Hello! This is my first attempt at a codex sort of deal!

The main reason why I am making this is twofold. First, I'm a massive lore nerd and RWBYs world building makes me want to jump out of a window. Second, this is far less time consuming to work on then my other series, since I don't have to worry about narrative and all that.

Anyways, without further ado, welcome to a codex about Grimm!

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Preamble

Huntsman and Huntresses, humanity and faunus kinds greatest warriors, the bulwark against terror, fear, and the never ending forces of the vile Grimm. That is what you, dear student, are aspiring to become. This standard issue bestiary, graciously provided by Beacon Academy, will become your best friend for the next four years of your life, as it will guide you through the multitude of monsters you will face on your road to becoming a fully fledged Champion against the Grimm menace. Although, it is important to remember while you have been accepted to such a prestigious academy such as Beacon; it is important to remember this is only the beginning of your journey, not the end.

On a more serious note, there are many reasons you are pursuing such a perilous career, altruism, wealth, fame, glory, or purpose. Beyond motive, some may have preconceived notions about themselves or others and their place in the world, this will not stand at Beacon Academy, and more importantly, the Grimm do not care about who you are, what you look like, where you come from, all are equally prey in their abominable eye. I assure, the Grimm are not like what movies and television will have you believe; they are far worse than what they are portrayed to be, as governments censor many details about Grimm to keep negative emotions low, and by that extension, the Grimm are less inclined to besiege the kingdoms. Roughly forty-five percent of those who graduate from this academy will not make it to the age of retirement. Those which make it to retirement often suffer multiple illnesses resulting in their time in their service to the four kingdoms and its peoples, such as posttraumatic stress disorder or dust lung, a progressive illness which may be fatal if not managed properly. This results from a lifetime of inhaling dust particles without proper safety equipment, such as a respirator. Luckily, there are many support programs set up by the government of Vale to assist them in those troubling times. Despite this, these are sobering reminders which I hope you take to heart.

Many of those reading this will be alumni from Signal Academy, located off the west coast of Vale. It is at an utmost consequence that I remind those graduating that while yes, you may be proficient at combat, the purpose of Signal Academy is, for a lack of better words, to root out those who cannot take the strenuous lifestyle that is required of such a dangerous career. While also testing the academic ability of its students, after all, a huntsman or huntress must not only be physically gifted but also use their mind to ensure that they accomplish their goals in both dealing with the great foe, and understanding dangerous social situations they may find themselves in. For those who did not attend Signal Academy, fear not! We here at Beacon Academy are invested in your success and will pay special attention to differing curriculums which you may have been brought through. For more information about this topic, please speak to Headmistress Goodwitch about any concerns!

Now, you may wonder, what shall this guide cover first? The mighty Ursa? The horrifying Nuckelavee? Griffons? The soaring Death Stalkers? No, those will not be covered as of yet. We must start at humble beginnings before moving onto more advanced beasts. We, dear reader, shall start with one of the most common, yet, often, consistently dangerous Grimm which roams the planet of Remnant, that being, the Beowulf.

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First hand account

To those that read this, if I am to fall in battle, I do not write this for self pity of clemency. I write this as an explanation of my experiences in the world, and how it has led me to my current state of being.

My father was a merchant who often traveled, mainly between Mantle and Mistral. He was not rich by any means. We could only afford a decently sized cottage in our small village, far away from any major settlement. The trade in which he mainly focused on was small trinkets which those of the opposing kingdom would find to be an interesting gift for loved ones. My mother was not fond of how often my father would leave, sometimes for months at a time without a word of his well being. This caused her much grief, and she would often fall ill because of it, making me join the village's farms as a hand at a young age to help support her until father returned. Eventually, this led to a boiling point between my mother and father, which nearly broke their deep love for each other. Fortunately, they had decided on a solution which would satisfy them both, and by extension, myself. That being, instead of my father traveling alone, me and my mother would join him on his grand adventures across the two kingdoms. He promised so much, the beautiful architecture of Argus, the wonder technology of Mantle, and the seas of Remnant which never seemed to end. For the first time in what seemed like my entire life, my parents seemed…happy. I wish it had remained so.

