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☠️ Myrkul

God of Decay, Rot, and the Fear of Death

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.

Core Beliefs

  • Death is an enemy to be cheated

  • Fear is the truest motivator

  • Decay is power

  • Undeath is transcendence

  • Mortality is weakness

Worship & Clergy

  • Worshiped by:

    • Necromancers

    • Cultists

    • Tyrants fearing death

  • Shrines are:

    • Catacombs

    • Mass graves

  • Clergy are secretive and paranoid

Followers in Play

  • 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.