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With the Grandmaster and the Arbiter called away, three Knights of the Void were sent from the Dread Fortress to chase a rumor of an old enemy stirring at the edge of the Void. The squad was a werebear who takes orders from lightning, a masked sand mystic, and a two-foot fennec fox whose paintbrush cuts like a sword. The first chapter of Pieces of a King opened with brotherly bickering and a mustache on the Grandmaster’s portrait. It ended with a construct patrol melted, sandblasted and buried before anyone had technically entered combat.

The Story

The Fortress Without Its Masters

The tale opened high in the dread horizon, where blues and pinks bleed into reds and oranges and kaleidoscopic lightning flickers through the clouds. Below lay a molten sea and a gargantuan orcish skull: the Dread Fortress, “a mighty bastion that has stood for centuries, or, in some circles of study, since the beginning of time itself.” Past the breweries, the training pits and the Coliseum, in a small candlelit office, stood Grimnar Stormclaw. He is a seven-foot-plus werebear with white polar-bear fur, and lightning-branch burns run across his chest and hands. The fur around his eyes is singed black.

His brother was furious with him. He had followed Grimnar to the fortress and now studied under the Arbiter as a scholar and mage, and he wanted to know why that was lesser than Grimnar “gallivanting around with your fancy armor and your weapons.” Grimnar insisted that “taking this shape is not our way,” and that he himself had been touched by chaos as a child: “I hear his voice inside of me.” His brother wasn’t convinced: “You are touched by chaos, or you just happen to be a seven foot tall bear man on a flat plane?” They made up the way brothers do. Grimnar punched him in the arm with giant-bear-man force, and his brother summed it up: “I give you the verbal lashing, you give me the physical lashing… that’s the brotherly dynamic.”

Sand and Paint

In a dark private chamber, Nehebka sat cross-legged before a small fire, her face hidden as always behind a mask and a blood ruby gleaming at her forehead. She heated a dark bronze scimitar over the flame and sprinkled sand onto it from an empty hand, whispering her daily blessing: “The sand provides the sand… I may not be where the sands reside, but the sands are with me, for I am it.” Dread Commander Caim interrupted her. He is a crow-like Aarakocra, her superior, dressed in the teal and violet of the Grandmaster’s heraldry. As he talked, a snake of sand slithered across the floor toward him, “itching to grab onto something.” When she heard the word “summons,” it slumped back down.

Elsewhere, in a sociable courtyard full of knights reading poetry and sparring, Muffy finished an almost photoreal portrait of the Grandmaster (“you can see her pores”). Then she painted a black mustache on it. The watching knights laughed and groaned, but the fortress staff, tiny goblins and “occasionally a rogue chinchilla,” chanted “hang it, hang it, hang it.” Muffy dug a hammer and nails out of a goblin tool crate and hung it at exactly two feet off the ground, where only people her size could admire it. An elvish Dread Knight knelt to look, brought her the summons, and left her with a warning, her own face falling as she turned away:

“Keep that creative spirit of yours alive… I have a feeling that we’re going to need it in the coming months.”

The Equatorial

The summons led into the domain of dread, “the Realm of the Arbiter,” where the fortress’s scholars research magic, the Void and chaos. The door to Commander Stolas’s equatorial looked like a spinning galaxy, guarded by an orb with a single slit eye that demanded “Address yourself.” Grimnar answered with weary familiarity: “Do we have to do this every time? It’s Grimnar Stormclaw.” Inside, under a ceiling that looked straight out into the Void, Nehebka quietly went for the books on traveling to planes that may no longer exist. She learned that crossing in or out of the Void takes a whole court of mages or artifacts of condensed chaos “on par with the Arbiter and the Grandmaster.” Grimnar noticed her reading and muttered, “I know that you’re anxious to leave, but perhaps it is not the will of chaos just yet.” Her sand aura went briefly spiky.

