Troupe Master Grimm (
fireindreams) wrote2019-02-03 01:26 am
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application for
daybreakacademy
PLAYER INFORMATION
NAME: Zee
CONTACT:
funfire |
zeetee
OTHER CHARACTER(S) IN GAME: N/A
CANON INFORMATION
CHARACTER NAME: Troupe Master Grimm
CANON: Hollow Knight (The Grimm Troupe DLC)
HISTORY: While there is a wiki page for the Grimm Troupe DLC (found here), it talks more about what was added to Hollow Knight and boss strategies rather then the plot (even though it's short) so I'll write it out.
When the Knight uses the Dream Nail on a dead bug in a hidden section in the Howling Cliffs red dream-catcher particles appear, which have not been seen before until now. Once the Knight proceeds farther and lights the Nightmare Lantern the DLC begins. It appears that a carnival has arrived to Dirtmouth - much to the apparent annoyance and concern of the Elderbug. Exploring the tents, the Knight meets Brumm, Divine, the Gimmsteeds and of course Troupe Master Grimm himself once they enter the main tent. Grimm tasks the Knight in collecting flames from the Grimmkins scattered around Hallownest for a Ritual. To aid in this Grimm hands over the Grimmchild charm that will absorb the flames when the Grimmkins are defeated.
After the Knight defeats three of the Grimmkins, Grimm upgrades the Grimmchild to its second form. Upon the second round of flame gathering the Troupe Master challenges the Knight to a fight. One grueling boss battle later Grimm once again upgrades the Grimmchild and tells the Knight the Ritual is almost over and they just need to collect three more flames and come back to see him to finish it off.
At this point the DLC can go one of two ways. If you find Brumm in Deepnest he explains that the Ritual has been going on for a very long time and feels that this time it should be stopped, as much as he finds it difficult to go against his master. He'll ask the Knight to aid him in destroying the Nightmare Lantern that summoned the Grimm Troupe to Hallownest and then moves to the Howling Cliffs and waits. If the Knight follows and agrees to help, they both destroy the Lantern and banish the Grimm Troupe. As a direct result of this you lose the Grimmchild charm but Brumm, now called Nymm and without memory of the Troupe, hands over the Carefree Memory charm.
But the true ending to the DLC is thus: The Knight journeys and finds the last three flames before heading back to the carnival. Grimm isn't there but once they proceed to the back of the tent they'll find him asleep. Upon using the Dream Nail on the sleeping Grimm, the Knight will be sent to a nightmare version of the tent where they'll find one last challenge waiting for them: Nightmare King Grimm.
Upon defeating him the Knight will wake up in Dirtmouth and the carnival has vanished without a trance. The only thing left is the Grimmchild, upgraded to its final form and looking a whole lot like Grimm himself.
STRENGTHS:
+ Choice: What sets Grimm apart from other Gods in the setting of Hollow Knight is that he appears to value the ability to make choices in one's life. He does not force the Knight to complete the Ritual, only reminding them once to not forget it is still going, and even goes as far to ask if they plan on continuing despite possibly guessing what end it will result in after his battle. In addition it is possible to banish the Troupe from Hallownest. Brumm, the character who the Knight must speak to to start this ending, mentions that Grimm can see everywhere in Hallownest aside from inside of Deepnest, meaning the Troupe Master would be aware of Brumm and the Knight journeying to destroying the Nightmare Lantern in the Howling Cliffs. So even though it is possible that Grimm could have stopped Brumm and the Knight from banishing the Troupe...he does not. It is a choice made freely, and while he may not agree with every choice someone makes in life, it is something he respects nonetheless.
+ Kindness: Frequently when interacted with Grimm often shows a great deal of kindness. As the Knight collects the flames for Grimm to complete his Ritual, when they return he praises the growth of the Grimmchild and is nothing but thankful for the Knight's efforts. After his boss battle the Troupe Master again praises the Knight's skill in battle and compliments their strength, gifting them a Charm Notch even when he does not have to.
+ Straightforward: For all the dramatics Grimm likes to indulge in he is very straightforward when dealing with the Knight. He tells them exactly what they must do to complete the Ritual rather then handing them the Grimmchild Charm and sending them off with nary an explanation, nor does he lie to the Knight at any point. Grimm is also one of the few boss battles who actually tells the player that he is indeed going to fight them instead of simply attacking without warning once they come back with the second set of flames. This is actually used to show the sheer difference between Grimm and the Nightmare King: while Grimm explains everything that is going on and is cordial every time he speaks to the Knight, the Nightmare King is very much not and attacks the second that they step into the arena.
FLAWS:
- Shady: For however kind Grimm may be, he can and often does come across as shady or creepy to those who first met him. Many characters in Hollow Knight remark that they find the Grimm Troupe frightening in some manner and sometimes attempt to warn the Knight away from him, saying he is likely scheming something terrible. Grimm himself does not do much to discourage these rumors and thus many may avoid interacting with him even though Grimm is by no means evil.
- Low tolerance for impoliteness: It is not that Grimm has a short temper, but simply a low tolerance for those rude enough to try and take a cheap shot in battle, such as when he's bowing. If the player attempts to do this during his battle Grimm will scream and immediately teleport away to preform his ultimate attack (which normally happens later on in the battle). Like many people, Grimm has his limits and finally pushing him to those limits may be...hazardous.