It happened on my ninth birthday, on the road to Argus. We had stopped on a large forested hill to celebrate, not even the cold chill of the Arguses climate able to dampen our spirits. Even the caravan guard seemed to be happy for once, though maybe it was because father allotted them extra spirits. The large bonfire in the middle of camp served as the epicenter of all festivities, dancing, drinking, gambling. The sun had taken its gradual fall from its radiance grace, while the shattered moon slowly climbed overhead, like a gentle shadow. By this point, the festivities were slowing as everyone prepared to turn in for the night. My parents had pulled me aside and presented me with the most wondrous thing I had ever seen, an emerald carved into the shape of a heart, with my name carved into it, Epizo Nikos. Then the nightmare began.

It all started with a single cry, a howl which seemed to shake the very ground and sky itself. It's horrible pitch smothering the once festive mood in such a short period of time. I could not understand it. No one moved, no one could move, really. Even the guards seemed stunned by such a rapid change of events. Then everything came to life, screaming and yelling. Traders and those not of the guard scrambled for covering against the oncoming specter of death. The guard tried their damndest to form a perimeter, shouting and cursing, drawing blades, raising shields, and nocking arrows. Crimson red eyes appeared from the tree line, those eyes…I…there was nothing except the deepest pits of bloodlust and murder swirling in them like hellfire. I could not will myself into action….I could not breath…I was petrified. My father had snatched me up with haste and made way to our wagon, tossing me inside before picking up his own arms to help protect us all. My mother was right behind him, though. She stopped and kissed me on the head before begging me to hide underneath the sacks of goods located inside the wagon. I was a smart enough child to follow her command, burying myself into the back corner of the wagon, enveloping myself with the trinkets. Fate would have it, however, that there was a hole in the wagon's side where I was, just large enough to see through. I know I should have not looked through; I know I would only see things which would haunt me for the rest of my time on this damned land…yet, I could not resist the temptation.

The guards held fast at first, forcing the beasts of the night to conceal themselves in the tree line, too cowardly to charge into the awaiting weapons of the defenders. Then, a few beasts stepped forward, towering above even the hardiest of the guard, tar like fur covering their bodies with bone plating placed in vital areas of importance. Saliva dripped from their dreadful maws, teeth and claw gleaming in the dying light of the fire. Then, as the skirmish began, the guard felled the first beast through the combined effort of half a dozen of themselves, scoring first blood. Yet, the beasts struck back, cleaving an over zealous guards woman in two with a swipe of its massive hand. Still yet, the guard fought on, drawing further and further away from the camp as they pushed the remaining horrors back…it was a foolish decision. The rest of the monsters descended from all sides of the forest, surrounding the defenders. I wish to tell you it was a battle, a glorious last stand which would make all those who heard of it swoon in awe…it was nothing of the sort though, they screamed, cried for help, begged for mercy, yet the slaughter continued until the cries became nought.

I thought they would run rampant amongst us, which they did, but it had a savage sort of control over it. The Grimm glutton'd themselves on the fear, terror, and agony as they burnt their way through the camp like an inferno. They tried to make it last as long as they could, like a beggar having a meal for the first time in weeks. I…do not wish to talk about how my parents ended. All I can bring myself to write is that the largest of the horde took…special pleasure in cutting down my beloved parents. I do not know why I was shown mercy. Perhaps I had just gotten lucky and remained undetected though, a part of me believes I was only left alive to fester in my emotions, like some sort of dessert. I remained in that wagon for days until the next caravan came through the route.

Excerpt from a journal found on the corpse of a soldier of Mistrial in the Battle of Vacou, 1 year before the signing of the Vytal Treaty, otherwise known as 1 BVT.

