you see that is what got me aswell couse i first thought washed clean from while Duesal say's it's purified by
I'm going off context in this case. The powers of Hell itself aren't going to be purifying gods and goddesses and make them Neutral or Good in alignment. It has to mean the same thing that happened to the Efreeti.
 
I'm going off context in this case. The powers of Hell itself aren't going to be purifying gods and goddesses and make them Neutral or Good in alignment. It has to mean the same thing that happened to the Efreeti.
you see i got from the context more that Asmodeus was trying to change the religion so it would be the former while the original text would have it be the later. also the word purified from made me jump to that instead
 
...Can we just bomb Slavers' Bay to the ground and let it be, instead of dealing with Paradox Billiards Vostroyan Roulette Fourth Dimensional Hypercube Chess Strip Poker-shittery of Asmodeus? Pretty please?

Aww.
:(
 
...Can we just bomb Slavers' Bay to the ground and let it be, instead of dealing with Paradox Billiards Vostroyan Roulette Fourth Dimensional Hypercube Chess Strip Poker-shittery of Asmodeus? Pretty please?

Aww.
:(
No, because it's basically just one big prisoner camp filled with innocent civilians and their fucktarded concentration camp overseers.
 
I wonder what would need to happen to shift the worshipers of the Lady of the Spears from only Unsullied to soldiers in general. 🤔 Probably not happening, but that'd be one of the few ways I see us convincing her not to go through a deal with Asmodeus.
 
Myrkdreki Dragons
Myrkdreki
Note: This lore is written as if the Myrkdreki were a long existing dragon breed in a regular D&D setting. They are actually a custom creation and in this quest brought to life by creating them in the Flesh Forge of Gorgossos from Fey and Kyton lore being worked on the dead bodies of Shadow Dragons to create the first of them.

The Myrkdreki are a curious breed of dragon, having no clear relation to any other species, save some similarity to Shadow Dragons. Some claim that is because they were created by dark rituals or profane experiments as beasts of war of some powerful realm or Archmage. Others think their apparent kinship to both Fey and the dreaded Kytons stems from long years of careful breeding by one party or another. Whatever theory might be true, the Myrkdreki have successfully carved out their own niche among dragonkind by guile, trickery and a viciousness that knows few equals.

Appereance
Physically, the Myrkdreki is one of the smallest dragons, roughly equal in size to the common White, but with a much more slender build. It's scales are softer and smaller then those of other dragons and due to their uniform color, their hide often appears almost entirely smooth. The scales of a Wyrmling are of a dark grey to almost black color and rapidly darken as the Myrkdreki grows. As their age and thus their connection to the Plane of Shadows deepens, the scales begin to take on an almost oily sheen before seemingly blurring like smoke. The scales of the oldest known Myrkdreki are almost entirely made from pure shadow, giving them a pitch black color and making the whole dragon appear like a shadow that has come to life. The head of a Myrkdreki is very narrow and pointed, with two large horns growing from the base of the skull backwards along it's neck. Some have also been spotted with crests of horns framing their head instead of these two horns.

Personality
Myrkdreki are playful and cruel creatures, delighting in the fear of others and often using their powers to entertain themselves by causing it. They also pride themselves on their abilities of deceit, never breaking the letter of their word once given, but twisting the meaning as it suits their purposes. However, conflicts between older Myrkdreki and human settlements near their lairs are very rare, as these prideful creatures take the greatest joy from besting a foe they deem worthy of their attention, while dismissing some peasant village as beneath their notice. If particularly bored and without a proper target in sight, they tend to use their abilities to frighten and terrorize nearby settlements in the hopes of attracting adventurers and heroes to amuse themselves with.

Like most dragons, they are usually solitary in nature and dislike authority, but they are readily willing to cooperate with others and coexist peacefully even with other dragons. A Myrkdreki will usually try to secure it's home by proactively contacting other dragons, powerful creatures or rulers in the area it lairs, carefully coaxing others to acknowledge it's right to rule a certain area while being willing to swear oaths to not stray into others territories in return. Thus many mortal rulers find Myrkdreki to be rather amicable neighbors once an agreement has been reached. In some rare cases, they are even known to willingly swear fealty to others who they perceive as too powerful to oppose or under whose rulership they hope to be able to fulfill their own desires.

