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

Monsters/NPCs

Flail to the Face Episode 2 Companion - Guldöd

Concept: “In honor of our second episode of Flail to the Face” 
Content: “we give you a follower by the name of Guldöd.”
Writing: Solid gold writing, for a solid gold skeleton. Particularly fond of the values of this one. 
Art/design: I’m less puzzled about the gold at this point. It has eyes, they’re staring at me.
Usability: How does it work? “Who cares?! He’s worth a ton!!” 

Flail to the Face Episode 3 Companion

Concept: “In honor of our third episode of Flail to the Face, we give you a follower, Brian the Goblin. Enjoy!” 
Content: Brian, the over-eager goblin-man-thing.
Writing: A goblin of surprising refinement and (dis)taste. Retired engineer.
Art/design: Brian. The name is clearly spelled out in the illustration. The A’s a little funny. 
Usability: A smooth-talking goblin who plays both sides. Sure to cause trouble for any scvm he joins. 

Flail to the Face Episode 8 Companion

Concept: “In honor of our eight episode of Flail to the Face, we give Förnuft, a skull that talks to you, and only you. Probably. Enjoy!” 
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself. 

Flayed Face Collector

Concept: “The Holy Sect of the Flayed Visage sends its acolytes out into the doomed world to hear the confessions of the damned and collect their flayed faces.”
Content:
Mechanically simple with colorful lore
Writing:
A study in the motifs of flaying faces and confessing sins
Art/design:
Crazed scvm with a morning star and a face shield—what more could you want?
Usability:
Simple in itself; a potential kernel for GMs to build out from

Flerjordhög Filip

Concept: “If Filip rises from the loamy hillside and sees his shadow, the townsfolk believe they have averted the end.”
Content:
A blasphemous monster and rites that defy the Unnamed Scripture
Writing:
Provides a broad hook and mechanics for a small rodent that averts and invokes Miseries
Art/design:
Well organized and visually delineated; surprisingly sunny and fluffy for Mörk Borg
Usability:
Heretical and should be punished. Burn the vermin.

FLESH AND IRON

Concept: “Mankind sucks in their last breath in soot-poisoned lungs... progress does march on, if only as some trick of fate to keep humanity hopeful in the jaws of the apocalypse.” 
Content: An industrialized apocalypse. Full of soot, powder, ordnance cults, and demons.
Writing: A miserable reflection on industrialization, forged by the dying world.
Art/design: Neon yellow illustration muted with gray soot and black text.
Usability: Loosely regulated but within tolerances. 

Flesh Golem

Concept: “‘Flesh Golem? This is a pile of dead animal parts.’”
Content:
A monster cobbled together from … other monsters
Writing:
Standard stat block peppered with “inspirational” quotes (from a mad scientist)
Art/design:
A bit crowded but conveys the narrative well
Usability:
Color punctuates the stat block for easier navigation

Fobophage

Concept: “‘Then, i was lost in madness and servitude of the abomination, merely existing, becoming one of them...’ 
-Last shrieking of Monseigneur inquisitor Mattheulomew the cruel, before mutating into a fobophage.”
Content: Mind-controlling body-snatching brain parasites for Forbidden Psalm.
Writing: A simple and largely un-sophistic in its babble
Art/design: A heavy collage of tentacles and brains over preserved manuscripts. Text elements seem intentionally obfuscated with existing text and illustrations.
Usability: Just usable enough. 

Forbidden Psalm: Dead Church

Concept:  
“Seeking refuge, you head into the town of Deadchurch. Finding it 
devoid of life, you make your way through its empty, 
leaf-littered streets. 
 
But then you hear them: the moans of the dead.”
Content: A Forbidden Psalm survival horror zombie crawl.
Writing: Unexpectedly lively and interactive mechanics reflect the unlife of Dead Church.
Art/design: Downright disturbing drawings disgrace decorated descriptive text.
Usability: Spacious layouts with clear fonts for ease of reference. 

Forbidden Psalm: Medieval Marginalia

Concept: “From the margins of ancient lore come forth horrors to
twist your mind and burn your eyes.”
Content: A menagerie of misbegotten marginalia and their mischievous meddlings. 
Writing: Hilariously unpredictable marginalia burn down the house.
Art/design: Simple and restrained design to showcase gorgeously dreamlike miniatures.
Usability: Strong illustrations in a consistent layout aid rule reference. 

