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

Miseries

Content involving or modifying Miseries

7:7 - A Dying Card Game

Concept: “Well, it’s like a Living Card Game, but it’s up to all of you to keep it shambling on in a foetid undead state. Its brains have now been splattered gruesomely across the Mӧrk Borg community, decentralized, disaggregated, dismembered, ready to be resurrected at any time through the BLACK MAGIC of the Third Party License.”
Content:
A Print and Play Card Game with an Open License.
Writing: Flexible rules account for 3 modes of play. With delightfully characterized (and miserable) scvm.
Art/design:
Consistent use of symbolism and color for quick visual reference of card types and stats. Characterful illustrations and public domain art.
Usability:
Usable for 1v1, solo play, or as a prompt for randomized Mörk Borg adventures. Has a flexibility license so you can release your own expansions.

ABBAGEDDON

Concept: “An alternate Miseries prophecy”
Content:
… inspired by ABBA
Writing:
Successfully adapts images and concepts into apocalyptic enigmas
Art/design:
Mimics the Nameless Scriptures’ layout with highlighting for easy reference and textured background for visual variety
Usability:
It’s a really upbeat, peppy apocalypse. From Sweden.

Börk Morgue #666

Concept: “An unofficial zine for a Dying World with words and design”
Content:
Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing:
Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability:
Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around

Böwhoss’ handbook: notes on internal ignition

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information

By Nechrubel’s Heart

Concept: “Until the world blackens and burns, until the Miseries are unleashed, and even beyond to the Shimmering Fields. We belong together and to each other.”
Content:
A Valentine’s greeting and a gross, blackened heart
Writing:
Includes a short missive and mechanics for the Misery-defying heart
Art/design:
Black on yellow. Hearts. Grungy typefaces and textures. Mörk Borg.
Usability:
If only we’d had this to give to our friends in grade school

Elände, Harbinger of Misery

Concept: “She appears whenever a misery is rolled. She does not stop.”
Content:
A mechanically creative, increasingly powerful, and ultimately unkillable herald of the apocalypse
Writing:
Keeps the tone and flavor of the Nameless Scriptures while incorporating mechanical details
Art/design:
Red and black ground create a dark, ominous visual tone; white makes the text stand out well and draws the eye back to the central figure
Usability:
“Inevitable. Unavoidable. Unstoppable. Burn this pdf.”

Eskalating Eskatons

Concept: “Eskalating Eskatons ties the players’ spending of Omens to the Calendar of Nechrubel with a nifty rule and tracker.”
Content:
The number of omens spent gradually reduces the size of the die rolled on the Calendar
Writing:
Not wordy. Doesn’t need to be.
Art/design:
Provides visual cues for use in the full-graphic version and verbal instructions in the printer friendly version
Usability:
GM will need to keep careful count of omens used, but it’s obviously not a major chore

Flerjordhög Filip

Concept: “If Filip rises from the loamy hillside and sees his shadow, the townsfolk believe they have averted the end.”
Content:
A blasphemous monster and rites that defy the Unnamed Scripture
Writing:
Provides a broad hook and mechanics for a small rodent that averts and invokes Miseries
Art/design:
Well organized and visually delineated; surprisingly sunny and fluffy for Mörk Borg
Usability:
Heretical and should be punished. Burn the vermin.

Grave Matters

Concept: “New uses for dry corpses”
Content:
Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing:
Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design:
Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability:
References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses

Grave Matters: Dig Deeper

“This booklet continues what its predecessor began, adding new monsters, foul objects, and a brand new adventure ready to be played.”

Hammer of a Killing Crown

Concept: “It’s a simple agreement: You retrieve the artifact. Aalgut exacts his revenge … After that, the unbounded power of the Killing Crown is yours.”
Content:
A dungeon crawl. Bufonic treasures. Murderous Crowns. Toadstools. Toads. Spells. Plague.
Writing: Strong and consistent theme and symbolism. Clear mechanics. Incorporates playing cards.
Art/design: Mörk Borg with toadstools (and toads).
Usability: Aesthetics complement the readability. A breeze to read and reference.

I Hold Your Hand

Concept: “Based on I Hold Your Hand in Mine by Tom Lehrer”
Content:
A Presence-boosting and Misery-inducing hand
Writing:
A short paragraph of mechanics, obligatory lyrics, and Psalm 2:6 for easy reference
Art/design:
Candy pink juxtaposed with rotting flesh. Yummy.
Usability:
Harmful if not swallowed

In the Bluelight

“Takes characters deep beneath the barren wastes of Kergüs, where an ancient artefact that holds the power to stop the Miseries afflicting the world lies buried beneath the ice”

It Came from the West

Concept: “Fulfill the 4:3 Misery by interpreting dice rolled over the world map.”
Content:
Delivers on its promise and incorporates the dice’s spatial positions in addition to their numerical results
Writing:
Contains some excellent, atmospheric descriptions and some really clever mechanics for interpreting the rolls that include some ingenious metagame actions and consequences
Art/design:
A more traditional visual style and layout but still very on-brand and aligned with the content
Usability:
Must be printed unless you want to roll dice on your screen; in the latter case, I recommend heavy, sharp, pointy metal ones

IV:III

Concept: “A tiny system for MÖRK BORG when rolling 4:3.”
Content:
A blank map of the Dying Land to track the progress of the prophesied fires
Writing:
Includes instructions for use and a dire warning
Art/design:
Elegant and visually engaging in its contrasting aspects
Usability:
A clever material (rather than mechanical) tool
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