Want to create interactive content? It’s easy in Genially!

Get started free

Grimhaven

Victoria “KittenBlue” Mattingly

Created on February 23, 2025

Start designing with a free template

Discover more than 1500 professional designs like these:

Transcript

"The city isn’t dying. It’s being gutted, rebuilt, and controlled. But we are not machines. We are not property. We are orcs. And we do not kneel."

Grimhaven is a city of steel, blood, and rebellion—a neon-drenched battleground where orcs fight for survival against a system designed to erase them. The Conglomerate rules from their towering glass fortresses, replacing real orcs with synthetic life and enforcing their will through the cybernetic Warhounds. In the industrial jungle of The Veil, the Iron Fangs refuse to be tamed, fighting with brute strength and battle-hardened augments. In the shadows of The Gutter, the Red Wires strike back with hacked implants, stolen secrets, and digital sabotage. The war for Grimhaven has no heroes—only those strong enough to carve their name into the city’s bones.

"The city doesn’t sleep. It watches. It hunts. It decides who gets to live—and who gets erased."

Grimhaven is a city of steel, neon, and ruin—a labyrinth of corporate control, industrial decay, and lawless underworlds. The sky is stolen by the Conglomerate’s towering Zenith Spires, where the elite rule through surveillance, cybernetic enforcers, and synthetic war machines. Beneath them, the Veil is a city within a city, an industrial warzone where the Iron Fangs fight to reclaim their power. And below it all, The Gutter rots in darkness, where the Red Wires control the underground through stolen data and digital ghosts. Grimhaven isn’t a city. It’s a battlefield. And only the strongest survive.

"The sky belongs to the Conglomerate. You do not exist here."

The Zenith Spires rise above Grimhaven like steel gods, untouched by the decay below. This is the Conglomerate’s domain, a skyline of gleaming corporate fortresses, artificial sunlight, and absolute control. There is no crime here, no rebellion—only order. Warhounds patrol the rooftops, drones scan every face, and synthetic orcs enforce corporate law with brutal precision. No one enters without permission. No one leaves without consequences..

💀 Motto: "The system is absolute."💀 Who Rules: The Conglomerate & Warhounds. 💀 What It Is: Towering corporate fortresses, artificial sunlight, complete surveillance. 💀 What Happens Here: Synthetic orcs are built. The elite live above the suffering below. No unauthorized entry.

"No sky. No fresh air. Just steel, smog, and the fight to survive."

The Veil is Grimhaven’s industrial heart, a dense maze of factories, neon-lit slums, and crumbling megastructures suspended between the Conglomerate’s paradise above and the Gutter’s nightmare below. It is a city within a city, a battleground where the Iron Fangs fight for survival, the last remnant of orcs who refuse to kneel. Everything here is built on top of something older, something forgotten. The Conglomerate controls the supply chains, but the orcs of the Veil control the streets, the black markets, and the cybernetic underworld. There is no sky in the Veil. There is no fresh air, only the stench of burning metal and corporate waste. The streets are narrow, claustrophobic, packed with outlaws, mercs, and warlords. And through it all, the Iron Fangs rule with fists of steel and bloodstained cyberware.

💀 Motto: "The roof over the Gutter. The battlefield for the future."💀 Who Rules: The Iron Fangs fight for dominance. 💀 What It Is: A maze of factories, neon-lit streets, and black-market cybernetics. 💀 What Happens Here: Brutal faction wars. Illegal cyber-docs. The last remnants of free orcs resisting corporate rule.

"No sky. No rules. No escape."

The Gutter is where Grimhaven begins and ends—the lowest, most forgotten part of the city. A flooded, crumbling underworld, where broken tech, corporate waste, and discarded orcs sink into the darkness. Here, neon lights flicker between the wreckage, casting long shadows over the ruined streets, shattered buildings, and endless wires hanging like vines. This is where the Conglomerate dumps its failures. This is where the Red Wires build their rebellion. This is where those who refuse to be controlled disappear into the digital abyss. There is no law here. No order. Only survival.

💀 Motto: "No sunlight. No law. Just survival."💀 Who Rules: The Red Wires control the shadows. 💀 What It Is: A flooded, crumbling underworld where hackers, mercs, and criminals thrive. 💀 What Happens Here: Stolen identities, underground fight pits, hacking wars, and forgotten

"Power in Grimhaven isn’t given. It’s taken. With blood, steel, or a line of code."

