Grimm Species in Remnant | World Anvil
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Grimm

The Creatures of Grimm, or just Grimm, are monsters inhabiting various parts of Remnant. Not much is known about their creation or what motivates them at the moment, other than the hunger for destruction. They are described as "creatures of destruction" that lack a soul; hence, they are unable to use Aura. They are also drawn to feelings of negativity - such as envy, sadness, loneliness, hatred, etc. - often congregating on the source of these emotions.
  According to the fairy tale The Two Brothers, the Grimm are motivated by resentment towards their younger kin; the God of Darkness was more amused by Humanity's determination and ingenuity and thus ignored his original creation. This explains the Grimm's disinterest in animals in contrast to their obsession with destroying Humans, Faunus, and anything the two peoples build. Regardless of their motivations, the Grimm have been locked in an existential war with Humanity for as long as can be remembered, seeking to destroy them and all of their creations. During the earliest recollolations of human society, the Grimm have been involved, lurking as the ever present threat to end all of society. However, Humans discovered the power of Dust, and with it, the Grimm were driven back. During this time, Humans enjoyed a time of peace and soon formed their own Kingdoms, which grew to survive and prosper. However, this time would not last indefinitely, as it seems the have started to attack with more focus and coordinated effort in the past years, almost as if working towards some goal.
  While Grimm are initially mindless and heedless of risk during their youths, leading them to simply attack any Humans on sight, some Grimm are so powerful that they have survived to live for hundreds of years. In that time, they have evolved and learned from their experiences fighting Humanity. This leads them to exhibit restraint and the patience to avoid taking unnecessary casualties in futile conflicts. Instead, they stay close to Humanity's borders, waiting for the opportunity to come where they can finally strike. Because of this, mankind is in ever-present danger, even in times of apparent peace.
  The Grimm also, for many years, disrupted land-based travel and communications between Kingdoms. After the Great War of Remnant, the invention and production of the CCT towers replace futile land-based communication systems with instantaneous wireless electronic messaging capabilities.
  Additionally, the Grimm appear to be the predominant species in the world of Remnant as Humans and Faunus appear to be limited to four primary pocket settlements referred to as Kingdoms, which are guarded by Huntsmen, as well as several villages that exist with mixed success. Attempts by the Kingdoms to expand beyond their borders are often met with resistance, and even failure, such as the loss of an entire sector of the city of Vale to the Grimm.
  Ancient Human cultures believed the Grimm to be animals possessed by evil spirits or even the tortured spirits of animals themselves. Further study has disproved this theory over time due to the discovery of certain species of Grimm which have no animal counterparts, such as Creeps and Griffons. With the discovery of new types of Grimm every day, scientists are left with more questions than answers.
  Grimm come in a variety of shapes and sizes; the latter appearing to mostly be a factor of age. Grimm are very biodiverse as different individuals may be born with less size, armor, spikes, etc. Some Grimm have the ability to evolve into stronger versions of themselves like the Centinels which will evolve into its alpha variant, the Cenitaur, if they aren't taken out quickly enough. Grimm are said to be the only creatures without souls, thus being deprived of the use of Aura, but they make up for this with strength, durability and savagery. Some Grimm even have special abilities such as possession or usage of lightning and fire. Grimm are stated to be attracted to generally negative feelings such as sadness, hostility, anger and fear, and even congregate in areas that, although Humanity has long since abandoned, still hold residual traces of these feelings. This behavior will even lead to them to join in on an attack in progress if the Humans being attacked begin to panic. Grimm typically form packs or other types of large groupings with other members of their own species. While some lone Grimm may stray from the pack for hours or even months, they will inevitably rejoin their group to continue their instinctive drive to hunt the people of Remnant and destroy any creations associated with them.
  The longer a Grimm lives, the larger it becomes, with species such as the Beowolves growing from just over the size of an average man to massive behemoths that dwarf Atlesian Knight-200s. Although Grimm have a more reckless and aggressive nature during their youth, older Grimm who have managed to survive their battles have the tendency to learn from their experiences. While sometimes requiring hundreds of years, the individual Grimm's accumulated experiences over the course of surviving their battles with man can cause them to begin exercising caution.
  This self-preservation can even lead them to avoid unnecessary conflicts altogether, instead waiting for an oppurtunity to present itself. This demonstrates that for all their apparent intelligence, older Grimm simply use it as a means to become more effective in their singular purpose of killing. However, no matter how much they learn from battle, Grimm by themselves are not smart enough to coordinate a concentrated attack on a battlefield and require Salem's direction in order to actually pose a threat to massive forces like the Atlas Military.
  Grimm display no enmity towards normal animals and they only clash during territorial disputes. Humans and Faunus are the only races they attack on sight. Grimm can also choose not to eat and it is commonly believed that they do not require sustenance. When a Grimm dies, their corporeal form evaporates, preventing detailed anatomical or biological studies. This also means that Huntsmen that kill for sport cannot stuff and mount Grimm bodies as trophies, making replicas instead. Also of interesting note is that Grimm usually die off when in captivity if they cannot kill their captors or escape first, implying that they cannot be kept alive by normal means.
  Initially, the cold climate in Solitas proved to be inhospitable for the Grimm for a very long time. Over time, however, the Creatures of Grimm grew to adapt to the cold of Solitas, now said to be the strongest species of Grimm. In recent history, the Grimm adapted at a supernaturally fast rate, leading many to wonder the cause of this change.
  Grimm are shown to have tar-like innards underneath their skin which can splash into things as if it were blood before dissipating into smoke.
  Similar to Semblances, Grimm have different "types." While most types are unknown, Possesion-type Grimm have the ability to posses inanimate objects to use for themselves or even other species of Grimm and people. The only other confirmed type is the Serpent-type which seems to only include snake-like Grimm. Most Grimm simply use brute force and some can use mental attacks on people.
  There exists a group of Grimm that have been genetically modified to be superior to even Alpha Grimm in every way. They possess powers like exploding and creating waves of crystal-like bone spikes. Unlike all other Grimm, their eyes, markings and inside of their bodies were green instead of red. Their spikes took on an appearance similar to glowing green crystals. So far the only species that have been seen in mutated form are Creeps, Beowolves and a single Death Stalker.

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