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

undead

Barghuest

Concept: “Stalking among ancient graves, the cursed Barghuest is an omen of imminent death.” 
Content: Not the ghuest you’d want to visit.
Writing: An absolutely brutal curse wrapped in a canine-shaped package.
Art/design: Dynamic and high contrast three-tone red/black/white layout with a cursed illustration. 
Usability: Don’t just murk your high-level scvm. Make them suffer. 

Basilica of the False Prophet

Concept: “THEM. A lunatic, convinced he is the one true, basilisk. Skulking in an abandoned church on the far side of the western mountain range, he rants and plots against HE and SHE.”
Content: A desperate descent. An unexpected plunge. A shattered hope?
Writing: Miserable and descriptive encounters, backed by elegant mechanics, make a narrative descent into madness.
Art/design: A masterful balance of utility, consistency, and style. Haunting yet austere illustrations and maps fill but do not dominate the pamphlet.
Usability: Pairs well with Western Wall (also by Rugose Kohn). 

Beinfjäll

Concept: “Welcome to Beinfjäll, a dungeon set into a mountain in Bergen Chrypt. Let us take a wander through its halls and discover its secrets.” 
Content: A room a day Mörktober 2023 dungeon.
Writing: Decisive bulleted room descriptions establish clear ecology, encounter context, and pace.
Art/design: A dreary isometric map of giant vampire bones and horrible little surprises.
Usability: A Twitter thread mini-map (for now

Bergen Chrypt

Concept: "What else would you call Bergen Chrypt than an infectious rash? Filthy pockmarks on the skin of the earth... Scratch, scratch, until black blood pours from the clefts... faces contorted, in equal measures, with disgust and greed." 
Content: One Bergen Crawling Campaign, d10 occult treasure, 4 new factions, 7 locations, 7 encounter tables, and 8 new monsters.
Writing: A morbid tapestry of factions, locations, and personalities that won’t leave your players out in the cold.
Art/design: Richly textured illustrations integrated into dynamic spreads with dreamlike consistency.
Usability: Consistency in basic principles, coupled with a practical table of contents makes for a stylistic, but navigable design. 

Bestiary

Concept: “The artefact which has come into your possession... these notes-however crude they may seem-however cursed and however twisted, are notes that I would guard with my life.”
Content: 40+ nightmarish monsters, a vampire-like class, lore, tables, a dungeon.
Writing: Renford P. Logan’s journalistic endeavors frame this collection of strongly themed creatures and locales. Realistic portrayals of disturbing events lend weight to the creatures and locales. It is enjoyable to both read and reference.
Art/design: Characterful two-tone illustrations and text elements in a balanced layout. Reserved but impactful use of color.
Usability: Thematic organization in a strong table of contents make for low prep referencing. 

Betrayed Phantom

Concept: “Between earth and the beyond, SOMETHING REACHED OUT. You took its bargain, and it took your body.”
Content:
A ghostly character class with some distinctive characteristics
Writing:
Very sharp, efficient, and evocative
Art/design:
Effective layout with brighter colors adding emphasis against a cool ground and image
Usability:
Versatile; some special features are purely narrative-oriented

Beyond Deep

9 contributors
Concept: “The secluded mining town of Bereleah has been ground down by the exploitation of Thunder Trove Mining, its inhabitants grasping for survival at the treacherous edge...” 
Content: A company town atop a Black Rock pit of horrors. 6 locations, 6 side quests, 11 artifacts (14 if you count cursed ones), 7 NPCs, and 10 monsters.
Writing: A moral quagmire inspired by the complex relationships and power imbalances of mining communities.
Art/design: Coarse, gritty, and at times dark illustrations and isometric maps in a rich black and white format. Organized two-column layout.
Usability: Highly legible. Available as a soft cover or pdf. 

Black Lady

Concept: “You dreamed about a black lady silently screaming and pointing the finger at you…”
Content:
A retributive, relentless night-haint
Writing:
Lore and mechanics are both delivered clearly and efficiently
Art/design:
Clearly delineate segments of text and uses color and typeface to add emphasis
Usability:
Escapable but not killable; has the potential to debilitate long-term guests

Blood Feast

Concept: “There exists a theater in the city of Galgenbeck, that is home to three sisters... turned into Nechrubel’s first children.”
Content: A trio of musical vampires.
Writing: History and heavy characterization personalize the daughters of Nechrubel.
Art/design: AI-generated vampire triplets standing before the blood moon.
Usability: A Babymetal tribute. 

