Escape from Sanctum Academy
For a brief moment, you consider fleeing. Then you catch sight of the Grimble, still drooling like an imbecile. All thought and reason flees and in a fit of rage, you reach over and bat the lock right off of its cage. Then you make good on your mental threat and charge in. The Grimble doesn't even realize what you're doing before the puddle of drool on the floor of its cage is joined by a severed tongue. As it gapes at you in shock, you go for the jugular and end the miserable thing's existence.
The feeling of contentment that fills you as you step over the hapless corpse slows your steps, and you approach the Fledgling Taijitu with deliberate patience. You take your time twisting off the lock of its cage, and when it uncoils, lightning fast, to strike at you, you simply keep your paw pressed against the cage door to foil the attack. You nudge the door open as it twitches against the bottom of the cage, stunned, and reach down and almost lovingly sever its tiny head with your fangs.
Pleased with your success, you carefully inch your way down to the next set of cages. The first cage contains a tiny bird-like Grimm, a young Avis. With the same studied care, you break the lock on its cage and wait for it to attack. Screeching, the Avis rushes straight towards your face, aiming to peck at your eyes. You don't even bother to use your claws this time, simply whipping your head from side to side. Your floppy, bone-studded ears fly out, smashing into the Avis mid-flight and breaking its fragile bones. You finish the job as it writhes on the floor by stepping on it.
Moving on, you see another bird in the cage next to it. This one contains a Basan, and with its magnificent crest and tail, it's even larger than you. It watches you breaking the lock off of its cage, scratching at the ground with its talons. Rather than waiting for you to enter, however, it rushes out the moment the metal snaps in your jaws. Using the cage door as a shield, it rams you out of the way, and then leaps off of the shelf with a shrill cry. The Basan's cackling and cawing as it runs along the length of the storeroom floor is enough to send remaining trapped Grimm into a frenzy.
Rolling to your feet, you look over the edge of the shelf at the Basan, your whiskers twisted into a snarl. That stupid bastard! Now you'll have to work faster before the humans can interrupt your murderous spree.
You rush to adjoining cage and slap the lock off with one strong swipe, then swing the door open to attack your next victim. Two beady red eyes stop you in your tracks before you can enter, though. The Nonnus that waddles out to greet you is slow, enormous, and completely unconcerned by your presence, and you realize you just might have greatly underestimated its power simply because it acted so lethargic compared to the tiny Grimm surrounding it. Now, as you question your life choices and eye the broken lock to its cage with some regret, you find yourself paralyzed by a dual sense of fear and fascination at the aquatic Grimm's strange appearance. It decides after a cursory inspection of you that you're simply not worth its time, and continues its stately waddle towards the floor. The Basan, at least, seems to know enough to steer clear of it as well.
Shaking off the uncomfortable encounter, you proceed to the next cage. This one contains the exact opposite of its shelf-mate, a Lesser Vermivious, a vicious little Grimm rodent that inspires little more than ridicule by its miniscule appearance. You make short work of the lock and open the door to move in on it, but the mouse-like Grimm is having none of it. Rather than trying to fight you, it scuttles across the floor of the cage, zipping straight between your spread paws and disappearing under the shelf almost too quickly for your eye to follow. You gnash your teeth in frustration, but can't take the time to chase after the little bastard – the door is rattling ominously, and the only reason that it hasn't swung open seems to be the Nonnus, which has reared up onto its hind legs and is leaning its full body weight on the door, snuffling at the knob.
The next shelf is host to another Vermivious, this one quite a bit larger and very similar in appearance to the rat you slew in the forest, but for its Grimm markings. You smash the lock off of its cage and waste no time in cornering the hissing creature. You're still smarting from its lesser-evolved companion's hasty escape, and the memory of your first kill in the forest is fresh in your mind. With a mad glee, you waste no time in pouncing on the Vermivious and smashing its head into a bloody pulp with your paws. As you exit the cage and move on to the next, your feet squelch against the metal shelves, leaving a trail of bloody footprints along your path of destruction.
The Ratatosk awaiting you in the next prison is already hanging off of the ceiling, chittering wildly as its fluffy tail twists back and forth in agitation. Obviously, it knows what you're up to and doesn't want to die. Unfortunately, as you gaze at the top of its especially large cage, you don't have time to figure out a way to bring it down. A few fruitless leaps only prove how much more agile it is than you, dodging each snap of your jaws. With a squeak of discontent, you give up and make your way down off of the shelf and onto the floor.