Forgotten One from beyond the veil

Concept: “Worship him, fight him, have him as a dungeon boss, it matters not. He is eternal and omniscient.”
Content: An eldritch abomination from elsewhere
Writing:
Includes stats and a table of strange effects that occur in the creature’s presence
Art/design:
Blackletter font and line art on a white ground
Usability:
Easy to use but probably pretty lethal

Forty Fiends

Concept: “From the darkness, they emerged. Of the darkness, they are made.” 
Content: The aforementioned fiends and related diseases, parasites, and tables.
Writing: Themes of infection, subversion, and infestation tie this book of beasts.
Art/design: A mmutilated mashup of tortured illustrations in a stylized but effective layout.
Usability: Rules and description separated and identifiable for ease of reference. 

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?

Frankenstein The Artpunk Prometheus

Concept: “It is true, we shall be monsters, cut off from all the world; but on that account we shall be more attached to one another.”
Content: Stats and character classes for Frankenstein and the Monster; also includes handy tables for random body parts and their sources
Writing: Concise explications of mechanics with some quotations from the novel for flavor
Art/design: B&W layouts visually preserve the source material’s brooding, gothic tone in the eponymous artpunk style
Usability: Use of elaborate typefaces like blackletter and script in small point slows reading 

Freakface Toad

Concept: The title pretty much says it all
Content:
A seriously ugly—and poisonous—toad
Writing:
Minimal stats and concise special ability descriptions
Art/design:
Seriously ugly toad
Usability:
Good for a surprising but not probably not lethal encounter

Freakshows

Concept: “Come one! Come all! The Freakshow is in town! We have creatures from all over the dying world. Creatures from beyond Bergen Chrypt. Even some from realms not our own. Gather close, listen up, because your in for a wild ride.” 
Content: The wickhead lifecycle, illuminated.
Writing: Frankly, murderous. Violence deified and made manifest.
Art/design: Jagged text and forcefully carved collage work.
Usability: Stylized body text sacrifices some legibility. Probably on a bloody altar. 

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

FÖLK-LORE: Rendezvous & Romps

36 contributors
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content:
The second 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?

Galaxy Eater

Concept: “It is difficult for the lacklustre mind of your average dungeon diver to conceive such a creature, building on images one has seen before in the real world.”
Content:
An extradimensional cosmic horror that feasts on sanity
Writing:
Provides (anti-)lore and the sanity mechanics by which it interacts with PCs
Art/design:
Text arrayed around a central image; typefaces and orientation delineates verbal sections
Usability:
Incorporates an ad-hoc sanity point value, but it’s intuitive and easy to manage 

Galgenbeck Bestiary

Concept: “Galgenbeck… crooked thieves, cruel knights, obsessed zealots, broken souls.
And then there are the monsters.”
Content: At least nine (but potentially fourteen) monsters.
Writing: Strangely folkloric, highly specific, and vicious absurdism in its ecology.
Art/design: A mixed media collection dominated by sharp high-contrast marker, each creature layout accommodating its illustration.
Usability: Short, legible, and humorously horrific. Deluxe edition contains all 14 monsters.

Gallowag Prowlers

Concept: “They blend into the muck, crawl along walls and quietly stalk unsuspecting PCs.”
Content:
A stealthy ambush enemy
Writing:
Some brief lore and a simple stat block with a sneak attack special ability; also includes lair and loot
Art/design:
Minimal text arranged on a detailed and characterful illustration
Usability:
Simple and straightforward to use but with potential to add some extra color to a particularly slimy, nasty dungeon

Gargantuan Ectoparasite

Concept: “The size of a castle.”
Content:
A monstrous, scavenging vermin
Writing:
Direct and to the point
Art/design:
Giant and ugly
Usability:
Seriously lethal—but you can ride it

Garkain

Concept: “A territorial, flesh-hungering creature of Aboriginal & Torres Strait Islander legend”
Content:
A monster that smells bad enough to destroy your soul
Writing:
Lore for the garkain (and the geists of its victims) and stats including an interesting envelope attack; includes an additional table of ambushes on the product page
Art/design:
Colors help differentiate the creatures and make the text stand out against the ground with graphical flourishes to add emphasis and attract the eye
Usability:
Can kill a scvm in 3 rounds

Gashadokuro, the Starving Skeleton

Concept: “A fifteen-soldier-tall indestructible spirit, the gashadokuro should provide decent challenge for scvm that have survived a bit too long.”
Content:
An enraged murder machine that uses a Morale pool for attacks and damage
Writing:
Clear explanations of special abilities
Art/design:
Simply but skillfully adapts layout to the source image
Usability:
A bit more complex than most monsters, but in a fun and tactical way

