Mörk Borg: Heretic (Includes PDF)
Mörk Borg: Heretic (Includes PDF)
Includes the PDF See details
“Seven nights remain”.
The whisper cuts into your ear like a rusty blade. You should never have touched that damned
figurine. Look at you now! Worthless. Pitiful. And so predictable. Couldn’t keep your filthy fingers
clear of obviously cursed trinkets, even knee-deep in a forgotten murder cult’s cellar crypt. The
moment you disturbed it, the lanterns flared red like a basilisk’s blood, an icy chill rushed down your
spine and the whisper proclaimed “Ten nights remain.” You don’t know what happens when no
nights remain, and you have no desire to find out. So, you turned back and journeyed south to the
Slithering Swamp, chasing the rumor of a witch’s sepulchre and especially the powerful, sorcerous
altar within. If these rumors possess any truth, the magicks imbued in this place may lift the curse. If
not, then at least those moss-draped burrows are bound to offer silver, adventure, and death.
Always something.
MÖRK BORG CULT: HERETIC is a zine of community-made misadventure and malice, for use with
MÖRK BORG or other rules-light dark fantasy games.
In this heinous tome of curses and hexes you’ll find:
• Seeds of a CVLT. Use this to generate cults, their leaders, beliefs and spiritual home.
• Unheroic Feats. Enhance and personalize your classless characters with these optional
advancement rules.
• Graves Left Wanting. A campaign-starting or post-TPK tombcrawl adventure where the PCs
find themselves buried alive in the vast, ever-changing cemetery Graven-Tosk.
• Bloat. Villagers disappear. Tracks lead to an underground temple of bacchanalian frenzy,
reeking of rot, offal and bile. A two-page dungeon for the peckish.
• You are cursed. So you opened the puzzle box, whistled in the old mine or carelessly
removed the protecting wards? These curses will be the consequence. Luckily, there are
ways to break them, but it comes at a cost.
• The Merchant. Cursed with eternal life and destined to roam the world trading shards of
souls for ruinous relics. You never know when this mysterious monger might appear. Will you
make a deal?
• Blackpowder Weapons for the Rich and Foolhardy. The world is ending, so let's end it with a
BANG. These optional rules are the spark that adds fire- to your fights.
• Sepulchre of the Swamp Witch. In a hidden repository deep in the Slithering Swamp is a
witch's altar of glyph-covered roots. They say it can fulfill any wish. Could stopping the
approaching Doom be within its powers? Only one way to find out.
• The Bone Bowyer. This horrid fey lurks in the tangled depths of Sarkash where it fashions
heart-seeking bone bows and blood-dyed cloaks from the flesh of the lost.
• Borg Bitor. Vile, insectoid parasites creeping into houses and nurseries come nighttime.
There is a baby. There is an egg. Don't let them become one.
• Rotting Nurse. Ghastly caretakers tormented by the eternal punishment for unforgivable
atrocities. This foe is beyond any of you. Run!
• Nurse the Rot. As you put Mother Marathuk—one of you dreg’s aunt—to rest, the village
Tunstal sinks into darkness, leaving it to its doom unless something is done.
• Two additional, optional classes: The bastard of a bard Sacrilegious Songbird and the
Shedding Vicar, a fanatic preaching the skinless gospel.
MÖRK BORG is designed by Pelle Nilsson (Ockult Örtmästare Games) and Johan Nohr (Stockholm
Kartell), published by Free League Publishing.
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