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Forbidden Psalm: Last War

Concept: “The Great War, World War, War to End All Wars: the only true name it has is The Last War, for now there remain not enough people to fight another.”
Content: A 28mm miniature agnostic small-scale skirmish game set in the wastes of the Last War.
Writing: Tangible combat mechanics cut through the false justifications, the final plague, and the fog that remains to reveal the of true horrors of The Last War.
Art/design: Ragged illustrations full of the dull palette and subdued tension of the trenches. Official documents mix with marginalia in a found document style.
Usability: Standalone rules for solo, cooperative, and versus miniature engagements.

Forbidden Psalm: Rotten Bits

Concept: “From the bleak corners of the world comes forth a collaboration of the
darkest kind: Westfalia and KRD Designs bring you a new way to experience the Forbidden Psalm.”
Content: An expansion for Forbidden Psalm with scenarios and stats for Westfalia’s Mörk Borg miniatures line.
Writing: Scenarios which reflect the four active stages of Grief. Mechanics reinforce the character of many of Mörk Borg’s iconic creations. 
Art/design: Effectively incorporates the gorgeous concept art and sculpts of Westfalia’s line.
Usability: Drops easily into existing Forbidden Psalm campaigns. Requires Forbidden Psalm. 

Forbidden Psalm: They Came from the Necropolis

Concept: “The world of Forbidden Psalm is brutal and uncaring, but for the right amount of coin there are those that will join you on your adventures.
Content: Mercenaries for your Forbidden Psalm.
Writing: Effective mercenary stat blocks that provide a sense of individuality and character.
Art/design: Clean and consistent design that showcases each gorgeously sculpted and painted miniature.
Usability: Requires a copy of Forbidden Psalm to play. 

Frozen Hellscape

“Ever wanted to go to the frozen, colourless wastes of Kergus? Fancy introducing your party of renegades and hopeless vagabonds to an oversized, selfish gangster running the underside of Galgenbeck?”

Galgenbeck Sacrifice

“Half of Galgenbeck's population is gone. Most have fallen to Josilfa's scythe. The city seems eerily empty, but nobody notices the citizens' absence. Galgenbeck was always half empty. All is as it should be.”

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

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

House of the Hollow

Concept: “A mysterious moonlit manor – home to a retired adventurer in the midst of a terrible transformation”
Content:
A horror-themed, investigative adventure
Writing:
Highly focused on delivering important details and atmosphere with a minimum of words
Art/design:
Clean, neat layouts optimized for easy use
Usability:
The narrative surprise and subtlety may be lost on players who tend to rush in with swords drawn

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

In the Bluelight

“Takes characters deep beneath the barren wastes of Kergüs, where an ancient artefact that holds the power to stop the Miseries afflicting the world lies buried beneath the ice”

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.

Murky Bog

Concept: “This place was created by an ancient cult that locked something away behind the door (treasure? another dungeon?). This door can be opened in two different ways, but a mistake leads to death or worse”
Content:
A 13-point adventure with 5 original monsters
Writing:
Concise and accessible
Art/design:
Laid out for maximum visibility of map without sacrificing easy reference to additional information
Usability:
Includes a blank map for players and a suggested soundtrack

This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“Carnivorous plants! Human sacrifice! A rampaging undead mammoth to chase you around the bog! Some physical copies available.”



Mörk Ages

“A supplement designed to give a loose basis to set your game within the realms of the dark ages”

Mörk Borg Cult: Feretory

15 contributors
Concept: “A collection of tables, monsters, items, classes, rules and ideas”
Content:
Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing:
Mörk Borg imagery and tone in wide a variety of styles
Art/design:
Matches content to myriad layout and design strategies
Usability:
The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way 

Mörk Borg Cult: Heretic

9 contributors
Concept: “A zine full of MÖRK BORG stuff. Most of it is created by our wonderful community and will be (or already is) made available for free download on morkborg.com, but there is also exclusive official material.”
Content:
Generators for cults and curses, feats, 2 classes, black-powder weapons, 2 long adventures, a pair of 1-page dungeons, and a quartet of monsters/NPCs
Writing:
Varies by author but consistently emphasizes images and concepts that are grim, creepy, and/or outright weird
Art/design:
Every entry’s layout, graphic design, and coloration are distinct, creating a lot of visual diversity and easy navigability; sweet foil printing on the cover and first page; fold-out covers just to cram as much content into this zine as possible
Usability:
The only obstacle is deciding what to read first.