Ghost Lights

Concept: “Lights burning over cemeteries, old mass graves and dead corpses.”
Content:
An adaptation of the will-o’-the-wisp that lures PCs toward hazards
Writing:
Efficiently conveys mechanics and lore
Art/design:
Cool colors and establish an appropriately haunted character
Usability:
May be frustrating for PCs but entertaining for GMs

Ghost of a Ghost

Concept: “If a ghost is the left over soul and mind stripped of its flesh, then what is a ghost of a ghost?” 
Content: Ghosts² 
Writing: A metaphysical question, a horrifying conclusion.
Art/design: A de-saturated, isolated, background focused on a stalking pile of ectoplasm. 
Usability: Easy and clean layout. 

Giant Moth Demon

Concept: “It is rarely seen until it is too late, after it has grabbed livestock or a hapless human.”
Content:
It’s a giant moth.
Writing:
Sketches behavior and provides a concise stat block
Art/design:
Embraces Mörk Borg’s penchant for public domain art and violent pinkness
Usability:
Simple and easy to use

Gleb Tick

“A parasite that feasts upon the very life force of the land.”

Glimpses of a Dying World

Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content:
A sprawling offering of all things Mörk Borg
Writing:
Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design:
Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability:
There’s something here for everyone

Gloaming Mooncalf

“Malformed infants created by the death white moon of Sarkash”

Glory Hole Mimic

Concept: “Regret incarnate”
Content:
No comment
Writing:
Standard stat block with special feature; dryly (but highly) comedic
Art/design:
Expressive, stylized title with readable text and an illustration just in case you’re not sure how it works; the pink obviously symbolizes true love
Usability:
Did no one ever warn you about putting things in places?

Gnoll STL

Concept: "No matter how much the world twists and warps, no matter the distance, no matter the structures of man, it will always know where you are. Always."
Content:
A ceaseless agent of revenge in the dying world, rebirthed–in plastic.
Writing:
Impressive and flexible stat profile make for a recurring early game villain.
Art/design:
Faithful reinterpretation of Mörk Borg’s cover skeleton with an added dimension.
Usability:
Pre-supported STL files. “Thick” STL design available for tabletop scale figures.

Goblant

Concept: “The Goblant is a hybrid of a Goblin and a Giant Ant, and carries the Goblin curse.”
Content: Like goblins, but worse.
Writing: Just the mechanics. Let the name and depiction do most of the work.
Art/design: Top half art, bottom half text. Back half ant, front half goblin.
Usability: Practically begging for a goblant colony. 

Goblant Drone

Concept: “The Goblant Drone is a hybrid of a Goblin and a Giant Ant, and carries the Goblin curse.”
Content: A worker goblant.
Writing: Just mechanics. The name and depiction do all the work.
Art/design: Top half art, bottom half text. Back half ant, front half goblin. Ready to work.
Usability: It’s probably building the goblant colony. 

Goblant King

Concept: “Wearing only a loincloth and a child's tin crown, this abomination leads the Goblant colony. Armed with a skull-headed sceptre, he is itching for a good fight!”
Content: King of the goblants. Complete with tin crown and skull sceptre.
Writing: The origin of goblants revealed. Magic skull sceptre adds variety to the encounter.
Art/design: Top half art, bottom half text. Back half ant, front half goblin. 
Usability: A goblant colony waiting to happen. All it takes is one. 

Goblet the Goblin and the Horrid Brute

Concept: “A horrible NPC that will make the life of all in the table a little more miserable and hopefully a little more funny as well.”
Content:
A goblin merchant who rides around inside (yes, inside) another, gargantuan goblin
Writing:
Delivers the promised misery and humor (if you’re into body humor)
Art/design:
Text arranged around some very fleshy, visceral illustrations with clever details and well-placed censor bars
Usability:
Lots of background and description of behavior is helpful for running these two as characters rather than just monsters

Gonoph

“Instinct alone seems to drive these creatures to collect hands. Yes, hands of all shape, size, and age, as long as they are human.”

