Grimm Troupe

The Grimm Troupe are supporting antagonists in Hollow Knight, introduced in the second DLC of the same name. The cult is led by the mysterious Grimm. Their objective is to seek out the flames of Hollownest so they can complete a ritual to devour the remains of the fallen kingdom, like they've done to countless other fallen kingdoms.

Origins
Little is known about the origins of the Troupe, although the characters mention how they have existed for a long time feasting off dying kingdoms of the world.

Hollow Knight
The Knight encounters the Troupe after lighting a torch in Kingdom's Edge. Setting their base in Dirtmouth, venturing inside the player is introduced to Grimm, who gives the Knight the Grimmchild Charm and orders them to seek the flames of Hallownest gathered by the Grimmkins. Defeating two waves of three Grimmkins, Grimm will upgrade the Grimmchild's capabilities. After two upgrades, Grimm takes the Grimmchild and battles the Knight, but loses. He then gives the Grimmchild back, more mature than before, and tells the Knight to seek out the last remaining flames before they could start the ritual.

Afterwards, the Knight is given two options, to finish the ritual by gathering the three flames collected by Grimmkin Nightmares and then facing Nightmare King Grimm, or they can return to the original torch and destroy it, banishing the Troupe from Hallownest.

Endings
Ritual: Completing the ritual and defeating Nightmare King Grimm destroys him while also growing the Grimmchild to its fourth and final stage, where it now contains a living, scarlet flame. Destroying Grimm sends away his Troupe and tent, although Divine will stay behind and upgrade the Knight's Fragile Charms.

Banish: If the Knight encounters Brumm in the Deepnest before collecting all three remaining flames, he explains that the Troupe may be enslaved to the Ritual itself and seeks to end it in order to undo the effects that the Troupe committed on all of the kingdoms they have laid waste upon. He guides the Knight to the original torch, and should it be destroyed, all traces of the Troupe's existence is erased.

Brumm
Grimm's second in command, Brumm serves as the entertainer of the group, wooing the crowds with his accordion solos. However, he is against the ideals of the Troupe and Grimm, thus he assists the Knight if they attempt to banish the Troupe.

Divine
Divine is the shopkeeper of the Troupe. She is located in the tent next to Grimm's, demanding something good to eat. When the Knight wears a Fragile Charm, Divine takes interest in its smell and swallows it, refusing to spit it out until the Knight pays her a large amount of Geo. Doing this will make her excrete the Unbreakable counterpart of the Charm.

She is the only member of the Troupe to stay behind after Nightmare King Grimm's defeat, and will remain until all three Fragile Charms are upgraded. Otherwise if the Troupe is banished, all Fragile Charms she ate will be placed where her tent was. If Leg Eater becomes aware that the Knight upgraded one of his Charms, he will seek out Divine, only for his dismembered limbs to be found in her tent, implying she ate him as he carried the Fragile Charms' scent.

Grimmkins
Grimmkins are the minions of the Troupe. They come in three sizes: Grimmkin Novice, Grimmkin Master, and Grimmkin Nightmare. They capture scarlet flames with their torches, and must be defeated in order to relinquish their flame and continue the ritual. Grimmkins will also appear in the audience during the battles against Grimm and Nightmare King Grimm.

Grimmchilds
Grimmchilds resemble Grimm's miniature forms (unknown if they are related to him or not). They are the recipients for the flames of Hallownest, when they absorb three flames, they increase in size and become more powerful. A single Grimmchild is handed to the Knight by Grimm in the form of a Charm to serve as their familiar in Grimm's plans for completing the ritual.

Grimmsteeds
Grimmsteeds are the haulers of the materials of the Troupe. They resemble Willoh found in the Queen’s Station. Two can be found outside of the main tent. They cannot talk, but their thoughts can be read through the Dream Nail.