Toon Morgue is a grimdark, rubberhose cartoon-inspired setting for the MÖRK BORG system. You play as a Loonatic, in a decaying world that blends wackiness with twisted humor, a world destined to collapse in on itself.
Toon Morgue, a Rubberhose Horror Setting for MÖRK BORG / OSR
Toon Morgue is a tabletop roleplaying game set in the rotting, surreal world of Terloon — a place where reality behaves like a dying film reel, and time stutters toward oblivion. You play as warped, animated survivors — Loonatics — drawn into a nightmare of collapsing logic, religious mania, and creeping madness.
The game runs on a rules-light system inspired by MÖRK BORG, with fast character creation, brutal consequences, and a world that doesn’t care if you make it out alive. Visually and thematically inspired by the surreal logic and rubber-limbed absurdity of early rubberhose animation, Toon Morgue drips with dark grotesque humor, grim storytelling, and encounters where style, timing, and luck might be all that save you.
Wield bizarre items, form fleeting alliances, and stumble through a setting where mutated plants bleed you dry, religions are born from chicken bones, and the war between nations threatens to spread across the realm like wildfire.
The end has already begun. You’re just trying to survive the punchline.
TERLOON
The realm itself. A decaying world wrapped in extremes — living doodles, cartoon logic, and cities that feel like caricatures of themselves. With every passing day, week, and month, its denizens are pushed deeper into a plague of madness.
The Church of the Frame
Was created when some poor bastard — Tomàsz — shoved his face into a divine eyepiece and watched Terloon’s entire history unravel before him. By the time it reached the present, his eyeballs had liquefied into something between melted wax and overcooked yolk. Now he sits blind on a glass throne, leading a religion devoted to the belief that reality is nothing but flickering images fed by some higher entity — the Frame — and sooner or later, those images will run out.
REGIONS OF TERLOON
Now, let’s take a peek at the regions that await you in the rotting world of Terloon:
Wonderdung The Concrete Jungle — cabaret shows, electricity-fueled excess, and endless mazes of brutalist skyscrapers. It’s loud, obnoxious, and rotting from the top down. The Church of the Frame has its tightest grip here, woven deep into the bones of the city. You either live for the spectacle… or die protecting it. Currently at war with Ashenwickan Heretics.
Ashenwick Hot, isolated, desolate. The people here live underground, as there is much more value and materials to work with. They are known to not believe in gods — but to believe in the power the land has to give, to make more with less. A big portion of their society being Alchemists. One of the fruits that investment gave was the creation of gunpowder. Boom.
Dogmarolia A hundred gods, most of them made up on the spot. Behold, the land of superstition. One cult worships chairs because it prevented some idiot from choking. You’ll probably be welcomed with open arms... and a sermon about forks. Also, they have their own card game called The Fool's Errand (the rules are included in the book).
Mlimitolou Spires Mountains, mines, and an unnerving silence permeate this region. Cryptic place where it is rumored that nobody lives here — kind of. Other rumors mention the only residents are hidden inside of the mines, mining gemstones and turning them sentient, compelling them to dig up more of themselves. It’s all very ethical, and not shady at all.
Middens The war-torn peninsula caught between Wonderdung and Ashenwick. Trade only happens in fish. Everything else is craters and blood. Somehow, fishing villages survive here. Probably cursed.
The Blighted Bog Used to be a massive garden, extending for miles and miles to no end. Now it’s just rot, sludge, and screaming flowers with teeth. Wonderdung denies dumping the toxins derived from their technological advances here, but… come on. We all know better.
Botchmer Lands Nobody really knows how it started. What was once just a remote peninsula with a landscape similar to Ashenwick’s is now a fully walled-off part of the world. Madness runs deep here — it’s seeped into the soil, and people feed off each other’s insanity. Worst part? Nobody gets to die. Kill someone, and they come back. Wonderdung walled it up and now uses it as their own personal prison.
There are 6 classes in this book all unique one from another.
Grown Herbicide — A sentient plant created for war. Whether sprouted from a terrorist’s flowerpot or cursed soil, you weren’t supposed to exist… and yet you do. Twisted limbs and botanical weaponry make you a walking abomination of chlorophyll and pain.
The Haunted — You’re not alone in there. Something clung to you — a soul, a fragment, a scream with nowhere else to go. Some get to a vengeful mage whispering spells through your teeth. Tomorrow, it’s a telekinetic freak pulling knives without hands. Once, it was a dead merchant who made you haggle in your sleep. The worst part? It feels so right.
Disgraced Skinwalker — A shapeshifter class — as simple as that. Something happened that unlocked the whole metamorph shenanigans. Whether your flesh then melded into beast, slime, or something people whisper about in cautionary tales, you’re the accident no one dares to look at for too long.
Vexed Charlatan — You make noise and magic happens. A traveling fool, a stage-bound fraud, or a real-deal vibe manipulator — doesn’t matter. Reality bends to your tune, even if only a little. You don’t fight fair, but you make it look good.
Begrimed Presbyter — Banished from the Church, your back still feels the echoes of the cracking whips. Shamed and excommunicated — yet your blessings linger: twisted, petty, divine. You still call down miracles, now free from the shackles your brethren so blindly embraced.