Knight Commander Stolas, a ruffled raven Aarakocra in robes hung with golden constellation discs, finally looked down from the ceiling (“Oh, this can’t be good”) and briefed them. The Grandmaster and the Arbiter had left to deal with “something big that could kill us all, end quote,” a threat that was Fil. Stolas believed “these things always come in twos.” His bones, tea leaves and cards all agreed that shadows were growing at the edge of the Void. When he asked about the Shadow King, Grimnar said, “Of course we are. But he’s dead. The Arbiter killed him.” Stolas answered: “Scattered across the Void itself. So we believed.” The King’s power seemed to be gathering on Dämmerung, “a rather bleak looking world.” Nehebka felt his heartbeat through the floor and found genuine concern in it, not deceit.

Stolas gave them a one-use relay stone carved with the Skypiercer emblem. Breaking it would light the nearest gate like a beacon and call them home. Muffy took it (“Don’t treat me like a child”). Before they left, Grimnar pulled Stolas aside for a whisper that Nehebka heard every word of. Stolas was to look after his brother “because he is an idiot,” and to avoid cheese, because “sometimes he gets a little gassy.”

Rites Before the Road

Each of them prepared in their own way. Nehebka meditated and took only her scimitar and some pouches. Muffy strapped on a little plate armor and “sharpened” her paintbrush, nicking her finger on the bristles. Grimnar walked out through the orc skull’s mouth onto the lava plains, raised a hand to the chaos storm and let lightning strike it, as he had done for years. “Allow me to be your vessel,” he prayed. The storm gathered right above him, and lightning danced close without striking.

The Relay Room

The portal relay master, a lanky Githzerai named Zzhitopp, ignored them in favor of a cheesy Conan the Barbarian parody comic: “Who the hell draws this stuff? Awful.” When Muffy pointed out that Grimnar was a real-life hero, Nehebka made a stronger case for prompt service: “the sands tell me to decapitate you if you do not put us through to where we need to go.” Zzhitopp did not want to be sent back to “the goo pit,” and his explanation was news to all three of them. People who die in the fortress come back “out of like the tube or the goo and you’re all back together.”

Dämmerung sat at the southeastern edge of his shifting bead map, noted as “Constant Dusk, Overcast.” He piled iron and dirt at a gate, chanted the memorized coordinates while stirring with an enormous filigree swab, and congratulated himself: “Well, Zzhitopp, you did it again, you bastard.” He asked for souvenirs, because “the more stuff that we have from a place, the easier it is to go back to it.” He also begged them not to bring him any fecal matter; he already had three iron-lidded barrels of it in the corner. When Grimnar asked, “Is it the poop pit?”, Zzhitopp admitted he’d never called it that, “but it might be.” His safety briefing was short: “Keep your arms and legs inside the vehicle at all times. No flash photography.” Above all, stay inside the vein. Muffy confessed she couldn’t swim: “Last time I went swimming, I almost drowned.” She had walked into a four-foot deep end at two feet tall.

Through the Vein

The portal pushed against their faces and chests like a heavy wall. Then it yanked them in, and for three terrifying seconds each of them feared being ripped in half. They shot across the Void inside a glass-like tube of rainbow light, past floating continents, a turtle-dolphin creature and an “ossuary whale” of porous bone. Nehebka alone saw a black hole above them, and felt something in it regarding her “as you regarded it,” without hatred or care. On the way, Muffy showed her the brush: its bristles sliced paper cleanly in two, then turned soft at her touch. “There is a warrior within you,” said Nehebka. Then she slipped sand into Muffy’s mouth, where it settled as a protective cage around her heart.

A Hot Landing

“The sky cracks open with a thunderous proclamation, and three stars plummet to the plane of Dämmerung below.” A sigil of the Grandmaster burned into the earth beneath them, and they found themselves in the middle of a battlefield. Gates are supposed to open onto gates, so landing here meant something had gone wrong. Behind them, drow, duergar, goblins and kobolds under lavender, silver, carmine and orange banners were in full retreat. Ahead came metal constructs under a gear-and-half-gear banner, hodgepodge metal copies of the bodies of the dead, with glowing magenta eyes. As the stampede broke over them, Muffy rolled two natural 20s. She ducked between legs, jumped over shoulders and steered the whole squad through on their feet. Six constructs advanced: “Surrender to the will of the Warmind.”

