Thorgrim Grudgebearer

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==Summary==
Thorgrim Grudgebearer is the current High King of the Dwarfs and the ruler of Karaz-a-Karak. He is a throwback to the High Kings of old -- eager for new conquests, mighty in battle, and a merciless enemy. Yet upon his worn brow, there also sits a pearl of great wisdom, and he is able to uphold the ancient traditions as well as to accept, if not embrace needed changes, such as alliances and new technology.Warhammer Armies: Dwarfs (8th Edition); pages 16-18
Thorgrim is forever brooding upon how to return his people to their former glory. As the ultimate ruler of the Dwarfs, the Dammaz Kron or the Great Book of Grudges is entrusted into his honourable keeping. It is Thorgrim's avowed wish to avenge every single entry contained in that voluminous tome — an impossible task if he should live a thousand lifetimes.
Yet such is Thorgim's resolve that he has already helped to rejuvenate the whole of the Karaz Ankor. Tales of his deeds and the long list of grudges already struck out fill his grim warriors with a feeling that the Dwarfs have long done without: hope. Borne upon the Throne of Power and brandishing the Axe of Grimnir, Thorgrim is at the forefront of what the Dwarfs hope will be a great conquering — a new age of retribution has begun.
(Credit to WarhammerFantasy Wiki for this summary and the summaries for standard equipment)
==Powers and Stats==
Tier: | 
Key: Base | Incarnate of Chamon
Name: Thorgrim Grudgebearer
Origin: Warhammer Fantasy
Gender: Male
Age: 221
Classification: High King of the Dwarfs, the ruler of Karaz-a-Karak
Powers and Abilities:
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*Superhuman Physical Characteristics
*Limited Nonexistent Physiology (Type 2; all aspects) & Abstract Existence (Type 1) & Acausality (Type 4, possibly type 5) & Nonduality (Type 2) (A part of all beings' mind and soul in Warhammer is made out of Aethyr and exists in the Realm of Chaos,Realm of Sorcery, A Grim World of Perilous Adventure: page 16 providing them with the same properties above and resides Low 1-A range away at minimum. In fact untill a Mortal dies, even the Chaos Gods themselves cannot locate their souls desipite being in their realmLiber Chaotica: Liber Slaanesh)
*Weapon Mastery (Is an extremely skilled warrior and highly proficient in the axeThorgrim (Novel))
*Martial Arts (Should be skilled in hand-to-hand combat as a warrior)
*Immortality (Type 1; Grimnirs axe prevents Gotrek from agingElfslayer: Page 60 Due to holding another Axe of Grimnir, Thorgrim's should be capable of the same)
*Blessed (All Dwarfs are blessed by Valaya as part of a ritual performed once they are bornWarhammer Fantasy Roleplay 1st Edition: Dwarfs - Stone and Steel (RPG))
*Damage Reduction (The Armour of Skaldour has powerful runes etched into it that turn blades and thwart Assassination attempts that would both normally kill the High KingWarhammer Armies: Dwarfs (8th Edition) pg. 52)
*Power Nullification (Gotrek can literally cut apart Magic/Supernatural abilities, rendering them uselessDragonslayer: Pages 41/42 Due to holding another Axe of Grimnir, Thorgrim's should be capable of the same)
*Absorption (Runic Weaponry acts as a grounding and absorbing agent against supernatural energyGotrek and Felix Anthologies: Page 94)
*Non-Physical Interaction (Gotrek's Runic Axe is capable of interacting with intangible,Beastslayer: Page 89 non existent and abstract entities and forcesDaemonslayer: Pages 41 to 42 Due to holding another Axe of Grimnir, Thorgrim's should be capable of the same)
*Existence Erasure (The merest touch of Gotreks axe can completely erase lesser Daemons.Giantslayer: Page 49 Due to holding another Axe of Grimnir, Thorgrim's should be capable of the same. This doesn't work against non magical beings)
*Light Manipulation (The Axe of Grimnir radiates light during times of conflictEndtimes: Thanquol)
*Accelerated Development & Statistics Amplification & Reactive Evolution (Battle; The Axe of Grimnir makes Gotrek get stronger as he ages. The Runes on the Axe of Grimnir react to the strength of his opponentOrcslayer: Page 91 and amplify Gotrek's Strength and Speed to where he can face them.Beastslayer: page 163 Due to holding another Axe of Grimnir, Thorgrim's should be capable of the same)
*Supernatural Willpower (Thorgrim is immune to all effects on his mind due to his sheer willpower)
*Passive Empathic Manipulation/Statistics Amplification/Statistics Reduction (The Great Book of Grudges radiates the hate and rage of all of the unsettled grudges within. All who are friend to the Dawi will strike more true and deal more damage as a result.Total War: Warhammer I All who would be enemy to the Dawi will find that they move slower to dodge, block, and parry, letting themselves be more easily beaten down and eliminated due to the hate and rage)