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History

Out of all the documentation in the records of the four great kingdoms, all share their first recorded instance of Grimm encounters involving Beowolves. There are many reasons for this, some scholars argue that the form of the Beowulf is one of the most adaptable in the entirety of Remnant, others proclaim they must have been transported by either human or faunus kind, a foolish sentiment, and those which do not fall under either group, give the troubling hypothesis that they evolved alongside us no matter the continent our ancestors are present on. I cannot verify any side of this argument, however, I can tell you one thing, never, under any circumstance, underestimate a Beowulf.

On a more spiritual note, many religions or stories originating from the frontiers of the kingdoms believe the Beowulf is the spirit of a man or woman who has fallen to their most basic instincts. The most famous of these examples can be found with the Ice Walkers of Atlas, located in the very northern part of Solitas. Their history is preserved through word of mouth, and the tale of the Beowulf roughly translates as "In the battle against beast and nature, one has shed what once had made them of man and become the thing which they hated most". While more esoteric than what is generally believed amongst the scholars of the Kingdoms, it is important that one understands that these, while admittedly irrational, stories and tales form the foundation of many societies outside the influence of the Kingdoms.

All of this has led to a cultural recognition of the Beowulf as the proverbial face of the Grimm. In fact, they are so well known that even your average citizen could name it without a second thought. While at some level, this was depicted throughout art and literature throughout the history of the Kingdoms, it only truly become a Remnant wide phenomenon after the creation and installation of the Cross Continental Transmit System. Not only did this revolutionize almost every facet of life, it also lead to the widespread recognition of Grimm types. With this in tandem with the creation of mass media platforms, such as MyDust and Nevermy, has led to the widespread talk about the Grimm. On top of this, the creation of toy Conglomerates that have branches across multiple kingdoms, have led to the creation of "Grimmes" or in more simplistic terms, children's action figures, toys, and trading cards based of the vile beasts of the dark. To put it simply, my student, the Beowulf is more than just a Grimm, it is a symbol of the interconnection of Kingdoms on levels never seen before.

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Physical appearance

Your average Beowulf has several characteristics found across all Grimm, no matter their origin or purpose. Void black skin or fur, often covering places which would be impractical for heavier defenses to cover, such as the groin, back of the knees, armpits, inside elbows, and other hinging joints or extremities which would be hampered by any sort of more advanced protection. Where heavier defense is possible, the Beowulf opts for the most defining feature of the Grimm besides their unnaturally dark colorations, that being the bone plating, otherwise dubbed plating for short. Plating often covers the chest, face, parts of the neck, forearms, and so forth. Notably, the face plating is marked with intricate red lines, which are often constructed to enhance the terrifying yellow or red glow of their eyes. Although, it is important to keep in mind that a mixture of fur and plating can differ from one Beowulf to another, with one perhaps having very little plating, while another may look more like a knight from ages past than a Grimm.

The most definable traits of a Beowulf which set it apart from its dark brethren are its unique silhouette, facial structure, tail, and gait. The silhouette of a Beowulf often draws many to think about your average Mistrilian Wolf, large tail, canine-like ears, wolf-like teeth, and prototypical wolf-like head. The reason for this is unknown, though this appears to be a common trend among Grimm kind, often taking some resemblance to normal wildlife, if that term could be applied. The reason for this is unknown, despite a plethora of studies being launched into such a coincidence. A lesser known signature trait of a Beowulf is its gait, which can often be described as a mixture of that of a man sprinting and that of a canine, often switching between the two whenever it best suits them in their endeavors. Though it has been reported they can be in a state between the two, like a ghoulish hunched over person, with legs and arms far too long to do so.