Paint, Storm and Sand

The constructs never got the first move. Muffy flew into a rage, her empty palette filling with rainbow paint as she held it up like a shield, and flung magenta that bubbled into the front construct’s joints and ate the metal away. “Oh, you don’t look very good!” Grimnar drew the sky’s lightning through his heart, his eyes went fully black, and he answered the constructs in kind: “Maybe it is you who should submit to the will of chaos.” His storm melted one into slag and blew Muffy’s half-dissolved victim across the field. Nehebka’s lower body became a tornado of sand, and the earth erupted under the rest. One construct was compacted into a literal coffin, one was sandblasted into the dirt, and one was buried with its hands shaved down to stubs. The leader survived, and with most of its squad gone, it looked afraid.

Then the ground began to rumble. Muffy painted a soldier into a slump of purple goo (“Be free, my paint, be free!”), and Grimnar hammered the Blade Scout with lightning that turned purple as it passed through her paint. The scout fired a red signal flare, and war horns answered in the distance, one, two, three. It swung at Muffy three times and missed three times, and she painted a little of its blade with each miss. Nehebka told it, “The only one that I serve is the Lord, and you are not him.” She wrapped it in red-hot sand, and she watched it liquefy with her chin up and a hint of a smile. When Grimnar’s lightning struck her sand, it made glass, and for a moment Nehebka’s cheek turned to glass before sand covered it and her skin returned. Muffy saw it and choked on a mouthful of sand.

The Retreat

Out of the smoke came two huge treaded walkers, each with an escort of constructs. Something slapped Grimnar’s thigh. It was a goblin in a leather coat with a gas mask, asking “Friend or foe?” The artillery would land in “30 seconds, chief.” Grimnar knelt and hailed him as an emissary of chaos (“What’s wrong with you?” the goblin replied). Muffy finished the Blade Scout by painting a mustache on its face as it fell: “Magnifique.” Grimnar scooped up the goblin with “Come with me if you want to live.” Nehebka dropped a sand dervish in front of the enemy, became a giant whirlwind, and swept Muffy up inside it. Muffy screamed the whole way and grabbed for her brush. Red mana-shells came down behind them, the goblins’ vials burst into fog, and the goblin in Grimnar’s arms snickered: “Music to my ears.”

Welcome to the Rust Blood Alliance

An hour of tunnels later, past hidden caches of weapons and equipment, the goblins brought them up into a camp. Grimnar announced, “We are emissaries of the Dread Fortress,” and their guide explained the local rules: “If it bleeds, we like it.” If it’s metal, “break it. Hit it with a hammer. Blow it up.” Nehebka added, “Not all things that bleed are good,” and he agreed completely. Nehebka and Grimnar shared a look: their hot landing meant something more was going on than “the metal men.” Kobolds, duergar and drow, a Void-born version of the Underdark, eyed them with suspicion. The goblin slapped Grimnar’s calf and finally introduced himself:

“Name’s Grym, by the way. You’re welcome for the save. Oh, and welcome to the Rust Blood Alliance.”

Notable Moments

  • Muffy painted a mustache on a photoreal portrait of the Grandmaster and hung it at two feet high.
  • Grimnar’s “whispered” request that Stolas keep his brother away from cheese was overheard by Nehebka.
  • Zzhitopp revealed the “goo pit” of fortress resurrections, and his three barrels of unwanted fecal matter.
  • Muffy’s double natural 20 carried the whole squad through a stampede of retreating soldiers.
  • The squad wiped out most of a construct patrol before combat had officially begun.
  • Nehebka’s cheek turned briefly to glass when lightning struck her sand.