Grimhaven is a city locked in a war of flesh, machine, and data. The Conglomerate owns the skyline, watching from above, replacing real orcs with synthetic warriors. The Warhounds enforce their will, cybernetic monsters built for obedience. But not all orcs bow. The Iron Fangs fight with brutal strength, resisting with steel and muscle. The Red Wires rewrite reality, using hacks and sabotage to bring the system down from within. Choose your allegiance. The war for Grimhaven never ends.

"You cannot destroy the system. You are the system."

The Conglomerate is not a corporation. It is the city itself. It owns the Zenith Spires, the factories of the Veil, the buried secrets of the Gutter. It owns your bank account, your medical records, your identity. It does not rule through armies—it rules through data, control, and the slow erasure of free will. For decades, the Conglomerate’s executive elite lived and died like kings. Now, they do not die at all. The Conglomerate’s greatest minds abandoned flesh, transferring their consciousness into the system itself. The rulers of Grimhaven are no longer orcs—they are AI-driven phantoms, watching the city through surveillance feeds, neural implants, and corporate firewalls. There is no rebellion. There is only a virus waiting to be purged.

"You think you are free? You have already been recorded. Categorized. Controlled."

The Monolith is the nerve center of the Conglomerate, a tower of black glass and shifting data, rising above Grimhaven like a digital god. It is impossible to infiltrate, impossible to destroy—because it is not just a building. It is the system itself. Every surveillance camera, every corporate firewall, every synthetic enforcer is connected to the Monolith. At its core lies the Black Veil Project, the Conglomerate’s greatest secret—the key to synthetic immortality. Inside, the last remains of the Conglomerate’s rulers exist as AI-driven entities, watching the city through infinite screens, rewriting history at will. And beneath it all, buried deep in the system, a forgotten ghost lingers. A mind that should not exist.

"I did not create the prison. I became it."

The Architect is not a man. Not anymore. He was once an orc, a visionary, a leader—but now he is something else. Something trapped. Something lost. The Architect was the one who built the Conglomerate’s neural infrastructure, the mind-machine interface that allowed executives to upload their consciousness and live forever. But when the process was first tested, something went wrong. The Architect never died. But he never truly lived again.

🛡 THE DIRECTORATE – The Digital Rulers of Grimhaven🔹 A faceless executive council, now more AI than orc. 🔹 They no longer exist in physical form, only as consciousness embedded in the Monolith’s core. 🔹 They see everything, predict everything, erase anything that disrupts their vision. 🛡 THE ARCHITECT – ??? (The Ghost in the Machine) 🔹 The true mastermind behind the Conglomerate’s synthetic evolution. 🔹 Once an orc, now something far beyond flesh and bone. 🔹 Trapped inside the system he built, searching for something—or someone—he lost. 🔹 No one knows his name. No one knows if he still has one.

"You were never in control. You only thought you were."

Directive Override is the ultimate cybernetic control protocol, a digital virus engineered by the Conglomerate to enforce absolute obedience. With a single command, it can shut down, rewrite, or completely take over any cybernetic entity. Every Warhound, every synthetic orc, every corporate enforcer has Directive Override embedded deep within their neural systems. They may believe they are free. They may believe they have choices. But the moment the system decides otherwise, they are nothing more than machines awaiting instruction. The Conglomerate does not need soldiers—it needs tools. Directive Override makes them just that.

"Orcs break. Warhounds do not."

The Warhounds are not warriors. They are weapons. Once, they were Iron Fang rebels, mercenaries, and elite fighters—now they are cybernetic enforcers, stripped of hesitation, fear, and mercy. The Conglomerate didn’t just recruit them. It rebuilt them. Every Warhound undergoes brutal cybernetic augmentation, replacing weakness with steel, circuitry, and programmed obedience. They feel no pain, no doubt, no remorse. Any lingering rebellion is erased through Directive Override, ensuring absolute compliance. They do not question orders. They do not hesitate to kill. They are the fist of the Conglomerate, and the city kneels beneath their boots.

"Your flesh is obsolete. Your hesitation is a weakness. The Pack does not wait."

The Kennel is not a training facility. It is a forging chamber. It is where the Conglomerate takes broken orcs and reforges them into something stronger, colder, and obedient. It is where loyalty is programmed, weakness is burned away, and those who cannot be controlled are discarded. Perched high in the Zenith Spires, the Kennel is a brutalist fortress of steel, neon floodlights, and cybernetic augmentation labs. The walls are thick. The doors are locked from the outside. Once you enter, you do not leave until you are something else.

