The grims are children of Grimnir. Most are comfortable beneath murky lake waters in forests that no raider has ever found. Others were forced to flee their refuges, pushed out by raiders and monsters. The grim often form small communities that linger near, but not entirely within, existing raider towns. They fish, they mend nets, and, for coin or food, they might even sing in feast halls. Though many grims still lament the lives they have lost, the younger generation embraces the dynamic communities of the raiders.
Creatures of the Water#
All grims long for water—whether sea, river, or pool. Grims breathe underwater through a primal magic that no mortal truly understands. Their ears are wide and pointed, and they tend to have green or blue skin to blend in with their murky habitats. Their eyes are often light yellow or green, and skin flaps on their arms and legs can extend, helping them swim.
Of Two Natures#
Grims have conflicted souls. They originated with Grimnir when it was created and perhaps their internal conflict arises from the turmoil that surrounded that creation. Some grims live their entire lives indulging in their music—performing or teaching others how to play instruments, sing, and entertain. Others resent the encroachment of mortals into their pools and waterfalls and do what they can to deter trespassers. But it is never so simple. For within each grim is the capacity for both a deep love and appreciation of life as well as a cruel selfishness. As events in their lives unfold, they may change their very nature and walk many different paths.
Grim Names#
Their names tend to be that of the community of which they are a part, though they prefer short names, often with only a single syllable.
- Names: Ack, Cay, Clu, Fas, Gorm, Hil, Liv, Nok, Ru, Strom, Tora, Toke, Ulf.
Grim Traits#
Grims have the following special traits.
Darkvision. You have Darkvision with a range of 60 feet. Primal Drive. Your Primal instincts shape your physical adaptations. Choose one of the following Primal Drives from the Primal Drive table. You gain the level 1 benefit of that drive. You can change your choice whenever you gain a character level. If a feature level grants a spell, you always have that spell prepared. You can cast it once without a spell slot or needing a material component, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the drive).
