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

demon/devil

D'ugax

Concept: "In the city of North Gate, the Church of Abundance, worshipers of the goddess Zovra, hires the party to retrieve a stolen holy relic – the jawbone of their saint. 

Meanwhile, a strange symbol is seen around town – a  skull, with a moth in its mouth, and a single eye on its forehead." 
Content: An investigation into the cults of plenty, and their demons.
Writing: Scripted structure establishes witness and suspect statements. Contingent events sketch a timeline of events.
Art/design: Consistent and sturdy single-column layout, thematic cover art, with art of major locations and NPCs.
Usability: Flow of events requires pre-reading. Table of contents and strong section headings for ease of reference. 

d4 Sadistic Demons Plague the Doomed World

Concept: “A broken clay tablet disclosing d4 haunting encounters with mischievious evil.”
Content: Four demons and their bargains for this miserable little game.
Writing: Monstrous encounters to ensnare or entrap as well as confront, complete with adventure hooks to bait.
Art/design: Color and background art distinguish the influence of each demon across eclectic layouts.
Usability: Usable as single encounters or long-term story elements of their own. 

Damnation

Concept: “HELL IS EMPTY, AND ALL THE DEVILS ARE HERE.” 
Content: Twenty fiends, mortal and infernal. The conflicts of Demon and Basilisks. And two new classes for suffering scvm.
Writing: Excruciating and gratuitous torment, exquisitely detailed excess. Diametrically opposed forces in conflict. You know, demons.
Art/design: A tastefully restrained selection of torture illustrations, all painted red, adorn this infernal textscape. 
Usability: Available in a, less bloody, print-friendly version.  

Dark and Accurséd

Concept: “‘I adjure you, by the ancient serpent, judge of the living and the dead, by our Master, by the Master of the whole universe, by HE who has the power to consign us all to hell...’” 
Content: An exorcist, and thirteen reasons to abandon that profession.
Writing: Macabre descriptions matched only by menacing mechanics.
Art/design: Plain text ‘til the bitter end.
Usability: Dense but navigable plaintext. 

Daughter Destroys Dragon

Concept: “The mountain, called "Mountain Crown" by the townspeople, has long been home to dragons, who occasionally appear in the city and steal away treasures. 
In other words, treasure is sleeping in that mountain.”
Content: A dragon kidnapping, treasure, and a demon exorcism.
Writing: A twist on a traditional fantasy adventure narrative.
Art/design: Engaging and dynamic sketches highlight characters and locations.
Usability: Simple concise adventure structure with randomization elements to enhance improvisational gameplay. 

Dead Festival 3

Concept: “A hallowed night has come” 
Content: “A Forbidden Psalm and Last War Annual mini-expansion for the spookiest of months”
Writing: Understated official briefings on four harrowing subterranean misadventures and a desperate last stand against the dark.
Art/design: Found documents and strangely doctored battlefield illustrations and photographs.
Usability: Requires Forbidden Psalm core rules or The Last War variant. 

Demon Dog

Concept: “Sure, you had to make a PACT with a DEVIL, (or at least one of them..) But it’s worth it for revenge!”
Content: Dog creation, rules, monsters/NPCs, tables, and sheets for a medieval splatterpunk setting.
Writing: A mouthy, coarse, and irreverent style. A drunken mix of gutter and grave.
Art/design: A violently sharp visual style that separates many illustrative and textual elements.
Usability: Designed to pick up and play. Starting straight into character creation and working toward the setting. 

Dire Mutterings

9 contributors
Concept: “Spat out from the mouths of fools or collated from the cackling of the insane, this tome contains a myriad of lies, untruths and sheer fantasies for Mork Borg”
Content: A compilation of classes, encounters, items, rules, and an adventure.
Writing: Accumulated rumblings generally framed as folk wisdom, legends, and superstitions. 
Art/design: Vigorously variegated illustrations distress slabs of structured text 
Usability: A table of contents complements visually distinct entries assist navigation.  

Fiendish food & hunger-related madness

Concept: “‘A food and cooking related supplement ideal for the alimentation of the wretched... Recommanded by 9 out of 10 dead prophets” 
Content: Misery and eateries. Roadside meals for scvm, The Meat Cult, cooking on the trail, heartburn (and worse), mushrooms, supplements, a menu, and a fucking demon.
Writing: Highly stylized, specific, darkly funny. Designed to generate those memorably Miserable moments scvm know and love, and to let players embrace their awful characters. 
Art/design: Crammed with all the provisions they could muster. A smorgasbord of fonts, illustrations, and layout structures.
Usability: Stylized, yes. Legible, mostly. Organized... better than it first appears. 