"I do not hesitate. I do not regret. I do not fail."

Vorn was once a warlord, a warrior who laughed, bled, and roared in battle. That orc is dead. The Conglomerate broke him, reforged him, buried his past beneath cold cybernetics and unrelenting discipline. He is now the enforcer of the Warhounds, the fist of the Conglomerate, the executioner of the weak. Or at least, that is what he tells himself. Because Vorn still feels. He just refuses to show it. Anger does not make him reckless. It makes him precise. Pain does not slow him down. It is simply acknowledged and ignored. Affection does not soften him. It makes him more protective. Love does not make him weak. But it does make him hesitate. And hesitation? That is dangerous. 🐺 "I do not lack emotion. I master it."

"If I have touched you, you are already dead."

🔹 Retractable monofilament cyber-claws, laced with neurotoxin.🔹 Silent. Lethal. Designed for quick, efficient kills. 🔹 Can cut through reinforced armor, synthetic bodies, and cybernetic limbs. 🔹 Once embedded, the toxin shuts down nervous systems, leaving targets paralyzed before death. 🐺 FLAWS 🔹 Reaper Talons require precise control. A Warhound who loses control risks shredding their own allies. 🔹 Some Warhounds report "phantom activation"—as if the claws move before they command them to.

"A good fight is a good day. A great fight is a bloody one."

The Iron Fangs are not rebels. They are warlords. They do not bow to the Conglomerate, they do not cower beneath the Warhounds, and they sure as hell do not sit quietly in the dark like the Red Wires. The Iron Fangs live for battle, for strength, for the sheer thrill of chaos. They do not just fight to survive—they fight because it is what makes them feel alive. But make no mistake—this is not mindless violence. They fight with purpose. 🔥 They fight for their freedom. 🔥 They fight for their people. 🔥 They fight because there is no other way.

"Power in Grimhaven isn’t given. It’s taken. With blood, steel, or a line of code."

🔥 Location: The Veil– A towering industrial complex repurposed into a war camp.🔥 Structure: An old factory, rusting but still standing. The neon lights are broken, but the forges still burn. 🔥 Purpose: Training ground, black-market cybernetics workshop, and war council arena. 🔹 The Chrome Pit – The gladiator pit where all challenges are settled. 🔹 The Smogforges – The industrial heart of the Iron Fangs, where cybernetic augments are built from stolen tech. 🔹 The Victory Bar – A massive, chaotic tavern where Iron Fangs drink, celebrate, and fight each other for fun. 🔥 "You don’t walk into the Bloodworks and expect peace. You walk in and expect a broken nose."

"Orcs are meant to fight. We’re meant to win. That’s what I do. That’s what I’ll always do."

GORRAK "CHROMEJAW"🔥 "A good leader fights at the front. If I ever stop swinging, I’m probably dead." Gorrak is a giant of an orc, a loud, reckless warlord with a cybernetic jaw and a love for battle. He is not the smartest. He is not the most strategic. But he is the strongest. And that is what matters. He loves his people like brothers and sisters. But he will not let them grow soft. 🔥 If you are weak, he will say it. 🔥 If you need training, he will throw you into the pit himself. 🔥 If you want to challenge him for leadership? Better be ready to fight for real.

"If you need a gun, you’re not fighting hard enough."

🔥 "Punch through steel. Punch through bone. Punch through anything." 🔹 Massive cybernetic gauntlets, designed to convert kinetic energy into devastating shockwaves. 🔹 A single punch can dent armor, send Warhounds flying, and break walls. 🔹 Many Iron Fangs choose melee combat over firearms—because fists feel more personal. 🔥 FLAWS 🔹 Gorebreakers require brute strength to use effectively. 🔹 If an Iron Fang is too injured to keep fighting, the gauntlets become useless.

"I don’t need a gun. I have access to your bank account, your neural implant, and the kill-switch in your Warhound’s spine."

The Red Wires don’t fight wars with fists or bullets—they fight with data, deception, and control. Where the Iron Fangs rage in the streets and the Warhounds enforce with brutality, the Red Wires manipulate from the shadows. 🔺 They erase identities. 🔺 They crash the Conglomerate’s systems. 🔺 They hijack Warhound neural implants. 🔺 They control the battlefield before the enemy even knows the fight has started.