They often come into conflict with other dragons, especially Red Dragons, who rarely care about any agreements about territory, and it is not uncommon for Myrkdreki to seek allies to defeat stronger opponents. Especially among their own clutch mates, they often find eager help when they plan to take down another dragon that they alone could not defeat. These conflicts are often also fueled by their vengeful nature. A Myrkdreki hates hoard thieves and oathbreakers with equal fervor, going to great lengths to punish anyone who wronged them in such a way.

Habitat
While mostly tending to warmer climates, Myrkdreki can be found almost everywhere, building their lairs in subterranean structures like crypts, mines and ruins. There they seek hidden caverns and rooms that can only be reached in their smoke form to hide their hoards from all possible intruders. As they grow older, they will often further fortify these rooms until only incorporeal creatures and magic travel can enter it. They also like to set up fake hoards, creating more such hidden rooms that they then fill with a small amount of treasure to trick thieves into thinking that they found the actual hoard. These traps almost always contain some way for the Myrkdreki to find and follow the thieves.

The lair of the dragon is often protected by undead creatures it raised as defenders and servants, as they have no needs that would require them to leave the hoard. These will usually be a host of mindless skeletons and zombies that make up the bulk of the Myrkdreki's servants, lead by ghosts, alips, shadows or other incorporeal undead that can enter and leave the hoard at their masters behest. Sometimes they also have mortal servants living near their hoard without actually knowing it's location.

Reproduction
The relationship between Myrkdreki and their close kin resembles in some aspects that of noble houses, though they lack such a concept. The decision to sire offspring is roughly equal to two Myrkdreki entering an alliance, with the terms usually haggled out before. Usually the parents will take turns protecting the clutch, which is placed in a secure location that both can easily reach from their lair. Clutches tend to be between 2 and 6 eggs, with the clutches of older pairs tending to be smaller then those of younger pairs.

When the clutch hatches after roughly a year, the agreement of the parents comes into effect. Usually each parent claims a certain number of Wyrmlings and will raise them alone in it's lair. Sometimes, especially if the parents are lairing near each other and wish for a permanent alliance, they will raise the whole clutch together in a quasi family unit. On the other hand, if the parents lairs are far apart or the travel between them dangerous, they might already divide the clutch among each other.

How long the children are reared depends on the circumstances of the parent. If there is ample room for another Myrkdreki territory and no greater threats in the area, they tend to help their offspring to set up their own lairs at a very young age. If territory is more contested, the parents might share it's lair until the children nearly reached adulthood, before they all take flight as a group to conquer lairs for themselves.

For Myrkdreki, offspring are a means of securing their lands and power and while they treat their offspring well to foster loyalty, there is little true love. Thus they will occasionally offer their own eggs or even to lay with another species as part of a pact or transaction.

Combat
A Myrkdreki always prefers to being a fight on it's own terms and will do it's best to avoid a direct confrontation unless it is absolutely sure it will win. They strike from ambush, using their natural talents and magical powers, especially illusions, to confuse and evade their enemies. Usually they will draw out fights once they are certain that they will win them, preferring to taunt and terrorize their enemies then to land a killing blow. Against much weaker opponents, they also sometimes show mercy and let them escape, vowing to hunt them down later and delighting in the fear that these proclamations cause.

However, when cornered or when they feel truly threatened Myrkdreki fight with great ferocity, using careful physical blows in conjunction with powerful necromancy to take down their opponents. In this they will trust their strong regeneration abilities to fight on after taking even devastating damage, unnerving their foes with their seemingly suicidal wrath. But the dragon knows it's limits very well and will try to retreat when it is certain that the battle is hopeless, even though it might sting its pride. Adventurers should beware. A Myrkdreki that was driven off will soon return with it's allies in tow.

Trivia
There are many legends and horror tales about Myrkdreki, many of them spread and encouraged by the dragons themselves. Especially their connection to the Plane of Shadows and their closeness to the undead is a source for many of them. A common claim is that a Myrkdreki might return to life, even if slain with a silver weapon, if it is not buried in hallowed ground. Variants of this claim that any armor and weapons forged from it's scales and claws will gain sentience and turn against it's owner in time, or even drag them to a horrifying fate among the living dead, if the body has not been buried for a year and a day before the scales and bones were taken.

It is difficult to say how true any one story is, especially as many of them might be inspired by real events. More then one Myrkdreki did return from seeming death, because it's apparent slayers had neither silver nor hallowed weapons on hand to prevent it's regenerative powers from bringing it back to life. Likewise, many older Myrkdreki delve deep into necromantic lore to beat their own mortality, returning from the grave as dreadful Dracolichs that are all too real.