- Sacrifice: The ultimate goal of the Ritual is the growth of the Grimmchild, an act that inevitably results in the death of Grimm as the Ritual requires his defeat in both the real world and the Nightmare Realm. This is a cycle that is implied to have been going on for an extremely long time, meaning each incarnation of Grimm has sacrificed himself for his children so they may grow and continue to lead the Troupe. Grimm is someone who would sacrifice all he has for someone he loves, even if it costs him his life. While this can be considered a positive trait, Brumm's dream nail dialog suggests that Grimm too has become trapped in this cycle of sacrifice that he will not stop despite the price he must pay to continue it. His child, and perhaps others that become dear to Grimm, are more important then his own life and that has not changed in eons.
CANON ABILITIES: Here. And a video to see them in action.
AU INFORMATION
AU CHARACTER NAME: Alderic "Grimm" Lavoie
(Uses the name Grimm rather then Alderic whenever possible due to inheriting it as part of becoming the Troupe Master.)
AGE: Well over a thousand. Physically has stopped aging in his thirties and so writes down 'thirty-five' in any official application.
GRADE: Graduate, now works as a TA.
AU BACKSTORY:
- Grimm was originally born as a human named Alderic Lavoie. His life was uneventful until he turned twelve when he developed a control over the element of fire. Unfortunately his ability was powerful for someone of his age and not something he could easily control, leading him to accidentally burning down his home and causing the deaths of his family. Grief-stricken and not thinking straight, Alderic unintentionally teleported away from the remains of his home and never returned.
- Living on the streets were not easy for someone so young but Alderic managed as best as he could for the next four years. Discovering he had a talent for song and dance, he began to use them to perform in the streets for a crowd in an effort to gain money, which worked enough to buy food and occasionally a place to stay. In secret he also began to work on his powers so he would not hurt someone again, managing some amount of control over his flames and incorporated a small bit of it to his own acts. Alderic may have been one day approached by the Candles if he had not met the Grimm Troupe first.
- After one of his shows late at night, Alderic was approached by the current Master of the Grimm Troupe, who comment upon his talent. Deciding to extend an offer to the teenager, he explained what the Grimm Troupe was and what it would mean to join them. To become a Vampire and perform in an endless existence. Alderic was told it must be his own choice to join and if he declined, this meeting would simply become a dream.
- Alderic was indeed interested in this stranger and his offer and touched by the fact it was his choice alone that would determine where this would go. He asked to see one of the Grimm Troupe’s performances before deciding and the Troupe Master agreed, on the condition that Alderic must remain by his side during the show. Seated among the crowd alongside the older Vampire, Alderic became enchanted by the routines and magic on stage, finding it both incredibly thrilling and beautiful. Once the show was over Alderic made his decision and accepted the Vampire’s offer and was soon bitten and folded into the Grimm Troupe.
- As this was a much bigger production then simply one person performing on the street, Alderic began to learn the work that went on backstage to allow the performers to enrapture the crowd. Working lighting rigs, handing out schedules, helping out with costumes and so on, Alderic began to master these various skills as the years passed by and improved his own routines with the help of the Troupe Master and the other performers. One day he would stand on the stage with everyone else and experience that same thrill he felt so long ago.
- Unfortunately Alderic’s powers still caused problems. Despite the self-taught control Alderic managed to exert over his flames and teleportation, it still was not enough to say he could safely use these abilities all the time (and it’s rather difficult to run a show when a poorly timed cough could result in the curtains being set on fire, after all). Alderic did not fear his own abilities but agreed that for the safety of others he must learn proper control over his Flame. So when the Troupe Master suggested that Alderic enroll into Daybreak Academy he agreed with the idea.
- Alderic spent four years at Daybreak Academy and eventually learned how to command an iron control over his flames and teleportation ability. A studious, if eccentric student, Alderic enjoyed his time at the Academy and then a couple of years after he graduated, he was finally able to take the stage himself. It was also during his time on the stage where Alderic met Ekkehardt Gehring (
spelleton) while he was still alive. While their meeting was brief, it began a spark of friendship that continued when they met again in Daybreak Academy over a shared love of dramatics.
- Eventually the current Troupe Master made the choice to end his role. He chose Alderic to be his partner in the Troupe’s Ritual to inherent the role, the name “Grimm” and the Nightmare Heart. Alderic agreed and faced his predecessor in combat, emerging victorious and gaining a deep love and passion for battle. He took on the name Grimm and, as per the Grimm Troupe’s tradition, carved out his own heart and replaced it with the Nightmare Heart.
- Years passed and eventually Grimm heard of the coming Nightfall. As someone who cared deeply for his Troupe and humanity, Grimm offered his services to the Academy. As insurance the Troupe Master explained to the Headmistress about the Nightmare Heart so, if the need arises, it is known how to put him down.
- Grimm will be entering his third year at the Academy as a TA, arriving back to the school after taking a little time off to deal with Troupe business.
AU PERSONALITY DEVIATION: Grimm's personality in this AU is still close to how he is in canon. However he is a little more secretive then normal, especially when it concerns the Nightmare Heart and the whispering he can hear from the Nightmare King. Aside from the Headmistress (told as part of the deal to return to the Academy), it remains a closely guarded secret of the Grimm Troupe and one that Grimm will absolutely not tell unless he has no choice in the matter.
In addition his appearance will be altered to be more human, found here. Art commissioned from Ruka/
rukafais
RACE: Vampire
SECRET SOCIETY: The Grimm Troupe is a small clan of Vampires that was created by an ancient and powerful Vampire known as the Nightmare King. This Vampire created the Troupe when he split off from his own clan after becoming sick and tired of the eons of petty in-fighting and politics. The Troupe is a combination of various Vampires that are from all over, although its birthplace is Romania, and they wander the Earth as a traveling group of performers. Those who chose to join the Grimm Troupe are given the choice to do so and also the choice of when they leave the clan. However to protect certain secrets, those that leave will have their memory of their time with the Troupe wiped so all it becomes is a long, distant and inevitably forgotten dream.