*Passive Statistics Amplification (Allies who are within a certain Radius of the High King of Karaz Ankor will strike harder and even ignore armor to an extentTotal War: Warhammer III)
*limited Fate Manipulation (Grungi promised that as long as the rune of Azamar existed the Dwarfs would never fully fall, something that held true up and until it was damaged)
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Thorgrim possesses all of the same skills he did before, as well as:
*Aethyr Manipulation (The Lore of Chamon)
*Aura (Thorgrim's aura passively repairs his armor and sharpens and empowers the weapons of his allies) 
|-|Resistances=
*Poison Manipulation (The rune of perseverance grants Thorgrim immunity to most poisons)
*Fear Manipulation (The Master Rune of Kingship grants immunity to feelings of fear and terror, bolstering his will)
*Aethyr Manipulation (All dwarves have an innate resistance to the winds of magicWarhammer Armies: Dwarfs (8th Edition) pages 8-19)
*Causality Manipulation/Matter Manipulation/Physics Manipulation/Conceptual Manipulation/Law Manipulation/Reality Warping (Able to contain the massive amount of Aethyr required to become an incarnate without losing their form. Aethyr in high concentrations causes Matter, Reality, Concepts, Causality and Laws to break down as it does in the Realm of ChaosWarhammer Fantasy Roleplay 1st Edition (RPG))
*Chaos Manipulation/Empathic Manipulation/Corruption/Transmutation/Madness Manipulation/Possession/Soul Manipulation and Mind Manipulation (Immune to the Corrupting, Mutating, Ensnaring, Maddening, possessing and Soul stealing nature of the power of Chaos that is Aethyr)
*Void Manipulation (All the possible Incarnates are resistant to this)
*All forms of Mind Manipulation/Empathic Manipulation/Sleep Manipulation/Fear Manipulation (Due to his sheer willpower, Thorgrim is immune to all effects on his mind)
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Attack Potency: Large Island level+ (Is one of the top 3 fighters among the Dawi of Karaz Ankor, ranking second to Ungrim Ironfist and exchanging spots with Belegar Ironhammer depending on whom you ask within the Dawi ranks. However, due to a much better performance against Bograt, a massive Orcish Warboss whom both Thorgrim and Belegar fought, Thorgrim is the second best. Ungrim himself can combat Greater Daemons, and Thorgrim is not incomparableScales far above 510 Gigatons of TNT as the feat was performed by merely flapping it's wings) | Moon level (Thorgrim, as having the entire lore of Chamon within his body, is comparable to the strongest feats of magic and power within the setting, is comparable to the Morskittar Engine destroying Morslieb and Lord Mazdamundi's consequent destruction of the various pieces. Casually strangled Queek Headtaker to death, who managed to kill Belegar Ironhammer, whom Thorgrim was previously comparable toScales to 29.636711 Exatons of TNT)
Speed: Supersonic (Is comparable to Vampires who can outrun musket fireNight's Dark Masters, the Vampire Supplement for Warhammer Fantasy RPG 2e), Massively Hypersonic reaction speed (Comparable to Mages that can react to lightning attacks with counterwards/spellsLiterally Any Warhammer Fantasy tabletop edition)
Lifting Strength: Class M (Saurus Leaders and Warriors are able to crush rocks and steelLizardmen army book (8th edition) Chapter 2) | At least Class M (Casually strangled Queek Headtaker to death, who managed to kill Belegar Ironhammer, whom Thorgrim was previously comparable to)
Striking Strength: Large Island level+ | Moon level
Durability: Large Island level+ (Trades numerous blows with Bograt, whom was capable of physically harming Belegar Ironhammer even through his armor and shield), Higher With the Armor of Skaldour (Capable of deflecting blades and assassination attempts that would kill Thorgrim) Moon level for the Throne of Power (It took constant assault from most of the Skaven forces on the planet to even put a crack into it, which included the durability negating properties of Weeping Blades) | Moon level (Dwarf Gouger, Queek Headtaker's primary weapon, literally shattered on contact with Thorgrim), Higher With the Armor of Skaldour (Capable of deflecting blades and assassination attempts that would kill Thorgrim)