Mechanics
Age CategoryAge in YearsCRSizeSpeedHit DiceNatural ArmorBreath WeaponStrDexConIntWisChrAttacksSpecial AbilitiesFeatsCaster Level
1 Wyrmling0–53Tiny40 ft., Fly 100 ft. (Avg.)3415 ft., 2d61114111011101x Bite 1d4, 2x Claw 1d3Umbral Scion, At Will Gaseous FormIron Will, Weapon Finesse, Piranha Strike, Tomb Tainted Soul-
2 Very young6–154Small150 ft., Airwalk5520 ft., 4d61216121213121x Bite 1d6, 2x Claw 1d4Constant Airwalk, Constant Freedom of MovementFly-By Attack-
3 Young16–257Medium150 ft., Airwalk7730 ft., 6d61418141213121x Bite 1d8, 2x Claw 1d6, 2x Wings 1d4At Will Darkness, Frightful PresenceMultiattack-
4 Juvenile26–508Medium150 ft., Airwalk9830 ft., 8d61420161415141x Bite 1d8, 2x Claw 1d6, 2x Wings 1d4Ghost Bane, At Will Vampiric TouchShadow Magic1th
5 Young adult51–10010Large200 ft., Airwalk111040 ft., 10d61420161415141x Bite 2d6, 2x Claw 1d8, 2x Wings 1d6, 1x Tail Slap 1d8Umbral Scion II, At Will Shadow Walk (100 miles per hour speed)Spell Focus (Necromancy)3rd
6 Adult101–20011Large200 ft., Airwalk131140 ft., 12d61620181617161x Bite 2d6, 2x Claw 1d8, 2x Wings 1d6, 1x Tail Slap 1d8Regeneration at half HD/Good or Silver, DR 5/magic and Cold IronSpell Focus (Illusion)5th
7 Mature adult201–40012Large200 ft., Airwalk151340 ft., 14d61622181617161x Bite 2d6, 2x Claw 1d8, 2x Wings 1d6, 1x Tail Slap 1d8SR 11 + CR, At Will Speak With DeadThanatopic Spell7th
8 Old401–60014Huge200 ft., Airwalk171450 ft., 16d61624181819181x Bite 2d8, 2x Claw 2d6, 2x Wings 1d8, 1x Tail Slap 2d6, 1x Crush 2d8DR 10 / Magic and Cold Iron, Shadow BreathDarkstalker9th
9 Very old601–80015Huge200 ft., Airwalk191650 ft., 18d61624201819181x Bite 2d8, 2x Claw 2d6, 2x Wings 1d8, 1x Tail Slap 2d6, 1x Crush 2d8Foreboding Whispers, At Will Project ImageEasy Metamagic (Thanatopic Spell)11th
10 Ancient801–1,00016Huge200 ft., Airwalk211750 ft., 20d61826202021201x Bite 2d8, 2x Claw 2d6, 2x Wings 1d8, 1x Tail Slap 2d6, 1x Crush 2d8DR 15/Good, Magic and Cold Iron, Finger of Death 3/DayRapid Metamagic13th
11 Wyrm1,001–1,20017Huge200 ft., Airwalk231950 ft., 22d61826202021201x Bite 2d8, 2x Claw 2d6, 2x Wings 1d8, 1x Tail Slap 2d6, 1x Crush 2d8Energy Drain, Maddening WhispersFell Drain15th
12 Great wyrm1,201+19Gargantuan250 ft., Airwalk252060 ft., 24d61826222223221x Bite 4d6, 2x Claw 2d8, 2x Wings 2d6, 1x Tail Slap 2d8, 1x Crush 4d6, 1x Tail Swipe 2d6DR 20/Good, Magic and Cold Iron, Create ShadowsEasy Metamagic (Fell Drain)17th

Umbral Scion (Ex)
Myrkdrekis have an exceptionally strong connection to the Plane of Shadows. From birth on, they can hide effortlessly in shadows, gaining Full Concealment when in an area that is not receiving full daylight or is under the effect of the Daylight spell. Due to this connection, they are furthermore immune to Cold, Death Effects and Energy Drain.
By the time they reach Young Adult age, they master this ability and can turn their body into immaterial shadow and back as a Standard Action. They can also shift to the Plane of Shadow and back as a Standard Action. Both of these abilities also affect any person that is carried by the Myrkdreki, as long as it desires to do so. A creature that looses contact with the Myrkdreki while it is incorporeal becomes corporeal again, but a creature that was transported to the Plane of Shadows is not returned to it's original plane.