The Troupe always has a Troupe Master. The first was selected by the Nightmare King himself and was gifted the name “Grimm” along with their role. From then on when the current Master feels it is time for his or her rule to end, they will conduct something known simply as the Ritual. The current Master will extend an invitation to a member of the Troupe to join them in a competition of their choosing, be it something like battle, a puzzle and so on. If the Vampire passes their predecessor’s challenge, they will be rewarded with the title of Troupe Master and the name “Grimm” while the predecessor will leave the Troupe. However the invitation must be accepted willing by the member in question and they cannot be forced to do it – to force someone into the Ritual is considered a dishonor and puts the current Master at risk of punishment or banishment from the Troupe.
Sometime after the one thousandth year of the Troupe being formed, the Nightmare King vanished. He left behind his own physical heart that soon became known as either the “Nightmare Heart” or “The Heart of Grimm”. It became tradition for the current Master of the Troupe to carve out their heart and replace it with the Nightmare Heart, as it granted great power and the ability to communicate with the Nightmare King at the cost of becoming their life-source. To destroy the Heart is to destroy the Troupe Master unless it is willing passed on from predecessor to the next Grimm at the Ritual's conclusion.
What happened to the Nightmare King’s physical body is a complete unknown even to the Grimm Troupe. Perhaps even he too does not know.
POWERS:
Immortality: Like most Vampires Grimm is immortal. He physically stopped aging in his thirties and will remain unaffected by time as the years pass by. Grimm has also gained a boost in his physical strength, as it is much easier for him to break a human's bones if enough effort is exerted.
Those in the Grimm Troupe drink blood, which fuels their abilities and without it causes a drop in strength that will grow depending on how long one goes without feeding. While Grimm can eat and drink human food, it will do nothing for him (no matter how much he eats or drinks, he will never get full nor will it replace his need to drink blood). In addition he can no longer become intoxicated without consuming a large amount of alcohol at once and recovers from it very quickly.
Sunlight affects Grimm negatively when direct skin-to-light contact is made, ranging from nasty burns to decaying flesh at worst. If exposed to the sun without any cover for more then twenty-four hours will knock Grimm out and force him into a coma that may last for a week or longer depending on how long the exposure was. Covering himself in heavy clothing and remaining in the shade can mitigate these effects.
Grimm is not affected by holy weapons or items, although they are something he can detect when give enough time. If a place is warded against Vampires, be it through spells, items created by the Rune Guild and so on, then he cannot enter unless invited inside or the wards are dropped. Otherwise Grimm can walk or teleport where he desires without an invitation.
The only way to truly kill Grimm is to destroy the Nightmare Heart. The Nightmare Heart is Grimm’s life source and offers him the illusion of a heartbeat (but no pulse) and allows him to communicate with the Nightmare King. While he can survive if someone removes the Heart from his chest it will leave him extremely weakened, remove certain abilities and the complete destruction of the Heart by any means will kill Grimm on the spot.
Flames: Much like his canon counterpart in Hollow Knight, Grimm can manipulate flames that he can conjure from thin air. These flames can range from appearing as stylized flames that appear as bats, breathing fireballs or augmenting his arms or legs with flames to increase his attacking power temporarily. The power of Grimm’s flames is connected to how much blood he has consumed prior: if he is healthy then his flames will remain at their peak strength but will lose more and more power the longer Grimm is deprived of blood until he can barely summon a spark at worst.
Teleportation: With a flash of red smoke and a loud bang, Grimm can teleport quickly and is his primary mode of transportation (why walk when you can be fancy and teleport?). Unlike in Hollow Knight, where his ability to teleport is seemingly limitless, Grimm cannot teleport extremely large distances in one go. Going from the first floor of a building to the top is possible but not from one end of Daybreak Academy’s campus to the other in one go. In addition, much like his flames, Grimm's ability to teleport is dependent on how much blood he has consumed. If he remains healthy then Grimm is able to teleport with the speed and frequency that he is capable of in Hollow Knight but if he is deprived of blood for a few days he will not being going anywhere fast until he is unable to teleport at all.
Bats: An ability gained from becoming a Vampire. Grimm can temporally burst into a swarm of bats. This ability does not render Grimm immune to damage as there is a bat with red eyes that can be struck to hurt him. He can remain in this form for only one minute.
Mind Reading Resistance: Granted to him by the Nightmare Heart, Grimm possess a strong resistance against mind reading. Those who attempt to read his mind will eventually run into a wall that will slowly begin to burn their mind the longer they attempt to break past it. Powerful (or stubborn) mind readers will be able to break past eventually, but it will hurt in the process. This ability is lost if the Nightmare Heart is removed from Grimm's chest. In addition this ability does not give Grimm the power to know if his mind is being read. If someone breaks through his resistance then they can read his mind until the cows come home and Grimm will be none the wiser.
Regeneration: Another gift from the Nightmare Heart. Grimm is capable of regenerating from wounds and lost limbs. While small wounds are neatly and literally stitched back together by the Heart, regenerating limbs is a little more difficult. The limb in question must be put back in its proper place for the Nightmare Heart to start stitching it back on, and if the amputated limb has been destroyed or is otherwise unable to be recovered, then it will slowly grow back over the course of one month. Cutting Grimm's head off will knock him into a coma that will last for a month or longer even if his head is re-attached. Much like Grimm's mind reading resistance, this ability is lost if someone takes the Nightmare Heart.