Gorehorn of Phon

Concept: “Packs of these noisy violent beasts parade throughout the western kingdom leaving a trail of blood and lost limbs.”
Content:
An incredibly noisy meatgrinder
 Writing:
Stats include an extended list of variable specials, and flavor text speculates on origins and describes general behavior
Art/design:
A roughly divided-page layout with art and text; a primarily monochrome image with red as a spot color emphasizes the monster’s physical and aural attacks
Usability:
The loot it drops will kill you just as hard as the monster will 

Granny

Concept: “This dread creature is sure to haunt your players right where they’re safest: In their own homes. During the holidays. Sneering with judgment.”
Content:
A bitter, cheer-killing wight; includes description, stats, special mechanics, and scathing remarks
Writing:
Captures the spirit (maybe literally) of an overly-critical matriarch
Art/design:
Overall, horribly festive with progressively creepy grandmas
Usability:
Plenty of flavor to really help the GM get into character

Grappleoid TERRORS

Concept: “An eight page bestiary featuring a multi-stage creature based on those from [the first three] TREMORS movies”
Content: Stats and lifecycle of The Grappleoid. 
Writing: Detailed passive and special abilities reproduce cinematic encounters.
Art/design: Multi-textured and layered design with hand-drawn grappeloid illustrations.
Usability: Also compatible with CY_Borg 

Grave Matters

Concept: “New uses for dry corpses”
Content:
Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing:
Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design:
Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability:
References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses

Gravrövare

Concept: “You’ve heard whispers of a collector, deep in the Sarkash forest who pays handsomely for the corpses of men.”
Content: Graverobbery for a mysterious benefactor.
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: Loud compositions, vibrant colors, grunge, and visual interest.
Usability: Memorable, referenceable, legible. 

Green-Eyed Filth Goblin

Concept: “Our dear sweet Spicy passed away recently, and I'm Dealing With It, by analogizing her last years into a fantasy game monster because grief is weird. ”
Content: An utterly debilitating feline encounter.
Writing: A furry assault on a scvm’s ears, and immune system. There will be blood, but the fight may not be to the death.
Art/design: A fierce, confident, and territorial feline. With rules text scrawled by a yowl-stricken survivor.
Usability: A perfect critter to sneak underfoot. Can complicate existing encounters or debilitate overconfident scvm before running away. 

Gremlin Horn

Concept: “Can you retrieve the Gremlin Horn from the Goblin's clutches before they send their red armies to slaughter the land in a wave of desolation?!”
Content:
A dungeon filled with transforming gremlins, stat blocks, a nifty unique item, and a complementary gremlin-infected character class
Writing:
Includes multi-sensory descriptions of locations with some vivid imagery (with particularly memorable interpretations of goblin-engineered audio equipment)
Art/design:
Ground’s color and texture (and the illustrations) creates manuscript feel; original representations of gremlins adds character and liveliness to the central focus; use of red in particular unifies the text, images, and adventure concept
Usability:
Color differentiates portions of text for easy reference and use

Grinding the MMORKG

Concept: “Want to use Mork Borg modules as a virtual reality simulation in your Cy_Borg game? Or to give your Mork Borg players a taste of Cy?”
Content: Five interconnected dungeons bridging the gap between Mörk and Cy, rules for scvm conversion, sweet from rigs, and some sim-addicted punk.
Writing: A fluid and in-depth investigation that focuses on the politics of Cy and humorously subverts the core conceit of Mörk Borg.
Art/design: Deftly blends the visual style of both source material.
Usability: A well reference and stylized adventure text with self contained rules that are partitioned for easy reference.

Grootslang

Concept: “Good news, it does not constrict. Bad news, everything else.”
Content: A legendary beast ripped from South African myth
Writing: Standard stat block with some extra Special attributes to keep combat interesting
Art/design: Text is (literally) blocked out for easing reading and use
Usability: Probably lethal, but the PCs don’t need to know that

Grå Häst

Concept: “To hear the cursed utterences from it’s skeletal frame is said to be a claim for your very life.”
Content:
An undead horse spirit with a penchant for making friends
Writing:
Provides a description for roleplaying the encounter and mechanics for rolling it as well
Art/design:
Compelling illustrations; typographic design creates a visual hierarchy of information
Usability:
Some of the nonessential flavor text is small and difficult to read but worth the extra effort

GVix’s Mörktober 2023 – 31 Phantasmagoric Entries

Concept: "31 Phantasmagoric Entries”
Content: “A compilation of all my postcard-entries for Exeunt Press' MÖRKTOBER challenge”
Writing: An impish collection of grisly gifts, ghastly guests, and grim tables for rules and quests.
Art/design: Heavy-bordered postcards of inked and crosshatched illustrations in an array of bright uniform colors.
Usability: Available in individual postcard PDF, or advertisement spread png. 

