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Groups of Hallownest

The distinct groups, organizations, civilizations and tribes that co-exist alongside, or live within the Kingdom of Hallownest. These groups are mostly territorial in nature, and had developed their own societies apart from the influence of the kingdom.
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Base Game

Forgotten Crossroads Groups

    Snail Shamans 
A tribe of snail creatures knowledgeable about the Soul and capable of channeling spells using it. Unfortunately, only one of them remains during the course of the game.
  • Ambiguous Situation: Visually, the snail shamans appear to have more in common with characters like The Collector and Kingsmoulds, further strengthened by the spells and spell upgrades you get from the remaining snail and his kin being based around the void. However, nothing ever confirms this or if the snails had anything to do with the Pale King's efforts to keep Radiance away and forgotten, barring the Soul Sanctum experimenting on one in their own efforts.
  • Butt-Monkey: A non-humorous example: the remaining snail shaman's family appears to have all died out before the events of the game, and you get their powers from what remains of them. The Shaman never seems to become suspicious and believes they are all voluntary gifts (which may or may not be true in two cases).
    • You do not get Desolate Dive from a Snail, rather you get it from Soul Master, who likely experimented on one — considering how the Shaman mentions an ill-tempered third uncle. It's more or less confirmed when you find the apparently undead snail strapped to a dissection table in an optional area, which — fittingly — gives you the Vengeful Spirit upgrade.
    • The Cousin in the Overgrown Mound is dead of some kind of fungus and shrubbery growing on it. you get the Howling Wraiths from her.
    • The fourth aunt in the Crystallized Mound is trapped in a prison of crystal, and upon shattering it and her, gives the Descending Dark upgrade.
    • A snail's sarcophagus can be found in the Resting Grounds, which gives you the Soul Eater Charm. The Snail Shaman makes no mention of a buried relative, but its not out of the question if they are related.
  • Foil: The snails are centered around the void/black magic focused on damaging foes and affecting things in the waking world; the moths are worshippers of the light whos powers are typically uncombative and affect dreams.
  • Posthumous Character: Save for the surviving member of their family, all other snail shamans are already dead due to some circumstances. All that remains out of them are their lifeless corpses. One of them is even tortured by the Soul Sanctum Scholars.

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Greenpath Groups

    Mosskin Tribe 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_mosskin_tribe.png

A group of bugs worshipping Unn, a Higher Being dwelling somewhere in the Greenpath. They were allied with the Kingdom of Hallownest and agreed to have paths build in their territory, as long as they could attack anyone moving away into the wilderness itself.


  • Cult: Unn is worshipped by the Mosskin in Greenpath, for being the deity who brought them and that place's green vegetation.
  • Forest Ranger: Played with. They protect the vegetations and devote themselves to Unn to the point of building even a shrine for their god, but the trained warriors of the Mosskin are armed with a sword and shield.
  • He Was Right There All Along: Some of the moss bugs blend well with the green plants and moss of their land.
    • The Mosscreeps and Moss Chargers can hide, pop-up and even burrow to the ground and re-appear.
    • Moss Knights hide in thick bushes, waiting to ambush the enemy. It may throw the player off guard during the first scripted Moss Knight encounter, but they can be spotted easily since the "hidden" Moss Knights still have their heads popping out of the bush.
  • Knight Templar: Moss Knights patrol the Greenpath and will viciously attack anyone that comes too close. They believe they are defending their god's dream from interlopers.
  • Nature Is Not Nice: Before the Infestation, they would still kill anyone who strayed too far from the paths.
  • Nature Spirit: They worship one.
  • Reclaimed by Nature: The few parts of the Greenpath and the Queen's Gardens that had buildings and roads are now overgrown with foilage and thorny vines.
  • Underground Monkey: Volatile Mosskin look very similar to regular Mosskin, but regularly emit Deadly Gas and explode after death.
  • Undying Loyalty: Even if Greenpath or the Mosskin themselves are infected, their loyalty is still for Unn.

Fungal Wastes Groups

    Fungal Tribe 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_fungal_tribe.png

A tribe of sentient mushroom beings residing in Fungal Wastes. Despite not being bugs nor plants, the Fungal Tribe seems to have developed its own civilization and language, as written in their lore tablets.


