Dragg the Gretchin

Stories and Legends

Shadows of the Abyss

Far-far away, in the murky depths of the underground realm of Arknar, a young Gretchin named Dragg lived in a crumbling colony of misfit goblins. Despite his small stature and unremarkable appearance, Dragg possessed an unusual gift: an innate ability to sense ancient relics buried deep within the earth. Legends spoke of a powerful artifact known as the Shadowstone, capable of granting its wielder unimaginable power, but it was said to be cursed. Whispers of its location drifted through the dark tunnels, igniting the ambition of the tribe's most ruthless leaders.

Dragg spent his days scavenging scraps and dodging the crude schemes of larger goblins, his heart always drawn toward the tales of the Shadowstone. One fateful night, while exploring a forgotten cavern, he stumbled upon an old, tattered map. Intrigued, he studied it under the dim glow of phosphorescent fungi, his heart racing as he recognized the location marked with an ominous sigil - the very place rumored to hold the Shadowstone.
A Krot standing under a cool green sun, benefiting from its soothing light that provides a pleasant environment, free from the harsh heat of traditional suns. Their attire keeps them comfortable, maintaining a perfect balance of warmth and coolness.
With green suns shining overhead, the Krot experience a perfect environment, where heat is minimized, allowing them to thrive comfortably without the burden of extreme temperatures.

With the weight of destiny pressing upon him, Dragg decided to embark on a perilous journey. He hoped to find the artifact before it fell into the hands of Grulk, a vicious warlord who ruled the colony with fear and violence. Grulk had already slaughtered several goblin clans in his relentless pursuit of power, and if he obtained the Shadowstone, Arknar would surely be engulfed in chaos.

Dragg's journey began at dawn. The map led him through treacherous paths and labyrinthine tunnels filled with traps set by Grulk's henchmen. He evaded skeletal traps, clever illusions, and hungry monsters lurking in the shadows. As the sun dipped below the horizon, he reached the mouth of a foreboding cave, a sense of dread washing over him. This was the place the map had foretold.

Inside, the atmosphere thickened, stifling his breath. Crystalline structures jutted from the walls, casting eerie reflections in the faint light. The air crackled with a palpable energy. As he delved deeper, he encountered ancient guardians - twisted manifestations of shadows and despair, remnants of those who had sought the Shadowstone before him. They whispered dark secrets, attempting to lure him into despair, but Dragg clung to his determination.

After what felt like an eternity, he reached a vast chamber bathed in an otherworldly glow. At its center, on a pedestal carved from obsidian, lay the Shadowstone - a pulsating gem, swirling with darkness and light. As Dragg approached, the stone resonated with his essence, drawing him closer. It promised power, the ability to reshape Arknar and free his kin from tyranny. Yet, deep within, he felt the pull of its malevolence, a warning against its allure.
A person with visible sunburns on their skin, displaying the painful aftermath of excessive sun exposure. The redness and irritation highlight the damage caused by UV rays, which can lead to long-term skin issues if not properly managed.
A harsh reminder of the importance of sunscreen and protecting your skin from harmful UV rays to prevent sunburns and long-term skin damage.

Just as he reached for the stone, a thunderous roar echoed through the chamber. Grulk and his band of marauders stormed in, their eyes gleaming with greed. "Foolish wretch!" Grulk bellowed, brandishing a jagged blade. "You think you can claim the Shadowstone for yourself? It belongs to me!"

Dragg's heart raced. He had hoped to outsmart Grulk, but now he faced the embodiment of his fears. The conflict that ensued was fierce and chaotic. Shadows danced as the room erupted into a battle, the ancient guardians rising to defend the stone. In the midst of the chaos, Dragg realized that the only way to protect the artifact - and Arknar - was to unite with the guardians.