Stage Knowledge: As someone who has spent over a thousand years in a travelling group of performers Grimm unsurprisingly knows quite a bit of stage performance and the backstage work that goes into it. In addition to possessing a natural talent for dance and song, Grimm knows how to work lighting rigs and has an extensive knowledge of pyrotechnics as a cover for using his abilities on stage.
HOUSING: No preference. Grimm does sleep in a coffin (and on occasion hanging from the ceiling) so there will at least need to be room for that.
RP SAMPLE
A Sample may be any of the following:
► Answers for at least 10 of the sample questions, found here: https://thewatchers.dreamwidth.org/1112.html
TELL US ABOUT YOUR EXPERIENCES SINCE GRADUATING.
I have become the Troupe Master of my clan, after defeating my dear predecessor in hallowed combat. It was a wonderful experience and I am glad to know the wondrous power he had. It was such a charming flame! We danced together for countless hours and it soon ended with my victory. He was a beautiful partner.
[Grimm would love to dance with him again, should their fates align. But before he became to carried away with those memories-!]
Shortly after that the we traveled the world to perform where called, until I heard of the coming night. And now I am here in hope that my offer of help is accepted.
WHY DID YOU CHOOSE TO RETURN TO DAYBREAK ACADEMY?
As I have said, I returned to offer my aid in the coming night. My desire is to see humanity survive the Nightfall, for I care for them along with my Troupe. All will inevitably die but I feel it is not humanity's time just yet.
[He is aware that Vampires are beings not often trusted and his words will be taken with a grain of salt. However that is how Grimm truly feels. If it is interpenetrated differently, it is what it is.]
WOULD YOU BE COMFORTABLE WITH MENTORING CURRENT STUDENTS OR ACTING IN AN ADVISORY ROLE?
I would be delighted. The students here need not fret that they will have to learn of their powers alone and it would be an honor to be a part of that.
[Grimm only learned meager control over his abilities when he was alone. But when he learned alongside the Troupe and the Academy itself, Grimm became a master over his flames. To pass that onto others would be wonderful.]
WHAT, IN YOUR OPINION, IS THE MOST IMPORTANT LESSON A STUDENT SHOULD LEAVE WITH?
[Grimm's light tone changes to one that is more serious. Such a question deserves his full attention, after all.]
That they have the ability to chose their futures. We are all here to protect against the encroaching darkness but once they all stand upon it and victorious light shines down, the students must know that there is more waiting for them. They should all walk away into the dawn with the knowledge of what they want to be and, if they do not yet know, there are choices still left to them.
WHAT, IN YOUR OPINION, IS THE MOST IMPORTANT THING YOU WERE TAUGHT BEFORE YOU GRADUATED?
Control.
[Flames dance at the tip of Grimm's fingers, something made effortless thanks to hard work and what the school generously offered him during his time as a student.]
I do not fear my flames, but this school taught me how to command this power so I could take the stage with no worries. Perhaps I may have learned on my own, but the teachers here were wonderful and taught me well how to use my abilities. I am nothing less then grateful for their efforts.
DESCRIBE ONE OF THE POSITIVE EXPERIENCES YOU HAD AFTER GRADUATION.
My battle with my predecessor, but as I have spoken of it before there was a meeting I had with a charming and rather amusing individual once. Our time together was brief but I quite enjoyed myself and would like to meet him again.
[The uniqueness of human beings were just as attractive as battles and it was one of the things in the world that Grimm enjoyed. Be it the individual quirks of one person or a sea of an audience, it too was wonderful to experience.]
DESCRIBE ONE OF THE NEGATIVE EXPERIENCES YOU HAD AFTER GRADUATION.
[Idly Grimm reaches up to touch his chest, knowing the still heart hidden within his chest and the legacy behind it.]
I did indeed experience something of that nature very shortly after becoming Troupe Master. However it is a question I cannot answer, for it is something very close to the Grimm Troupe and I am bound to keep it that way. I apologize, my friend.
[He bows his head. Grimm has no intention to lie about the Heart and what it meant to become Troupe Master, what it meant to take the Nightmare Heart into his body and soul. But it is the Troupe's secret.
And it will remain as such, the cycle the Nightmare King began when he left behind the Heart that all Troupe Masters would bear.]
Just let it be known that while it was indeed a negative experience, it was something I do not regret doing.
WHAT WOULD YOU SAY IS YOUR GREATEST STRENGTH? IS IT DIFFERENT TO WHAT YOU THOUGHT IT WAS AS A STUDENT?
My greatest strength is my strength. But it is more then just physical might. For the Troupe, and my...breed, it lies within choice. The strength of one's choices and the ability to make them is a power unlike many.
[He is aware not many have that sort of power, for whatever reason they may have. And humanity, with the coming Nightfall, has only one choice but to live or die.
Yet he believes in them to make that choice.]
As for when I was a student...all I desired at the time was to take the stage safely alongside the rest of the Troupe. But it too was a choice, so there is not much difference in the end.
WHAT WOULD YOU SAY IS YOUR GREATEST WEAKNESS? AGAIN, IS IT DIFFERENT TO WHAT YOU THOUGHT IT WAS AS A STUDENT?
I have been told I can be rather eccentric. [Or unsettling, creepy, and shady. Yet Grimm laughs it off easily. He is well aware of his own quirks and such comments mean little. If anything Grimm found them amusing.]
I am certain many would agree that has not changed from the time I spent as a student.
WHAT ARE YOU WILLING TO SACRIFICE TO PROTECT CURRENT STUDENTS?
[Unlike all of the previous questions, Grimm's smile is sad and his tone soft and quiet.]