  • Festering Fungus: The Fungal Waste area is overrun by mushrooms. This includes not only sapient mushrooms, but Plague zombies with mushrooms growing on them. They explode into orange gas instead of attacking directly. It's implied, however, they became spore carriers after they died and zombified.
  • Hard Head: Shrumal Ogres are immune to downward nail attacks from mid-air, thanks to their thick caps. Subverted with spells like Desolate Dive that can still damage them.
  • He Was Right There All Along: All of them blend well and hide in the background and mushrooms of the Fungal Wastes, they jump up once you get too close. The boss fight against the Shrumal Ogres count as well, since they are sleeping in the stage at first.
  • Hive Mind: A lore tablet in Fungal Wastes mentions the tribe have their "mind united".
  • Mob War: There is a hostility between the Weavers of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.
  • Mushroom Man: They're living mushroom creatures.
  • Partially Civilized Animal: They have developed their own language and a semblance of civilization. However, it is limited as the shrooms are connected via a Hive Mind and not of their individual wills.

    Mantis Villagers 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_mantis_village.png

A tribe of warriors who managed to resist the Infestation and fall of Hallownest through sheer might and dedication to their lifestyle. Most of the mantises remained in their village located between the Fungal Wastes and Deepnest.


  • Asskicking Equals Authority: After you beat the Mantis Lords, all other mantises will not attack you and instead bow to you.
  • Barbarian Tribe: Mantises are driven by their desire for combat. A tablet written in one of the village's entrances even drives the outsiders to expect their deaths in the hands of the tribe.
  • Battle Trophy: Within the vicinities of the Mantis Village are countless masks and shells of other bugs skewered in weapons and used as decorations.
  • Closer to Earth: Implied that they kept themselves free from the Infestation is because they live simple, brutal lives.
  • Defeat Means Friendship: The Mantis Lords acknowledge the Knight's strength after it beats them, and the other mantis villagers won't attack it anymore.
  • Hidden Elf Village: Their village is located in the deepest levels of the Fungal Wastes, just near the entrance to the Deepnest.
  • Hold the Line: Sometime in the past, the Pale King and the Mantis Lords made a truce. On the Mantises' side, they were to kill anything that stumbles out of the Deepnest - And if you look at the gate to the Deepnest from the Mantis Village, they've been doing this for a loooong time.
  • Honor Before Reason: There is a fourth Mantis Lord who went out of the tribe's code and embraced the infection for wanting more power, also having a number of other mantises to join him. The tribe's response was to cast all of the infected mantises away and brand them as traitors. These traitors can then be found in the Queen's Gardens.
  • Lightning Bruiser: All Mantises are very quick and are some of the more difficult enemies in the beginning of the game.
  • Mob War: There is a hostility between the Weavers of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.
  • Natural Weapon: The common Mantis Warriors use their "claws" when fighting.
  • Noble Savage: They live in the Fungal Wastes and border the Deepnest, living in rough huts and display masks of defeated enemies everywhere. They will still respect you if you beat their leaders.
  • Proud Warrior Race Guy: All of them in the Mantis Village, so much. They aren't infected or anything; they just always fight you regardless.
  • Slaying Mantis: The theme of the entire tribe, they are warrior mantises.
  • The Spartan Way: The mantis youths are compelled to kill in order to prove themselves to the tribe before becoming warriors.

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City of Tears Groups

    Soul Sanctum's Scholars 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_soul_sanctum_scholars.png

Intelligent bugs who secluded themselves in their sanctum and devoted their lives in researching soul in an attempt to cure the Radiance's infection. However, the Pale King began to oppose their researches as the scholars have been conducting experiments on bugs. Now driven by madness and the infection itself, the scholars went mad and believed that soul is the key to immortality.