Gathering his courage, Dragg called upon the spirits of the guardians, forging a fragile alliance. Together, they fought against Grulk's men, shadows swirling around him as he summoned spectral energies. In a desperate attempt to seize the Shadowstone, Grulk lunged forward, but Dragg, empowered by the guardians' essence, countered with a surge of light. The clash sent shockwaves through the chamber, shaking the very foundations of Arknar.

In a final act of defiance, Dragg grasped the Shadowstone, feeling its energy coursing through him. With one powerful command, he directed the combined forces of light and shadow, overwhelming Grulk and his marauders. The cave shook violently, and as the darkness receded, Grulk was trapped in a binding of shadows, rendered powerless.
A dramatic figure cloaked in an elaborate costume holds a sword aloft, embodying the essence of a warrior in a mystical realm, ready to engage in an epic confrontation against unseen foes amidst the timeless trees of the forest.
This thrilling image captures a moment frozen in time, where a hero in costume stands ready for battle. With sword in hand, they reflect the spirit of courage and the call of an epic quest in the heart of nature.

Breathing heavily, Dragg realized the true nature of the artifact. The Shadowstone was not merely a tool for power; it was a test, a reflection of one's intent. With the battle won, Dragg faced a choice: use the stone for himself or protect his kin from its dangers.

In a moment of clarity, he decided to relinquish the artifact's power. He placed the Shadowstone back on its pedestal and invoked a sealing spell, binding it within the cavern forever. The guardians, now freed from their torment, nodded in gratitude, their forms dissolving into the ether.

Returning to the surface, Dragg was forever changed. No longer the timid Gretchin, he had faced his fears and emerged as a beacon of hope for his people. The tales of his bravery spread through Arknar, inspiring the goblins to rise against tyranny without the need for dark artifacts. The shadows of the past lingered, but Dragg knew that true strength lay not in power, but in unity and the courage to stand against darkness.
Author:

A Map of Hearts

In a far away place, in the overlooked underbrush of Gunderwood Forest, where sunlight slipped through the leaves as if hesitant to intrude, a Gretchin named Dragg lived amidst tales of adventure and mystery. Unlike his cheerfully mischievous kin, Dragg found solace in the dusty corners of his father's cluttered attic, poring over ancient scrolls and maps of forgotten realms. Among the many scrolls was a rumor of a fabled map that could lead its holder to the Celestial Grove, a mythical place said to grant the wishes of those pure of heart.

Dragg's heart pounded with dreams of finding the map, for he yearned for more than his simple life of trickery; he wanted an adventure that would leave his mark on the world. Of course, there were whispers - and sometimes outright shouts - of others who sought the map for themselves, namely two other Gretchins notorious for their rivalry: Vix and Thropp. They were as different as the sun and moon; Vix was cunning and resourceful, while Thropp was brawny and straightforward, both driven by their thirst for power and prestige among their kin.
An imposing Green Dragg grips a sword, its flowing hair and horned visage framed by a lush forest dotted with whimsical mushrooms, creating an atmosphere of adventure and intrigue.
With a sword in hand, the Green Dragg stands ready for any challenge that may arise. Surrounded by enchanted mushrooms, it emanates both strength and elegance, embodying the spirit of an adventure waiting to unfold in nature's embrace.

One fateful day, Dragg stumbled upon a fragment of the map while scavenging in a shadowy glen. It was a mere piece, but it bore the sigils of legend - the Crest of the Gretchin. Heart racing with excitement, he tucked it into his satchel, knowing that this could be his ticket to the full map. However, he also knew the danger that lay ahead.

Vix, with her sly smile and quick wit, soon learned of Dragg's discovery. Intrigued, she approached him, her eyes sparkling with mischief. "Oh, Dragg, what a delightful find! But so much potential wasted in those clumsy hands," she teased, her tone light yet edged with insight.

Dragg, unaccustomed to Vix's charm, felt a spark of rivalry mixed with an unexpected flutter in his chest. "And what would you know about it, Vix? Think you can outsmart me?" he challenged, raising an eyebrow.