First, Do No Harm

Concept: “You’ve been dispatched to fetch Erling from the Raven’s Claw Sanatorium, a patient who is scheduled to be hanged at daybreak on the steps of the Basilisks’ basilica for their crimes of devil worshiping.”
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation. 

Forty Fiends

Concept: “From the darkness, they emerged. Of the darkness, they are made.” 
Content: The aforementioned fiends and related diseases, parasites, and tables.
Writing: Themes of infection, subversion, and infestation tie this book of beasts.
Art/design: A mmutilated mashup of tortured illustrations in a stylized but effective layout.
Usability: Rules and description separated and identifiable for ease of reference. 

Gnoll STL

Concept: "No matter how much the world twists and warps, no matter the distance, no matter the structures of man, it will always know where you are. Always."
Content:
A ceaseless agent of revenge in the dying world, rebirthed–in plastic.
Writing:
Impressive and flexible stat profile make for a recurring early game villain.
Art/design:
Faithful reinterpretation of Mörk Borg’s cover skeleton with an added dimension.
Usability:
Pre-supported STL files. “Thick” STL design available for tabletop scale figures.

Haunted Demonologist / Demons & Beasts

Concept: “You achieved what all others failed to do, and called a creature from the Beyond.”
Content:
Enslave infernal familiars for fun and profit (mostly fun)
Writing:
Clear, expressive, and entertaining
Art/design:
Good use of color to delineate sections and add visual emphasis; illustrated by appropriate, atmospheric engravings
Usability:
Simple for the player, and the demon-switching rules provide room for GMs to torment players

IMP AKA FAIRY

Concept: “You are a wandering disturbance, a wide-eyed exhalation of ruin and mirth.”
Content:
A character class with frail body and the wild chaotic power of Fairy Magic.
Writing:
Lighthearted and disturbing, in equal measure.
Art/design:
Unrestrained layout with excellent visual balance and crisp clean line.
Usability:
Crowded and busy, but frequently referenced text is clean and organized. Pleasant mix of style and utility. Requires Max Moon’s Fairyland rules to utilize all features.

Infernal Knave

Concept:
“A You were cleansed by fire, that now live inside you.
You are the unholy torch.
The world will be consumed by your flame.”
Content: A flame-obsessed, thoroughly-possessed scvm.
Writing: A potent and utilitarian array of infernal blessings make for a surprisingly flexible class.
Art/design: Mörk Borg Cult classic two-column layout. No class image.
Usability: Stylized headings establish hierarchy and contrast clean legible body text.

Ironbound Crusader

Concept: “Chosen champion, one of six, bound to it's demon possessed armor, on a crusade to slay the Two-headed Basilisk.”
Content: A knight who tilts at Basilisks.
Writing: Severe writing barely restrains the demonic corruption.
Art/design: Menacingly-warped demonically-generated plate armor. A rigidly forged layout with frosty blue highlights.
Usability: Organized and readable armor runes.

Kavlov’s Sanctuary

Concept: “Explore the dread-filled halls of Kavlov's Sanctuary and uncover the ancient secrets and betrayals that could determine the fate of the world. But be warned, your actions have consequences” 
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided. 

Kött

Concept: “The Great and final war that still rages between the vampire lords and hell itself... Hated by all. You are slaves to the abyss or escaped deserters searching for a life and purpose, if these can be found in this dying world.” 
Content: A trench fighting, organ grafting, hell of a war. A complete setting and ruleset, you just need to survive it.
Writing: Bleak, bombastic, and apocalyptic. Bursting with the kind of body horror which blurs the line between man and machine.
Art/design: The tortured linework of characters invoke a hellish atmosphere in just a few spare illustrations.
Usability: Self-contained and accessible plaintext. Available in Swedish and English. 

Lore Eye Hellbender

“These strange sad amphibians are born possessed by devilishly intelligent demonic spirits.”

Malleus Mörkicarum

Concept: “Foul witchcraft abounds in these dying lands.” 
Content: Witches and devils the inquisition warned you about, and the fanatics they didn’t. Curses abound for an unfortunate scvm.
Writing: Some clever wordplay and mechanics liven familiar inquisitorial tropes.
Art/design: Illustrated trappings of diabolism and inquisition sprinkle the text. 
Usability: Interaction of text and background symbols may hinder the reader. 