Stamina: Superhuman (Thorgrim is a dawi with stamina only as deep as his stubbornness... Thus once he stared down another king of Dwarfs until they looked away after two days and two nights. and on the siege of Karak Eight Peaks by Bograt, Thorgrim never tired, not even during the several dozen minute confrontation with the Warboss himself. And before his eventual death within Karaz-a-Karak under assault by skaven, Thorgrim fought on the frontlines and below ground for weeks with no rest. and even when impaled thrice by Deathmaster Snikch, Thorgrim's resolve did not wane, even as he died)
Range: Below Standard Melee Range physically (As a dwarf, Thorgrim is only 3-5 feet tallWarhammer Fantasy Roleplay 1st Edition: Dwarfs - Stone and Steel (RPG) pg. 15), Extended Melee Range with the Rune Axe of Grimnir, Tens of Meters with auras, Unknown for The Lore of Chamon
Standard Equipment:
* Axe of Grimnir: Before Grimnir disappeared into the north, he gifted his son, Morgrim, one of his legendary axes. The skill of placing so many master runes onto a single item has been lost, but the axe itself has been passed down through the generations, borne in turn by each High King of the Dwarfs.
* The Armor of Skaldour: Protected by powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles and assassination attempts.
* The Dragon Crown of Karaz: The Dragon Crown has been worn by the High Kings since the founding of Karaz-a-Karak.
* The Great Book of Grudges: The Dammaz Kron recounts every deed of infamy perpetrated against the Dwarfs, scribed in the blood of kings and infused with anger and vows of vengeance. The Great Book of Grudges also radiates the hate and rage of all of the unsettled grudges within, heightening both Thorgrim and his Thronebearers prowess against their enemies.
* The Throne of Power: Since Snorri Whitebeard, the first High King after the Ancestor Gods departed, every High King in turn has sat upon the ancient wonder. In fact, tradition dictates that whenever the High King sits down, he must do so on the Throne of Power, while sitting on the Throne of Power, Thorgrim’s inspiring presence increases the resolve of those fighting with him. The Throne of power is also nearly indestructible and protects Thorgrim from flanks while he is on it.
* Thronebearers: When the High King travels the Throne is borne aloft by four strapping Dwarfs who are called the Thronebearers. It is a great honor to be named a Thronebearer, for they are the High King’s personal bodyguard. When the Dwarf High King goes to war, he does so riding atop the Throne of Power. From its sturdy deck, the High King can wield his axe to deadly effect while the bodyguards are adept at slashing attacks even while hefting the throne’s considerable weight. These Thronebearers would be comparable to strong infantry from other races, such as Swordmasters of Hoeth
Intelligence:
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Gifted, possibly Genius (As the High King of the Dwarfs, Thorgrim handles matters such as keeping each and every dwarf's grudges listed the Dammaz Kron, from something so ridiculous as Thurak Grumestoker's grudge against a gobbo with particularly brittle teeth who, while being punched numerous times in the face, did cause him the loss of one eye due to dental splinteringWarhammer Fantasy Roleplay: Book of Grudges (3rd Edition) pg. 24 to something as severe as the The Doom of Kazad Grund; an entry referring to the fall of the city of Kazad Grund due to the assault of a Greenskin Waaagh.Inferno 2 (Magazine) pages 30-32 And everything in-between. As dwarfs are vengeful and stubborn beings, Thorgrim needs to haul in their vengeance daily as to not allow the Dawi to destroy themselves, a feat in of itself considering the extreme stubbornness that all Dwarfs seem to have. As the Dwarfs are low in number compared to all of their enemies, Thorgrim's tactics are spectacular in order to win innumerable battles against literal oceans of Greenskins and Skaven)
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Genius (Thorgrim stands as the second best fighter among the Dawi in Karaz Ankor, and has personally seen the deaths of numerous creatures capable of bringing doom to entire Dwarf Holds as well as the armies of Dwarfs within on multiple occaisons, and eventually went in and out of millions of Skaven repeatedly, completely untouched by blade nor bullet nor stone despite there being Stormvermin among their ranks)
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Weaknesses: Extremely stubborn. Will not get off of the Throne of Power unless his Thronebearers are killed or a foe he must handle himself reveals itself. | As before, as well as due to Thorgrim not even knowing he was an incarnate in the first place he will never utilize the Lore of Chamon
Notable Attacks & Techniques:
Please note that the below only applies to Thorgrim's second key and that he would need to be given prior knowledge on his own nature to even begin to use them.
