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		<title>Ogre Kingdoms</title>
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		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Tribes */&lt;/p&gt;
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&lt;div&gt;[[File:F8eadd7a4470a5bc529656620e73680f.png|thumb|right|350px|A bunch of lards being dudes.]]&lt;br /&gt;
{{Topquote|The gluttons dig their own graves with their teeth.|James Howell}}&lt;br /&gt;
{{Topquote|Today the Orcs, tomorrow the world. Let them all tremble!|Greaseus Goldtooth’s speech at the Battle of the Fire Mouth, long-winded by Ogre standards}}&lt;br /&gt;
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{{Topquote|I&#039;ll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.|2=[https://www.youtube.com/watch?v=B4bsWVXh7Sg How the ogres order food at an Empire fast food restaurant]}}&lt;br /&gt;
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The &#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039; are a faction in [[Warhammer Fantasy]], although it&#039;s really more of a geographical term than a political term, as Ogres in WFB aren&#039;t really &amp;quot;united&amp;quot; in any rational sense. In fact, they&#039;re spread out across the Warhammer World, some making up tribes that, in turn, make up the &amp;quot;kingdoms,&amp;quot; whereas others serve as mercenaries for other factions (although there&#039;s not really an in-game way to represent this as of now).&lt;br /&gt;
&lt;br /&gt;
Ogres used to live in the Warhammer World&#039;s equivalent to Mongolia, but they were driven away by the arrival of the [[Great Maw]], some sort of literal giant maw that stuck into the ground and makes Ogres really, really hungry. They began to move westwards, ending up in the massive [[Mountains of Mourn]] to the east of the [[Dark Lands]] (which, in turn, is east of the [[Old World]]). These would eventually become known as the Ogre Kingdoms, but Ogres are continuing to move west, working for some forces and invading (and eating) others.&lt;br /&gt;
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==History==&lt;br /&gt;
===Pre-Chaos===&lt;br /&gt;
Way back in the early days of the world, the [[Old Ones (Warhammer)|Old Ones]] knew that [[Chaos]] was approaching and they feverishly worked to find a way to prevent it by engineering a race capable of fighting Daemons and winning. They created [[Lizardmen]] to aid them as servants, and set to work first creating an environment to place the race in to live up to its full potential, then study them and decide if they were a success. First they made the [[High Elves (Warhammer)|Elves]], who were too slow to reproduce and too frail to survive prolonged war. Then the [[Dwarfs]], who were incapable of using magic and too rigid in their culture to change fast enough to adapt to [[Daemon]] trickery. Then they created [[Humans]], who were too corruptible. At this point the Old Ones began panicking, and created a bunch of races (so everyone who isn&#039;t one of the main groups) all of which were flawed in one way or another (the [[Halflings]] of the Moot are in fact prototype Ogres). Finally, they produce the Ogres. At first they seemed to have all the desirable traits the old ones were looking for. They were as adaptable and fast breeding as man, able to survive all but the harshest of conditions, resistant to mutation, long lived, fairly intelligent, and they could eat just about anything. The Ogres were a half-finished race, though, as the old ones had yet to curb the creature&#039;s intense hunger. At this point, the [[Warp Gates]] collapsed preventing the Old Ones from distributing the ogres and using them as soldiers. As such, Ogres, despite being the race theoretically capable of fighting Chaos and winning, were left without the means or knowledge of how to do so. Also, ogres are huge, like, REALLY huge, so them being really hungry is a lot more of a problem than you&#039;d think.&lt;br /&gt;
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===Great Maw===&lt;br /&gt;
{{topquote|The feast is OVER! There&#039;s no more food! Go home and - wait, no put me down!!!!|Cathayan Emperor, finally sick of the Ogre&#039;s nearly eating his empire under the table|}}&lt;br /&gt;
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Ogres initially lived in tribes, which wandered the steppes of Warhammer Mongolia following nomadic giant animals which they ate whole. This kept them happy for thousands of years. But as the numbers of the Ogres increased, their half-completed environment was unable to support them. They began attempting to cross the passes that lead to the other races of the world. Nearest them was the Humans of [[Cathay]], AKA Warhammer China. Ogres learned stone-age technology such as &amp;quot;fire&amp;quot; and &amp;quot;wheels&amp;quot; from the Cathayans, and for the first time tasted the meat of intelligent beings: and it was FUCKING DELICIOUS. The Emperor of Cathay, who was apparently an immortal dragon god, used his magic and the mages of his court to pull a mysterious creature from space down into the middle of the Ogre lands where it promptly pulled a Tunguska. Said impact reverberated through the world, with all races feeling the shock (Dwarfs everywhere carved Malachite murals of the event, menacing with spikes of Cat Bone. Elves wrote a sonnet about it, which is actually a metaphor for why Dwarfs are short. Humans made up a myth about a hero fucking the Earth God Ishneros bareback). The impact wiped out 2/3 of the Ogre race instantly, and the comet reached the molten core of the world. The land of the Ogres was destroyed, burned to a crisp and rendered mostly lifeless. The survivors of the Ogres believed that they had been punished by an angry god for their sins (what they think those sins were varies from group to group) and they came to worship the giant crater as the physical manifestation of their God. Somehow, this also caused an unnatural hunger for every Ogre that could not be sated. This came to be the basis for their ENTIRE culture, and also lead to the current &amp;quot;fatty boy&amp;quot; look of their race. &lt;br /&gt;
Natural selection came into play as the weak were eaten by the strong. The only Ogres that survived this dark era were absolute fucking badasses with skin that could stop cannonballs and muscles underneath that could crack said cannonballs (cannonball soup makes a great pre-cannon team barbeque dish by the way). With tribes consuming themselves into oblivion and survivors being fed on by larger tribes without end as Ogres could never feel satisfied, Ogres had to find new lands and new meats. Cathay was blocked by natural barriers, so westward they went, tribe by tribe. &lt;br /&gt;
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An Ogre named Groth Onefinger stepped forth and lead his tribe to the site of impact of the comet. The areas surrounding the hole were dangerous enough to kill even the hardened Ogres, and those that survived found that the pit wasn&#039;t just a hole. [[Tyranids|It was a pit, surrounded by muscle and rimmed by teeth. It had no discernible end. It was alive and the dangers around it were simply its intake of breath and respiration.]] Since that day, Ogres no matter where in the world they were born return at some point in their lives to visit the Great Maw, and all Ogres worship it as their deity and adorn their crafts in images of it.&lt;br /&gt;
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===War in the Sky===&lt;br /&gt;
The Ogres became the first race in the setting to cross the natural boundaries of the Old Ones. They carved their way through impassible mountains and ascended the heights, finding new beasts to eat. Ones that were just as capable of eating them, but regardless still new flesh. Ogres once again passed through a challenge that consumed the weakest of their race, strengthening the survivors and their descendants. In the frozen wastes, everything was capable of preying on Ogres, and tribes couldn&#039;t rest or take shelter without being consumed to the last. The Ogres that managed to reach the tops of the peaks found rolling hills of a more temperate climate, where enormous herds of succulent mammoths were tended by their cousins, the Skytitans. The Skytitans had a great civilization on top of what is now the Ancient Giant Lands, only descending the bottom when tending to their herds, and carved fortresses and artwork worthy of Elves and Dwarfs into the peaks. The Ogres initially preyed on the herd animals, which were powerful enough that an entire tribe was needed to kill one (and an entire tribe could find themselves feasting for a longer time than thought possible). The Skytitans didn&#039;t take kindly to the Ogre invasion of their lands, and fought a war to render the dwindled race extinct. The weapons of war and magics of the Skytitans slew most of the Ogre race in what came to be known as the War in the Sky, but in the end the dwindled Ogres still outnumbered the Skytitans hundreds to one and the isolated, singular lifestyle of the Skytitans prevented them from uniting, resulting in each Skytitan being besieged and eaten (often alive) in his own home by packs of vermin-like Ogres. Soon most of the race was consumed, the last of the Skytitans having become so large and hardened (as Skytitans grew larger and tougher as they aged) that they were indistinguishable from the mountains themselves, with small numbers of survivors banding together and setting sail on fortresses built on the tops of solidified clouds, but where they went and if they survived the journey is unknown. Some Skytitans fled to other lands on foot, most of them devolving and inbreeding into the current [[Giant|Giants]]: monsters that dwell the hills looking for battle and food (in that order), with no art or culture to speak of, and oftentimes goaded (often with large quantities of alcohol) to march alongside Beastmen, Greenskins, and Chaos devotees.&lt;br /&gt;
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The victorious Ogres enslaved the Skytitan&#039;s children, consumed the mammoth herds of the Skytitans, destroyed their fortresses and covered up ancient carvings depicting the Old Ones and their wisdom with grease paintings (literally, paints made of grease and charcoal from cooking fires) depicting great meals eaten by Ogre tribes. The magical radiation that the Great Maw had sent into the atmosphere made the mountain tops dangerous, and with the depletion of most of the Skytitan&#039;s mammoth herds, most Ogres continued westward. Those that stayed turned feral, grew fur, and became Yeti (called &amp;quot;Yhete&amp;quot; in Warhammer).&lt;br /&gt;
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===Modern Day===&lt;br /&gt;
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The Ogres ascended the peaks of the Giants and found themselves in the Mountains of Mourn. Here, they found more animals than they had ever dreamed of. They found Dwarfs (who believe a mountain made of solid gold is found somewhere in the Mountains of Mourn, and thus keep attempting to invade), greenskins, [[Skaven]], and Humans. Ogres kept some Goblins as pets and bred (and ate) them, and within a few generations they wound up creating a new race of servile greenskins called [[Gnoblar|Gnoblars]]. &lt;br /&gt;
Ogres managed to push the semi-intelligent beings who originally inhabited the Mountains of Mourn (called Dragon Ogres) entirely out, driving them north into the Chaos Wastes. They also drove out [[Beastmen]] who had begun to dwell in the lower peaks. &lt;br /&gt;
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Ogres carved their own territory in these lands out, and Ogre tyrants became more permanent fixtures of tribal rule rather than simply &amp;quot;biggest loudest guy who was still alive in the morning&amp;quot;. They fought off any threats that came to the Ogres, among them a Daemon invasion (leading some Ogres to develop a taste for them) and a giant living glacier that the Ogres battled during a particularly bad winter (allegedly living anyway). When Orc slaves managed to escape the Chaos Dwarfs into the Mountains of Mourn, they fought with the Ogres for land and eventually found their way into valleys beyond the notice of the Ogres where they began to build their numbers. At one point the Skaven attempted to invade the Ogres. The resulting battles almost led to extinction among the Skaven, as the Ogres found their way into the tunnels and developed a taste for them.&lt;br /&gt;
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The tribes expanded, and true diplomacy was born. Eventually some tribes discovered that there was greater gains to be had by being amicable to the smaller races than simply eating them outright, and Ogres spread throughout the world as mercenaries to be hired by anyone who had goods they could convince the Ogres had some value, and edible foes.&lt;br /&gt;
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Ogres, by the nature of their creation, are resistant to the effects of the [[Warp]], and of magic. Despite this many ended up swearing themselves to Chaos for different reasons, be it the hedonistic encouragements of [[Slaanesh]], the encouragement for slaughter and trophy-taking by [[Khorne]], the similarity between themselves and the servants of [[Nurgle]] as well as the camaraderie of being part of a tribe that will never turn on itself (besides backstabbing the leader, but that&#039;s just par for the course), or the fact [[Tzeentch]] will either do the thinking for them so they can just focus on what they do best or give them spiffy mutations like extra mouths so they can eat even more. [[Warriors of Chaos]] make use of the Ogres as living siege weapons, while the Ogres make use of the Warriors as playthings and snacks. &lt;br /&gt;
But Ogres are a neutral race, just as likely to learn to read and write (at a very basic level) so they can peruse wanted posters in the Empire for bandits and vampires, all of which make lovely snacks with the bonus that the Ogre ends up with a decent amount of gold at the end with which he can purchase the clothes of an Empire nobleman (fitted about twenty sizes up) with which to dress himself so he can dine with polite society. Sometimes ON polite society if he&#039;s lucky enough to be challenged to a duel while there. &lt;br /&gt;
Still others sail the world, becoming pirates and devouring sea monster and crew (and ship) alike depending on who they cross paths with. Still others find employ amongst High Elves, being studied by mages of Saphery between battles against [[Dark Elves]]. &lt;br /&gt;
Some wander [[Wood Elves|Athel Loren]], growing moss from their backs and their skin hardening like bark until they&#039;re indistinguishable from treekin themselves.&lt;br /&gt;
Other Ogres are even employed by said [[Dark Elves]], who were so impressed by their capacity for brutal violence they recruited Ogres instead of enslaving them. &lt;br /&gt;
Ogres today can be found amongst any group in the world, doing whatever they can, always eating, always looking for more. Sometimes individually, sometimes in groups.&lt;br /&gt;
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===[[Age of Sigmar]]===&lt;br /&gt;
Now named &amp;quot;Ogors&amp;quot; (because copyright), they exist in the mortal realms as the [[Ogor Mawtribes]].&lt;br /&gt;
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==Regions==&lt;br /&gt;
* &#039;&#039;&#039;Mountains of Mourn:&#039;&#039;&#039; Most Ogres are found in the Mountains of Mourn, considered their homeland. Those that wander or make their homes in other lands return, or send representatives, to tell their stories which usually results in some Ogres leaving the homeland and joining them. Sometimes this results in an entire tribe living outside the Mountains of Mourn, but inevitably they will seek contact again with their kin. This is the primary method through which they expand across the globe. The Mountains themselves change constantly, as they are constantly bathed in radiation from the Warp. Many dangerous animals wander the Mountains. To smaller races, these are dangerous beasts worthy of a small Crusade of [[Bretonnia|Bretonnian]] knights, or a party of High Elf White Lions of Chrace, or a hunting party of [[Vampire Counts|Strigoi and ghouls]]. To Ogres, it&#039;s either a single meal or a pet. The largest of them are at best mounts. The mountains themselves are full of caves and tunnels that lead to everything from portals to the Warp to Dwarf Fortresses, to greenskin WAAAGH!s in formation, and things ancient and unknowable beyond these; all of which are great sources of meals. Half the peaks are volcanic, half sub arctic. All bother Ogres as much as a bit of rain or sun. Mount Thug is notable in the range for actually being alive, and Ogres have a great deal of respect for those who escape being eaten or crushed by it as they scale its peaks to feed on the bloated animals that live in spaces Mount Thug can&#039;t reach. The Fire Mouth is an active volcano with periodic eruptions nearby the greatest concentrations of Ogres, and they believe it&#039;s the bastard offspring of the sun and the Great Maw. The Fire Bellies are a cult that worship this &amp;quot;god&amp;quot; which they believe is the wargod of the Ogre pantheon. Each Kingdom is ruled by a Tyrant, and his domain extends literally as far as he can see at his place of dwelling. Tyrants as such place a big deal of importance on thrones and hills. Tyrants that manage to gain control of important sites, like the passes that lead to the Great Maw or out to the western kingdoms face constant challenges from other Tyrants, and reap the rewards of demanding tribute (often food, sometimes a percentage of the Ogre pilgrims in the group as meat). &lt;br /&gt;
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* &#039;&#039;&#039;Challenge Stone:&#039;&#039;&#039; A large stone found at the northernmost edge of the Mountains of Mourn and the southernmost edge of the Chaos Wastes. When held by the Warriors of Chaos, it is fought over and rededicated from one Chaos God to another. When held by Ogres, they fight to inscribe their tribe symbol on the stone for bragging rights the world over. The two races CONSTANTLY fight over the stone. Currently controlled by the Bloodmaw tribe.&lt;br /&gt;
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* &#039;&#039;&#039;The World:&#039;&#039;&#039; Seriously. They&#039;re fucking everywhere.&lt;br /&gt;
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==Tribes==&lt;br /&gt;
Ogre tribes are numerous, and constantly changing. Most are named for a notable Ogre in them, or a characteristic common to members. Ogres are not the kind to trace lineages or politics outside their own generation, and as such tribes are a mark of the present rather than past or future (some tribes do manage to defy this, existing across multiple generations. This is a rarity). Tribes change locations, even within its Tyrant&#039;s own kingdom, constantly. Memories of the coming of the Great Maw still exist, and it&#039;s within the imagination of Ogres that it could happen again one day. As such, Ogres are mostly nomadic and their possessions are few and easily packed. The most valuable thing to an Ogre is his tribe&#039;s Mawtooth, a single great tooth and flag which at gatherings of their kind is arranged with others in a circle, making an effigy of their god. &lt;br /&gt;
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* &#039;&#039;&#039;Goldtooth&#039;&#039;&#039; A tribe lasting across multiple generations, known to be the wealthiest. Currently led by Greasus Goldtooth(that&#039;s Tradelord Greasus Tribestealer Drakecrush Gatecrasher Hoardmaster Goldtooth the Shockingly Obese to you, peasant!). Known for elaborate displays of wealth, like feeding other tribes and blinging out their gutplates. Goldtooths are known for having a large number of Ironguts, and are the most feared tribe.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Goldtooth Tribe.jpg|Goldtooth symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Thunderguts&#039;&#039;&#039; Known for rampaging through the lands of the Old World and taking over towns or taking hostages, then demanding food as payment. They usually end up either demanding more and more, or eating their hostages. Greenskins and Empire humans alike fear them greatly. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Thunderguts Tribe.jpg|Thunderguts symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Crossed Clubs&#039;&#039;&#039; Known for producing more Maneater mercenaries than other tribes. Also for lying constantly about everything they do, making up tall tales of glory. Each veteran (veterans themselves being a rarity amongst Ogres) wears gear obtained in their travels and proudly displays trophies earned, making them a rather motley crew of clashing colors and gearschemes (obviously the tribe designed for the greenstuff addict in mind).&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Crossed Clubs.jpg|Crossed Clubs symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Sons of the Mountain&#039;&#039;&#039; Living on one of the tallest and coldest peaks in the Mountains of Mourn, the Sons of the Mountain tribe are wealthy from trading the meat, pelts, and ivory of creatures that live only in their home. Many Yhete are found amongst them, and the Ogres of the Sons of the Mountain paint themselves entirely in white paint and dwell amongst the beasts they hunt directly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Sons of the Mountain.jpg|Sons of the Mountain symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Feastmasters&#039;&#039;&#039; Known a generation ago for producing high quality meals (for a portion of the feast), the current Tyrant Blaut Feastmaster captured Halflings from the Moot in his travels. To this day, Halflings fill the role for Feastmasters that Gnoblars fulfill for most tribes. As a result, the Feastmaster cooking has improved greatly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Feastmaster.jpg|Feastmaster symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Rock Skulls&#039;&#039;&#039; The toughest tribe of Ogres, who are known best for the skill of breaking boulders with their heads (apparently a big deal among Ogres). They&#039;re also known for being fairly unintelligent. When Skarsnik the Goblin waged his great wars against the Dwarfs, he brought the entire Rock Skull tribe with him as support. In negotiations with the Goblins for what they were willing to pay for the support of the tribe, he convinced the Rock Skulls to instead pay HIM for them to fight.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Rock Skulls.jpg|Rock Skulls symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Blood Guzzlers&#039;&#039;&#039; Inhabit the areas of the Mountains of Mourn known to host more giant spiders than anywhere else in the world. That&#039;s...pretty much it. They eat spiders.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Blood Guzzlers.jpg|Blood Guzzlers symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Ironskins&#039;&#039;&#039; Physically powerful Ogres that wear black gutplates. Known for taking massive numbers of captives, and not eating them, they trade freely with the [[Chaos Dwarfs]], and their Tyrant rides a mechanical mount given to him to provide better ties between the two groups.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Ironskin.jpg|Ironskin symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Lazarghs&#039;&#039;&#039; The single oldest tribe, descended from Groth Onefinger himself. Live closest to the ancient Giant lands, most have mutated in various (non-Chaos) ways and cover themselves with cloaks. Their teeth fall out often, leading them to simply jab black jagged rocks directly into their gums, horrifying even the toughest, most scarred Ogres. They carry bells, and hang them to mark the pass to the Great Maw. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Lazarghs.jpg|Lazargh symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Mountaineaters&#039;&#039;&#039; Recently, an Ogre named Bauldig Mountaineater conquered every challenge Ogres had to offer him. Climbed Mount Thug, fought every beast, and destroyed Bigstride Peak by burrowing in and eating the heart of that mountain. A tribe of fanboys and groupies gathered to him, each eating rocks and dwelling in caves. The only meat they eat comes from subterranean races like goblins, Dwarfs, and Skaven. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Mountaineaters.jpg|Mountaineater symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Eyebiters&#039;&#039;&#039; A clan that controls a series of desolate passes leading to and from many of the Ogre lands. They demand large tributes from any who pass through, and raid all settlements and hunt all monsters within their range. The Tyrant of the Eyebiters has fathered more children to grow into adulthood than any Ogre.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Eyebiters.jpg|Eyebiters symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Army==&lt;br /&gt;
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===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Greasus Goldtooth]]:&#039;&#039;&#039; The current Overtyrant of the Ogres in the Mountain of Mourn.  Gained leadership of his tribe after killing and eating his own father in a pit fight.  &lt;br /&gt;
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* &#039;&#039;&#039;Golgfag Maneater:&#039;&#039;&#039; The greatest Ogre mercenary alive, and the one all others are named after. He earned renown fighting against the Dwarves in the World Edge Mountains, eating, fighting and robbing his way into notoriety. At first fighting against the dwarves of Karak Kadrin, then for them after pissing off his Orc employer by drinking all the booze, then robbing the Dwarf King blind, &#039;&#039;&#039;after they paid him&#039;&#039;&#039;. Golgfag got locked up by those same dwarves later. He impressed Ungrim Ironfist by eating everyone else in the dungeon but his oldest friend(who still lost a leg). Ungrim wept that such a majestic creature was being imprisoned and ordered his release. His rap sheet includes: looting on Ulthuan, being decorated by Karl Franz, coining the Ogre slang word for Knights as &amp;quot;Tinned Food&amp;quot;, making and losing countless fortunes, and downing more of the dwarves most prized beer then most of them have even seen. He&#039;s so famous that his title of Maneater has become the word for all Ogre Mercenaries. Golgfag got the title after eating his human paymaster and making off with the gold chests. Despite the name he&#039;ll eat anything like any other Ogre, though he especially likes halfling. Golgfag leads the renowned and rather imaginatively named mercenary band &amp;quot;Golgfag&#039;s Maneaters&amp;quot;.&lt;br /&gt;
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* &#039;&#039;&#039;Bragg The Gutsman:&#039;&#039;&#039; Traveling bruiser and executioner. As a young Ogre Bragg found he had a talent for killing shit, naturally knowing where to swing for the best results. Bragg was a fairly average brusier until he forged his signature weapon &amp;quot;Great Gutgouger&amp;quot; from the magical axes of a Black Orc Warboss he killed, which increased his killing ability tenfold.  What made him infamous however was his discovery that he could cut around other Ogre&#039;s gutplates disemboweling them.  Ogres are scared shitless of him because of this, since Ogres&#039; guts are sacred to them and Ogre anatomy means its a long, nearly irreversible and agonizing death as their guts unravel after being disemboweled.  Bragg realized he had a good thing going, and left his tribe to go solo, taking his one man murder show on the road seeking battle.  He is welcomed by all tribes to fight alongside them thanks to his killing ability, but feared and hated as he inevitably cuts someone from that same tribe open for challenging him, at which point he gets kicked out.  Bragg isn&#039;t bothered one bit, happily leaving to do it all over again somewhere else. He can&#039;t become a Tyrant since no Ogres are willing to follow him thanks to his grim reputation, even if he kills the old one.  He wears a black hood like some human executioners, figuring if he&#039;s got a fierce reputation, might as well make the most of it.&lt;br /&gt;
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* &#039;&#039;&#039;Skrag the Slaughterer:&#039;&#039;&#039; The Great Prophet of the Great Maw. Viciously attached to his back is a giant pot, which he fills with enemies AS HE FIGHTS. What he misses is grabbed by Gnoblars in service directly to him (ranking them above even common Ogres) and put into the pot. He was the head Slaughtermaster of the Rockgrinder tribe. He angered the Tyrant by cooking their favorite Gnoblar and serving it to him at a feast.  In retribution the Tyrant hacked off and ate both of Skrag&#039;s hands, had his pot chained to his body, then cast him into tunnels even Ogres feared.  He immediately impaled his former cooking tools into his stumps, and set forth. Long forgotten Gorgers attacked him, and they found themselves hacked up and in his pot. After dicing up their leader, the Gorgers followed him as if members of a tribe he leads. He found himself reaching the surface through a cavern none of the Gorgers had ever seen before. He and his followers set upon the tribe, killing and feasting on them all.  Upon putting the finishing touches on a lovely dish made entirely out of the former Tyrant, his wounds sans his missing hands healed and his pot and cooking implements were strengthened with the magic of the Great Maw.  Now a tribeless Ogre, Skrag wanders the lands of the Ogres joining in battles whenever he can. Welcomed by all, he not only turns the tide of battle but also prepares and cooks the resulting corpses with great skill.&lt;br /&gt;
&lt;br /&gt;
===Generic Characters===&lt;br /&gt;
* &#039;&#039;&#039;Tyrant:&#039;&#039;&#039; The head of an Ogre tribe. Rules by virtue of his ability to defeat challengers, and reputation. Anyone can challenge the Tyrant for his position in a fight without gutplates where the loser is eaten alive. These fights are the most common form of entertainment for Ogres. Tyrants have the best gear, the most names, and most children of any Ogre in a given tribe. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bruisers:&#039;&#039;&#039; The subordinates of the Tyrants, and oftentimes future Tyrants come from their ranks. They can do anything they want so long as it doesn&#039;t offend the Tyrant or their fellow Bruisers. Like the Tyrant, Bruisers can be challenged to one on one combat. The winner eats the loser, and attains the rank of Bruiser.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slaughtermaster/Butcher:&#039;&#039;&#039; The priesthood of the Ogres, Butchers handle all meat considered the property of the Tyrant, Bruisers, or the whole tribe. Considered a direct line between the Great Maw and the common Ogre, Butchers enjoy a position equal to Tyrants but entirely separate. Tyrants take great care not to offend Butchers lest the tribe abandon him fearing a comet crashing down atop their heads. Butchers are known to kill any Ogres who offend them to feed to the group, or to randomly take body parts from the tribe for flavoring. They carry holy implements, all of which aid in cooking or preparing, at all times. They are larger than any other Ogre in any given group, getting the best choice of meat and consuming it (being a direct link between the tribe and the Great Maw). Butchers do not wear gutplates as a declaration of faith that the Great Maw has got their &amp;lt;s&amp;gt;backs&amp;lt;/s&amp;gt; guts. Any Ogre child with a gift for magic, or is seen blessed in some way, is taken by a Butcher and fed a copious amount of meat.  As he grows, he is fed things that are poisonous and inedible even to ogres to strengthen his gut (based on the real-life practice called mithridatism - ingesting poisons to develop a resistance or immunity to them) things to make his gut ever stronger to hold the essence of the Great Maw. Most Butchers learn the Gut Magic of the Ogres, being things related to their culture like strengthening the skin of Ogres, tenderizing the meat of (still living) enemies, and causing the earth to swallow foes alive as sacrifice &amp;quot;appetizers&amp;quot;. Others learn other magic Lores, all in their belief related to the Great Maw (Lore of Heavens=the comet, Lore of Death=consumption from the Great Maw, and so on). Slaughtermasters are simply the leaders amongst the Butchers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunters:&#039;&#039;&#039; Lone Ogres who take the role of a WoW huntard. Usually tribeless, they wander through the mountains and wild in search of beasts to prey upon. Sometimes they’ll even take some of them alive and bring them back to some other tribe as a gift to the Tyrant. A feast will be held in the Hunter’s honor where he will tell stories about his adventures before quietly vanishing back into the wilderness.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firebellies:&#039;&#039;&#039; Strange religious fanatics that worship a volcano called the Fire Mouth. There are three tests.  The first is to eat super-hot chili (powerful enough that it&#039;s implied to be a laxative, a substitute for boiling oil or both) and keep it down.  Then they have to track down and eat a giant firebug that lives in volcanoes.  The final test to join the cult is to be dipped into the caldera of the Fire Mouth, eat a mouthful of magma and come out alive. Though, on the upside, those who survive can breathe fire, use fire magic and are almost immune to heat.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
