MÖRK BORG: Chapter I: Nurse the Rot

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Stormbringer
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MÖRK BORG: Chapter I: Nurse the Rot

Post by Stormbringer » Thu Jan 16, 2025 11:38 pm

The wind from the west, from the sundered land: rot rides it, and the stench of blood.

Cursed walker, will you travel there? To the Valley of the Unfortunate Undead?

Our young ones are taken by the child-thief, Tergol, known for his vile crimes and alchemy of flesh. Distances shift, paths between places warp—as if this pale, lightless world possessed a will and bitter life, its mercy curdled to wrath over a too-long age. No one has seen the sun in years; the old care more for sacrifice and god-offerings than their bawling spawn. Doomsayers are proved right time and again, and embraced by hidden powers.

Who are you? The grave robber with silver glittering between cracked fingernails? The mystic who would bend the world’s miserable heart away from its inevitable end? Most likely, it makes little difference. Maybe it’s best to surrender, before all is drowned in welcome silence.

Life locked and failing in a DARK FORT.


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WHAT WAS WRITTEN MUST BE KNOWN

I.
Anuk Schleger, monk of the Creton order, encountered the basilisk Verhu in the year 565 and set down that creature’s whispered prophecies. These lost texts came to be known as the Nameless Scriptures. 300 years later, while working on a new Cathedral, The Two-Headed Basilisks, an orthodox branch of the Creton order, uncovered Schleger's tomb and with it the Scriptures. Since then all events described within have come to pass. The prophecies are absolutely, factually true and have, thus, supplanted all other Scripture. Around this cathedral has grown Galgenbeck, the greatest city that ever was.

II.
The basilisks are two and two-headed. The four heads have argued for hundreds of years. Verhu predicts inexorable annihilation and, since he’s always right, has become utterly full of himself. His is also the head worshipped most. If you could learn the codes of the apocalypse perhaps the right offerings might avert it? Verhu loves his position and hungers for temples to be raised in his name.

III.
When the world was but water, dust and clouds, thick with plague-fat flies, came SHE, first of the basilisks. From the cracks of Bergen Chrypt SHE crawled. SHE bears the head of Denial, Lusi, who looks up and down. Yet all shall be well. Her twin Arkh, Head of Deception, claims to be the first prophet of truths now prostituted by Verhu. Few have ever seen her, the oldest, but many walk her twin paths. SHE spawned many since the dawn of time, their conceptions not without agony. All were cast down the cliffs of Bergen Chrypt, only HE survived. Down in the Valley of the Unfortunate Undead, his eyes locked upon the mountain’s peak, he spits out curses upon his evil mother. The head Gorgh is bitter, rank with envy that only his twin Verhu knows the damned truth. Time and time again his prophecies are brought to be. The piles of gold-gift riches from his faithful teeter and slide, so tall are they.

IV.
The world dies even now. Reality decays, truth becomes dream and dream, truth. Cracks grow in the once-stable structures of the past, allowing things misshapen and vile to worm through, emerging into day’s wan light. The world closes in, bounded to the west by the massive Bergen Chrypt with its catacombs and ice-caked peaks, and surrounded by the Endless Sea to the north, south and east. Many have ploughed the wave’s furrow in search of new lands. They all return, against their will. Alive or dead. One day all will blacken and burn. Just as the Two-Headed Basilisks have predicted. The world is dying, time is short. How will you face these last days? Robbing graves for soil-stained wealth, or facing down the apocalypse, hoping it can be fought?


THE WESTERN KINGDOM

The Western Kingdom, called Wästland in the songs of the simple and rhymes of the poor, once home to peace and wealth when Lake Onda gifted fish and the river-trade thrived. Now, terror and despotism stalk. In the secret citadel of the sad-but-gaudy city of Schleswig, King Fathmu IX schemes. Paranoid, fat and increasingly mad, he is consumed with psychosis and invisible fears. Obsessed with the prophecies of Verhu, the King raids and invades houses and villages, barns and temples. Nowhere and no one is safe, especially the poor. Taxed into starvation, the contents of their larders and storehouses are carted off by Fathmu’s men.


TÜNSTAL

Our tale begins in the eastern-most marshes of Wästland, north-east of Lake Onda, in the village of Tünstal, a dying agricultural community.

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There, Lord Margar and his companions have just recently entombed his deceased aunt, the Lady Marathuk, in the crumbling family mausoleum, on the grounds of their now-destroyed manor, recently besieged by the heavily armed thugs of the tyrant King Fathmu IX, who plundered almost everything they owned, carting off their goods to Schleswig, though not before razing the manor to the ground with concentrated artillery fire, and leaving Margar and his aunt to fend for themselves among the ruins. She didn't last long. Now Margar is all that remains of his family's noble lineage.