Ghost Bane (Su)
Before they learn how to become fully incorporeal themselves, young Myrkdrekis first learn how interact with and harm incorporeal creature. All natural attacks of a Juvenile or older Myrkdrekis are considered to have the Ghost Touch property.

Shadow Breath (Su)
As they grow older, the connection of a Myrkdrekis with the Plane of Shadows grows stronger, allowing them to manipulate it's energies ever more efficiently. An Old or older Myrkdrekis can infuse his breathweapon with living shadow, carrying the pain and wails of those lost in the eternal darkness with it. Creatures hit by this breath take 2d6 points of Strength drain and become blinded and deafened for 1d4 rounds. A successfull Will save negates the blindness and deafness, and reduces the Strength drain to 1d4 points. The Myrkdrekis can use this ability thrice per day.

Foreboding Whispers (Su)
As a Standard Action, a Very Old or older Myrkdrekis can infuse it's natural aura of menace with power it draws from the Plane of Shadows, causing everyone in range of it's Frightful Presence to hear ghostly, threatening whispers. Everyone affected by this ability becomes Panicked for a number of rounds equal to the Myrkdrekis Charisma modifier. On a successful Will save, the affected creature only becomes Shaken for one round. The Save DC is Charisma based. This is a mind-affecting fear effect. A creature who successfully saved against the Myrkdrekis Frightful Presence within the last 24 hours is still vulnerable to this ability, but gains +2 to it's save.

Energy Drain (Su)
By infusing it's claws and teeth with Negative Energy, a Wym or Great Wyrm Myrkdrekis can inflict one negative level per round to a creature it hits with them.

Maddening Whispers (Su)
Using much more power and focusing it more tightly, a Wyrm or Great Wyrm Myrkdrekis can focus it's fear aura to the point that it can overwhelm and shatter even the strongest minds. Thrice per day, the Myrkdrekis can create a 15 ft. burst, whose center must be within his Frightful Presence radius, in which each creature perceives an overwhelming onslaught of voices that promise nothing but death, ruin and madness. Each affected creature is dealt 2d6 Wisdom damage and it becomes Panicked for a number of rounds equal to the Myrkdrekis Charisma modifier. On a successful Will save, this is reduced to 1d4 Wisdom damage and being Shaken for 1 round. The Save DC is Charisma based. This is a mind-affecting fear effect.

Create Shadows (Su)
Having mastered it's own nature, a Great Wyrm Myrkdrekis has also learned how to twist the essence of other creatures to his whims. Any creature slain by it rises as a shadow (if 8 HD or less) or greater shadow (if above 8 HD) under Myrkdrekis control 1d4 rounds later, unless the Myrkdrekis does not wish to raise a given creature in this fashion.

Draconic Familiar
A mage with at least 9th level can take a Myrkdrekis Wyrmling as a Draconic Familiar.

Wyrmling, CR 3
Lawful Evil Tiny Dragon
Init +2;
Senses dragon senses

DEFENSE
AC 18, touch 14, flat-footed 16 (+4 natural, +2 size, +2 DEX)
HP 19 (3d12)
Fort +3, Ref +5, Will +5
Immune cold, death effects, energy drain, paralysis, sleep;

OFFENSE
Speed 40 ft.; Fly 100 ft. (Average)
Melee bite +7 (1d4 +3), 2 claws +7 (1d3 +2)
Space 2.5 ft.;
Reach 0 ft. (5 ft. with bite)
Special Attacks breath weapon (15-ft. cone, 2d6 negative energy, DC 11)

Spell-like Abilities (CL 3th)
At will - Gaseous Form

STATISTICS
Str 11, Dex 14, Con 11, Int 10, Wis 11, Cha 10
Base Atk +3
Feats Iron Will, Weapon Finesse, Piranha Strike, Tomb Tainted Soul
Skills Bluff +4, Diplomacy +3, Sense Motive +3, Stealth +5, Survival +3
Languages Common, Draconic
SQ Umbral Scion