What I must.
[A simplistic answer but Grimm is sincere. Those here deserved his protection and what must be given for that must be given. Grimm's life needed not be weighed in that matter.]
NAME: Zee
CONTACT:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
OTHER CHARACTER(S) IN GAME: N/A
CANON INFORMATION
CHARACTER NAME: Troupe Master Grimm
CANON: Hollow Knight (The Grimm Troupe DLC)
HISTORY: While there is a wiki page for the Grimm Troupe DLC (found here), it talks more about what was added to Hollow Knight and boss strategies rather then the plot (even though it's short) so I'll write it out.
When the Knight uses the Dream Nail on a dead bug in a hidden section in the Howling Cliffs red dream-catcher particles appear, which have not been seen before until now. Once the Knight proceeds farther and lights the Nightmare Lantern the DLC begins. It appears that a carnival has arrived to Dirtmouth - much to the apparent annoyance and concern of the Elderbug. Exploring the tents, the Knight meets Brumm, Divine, the Gimmsteeds and of course Troupe Master Grimm himself once they enter the main tent. Grimm tasks the Knight in collecting flames from the Grimmkins scattered around Hallownest for a Ritual. To aid in this Grimm hands over the Grimmchild charm that will absorb the flames when the Grimmkins are defeated.
After the Knight defeats three of the Grimmkins, Grimm upgrades the Grimmchild to its second form. Upon the second round of flame gathering the Troupe Master challenges the Knight to a fight. One grueling boss battle later Grimm once again upgrades the Grimmchild and tells the Knight the Ritual is almost over and they just need to collect three more flames and come back to see him to finish it off.
At this point the DLC can go one of two ways. If you find Brumm in Deepnest he explains that the Ritual has been going on for a very long time and feels that this time it should be stopped, as much as he finds it difficult to go against his master. He'll ask the Knight to aid him in destroying the Nightmare Lantern that summoned the Grimm Troupe to Hallownest and then moves to the Howling Cliffs and waits. If the Knight follows and agrees to help, they both destroy the Lantern and banish the Grimm Troupe. As a direct result of this you lose the Grimmchild charm but Brumm, now called Nymm and without memory of the Troupe, hands over the Carefree Memory charm.
But the true ending to the DLC is thus: The Knight journeys and finds the last three flames before heading back to the carnival. Grimm isn't there but once they proceed to the back of the tent they'll find him asleep. Upon using the Dream Nail on the sleeping Grimm, the Knight will be sent to a nightmare version of the tent where they'll find one last challenge waiting for them: Nightmare King Grimm.
Upon defeating him the Knight will wake up in Dirtmouth and the carnival has vanished without a trance. The only thing left is the Grimmchild, upgraded to its final form and looking a whole lot like Grimm himself.
STRENGTHS:
+ Choice: What sets Grimm apart from other Gods in the setting of Hollow Knight is that he appears to value the ability to make choices in one's life. He does not force the Knight to complete the Ritual, only reminding them once to not forget it is still going, and even goes as far to ask if they plan on continuing despite possibly guessing what end it will result in after his battle. In addition it is possible to banish the Troupe from Hallownest. Brumm, the character who the Knight must speak to to start this ending, mentions that Grimm can see everywhere in Hallownest aside from inside of Deepnest, meaning the Troupe Master would be aware of Brumm and the Knight journeying to destroying the Nightmare Lantern in the Howling Cliffs. So even though it is possible that Grimm could have stopped Brumm and the Knight from banishing the Troupe...he does not. It is a choice made freely, and while he may not agree with every choice someone makes in life, it is something he respects nonetheless.
+ Kindness: Frequently when interacted with Grimm often shows a great deal of kindness. As the Knight collects the flames for Grimm to complete his Ritual, when they return he praises the growth of the Grimmchild and is nothing but thankful for the Knight's efforts. After his boss battle the Troupe Master again praises the Knight's skill in battle and compliments their strength, gifting them a Charm Notch even when he does not have to.
+ Straightforward: For all the dramatics Grimm likes to indulge in he is very straightforward when dealing with the Knight. He tells them exactly what they must do to complete the Ritual rather then handing them the Grimmchild Charm and sending them off with nary an explanation, nor does he lie to the Knight at any point. Grimm is also one of the few boss battles who actually tells the player that he is indeed going to fight them instead of simply attacking without warning once they come back with the second set of flames. This is actually used to show the sheer difference between Grimm and the Nightmare King: while Grimm explains everything that is going on and is cordial every time he speaks to the Knight, the Nightmare King is very much not and attacks the second that they step into the arena.
FLAWS:
- Shady: For however kind Grimm may be, he can and often does come across as shady or creepy to those who first met him. Many characters in Hollow Knight remark that they find the Grimm Troupe frightening in some manner and sometimes attempt to warn the Knight away from him, saying he is likely scheming something terrible. Grimm himself does not do much to discourage these rumors and thus many may avoid interacting with him even though Grimm is by no means evil.
- Low tolerance for impoliteness: It is not that Grimm has a short temper, but simply a low tolerance for those rude enough to try and take a cheap shot in battle, such as when he's bowing. If the player attempts to do this during his battle Grimm will scream and immediately teleport away to preform his ultimate attack (which normally happens later on in the battle). Like many people, Grimm has his limits and finally pushing him to those limits may be...hazardous.
