The Grymkin are the denizens of the wilderness of Urcaen beyond the protection of the gods - essentially hell for all intents and purposes. Grymkin are not undead, or demons, but have both souls and physical bodies. The warbeasts are the nightmares of the Defiers given flesh and blood. For millenia they tormented the defiers before they learned to control them. The lesser Grymkin are those wicked souls who end up in the wilds of Urcaen and are judged and transformed by the Defiers as an eternal punishment.
The Defiers themselves are five humans who were banished to the wilds of Urcaen for refusing Menoth's law. Their wills were so strong that they each became demigods dedicated to opposing Menoth and punishing his creation, which they see as corrupt and wicked.
For centuries, the Defiers awaited their chance to return to Caen to unleash their wicked harvest on Menoth's civilization. It was not until the Old Witch devised a way to create a portal to Urcaen through which the armies of the grymkin could pass that they got their chance. The Old Witch's motive for unleashing hell on earth was--oddly enough--to use the Grymkin to slow the spread of infernalism that would one day unleash an even worse hell on earth if left unchecked.
If Infernals ever invaded Caen in full force, it would mean the end of the world and the eternal torment of all living souls. The Grymkin, then, are the world's twisted salvation from annihilation.
The Grymkin playstyle is based around punishing the opponent for taking certain actions and has a heavy emphasis on reaping corpses to power their abilities. They are melee-centric and have the worst ranged abilities of any faction. Even Minions out shoot them.
The faction is described in the Announcement video.
Grymkin for Beginners
Limited Release Faction
Grymkin warlocks use Arcana instead of feats. A Defier warlock is assigned 3 Arcana Cards before the game begins, one is their inherent Arcana, the other two can be any the Grymkin player wants for that game. Each Arcana can only be used once per game.
Grymkin Models and Units
- Zevanna Agha, The Fate Keeper (Grymkin)
- Note that this is Old Witch3, and Old Witch1&2 are Khador warcasters.
- Old Witch3 is the only Grymkin warlock to have a traditional feat.
- The Heretic
- The Dreamer
- The Child
- The King of Nothing
- The Wanderer
Grymkin Theme Forces
Grymkin Deep Lore
When Menoth came back from his battle with the Devourer Wurm to give his so-called "gifts" to humanity, five individuals with tremendous will of their own rejected him so strongly and fundamentally they ended up tapping into some part of the divine power all humans have in their souls. In retribution for this, Menoth threw them in to Ur-Caen where they were trapped, tortured by their own nightmares, for thousands of years.
The Old Witch Zevanna Agha knew of them and looked for a way to set them free to further her own plans. She managed to find a lady in an insane asylum and use her as a conduit to negotiate terms and arrange to open the gates to Urcaen for them. The rest of the faction are manifestations of their willpower, or in the case of the beasts; their nightmares made manifest. The only thing the Grymkin warlocks are truly scared of is their warbeasts which are in truth their own nightmares. It's said the only time you would hear the true names of the Defiers is on the breath of the beasts when they lose control and it comes for them.
Other and older grymkin found in previous editions of Iron Kingdom literature featured the folkloric story of Gristle and Flay and the third brother. Anecdotes of gremlins in the machines, and why gremlins hate cats. Stories of the Old Man of the Swamp, or the rusalka bog nymph.