Memorable Quotes

  • Grimnar Stormclaw: “You will look after my brother while I’m gone… because he is an idiot.”
  • Knight Commander Stolas: “Shadow King, dead, right? Scattered across the Void itself. So we believed.”
  • Nehebka: “The sands have guided us here, and the sands tell me to decapitate you if you do not put us through to where we need to go.”
  • Zzhitopp: “Please don’t bring me any sort of fecal matter.”
  • Muffy: “Last time I went swimming, I almost drowned.”
  • Nehebka: “The only one that I serve is the Lord, and you are not him.”
  • Grimnar Stormclaw: “You are an emissary of chaos. Sent here to deliver us. I thank you.”
  • Muffy: “Nothing an artist can’t do.”

Who and What Appears

Characters

Grimnar Stormclaw (Mudcat, a player character)

  • A 7’+ white polar-bear werebear with lightning-pattern burns on his chest and arms, eyes singed black, and minimal armor.
  • Touched by chaos as a child; “I hear his voice inside of me.” He lives by the will of chaos (“It is not for me to decide”).
  • His ritual: he walks out the orc skull’s mouth onto the lava plains and lets the chaos storm’s lightning strike his hand (he has years of scars from it). He offers himself as chaos’s vessel, and the storm answered with gathering lightning.
  • He insists his brother return home to their traditions and keep their (bear) shape. He asked Stolas to look after the brother.
  • In combat he channels storm lightning and his eyes go fully black. He used Storm Sphere and Chaos Bolt (psychic).
  • He believes “the Arbiter killed” the Shadow King, and hailed Grym as “an emissary of chaos.”

Grimnar’s brother (DM; name heard “Namot”)

  • A scholar and mage studying under the Arbiter in the domain of dread.
  • He refuses the traditional bear shape and martial way. He came to the fortress to follow Grimnar.
  • He is skeptical of “the will of chaos.” Gassy with cheese (per Grimnar).

Nehebka (CriticalBard)

  • She has dark skin, shifting green-tan eyes, linens, a blood-ruby headpiece with silver, a mask that always covers her face, and a bronze scimitar she blesses with sand daily.
  • A constant sand aura that reacts to her mood (it slithers when she’s annoyed, goes spiky when Grimnar calls her out).
  • She can become sand (sand form or whirlwind). Her cheek briefly turned to glass when lightning hit her sand.
  • Mantras: “the sand provides”; “for I am it”; “It permeates all.” “The only one that I serve is the Lord.”
  • She has tremorsense and used it to read Stolas’s heartbeat. Her home realm is within the Void, outside the fortress.
  • Interested in planar travel, including to planes that may no longer exist; Grimnar thinks she is anxious to leave.
  • She saw a neutral presence watching her from a black hole in the Void. She is from a land where sandworms are surely a thing.
  • Spells and abilities: Guidance, Death Ward (a sand cage around Muffy’s heart), Erupting Earth, Abrasive Blast, Heat Metal, Sand Dervish. She has negative Charisma.

Muffy (JustSeum)

  • A 2’5” light-haired fennec fox with bright-blue eyes and a jolly, deep, warm laugh. A photoreal painter devoted to the Grandmaster, and a Zealot barbarian.
  • Gear:
    • Her paintbrush is her weapon: always pristine, it cuts like a blade or is soft at her will, and she keeps it sheathed.
    • Her palette (it fills with paint when held) is her shield.
    • Her paint corrodes metal.
  • Painted the mustached Grandmaster portrait, now hung at two feet in a courtyard. Her signature finisher is painting mustaches.
  • Can’t swim; she thinks she nearly drowned (canon from a nat 1).
  • She carries the relay stone. Her double nat 20 saved the squad from the stampede. This is her first mission with Grimnar and Nehebka.

Dread Commander Caim (DM). A crow Aarakocra in musketeer-ish puffy vests and pantaloons, with a rapier and a cloak in the Grandmaster’s teal and violet. A knight of the domain of dread who outranks Nehebka. He would normally test her with a duel (“have at thee”).