SPECIAL ABILITIES
Umbral Scion (Ex)
Myrkdrekis have an exceptionally strong connection to the Plane of Shadows. From birth on, they can hide effortlessly in shadows, gaining Full Concealment when in an area that is not receiving full daylight or is under the effect of the Daylight spell. Due to this connection, they are furthermore immune to Cold, Death Effects and Energy Drain.
Very Old, CR 15
Lawful Evil Huge Dragon
Init +7;
Senses dragon senses;
Aura frightful presence (270 ft., DC 23)

DEFENSE
AC 31, touch 15, flat-footed 24 (+16 natural, -2 size, +7 DEX)
HP 218 (19d12 + 95)
Fort +16, Ref +18, Will +17
Defensive Abilities Freedom of Movement
Regeneration 9/good or silver
DR 10/cold iron and magic;
Immune cold, death effects, energy drain, paralysis, sleep;
SR 26

OFFENSE
Speed 200 ft.; air walk
Melee bite +24 (2d8+10), 2 claws +24 (2d6+7), tail slap +22 (2d6+10), 2 wings +22 (1d8+7)
Space 15 ft.;
Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft. cone, DC 27, 18d8 negative energy, DC 24), crush, shadow breath (DC 24), foreboding whispers (DC 23)

Spell-like Abilities (CL 19th)
Constant - Air Walk, Freedom of Movement
At will - Darkness, Shadow Walk, Vampiric Touch, Speak with Dead, Gaseous Form, Project Image

Spells Known (CL 11th)
5th (4/Day) - Shadow Evocation, Mirage Arcana
4th (7/Day) - Dispelling Breath, Enervation, Greater Invisibility
3rd (7/day) - Ancestral Awakening, Shadow Necromancy, Shadow Enchantment, Major Image
2nd (7/Day) - Scintillating Scales, Ghoul Touch, Haunting Mists, Wings of Cover, Alter Self
1st (7/Day) - Blood Wind, Searching Shadows, Shield, Chill Touch, Mage Armor
0th (6/Day) - Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Read Magic, Arcane Mark, Prestidigitation, Ghost Sound, Message

STATISTICS
Str 16, Dex 24, Con 20, Int 18, Wis 19, Cha 18
Base Atk +19
Feats Iron Will, Weapon Finesse, Piranha Strike, Tomb Tainted Soul, Fly-By Attack, Multiattack, Shadow Magic, Spell Focus (Necromancy), Spell Focus (Illusion), Thanatopic Spell, Darkstalker, Easy Metamagic (Thanatopic Spell)
Skills Skill Trick: Swift Concentration, Bluff +18, Concentration +22, Diplomacy +18, Knowledge (Arcana, Religion, Planes) +12, Intimidate +18, Perception +12, Sense Motive +18, Spellcraft +16, Stealth +22, Survival +12
Languages Common, Draconic, Abyssal, Infernal
SQ Umbral Scion, Ghost Bane, Shadow Breath 3/Day DC 24, Foreboding Whispers 3/Day DC 23

SPECIAL ABILITIES
Umbral Scion (Ex)
Myrkdrekis have an exceptionally strong connection to the Plane of Shadows. From birth on, they can hide effortlessly in shadows, gaining Full Concealment when in an area that is not receiving full daylight or is under the effect of the Daylight spell. Due to this connection, they are furthermore immune to Cold, Death Effects and Energy Drain.
By the time they reach Young Adult age, they master this ability and can turn their body into immaterial shadow and back as a Standard Action. They can also shift to the Plane of Shadow and back as a Standard Action. Both of these abilities also affect any person that is carried by the Myrkdreki, as long as it desires to do so. A creature that looses contact with the Myrkdreki while it is incorporeal becomes corporeal again, but a creature that was transported to the Plane of Shadows is not returned to it's original plane.

Ghost Bane (Su)
Before they learn how to become fully incorporeal themselves, young Myrkdrekis first learn how interact with and harm incorporeal creature. All natural attacks of a Juvenile or older Myrkdrekis are considered to have the Ghost Touch property.

Shadow Breath (Su)
As they grow older, the connection of a Myrkdrekis with the Plane of Shadows grows stronger, allowing them to manipulate it's energies ever more efficiently. An Old or older Myrkdrekis can infuse his breathweapon with living shadow, carrying the pain and wails of those lost in the eternal darkness with it. Creatures hit by this breath take 2d6 points of Strength drain and become blinded and deafened for 1d4 rounds. A successfull Will save negates the blindness and deafness, and reduces the Strength drain to 1d4 points. The Myrkdrekis can use this ability thrice per day.

