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Etymology 1 n. A shiver, a shudder. vb. (context intransitive archaic English) To be frightened; to shudder with fear. Etymology 2

n. Any byproduct of a gruesome event, such as gore, viscera, entrails, blood and guts. Etymology 3

n. A fictional predator that dwells in the dark. Etymology 4

  1. 1 (context philosophy English) Of an object, green when first observed before a specified time or blue when first observed after that time. 2 (context linguistics English) green or blue, as a translation from languages such as Welsh that do not distinguish between these hues.


Grue may refer to:

  • Grue (monster), a predator invented by Jack Vance and featured in the Zork series
  • Grue and bleen, portmanteau words formed from green and blue, coined by Nelson Goodman to illustrate his new riddle of induction
  • Grue, a linguistic and translation concept (see Distinguishing blue from green in language)
  • Grue, Norway, a municipality
  • Crane (bird), a gruiform
  • Grue (Freedom City), an alien race in the role-playing game Mutants and Masterminds
  • Isle-aux-Grues, an island in Quebec, Canada
  • Grues, Vendée, a commune in France
  • Grue (river), a river in north-west Italy
  • Grue, an influential science fiction fanzine published by Dean Grennell
  • An early form of Nutraloaf, a food served in prison
  • A pen name used by cartoonist Johnny Gruelle
Grue (monster)

A grue is a term for a fictional predatory monster that dwells in the dark. The word was first used as a fictional predator in Jack Vance's Dying Earth universe (described as being part "ocular bat", part "unusual hoon", and part man).

Dave Lebling introduced a similar monster, whose name was borrowed from Vance's grues, into the interactive fiction computer game Zork, published by Infocom. Zorks grues fear light and devour human adventurers, making it impossible to explore the game's dark areas without a light source. The grue subsequently appeared in other Infocom games.

Due to Zorks prominent position in hacker history and lore, grues have served as models for monsters in many subsequent games, such as roguelike games and MUDs.

A common catchphrase associated with grues is the line that displays whenever players in Zork and related Infocom games enter a dark area without a light source: "It is pitch black. You are likely to be eaten by a grue."

Grue (river)

The Grue is a torrent in north-west Italy, a right tributary of the Scrivia, whose course lies entirely within the Province of Alessandria, Piedmont.

The river’s source is at Bocchetta del Barillaro, at an elevation of close to the watershed with the Val Borbera. The river follows a tortuous course through the Ligurian Apennines, and between the hills of Tortona, before entering the Po plain at Viguzzolo. From here its path is straighter and it debouches into the Scrivia near Castelnuovo Scrivia at above sea level.

The communes through whose territory the Grue passes are Dernice, Garbagna, Avolasca, Casasco, Montemarzino, Montegioco, Cerreto Grue, Sarezzano, Viguzzolo, Berzano di Tortona, Tortona, and Castelnuovo Scrivia.

Grue (Dungeons & Dragons)

In the Dungeons & Dragons fantasy role-playing game, a grue is a type of elemental.

Usage examples of "grue".

Molly Grue grumbled some savage generalization about wizards as a class, but the men shouted with quick delight, throwing one another into the air.

Then Molly Grue cried out in a soft, shaking voice, and all turned to see what she saw.

Her ankles were crossed and her eyes were lowered, but for all that it took Schmendrick another moment to realize that Molly Grue was curtsying.

The three assassins dropped their daggers and hid their faces, and even Molly Grue and Schmendrick cowered before her.

Molly Grue gasped when she saw his face, for it was the friendly, rumpled face of the young prince who had read a magazine while his princess tried to call a unicorn.

In the darkness, Molly Grue saw the Lady Amalthea turning far away, stretching out a hand on which the ring and middle fingers were of equal length.

Molly Grue gathered her courage to answer, even though she suspected that it was impossible to speak the truth to King Haggard.

Molly Grue went softly to the Lady Amalthea and stood by her at the window.

Molly Grue busied herself with the cooking pot, stirring the soup and seasoning it, bustling numbly.

They entered hailing Molly Grue cheerfully and asking what she had made for their supper, but at the sight of the Lady Amal-thea all four became very quiet and bowed deep bows that made them gasp.

The fourth man, who was the youngest, leaned toward Molly Grue, his pink, wet eyes suddenly eager.

He had made up his mind, as he explained to Molly Grue in the scullery that evening, nevermore to trouble the Lady Amalthea with his attentions, but to live quietly in the thought of her, serving her ardently until his lonely death, but seeking neither her company, her admiration, nor her love.

Molly Grue stared with equal earnestness, but she glanced often at the Lady Amalthea.

And yet Molly Grue was certain that it was aware and listening, and amused.

Prince Lir, Schmendrick, and Molly Grue, following, had only her hair for lantern, but she herself had no light before her at all.