Gwalchmai's Laboratory

Concept: “An encounter with a duck faced alchemist in his laboratory”
Content:
A duck-faced alchemist and his laboratory. What were you expecting?
Writing:
Describes the room and alchemist, and presents a quest for the PCs
Art/design:
Duckface, but Borgier
Usability:
I hope you like duck butts more than you like tangerines or silver

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.

Hagtesse

Concept: “Within the woods is something cruel and mischievous. Sometimes it’s a witch, sometimes it’s a spider.”
Content:
A spider-witch whose attacks cause thematic mutations
Writing:
Poetic flourish in the description, witty one-liners in the stat block
Art/design:
Nice spatial arrangement of visual and verbal components
Usability:
Remember to roll for mutations

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. 

Harrowshade

Concept: “In the town of Harrowshade, tucked away in northern Grift, a somber gloom engulfs the lives of the inhabitants.” 
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.

Head Eater

Concept: “A submission to the Babalonian jam!”
Content:
A monster that cuts your head off and then uses it as armor. Awesome.
Writing:
Stat block and special ability description deliver necessary information with diction and imagery that support the creature concept
Art/design:
Stylized title and unobtrusive text place due emphasis on the illustration
Usability:
Potentially lethal for any PC who relies on keeping their head attached

Hellequin

Concept: “An emissary from hell, sent by the devil to hunt humans and take them back to hell”
Content:
Includes the title character and its infernal entourage
Writing:
Provides a general overview of the concept and covers stats for 4 types of demons
Art/design:
Colors and typographical choices convey that fire-and-brimstone character
Usability:
Some more complex morale rules require a bit of extra arithmetic

Hellmouth Nemertean

Concept: “From the craters crawl forth gigantic beasts of blazing, crackling stone forms.”
Content:
The ribbon worm from hell (literally)
Writing:
Blends descriptive and mechanical text in focused segments to facilitate usability
Art/design:
Text is laid out to maximize readability against the hellscape background
Usability:
As a game component, elaborate without being unnecessarily complex

Herald of Incineration

Concept: “Surrounded by a haze of steam and heat wearing gleaming armor, the towering figure trudges forward, dragging a charred zweihander which cleaves the ground in twain.”
Content:
The titular nemesis, ancillary fireflies, and a cursed sword
Writing:
An even split between lore and stats blocks
Art/design:
Graphic and typographic elements reinforce a knightly demeanor
Usability:
More complex than average but fully manageable

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. 

Hieronymus Beasts

Concept: “A creature beastiary  from the works of the dutch painter Jeroen van Aken, more know as Hieronymus Bosch.”
Content:
8 strange monsters—including the Shadow Prince—inspired by Bosch’s work
Writing:
Stat blocks and lore that incorporates details from the core rulebook
Art/design:
Incorporates modified details from Bosch’s paintings into grungy, spattery artpunk layouts
Usability:
For when you want to add a little culture to your game without skimping on the weird and horrifying

Holiday Hellions

“Holiday Hellions is ‘All I Want for Christmas is You’ on 24/7 repeat: sure, it's a banger but you will go insane, guaranteed.”

Hollow Saint

Concept: “The wooden cocoon of the saint burst open to reveal a horrible half human, half moth creature of godly compusure.”
Content:
Includes all three phases of the monster’s lifecycle
Writing:
Descriptive text serves as a legend and hook; mechanical text is simple and easy to use
Art/design:
Some very cool, inspiring artwork
Usability:
A big “yes” both mechanically and conceptually

Holy Migol Ratipede

Concept: “Holy Migol Ratipede” 
Content: You know what a ratipede is, right?
Writing: Written to honestly just get worse the more you engage with it. 
Art/design: Kind of friendly looking for a horrible little many-limbed death-weasel.
Usability: A recursive little monster. 

Hoodening

Concept: “Hoodening is a folk custom […] where a person imitates a horse by hunching their back and holding out a horses head.”
Content:
Items that grant strong benefits to users (at a potentially serious/hilarious cost) with some sample skeletons
Writing:
A short rationale; primarily devoted to mechanics
Art/design:
Graphic devices synergize well with illustrations and create a sense of sharpness and motion
Usability:
Item mechanics are simple in themselves but could cause complications for PCs

Horrendous and Corrupted Growth

Concept: “Born out of an Arcane Catastrophe, this creature grows large by feeding on the flesh of its prey.”
Content:
Includes an encounter table and randomized attacks
Writing:
Descriptive enough to convey the concept but still leave room for creative interpretation
Art/design:
Great balance of old woodcut aesthetic and Mörk Borg color and sensibility
Usability:
Mechanics add variability without upping the complexity

Hound of Yith and Cath

Concept: “Brave  the canine barbarian's omnicidal feast for flesh and grant it the death it demands - For every second the hound lives without another corpse in its mouth the more drastic its mean to do so grow.”
Content:
A three-headed homicide hound who gets stronger as it gets hangrier
Writing:
Word choice and syntax create a lofty but menacing character
Art/design:
Text balances with and directs attention to the image; stats and rewards are color coordinated for quick reference
Usability:
High HP, escalating armor and damage, and 3+ attacks per round—freakin’ brutal.