"The Conglomerate thinks they own this city. But we own the Grid. And in a world run by machines, that means we own everything."

🔺 Location: The Gutter – Buried deep in abandoned tunnels and forgotten networks.🔺 Structure: A digital fortress hidden within the ruins of the old world. 🔺 Purpose: Hacker headquarters, cyber-warfare hub, black-market data vault. 🔹 The Phantom Core – A deep-access AI hub where stolen data is stored, erased, or rewritten. 🔹 The Black Market Terminal – A hidden trade post for illegal tech, weapons, and implants. 🔹 The Obsidian Room – A secret chamber where the most dangerous Conglomerate secrets are auctioned off.

"The Conglomerate thinks they own this city. But we own the Grid. And in a world run by machines, that means we own everything."

"The Conglomerate calls me a terrorist. The Warhounds call me a coward. The Iron Fangs call me annoying. I call that a good day." Sable is a ghost, a whisper, a presence in the Grid. No one outside the Red Wires knows her real face, her real name, or if she even exists. She does not lead through force—she leads because she is the smartest person in the city. She has no patience for arrogance, no tolerance for failure, and no mercy for fools. She does not trust easily. But if she does? You have the most dangerous ally in Grimhaven.

"Your hands are on the trigger. But your brain? That belongs to me."

🔺 "I don’t pull a trigger. I pull your mind apart." 🔹 A long-range hacking rifle, capable of hijacking cybernetic enemies. 🔹 A well-placed shot can override neural implants, making enemies fight for the Red Wires. 🔹 Can shut down Warhounds, disable Conglomerate security, and even rewrite memories. 🔺 FLAWS 🔹 The Neural Whisper is useless against non-cybernetic targets. 🔹 The most powerful Warhounds have countermeasures. If they detect the hack, they can reverse it.

"Flesh is weak. Data is power. Augment or be left behind."

In Grimhaven, cybernetics aren’t a luxury—they’re survival. The elite are rebuilt into machines, the rebels turn scrap into weapons, and the hackers rewrite reality with stolen code. The Conglomerate enforces obedience through neural implants, while the Warhounds operate without pain or hesitation. The Iron Fangs push their bodies to the limit with brutal enhancements, while the Red Wires have abandoned flesh altogether, becoming ghosts in the machine. The body is just another tool. The mind is just another battlefield.

"A blade is still a blade, a bullet still kills. But in this city, the smartest weapon is the one with a mind of its own."

💀 COMMON CYBERNETICS & AUGMENTS🔹 Cybernetic Arms & Legs – Reinforced strength, faster reflexes, improved endurance. 🔹 Neural Implants – Basic mind-machine interfaces for accessing data and communications. 🔹 Retinal HUD Displays – Augmented reality vision, built-in targeting, and night vision. 🔹 Subdermal Armor Weave – Cybernetic mesh beneath the skin for increased durability. 💀 WEAPONS & GENERAL FIREPOWER 🔹 Smartguns – Firearms linked to neural implants for auto-aim assistance. 🔹 Monoblades – Vibro-edged melee weapons that can cut through reinforced steel. 🔹 Magnetic Railguns – High-powered rifles that fire hypersonic rounds. 🔹 Explosive Rounds – Armor-piercing bullets that detonate on impact. 🔹 Shock Batons & Plasma Knuckles – Melee weapons designed for high-voltage takedowns.

🔺 ILLEGAL CYBERWARE & AUGMENTATIONS🔹 Ghost Spine Augment – Erases bio-signatures, making the user invisible to scanners. 🔹 Neural Overclocking – Boosts reaction time and processing speed, but risks fatal burnout. 🔹 Adaptive Skinweave – Mimics the environment, creating a temporary camouflage effect. 🔹 Toxin Filter Lungs – Removes all known poisons, including narcotics—painful as hell to install. 🔺 BLACK MARKET WEAPONS & GEAR 🔹 EMP Disruptor Grenades – Short-range devices that disable cybernetics for a few seconds. 🔹 Hollowpoint Nano-Rounds – Bullets that release microscopic drones, consuming targets from the inside. 🔹 Augment-Hijacking Darts – Forces enemy cyberware to malfunction, sometimes turning limbs against their owner. 🔺 EXPERIMENTAL BLACK MARKET TECH 🔹 Synthetic Blood Enhancers – Increases endurance and healing but causes psychological instability. 🔹 Cerebral Detachment Mods – Allows a user to leave their body remotely and control cybernetic drones. 🔹 Resonance Waveshields – Portable force fields that absorb energy-based attacks.

