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© © All Rights Reserved
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FÖLK-LORE

Fiends, Freaks, & Foes

Folk-lore, the undercurrent of our cultures and personal narratives. From


Santa Claus to the Flying Dutchman, Little Red Riding Hood to Godzilla;
these are the stories we tell around our campfires and at bedtime. But
what happens when the lore of our world collides with the Dying World of
MÖRK BORG?

Look within this tome to discover old stories given new life and prepare to
tremble as you stare into the face of your demise.

-Rugose Kohn

FÖLK-LORE: Fiends, Freaks, & Foes is an independent production by members of


the community and is not affiliated with Ockult Örtmästare Games or Stockholm
Kartell. It is published under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

This document has been compiled by Rugose Kohn with an assist from the
talented Owen McGauley designing and producing the table of contents.
Cont
Aggrieved Village Guardian Damien Villa
The Birdmen of Mount King Jegs
Betty Blackteeth Harkenstone
Frostweans Harkenstone
The Bird of Ill Omen Dan Taylor
Inte Rådjur B Halliday
Black Shuck eyesforteeth
Black Poodle WuDeRPG
Candyman mghoneybee
Falbärr RaptorShadow
The Hull House Devil Baby Jim Gies
The Wicker God Bracken MacLeod
The Bunnyman samaritan burden
Hagtesse MarksQuests
Jack In Irons Christopher Annandale
The Beast of Bremen Brian Bình
Ghost Lights Kurgoth
Boitatá - the malignant godsnake Leonardo Andrade
Kh'akh'Awin Paskål Jansson
Gashadokuro, the Starving Skeleton GreysonWHY
There Was an Old Lady 1d10+5
tents
KNOMES I. McClung
Hellequin Gheedon
Mbói Tu'i - a guaraní monster Misha Panarin
Pandafeche Rynoch
The Mangalok Arnaud F. Lambert
The Table, the Donkey, and the Club @hamildong
The Moth Man Ryan Sigler
Perytion Mariuswasright
Humbaba Irish Mercury
Tenacious Tupilaq VikugnaVikugna
The Thirteenth Damned Son Overlord Publishing
The Tarasque: an Occitan monster Walton Wood
Chupacabra Another D20
The Dyer Lich - A Vengeful Lich Ian Long
The Servant Girl Annihilator mcglintlock
Likho iriffuk
Vannvetter: Water Wights Ra Press
Afanc KRD Designs
Vildvittra Morgis
The Triangular Johan Nohr
The birdmen of mount king
Legends speak of what used to be a kingdom in the HP: 25
mountains north of Galgenbeck before entering Graven MORALE 10
Tosk, full of arrogance and envy for the greatest city THICK FEATHERS –d2
that ever was, their envy led to profane and CLAWS D6
blasphemous rituals, their king obsessed with making
his mountains touch the very skies, he invented a new
species of creature, obsessed with construction and
architecture, the result was bird men.
These disgusting creatures did not stop, night after Capture
night they tirelessly built cathedrals, streets, mansions 100 s
as huge as the ego of their people but as empty as their Dead 15 s
hearts, it did not take long for the cities to become Wings 10 s
labyrinths from which no one knew how to escape, Blood per
When the king wanted to stop them, it was too late, litre 10 s
their blood did nothing but attract more monsters who
found the perfect hiding place in these bottomless
dungeons, now with nothing to stop them, the bird men
continue to build, surpassing the mountains until they
touch the Clouds, but not satisfied with this, seek
Roll d6 for Monster
attention, the attention of people who marvel at their (1) d4 goblins
horrendous monuments against the gods themselves, at SPECIAL: EVERY TIME THE
(2) Bear???
night they take whole groups of unsuspecting people (3) A weak troll
BIRDMEN TAKES
and leave them at the highest peak of their aberrations. (4) Another Birdman SLASHING OR PIERCING
constructions, leaving them on their own. (5) A perfect copy of you DAMEGE A MONSTER IS
(6) A wyvern ATTRACTED TO THE
HIDEOUS SMELL OF HIS
BLOOD
The Frostwean’s abilities are based on the level of vengeance it has exacted upon the Tribe:

Gyrfalcon (0-2 Kills) HP 10, Morale –, Armor None, Attack Raking Claws d6
Ice Wolf (3-5 Kills) HP 15, Morale –, Armor -2 Hide, Attack Vicious Fangs d8
Great Elk 6-10 kills) HP 20, Morale –, Armor -2 Hide, Attack Twisted Antlers d10
Polar Bear (11+ Kills) HP 30 Morale –, Armor -4 Thick Fur, Attack Claws d12 + Bite d8

Among the Tribes, there are rumors that an even greater and more harrowing shape can be taken.
If so, no one that has ever seen it has survived to tell the tale.
When the bell tolls midnight, black poodle
the BLACK POODLE appears.
Eyes like embers of hell that HP 9 MORALE 8 FUR d2
pierce deep inside you. The ATTACKS & DEFENSE DR 13
BLACK POODLE taunts its
If it doesn’t bark,
victims - attacking only
it BITES d6
when it is provoked.
It follows you,
barking hellish,
circling you
endlessly.
Sacred places
and objects - so it
is said - will keep the
BLACK POODLE away but
it might just follow you
until dawn, probing you with CAPTURED 80
S
its red glowing eyes, barking FUR OF THE B
LACK POOD
at you to frighten you. DEAD 40S LE 60S

SPECIAL:
THE BELL TOLLS MIDNIGHT: When the BLACK POODLE
appears, Test Presence DR12 or freeze for d2 rounds
IT BARKS, IT FRIGHTENS: Test Presence DR 10 or be
frightened for d4 rounds. Frightened, you might
resort to violence. FLIP A COIN:
HEADS YOU ATTACK; TAILS YOU FLEE!
Fur
HAGTESSE
JACKIN IRONS
Gi
ant/Ogr
e

HP27
Mora le10
Armourc hai
ns- d4
Atta
c ks–Spi kedCl ubd8
Chainsd4
Special–Cha insus edtola
sh
outandwr aparoundl i
mbs
offl
ee ingvict
ims
Chainsc anbes wungouti nanarcto
whipa c r
ossmul ti
pleopponent
sforD4
dama gee ach
BREMEN
Bestial flesh and shadow
HP 13 Morale 9 No armor Special:
Kick like a club d6 , d8, and
Roll d4, d6ound. For
A tangled mass of darkness and d10 each r result, add
flesh—a cock on a cat on a each even ts:
cur on an ass— these effec
united by stitches ow: Test
and witches. It is far d4 Cock cr R12 or
from stealthy as it Presence D d2 rounds.
makes a cacophony of freeze for
braying, barking, and cat‐ tch: Test
erwauling, but its shad‐ d6 Cat scraif hit or
owy form is difficult Toughness d.
to hit (DR 14). be infecte
s like a
d8 Cur bite
knife d6
ks: kick
d10 Ass bucome d8
attack bec

0s
Captured 12

Corpse 60s

Catgut 20s

Feathers
“The Beast of Bremen”
10s
by Brian Bình
(brianbinh.itch.io)
.
HP -Mor
ale-

g
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hostl
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ight,
ostl

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r kedby:

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Lightsburningoverc emet eri


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oldmas sgravesanddeadc orpses.


Ca

Curiosi
tywi llbringyout oadar kdest
iny,
astrappeds oulsarefil
ledwi thangerand
despair
.Butf ors ome,soulsar eapower f
ul
ingredi
entforbl acksor
c ery…

Ghost
Light
sisani
ndependentpr
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snotaff
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MÖRKBORGi
scopy
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Ock
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.
The malignant godsnake of Yvy Forest
An individual that locks eyes
with the Boitatá has to resist
its mind-scattering malevolence
with all their mental fortitude.
On failure, they are stunned for
1d4 hours.