The average size of a Beowulf can be approximated between six and a half to eight feet tall, varying in age, experience, and random chance. Claw size ranges from around three to five inches long, more than enough to deliver a mortal blow to any non aura enhanced individual. The median tooth length is around five to six and a half inches, with the Beowulf having a tendency to use their teeth as a killing blow, not a standard attack. From what can be hypothesized from experts, a Beowulf will weigh over five hundred pounds at the minimum, but will not surpass the seven hundred pound mark. As will be seen in future entries, the sheer power of the Beowulf and other Grimm far surpasses its size, with them being able to shove cars at the way with some ease, or practically run through them if in a full sprint. The mobility of a Beowulf is a perfect mixture of speed and endurance, often to run around thirty-five to forty-five miles an hour for roughly a day, though reports vary on the validity of this claim. The Beowulf is practically the multi-use knife of the Grimm, versatile, efficient, and extremely deadly in almost any terrain besides the open seas.

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Behavior

The behavior of this type of Grimm follows a similar trend to wolves and wild packs of dogs, often ranging in groups sizes, otherwise known as packs, from a few individuals to as many as a couple dozen. This has been best expressed from Taiyang Xiao Long, an instructor Signal academy, who has stated on multiple occasions "There is never just one Beowulf". For Grimm, they are notable for their high levels of communication and coordination seen during their attacks, a far cry from some more solitary Grimm. With very rare exceptions, once a pack of Beowolves hits a noticeable size, an Alpha Beowulf will emerge from amongst them, leading the pack in its activities or in some more uncommon cases, a wandering alpha will join the pack, gaining leadership with little to no objection.

The favored tactics of the Beowulf are simple, yet highly effective. The first of these being that of the ambush, more often than not, this method relies on predation on non combative forces, such as trade caravans or poorly defended individuals or villages, who cannot withstand the sudden shock assaults these beasts launch. An interesting observation which you would best keep in mind, dear reader, is that most of these attacks take place at night or dusk, a common trend found among most Grimm. Another favored tactic if an assault is not used, is the exact opposite, long drawn out pursuits or fights, in which the Beowulf can use its superior physical abilities to poke and prod at opposing forces, until they see an opportunity and go in for the killing blow. The third, and yet often most overlooked by all the tactics used by the Beowolves, is that of the pack tactics. Many brave or foolish warriors have slain scores of these monsters to only find themselves with claws shredding their back, or a mouth of fangs sinking into their necks from behind, with little to no warning. In fact, most unfortunately, Beowolves will employ the same hunting method used by wolves to take down large prey, like a deer or elk, when concerning lone huntresses or huntsmen, often with far too much success. Strangely enough, like most Grimm, they have little to no interest in local wildlife or fauna, which has led to worry proposals about the Beowolves actively observing local predators and copying what they see.

Beyond the social structure and tactics they often display, Beowolves favor a few key characteristics in their environment. The most important of these beings the access to dense foliage to hide their approach until they are within striking distance of their prey, as ever since the creation of highly advanced firearms, approaches in wide open terrain have practically wiped out packs before they could even enter the fray. Besides this, they have a marked disposition to having a territory which they will patrol, often with a den located somewhere in the center, in which they will only strike of said territory if they feel confident in attacking an unsuspecting party.

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Variants

The only worthwhile variant which could be classified is that of the Alpha Beowulf, which was mentioned earlier in this entry. As a general rule, they are larger than a standard Beowulf, noticeably so, with their average size being around eight and a half, to nine and a half feet. On top of the obvious combatant enhancements this gives them by the sheer fact of increased mass, speed, and power, is the leadership role they serve within a pack structure. Touched on earlier, besides acting as a central power figure in the pack, they also serve as its brains, formulating strategies one may hesitantly admit at being…advanced for such beasts. An example of this being that the Alphas will often use the environment to their advantage more so than your average Beowulf, such as pushing over trees to block pathways, targeting leadership figures, or if they ever get the opportunity, targeting adolescents or infants to sew chaos into their foes, often dragging them away, alive, so that their screams will inspire more negative emotions from those that hear it, to further increase the harvest if they overcome the group of poor souls who had come in contact with them. On top of this, they seemed to develop the ability to give an ear piercing howl at such a high volume; it leaves those not enhanced by aura or unsuspecting it, to be physically stunned by it.

