
Myrkul is death as terror. He does not represent the end—he represents the obsession with avoiding it. Where Kelemvor offers peace, Myrkul offers power purchased with dread.
He teaches that mortality is humiliation and that undeath is victory over inevitability. His followers cling to existence long past its meaning.
Death is an enemy to be cheated
Fear is the truest motivator
Decay is power
Undeath is transcendence
Mortality is weakness
Worshiped by:
Necromancers
Cultists
Tyrants fearing death
Shrines are:
Catacombs
Mass graves
Clergy are secretive and paranoid
Myrkulites:
Hoard corpses
Create undead armies
View living followers as expendable
They fear Kelemvor deeply
DM Use: Myrkul is pure necromantic horror—excellent as a campaign-spanning villain force.