* &#039;&#039;&#039;Ogre Bulls:&#039;&#039;&#039; The basic Ogre that lacks any particular rank. Ogres are (repeatedly) described as having a bully mentality by GW (oh the irony). If they want it, they try to take it. If you aren&#039;t respecting them enough, or it&#039;s been too long since they reminded you WHO gets the respect, they rough you up. The only way to stop them is to prove you&#039;re better than them, at which point they&#039;ll likely back the fuck off and suck up to you as the new boss (this behavior is reminiscent of Orks in 40k, however Orks tend to naturally follow the biggest whereas Ogres are likely to see &amp;quot;biggest&amp;quot; as a challenge to their own masculinity and attempt to EAT the biggest Ogre, and become the biggest themselves). Generally speaking, most Ogres are dumb as rocks and it takes an extraordinary Ogre to learn lessons. Those that do invariably reach some degree of old age, and probably aren&#039;t in this category for long. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironguts:&#039;&#039;&#039; Ironguts are the basic Ogre, but with armor. They tend to be a bit tougher than their fellows as a means of natural selection, since Ogres squabble amongst each other for gear, so the Ogre who manages to KEEP his equipment is one that can&#039;t be challenged by un-armored Ogres for it. The types of equipment varies; for some Ogres, it&#039;s the tools from a farm the Ogres consumed (livestock, crops, AND family. Probably the house and their little dog too) bent and tied as weapons and the shield and flattened helmets of the local town guard tied to their limbs for armor. For others, it&#039;s a well crated suit of Gromril armor from the Dwarfs who the Ogre has served as a mercenary. Some Ironguts have evolved natural armor, like Ogres who have lived for so long in Nehekhara that the sand has been worn directly into their skin, compacting as they flex until it&#039;s almost like they have stone skin. Bruisers and Tyrants have some say as to who is an Irongut and who isn&#039;t, as divvying up the spoils of war usually falls to them (if they&#039;re giving out any at all). Like Silver Helms for High Elves and Black Orcs for greenskins, Ironguts are the Ogre variety to which most of the race looks to as exemplary of their kind.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gnoblar|Gnoblars]]:&#039;&#039;&#039; Small greenskins that evolved to their current state when Ogres moved from the mountains of the Giants to the Mountains of Mourn. Gnoblars have the place of being the singularly most mistreated beings in either Warhammer setting, as Ogres see them somewhere between vermin like insects that are simply a fact of life to deal with, or very low and undepletable slaves. Sometimes as food if there&#039;s nothing better around, although some Gnoblars wind up in the position of &amp;quot;favorite hunting dog&amp;quot; as long as the Ogre can remember them. Meanwhile, Gnoblars see Ogres as a mix of living gods and eternal masters. They differ from Goblins in that they are much smaller, and while Goblins have pronounced noses the face of a Gnoblar is mostly nose. This gives them a beak appearance, making them resemble a Jim Henson Muppet character.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
* &#039;&#039;&#039;Leadbelchers:&#039;&#039;&#039; Ogres who carry around field cannons as hand weapons, which they will shove just about every jagged object into and hit people with in close quarters like some ginormous shotguns. They are typically seen as rather unhinged by their fellow Ogres, which usually means that they get to be good for a bit of fun. Their cannons also look suspiciously like Imperial and Dwarf cannons (in fact they do take them after successful fights). If these guys don&#039;t have at least one scar, such as missing eyes, burnt skin, disfigured faces, etc., they&#039;re doing it wrong.&lt;br /&gt;
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* &#039;&#039;&#039;Maneaters:&#039;&#039;&#039; If this was D&amp;amp;D these guys would be an ogre adventurer. They can take a variety of special rules and special gear, and make themselves look like the corresponding region they&#039;ve been working in, such as stabbing feathers into their skull like State Troopers without the headgear, or jabbing sharp rocks into their gums to emulate vampires.&lt;br /&gt;
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* &#039;&#039;&#039;Sabretusk Pack:&#039;&#039;&#039; Sabre tooth tigers, but wolves, great for hunting war machines. Though with LD 4 they will run from anything. Standard use is to get a single one and run it into the nearest cannon - If someone focuses it out, they&#039;ve severely wasted some shots that could&#039;ve gone to cutting down Ogres.&lt;br /&gt;
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* &#039;&#039;&#039;Yhetees:&#039;&#039;&#039; The Ogres frozen, mutant, hillbilly cousins. Got all magical attacks, not really good for much else though. Their models also look even more like deranged chimpanzees than the old Gutter Runner models.&lt;br /&gt;
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* &#039;&#039;&#039;Mournfang Cavalry:&#039;&#039;&#039; Ogres on the backs of smaller woolly mammoths (as in &amp;quot;as small as a trebutchet&amp;quot;), great for causing mayhem to your opponents troops. Known for being one of the only things that can scare Chaos Knights.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gorgers:&#039;&#039;&#039; Albino baby ogres who were born without a characteristic paunch whoa are thrown to die in a tribes warpstone caves, but these ones survived by eating whatever they can find down there: such as rats, roaches, rocks [[Grimdark|and each other]]. In lore these landshark troglodytes are supposed to be both insanely aggressive and hungry with high killing capabilities. Tabletop-wise they are also known for being pretty useless on the tabletop... But then again, what do you expect from a emaciated albino loser?&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
* &#039;&#039;&#039;Gnoblar Scraplaunchers:&#039;&#039;&#039; Sometimes, a group of Gnoblars get together to fight alone - Most of the times, that will be in huge rabbles of mutant Goblins below even slave status, which won&#039;t do much other than piss off a unit of Chaos Warriors, but once in a while, they&#039;ll get together, find a woolly rhino and strap a chariot to it, on which a catapult is placed. Unfortunately, Gnoblars can only get to the smallest of objects, as Ogres take all the rest, so it&#039;s mostly scrap and stuff they throw about with it... Fortunately, there&#039;s a lot of scrap in an Ogre camp.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironblasters:&#039;&#039;&#039; Same chariot, same rhino, but with an Ogre on top, alongside a fucking big cannon, taken from the Skyholds of the Giants back in the day. As such, these cannons are sorta held as relics in the individual tribes, as much as an inedible thing can be to Ogres. Also known for being &#039;&#039;the&#039;&#039; cannon in the game that can move AND shoot. I&#039;ll say it again. Move. And. Shoot. Can also charge and kill stuff as a chariot. Truly, Ogre Kingdoms is the superior WFB faction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slave Giants:&#039;&#039;&#039; Said people the Ogres stole the cannons from. Also made them into inbred animals and reduced them to sub-tribal wandering monsters. Also still use them for battle, because fuck them, right? Basically the same as any other Giant in any other faction, but here, they are enslaved by the race that destroyed their civilization &#039;&#039;unknowingly&#039;&#039;, because Ogres never really kept history like that. Ogres are dicks like that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stonehorns:&#039;&#039;&#039; A mammoth/rhino hybrid with stone bones, and the attitude of a fucking pissed bull in a china shop. Have so great an urge to headbutt any living thing they see that only the youngest of the race have any skin on their forehead, which leads to them looking like Skeletor, if Skeletor was made of stone.  They eat minerals and meat, so gemstones protrude from their bones like freckles from skin.  For some fucking reason, Ogre Hunters use them as mounts, which really doesn&#039;t make sense, as the fucking thing can&#039;t stand straight unless it&#039;s headbutting the ground it&#039;s standing on; also begs the question of how they reproduce since they&#039;re so belligerent a Stonehorn of either gender would be too busy head-butting to actually mate.  Probably the male has to headbutt the female until she&#039;s too tired to fight him then mate with her.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thundertusks:&#039;&#039;&#039; Legends are told about the legendary thundertusk &amp;quot;Fridge&amp;quot; who acompanied a band of ogres through the Empire and coined the term &amp;quot;Fridgereted&amp;quot; for frozen chunks of meat that will keep fresh throughout the winter. Less volatile than the Stonehorn, Thundertusks are used as combined fridge, walking meat and watchtowers, with one or two Ogres sitting on top with ranged weaponry like throwing spears, harpoon launchers held like crossbows and fucking sabertooth-jaws fitted on chains, so the Ogre in question can make the enemy come over to him. Thundertusks are naturally freezy, and makes its surroundings colder by being there. This is quite useful for freezing less tough creatures down, so the Ogres can catch them before they slit their bellies. They even have a frost-breath-like attack for further freezing. Shame it looks like a retarded mandrill fused with a mammoth, but without the trunk. One might find oneself asking how the Thundertusk eats when it has so many tusks and the like in the way. The answer? Well...I don&#039;t have one, but hopefully there is one out there somewhere. Edit: Apparently it&#039;s a combination of skill, a long and dexterous tongue, and using their tusks to flip the meat of slain prey into the air and directly into their gaping maws.&lt;br /&gt;
&lt;br /&gt;
==Total Warhammer==&lt;br /&gt;
Ogre Mercenaries are going to be recruitable for all factions after getting their FLC through Total War Access, with individual locations that they can be recruited from randomly appearing around areas where conflicts and battles occur, as is frankly logical for mercenaries. These mercenary units include thicc dual-wielding ogres, thicc Maneaters wielding a weapon and a &amp;quot;pistol&amp;quot;, and extra thicc Mournfang Cavalry. This is certainly just a taste (heh) of the Ogres before the full Ogre Kingdoms factions release as DLC for [[Total War: Warhammer|Total Warhammer]] 3, which really wasn&#039;t that all surprising given the Ogre Kingdoms were always a full faction in WFB while the iffier sorts of Kislev and Cathay were confirmed for 3&#039;s release factions instead.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
* Ogres don&#039;t have priests. Butchers and cooks are their holy men. The only interest Ogres have in the faiths of others is in traditions related to eating. This can be awkward when, in the company of a group of Sigmarites for example, the Ogre bodyguard keeps commenting on how he can&#039;t wait for someone to die for the funeral feast (even more awkward when he thinks that eating the body of the deceased is part of it). &lt;br /&gt;
* Most Ogres wear a piece of armor over their stomach, a gutplate. Gutplates are sort of the equivalent of full plate armor for Ogres, as their most important organs are all hidden behind the large race-wide paunch they have. Helmets and shoulderpads are secondary as anything big enough to pierce an ogre&#039;s head and shoulders with weapons would likely ignore the armor anyway. Plus, given their fixation on eating and the god they worship, their guts are considered sacred. Only Butchers and Slaughtermasters eschew a gutplate, preferring to put their trust in the Great Maw to protect them.&lt;br /&gt;
* In older lore, Tyrants love their favorite weapons. An Ogre touching the Tyrant&#039;s weapon, who wasn&#039;t the Tyrant himself, was punished by being force-fed their own hands. &lt;br /&gt;
* Ogres enjoy pitfighting, and use it to settle disputes. The winner is allowed to eat part of the loser, ranging from an appendage (such as a nose) to an entire limb. If Ogres remove their gutplates in a pit fight, that means it&#039;s a fight to the death where the winner will eat the loser in front of the crowd. &lt;br /&gt;
* Ogres are known to collect names. Their first name is usually a guttural sound made by the mother or father upon seeing the infant, the last being their tribe. But anything they choose to add to their name from their life experiences is attached as well. Sometimes these names are less than complimentary words Ogres don&#039;t understand like &amp;quot;debased&amp;quot; or &amp;quot;unscrupulous&amp;quot; or &amp;quot;acrid&amp;quot;. The result can be interesting (&amp;quot;Gulk &#039;Scampered Engorged Beareater Bling Topsyturvy Gelatinous&#039; Goldtooth&amp;quot; for example). These names literally strengthen the Ogres on the tabletop, counting as upgrades that came from the experiences they had (also a bit of Orkish &amp;quot;clap your hands if you believe, and it will happen&amp;quot; style magic).&lt;br /&gt;
* Ogre Biology is weird. For one their gut isn&#039;t actually filled with fat, but rows upon rows of muscle, which lets them crunch up anything inside with ease. Their skin is also extremely thick (literally) which also hints that they likely don&#039;t have any feeling in them, allowing them to do cringe-worthy levels of stuff to their outer hides (like piercing them with hooks) that other saner races would rarely do.&lt;br /&gt;
** Between cultural/religious and biological reasons, being disemboweled is considered the worst possible way to die for ogres; Ogres only die when all their guts finish pouring out of the stomach wound, and ogres have &#039;&#039;lots and lots and lots&#039;&#039; of intestines, so it&#039;s a slow, irreversible, and incredibly painful process. Even watching another ogre get disemboweled can cause a reaction similar to men watching another man getting his balls slowly crushed. Gutplates prevent this (for the most part), so Gut Up, young bull!&lt;br /&gt;
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==Crunch==&lt;br /&gt;
Ogres are a low pop army with lots of fun rules. They&#039;re fairly strong right now, so they&#039;re increasingly popular. Despite this, most new players don&#039;t know much about Ogre Kingdoms fluff so by doing your research you can easily gain some &#039;ham cred. &lt;br /&gt;
Ogres on the charge hit like artillery blasts. Ogres can upgrade their standard bearers to have Gnoblars in a makeshit crows nest on top of them, allowing all characters and the champion in the unit to get &amp;quot;Look Out Sir&amp;quot; benefits. In addition, Ogres get a few nifty weapons no other army gets. &lt;br /&gt;
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==Gallery==&lt;br /&gt;
NOTE: Some of the models below are conversions, but there are official GW models among them.  Can you guess which is which?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Araby Ogre.png|Araby Ogre&lt;br /&gt;
Image:1.jpg|Beastmen Ogre&lt;br /&gt;
Image:Bretonnian Ogre.png|Bretonnian Ogre&lt;br /&gt;
Image:Cathay Ogre.png|Cathay Ogre&lt;br /&gt;
Image:Dark Elf Ogre.jpg|Dark Elf Ogre&lt;br /&gt;
Image:Dwarf Ogre.png|Dwarf Ogre&lt;br /&gt;
Image:Chaos Dwarf Ogre.jpg|Chaos Dwarf Ogre&lt;br /&gt;
Image:9.jpg|High Elf Ogre&lt;br /&gt;
Image:Lizardmen Ogre.jpg|Lizardmen Ogre&lt;br /&gt;
Image:Nippon Ogre.jpg|Nippon Ogre&lt;br /&gt;
Image:Orcs and Goblins Ogre.jpg|Orcs &amp;amp; Goblins Ogre&lt;br /&gt;
Image:Skaven Ogre.jpg|Skaven Ogre&lt;br /&gt;
Image:Empire Ogre.jpg|Empire Ogre&lt;br /&gt;
Image:Tomb Kings Ogre.png|Tomb Kings Ogre&lt;br /&gt;
Image:Vampire Counts Ogre.jpg|Vampire Counts Ogre&lt;br /&gt;
Image:Warriors of Chaos Ogre.jpg|Warriors of Chaos Ogre&lt;br /&gt;
Image:Wood Elves Ogre.jpg|Wood Elves Ogre&lt;br /&gt;
Image:Ninja Ogre.png|Ninja Ogre&lt;br /&gt;
Image:Pirate Ogre.png|Pirate Ogre&lt;br /&gt;
Image:Female Ogre.png|Crossdressing Ogre &lt;br /&gt;
Image:8039787889_96ed2c0f29_k.jpg|ogre Slaan&lt;br /&gt;
7180203363 d2bffd50f0 k.jpg|lustrian standard&lt;br /&gt;
7176858107 e68eecf828 o.jpg|lustrian bulls&lt;br /&gt;
7180207541 159c1f51e1 k.jpg|lustrian bruiser&lt;br /&gt;
7362010446_d8e5ba564e_o.jpg|lustrian thundertusk&lt;br /&gt;
8815390127 6f698fd585 o.jpg|lustrian &amp;quot;sabretusk&amp;quot;&lt;br /&gt;
10800351164 e09f18840b o.jpg|lustrian hunter&lt;br /&gt;
Bullunit.jpg|orc bulls&lt;br /&gt;
DSC03006.JPG|Cathay&lt;br /&gt;
Leadbelcherwip011.jpg|orc leadbelchers&lt;br /&gt;
Assdffe.jpg|tzeentch bull&lt;br /&gt;
Lizardmen2.jpg|lizardmen leadbelcher&lt;br /&gt;
Skaven2.jpg|skaven&lt;br /&gt;
Blood Bowl Lady Ogres.jpg|Lady Ogres in Blood Bowl. EXTRA THICC&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warhammer/Tactics/8th Edition/Ogre Kingdoms|Ogre Kingdoms tactica]]&lt;br /&gt;
* [[Ogryn]]&lt;br /&gt;
* [[Ogor Mawtribes]]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Ogre Kingdoms]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ogre_Kingdoms&amp;diff=364741</id>
		<title>Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ogre_Kingdoms&amp;diff=364741"/>
		<updated>2021-10-28T20:57:40Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Modern Day */&lt;/p&gt;
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&lt;div&gt;[[File:F8eadd7a4470a5bc529656620e73680f.png|thumb|right|350px|A bunch of lards being dudes.]]&lt;br /&gt;
{{Topquote|The gluttons dig their own graves with their teeth.|James Howell}}&lt;br /&gt;
{{Topquote|Today the Orcs, tomorrow the world. Let them all tremble!|Greaseus Goldtooth’s speech at the Battle of the Fire Mouth, long-winded by Ogre standards}}&lt;br /&gt;
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{{Topquote|I&#039;ll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.|2=[https://www.youtube.com/watch?v=B4bsWVXh7Sg How the ogres order food at an Empire fast food restaurant]}}&lt;br /&gt;
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The &#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039; are a faction in [[Warhammer Fantasy]], although it&#039;s really more of a geographical term than a political term, as Ogres in WFB aren&#039;t really &amp;quot;united&amp;quot; in any rational sense. In fact, they&#039;re spread out across the Warhammer World, some making up tribes that, in turn, make up the &amp;quot;kingdoms,&amp;quot; whereas others serve as mercenaries for other factions (although there&#039;s not really an in-game way to represent this as of now).&lt;br /&gt;
&lt;br /&gt;
Ogres used to live in the Warhammer World&#039;s equivalent to Mongolia, but they were driven away by the arrival of the [[Great Maw]], some sort of literal giant maw that stuck into the ground and makes Ogres really, really hungry. They began to move westwards, ending up in the massive [[Mountains of Mourn]] to the east of the [[Dark Lands]] (which, in turn, is east of the [[Old World]]). These would eventually become known as the Ogre Kingdoms, but Ogres are continuing to move west, working for some forces and invading (and eating) others.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Pre-Chaos===&lt;br /&gt;
Way back in the early days of the world, the [[Old Ones (Warhammer)|Old Ones]] knew that [[Chaos]] was approaching and they feverishly worked to find a way to prevent it by engineering a race capable of fighting Daemons and winning. They created [[Lizardmen]] to aid them as servants, and set to work first creating an environment to place the race in to live up to its full potential, then study them and decide if they were a success. First they made the [[High Elves (Warhammer)|Elves]], who were too slow to reproduce and too frail to survive prolonged war. Then the [[Dwarfs]], who were incapable of using magic and too rigid in their culture to change fast enough to adapt to [[Daemon]] trickery. Then they created [[Humans]], who were too corruptible. At this point the Old Ones began panicking, and created a bunch of races (so everyone who isn&#039;t one of the main groups) all of which were flawed in one way or another (the [[Halflings]] of the Moot are in fact prototype Ogres). Finally, they produce the Ogres. At first they seemed to have all the desirable traits the old ones were looking for. They were as adaptable and fast breeding as man, able to survive all but the harshest of conditions, resistant to mutation, long lived, fairly intelligent, and they could eat just about anything. The Ogres were a half-finished race, though, as the old ones had yet to curb the creature&#039;s intense hunger. At this point, the [[Warp Gates]] collapsed preventing the Old Ones from distributing the ogres and using them as soldiers. As such, Ogres, despite being the race theoretically capable of fighting Chaos and winning, were left without the means or knowledge of how to do so. Also, ogres are huge, like, REALLY huge, so them being really hungry is a lot more of a problem than you&#039;d think.&lt;br /&gt;
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===Great Maw===&lt;br /&gt;
{{topquote|The feast is OVER! There&#039;s no more food! Go home and - wait, no put me down!!!!|Cathayan Emperor, finally sick of the Ogre&#039;s nearly eating his empire under the table|}}&lt;br /&gt;
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Ogres initially lived in tribes, which wandered the steppes of Warhammer Mongolia following nomadic giant animals which they ate whole. This kept them happy for thousands of years. But as the numbers of the Ogres increased, their half-completed environment was unable to support them. They began attempting to cross the passes that lead to the other races of the world. Nearest them was the Humans of [[Cathay]], AKA Warhammer China. Ogres learned stone-age technology such as &amp;quot;fire&amp;quot; and &amp;quot;wheels&amp;quot; from the Cathayans, and for the first time tasted the meat of intelligent beings: and it was FUCKING DELICIOUS. The Emperor of Cathay, who was apparently an immortal dragon god, used his magic and the mages of his court to pull a mysterious creature from space down into the middle of the Ogre lands where it promptly pulled a Tunguska. Said impact reverberated through the world, with all races feeling the shock (Dwarfs everywhere carved Malachite murals of the event, menacing with spikes of Cat Bone. Elves wrote a sonnet about it, which is actually a metaphor for why Dwarfs are short. Humans made up a myth about a hero fucking the Earth God Ishneros bareback). The impact wiped out 2/3 of the Ogre race instantly, and the comet reached the molten core of the world. The land of the Ogres was destroyed, burned to a crisp and rendered mostly lifeless. The survivors of the Ogres believed that they had been punished by an angry god for their sins (what they think those sins were varies from group to group) and they came to worship the giant crater as the physical manifestation of their God. Somehow, this also caused an unnatural hunger for every Ogre that could not be sated. This came to be the basis for their ENTIRE culture, and also lead to the current &amp;quot;fatty boy&amp;quot; look of their race. &lt;br /&gt;
Natural selection came into play as the weak were eaten by the strong. The only Ogres that survived this dark era were absolute fucking badasses with skin that could stop cannonballs and muscles underneath that could crack said cannonballs (cannonball soup makes a great pre-cannon team barbeque dish by the way). With tribes consuming themselves into oblivion and survivors being fed on by larger tribes without end as Ogres could never feel satisfied, Ogres had to find new lands and new meats. Cathay was blocked by natural barriers, so westward they went, tribe by tribe. &lt;br /&gt;
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An Ogre named Groth Onefinger stepped forth and lead his tribe to the site of impact of the comet. The areas surrounding the hole were dangerous enough to kill even the hardened Ogres, and those that survived found that the pit wasn&#039;t just a hole. [[Tyranids|It was a pit, surrounded by muscle and rimmed by teeth. It had no discernible end. It was alive and the dangers around it were simply its intake of breath and respiration.]] Since that day, Ogres no matter where in the world they were born return at some point in their lives to visit the Great Maw, and all Ogres worship it as their deity and adorn their crafts in images of it.&lt;br /&gt;
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===War in the Sky===&lt;br /&gt;
The Ogres became the first race in the setting to cross the natural boundaries of the Old Ones. They carved their way through impassible mountains and ascended the heights, finding new beasts to eat. Ones that were just as capable of eating them, but regardless still new flesh. Ogres once again passed through a challenge that consumed the weakest of their race, strengthening the survivors and their descendants. In the frozen wastes, everything was capable of preying on Ogres, and tribes couldn&#039;t rest or take shelter without being consumed to the last. The Ogres that managed to reach the tops of the peaks found rolling hills of a more temperate climate, where enormous herds of succulent mammoths were tended by their cousins, the Skytitans. The Skytitans had a great civilization on top of what is now the Ancient Giant Lands, only descending the bottom when tending to their herds, and carved fortresses and artwork worthy of Elves and Dwarfs into the peaks. The Ogres initially preyed on the herd animals, which were powerful enough that an entire tribe was needed to kill one (and an entire tribe could find themselves feasting for a longer time than thought possible). The Skytitans didn&#039;t take kindly to the Ogre invasion of their lands, and fought a war to render the dwindled race extinct. The weapons of war and magics of the Skytitans slew most of the Ogre race in what came to be known as the War in the Sky, but in the end the dwindled Ogres still outnumbered the Skytitans hundreds to one and the isolated, singular lifestyle of the Skytitans prevented them from uniting, resulting in each Skytitan being besieged and eaten (often alive) in his own home by packs of vermin-like Ogres. Soon most of the race was consumed, the last of the Skytitans having become so large and hardened (as Skytitans grew larger and tougher as they aged) that they were indistinguishable from the mountains themselves, with small numbers of survivors banding together and setting sail on fortresses built on the tops of solidified clouds, but where they went and if they survived the journey is unknown. Some Skytitans fled to other lands on foot, most of them devolving and inbreeding into the current [[Giant|Giants]]: monsters that dwell the hills looking for battle and food (in that order), with no art or culture to speak of, and oftentimes goaded (often with large quantities of alcohol) to march alongside Beastmen, Greenskins, and Chaos devotees.&lt;br /&gt;
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The victorious Ogres enslaved the Skytitan&#039;s children, consumed the mammoth herds of the Skytitans, destroyed their fortresses and covered up ancient carvings depicting the Old Ones and their wisdom with grease paintings (literally, paints made of grease and charcoal from cooking fires) depicting great meals eaten by Ogre tribes. The magical radiation that the Great Maw had sent into the atmosphere made the mountain tops dangerous, and with the depletion of most of the Skytitan&#039;s mammoth herds, most Ogres continued westward. Those that stayed turned feral, grew fur, and became Yeti (called &amp;quot;Yhete&amp;quot; in Warhammer).&lt;br /&gt;
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===Modern Day===&lt;br /&gt;
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The Ogres ascended the peaks of the Giants and found themselves in the Mountains of Mourn. Here, they found more animals than they had ever dreamed of. They found Dwarfs (who believe a mountain made of solid gold is found somewhere in the Mountains of Mourn, and thus keep attempting to invade), greenskins, [[Skaven]], and Humans. Ogres kept some Goblins as pets and bred (and ate) them, and within a few generations they wound up creating a new race of servile greenskins called [[Gnoblar|Gnoblars]]. &lt;br /&gt;
Ogres managed to push the semi-intelligent beings who originally inhabited the Mountains of Mourn (called Dragon Ogres) entirely out, driving them north into the Chaos Wastes. They also drove out [[Beastmen]] who had begun to dwell in the lower peaks. &lt;br /&gt;
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Ogres carved their own territory in these lands out, and Ogre tyrants became more permanent fixtures of tribal rule rather than simply &amp;quot;biggest loudest guy who was still alive in the morning&amp;quot;. They fought off any threats that came to the Ogres, among them a Daemon invasion (leading some Ogres to develop a taste for them) and a giant living glacier that the Ogres battled during a particularly bad winter (allegedly living anyway). When Orc slaves managed to escape the Chaos Dwarfs into the Mountains of Mourn, they fought with the Ogres for land and eventually found their way into valleys beyond the notice of the Ogres where they began to build their numbers. At one point the Skaven attempted to invade the Ogres. The resulting battles almost led to extinction among the Skaven, as the Ogres found their way into the tunnels and developed a taste for them.&lt;br /&gt;
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The tribes expanded, and true diplomacy was born. Eventually some tribes discovered that there was greater gains to be had by being amicable to the smaller races than simply eating them outright, and Ogres spread throughout the world as mercenaries to be hired by anyone who had goods they could convince the Ogres had some value, and edible foes.&lt;br /&gt;
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Ogres, by the nature of their creation, are resistant to the effects of the [[Warp]], and of magic. Despite this many ended up swearing themselves to Chaos for different reasons, be it the hedonistic encouragements of [[Slaanesh]], the encouragement for slaughter and trophy-taking by [[Khorne]], the similarity between themselves and the servants of [[Nurgle]] as well as the camaraderie of being part of a tribe that will never turn on itself (besides backstabbing the leader, but that&#039;s just par for the course), or the fact [[Tzeentch]] will either do the thinking for them so they can just focus on what they do best or give them spiffy mutations like extra mouths so they can eat even more. [[Warriors of Chaos]] make use of the Ogres as living siege weapons, while the Ogres make use of the Warriors as playthings and snacks. &lt;br /&gt;
But Ogres are a neutral race, just as likely to learn to read and write (at a very basic level) so they can peruse wanted posters in the Empire for bandits and vampires, all of which make lovely snacks with the bonus that the Ogre ends up with a decent amount of gold at the end with which he can purchase the clothes of an Empire nobleman (fitted about twenty sizes up) with which to dress himself so he can dine with polite society. Sometimes ON polite society if he&#039;s lucky enough to be challenged to a duel while there. &lt;br /&gt;
Still others sail the world, becoming pirates and devouring sea monster and crew (and ship) alike depending on who they cross paths with. Still others find employ amongst High Elves, being studied by mages of Saphery between battles against [[Dark Elves]]. &lt;br /&gt;
Some wander [[Wood Elves|Athel Loren]], growing moss from their backs and their skin hardening like bark until they&#039;re indistinguishable from treekin themselves.&lt;br /&gt;
Other Ogres are even employed by said [[Dark Elves]], who were so impressed by their capacity for brutal violence they recruited Ogres instead of enslaving them. &lt;br /&gt;
Ogres today can be found amongst any group in the world, doing whatever they can, always eating, always looking for more. Sometimes individually, sometimes in groups.&lt;br /&gt;
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===[[Age of Sigmar]]===&lt;br /&gt;
Now named &amp;quot;Ogors&amp;quot; (because copyright), they exist in the mortal realms as the [[Ogor Mawtribes]].&lt;br /&gt;
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==Regions==&lt;br /&gt;
* &#039;&#039;&#039;Mountains of Mourn:&#039;&#039;&#039; Most Ogres are found in the Mountains of Mourn, considered their homeland. Those that wander or make their homes in other lands return, or send representatives, to tell their stories which usually results in some Ogres leaving the homeland and joining them. Sometimes this results in an entire tribe living outside the Mountains of Mourn, but inevitably they will seek contact again with their kin. This is the primary method through which they expand across the globe. The Mountains themselves change constantly, as they are constantly bathed in radiation from the Warp. Many dangerous animals wander the Mountains. To smaller races, these are dangerous beasts worthy of a small Crusade of [[Bretonnia|Bretonnian]] knights, or a party of High Elf White Lions of Chrace, or a hunting party of [[Vampire Counts|Strigoi and ghouls]]. To Ogres, it&#039;s either a single meal or a pet. The largest of them are at best mounts. The mountains themselves are full of caves and tunnels that lead to everything from portals to the Warp to Dwarf Fortresses, to greenskin WAAAGH!s in formation, and things ancient and unknowable beyond these; all of which are great sources of meals. Half the peaks are volcanic, half sub arctic. All bother Ogres as much as a bit of rain or sun. Mount Thug is notable in the range for actually being alive, and Ogres have a great deal of respect for those who escape being eaten or crushed by it as they scale its peaks to feed on the bloated animals that live in spaces Mount Thug can&#039;t reach. The Fire Mouth is an active volcano with periodic eruptions nearby the greatest concentrations of Ogres, and they believe it&#039;s the bastard offspring of the sun and the Great Maw. The Fire Bellies are a cult that worship this &amp;quot;god&amp;quot; which they believe is the wargod of the Ogre pantheon. Each Kingdom is ruled by a Tyrant, and his domain extends literally as far as he can see at his place of dwelling. Tyrants as such place a big deal of importance on thrones and hills. Tyrants that manage to gain control of important sites, like the passes that lead to the Great Maw or out to the western kingdoms face constant challenges from other Tyrants, and reap the rewards of demanding tribute (often food, sometimes a percentage of the Ogre pilgrims in the group as meat). &lt;br /&gt;
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* &#039;&#039;&#039;Challenge Stone:&#039;&#039;&#039; A large stone found at the northernmost edge of the Mountains of Mourn and the southernmost edge of the Chaos Wastes. When held by the Warriors of Chaos, it is fought over and rededicated from one Chaos God to another. When held by Ogres, they fight to inscribe their tribe symbol on the stone for bragging rights the world over. The two races CONSTANTLY fight over the stone. Currently controlled by the Bloodmaw tribe.&lt;br /&gt;
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* &#039;&#039;&#039;The World:&#039;&#039;&#039; Seriously. They&#039;re fucking everywhere.&lt;br /&gt;
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==Tribes==&lt;br /&gt;
Ogre tribes are numerous, and constantly changing. Most are named for a notable Ogre in them, or a characteristic common to members. Ogres are not the kind to trace lineages or politics outside their own generation, and as such tribes are a mark of the present rather than past or future (some tribes do manage to defy this, existing across multiple generations. This is a rarity). Tribes change locations, even within it&#039;s Tyrant&#039;s own kingdom, constantly. Memories of the coming of the Great Maw still exist, and it&#039;s within the imagination of Ogres that it could happen again one day. As such, Ogres are mostly nomadic and their possessions are few and easily packed. The most valuable thing to an Ogre is his tribe&#039;s Mawtooth, a single great tooth and flag which at gatherings of their kind is arranged with others in a circle, making an effigy of their god. &lt;br /&gt;
