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

Ian Long

A Dead God’s Stronghold

Concept: “Have some scvm you can’t seem to part with? Looking for a way to end your game before it ends the world?”
Content:
6 thematic hazards and stats for some pretty brutal basilisks
Writing:
Clear descriptions with a healthy dose of humor
Art/design:
Fits a fair amount of content efficiently onto one page alongside some nice graphic elaborations of the base image
Usability:
Can be used as an overlay for another dungeon to add extra character and lethality

A Question of Honor

Concept: “Get down in the muck, honorably. Roll in the slime, valiantly. Collect foreskins, to preserve your good name.”
Content:
An optional rule that punishes you for being too dis/honorable and affects encounters and initiative
Writing:
Clear description of the mechanics with plenty of humor worked in (particularly the color text and the offenses and tasks tables)
Art/design:
Works primarily in yellow, pink, white, and black with some red for particular emphasis; some interesting layout and clever typographical effects
Usability:
Some visual friction due to point size and shifts in typefaces, but the issue’s balanced by its brevity

Cannibal Cook

Concept: “Some people are dying. Other people are hungry. You just might have found a way to solve both their problems.”
Content:
A character class whose name says it all
Writing:
Showcases the comedic side of eating people
Art/design:
Clever layout and typographic design with perfect public domain art
Usability:
Stylized but pretty straightforward

Dead Dimensional Diver

Concept: “Remnant of a dead dimension. Long ago collapsed in on itself.”
Content: A darkness-dwelling revenant from beyond the known universe
Writing: Short, punchy flavor text with concise special features
Art/Design: Grungy typography and illustration mesh well and fit the relatively reserved but well-balanced layout
Usability: Store in a dark environment away from fire 

FÖLK-LORE: Fiends, Freaks, & Foes

41 contributors
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content:
The first volume of collected FÖLK-LORE Jam entries
Writing:
Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design:
Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?

Making Friends and Eating People

Concept: “Eat your friends. They’d do the same for you.”
Content:
Optional rules for upcycling dead characters and benefits for doing so
Writing:
Darkly humorous and appropriately off-kilter
Art/design:
If Hell has insane asylums and their cafeterias have menus, they probably look like this
Usability:
The mechanics are nestled in with the flavor text, but if you know what you’re looking for, you’re good to go

Monolith 1: Harvest

8 contributors
Concept: “A quarterly publication that focuses its cyclopean gaze on a single system with every issue”
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated. 
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.

The Dyer Lich

Concept: “One hand frozen to the rock face, the other raised in defiance of her own death, Moll Dyer was blessed by Nechrubel with the undying spark of anti-life.”
Content:
A persecuted witch bent on vengeance
Writing:
Includes a prose-poetic description in addition to stats for lich and her rock
Art/design:
Layout creates a strong visual flow, and the colors reinforce the integral sensatiosn of heat and cold
Usability:
Not only very useable but also very compelling

Time for Tea

Concept: “This teapot will drive your scvm crazy, but the rewards are potentially limitless…at least for the survivors.”
Content:
A surreal string of events revolving around a teapot and some invisible visitors
Writing:
Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
Art/design:
The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
Usability:
“Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”
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