- Sacrifice: The ultimate goal of the Ritual is the growth of the Grimmchild, an act that inevitably results in the death of Grimm as the Ritual requires his defeat in both the real world and the Nightmare Realm. This is a cycle that is implied to have been going on for an extremely long time, meaning each incarnation of Grimm has sacrificed himself for his children so they may grow and continue to lead the Troupe. Grimm is someone who would sacrifice all he has for someone he loves, even if it costs him his life. While this can be considered a positive trait, Brumm's dream nail dialog suggests that Grimm too has become trapped in this cycle of sacrifice that he will not stop despite the price he must pay to continue it. His child, and perhaps others that become dear to Grimm, are more important then his own life and that has not changed in eons.
CANON ABILITIES: Here. And a video to see them in action.
AU INFORMATION
AU CHARACTER NAME: Alderic "Grimm" Lavoie
(Uses the name Grimm rather then Alderic whenever possible due to inheriting it as part of becoming the Troupe Master.)
AGE: Well over a thousand. Physically has stopped aging in his thirties and so writes down 'thirty-five' in any official application.
GRADE: Graduate, now works as a TA.
AU BACKSTORY:
- Grimm was originally born as a human named Alderic Lavoie. His life was uneventful until he turned twelve when he developed a control over the element of fire. Unfortunately his ability was powerful for someone of his age and not something he could easily control, leading him to accidentally burning down his home and causing the deaths of his family. Grief-stricken and not thinking straight, Alderic unintentionally teleported away from the remains of his home and never returned.
- Living on the streets were not easy for someone so young but Alderic managed as best as he could for the next four years. Discovering he had a talent for song and dance, he began to use them to perform in the streets for a crowd in an effort to gain money, which worked enough to buy food and occasionally a place to stay. In secret he also began to work on his powers so he would not hurt someone again, managing some amount of control over his flames and incorporated a small bit of it to his own acts. Alderic may have been one day approached by the Candles if he had not met the Grimm Troupe first.
- After one of his shows late at night, Alderic was approached by the current Master of the Grimm Troupe, who comment upon his talent. Deciding to extend an offer to the teenager, he explained what the Grimm Troupe was and what it would mean to join them. To become a Vampire and perform in an endless existence. Alderic was told it must be his own choice to join and if he declined, this meeting would simply become a dream.
- Alderic was indeed interested in this stranger and his offer and touched by the fact it was his choice alone that would determine where this would go. He asked to see one of the Grimm Troupe’s performances before deciding and the Troupe Master agreed, on the condition that Alderic must remain by his side during the show. Seated among the crowd alongside the older Vampire, Alderic became enchanted by the routines and magic on stage, finding it both incredibly thrilling and beautiful. Once the show was over Alderic made his decision and accepted the Vampire’s offer and was soon bitten and folded into the Grimm Troupe.
- As this was a much bigger production then simply one person performing on the street, Alderic began to learn the work that went on backstage to allow the performers to enrapture the crowd. Working lighting rigs, handing out schedules, helping out with costumes and so on, Alderic began to master these various skills as the years passed by and improved his own routines with the help of the Troupe Master and the other performers. One day he would stand on the stage with everyone else and experience that same thrill he felt so long ago.
- Unfortunately Alderic’s powers still caused problems. Despite the self-taught control Alderic managed to exert over his flames and teleportation, it still was not enough to say he could safely use these abilities all the time (and it’s rather difficult to run a show when a poorly timed cough could result in the curtains being set on fire, after all). Alderic did not fear his own abilities but agreed that for the safety of others he must learn proper control over his Flame. So when the Troupe Master suggested that Alderic enroll into Daybreak Academy he agreed with the idea.
- Alderic spent four years at Daybreak Academy and eventually learned how to command an iron control over his flames and teleportation ability. A studious, if eccentric student, Alderic enjoyed his time at the Academy and then a couple of years after he graduated, he was finally able to take the stage himself. It was also during his time on the stage where Alderic met Ekkehardt Gehring (
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- Eventually the current Troupe Master made the choice to end his role. He chose Alderic to be his partner in the Troupe’s Ritual to inherent the role, the name “Grimm” and the Nightmare Heart. Alderic agreed and faced his predecessor in combat, emerging victorious and gaining a deep love and passion for battle. He took on the name Grimm and, as per the Grimm Troupe’s tradition, carved out his own heart and replaced it with the Nightmare Heart.
- Years passed and eventually Grimm heard of the coming Nightfall. As someone who cared deeply for his Troupe and humanity, Grimm offered his services to the Academy. As insurance the Troupe Master explained to the Headmistress about the Nightmare Heart so, if the need arises, it is known how to put him down.
- Grimm will be entering his third year at the Academy as a TA, arriving back to the school after taking a little time off to deal with Troupe business.
AU PERSONALITY DEVIATION: Grimm's personality in this AU is still close to how he is in canon. However he is a little more secretive then normal, especially when it concerns the Nightmare Heart and the whispering he can hear from the Nightmare King. Aside from the Headmistress (told as part of the deal to return to the Academy), it remains a closely guarded secret of the Grimm Troupe and one that Grimm will absolutely not tell unless he has no choice in the matter.
In addition his appearance will be altered to be more human, found here. Art commissioned from Ruka/
RACE: Vampire
SECRET SOCIETY: The Grimm Troupe is a small clan of Vampires that was created by an ancient and powerful Vampire known as the Nightmare King. This Vampire created the Troupe when he split off from his own clan after becoming sick and tired of the eons of petty in-fighting and politics. The Troupe is a combination of various Vampires that are from all over, although its birthplace is Romania, and they wander the Earth as a traveling group of performers. Those who chose to join the Grimm Troupe are given the choice to do so and also the choice of when they leave the clan. However to protect certain secrets, those that leave will have their memory of their time with the Troupe wiped so all it becomes is a long, distant and inevitably forgotten dream.