Only four cages remain occupied now, and you make quick work of the first, which contains a tiny Sepulcrum. Despite lacking the usual glowing red eyes of a Grimm, the little mole-like thing still manages to avoid your pounce and scuttle around you, making its way towards the floor. You follow it, fully intending to catch it between your jaws and tear it apart – you're really beginning to hate these quick little cretins that keep managing to avoid your efforts to slay them. It disappears before you can reach it, though, its powerful front paws tearing the concrete floor into shreds, and disappearing into the ground with a speed you wouldn't have believed possible, leaving only a small pile of rubble behind as evidence of its passing.
You approach the small mound to inspect it, but stop short when you feel a pair of eyes watching you, and a surge of malice. Looking up, you realize you've put yourself directly in the path of the cage containing the Boarbatusk – the largest of the Grimm trapped here, and undoubtedly the most deadly. It also seems to be more intelligent than the others, much like the Nonnus. It eyes your progress, deadly still, and you realize that freeing this particular Grimm might mean ending your own life in the process.
It's a decision you don't have time to weigh, however, as the door of the room flies open, the Huntsman guard on the other side finally managing to overpower the Nonnus. The human steps into the room, then lets out a gasp of dismay as he sees the bloody trails you've left all over. Wafts of black mist fill the air as the Grimm you've slain begin to disintegrate. Before the Huntsman can react, the Basan, already panicked, rushes him, beating its wings in his face. His pained scream splits the air and he makes a grab for the Grimm; you realize you only have moments before the human takes care of that idiot rooster and notices
you instead. And much as you 'd like to finish the job of ripping his face off, if you couldn't even kill a school
girl, you're not about to take on the school
guard by yourself.
You feel the Boarbatusk's eyes on you, and the inklings of an idea slowly rise to the surface. It snorts at you, and you make your decision. Even if it kills you, you can feel its bloodlust rising; it will definitely pose more of a challenge to that Huntsman guard than you and all the other remaining Grimm in this room combined.
Determined, you leap for the Boarbatusk's cage and destroy the lock with one powerful hit. That's all it takes; the Boarbatusk charges straight for the Huntsman the instant you free it. The human sails out of the room on impact with the Basan still attached to his head. You watch as the Nonnus waddles out calmly after them, then feel a surge of frustration as the one remaining Verivious shoots out of its hiding place in a black streak, following the other Grimm. As if to add insult to injury, the Ratatosk that had been out of your reach finally leaps out of its own cage, only to land on your head and use it as a springboard. It, too, goes flying out the door after the other Grimm, either desperate to escape – or, from the sounds of it, eager to tear off a chunk of the Huntsman before the Boarbatusk and the Nonnus finish him.
You're now alone in the room but for the last three cages, still locked and containing their prey. But now, you have some time to consider your self-appointed mission to slay the rest of the remaining Grimm before you make your escape. The first cage hosts a Mafdet, a much smaller version of the cat you fought in the forest. Bolstered by the memory, you decide to make this one your first victim and approach its cage, feeling your excitement build.
The Madfet is pacing back and forth in its cage, clearly nervous. Its tail lashes back and forth, and you know instinctively know it will choose to fight you. You, however, are not nearly as worried as your victim is. It has witnessed your strength, and you take your time in breaking the lock, knowing that the other Grimm will fall easily.
You pause before the closed cage door, watching the Madfet carefully as it slowly folds itself into a compact ball, preparing to pounce at you. It's clearly faster than you are –
what isn't, you think with some ire – and you're reminded of all those annoying little bastards who managed to evade your attacks simply because they could run fast enough to get away from you.
Your teeth grind together, a hot flash of fury momentarily overtaking you. No, you're not going to even let this one have the chance to make that decision. You also lower yourself into a pounce position, keeping your eyes fixed on the Madfet despite the barrier between the two of you. Then, concentrating all of your power in your back legs, you leap forward. Once again, your nightmarish strength allows you to simply dent the metal inward, tearing the door off of its hinges and smashing it inwards. Your momentum carries you all the way to the other side of the cage – unfortunate for the Madfet, who was still in it. Sticky pieces of flesh and fur jut out from between the crisscrossed metal bars that once formed the door of the cage, like some kind of gruesome sieve. It didn't even have a chance to attack you before it died pitifully, like a squashed melon.