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* &#039;&#039;&#039;Goldtooth&#039;&#039;&#039; A tribe lasting across multiple generations, known to be the wealthiest. Currently led by Greasus Goldtooth(that&#039;s Tradelord Greasus Tribestealer Drakecrush Gatecrasher Hoardmaster Goldtooth the Shockingly Obese to you, peasant!). Known for elaborate displays of wealth, like feeding other tribes and blinging out their gutplates. Goldtooths are known for having a large number of Ironguts, and are the most feared tribe.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Goldtooth Tribe.jpg|Goldtooth symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Thunderguts&#039;&#039;&#039; Known for rampaging through the lands of the Old World and taking over towns or taking hostages, then demanding food as payment. They usually end up either demanding more and more, or eating their hostages. Greenskins and Empire humans alike fear them greatly. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Thunderguts Tribe.jpg|Thunderguts symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Crossed Clubs&#039;&#039;&#039; Known for producing more Maneater mercenaries than other tribes. Also for lying constantly about everything they do, making up tall tales of glory. Each veteran (veterans themselves being a rarity amongst Ogres) wears gear obtained in their travels and proudly displays trophies earned, making them a rather motley crew of clashing colors and gearschemes (obviously the tribe designed for the greenstuff addict in mind).&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Crossed Clubs.jpg|Crossed Clubs symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Sons of the Mountain&#039;&#039;&#039; Living on one of the tallest and coldest peaks in the Mountains of Mourn, the Sons of the Mountain tribe are wealthy from trading the meat, pelts, and ivory of creatures that live only in their home. Many Yhete are found amongst them, and the Ogres of the Sons of the Mountain paint themselves entirely in white paint and dwell amongst the beasts they hunt directly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Sons of the Mountain.jpg|Sons of the Mountain symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Feastmasters&#039;&#039;&#039; Known a generation ago for producing high quality meals (for a portion of the feast), the current Tyrant Blaut Feastmaster captured Halflings from the Moot in his travels. To this day, Halflings fill the role for Feastmasters that Gnoblars fulfill for most tribes. As a result, the Feastmaster cooking has improved greatly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Feastmaster.jpg|Feastmaster symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Rock Skulls&#039;&#039;&#039; The toughest tribe of Ogres, who are known best for the skill of breaking boulders with their heads (apparently a big deal among Ogres). They&#039;re also known for being fairly unintelligent. When Skarsnik the Goblin waged his great wars against the Dwarfs, he brought the entire Rock Skull tribe with him as support. In negotiations with the Goblins for what they were willing to pay for the support of the tribe, he convinced the Rock Skulls to instead pay HIM for them to fight.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Rock Skulls.jpg|Rock Skulls symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Blood Guzzlers&#039;&#039;&#039; Inhabit the areas of the Mountains of Mourn known to host more giant spiders than anywhere else in the world. That&#039;s...pretty much it. They eat spiders.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Blood Guzzlers.jpg|Blood Guzzlers symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Ironskins&#039;&#039;&#039; Physically powerful Ogres that wear black gutplates. Known for taking massive numbers of captives, and not eating them, they trade freely with the [[Chaos Dwarfs]], and their Tyrant rides a mechanical mount given to him to provide better ties between the two groups.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Ironskin.jpg|Ironskin symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Lazarghs&#039;&#039;&#039; The single oldest tribe, descended from Groth Onefinger himself. Live closest to the ancient Giant lands, most have mutated in various (non-Chaos) ways and cover themselves with cloaks. Their teeth fall out often, leading them to simply jab black jagged rocks directly into their gums, horrifying even the toughest, most scarred Ogres. They carry bells, and hang them to mark the pass to the Great Maw. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Lazarghs.jpg|Lazargh symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Mountaineaters&#039;&#039;&#039; Recently, an Ogre named Bauldig Mountaineater conquered every challenge Ogres had to offer him. Climbed Mount Thug, fought every beast, and destroyed Bigstride Peak by burrowing in and eating the heart of that mountain. A tribe of fanboys and groupies gathered to him, each eating rocks and dwelling in caves. The only meat they eat comes from subterranean races like goblins, Dwarfs, and Skaven. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Mountaineaters.jpg|Mountaineater symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Eyebiters&#039;&#039;&#039; A clan that controls a series of desolate passes leading to and from many of the Ogre lands. They demand large tributes from any who pass through, and raid all settlements and hunt all monsters within their range. The Tyrant of the Eyebiters has fathered more children to grow into adulthood than any Ogre.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Eyebiters.jpg|Eyebiters symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Army==&lt;br /&gt;
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===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Greasus Goldtooth]]:&#039;&#039;&#039; The current Overtyrant of the Ogres in the Mountain of Mourn.  Gained leadership of his tribe after killing and eating his own father in a pit fight.  &lt;br /&gt;
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* &#039;&#039;&#039;Golgfag Maneater:&#039;&#039;&#039; The greatest Ogre mercenary alive, and the one all others are named after. He earned renown fighting against the Dwarves in the World Edge Mountains, eating, fighting and robbing his way into notoriety. At first fighting against the dwarves of Karak Kadrin, then for them after pissing off his Orc employer by drinking all the booze, then robbing the Dwarf King blind, &#039;&#039;&#039;after they paid him&#039;&#039;&#039;. Golgfag got locked up by those same dwarves later. He impressed Ungrim Ironfist by eating everyone else in the dungeon but his oldest friend(who still lost a leg). Ungrim wept that such a majestic creature was being imprisoned and ordered his release. His rap sheet includes: looting on Ulthuan, being decorated by Karl Franz, coining the Ogre slang word for Knights as &amp;quot;Tinned Food&amp;quot;, making and losing countless fortunes, and downing more of the dwarves most prized beer then most of them have even seen. He&#039;s so famous that his title of Maneater has become the word for all Ogre Mercenaries. Golgfag got the title after eating his human paymaster and making off with the gold chests. Despite the name he&#039;ll eat anything like any other Ogre, though he especially likes halfling. Golgfag leads the renowned and rather imaginatively named mercenary band &amp;quot;Golgfag&#039;s Maneaters&amp;quot;.&lt;br /&gt;
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* &#039;&#039;&#039;Bragg The Gutsman:&#039;&#039;&#039; Traveling bruiser and executioner. As a young Ogre Bragg found he had a talent for killing shit, naturally knowing where to swing for the best results. Bragg was a fairly average brusier until he forged his signature weapon &amp;quot;Great Gutgouger&amp;quot; from the magical axes of a Black Orc Warboss he killed, which increased his killing ability tenfold.  What made him infamous however was his discovery that he could cut around other Ogre&#039;s gutplates disemboweling them.  Ogres are scared shitless of him because of this, since Ogres&#039; guts are sacred to them and Ogre anatomy means its a long, nearly irreversible and agonizing death as their guts unravel after being disemboweled.  Bragg realized he had a good thing going, and left his tribe to go solo, taking his one man murder show on the road seeking battle.  He is welcomed by all tribes to fight alongside them thanks to his killing ability, but feared and hated as he inevitably cuts someone from that same tribe open for challenging him, at which point he gets kicked out.  Bragg isn&#039;t bothered one bit, happily leaving to do it all over again somewhere else. He can&#039;t become a Tyrant since no Ogres are willing to follow him thanks to his grim reputation, even if he kills the old one.  He wears a black hood like some human executioners, figuring if he&#039;s got a fierce reputation, might as well make the most of it.&lt;br /&gt;
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* &#039;&#039;&#039;Skrag the Slaughterer:&#039;&#039;&#039; The Great Prophet of the Great Maw. Viciously attached to his back is a giant pot, which he fills with enemies AS HE FIGHTS. What he misses is grabbed by Gnoblars in service directly to him (ranking them above even common Ogres) and put into the pot. He was the head Slaughtermaster of the Rockgrinder tribe. He angered the Tyrant by cooking their favorite Gnoblar and serving it to him at a feast.  In retribution the Tyrant hacked off and ate both of Skrag&#039;s hands, had his pot chained to his body, then cast him into tunnels even Ogres feared.  He immediately impaled his former cooking tools into his stumps, and set forth. Long forgotten Gorgers attacked him, and they found themselves hacked up and in his pot. After dicing up their leader, the Gorgers followed him as if members of a tribe he leads. He found himself reaching the surface through a cavern none of the Gorgers had ever seen before. He and his followers set upon the tribe, killing and feasting on them all.  Upon putting the finishing touches on a lovely dish made entirely out of the former Tyrant, his wounds sans his missing hands healed and his pot and cooking implements were strengthened with the magic of the Great Maw.  Now a tribeless Ogre, Skrag wanders the lands of the Ogres joining in battles whenever he can. Welcomed by all, he not only turns the tide of battle but also prepares and cooks the resulting corpses with great skill.&lt;br /&gt;
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===Generic Characters===&lt;br /&gt;
* &#039;&#039;&#039;Tyrant:&#039;&#039;&#039; The head of an Ogre tribe. Rules by virtue of his ability to defeat challengers, and reputation. Anyone can challenge the Tyrant for his position in a fight without gutplates where the loser is eaten alive. These fights are the most common form of entertainment for Ogres. Tyrants have the best gear, the most names, and most children of any Ogre in a given tribe. &lt;br /&gt;
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* &#039;&#039;&#039;Bruisers:&#039;&#039;&#039; The subordinates of the Tyrants, and oftentimes future Tyrants come from their ranks. They can do anything they want so long as it doesn&#039;t offend the Tyrant or their fellow Bruisers. Like the Tyrant, Bruisers can be challenged to one on one combat. The winner eats the loser, and attains the rank of Bruiser.&lt;br /&gt;
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* &#039;&#039;&#039;Slaughtermaster/Butcher:&#039;&#039;&#039; The priesthood of the Ogres, Butchers handle all meat considered the property of the Tyrant, Bruisers, or the whole tribe. Considered a direct line between the Great Maw and the common Ogre, Butchers enjoy a position equal to Tyrants but entirely separate. Tyrants take great care not to offend Butchers lest the tribe abandon him fearing a comet crashing down atop their heads. Butchers are known to kill any Ogres who offend them to feed to the group, or to randomly take body parts from the tribe for flavoring. They carry holy implements, all of which aid in cooking or preparing, at all times. They are larger than any other Ogre in any given group, getting the best choice of meat and consuming it (being a direct link between the tribe and the Great Maw). Butchers do not wear gutplates as a declaration of faith that the Great Maw has got their &amp;lt;s&amp;gt;backs&amp;lt;/s&amp;gt; guts. Any Ogre child with a gift for magic, or is seen blessed in some way, is taken by a Butcher and fed a copious amount of meat.  As he grows, he is fed things that are poisonous and inedible even to ogres to strengthen his gut (based on the real-life practice called mithridatism - ingesting poisons to develop a resistance or immunity to them) things to make his gut ever stronger to hold the essence of the Great Maw. Most Butchers learn the Gut Magic of the Ogres, being things related to their culture like strengthening the skin of Ogres, tenderizing the meat of (still living) enemies, and causing the earth to swallow foes alive as sacrifice &amp;quot;appetizers&amp;quot;. Others learn other magic Lores, all in their belief related to the Great Maw (Lore of Heavens=the comet, Lore of Death=consumption from the Great Maw, and so on). Slaughtermasters are simply the leaders amongst the Butchers.&lt;br /&gt;
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* &#039;&#039;&#039;Hunters:&#039;&#039;&#039; Lone Ogres who take the role of a WoW huntard. Usually tribeless, they wander through the mountains and wild in search of beasts to prey upon. Sometimes they’ll even take some of them alive and bring them back to some other tribe as a gift to the Tyrant. A feast will be held in the Hunter’s honor where he will tell stories about his adventures before quietly vanishing back into the wilderness.&lt;br /&gt;
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* &#039;&#039;&#039;Firebellies:&#039;&#039;&#039; Strange religious fanatics that worship a volcano called the Fire Mouth. There are three tests.  The first is to eat super-hot chili (powerful enough that it&#039;s implied to be a laxative, a substitute for boiling oil or both) and keep it down.  Then they have to track down and eat a giant firebug that lives in volcanoes.  The final test to join the cult is to be dipped into the caldera of the Fire Mouth, eat a mouthful of magma and come out alive. Though, on the upside, those who survive can breathe fire, use fire magic and are almost immune to heat.&lt;br /&gt;
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===Core===&lt;br /&gt;
* &#039;&#039;&#039;Ogre Bulls:&#039;&#039;&#039; The basic Ogre that lacks any particular rank. Ogres are (repeatedly) described as having a bully mentality by GW (oh the irony). If they want it, they try to take it. If you aren&#039;t respecting them enough, or it&#039;s been too long since they reminded you WHO gets the respect, they rough you up. The only way to stop them is to prove you&#039;re better than them, at which point they&#039;ll likely back the fuck off and suck up to you as the new boss (this behavior is reminiscent of Orks in 40k, however Orks tend to naturally follow the biggest whereas Ogres are likely to see &amp;quot;biggest&amp;quot; as a challenge to their own masculinity and attempt to EAT the biggest Ogre, and become the biggest themselves). Generally speaking, most Ogres are dumb as rocks and it takes an extraordinary Ogre to learn lessons. Those that do invariably reach some degree of old age, and probably aren&#039;t in this category for long. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironguts:&#039;&#039;&#039; Ironguts are the basic Ogre, but with armor. They tend to be a bit tougher than their fellows as a means of natural selection, since Ogres squabble amongst each other for gear, so the Ogre who manages to KEEP his equipment is one that can&#039;t be challenged by un-armored Ogres for it. The types of equipment varies; for some Ogres, it&#039;s the tools from a farm the Ogres consumed (livestock, crops, AND family. Probably the house and their little dog too) bent and tied as weapons and the shield and flattened helmets of the local town guard tied to their limbs for armor. For others, it&#039;s a well crated suit of Gromril armor from the Dwarfs who the Ogre has served as a mercenary. Some Ironguts have evolved natural armor, like Ogres who have lived for so long in Nehekhara that the sand has been worn directly into their skin, compacting as they flex until it&#039;s almost like they have stone skin. Bruisers and Tyrants have some say as to who is an Irongut and who isn&#039;t, as divvying up the spoils of war usually falls to them (if they&#039;re giving out any at all). Like Silver Helms for High Elves and Black Orcs for greenskins, Ironguts are the Ogre variety to which most of the race looks to as exemplary of their kind.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gnoblar|Gnoblars]]:&#039;&#039;&#039; Small greenskins that evolved to their current state when Ogres moved from the mountains of the Giants to the Mountains of Mourn. Gnoblars have the place of being the singularly most mistreated beings in either Warhammer setting, as Ogres see them somewhere between vermin like insects that are simply a fact of life to deal with, or very low and undepletable slaves. Sometimes as food if there&#039;s nothing better around, although some Gnoblars wind up in the position of &amp;quot;favorite hunting dog&amp;quot; as long as the Ogre can remember them. Meanwhile, Gnoblars see Ogres as a mix of living gods and eternal masters. They differ from Goblins in that they are much smaller, and while Goblins have pronounced noses the face of a Gnoblar is mostly nose. This gives them a beak appearance, making them resemble a Jim Henson Muppet character.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
* &#039;&#039;&#039;Leadbelchers:&#039;&#039;&#039; Ogres who carry around field cannons as hand weapons, which they will shove just about every jagged object into and hit people with in close quarters like some ginormous shotguns. They are typically seen as rather unhinged by their fellow Ogres, which usually means that they get to be good for a bit of fun. Their cannons also look suspiciously like Imperial and Dwarf cannons (in fact they do take them after successful fights). If these guys don&#039;t have at least one scar, such as missing eyes, burnt skin, disfigured faces, etc., they&#039;re doing it wrong.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maneaters:&#039;&#039;&#039; If this was D&amp;amp;D these guys would be an ogre adventurer. They can take a variety of special rules and special gear, and make themselves look like the corresponding region they&#039;ve been working in, such as stabbing feathers into their skull like State Troopers without the headgear, or jabbing sharp rocks into their gums to emulate vampires.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sabretusk Pack:&#039;&#039;&#039; Sabre tooth tigers, but wolves, great for hunting war machines. Though with LD 4 they will run from anything. Standard use is to get a single one and run it into the nearest cannon - If someone focuses it out, they&#039;ve severely wasted some shots that could&#039;ve gone to cutting down Ogres.&lt;br /&gt;
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* &#039;&#039;&#039;Yhetees:&#039;&#039;&#039; The Ogres frozen, mutant, hillbilly cousins. Got all magical attacks, not really good for much else though. Their models also look even more like deranged chimpanzees than the old Gutter Runner models.&lt;br /&gt;
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* &#039;&#039;&#039;Mournfang Cavalry:&#039;&#039;&#039; Ogres on the backs of smaller woolly mammoths (as in &amp;quot;as small as a trebutchet&amp;quot;), great for causing mayhem to your opponents troops. Known for being one of the only things that can scare Chaos Knights.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gorgers:&#039;&#039;&#039; Albino baby ogres who were born without a characteristic paunch whoa are thrown to die in a tribes warpstone caves, but these ones survived by eating whatever they can find down there: such as rats, roaches, rocks [[Grimdark|and each other]]. In lore these landshark troglodytes are supposed to be both insanely aggressive and hungry with high killing capabilities. Tabletop-wise they are also known for being pretty useless on the tabletop... But then again, what do you expect from a emaciated albino loser?&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
* &#039;&#039;&#039;Gnoblar Scraplaunchers:&#039;&#039;&#039; Sometimes, a group of Gnoblars get together to fight alone - Most of the times, that will be in huge rabbles of mutant Goblins below even slave status, which won&#039;t do much other than piss off a unit of Chaos Warriors, but once in a while, they&#039;ll get together, find a woolly rhino and strap a chariot to it, on which a catapult is placed. Unfortunately, Gnoblars can only get to the smallest of objects, as Ogres take all the rest, so it&#039;s mostly scrap and stuff they throw about with it... Fortunately, there&#039;s a lot of scrap in an Ogre camp.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironblasters:&#039;&#039;&#039; Same chariot, same rhino, but with an Ogre on top, alongside a fucking big cannon, taken from the Skyholds of the Giants back in the day. As such, these cannons are sorta held as relics in the individual tribes, as much as an inedible thing can be to Ogres. Also known for being &#039;&#039;the&#039;&#039; cannon in the game that can move AND shoot. I&#039;ll say it again. Move. And. Shoot. Can also charge and kill stuff as a chariot. Truly, Ogre Kingdoms is the superior WFB faction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slave Giants:&#039;&#039;&#039; Said people the Ogres stole the cannons from. Also made them into inbred animals and reduced them to sub-tribal wandering monsters. Also still use them for battle, because fuck them, right? Basically the same as any other Giant in any other faction, but here, they are enslaved by the race that destroyed their civilization &#039;&#039;unknowingly&#039;&#039;, because Ogres never really kept history like that. Ogres are dicks like that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stonehorns:&#039;&#039;&#039; A mammoth/rhino hybrid with stone bones, and the attitude of a fucking pissed bull in a china shop. Have so great an urge to headbutt any living thing they see that only the youngest of the race have any skin on their forehead, which leads to them looking like Skeletor, if Skeletor was made of stone.  They eat minerals and meat, so gemstones protrude from their bones like freckles from skin.  For some fucking reason, Ogre Hunters use them as mounts, which really doesn&#039;t make sense, as the fucking thing can&#039;t stand straight unless it&#039;s headbutting the ground it&#039;s standing on; also begs the question of how they reproduce since they&#039;re so belligerent a Stonehorn of either gender would be too busy head-butting to actually mate.  Probably the male has to headbutt the female until she&#039;s too tired to fight him then mate with her.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thundertusks:&#039;&#039;&#039; Legends are told about the legendary thundertusk &amp;quot;Fridge&amp;quot; who acompanied a band of ogres through the Empire and coined the term &amp;quot;Fridgereted&amp;quot; for frozen chunks of meat that will keep fresh throughout the winter. Less volatile than the Stonehorn, Thundertusks are used as combined fridge, walking meat and watchtowers, with one or two Ogres sitting on top with ranged weaponry like throwing spears, harpoon launchers held like crossbows and fucking sabertooth-jaws fitted on chains, so the Ogre in question can make the enemy come over to him. Thundertusks are naturally freezy, and makes its surroundings colder by being there. This is quite useful for freezing less tough creatures down, so the Ogres can catch them before they slit their bellies. They even have a frost-breath-like attack for further freezing. Shame it looks like a retarded mandrill fused with a mammoth, but without the trunk. One might find oneself asking how the Thundertusk eats when it has so many tusks and the like in the way. The answer? Well...I don&#039;t have one, but hopefully there is one out there somewhere. Edit: Apparently it&#039;s a combination of skill, a long and dexterous tongue, and using their tusks to flip the meat of slain prey into the air and directly into their gaping maws.&lt;br /&gt;
&lt;br /&gt;
==Total Warhammer==&lt;br /&gt;
Ogre Mercenaries are going to be recruitable for all factions after getting their FLC through Total War Access, with individual locations that they can be recruited from randomly appearing around areas where conflicts and battles occur, as is frankly logical for mercenaries. These mercenary units include thicc dual-wielding ogres, thicc Maneaters wielding a weapon and a &amp;quot;pistol&amp;quot;, and extra thicc Mournfang Cavalry. This is certainly just a taste (heh) of the Ogres before the full Ogre Kingdoms factions release as DLC for [[Total War: Warhammer|Total Warhammer]] 3, which really wasn&#039;t that all surprising given the Ogre Kingdoms were always a full faction in WFB while the iffier sorts of Kislev and Cathay were confirmed for 3&#039;s release factions instead.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
* Ogres don&#039;t have priests. Butchers and cooks are their holy men. The only interest Ogres have in the faiths of others is in traditions related to eating. This can be awkward when, in the company of a group of Sigmarites for example, the Ogre bodyguard keeps commenting on how he can&#039;t wait for someone to die for the funeral feast (even more awkward when he thinks that eating the body of the deceased is part of it). &lt;br /&gt;
* Most Ogres wear a piece of armor over their stomach, a gutplate. Gutplates are sort of the equivalent of full plate armor for Ogres, as their most important organs are all hidden behind the large race-wide paunch they have. Helmets and shoulderpads are secondary as anything big enough to pierce an ogre&#039;s head and shoulders with weapons would likely ignore the armor anyway. Plus, given their fixation on eating and the god they worship, their guts are considered sacred. Only Butchers and Slaughtermasters eschew a gutplate, preferring to put their trust in the Great Maw to protect them.&lt;br /&gt;
* In older lore, Tyrants love their favorite weapons. An Ogre touching the Tyrant&#039;s weapon, who wasn&#039;t the Tyrant himself, was punished by being force-fed their own hands. &lt;br /&gt;
* Ogres enjoy pitfighting, and use it to settle disputes. The winner is allowed to eat part of the loser, ranging from an appendage (such as a nose) to an entire limb. If Ogres remove their gutplates in a pit fight, that means it&#039;s a fight to the death where the winner will eat the loser in front of the crowd. &lt;br /&gt;
* Ogres are known to collect names. Their first name is usually a guttural sound made by the mother or father upon seeing the infant, the last being their tribe. But anything they choose to add to their name from their life experiences is attached as well. Sometimes these names are less than complimentary words Ogres don&#039;t understand like &amp;quot;debased&amp;quot; or &amp;quot;unscrupulous&amp;quot; or &amp;quot;acrid&amp;quot;. The result can be interesting (&amp;quot;Gulk &#039;Scampered Engorged Beareater Bling Topsyturvy Gelatinous&#039; Goldtooth&amp;quot; for example). These names literally strengthen the Ogres on the tabletop, counting as upgrades that came from the experiences they had (also a bit of Orkish &amp;quot;clap your hands if you believe, and it will happen&amp;quot; style magic).&lt;br /&gt;
* Ogre Biology is weird. For one their gut isn&#039;t actually filled with fat, but rows upon rows of muscle, which lets them crunch up anything inside with ease. Their skin is also extremely thick (literally) which also hints that they likely don&#039;t have any feeling in them, allowing them to do cringe-worthy levels of stuff to their outer hides (like piercing them with hooks) that other saner races would rarely do.&lt;br /&gt;
** Between cultural/religious and biological reasons, being disemboweled is considered the worst possible way to die for ogres; Ogres only die when all their guts finish pouring out of the stomach wound, and ogres have &#039;&#039;lots and lots and lots&#039;&#039; of intestines, so it&#039;s a slow, irreversible, and incredibly painful process. Even watching another ogre get disemboweled can cause a reaction similar to men watching another man getting his balls slowly crushed. Gutplates prevent this (for the most part), so Gut Up, young bull!&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
Ogres are a low pop army with lots of fun rules. They&#039;re fairly strong right now, so they&#039;re increasingly popular. Despite this, most new players don&#039;t know much about Ogre Kingdoms fluff so by doing your research you can easily gain some &#039;ham cred. &lt;br /&gt;
Ogres on the charge hit like artillery blasts. Ogres can upgrade their standard bearers to have Gnoblars in a makeshit crows nest on top of them, allowing all characters and the champion in the unit to get &amp;quot;Look Out Sir&amp;quot; benefits. In addition, Ogres get a few nifty weapons no other army gets. &lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
NOTE: Some of the models below are conversions, but there are official GW models among them.  Can you guess which is which?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Araby Ogre.png|Araby Ogre&lt;br /&gt;
Image:1.jpg|Beastmen Ogre&lt;br /&gt;
Image:Bretonnian Ogre.png|Bretonnian Ogre&lt;br /&gt;
Image:Cathay Ogre.png|Cathay Ogre&lt;br /&gt;
Image:Dark Elf Ogre.jpg|Dark Elf Ogre&lt;br /&gt;
Image:Dwarf Ogre.png|Dwarf Ogre&lt;br /&gt;
Image:Chaos Dwarf Ogre.jpg|Chaos Dwarf Ogre&lt;br /&gt;
Image:9.jpg|High Elf Ogre&lt;br /&gt;
Image:Lizardmen Ogre.jpg|Lizardmen Ogre&lt;br /&gt;
Image:Nippon Ogre.jpg|Nippon Ogre&lt;br /&gt;
Image:Orcs and Goblins Ogre.jpg|Orcs &amp;amp; Goblins Ogre&lt;br /&gt;
Image:Skaven Ogre.jpg|Skaven Ogre&lt;br /&gt;
Image:Empire Ogre.jpg|Empire Ogre&lt;br /&gt;
Image:Tomb Kings Ogre.png|Tomb Kings Ogre&lt;br /&gt;
Image:Vampire Counts Ogre.jpg|Vampire Counts Ogre&lt;br /&gt;
Image:Warriors of Chaos Ogre.jpg|Warriors of Chaos Ogre&lt;br /&gt;
Image:Wood Elves Ogre.jpg|Wood Elves Ogre&lt;br /&gt;
Image:Ninja Ogre.png|Ninja Ogre&lt;br /&gt;
Image:Pirate Ogre.png|Pirate Ogre&lt;br /&gt;
Image:Female Ogre.png|Crossdressing Ogre &lt;br /&gt;
Image:8039787889_96ed2c0f29_k.jpg|ogre Slaan&lt;br /&gt;
7180203363 d2bffd50f0 k.jpg|lustrian standard&lt;br /&gt;
7176858107 e68eecf828 o.jpg|lustrian bulls&lt;br /&gt;
7180207541 159c1f51e1 k.jpg|lustrian bruiser&lt;br /&gt;
7362010446_d8e5ba564e_o.jpg|lustrian thundertusk&lt;br /&gt;
8815390127 6f698fd585 o.jpg|lustrian &amp;quot;sabretusk&amp;quot;&lt;br /&gt;
10800351164 e09f18840b o.jpg|lustrian hunter&lt;br /&gt;
Bullunit.jpg|orc bulls&lt;br /&gt;
DSC03006.JPG|Cathay&lt;br /&gt;
Leadbelcherwip011.jpg|orc leadbelchers&lt;br /&gt;
Assdffe.jpg|tzeentch bull&lt;br /&gt;
Lizardmen2.jpg|lizardmen leadbelcher&lt;br /&gt;
Skaven2.jpg|skaven&lt;br /&gt;
Blood Bowl Lady Ogres.jpg|Lady Ogres in Blood Bowl. EXTRA THICC&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warhammer/Tactics/8th Edition/Ogre Kingdoms|Ogre Kingdoms tactica]]&lt;br /&gt;
* [[Ogryn]]&lt;br /&gt;
* [[Ogor Mawtribes]]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Ogre Kingdoms]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ogre_Kingdoms&amp;diff=364740</id>
		<title>Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ogre_Kingdoms&amp;diff=364740"/>
		<updated>2021-10-28T20:56:44Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Modern Day */&lt;/p&gt;
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&lt;div&gt;[[File:F8eadd7a4470a5bc529656620e73680f.png|thumb|right|350px|A bunch of lards being dudes.]]&lt;br /&gt;
{{Topquote|The gluttons dig their own graves with their teeth.|James Howell}}&lt;br /&gt;
{{Topquote|Today the Orcs, tomorrow the world. Let them all tremble!|Greaseus Goldtooth’s speech at the Battle of the Fire Mouth, long-winded by Ogre standards}}&lt;br /&gt;
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{{Topquote|I&#039;ll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.|2=[https://www.youtube.com/watch?v=B4bsWVXh7Sg How the ogres order food at an Empire fast food restaurant]}}&lt;br /&gt;
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The &#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039; are a faction in [[Warhammer Fantasy]], although it&#039;s really more of a geographical term than a political term, as Ogres in WFB aren&#039;t really &amp;quot;united&amp;quot; in any rational sense. In fact, they&#039;re spread out across the Warhammer World, some making up tribes that, in turn, make up the &amp;quot;kingdoms,&amp;quot; whereas others serve as mercenaries for other factions (although there&#039;s not really an in-game way to represent this as of now).&lt;br /&gt;
&lt;br /&gt;
Ogres used to live in the Warhammer World&#039;s equivalent to Mongolia, but they were driven away by the arrival of the [[Great Maw]], some sort of literal giant maw that stuck into the ground and makes Ogres really, really hungry. They began to move westwards, ending up in the massive [[Mountains of Mourn]] to the east of the [[Dark Lands]] (which, in turn, is east of the [[Old World]]). These would eventually become known as the Ogre Kingdoms, but Ogres are continuing to move west, working for some forces and invading (and eating) others.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Pre-Chaos===&lt;br /&gt;
Way back in the early days of the world, the [[Old Ones (Warhammer)|Old Ones]] knew that [[Chaos]] was approaching and they feverishly worked to find a way to prevent it by engineering a race capable of fighting Daemons and winning. They created [[Lizardmen]] to aid them as servants, and set to work first creating an environment to place the race in to live up to its full potential, then study them and decide if they were a success. First they made the [[High Elves (Warhammer)|Elves]], who were too slow to reproduce and too frail to survive prolonged war. Then the [[Dwarfs]], who were incapable of using magic and too rigid in their culture to change fast enough to adapt to [[Daemon]] trickery. Then they created [[Humans]], who were too corruptible. At this point the Old Ones began panicking, and created a bunch of races (so everyone who isn&#039;t one of the main groups) all of which were flawed in one way or another (the [[Halflings]] of the Moot are in fact prototype Ogres). Finally, they produce the Ogres. At first they seemed to have all the desirable traits the old ones were looking for. They were as adaptable and fast breeding as man, able to survive all but the harshest of conditions, resistant to mutation, long lived, fairly intelligent, and they could eat just about anything. The Ogres were a half-finished race, though, as the old ones had yet to curb the creature&#039;s intense hunger. At this point, the [[Warp Gates]] collapsed preventing the Old Ones from distributing the ogres and using them as soldiers. As such, Ogres, despite being the race theoretically capable of fighting Chaos and winning, were left without the means or knowledge of how to do so. Also, ogres are huge, like, REALLY huge, so them being really hungry is a lot more of a problem than you&#039;d think.&lt;br /&gt;
