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

Rules

Optional and alternative rules.

Box of Shadows

Concept: “The dry cracked earth of the city now spews a scentless dark black fog. … Rumors of this substance taking form and hunting down those that travel without a lamp or torch have become ever more prevalent.”
Content:
A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing:
Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design:
Incorporates original and found art into exuberant designs and diverse layouts
Usability:
Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play

Buy Low, Sell, DIE

“Keep your finances up to date with d40 financial headlines in a messed up future city.”

Carousing in the Dying World

Concept: “A PC can ‘get better’ […] by carousing.”
Content:
Spend money and time to increase attributes and gain traits, items, recruits, etc.; clever use of simultaneous dice rolls
Writing:
Clear and thoroughly entertaining
Art/design:
Subdued but easy on the eyes
Usability:
GM may need to consult additional supplements; in itself, perfectly usable

This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“I paid $50 just to tell you that I made this in Microsoft PowerPoint. Also, in hindsight, it is sorely lacking in pulsating anuses. Ani? Eh. You get it.”

Cities of the Dying Land

Concept: “A city generator”
Content:
Two dozen tables to create a living, breathing settlement
Writing:
Tons of little details to add real personality to locations
Art/design:
Good use of Mörk-Borgy colors while being easy on the eyes; physical version glows under a black light (awesome)
Usability:
Keep a notepad handy; there are too many characteristics to remember unaided

Cthork Borg

Concept: “Gloomy gilded age struggles against cosmic horror”
Content:
A full adaptation of the Mörk Borg core system for weird, investigative horror in the early 20th century
Writing:
An appropriate mix of clear instructional text with more evocative descriptions
Art/design:
More traditional layout and design than some releases, but the colors and illustrations establish the setting and tone well
Usability:
At 120 pages, a bit heftier than the norm

Additional supplements for this conversion are available on the creator's itch page.

Cultists of Dying Gods

Concept: “Many of those in the dying world still cling to dying gods—ironically, inquisitors most of all. Most of these dying gods need you to torture or be tortured.”
Content:
Includes stats for various cultists and rules for torture and trauma; some interesting rules interactions
Writing: Clear and concise with entertaining cultural and metagame references
Art/design:
Nice public domain art (some color-enhanced) sets the tone for individual cults
Usability:
Pstress rules are a bit complex but robust rather than complicated

Cursed Immortality

Concept: “You’ve been cursed with immortality.” Bummer.
Content:
6 ways characters can survive death (albeit not entirely unscathed)
Writing:
Descriptive and punctuated wry comments and mechanics to match
Art/design:
Typographical and color choices create a dynamic gestalt while aiding navigation
Usability:
Step 1: Get cursed. Step 2: Die. Step 3: See what happens.

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 Consumption

Concept: “Use a deck of mundane cards to easily bring forth time’s suffering: hungering stomaches, extinguished lanterns, and wandering monsters.”
Content: Rules to measure time, light, and suffering—with a deck of cards.
Writing: Clear and flexible rules for time management. Alongside explanations of their consequences/benefits.
Art/design: A surprisingly content dead king presides over the whole presentation.
Usability: Requires a deck of playing cards. 

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

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

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