The elvish Dread Knight (DM, unnamed). She admires Muffy’s art and foreshadows: “we’re going to need it in the coming months.”

Knight Commander / Dreadknight Stolas (DM)

  • A ruffled raven Aarakocra in constellation-disc robes, with a quill from his own feathers. Almost Grimnar’s height when he straightens up.
  • An eccentric diviner (stars, bones, tea leaves, cards), usually right, and a stippling artist.
  • The squad’s commander. He sensed the Shadow King’s power growing at the Void’s edge, pointing to Dämmerung.

Zzhitopp (DM)

  • A lanky Githzerai relay master in coveralls who reads comics and builds spelljammer models.
  • He opens portals with materials, memorized coordinates and a filigree swab.
  • He wants souvenirs (no feces; three barrels so far). He mentions the goo pit.

Grym (DM). The goblin chief of a six-goblin squad of the Rust Blood Alliance. He wears a leather coat, a gas mask and spiked boots, and uses smoke vials. “Music to my ears.”

The constructs (“metal men”)

  • Hodgepodge metal simulacra of the dead with magenta eyes and no blood, serving “the Warmind” (“Surrender to the will of the Warmind”).
  • Types seen: grunts / Warforged Soldiers; a Blade Scout with a blade arm, javelin launcher, snare trap and signal flares; two giant treaded walkers.

The Grandmaster and the Arbiter. Absent: they have left the fortress to deal with “something big that could kill us all.”

The Shadow King. Believed dead and “scattered across the Void,” but his power may be accumulating.

Places

  • The Dread Fortress:
    • breweries and training pits;
    • Grimnar’s office and Nehebka’s chamber;
    • the courtyard (with a gallery mentioned);
    • the domain of dread, “the Realm of the Arbiter”, the scholarly wing where he presides with his retinue of knights and researchers;
    • Stolas’s equatorial, with its galaxy door, eye-orb doorkeeper and Void-view ceiling;
    • the portal relay room (five gates and an arrivals/departures board);
    • the goo pit, the resurrection tube or goo.
  • The orc skull mouth and the plains of lava, under the chaos storms.
  • Planar veins: tubes of force through the Void, with the Void’s creatures outside them.
  • Dämmerung: southeastern edge of the Void, constant dusk, overcast, iron and dirt. The front line between the constructs (gear banners, brutalist structures) and the living (lavender/silver, carmine/orange banners).
  • The Rust Blood Alliance encampment and its goblin tunnels: an Underdark-like population of kobolds, duergar, drow and goblins.

Factions

  • Knights of the Void / the Void Domain: the Grandmaster’s rangers, who range out to find, extinguish or contain threats. Multiple squads were deployed.
  • Dread Knights / knights of the domain of dread: higher ranked.
  • The Rust Blood Alliance: the living defenders of Dämmerung.
  • The Warmind’s construct army: a gear-and-half-gear emblem.

Items

  • The relay stone: Skypiercer arrow with descending wings, concentrated chaos energy, a one-use beacon that activates the nearest gate. Muffy holds it.
  • Muffy’s brush and palette.
  • Nehebka’s bronze scimitar.
  • The mustache portrait of the Grandmaster.
  • Zzhitopp’s Conan-parody comics and bead map.
  • Goblin smoke vials.

Lore statements

  • Travel in or out of the Void needs a court of mages or chaos artifacts on par with the Arbiter and the Grandmaster. The Arbiter has documented cases of entering and leaving.
  • Void travel needs exact coordinates; without them you can be lost in the Void.
  • Realms enter and leave the Void “all the time”, so maps use movable beads.
  • Souvenirs from a realm make the portal back to it easier.
  • Arrival through a vein should be gate-to-gate. Landing in a battle means something went wrong.
  • Resurrection inside the fortress via the goo pit is “common knowledge” among staff.
  • Leaving the vein is like swimming in a black pool full of sharks.

Full Round-by-Round