House

Concept: “Haunted possessed manor”
Content:
Is it a monster? Is it a location? Either way, it wants to exploit or extinguish some PCs.
Writing:
Folds the house’s characterization and behavior into the Special
Art/design:
Stylized, atmospheric depiction of a mörkt hus
Usability:
As written, very straightforward, but leaves lots of options for the GM to play with

Humbaba

Concept: “‘Humbaba, whose shout is the flood weapon, whose utterance is Fire and whose breath is Death’”
Content:
An ancient Mesopotamian monster adapted to Mörk Borg
Writing:
Purely mechanics; some flavor text on the product page
Art/design:
Layout is a bit top-heavy but not detrimentally so
Usability:
Some specific death conditions could make this a recurring antagonist

Hungry Chains of Suffering

Concept: “Heavy chains that hunt anyone who disturbs them, and feed on the blood and suffering of their victims until the end of days.”
Content: A susurration of suffocating chains.
Writing: Crushingly measured combat mechanics support a rumored history of suffering and death.
Art/design: A skull faced corpse, suspended from amorphous chains over matching text.
Usability: Easy to use and general purpose killer chains.

Hush

Concept: “I keep asking it for a way out but it only motions me to remain silent.”
Content: A very patient librarian.
Writing: Clear mechanics and description that evokes a potentially labyrinthine encounter.
Art/design: An offset, alienating, and intentionally disorienting collage.
Usability: Tight text boxes hinder swift tracking between lines of text. 

Hydra-Goose

“Flocks of geese have been migrating in compact formations of late. During these migrations a few have been known to seal together into a Hydra-Goose.”

Häzelrygg

Concept: “Have a cup of cider and be on your way. Don’t linger, and pay no heed to anything you hear in the apple-wood.”
Content: A folk horror apple crawl with a decidedly stuffed follower.
Writing: A surprisingly fleshed-out scarecrow follower with enough folk legends and intrigue to inspire an investigation adventure.
Art/design: A collage of public domain images with accessible blocked text.
Usability: Also available in pure plaintext. 

Hürtgenwald

Concept: “A beast from the depths of a labyrinthine dungeon. Ambush predator evolved from mere ambush and mimicry. Rush delivery as standard.”
Content:
Killer kabinet
Writing:
Witty and parodically minimalist
Art/design:
Clean, well-organized imitation of a product factsheet; very appropriate for the concept
Usability:
Features adjustable shelving

Immortal Soul (Alma Imortal)

Concept: “This is a story of horror and revenge, driven by individuals who do not accept their fate, reject death and want a second chance.”
Content: A purgatory-escape-crawl for dead Scvm, complete with consequences for the dying world should their spirits perish in the attempt.
Writing: Establishes distinct regions of purgatory to explore, complete with set-piece destination encounters. Supplying enough context, tone, and style to produce flavorful travel encounter in each region as needed.
Art/design: Somber, expansive, and severe imagery compliments harsh setting descriptions to establish purgatory as the crucible that it is.
Usability: Adventure to establish a new campaign, or regroup and return to the dying world stronger after a TPK. Google translation from Portuguese to English makes for the occasional anomaly. 

In the Footsteps of the Mad Wizard

“A campaign setting for Forbidden Psalm picking up the narrative where the core book leaves off.”

In the Remnants of the Maggot Horde

Concept: “Beleaguering the remnants, lingering in the reeking hallucinogenic fumes, are beasts risen from the trails of the maggot-like horde.”
Content:
Elaborates on the setup, provides stats for the beasts and mechanics for the fumes
Writing:
Heavily suffused with esoteric and unsavory imagery
Art/design:
Adds some visual character without obstructing comprehension or use
Usability:
Fairly straightforward, but the beasts and fumes together are a double threat

Inevitable

Concept: “DEATH COMES FOR ALL AND NONE SHALL ESCAPE ITS COLD EMBRACE”
Content: A gray pony and a mute child.
Writing: A hilariously sardonic twist on the classic reaper.
Art/design: Death peers out at you from between the text boxes.
Usability: Easy to use. Makes an excellent quest giver. 

