Game: Warhammer Fantasy Role-Play, 1st edition
Career: Troll Slayer
Height: 5 Foot
Hair: Red Mohawk and Beard
Home town: Karak Izor
Languages: Khazalid and Oldworlder
Free Advance: +1 Attack
Skills: 30 Yard Nightvision, Disarm, Dodge Blow, Specialist Weapon – two handed weapon,
Street Fighter, Strike Might Blow, Mining, Smiting, Acute Hearing, Very Strong
Trappings: Two Handed Axe, Sturdy Clothing, Backpack, Tankard, Cutlery, Tinderbox, Blanket 9 Gold Crowns
Psychology: Strong hatred for Orcs, Goblins and Hobgoblins
Hailing from Karak Izor it was only natural that Grim would find a living in the mines, from a young age he worked in some of the deepest pits in the old world. Occasionally a band of goblins were encountered so Grim learned the brutal arts of fighting. As a fairly isolated hold the Dwarves of Karak Izor were left mainly in piece to enjoy the traditional dwarven pastimes of Drinking, Mining and nursing grudges.
As an accomplished miner and stone worker he was chosen as part of a delegation to assist the Empire with a building project repairing buildings in one of the larger towns. Due to his skill Grim was placed in charge of a group of human workers. While overseeing a tricky piece of work his orders were ignored by one of his human underlings causing a large piece of masonry to fall, crushing a large number of humans and dwarves plus setting back work by a number of months.
To honour the loss of his fallen clan members Grim gave them a fitting tribute by drinking until he passed out. Upon awakening he found him in an empire jail cell… With an Elf!
With the shame of this burning in his veins Grim broke out of his jail cell, (injuring some of the jailers on his way) He finds one of his dwarven kin at their lodgings and finds he is being blamed for the accident at the site by the underling and is now wanted to stand trial by the local magistrates. The shame is too much and Grim resolves to travel to Karak Kadrin to join the cult of the slayer and seek his death in glorious battle!