The Boitatá has powerful


crushing jaws that, once locked
in place, trigger the process of
constriction. Now imagine being
constricted by a snake that’s
constantly smouldering and can
drag you underwater nonetheless.

The fucking terrifying undead


godsnake can also spit a cone of
the same blue-green flame that
covers it. When it does, the fire
comes out with the tortured
shrieks of the hundreds of souls
within. This power does take
time to recharge, however.
It’
s aft
er m
idni
ght,
and
Ga sha dok uro , you
can
the Starving Skeleton hear ring
ing i
Massive, lumbering, as tall as fifteen soldiers, but nearly
n your
invisible, making it DR+2 to avoid; when fully visible, it is
ears
DR-4 to hit and DR-2 to avoid
Attacks twice per round

Damage reduces its Morale instead of its HP.
HP — Morale 66 Osseous matter -d4
The right leg, left leg, right arm, and left arm can be
Stomp or Punch 2d8 damaged for up to 8 Morale each; and the torso and the
Skeletal Grasp d4 + test Strength DR16 or be grappled skull can be damaged for up to 17 Morale each. Melee
attacks can normally only reach its legs.
Gnawing Hunger 2d6 + Crits against grappled creatures
When a body part has been damaged to its Morale limit,
Quenching Thirst When a creature is killed by Hungering the body part is disabled and the Gashadokuro rolls for
Bite, reduce the Gashadokuro’s Morale by d6-3 (minimum Morale. If the Gashadokuro itself reaches 0 Morale, it is
0) and it becomes visible until the start of its next turn demoralized without a Morale roll. If it is demoralized, it
Ringing in the Ears All creatures that can hear its ringing disappears until it next returns.
must test Presence DR12 at the start of their turn or have • If both legs are disabled, it is immobilized and melee
DR+2 on any tests during that turn attacks can reach other locations.
Walking Graveyard Spends 2d4 Morale to create an • If two limbs are disabled, it only attacks once per round.
blood-drenched skeleton (MÖRK BORG, p. 62) under its • If the torso is disabled, it becomes fully visible.
control—it is unarmed and its teeth are chattering • If the skull is disabled, it cannot use Gnawing Hunger.
They hunger
, they thirst, they suffer, in death as in life…
A gashadokuro manifests from decaying corpses of those
Gashadokuro, the Starving Skeleton is an
who have died of starvation (usually during a famine) or in independent production by Greyson Yandt and
battle without receiving a proper burial. As the corpses is not affiliated with Ockult Örtmästare
rot, their anger becomes the indestructible spirit of the Games or Stockholm Kartell. It is published
gashadokuro. When it approaches, you will hear ringing in under the MÖRK BORG Third Party License.

your ears and the gachi gachi of its chattering bones and MÖRK BORG is copyright Ockult Örtmästare
Games and Stockholm Kartell.
teeth. It uses those teeth to decapitate victims before it
drinks the spray of blood. The only ways to trvly and
permanently be rid of a gashadokuro are to find a way
quench its anger or wait until its anger burns out.
By I. McClung

ntly
The more rece the
they’ve fed, red
e
more vivid th

The Madcap Crew

Knobody knows where these things came from, just


that they prefer the gardens and manicured estates
of knobles. The only safe way get rid of them is to
trick someone else into willingly taking them.

Perfectly still during the day, many would be thieves


and burglars have fallen prey to these knocturnal
predators.
Knomes roam in groups of at least 3,appearing
as small earthenware men wearing red caps.