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Notable figures

One of the most famous Beowolves throughout the written history of Remnant is that of Fenrir, a specimen of prodigious size that stalked the Kingdom of Mantle some few hundred years ago. It is said that it and its pack laid waste to entire villages on their own, and in many cases, destroyed hunting parties sent after them with such regularity and ease that the Kingdom of Mantle levied an entire group of Huntsman and Huntresses to specifically target this one pack of Beowolves. Factual record keeping on the events that followed is scarce, most likely because of the period of reorganization following the collapse of the Kingdom of Mantle after the treaty of Vtyal, in which large amounts of records were torched by mobs spawned by the political upheaval and rapid cultural change occurring at the time. Despite this, however, what little exists of the encounter says that over a dozen huntsman and huntresses died in battle against Fenrir and its pack, a harrowing pyrrhic victory, considering that one huntsman by themselves can often take on multiple packs at a time if pressed to do so.

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Tactics

Now, you may be wondering, just how should you, a huntsman or huntress in training in their first year, be able to handle such a fearsome foe? Luckily, we here at Beacon Academy have come up with several strategies which have been tailored to deal with such beasts! The three most common and practical ways to deal with Beowolves are called the three T's! Teamwork! Terrain! Targeting!

The most important of these, and by far the most achievable, is that of teamwork, which has been a core of Beacon Academies philosophy since its inception. I cannot stress to you enough, my pupil, that teamwork is a necessity in order to survive in this line of work. Even senior huntsmen and huntresses who graduated often stay together throughout their entire careers for this very reason! Working with your teammates, which have been specifically assigned that each of you will cover the other's shortcomings, will make fighting much easier. For example, say that a team is composed of a marksman, two melee specialists, and an all rounder, with this setup, there are no obvious shortcomings which Grimm such as Beowolves can exploit. On top of that, if you happen to be injured, you have comrades to ensure that you will not be targeted as the weak link within your team. Remember, for the vast majority of your combat encounters with Grimm, you will actively be out numbered to such a degree that you may be overwhelmed within only a short period of time. Learn to communicate with your team, then work together with your team, then triumph with your team!

The second T is terrain, an often overlooked element by many a first-year student entering Beacon Academy. Beowolves have no ranged attack options and will try with all effort to conceal their approach until they feel as though they have the advantage. The most obvious solution to this is to simply stay away from dense foliage, shadows, or keep out of such areas all together! Although, this is often not practical due to mission requirements. In that case, always have a plan put together by your team just in case you are surrounded, such as forming a circle-like formation, so that no one can be flanked or overwhelmed. Another choice in this scenario is to go to a highly defensible piece of terrain, such as a nearby area which gives you the best possible line of sight, or will slow oncoming attackers considerably, giving you time to pick off your assailants. Remember, just because you have the ability to enter melee, does not mean you should enter melee.

The third T is that of targeting! Now, you may be wondering, targeting? What does that mean? Well, to explain, target important individuals you can see within the pack, most importantly the Alpha. While Beowolves are not a threat to be taken likely, their threat is multiplied several times over when they are being directed by an Alpha and may even out smart you if you act foolishly! To combat this, your first priority, if at all possible, should be to eliminate the Alpha, which will throw the entire pack into disarray, making them far easier to systematically defeat as they will often resort to throwing themselves at you or will turn tail and try to flee the battlefield.

Remember, mistakes will happen! It is best not to see it as a negative experience. Instead, see it as an opportunity to improve yourself and the others around you! Happy hunting, and please do keep in mind that these handbooks, if lost, are directly coming out of your pocket!

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Annnd done!

Constructive criticism is welcome!