The Troupe always has a Troupe Master. The first was selected by the Nightmare King himself and was gifted the name “Grimm” along with their role. From then on when the current Master feels it is time for his or her rule to end, they will conduct something known simply as the Ritual. The current Master will extend an invitation to a member of the Troupe to join them in a competition of their choosing, be it something like battle, a puzzle and so on. If the Vampire passes their predecessor’s challenge, they will be rewarded with the title of Troupe Master and the name “Grimm” while the predecessor will leave the Troupe. However the invitation must be accepted willing by the member in question and they cannot be forced to do it – to force someone into the Ritual is considered a dishonor and puts the current Master at risk of punishment or banishment from the Troupe.
Sometime after the one thousandth year of the Troupe being formed, the Nightmare King vanished. He left behind his own physical heart that soon became known as either the “Nightmare Heart” or “The Heart of Grimm”. It became tradition for the current Master of the Troupe to carve out their heart and replace it with the Nightmare Heart, as it granted great power and the ability to communicate with the Nightmare King at the cost of becoming their life-source. To destroy the Heart is to destroy the Troupe Master unless it is willing passed on from predecessor to the next Grimm at the Ritual's conclusion.
What happened to the Nightmare King’s physical body is a complete unknown even to the Grimm Troupe. Perhaps even he too does not know.
POWERS:
Immortality: Like most Vampires Grimm is immortal. He physically stopped aging in his thirties and will remain unaffected by time as the years pass by. Grimm has also gained a boost in his physical strength, as it is much easier for him to break a human's bones if enough effort is exerted.
Those in the Grimm Troupe drink blood, which fuels their abilities and without it causes a drop in strength that will grow depending on how long one goes without feeding. While Grimm can eat and drink human food, it will do nothing for him (no matter how much he eats or drinks, he will never get full nor will it replace his need to drink blood). In addition he can no longer become intoxicated without consuming a large amount of alcohol at once and recovers from it very quickly.
Sunlight affects Grimm negatively when direct skin-to-light contact is made, ranging from nasty burns to decaying flesh at worst. If exposed to the sun without any cover for more then twenty-four hours will knock Grimm out and force him into a coma that may last for a week or longer depending on how long the exposure was. Covering himself in heavy clothing and remaining in the shade can mitigate these effects.
Grimm is not affected by holy weapons or items, although they are something he can detect when give enough time. If a place is warded against Vampires, be it through spells, items created by the Rune Guild and so on, then he cannot enter unless invited inside or the wards are dropped. Otherwise Grimm can walk or teleport where he desires without an invitation.
The only way to truly kill Grimm is to destroy the Nightmare Heart. The Nightmare Heart is Grimm’s life source and offers him the illusion of a heartbeat (but no pulse) and allows him to communicate with the Nightmare King. While he can survive if someone removes the Heart from his chest it will leave him extremely weakened, remove certain abilities and the complete destruction of the Heart by any means will kill Grimm on the spot.
Flames: Much like his canon counterpart in Hollow Knight, Grimm can manipulate flames that he can conjure from thin air. These flames can range from appearing as stylized flames that appear as bats, breathing fireballs or augmenting his arms or legs with flames to increase his attacking power temporarily. The power of Grimm’s flames is connected to how much blood he has consumed prior: if he is healthy then his flames will remain at their peak strength but will lose more and more power the longer Grimm is deprived of blood until he can barely summon a spark at worst.
Teleportation: With a flash of red smoke and a loud bang, Grimm can teleport quickly and is his primary mode of transportation (why walk when you can be fancy and teleport?). Unlike in Hollow Knight, where his ability to teleport is seemingly limitless, Grimm cannot teleport extremely large distances in one go. Going from the first floor of a building to the top is possible but not from one end of Daybreak Academy’s campus to the other in one go. In addition, much like his flames, Grimm's ability to teleport is dependent on how much blood he has consumed. If he remains healthy then Grimm is able to teleport with the speed and frequency that he is capable of in Hollow Knight but if he is deprived of blood for a few days he will not being going anywhere fast until he is unable to teleport at all.
Bats: An ability gained from becoming a Vampire. Grimm can temporally burst into a swarm of bats. This ability does not render Grimm immune to damage as there is a bat with red eyes that can be struck to hurt him. He can remain in this form for only one minute.
Mind Reading Resistance: Granted to him by the Nightmare Heart, Grimm possess a strong resistance against mind reading. Those who attempt to read his mind will eventually run into a wall that will slowly begin to burn their mind the longer they attempt to break past it. Powerful (or stubborn) mind readers will be able to break past eventually, but it will hurt in the process. This ability is lost if the Nightmare Heart is removed from Grimm's chest. In addition this ability does not give Grimm the power to know if his mind is being read. If someone breaks through his resistance then they can read his mind until the cows come home and Grimm will be none the wiser.
Regeneration: Another gift from the Nightmare Heart. Grimm is capable of regenerating from wounds and lost limbs. While small wounds are neatly and literally stitched back together by the Heart, regenerating limbs is a little more difficult. The limb in question must be put back in its proper place for the Nightmare Heart to start stitching it back on, and if the amputated limb has been destroyed or is otherwise unable to be recovered, then it will slowly grow back over the course of one month. Cutting Grimm's head off will knock him into a coma that will last for a month or longer even if his head is re-attached. Much like Grimm's mind reading resistance, this ability is lost if someone takes the Nightmare Heart.
Stage Knowledge: As someone who has spent over a thousand years in a travelling group of performers Grimm unsurprisingly knows quite a bit of stage performance and the backstage work that goes into it. In addition to possessing a natural talent for dance and song, Grimm knows how to work lighting rigs and has an extensive knowledge of pyrotechnics as a cover for using his abilities on stage.