In her Will, Lady Marathuk bequeathed the entire estate to her nephew and only heir, Margar, but alas, there is nothing left to inherit — thanks to King Fathmu — save for one thing: her dying wish!

The gloomy village of Tünstal, which the former manor once overlooked, squats a stone's throw from the ruined and long-abandoned Chapel of St. Olundan, near the wretched marsh that oozes from the eastern shores of Wästland — known as the Tragic Lands — into the Endless Sea beyond. Someone or something rotten lurks within the ruins of St. Olundan's, and Aunt Marathuk knew this, for her greatest heirloom — the Staff of Awful Light — was stolen, years before, and carried off to the chapel's sunken crypt. So she believed.

Though Lady Marathuk once offered great reward to any villager willing to enter the chapel and return the Staff to her, none have ever accepted, for fear of what is rumoured to lurk within! The villagers speak of strange screams heard echoing from the chapel's ruins in the dark of night, and whispered legends still circulate of the events concerning the sudden and violent closure of Mikol’s Infirmary — a hospital in the city of Galgenbeck, in neighbouring Tveland — in which, it is said, twisted experiments were conducted in bygone years. Some whisper of the cruel punishments — by the hands of the Inquisition of the Two-Headed Basilisks — inflicted upon those who worked in the infirmary. Others whisper of the peculiar sightings of those who supposedly survived said punishments, who some say fled southward on the backs of swift black horses, leaving behind open graves.

And yet, without the presence of the Staff, the village of Tünstal is surely doomed: for the powers contained within the Staff are all that keep Tünstal safe from the coming Miseries that herald the world's inevitable demise, as foretold by the Nameless Scriptures. Aunt Marathuk's dying wish is that the Staff must be retrieved from the chapel and returned to the village, before what is left of Tünstal is entirely engulfed by the ever-growing darkness! As the sky blackens and a strange mist rises from the cracked earth, Lord Margar realises time is short. He must head into the chapel, find the staff, and be quick about it!


DRAMATIS PERSONAE

  • Lord Margar
    A lazy, substance-abusing noble. Recently lost an eye when attacked by his own heirloom sword, who despises him utterly, though Margar claims the eye was lost in a heroic battle. Lost his ancestral estate at the decree of King Fathmu IX, and is now the last of his line. Has a strange habit of whistling loudly whenever he tries to hide, which he denies. Takes orders from a talking horse who is more intelligent than him. In fact, he has a weird general affinity for talking with animals.
  • Fechr
    An aggressive and highly defensive yet giggling deserter from King Fathmu's army. Abandoned his regiment after suffering an incurable, cursed wound. Proud owner of a magic horseshoe he found in a crypt, which he believes came off Death's horse. Keeps company with a small but equally aggressive dog. Finds Lord Margar's gang of misfits more tolerable than the King's army. For now...
  • Giant Dances the Sea
    A strange, staring, giggling creature that hatched out of an egg Lord Margar found in the swamps. Lord Margar keeps it as a sort of curiosity, and cheap source of food, for its ability to summon mysterious meals out of nowhere is quite useful for survival. But can it really be trusted? Where did it come from? Who or what does it really serve?
  • Malaiz
    A fat, suspicious hermit, originally from the cliff of Terion near Grift (though he has forgotten this, due to inexplicable amnesia) has wandered into Margar's company. Obsessively collects sharp stones for reasons unclear. Was stabbed once (he remembers not why), but a tiny steel shard is still embedded in his flesh, moving ever closer toward his heart...each day could be his last. Has a pet cat who follows him around. A practitioner of arcane arts, he can summon spells from thin air.
  • Grin
    A bitter, lazy and forgetful priest of some highly unorthodox faith (though Grin has likely forgotten its rites). Fleeing persecution from the Inquisition of the Two-Headed Basilisks in Galgenbeck, Grin has wandered south into Wästland and joined Lord Magar's company. Provides spiritual "guidance" to the group...whether they like it or not. Keeps a monkey as a loyal disciple.
  • Prügl
    A wholly boring, yet highly eccentric bard with an extremely competitive streak, his cracking bones alarm all who hear him pass by, yet the ghastly sounds he performs on his lute disturb the minds of his companions all the more. Claims he comes from frozen Kergüs in the far north of the world. In which case, he's travelled a long way to join Lord Margar's band, down here in the southern swamps of Wästland. Attempts to entertain the group with his tunes...not always appreciated. Made a pact with a strange power in exchange for survival...might be something to do with the weird cult he's fled.

ACT I: SCENE I

A ruined chapel in a withered rural landscape, on the shores of a slimy marsh, stretching out for miles beyond. Wind howls through its broken windows. Strange mists rise from the earth round about. Hammering rain blankets all, beneath a grey, sunless sky. The chapel's arched doorway yawns before you...