Unholy Hoarder — You see divinity in rot. Scraps speak to you. Every broken spoon, moldy boot, or shattered doll is a vessel — a chance to channel the Frame’s flickering light. While others pray in temples, you rummage through gutters and corpse-piles, whispering sermons to forgotten things. At dawn, you corrupt an object, and for a brief moment, it becomes holy. Then it burns out — just like everything else.
In this setting there's a new added mechanic for roleplay and character progression.
In Toon Morgue, sanity is fragile. Every Loonatic has a Loonacy Meter (0–100) that tracks their descent into madness. When characters witness horrors, lose limbs, or interact with deranged creatures, the Game Master may trigger a Mind Rupture, forcing a Mind Test.
Fail the roll, and you gain points of Loonacy based on the severity of the event (from 1d8 to 2d12). As the meter rises, it works like a skill tree of insanity: at certain thresholds (10, 25, 35, 50, 75, 90), you roll or choose from the Loonacy Table to see how your mind fractures. These capstones unlock quirks, phobias, compulsions, or self-destructive powers, making you stronger in some ways, but dangerously unstable. Example: "Self-Cannibalistic (75%)
Your body has learned to eat itself to stay alive. Your mind is sharp,sharp enough to feel every bite.
Once per day, when you catch your breath without food available:
Roll a d6 instead of a d4 for hp.
+2 Mind, -2 Strength, -2 Agility.
When you use this ability, roll a DR 12 Mind Test. On a failure, lose 1d12 Sanity.
You’re always bleeding somewhere. It's just more efficient that way."
Reach 100, and your character’s mind is gone for good, turning hostile towards everyone else. Worse still, madness can become contagious, cracked minds weaken the sanity of those nearby.
The Loonacy Table ensures no two descents are the same and it changes your Loonatic in unpredictable ways that they could never imagine to be possible.
20€ - Digital Doom
PDF of Toon Morgue
Name in the credits
Includes all digital stretch goals
40€ – The Printed Reel (Hardcover)
Hardcover print of Toon Morgue
PDF included
Name in the credits
Includes all digital stretch goals
55€ – Fool’s Errand Bundle
Hardcover Toon Morgue
One-shot adventure (PDF) — exclusive to Backerkit
Fool’s Errand card deck (physical)
Name in the credits
Includes all digital stretch goals
85€ – Director’s Cut
Hardcover Toon Morgue
One-shot adventure — PDF and printed, Backerkit exclusive
Fool’s Errand card deck (physical)
Ink & Gore Games exclusive shirt (signed if requested)
Name in the credits
Includes all digital stretch goals
150€ – Frame’s Acolyte (Limited Edition, 24)
Hardcover Toon Morgue
One-shot adventure — PDF and printed, Backerkit exclusive
Fool’s Errand card deck (physical)
Ink & Gore Games exclusive shirt (signed if requested)
Print of Terloon’s map in A3 (only available via Backerkit)
Special thanks in the book under “Acolytes of the Frame”
Exclusive film negatives from the creative process (behind the scenes)
Includes all stretch goals, digital + physical
6,000€ – Book Funded!! The core book is funded!
6,500€ – Sticker Sheets A sheet of Toon Morgue sticker sheets featuring cult symbols, grotesque cartoons, and the Frame’s mark unlocks as a physical add-on. Perfect for your dice box, laptop, or to curse your notebooks.
7,000€ – Mini Adventure - Backerkit Exclusive Starting at the Director’s Cut pledge, backers get a PDF of an exclusive Toon Morgue mini adventure.
7,500€ – Physical Pins A set of enamel pins featuring iconic art from Toon Morgue unlocks as an add-on. Clip on your devotion (or hate) to the Frame.
10,000€ – Set of Custom Miniatures Miniatures inspired by Toon Morgue’s bizarre Loonatics and creatures. STL files will be provided for digital backers, and physical minis available as an add-on.
15,000€ – Dice Tower of the Frame A resin Dice Tower of The Frame becomes available as an add-on. For worship, decoration, rolling dice, pick your poison.
Shipping will be charged after the campaign ends in BackerKit’s pledge manager. Rates are based on your location and the size of your pledge (smaller tiers like the core book are lighter, while bundles like Frame’s Acolyte cost more to ship).
Estimated shipping ranges:
Netherlands: €4–12
European Union: €9–14
United Kingdom: €9–14
United States: €12–23
Canada: €12–23
Rest of World: €12–23
We cannot ship to Russia, Belarus, Brazil, South Africa, and a few other regions with unreliable postal services (see FAQ).
Backers are responsible for any customs duties, VAT, or import taxes charged by their country.
For the most part, we will be handling fulfillment ourselves. Packages will be shipped via PostNL, which has a strong track record of reliability and international delivery. If the campaign grows beyond what we can reasonably manage on our own (around 500 physical orders), we will partner with a professional fulfillment service to ensure everything is delivered smoothly and on time.
This way, you can be confident that whether the campaign is modest or unexpectedly large, your rewards will be shipped safely and reliably.
Estimated delivery: September 2026 Any changes or delays will be communicated through updates.
Legal
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell. Toon Morgue is an independent production by Ink & Gore Games and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License.