  • Face–Heel Turn: Their original goal of experimenting with soul was under the belief that it could help the King to cure the infection in his kingdom. But due to the infection itself and the "prophetic visions" that the Soul Master was supposedly receiving, things changed when these scholars believed that soul could give them immortality instead. Live experimentations on bugs happened, prompting the Pale King himself to oppose these scholars.
  • Gone Horribly Wrong: Nothing good came out of most of their researches, and their end-results with other beings mostly become failed experiments aptly named Mistakes and Follies.
  • Immortality Immorality: The Soul Sanctum is an academic institution that serves as home to the Soul Master and his pupils; they sought to stop the plague and achieve immortality by harvesting and twisting soul to aid their research. Without a dream nail or the innate ability to steal soul, the only method of collection is to inflict harm on other living creatures, and after defeating the Soul Master you can find a room filled with the husks of hundreds of dead bugs.
  • Immortality Seeker: The Soul Master and his fellow researchers hoped to find a way to live forever, but they were all driven mad and deformed by misusing the power of souls.
  • Mad Scientist: Technically applies to all of them under the leadership of the Soul Master. Once aimed to cure the infection by researching on the soul, they've began abusing the powers of the soul in an attempt to achieve immortality, and began conducting experiments on other creatures. Plus, there's also the exposition that the Soul Master himself is getting inspiration from his so-called "prophetic dreams", hinting that he may have been infected by the Radiance in the first place.
  • Power Floats: The Soul Master and the Soul Twister can float, thanks to their experiments.
  • The Smart Guy: These scholars are highly intelligent.
  • Teleport Spam: The Soul Master, Soul Twister and Soul Warrior enemies can do this a lot to escape or get close to the Knight in combat.

Deepnest Groups

    The Weavers 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_deepnest_weavers.png

At the borders of Hallownest lives a tribe of spider-like bugs, hidden away in the Deepnest. The Weavers don't follow any of the laws of Hallownest and would happily catch, kill and eat any bug that dare stray into the darkness they inhabit.


  • Call a Rabbit a "Smeerp": Zig-zagged with spiders, who are actually called "spiders" a couple of times, but most dialogues refer to them as dwellers of the Deepnest (note how their chief, Herrah, is only ever called "The Beast") or collectively known as "The Weavers".
  • Cult: The Weavers have Acolytes and seem fanatically dedicated to their leader, Herrah. It isn't clear what kind of cult it is however - most likely either a Cult of Personality around Herrah (as her mask is seen as an icon everywhere), or a Breeding Cult that seeks to breed more Weavers, or some sort of a "hunting cult" that takes great pride in killing and eating anything they get their claws on.
  • Dark Is Evil: They are spiders who live in the dark.
  • Extra Eyes: They have three pairs of eyes.
  • Had To Be Sharp: Implied; to live in the Deepnest, the most dangerous part of Hallownest by a long stretch, you would have to use any means and skills necessary to survive.
  • He Was Right There All Along: Weavers can suddenly pop out of nowhere from the background, implying that they are hiding while stalking the Knight.
  • Hidden Depths: Surprisingly, the Weavers had several talents that contributed to the growth of their tribe.
    Midwife: "Amazing things the weavers once crafted on their looms; stories, shields, spells."
  • Hidden Elf Village: Their home is the Distant Village, a few dozen silk cocoons hanging over a dark lake in the Deepnest. It has a few signs that the Kingdom of Hallownest was allowed to built a Stagway and some other buildings, but they look as though they've never been used.
  • I Have the High Ground: Almost all Weavers will attack the Knight from walls, ceilings or from the air, walking on invisible strands of silk.
  • Magically Binding Contract: Herrah the Beast struck a deal with the Pale King to be one of the Dreamers to seal away the Radiance. In return, Herrah asked the King to father her a daughter, which he agreed to. The child (who is none other than Hornet), technically a half-princess Heroic Bastard of Hallownest, was born from their union and raised by a midwife.
  • Mob War: There is a hostility between the Weavers of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.
  • Mundane Made Awesome: You may encounter some Weavers walking in the air to ambush the Knight, but they are actually spiders walking on their invisible threads.
  • Spiders Are Scary: The savage bugs of Deepnest are mostly variants of spiders.
  • Town with a Dark Secret: They eat other sentient bugs.
  • Undying Loyalty: The Weavers, Stalking Devouts are loyal to the queen of the Nest, Herrah the Beast.

    Distant Villagers 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_distant_villagers.png

A group of strange bugs who are seen in the Distant Village, just below the entrance to the Beast's Den.