Blood of SHE

Concept: “A mighty artefact is hidden in a chilly cavern: the nail that once wounded the mighty basilisk SHE.”
Content: A pamphlet dungeon made for the Crossword Dungeon Jam.
Writing: A dramatic legend of heroic magic turned to a dark purpose. With rules for your scvm to bring this blasphemous tale to an end, or open a new chapter.
Art/design: A pleasant compromise of style and function, a simple design with visual flourish around mechanical text to keep the eye engaged in multiple readings.
Usability: A well-structured pamphlet dungeon for easy reference at the table.

Blood Sucker

Concept: “A Creature for MÖRK BORG.”
Content: A blood sucker. Obviously
Writing: Flavor saturating every last drop.
Art/design: Frightfully elegant characterization and design.
Usability: Simple and legible typeface choices. 

Bog Iron

Concept: “ In the Vales of northern Bergen Chrypt villages harvest bog iron that they charge with blood sacrifes. The area is also plagued by manifesting beliefs. ”
Content:
Includes bog-iron weapons, a map of the area, various encounters, and 7 creatures
Writing:
Adds lots of local color that’s in line with the larger character of the Dying Land
Art/design:
Draws lots of visual tropes from Mörk Borg but still maintains a distinct style
Usability:
Keep it handy in case the party ever ventures through the region (or if you want some nasty weapons and monsters)

Bogfolk’s Silver

Concept: “Picked up any silver? Good for you, NOW ROLL A D20!!!” 
Content: Like normal silver, but probably fvcked.
Writing: Seven shiny new miseries* for those greedy scvm.
Art/design: Cursed silver coins fall, casting angled shadows across a plastered page. 
Usability: *Not “Miseries” in that sense. That fate is sealed.  

Bone Idiots

Concept: “Some real doofus skeletons”
Content:
A group of skeletons played as a single character
Writing:
Standard class profile with some additional features and d6 special features that change daily
Art/design:
Text is presented readable blocks differentiated by color and arrayed around a dans macabre
Usability:
The skeletons really like getting drunk

Bone Slave

Concept: “You roam the gods-forsaken realms in your true skeletal form.”
Content:
A skeleton character class with some innovative options
Writing:
Clear, clean, and concise
Art/design:
Would scream “Mörk Borg” if it had any vocal chords
Usability:
Easily readable and navigable

Bonfire Bound

Concept: “Night has fallen in this once great land. Where eternal fires illuminated the great reign of the Lords, now only ashes and glowing embers remain.” 
Content: A souls-like setting with “undead player characters, dodging, parrying, backstabbing, invading phantoms and the looming threat of going hollow.”
Writing: Rules that place emphasis on equipment attributes and a risk-reward reaction system to abstract strategic gameplay.
Art/design: A two-columned structure with dark and opulently recolored prints.
Usability: A functional but ongoing work in progress. Still in development. 

Boni, your bone companion

Concept: “A disembodied skull with a penchant for rambling stories of old exploits and griping about how things were better in the good old days.”
Content:
Some descriptive text, simple mechanic, and sample commentary
Writing:
Straightforward with humor as dry as an old bone
Art/design:
Text laid out intuitively around the central image
Usability:
Somewhere between an NPC and a magic item; works well as both

Bony Knuckles to the Face

Concept: “At any time and place in this doomed world, a sarcophagus could appear that was not there the day before.”
Content:
Hook and mechanics for an undead (but surprisingly good-natured) fighting pit
Writing:
Lots of descriptive details, a stable of fun mechanical features, and some interesting variables
Art/design:
Art and layout are very on-brand but with their own unique flavor
Usability:
Logical, efficient sequential flow

Book of Misery Volume 2: Mork Borg

Concept: “So you're still unprepared??!!!”
Content: A witch’s tome of classes, monsters, artifacts, followers, adventures—and misery.
Writing: Provides exposition to provide backstory to the various monsters, artifacts, and followers to facilitate the unprepared storyteller.
Art/design: Coarse and violent textures produce evocative creature illustrations. Variety in overall design decisions produce a collaborative zine aesthetic.
Usability: Enough content to sprinkle a little variety into your Mörk Borg if you find yourself in need of inspiration.