Lore of Metal spells (Chamon)
*Density Manipulation (With Armour of Lead: Causes the armour of a group of enemies to have the weight of lead, encumbering them severely)
*Information Analysis (With Breach the Unknown: Allows the alchemist to unlock all secrets of the object, learning the material composition as well as any mundane special properties it might contain. For instance, a Gold Wizard using Breach the Unknown could learn the medicinal character of the toadstone. In addition to the normal effects of this spell, the caster may attempt channelling to discern a magical item's special properties. In the case of cursed, tainted, or otherwise spoiled items, the wizard uncovers these dangerous properties last)
*Creation Burnished Gauntlet - A burnished gold gauntlet materialises out of thin air and flies off to strike an enemy. It vanishes after making its attack.
*Teleportation & Inorganic Physiology (With The Crucible: The caster takes on a golden glow that gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster can then reappear instantaneously somewhere else, appearing first as a glow of molten gold that then solidifies and cools a multiple of 100 yards away from the casting point. The spell only allows the caster to move somewhere within line of sight, and cannot be cast on anyone but the caster)
*Temperature Manipulation (With Crucible of Chamon: The caster enchants a mundane metal object. It melts to the floor and subsequently cools again)
*Corrosion Inducement (With Curse of Rust: Rusts and corrodes one metal object within close proximity of the caster making it pitted and useless)
*Transmutation & Inorganic Physiology (With Embodiment of Chamon:The wizard transmutes himself into a living statue of gold, with blades for hands and metal for flesh)
*Metal Manipulation (With Enchanted Blades of Aiban: The wizard sends powerful magic coursing over his allies' weapons, making them infinitely stronger and sharper than before)
*Power Bestowal (With Enchant Item: This spell can temporarily enchant an item to give a small boon to any one of the user's characteristics. Function must follow form. The caster could enchant a sword to give prowess in combat, for example, or a circlet for a talent in socialising. The enchantment lasts for one hour and an item can only bear one at a time. The item counts as magical. This is a touch spell)
*Power Bestowal (With Enchant Weapon: The alchemist temporarily enchants a weapon to increase its potency. Heavy ribbons of Chamon encircle it, and it acts as a magical weapon as long as the spell is in effect)
*Power Nullification (With Fault of Form: Subtly alters the composition and characteristics of any single nearby weapon. That weapon temporarily loses the effects of any beneficial qualities for at the most nearly two minutes. Baneful weapon qualities are made worse: experimental weapons jam, slow weapons become even slower, tiring weapons never have an impact, and unreliable weapons jam or explode)
*Fear Manipulation (With Fear of Aramar: The Fear of Aramar fills the minds of living creatures with visions of their own worst terrors. It can be cast on any individual within 48 yards of the caster, causing that person to flee immediately)
*Density Manipulation (With Feather of Lead: The caster ensorcells one target's belongings, either making light objects heavy, or heavy objects light)
*Transmutation (With Final Transmutation: The wizard unleashes a hail of magical energy, transmuting the flesh of his foes to non living golden statues)
*Illusion Creation (With Fool's Gold: Temporarily alters the quality of an inanimate object to make it appear more valuable than it is. Pennies become gold crowns, a rusted sword becomes a masterfully crafted broadsword, and a set of wooden teeth shine with a silver sheen. The object increases is value by ten times. This is a touch spell. This spell may also be used to alter functional weapons and armour into far less effective, although more appealing, gilded pieces. It is no illusion -- for the duration of the spell, the fundamental nature of the object in question is actually changed)
*Metal Manipulation (With Forge of Chamon: The wizard increases the craftsmanship of a single metal object. They remove its flaws and add new qualities to it)
*Transmutation (With Gehenna's Golden Globe: Speaking the three sacred syllables of transformation, the wizard hurls a brilliant golden sphere towards the foe. Those it touches are transmuted into gleaming statues, adding a glorious lustre to their otherwise insignificant lives)
*Creation (With Gehenna's Golden Gun: The wizard drops a golden nugget to the floor, summoning the artifice of his race to transmute the enchanted ingot into a mighty weapon of war, such as a cannon or bolt thrower)