Manor Most Foul

Concept: “Greed, gore, romance? None of that matters as long as you can get to the hidden vault” 
Content: A lovingly macabre manor crawl.
Writing: A tragic love story (of sorts), reenacting its terrible pursuit this night for your voyeuristic pleasure.
Art/design: Full of coarse texture and bright color, a feast for the eyes, with a surprising emphasis on the eyes.
Usability: I'm not joking about the eyes. I may have exaggerated the voyeuristic pleasure. 

Martolea, Tuesday’s Demon

Concept: “Tuesday’s Demon rambles into desolate villages from its den high in the mountains only after a grisly tragedy has occurred on a Tuesday.”
Content:
A bizarre, subversive, brutal beast and  a simmering, horror-themed investigation spanning a few days in a seemingly quiet town
Writing:
Includes a standard stat block as well as additional attributes and an overview of the monster’s MO; the adventure balances subtle tension and intrigue with moments of overt violence and gore
Art/design:
  Graphic design aids in navigating the adventure; illustrations add lots of creepy visual character
Usability:
  Includes a town map and an appendix of character sketches for quick reference

Morkkabeans 1.1

9 contributors
Concept: “A new religion has arisen in the desert. Worshiping the Unnamable God of Names, blaspheming against SHE and HE, promising the revolt. Galgenbeck has sent its inquisitors.  The half-giant Nephilim walk the earth. If you join them, almost certain death awaits.”
Content: An escalating tower crawl of nameless gods and religious conflict. Complete with three new classes, gear, artifacts, angels, Nephilim, and mythical creatures. 
Writing: An absolutely metal reinterpretation of Jewish history and folklore.
Art/design: A spectacle of artistic styles as varied as the tower of tongues.
Usability: Visual styles delineate sections. VTT resources available. 

MÖRK "BOB"

Concept: “Who else in this wretched world is gonna cut you a little Slack when you need it?”
Content: A traveling businessman. Here for business.
Writing: Humorously materialistic. Delightfully shady.
Art/design: Exactly how I feel every time I enter a car dealership.
Usability: Open for business. 

Noblesse Tyrannise

Concept: “The corroding nobility hide away from the coming end... quieting the fear in their hearts with extravagant opulence. And who is left to deal with it? 
Content: Seven settings of gross decadence, fifteen self-indulgent monsters, and one seditious serving-scvm.
Writing: A functional mechanization of the worst sort of rumors about nobility.
Art/design: Elegantly stylized and lightly accented text.
Usability: Immaculately organized. 

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. 

Seven Hells and a Dead Paradise

Concept: “in this book you will find Seven Hells to inflict upon your players, and one Dead Paradise. Tie them all together with a Hellish table-crawl, the Eightfold Crypt of the King Orzog”
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole. 

Siege Goat-Demon

Concept: “Unspeakable is the malice that brought the siege goat-demon to life. Stranger still is the purpose of strapping a siege ballista to its forearm.”
Content:
An adaptation of DOOM’s Cyberdemon
Writing:
Predominantly deals with elaborating on attacks and Special
Art/design:
Linear, easy-to-use layout with splashes of red to unify the image and text
Usability:
Particularly lethal if you put it at the end of a narrow hallway beside a stack of ammunition

Tame Your Demons

Concept: “‘Come! Come! Sit with me. Let us bask in the glorious light of the Prescient Flame. Gaze into its depths. The Flame sees all. What do you see?’ 
—Seskel the Flamekeeper” 
Content: A tallow-melting, candle-burning, demon-facing altar crawl.
Writing: An atmospheric and sensory experience suitable to horror and suspense.
Art/design: A single-column adventure with simple spot illustrations and a clear top-down dungeon map.
Usability: Organized and system neutral, with stats for Mörk Borg and 5e D&D. 

Temple of Trechery

Concept: “An LSD trip of an adventure for Mörk Borg” 
Content: As above (so below).
Writing: A deeply rooted plot that’s sure to decay into a psychedelic trip, whether idylic or hellish is up to your scvm.
Art/design: A collection of print illustrations, and a few tastefully generated portraits which produce that strange hallucinatory feeling.
Usability: Well-organized and flexible. Available in German, with English translation in the works. 
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