Skip to content

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

Sources

  • https://morkborg.com/content/