HP 6 Morale – Kno living thing has


Earthenware -d2 ever seen one move.
Unseen Force d6
Special Each knome in
the group must be in
sight. Unseen
knomes always hit.
Dodge using Whole 60s
Presence
instead of Cap 30s
Agility.
Hellequin
Hellequin (otherwise also known as Harlequin) is an Eternal Hunter, i.e. a demon leading a
Wild Hunt. Hellequin is an emissary from hell, sent by the devil to hunt humans and take them back
to hell. Some claim that the pack only hunts evil people, but who is to say that this isn’t just wishful
thinking
Hellequin appears as a masked giant, clad in red and black, riding a demon steed, and announcing
himself through his agonising laughter which torments his would-be-victims. His Wild Hunt, called
the maisnie Hellequin, is a motley crew that is made up of similarly masked and insanely
cackling demons, accompanied by a pack of hellhounds, giant hounds with ery red eyes whose gaze
can paralyse their prey.

Hellequin and the


Maisnie Hellequin
HELLEQUIN
HP 27 Morale 12 No armor Giant Flail d10
Special: easy to hit (DR10), tormenting laughter
(all within earshot must make a Presence DR14
every round or suffer -2 on all attack & defence
rolls); magic protection (see below);
indestructible (see below).
Optional: before leaving, Hellequin calls down an
Arcane Catastrophe (Mörk Borg Rulebook p. 45;
roll 1xd20 for the whole group). It affects
everyone failing a DR12 Presence test.

1 DEMON STEED
HP 10 Morale - No armor Bite d4
Special: magic protection, indestructible.

2D3 HELLHOUNDS
HP 8 Morale 8 No armour Bite d6
Special: magic protection; transfix victim: 1
opponent must make a DR12 presence roll or be
unable to attack & defend themselves for that
round.

2D6 HUNTER DEMONS


HP 8 Morale 8 Motley armour -d4 Spear d6
Special: magic protection, indestructible.
Demons are indestructible, i.e. they can be weakened
but cannot be killed by attacking their earthly shape.
The only way to vanquish demons is by overcoming their
Morale. If a minor demon’s Morale is overcome, it
vanishes back to hell. If Hellequin fails his Morale
test, he calls off the Hunt and rides on to find other
Hellequin is an independent production victims.
by Ghee Dondlinger and is not affiliated
Once a demon reaches 0 HP, and for every 5 points of
damage thereafter, halve their Morale and lower the
with Ockult Örtmästare Games or damage dice by 1 die type (i.e. d12 to d10, minimum
Stockholm Kartell. It is published under d2-1).
the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Demons have magic protection: all spells directed
Games and Stockholm Kartell. against them are made at DR14.
Illustration by Ghee Dondlinger.
?

fi
Captured: 220s

Mbói
15s for each feather
from its head.

100s for a clean cut of


of its forked
tongue - DR16 to

Tu'i
aim for it.

Best not ask


what it’s
for.

Second son of
Kerana and Tau. It
patrols the swamps and
wetlands, protecting
amphibians and water-
dwellers. Loves
flowers and
humidity.

HP 14 Morale -
Tough scales -d2

Can fly and slither up trees. DR14 to hit.


Special: terrifying gaze. DR14 Presence every round
to avoid being paralyzed in fear.
Peck: d4 and DR14 Toughness test to avoid becoming
poisoned, taking d2 damage each round until healed
or the creature dies.
AR E
BEW
The Mangalok

by day, the mangal


unusually attractiveok hides in the form of an
man or woman.

by night, it sheds its lower


extremities and hides them. it then
takes flight in search of victims. the
mangalok stalks its prey by hovering
over roof tops or sneaking under
floors and by using its long tubular
tongue to suck the vital fluids,
internal organs and viscera from its
sleeping victims. 80s - Corpse (Upp
75s - Lower Extr er torso)
35s - Tubular Toemities
ngue

Art and Text by Arnaud F. Lambert


Image Source: Pixabay.com
hp 14 morale 8 no armor

bony claws d6 vicious bite d4

Special - Viscera-sucking Attack


should the mangalok strike while pcs are asleep, they should roll a
presence dr 15 test. if the roll fails, the mangalok is able to
pierce the body of the victim and extract their blood, viscera and
organs at a rate of d4 hp every hour. the presence test may be re-
rolled every hour that the pc is asleep. a successful roll means
the pc awakens and the mangalok stops feeding but escapes unnoticed.