  • Ambiguous Situation: What we all know is that they are fakes and are only trying to trick you. But what are they exactly? The game does not make it clear if they are just Weavers disguised as husks, are puppets manipulated by an offscreen puppeteer, are animated by the same parasitic bugs that "revive" the dead, or are actual husks but disappeared after you escaped.
  • Broken Record: Gee. How many times do they have to tell you to sit and rest!?
    Greetings. You are very tired. Sit and rest.
    We are friends. Welcome. Sit and rest.
    Please sit and rest.
    It is warm and safe. Sit and rest.
    Welcome. You need rest. Sit and rest.
  • Flat Character: They are only there to entice you to sit on the webbed bench, then capturing you to the Beast's Den once you fall for their trap.
  • Foreshadowing: You can pass by some dead husks in another area of the village. When hit with the dream nail, these would hint about a group of fake bugs.
  • Hidden Elf Village: True to their namesake, they reside in the Distant Village, probably the only place in the Deepnest that has some signs of being "civilized", as there is a working Stagway nearby.
  • No Name Given: They don't have any official names, only labeled as "Royal" or "Fake" in the game files.
  • Psychic Block Defense: They cannot be dream nailed. This is a big reason some suspect them to be mere puppets on invisible strings of webbing.
  • Shmuck Bait: How nice it is for those people at Distant Village to have a bench for you to rest on. A bench covered in webbing in the heart of spider land, a ruined, completely cocooned town. The exact place you need to fight one of the Dreamers on. A nearby house has several corpses whose last thoughts call them liars, and the villagers give no response when hit with the dream nail. Then you sit on the bench, discover that you are trapped in its webbing, the villagers approach, and you wake up in the Beast's Den.
  • Stylistic Suck: Entering the Distant Village will play a somewhat "calm" tune compared to the Deepnest's eerie ambience. However, when the villagers lured you into the trap, the music slowly becomes distorted as they approach you.
  • What Happened to the Mouse?: Once you escaped the Beast's Den, you'll find out that the "villagers" have their shells and cloaks abandoned on the floor of the entrance.

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Resting Grounds Groups

    Moth Tribe 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_moth_tribe.png

Ancient beings created by The Radiance and knowledgeable in the manipulation of dreams.


  • Ambiguously Evil: The tribe were the main worshippers of Radiance. However, some of them can still be sentient enough to reflect on and be ashamed of their deeds, such as the Seer who now looks for a worthy wielder of the Dream Nail.
  • Arc Words: "Dreams" and "Light" - Two concepts that are heavily associated with them for being created by The Radiance herself, and for being able to enter the dream world. The remaining objects that were left from their kin are also named the Dream Nail, Dream Wielder and the Dreamshield.
  • Be All My Sins Remembered: After forging the Awakened Dream Nail, the Seer requests the Knight not to remember the entire moth tribe for they do not deserve such praise over the consequences of their actions.
  • Cult: The Radiance is worshipped by the moth tribe.
  • Dream Walker: They specialized in the manipulation of dreams and they created the Dream Nail, a weapon/tool that allows non-moths to access other people's dreams. A flying moth even saved the Knight when the Dreamers attempted to trap it in the Dream World.
  • Due to the Dead: Under the Pale King's rule, the Moth Tribe were tasked to be the caretakers of the Resting Grounds, the place to remember Hallownest's deceased citizens.
  • Dying Race: Whatever happened to the other remnants of the Tribe, they died off-screen to the point that the Seer became the Last of Their Kind. The other deceased moths were even aware of the fate of their race, that when you use the Dream Nail on the statue holding the Dream Shield, they urge the Seer to protect herself since she is the last. Unfortunately once the Seer recovers all of her memories, she disappears into Essence, bringing the end of the moth tribe.
  • Foil: The snails are centered around the void/black magic focused on damaging foes and affecting things in the waking world; the moths are worshippers of the light whos powers are typically uncombative and affect dreams.
  • Heel–Face Turn: A race created by the Radiance, but the moths turned themselves to serve the Pale King after his arrival in Hallownest and soon after, they eventually forgot the Radiance.
  • Macabre Moth Motif: They descended from the Radiance herself, (also a higher being that took the form of a moth), and they can access dreams in one way or another.
  • Nice Job Breaking It, Hero!: The moths left behind a statue on top of the Crystal Peak to remember the Radiance. But even after their Heel–Face Turn, the statue served as the catalyst for other bugs to be infected by the Radiance.