Mörk Borg GM Screen

Concept: “A five-paneled A5 portrait wall of death”
Content:
NPC generator, gear & services, basic rules reference, core Powers list, generic enemy stats, weather, and d100 Items & Trinkets; inserts include Tablets of Ochre Obscurity and tables for traps, taverns, and city events
Writing:
Concise with tones of grittiness and grim humor
Art/design:
Player-facing side depicts major locations and characters; GM-facing panels are yellow enough to melt your eyeballs (but they’re perfectly readable and have clever, novel layouts for the expanded content)
Usability:
Includes “photo corners” to hold GM’s choice of additional content on the left and right panels

Mörk Maus

Concept: “This zine, although it looks super Mörk Borg, is not compatible with that metal game.”
Content:
The Mörk Borg lore, atmosphere, and aesthetic adapted as a nuclear disaster setting for the Mausritter RPG
Writing:
Equal parts entertaining, endearing, and horrifying
Art/design:
Each contributor captures and conveys the look and feel of Mörk Borg but with appropriate, frequently humorous twists
Usability:
I don’t know Mausritter’s rules, but this makes it look pretty user-friendly

Pork Borg

“A small village, which each night receives a vicious attack from an unknown entity”

Putrescence Regnant

9 contributors
Concept: “Targ-Dungel. A festering wound upon a dying world. Time and space warp within the malodorous miasma. … This, cursed walker, is where you must go. Into the blight. Into the cold, damp mire.”
Content:
A bog crawl and soundtrack filled with sludge, corpses, and brutality; also includes the Gilded Wolf character class
Writing:
The prose resurrects the core book’s weird imagery and ominous tone; mechanics text is accessible and easy to use
Art/design:
The Mörk Borg style we know and love, but left to putrefy in a swamp
Usability:
Places three factions in explicit large-scale conflict, creating a complex backdrop for players to explore and GMs to exploit

Soundtrack: available on Spotify

Ravaging Plague I: Rusted Iron, Words of Power

Concept: “Ravaging Plague aims to bring Mörk Borg and its extreme metal influences into further conversation.”
Content:
Extreme metal-inspired offerings across the board
Writing: Laden with metal-inspired imagery and themes
Art/design:
Brutalist text layouts balanced with organic, gritty graphics all presented in stark black & white
Usability:
No table of contents or index, but layouts and different deployments of positive and negative space are good visual aids for navigation

Recared’s Unclean Pamphlet

Concept: “This pamphlet includes 13 new unclean powers.”
Content: Some seriously brutal Powers
Writing: Mixes mechanics with visceral, violent imagery
Art/design: Some striking, appropriate art and helpful typographical choices
Usability: It’s a tri-fold pamphlet. Make sure you fold it correctly, or you're probably doomed.

REGICIDE

Concept: “The Queen is dead. Long live the Queen. She squats atop her silk throne”
Content: The end of an empire. A parasite deposed.
Writing: Many hooks and threads ensnare a micro setting at one instant in time.
Art/design: A tightly wound, regal design befitting a 700-year reign at an end.
Usability: Easy to navigate. Requires some translation at the table to be fully compatible. 

Strange Citizens of the City

Concept: “Roll 2d6 and meet a stranger”
Content:
A throng of bizarre personalities, hirelings, bystanders (some with personal connections to each other); also includes some locales and rumors
Writing:
Suitably dark and disturbing with plenty of rimshots
Art/design:
Fairly straightforward layouts with art that brings a strong arcane-mechanical flavor to the table
Usability:
Very useable, and motivates you to do so

Strange Inhabitants of the Forest

Concept: “There is an infinite number of unusual, dangerous characters in the forests that surround the city. This book details a handful of them.”
Content:
A variety of adversaries, encounters, travelers, and items to loot from their corpses
Writing:
Includes copious backstories and adventure hooks
Art/design:
A wide, evocative variety
Usability:
Straightforward and simple to navigate

Strange Visitors to the City

Concept: “Let us return to the city where we may meet visitors from other places … and kill a few of them.”
Content:
More NPCs, hirelings, rumors, and sites to populate the city
Writing:
Descriptive text provides motivations and hooks, with many unique special abilities
Art/design:
A mix of colorful weirdness for major NPCs and more subtle, baroque art for the rest
Usability:
Will often refer you to Strange Citizens, so make sure you keep that volume handy

Sword of Hailstone

Concept: “As a lone barbarian wielding nothing but your trusty Zweihänder and a few morsels of salted fish, you traverse a dangerous tundra.”
Content:
A primarily app-based adventure game built on Mörk Borg mechanics
Writing:
Entirely descriptive; mechanics are handled by the app
Art/design:
Pixelated depictions of Kergüs and its inhabitants
Usability:
Physical copies and digital materials are available but not required to play

Swordpoint

Concept: “A micro-hexcrawl”
Content:
A pair of 10-point tables and a 24-tile hex map with 4 locations
Writing:
Establishes a setting and pretext for delivering the 20 quest seeds
Art/design:
Fairly intuitively laid out with a suitable map and some neat cover art
Usability:
GMs will need to devise and populate whichever adventures the players pursue; note that numbers on the map don’t correspond to table results

