EzekielRaiden
Follower of the Way
To be clear, I only meant the "don't do that" in the context of making Phyrexians official D&D content--that would be opening a Pandora's box that I don't think WotC wants to open. If your players are on board, absolutely you should use them, they're extremely effective horror enemies on multiple levels, like you say, very Borg, but with a certain sharper edge because there's no coming back from being "compleated." I guess you could say, they're a somewhat more realistic take on the "Always Evil" concept. The very nature of Phyrexians is corruptive, consumptive, purging. The only way you could ever "make peace" with them is to fundamentally change what they are and then make peace with whatever new thing they become.* So, assuming your players are on board, they make GREAT "simple" villains, while still having just that thin tracery of "if only..."Thanks for that @ExekielRaiden. I honestly have only kinda skimmed the MtG lore on this. I got the whole Borg, body horror thing. But, honestly, had not really thought much about the deeper implications of it. Thank you for giving me something to think about and possibly bring up with my players before I decide to use it.
Like I said, I was very surface skimming stuff. I found a neat GM's Binder version of Phyrexia for D&D and it had lots of interesting goodies. I thought it would fit nicely in my Spelljammer game actually. HRm... will have to cogitate on this a bit more.
* I don't read the novels, I just hear things, but this is what I expect to happen. Under Elesh Norn, the Phyrexians will get wiped out again, except for the Red faction. Their praetor, whose name escapes me, will find something (perhaps modified Halo--angelic essence) that will allow his faction to live alongside non-Phyrexians without issues, but it will change them as a result. But they'd be fine with that, because change is very Red. Thus, "New Phyrexia" will become savage and ruthless but capable of cooperation with outsiders.
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