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

solo

Hexed Solo Rules to Die For

Concept: “an expansion to MÖRK BORG that allows players and Referees to randomly generate a hex crawl map to explore.” 
Content: Rules for hex map generation; tables for environs, weather, and encounters; creatures; three new scvm; and four void dieties.
Writing: Rules as preamble to hexes and tables full of misery fitting a Dying Land.
Art/design: Ornate headers for rules, plain headers for reference. Generated images in a variety of styles.
Usability: References Feretory, Heretic, and Solitary Defilement. Intended for use with a solo oracle. 

Letters of the Damned

Concept: “A supplement for Quill that immerses the player in the dark fantasy world of MÖRK BORG”
Content:
A letter-writing solo game
Writing:
Expressive but clear in its descriptive and instructional text
Art/design:
Includes some public domain illustrations and other visual elements for variety and appeal; text is presented efficiently and arranged appropriately according to density per page
Usability:
Requires Quill rules to play; could also be used as inspiration for, or a mini-game in, standard Mörk Borg

Lörd

Concept: “Build the family tree of a fictional ruling family.  Record the monstrosities they faced and the choices they made.”
Content:
A solo journaling game based on
Lineage and set in the courts of the Dying World
Writing:
Establishes the bleak tone intended for gameplay with lots of variety in the table results
Art/design:
Layouts vary from section to section for easier visual navigation when flipping/scrolling
Usability:
Linearly laid out for progress through each ruler’s lifespan; also a good source of adventure hooks and long-term plots for standard games

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. 

Mörk Borg Solo Rules

Concept: “Want to play solo between your weekly games? Want to practice to get familiar with the game, and try generating new ideas, and getting as Mörky Borgy as you can alone? These rules are for you.”
Content:
A simple, concise system for running a solo game
Writing:
Uses a straightforward, conversational tone with clear instructions
Art/design:
Designed for easy reading and use rather than visual style
Usability:
Instructions are broken down into short, manageable points; calls for various other supplements and resources, all of which are free online 

Mörkal Komborg

Concept: “‘Welcome to the longest-running deathmatch in the known universe.’”
Content: A Mortal Kombat vs Mörk Borg crossover deathmatch.
Writing: Over-the-top brutality disemboweled with self-aware satire.
Art/design: A SICK vintage fighting game manual in black and white.
Usability: Referenceable RPG fighting game manual with solo mini-game insert. 

Og Magog's Pig Farm

Concept: “A story based on Xiu Xiu lyrics and my life story”
Content:
A narrative with two branch points and many unfortunate branches
Writing:
Heavy on pathos with visceral and darkly surrealistic imagery
Art/design:
Uses various typefaces for visual emphasis and illustrations that lend emotive effect
Usability:
“Beware, this thing is heavy and has a lot of content warnings. It's about abuse.”

One Flew Over the Basilisk’s Nest

Concept: “Overcome your addiction or be taken into God’s Stronghold, where you will be taught the ways of the false prophet ‘Yaweh.’”
Content:
A substance-fueled mini-adaptation of Kesey’s novel to Mörk Borg
Writing:
Clear delivery of instructions; some subtle but appropriate choices blur the line between psychiatric patient and religious zealot
Art/design:
Emulates a bureaucratic form to visually emphasize the core concept
Usability:
More of a loose scenario with guiding mechanics than a dungeon or full adventure, but a fun opportunity for roleplaying and weirdness

Painflail

Concept: “Ultra low-bar-to-entry skirmish rules for Mörk Borg”
Content: See “Concept”.
Writing: Self-contained procedurally generated Mörk Borg skirmishes, a clever opponent initiative system, and conditions to codify effects.
Art/design: Functional illustrations and clean text organization with the occasional flail for flourish. 
Usability: Guided examples provided to assist in learning the rules. Reference cards and materials are provided.

Portents & Curses of the Prince of Gorse

Concept: “Eschew company! Heed the omens! Beware the howling lamb!”
Content: A portent interpreting oracle for solo gaming. With a curse mechanism to introduce consequences.
Writing: Divinatory prompts and instructions that are open to interpretation.
Art/design: Strong visual aids assist with inspiration on triple-word oracle prompts. Text that feels cozy but not cramped.
Usability: Simple, sectioned, and easy-to-reference design. 

Reckless Plundering

Concept: “Guide Kargunt through four new dungeons for even more solo play madness!”
Content: Four themed Dark Fort solo dungeons.
Writing: Consistent themes and varied mechanics add to engagement.
Art/design: Simple plaintext layout with small hand drawn annotations.
Usability: Familiar design for players of Dark Fort. 

