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cult

30 Days of MÖRK BORG Adventure Chapbook Volume 3:3 Churches

Concept:  
“The heretics rise...
  
The Death Church of Wokath 
Blessed are the dead, for they shall inherit all! 

The Dismal Church of Nagla 
We forge our tradition in the spirit of our ancestors! 

The Flayed Church 
We bow to that which crawls!

Content: Three heretical religions along with their followers, artifacts, seats of power, and teachings.
Writing: Three faiths enshrined in text. With histories and doctrines proving how fertile cults can spring forth from the infertile soil of a dying world.
Art/design: Design elements and illustrations mingle in rapturous heretical rites.
Usability: Visual and textual motifs allow for easy navigation between the faiths during play. 

ASH - Angry Sawtooth Hermits

Concept: “Members of one of the most secret and unknown heretical branches of the Church of the Two-Headed Basilisks”
Content: “Angry Sawtooth Hermits must have one or both of their arms surgically removed and then replaced with saws.”
Writing: A narrative depiction of a murderous saw-toothed cult.
Art/design: Blood splattered, boldly titled, gruesomely illustrated.
Usability: No established mechanical text. Stat it yourself. 

Börk Morgue #666

Concept: “An unofficial zine for a Dying World with words and design”
Content:
Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing:
Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability:
Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around

Böwhoss’ handbook: notes on internal ignition

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information

Chapel of Pain

Concept: “In the halls of the dead where flayed men wander, the darkness snuffs out the light. It tears the flames from candle and log.”
Content: A dark temple crawl through a cult of shadows.
Writing: A gory supernatural survival horror. Makes use of light as a resource to maintain suspense.
Art/design: Traditional adventure layout. Gridded, un-gridded, and notated map. Handout images for significant adventure features.
Usability: Not actually a pain. 

Could This Be Dog?

Concept:
“Visions of dog therefore no dog ahead
Ahh dog, let there be dog
Dog, O dog but still no dog”
Content: An adventure with both more and less dog than expected.
Writing: Solid straight-faced delivery of a laughable case of mistaken temple identity. 
Art/design: A vaguely canine dungeon map, with clean navigable two column format, and a turtle-ish flourish.
Usability: Make sure to play up the visual elements to drive home the absurdity of the situation. Decide on the identity of earthbound that best suits your table. Many map design options.

Crawling Death Below the Dying Forest

Concept: “Beneath the dying forest lies wealth beyond comprehension, magicks all-powerful, and ancient evils which must be stopped!”
Content:
A shifting abyssal dungeon crawl with cursed relics, virulent creations, cults, and deep roots.
Writing:
Epic narrative in scope and scale. A truly impressive creature.
Art/design:
Vicious mixed-media art, earthy maps, and a MASSIVE 23-page table of 54 encounters with accompanying maps.
Usability:
Generate abysms of varying size with the Atmar’s Cardography deck or dice. Supports 4 adventure themes. Connect them all into one labyrinthine abyssal sprawl.

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

Cult of Mörkius

Concept: “It's Mörkin' time. #MörkiusSweep”
Content: The story of Otel Deraj and a plague of Mörkius apologists.
Writing: Interesting mechanics for a hypnotic monster. Its fangs are drip with satire.
Art/design: Arguably classier than its original subject matter.
Usability: Whatever you do, do not praise Mörkius. That’s how it begins. 

Cult of the Bubbling Waters

Concept: “The cult dedicates the last of their wretched lives to procuring and using the luxurious bubble baths in this abyssal hellscape.”
Content:
Tenets and random tables for those seeking to enjoy the Warm Embrace
Writing:
As with any cult, alternatingly cheery and welcoming or seethingly malicious
Art/design:
Primarily text with graphic elements to aid use
Usability:
Faster than a real bath and almost as pleasant 

Cultus Incendium

Concept: “We must destroy the world before it can be taken from us.”
Content:
An apocalyptic fire cult
Writing:
Includes the heretical creed, stats for NPCs, and mechanics for gaining new adherents
Art/design:
Color delineates descriptive from mechanical text and adds emphasis in the lore
Usability:
A versatile, scalable supplement that can provide small encounters, recurring antagonists, and larger strife

D'ugax

Concept: "In the city of North Gate, the Church of Abundance, worshipers of the goddess Zovra, hires the party to retrieve a stolen holy relic – the jawbone of their saint. 

Meanwhile, a strange symbol is seen around town – a  skull, with a moth in its mouth, and a single eye on its forehead." 
Content: An investigation into the cults of plenty, and their demons.
Writing: Scripted structure establishes witness and suspect statements. Contingent events sketch a timeline of events.
Art/design: Consistent and sturdy single-column layout, thematic cover art, with art of major locations and NPCs.
Usability: Flow of events requires pre-reading. Table of contents and strong section headings for ease of reference. 

Elk Deathyard

Concept: “Among the dead and those that refuse to stay still, even the accursed fear the true silence.  
When you can’t hear anything but your breathing, you might be
close to the-”
Content: A Tveland Cabin Crawl.
Writing: Supernatural horror. Full of foreboding. With shocks and twists as well as horror tropes.
Art/design: Design elements emphasize a descent into darkness.
Usability: Mini-map, representative spot illustrations, and clean layout aid in table reference. 

For the Moon

Concept: “Worshipers of the celestial sphere... crafted this helmet as a gift for their prophet ‘Moönface’”
Content: A glowing spheric helmet with an attractive quality.
Writing: Amusingly understated and delightfully literal.
Art/design: An elegant moon prophet belies a ridiculous helmet. 
Usability: Don’t get caught in the wrong orbit. 

From Beyond the Endless Sea

Concept: “Cultists, Bloodhawks, secret island temples, wands channeling the Black Wind, loopy hippies, gnarly artifacts, zombified townsfolk, and the ability to loot your bosses' house - and much more - await you.”
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation. 
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