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

Rugose Kohn

Cross of Glorious Victory of Filth

Concept: “A massive, prolapsed orifice fountains forth a constant stream of viscous contaminants. Drink deeply of its wickedness!”
Content:
The inverted anus cross we’ve all hoped for and dreamed of
Writing:
Light lore with mechanics for contact, consumption, and replication
Art/design:
Split-page layout provides easy access to the text and displays the cross in all its inverted anal glory
Usability:
“‘Nay, Theophrastus, cease to poke yon inverted anus cross!’”

Down and Out in a Schleswig Sanitorium

Concept: “Recently the staff has all been murdered by a patient gone rogue. That suits the King’s ends well enough.”
Content:
Clever scenario, especially the conclusion
Writing:
Disturbingly descriptive at times, humorously irreverent at others
Art/design:
Adapts Nohr-esque style to express its “sterile” environment
Usability:
Well organized by category, but involves some flipping/scrolling/shuffling

Ducks Left Wanting (to be left alone)

Concept: “A herd of ducks aimlessly wander a dungeon hallway. Items of use or value tied round their necks. But catching ducks ALWAYS comes with a cost.”
Content:
“A two page spread with rules for catching ducks, a d20 table of juicy rewards tied round their necks, and a d20 table of all the horrible shit that can happen when one is catching ducks!”
Writing:
Primarily tables with some descriptive text connecting the scenario to the larger adventure; rife with body humor
Art/design:
A plethora of ducks, sinister and otherwise
Usability:
d20 not included

FantasticJean's Misery's Keep

Concept: “an independent production by Jean Verne… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A magazine print production, depicting the keep through a surrealist collection of public domain imagery.
Usability: Functional, accessible, and visually rich. 

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.

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?

FrogmentSoul’s Misery’s Keep

Concept: “an independent production by Samuel Ortega… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A clean coal gray, with dramatic yellow spot illustrations, and room descriptions framed cleanly around the castle map.
Usability: A separate unlabeled minimap is provided for player reference. 

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?

Included with Every Purchase

Concept: “A delightful duo of cursed magic items for the Dying World! Somewhat useful, but more likely to only add to your misery.”
Content:
A shopping bag of holding and a universal hex wrench that have as much capacity for harm as utility
Writing: Refuses to sugar-coat its disdain
Art/design:
Facsimile-quality illustrations symbolize the flattened affect of mass production
Usability:
Simultaneously goads you toward consumerism and warns you away from it. The contempt is palpable.

Indomitable Mountaineer

Concept: “Fearless and brash, the indomitable mountaineer can be found scaling cliffs, summiting peaks, and flaunting their mastery of nature across the dying world.
Content: A fvcking hiker.
Writing: A steep incline or two, but more of a pleasant scramble than an uphill struggle.
Art/design: Weighty visuals balanced by precipitous text. The art has a sense of casually exaggerated danger that feels appropriate. 
Usability: A staunch support scvm. 

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". 

Kracken 777’s Misery’s Keep

Concept: “an independent production by Winston Smith… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A tasteful teal and violet cover, hand-drawn illustrations, and modified public domain imagery engage a classic mini-map sidebar design.
Usability: Functional, accessible, with a recognizable top-down castle map. 

Micheál Reidy’s Misery’s Keep

Concept: “an independent production by Micheál Reidy… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Shades of black, red, and gray. Restrained text elements. Humorous emphasis on licensing text.
Usability: There’s a doll spotting mini-game.

Misery 4:3

Concept: “Fires rage across the landscape consuming everything in their path.”
Content:
An ever-advancing wall of flame and a vanguard of burning skeletons
Writing:
Blends description and mechanics to maximum creative effect
Art/design:
Graphics support the concept typographical and layout choices that facilitate flow and use
Usability:
Uses exploding dice and offers no solution for actually extinguishing the fire (just the skeletons) 

Miserymobile

Concept: “Time for a new car that's completely compatible with MÖRK BORG. The... Miserymobile?”
Content: Conversation about a broke ass Mazda 6 cum rules.
Writing: Mechanics that live up to the name.
Art/design: Don’t waste your silver.
Usability: Contains exploding dice. 

Misery’s Hole

Concept: “an independent production by Philipp Teich… hastening the final Misery” 
Content: A miserable keep hole-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle hole, treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: A pdf format that’s surprisingly deep, with rich off-whites that lend weight to the tons of stone looming overhead.
Usability: Well-placed, and clearly highlighted room text aids reference.  

Monolith 1: Harvest

8 contributors
Concept: “A quarterly publication that focuses its cyclopean gaze on a single system with every issue”
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated. 
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.