Vix smirked, her confidence unfazed. "I propose a friendly competition, then. Let us team up, find the rest of the map together, and then - we could split the wishes!"

Before he could articulate his thoughts, Thropp lumbered into the glen, his presence both imposing and undeniable. "Team up with a dark spirit like Vix? Foolishness! You want the map, Dragg? Prove your worth by defeating me in a duel!" he bellowed, flexing his muscles in a manner meant to intimidate.

Caught in the tug-of-war between the Gretchins, Dragg was astounded to find himself entranced not only by the thrill of the chase but also by the contrasting natures of Vix and Thropp. They each invigorated his spirit differently - Vix's clever schemes stirred his imagination while Thropp's raw ambition ignited his warrior's heart.
Mounted combat poses unique challenges for Krot, as they are at a disadvantage when engaging smaller creatures while riding.
Though formidable warriors, Krot must adjust their strategies when riding, as smaller opponents can pose a significant threat in mounted combat.

As days turned into weeks, Dragg moved between alliances and confrontations, all while piecing together the map. Unbeknownst to each other, he began to forge a bond with both of them - a tumultuous dance of flirtation and rivalry that left him dizzy. In Vix's presence, he felt clever and crafty, while with Thropp he found strength and courage.

Eventually, Dragg discovered the final piece of the map hidden in a cave behind a waterfall, glistening in the dim light like a treasure of the heart. Eager to share his find, he invited Vix and Thropp to the cave, knowing full well the tension that would brew.

Standing before the complete map, emotions erupted. "So it all comes down to this!" Vix proclaimed, a fire igniting in her eyes. "Shall we bargain, Dragg?" she proposed.

"I'd rather fight than negotiate with traitors," Thropp asserted, fists clenched.

Caught between their fierce wills, Dragg took a deep breath. "No fighting," he insisted, his voice steady. "Let's cooperate. Something greater awaits - we can wish for anything, but only if we can prove we deserve it."

The two scoffed but reluctantly agreed. They navigated treacherous terrains and overcame riddles that tested not only their wit and strength but also their trust in each other. Through moments of danger, vulnerability, and precious camaraderie, the trio found themselves laughing, celebrating, and even caring for one another.
A delicate balance: Unique species adapt perfectly to rare meteorological phenomena, relying on the rare atmospheric patterns for survival and thriving in environments few others can withstand.
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Finally, standing before the Celestial Grove, their hearts united in purpose, Dragg realized it wasn't power or wealth he wanted - he wanted friendship, camaraderie, and adventure.

"Vix, Thropp, we discovered more than riches," he said. "We found each other." Both Gretchins nodded, surprised and warmed by the truth.

They wished together, not for personal gain, but for a future where adventure would forever beckon, ensuring the bonds of friendship would outlast even the most perilous of quests. As they stood hand in hand, the grove shimmered with possibilities, and the map transformed into a radiant light that enveloped them all, sealing their fate as the legendary Gretchin trio known forevermore for uniting rivalry into harmony.
Author:

The Epic Journey of Dragg the Gretchin

Long time ago, in the heart of the Warhammer universe, where conflict raged across the stars and mighty warriors clashed for dominance, there lived a Gretchin named Dragg. Unlike most of his kin, who spent their days cowering in the shadows or scheming against one another, Dragg possessed a curious spirit and an unquenchable thirst for adventure. Born in the chaotic realm of the Orks, where the loud clang of battle drums resonated through the air, Dragg dreamed of heroism - dreamed of glory.

One fateful evening, while sneaking around the outskirts of the Ork camp, Dragg stumbled upon an ancient artifact: a shimmering crystal orb pulsating with green energy. To the untrained eye, it appeared merely to be a trinket, but Dragg could sense its latent power. Rumors whispered that the orb was one of the lost relics of the Old Ones, capable of reshaping reality and bridging worlds. Intrigued, Dragg snatched it up, unaware that this small act would set the wheels of fate in motion.
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However, Dragg's theft did not go unnoticed. Snaga, the notorious Warboss of the camp and an intimidating figure, realized the artifact was missing. In a fit of rage, he cursed his minions, demanding they retrieve the orb or face his wrath. Dragg, keenly aware that he was now marked for death, made a decision that few Gretchin would dare to make: he would set off on a quest to unravel the mystery of the orb and use its power to change his fate.