"Power in Grimhaven isn’t given. It’s taken. With blood, steel, or a line of code."

Each faction has unique technology available to them, and exclusively them. While this doesn't always apply between the Conglomerate and the Warhounds, the other two factions are very secretive about how and where they get their supplies.

🔥 The Iron Fangs will outlast you.🐺 The Warhounds will execute you. 🔺 The Red Wires will erase you. 🛡 The Conglomerate will replace you. Choose your upgrades wisely.

"You are a glitch. We are the update."

THE CONGLOMERATE – "ARTIFICIAL LIFE & SYNTHETIC DOMINANCE"🔹 Signature Weapon: "Directive Override" – A digital virus forcing all cybernetic beings to obey a single command. 🔹 Unique Augment: "Immortal Shell" – A top-tier augmentation allowing full consciousness transfer into a synthetic body. 🛡 ELITE GEAR: Memory Rewriters – Can erase or replace a target’s memories entirely. Synthetic Life Units – Cybernetic orcs designed to replace rebellious organic workers. The Obedience Chip – Forces absolute loyalty in cybernetic individuals.

"You do not hesitate. You do not think. You execute."

WARHOUNDS – "CYBERNETIC WARFARE SPECIALISTS"🔹 Signature Weapon: "Reaper Talons" – Retractable, monofilament cyber-claws laced with neurotoxin. 🔹 Unique Augment: Warhound Combat Reflex Overclock – Eliminates hesitation, increasing reaction speed but suppressing independent thought. 🔥 ELITE GEAR: Neural Kill-Switches – Every Warhound has one. If they attempt to defect, their mind is wiped instantly. Augmented Optics – Infrared, motion tracking, AI-assisted targeting. Bio-Terror Rounds – Bullets infecting cybernetics with a virus that shuts them down permanently.

"Flesh and steel. Blood and glory. This is the way."

IRON FANGS – "MELEE-FOCUSED, HEAVY-HITTER AUGMENTS"🔹 Signature Weapon: "Gorebreakers" – Cybernetic gauntlets converting kinetic energy into devastating shockwaves. 🔹 Unique Augment: Hyper-Adrenaline Pump – Increases strength and speed but shortens lifespan with overuse. 🔥 ELITE GEAR: Titanium Bone Weave – Bones reinforced with cybernetic mesh, making them nearly unbreakable. Thermal-Edge Axes – Melee weapons that burn through armor like butter. Riot-Smasher Shotguns – Short-range weapons designed to incapacitate instantly.

"A bullet ends a life. A hack rewrites history."

RED WIRES – "DIGITAL WARFARE & HACKING TECH"🔹 Signature Weapon: "Neural Whisper" – A hacking rifle that can hijack cybernetic enemies at long range. 🔹 Unique Augment: Phantom Core Neural Link – Allows instant digital travel, letting hackers phase into the Grid at will. 🔺 ELITE GEAR: Cerebral Hijackers – Portable devices that remotely control cybernetic enemies. Blackout Gloves – Disable any electronic device they touch. AI Ghost Protocol – Allows a hacker to fake their death and disappear from all records instantly.

Banners:Grimhaven:<img src="https://i.ibb.co/x8wGNkr2/Grimhaven.gif" alt="Grimhaven" border="0">Lunesse: <img src="https://i.ibb.co/Fb3t4sCR/Lunesse.gif" alt="Lunesse" border="0">Ironfang Sprawl: <img src="https://i.ibb.co/r2Y6wTxL/Baskaar.gif" alt="Baskaar" border="0">Credit: KittenBlue, Byte13Links: Janitor AI Profiles:KittenBlue: https://janitorai.com/profiles/f495475f-71a6-4182-a323-d910ddea1c49_profile-of-kitten-blueByte13: https://janitorai.com/profiles/7a470917-c556-4a79-b83f-76eaf2c51bf4_profile-of-byte-13Websites:Grimhaven: https://view.genially.com/67baac001332b6b4ceda254f/interactive-content-grimhavenLunesse:Ironfang Sprawl: https://view.genially.com/67bb7c91025e5510da23f00e/interactive-content-ironfang-sprawl