Foreboding Whispers (Su)
As a Standard Action, a Very Old or older Myrkdrekis can infuse it's natural aura of menace with power it draws from the Plane of Shadows, causing everyone in range of it's Frightful Presence to hear ghostly, threatening whispers. Everyone affected by this ability becomes Panicked for a number of rounds equal to the Myrkdrekis Charisma modifier. On a successful Will save, the affected creature only becomes Shaken for one round. The Save DC is Charisma based. This is a mind-affecting fear effect. A creature who successfully saved against the Myrkdrekis Frightful Presence within the last 24 hours is still vulnerable to this ability, but gains +2 to it's save.

Named Myrkdreki
Osryx - Very Old Myrkdreki
Good natured and adventurous with a tendency to treat things as if they are games, though he is often extremely callous in the pursuit of his fun and adventures. He is also fully aware that he is almost invulnerable compared to other folk, so he tends to not take risks seriously.

Saelany and Lanysae, The Twins - Very Old Myrkdreki / Dragon Mytic 1
Rarely seen apart, the twins have a wicked sense of humor, making jests at other people expenses and steeping to mean spirited pranks if bored enough. When they are allowed to fight, they tend to terrorize their targets, if they can get away with it. They tend to float in the air, switching between a corporeal and an incorporeal form whenever the mood strikes them, and make overall little effort to hide their true nature.
 
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Like most dragons, they are usually solitary in nature and dislike authority, but they are readily willing to cooperate with others and coexist peacefully even with other dragons. A Myrkdreki will usually try to secure it's home by proactively contacting other dragons, powerful creatures or rulers in the area it lairs, carefully coaxing others to acknowledge it's right to rule a certain area while being willing to swear oaths to not stray into others territories in return. Thus many mortal rulers find Myrkdreki to be rather amicable neighbors once an agreement has been reached. In some rare cases, they are even known to willingly swear fealty to others who they perceive as too powerful to oppose or under whose rulership they hope to be able to fulfill their own desires.

They often come into conflict with other dragons, especially Red Dragons, who rarely care about any agreements about territory, and it is not uncommon for Myrkdreki to seek allies to defeat stronger opponents. Especially among their own clutch mates, they often find eager help when they plan to take down another dragon that they alone could not defeat. These conflicts are often also fueled by their vengeful nature. A Myrkdreki hates hoard thieves and oathbreakers with equal fervor, going to great lengths to punish anyone who wronged them in such a way.
This is ironically quite suited for us. We're way too powerful for Myrdreki to ever even hope to challenge, and unlike standard Reds, we and every dragon in our service stick to our given word.
 
Myrkdreki


The Myrkdreki are a curious breed of dragon, having no clear relation to any other species, save some similarity to Shadow Dragons. Some claim that is because they were created by dark rituals or profane experiments as beasts of war of some powerful realm or Archmage. Others think their apparent kinship to both Fey and the dreaded Kytons stems from long years of careful breeding by one party or another. Whatever theory might be true, the Myrkdreki have successfully carved out their own niche among dragonkind by guile, trickery and a viciousness that knows few equals.

Appereance
Physically, the Myrkdreki is one of the smallest dragons, roughly equal in size to the common White, but with a much more slender build. It's scales are softer and smaller then those of other dragons and due to their uniform color, their hide often appears almost entirely smooth. The scales of a Wyrmling are of a dark grey to almost black color and rapidly darken as the Myrkdreki grows. As their age and thus their connection to the Plane of Shadows deepens, the scales begin to take on an almost oily sheen before seemingly blurring like smoke. The scales of the oldest known Myrkdreki are almost entirely made from pure shadow, giving them a pitch black color and making the whole dragon appear like a shadow that has come to life. The head of a Myrkdreki is very narrow and pointed, with two large horns growing from the base of the skull backwards along it's neck. Some have also been spotted with crests of horns framing their head instead of these two horns.

