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

Sarkash

Ancient Skin

Concept: “One of you dregs is plagued with a maddening itch and not only that – the skin is starting to rot. They say Mausoleum Knutha, on the edge of the graveyard Graven-Tosk, holds the only known cure.”
Content:
A complex and variable (not to mention twisted) crawl through Sarkash
Writing:
Efficient but vivid descriptions of locations and inhabitants punctuated by grim wit
Art/design:
Marvelous maps; type design helps map the connections amongst locations and items
Usability:
Provides checkboxes to track variables (but if you mark this pamphlet, you’re a heathen and you deserve whatever misery befalls you)
*Backer reward for original Kickstarter campaign; special thanks to Johan for providing a copy of this rare little gem

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. 

Dead Girls in Sarkash Forest

Concept: “You are lost. You are dead.”
Content:
A random pointcrawl through Sarkash, 6 original thematic classes, and optional rules and gear that add more conceptual depth and distinction without straying from the Mörk Borg core
Writing:
Brooding and grim with an undertone of forlorn optimism; extremely effective in conveying the intended tone and atmosphere
Art/design:
Visually diverse art and typographical choices unified by a focus on the setting and themes
Usability:
Deliberately deals with sexism and trauma; intended as a self-contained module, but the adventure and classes can be used with other Mörk Borg content

Drafts: Dead Girl Classes, Dead Girls in Sarkash Forest, Encounters in Sarkash Forest

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. 

Lavandeiras & Biosbardos

Concept: “An encounter with the ghostly midnight washerwomen” &  “A quest to hunt some (maybe not so real) animals”
Content:
Nocturnal spirits who entice you to do your own laundry, for weal or woe;  a ruse of an adventure with multiple potential climaxes
Writing:
Includes descriptive text sets the scene and mechanics to determine the outcome;  very concise but with adequate, compelling imagery and appeal
Art/design:
Efficient design choices delineate segments and make for easy use and reference;  primarily textual with a fun text-based map
Usability: 
A two-in-one bargain

Lord of Chains

7 contributors
Concept:Rob a grave. Steal a blade. Kill the Lord of Chains.
Content: A Graven-Tosk digging, Sarkash roaming, Bastion storming, Shadow King’s prophecy averting point crawl. 
Writing: Energetic and near melodramatic plot sets the tone for a truly torturous adventure.
Art/design: Loud when it ought to be, quiet when it counts. Metal throughout.
Usability: Self-contained, shadowed, and bound in iron chains. 

Samson’s Dead, Where’s His Head?

Concept: “Find Randal in d8 rounds and return the head to Samson’s body before all the blood drains out and Samson’s protective magicks over Sarkash are lost.”
Content:
An adventure hook and stat blocks for a chase through Sarkash
Writing:
Concise, unambiguous, and to the point
Art/design:
Well organized and cleanly laid out
Usability:
GM will need to fill in incidentals, but the framework is there

The Beastlord Will Feast on Your Flesh

Concept: “The wild beastlord WENDIGO, the living heart of the woods, holds a potent, unshakeable hatred of you.”
Content:
Incorporates tons of community creations into a predator-prey scenario
Writing:
Tables for conflicts, resolutions, and locations; lots of amusing one-liners
Art/design:
Solid choices of illustrations and graphics
Usability:
Ergonomic in digital and print forms

The Death Ziggurat

Concept: “A cosmic necrocrawl at the end of time”
Content:
Pre-apocalyptic hexcrawl with random elements
Writing:
Fairly elaborate with plenty of horrible imagery
Art/design:
Captures the mood, setting, and characters well
Usability:
Fun and lethal;  separate player and GM maps are quite helpful

The God King

Concept: “He called himself ‘The THIRD Basilisk’.”
Content: A legend of one seriously pretentious bastard, and a possible origin story for the Dying World as we know it today.
Writing: A miserable little myth befitting a doomed and dying world.
Art/design: Some uppity reagent overshadowed by his own legend.
Usability: Introduce it to your players. Let them decide how true it is. 

The Lichen Knight of Sarkash

Concept: “You meet a strange knight in the wilderness and he dares you to cut off his head.”
Content:
A two-part encounter consisting of the initial challenge and the follow-up chapel crawl
Writing:
Clear, readable prose with loot tables, location descriptions, and overview of the encounter structure
Art/design:
Typography and color delineate sections for easy use and reference
Usability:
A straightforward but spirited adaptation of the medieval poetic plot

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. 

This Forest Breathes

Concept: “Pulsing with green life, lit without sun, the secret to this sprawling wood lies within its lifeblood: somewhere, deep past crawling vines and scurrying creatures, is a pool, its crystal-clear waters holding the secret to life eternal.”
Content: A bizarre subterranean forest crawl
Writing:
Predominantly textual and relies on the writing to convey the intended tone
Art/design:
A variety of layouts, some more traditional than others, and an array of typefaces all within a limited palette
Usability:
Eternal life ain’t all it’s cracked up to be
Page 1 of 1