The Great Encyclopedia of the Beandom · Necromancers & Dark Magic
Madame Grimes, Grimma, and Necromancy
An ancient circus performer, quest crone, grandmother, and handmaiden of death whose research department happens to be a graveyard.

At a Glance
- Family: Grandmother of ELM
- Stage name: Madame Grimes
- Quest name: Grimma
- Occupation: Circus necromancer and former aspiring dancer
- Known magic: Spirit consultation, reanimation, spectral transformation, and sea-beast awakening
- Book Four fate: Crushes the Vile Seed and vanishes into ash
Overview
Madame Grimes is ELM’s maternal grandmother and one of the most experienced necromancers encountered in the Beandom. She performs with the Beanling Brothers Three Bean Circus, where death magic becomes entertainment, seasonal spectacle, and proof that baked goods can be far more threatening after burial.
ELM recruits her because everyone with direct knowledge of Captain Leftbeard’s treasure is dead. Grimma turns that obstacle into a manageable research condition.
Appearance
Grimma is extremely old, with deep facial wrinkles and white hair rising in a single extravagant column. Her black gown appears stitched from stolen gravecloth.
When channeling greater forces, darkness gathers around her body, her voice becomes layered with other voices, and her shape may grow to twice its ordinary height. Her face can shift from theatrical grandmother to spectral handmaiden of death.
The Circus Necromancer
Madame Grimes performs necromancy as part of a traveling circus program. Her acts include walking bread—reanimated fritters, cookies, pies, and other baked goods raised by the correct application of yeast and death magic.
ELM must solve a traditional quest-crone riddle before she agrees to join him. The answer, yeast, is hidden inside her performance and later becomes a practical ingredient in the distraction plan at the EBI blockade.
Family History
Grimma knows ELM as Eddie and treats his intimidating dark-lord identity with the confidence of someone who remembers him before the cloak. Their conversations combine affection, embarrassment, family secrets, and alarming stories about deceased pets.
She began dabbling in necromancy long before ELM’s birth. What started as an accidental consequence of an ax-throwing incident developed into a full vocation.
Necromantic Abilities
- Spirit consultation: Verifies claims and gathers information from the dead.
- Reanimation: Raises skeletons, ghosts, baked goods, and other remains.
- Spectral amplification: Enlarges her presence and speaks with layered Netherworld voices.
- Creature awakening: Calls dormant or half-dead beings back into motion.
- Preservation knowledge: Carries medicines, ritual ingredients, yeast, and objects useful in grave-related emergencies.
- Death affinity: Recognizes cursed objects and senses forces suspended between life and death.
Awakening the Quacken
At the bay, Grimma senses an enormous guardian sleeping beneath the water. ELM incorporates the creature into a layered distraction plan designed to draw investigators away from Leftbeard’s wreck.
While Cinder’s satyrs and walking bread occupy the shore, Grimma performs a lengthy ritual in the water. She succeeds in awakening the Quacken, turning an ancient sea monster into the decisive distraction.
Grimma and Fannie
Grimma accepts Fannie more readily than ELM does and recognizes the phantasm’s value as a companion rather than a minion. Her memories supply Fannie with useful forms, including the poison-peck finch and creatures linked to Grimma’s long experience.
The two also balance ELM’s impatience. Grimma provides old knowledge and ritual power; Fannie supplies curiosity, mobility, and a willingness to interpret clues literally and emotionally.
The Vile Seed
Inside Leftbeard’s hidden treasure space, Grimma finds a black seed pod she recognizes from the captain’s records. The object is the Vile Seed, a cursed artifact capable of poisoning kingdoms and turning fertile lands desolate after it is crushed.
She opens the wrong treasure chest intentionally or with knowledge she does not fully share. When the mimics attack, the Seed repels them. Grimma’s hand withers as she raises it and declares that she has become Death.
She crushes the pod and dissolves into ash. Captain Leftbeard later explains that legends associate this act with joining the inner circle of Death. The story leaves open how much Grimma planned, how much she seized in the moment, and what her transformation ultimately means.
Personality
Grimma is theatrical, blunt, knowledgeable, manipulative, affectionate, and ambitious. She can comfort an injured grandson, raise an army of pastries, threaten a skeletal bird, and conceal a kingdom-ending artifact within the same afternoon.
Her care for ELM is real, but so is her attraction to dangerous power. Book Four never reduces her to either harmless grandmother or simple villain. She is both family and force of death.
Most grandmothers bring extra snacks. Grimma brings medicine, yeast, necromantic rites, and a professional interest in cursed seed pods.
—The Chronicler
Related Entries
BOOK SEVEN: THE RESURRECTION BROKER’S BETRAYAL
Grimma Collects the Gears—and Claims the DEM
Serving as the Netherking’s emissary, Grimma announces the one-life-per-gear bargain and gathers the scattered components at Mount Ominous. Her loyalty proves temporary. She reassembles the DEM for her own ascent, clashes with Rightbeard and Willow, and loses control when Glocke tears through her defenses. King Magnus emerges through the opened portal and destroys the betrayer with his shadow lance.