Teind of Álfheim

Concept: “An experimental sonnet, adventure, and bestiary”
Content:
A relatively brief but compelling, supernatural dungeon
Writing:
Poetic text reinforces the dark, haunted theme and provides DM with inspiration as well as interpretive flexibility
Art/design:
Some extremely rich colors with A LOT of creepy baby doll faces, even by Mörk Borg standards
Usability:
Paginated by room for easy operation

Temple of the Kraken God

Concept: “‘Steer a ship into the unknown, carry our hopes to alien shores, and restore our destiny.’”
Content:
An adventure filled with maritime weirdness and cosmic horror; includes a corruption rule
Writing:
Sharp and esoteric in descriptive text but clear and efficient when addressing mechanics
Art/design:
A variety of layouts and visual styles ranging from brooding to vibrant
Usability:
Isolated island setting makes this a good option for anyone seeking a survival-horror adventure

The Church of the Forbidden Gate

Concept: “As long as THE GATE remains active, all death is meaningless to the faithful.”
Content: Fairly straightforward dungeon with heretical overtones
Writing:
An accessible mix of exposition and stat blocks
Art/design:
Reserved use of color provides emphasis, aids navigation
Usability: Supported by explicit visual connection of text and locations 

The Cleaving in Buskstätt

Concept: “A darkly shimmering GROWTH has overtaken the town.”
Content:
A pointcrawl amidst malicious overgrowth
Writing:
Concise; mostly devoted to stats & mechanics
Art/design:
Map and art are prominent without encroaching on the text
Usability:
Small text emphasizes the visual elements but may be difficult to read

The Cook at the Crossroads

Concept: “The Inn at the Crossroads … Nothing bad ever happened here. Or did it?”
Content:
An insidious secret at an unassuming inn
Writing:
Predominantly devoted to setting the scene for roleplaying
Art/design:
Text-focused and more traditional than many other third-party publications
Usability:
Linear; some redundancy eliminates page flipping

The Demesne of Conflagration

Concept: “The Endless Sea burns. Within it, a flaming fortress of stench and grotesque hordes. Venture within before all blackens and burns. Free the Lich Queen Aoiva from unrepentant misery.”
Content:
A fire-themed mansion crawl
Writing:
Extremely concise but with enough bizarre detail to fuel the imagination
Art/design:
Good use of color to guide focus and to add character in key places
Usability:
Pamphlet is nicely laid out for quick, easy use in-game

The Endless Demon Deck

Concept: “The demons of The Vile Court are escaping the black oubliette in which they have been forgotten. In the process they are chewed, mangled, and remade.”
Content:
36 tarot-size cards containing monster heads, trunks, and legs
Writing:
Each card contains stats and abilities (and the occasional pet)
Art/design:
Monster components are diverse but coherent when aligned; mostly greyscale figures against vivid yellow grounds with occasional highlights or shocks of color
Usability:
Requires additional resources in The Masticator Gate for full functionality

The God of Many Faces

Concept: “HE and SHE must die and a new god must replace them.”
Content:
A strange hexcrawl through Galgenbeck’s heretical underbelly; also includes a set of 4 thematic Powers
Writing:
Provides some compelling images and scenery in a small amount of space
Art/design:
Strikes a strong balance between Mörk Borg aesthetic and the setting’s character
Usability:
Efficient layout with helpful checkboxes for tracking the party’s progress

The Hexed Gauntlet of Kagel-Secht

Concept: “A Mörk Borg obituary dungeon”
Content:
A combination poster-size comic/dungeon
Writing:
Contains stat blocks, item descriptions, and a point-map of the dungeon layout
Art/design:
Panels convey a narrative and illustrate the dungeon’s locations; colors and style strongly recall the Underground Comix movement; sweet art on the reverse side
Usability:
Could double as a play mat if you hide the stats (or don’t care if players see them)

The Living Statue of Alk Baum

Concept:  “The PCs hear a horrible rumble outside. Followed by a cacophony of screams, shrieks, and panicked voices.”
Content:
An adventure that ties into the Unclean Leporello mythos; includes a release valve for blockage against an immortal foe and alternate endings based on PCs’ (in)action
Writing:
Mostly descriptive with a stat block and Specials for the titular monster, including a mechanic for titanic attacks
Art/design:
Textual design facilitates navigation on the fly; graphics depict the two central characters
Usability:
“Use this pamphlet as best fits your needs.”

