




















Welcome to Grimhold
Grimhold is a city built out of necessity and stubbornness after the Collapse. It isn’t a shining metropolis—its walls are patched with scavenged steel and rust, and flicker with handwritten runes. People don’t rebuild here so much as repurpose; they turn old skyscrapers into stacked homes, weave runes into rope bridges and fungus-lights, and barter for heat and healing.
In the Drop, the six lowest tiers carved into the city’s heart, survival isn’t a question—it's the rhythm of daily life. Henry, Kira and young Lina keep a half‑legal clinic running with salvaged supplies and makeshift magic while gangs, nobles and unknown forces shift around them. Above them rise nearly a hundred tiers of cramped streets, rope lifts and quiet apartments, all held together by the muscle and care of those who live there.
This series isn’t about chosen ones or ancient prophecies. It’s about found family, the shape of resilience, and the belief that you can build something worth keeping even when the world won’t hold still. Grimhold begins with survival but it doesn’t end there—it asks what it means to live, love and create in a place that could fall apart at any moment.
It starts with survival. But it doesn't end there.
Is Grimhold for you?
If you’re looking for prophecies and destined heroes, Grimhold won’t give you those. Its stories follow ordinary people doing unglamorous work—healers patching wounds with rusty tools, tinkers re‑etching runes on crumbling bridges, mothers teaching their children to listen to the hum of a spell. There are no ancient bloodlines or world‑saving artifacts, just characters who change because necessity pushes them and a city that endures because its inhabitants refuse to let it die.
You might feel at home in Grimhold if you enjoy narratives that move at the pace of lived lives and linger on small acts of care; if you want to see magic woven into infrastructure and daily survival rather than flashy battles; if you like found families, hidden histories, and the slow rebuilding of community after collapse. It’s a story about grit and grace rather than glory.
Low Fantasy · Post-Collapse · Character-Driven · Found Family · Magical Infrastructure · Combat Magic · Slice-of-Life · Coming-of-Age
Social Tension · Resistance Through Care · Enchantment Craft · Survival Fiction · Urban Fantasy
Grimhold unfolds across a planned five‑book arc set in the year 1025 AC—over a millennium after the Collapse. The story follows Henry, Kira, Lina, and their found family as they navigate a city bound by magic, debt, and buried histories.
Each volume expands the world and deepens the narrative—but this isn’t an episodic series. Character choices, shifting alliances, and emerging magic carry forward. The arc is continuous, and while you’ll find resolution in each book, the full weight of Grimhold’s story unfolds over time.
Future volumes may also branch outward—into pre‑Collapse history, side stories from other tiers, or tales exploring how the Weave first took hold. But for now, the path climbs steadily through 1025 AC and the changes still to come.
𐤈𐤉𐤃𐤓 𐤄 𐤁𐤃𐤄𐤇 𐤄 𐤈𐤌𐤂
Path into intention, into motion.








Why I Wrote Grimhold
I started writing Grimhold because I needed a way to create that felt simpler. My day job is all systems and structure—game development, software, logic stacked on logic. Writing gave me a way to break from that. No production pipeline. No planning tools. Just a blank page and the freedom to follow where something led.
I didn’t have a big idea at the start. I just wanted to follow characters who felt real. Let them move the story, not the other way around. Sometimes that meant things moved slowly. Sometimes they didn’t move at all. That was fine. The pace could wait until the people were ready.
Most media now feels like it’s always running. Always loud, always dramatic. And that’s okay—but I wanted something quieter. I wanted space for smaller moments. Characters making choices, not just reacting to events. Magic that costs something. Emotions that aren’t rushed past.
Grimhold leans into that. Not saving the world. Just surviving it. The quiet moments. The hard pauses. The things you carry without saying.
But more than that, it’s a world that isn’t held together by systems or governments or fixed rules. Grimhold reacts. It lives. The city and the people inside it push and pull on each other. Neither is in control. They just keep going, reshaping each other as they move.
Grimhold’s a bit messy. A bit strange. But it’s honest.
And if something in it speaks to you, I’m glad you found your way here.
Be Part of it
Grimhold was never meant to be just mine. It grows with every question, comment, and quiet reader who lingers on a line.
If the world has pulled you in, you’re already part of it.
I think Grimhold has the potential to become a world of its own, but right now it's a small community. I set up a Patreon that gives access to the Grimhold Discord — a space to talk about the world, share ideas, and be part of the conversation as it evolves. Sometimes I’ll ask for input, or get inspired by what comes up in discussion.
Everyone gets the same content, no matter the tier. The higher options are just there if you want to support more. It’s not about perks. It’s about making this sustainable.
If that sounds like something you’d want to be part of, you’re welcome to join.
Contact
Have a question about the world of Grimhold? Want to chat, speculate, or share theories?
👉 Join the community on Patreon.
Want to get updates when something’s releasing?
(Heads up: these emails may land in your spam or promotions folder.)
👉 Subscribe for the occasional update.
1
For professional enquiries (press, interviews, rights, or collaboration), contact:
📬 grimholdemail@gmail.com