Nacnudllah’s Misery’s Keep

Concept: “an independent production by Duncan Hall… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: Subtle and considered tri-fold that makes excellent use of angle, tone, and profile. Includes a critical visual reinterpretation of “undead doll”.
Usability: Stylized, decorated, legible, and printable.

Ossarium Vol. 1 + 3D Printable Minis

14 contributors
Concept: “3D Printable Minis” 
Content: An STL model companion to the Ossarium Vol. 1 Beastiary
Writing: Code, in STL file format.
Art/design: Full renders of each creature including printable bases.
Usability: Sculpts are in continued refinement, feedback is requested. 

Ossarium Vol. 1 + Reference Cards

13 contributors
Concept: “a set of 43 double sided tarot sized cards that contain all the info needed to bring the creatures of Ossarium into your next TTRPG session.”
Content: 43 tarot-sized double-sided creature reference cards.
Writing: Contains complete stats and lore for the creatures of Ossarium Vol. 1.
Art/design: Monstrous depictions in a visually striking yet functional layout.
Usability: Rules in the front. Lore in the back. Print and play instructions are included. 

Ossarium Vol.1 | Beasts of the Dying Lands

13 contributors
Concept: “Not just a bestiary 
But an ongoing mission to seek out each creature.”
Content: 43 monstrous oddities to delight and horrify scvm.
Writing: Innovated, weird, and storied monsters to hunt and get killed by.
Art/design: Disgustingly tasteful use of color highlight gritty illustrations in dynamic spreads.
Usability: Digital spreads are of varying width to accommodate sidebars and creatures of significant scale. 

Pyrespawn

Concept: “Oozing out of the rifts of the unworld, these savage beasts come crawling like liquid, with a face like a rotting intestine, bleeding from every orifice.”
Content:
An anti-fish that wants to you to have its weird, mutant babies (who are also anti-fish)
Writing:
Heavy on the weird and gory, leaves everything else implicit
Art/design:
Illustration leaves fine details up to the reader’s imagination (except for the “bleeding from every orifice” bit)
Usability:
Relatively light weight, but full of menacing character and consequence; included in The Dead City of Pyre-Chrypt

Rugose Kohn’s Misery’s Keep

Concept: “an independent production by Rugose Kohn… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing. 

Sin Eater

Concept: “Compatible with Mörk Borg”
Content: A creature. A candle. It eats of your sins.
Writing: Lose your omens. Then you die.
Art/design: Humorously irreverent. Deliciously branded. Clearly consumerist.
Usability: Light it up than snuff it out. It’s a candle. 

The Ball

Concept: “In the crumbling, dilapidated manor house of a dead Schleswig noble, a horrific, expanding life-form has taken up residence.”
Content:
Four rooms and tables of major and minor treasures
Writing:
Concise but descriptive with occult imagery
Art/design:
Graphics are more atmospheric than illustrative images
Usability:
Discrete text blocks laid out for easy use

The Bishop

Concept: “Devotee of Yesu an de facto leader of the other inquisitors on the island.” For use with The Island of the Dying Gods in 30 Days of MÖRK BORG
Content:
A crazed sectarian zealot of an NPC
Writing:
A good balance of exposition and in-game mechanics
Art/design:
Color and subject evoke an appropriately decaying, apocalyptic tone
Usability:
Unkillable jerkface with a big hat

The Chapel of Suffering

Concept: “Sentenced to death, you will be spared if you bring a mysterious puzzle-box to the judge.”
Content:
A DNGNGEN-derived crawl reminiscent of the early one-page MB dungeons
Writing:
Concise and targeted at individual rooms and events rather than overall narrative
Art/design:
Text is oriented around the map, the detailed contents of which are set off against the page’s negative space
Usability:
Will almost certainly require some player ingenuity and creativity


Chapel of Suffering was created as an exclusive, one-of-a-kind reward for the Ex Libris RPG crowdfunding campaign. The backer has generously made it available free to the community.

The Charnal Map

Concept: “A simple map to make running The Charnal Ditch of Haat the Unwilling, from ‘30 Days of Mörk Borg’  that much more fun.”
Content:
Map and key
Writing:
Restricted to the title and key
Art/design:
Expresses a lot with only a few colors, forms, and patterns
Usability:
Look at map. Use map.

The City Shall be Made Hollow

Concept: “The city is never the same place twice.”
Content:
Creatures, encounters, items, and events with bizarre twists
Writing:
Sets the tone and establishes the setting’s dynamics well
Art/design:
Lots of effective collage work and atmospheric colors
Usability:
Intended as a supplement for The Dead City of Pyre-Chrypt 
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