The Masticator Gate

Concept: “The Vile Court were imprisoned in a black oubliette where they were forgotten. … Through the Masticator Gate, the survivors are now vomited back into the world from which they were banished. Remade and vengeful.”
Content:
A three-part campaign, a new class for unlucky PCs, and a lot of monsters
Writing:
Lots of description and discussion of the overall situation and locations; more specific locations’ text is broken down into quickly navigable paragraphs and points
Art/design:
Tends toward an efficient 2-column layout but breaks from the norm to facilitate usability and accommodate the grim, gritty artwork
Usability:
Designed for a fresh game with 0 Miseries; requires The Endless Demon Deck

The Unclean Leporello of the Foul Wizard Baum / The Sacred Teachings of Titus the Unliving Magus

Concept: “Powers that truly should have remained forgotten.” / “Original creations of the Unliving Magus.”
Content:
A roster of 20 unclean scrolls / A roster of 14 sacred scrolls
Writing:
Reflects the less-grim-than-Mörk-Borg-standard content / Conveys the more Mörk-Borgy grimness and fatalistic tone
Art/design:
Both have efficient textual layouts and vibrant graphic designs
Usability:
A creative concept for a physical product (not yet released), and the PDFs are straightforward

The Vaults of Torment

Concept: “Explore a demon-infested hell-hole below the city of Schleswig.”
Content:
A modular, procedurally generated dungeon replete with ambient hazards, elaborate set pieces, monsters, tables for generating inhabitants, a pantheon of demonic gods, and powerful artifacts; also includes terrain “tiles” to print, cut, and assemble during the game
Writing:
Well written with a grim, gruesome tone and copious imagery to match
Art/design:
A variety of page layouts crafted and organized for easy usability at the table
Usability:
Easy to use on both the GM and player sides; Zombification provides a countdown clock that adds additional lethality

The Vermilion Throne

Concept: “Venture into the depths, recover the heart of the True King, and bring an end to the Shadow King's reign. Or fail, and bleed, and die.”
Content: A pulse pumping, blood-drenched, flesh crawl.
Writing: As consistent and efficient as the beating heart, without feeling too clinical.
Art/design: Accessible and fluid design which doesn’t clot alongside thematic illustrations which do.
Usability: A considered and effective table reference. 

The Western Wall

Concept: “A tale also known as The Quest for Yig or How I Learned to Stop Worrying and Accept Dying”
Content: A fvcking mountain crawl.
Writing: A mountain adventure that is easy to read, but hard to climb.
Art/design: Austere as a view from the summit. Does exactly what’s needed to convey both subject and tone.
Usability: Hope you brought climbing equipment. Dying on the way there is half the fun. 

Tower of Scoundrels

Concept: “The heroes search for shelter from the impending downpour. Lightning flashes, illuminating the forest and revealing a tower.”
Content:
A tower crawl designed to distract from larger plots and quests
Writing:
Provides background on the tower and descriptions of each room and character
Art/design:
Woodcut-style graphics, vibrant colors, and other visual flourishes set the tone well
Usability:
Album sleeve doubles as a GM screen with concise maps of each level and a summary of enemy stats and key features; booklets are organized by floor with descriptions and stats in close proximity to maps

Treasures of the Troll King

Concept: “The troll-king Niduk … oversees the small domain he has carved for himself, in a forgotten chapel to a murdered god. KILL HIM.”
Content:
A randomized, shifting sewer crawl with multiple set pieces, random encounters, some new Powers, and one nasty f’ing troll
Writing:
Provides copious descriptions and multi-sensory imagery to help GMs immerse their players
Art/design:
A mix of layouts and design choices meant for expressiveness and usability
Usability:
Seriously, the last boss is going to be really tough

Trench Coats and Trench Cats Last War Expansion

Concept: “New Horrors of War Spotted
Strange things have been reported from the front this week.”
Content: Trench coats. Trench cats. Trench warfare. New scenarios
Writing: Amusing variety of coats and cats—and trench warfare.
Art/design: Public domain depictions of aggressive cats, bell ringers, whisky drinking horse skulls. A terrifying miniature of a bloody creature. All in a newspaper layout.
Usability: Requires Forbidden Psalm: Last War

Unwanted Fragments #1

Concept: “This micro-zine was an experiment of sorts as I posted most of pages to the TALK MÖRK BORG group on Facebook and asked for votes on the possible content for each page.”
Content:
A slew of weird, creative locales, monsters, NPCs, and loot; as the name says, a kit of bits and pieces rather than a unified dungeon
Writing:

Art/design:
Great OSR-style interior art; incredibly expressive character portraits
Usability:
Lots of background and details; study carefully if you want to use anything verbatim

Valley of Forbidden Churches

“This sandbox-style adventure presents a series of dangerous areas where players could succeed or fail based on their preparation and cleverness.”

Vaults of Unfaith

Concept: “From an underground Sarkash crypt, heretics and cultists terrorized settlers.”
Content:
An occult dungeon with random events and escalating enemies
Writing:
You may learn some new words; use them to terrify your players
Art/design:
Establishes atmosphere; concreteness provides easy navigation
Usability:
Very intuitive and efficient layout
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