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

Richard Kelly

Slipstream Elk

Concept: “In ages long past, herds of these creatures blotted out the sun with their migrations. Now, as the world dies, few remain”
Content:
A double jumping elk follower.
Writing:
Impishly innocent.
Art/design: Classic black with neon text. Subtle and majestic elk silhouette.
Usability:
Simple and easy to interpret mechanics. Lists in block text require searching.  

Spank Borg

“1 page, 3 rules, a worryingly memorable change to Mork Borg's mechanics”

Splatterborg

“An expansion that adds hollywood-style slashers to the Dying World”

Stretch Gnolls

Concept: “They take a fairly familiar creature and add a bit of Junji Ito flair.”
Content:
Stretch gnolls. See how they grow!
Writing:
Satirically understated.
Art/design:
Yellow and black Stretch gnolls at rest. Decidedly san serif font.
Usability:
Ensure your scvm will never sleep soundly again.

The Glass Herbarium

Concept: “The Herbarium is beautiful and warm. It grows fruits and vegetables despite the snow. And just one taste of the bright red apples that grow inside its glass walls is enough to bewitch a man.”
Content: A location adventure featuring glass, destructible flooring, and plants that probably want to do dreadful things to you.
Writing: The Glass Herbarium’s concise efficient prose blooms into a brilliant, weird fantasy adventure.
Art/design: Consistently clean art and layout hint at a glass sanctuary protected from the scvm of the dying world. 
Usability: Clean but not sterile. Strong stylistic hierarchy makes for easy navigation and reference during play. 

The Handrantula

Concept: “A crawling goliath, its wild cousins stalk prey on their five digits.”
Content: A handsy follower featuring wriggling, undulating, and command grab.
Writing: Satire of a popular quest for the ancient bangle. Adds an innovative tactile element to its mechanics.
Art/design: Shocking pink prints overlayed with white text. Evokes the initial shock of a wild handrantula ambush.
Usability: Intense overlay encourages the eye to wander in surprise. Manual dexterity required to take full advantage of this follower. 

The Usual Suspects

Concept: “Optional Classes for the miserable and forsworn”
Content:
Counterfeit Priest, Disciple of the Antigoat, Lugubrimancer, Persistent Skeleton, Scullery Savior, Suffering Archivist
Writing:
Humorously expresses clever concepts without losing a sense of impending doom
Art/design:
Designed and organized for easy reading and use; splashes of color and illustrations add visual variety and creative inspiration
Usability:
More feature-laden than some other 3rd-party classes and a bit more complex than average; some clever metagame abilities and pool-based mechanics; Suffering Librarian is clearly the best class ever

The Usual Suspects II

Concept: “a class pack that adds six more Optional Classes to the dying world... including: Goblin Impostor, an enthusiast for costuming, shrieking, and knives…”
Content: Anthology of six absurdly comedic optional classes
Writing: Absolute hilarity delivered in an understated style. Memorable character concepts and mechanics.
Art/design: Tasteful public domain art with three tone coloring and a crisp traditional layout.
Usability: Table of contents for ease of reference and navigation. 

The Usual Suspects III

Concept: “Anything can be made into a sausage. And a sausage can be made into anything.”  
Content: Five delectable gourmands, and a walking nose job.
Writing: All-consuming camp.
Art/design: Recontextualized prints divide the classes into sections with individually stylized headers.
Usability: Thoroughly digestible. 

Wear and Tear

Concept: “When the apocalypse came, perfection was the first thing to go.” 
Content: Equipment maintenance rules, gear, jobs, classes, biological modifications, and viral powers for Pharmagothica
Writing: Effective rules text. Titles and headers evoke flavor which is bulked out by the mechanics.
Art/design: A clinical format. With technical drawings and medical illustrations that typify the banality of evil.
Usability: Text balancing utility and style from entry to entry.  

Work Borg

Concept: “Terrible part-time jobs, cheap tenements, roguelite progression, and a dating sim”
Content:
Downtime activities—basically, all of the mundane drudgery you usually play games to escape from
Writing:
Alternately soul-crushing and bizarre, but also consistently comedic and even beneficial
Art/design:
Relatively traditional but with on-brand typography and color choices
Usability:
“Downtime is extremely optional, and it may not fit the flow of some games.”
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