&lt;br /&gt;
===Great Maw===&lt;br /&gt;
{{topquote|The feast is OVER! There&#039;s no more food! Go home and - wait, no put me down!!!!|Cathayan Emperor, finally sick of the Ogre&#039;s nearly eating his empire under the table|}}&lt;br /&gt;
&lt;br /&gt;
Ogres initially lived in tribes, which wandered the steppes of Warhammer Mongolia following nomadic giant animals which they ate whole. This kept them happy for thousands of years. But as the numbers of the Ogres increased, their half-completed environment was unable to support them. They began attempting to cross the passes that lead to the other races of the world. Nearest them was the Humans of [[Cathay]], AKA Warhammer China. Ogres learned stone-age technology such as &amp;quot;fire&amp;quot; and &amp;quot;wheels&amp;quot; from the Cathayans, and for the first time tasted the meat of intelligent beings: and it was FUCKING DELICIOUS. The Emperor of Cathay, who was apparently an immortal dragon god, used his magic and the mages of his court to pull a mysterious creature from space down into the middle of the Ogre lands where it promptly pulled a Tunguska. Said impact reverberated through the world, with all races feeling the shock (Dwarfs everywhere carved Malachite murals of the event, menacing with spikes of Cat Bone. Elves wrote a sonnet about it, which is actually a metaphor for why Dwarfs are short. Humans made up a myth about a hero fucking the Earth God Ishneros bareback). The impact wiped out 2/3 of the Ogre race instantly, and the comet reached the molten core of the world. The land of the Ogres was destroyed, burned to a crisp and rendered mostly lifeless. The survivors of the Ogres believed that they had been punished by an angry god for their sins (what they think those sins were varies from group to group) and they came to worship the giant crater as the physical manifestation of their God. Somehow, this also caused an unnatural hunger for every Ogre that could not be sated. This came to be the basis for their ENTIRE culture, and also lead to the current &amp;quot;fatty boy&amp;quot; look of their race. &lt;br /&gt;
Natural selection came into play as the weak were eaten by the strong. The only Ogres that survived this dark era were absolute fucking badasses with skin that could stop cannonballs and muscles underneath that could crack said cannonballs (cannonball soup makes a great pre-cannon team barbeque dish by the way). With tribes consuming themselves into oblivion and survivors being fed on by larger tribes without end as Ogres could never feel satisfied, Ogres had to find new lands and new meats. Cathay was blocked by natural barriers, so westward they went, tribe by tribe. &lt;br /&gt;
&lt;br /&gt;
An Ogre named Groth Onefinger stepped forth and lead his tribe to the site of impact of the comet. The areas surrounding the hole were dangerous enough to kill even the hardened Ogres, and those that survived found that the pit wasn&#039;t just a hole. [[Tyranids|It was a pit, surrounded by muscle and rimmed by teeth. It had no discernible end. It was alive and the dangers around it were simply its intake of breath and respiration.]] Since that day, Ogres no matter where in the world they were born return at some point in their lives to visit the Great Maw, and all Ogres worship it as their deity and adorn their crafts in images of it.&lt;br /&gt;
&lt;br /&gt;
===War in the Sky===&lt;br /&gt;
The Ogres became the first race in the setting to cross the natural boundaries of the Old Ones. They carved their way through impassible mountains and ascended the heights, finding new beasts to eat. Ones that were just as capable of eating them, but regardless still new flesh. Ogres once again passed through a challenge that consumed the weakest of their race, strengthening the survivors and their descendants. In the frozen wastes, everything was capable of preying on Ogres, and tribes couldn&#039;t rest or take shelter without being consumed to the last. The Ogres that managed to reach the tops of the peaks found rolling hills of a more temperate climate, where enormous herds of succulent mammoths were tended by their cousins, the Skytitans. The Skytitans had a great civilization on top of what is now the Ancient Giant Lands, only descending the bottom when tending to their herds, and carved fortresses and artwork worthy of Elves and Dwarfs into the peaks. The Ogres initially preyed on the herd animals, which were powerful enough that an entire tribe was needed to kill one (and an entire tribe could find themselves feasting for a longer time than thought possible). The Skytitans didn&#039;t take kindly to the Ogre invasion of their lands, and fought a war to render the dwindled race extinct. The weapons of war and magics of the Skytitans slew most of the Ogre race in what came to be known as the War in the Sky, but in the end the dwindled Ogres still outnumbered the Skytitans hundreds to one and the isolated, singular lifestyle of the Skytitans prevented them from uniting, resulting in each Skytitan being besieged and eaten (often alive) in his own home by packs of vermin-like Ogres. Soon most of the race was consumed, the last of the Skytitans having become so large and hardened (as Skytitans grew larger and tougher as they aged) that they were indistinguishable from the mountains themselves, with small numbers of survivors banding together and setting sail on fortresses built on the tops of solidified clouds, but where they went and if they survived the journey is unknown. Some Skytitans fled to other lands on foot, most of them devolving and inbreeding into the current [[Giant|Giants]]: monsters that dwell the hills looking for battle and food (in that order), with no art or culture to speak of, and oftentimes goaded (often with large quantities of alcohol) to march alongside Beastmen, Greenskins, and Chaos devotees.&lt;br /&gt;
&lt;br /&gt;
The victorious Ogres enslaved the Skytitan&#039;s children, consumed the mammoth herds of the Skytitans, destroyed their fortresses and covered up ancient carvings depicting the Old Ones and their wisdom with grease paintings (literally, paints made of grease and charcoal from cooking fires) depicting great meals eaten by Ogre tribes. The magical radiation that the Great Maw had sent into the atmosphere made the mountain tops dangerous, and with the depletion of most of the Skytitan&#039;s mammoth herds, most Ogres continued westward. Those that stayed turned feral, grew fur, and became Yeti (called &amp;quot;Yhete&amp;quot; in Warhammer).&lt;br /&gt;
&lt;br /&gt;
===Modern Day===&lt;br /&gt;
&lt;br /&gt;
The Ogres ascended the peaks of the Giants and found themselves in the Mountains of Mourn. Here, they found more animals than they had ever dreamed of. They found Dwarfs (who believe a mountain made of solid gold is found somewhere in the Mountains of Mourn, and thus keep attempting to invade), greenskins, [[Skaven]], and Humans. Ogres kept some Goblins as pets and bred (and ate) them, and within a few generations they wound up creating a new race of servile greenskins called [[Gnoblar|Gnoblars]]. &lt;br /&gt;
Ogres managed to push the semi-intelligent beings who originally inhabited the Mountains of Mourn (called Dragon Ogres) entirely out, driving them north into the Chaos Wastes. They also drove out [[Beastmen]] who had begun to dwell in the lower peaks. &lt;br /&gt;
&lt;br /&gt;
Ogres carved their own territory in these lands out, and Ogre tyrants became more permanent fixtures of tribal rule rather than simply &amp;quot;biggest loudest guy who was still alive in the morning&amp;quot;. They fought off any threats that came to the Ogres, among them a Daemon invasion (leading some Ogres to develop a taste for them) and a giant living glacier that the Ogres battled during a particularly bad winter (allegedly living anyway). When Orc slaves managed to escape the Chaos Dwarfs into the Mountains of Mourn, they fought with the Ogres for land and eventually found their way into valleys beyond the notice of the Ogres where they began to build their numbers. At one point the Skaven attempted to invade the Ogres. The resulting battles almost led to extinction among the Skaven, as the Ogres found their way into the tunnels and developed a taste for them.&lt;br /&gt;
The tribes expanded, and true diplomacy was born. Eventually some tribes discovered that there was greater gains to be had by being amicable to the smaller races than simply eating them outright, and Ogres spread throughout the world as mercenaries to be hired by anyone who had goods they could convince the Ogres had some value, and edible foes.&lt;br /&gt;
&lt;br /&gt;
Ogres, by the nature of their creation, are resistant to the effects of the [[Warp]], and of magic. Despite this many ended up swearing themselves to Chaos for different reasons, be it the hedonistic encouragements of [[Slaanesh]], the encouragement for slaughter and trophy-taking by [[Khorne]], the similarity between themselves and the servants of [[Nurgle]] as well as the camaraderie of being part of a tribe that will never turn on itself (besides backstabbing the leader, but that&#039;s just par for the course), or the fact [[Tzeentch]] will either do the thinking for them so they can just focus on what they do best or give them spiffy mutations like extra mouths so they can eat even more. [[Warriors of Chaos]] make use of the Ogres as living siege weapons, while the Ogres make use of the Warriors as playthings and snacks. &lt;br /&gt;
But Ogres are a neutral race, just as likely to learn to read and write (at a very basic level) so they can peruse wanted posters in the Empire for bandits and vampires, all of which make lovely snacks with the bonus that the Ogre ends up with a decent amount of gold at the end with which he can purchase the clothes of an Empire nobleman (fitted about twenty sizes up) with which to dress himself so he can dine with polite society. Sometimes ON polite society if he&#039;s lucky enough to be challenged to a duel while there. &lt;br /&gt;
Still others sail the world, becoming pirates and devouring sea monster and crew (and ship) alike depending on who they cross paths with. Still others find employ amongst High Elves, being studied by mages of Saphery between battles against [[Dark Elves]]. &lt;br /&gt;
Some wander [[Wood Elves|Athel Loren]], growing moss from their backs and their skin hardening like bark until they&#039;re indistinguishable from treekin themselves.&lt;br /&gt;
Other Ogres are even employed by said [[Dark Elves]], who were so impressed by their capacity for brutal violence they recruited Ogres instead of enslaving them. &lt;br /&gt;
Ogres today can be found amongst any group in the world, doing whatever they can, always eating, always looking for more. Sometimes individually, sometimes in groups.&lt;br /&gt;
&lt;br /&gt;
===[[Age of Sigmar]]===&lt;br /&gt;
Now named &amp;quot;Ogors&amp;quot; (because copyright), they exist in the mortal realms as the [[Ogor Mawtribes]].&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
* &#039;&#039;&#039;Mountains of Mourn:&#039;&#039;&#039; Most Ogres are found in the Mountains of Mourn, considered their homeland. Those that wander or make their homes in other lands return, or send representatives, to tell their stories which usually results in some Ogres leaving the homeland and joining them. Sometimes this results in an entire tribe living outside the Mountains of Mourn, but inevitably they will seek contact again with their kin. This is the primary method through which they expand across the globe. The Mountains themselves change constantly, as they are constantly bathed in radiation from the Warp. Many dangerous animals wander the Mountains. To smaller races, these are dangerous beasts worthy of a small Crusade of [[Bretonnia|Bretonnian]] knights, or a party of High Elf White Lions of Chrace, or a hunting party of [[Vampire Counts|Strigoi and ghouls]]. To Ogres, it&#039;s either a single meal or a pet. The largest of them are at best mounts. The mountains themselves are full of caves and tunnels that lead to everything from portals to the Warp to Dwarf Fortresses, to greenskin WAAAGH!s in formation, and things ancient and unknowable beyond these; all of which are great sources of meals. Half the peaks are volcanic, half sub arctic. All bother Ogres as much as a bit of rain or sun. Mount Thug is notable in the range for actually being alive, and Ogres have a great deal of respect for those who escape being eaten or crushed by it as they scale its peaks to feed on the bloated animals that live in spaces Mount Thug can&#039;t reach. The Fire Mouth is an active volcano with periodic eruptions nearby the greatest concentrations of Ogres, and they believe it&#039;s the bastard offspring of the sun and the Great Maw. The Fire Bellies are a cult that worship this &amp;quot;god&amp;quot; which they believe is the wargod of the Ogre pantheon. Each Kingdom is ruled by a Tyrant, and his domain extends literally as far as he can see at his place of dwelling. Tyrants as such place a big deal of importance on thrones and hills. Tyrants that manage to gain control of important sites, like the passes that lead to the Great Maw or out to the western kingdoms face constant challenges from other Tyrants, and reap the rewards of demanding tribute (often food, sometimes a percentage of the Ogre pilgrims in the group as meat). &lt;br /&gt;
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* &#039;&#039;&#039;Challenge Stone:&#039;&#039;&#039; A large stone found at the northernmost edge of the Mountains of Mourn and the southernmost edge of the Chaos Wastes. When held by the Warriors of Chaos, it is fought over and rededicated from one Chaos God to another. When held by Ogres, they fight to inscribe their tribe symbol on the stone for bragging rights the world over. The two races CONSTANTLY fight over the stone. Currently controlled by the Bloodmaw tribe.&lt;br /&gt;
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* &#039;&#039;&#039;The World:&#039;&#039;&#039; Seriously. They&#039;re fucking everywhere.&lt;br /&gt;
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==Tribes==&lt;br /&gt;
Ogre tribes are numerous, and constantly changing. Most are named for a notable Ogre in them, or a characteristic common to members. Ogres are not the kind to trace lineages or politics outside their own generation, and as such tribes are a mark of the present rather than past or future (some tribes do manage to defy this, existing across multiple generations. This is a rarity). Tribes change locations, even within it&#039;s Tyrant&#039;s own kingdom, constantly. Memories of the coming of the Great Maw still exist, and it&#039;s within the imagination of Ogres that it could happen again one day. As such, Ogres are mostly nomadic and their possessions are few and easily packed. The most valuable thing to an Ogre is his tribe&#039;s Mawtooth, a single great tooth and flag which at gatherings of their kind is arranged with others in a circle, making an effigy of their god. &lt;br /&gt;
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* &#039;&#039;&#039;Goldtooth&#039;&#039;&#039; A tribe lasting across multiple generations, known to be the wealthiest. Currently led by Greasus Goldtooth(that&#039;s Tradelord Greasus Tribestealer Drakecrush Gatecrasher Hoardmaster Goldtooth the Shockingly Obese to you, peasant!). Known for elaborate displays of wealth, like feeding other tribes and blinging out their gutplates. Goldtooths are known for having a large number of Ironguts, and are the most feared tribe.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Goldtooth Tribe.jpg|Goldtooth symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Thunderguts&#039;&#039;&#039; Known for rampaging through the lands of the Old World and taking over towns or taking hostages, then demanding food as payment. They usually end up either demanding more and more, or eating their hostages. Greenskins and Empire humans alike fear them greatly. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Thunderguts Tribe.jpg|Thunderguts symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Crossed Clubs&#039;&#039;&#039; Known for producing more Maneater mercenaries than other tribes. Also for lying constantly about everything they do, making up tall tales of glory. Each veteran (veterans themselves being a rarity amongst Ogres) wears gear obtained in their travels and proudly displays trophies earned, making them a rather motley crew of clashing colors and gearschemes (obviously the tribe designed for the greenstuff addict in mind).&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Crossed Clubs.jpg|Crossed Clubs symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Sons of the Mountain&#039;&#039;&#039; Living on one of the tallest and coldest peaks in the Mountains of Mourn, the Sons of the Mountain tribe are wealthy from trading the meat, pelts, and ivory of creatures that live only in their home. Many Yhete are found amongst them, and the Ogres of the Sons of the Mountain paint themselves entirely in white paint and dwell amongst the beasts they hunt directly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Sons of the Mountain.jpg|Sons of the Mountain symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Feastmasters&#039;&#039;&#039; Known a generation ago for producing high quality meals (for a portion of the feast), the current Tyrant Blaut Feastmaster captured Halflings from the Moot in his travels. To this day, Halflings fill the role for Feastmasters that Gnoblars fulfill for most tribes. As a result, the Feastmaster cooking has improved greatly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Feastmaster.jpg|Feastmaster symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Rock Skulls&#039;&#039;&#039; The toughest tribe of Ogres, who are known best for the skill of breaking boulders with their heads (apparently a big deal among Ogres). They&#039;re also known for being fairly unintelligent. When Skarsnik the Goblin waged his great wars against the Dwarfs, he brought the entire Rock Skull tribe with him as support. In negotiations with the Goblins for what they were willing to pay for the support of the tribe, he convinced the Rock Skulls to instead pay HIM for them to fight.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Rock Skulls.jpg|Rock Skulls symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Blood Guzzlers&#039;&#039;&#039; Inhabit the areas of the Mountains of Mourn known to host more giant spiders than anywhere else in the world. That&#039;s...pretty much it. They eat spiders.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Blood Guzzlers.jpg|Blood Guzzlers symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Ironskins&#039;&#039;&#039; Physically powerful Ogres that wear black gutplates. Known for taking massive numbers of captives, and not eating them, they trade freely with the [[Chaos Dwarfs]], and their Tyrant rides a mechanical mount given to him to provide better ties between the two groups.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Ironskin.jpg|Ironskin symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Lazarghs&#039;&#039;&#039; The single oldest tribe, descended from Groth Onefinger himself. Live closest to the ancient Giant lands, most have mutated in various (non-Chaos) ways and cover themselves with cloaks. Their teeth fall out often, leading them to simply jab black jagged rocks directly into their gums, horrifying even the toughest, most scarred Ogres. They carry bells, and hang them to mark the pass to the Great Maw. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Lazarghs.jpg|Lazargh symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Mountaineaters&#039;&#039;&#039; Recently, an Ogre named Bauldig Mountaineater conquered every challenge Ogres had to offer him. Climbed Mount Thug, fought every beast, and destroyed Bigstride Peak by burrowing in and eating the heart of that mountain. A tribe of fanboys and groupies gathered to him, each eating rocks and dwelling in caves. The only meat they eat comes from subterranean races like goblins, Dwarfs, and Skaven. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Mountaineaters.jpg|Mountaineater symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Eyebiters&#039;&#039;&#039; A clan that controls a series of desolate passes leading to and from many of the Ogre lands. They demand large tributes from any who pass through, and raid all settlements and hunt all monsters within their range. The Tyrant of the Eyebiters has fathered more children to grow into adulthood than any Ogre.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Eyebiters.jpg|Eyebiters symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Army==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Greasus Goldtooth]]:&#039;&#039;&#039; The current Overtyrant of the Ogres in the Mountain of Mourn.  Gained leadership of his tribe after killing and eating his own father in a pit fight.  &lt;br /&gt;
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* &#039;&#039;&#039;Golgfag Maneater:&#039;&#039;&#039; The greatest Ogre mercenary alive, and the one all others are named after. He earned renown fighting against the Dwarves in the World Edge Mountains, eating, fighting and robbing his way into notoriety. At first fighting against the dwarves of Karak Kadrin, then for them after pissing off his Orc employer by drinking all the booze, then robbing the Dwarf King blind, &#039;&#039;&#039;after they paid him&#039;&#039;&#039;. Golgfag got locked up by those same dwarves later. He impressed Ungrim Ironfist by eating everyone else in the dungeon but his oldest friend(who still lost a leg). Ungrim wept that such a majestic creature was being imprisoned and ordered his release. His rap sheet includes: looting on Ulthuan, being decorated by Karl Franz, coining the Ogre slang word for Knights as &amp;quot;Tinned Food&amp;quot;, making and losing countless fortunes, and downing more of the dwarves most prized beer then most of them have even seen. He&#039;s so famous that his title of Maneater has become the word for all Ogre Mercenaries. Golgfag got the title after eating his human paymaster and making off with the gold chests. Despite the name he&#039;ll eat anything like any other Ogre, though he especially likes halfling. Golgfag leads the renowned and rather imaginatively named mercenary band &amp;quot;Golgfag&#039;s Maneaters&amp;quot;.&lt;br /&gt;
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* &#039;&#039;&#039;Bragg The Gutsman:&#039;&#039;&#039; Traveling bruiser and executioner. As a young Ogre Bragg found he had a talent for killing shit, naturally knowing where to swing for the best results. Bragg was a fairly average brusier until he forged his signature weapon &amp;quot;Great Gutgouger&amp;quot; from the magical axes of a Black Orc Warboss he killed, which increased his killing ability tenfold.  What made him infamous however was his discovery that he could cut around other Ogre&#039;s gutplates disemboweling them.  Ogres are scared shitless of him because of this, since Ogres&#039; guts are sacred to them and Ogre anatomy means its a long, nearly irreversible and agonizing death as their guts unravel after being disemboweled.  Bragg realized he had a good thing going, and left his tribe to go solo, taking his one man murder show on the road seeking battle.  He is welcomed by all tribes to fight alongside them thanks to his killing ability, but feared and hated as he inevitably cuts someone from that same tribe open for challenging him, at which point he gets kicked out.  Bragg isn&#039;t bothered one bit, happily leaving to do it all over again somewhere else. He can&#039;t become a Tyrant since no Ogres are willing to follow him thanks to his grim reputation, even if he kills the old one.  He wears a black hood like some human executioners, figuring if he&#039;s got a fierce reputation, might as well make the most of it.&lt;br /&gt;
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* &#039;&#039;&#039;Skrag the Slaughterer:&#039;&#039;&#039; The Great Prophet of the Great Maw. Viciously attached to his back is a giant pot, which he fills with enemies AS HE FIGHTS. What he misses is grabbed by Gnoblars in service directly to him (ranking them above even common Ogres) and put into the pot. He was the head Slaughtermaster of the Rockgrinder tribe. He angered the Tyrant by cooking their favorite Gnoblar and serving it to him at a feast.  In retribution the Tyrant hacked off and ate both of Skrag&#039;s hands, had his pot chained to his body, then cast him into tunnels even Ogres feared.  He immediately impaled his former cooking tools into his stumps, and set forth. Long forgotten Gorgers attacked him, and they found themselves hacked up and in his pot. After dicing up their leader, the Gorgers followed him as if members of a tribe he leads. He found himself reaching the surface through a cavern none of the Gorgers had ever seen before. He and his followers set upon the tribe, killing and feasting on them all.  Upon putting the finishing touches on a lovely dish made entirely out of the former Tyrant, his wounds sans his missing hands healed and his pot and cooking implements were strengthened with the magic of the Great Maw.  Now a tribeless Ogre, Skrag wanders the lands of the Ogres joining in battles whenever he can. Welcomed by all, he not only turns the tide of battle but also prepares and cooks the resulting corpses with great skill.&lt;br /&gt;
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===Generic Characters===&lt;br /&gt;
* &#039;&#039;&#039;Tyrant:&#039;&#039;&#039; The head of an Ogre tribe. Rules by virtue of his ability to defeat challengers, and reputation. Anyone can challenge the Tyrant for his position in a fight without gutplates where the loser is eaten alive. These fights are the most common form of entertainment for Ogres. Tyrants have the best gear, the most names, and most children of any Ogre in a given tribe. &lt;br /&gt;
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* &#039;&#039;&#039;Bruisers:&#039;&#039;&#039; The subordinates of the Tyrants, and oftentimes future Tyrants come from their ranks. They can do anything they want so long as it doesn&#039;t offend the Tyrant or their fellow Bruisers. Like the Tyrant, Bruisers can be challenged to one on one combat. The winner eats the loser, and attains the rank of Bruiser.&lt;br /&gt;
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* &#039;&#039;&#039;Slaughtermaster/Butcher:&#039;&#039;&#039; The priesthood of the Ogres, Butchers handle all meat considered the property of the Tyrant, Bruisers, or the whole tribe. Considered a direct line between the Great Maw and the common Ogre, Butchers enjoy a position equal to Tyrants but entirely separate. Tyrants take great care not to offend Butchers lest the tribe abandon him fearing a comet crashing down atop their heads. Butchers are known to kill any Ogres who offend them to feed to the group, or to randomly take body parts from the tribe for flavoring. They carry holy implements, all of which aid in cooking or preparing, at all times. They are larger than any other Ogre in any given group, getting the best choice of meat and consuming it (being a direct link between the tribe and the Great Maw). Butchers do not wear gutplates as a declaration of faith that the Great Maw has got their &amp;lt;s&amp;gt;backs&amp;lt;/s&amp;gt; guts. Any Ogre child with a gift for magic, or is seen blessed in some way, is taken by a Butcher and fed a copious amount of meat.  As he grows, he is fed things that are poisonous and inedible even to ogres to strengthen his gut (based on the real-life practice called mithridatism - ingesting poisons to develop a resistance or immunity to them) things to make his gut ever stronger to hold the essence of the Great Maw. Most Butchers learn the Gut Magic of the Ogres, being things related to their culture like strengthening the skin of Ogres, tenderizing the meat of (still living) enemies, and causing the earth to swallow foes alive as sacrifice &amp;quot;appetizers&amp;quot;. Others learn other magic Lores, all in their belief related to the Great Maw (Lore of Heavens=the comet, Lore of Death=consumption from the Great Maw, and so on). Slaughtermasters are simply the leaders amongst the Butchers.&lt;br /&gt;
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* &#039;&#039;&#039;Hunters:&#039;&#039;&#039; Lone Ogres who take the role of a WoW huntard. Usually tribeless, they wander through the mountains and wild in search of beasts to prey upon. Sometimes they’ll even take some of them alive and bring them back to some other tribe as a gift to the Tyrant. A feast will be held in the Hunter’s honor where he will tell stories about his adventures before quietly vanishing back into the wilderness.&lt;br /&gt;
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* &#039;&#039;&#039;Firebellies:&#039;&#039;&#039; Strange religious fanatics that worship a volcano called the Fire Mouth. There are three tests.  The first is to eat super-hot chili (powerful enough that it&#039;s implied to be a laxative, a substitute for boiling oil or both) and keep it down.  Then they have to track down and eat a giant firebug that lives in volcanoes.  The final test to join the cult is to be dipped into the caldera of the Fire Mouth, eat a mouthful of magma and come out alive. Though, on the upside, those who survive can breathe fire, use fire magic and are almost immune to heat.&lt;br /&gt;
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===Core===&lt;br /&gt;
* &#039;&#039;&#039;Ogre Bulls:&#039;&#039;&#039; The basic Ogre that lacks any particular rank. Ogres are (repeatedly) described as having a bully mentality by GW (oh the irony). If they want it, they try to take it. If you aren&#039;t respecting them enough, or it&#039;s been too long since they reminded you WHO gets the respect, they rough you up. The only way to stop them is to prove you&#039;re better than them, at which point they&#039;ll likely back the fuck off and suck up to you as the new boss (this behavior is reminiscent of Orks in 40k, however Orks tend to naturally follow the biggest whereas Ogres are likely to see &amp;quot;biggest&amp;quot; as a challenge to their own masculinity and attempt to EAT the biggest Ogre, and become the biggest themselves). Generally speaking, most Ogres are dumb as rocks and it takes an extraordinary Ogre to learn lessons. Those that do invariably reach some degree of old age, and probably aren&#039;t in this category for long. &lt;br /&gt;
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* &#039;&#039;&#039;Ironguts:&#039;&#039;&#039; Ironguts are the basic Ogre, but with armor. They tend to be a bit tougher than their fellows as a means of natural selection, since Ogres squabble amongst each other for gear, so the Ogre who manages to KEEP his equipment is one that can&#039;t be challenged by un-armored Ogres for it. The types of equipment varies; for some Ogres, it&#039;s the tools from a farm the Ogres consumed (livestock, crops, AND family. Probably the house and their little dog too) bent and tied as weapons and the shield and flattened helmets of the local town guard tied to their limbs for armor. For others, it&#039;s a well crated suit of Gromril armor from the Dwarfs who the Ogre has served as a mercenary. Some Ironguts have evolved natural armor, like Ogres who have lived for so long in Nehekhara that the sand has been worn directly into their skin, compacting as they flex until it&#039;s almost like they have stone skin. Bruisers and Tyrants have some say as to who is an Irongut and who isn&#039;t, as divvying up the spoils of war usually falls to them (if they&#039;re giving out any at all). Like Silver Helms for High Elves and Black Orcs for greenskins, Ironguts are the Ogre variety to which most of the race looks to as exemplary of their kind.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gnoblar|Gnoblars]]:&#039;&#039;&#039; Small greenskins that evolved to their current state when Ogres moved from the mountains of the Giants to the Mountains of Mourn. Gnoblars have the place of being the singularly most mistreated beings in either Warhammer setting, as Ogres see them somewhere between vermin like insects that are simply a fact of life to deal with, or very low and undepletable slaves. Sometimes as food if there&#039;s nothing better around, although some Gnoblars wind up in the position of &amp;quot;favorite hunting dog&amp;quot; as long as the Ogre can remember them. Meanwhile, Gnoblars see Ogres as a mix of living gods and eternal masters. They differ from Goblins in that they are much smaller, and while Goblins have pronounced noses the face of a Gnoblar is mostly nose. This gives them a beak appearance, making them resemble a Jim Henson Muppet character.&lt;br /&gt;
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===Special===&lt;br /&gt;
* &#039;&#039;&#039;Leadbelchers:&#039;&#039;&#039; Ogres who carry around field cannons as hand weapons, which they will shove just about every jagged object into and hit people with in close quarters like some ginormous shotguns. They are typically seen as rather unhinged by their fellow Ogres, which usually means that they get to be good for a bit of fun. Their cannons also look suspiciously like Imperial and Dwarf cannons (in fact they do take them after successful fights). If these guys don&#039;t have at least one scar, such as missing eyes, burnt skin, disfigured faces, etc., they&#039;re doing it wrong.&lt;br /&gt;
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* &#039;&#039;&#039;Maneaters:&#039;&#039;&#039; If this was D&amp;amp;D these guys would be an ogre adventurer. They can take a variety of special rules and special gear, and make themselves look like the corresponding region they&#039;ve been working in, such as stabbing feathers into their skull like State Troopers without the headgear, or jabbing sharp rocks into their gums to emulate vampires.&lt;br /&gt;
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* &#039;&#039;&#039;Sabretusk Pack:&#039;&#039;&#039; Sabre tooth tigers, but wolves, great for hunting war machines. Though with LD 4 they will run from anything. Standard use is to get a single one and run it into the nearest cannon - If someone focuses it out, they&#039;ve severely wasted some shots that could&#039;ve gone to cutting down Ogres.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yhetees:&#039;&#039;&#039; The Ogres frozen, mutant, hillbilly cousins. Got all magical attacks, not really good for much else though. Their models also look even more like deranged chimpanzees than the old Gutter Runner models.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mournfang Cavalry:&#039;&#039;&#039; Ogres on the backs of smaller woolly mammoths (as in &amp;quot;as small as a trebutchet&amp;quot;), great for causing mayhem to your opponents troops. Known for being one of the only things that can scare Chaos Knights.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gorgers:&#039;&#039;&#039; Albino baby ogres who were born without a characteristic paunch whoa are thrown to die in a tribes warpstone caves, but these ones survived by eating whatever they can find down there: such as rats, roaches, rocks [[Grimdark|and each other]]. In lore these landshark troglodytes are supposed to be both insanely aggressive and hungry with high killing capabilities. Tabletop-wise they are also known for being pretty useless on the tabletop... But then again, what do you expect from a emaciated albino loser?&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