Broken Table

Concept: “Knighthood. What a laughable concept.” 
Content: Fourteen corrupted puppets of chivalry, six dying orders, and a quixotic scvm.
Writing: An encyclopedia of chivalric failures, starting with the individual, moving to the institutional, and ending at the personal. 
Art/design: A gritty and lightly edited cover illustration, with classic prints organized throughout this distressed (and yellowed) tome. 
Usability: Yellow text sections may hinder the reader over textured backgrounds. 

Burn Your Dead

Concept: “Based on the EP Burn Your Dead by Year of the Cobra”
Content:
A 5-room dungeon infested with the undead
Writing:
Concise descriptions with strong imagery
Art/design:
Text is arranged around the central map; color emphasizes monsters and important actions; and the flame image reinforces the title and creates a sense of advancing danger
Usability:
Provides no hook, but easy to drop into a game at an appropriate (or unexpected) time

Böeser

6 contributors
Concept: “Children keep disappearing in the forest. But no one dares to visit the abandoned ruin, which juts out of a clearing like a rotten tooth. Whoever crosses the threshold is confronted with a force that scares even the Inquisition. Everything is alive.”
Content: A basilisk-bonding, child-abducting, palace of a flesh crawl.
Writing: A full-bodied blend of humor and horror that spares no raw material.
Art/design: A well-built manor of an adventure design, with tormented sketches, and fleshy full-color illustrations.
Usability: Easily referenced adventure design. A follow-up to Den of Disarray. 

Carmine, blood-drenched skeleton

“Blood as a weapon. You feel it in your bones...because that's all you have left.”

Chamber of Screams and More

Concept: “Five different 12" x 12" double-sided posters, each a different encounter idea/mini-adventure... Each is a stand-alone and, if I've done things right, will lead to a TPK or as close to one as possible.” 
Content: Five fatal mistakes for your next group of scvm.
Writing: Humorous and harrowing. With deadly accommodations for particularly resilient scvm. 
Art/design: Art-heavy poster layouts with detailed adventure text on the reverse side.
Usability: Clean and calculated for reading and reference. 

Chapel of Pain

Concept: “In the halls of the dead where flayed men wander, the darkness snuffs out the light. It tears the flames from candle and log.”
Content: A dark temple crawl through a cult of shadows.
Writing: A gory supernatural survival horror. Makes use of light as a resource to maintain suspense.
Art/design: Traditional adventure layout. Gridded, un-gridded, and notated map. Handout images for significant adventure features.
Usability: Not actually a pain. 

Clockwork Phylactery

Concept: “play a clockwork entity.” 
Content: What it says on your chassis.
Writing: A storied production of a tragic automaton, human consciousness trapped in a clockwork frame.
Art/design: Some bright, color-coded text over a muted gray framework, with simple evocative illustrations of cogs and skulls to drive home its theme.
Usability: Not likely to make your gears slip. 

Colour of the Void

Concept: “for use with any level adventurer because they’re all doomed anyway”
Content:
Missing persons in the valley of unfortunate undead. Desecrated tomb. Horror unleashed.
Writing:
Cinematic style narrative encounters. Flexible dungeon crawl descriptions.
Art/design:
Mix of comic style art & open-source images. Experiments with borders and breaks.
Usability:
Cinematic style adventure. Clear maps with traditional indexes. Referenceable mechanics.

Compost

Concept: “This shady business has confused more than one necromancer.”
Content: A walking tree with a surprise inside.
Writing: A unique take on armor that reinforces an amusing concept.
Art/design: A dead tree creeps up behind boxed text.
Usability: Clean text boxes make for easy reference. 

Corpse Collective

Concept: “They say the world is dying, but we at the corpse collective know the truth. It just needs to be remade. Ground down to bone dust, kneaded into meat dough, and baked to perfection.” 
Content: Your friendly local cult of corpse grinders and soul stealers. 
Writing: A discursive introduction to a resurrection cult for scvm with discontinuity issues.
Art/design: Robed figures tend to corpse grinding over plain text.
Usability: Written in setting, but easy to adapt to simple rules. 

CREATURES (Innistrad X MÖRK BORG)

“26 Monster Stats to retheme/supplement the MÖRK BORG core book … to get your monster slaying on in Innistrad!”
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