babalonian Jam!”
Content:
A handy horror
Writing:
A stat block with a pair of Specials
Art/design:
Integration of title with illustration is wonderfully creepy and fitting for the concept
Usability:
May give PCs the munchies (for hand meat)

Bog Iron

Concept: “ In the Vales of northern Bergen Chrypt villages harvest bog iron that they charge with blood sacrifes. The area is also plagued by manifesting beliefs. ”
Content:
Includes bog-iron weapons, a map of the area, various encounters, and 7 creatures
Writing:
Adds lots of local color that’s in line with the larger character of the Dying Land
Art/design:
Draws lots of visual tropes from Mörk Borg but still maintains a distinct style
Usability:
Keep it handy in case the party ever ventures through the region (or if you want some nasty weapons and monsters)

Bogfolk’s Claw

Concept: “Do you think they have Old Bay seasoning in the dying world…?” 
Content: A big fvckin’ crab.
Writing: Tentative proof that crabs are the utilitarian end of all evolution.
Art/design: I'm pretty sure that crab is gnawing into a human torso. The crab is yellow, the flesh is pink.
Usability: In the Dying Lands, crab picks you. 

Boitatá

Concept: “A murdered godsnake reanimated by rotten souls at the moment of its ignition into blue-green corpse-fire.”
Content:
Giant, on-fire snake-guardian of the Yvy Forest
Writing:
Detailed descriptions of context, setting, and creature, but no explicit mechanics
Art/design:
Nice illustration and overall design
Usability:
Requires some prep on the GM’s part 

Bon Terry

Concept: “Undying and cowardly, this legendary spirit seeks eternally for the ‘sinless one’, hoping to carve out their heart, and offer it up as a sacrifice before Nechrubel, to plead departure from this dying world.”
Content:
A sad, death-bereft NPC with a knack for retribution
Writing:
Provides some folksy lore and a straightforward stat block
Art/design:
Clear division between lore and stats with a deceptively innocuous illustration; brooding greens create a murky, pelagic feel
Usability:
Despite modest stats, the ability to steal PCs’ Omens and break PCs with no Omens may make Bon Terry a challenging adversary

Bone Bowyer

Concept: “A horrid, stealthy fey […] fashions bows from the bones of the children that it hunts.”
Content:
An unearthly foe or unsavory ally of circumstance
Writing:
Sets a thoroughly grim tone and provides multiple hooks
Art/design:
Appropriately creepy and atmospheric illustration
Usability:
Will always hit, but maybe not the intended target

Bonefire

Concept: “A bone taken from the body of a dead witch... it will burn until it is no longer needed.”
Content: A reliable firestarter and effective witch attractant.
Writing: Bare bones, practical, with just a spark of magic.
Art/design: Menacing witches overlook a clean engaging design.
Usability: Please burn responsibly. 

Bonesaw Fairy

Concept: “the bonesaw fairy, of all fey the most scary.”  
Content: An entrepreneurial calcium collector.
Writing: A tidy little poem for a tiny carpenter of bones.
Art/Design: Pastel blue. Work Clothes. Tiny wings. Big Saw.
Usability: What are you waiting for? Carve up some scvm. 

Bonfire Bound

Concept: “Night has fallen in this once great land. Where eternal fires illuminated the great reign of the Lords, now only ashes and glowing embers remain.” 
Content: A souls-like setting with “undead player characters, dodging, parrying, backstabbing, invading phantoms and the looming threat of going hollow.”
Writing: Rules that place emphasis on equipment attributes and a risk-reward reaction system to abstract strategic gameplay.
Art/design: A two-columned structure with dark and opulently recolored prints.
Usability: A functional but ongoing work in progress. Still in development. 

Boni, your bone companion

Concept: “A disembodied skull with a penchant for rambling stories of old exploits and griping about how things were better in the good old days.”
Content:
Some descriptive text, simple mechanic, and sample commentary
Writing:
Straightforward with humor as dry as an old bone
Art/design:
Text laid out intuitively around the central image
Usability:
Somewhere between an NPC and a magic item; works well as both

Book of Misery Volume 2: Mork Borg

Concept: “So you're still unprepared??!!!”
Content: A witch’s tome of classes, monsters, artifacts, followers, adventures—and misery.
Writing: Provides exposition to provide backstory to the various monsters, artifacts, and followers to facilitate the unprepared storyteller.
Art/design: Coarse and violent textures produce evocative creature illustrations. Variety in overall design decisions produce a collaborative zine aesthetic.
Usability: Enough content to sprinkle a little variety into your Mörk Borg if you find yourself in need of inspiration.

Bork Borg

Concept: “Drastically increases the quantity and variety of dog options”
Content:
Dog breeds, dog-related items, an optional dog-based class, rules for dog PCs (with their own optional classes), and a dog-centered adventure
Writing:
Clearly and affectionately written with a clever shift to the dog’s POV in the dog-PC section
Art/design:
Designed for easy reading and navigation with graphic touches like a dog-head border and pawprints across pages
Usability:
Sit. Stay. Good.

Born of a Bloody Film

“Pulled from a pit of refuse, ever-shadowed corners, a plane of agony, and the fabric of nightmares itself, these terrifying creatures will stalk, scare, torture, and possess any hapless fools who stumble into their realms.”