Personality
Myrkdreki are playful and cruel creatures, delighting in the fear of others and often using their powers to entertain themselves by causing it. They also pride themselves on their abilities of deceit, never breaking the letter of their word once given, but twisting the meaning as it suits their purposes. However, conflicts between older Myrkdreki and human settlements near their lairs are very rare, as these prideful creatures take the greatest joy from besting a foe they deem worthy of their attention, while dismissing some peasant village as beneath their notice. If particularly bored and without a proper target in sight, they tend to use their abilities to frighten and terrorize nearby settlements in the hopes of attracting adventurers and heroes to amuse themselves with.

Like most dragons, they are usually solitary in nature and dislike authority, but they are readily willing to cooperate with others and coexist peacefully even with other dragons. A Myrkdreki will usually try to secure it's home by proactively contacting other dragons, powerful creatures or rulers in the area it lairs, carefully coaxing others to acknowledge it's right to rule a certain area while being willing to swear oaths to not stray into others territories in return. Thus many mortal rulers find Myrkdreki to be rather amicable neighbors once an agreement has been reached. In some rare cases, they are even known to willingly swear fealty to others who they perceive as too powerful to oppose or under whose rulership they hope to be able to fulfill their own desires.

They often come into conflict with other dragons, especially Red Dragons, who rarely care about any agreements about territory, and it is not uncommon for Myrkdreki to seek allies to defeat stronger opponents. Especially among their own clutch mates, they often find eager help when they plan to take down another dragon that they alone could not defeat. These conflicts are often also fueled by their vengeful nature. A Myrkdreki hates hoard thieves and oathbreakers with equal fervor, going to great lengths to punish anyone who wronged them in such a way.

Habitat
While mostly tending to warmer climates, Myrkdreki can be found almost everywhere, building their lairs in subterranean structures like crypts, mines and ruins. There they seek hidden caverns and rooms that can only be reached in their smoke form to hide their hoards from all possible intruders. As they grow older, they will often further fortify these rooms until only incorporeal creatures and magic travel can enter it. They also like to set up fake hoards, creating more such hidden rooms that they then fill with a small amount of treasure to trick thieves into thinking that they found the actual hoard. These traps almost always contain some way for the Myrkdreki to find and follow the thieves.

The lair of the dragon is often protected by undead creatures it raised as defenders and servants, as they have no needs that would require them to leave the hoard. These will usually be a host of mindless skeletons and zombies that make up the bulk of the Myrkdreki's servants, lead by ghosts, alips, shadows or other incorporeal undead that can enter and leave the hoard at their masters behest. Sometimes they also have mortal servants living near their hoard without actually knowing it's location.

Combat
A Myrkdreki always prefers to being a fight on it's own terms and will do it's best to avoid a direct confrontation unless it is absolutely sure it will win. They strike from ambush, using their natural talents and magical powers, especially illusions, to confuse and evade their enemies. Usually they will draw out fights once they are certain that they will win them, preferring to taunt and terrorize their enemies then to land a killing blow. Against much weaker opponents, they also sometimes show mercy and let them escape, vowing to hunt them down later and delighting in the fear that these proclamations cause.

However, when cornered or when they feel truly threatened Myrkdreki fight with great ferocity, using careful physical blows in conjunction with powerful necromancy to take down their opponents. In this they will trust their strong regeneration abilities to fight on after taking even devastating damage, unnerving their foes with their seemingly suicidal wrath. But the dragon knows it's limits very well and will try to retreat when it is certain that the battle is hopeless, even though it might sting its pride. Adventurers should beware. A Myrkdreki that was driven off will soon return with it's allies in tow.

Trivia
There are many legends and horror tales about Myrkdreki, many of them spread and encouraged by the dragons themselves. Especially their connection to the Plane of Shadows and their closeness to the undead is a source for many of them. A common claim is that a Myrkdreki might return to life, even if slain with a silver weapon, if it is not buried in hallowed ground. Variants of this claim that any armor and weapons forged from it's scales and claws will gain sentience and turn against it's owner in time, or even drag them to a horrifying fate among the living dead, if the body has not been buried for a year and a day before the scales and bones were taken.

It is difficult to say how true any one story is, especially as many of them might be inspired by real events. More then one Myrkdreki did return from seeming death, because it's apparent slayers had neither silver nor hallowed weapons on hand to prevent it's regenerative powers from bringing it back to life. Likewise, many older Myrkdreki delve deep into necromantic lore to beat their own mortality, returning from the grave as dreadful Dracolichs that are all too real.




So much for the lore. Going to add the mechanical bits and bobbins here once I had a break.
This is all really great, not to mention thorough, but it doesn't read at all like the Myredreki were created by us. The fluff seems much more like they are a long extant Dragon breed.
 