Rühtra’s Oracle

Concept: “Either by choice or by curse you adventure in painful solitude.”
Content:
A lightweight solo oracle designed for Mörk Borg
Writing:
Includes Yes/No oracle, random events and their character, and tables for answering open questions
Art/design:
A clean, easily navigable layout with on-brand graphic design
Usability:
Some ambiguity regarding when to roll Random events; otherwise, a handy on-the-fly tool for GMs as well

Settlements of the Damned

Concept: “The settlement generator from Alone in the Crowd”
Content:
Four-lines sketches of the Dying Land’s settlements
Writing:
Provides a descriptive name, summary of character, and geographic feature and location
Art/design:
Consists of a hero image and a nice calligraphic script; very yellow
Usability:
“Onward!”

ShadowClink

Concept: “Escape the dungeon of the Shadow King!”
Content:
An adventure for the Sölitary Defilement solo-play ruleset; includes scenario setup, encounters, NPCs, special rooms, and rules for backtracking
Writing:
Well written and easy to read with evocative language that helps build the experience
Art/design:
Designed and laid out for clarity and ease of use, but the colors and chain graphics provide some appropriate character
Usability:
Requires Sölitary Defilement to play solo, but also makes a pretty good random dungeon generator for standard play as well

Solitary Depths

Concept: “an expansion to Sölitary Defilement, a solo supplement for MÖRK BORG!”
Content: A Mörk Borg tailored oracle, region-specific mechanics, rare monster generation, traps, adjustable difficulty settings, and more...
Writing: Efficient and flexible, both mechanically and thematically. With a gorgeously miserable rare monster generator.
Art/design: Considered design elements with some delightfully grimy (and printer-friendly) surprises.
Usability: A legible, referenceable, and well-structured working document. Requires playing cards or equivalent.

Soul Burner

Concept: 
“You are dead
but death doesn’t want you”
Content: Ill-omened ashen wasteland adventures as hands of fate. A standalone game system that’s compatible with Mörk Borg.
Writing: A cogent fictional world with compelling themes and history. A mechanical hybrid of Mörk Borg and Necronautilus.
Art/design: Deconstructed visual and textual elements fit themes of consumption and recollection.
Usability: For solo and group play. Can be played in conjunction with Mörk Borg characters. 

Streets of Decay

“A quick and dirty way to generate encounters based on the city-crawling oracles in 1d10+5's Alöne in the Crowd (exclusive to backers of the Sölitary Defilement Kickstarter)”

Sölitary Defilement

Concept: “An engine of lonesome death”
Content:
A sprawling supplement with comprehensive rules and tables for solo play
Writing:
Straightforward, second-person instruction in the main text; also includes a sample of play
Art/design:
Clean, linear textual layouts and presentations with on-brand typographical choices to delineate structure; illustrations set a lonely, macabre atmosphere; also includes a handy flowchart for daily activities
Usability:
Calls for the use of other supplements and tools, but in itself, a thorough kit for dying alone & miserable, including multiple useful documents for record-keeping

Sölitary Defilement Oraculorum

“All the oracles you need for Solitary Defilement in one place and optimised for mobile”

SölitASCII Defilement

Concept: “Someone asked for a plaintext version of Sölitary Defilement, so here it is!”
Content: A plaintext supplement of comprehensive rules and tables for solo play.
Writing: Consistent and straightforward narrative resolution. Clear instructions for solo play. With an included sample of play.
Art/design: 128 fixed-width characters with L337 ASCII embellishments.
Usability: References Mörk Borg & Feretory but has suitable instructions for solo play and record keeping without them. 

The Black City

Concept: “the Blood-Countess Anthelia, will reward with eternal youth whomsoever delivers into her hands the six lost magical artefacts of the Creton order.” 
Content: A dynamically generated city of Alliáns, plenty of ice-cold ways to die, and a collection of artifacts to collect to appease the Blood-Countess. Bring a torch — and a stake.
Writing: Frigidly thematic and appropriately bleak. No choice goes unpunished in Alliáns.
Art/design: Charcoal sketches convey a dark starving city, drained of its vibrancy and life.
Usability: A self-contained solo dungeon scrawl. Just add flint. Watch it burn. 

We Die Alone

Concept: “A solo roleplaying supplement for Mörk Borg”
Content: Rules tweaks, advice for setting scenes and building narrative arcs, and mechanics for GM-less play
Writing: A mix of game mechanics and metagame guidance
Art/design: Liberal layouts and more subdued design than some Mörk Borg publications, but still on-brand
Usability: Not as comprehensive as some other solo toolkits but it’ll get the job done

You Nameless SCUM

Concept: “play a quick and brutal adventure for one and, in the process, create characters fully ready to use in your Mörk Borg games... at least if you make the right choices and survive.”
Content: A solo choose-your-own-adventure and character creator.
Writing: A haunting wax-filled replica of Sarkash and Graven-Tosk. A serious and surreal experience.
Art/design: An embellished single-column layout, with abstract illustrations invoking an artificial and constructed reality.
Usability: Stylish and simple, a breeze to navigate. Writing in the book encouraged. 
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