* &#039;&#039;&#039;Gnoblar Scraplaunchers:&#039;&#039;&#039; Sometimes, a group of Gnoblars get together to fight alone - Most of the times, that will be in huge rabbles of mutant Goblins below even slave status, which won&#039;t do much other than piss off a unit of Chaos Warriors, but once in a while, they&#039;ll get together, find a woolly rhino and strap a chariot to it, on which a catapult is placed. Unfortunately, Gnoblars can only get to the smallest of objects, as Ogres take all the rest, so it&#039;s mostly scrap and stuff they throw about with it... Fortunately, there&#039;s a lot of scrap in an Ogre camp.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironblasters:&#039;&#039;&#039; Same chariot, same rhino, but with an Ogre on top, alongside a fucking big cannon, taken from the Skyholds of the Giants back in the day. As such, these cannons are sorta held as relics in the individual tribes, as much as an inedible thing can be to Ogres. Also known for being &#039;&#039;the&#039;&#039; cannon in the game that can move AND shoot. I&#039;ll say it again. Move. And. Shoot. Can also charge and kill stuff as a chariot. Truly, Ogre Kingdoms is the superior WFB faction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slave Giants:&#039;&#039;&#039; Said people the Ogres stole the cannons from. Also made them into inbred animals and reduced them to sub-tribal wandering monsters. Also still use them for battle, because fuck them, right? Basically the same as any other Giant in any other faction, but here, they are enslaved by the race that destroyed their civilization &#039;&#039;unknowingly&#039;&#039;, because Ogres never really kept history like that. Ogres are dicks like that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stonehorns:&#039;&#039;&#039; A mammoth/rhino hybrid with stone bones, and the attitude of a fucking pissed bull in a china shop. Have so great an urge to headbutt any living thing they see that only the youngest of the race have any skin on their forehead, which leads to them looking like Skeletor, if Skeletor was made of stone.  They eat minerals and meat, so gemstones protrude from their bones like freckles from skin.  For some fucking reason, Ogre Hunters use them as mounts, which really doesn&#039;t make sense, as the fucking thing can&#039;t stand straight unless it&#039;s headbutting the ground it&#039;s standing on; also begs the question of how they reproduce since they&#039;re so belligerent a Stonehorn of either gender would be too busy head-butting to actually mate.  Probably the male has to headbutt the female until she&#039;s too tired to fight him then mate with her.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thundertusks:&#039;&#039;&#039; Legends are told about the legendary thundertusk &amp;quot;Fridge&amp;quot; who acompanied a band of ogres through the Empire and coined the term &amp;quot;Fridgereted&amp;quot; for frozen chunks of meat that will keep fresh throughout the winter. Less volatile than the Stonehorn, Thundertusks are used as combined fridge, walking meat and watchtowers, with one or two Ogres sitting on top with ranged weaponry like throwing spears, harpoon launchers held like crossbows and fucking sabertooth-jaws fitted on chains, so the Ogre in question can make the enemy come over to him. Thundertusks are naturally freezy, and makes its surroundings colder by being there. This is quite useful for freezing less tough creatures down, so the Ogres can catch them before they slit their bellies. They even have a frost-breath-like attack for further freezing. Shame it looks like a retarded mandrill fused with a mammoth, but without the trunk. One might find oneself asking how the Thundertusk eats when it has so many tusks and the like in the way. The answer? Well...I don&#039;t have one, but hopefully there is one out there somewhere. Edit: Apparently it&#039;s a combination of skill, a long and dexterous tongue, and using their tusks to flip the meat of slain prey into the air and directly into their gaping maws.&lt;br /&gt;
&lt;br /&gt;
==Total Warhammer==&lt;br /&gt;
Ogre Mercenaries are going to be recruitable for all factions after getting their FLC through Total War Access, with individual locations that they can be recruited from randomly appearing around areas where conflicts and battles occur, as is frankly logical for mercenaries. These mercenary units include thicc dual-wielding ogres, thicc Maneaters wielding a weapon and a &amp;quot;pistol&amp;quot;, and extra thicc Mournfang Cavalry. This is certainly just a taste (heh) of the Ogres before the full Ogre Kingdoms factions release as DLC for [[Total War: Warhammer|Total Warhammer]] 3, which really wasn&#039;t that all surprising given the Ogre Kingdoms were always a full faction in WFB while the iffier sorts of Kislev and Cathay were confirmed for 3&#039;s release factions instead.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
* Ogres don&#039;t have priests. Butchers and cooks are their holy men. The only interest Ogres have in the faiths of others is in traditions related to eating. This can be awkward when, in the company of a group of Sigmarites for example, the Ogre bodyguard keeps commenting on how he can&#039;t wait for someone to die for the funeral feast (even more awkward when he thinks that eating the body of the deceased is part of it). &lt;br /&gt;
* Most Ogres wear a piece of armor over their stomach, a gutplate. Gutplates are sort of the equivalent of full plate armor for Ogres, as their most important organs are all hidden behind the large race-wide paunch they have. Helmets and shoulderpads are secondary as anything big enough to pierce an ogre&#039;s head and shoulders with weapons would likely ignore the armor anyway. Plus, given their fixation on eating and the god they worship, their guts are considered sacred. Only Butchers and Slaughtermasters eschew a gutplate, preferring to put their trust in the Great Maw to protect them.&lt;br /&gt;
* In older lore, Tyrants love their favorite weapons. An Ogre touching the Tyrant&#039;s weapon, who wasn&#039;t the Tyrant himself, was punished by being force-fed their own hands. &lt;br /&gt;
* Ogres enjoy pitfighting, and use it to settle disputes. The winner is allowed to eat part of the loser, ranging from an appendage (such as a nose) to an entire limb. If Ogres remove their gutplates in a pit fight, that means it&#039;s a fight to the death where the winner will eat the loser in front of the crowd. &lt;br /&gt;
* Ogres are known to collect names. Their first name is usually a guttural sound made by the mother or father upon seeing the infant, the last being their tribe. But anything they choose to add to their name from their life experiences is attached as well. Sometimes these names are less than complimentary words Ogres don&#039;t understand like &amp;quot;debased&amp;quot; or &amp;quot;unscrupulous&amp;quot; or &amp;quot;acrid&amp;quot;. The result can be interesting (&amp;quot;Gulk &#039;Scampered Engorged Beareater Bling Topsyturvy Gelatinous&#039; Goldtooth&amp;quot; for example). These names literally strengthen the Ogres on the tabletop, counting as upgrades that came from the experiences they had (also a bit of Orkish &amp;quot;clap your hands if you believe, and it will happen&amp;quot; style magic).&lt;br /&gt;
* Ogre Biology is weird. For one their gut isn&#039;t actually filled with fat, but rows upon rows of muscle, which lets them crunch up anything inside with ease. Their skin is also extremely thick (literally) which also hints that they likely don&#039;t have any feeling in them, allowing them to do cringe-worthy levels of stuff to their outer hides (like piercing them with hooks) that other saner races would rarely do.&lt;br /&gt;
** Between cultural/religious and biological reasons, being disemboweled is considered the worst possible way to die for ogres; Ogres only die when all their guts finish pouring out of the stomach wound, and ogres have &#039;&#039;lots and lots and lots&#039;&#039; of intestines, so it&#039;s a slow, irreversible, and incredibly painful process. Even watching another ogre get disemboweled can cause a reaction similar to men watching another man getting his balls slowly crushed. Gutplates prevent this (for the most part), so Gut Up, young bull!&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
Ogres are a low pop army with lots of fun rules. They&#039;re fairly strong right now, so they&#039;re increasingly popular. Despite this, most new players don&#039;t know much about Ogre Kingdoms fluff so by doing your research you can easily gain some &#039;ham cred. &lt;br /&gt;
Ogres on the charge hit like artillery blasts. Ogres can upgrade their standard bearers to have Gnoblars in a makeshit crows nest on top of them, allowing all characters and the champion in the unit to get &amp;quot;Look Out Sir&amp;quot; benefits. In addition, Ogres get a few nifty weapons no other army gets. &lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
NOTE: Some of the models below are conversions, but there are official GW models among them.  Can you guess which is which?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Araby Ogre.png|Araby Ogre&lt;br /&gt;
Image:1.jpg|Beastmen Ogre&lt;br /&gt;
Image:Bretonnian Ogre.png|Bretonnian Ogre&lt;br /&gt;
Image:Cathay Ogre.png|Cathay Ogre&lt;br /&gt;
Image:Dark Elf Ogre.jpg|Dark Elf Ogre&lt;br /&gt;
Image:Dwarf Ogre.png|Dwarf Ogre&lt;br /&gt;
Image:Chaos Dwarf Ogre.jpg|Chaos Dwarf Ogre&lt;br /&gt;
Image:9.jpg|High Elf Ogre&lt;br /&gt;
Image:Lizardmen Ogre.jpg|Lizardmen Ogre&lt;br /&gt;
Image:Nippon Ogre.jpg|Nippon Ogre&lt;br /&gt;
Image:Orcs and Goblins Ogre.jpg|Orcs &amp;amp; Goblins Ogre&lt;br /&gt;
Image:Skaven Ogre.jpg|Skaven Ogre&lt;br /&gt;
Image:Empire Ogre.jpg|Empire Ogre&lt;br /&gt;
Image:Tomb Kings Ogre.png|Tomb Kings Ogre&lt;br /&gt;
Image:Vampire Counts Ogre.jpg|Vampire Counts Ogre&lt;br /&gt;
Image:Warriors of Chaos Ogre.jpg|Warriors of Chaos Ogre&lt;br /&gt;
Image:Wood Elves Ogre.jpg|Wood Elves Ogre&lt;br /&gt;
Image:Ninja Ogre.png|Ninja Ogre&lt;br /&gt;
Image:Pirate Ogre.png|Pirate Ogre&lt;br /&gt;
Image:Female Ogre.png|Crossdressing Ogre &lt;br /&gt;
Image:8039787889_96ed2c0f29_k.jpg|ogre Slaan&lt;br /&gt;
7180203363 d2bffd50f0 k.jpg|lustrian standard&lt;br /&gt;
7176858107 e68eecf828 o.jpg|lustrian bulls&lt;br /&gt;
7180207541 159c1f51e1 k.jpg|lustrian bruiser&lt;br /&gt;
7362010446_d8e5ba564e_o.jpg|lustrian thundertusk&lt;br /&gt;
8815390127 6f698fd585 o.jpg|lustrian &amp;quot;sabretusk&amp;quot;&lt;br /&gt;
10800351164 e09f18840b o.jpg|lustrian hunter&lt;br /&gt;
Bullunit.jpg|orc bulls&lt;br /&gt;
DSC03006.JPG|Cathay&lt;br /&gt;
Leadbelcherwip011.jpg|orc leadbelchers&lt;br /&gt;
Assdffe.jpg|tzeentch bull&lt;br /&gt;
Lizardmen2.jpg|lizardmen leadbelcher&lt;br /&gt;
Skaven2.jpg|skaven&lt;br /&gt;
Blood Bowl Lady Ogres.jpg|Lady Ogres in Blood Bowl. EXTRA THICC&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warhammer/Tactics/8th Edition/Ogre Kingdoms|Ogre Kingdoms tactica]]&lt;br /&gt;
* [[Ogryn]]&lt;br /&gt;
* [[Ogor Mawtribes]]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Ogre Kingdoms]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ogre_Kingdoms&amp;diff=364739</id>
		<title>Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ogre_Kingdoms&amp;diff=364739"/>
		<updated>2021-10-28T20:53:32Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Modern Day */&lt;/p&gt;
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&lt;div&gt;[[File:F8eadd7a4470a5bc529656620e73680f.png|thumb|right|350px|A bunch of lards being dudes.]]&lt;br /&gt;
{{Topquote|The gluttons dig their own graves with their teeth.|James Howell}}&lt;br /&gt;
{{Topquote|Today the Orcs, tomorrow the world. Let them all tremble!|Greaseus Goldtooth’s speech at the Battle of the Fire Mouth, long-winded by Ogre standards}}&lt;br /&gt;
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{{Topquote|I&#039;ll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.|2=[https://www.youtube.com/watch?v=B4bsWVXh7Sg How the ogres order food at an Empire fast food restaurant]}}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039; are a faction in [[Warhammer Fantasy]], although it&#039;s really more of a geographical term than a political term, as Ogres in WFB aren&#039;t really &amp;quot;united&amp;quot; in any rational sense. In fact, they&#039;re spread out across the Warhammer World, some making up tribes that, in turn, make up the &amp;quot;kingdoms,&amp;quot; whereas others serve as mercenaries for other factions (although there&#039;s not really an in-game way to represent this as of now).&lt;br /&gt;
&lt;br /&gt;
Ogres used to live in the Warhammer World&#039;s equivalent to Mongolia, but they were driven away by the arrival of the [[Great Maw]], some sort of literal giant maw that stuck into the ground and makes Ogres really, really hungry. They began to move westwards, ending up in the massive [[Mountains of Mourn]] to the east of the [[Dark Lands]] (which, in turn, is east of the [[Old World]]). These would eventually become known as the Ogre Kingdoms, but Ogres are continuing to move west, working for some forces and invading (and eating) others.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Pre-Chaos===&lt;br /&gt;
Way back in the early days of the world, the [[Old Ones (Warhammer)|Old Ones]] knew that [[Chaos]] was approaching and they feverishly worked to find a way to prevent it by engineering a race capable of fighting Daemons and winning. They created [[Lizardmen]] to aid them as servants, and set to work first creating an environment to place the race in to live up to its full potential, then study them and decide if they were a success. First they made the [[High Elves (Warhammer)|Elves]], who were too slow to reproduce and too frail to survive prolonged war. Then the [[Dwarfs]], who were incapable of using magic and too rigid in their culture to change fast enough to adapt to [[Daemon]] trickery. Then they created [[Humans]], who were too corruptible. At this point the Old Ones began panicking, and created a bunch of races (so everyone who isn&#039;t one of the main groups) all of which were flawed in one way or another (the [[Halflings]] of the Moot are in fact prototype Ogres). Finally, they produce the Ogres. At first they seemed to have all the desirable traits the old ones were looking for. They were as adaptable and fast breeding as man, able to survive all but the harshest of conditions, resistant to mutation, long lived, fairly intelligent, and they could eat just about anything. The Ogres were a half-finished race, though, as the old ones had yet to curb the creature&#039;s intense hunger. At this point, the [[Warp Gates]] collapsed preventing the Old Ones from distributing the ogres and using them as soldiers. As such, Ogres, despite being the race theoretically capable of fighting Chaos and winning, were left without the means or knowledge of how to do so. Also, ogres are huge, like, REALLY huge, so them being really hungry is a lot more of a problem than you&#039;d think.&lt;br /&gt;
&lt;br /&gt;
===Great Maw===&lt;br /&gt;
{{topquote|The feast is OVER! There&#039;s no more food! Go home and - wait, no put me down!!!!|Cathayan Emperor, finally sick of the Ogre&#039;s nearly eating his empire under the table|}}&lt;br /&gt;
&lt;br /&gt;
Ogres initially lived in tribes, which wandered the steppes of Warhammer Mongolia following nomadic giant animals which they ate whole. This kept them happy for thousands of years. But as the numbers of the Ogres increased, their half-completed environment was unable to support them. They began attempting to cross the passes that lead to the other races of the world. Nearest them was the Humans of [[Cathay]], AKA Warhammer China. Ogres learned stone-age technology such as &amp;quot;fire&amp;quot; and &amp;quot;wheels&amp;quot; from the Cathayans, and for the first time tasted the meat of intelligent beings: and it was FUCKING DELICIOUS. The Emperor of Cathay, who was apparently an immortal dragon god, used his magic and the mages of his court to pull a mysterious creature from space down into the middle of the Ogre lands where it promptly pulled a Tunguska. Said impact reverberated through the world, with all races feeling the shock (Dwarfs everywhere carved Malachite murals of the event, menacing with spikes of Cat Bone. Elves wrote a sonnet about it, which is actually a metaphor for why Dwarfs are short. Humans made up a myth about a hero fucking the Earth God Ishneros bareback). The impact wiped out 2/3 of the Ogre race instantly, and the comet reached the molten core of the world. The land of the Ogres was destroyed, burned to a crisp and rendered mostly lifeless. The survivors of the Ogres believed that they had been punished by an angry god for their sins (what they think those sins were varies from group to group) and they came to worship the giant crater as the physical manifestation of their God. Somehow, this also caused an unnatural hunger for every Ogre that could not be sated. This came to be the basis for their ENTIRE culture, and also lead to the current &amp;quot;fatty boy&amp;quot; look of their race. &lt;br /&gt;
Natural selection came into play as the weak were eaten by the strong. The only Ogres that survived this dark era were absolute fucking badasses with skin that could stop cannonballs and muscles underneath that could crack said cannonballs (cannonball soup makes a great pre-cannon team barbeque dish by the way). With tribes consuming themselves into oblivion and survivors being fed on by larger tribes without end as Ogres could never feel satisfied, Ogres had to find new lands and new meats. Cathay was blocked by natural barriers, so westward they went, tribe by tribe. &lt;br /&gt;
&lt;br /&gt;
An Ogre named Groth Onefinger stepped forth and lead his tribe to the site of impact of the comet. The areas surrounding the hole were dangerous enough to kill even the hardened Ogres, and those that survived found that the pit wasn&#039;t just a hole. [[Tyranids|It was a pit, surrounded by muscle and rimmed by teeth. It had no discernible end. It was alive and the dangers around it were simply its intake of breath and respiration.]] Since that day, Ogres no matter where in the world they were born return at some point in their lives to visit the Great Maw, and all Ogres worship it as their deity and adorn their crafts in images of it.&lt;br /&gt;
&lt;br /&gt;
===War in the Sky===&lt;br /&gt;
The Ogres became the first race in the setting to cross the natural boundaries of the Old Ones. They carved their way through impassible mountains and ascended the heights, finding new beasts to eat. Ones that were just as capable of eating them, but regardless still new flesh. Ogres once again passed through a challenge that consumed the weakest of their race, strengthening the survivors and their descendants. In the frozen wastes, everything was capable of preying on Ogres, and tribes couldn&#039;t rest or take shelter without being consumed to the last. The Ogres that managed to reach the tops of the peaks found rolling hills of a more temperate climate, where enormous herds of succulent mammoths were tended by their cousins, the Skytitans. The Skytitans had a great civilization on top of what is now the Ancient Giant Lands, only descending the bottom when tending to their herds, and carved fortresses and artwork worthy of Elves and Dwarfs into the peaks. The Ogres initially preyed on the herd animals, which were powerful enough that an entire tribe was needed to kill one (and an entire tribe could find themselves feasting for a longer time than thought possible). The Skytitans didn&#039;t take kindly to the Ogre invasion of their lands, and fought a war to render the dwindled race extinct. The weapons of war and magics of the Skytitans slew most of the Ogre race in what came to be known as the War in the Sky, but in the end the dwindled Ogres still outnumbered the Skytitans hundreds to one and the isolated, singular lifestyle of the Skytitans prevented them from uniting, resulting in each Skytitan being besieged and eaten (often alive) in his own home by packs of vermin-like Ogres. Soon most of the race was consumed, the last of the Skytitans having become so large and hardened (as Skytitans grew larger and tougher as they aged) that they were indistinguishable from the mountains themselves, with small numbers of survivors banding together and setting sail on fortresses built on the tops of solidified clouds, but where they went and if they survived the journey is unknown. Some Skytitans fled to other lands on foot, most of them devolving and inbreeding into the current [[Giant|Giants]]: monsters that dwell the hills looking for battle and food (in that order), with no art or culture to speak of, and oftentimes goaded (often with large quantities of alcohol) to march alongside Beastmen, Greenskins, and Chaos devotees.&lt;br /&gt;
&lt;br /&gt;
The victorious Ogres enslaved the Skytitan&#039;s children, consumed the mammoth herds of the Skytitans, destroyed their fortresses and covered up ancient carvings depicting the Old Ones and their wisdom with grease paintings (literally, paints made of grease and charcoal from cooking fires) depicting great meals eaten by Ogre tribes. The magical radiation that the Great Maw had sent into the atmosphere made the mountain tops dangerous, and with the depletion of most of the Skytitan&#039;s mammoth herds, most Ogres continued westward. Those that stayed turned feral, grew fur, and became Yeti (called &amp;quot;Yhete&amp;quot; in Warhammer).&lt;br /&gt;
&lt;br /&gt;
===Modern Day===&lt;br /&gt;
&lt;br /&gt;
The Ogres ascended the peaks of the Giants and found themselves in the Mountains of Mourn. Here, they found more animals than they had ever dreamed of. They found Dwarfs (who believe a mountain made of solid gold is found somewhere in the Mountains of Mourn, and thus keep attempting to invade), greenskins, [[Skaven]], and Humans. Ogres kept some Goblins as pets and bred (and ate) them, and within a few generations they wound up creating a new race of servile greenskins called [[Gnoblar|Gnoblars]]. &lt;br /&gt;
Ogres managed to push the semi-intelligent beings who originally inhabited the Mountains of Mourn (called Dragon Ogres) entirely out, driving them north into the Chaos Wastes. They also drove out [[Beastmen]] who had begun to dwell in the lower peaks. &lt;br /&gt;
&lt;br /&gt;
Ogres carved their own territory in these lands out, and Ogre tyrants became more permanent fixtures of tribal rule rather than simply &amp;quot;biggest loudest guy who was still alive in the morning&amp;quot;. They fought off any threats that came to the Ogres, among them a Daemon invasion (leading some Ogres to develop a taste for them) and a giant living glacier that the Ogres battled during a particularly bad winter (allegedly living anyway). When Orc slaves manage to escape the Chaos Dwarfs into the Mountains of Mourn, they fight with the Ogres for land and eventually find their ways into valleys beyond the notice of the Ogres where they begin to build their numbers. At one point Skaven attempt to invade the Ogres. The resulting battles almost lead to extinction among the Skaven, as the Ogres find their way into the tunnels and develop a taste for them.&lt;br /&gt;
The tribes expanded, and true diplomacy was born. Eventually some tribes discovered that there was greater gains to be had by being amicable to the smaller races than simply eating them outright, and Ogres spread throughout the world as mercenaries to be hired by anyone who had goods they could convince the Ogres had some value, and edible foes.&lt;br /&gt;
&lt;br /&gt;
Ogres, by the nature of their creation, are resistant to the effects of the [[Warp]], and of magic. Despite this many ended up swearing themselves to Chaos for different reasons, be it the hedonistic encouragements of [[Slaanesh]], the encouragement for slaughter and trophy-taking by [[Khorne]], the similarity between themselves and the servants of [[Nurgle]] as well as the camaraderie of being part of a tribe that will never turn on itself (besides backstabbing the leader, but that&#039;s just par for the course), or the fact [[Tzeentch]] will either do the thinking for them so they can just focus on what they do best or give them spiffy mutations like extra mouths so they can eat even more. [[Warriors of Chaos]] make use of the Ogres as living siege weapons, while the Ogres make use of the Warriors as playthings and snacks. &lt;br /&gt;
But Ogres are a neutral race, just as likely to learn to read and write (at a very basic level) so they can peruse wanted posters in the Empire for bandits and vampires, all of which make lovely snacks with the bonus that the Ogre ends up with a decent amount of gold at the end with which he can purchase the clothes of an Empire nobleman (fitted about twenty sizes up) with which to dress himself so he can dine with polite society. Sometimes ON polite society if he&#039;s lucky enough to be challenged to a duel while there. &lt;br /&gt;
Still others sail the world, becoming pirates and devouring sea monster and crew (and ship) alike depending on who they cross paths with. Still others find employ amongst High Elves, being studied by mages of Saphery between battles against [[Dark Elves]]. &lt;br /&gt;
Some wander [[Wood Elves|Athel Loren]], growing moss from their backs and their skin hardening like bark until they&#039;re indistinguishable from treekin themselves.&lt;br /&gt;
Other Ogres are even employed by said [[Dark Elves]], who were so impressed by their capacity for brutal violence they recruited Ogres instead of enslaving them. &lt;br /&gt;
Ogres today can be found amongst any group in the world, doing whatever they can, always eating, always looking for more. Sometimes individually, sometimes in groups.&lt;br /&gt;
&lt;br /&gt;
===[[Age of Sigmar]]===&lt;br /&gt;
Now named &amp;quot;Ogors&amp;quot; (because copyright), they exist in the mortal realms as the [[Ogor Mawtribes]].&lt;br /&gt;
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==Regions==&lt;br /&gt;
* &#039;&#039;&#039;Mountains of Mourn:&#039;&#039;&#039; Most Ogres are found in the Mountains of Mourn, considered their homeland. Those that wander or make their homes in other lands return, or send representatives, to tell their stories which usually results in some Ogres leaving the homeland and joining them. Sometimes this results in an entire tribe living outside the Mountains of Mourn, but inevitably they will seek contact again with their kin. This is the primary method through which they expand across the globe. The Mountains themselves change constantly, as they are constantly bathed in radiation from the Warp. Many dangerous animals wander the Mountains. To smaller races, these are dangerous beasts worthy of a small Crusade of [[Bretonnia|Bretonnian]] knights, or a party of High Elf White Lions of Chrace, or a hunting party of [[Vampire Counts|Strigoi and ghouls]]. To Ogres, it&#039;s either a single meal or a pet. The largest of them are at best mounts. The mountains themselves are full of caves and tunnels that lead to everything from portals to the Warp to Dwarf Fortresses, to greenskin WAAAGH!s in formation, and things ancient and unknowable beyond these; all of which are great sources of meals. Half the peaks are volcanic, half sub arctic. All bother Ogres as much as a bit of rain or sun. Mount Thug is notable in the range for actually being alive, and Ogres have a great deal of respect for those who escape being eaten or crushed by it as they scale its peaks to feed on the bloated animals that live in spaces Mount Thug can&#039;t reach. The Fire Mouth is an active volcano with periodic eruptions nearby the greatest concentrations of Ogres, and they believe it&#039;s the bastard offspring of the sun and the Great Maw. The Fire Bellies are a cult that worship this &amp;quot;god&amp;quot; which they believe is the wargod of the Ogre pantheon. Each Kingdom is ruled by a Tyrant, and his domain extends literally as far as he can see at his place of dwelling. Tyrants as such place a big deal of importance on thrones and hills. Tyrants that manage to gain control of important sites, like the passes that lead to the Great Maw or out to the western kingdoms face constant challenges from other Tyrants, and reap the rewards of demanding tribute (often food, sometimes a percentage of the Ogre pilgrims in the group as meat). &lt;br /&gt;
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* &#039;&#039;&#039;Challenge Stone:&#039;&#039;&#039; A large stone found at the northernmost edge of the Mountains of Mourn and the southernmost edge of the Chaos Wastes. When held by the Warriors of Chaos, it is fought over and rededicated from one Chaos God to another. When held by Ogres, they fight to inscribe their tribe symbol on the stone for bragging rights the world over. The two races CONSTANTLY fight over the stone. Currently controlled by the Bloodmaw tribe.&lt;br /&gt;
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* &#039;&#039;&#039;The World:&#039;&#039;&#039; Seriously. They&#039;re fucking everywhere.&lt;br /&gt;
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==Tribes==&lt;br /&gt;
Ogre tribes are numerous, and constantly changing. Most are named for a notable Ogre in them, or a characteristic common to members. Ogres are not the kind to trace lineages or politics outside their own generation, and as such tribes are a mark of the present rather than past or future (some tribes do manage to defy this, existing across multiple generations. This is a rarity). Tribes change locations, even within it&#039;s Tyrant&#039;s own kingdom, constantly. Memories of the coming of the Great Maw still exist, and it&#039;s within the imagination of Ogres that it could happen again one day. As such, Ogres are mostly nomadic and their possessions are few and easily packed. The most valuable thing to an Ogre is his tribe&#039;s Mawtooth, a single great tooth and flag which at gatherings of their kind is arranged with others in a circle, making an effigy of their god. &lt;br /&gt;
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* &#039;&#039;&#039;Goldtooth&#039;&#039;&#039; A tribe lasting across multiple generations, known to be the wealthiest. Currently led by Greasus Goldtooth(that&#039;s Tradelord Greasus Tribestealer Drakecrush Gatecrasher Hoardmaster Goldtooth the Shockingly Obese to you, peasant!). Known for elaborate displays of wealth, like feeding other tribes and blinging out their gutplates. Goldtooths are known for having a large number of Ironguts, and are the most feared tribe.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Goldtooth Tribe.jpg|Goldtooth symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Thunderguts&#039;&#039;&#039; Known for rampaging through the lands of the Old World and taking over towns or taking hostages, then demanding food as payment. They usually end up either demanding more and more, or eating their hostages. Greenskins and Empire humans alike fear them greatly. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Thunderguts Tribe.jpg|Thunderguts symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Crossed Clubs&#039;&#039;&#039; Known for producing more Maneater mercenaries than other tribes. Also for lying constantly about everything they do, making up tall tales of glory. Each veteran (veterans themselves being a rarity amongst Ogres) wears gear obtained in their travels and proudly displays trophies earned, making them a rather motley crew of clashing colors and gearschemes (obviously the tribe designed for the greenstuff addict in mind).&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Crossed Clubs.jpg|Crossed Clubs symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Sons of the Mountain&#039;&#039;&#039; Living on one of the tallest and coldest peaks in the Mountains of Mourn, the Sons of the Mountain tribe are wealthy from trading the meat, pelts, and ivory of creatures that live only in their home. Many Yhete are found amongst them, and the Ogres of the Sons of the Mountain paint themselves entirely in white paint and dwell amongst the beasts they hunt directly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Sons of the Mountain.jpg|Sons of the Mountain symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Feastmasters&#039;&#039;&#039; Known a generation ago for producing high quality meals (for a portion of the feast), the current Tyrant Blaut Feastmaster captured Halflings from the Moot in his travels. To this day, Halflings fill the role for Feastmasters that Gnoblars fulfill for most tribes. As a result, the Feastmaster cooking has improved greatly.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Feastmaster.jpg|Feastmaster symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Rock Skulls&#039;&#039;&#039; The toughest tribe of Ogres, who are known best for the skill of breaking boulders with their heads (apparently a big deal among Ogres). They&#039;re also known for being fairly unintelligent. When Skarsnik the Goblin waged his great wars against the Dwarfs, he brought the entire Rock Skull tribe with him as support. In negotiations with the Goblins for what they were willing to pay for the support of the tribe, he convinced the Rock Skulls to instead pay HIM for them to fight.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Rock Skulls.jpg|Rock Skulls symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Blood Guzzlers&#039;&#039;&#039; Inhabit the areas of the Mountains of Mourn known to host more giant spiders than anywhere else in the world. That&#039;s...pretty much it. They eat spiders.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Blood Guzzlers.jpg|Blood Guzzlers symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Ironskins&#039;&#039;&#039; Physically powerful Ogres that wear black gutplates. Known for taking massive numbers of captives, and not eating them, they trade freely with the [[Chaos Dwarfs]], and their Tyrant rides a mechanical mount given to him to provide better ties between the two groups.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Ironskin.jpg|Ironskin symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Lazarghs&#039;&#039;&#039; The single oldest tribe, descended from Groth Onefinger himself. Live closest to the ancient Giant lands, most have mutated in various (non-Chaos) ways and cover themselves with cloaks. Their teeth fall out often, leading them to simply jab black jagged rocks directly into their gums, horrifying even the toughest, most scarred Ogres. They carry bells, and hang them to mark the pass to the Great Maw. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Lazarghs.jpg|Lazargh symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Mountaineaters&#039;&#039;&#039; Recently, an Ogre named Bauldig Mountaineater conquered every challenge Ogres had to offer him. Climbed Mount Thug, fought every beast, and destroyed Bigstride Peak by burrowing in and eating the heart of that mountain. A tribe of fanboys and groupies gathered to him, each eating rocks and dwelling in caves. The only meat they eat comes from subterranean races like goblins, Dwarfs, and Skaven. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Mountaineaters.jpg|Mountaineater symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;The Eyebiters&#039;&#039;&#039; A clan that controls a series of desolate passes leading to and from many of the Ogre lands. They demand large tributes from any who pass through, and raid all settlements and hunt all monsters within their range. The Tyrant of the Eyebiters has fathered more children to grow into adulthood than any Ogre.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:The Eyebiters.jpg|Eyebiters symbol. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Army==&lt;br /&gt;