Special - killing the Mangalok


ultimately, it is impossible to kill a mangalok in its monstrous form.
after testing morale, the creature will seek out its hidden limbs to
rejoin them. by the next day, it will have healed all lost hp.

the only way to permanently dispatch a mangalok is by pouring salt


on its detached limbs. in such a state, they cannot be rejoined with
the creature and it will expire at dawn into a pool of bloody
entrails.
Perytion
These half-stag, half-eagle abominations fly
above the fell trees of Graven-Tosk, swooping
down to kill unwary travelers below.

HP: 10
Morale: 8
Thick Green Feathers -d2
Goring Antlers d6 or Bloody Hooves d4
Special - Lusts only to kill a human and
restore its shadow. Will bathe itself in
blood and fly off immediately after
accomplishing this goal.

Antlers 20s
Captured 50s (from fools)
Fistful of Feathers 10s
H B A BA
UM Shifting Scal
es -d4
HP 30 Morale -
Action d4
1. Zweihänder d10
2. Mace d
6
3. Flood: Streng
th Test
DR14 or 2d8

4. Breath of Death:
Toughness Test DR8
or die within three days

Special
Humbaba can only die if beheaded
by an edged weapon. In order to behead,
you must do more than double Humbaba's
current HP. Nowhere is safe from Humbaba.
All will parish within the forest of Humbaba.
TENACIOUS
TUPILAQ
a monster loosely inspired by
Inuit mythology
Mismatched effigies made out of animal and human parts given
life by shamans of Kergüs, heretics, who seek revenge against
the ones who wronged them, Tupilaqs are simple-minded creatures,
ups
who know nothing but violence. Usually travellingn intheygro're least
of 1d6, they silently stalk their targets and attack whe
expected. If they were to fail their Morale check, they will
turn on their maker and seek to kill them instead, a punishment
for pursuing revenge and playing with life.
Morale: 10, check tables below for HP, armor and attacks

A RMS (1d8)
HEA D 1d4(1);d82.W)alrus skull (bite 1d6); 1.Wings (can fly)
3.Human arms (can wiel;d 2.F lippers (slap 1d4-1)
1.Bird skull (peck e 1d6); 4.Wolf head weapons); 4.Bear arms;
3.Ox skull (charg an skull; 6.Rein- (scratch 1d8); 5.Crab claws (pinch 1d6);
(bite 1d6); 5.Hum1d6); 7.Narwhal 6.Tentacles (crush 1d8);
deer skull (charge ar 7.No arms, 2 more heads;
skull (stab 1d6); Be 8.2 sets of arms, reroll twice
skull (bite 1d8) using a 1d6
Arthropod body
Narwhal skull 35s 30s

Reindeer skull 15s TO RSO (1d6)


1.Bird skeleton (4HP); 2.Walrus body (10H
-d4 armor); 3.Ox body (8HP); 4.Wolf bodyP,
LEGS (1d6) (6HP); 5.Human skeleton (6HP);
6.Arthropod body (4HP, -d6 armor);
1.Talons (scratch 1d6 ); 2.Rear
flipper (can swi m) ; 3.H ooved legs;
4.Clawed mammalck 1d4(scleg s ratch 1d4); Captured s
5.Hum an leg s (ki ); 30
lls)
6.Arthropod legs (can climb wa
Special:

[d4] 13 4
1 2
3 4
5 6
[d6]
2
En Tveland, las cabras
HP 8 Mo
rale 9 sangran todos los días.
flesh -d2
Los campesinos le
Leathery hechan la culpa a los
6
d claws d pálidos, pero esos
Fangs an it
a in s d4 HP when at’s pobres infieles no tienen
eg go
Special Rs blood, d6 if it’s los colmillos para esas
consum e
blood. heridas. En realidad, la
criatura culpable es otra

Chupac
señal que el mundo
muere.
¡Alabado sea Verhu!