Shaking yourself off, you hop over to the second cage to study your opponent. This one contains a Strix, a proud owl-like Grimm that is slightly larger than yourself and clearly not afraid of you despite the example you just made out of the Madfet. It opens its wings in invitation, hooting a soft challenge at you.
No, this one won't run, you know, even as you destroy the lock and swing the door open. It seems to want to fight you fairly, one-on-one, and perhaps see who is the stronger of you both. You tilt your head in acceptance, as if inviting it to come out and duel with you.
As if you'd fight fairly.
You leap upwards the moment it exits the cage, stopping its flight by snapping with your jaws around one wing. Surprised by your sneak attack, the Strix crashes to the ground. It struggles helplessly against you as you rip into its wing and ground it. The Grimm manages beat you off with both its remaining wing and talons, raking your sides in the process, but it won't be getting away from you anymore. Its tattered wing is now too damaged to support its own great weight, nearly ripped free of its side.
You don't give it a chance to recover, leaping towards its head, eager to finish the job. This turns out to be your downfall, however, as you forget, once again, just how clumsy you are and trip over your own paws. Rather than gloriously striking the final blow, you slip backwards and roll head over heels to a stop a few paces away from the other Grimm, injuring only yourself. You look up, blinking, and meet the glowing red stare of the Strix from across the floor. At least you did manage to mangle it with your claws a little while you were flailing about.
The Strix hoots softly, and you clack your teeth together in frustration, because that
almost sounds like a laugh. It struggles to its feet, shrugs its ruffled feathers, and then hops towards the door – clearly, it doesn't intend to stay and finish this fight with you. You hear more sounds coming from the hallway – that Huntsman, who'd been screaming, has fallen silent by now, but the higher-pitched shouts of some passing academy students have taken his place. Evidently the Strix has chosen to gracefully ignore your sorry excuse of an attack and would rather take its chances with the human children than you; it is a victory of sorts, even if not a satisfying one.
You finally approach the last cage, your pride smarting much more than your body does. This is it; this is your last chance to draw blood and claim victory in this Grimm arena. The creature waiting in the cage knows that you won't let it escape; it doesn't seem to want to try, either.
You destroy the lock of its cage, a matter of routine by now, and let it swing open before taking a few steps back. The Grimm inside vibrates, then slowly trudges out of the open cage.
The Jihlava that stops to face you is only slightly larger than you are, but decidedly more intimidating than any of the other creatures that have faced you because it seems to be made up entirely of spikes. Long, ugly, razor-sharp bone spikes and you have a bad feeling that they're only tenuously attached to the Jihlava's body. As you consider how to attack it, it makes the decision easy for you, simply curling into a ball and hurtling your way.
You leap straight up into the air, and your powerful legs allow you to clear the Jihlava's charge completely. It hits the wall behind you with a loud thud and an audible grunt of pain, and you smirk. This thing isn't the brightest of the Grimm in the room, even if it is the spikiest.
The Jihlava quivers, and the smirk is wiped from your face as said spikes suddenly detach themselves and fly in your direction like dozens of tiny thrown spears. They hit you head on, piercing through your thick fur and causing you to squeal in pain.
Your entire chest is on fire, and the sheer number of quills sticking out of you is making you look like that bastard's smaller twin. You swing your head around, sweeping as many of them off as you can with your teeth and your flopping ears.
The Jihlava is still trying to roll to its feet from where it smashed itself against the wall, and you realize as it contorts that its soft underbelly is the only part of it not papered with those annoying spikes. You rush towards it as quickly as you can – and thankfully, the Jihlava is almost as slow as you are, so you actually succeed this time – and sink both of your claws into its exposed belly, drawing blood.
Screaming, the Jihlava jackknifes, trying to protect itself, and your attempt to disembowel it with your fangs is cut short by the wave of spikes that embed themselves into your face as it's caught in the crossfire.
Pain explodes across your entire head, and you stumble backwards, seriously injured by your gamble. Thankfully, the quills missed piercing your eyes, though your ears feel like fire and you can't hear much anymore. Through the dull haze of hurt radiating from your face, you can see that the other Grimm is not much better off. It's really just a test of endurance now… whoever manages to land the first hit will be the victor, since you're both ready to drop from your mutual attacks.
Somehow, the Jihlava manages to position itself to fire even more quills at you, and something inside of you snaps.