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===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Greasus Goldtooth]]:&#039;&#039;&#039; The current Overtyrant of the Ogres in the Mountain of Mourn.  Gained leadership of his tribe after killing and eating his own father in a pit fight.  &lt;br /&gt;
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* &#039;&#039;&#039;Golgfag Maneater:&#039;&#039;&#039; The greatest Ogre mercenary alive, and the one all others are named after. He earned renown fighting against the Dwarves in the World Edge Mountains, eating, fighting and robbing his way into notoriety. At first fighting against the dwarves of Karak Kadrin, then for them after pissing off his Orc employer by drinking all the booze, then robbing the Dwarf King blind, &#039;&#039;&#039;after they paid him&#039;&#039;&#039;. Golgfag got locked up by those same dwarves later. He impressed Ungrim Ironfist by eating everyone else in the dungeon but his oldest friend(who still lost a leg). Ungrim wept that such a majestic creature was being imprisoned and ordered his release. His rap sheet includes: looting on Ulthuan, being decorated by Karl Franz, coining the Ogre slang word for Knights as &amp;quot;Tinned Food&amp;quot;, making and losing countless fortunes, and downing more of the dwarves most prized beer then most of them have even seen. He&#039;s so famous that his title of Maneater has become the word for all Ogre Mercenaries. Golgfag got the title after eating his human paymaster and making off with the gold chests. Despite the name he&#039;ll eat anything like any other Ogre, though he especially likes halfling. Golgfag leads the renowned and rather imaginatively named mercenary band &amp;quot;Golgfag&#039;s Maneaters&amp;quot;.&lt;br /&gt;
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* &#039;&#039;&#039;Bragg The Gutsman:&#039;&#039;&#039; Traveling bruiser and executioner. As a young Ogre Bragg found he had a talent for killing shit, naturally knowing where to swing for the best results. Bragg was a fairly average brusier until he forged his signature weapon &amp;quot;Great Gutgouger&amp;quot; from the magical axes of a Black Orc Warboss he killed, which increased his killing ability tenfold.  What made him infamous however was his discovery that he could cut around other Ogre&#039;s gutplates disemboweling them.  Ogres are scared shitless of him because of this, since Ogres&#039; guts are sacred to them and Ogre anatomy means its a long, nearly irreversible and agonizing death as their guts unravel after being disemboweled.  Bragg realized he had a good thing going, and left his tribe to go solo, taking his one man murder show on the road seeking battle.  He is welcomed by all tribes to fight alongside them thanks to his killing ability, but feared and hated as he inevitably cuts someone from that same tribe open for challenging him, at which point he gets kicked out.  Bragg isn&#039;t bothered one bit, happily leaving to do it all over again somewhere else. He can&#039;t become a Tyrant since no Ogres are willing to follow him thanks to his grim reputation, even if he kills the old one.  He wears a black hood like some human executioners, figuring if he&#039;s got a fierce reputation, might as well make the most of it.&lt;br /&gt;
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* &#039;&#039;&#039;Skrag the Slaughterer:&#039;&#039;&#039; The Great Prophet of the Great Maw. Viciously attached to his back is a giant pot, which he fills with enemies AS HE FIGHTS. What he misses is grabbed by Gnoblars in service directly to him (ranking them above even common Ogres) and put into the pot. He was the head Slaughtermaster of the Rockgrinder tribe. He angered the Tyrant by cooking their favorite Gnoblar and serving it to him at a feast.  In retribution the Tyrant hacked off and ate both of Skrag&#039;s hands, had his pot chained to his body, then cast him into tunnels even Ogres feared.  He immediately impaled his former cooking tools into his stumps, and set forth. Long forgotten Gorgers attacked him, and they found themselves hacked up and in his pot. After dicing up their leader, the Gorgers followed him as if members of a tribe he leads. He found himself reaching the surface through a cavern none of the Gorgers had ever seen before. He and his followers set upon the tribe, killing and feasting on them all.  Upon putting the finishing touches on a lovely dish made entirely out of the former Tyrant, his wounds sans his missing hands healed and his pot and cooking implements were strengthened with the magic of the Great Maw.  Now a tribeless Ogre, Skrag wanders the lands of the Ogres joining in battles whenever he can. Welcomed by all, he not only turns the tide of battle but also prepares and cooks the resulting corpses with great skill.&lt;br /&gt;
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===Generic Characters===&lt;br /&gt;
* &#039;&#039;&#039;Tyrant:&#039;&#039;&#039; The head of an Ogre tribe. Rules by virtue of his ability to defeat challengers, and reputation. Anyone can challenge the Tyrant for his position in a fight without gutplates where the loser is eaten alive. These fights are the most common form of entertainment for Ogres. Tyrants have the best gear, the most names, and most children of any Ogre in a given tribe. &lt;br /&gt;
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* &#039;&#039;&#039;Bruisers:&#039;&#039;&#039; The subordinates of the Tyrants, and oftentimes future Tyrants come from their ranks. They can do anything they want so long as it doesn&#039;t offend the Tyrant or their fellow Bruisers. Like the Tyrant, Bruisers can be challenged to one on one combat. The winner eats the loser, and attains the rank of Bruiser.&lt;br /&gt;
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* &#039;&#039;&#039;Slaughtermaster/Butcher:&#039;&#039;&#039; The priesthood of the Ogres, Butchers handle all meat considered the property of the Tyrant, Bruisers, or the whole tribe. Considered a direct line between the Great Maw and the common Ogre, Butchers enjoy a position equal to Tyrants but entirely separate. Tyrants take great care not to offend Butchers lest the tribe abandon him fearing a comet crashing down atop their heads. Butchers are known to kill any Ogres who offend them to feed to the group, or to randomly take body parts from the tribe for flavoring. They carry holy implements, all of which aid in cooking or preparing, at all times. They are larger than any other Ogre in any given group, getting the best choice of meat and consuming it (being a direct link between the tribe and the Great Maw). Butchers do not wear gutplates as a declaration of faith that the Great Maw has got their &amp;lt;s&amp;gt;backs&amp;lt;/s&amp;gt; guts. Any Ogre child with a gift for magic, or is seen blessed in some way, is taken by a Butcher and fed a copious amount of meat.  As he grows, he is fed things that are poisonous and inedible even to ogres to strengthen his gut (based on the real-life practice called mithridatism - ingesting poisons to develop a resistance or immunity to them) things to make his gut ever stronger to hold the essence of the Great Maw. Most Butchers learn the Gut Magic of the Ogres, being things related to their culture like strengthening the skin of Ogres, tenderizing the meat of (still living) enemies, and causing the earth to swallow foes alive as sacrifice &amp;quot;appetizers&amp;quot;. Others learn other magic Lores, all in their belief related to the Great Maw (Lore of Heavens=the comet, Lore of Death=consumption from the Great Maw, and so on). Slaughtermasters are simply the leaders amongst the Butchers.&lt;br /&gt;
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* &#039;&#039;&#039;Hunters:&#039;&#039;&#039; Lone Ogres who take the role of a WoW huntard. Usually tribeless, they wander through the mountains and wild in search of beasts to prey upon. Sometimes they’ll even take some of them alive and bring them back to some other tribe as a gift to the Tyrant. A feast will be held in the Hunter’s honor where he will tell stories about his adventures before quietly vanishing back into the wilderness.&lt;br /&gt;
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* &#039;&#039;&#039;Firebellies:&#039;&#039;&#039; Strange religious fanatics that worship a volcano called the Fire Mouth. There are three tests.  The first is to eat super-hot chili (powerful enough that it&#039;s implied to be a laxative, a substitute for boiling oil or both) and keep it down.  Then they have to track down and eat a giant firebug that lives in volcanoes.  The final test to join the cult is to be dipped into the caldera of the Fire Mouth, eat a mouthful of magma and come out alive. Though, on the upside, those who survive can breathe fire, use fire magic and are almost immune to heat.&lt;br /&gt;
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===Core===&lt;br /&gt;
* &#039;&#039;&#039;Ogre Bulls:&#039;&#039;&#039; The basic Ogre that lacks any particular rank. Ogres are (repeatedly) described as having a bully mentality by GW (oh the irony). If they want it, they try to take it. If you aren&#039;t respecting them enough, or it&#039;s been too long since they reminded you WHO gets the respect, they rough you up. The only way to stop them is to prove you&#039;re better than them, at which point they&#039;ll likely back the fuck off and suck up to you as the new boss (this behavior is reminiscent of Orks in 40k, however Orks tend to naturally follow the biggest whereas Ogres are likely to see &amp;quot;biggest&amp;quot; as a challenge to their own masculinity and attempt to EAT the biggest Ogre, and become the biggest themselves). Generally speaking, most Ogres are dumb as rocks and it takes an extraordinary Ogre to learn lessons. Those that do invariably reach some degree of old age, and probably aren&#039;t in this category for long. &lt;br /&gt;
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* &#039;&#039;&#039;Ironguts:&#039;&#039;&#039; Ironguts are the basic Ogre, but with armor. They tend to be a bit tougher than their fellows as a means of natural selection, since Ogres squabble amongst each other for gear, so the Ogre who manages to KEEP his equipment is one that can&#039;t be challenged by un-armored Ogres for it. The types of equipment varies; for some Ogres, it&#039;s the tools from a farm the Ogres consumed (livestock, crops, AND family. Probably the house and their little dog too) bent and tied as weapons and the shield and flattened helmets of the local town guard tied to their limbs for armor. For others, it&#039;s a well crated suit of Gromril armor from the Dwarfs who the Ogre has served as a mercenary. Some Ironguts have evolved natural armor, like Ogres who have lived for so long in Nehekhara that the sand has been worn directly into their skin, compacting as they flex until it&#039;s almost like they have stone skin. Bruisers and Tyrants have some say as to who is an Irongut and who isn&#039;t, as divvying up the spoils of war usually falls to them (if they&#039;re giving out any at all). Like Silver Helms for High Elves and Black Orcs for greenskins, Ironguts are the Ogre variety to which most of the race looks to as exemplary of their kind.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gnoblar|Gnoblars]]:&#039;&#039;&#039; Small greenskins that evolved to their current state when Ogres moved from the mountains of the Giants to the Mountains of Mourn. Gnoblars have the place of being the singularly most mistreated beings in either Warhammer setting, as Ogres see them somewhere between vermin like insects that are simply a fact of life to deal with, or very low and undepletable slaves. Sometimes as food if there&#039;s nothing better around, although some Gnoblars wind up in the position of &amp;quot;favorite hunting dog&amp;quot; as long as the Ogre can remember them. Meanwhile, Gnoblars see Ogres as a mix of living gods and eternal masters. They differ from Goblins in that they are much smaller, and while Goblins have pronounced noses the face of a Gnoblar is mostly nose. This gives them a beak appearance, making them resemble a Jim Henson Muppet character.&lt;br /&gt;
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===Special===&lt;br /&gt;
* &#039;&#039;&#039;Leadbelchers:&#039;&#039;&#039; Ogres who carry around field cannons as hand weapons, which they will shove just about every jagged object into and hit people with in close quarters like some ginormous shotguns. They are typically seen as rather unhinged by their fellow Ogres, which usually means that they get to be good for a bit of fun. Their cannons also look suspiciously like Imperial and Dwarf cannons (in fact they do take them after successful fights). If these guys don&#039;t have at least one scar, such as missing eyes, burnt skin, disfigured faces, etc., they&#039;re doing it wrong.&lt;br /&gt;
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* &#039;&#039;&#039;Maneaters:&#039;&#039;&#039; If this was D&amp;amp;D these guys would be an ogre adventurer. They can take a variety of special rules and special gear, and make themselves look like the corresponding region they&#039;ve been working in, such as stabbing feathers into their skull like State Troopers without the headgear, or jabbing sharp rocks into their gums to emulate vampires.&lt;br /&gt;
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* &#039;&#039;&#039;Sabretusk Pack:&#039;&#039;&#039; Sabre tooth tigers, but wolves, great for hunting war machines. Though with LD 4 they will run from anything. Standard use is to get a single one and run it into the nearest cannon - If someone focuses it out, they&#039;ve severely wasted some shots that could&#039;ve gone to cutting down Ogres.&lt;br /&gt;
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* &#039;&#039;&#039;Yhetees:&#039;&#039;&#039; The Ogres frozen, mutant, hillbilly cousins. Got all magical attacks, not really good for much else though. Their models also look even more like deranged chimpanzees than the old Gutter Runner models.&lt;br /&gt;
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* &#039;&#039;&#039;Mournfang Cavalry:&#039;&#039;&#039; Ogres on the backs of smaller woolly mammoths (as in &amp;quot;as small as a trebutchet&amp;quot;), great for causing mayhem to your opponents troops. Known for being one of the only things that can scare Chaos Knights.&lt;br /&gt;
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* &#039;&#039;&#039;Gorgers:&#039;&#039;&#039; Albino baby ogres who were born without a characteristic paunch whoa are thrown to die in a tribes warpstone caves, but these ones survived by eating whatever they can find down there: such as rats, roaches, rocks [[Grimdark|and each other]]. In lore these landshark troglodytes are supposed to be both insanely aggressive and hungry with high killing capabilities. Tabletop-wise they are also known for being pretty useless on the tabletop... But then again, what do you expect from a emaciated albino loser?&lt;br /&gt;
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===Rare===&lt;br /&gt;
* &#039;&#039;&#039;Gnoblar Scraplaunchers:&#039;&#039;&#039; Sometimes, a group of Gnoblars get together to fight alone - Most of the times, that will be in huge rabbles of mutant Goblins below even slave status, which won&#039;t do much other than piss off a unit of Chaos Warriors, but once in a while, they&#039;ll get together, find a woolly rhino and strap a chariot to it, on which a catapult is placed. Unfortunately, Gnoblars can only get to the smallest of objects, as Ogres take all the rest, so it&#039;s mostly scrap and stuff they throw about with it... Fortunately, there&#039;s a lot of scrap in an Ogre camp.&lt;br /&gt;
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* &#039;&#039;&#039;Ironblasters:&#039;&#039;&#039; Same chariot, same rhino, but with an Ogre on top, alongside a fucking big cannon, taken from the Skyholds of the Giants back in the day. As such, these cannons are sorta held as relics in the individual tribes, as much as an inedible thing can be to Ogres. Also known for being &#039;&#039;the&#039;&#039; cannon in the game that can move AND shoot. I&#039;ll say it again. Move. And. Shoot. Can also charge and kill stuff as a chariot. Truly, Ogre Kingdoms is the superior WFB faction.&lt;br /&gt;
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* &#039;&#039;&#039;Slave Giants:&#039;&#039;&#039; Said people the Ogres stole the cannons from. Also made them into inbred animals and reduced them to sub-tribal wandering monsters. Also still use them for battle, because fuck them, right? Basically the same as any other Giant in any other faction, but here, they are enslaved by the race that destroyed their civilization &#039;&#039;unknowingly&#039;&#039;, because Ogres never really kept history like that. Ogres are dicks like that.&lt;br /&gt;
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* &#039;&#039;&#039;Stonehorns:&#039;&#039;&#039; A mammoth/rhino hybrid with stone bones, and the attitude of a fucking pissed bull in a china shop. Have so great an urge to headbutt any living thing they see that only the youngest of the race have any skin on their forehead, which leads to them looking like Skeletor, if Skeletor was made of stone.  They eat minerals and meat, so gemstones protrude from their bones like freckles from skin.  For some fucking reason, Ogre Hunters use them as mounts, which really doesn&#039;t make sense, as the fucking thing can&#039;t stand straight unless it&#039;s headbutting the ground it&#039;s standing on; also begs the question of how they reproduce since they&#039;re so belligerent a Stonehorn of either gender would be too busy head-butting to actually mate.  Probably the male has to headbutt the female until she&#039;s too tired to fight him then mate with her.&lt;br /&gt;
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* &#039;&#039;&#039;Thundertusks:&#039;&#039;&#039; Legends are told about the legendary thundertusk &amp;quot;Fridge&amp;quot; who acompanied a band of ogres through the Empire and coined the term &amp;quot;Fridgereted&amp;quot; for frozen chunks of meat that will keep fresh throughout the winter. Less volatile than the Stonehorn, Thundertusks are used as combined fridge, walking meat and watchtowers, with one or two Ogres sitting on top with ranged weaponry like throwing spears, harpoon launchers held like crossbows and fucking sabertooth-jaws fitted on chains, so the Ogre in question can make the enemy come over to him. Thundertusks are naturally freezy, and makes its surroundings colder by being there. This is quite useful for freezing less tough creatures down, so the Ogres can catch them before they slit their bellies. They even have a frost-breath-like attack for further freezing. Shame it looks like a retarded mandrill fused with a mammoth, but without the trunk. One might find oneself asking how the Thundertusk eats when it has so many tusks and the like in the way. The answer? Well...I don&#039;t have one, but hopefully there is one out there somewhere. Edit: Apparently it&#039;s a combination of skill, a long and dexterous tongue, and using their tusks to flip the meat of slain prey into the air and directly into their gaping maws.&lt;br /&gt;
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==Total Warhammer==&lt;br /&gt;
Ogre Mercenaries are going to be recruitable for all factions after getting their FLC through Total War Access, with individual locations that they can be recruited from randomly appearing around areas where conflicts and battles occur, as is frankly logical for mercenaries. These mercenary units include thicc dual-wielding ogres, thicc Maneaters wielding a weapon and a &amp;quot;pistol&amp;quot;, and extra thicc Mournfang Cavalry. This is certainly just a taste (heh) of the Ogres before the full Ogre Kingdoms factions release as DLC for [[Total War: Warhammer|Total Warhammer]] 3, which really wasn&#039;t that all surprising given the Ogre Kingdoms were always a full faction in WFB while the iffier sorts of Kislev and Cathay were confirmed for 3&#039;s release factions instead.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
* Ogres don&#039;t have priests. Butchers and cooks are their holy men. The only interest Ogres have in the faiths of others is in traditions related to eating. This can be awkward when, in the company of a group of Sigmarites for example, the Ogre bodyguard keeps commenting on how he can&#039;t wait for someone to die for the funeral feast (even more awkward when he thinks that eating the body of the deceased is part of it). &lt;br /&gt;
* Most Ogres wear a piece of armor over their stomach, a gutplate. Gutplates are sort of the equivalent of full plate armor for Ogres, as their most important organs are all hidden behind the large race-wide paunch they have. Helmets and shoulderpads are secondary as anything big enough to pierce an ogre&#039;s head and shoulders with weapons would likely ignore the armor anyway. Plus, given their fixation on eating and the god they worship, their guts are considered sacred. Only Butchers and Slaughtermasters eschew a gutplate, preferring to put their trust in the Great Maw to protect them.&lt;br /&gt;
* In older lore, Tyrants love their favorite weapons. An Ogre touching the Tyrant&#039;s weapon, who wasn&#039;t the Tyrant himself, was punished by being force-fed their own hands. &lt;br /&gt;
* Ogres enjoy pitfighting, and use it to settle disputes. The winner is allowed to eat part of the loser, ranging from an appendage (such as a nose) to an entire limb. If Ogres remove their gutplates in a pit fight, that means it&#039;s a fight to the death where the winner will eat the loser in front of the crowd. &lt;br /&gt;
* Ogres are known to collect names. Their first name is usually a guttural sound made by the mother or father upon seeing the infant, the last being their tribe. But anything they choose to add to their name from their life experiences is attached as well. Sometimes these names are less than complimentary words Ogres don&#039;t understand like &amp;quot;debased&amp;quot; or &amp;quot;unscrupulous&amp;quot; or &amp;quot;acrid&amp;quot;. The result can be interesting (&amp;quot;Gulk &#039;Scampered Engorged Beareater Bling Topsyturvy Gelatinous&#039; Goldtooth&amp;quot; for example). These names literally strengthen the Ogres on the tabletop, counting as upgrades that came from the experiences they had (also a bit of Orkish &amp;quot;clap your hands if you believe, and it will happen&amp;quot; style magic).&lt;br /&gt;
* Ogre Biology is weird. For one their gut isn&#039;t actually filled with fat, but rows upon rows of muscle, which lets them crunch up anything inside with ease. Their skin is also extremely thick (literally) which also hints that they likely don&#039;t have any feeling in them, allowing them to do cringe-worthy levels of stuff to their outer hides (like piercing them with hooks) that other saner races would rarely do.&lt;br /&gt;
** Between cultural/religious and biological reasons, being disemboweled is considered the worst possible way to die for ogres; Ogres only die when all their guts finish pouring out of the stomach wound, and ogres have &#039;&#039;lots and lots and lots&#039;&#039; of intestines, so it&#039;s a slow, irreversible, and incredibly painful process. Even watching another ogre get disemboweled can cause a reaction similar to men watching another man getting his balls slowly crushed. Gutplates prevent this (for the most part), so Gut Up, young bull!&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
Ogres are a low pop army with lots of fun rules. They&#039;re fairly strong right now, so they&#039;re increasingly popular. Despite this, most new players don&#039;t know much about Ogre Kingdoms fluff so by doing your research you can easily gain some &#039;ham cred. &lt;br /&gt;
Ogres on the charge hit like artillery blasts. Ogres can upgrade their standard bearers to have Gnoblars in a makeshit crows nest on top of them, allowing all characters and the champion in the unit to get &amp;quot;Look Out Sir&amp;quot; benefits. In addition, Ogres get a few nifty weapons no other army gets. &lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
NOTE: Some of the models below are conversions, but there are official GW models among them.  Can you guess which is which?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Araby Ogre.png|Araby Ogre&lt;br /&gt;
Image:1.jpg|Beastmen Ogre&lt;br /&gt;
Image:Bretonnian Ogre.png|Bretonnian Ogre&lt;br /&gt;
Image:Cathay Ogre.png|Cathay Ogre&lt;br /&gt;
Image:Dark Elf Ogre.jpg|Dark Elf Ogre&lt;br /&gt;
Image:Dwarf Ogre.png|Dwarf Ogre&lt;br /&gt;
Image:Chaos Dwarf Ogre.jpg|Chaos Dwarf Ogre&lt;br /&gt;
Image:9.jpg|High Elf Ogre&lt;br /&gt;
Image:Lizardmen Ogre.jpg|Lizardmen Ogre&lt;br /&gt;
Image:Nippon Ogre.jpg|Nippon Ogre&lt;br /&gt;
Image:Orcs and Goblins Ogre.jpg|Orcs &amp;amp; Goblins Ogre&lt;br /&gt;
Image:Skaven Ogre.jpg|Skaven Ogre&lt;br /&gt;
Image:Empire Ogre.jpg|Empire Ogre&lt;br /&gt;
Image:Tomb Kings Ogre.png|Tomb Kings Ogre&lt;br /&gt;
Image:Vampire Counts Ogre.jpg|Vampire Counts Ogre&lt;br /&gt;
Image:Warriors of Chaos Ogre.jpg|Warriors of Chaos Ogre&lt;br /&gt;
Image:Wood Elves Ogre.jpg|Wood Elves Ogre&lt;br /&gt;
Image:Ninja Ogre.png|Ninja Ogre&lt;br /&gt;
Image:Pirate Ogre.png|Pirate Ogre&lt;br /&gt;
Image:Female Ogre.png|Crossdressing Ogre &lt;br /&gt;
Image:8039787889_96ed2c0f29_k.jpg|ogre Slaan&lt;br /&gt;
7180203363 d2bffd50f0 k.jpg|lustrian standard&lt;br /&gt;
7176858107 e68eecf828 o.jpg|lustrian bulls&lt;br /&gt;
7180207541 159c1f51e1 k.jpg|lustrian bruiser&lt;br /&gt;
7362010446_d8e5ba564e_o.jpg|lustrian thundertusk&lt;br /&gt;
8815390127 6f698fd585 o.jpg|lustrian &amp;quot;sabretusk&amp;quot;&lt;br /&gt;
10800351164 e09f18840b o.jpg|lustrian hunter&lt;br /&gt;
Bullunit.jpg|orc bulls&lt;br /&gt;
DSC03006.JPG|Cathay&lt;br /&gt;
Leadbelcherwip011.jpg|orc leadbelchers&lt;br /&gt;
Assdffe.jpg|tzeentch bull&lt;br /&gt;
Lizardmen2.jpg|lizardmen leadbelcher&lt;br /&gt;
Skaven2.jpg|skaven&lt;br /&gt;
Blood Bowl Lady Ogres.jpg|Lady Ogres in Blood Bowl. EXTRA THICC&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warhammer/Tactics/8th Edition/Ogre Kingdoms|Ogre Kingdoms tactica]]&lt;br /&gt;
* [[Ogryn]]&lt;br /&gt;
* [[Ogor Mawtribes]]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Ogre Kingdoms]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368184</id>
		<title>Orcs &amp; Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368184"/>
		<updated>2021-10-28T01:10:49Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oldschool}}&lt;br /&gt;
&#039;&#039;&#039;FOREWARD:&#039;&#039;&#039; This article will be translated into Orcish by volunteer greenskins. &lt;br /&gt;
&lt;br /&gt;
The Warhammer Fantasy equivalent to the [[Orks]] of the [[Warhammer 40,000|OTHER Warhammer]] (these guys were first, so Orks are the [[Warhammer 40,000|40K]] version of [[Warhammer Fantasy|proppa Orcs]] &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;dat&#039;s roight, dem greenzy boys from da world o&#039; pantsy-battlehamma&#039;s some o&#039; wutz dem humies may call feral orks, but deyz still sho nuff orky  and can show up fer a proppa krumpin izzat right gits? Wot? Dey sez dey wuz first? Well we&#039;s gonna hafta hav a chat on dat one, git....&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; ) and [[Age of Sigmar]]&#039;s Orruks &amp;amp; Grots that leads the [[Grand Alliance: Destruction|Grand Alliance of Destruction]]. &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;don&#039;t tell me de age ov Sigmor, &#039;e can get a roight krumpin too, but we&#039;ll allow he&#039;s up tere wi&#039; ole [[Yarrick]] f&#039;a&#039;umie, buh I guess dey&#039;z thinkin&#039; he&#039;s loik dat goldy git dey&#039;z got on dat throne...oi, who let them [[Skaven|ratsy gits]] up &#039;ere with all this crazy talk &#039;bout this world anyhow?&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the successor races, see [[Orruk Warclans]] and [[Gloomspite Gitz]].&lt;br /&gt;
&lt;br /&gt;
==On Orcyness==&lt;br /&gt;
[[File:Fe5d4c937beed277db70218568695598.jpg|thumb|left|500px|Straight outta da [[Badlands]], green, swole and ready ta roll!]]&lt;br /&gt;
Generally speaking, the Orcs &amp;amp; Goblins army is made up of a species with mysterious origins called &amp;quot;greenskins&amp;quot; in slang terms by players, [[Games Workshop]], and many in-universe races. The race generally speaks in a Cockney (a type of British accent (yes the lime-men come in different types). It&#039;s supposed to sound sorta like [https://www.youtube.com/watch?v=OFxOqFRgD8o&amp;amp;index=3&amp;amp;list=LLmF5KFCNNZbrCqPhGnuB6EQ this] ) accent, much like the original orcs from the Lord of the Rings movies. They incorporate things from football (soccer) hooligans as well, since during the time that Warhammer was first created there was something of social unrest as soccer matches often devolved into (very) violent fights. Just as soccer fans are prone to strange practices like wearing specific clothing the day their team plays to assigning particular meanings to colors and designs, Orcs follow suit. Any time Orcs get lines of speech, their words are spelled in heavy-handed parodies of their accent. They are prone to renaming things, like spears being &amp;quot;STABBAZ&amp;quot; or Dwarfs being &amp;quot;STUNTIEZ&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Unlike 40k, Fantasy greenskins are far more diverse in origin, some even being capable of sexual reproduction (maybe). Also unlike 40k, where the greenskins are pretty much just Orks and their goblin-like diminutive expendable servants called Grots, Fantasy greenskins consist of an extraordinary variety of different types based on region of origin and role in the greater group with the smaller Goblins having equal importance to the bigger Orcs. The army also consists of Giants, Trolls, Squigs, Dire Wolves, Dire Boars, and pretty much anything else greenskins can goad into battle and in earlier editions had savage Humans and Half-Orcs as well. Going beyond the tabletop, mercenaries from other races such as [[Tilea|humans]] and [[Ogre Kingdoms|Ogres]] may find themselves marching with more intelligent groups of Orcs and Goblins. Greenskins are, along with humans, particularly susceptible to [[Vampire Counts|Undeath]]. Just about anything you can think of to put in would work in fluff, as the army books continually state that greenskins are a very diverse group.&lt;br /&gt;
Greenskins usually congregate into groups called &amp;quot;mobs&amp;quot; lead by a &amp;quot;Boss&amp;quot; or &amp;quot;Warboss&amp;quot; (although there&#039;s no unified term). Orc chain of command is usually established passively by size, and when size is close then by physical combat or more trivial ways such as yelling louder than the other greenskin. Goblins tend to be more intelligent, and establish the pecking order through convincing others of their importance, usually just by being the goblin capable of telling the biggest lie and getting others to believe it. Mobs organize themselves further into tribes, and at the largest level (invariably one on the march to war) a &amp;quot;WAAAGH!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
How Greenskins breed is open to speculation, with most just assuming they release spores upon death, which permeate the ground (since that&#039;s what happens in 40k, though it was never confirmed for Fantasy). Most are born with a rudimentary level of knowledge, with larger varieties rarely learning more than what they began with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z da down to Earff boyz, not loik dem gitz in spess. &lt;br /&gt;
Da humiez, stuntiez, and pointy &#039;eadz calls us &amp;quot;greenskinz&amp;quot;. Deyz can all zog off.  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z not all just Orcs an&#039; Gubbinz though. Sumtimes we get&#039;z biggunz, and trollz to stop muckin&#039; about an krump some gitz wiff us. Oh, an evry proppa&#039; boy haz &#039;is own Squig. Sum boyz got a fing for findin&#039; beastiez dat can foight, an hitchin&#039; em to wheelz to get into da foight fastah&#039;. Dat&#039;s smart finkin&#039;, ammright? &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da Boss of da greenskinz&#039;s is da Boss. Bosses ain&#039;t always called Bosses, sumtimes gitz call &#039;em uvver fings&#039;. But dat&#039;s dumb. Bosses are da&#039; biggest and bestest in da group, and da biggest and bestest alwayz&#039; end up leadin&#039; a big enuff group an&#039; lead a WAAAGH! against who needz&#039; a good WAAAGH!in&#039;! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So&#039;z when we&#039;z get krumped, lil&#039;unz&#039; pop outta da&#039; dirt. Dey&#039;z dumm as Ogrez, but giv &#039;em a beatin&#039; an dey get in loin&#039; kwik enuff.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main drive in life for greenskins is to fight and die in spectacular ways. Greenskins may gather into a massive WAAAGH! to invade a human city, slaughter its defenders, then disperse into infighting and eventually wander away in small bands without even entering the defenseless metropolis because there&#039;s no longer a fight to be had, and plenty of loot already on the field (to fight over). More intelligent varieties may see greater purpose in life, from Orcs who realize that gold has value or who witness a great sight such as a knight mounted on a dragon which they will seek to emulate, to Goblins who may dedicate themselves to [[Chaos|the Chaos Gods]] or decide to entirely wipe out a group which has for as long as their tribe can remember kept their numbers low. Tribes that have been entirely wiped-out sometimes resurface, either because a story told by a Shaman inspires new greenskins to &amp;quot;join it&amp;quot;, or because of the intervention of Gork and Mork, or maybe Mork and Gork. Simply obtaining looted gear belonging to an older tribe may inspire the new wielders to align themselves to it, leading to the same tribe existing in multiple places at once and having no knowledge of each other. &lt;br /&gt;
Greenskins are not only willing to fight their own, many look forward to it. They tend towards xenophobia, and combined with their diverse physical forms leads to constant conflict. As previously stated, this is in their minds a good thing. &lt;br /&gt;