*Summoning (With Gehenna's Golden Hounds: Blowing on a glimmering golden whistle, the wizard summons a massive pair of clockwork hounds, which bound after his chosen prey and drag it screaming to its doom)
*Creation & Metal Manipulation (With The Gilded Cage: This spell must be cast on a particular point or individual. Golden bars erupt from the ground, forming a circular cage that terminates in a point above their head. The cage is 6 yards in diameter and 8 yards high; the bars are half an inch thick and 6 inches apart. The situation is not as bad as it may seem: While the cage exist, nothing can enter it, although of course weapons, missiles, small objects and spells will all pass through the bars. If the Gilded Cage is cast indoors, its top will burst through any ceiling lower than 8 yards high. The cage disappears at dawn the following day)
*Energy Projection & Homing Attack (With Gleaming Arrow - An arrow of pure golden power bursts from the caster's forehead, soaring high into the sky. The arrow seeks out a single target within 144 yards, dropping down and striking the victim as if from nowhere. The target must be in line of sight, and armour protects as normal. The arrow disappears once it has struck)
*Forcefield Creation (With Glittering Robe: Shaping a sigil of power, the wizard conjures a gaudy (but effective) cloak of shimmering scale to protect his allies)
*Transmutation (With The Golden Touch: When a Gold wizard casts this spell, the next person he touches with his bare hands is turned to gold and rendered helpless. After some time the target will turn back to flesh and blood, with no ill-effects -- unless someone has pushed them into a deep lake in the meantime, for example. Any attempt to damage the statue will cancel the spell, but cause damage to the victim)
*Metal Manipulation (With Guard of Steel: Summons shimmering orbs of steel that rotate around the wizard's body and protect them from incoming attacks for about a minute and then disappears)
*Metal Manipulation (With Inscription: By passing their hand over any metallic surface, the caster causes an inscription to appear indelibly in the object. The inscription may be of any length that will reasonably fit on the object in question, though every dozen words past the first twelve increase the casting time. The inscription appears in the alchemist's own handwriting, so others who are familiar with their hand may be able to identify them as the originator of the inscription)
*Teleportation (With Justice - The wizard turns the tables of battle, giving the protection of the best armoured enemy to the least armoured ally, and vice versa)
*Law Manipulation (With Law of Age: Causes a solid, inanimate object to become brittle, making it shatter easily. Its weight and feel is unchanged. Typically, this results in a reduced difficulty to break an object, such as kicking through a door or window, bursting bindings, breaking bars and so on. Law of Age lasts for a number minutes)
*Law Manipulation (With Law of Form: Transmutes a solid, inanimate object, making it harden like steel. It gains the weight and feel of solid metal, though its appearance remains unchanged. Typically, this results in an increased encumbrance for the object, increasing the difficulty to burst through doors or other barriers (including glass windows), strengthens rope bindings, prevents torches from igniting it, and so on. This is a touch spell)
*Law Manipulation & Power Nullification (With Law of Gold: Enshrouds a nearby magic item of the caster in strands of Chamon, suppressing its abilities. The item loses all its magical functions for at least fifteen seconds)
*Law Manipulation (With Law of Logic: Uses the magic of logic to aid one task. The alchemist must cast this spell before the attempt is taken, and the spell can aid either them or a nearby ally. The boon must be used within five minutes of the spell's completion)
*Creation (With Meteoric Ironclad: Casting charms of silver and iron, the wizard creates suits of enchanted armour that no weapon can breach)
*Temperature Manipulation (With Mutable Metal: The mage heats a single mundane metal item, allowing it to be bent and twisted. If the mage is proficient in smithcraft, they may attempt to make a more complex new piece from it)
*Corosion Inducement (With Plague of Rust: At the wizard's command, the armour of the enemy begins to rot, shedding away in clouds of tiny flakes)
*Durability Negation (With Quicksilver Swords: At the wizard's command, his allies' blades flow like water, seeping through gaps in armour and hide to pierce vulnerable flesh within)
