SkyLands Wiki

Grim

“The Silent Enforcer”

[Grim doesn’t talk. His presence speaks.]


Quick Reference

Attribute Details
Age ~40 (uncertain)
Role Enforcer (Murky Chasm, employed by Vex Shadowhand)
Personality Silent, efficient, intimidating, unexpectedly merciful
Method Violence when necessary, presence usually sufficient

Grim - The Silent Enforcer Grim - The Silent Enforcer


Overview

Grim is Murky Chasm’s most feared enforcer—a massive, silent figure who handles Vex Shadowhand’s “problem-solving” needs. When someone betrays Cartel, threatens operations, or needs convincing, Grim is sent. Usually, his arrival alone resolves matters. When it doesn’t, violence follows—efficient, inevitable, and final.

But Grim is more complex than reputation suggests. He follows rules strictly, distinguishes between necessary and excessive force, and occasionally shows unexpected mercy. He’s enforcer, not murderer; violence is tool, not pleasure. Those who deserve death receive it. Those who’ve simply made mistakes often get warnings—terrifying warnings delivered with crushing grip and silence, but warnings nonetheless.

No one knows Grim’s past, true name, or why he doesn’t speak. Speculation ranges from injury to oath to trauma. Grim offers no clarification. He simply exists, does his job with brutal efficiency, and inspires fear through presence as much as action.


Appearance

Height: Massive (210cm)
Build: Powerfully muscular
Face: Scarred, weathered, expressionless
Eyes: Dark, emotionless (but observant)
Voice: None (never speaks)

Clothing: - Dark practical clothes - Heavy boots - Multiple weapons (visible) - Face often partially covered (scarf/hood)

Presence: Terrifying (intentionally)


Background

Unknown: - Origin (never shared) - True name (no one knows) - Why he doesn’t speak (speculation only) - How he met Vex (mystery)

Employment: - Works for Vex Shadowhand (~10 years) - Exclusive (doesn’t freelance) - Loyal (has never betrayed) - Efficient (perfect job record)


Method

Violence

When Used: - Betrayal (definite death) - Threat to Cartel (elimination) - Contract killing (if Vex accepts job) - Enforcement (when presence insufficient)

How Applied: - Efficient (no wasted motion) - Final (no survivors unless intended) - Clean (professional, not sadistic) - Appropriate (matches crime/threat)

Mercy

Surprising Frequency: - Minor offenses (warning, not death) - Honest mistakes (terrifying but non-lethal lesson) - Coerced actions (understands circumstances) - Children (never harms, protects when possible)

Method: - Crushing grip (painful but not damaging) - Silent stare (communicates everything needed) - Release (message received) - Memory (victim never forgets)

Philosophy (inferred): “Kill when necessary. Terrify when sufficient.”


Communication

Non-Verbal: - Presence (says everything) - Gestures (minimal, clear) - Actions (unambiguous) - Stare (piercing, meaningful)

Understanding: - Grim understands speech (clearly) - Follows complex orders - Makes independent judgments - Never responds verbally

Theories Why: - Throat injury (vocal cords damaged?) - Oath of silence (religious/personal?) - Psychological trauma (can’t speak) - Choice (finds silence effective) - Unknown (most likely)


The Code

Inferred Rules (Grim follows):

  1. Complete jobs: Always finish contracts
  2. Minimum force: Use only what’s necessary
  3. No innocents: Children, uninvolved bystanders protected
  4. Keep word: Grim’s warnings mean something (he’ll return if violated)
  5. Loyalty: Vex trusted completely

Distinction: - Enforcer (professional) - Not monster (has limits) - Violence tool (not identity)


Relationships

Vex Shadowhand: - Employer (exclusive) - Trust (mutual) - Communication (non-verbal, effective) - Loyalty (unwavering)

Cartel Members: - Feared (universally) - Respected (competent) - Avoided (wisely)

Targets: - Divided categories: - Deserving (dead) - Mistaken (warned) - Innocent (protected)

Murky Chasm: - Known figure (infamous) - Social isolation (people avoid) - Necessary element (order maintenance)


Secrets

The Past: - Whatever happened (traumatic) - Made him who he is - He’ll never share - Possibly can’t

The Mercy: - Why does he distinguish? (code? Conscience? Both?) - Most enforcers don’t (he does—why?) - Suggests complexity (more than weapon)

The Voice: - Can he speak? (physically) - Or won’t? (choice) - No one knows - He won’t clarify

The Savings: - Earns well (dangerous work) - Spends little (simple needs) - Accumulating wealth (for what?) - Plan unknown


Rumors & Myths

“Grim was famous gladiator, took oath of silence after killing friend”

“Grim’s voice was stolen by Rot-curse”

“Grim is actually woman” (no evidence, but persistent)

“Grim killed 50 people in one night” (exaggeration, but based on real event—12 people, betrayal purge)

“Grim has family hidden somewhere” (unconfirmed)

Truth: Unknowable (Grim says nothing)


Quest Hooks

  1. The Target: Grim sent after party (survive? Convince him? Prove innocence?)
  2. The Hire: Vex loans Grim for dangerous job
  3. The Protection: Hire Grim as bodyguard (if Vex approves, expensive)
  4. The Past: Investigate Grim’s history (why?)
  5. The Mercy: Witness Grim showing unexpected compassion
  6. The Voice: Discover why he doesn’t speak
  7. The Betrayal: Grim hunts Cartel traitor (party involved?)
  8. The Challenge: Someone tries killing Grim (how does it go?)
  9. The Conscience: Help Grim with moral dilemma (rare but possible)


[Grim doesn’t speak. But his reputation does.]

“If Vex sends Grim, you’ve got one chance: Don’t be there when he arrives. If you are, pray you didn’t deserve it.”Murky Chasm saying

“Saw Grim spare someone once. Kid stole from Cartel. Grim grabbed him, stared at him, let him go. Kid returned what he stole immediately. Never stole again. That’s Grim: Terrifying mercy.” — Witness account