Bovid Sentinel

Concept: “Flesh-forged by a master unknown, destined to stand vigil over a decrepit and abandoned tower”
Content:
A beefy guardian monster
Writing:
Stat block with descriptions of the monster’s nature and behavior
Art/design:
Stats are presented in larger type for quick GM reference
Usability:
Simple to run; will probably pose a moderate challenge to melee combatants

Box of Shadows

Concept: “The dry cracked earth of the city now spews a scentless dark black fog. … Rumors of this substance taking form and hunting down those that travel without a lamp or torch have become ever more prevalent.”
Content:
A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing:
Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design:
Incorporates original and found art into exuberant designs and diverse layouts
Usability:
Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play

Box of Terrors

Concept: “It's not only a box.” 
Content: It’s a sturdy box, with 6.25" x 9.25" x 2" of room. When you drop a d6 in it, terror happens.
Writing: Entire encounters, condensed on a lid. Full of flavor, and terror.
Art/design: Sharp illustrations, clean text, elegant drop table design.
Usability: Can hold things, so you can roll things. 

Brain Pest

Concept: “After eating some mushrooms from the depths of Sarkash, a tribe of goblins seems to have grown intelligent.
Content: Mushroom powered hyper intelligent goblins.
Writing: Mechanics provide an interesting abstraction of tactical superiority.
Art/design: Tiny goblins plague a victim behind the prominent text bars.
Usability: Bounty not included. 

Brazierisle Bestiary

Concept: “A new territory and six creatures inspired by the Brazilian folklore”
Content:
In addition to creatures, includes tables for weather, treasures, natural hazards, corpse plundering, events and hooks, and additional inhabitants
Writing:
Provides plenty of descriptive text alongside stat blocks and some tables that add variability to encounters
Art/design:
Backgrounds definitely create the sensation of exploring dense, tropical jungles
Usability:
The only challenge is deciding which monster to kill your players with 

Breathing Scarball

“Bipedal mass of scars, unskilled stitches, and tiny gremlin-like inhibitors”

Brimnes™ Beast

Concept: “Based on the Ikea Brimnes line of beds”
Content:
An ambush monster with options for customization, sure to fit any domestic need
Writing:
Uses a sterile commercial style to great humorous effect
Art/design:
Brilliantly stylized as an advertising brochure
Usability:
“Some assembly required”

Brittle Cyn

“A beast of pure animate crystal bismuth”

Broken Table

Concept: “Knighthood. What a laughable concept.” 
Content: Fourteen corrupted puppets of chivalry, six dying orders, and a quixotic scvm.
Writing: An encyclopedia of chivalric failures, starting with the individual, moving to the institutional, and ending at the personal. 
Art/design: A gritty and lightly edited cover illustration, with classic prints organized throughout this distressed (and yellowed) tome. 
Usability: Yellow text sections may hinder the reader over textured backgrounds. 

Bronagh

Concept: “Melancholy is a jealous and sadistic mistress. Always eager to grasp on thou, until there is no end.” 
Content: A rapidly manifesting depression.
Writing: Clinging and oppressive in flavor and mechanics.
Art/design: A faceless and coarsely generated figure.
Usability: Designed for Forbidden Psalm 

Brothers, Plants, and Fog

Concept: “Tread carefully, for you may encounter something you will regret.”
Content: A dynamic duo, a hungry plant, and mysterious fog entities.
Writing: A delightful characterization of exotic vegetation. With concise renditions of both the brothers and the fog.
Art/design: Trusts in the interactivity of art and textual elements in the design.
Usability: Three separate classes of monster for your next game. 

Bugman of Midwitia

Concept: “It appeals to bugmen and midwits”
Content: An organized collective of Mörk Borg bugmen and midwits.
Writing: The appropriate response.
Art/design: Buggy depiction emphasizing mandibles, dress shirt, and claws.
Usability: For lovers of “a shitty art book… to wow their bugmen friends” 

Bunker Busters

Concept: “journey through the irradiated wasteland, scavenging for supplies and fighting off hoardes of ravenous mutant and blood-thirsty raiders.” 
Content: An irradiated wasteland of careening cars, bloody bunkers, scavengers, and survivors. Complete with standalone rules, a character sheet, and a starter adventure.
Writing: Understated, clear, and economical style that conserves its limited resources.
Art/design: Wasteland weapons and vehicles punctuate a plain text experience
Usability: Legible, organized, and printer-friendly design.  

Burning Vengeance

Concept: “The kingdom burns. A horde rises from the west to wipe away all. Your hated foes are vulnerable. Seize vengeance before the world is turned to ash!”
Content:
8 targets of revenge and a table of encounters to use when stalking them
Writing:
Extremely entertaining
Art/design:
Clean, easy-to-use layouts with some expressive artwork
Usability:
Straightforward and full of humor; everyone needs a good laugh in the midst of the apocalypse

Buster Bone-Gnawer, Börker of Shadows

Concept: “An ageless hound protects the Dying World from succumbing to Psalm 6:1.”
Content:
Stats and abilities for, and boons granted by, scvm’s best friend
Writing:
Mostly mechanics but includes some descriptive text to add character
Art/design:
Conventional Mörk Borg layout and design with some trippy artwork and an obligatory femur
Usability:
This good boi is eager to please

Böeser

6 contributors
Concept: “Children keep disappearing in the forest. But no one dares to visit the abandoned ruin, which juts out of a clearing like a rotten tooth. Whoever crosses the threshold is confronted with a force that scares even the Inquisition. Everything is alive.”
Content: A basilisk-bonding, child-abducting, palace of a flesh crawl.
Writing: A full-bodied blend of humor and horror that spares no raw material.
Art/design: A well-built manor of an adventure design, with tormented sketches, and fleshy full-color illustrations.
Usability: Easily referenced adventure design. A follow-up to Den of Disarray. 

Böka

Concept: I think I’m missing a key reference here
Content:
A cold-weather-themed monster
Writing:
Standard stat block
Art/design:
One of the more terrifying visages to inhabit Mörk Borg
Usability:
Some details to keep in mind, but manageable

Börk Morgue #666

Concept: “An unofficial zine for a Dying World with words and design”
Content:
Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing:
Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability:
Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around
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