*Duplication (With Replication of Levorg: With this spell, a Gold wizard can conjure literally anything out of thin air. A basic item can be anywhere up to 8 cubic yards in size, though it can be bigger with a higher expenditure of magic. Living things cannot be created, and complex items may be difficult to conjure. The item created will last roughly one to eight hours before disappearing abruptly with no warning -- the wizard has no idea when the item will vanish. All items conjured by this spell are magical facsimiles. It is impossible to create a magic item using it, or even an item to be used as a component in another enchantment. They also will not fool an expert)
*Statistics Amplification & Resistance to Mind Manipulation (With Rigidity of Body and Mind: The wizard's body and mind take on properties of metal that make them strong, resistant, and immutable. They further find that they are resistant to changing their mind during the spell's duration. These effects last for a number of minute)
*Metal Manipulation (With Searing Doom - A scintillating spray of sizzling silver slivers skips from the wizard's outstretched fingers)
*(With Secret Rune - Can be cast in two ways: to record a secret message or to view a secret message so recorded. The former is cast in the same way as inscription, but rather than being visible for all to see, the message is invisible to all, even upon close examination of the item. In order to see a message inscribed by secret rune, the spell is cast in the second way, rendering the message visible. Gold wizards frequently use this spell to communicate with one another. They commonly cast secret rune on an item again once its message is read, to keep the contents safe from prying eyes.
*Creation (With Short Change - With this spell, a Gold wizard can conjure up a maximum of twelve gold coins out of thin air. It will be impossible to tell the magically created coins from the genuine article by mundane means. The coins produced will match the caster's wishes, as long as the caster has previously seen the coins in question -- it is not possible to create a foreign currency that the caster has never seen. It is not unusual for Gold wizards caught to be heavily fined or expelled from their college. There are also stories of wizards being hung or disappearing mysteriously after using these coins on the wrong people)
*Weapon Creation (With Silver Arrows of Arha - Creates a number of magical silver arrows and the caster can hurl them at one or more opponents. They disappear after impact)
*Temperature Manipulation (With Stoke the Forge - Causes an already-burning fire in any forge, fireplace, or other man-made housing where heat and flame are bent to Human purpose to burn as hotly as is naturally possible and without consuming additional fuel for at most an hour and a half)
*Information Analysis (With Tale of Metal - The caster touches a metal object and looks into its past, seeing the circumstances of its forging and creation as if they were there)
*Transmutation (With Transmutation of Chamon - The wizard extracts the essence of Chamon from the armour of his enemies and the ground around him, briefly turning the flesh of his enemies into metal. For this short period the enemies' new metallic bodies are more difficult to damage, but they also suffer injury from suffocation. Although the spell normally lasts a short period of time, should a target die while transmuted, their body will remain permanently mummified in metal)
*Transmutation (With Transformation of Metal - Transforms one metal object into a different one. This does not change the type of metal, only its shape. The caster could, for example, transform a metal buckler into a flagon. This spell does not work on magical items. This is a touch spell)
*Transmutation (With Transmutation of Lead - As the wizard gestures at his foes, their weapons become much heavier and cumbersome -- twice the burden they were but moments before)
*Mind Manipulation (With Transmutation of the Unstable Mind - Transmutes a sick mind into a healthy one, which is quite a dangerous task. This is a touch spell. The caster cannot cast the spell on themselves. This spell does not work on animals)
*Mind Manipulation (With Trial and Error - Guides the efforts of all nearby allies, potentially improving the results of their labour)
*Power Modification (With Verena's Bargain - The caster chooses an ally. For the duration of the spell, their weaknesses become strengths, and their strengths become weaknesses)
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
==Notes/Explanations==
Category:Characters
Category:Warhammer Fantasy
Category:Aura Users
Category:Damage Boost Users
Category:Damage Reduction Users
Category:Dwarves
Category:Empathic Manipulation Users
Category:Kings
Category:Light Users
Category:Longevity Users
Category:Male Characters
Category:Metal Users
Category:Tanks
Category:Warriors
Category:Fantasy Characters