Okay, here's the deal, the circles are the Data Caches on the map. Colored areas area a range of a particular type of Grim, anything with a blurred black border is underground in the tunnels. Caches will either be attached to a formidable Grim, or in a hard to reach area in the lair. GM's can take over an control anything that the Grim do, so if you write your character fighting and we think it's too easy, we can come in and ramp up the difficulty. :P Besides the Grimm here, there can be the ones we know about from the show as well that you can fight, though we'll have the caches with a specific Grimm. Also, as you've prolly guessed, the black spots with faded sides are entrances to the underground tunnels. But it's possible in some areas, especially near the mountains and, actually, Lake Listless/Sinkhole island, to either fall or get sucked into an underground tunnel that's not a proper entrances. So, you know, watch out for that. :P
GM's will post when a cache has appeared for partners/groups fighting, so keep a watch out for that, we'll have the location at the beginning of the post so it's easy to see. Note that in their respective ranges, some Grimm will be roving, and move from area to area. The Grimm that may move out of the colored territories are Gray, Red, Blue, and Black, most others will be densely populated in the center of their ranges.
Also, I'd like to call dibs for some teams, though I understand if other people find a problem with that. No matter what, yellow area in the corner is reserved for the jerks full group. Some of the caches are at a place that will require the whole 4 person team to defeat, so if two partners go there, they might find their hands full for awhile. But, if people don't mind me calling some dibs for my own team, I'd very much like the top, darker green under the mountain range. If peeps think it should be more random, that's fine, though it's up to us how dangerous the Grimm you challenge are. :P
Here's info on the special Grimm we have here, the normal ones we know about will be in the area too, lovingly scribed by Lucius and Asuras.
Myrmidons - Medium Grunt Level Grimm. Dangerous because they have armored carapaces that can deflect most blows and powerful mandibles that can tear apart cement like it was made cardboard. Can be found in groups of five to ten, but always near a hive, of which there can be up to a hundred. Power crushing or piercing attacks can break through their armor, or you can hit underneath the chitin or their much more noticeable joints for massive damage. They also suffer from being very forward-facing fighters, meaning that if you have the space you can easily attack them from behind with impunity.
Vampire Bats - Small Grunt Level Grimm. They're fast and stealthy buggers capable of flight and being able to sense people without need of sight. Always travels in groups of at least five or more, and if you just find one there is like to be more just hiding. They have a nasty bite and can leave a painful gash with their claws, but otherwise are very weak and easy to kill. They're also very sensitive to noise, so while they can find you with just your breath, fire some bullets at them and you'll stun them with the shockwave.
Salamanders Medium Grunt Level Grimm. Salamanders are tough, able to scale walls and the ceiling, and capable of breathing searing hot napalm from their mouths, making a direct confrontation with them all the more deadly. Usually solitary creatures, but tend to gather in very hot places. Salamanders can be very oblivious however, and sometimes won't even attack someone standing next to them if they aren't an immediate threat. And while far from harmless, they tend to drop their guard all the time.
Sirens (Can't find a good image, so I'll describe them. Sirens have a human woman's body and head, but that's where the similarities ends. Instead of arms, they have three webbed tentacles for each side, with retractable spikes going up and down each tentacle. They have one large large fin where their legs would be, and a series of hypnotic luminescent lights on it.) - Large Grunt level Grimm. Sirens are faux human Grimm that dwells in dark waters, or in dark areas with water. They are superb fighters underwater and can still be a threat on land, as their spiked tentacles could crush and over power most hunters. They are also bale to mimic voices and even echo words they hear from other humans, and are smart enough to utilize this. They can also hypnotize or otherwise entrance hunters with their luminescence scales, bringing their prey closer to them. They live in groups of five, but no more than ten, and usually have one of the Sirens as a leader. However, they're only a threat in the water; so long as they don't ambush you, they're easy kills on land or during the brief time in the air. Their scales, when most mistaken as other forms of illumination, also makes them detectable by sight even in dark places. It should be noted that they are one of the very few Grimm's capable of reproduction, namely with males. Take that as you will.
Hydra - Colossal Boss Level Grimm. Hydra's are multi-headed serpentine monstrosity. They have a bite that can tear apart fortress walls, and they can crush cars into thin wafflers just by swallowing them. They heal very rapidly from their injuries, even dismemberment and decapitation. And they're not easy to harm anyways. That being said, they do have their ever fabled weakness to fire, namely that a cauterized wound will not heal. But in order for this to be effective, all the existing heads must be destroyed or otherwise severed, because a Hydra is more than smart enough to find a way to heal from cauterized wounds: Tear off the burned area into a bloody stump, than regenerate from there.
Baby Hydras - Medium Grunt Level Grimm. A single Hydra mother can lay up to a thousand eggs in a month, and though the mother will have to spend the next month resting, it only takes a week for the eggs to hatch. Even strait from the eggs a baby Hydra is more than a threat to any aspiring Hunter. They're still large enough to swallow a hunter whole, and their bite can tear off your limbs. But for all their strength, they're pretty fragile and most do not have their signature healing ability, and even the ones that can regenerate are not powerful enough ability to survive lethal blows.
Unicorn Large Legendary Level Grimm. Unicorns are nothing to laugh at (Unless you have a morbid sense of humor). Nearly impossible to kill, you can't hide from them, and nothing short of being dead already will save you from them if they have some reason to want to kill you. Their horns have been known to kill anything that touches it, though the same could be said of the beast as a whole. It can detect Aura and is sentient, or at least intelligent. Solitary and territorial creatures, if it doesn't attack you it's because it just doesn't feel like it, and you had best use the chance to get going. The only notable weakness is that if someone makes direct eye contact with it before it charges, it will not break off the stare or do much of anything until the unfortunate bloke looks away.
Vampire Trees - Large Grunt Level Grimm - Vampire Trees, misleading in name, are actually not trees at all. They are simply Grimm who have evolved to resemble trees. Often looking like dead, leafless trees husks, they are known to wait for prey to walk passed before striking with sharp tentacle like branches which impale and crush their targets. The 'vampire' portion of their name comes from the practice of literally squeezing every drop of blood it can from the corpses of those it vanquishes, drenching its 'bark' with the gore in what experts can only assume is a form of nutrient gathering. Although more rare, Vampire Trees have been known to grow 'leafs' in order to look more natural in heavily wooded habitats.