Last Updated: November 9, 2025
Morgrym "The Grimm" Voidstone is a dwarven warlock.
Morgrym Voidstone was born into the hard, stone-hearted tradition of the Ironfist Clan, a proud family of miners and craftsmen in the mountains of Torazdun. Unlike his kin, who were content with the rhythm of pickaxes and forges, Morgrym had an insatiable desire for the sea. The call of the ocean was in his blood, though it was something his family dismissed as a fleeting whim. From a young age, he was enamored by tales of piracy, treasure, and freedom, but most importantly, he felt a strange, otherworldly pull in the depths of his soul - like something ancient and immense beckoning him from the darkness beneath the waves.
The family name of Voidstone came from the cursed, black stone veins that ran through their mines-stones as dark and empty as the void itself. Morgrym grew up with stories of strange lights seen deep in the mines, of echoes that sounded like whispers, and of strange dreams that haunted his sleep. These dark omens never sat well with the clan elders, but Morgrym was drawn to them, sensing that his destiny was entwined with something far older and far more dangerous than any of his clan's stone-bound traditions.
At the age of 35, Morgrym left his home behind. The ocean was calling, and he could no longer ignore it. He joined a pirate crew known as the Black Wave - a group of ruthless marauders that sailed the Seas. Here, among thieves, rogues, and swashbucklers, Morgrym found his calling. He reveled in the life of piracy, his thirst for treasure and power growing with each raid. But the whispers from the deep continued to plague him, sometimes during his waking hours, but more often in his dreams. The Great Old One - an ancient and unknowable being - seemed to speak to him, its voice a mixture of crackling thunder and fathomless silence. The messages were cryptic, fragmented, but one thing was clear: it had chosen him.
Morgrym's obsession over The Great Old One grew. He sacrificed much of his crew, navigating treacherous waters, battling monstrous sea creatures, and sailing to forgotten islands where the sun never seemed to rise. Over time, as Morgrym grew in power and infamy, so too did his connection to his patron. He earned the moniker "The Grimm" among his peers - not only for the cold, calculating ruthlessness with which he pursued his goals but also because of his unsettling physical transformation.
Morgrym, now 53, stands at 4 feet 6 inches tall, his stocky, muscular form a product of his dwarven heritage. However, his once-proud appearance has become somewhat unsettling. His skin is an unnatural pallor, his veins occasionally glowing faintly with a sickly green hue. His gray-black, ink-like hair seems to shift unnaturally in the light, and his beard, though long and thick, moves as though alive, with dark tendrils that seem to sway on their own. His once gleaming armor has dulled, marred by deep scratches and burn marks from eldritch forces he's harnessed. His eyes, once a warm brown, are now darkened, deep black voids with the same abyssal blackness that filled the depths of the ocean. His mind, once sharp and clear, began to bend and twist under the weight of the eldritch influence.
The ship he once commanded, the Dread Abyss, now serves as a ghostly vessel on the seas, a reflection of its captain's fractured mind. He still hunts for the ancient city, and the remnant relics of his patron that could grant him the power to bind the Great Old One to his will.
Morgrym is often aloof, withdrawn into his own thoughts as he struggles to decipher the cryptic messages of his patron. He rarely speaks of his past, his pirate days now a distant, broken memory. His mind is increasingly fragmented, but beneath the madness, there remains a core of determination and ambition. He is fiercely independent, untrusting of others, and willing to do anything to further his quest. While he once followed the pirate code, he serves only the Great Old One now, and everything he does is in service of that dark and unknowable power.
Chapter 1
Morgrym's companion agreed with his nickname of "The Grimm".
The Grimm annoyed his companions by insisting on travelling until it was dark while they were on patrol, instead of at the nice clearing they had found around dinnertime on some days.
At the Trip Away Inn, the Grimm pouted and poured himself a drink, ignoring the foolish singing and dancing that everyone else was watching. The Grimm tried to start a fight between Amber and another patron, but failed. The Grimm tries to drink for free, but Tia and Mia, the bouncer sisters, tell him to leave. Drakara makes it so sparks fly out of his ass as he makes his exit.
The Grimm and Weaver work out an arrangement. Grimm purchases some scrolls with the ritual spells Alarm and Comprehend Languages. Although the Grimm, caught Willore, the scroll merchant "accidently" giving him a fake scroll. When caught, she apologized and offered him discounts on the real scrolls. Weaver copies Alarm into his spellbook and plans to do the same with Comprehend Languages when he gets more funds. Then later, the Grimm will copy the spells into his ritual tome from Weaver's spellbook.
The Grimm and Drakara provide Weaver with enough spell components to cast the find familiar spell two more times (for Hoot II and Hoot III) should it be needed.
The Grimm thinks Dreet the Kobold talks to much.
The Grimm secretly pockets 3 gp worth of coins and a dusty worn out rabbit's foot from Banner the Dwarf "Merchant" pile of illgotten goods from his protection racket. The Grimm would have pocketed more, but spilled most of the coins on the floor, and only got a few before the townguard walked into the room.
When Yotto cast detect magic and found a second magic aura, he realized the rabbit foot could be magical. The Grimm spent time to identify the properties of the "Lucky Dusty Rabbit's Foot" and the team decided Yotto would be the best one to use it.
The Grimm was able to harvest a poison sack from one of the large spiders in the cellar. The Grimm gave it to Rollo so he could craft a vial of antitoxin later.
When they encountered Sneet the Kobold in the cellar of the Overcobble Pub, the Grimm intimidated him into giving up his "Amulet of Sanctuary from Spiders". Since Drakara is not as resistant to spider poisons, the Grimm hands her the protective amulet to wear.
Chapter 2
Total Treasure