Teeth 5s
a bra Capt
ured
120s
Dead
50s

Wr
iti ng
Illu The
str odo
ati re L
on . Ri
Pub ver
lic a
Do
ma
in
Annihilator
the servant girl
Murderous and conniving, the Servant
Girl Annihilator preys upon the weak.
Striking in the dead of night, the
Annihilator appears in a "Mother Hubb
style dress, wielding a bloody axe. ard"
attempts to stun a sleeping victim It
dragging them outside to finish the before
kill...
then posing the body grotesquely, shar
objects inserted into the ears. Yuck p
.

HP: 15
Morale: 8
Old dress -d2
Axe d10+special
Assorted
spikes
and pins d4

Knockout: a surprise
axe-blow will stun for
d6 rounds.
Evade the senses: turn
invisible, undetectable
even by dogs.

— so-named by
The Servant Girl Annihilator 1800s serial killer
the writer O. Henry — was an
tin, Texas. Never
that stalked the city of Aus ihilator had
apprehended, some sai d the Ann
imed the Annihilator
magical powers. Some even cla uin g their rampage as
later went to London , con tin
Jack the Ripper.
.
NØKKEN

NØKKEN MUSICIAN
RÅKEN M OST
B E AU T I F U L
H O R S E YO U 'V E
EV E R S E E N !

HORSE
FORM
DRAUGEN

FISHERMAN

SEA TROLL
Vildvittra
The Vildvittra lives
deep in the dark
forests of the north.

They are cruel and


fierce, always in the
search of prey.
They love blood,
especially human
blood.

When a prey is caught


they like to play
and torment it
before they eat.

The Vildvittra is
seldom alone and
hunt together with
their sisters.

ild i ra is an inde enden


rod ion by Morgis

Morale O
Nina Morgan Olsson
and is no a ilia ed i
l r s are a es or

No ar or M
o
is
ol

O
ar ell
blis ed nder e
ird ar y i ense

i e la s d M O is o yrig
O l r s are a es
and o ol ar ell

e ial e ild i ra an
ry o grab a layer i
eir alons o li e
and dro e o e gro nd
da age o de end
agains e a a
Made by Nina Morgan Olsson
HP 20, Morale 8, Weird wood(?) -d4
• Music of the Third Geometric Abyss:
Presence DR14 or be transfixed for
d10 (d6: 1. hours, 2. days, 3. weeks,
4. months, 5. years, 6. eternities).
Your memory of the encounter will be
blurry at best, and you cannot help
but laugh at the ordeal.

Inanimate objects are brought to


dancing life, mindlessly serving
and defending the fiddler:
ANIMATED OBJECT
HP d10, Morale –, Attack d6

By Johan Nohr Editing by Walton Wood


FOR USE WITH MÖRK BORG.
THREE SIDES
TWO DIMENSIONS
ONE DAEMON
The Triangular are strange, greed-
driven daemons whose magickal
melodies chain their victims in long
(sometimes permanent) psyche-prisons.
They are two-dimensional, appearing
exactly the same regardless of viewing
angle. Some claim that they are made
of wood or bark and wear odd, offal
hats. This has never been proven.
Observing the Triangular is an eerily
alien experience aggravated by their
ability to twist the viewer’s mind and
memory. More often than not, the
encounter will seem positive, almost
humorous, in retrospect.

INFERNAL FIDDLERS
When the Triangulars play their
unworldly songs on impossible
instruments, inanimate objects spring
to life. Furniture and treasure merrily
dance to their tune without faltering.
Living beings, however, will become
languid and indifferent, unable to act
or speak. This immobilizing apathy
lingers long after the music stops,
leaving the victim seated (without
need for sleep, drink or food) for days,
weeks or—in theory—forever.

PILFERERS FROM THE PIT


No one knows why these abyssal
apparitions hunger so for material
wealth, but every story of encountering
them tells of entire homes emptied not
just of valuables but of everything
not nailed to the floor.

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