Ex;R - Origins of Grimm and the Fight for Survival

"'The Creatures of Grimm, a ravenous destructive force that covers the majority of Remnant, while commonly referred to as Grimm in common vernacular, these beings serve as the greatest foe to mankind.""For as long as humanity can recall walking along the surface of Remnant, so do they remember this wicked force. Many ancient cultures believed the creature of Grimm to be animals possessed by evil spirits, or the spirits of tortured animals themselves. However, further study -- as well as the discovery of newer, more horrific forms of Grimm -- does not support this hypothesis.""With new creatures discovered everyday, scientists perpetually find themselves with more questions than answers. While very little is known of their origin, some key facts have been observed in the wild. First and foremost, the Grimm almost exclusively attack humans and their creations. While occasional skirmishes between wildlife and Grimm have occurred, these instances appear to be based on territorial provocations rather than a need for sustenance; in fact the common belief is that Grimm are not obligated to feed. They chose to.""What is perhaps more unsettling is the basis of their attraction. The creatures of Grimm are lured towards negative emotion. In the rare instances when villages are capable of defending against a wave of Grimm, their survival is not guaranteed as widespread panic will only lead to more attacks.""Little else is known about the creatures of Grimm as keeping them in captivity has proven an understandably difficult task, as the creatures either tend to either die or kill those who imprisoned them in the first place. To further complicate study, the corpse of a Grimm will only remain for a short period of time before completely evaporating. Those who hunt the beast for sport find this particularly upsetting, but they manage to get by with cheap taxidermic recreations and bombastic storytelling.""Although the Creatures of Grimm appear mindless, more delicate observation had proven contradictory. It has been noted that while younger Grimm tend to be more reckless, older Grimm who have managed to survive their battles have a tendency to learn from their experience, and will exercise caution in the future. This perverse form of self-preservation allows the creature to become more effective killers.""And in the end, killing is all that matters.'"Excerpt From - World of Remnant 3: Grimm

OVERVIEW
While the true origins of Grimm remain out of grasp to scientists all over Remnant and the notion of Grimm being a creation of the god of darkness has being widely accepted by the majority of individuals, controversial theories have surfaced to debunk a theistic interpretation of the existence of The Creatures of Grimm.

Professor Leaf Erikson
Leaf Erikson, PhD. is one such individual proposing his theory on the origins of Grimm. As a former Hunter, Professor Erikson had traversed the borders of the Grimmland to gather information on the mysterious origins of Grimm. There he noted numerous types of Grimm being born, or “spawned” from pools of black liquid emanating from the ground. The black substance is presumed to be the essence or cocktail of primal materials needed for the creation of Grimm.

In addition, he noted the rate at which the Grimm spawned at each pool while taking in the average number of pools that possibly exist in Grimmland. He concluded the average spawn rate of Grimm presented a perfect correlation to the average birthrate of humans. Taking this into account, along with the Grimm’s unexplainable attraction to negative emotion, Erikson cultivated the grounds for his Nightmare Theory.

Erikson’s Nightmare Theory
Erikson’s Nightmare Theory proposes that The Creatures of Grimm are not truly monsters but rather the physical manifestations of humanity’s fear to take responsibility of themselves. The world is a nightmare, not because it is full of monsters but because it is full of people, risks, setbacks, and harsh truths.

The nightmare in this reality is that to truly confront the Grimm, one must confront oneself, to embrace every praise-worthy feature, every ugly flaw, and every selfish desire that makes up an individual. The Creatures of Grimm in the real world are villainized, attacked, and destroyed, people can be rescued from them, but it stops the point of it all, one cannot be saved and expect development of the self. The only person who can help the individual, is the individual themself.

However, the theory itself has no solid evidence behind it as sampling of Grimm is near impossible due to the volatility of deceased Grimm carcasses. Thus, this psychoanalytical hypothesis was largely dismissed in favour of superstition and religious beliefs by the majority of the world.

Grimm Anatomy
Information of a Grimm’s biological anatomy is well documented not due to the studies of the Grimm themselves but because of their uncanny likeness to real-life

The universal deterrent of Grimm is their face-mask which is theorized to be part of their central nervous system. Grimm have often been reported to be consistently disorientated when struck on the mask. The theory goes that the vibrations from the bone-like mask disrupt nerve signals attached to their spine and by relation the rest of the body.

In addition, each type of Grimm has their individual exploitable blind-spots.

Beowolf

 * Fast and ferocious, ignores tiny amounts of pain
 * Most susceptible to hail of bullets or well placed shots on vital organ areas
 * Heart or the brain

Beringel

 * Tough skin
 * High strength
 * High pain resistance
 * Armoured chest place
 * Most susceptible to blunt trauma, concussive weapons
 * Head seems vulnerable to piercing

Boarbatusk

 * Heavily armoured all around
 * High-mobility, single fixed-direction attack
 * Exposed belly
 * Recommended to stun the creature or make use of its high mobility attack to force an opportunity

Creep

 * High-speed, high-mobility, able to change vectors easily
 * High jaw strength
 * Predatory pursuit behaviours
 * Bipedal
 * Easily disabled by disrupting balance or removing appendages

Death Stalker

 * Uniformly armoured (exo-skeleton)
 * High-grip strength
 * Venomous, high penetration, high-range, omni-directional stinger
 * Stinger can be removed and used against its armour

Dragon

 * Existence only recently confirmed and through unsourced legends
 * Spawns and attracts nearby Grimm
 * Unknown size range
 * No known methods of deterrence except excessive firepower

Geist

 * Non-material body
 * Able to reconstitute environmental objects to increase its size and fighting capability
 * Solid face-mask weak point present in ethereal and solid forms

Goliath

 * Tough skin
 * High pain resistance
 * Exhibits high memory retention
 * Consistently large in size
 * High-momentum based attacks
 * Susceptible to frenzy-like behaviour
 * Tendency to appear and travel in herds
 * Melee not recommended
 * High-penetration long-range ballistics recommended

Griffon

 * Flight
 * Bird-of-prey behaviour
 * Ranged attacked recommended in luring into effective range
 * Mounting is also a viable option

King Taijitu

 * High-sensory capabilities
 * Stealth is not recommended
 * Large size allows for large area of control
 * High mobility in dense areas
 * Fast strike speed
 * Armoured scales
 * Venomous, high-penetrative fangs
 * Fangs can be removed and used against its armour

Nevermore

 * Flight
 * Large size/wingspan
 * Predatory bird behaviour
 * Detaches quills as a ranged attack
 * Recommended to utilize high-penetration long-range ballistics to disable wings or to instigate an opportunity of attack or await engagement from an easily defensible area

Nuckelavee

 * Large
 * High-range
 * High-mobility
 * High-frequency auditory disruption attack
 * Regeneration
 * Durable
 * Neutralization of movement and appendages recommended
 * Amputation of limbs not recommended

Sea Dragon

 * Large
 * Amphibious
 * Flight
 * Lightning based ranged attack
 * Existence recently confirmed but speculated to exist from coastal settlement legends
 * No known methods of deterrence except excessive firepower

Seer

 * Only speculated to exist

Ursa

 * Medium-sized
 * Wide-frame
 * High-strength
 * Attraction to sugary substances
 * Melee engagement recommend