You won't be defeated here, not by this glorified porcupine. Ignoring your own wounds, you surge forward and smash the Jihlava into the wall before it can fire, feeling a few of the spikes pierce through your paws. It's worth the agony, though, because the Jihlava can't stop its own attack, and by smashing it into the wall, you basically forced its quills to backfire into its own body. As it writhes in pain, it finally exposes its tiny black throat. Your face hurts far too much to attempt to tear into it with your fangs, but you lift your quill-studded paw and simply smash it into the Grimm's throat, nailing the sharp spikes back into their original owner.
The Jihlava convulses a few times under your paw, but you hold it down, snarling. Eventually its struggles slow, then cease. You wait a few more moments, ensuring that it's really dead, before flopping over onto your side in exhaustion, barely able to move.
The Huntsmen will be coming, you know. You need to escape. But you feel weak, and your body must regenerate before you will be able to move. You lay there helplessly, struggling to move, when the Jihlava's body begins to dissipate.
This time, the black mist that forms doesn't swirl into the air and drift away into nothingness. Instead, it is sucked towards you, pulled by some invisible force with you as its lodestone. The mist surrounds and infuses your body, and you feel your wounds rapidly closing, faster even than your own bodily regeneration can manage.
But it's more than simply healing you, as the tickling feeling turns into one of sharp pain. It's as if the Jihlava's quills are piercing you all over your body. Your breath constricts, your chest crushing in on itself as each breath becomes labored.
Something about you is changing, and it hurts. You black out briefly, and when you come to, you are different.
The pain recedes, and as you rise to your hind legs, the world seems just a little smaller than before. It takes you a moment to realize that it's
you who has grown taller. The bones ornamenting your black fur have increased in both size and number, and you can feel the weight of the horns rising from your head. As you bask in the newfound power coursing through your body, your ears pick up on the sound of screams and battle coming from down the hall.
You slink towards the door and peek out of the room, surveying the carnage. Blood is splattered on the wall, trailing down it in a long, straight streak that ends in the prone body of the fallen guard. Though the Boarbatusk must have struck the killing blow, the bird-brained Basan actually managed to ravage the fool's face into an unrecognizable mess.
Tentatively, you hop into the hallway; you can hear the sounds of fighting around the corner, and feel an instinctive desire to join the fray. A few more hops bring you closer to the noise, but a sudden shout and the pounding of multiple footsteps in the distance stops you cold. Quickly, you search for somewhere to tuck yourself away before the charging horde can trample over you.
Salvation comes in the form of a few stacked cardboard boxes against the wall. You squirm your way between them and manage to tear open a rip in the side of one just large enough for you to squeeze into. You settle into the box and peer out from the hole you made.
The Basan charges around the corner, squawking and flapping its wings, obviously on the run. Following it is a gaggle of both young and fully-grown fleshlings, all wielding implements of destruction in their hands. The charge is led by the professor with the magnificent green goatee; he's whirling an imposing-looking triple-studded flail over his head. He lets it fly, and the spiked chains extend down the hall, catching the Basan and smashing it directly into the wall above your stack of boxes. It impacts with a wet squelch, and you see a few feathers fluttering into your field of vision, followed by a loud thump. It would seem the Grimm rooster didn't make it out of that experience alive.
"You got it, Professor!" a familiar voice shouts, and your eyes instantly focus on the source: a small, dark-skinned girl with deep blue eyes and bobbed black hair. Her strange forked weapon is in hand, and a surge of anger overcomes you. The entire reason you've been trapped here is right before your eyes, alive, kicking, and entirely too healthy for your liking. That won't stand, you decide, your newest immediate goal in life set: Revenge. Of course, this may not be the best place to take it, you understand now; alongside your newfound intelligence, you've also gained a measure of patience and cunning.
"Yes, but we were too late to save Mr. Roe-Saeh," the professor says with a pained look on his face. "Come, we've no time to waste. That Nonnus could be causing even more trouble as we speak." Swiftly, he leads the others down the hall, away from your hiding place within the boxes.
You emerge slowly; your desire to follow after them, or even just explore the school at large and add to the chaos, has been dampened by your newfound goal: exact your due from the one calling herself "Seki." To do that, you first have to escape – preferably unscathed. And you think you know of one potential way.
Slinking back inside the ruined Grimm storage room, you inspect the small pile of rubble where the Sepulcrum burrowed into the floor. The hole is much too small for your body, even more so now that you've evolved into double your previous size. You paw at the loose concrete, pushing it aside easily, and consider the hole. The Seplucrum's claws were obviously made to plow through anything, whether it be flesh or stone, but your own seem more honed for battle than digging. Still, it seems like a better opportunity to escape than trying to face down the angry man with the flail and his child minions, as enticing as that sounds.
