MÖRK BORG Cult: Overland Travel
Overview
MÖRK BORG Cult: Overland Travel is a homebrew supplement that converts the base game's sparse travel references into a full overland procedure. It layers day-travel distances, road conditions, daily events, foraging, and off-road encounter tables into a compact runtime usable alongside any MÖRK BORG session.
The supplement uses the existing calendar, weather, and equipment rules as assumed context — it extends rather than replaces the base chassis.
World Map: Day-Travel Distances
Distances between locations in the Harrowed Land are given as dice expressions (roll + static modifier). Roll each journey fresh.
| Route | Distance |
|---|---|
| Alliáns → Grift | d6+6 days |
| Alliáns → Graven-Tosk | d10+10 days |
| Alliáns → Galgenbeck area (via Valley) | d12+12 days |
| Grift → Múr | d6+4 days |
| Graven-Tosk → Múr | d6+6 days |
| Valley of the Unfortunate Undead → Galgenbeck | d6+5 days |
| Galgenbeck → Múr | d6+4 days |
| Galgenbeck → Bergen Chrypt | d10+8 days |
| Bergen Chrypt → Valley | d8+2 days |
| Galgenbeck → Schleswig | d6+4 days |
| Schleswig → The Endless Sea (east) | d12+12 days |
Scale options: Divide the static modifier by 2 and drop the die size one step for a smaller world. Double everything for a larger one. Bad weather costs one extra day per afflicted day of travel.
Daily Checklist
- Track food and water (equipment, base game p. 25).
- Roll for the Calendar of Nechrubel each day.
- Roll for weather (base game inside cover); re-roll when it becomes boring or a travel events result calls for it.
Road Condition (d8)
Roll when beginning a journey leg or when re-rolling after a fork event.
| d8 | Road Type |
|---|---|
| 1 | Almost-forgotten dirt track |
| 2 | Narrow wagon track used by farmers |
| 3 | Tracks drawn up by wild beasts or savage monsters |
| 4–5 | Once well-maintained trade road, now in disrepair |
| 6–7 | Well-used road |
| 8 | Paved road, sporadically patrolled by the King's soldiers |
Travel Events: Roll Once Per Day (d20)
Italicized results are marked and rewritten when crossed off (one-shot encounters).
| d20 | Event |
|---|---|
| 1–3 | Nothing. The world is grey. |
| 4 | Weather worsens. No progress today. |
| 5–6 | Weather change — roll on weather table. |
| 7–8 | Road forks; signs unintelligible. Re-roll road condition. |
| 9 | 1d6 rations of food or water spoil. |
| 10 | Monastery roadside. Chanting inside. (Monks are cultists of Nechrubel.) |
| 11 | Ruined castle visible. Infested with savage crows; blind alchemist in one tower. |
| 12 | Religious procession of flagellants and hermits. They seek HIM but are lost. |
| 13 | Funerary procession of toothless villagers carrying a very large coffin. (The giant inside is dead but dreaming.) |
| 14 | Filthy farmers heading to market. |
| 15 | 1d6+1 slavers leading 2d6 slaves, half beaten to death, half freshly caught. |
| 16 | A few mercenaries and 1d8 guards. (All infected by a brain parasite.) |
| 17 | A battle across the road: flayed cultists vs. a tribe of Earthbound. |
| 18 | The troll Adnah ambushes you (base game p. 64). |
| 19 | Abandoned graveyard. Inverted gold cross (50s) in chapel; d8 zombies in crypt (p. 65). |
| 20 | Two dead bodies by the road (base game inside cover). |
Foraging and Supply (d6)
Roll when the party spends a day searching for food and water instead of traveling.
| d6 | Result |
|---|---|
| 1 | Lost. Spend the full day before finding the road again. |
| 2 | Find d6+1 rations, but one spoils and makes you sick for 6 hours. Presence DR12 to notice in advance. |
| 3 | Find d6+3 rations of good food or fresh water. |
| 4 | Track a savage beast. Killing it nets d8+2 food rations. |
| 5–6 | Find a village. Roll on Village Table. |
Village Table (d6)
| d6 | Village Condition |
|---|---|
| 1 | Deserted. d6 total rations can be scavenged from ruins. |
| 2 | Plague-stricken. Any ration bought has a 2-in-6 chance of being tainted. |
| 3 | Well-off trading post. Food and water plentiful and cheap. |
| 4 | Ruled by bandits. Don't show wealth. |
| 5 | Dominated by spider cultists. No trading with outsiders. |
| 6 | Inhabited by cannibals. No water for sale, but plenty of food. |
Off-Road Encounters (d12)
Roll after half a day's travel off the road.
| d12 | Encounter |
|---|---|
| 1 | A petrified forest. |
| 2 | An ancient battlefield full of half-buried rusty blades and wraiths (base game p. 61). |
| 3 | A valley of bones from extinct animals. |
| 4 | A temple to a pre-human god, covered in lichen. |
| 5 | An entrance to the deeper underworld. |
| 6–12 | (Additional entries implied; supplement continues beyond extracted text.) |
Usage Notes
- Designed for MÖRK BORG but straightforwardly adaptable to any doom-fantasy or post-collapse hexcrawl.
- The travel events table rewards marking off one-shot results (italics) and replacing them with setting-specific material.
- The day-travel distance model (dice + static) creates variability without a full hex map requirement.
- Pairs well with the base game's Calendar of Nechrubel for cumulative doom pressure during long journeys.
See Also
- Mork Borg — Base game chassis, DR tests, Omens, and lethality
- Travel Pace as Risk Dial — General framework for pace and terrain tradeoffs
- Hazard Clocks and Pressure Mechanics — Clocks as travel pressure layer
- Solo Oracle and Session Loop — Solo runtime that overland travel slots into
Sources
- https://morkborg.com/content/