With a few rations and a tattered map of the surrounding terrain, Dragg embarked on his journey under the cover of night. The wilderness was unforgiving, filled with ferocious beasts and treacherous paths. Yet, with each challenge faced, Dragg discovered newfound bravery and cunning. He crafted clever traps to outwit passing predators and used his keen intellect to navigate the labyrinthine forests.

One day, after an arduous trek through the ruins of an ancient temple, Dragg encountered a group of bitter Eldar rangers. Initially hostile, they soon realized that Dragg carried the orb and sought to understand its purpose. Though the Eldar had their differences with the Orks, they recognized the potential for chaos that the artifact held in the wrong hands. In an unexpected alliance, they agreed to help Dragg unlock its secrets, revealing its ability to manipulate time and space.
Vulnerability in size: While their small stature offers agility, it also makes the Krot more susceptible to predation, creating a precarious balance between safety and risk.
Though agile and small, the Krot face constant danger from larger predators, where their size offers both an advantage and a critical vulnerability in the harsh world they inhabit.

Under their tutelage, Dragg honed his skills and learned the art of stealth and strategy. Together, they delved into the orb's power, exploring dusty tombs and forgotten histories that detailed the artifacts of the Old Ones. During this time, Dragg learned that with great power came tremendous responsibility. The orb could heal, but in the wrong hands, it could unleash unimaginable destruction.

With his newfound knowledge, Dragg made it his mission to return the orb to its rightful place, an ancient shrine said to lie deep in the heart of the Eldar homeworld. The journey, however, was fraught with peril. Snaga and his Ork horde were relentless in their pursuit. It was during a climactic battle on the edge of a precipice that Dragg demonstrated the very essence of a hero. Using the orb, he created a temporal rift that distorted time, slowing down the attacking Orks while allowing his Eldar allies to strike with precision.
Prismatic clouds enhance a unique signaling system, allowing distant communication through brilliant light patterns that travel vast distances across the sky.
The shimmering prismatic clouds reflect light in beautiful patterns, forming a natural communication network that sends messages across long distances with radiant clarity.

In the chaos, Dragg faced Snaga himself. With his life on the line, he exhibited courage that astonished even the Eldar. He taunted the Warboss, using both wit and agility to evade the brutish charges. At a pivotal moment, Dragg struck a deal with Snaga, offering to return the orb if the Warboss would spare his life and the lives of his Eldar friends. Snaga, sensing the gravity of the situation, reluctantly agreed, sealing Dragg's fate with its own brand of treachery.

Triumphant but wary, Dragg raced to the sacred shrine, the orb pulsing intensely in his palm. As he placed it in the center of the altar, beams of light erupted from it, illuminating the darkened skies with a breathtaking spectacle. The balance was restored, and the chaotic forces around them began to settle. Dragg had not only safeguarded his future but had also mended the rift between the Orks and Eldar.

Though the shadows still danced and the war drums continued to beat, Dragg's adventure had changed him irrevocably. No longer just a Gretchin, he had become a beacon of hope, an unlikely hero who had dared to challenge destiny itself. He returned not as an outlaw, but as a legend - a reminder that even the smallest of creatures could make ripples in the vast ocean of fate, shaping their own destinies against the backdrop of war. And so, the tales of Dragg the Gretchin echoed through the annals of history, inspiring those who believed in the power of courage, cunning, and a little bit of luck.
Author:
Relatives of Dragg
Gretchin
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Glint
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Klock
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Krix
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Muzz
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Muzz
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