When they do fight other groups, results are varied. Depictions of deities and figures are usually defaced, and remade into dedications to their local gods or the supreme gods of the greenskins [[Gork]] and [[Mork]] (or possible [[Mork]] and [[Gork]]). Some of these, through the magic of their race, animate. Things of value to them are looted, usually weapons and armor before things like gold and gems. Wood that can be re-purposed is taken to save time from chopping it. Conquered peoples fare different fates depending on numerous factors; sometimes winding up as slaves, beaten to work and dying at the boredom of their captors. Some are consumed as rations, men women and children alike. Some are ignored, since they provide no decent fight to be had and bothering with them would be a waste of time that could be spent marching to a fight. &lt;br /&gt;
&lt;br /&gt;
Many players migrating from 40k may find greenskins to be less customizable than the 41st Millennium variant. While Orks are known to &amp;quot;loot&amp;quot; things from other races, like space ships and gear, and slap it together with shit (literally) and duct tape then simply mass-believe it into working until it does allowing players to buy what they want from other armies and Ork it up, Fantasy greenskins are less prone to the same level of extreme change. While it&#039;s certainly possible to take a chariot from the [[Tomb Kings]] and put a few shields on it and paint it red it never has quite the same effect as taking a Rhino and putting patches of welded metal along with a hydraulic arm on the side will. Ogres tend to be the more custom army. Greenskins tend to make their own gear, usually out of another race&#039;s but rarely will it still have the same look as it did originally (thus an Orc wearing an Empire helmet would be unusual, as they&#039;d pound it to be more Orcy in most cases). &lt;br /&gt;
That&#039;s not to say that greenskins aren&#039;t amazingly open to options. Quite the opposite, they have more tabletop options than any army in the vanilla game and represent the &amp;quot;jack of all trades&amp;quot; option for the Destruction (evil) armies with their opposite being [[Empire|The Empire]]. That&#039;s also not to say they aren&#039;t a modder&#039;s dream, as they within the fluff do loot and slap their own styles onto what they take or sometimes adopt strange behaviors unlike those seen before. But while in 40k one may find Orks making a flying Dukes of Hazzard car wearing metal cowboy hats, Orcs would probably be mostly sticking to more realistic medieval things (but of course anachronism isn&#039;t new to the setting either). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da&#039; point in loif&#039; is to foight&#039;. Ain&#039;t nuvvin&#039; else to do. &lt;br /&gt;
Anyfing else is muckin&#039; about. Yooz don&#039; wanna be muckin&#039; about, or yer Boss is gonna krump you. So keep yer feet goin&#039; to da fight, an&#039; if da Boss says dat you loot you loot, an&#039; if da Boss tells you eat yooz eats, an&#039; if da Boss sez It&#039;s time to WAAAGH! den yooz in luck! Dem uvver guys, dey foight&#039; only when dey &amp;quot;got reason to&amp;quot;. Dun&#039; look at me, me dun unda&#039;stand it eiver. But we&#039;z green! We&#039;z smart! We foight&#039; &#039;cuz foightin&#039; iz wot der iz to do! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Lil&#039;unz dat come troo da swirly magic holes from spess land whine dat dere&#039; ain&#039;t enuff loot around. You do dis, you get krumped by da boss for bein&#039; dumm. And in da hardest way as &#039;e can. Dat alway&#039;z givez us a good laugh. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Greenskins have a fairly simple religion, which centers around two ever-squabbling brother-gods who embody the twin orcish virtues of Brutality and Cunning; [[Gork]] and [[Mork]].&lt;br /&gt;
&lt;br /&gt;
The forest goblins also worship a nameless spider-god, but beyond the basic gist of this being a god of all things spidery, we don&#039;t know much about them.&lt;br /&gt;
&lt;br /&gt;
Way, way back when [[Realms of Chaos]] was a thing, greenskins would also sometimes turn to the worship of the [[Chaos Gods]] and so could be found as followers in the retinue of a [[Chaos Champion]]. When rolling on the D100 Retinue table in &amp;quot;Slaves to Darkness&amp;quot;, a roll of 47-51 would generate d6 Goblins, a roll of 74-78 would generate d6 [[Hobgoblin]]s, and a roll of 83-87 would generate d6 Orcs. Even Chaos-worshipping snotlings might occasionally show up, if you rolled a 100, then a 4, then a 2, in that order! This lore has been dropped for years, though.&lt;br /&gt;
&lt;br /&gt;
==Females and Hybrids?==&lt;br /&gt;
Way back in the day before 40k cast its grimdark shadow over Fantasy (in fact, long before 40k was even thought of) Warhammer Orcs were not only the biggest threat in the setting, but also had normal biology. Half-orcs existed from 1st to 3rd edition Warhammer, and females had models. &lt;br /&gt;
&lt;br /&gt;
However, much like everything else it borrowed from Fantasy, the creation of 40k [[Skub|shat all over the Orcs and Goblins concept]]. After Goblins (&amp;quot;Grots&amp;quot;) were relegated exclusively to the status of &amp;quot;bitch Orks&amp;quot;, GW concocted a bullshit explanation for their endless numbers; that Orks are mono-gender. They are fungal rather than mammal, and where an Ork&#039;s dangly bits should be there&#039;s instead a bloated sac full of spores which, upon death, bursts releasing thousands of baby Orks into the ground (interestingly, this means that all Orks lack a penis and thus urinate like females). While it was mentioned in early 40k fluff in a large list of Ork mutations that &amp;quot;Femboyz&amp;quot; exist, they were never elaborated on nor mentioned again. Little else on the list that never received a model was either however. This handily explains the massive population growth of Orks despite their comically high losses, which were dialed up to 11 in 40k as well. &lt;br /&gt;
&lt;br /&gt;
While it was never made legitimately all-encompassing canon in Warhammer Fantasy via an all-inclusive &amp;quot;Orcs and Goblins breed through spores only&amp;quot;-style entry, GW nonetheless never mentioned Half-Orcs or Orc females again after 3rd edition. [[Night Goblins]] are mentioned to come from spores in a [[Black Library]] [[Skarsnik]] novel, although this can be explained by the strange anatomy and fungus obsession of the buggers as it is. In the ill-fated [[Warhammer Online]] game, Orc players begin their life emerging from a spore cave; but this game is non-canon, and took many liberties with lore. &lt;br /&gt;
&lt;br /&gt;
Greenskin origins are suggested (but not confirmed) to be from spores brought accidentally by Old Ones. But since it was never actually retconned or contradicted, some players use the fluff that at least some Orcs and Goblins are technically still mammals and thus have some females who breed sometimes with some humans. Somewhere.&lt;br /&gt;
There&#039;s many fan explanations, from sexually breeding Orcs being a mutation to the spore Orcs being a mutation, to a non-greenskin species that dwell among the greenskins like Giants do being mistaken for Orcs, to Chaos Orcs of Slaanesh, and so on. Some have even ([[/d/|possibly]]) jokingly suggested a connection between the fungal nature of the new greenskin lore, and [[Nurgle|yeast infections]]. These are only a fan theories designed to bridge the gap between new and old lore, however. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Orcgina&amp;quot; and &amp;quot;SpOrc&amp;quot; argument is known for being an easy trigger for fights on /tg/. Much of the argument stems from two groups of purists; the first believing that the spore &amp;quot;Orkyness&amp;quot; makes Warhammer greenskins more unique. The second argues against anything that came from Warhammer iiiiiiiiiiin spaaaaaace. Factor in accusation of [[Magical Realm]], and you have [[Fail|a complete disaster]]. &lt;br /&gt;
 &lt;br /&gt;
Uncharacteristically, Half Orcs are not described as pig-disgusting to humans and weak to greenskins. They simply exhibit traits of both, and have the Orcish/Norscan tendency to not get along with either. While they were described as being usually evil, Orcs back in the day were actually evil as well rather than being the fight-loving dimwits of today. As a result, when going with the assumption that they DO still exist, it&#039;s likely that they are simply [[Barbarian|barbarians]] uninterested in reading or magic rather than outright malevolent beings. &lt;br /&gt;
&lt;br /&gt;
Anyone wishing to field half-orcs could simply hybridize Empire/Bretonnian bits with O&amp;amp;G bits. Female Orcs (Orc Girlz? Femboyz?) can be found in several ranges, notably Russian Alternative which produces models to use as proxies with Warhammer anyway. Female Goblins are rarer, as the specific look of Warhammer Goblins are rarely replicated elsewhere. Of course one can always just get creative with the [[Greenstuff]]...&lt;br /&gt;
&lt;br /&gt;
Despite all of the above, the spore AND female Orcs are canon to [[Blood Bowl]]. Half-Orcs are mentioned in fluff blurbs, the old Orc cheerleaders are female, and there has also been mention of spores. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the flavor text, directly from their Forgeworld model page: &amp;quot;&#039;&#039;The Waaaghs (Wifes AAAnd GHerlfriendS) are the self-appointed cheer squad of the Gouged Eye. Stronger and larger than most of their male counter parts (you try raising Orc kids) the Waaaghs, disappointed with a poor season from the Orc team showed up one day to properly ‘motivate’ them. Now the Waaaghs can be regularly found on the side-lines whenever the Gouged Eye take to the pitch, hurling insults (and sometimes bottles) at the players, starting crude Orcish chants or egging the Orc players on to give the opposition more of a kicking.&#039;&#039; &amp;quot;&lt;br /&gt;
[[File:SQUISHY BITZ.gif|center|900px|FER THE HEADPATZ OF GORK AN&#039; MORK, WHY?!]]&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Oi&#039;m twalf an&#039; wots dis? &amp;lt;/span&amp;gt; &lt;br /&gt;
{{FWIP|&#039;&#039;&#039;DAT GIT WUZ KRUMPED FOR DAT POST.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warhammer Half Orcs.jpg|The original page referencing Half-Orcs (. &lt;br /&gt;
Image:Warhammer Female Orc.JPG|An original Citadel female Orc model, alongside the Boy of that era. &lt;br /&gt;
Image:Orc Femme 1.jpg|Artwork from [[Blood Bowl]] depicting an Orcy cheerleader. &lt;br /&gt;
Image:Orc Femme 2.jpg|That same Orc&#039;s model. &lt;br /&gt;
Image:Russian Alternative Orc Girlz.jpg|RA&#039;s Orc Girlz. &lt;br /&gt;
Image:Citadel Orc Villagers.jpg|The Citadel Orc Villagers series, which contained numerous females as well as children. &lt;br /&gt;
Image:Female Warhammer Orcs.jpg|The current Forgeworld female Orcs, sold as cheerleaders. &lt;br /&gt;
Image:Voxin C36 Female Hobgoblin Berserker.png|Oldhammer C36 &amp;quot;Female Hobgoblin Berserker&amp;quot;, also known by the name &amp;quot;Voxin&amp;quot;. &lt;br /&gt;
Image:Citadel Half Orc Cleric.jpg|A Preslotta Citadel Half-Orc Cleric. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
Greenskins don&#039;t care about history. At best, they are entertained with tales of violence (particular emphasis on the onomatopoeias). Shamans who manage to work up illusion magic and form visuals are well-prized by the group. &lt;br /&gt;
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Greenskins factor into the histories of most races in the world. Although their numbers used to be far less, they still managed to get WAAAGH!s &amp;quot;organized&amp;quot; and rile up the other races.&lt;br /&gt;
Earliest firsthand knowledge comes from a Tomb King in the days before the collapse of the [[Warp Gates]] who spent much of his mortal life hunting them for his amusement and to keep their race from spilling into [[Nehekhara]]. Before that, it&#039;s known greenskins suddenly appeared while the [[Old Ones]] were creating the other races of the world without explanation as to their origins. The Lizardmen Saurus were immediately tasked to wipe them out (a task they failed at, and put on the backburner when the Gates collapsed and Daemons came into the world). It is unknown where they fit into the plan of the [[Chaos|Chaos Gods]] and Old Ones, but their natural affinity for chaos surpassing Chaos assures that whatever plan they were meant for, they almost certainly are no longer on that path.&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; HIZZTRI OV DA WORLD IZ DIS; FIRST, DERE WER NO ORC BOYS AND DERE WAZ NO WAAAGH! BUT DEN DERE WER DA ORC BOYZ AND NOW DEREZ LOTZ OV WAAAGH!!! HA HA HAAA! &amp;lt;/span&amp;gt;&lt;br /&gt;
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==Varieties==&lt;br /&gt;
Greenskins adapt to their environment over time, resulting in varied greenskin subgroups. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Ma longest ago memoriez were uv &#039;da sunny hills. Den da Boyz marched north for a fight, dose Boyz were darka green an’ lived in snow hills an&#039; krumped us. Now I’m wun uv dere boss’s Boyz. I miss da sunny hills. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Plain Goblins&#039;&#039;&#039;&lt;br /&gt;
Your standard Goblin. Not necessarily found in plains regions. &lt;br /&gt;
Goblins are short greenskins with sharp teeth and large noses. They are generally cruel and cowardly, torturing anything they catch to death in the cruelest ways for lulz, and generally running from any fight unless full of adrenaline, afraid of what would happen if they run, or outnumber the enemy by a substantial margin. They&#039;re also fairly backstabby, and survive primarily by cleverness or being able to coerce a strong enough ally/army to do their work for them. Due to being more dexterous and on average, intelligent than their larger kin, Orcs will bully Goblins into doing the manual labor and work such as maintaining equipment or constructing anything. &lt;br /&gt;
* &#039;&#039;&#039;[[Forest Goblins]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblins live in deep forests, as the name indicates. Unlike plain goblins and hobgoblins who ride wolves, the mount of choice of the forest goblins are giant spiders, which they &#039;milk&#039; for poison. Forest Goblins revere the biggest spiders as gods.&lt;br /&gt;
* &#039;&#039;&#039;[[Night Goblins]]&#039;&#039;&#039;&lt;br /&gt;
While plain and forest goblins are essentially the exact same goblins, just with different living locations and customs, Night Goblins are considered a separate kind altogether, even more cowardly than regular goblins if more agile. The Night Goblins live in the tunnels beneath the World&#039;s Edge Mountains, wearing long hooded black robes to blend in when underground and protect themselves from the sun when on the surface. The Night Goblins have a heavy connection to fungus, being the only ones willing to consume Madcap Mushrooms and attempt to domesticate Squigs. Night Goblins have established themselves as the Arch-enemy of the other underground races, the Skaven and the Dwarfs.&lt;br /&gt;
* &#039;&#039;&#039;Plain Orcs&#039;&#039;&#039;&lt;br /&gt;
Standard Orcs, also not found exclusively in plains. &lt;br /&gt;
Orcs are taller than humans and as muscular and stocky as a Dwarf, and possess a pig-like nose and tusks. Orcs are capable of being as cruel as Goblins, but less interested in asserting their dominance via torture unless a foe is entertaining enough to make suffer. Generally speaking Orcs look at smaller non-Orcs as food, labor, or something to simply kill and move on. Thanks to their strength, Goblins that outnumber Orcs use THEM as labor instead and force them to do the grunt work under the directions of a Goblin master.&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs&#039;&#039;&#039;&lt;br /&gt;
Orc traditionalists, eschewing the iron working of the orcs. Savage orcs go into battle wearing nothing but body paint, much to the displeasure of any non-orc fighting them. They have a variety of customs that other orcs consider to be unusual such as music made with drums or piercing themselves with bones. Despite this, Savage Orcs are even more bellicose than regular orcs, fighting even more ferociously.&lt;br /&gt;
* &#039;&#039;&#039;[[Black Orc]]s&#039;&#039;&#039;&lt;br /&gt;
The rarest and most dangerous of the orcs. The Black Orcs came into existence when the Chaos Dwarfs tried to breed a smarter and stronger breed of orc. [[Not as Planned|Which is exactly what they got.]] These orcs quickly led a rebellion and escaped into the wider world. Unlike the rest of the Greenskin kind, Black Orcs are disciplined soldiers and leaders, meticulously maintaining their armor and weapons, both of which they carry in greater abundance than regular orcs and Black Orc leaders do not tolerate any infighting in their clans. Widely considered killjoys by the rest of the Orcs.&lt;br /&gt;
* &#039;&#039;&#039;[[Hobgoblin]]s&#039;&#039;&#039;&lt;br /&gt;
Hated by all other races of greenskins for not supporting the slave uprising against the Chaos Dwarfs. Backstabby even by greenskin standards. Its noted that in lore no other greenskin would trust them or suffer them to live, but in actual descriptions of the Hobgoblin warbands their armies are described as mixing greenskin groups, and being brought in as allies of others. Hobgoblins have canonically been hired as mercenaries by many factions who should see them as nothing but enemies including Black Orcs, the Empire, and Vampires. So take the whole “trusted by nobody, hated by all” lore as you will. Their closest allies are each other as they are described to gather into clans, then into hordes lead by Khans, which are all loyal to one Khan...but lore also says they&#039;re so prone to backstabbing that they are unable to form into large groups for long, once again causing a contradiction. In fact the only alliance that isn&#039;t contradictory is the lore that many are the thugs of the Chaos Dwarfs due to the fact no other group is willing to trust them, although in some of that lore its implied that all Hobgoblins serve in Chaos Dwarf armies as a massive disorganized mob that is busy stabbing itself to death in the back no matter what the task, while other lore implies that they are the managers of the slaves of the Chaos Dwarfs and serve as a regular army. So even in consistent lore, its vastly inconsistent as to who trusts Hobgobs and who doesn&#039;t. &lt;br /&gt;
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Hobgoblins unfortunately were largely dropped from Warhammer in the late 90’s alongside the rest of the [[Dogs Of War]] army, although in this case likely due to the entire race basically being a giant unironic racist caricature of the Mongols (compare to the Hung, who at least are portrayed as “cool” evil Mongols). Seriously, Hobgoblin models tend to look like &amp;quot;Yellow Menace&amp;quot; propaganda that someone accidentally spilled blue on before it dried. &lt;br /&gt;
Hobgoblins are treacherous even among a treacherous race, have disgusting hygine even compared to a disgusting race of literal fungus apes, and are cruel and arbitrarily evil even among a race that is cruel and arbitrarily evil. Hobgoblins only have one positive advantage, which is that some members of their race are more intelligent and manage to speak, read, write, and do proper math. These examples usually lead a horde, with all hordes and clans loyal to the Great Khan. Their combined horde is hinted at being one of the greatest threats in the world, but in all apocalypse events they are wiped out offscreen with no difficulty. A direct quote from a Hobgoblin implies they prefer a fight against an enemy who is fighting back to one cowering and soiling themselves, but then lore also notes them as the most cowardly greenskins who are incapable of going against survival instinct even when in a large frenzied group. Once again, fans may interpret this multiple ways.&lt;br /&gt;
Also, they ride wolves and the wealth is a Khan is largely measured in their wolf herds.  &lt;br /&gt;
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The only major physical differences between Hobgoblins and Plains Goblins are a more sloping brow and a bony plate in their back which results in a permanent hunch. Hobgoblin models are distinguishable by their hats, although old core Goblin Archers wore a similar hat: consider it looted, coincidence, or further evidence other greenskins ally with them as you will. Their models appeared to be taller than ordinary Goblins, but this could be because the released Hobgoblin models are part of an elite army of successful survivors and may be bigger by virtue of age and nutrition.&lt;br /&gt;
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tl;dr Hobgoblins are [[Black Orc]] versions of Goblins, and everyone hates them including GW.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gnoblar]]s&#039;&#039;&#039;&lt;br /&gt;
Standing a little taller than a mans waist, Gnoblars are the weakest goblin variant, the only Greenskin even weaker are the Snotlings. The Gnoblars quickly figured out that they would have the longest life expectancy by finding the biggest sapient they can find and glue their lips to its butt cheeks. In this case, it is the Ogres who they serve, performing the menial tasks in exchange for protection and whatever the Ogres cast off. Almost every Ogre has a Gnoblar of his own, marking them as his by biting off a portion of its ear.&lt;br /&gt;
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*&#039;&#039;&#039;[[Snotling]]s&#039;&#039;&#039;&lt;br /&gt;
The smallest, weakest, most insignificant of the greenskins. Snotlings resemble goblins but are even smaller. Snotlings are barely above an animal in intelligence, behaving like enthusiastic and uncontrollable puppies. Orcs are fond of Snotlings, training them to do entertaining tricks or simple tasks. Goblins hate Snotlings, who often show off their hiding spots, follow them when they&#039;re trying to be sneaky or pantomime their murders. &lt;br /&gt;
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*&#039;&#039;&#039;Iron Orcs&#039;&#039;&#039;&lt;br /&gt;
Introduced and only ever described in &amp;quot;Knights of the Grail&amp;quot;, a [[Bretonnia]] [[splatbook]] for [[Warhammer Fantasy Roleplay]] 2nd edition, Iron Orcs are a strange new orc subspecies recently seen in the Bretonnian province of Carcassonne and nowhere else - which has led to even their neighbors thinking that the Carcassonians are making them up. In fact, they&#039;re very real, and very dangerous. Iron Orcs are described as looking like orcs in plate armor, sans helmet, until you get closer - then you see that the armor plating is actually set directly into their flesh. They are described as faster, stronger and better armored than [[Black Orc]]s, but also dumber and more savage in nature. They are typically led by Black Orcs, and their numbers are reputedly increasing, which Duke Huebald of Carcassonne understandably finds quite worrisome. Iron Orcs favor the Big Choppa, a kind of orcish great-weapon that is big and clumsy even to orcs.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Kobolds&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Normal kobolds are utterly indistinguishable from common goblins. Fire kobolds, who live in volcanic regions and who have adapted by gaining resistance to fire and the ability to spit short-ranged gouts of flame, are much more distinguishable. They&#039;re easily recognized because they have large patches of fiery orange or red on their skin, with each individual&#039;s splotches being unique.&lt;br /&gt;
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*&#039;&#039;&#039;Troglagobs&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Troglagobs are coastal, swamp and river-dwelling goblins who have evolved into amphibious lifeforms, gaining webbed digits, a more blue-tinted skin tone, and gills. They can&#039;t go too far from water, or they&#039;ll die. They favor poisoned weapons.&lt;br /&gt;
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*&#039;&#039;&#039;Hill Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Arguably an attempt to bring back hobgoblins in a less-stereotypical way, the &amp;quot;Great Goblins&amp;quot; are an unusually large, confident and aggressive goblin strain native to the hill country at the very edge of the Badlands. Strong as orcs, these brutally ambitious goblinoids have much darker skin tones, some even approaching Black Orc coloration; they love to fight almost as much as orcs do, and will even hire out as mercenaries as well as joining WAAAGHs. Wrestling and brawling are favoured leisure activities for these hulking Goblins and they enjoy nothing more then bullying around their smaller Goblinoid cousins.&lt;br /&gt;
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*&#039;&#039;&#039;Dust Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. These are [[undead]] goblins that occasionally arise in the deserts of Khemri, after the [[Tomb Kings]] wipe out an invading WAAAGH! Unlike Humans, Elves and Dwarfs, an Undead Goblin corpse retains a small pan of its mischievous and unpleasant qualities from its previous malevolent life. These Undead Goblins, known as Dust Goblins, still bicker and taunt one another like spiteful children. Dust Goblins have a peculiar fondness for wielding blowpipes.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squig]]s&#039;&#039;&#039;&lt;br /&gt;
Another fungus-based lifeform considered to be among the greenskin race, despite having almost nothing in common other than reproduction method. They technically come in all colors, but in artwork and paintjobs they are almost always red. A Squig is basically just a mouth full of sharp teeth behind which sits a large tongue and behind that very strong corrosive stomach acid, while the rest of the Squig is some seemingly random number of eyes and other spike/scale features, all of which is usually propelled by two legs that serve no purpose other than to literally cause it to bounce. The actual behavior of the Squigs is extremely simple, they fiercely eat anything edible around them then use their legs to bounce themselves in a random direction until they find something else to eat. They&#039;re almost mindless in most cases, although a notable exception exists in [[Gobbla]], the pet Squig of the head Night Goblin Warboss [[Skarsnik]]. Gobbla has intelligence comparable to that of a dog based on how he behaves in stories, and Skarsnik has the very un-Goblinlike trait of loving his pet Squig. &lt;br /&gt;
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Squig is short for &amp;quot;squiggly beast&amp;quot; strangely enough. Most people coming from 40k know exactly what Squigs are, but just like how Grots are extremely unimportant in 40k compared to Goblins, Fantasy Squigs are extremely unimportant in Fantasy. Orks use Squigs for virtually everything, from leather to beer to something to chew on and so forth. There&#039;s a Squig for every task, and supplement materials cover Squigs in great detail while adding more varieties. By contrast, in Fantasy the only group of greenskins to use Squigs are the Night Goblins, the cave-dweller Goblins, due to the fact that Fantasy Squigs are also usually found underground. Night Goblins herd the smaller ones towards foes, or if particularly insane the Goblin may try to ride them. Larger Squigs are chained together and allowed to bounce off each other causing a destructive living wrecking ball. Colossal Squigs are drugged by being fed live Goblins full of sedatives, then controlled (in the loosest sense) while barely awake and let loose into enemies as a titan of dumbass destruction. A particular variant of Squig actually can spit an acid and anything in its mouth at a high velocity, so Goblins fill its mouth full of smaller Squigs and point it towards their enemies. The final variant of war Squig is only present in the [[Warhammer Online]] video game, where a class of Night Goblins use them as a pet similar to Skarsnik and Gobbla, but by literally beating their Squig over the head it grows in size and the Goblin can then jump into its mouth and hold on for dear life as they try to guide it like piloting a giant living tank. &lt;br /&gt;
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The only non-combat form of Squig identifiable in Warhammer Fantasy is a type of Squigpipe, a bagpipe-like Squig. These are actually described in canon in 40k, but in Fantasy they are never mentioned and exist in the form of a model playing one. The stretched faces of Squigs can be found on some Orcish shields, but its not actually stated if use of Squig leather is common or simply just something a few Orcs did to look more intimidating.&lt;br /&gt;
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==Regions==&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Everywhere...&#039;&#039; In the Old World.&#039;&#039;&#039;&lt;br /&gt;
**No really, that&#039;s more or less it. Orcs and gobbos can be found everywhere in the world to some extent, unlike pretty much all other races in Warhammer Fantasy. Each region has its own variant of Orc or Gobbo, but for the most part, it&#039;s mostly the same. All green, all love to fight. However, one region that has very few Orcs and Goblins is the New World, Naggaroth and Lustria. There are colonies from the Old World there, but nothing too large.&lt;br /&gt;
*&#039;&#039;&#039;The [[Badlands]].&#039;&#039;&#039;&lt;br /&gt;
**This is practically the mainland of Orcoids everywhere. Dry, grassy expanse, the occasional mountain and a lot of dangerous wildlife makes it a real heaven for the Orcs and Goblins alike... Of course that means that the Badlands is uninhabited by pretty much all other races, who simply cannot make a living in such a barren and wild landscape. The Badlands are home to a multitude of clans of all sorts, and is also the region where Black Crag, an enormous Orc fort and city lies, a place that is constantly fought over by Warbosses. It is also home to the Spire of Bone, a fulcrum of sorts for shamanistic magic in the Badlands, and an object of worship for the Shamans of the mobs in the Badlands.&lt;br /&gt;
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==Army==&lt;br /&gt;
The greenskin army list is rather large, and may take some time to peruse. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Oy, I&#039;z sad I&#039;z not muckin&#039; about!  &amp;lt;/span&amp;gt;&lt;br /&gt;
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===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Gorbad Ironclaw]]&#039;&#039;&#039;&lt;br /&gt;
Pretty famous for uniting every greenskin within smelling distance of his warboar (considering that Gnarla was the absolute foulest pig that ever lived this side of Grom the Paunch, that&#039;s a lot of greenskins). Renowned for smashing right into the very heart of the Empire in his WAAAGH!!!, looting the Soland Runefang, and siccing an entire brood of wyverns into the Imperial Palace, among other things. The obligatory legendary warrior that you find in every army book.&lt;br /&gt;
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* &#039;&#039;&#039;[[Azhag the Slaughterer]]&#039;&#039;&#039;&lt;br /&gt;
The Fantasy equivelant of [[Ghazghkull Mag Uruk Thraka]], what with seeing visions and being tactically sound and stuff. Azhag was born in the Troll Mountains to the far North, near the ancient ruined Dwarven Holds of that area. The place was riddled with Orcs, the ancient tribes having infested the caverns and roads of the long dead Dwarves. Apart from interclan Orc warfare, the Orcs fought the native trolls and nearby Chaos Northmen.&lt;br /&gt;
&lt;br /&gt;
All was going along fairly dull until Azhag, who was at the time a weak chieftan in charge of a small mob, was driven deep into a tomb by a large Chaos warband. Hiding from them in the dens of Trolls (and butchering said trolls for a bit of sport) Azhag found an ancient crown with three green emeralds set into it. Azhag liked the &amp;quot;Shinee &#039;At&amp;quot; and promptly put it on his head. Unfortunately, said Crown was in fact an ancient artifact first forged by [[Nagash]], and it had a fraction of the Necromancer&#039;s terrible power/personality put into it (so the One Ring). Almost immediately, Azhag was overwhelmed by voices and commands to &amp;quot;Head North&amp;quot;; Orcs are notoriously stubborn however, and despite (or perhaps because of) his simple mind, Azhag could not be possessed by the crown.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the crown granted Azhag mastery over the dark arts of Death, greatly heightened intelligence, and would often whisper advice and instructions into his ear. Under the Crown&#039;s influence, his tactics quickly became &amp;quot;unorcy&amp;quot;. Azhag began to use pincer movements, flanking, feints, and other methods of that sort. More than that, Azhag began to actually give orders to the Orcs in his army, instead of just smacking them about and telling them to &amp;quot;Git on wiv it!&amp;quot;. Using these methods, Azhag quickly united the Orc tribes in the mountains under his leadership and anyone who objected was either hacked to pieces or turned into dust. The orc tribes themselves didn&#039;t mind that Azhag would argue with himself or shout at empty air, dismissing him as &amp;quot;ezzen-trik&amp;quot; and following him to war quite readily. &lt;br /&gt;
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Azhag then began to move south under the urging of the crown, shattering Kislev and rampaging in a massive Orc Waaagh! that completely overwhelmed the human defenders. Used as they were to the usual Orc tactic of &amp;quot;Git all da ladz den smash da gits&amp;quot; they were completely unprepared for actual tactics. If that wasn&#039;t enough, Azhag was a beast in combat, riding on the back of a massive Wyrm and shooting bolts of purple lightning from his eyes.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the crown itself proved to be Azhag&#039;s undoing. Tired of the easily distracted Orc wandering around instead of heading south the crown tried to achieve complete control over Azhag during a terrible battle, leaving him quite defenseless when a warhammer came screaming down at his head. The crown itself was taken from Azhag&#039;s headless corpse and sealed inside the deepest vaults of the Imperial capital, and Azhag&#039;s warband splintered and was driven off. And that was the end of Waaagh! Azhag.&lt;br /&gt;
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In the Total War: Warhammer continuity Azhag is still alive, and exists in the modern day. Now Nagash is pushing him south to reunite Crown with Books and body. Azhag is more interested in killing traitors, Dwarfs, and Chaos (Nehekhara didn&#039;t even exist in the game at release, and even now is more effort to subjugate than its worth). &lt;br /&gt;
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* &#039;&#039;&#039;[[Grimgor Ironhide]]&#039;&#039;&#039;&lt;br /&gt;