Inhabitant of the Nameless City

Concept: “Monstrosities with protuberant foreheads, horns and reptile-like jaws”
Content:
A Lovecraft-inspired middleweight monster
Writing:
A standard stat block with an HPL quotation for flavor
Art/design:
Alternating pink and yellow splits text sections alongside an appropriately tenebrous illustration
Usability:
Forthright and readable

Instrument of Agony

Concept: “the first draft of Mörk Borg torture rules and items.”
Content: Torture devices (and their prices), torture mechanics, torture tables, torturer “titles”, torture, torture, torture, and a shadowy fiend. 
Writing: As the above may suggest, less gratuitous and slightly more gonzo than it at first appears.
Art/design: A condensed torturer’s reference, with technical lithographic prints.
Usability: Flows elegantly down the page. Available in print-friendly, bloodied, or faded yellow. 

Inte Rådjur

Concept: “Clearly not a deer; it is not from here.”
Content: An anti-magic anti-deer
Writing:
Descriptive and mechanical text both serve to establish a compelling character
Art/design:
Likewise, depiction in silhouette establishes a form but allows the GM to customize the details
Usability:
Ups the ante on arcane risks and consequences

Invisible Inflammable Gas-Folk from Beyond Bergen Chrypt

Concept: “Whenever a fire is lite in the Dying World, there is a 1 in 6 chance that Gas-Folk is standing around nearby. This causes explosions.”
Content:
An ambient entity that can mess up your day without doing anything
Writing:
Concise and mainly focused on the explosions bit
Art/design:
A variety of graphic choices and touches add lots of personality to a fairly linear layout
Usability:
Includes a list of tell-tale signs that may alert canny PCs of the impending danger

It Conquered the Dying World

Concept: “Its name—unpronounceable; its language—indecipherable; its aim—World domination!”
Content: A creature out of B-Movie science fiction.
Writing: Weighty (Overblown?) proclamations of DOOM. No stats, just the whining.
Art/design: A grungy yellow B-Movie poster with a wrinkly conical self-insert character.
Usability: Rugose Kohn may, in fact, be "a hyper-intelligent, inter-dimensional monstrosity". 

Jack in Irons

Concept: “Covered in chains from which his victim’s heads dangle”
Content:
A powerful, elusive enemy
Writing:
Descriptive text definitely paints a picture, and the mechanics back it up with strength and maneuverability
Art/design:
Metonymic; let your imagination run wild
Usability:
Area attacks and the ability to disappear up the challenge for PCs

Jack in the Green

Concept: “Before, Jack would joyfully die at the hands of the mob, to release summer’s warmth. Now the procession happens day after day, pulling some poor wretch from their rest, dressing them in the ragged, threadbare finery of Jack in the Green.”
Content:
A ritual replete with a set of monsters/characters
Writing:
Describes the futile rites and provides 4 stat blocks for participants
Art/design:
Stark but effective
Usability:
A toolkit for GMs to play with and customize

Jack the Wickhead

Concept: “This piece of shit was made in like, minutes.” 
Content: A pumpkin-headed wickhead machine for turning souls to jack-o'-lanterns. 
Writing: Pretty good for being stated in like, minutes.
Art/design: Simple and effective, in a way that could be completed in like, minutes.
Usability: References Lettuce’s “Pestilent Gifts”. Note: “It’s some real good shit.” 

Jagande Död

Concept: “Jagande Död, the creeping death, is relentless in stalking those who are fated to die.”
Content:
A reaper whose attacks do worse things than simply cause damage
Writing:
One-sentence summary and one stat block; sharp and concise
Art/design:
Judicious use of color adds variety and emphasis to the illustration and to the text
Usability:
A creative catalyst for a nasty fight (in tandem with other monsters) or for upping any adventure’s difficulty

Jinn

Concept: “A creature for the Babalonian jam!”
Content:
An anti-wish granting monster
Writing:
A modest stat block and a qualitative special ability
Art/design:
Shrouded, horned-monster-headed dude—not scary at all
Usability:
Not to be confused with gin, but both will leave you unhappy

Jägarmördare

Concept: “The perfect lifeform created by the child thief Tergol; created by his experimentations in the Alchemy of Flesh. Nothing can kill it, but men have tried.”
Content:
A monster in the key of Ridley Scott
Writing:
A minimal, efficient stat block with a touch of humor
Art/design:
Central image adapts Giger’s subject to the Mörk Borg aesthetic; yellow emphasizes stat block components for quick reference
Usability:
The name roughly translates to “hunter-killer,” and there’s a reason for that