HOUSING: No preference. Grimm does sleep in a coffin (and on occasion hanging from the ceiling) so there will at least need to be room for that.
RP SAMPLE
A Sample may be any of the following:
► Answers for at least 10 of the sample questions, found here: https://thewatchers.dreamwidth.org/1112.html
TELL US ABOUT YOUR EXPERIENCES SINCE GRADUATING.
I have become the Troupe Master of my clan, after defeating my dear predecessor in hallowed combat. It was a wonderful experience and I am glad to know the wondrous power he had. It was such a charming flame! We danced together for countless hours and it soon ended with my victory. He was a beautiful partner.
[Grimm would love to dance with him again, should their fates align. But before he became to carried away with those memories-!]
Shortly after that the we traveled the world to perform where called, until I heard of the coming night. And now I am here in hope that my offer of help is accepted.
WHY DID YOU CHOOSE TO RETURN TO DAYBREAK ACADEMY?
As I have said, I returned to offer my aid in the coming night. My desire is to see humanity survive the Nightfall, for I care for them along with my Troupe. All will inevitably die but I feel it is not humanity's time just yet.
[He is aware that Vampires are beings not often trusted and his words will be taken with a grain of salt. However that is how Grimm truly feels. If it is interpenetrated differently, it is what it is.]
WOULD YOU BE COMFORTABLE WITH MENTORING CURRENT STUDENTS OR ACTING IN AN ADVISORY ROLE?
I would be delighted. The students here need not fret that they will have to learn of their powers alone and it would be an honor to be a part of that.
[Grimm only learned meager control over his abilities when he was alone. But when he learned alongside the Troupe and the Academy itself, Grimm became a master over his flames. To pass that onto others would be wonderful.]
WHAT, IN YOUR OPINION, IS THE MOST IMPORTANT LESSON A STUDENT SHOULD LEAVE WITH?
[Grimm's light tone changes to one that is more serious. Such a question deserves his full attention, after all.]
That they have the ability to chose their futures. We are all here to protect against the encroaching darkness but once they all stand upon it and victorious light shines down, the students must know that there is more waiting for them. They should all walk away into the dawn with the knowledge of what they want to be and, if they do not yet know, there are choices still left to them.
WHAT, IN YOUR OPINION, IS THE MOST IMPORTANT THING YOU WERE TAUGHT BEFORE YOU GRADUATED?
Control.
[Flames dance at the tip of Grimm's fingers, something made effortless thanks to hard work and what the school generously offered him during his time as a student.]
I do not fear my flames, but this school taught me how to command this power so I could take the stage with no worries. Perhaps I may have learned on my own, but the teachers here were wonderful and taught me well how to use my abilities. I am nothing less then grateful for their efforts.
DESCRIBE ONE OF THE POSITIVE EXPERIENCES YOU HAD AFTER GRADUATION.
My battle with my predecessor, but as I have spoken of it before there was a meeting I had with a charming and rather amusing individual once. Our time together was brief but I quite enjoyed myself and would like to meet him again.
[The uniqueness of human beings were just as attractive as battles and it was one of the things in the world that Grimm enjoyed. Be it the individual quirks of one person or a sea of an audience, it too was wonderful to experience.]
DESCRIBE ONE OF THE NEGATIVE EXPERIENCES YOU HAD AFTER GRADUATION.
[Idly Grimm reaches up to touch his chest, knowing the still heart hidden within his chest and the legacy behind it.]
I did indeed experience something of that nature very shortly after becoming Troupe Master. However it is a question I cannot answer, for it is something very close to the Grimm Troupe and I am bound to keep it that way. I apologize, my friend.
[He bows his head. Grimm has no intention to lie about the Heart and what it meant to become Troupe Master, what it meant to take the Nightmare Heart into his body and soul. But it is the Troupe's secret.
And it will remain as such, the cycle the Nightmare King began when he left behind the Heart that all Troupe Masters would bear.]
Just let it be known that while it was indeed a negative experience, it was something I do not regret doing.
WHAT WOULD YOU SAY IS YOUR GREATEST STRENGTH? IS IT DIFFERENT TO WHAT YOU THOUGHT IT WAS AS A STUDENT?
My greatest strength is my strength. But it is more then just physical might. For the Troupe, and my...breed, it lies within choice. The strength of one's choices and the ability to make them is a power unlike many.
[He is aware not many have that sort of power, for whatever reason they may have. And humanity, with the coming Nightfall, has only one choice but to live or die.
Yet he believes in them to make that choice.]
As for when I was a student...all I desired at the time was to take the stage safely alongside the rest of the Troupe. But it too was a choice, so there is not much difference in the end.
WHAT WOULD YOU SAY IS YOUR GREATEST WEAKNESS? AGAIN, IS IT DIFFERENT TO WHAT YOU THOUGHT IT WAS AS A STUDENT?
I have been told I can be rather eccentric. [Or unsettling, creepy, and shady. Yet Grimm laughs it off easily. He is well aware of his own quirks and such comments mean little. If anything Grimm found them amusing.]
I am certain many would agree that has not changed from the time I spent as a student.
WHAT ARE YOU WILLING TO SACRIFICE TO PROTECT CURRENT STUDENTS?
[Unlike all of the previous questions, Grimm's smile is sad and his tone soft and quiet.]
What I must.
[A simplistic answer but Grimm is sincere. Those here deserved his protection and what must be given for that must be given. Grimm's life needed not be weighed in that matter.]