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

Rules

Optional and alternative rules.

d666 Names for the Dying World

Concept: “Whenever a PC asks a NPC what the Dying World is called, roll 3d6 and consult this chart. That’s what that NPC thinks the Dying World is called.”
Content:
A trio of 6-point tables
Writing:
Tongue firmly in cheek
Art/design:
Yellow. Pink. Black. Old Newspaper Type. Copperplate Gothic. Good to go.
Usability:
Get ready for Die Nohrland

Dark Fortean Times: Pwdre Sêr

Concept: “( /pu/ – /dre/ – /ser/ ) 1. n. excrement of the stars 2. n. Star Jelly”
Content:
Apocalyptic options for alternative weather events
Writing:
Variously horrifying, bewildering, and humorous
Art/design:
A variety of visual styles in diverse and energetic layouts
Usability:
Straightforward on the GM side; player choice has a notably important influence on phenomena

Dashed Hopes & Twisted Pleasantries

Concept: “Need to give your players a small bit of hope or respite? Then roll on this table. Want to take away that hope? The event has an optional dark twist.”
Content:
12 light occurrences and ways to pervert their charm
Writing:
Well written with especially good comedic pacing and timing
Art/design:
A useable, visually interesting table with particularly fun guiding graphics
Usability:
Rolling a d10 is the easy part; deciding to crush the PCs’ souls a little bit more is the fun part

Death Is But a Doorway

Concept: “This set of rules bridges character death to a multitude of undead classes and fates worse than death.”
Content:
Why settle for a boring death when you can adopt a different class and get back in the game?
Writing:
Guides the player with a series of questions posed by a surprisingly sympathetic demon
Art/design:
Designed for easy use and readability; splashes of color add emphasis
Usability:
An excellent resource for matching fateful deaths with meaningful character (re)creation

Death Is Not an Escape!

Concept: “It isn’t your time. Rise revenant and roll for Death’s gift upon your first death.”
Content:
20 abilities that provide certain benefits and detriments
Writing:
Some creative concepts concisely expressed
Art/design:
Illustration and color lend an appropriate, on-brand character
Usability:
Just roll d20 to see what gift you bring back from beyond the grave

Death's Head at a Feast

Concept: “A new group of antagonists and a new ability for Mörk Borg player characters”
Content:
Includes a filthiness score mechanic, new sacred and unclean scrolls, and mechanics for rerolling failed tests (and additional effects for outcomes)
Writing:
Primarily devoted to mechanics but includes some introductory descriptive text
Art/design:
Text-heavy but stylized with blackletter (sometimes yellowletter) and some illustrations for macabre flavor
Usability:
Requires tracking an additional filthiness quantity, but the mechanics are simple

Deck of Corpses

Concept: “A deck of 36 corpses the GM may turn to whenever the PCs stumble across yet another dead body.”
Content:
A heap of bodies, some of whom also have loot
Writing:
Some strange and gruesome remains; not for the faint of heart, but definitely for Mörk Borg
Art/design:
Conservative but effective
Usability:
Includes a unique mechanic involving the official Corpse Plundering table and clock time

Deck of Secrets

Concept: “Use this deck during character creation […] to add background.”
Content:
36 violent, sordid, and bizarre selections to flesh out your characters’ personal histories
Writing:
Well-crafted to inspire players’ imaginations and add compelling depth to characters
Art/design:
Nice, macabre art on card backs, and textured backgrounds add some visual depth to each side
Usability:
Just draw and then despair

Deck of Terribly Broken Bodies

Concept: “Instead of rolling a d4 and checking the table in the core rules, draw a single card from this deck whenever a PC reaches zero HP.”
Content:
38 severe injuries at 4 levels of severity (correlating to the 4 results on the Broken table in the core rules) with different results for different damage types
Writing:
Visceral, vivid, and violent (obviously)
Art/design:
Overall nice design; use of vivid yellow skulls to emphasize severity is a solid, well-devised feature
Usability:
Very straightforward so you can focus on suffering from the wound instead of deciphering it

Dïce Borg

Concept: “Completely remove all dice that are not d6 from the world’s Mörkiest Borg!”
Content:
Mechanics for playing using only d6(s)
Writing:
Clear explanation of some relatively complex dice mechanics
Art/design:
Condensed version includes some graphic stylization; main document uses clear, traditional design and layout fitting the content’s nature
Usability:
Includes quick-start bookmark as well as fully elaborated rules and tables; throwing knife not included

D is for Dungeon

Concept: “This Mork Borg Compatible alphabet book is both a functioning children's book (it's been Beta tested by my own sordid progeny) and a collection of useful randomizers.”
Content:
“1 Dungeon, 1 Character Class, 1 Magic Omnoculous, 23 Tables to roll on, 26 Flies (or more), 489 Monsters and Beasts to fight, and 1 Voracious Vegetable”
Writing:
Maintains a very Mörk Borg tone while still being suitable for children (though they may need some help with the bigger words)
Art/design:
Uses a variety of visual styles and has a Mörk Borg aesthetic but avoids subject matter that may upset young readers
Usability:
Includes a search-and-find game as well as serving as an alphabet book and a MÖRK BORG 

