MORK BORG Cult - Heretic (MORK BORG Suppliment)

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This zine is similar to MÖRK BORG CULT: FERETORY, meaning something quite different from the MÖRK BORG core book. This is a rough zine, a haphazardly composited collection of ideas and articles, and the designers wanted it to feel like something you'd pick up at a concert or an underground art fair. It'll be a soft-cover zine, about 60-ish A5 pages thick, printed on heavily textured uncoated paper in 7 colors (CMYK+3), with some extra things metallic foiling and golden staples or who knows? You know, a typical zine.

  • Adventure: Graves Left Wanting. The PCs find themselves buried alive in the vast, ever-changing cemetery of Graven-Tosk. This dark and weird tombcrawl is suitable as a campaign starter or a post-TPK adventure. By Karl Druid 
  • Adventure: 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. By Christian Sahlén. 
  • Adventure: Bloat. Villagers disappear. Tracks lead to an underground temple of bacchanalian frenzy, reeking of rot, offal and bile. Find them and sate your hunger. By Greg Saunders. 
  • Rules: Unheroic Feats. Enhance and personalize your classless characters with these optional advancement rules. By Johnny Carhat. 
  • Class: Sacrilegious Songbird. You struck a deal with a devil and since that woeful day your soul screams but your throat sings sweetly. And so does your purse. A small price to pay. By Karl Druid. 
  • Class: Shedding Vicar. Armor is weak, clothes a sin and your very skin an abhorrent vanity. Best to remove it all and walk peeled, clean and glistening wet into the night. By Cameron James. 
  • Creature: 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? By Johnny Carhat. 
  • Creature: 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. By Matthew Bottiglieri. 
  • Rules: 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. Whether it's a pepperbox or a ribauldequin, you can be assured these things are loud and deadly. By Ian McClung.
  • Creature: Borg Bitor. Vile, insectoid, parasitic creatures creeping into houses and nurseries come nighttime. There is a baby. There is an egg. Don't let them become one.
  • Creature: Rotting Nurse. Many a Galgenbeckian remembers Mikol's infirmary and its gruesome experiments exposed by the inquisition. The head surgeon was jailed but whatever really happened to his accomplices, the nurses? Their lengthy, cruel punishment and vivisepulture. The empty graves. The shimmer from the starless skies. The many-legged horses carrying the bodies away... for what purpose?
  • Adventure: Nurse the Rot. As you put Mother Marathuk, the aunt of one of you dregs, to her final rest, the village Tunstal is set in complete darkness, leaving it to its doom unless something is done. 
  • Rules: Curses and Cures. 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. 

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