Large, two-headed dragon looms large in the frame. Black background, line drawing. Dark like a heavy-metal album.

MÖRK BORG

Mörktober is a fan event within the Mörk Borg community that happens online every October. It is organized by Exeunt Press.

There is a unique prompt for each day in October. Participants are encouraged to get creative and make something for playing Mörk Borg that's inspired by each day's prompt. Participants often choose to make art, quests, class, items, etc.

The following are the first nine items I made for Mörktober this year.

Hermit Vertibra

Within the debris of a lonely skeleton is a vertebra large enough for a hand to grasp. This vertebra has something hidden in its gap. Is it a creature? Is it a secret? It’s vulnerable. It needs protecting. You can hide it against your palm, like a child might hide their new pet bee. In your hand the vertebra feels oddly— comfortable? Perhaps your fingers were meant for its curves.

While holding Hermit Vertebra you gain +1 presence. You are unable (or unwilling) to use that hand for anything other than holding Hermit Vertebra. You dutifully hold it at all times, even in sleep. For this item to leave your hand, rest it next to the spine of an inanimate skeleton. Once you do, roll a D4.

On an even result, the vertebra is released to its new skeleton. You lose all effects it gave you. Fond will be your memories of your time with it.

On an odd result, the vertebra rejects the new skeleton. Gain an additional +1 presence. Skeletons will burrow up from the ground to gaze upon you. Perhaps the vertebra prefers a larger skeleton.

If this is your second attempt, roll a D6. On an odd result, the vertebra rejects the new skeleton. Once per day when you use presence, D4 skeletons may attempt to obtain your Hermit Vertebra by any means necessary. Perhaps the vertebra needs a skeleton of a different species.

If this is your third attempt, roll a D8. On an odd result, the vertebra rejects the new skeleton. The vertebra claims you. Skeletons now regard you as holy. All effects remain unless the dutiful hand is removed from you.

Bonded Fangs

Etched silver covers the root of each fang. Reading the silvered, flat side of the fang reveals a brief dialogue between them; the call and response of two vampyre lovers.

Everyone knows a pair of bonded fangs won’t work unless worn in separate mouths. Let it replace your least favored tooth! Using it to bite into living flesh deals D4 damage, and heals the other bearer half that same amount (rounded down). Biting into living flesh that is equipped/afflicted with venom/poison will deal damage the other bearer instead of healing them.

Bearers can sense the direction of each other in relation to themselves, regardless of distance. Adorning your mouth with both fangs destroys the bonded fangs and deals D4 damage to you.

Simulacrum Blade

In your desolation you will have friends. Use this blade to carve a familiar face upon a vegetal and bestow upon it the senses of life! Don’t worry about what happens to get the soul here, or what consequences come from creation. And don’t forget the ears!

The carved vegetal will animate with the soul of one who is deceased and familiar to you. Place it atop a humanoid construction to give it a body, or don’t! It regards you as they did in life. Lasts D8 days.

1D4 HP (cannot heal) Roll 2D6 for its abilities.

-1 to all its abilities at the dawn of each day it is alive.

If it survives to its last day, and has a means for communicating (hands, mouth, etc), it may share one secret with you.

Serotinous Seed

There’s a hill in Graven-Tosk. On top of it grew a tree. That tree is long dead, a stump of its former self. In life it dropped seed pods that never gave root. Dig them up, they require a different soil. Bury them in the coals of a fire overnight. If you are diligent, and keep the coals burning through the night, the pods will open up to reveal their rotten seeds.

1 Spoiled seeds. The rot can be used for effective poison.
2 The seeds are fibrous. A skilled weaver may use them for a cursed textile.
3 Add to a fermenting brew for a revelatory experience.
4 Boil dyes out the seeds. Imbue anything with the appearance of rot.
5 The seeds give a deadly hue. Mixed correctly with the necessary components, they breathe decay onto any canvas.
6 A demon bound to the seeds is released. D2 chance it grants you a boon or bane.
7 Lends well to instrumentation. The music from it will make the dead dance, in a fashion.
8 The seeds burned in the coals. Its smoke carries the rot. Anything you are wearing will decay off your body.

Onda Eel Venom

It is said that deep below the surface of Lake Onda there are symphonies of singing eels. If you manage to live through a dive long enough to reach their depth you can witness their song with absolute clarity. However, once there you will surely be punished for desecrating their cool water mansion. The eels rain down magical, venomous bites upon any who reach them.

The venom is harmless at first, but if you try to return to higher depths it will expand and burst every blood vessel you have. Your tattered body will return down below and nourish the eels.

Managing to survive the dive, go unbitten, and extract venom is no small feat. If it is done, the venom can afflict users with a journey of the mind.

One dose lasts 2D6 hours. For the duration of effect, one will experience magical visions and hallucinations. At the start of each hour, roll D2 to see if the hour entails a productive or destructive magical journey of the mind.

At the end of the journey if the majority of the hours were productive, the afflicted may add +1 omen per productive hour for 3D4 days. Otherwise, the afflicted loses use of omens for 3D4 days.

The Oracle's Eye

News bounds and abounds throughout Tveland of an oracle heralding a future; an end to the end-times. A large bounty has been placed on their singular, distinctive eye. Last you heard they were attempting to entreat the Shadow King for some sort of aide. Yes, aide, not aid. Cut that eye out and receive your just reward!

Reward: 333s.

The Truffle Pig's Slop

You found some slop. Not just any old slop, it has truffles in it! How elevated, so distinguished, what class! If you talk to the truffle hunter they’ll say it’s good slop. The truffle pig loves it! The specialness of this readily available slop is stressed to you. When no one’s looking, get a taste. If any amount goes in your mouth, TOUGHNESS DR15.

On a success, it tastes terrible but at least you’re okay. Add a D2 to your next STRENGTH roll.

On a fail, D4 damage and puke the contents of your stomach. It is slop after all.

The truffle hunter will not be pleased if they discover you partook of the slop. Beware, the pig is a tattletale.

Mo Says Mountains

You find an unclean scroll. A note on the back reads, “Mo says mountains”. The note says the scroll was a page ripped from a tome titled Ruinous Whispers, vol. 4.

The power: WAVES AS MOUNTAINS. Water divides itself up to mountains around you for 3D10 minutes.

Long White Veil

The veil hangs down to the ground, yet it is not dirty. You may not remove the veil by normal means.

While wearing the veil, look into the darkest shadow you can see. Only you can see the eyes there. They glint from somewhere deep within the shadow. You're wearing their veil, and they want it back.

The eyes will follow you, always looking at you from the darkest shadow nearby, until you find a way to return the veil.

Gain -1 PRESENCE. While wearing the veil NPCs will assume you've come from your wedding.

Upon successful return of the veil, gain +3 PRESENCE. You also gain proficiency in any checks related to weddings.