Jólakötturinn / Yule Cat

Concept: “The Jólakötturinn stalks the Dying World devouring anyone caught wearing old and tattered clothes at Jól.”
Content:
A seriously beastly monster
Writing:
Straightforward but with plenty of character
Art/design:
Nice adaptation of Le Chat Noir design
Usability:
This cat hates your holiday sweater—it’s as simple as that

KARNIVORK

Concept: “It might be just what you've been looking for, if you need to organize your stuff and don't mind feeding a ravenous creature copious amounts of meat.”
Content:
A guardian monster and potential pet in three shapes and sizes
Writing:
Highly instructive and dryly hilarious
Art/design:
Black and white text, clean-line images, and austere layout nicely replicate an instruction-manual feel; design on the care/feeding page is appropriately jolting
Usability:
Includes safety precautions in English and German and a note for GMs 

Kavlov’s Sanctuary

Concept: “Explore the dread-filled halls of Kavlov's Sanctuary and uncover the ancient secrets and betrayals that could determine the fate of the world. But be warned, your actions have consequences” 
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided. 

Kennels of Karnage

Concept: “A short adventure about saving lost dogs”
Content:
A 10-room dungeon with an additional class, a short solo prequel, variant Misery, and exclusive monster
Writing:
Sharp and full of character
Art/design:
Clearly, cleanly laid out with evocative illustrations
Usability:
Includes death and abuse of animals, but nothing graphic or explicit

This entry was sponsored by Bookkeeper as part of the Ex Libris RPG crowdfunding campaign.

Kh’akh’Awin

Concept: “Bad tempered wisdom seeker bipolar Sea-wolf of Lake Onda”
Content:
Includes lore, narrative for Reaction temperament, and a random loot table
Writing:
Delivers the lore in an engaging second-person narrative
Art/design:
Designs capture the petroglyphic inspiration highlighted with plenty of Borgy colors
Usability:
Simple to use as a monster but has lots of narrative potential

King of Broken Night

Concept: “Delve into the Halls of Droning Bone! Get lost in the Interstitial Tracts! Harvest the power of a localized solar phenomenon! Talk to a sentient slime mold! Wield the magic of effects pedals!
All these curiosities and more yet await in this crenelated and conjured cylinder.”
Content: A modular viscerolithic tower crawl of perpetual aspect.
Writing: Four luxuriously stylized tower floors with enough material to stand alone anywhere in the dying world, wrapped delicately in the glacial resolve of a wizard’s decadent solipsism.   
Art/design: N/A The tower is reconstituting itself and remains plain text… for now.
Usability: Can be consumed in a single grand adventure, or cracked open to pick away at as you please.

Kistkastare

Concept: “It's dead.  It drags a coffin with a chain and spins it around until it hits PCs.  No assembly required!”
Content:
skeleton x1; chain x1; coffin x1
Writing:
Concise and highly functional
Art/design:
Laid out for accessibility and easy use
Usability:
Attack-randomization table balances the monster’s heftiness and is a novel way to add some chaos to your fights

Klöss

“One cold winter night he refused to open his door to a beggar, he is now doomed to forever be generous.”

Knight Mannequin

Concept: “Even trying on your new armor in this dying world can be deadly.”
Content:
A monster mimicking a suit of armor
Writing:
A short paragraph of flavor text, stat block, and a rule for retail ambush
Art/design:
Juxtaposes text and image against an interesting multi-textured ground
Usability:
Handy for GMs who really want to catch PCs with their guards down

Knives Out

Concept: “features way too many knives” 
Content: Pointy things, capes, rules for being dandy with a variety of weapons, a seedy tavern, odd jobs, discretion, and time banditry.
Writing: An appropriate level of roguish charm, sharp wit, references, and puns.
Art/design: A vibrant and full-bodied visual design. Plenty of rouge on this rogue.
Usability: “If you are insufferable while doing it. You get DR –2 for the test. Yes. DR –2.” 

Knomes

Concept: “KNOMES are a beloved feature of any nobles’ garden. They feed on the blood of would-be thieves and vagabonds.”
Content:
; additional lore and options on product page
Writing:
Covers behavior, preferred haunts, and mechanics
Art/design:
Layout and design work to guide and direct the reader’s attention
Usability:
Requires only slightly more effort than a regular garden gnome
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