    Ghosts in the Spirits' Glade 
Deceased insects whose lingering ghosts are still found in the cemetery of Hallownest, the Spirits' Glade. For as long as the glade still houses the likes of such ghosts, Revek will keep on performing his duty of protecting them.
  • Posthumous Character: As a ghost, they are already long dead by the events of the game.
  • Video Game Cruelty Potential: Like the other ghosts, you can use the Dream Nail on these spirits to "absorb" them for essence.
  • Video Game Cruelty Punishment: If you collect the essence of any of the ghosts in the Glade of Hope, Revek will relentlessly pursue and attack you (dealing two masks of damage per hit) until either you escape from the glade or you die, and he can't be hurt. He's the first ghost you can encounter in the glade and he warns you not to tamper with the graves.

Kingdom's Edge Groups

    The Fools 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_colosseum_fools.png

The Colosseum seems to be one of the few still-functioning tribes in Hallownest; a huge arena where gladiators travel from far and wide to test their mettle.


  • Blood Knight: Despite being infected, they still hold on to their quest for glory and victory in the trials.
  • Blood Sport: What we're all here for! A Fool ponders if it's really worth it...
    "Are we all Fools?..."
  • Challenge Run: The Colosseum is just three increasingly difficult combat challenges when you come down to it.
  • Disposing of a Body: The first sign of the Colosseum most players will see is in the Kingdom's Edge. Occasionally, the corpse of a Fool will fall down from above, crashing onto a platform or into the acid pools below.
  • Gladiator Games: The spectators watch as Fools fight each other to their death for their amusement. The Knight can become the lord of the arena if they defeat the previous one, the God Tamer.
  • Immigrant Patriotism: Within the ranks of the Fools, there are also bugs from other tribes such as the Mantis Traitors and Soul Sanctum Scholars who chose to fight in the colosseum.
  • It's Raining Men: The area in Kingdom's Edge with the acid pools? That's where the Fools dump their defeated contestants, literally evoking this trope when dozens of them can be seen falling every time you climb higher on the platforms.
  • Laugh Track: The spectators will laugh at some things that humiliate the contestants, such as the Knight getting tricked by a Grub mimic, or just anything that Zote does in the Colosseum.
  • Partially Civilized Animal: The Fools are bloodthirsty warriors in the trials. But outside the actual fights in the colosseum? They are surprisingly passive
  • Underground Monkey:
    • Volt Twisters, only encountered during the Trial of the Fool, are recolored and slightly redrawn Soul Twisters with lightning-based attacks.
    • The Colosseum of Fools also has Sharp Baldurs, Armored Squits, Battle Obbles, and Death Loodles, which are spikier and more heavily armored than their main game counterparts.
  • Unstoppable Rage: The Fools are mostly consumed by the Infestation, but that doesn't stop the twin bosses of the second Trial from flipping their shit when their partner is killed!

    The Bees 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_hive_bees.png

Sentient bugs that live in the Hive located below the Kingdom's Edge. They have rejected the Pale King's quest and secluded themselves to their own businesses. Unfortunately, Vespa's death weakened the Hive and exposed it to the infection outside.