Tentatively striking a paw thorough the rubble, you clear it away. Then, laboriously, you begin to dig, trying to widen the hole to accommodate your body. After the first few tries, your paws unconsciously gain speed, moving faster and faster. Soon, you're halfway through the ground, scooping up concrete, stone, and earth at a rate nearly as fast as the Sepulcrum. The repetitive action has awakened your first memory, of desperately trying to burrow into the earth to find your colony. You realize, as you continue to tunnel, that this is a skill that comes just as naturally to you as it did to the mole.
As you force your way through the ground in total darkness, your Grimm sense allows you to orient yourself. From above, you can feel the panic, fear, and anger of the fleshlings still in the academy; a much deeper, colder malice informs you that Nonnus is still alive and doing something to inspire those feelings. There's not a trace of the banked violence of the Boarbatusk, however, and you can only assume the other Grimm also met its fate at the hands of the Huntsmen. Considering how much stronger it was than you, your own decision to flee the school was probably a wise one.
A bright flare of greed close by causes you to abruptly stop; the Sepulcrum that escaped your wrath is near, and it seems to have completely forgotten about you.
You certainly haven't forgotten about it, though. You dig harder and faster, focusing on your prey, and burst into the Sepulcrum's tunnel – it's time for your first act of payback. The Sepulcrum tries to turn its powerful claws on you, but your newly grown horns are more than enough to keep the creature away. It only takes a moment's effort to snap the tiny Grimm in half between your jaws. It fades quickly, the taste of its Grimm blood sour on your tongue.
Its death does little to sate your hunger for violence, particularly when you remember how sweet and warm the blood of the tiny would-be Huntress tasted in your mouth. Twitching, you renew your efforts to burrow outside of the academy.
When the chaos you sense from the students and teachers has faded to the faintest of nudges against your consciousness, you choose to surface. You poke your head out of the ground and take in your surroundings: you're at the edge of a small, peaceful-looking copse of trees overlooking this "Sanctum" of would-be Hunters. From your vantage point you can clearly see the main entrance to the school, and the wide, winding road that leads out of it towards a small city in the distance. You hunker down in the underbrush, trying to blend in with the trees – thankfully, with more success than your usual clumsy attempts produce.
Students are already streaming out of the school even though it's still mid-morning; it seems like the havoc the other Grimm wrought forced the school to shut down early today. This is exactly what you were hoping for. You watch the gates intently, ignoring the masses of human and faunus children exiting the building. You're looking only for once specific face in this crowd, after all.
You spot the girl leaving a few moments later; her pathetic brother is trailing after her, looking queasy. They break away from the other students and leave the paved road to travel along a smaller dirt trail that passes by your hiding place. Incredibly enough, when they stop right next to you, neither of them notice your presence at all. It allows you to clearly hear their conversation, however.
"Oh Brothers… I think I'm gonna be sick!"
The girl gives her brother a few supportive pats on his back. "I'm telling you, this
wasn't normal. I still think it was because of that Caerbannog we brought in... It just had this
look in its eyes, y'know? I don't think it was normal."
The boy is leaning on his knees and seems to be hyperventilating. "How can you be so laid back about it? That guard's face…" He burps wetly, and you silently plead to these "Brothers" that the boy can hold in the content of his stomach, because he's standing right over your hiding spot. Thankfully, he manages to control himself before his breakfast can make a re-appearance.
"This is all the more reason you have to officially enroll and wake up your aura! It's just not safe out here, Nadir. You can't ignore all these Grimm, especially not when we live on the farm. It's too remote to call for a Huntsman every time a Grimm threatens us or the livestock! You need to learn to take care of yourself."
Your manage to keep your ears from twitching and giving away your location when you hear this new information. So their farm is remote, and they won't have any of those flail-wielding Huntsmen on guard to protect them? A plan begins to form in your mind.
"This was the worst orientation ever," the boy declares. "My first day at Sanctum and I got to see one of your teachers get killed by your own Grimm! I'm never gonna become a Huntsman! Never!"
"Let's just go home already," the girl says, actually looking a little fearful for once at the mention of her deceased teacher. "You can decide about becoming a Huntsman later."
"Yeah, if by later you mean like never…" the boy mumbles as he trails after her.
Rising from your hiding spot and shaking yourself off, you stare after them. Then, with the barest twitch of your nose, you burrow into the ground to follow them home.