This is all really great, not to mention thorough, but it doesn't read at all like the Myredreki were created by us. The fluff seems much more like they are a long extant Dragon breed.
Gotta agree here, @Azel. I'm not sure why it isn't more clear in the fluff that they're Imperium forged. Also they should generally prefer living within our territory given that we'd offer the kind of legitimacy they want so long as they stick to our laws.
 
This is all really great, not to mention thorough, but it doesn't read at all like the Myredreki were created by us. The fluff seems much more like they are a long extant Dragon breed.
Gotta agree here, @Azel. I'm not sure why it isn't more clear in the fluff that they're Imperium forged. Also they should generally prefer living within our territory given that we'd offer the kind of legitimacy they want so long as they stick to our laws.
I'm writing from the perspective of the regular D&D setting, where they would be a normal fact of life. Like Owlbears.
That is meant in case anyone here wants to use them in their own campaigns.

It has also the advantage of being able to describe a personality and behavior in a natural context. Ours will be made in the Flesh Forge and that will be the sum total of the history of their species. Not much to say there.
 
I'm writing from the perspective of the regular D&D setting, where they would be a normal fact of life. Like Owlbears.
That is meant in case anyone here wants to use them in their own campaigns.

It has also the advantage of being able to describe a personality and behavior in a natural context. Ours will be made in the Flesh Forge and that will be the sum total of the history of their species. Not much to say there.
On a side note let's please agree not to make Owlbears.

Fuck those things. :mad:
 
Great fluff @Azel, trickster necromancer is not and archetype that is often explored, they tend to be presented as dour bastards. This makes for a very odd and uncanny creature. The combination of undead minions and illusion would make them very dangerous foes even for those already equipped to face a dragon
 
is this a 3.5 thing becouse i don't really know what is so bad about owlbears
They're a silly but still dangerous example of the poor containment protocols practiced by the ancient Wizards who created them for some reason. They're an embarrassment to professional Fleshcrafters everywhere.

Or it could just be that @Duesal has a grudge. :V
 
Great fluff @Azel, trickster necromancer is not and archetype that is often explored, they tend to be presented as dour bastards. This makes for a very odd and uncanny creature. The combination of undead minions and illusion would make them very dangerous foes even for those already equipped to face a dragon
Well, they are more or less a dead dragon stuffed with Fey and Kyton juice until it became a new thing.

...

Wait. That's exactly what they are. :V

Point being, they inherited the assholery from the Kyton side, the playfullness from the Fey and the powerset from the Shadow Dragon. The result is... very much like a giant, super-powered cat. Also, uniquely suited to draco-lichdom, as they have natural affinity to that state and their main source of amusement is not dependent on having squishy bits. It's entirely sufficient if the Balor they play with has squishy bits.
 
They're a silly but still dangerous example of the poor containment protocols practiced by the ancient Wizards who created them for some reason. They're an embarrassment to professional Fleshcrafters everywhere.

Or it could just be that @Duesal has a grudge. :V
I have the biggest grudge.

You better believe if we find one I will promptly try to turn it into a trophy.
 
it's alway's fun when Azel creates an entire new species. i am happy indeed we have the facilities to accomodate it
 
Well, they are more or less a dead dragon stuffed with Fey and Kyton juice until it became a new thing.

...

Wait. That's exactly what they are. :V

Point being, they inherited the assholery from the Kyton side, the playfullness from the Fey and the powerset from the Shadow Dragon. The result is... very much like a giant, super-powered cat. Also, uniquely suited to draco-lichdom, as they have natural affinity to that state and their main source of amusement is not dependent on having squishy bits. It's entirely sufficient if the Balor they play with has squishy bits.
@Azel, what's their likelihood of earning class levels? Will they be proactive in trying to earn one or two levels, or are they like most standard dragons (in other words dragons not in our service since ours are unusually proactive) in that they're content to wait?
 
@Azel, what's their likelihood of earning class levels? Will they be proactive in trying to earn one or two levels, or are they like most standard dragons (in other words dragons not in our service since ours are unusually proactive) in that they're content to wait?
Ask DP. I personally think they are rather suited to gaining class-levels the murderhobo way, as murderhoboing is their hobby. As opposed to canon Reds who sleep on their piles of gold for decades. The lazy fucks.
 
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