Dual Wielding

Concept: “House ruling for dual wielding, simple and brutal”
Content:
Rules for attacking and defending with two weapons
Writing:
Delivers mechanics pretty efficiently
Art/design:
Nice adaptation of public domain art to Mörk Borg aesthetic
Usability:
“simple and brutal”

Dukk Börg

Concept: “As a hurricane, you approach the gates of Dukk Börg.”
Content: Includes optional rules for Clan and lineage, a thematic Miseries and classes, stats for monsters and NPCs, items, and descriptions of locations within the setting
Writing: Revels in mashing up cyclopean grimdark imagery with Duck lore
Art/design: The diverse typefaces and arrangement of graphic elements scream Mörk Borg while the illustrations combine that spirit with the whimsical grandeur of the works of Carl Barks and Don Rosa.
Usability: It may or may not fit with your vision of Mörk Borg, but it’s a gem in its own right.

Eat, Prey, Kill

Concept: “When stomachs growl and there’s no inn in sight …”
Content:
Mechanics for hunting and whole ecosystems of prey
Writing:
Macabre imagery and characterizations help flesh out the nature of the Dying World
Art/design:
Illustrations provide additional character and spark GM interpretation
Usability:
Clean, straightforward layout supported by color and typographical choices

Eldritch Elevations

Concept: “Blessed are the Powers granted to us by the Basilisks and Blessed are we by their use!”
Content:
20 options for critical success when using Powers
Writing:
Clear, concise descriptions of narrative and mechanical effects
Art/design:
Economical type choices; presentation emphasizes the textual subject
Usability:
Roll & read

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

Faces in the Crowd

“A sourcebook for the Jazz Age in the United States”

Familiars

Concept: “Bizarre-looking miniature human figures (homunculi) created from non-human biological matter”
Content:
Rules for creating and running familiars plus tables for names, communication, personality, specialties, food, death, name, and rarities
Writing:
Straightforward with some particularly humorous entries
Art/design:
Designed for easy usability and includes some illustrations as examples or inspiration
Usability:
Potentially useful and entertaining

Fisk Borg

Concept: “An expansion that adds somber and ominous fishing”
Content:
Primarily an optional rules supplement but also includes a new class, fishing gear, hirelings, and a sprawling aquatic bestiary
Writing:
Knows that it’s a grimdark fishing simulator and revels in that
Art/design:
Combines various image types and styles to create an eclectic visual character; text is laid out for easy reading and navigation
Usability:
Absolutely packed with content, but the table of contents and graphic design make it easy to find what you’re looking for

Forth Comes Fire

Concept: “A short supplement about fire”
Content:
Rules for fire and its effects in combat (and afterward)
Writing:
Concisely conveys the expanded mechanics
Art/design:
Visually conveys the flame motif on every level
Usability:
A handy reference for general use or in special situations

Glimpses of a Dying World

Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content:
A sprawling offering of all things Mörk Borg
Writing:
Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design:
Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability:
There’s something here for everyone

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

Gravestone Graffiti

“d100 names, d66 honorifics and 2d6 origins … Print and bring it to the table. Your gravestone will thank you.”

Heralds of Doom

Concept: “A comet of unnatural hue hurtles across the sky… What strange fate does this harbinger of evil foretell?”
Content:
Tables of portents, prophecies, and potential solutions
Writing:
Copious apocalyptic imagery and some fun allusions
Art/design:
Color and typographical choices support the concept and writing
Usability:
Not to be confused with Harolds of Doom, an acapella metal quartet

Horrible Wounds

vil

Concept: “Alternative death/ broken mechanics for Mörk Borg, including a simple way to deal with ‘sanity damage.’”
Content:
Includes wound types and categories, conditions, and rules for healing
Writing:
Straightforward instructions with vivid (and occasionally humorous) descriptions of wounds
Art/design:
Poster version includes more visual flourish while print version is more visually conservative and economical
Usability:
Printable version sacrifices visual character for easier readability on standard paper

Hovel of Miseries

Concept: “Life is short. Steal a fort.”
Content:
Events. Hirelings. Fortifications. Amenities. Renovations. Allies. Animals. Curses. Hooks. Taxes. Everything you need to run a stronghold.
Writing:
Atmospheric, informative, and witty
Art/design:
Graphically diverse, with efficient layouts and typographical choices
Usability:
Some related content isn’t in close proximity, but page gestalts and section headers make it easy to find what you’re looking for

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

Les Miseredibles

Concept: “Rules for intoxication and carousing, tables for rolling up a tavern, and menus for each of the major regions”
Content:
Includes tavern names, characteristics, patrons, and fare (with mechanics for intoxication)
Writing:
A balanced mix of grim humor and humorous grimness
Art/design:
Fairly subdued use of color but diverse visual elements and typefaces add character and facilitate navigation
Usability:
Potentially profitable or disastrous for PCs; always entertaining for the GM
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