  • Everyone state your actions!
Last edited by Stormbringer on Fri Jan 24, 2025 12:57 pm, edited 6 times in total.
"Animalmother" wrote:Violence is often the best solution.

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Wrathbone » Fri Jan 17, 2025 7:15 am

I give an uninspiring speech:

“Now look, I may be the last person who should be lord of anything, but your lord I am, and I intend to do right by you all. Which at the moment involves going into this frankly appalling place which doesn’t appear to conform to any of our safety regulations to retrieve the staff that, as I’m sure you know, my dear departed Aunt insisted we need. Not sure why, but bold Barbarister here assures me that without it, we may as well slit our own throats and be done with it. So, you know, let’s try not to die until the staff is in hand, eh?”

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Sly Boots » Fri Jan 17, 2025 7:17 am

The uncomfortable silence that follows is broken only by the inane giggling of Giant Dances the Sea.

He then waves his gnawed femur in the air in a ghastly parody of a knight preparing for battle.

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Animalmother » Fri Jan 17, 2025 9:41 am

Margar's speech is mostly meet with sullen silence broken only the unsettling giggling of the pale freak. There is a sudden woop of joy from the rear. Everyone turns to look at the rotund Malaiz sprawled in the dirt admiring a particularly pointy pebble cupped in his hands as if it were the most precious of diamonds. The look of joy drains from his face to be replaced by one of confusion then, blankness as he wanders off aimlessly. He reeks of a mixture of cat piss, stale ale and loss.

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Wrathbone » Fri Jan 17, 2025 9:44 am

Good hermit, the chapel is this way! My lone eye grants me terrible depth perception, I fear, so perhaps you'd care to go over to the entrance to gauge how far away it is? There's a good chap.

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Sly Boots » Fri Jan 17, 2025 10:08 am

Giant (will shorten to this so I don't have to type it out in full each time lol), understanding the desire of his master, lopes unsteadily from the room, beckoning for the others to follow. His nighttime wanderings have taken him far and wide and, though he doesn't understand much of what he sees, he knows the whereabouts of this "chapel"...

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Stormbringer » Fri Jan 17, 2025 10:12 am

Sly Boots wrote:
Fri Jan 17, 2025 10:08 am
Giant (will shorten to this so I don't have to type it out in full each time lol), understanding the desire of his master, lopes unsteadily from the room, beckoning for the others to follow. His nighttime wanderings have taken him far and wide and, though he doesn't understand much of what he sees, he knows the whereabouts of this "chapel"...
Just so we're clear, you're all standing in the rain outside the chapel entrance...
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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Sly Boots » Fri Jan 17, 2025 10:17 am

Stormbringer wrote:
Fri Jan 17, 2025 10:12 am
Sly Boots wrote:
Fri Jan 17, 2025 10:08 am
Giant (will shorten to this so I don't have to type it out in full each time lol), understanding the desire of his master, lopes unsteadily from the room, beckoning for the others to follow. His nighttime wanderings have taken him far and wide and, though he doesn't understand much of what he sees, he knows the whereabouts of this "chapel"...
Just so we're clear, you're all standing in the rain outside the chapel entrance...
Uhhh... it was a flashback? :lol:

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Sly Boots » Fri Jan 17, 2025 10:18 am

Well, someone is going to have to take the lead, and it probably won't be the half-naked alien with nothing but a leg-bone and a pocketful of lard to protect him...

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Animalmother » Fri Jan 17, 2025 10:27 am

Scrotvm now sick of standing in the rain makes a break for cover. He darts into the chapel entrance for shelter. Malaiz, ever fearful of losing his only companion, follows the cat without a moments hesitation.

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Stormbringer » Fri Jan 17, 2025 10:33 am

Anyone who enters the chapel must now wait until the rest of the company acts before making further actions themelves. Once everyone is inside, then we shall begin Scene II!
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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Sly Boots » Fri Jan 17, 2025 10:36 am

Stormbringer wrote:
Fri Jan 17, 2025 10:33 am
Anyone who enters the chapel must now wait until the rest of the company acts before making further actions themelves. Once everyone is inside, then we shall begin scene II!
Could we just assume everyone enters and start from there? Or is there any reason to do anything outside the chapel first?

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Stormbringer » Fri Jan 17, 2025 10:37 am

I suppose it's just an opportunity to build atmosphere and character interaction.
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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Wrathbone » Fri Jan 17, 2025 10:49 am

Seeing that Malaiz hasn't immediately perished, I'll follow inside and attempt to encourage everyone else to come with us.

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Re: MÖRK BORG: Chapter I: Nurse the Rot

Post by Sly Boots » Fri Jan 17, 2025 10:51 am

Giant scampers after Margar, tittering under his breath.

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