  • Bee Afraid: The bees in the hive are easily aggro'd by the Knight's presence. That is, unless you wear the Hiveblood charm which acts as an Encounter Repellant against them.
  • Call a Rabbit a "Smeerp": Zig-zagged. There are bees in Hallownest, but they are never once called "Bees", instead referred to as denizens of the Hive, where they are found (similarly, the area is never called a "beehive": only "Hive"). The Wanderer's Journal however, does refer to them as bees.
  • Closer to Earth: They rejected the Pale King's attempt of truce from the Hallownest kingdom, since these bees only want to protect their queen and live in their hive.
  • Fantastic Racism: Anyone who enters the Hive without having a trace of their blood is attacked and labeled an intruder. Fortunately, the Hiveblood charm does protect the Knight against the Bees, by way of being an Encounter Repellant.
  • Hive Caste System: Fitting for a bee colony, there exists Hivelings for simple tasks, Soldiers and Guardians as their primary defenders, the Hive Knight as their last line of defense, and Vespa the Hive Queen being their leader.
  • Hive Mind: They are simply collectively known as the Hive and are implied to act on a unified order.
  • Locked Out of the Loop: By the time they are already infected, the Bees were never fully aware that their Queen already died. A literal case of Undying Loyalty happens soon after.
  • Undying Loyalty: Since their infected minds are unware of their Queen's death, they are aimlessly protecting the Hive even if they no longer have a leader. This state of mind saddens their Queen's ghost, and she even expresses relief that the Hive Knight is now free when you kill him.

Queen's Garden's Groups

    Mantis Traitors 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_mantis_traitors.png

Unfortunately, a group of mantises were also cast away from their village and branded as traitors for embracing the Infection.


  • All Your Base Are Belong to Us: How the traitors are now residing in the Queen's Gardens. They've killed most of the sentient bugs there... Except for the spot where the White Lady is located, as the Great Knight Dryya's corpse is seen atop a mountain of mantis traitors' corpses, implying that she was at least successful in fending off a number of them, unfortunately at the cost of her life.
  • Barbarian Tribe: Mantises are driven by their desire for combat. A tablet written in one of the village's entrances even drives the outsiders to expect their deaths in the hands of the tribe.
  • Evil Makes You Monstrous: Applies to the Mantis Traitors who are now infected, but went into some Body Horror changes. The Traitor Lord takes the cake out of the changes, since he is now massive.
  • Lightning Bruiser: All Mantises are very quick and are some of the more difficult enemies in the beginning of the game.
  • Natural Weapon: The common Mantis Warriors use their "claws" when fighting. This also applies to the infected traitors.
  • Slaying Mantis: The theme of the entire tribe, they are warrior mantises.
  • Underground Monkey: Mantis Traitors and Mantis Petras are upgraded versions of the Mantis Warriors and Mantis Youths, respectively; the former using a dive attack in addition to their Deadly Lunge, the latter throwing scythes similar to those of the Mantis Lords.
  • With Great Power Comes Great Insanity: The infection gave the traitors strength, but a side-effect, it also drove them mad.

Royal Waterways Groups

    The Flukes 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_flukes.png

Worm-like, parasitic creatures residing only in the damp Royal Waterways. Most of them are driven mad by the infection now, only wanting to breed even more. There is an uninfected fluke out of them however, the Fluke Hermit. But even it holds the desire to expand their numbers.


  • Asteroids Monster: Flukemons sliced in half with a nail will form two independent, still-living and still aggressive, smaller flukes.
  • Call a Smeerp a "Rabbit": Flukemons and Flukefeys look nothing like parasitic flukes, and are closest to annelid worms, particularly leeches.
  • Hell Is That Noise: All flukes let out grating, gurgling and slobbering sounds when they become aggressive.
  • Mother of a Thousand Young: The Flukemarm is the one reproducing all the Flukemons and Flukefeys you encounter in the Royal Waterways.

Expansion Packs

The Grimm Troupe Groups

    The Grimm Troupe 
https://static.tvtropes.org/pmwiki/pub/images/hollow_knight_grimm_troupe.png

A travelling group of performer bugs, who evoke a theme of circus plays, conducting tents, music and plays to the kingdoms that they visit. Their leader Grimm, states that there is a reason for the troupe to choose "dying kingdoms" as their destinations. However, there is actually a secret held within the entire troupe, with all of them being slaves of something more powerful working behind the scenes.


