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

Schleswig

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

Factions of the Dying World

Concept: “Descriptions of places, architecture, fashion and factions of Mörk Borg.” 
Content: A setting guide of the major cities and regions of the Dying World.
Writing: A political treatise on the various polities and cultures in informative prose.
Art/design: Representative figures for each faction are presented in rich charcoal. 
Usability: A primer for those who would like just a little more structure in their planning. 

MØRK FÆNGSEL

Concept: “You play as Scäkla, a scum imprisoned deep underground... 
Progress room by room, as you roll dice and draw the rooms as you go, otherwise how will you know which way you went? Anyway, try not to die. You will most likely die.
Content: A solo prison crawl.
Writing: Playful and interactive text which hooks you into the narrative with a tutorial that builds your character even as you begin your prison break.
Art/design: Characterful marginalia simultaneously enhance and age the text. Producing a draft like quality and encouraging both engagement and participation.
Usability: Designed to be printed and scribbled on. Break out your pen. Make a mess. 

Sacrifice Before Sunrise

Concept: “A plan to dethrone King Fathmu IX by replacing him with the grotesque child-god is mere days from success.”
Content: Political assassination by ritual god-child sacrifice.
Writing: A surprising amount of depth for a tiny, burned village and the chase for an infant god.
Art/design: Divine blend of color, artful illustration, and navigable sidebar column layout.
Usability: Easier to use than murdering a god-baby. 

Shadow of the Past

Concept: “Herein are the ruins they left, epitaphs from potsherd to pillared temple.” 
Content: An archeological exploration of the Dying Lands, with 21 sites, their current inhabitants, and everything valuable not bolted down.
Writing: A survey of iconic locals, with enough historical detail, rumor, and information to plan a failed treasure hunt.
Art/design: Yellowed artifacts splatter a clean single-column layout. 
Usability: Available in plaintext and “night mode” with an off-white background to ease electronic reading. 

Soul Wrenched Shaman

Concept: “The streets of Schleswig are filled with empty husks … Fathmu IV has put a hefty bag of 200 silver to anyone who can put a stop to this.”
Content:
Adventure hook and framework with a creative final boss
Writing:
Sets the overall scenario and trajectory, and provides seeds for scenes along the journey
Art/design:
Features a pretty bizarre illustration
Usability:
Content is well-organized for linear use

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. 

Trapped Within

Concept: “’Descending further into delirious madness, King Fathmu IX is haunted by visions of mockery... (he) imprisons everyone who seems a threat in his underground prison. Terrified traitors, aspiring necromancers, powerful demagogues and even scum like you.’” 
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play. 
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