  • 100% Adoration Rating: The troupe really loves and respects their master Grimm, and by extension, the successor Grimmchild. Even Brumm's request of banishing the entire troupe is actually a sign of goodwill in itself, since he is aware that everyone including Grimm, is a slave to a powerful higher being. He just wants to set his friends free from the cycle.
  • Ambiguously Evil: If you talk to the denizens of Dirtmouth, they all comment that there's something "sinister" about the Troupe, but it's not entirely clear what it is.
  • Arc Words: "Flames", "Dance", and "Ritual" are heavily tied into the motives of the Troupe and its leader, Grimm. Regarding the first word, the troupe members are also heavily associated with using fire or having fire-based abilities.
  • Circus of Fear: They reside in a red-themed circus tent, and one of the "performances" include Grimm fighting someone else from the kingdom that they visit.
  • Cool Mask: They wear white masks with vertical splits crossing their eyes. Divine gets a half-mask though.
  • Creepy Circus Music: Fitting for their theme of being connected to nightmares, the presence of the Grimm Troupe is accompanied with circus music. Among them, you can interact with Brumm, the troupe member who is playing the accordion inside the tent.
  • Cult: The Grimm Troupe is this for the Nightmare's Heart, as they conduct rituals in an attempt to sustain the life of the Heart by providing it with vessels.
  • The Dreaded: Try to talk to any Dirtmouth NPC the moment the troupe arrives in the town. They will express fear out of the feeling that something sinister is nearby. Consequently, if you decide to go through the Banishment route to make the troupe disappear, the Dirtmouth citizens (especially the Elderbug) will be glad that they are gone.
  • Dream Walker: It is stated that they travel through the dreams of an acolyte who set and lit a Nightmare Lantern in a given place.
    Hunter's Journal for Troupe Master Grimm: "Through dream I travel, at lantern's call".
  • Good Colors, Evil Colors: The Grimm Troupe are themed around a dull red, and are sinister if not outright evil.
  • Level Scaling: Grimm and the Grimmkins scale in health depending on how upgraded your weapon is, providing a consistent challenge no matter how much damage you do per hit.
  • No Ontological Inertia: The entire Grimm Troupe (including Brumm and the Nightmare's Heart) vanish out of Hallownest once the Nightmare Lantern is destroyed. Quite subverted once you meet the new stranger in Dirtmouth named Nymm, who is hinted to be an amnesiac Brumm.
  • Passing the Torch: This is an indication why Grimm wants the Grimmchild to grow – so that he will have a successor before he dies. And the "torch" can be taken literally in the context of the troupe's symbolism with fire, since the current Troupe Leader Grimm has to be killed in the ritual of making the next Grimmchild grow after collecting the flames. Or as a poem in the Grimmkin Master's Journal entry reads, "Burn the father, feed the child."
  • Playing with Fire: They seem to rely too much on flames - You call the troupe to Hallownest by lighting a brazier, Grimm and his Grimmkins use lots of fire-based attacks and projectiles, and the entire quest of evolving the Grimmchild requires you to collect crimson flames.
  • Red and Black and Evil All Over: Part of the outfit color theme and "sinister" aura of the Troupe.
  • Slave Mook: All members of the Troupe, including Grimm himself, are actually just pawns or slaves of The Nightmare's Heart.
  • Vicious Cycle: Once the Grimmchild has matured, someone has to kill the current Nightmare King Grimm to make the cycle continue. The Grimmchild would then be set as the new Grimm.

Godmaster Groups

    Godseekers 
https://static.tvtropes.org/pmwiki/pub/images/the_godseekers.png

A travelling tribe of strange bugs who want to seek gods and attune to other living creatures, wishing to ascend to a higher state. During the events of the game, only one Godseeker can be interacted with in the physical world, the rest of her tribe now reside within the Godhome, a place located in her dream.


  • Arc Words: "Attune" is heavily associated with the Godseekers' quest.
  • Fantasy Counterpart Culture: The Godseekers wear golden masks and their cloaks have a mummy-bandage-like stripe pattern.
  • God Is Displeased: The Weathered Mask journal entry states that the Gods of Thunder and the Gods of Rain had abandoned their worshippers (the Godseekers) at one point. The Godseekers lamented this, seeing their "woeful silence" as the end-result of being forsaken. These Godseekers have continued to search for a way to discover new gods so that they might attune to them.
  • Hive Mind: The surviving Godseeker's mind is seemingly shared among multiple bodies. Particularly evident in the Godhome, where she fills entire colosseum stands with similar looking bugs. Its inhabitants will even mention lines like "our mind" or that their mind is akin to a "sea".

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