The youngest of the three great Orc Warboss characters. Grimgor is a Black Orc brute whose backstory is largely unknown, having appeared one day alongside his “Immortulz” elite warband and set about assembling a WAAAGH. He’s the one of the three active in the modern date of the setting, and can be fairly considered the main character/faction leader (note that this is controversial as some fans find him less interesting than the aforementioned two). In both Storm Of Chaos and End Times Grimgor lead the Orc forces. In the former his army was defeated, so he himself managed to defeat Archaon AKA the main bad guy via sucker punch and headbutt (it makes SO much more sense in both the in-universe and meta contexts, but is the main reason Grimgor has many fans), in the latter he became the living embodiment of Gork (or possibly Mo-no, never mind, it was definitely Gork) and the embodiment of the magic Beasts before Archaon beheaded him.(Fuck the end times) &lt;br /&gt;
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Grimgor is the primary greenskin general in Total War: Warhammer. &lt;br /&gt;
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* &#039;&#039;&#039;[[Wurrzag|Wurrzag Da Great Green Prophet]]&#039;&#039;&#039;&lt;br /&gt;
The mysterious wandering Shaman that travels the world searching for the fabled warboss destined to lead them into the last, greatest scrap. Wurrzag used to be your standard savage Orc boy until he shot out green lightning from his mouth with a sneeze, and turned the tribe&#039;s Shaman into a rampaging squiggly beast during an important ceremony. After the Squig was caught and killed, the tribe prepared to ritually kill Wurrzag for his &amp;quot;Tranz-Gessons&amp;quot; when Wurrzag came under a trance. Dancing and gyrating more furiously than the tribe had ever seen Wurrzag proclaimed that Gork and Mork were angry because the Lizardmen had come and destroyed their stuff before building an ancient city where their temple once stood.&lt;br /&gt;
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Leading them to the ancient ruins, Wurrzag cajoled and ranted until two great totems were built and erected in the glory of Gork and Mork. It is said by the savage Orcs that while the totems stand they will never truly be defeated by their enemies, a prophecy which is holding true so far. Wurrzag soon left his tribe, driven on by gibbering madness to find and talk to other Shamans and get them ready for the Green Tide, an era when orcs will unite under a powerful warboss and take over the Old World. &lt;br /&gt;
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Moving through to the lands of the dead, he was given a great Boar called Spleen Rippa as tribute by the Spotted Skullz, and after a terrible battle against the Tomb Kings he looted an ancient staff made from bonewood. Now equipped with a magical artefact of not insignificant power and on top of a mean Boar, Wurrzag wanders throughout the Badlands, meeting with Orc warlords and chieftains to dispense judgement, and smash gits whenever he can find them.&lt;br /&gt;
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Wurrzag is currently attached to Grimgor&#039;s warband, and was left behind in the Badlands to &amp;quot;protekt da place&amp;quot;. Mostly because Grimgor couldn&#039;t stand Wurrzag&#039;s constant yammering about Gork and Mork and his incessant shamanistic shuffling.&lt;br /&gt;
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In End Times Wurrzag informes Grimgor and Skarsnik that they are Gork and Mork incarnate respectively, then drops out of the story. In Total War: Warhammer he is a general of his own army, and can recruit Grimgor as a cohort. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I saw dat &#039;un once. Showed up as we was fightin&#039; da spiky Pointy &#039;eadz down by Throatslash Cliffs cuz we wanted dere boats, made his hands glow green an&#039; a giant glowin&#039; foot krumped da Pointy &#039;ead Boss an his boyz! Didn&#039;t even hafta&#039; twitch and foam at da mouf like our Shammy. Was a larf riot, but he kept dancin&#039; tha entire time like he had melty ironz under his feet an&#039; a spider gob stuck in his britches. After the killin&#039; an lootin&#039; he looked at our Warboss real long, den said &#039;yer not Gorky enuff&#039; an danced back to his boar. Boss wuz never da same after dat, looked like a Snotlin&#039; that lives after drinkin&#039; summa&#039; what tha Night Gobs drink. We put &#039;im outta his misery, then had a punch-up fer who&#039;z da new Warboss. Lost tha fight but got da most Teef, so I say I won. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Grom the Paunch|Grom the Paunch of the Misty Mountain]]&#039;&#039;&#039;&lt;br /&gt;
Extremely fat Goblin who regenerated like a Troll due to eating some Trollflesh. Had an illustrious career, more than almost any other Greenskin in history, crowned by doing more damage to the most powerful non-Chaos race in the setting, the [[High Elves (Warhammer Fantasy)|High Elves]], than any faction other than the [[Dark Elves (Warhammer Fantasy)|Dark Elves]]. It should be noted that Goblins instinctively fear Elves. His WAAAGH mainly existed on a giant mobile wooden city-wagon early on. Managed to conquer an entire region of the Empire and created a capital city out of the ruins, where he enjoyed himself for some time until he heard the words of Gork (or possibly Mork) in his ear telling him to go west across the sea. He then managed to do the unthinkable, and invaded Ulthuan. His army was defeated, High Elves claiming he drowned trying to flee into the waves while some Elves and most greenskins claim he escaped into the mountains of Ulthuan, where the magic is strong, portals to the Warp appear, and many strange things happen. &lt;br /&gt;
&lt;br /&gt;
He never reappeared. In non-canon post-End Times musings, Warhammer author Josh Reynolds put forth his idea that Grom did reach the mountains but died in the Warp. Its the closest the plot has to a resolution. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat gits a myth, no gobbo could do all da thingz dey say he&#039;z done. Errytime sum gobbo starts squawkin&#039; about Grom, I go outta my way to krump dem. Happened in a WAAAGH once, lost all my boyz &#039;cause I was busy chasin&#039; da stoopid runty gobbos so dey&#039;d stop sayin&#039; Gromz real an da pointy star &#039;oomans chopped dem all up, my Big Unz like dey wuz just a gobbo. I started to charge back an&#039; bash &#039;em all good, but da gobbos started runnin&#039; and screamin&#039; an before I knew it I wuz tryin&#039; to run on toppa&#039; ground o&#039;gobbos so I gave up an&#039; let &#039;em take me where dey wuz runnin, den krumped da little gits I could catch when dey stopped. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Git Guzzler]]&#039;&#039;&#039;&lt;br /&gt;
Grom&#039;s arch enemy that he never knew existed. Git wanted to be the biggest Goblin to ever exist and lead the biggest WAAAGH. Since Games Workshop forgot he existed, he probably failed. &lt;br /&gt;
He’s also the arch-enemy of [[Josef Bugman]], whose brewery he famously destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I neva&#039; heard o&#039;dis one. Sure its not more gobbo babblin&#039;? I hate gobbo babble. I swear, I eva&#039; find gobbos wif no moufs, I&#039;m makin&#039; my WAAAGH! outta dem. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Skarsnik|Skarsnik, Warlord of the Eight Peaks]]&#039;&#039;&#039;&lt;br /&gt;
While Grom was the epic Alpha male that goblins feature in their Orc-bullying fantasies, Skarsnik is the true epitome of the cunningness of goblins everywhere and the top contender for greenskin main character/faction leader alongside Grimgor. Skarsnik is so cunning that eventually came to be seen as the Morkier counterpart to Grimgor&#039;s insatiable battlelust. Skarsnik’s primary companion is an “intelligent” Squig pet named Gobbla whom he genuinely loves. &lt;br /&gt;
&lt;br /&gt;
Skarsnik’s story is too long for a summary, but he’s most notable for controlling one of the most important fallen Dwarf Holds and fighting Dwarfs lead by [[Belegar Ironhammer]] and Skaven lead by [[Clan Mors]] to keep it. He’s the leader of the Night Goblins, and coordinates most military action against Dwarfs to some degree. &lt;br /&gt;
&lt;br /&gt;
In End Times he became the embodiment of Mork, and Gobbla was killed by a Skaven, causing Skarsnik to leave the Eight Peaks to form a WAAAGH after finally slaughtering the last Dwarfs and Skaven in it, but dropped out of the story. According to Josh Reynolds non-canon endings, Skarsnik’s WAAAGH united with Grimgor’s and he went out butchering Chaos. In Total War: Warhammer he starts in the Grey Mountains where he was looking for allies (same as Belegar) and the Peaks rebelled in his absence. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gorfang Rotgut]]&#039;&#039;&#039; &lt;br /&gt;
An Orc in charge of Black Crag who hates Dwarfs more than anyone else (unless you count Chaos Dwarfs and Grimgor). Basically exists to be Skarsnik&#039;s Orc bottom bitch. Don’t let that fool you though, he’s still quite massive for an orc and was able to best [[Queek Head-Taker]] in head on fight.&lt;br /&gt;
&lt;br /&gt;
Took a Dwarf Hold, now squats in it getting fat. Killed by Thorgrim Grudgebearer right before End Times, while in Total War: Warhammer he is almost invariably the first enemy you wipe out while playing as Wurrzag, Azhag, or Grimgor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I don’t know &#039;oo ‘dat iz. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Morglum Necksnapper]]&#039;&#039;&#039;&lt;br /&gt;
Black Ork Warboss mounted on a boar. In recent fluff his tribe is mapped as being in the Grey Mountains while he is depicted throwing a Bretonnian crusade back though Mad Dog Pass. Gets his back broken by Grimgor in End Times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gitilla Da Hunter]]&#039;&#039;&#039;&lt;br /&gt;
Gitilla is the Big Boss of da Drippin Fangs tribe. Riding an enormous wolf named Ulda, Gitilla is a nasty one to fight due to his constant attacks from angles that happen in a single moment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Snagla Grobspit]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblin Comanche Warrior. Empire wiped out his tribe, so he wants to push them out of the spider lands. There isn&#039;t much else to his lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hobgobla-Khan]]&#039;&#039;&#039;&lt;br /&gt;
The greatest of the Hobgoblin Khans. It takes the combined forces of [[Cathay]] and [[Tilea]] to keep his horde from overwhelming Cathay, and its thanks to him that expeditions down the Warhammer Silk Road have a 10% success rate. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oglah Khan]]&#039;&#039;&#039;&lt;br /&gt;
Once a very wealthy and powerful warlord under Hobgobla Khan, until at the Battle of Xen-Tu the Hobgoblin leader and Oglah’s ally Hablo Khan was killed. While most Hobgoblins would flee as Hablo’s army was, Oglah decided to use his signature move of siding with the opposite army, rallying his 600 Wolf Riders into cutting down Hablo’s troops from behind. It was during this treachery that Hobgobla’s own army appeared. Hobgobla dealt with the Cathayans, during which time Oglah fled. &lt;br /&gt;
Despite the fact that treachery is valued and expected and constanf betrayal is WHY Hobgobla was fond of Oglah, somehow the sudden but inevitable betrayal angered Hobgobla and Oglah was banished from the steppes. &lt;br /&gt;
Despite the fact that Black Orcs HATE Hobgoblins, the Black Orc Warboss Gordug Smasher, who was WAAAGHing his way through the Old World to wipe out Tilea, hired Oglah’s army as scouts. During the ensuing Battle of Long Knives Oglah predictably switched sides, helping Tilea destroy Gordug’s army and for his “bravery” Oglah was paid generously by the general Giovanni Giuliani and hired as his army’s own scouts. At some point later Oglah was seen fighting as a Vampires&#039; scouts against the Border Princes before, as always, betraying his own side and saving the humans. &lt;br /&gt;
&lt;br /&gt;
His original 600 have been whittled down to a small detachment, but each is battle-hardened and skilled in combat far beyond any other greenskin. He’s also always pulling the same trick, backstabbing his own army and being rewarded by the foe and fleeing if that doesn&#039;t work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Ghazak Khan]]&#039;&#039;&#039;&lt;br /&gt;
Khan of the Blackwolf Clan, undefeated in open field battle, and ruler of the most powerful of the Hobgoblin mercenary armies including several famous companies. Ghazak prefers a total war approach, entirely slaughtering and consuming populations then razing all that remains, resulting in a Goblin feared far beyond any other. While he himself only speaks the language of the Hobgoblins few who address him directly survive the meeting, the Hobgobla Khan sent him and his men to survey the distant west. Only merchants have met him and survived, for he tolerates no rival and sees any military force as a foe while useful noncombatants are invited to his great village-sized tent. His personal banner is white with three red claw marks, and those who serve him bear flags depicting a black wolf tail. His battlecry inspires terror and can be heard for miles, his mount is a giant wolf named Warghan whose species has never before been seen west of the World’s Edge, and his helmet contains a Wind Daemon that he outwitted and made serve him. &lt;br /&gt;
&lt;br /&gt;
Of the three Hobgoblin characters, only Ghazak has a model. Its also one of the single most racist minis GW ever produced, after Pygmies of course...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eeza Ugezod&#039;s Mother Crushers|Eeza Ugezod]]&#039;&#039;&#039;&lt;br /&gt;
Black Orc WAAAGH!less Boss from much older Warhammer lore, his Mother Crushers tribe is the single most hated and feared group of greenskins in the Warhammer world not due to scope of destruction or size of horde, but simply because he&#039;s managed to make his small group of elite warriors survive and wipe out enemy armies for a ludicrously long 42 years without a defeat. One of the strangest groups of Orcs, who use complex tactics as well as discipline and reading/writing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Grumlok and Gazbag]]&#039;&#039;&#039;&lt;br /&gt;
Asexual life partners of dubious canonicity from [[Warhammer Online]]. Semi-witting willing pawns of [[Malekith]] via their intelligence-boosting magic amulets that fight alongside alongside a Chaos invasion of the Empire, they united the Badlands greenskins to wipe out the Dwarfs in Malekith&#039;s complex plan to take Ulthuan. Grumlok is a Black Orc, Gazbag is a Night Goblin, they share one model due to their inseparable nature.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Ruglud&#039;s Armoured Orcs|Ruglud Bonechewer]]&#039;&#039;&#039;&lt;br /&gt;
Black orc warboss who had a WAAAAGH! literally shot to pieces under him by [[Chaos Dwarf]] crossbow fire, after which he was ousted from his position as Warlord of the Crooked Eye Tribe. He and his few remaining loyal followers stumbled across the ruins of a long-destroyed [[dwarf]]hold, where they found the remains of a savage battle between dwarves and chaos dwarves. Struck by inspiration (and a boulder that fell from the roof), Ruglud covered himself in armor and taught himself how to use the crossbows he looted from the ruins, making his boys do the same. They now roam the land as the only known orcish mercenary company.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gordrakk]]&#039;&#039;&#039;&lt;br /&gt;
The new Grimgor for the Orruks.&lt;br /&gt;
&lt;br /&gt;
===Generic Characters===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warboss:&#039;&#039;&#039;&lt;br /&gt;
** By default of the &amp;quot;Plains Orc&amp;quot; variety, which is either coincidentally or intentionally a joke about being a plain old Orc. A very big and very nasty git among big and nasty gitz. Armed to the teef and clad in plate and chainmail, this guy is baaaad news because on his tail there sure to be hordes upon hordes of Orcs, Goblins and all manner of other creatures, ready to follow their Warboss to the biggest fight and the juiciest loot. There&#039;s also Warbosses for the four other races in the Waaagh:&lt;br /&gt;
** &#039;&#039;Savage Orc Warboss:&#039;&#039; Just like your standard Orc Warboss, only a brain-addled loony. Savage Orcs shun armor and even most metal weaponry, relying on clubs/bones/obsidian, lucky/magical warpaint on bare skin, and the ability to go into a berserker rage (more so than they already were anyway) to carry the day instead. Won&#039;t be winning any contents for brains soon, even by Orc standards. Savage Orcs are the &amp;quot;purest&amp;quot; form of Orc and are considered unpredictable by other Orc varieties, are almost impossible to reason with, and are unpredictable; this from a race already known for all of those attributes. &lt;br /&gt;
** &#039;&#039;Black Orc Warboss:&#039;&#039; An even bigger, stronger, more heavily armed &amp;amp; armored version of your standard Orc Warboss. Add in brains and the (by Orcish standards) organization of his underlings, and he&#039;s even more dangerous. So powerful that, in most editions, he&#039;ll use up an extra character slot on his own. Black Orcs were bred...somehow...by Chaos Dwarfs for their greater strength and intelligence, which made their eventual rebellion successful. Other greenskins find them unsettling due to their comparatively un-Orcy behavior (although other races wouldn&#039;t see much difference). &lt;br /&gt;
** &#039;&#039;Goblin Warboss:&#039;&#039; The goblin equivalent to an Orc Warboss. Plains Goblin, a plain Goblin. Nowhere near as killy as a standard Warboss, but he doesn&#039;t have to be when he as already a stuck a knife in the enemies backs.&lt;br /&gt;
** &#039;&#039;&#039;Night Goblin Warboss:&#039;&#039;&#039; A Night Goblin Warboss. Night Goblins are better organized than most, and most Warbosses must be either appointed or at the very least approved by (read: &amp;quot;not not a threat to&amp;quot;) Skarsnik. Night Goblins are also insane even by greenskin standards, almost all addled by mushrooms of various kinds and amounts. This insanity does not make them any less intelligent however, as Night Goblins have been fighting against Skaven and Dwarfs and holding their own for most of history. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great Shaman:&#039;&#039;&#039; A shaman who managed to survive a (comparatively) long time and get really good at channelling Waaagh Energy. Or just a prodigy who soaks up the Waaagh energy like a sponge and manages to absorb more without bursting. Provides powerful, bluntly effective magical spells that tend to focus on kumpin&#039; gitz. Don&#039;t normally lead Waaaghs themselves, but tend to be the closest thing an orc warboss has to an adviser. The &#039;&#039;Savage Orc Great Shaman&#039;&#039; is the more feral and mystical counterpart to the standard Great Shaman. Tends to engage in behavior even other Great Shamans think is pretty loony. Worshipped as a living avatar of the gods by his Savage Orc fellows, so these guys are more likely to lead their own Waaaaghs. Goblins and Night Goblins have Great Shamans too; as with the goblin warbosses, they&#039;re weedier, but arguably smarter - their branch of magic focuses on augmenting allies and cursing enemies more than directly attacking. The Night Gobbo Great Shaman has the unique trait of gorging himself on magical mushrooms that act as mana potions, giving him a greater chance to cast spells or more spells per day, but which can cause himto explode like an overripe puffball.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Big Boss:&#039;&#039;&#039; Younger/weaker equivalent to the Warboss, the second-best fighter in the Waaagh. Either leaders of their own small Waaaghs (in a small-point game), or else ambitious underlings who&#039;ll be looking to take the Warboss&#039; place when they&#039;re hard enough. As always, come in Savage Orc, Black Orc, Goblin and Night Goblin variants too.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaman:&#039;&#039;&#039; The basic magic-user of greenskin society, tapping into the magical Waaagh Energy which is generated by excited greenskins. Comes in Orc, Savage Orc, Goblin and Night Goblin variants. Orc shamans are more focused on blasty spells, Gobbo ones prefer more cunnin&#039; and tricksy spells. Night Goblin Shamans can still gobble mana-mushrooms for some extra spell juice, but are more likely to go boom as a side-effect.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Spider:&#039;&#039;&#039; The forest goblins ride these arachnophobes nightmares, using them in much the same way humans use horses. Though unlike horses, forest goblins will &#039;milk&#039; them for venom which they use on their weapons.&lt;br /&gt;
* &#039;&#039;&#039;Giant Wolf:&#039;&#039;&#039; Plain goblins use Giant Wolves as their main pack animal. Being as fast as elven steeds and several times more vicious make goblins great mounted units.&lt;br /&gt;
* &#039;&#039;&#039;Gigantic Spider:&#039;&#039;&#039; Even bigger spiders. These spiders have developed a resilient carapace, but are so rare that only Big Bosses and Warbosses ever ride them.&lt;br /&gt;
* &#039;&#039;&#039;Great Cave Squig:&#039;&#039;&#039; If you thought Squig hoppers were mad, some Big Bosses or Warbosses let their power go to their head and try to control even bigger Squigs. To their credit, some of these madgobs survive and manage to control the creature, gaining an effective battle mount.&lt;br /&gt;
* &#039;&#039;&#039;War Boar:&#039;&#039;&#039; Despite being herbivores, Boars are ill-tempered and vicious beasts. Two traits that are admired by orcs which is why they are the most common mount used by Orcs. The impact a charging boar can produce is worse than that of a charging horse due to their massive tusks.&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Ya git, gruntas be omnomnivores, dey happily eat anyfin&#039; from bread&#039;n&#039;beer to bones&#039;n&#039;bacon! Dey care lil&#039; where da noms come from.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Wyvern:&#039;&#039;&#039; Wyverns have sometimes been misidentified as smaller, fouler-smelling and far less intelligent dragons. Though resembling a dragon, the dragons themselves embrace the idea of sharing a kinship with wyverns with the same enthusiasm as an elf would embrace a drunken vomit-stained dwarf. Not even an orc is daft enough to try to tame a fully grown Wyvern but occasionally they manage to get ahold of a Wyvern egg to raise as a mount.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boyz:&#039;&#039;&#039;&lt;br /&gt;
Do you really need this explained to you? They&#039;re fantasy orcs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Arrer Boyz:&#039;&#039;&#039;&lt;br /&gt;
The weirdos of the Fantasy greenskin world. Comparable to the Blood Axes of 40k, these orcs fixate on the strange practice of ballistics and archery. Since the concept of Dakka is still alien and mostly delegated to goblins, arrer boyz don&#039;t seem to command a lot of respect from both the player base or their orcy brethren. Still, being shooty is appreciated and most greenskins can appreciate the larfable sight of a stuntie turned into a pinchushion (and also the fact that you don&#039;t want to insult too much the boy who is behind you with a plinty ztickz and a bow).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Arrer boyz can zog off. Dey alwayz hit me in da back wiff pointy ztickz while I’m tryin&#039; to krump some gitz! DO YOO WANT ME TA TURN AROUND AND KRUMP YOO INSTEAD? Leev da arrers to da gobbos, iz wot I fink!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs:&#039;&#039;&#039;&lt;br /&gt;
While most Orc groups loot to their hearts content when they have the option to do so, and Black Orcs are capable of making new and exclusively Orcish gear, Savage Orcs refuse to advance in culture. &lt;br /&gt;
Still living in the state they did when they were first noticed by the Old Ones, Savage Orcs are as dumb as can be. They barely have a language, barely have capacity for learning, and barely have any sort of gear barring teeth, bones, and sticks with mud. They wear simple scraps of leather and grass if anything at all. While they have tales surpassing the normal Orcish attention span going back throughout Orcish history, they are just as tied to fights (and hunting) as one would expect. They cling to these stories as the example by which all Orcs should live by, and have a great deal of hate for their modernized cousins.&lt;br /&gt;
&lt;br /&gt;
So how do Orcs succeed? The same way they do in 40k. Savage Orcs are capable of the same feat of believing in something hard enough that it happens or works. The most complex part of their culture is their system of warpaints, which produces the belief that makes the results true. Blue spikes on the chest protect from arrows, and the Orc&#039;s skin cannot be pierced with them. A drawing of an eye on the stomach make them a conduit for [[Gork]] and [[Mork]] (or Mork and Gork?)&#039;s will, and suddenly you have a level 1 Wizard. As a result, much of Savage Orcish communication (even verbal, as drawing accompanies it) is done in pictographs. Savage Orcs have an amazing capacity for abstract representations in this regard, translating the Elvish script on [[Waystone|Waystones]] before the defacing of them begins.&lt;br /&gt;
In addition, the capacity for planning and strategy in the minds of modern Orcs is replaced by absolute savagery unknown to even Khornate berserkers as Orcs tear across the battlefield faster than Cheetahs and stronger than Ogres. &lt;br /&gt;
&lt;br /&gt;
Savage Orcs often employ logs with a giant stone tip at the end carried by two Orcs as a giant spear. In ages past, the Orcs used these to hunt large prey and to bring down Lizardmen who hunted them. As a result, Savage Orcs still do this regardless of whether it is useful or not.&lt;br /&gt;
Shrunken heads, fetish totems, and various other things that not even Elves and Empire Wizards can understand the workings of are carried by their leaders.&lt;br /&gt;
&lt;br /&gt;
tl;dr Savage Orcs are Warhammer Dwarf Orcs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblins:&#039;&#039;&#039;&lt;br /&gt;
Are not long for this world.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Wolf Riders:&#039;&#039;&#039;&lt;br /&gt;
Many goblin tribes are nomadic in nature, raiding, stealing or when in a pinch, trading with other greenskin tribes. Goblins ride four foot tall at the shoulder wolves that are often more dangerous than the riders. They make a good team, perhaps due to mutual instincts to attack the helpless, injured and/or isolated and it can even be hard to determine whether the mount or rider is in charge. Goblin Wolf Riders are lightning quick, only being matched in speed by the elves, making them incredibly effective fast cavalry, pelting targets with arrows and fleeing before the opponent can respond, charging the flanks and picking off small units.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblins:&#039;&#039;&#039;&lt;br /&gt;
Like normal goblins, except they&#039;re bat-fuck crazy. Imagine normal goblins, but slightly smarter, loads more crazy, and constantly hopped up on &#039;shrooms. They hate going outside, so they share characteristics with your typical fa/tg/uy (nigh/tg/oblin?) in that way. They typically refuse to leave their caves except at night, where they raid nearby settlements. They don&#039;t just hate the sun, it may actually burn their skin so severely that they could die from being exposed for to long. To prevent burning up immediately every time you need to leave the cave to get the mail or something, night goblins wear black, or sometimes drab grey, robes.&lt;br /&gt;
&lt;br /&gt;
Not as cowardly as your typical goblin, they&#039;re actually smart enough to a point where entire tribes of both orcs and goblins may be lead by a single night goblin. Problem is, they&#039;re horrifically paranoid, to the point where they feel everyone&#039;s out to get them (to be honest, they have a point [an orc spear point to their ribs]). At they&#039;re very best, night goblins are completely insane, and their &amp;quot;inventions&amp;quot; tend to be little more than &amp;quot;strap a squig to it and poke it a lot&amp;quot;. One famous night goblin &amp;quot;innovation&amp;quot; was to get their craziest gobbos, hop them up on loads of drugs, and give them a huge metal ball. When the time is right, they fling them towards the enemy, run like hell, and hope to Gork (or possibly Mork) that he doesn&#039;t follow them.&lt;br /&gt;
&lt;br /&gt;
Living in caves, night goblins are absolutely hated by the dorfs, especially since Skarsnik kind of rules the dorfs&#039; old fortress at Karaz Eight-Peaks. The dwarfs have declared night goblins (like all greenskins) as eternal enemies of all dwarf-kind. For some reason, night goblins also hate skaven, probably because they argue over who gets to live in the shit-and-corpse-filled ruins of dwarven society. The feeling is completely mutual on the ratmens&#039; end.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest Goblin Spider Riders:&#039;&#039;&#039;&lt;br /&gt;
In older editions forest goblins were the weedy jungle counterpart of the more prolific savage orcs. They&#039;re still around nowadays but since they&#039;re basically just goblins that prance around in Village People tier parody costumes of Native Americans their presence in the game is now just cut down to their spider riding aspect. Where night goblins have mushrooms and squigs and regular goblins have being beaten up by orcs, forest goblins have spiders. Forest goblins use them for mounts, shrines, and in the case of shaman, peyote that bites.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Orcs:&#039;&#039;&#039;&lt;br /&gt;
Black Orcs are Orcs who were kept as slaves. Yes, Games Workshop went there. &lt;br /&gt;
More specifically, Black Orcs were enslaved long ago by the [[Chaos Dwarfs]] who bred them (how is unclear, given they no longer undergo sexual reproduction, presumably it involved feeding them mutagens, letting orcs spore under controlled conditions, culling those which did not meet the desired criteria and repeating the process with those that did) to be large and hulking, while also obedient. This backfired as the Orcs were much less prone to infighting (&amp;quot;much less&amp;quot; rather than &amp;quot;never&amp;quot; mind you) and capable of learning which resulted in highly effective slave rebellions. Black Orcs left the region of the Chaos Dwarfs and spread out, coming into contact/conflict with both [[Ogre Kingdoms|Ogres]] and their other kin, eventually reaching even the Empire. &lt;br /&gt;
&lt;br /&gt;
Black Orcs are very perculiar compared to all other forms of greenskin. Black Orcs don&#039;t simply loot everything, but actually create new things using raw materials and salvage. Beyond that, they are actually capable of maintaining what they create or loot. They are somewhat less prone to the superstitions of the other breeds of Orc, but even without blue paint and a lucky Dwarf foot are much tougher and more skilled than your average Boy or Savage Orc. Most other kinds of Orcs consider them highly useful to have around, but generally not Orcy and worthy of scorn for their aberrant ways. Of course the strong gear, strong bodies, and slightly stronger minds ensure the Black Orcs always end up at the top of the leadership rungs of whatever mob or WAAAGH! they end up a part of. Pretty much they&#039;re the warhammer version of the Uruk Hai.&lt;br /&gt;
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* &#039;&#039;&#039;Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Orcs may not be the brightest of creatures, but that doesn&#039;t mean they&#039;re idiots. When they came up against cavalry, it didn&#039;t take them long to realize the advantages of riding their own beasts into battle. But, rather than muck around with fiddly, wimpy creatures like horses - except for them weird gits in the Gray Mountains who like to ride [[Hagranym]]s - orcs chose a more orcy creature: the savage, aggressive, thick-skinned and flatulent wild boar! Hanging onto these squealing, snorting monsters for dear life, boar boyz may not be as quick as the goblin wolf riders, but they hit with a lot more force.&lt;br /&gt;
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* &#039;&#039;&#039;Savage Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Savage Orcs keep the company of large packs of wild boars, who share their food and follow the Orc tribes wherever they go. Said boars are not the boars of Earth, but rather horse-sized monsters with skin like tanned leather. The boars roam freely, as the Savage Orcs believe they are a gift from their gods and are kindred spirits. Before battle, any Orc wishing to ride a boar must (by himself) catch and headbutt into unconsciousness one of the pack. He and his bros will paint the boar, ritually scar, and adorn the boar as they see fit. When it awakens, it finds itself mounted by an Orc foaming at the mouth and often carrying one weapon in each hand swinging at anything nearby. It bears mentioning that, even amongst orcs, only savage orcs are crazy enough to try and ride a boar using only their feet to exert some form of control.&lt;br /&gt;
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* &#039;&#039;&#039;Orc Boar Chariot:&#039;&#039;&#039;&lt;br /&gt;
Once they figured out how to ride boars, the next and obvious step for orcs was figuring out how to strap them to a chariot and go careening around the battlefield at high speeds. In typical orcy fashion, there are constant punch-ups over which form of boar-riding is better.&lt;br /&gt;
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* &#039;&#039;&#039;Goblin Wolf Chariot:&#039;&#039;&#039;&lt;br /&gt;
Lighter and frailer than their orcy counterparts, the goblin wolf chariot still adds a bit more punch to a goblin&#039;s Waaagh than mere wolf riders alone can provide.&lt;br /&gt;
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* &#039;&#039;&#039;Goblin Spear Chukka:&#039;&#039;&#039;&lt;br /&gt;
Being relatively clever and inventive creatures, the goblins were quick to figure out that the principles behind their own bow-wielding boyz could be scaled up to create crude, but effective, ballistas, adding much needed ranged firepower to the Waaaagh.&lt;br /&gt;
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* &#039;&#039;&#039;Night Goblin Squig Hoppers:&#039;&#039;&#039;&lt;br /&gt;
Completely fucking bonkers by night goblin standards, which is honestly saying something. Basically a bunch of wily squig herders who decided it would be an absolutely brilliant idea to grab onto angry squigs and ride them full-speed towards the nearest enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblin Squig Herd:&#039;&#039;&#039;&lt;br /&gt;
Squigs are very common in night goblin society, mostly because they breed them for everyone else. Snce squigs are mostly nothing more than very pissed off mouths with legs, night goblins seem to have the bright idea that they should take the toothiest squigs, bring them to the battlefield, and poke them repeatedly until they start attacking either the enemy, or the night goblins themselves.&lt;br /&gt;
&lt;br /&gt;
On occasion, the most fungus-filled caverns may attract a great cave squig, which some night goblin warbosses will then attempt to tame and use as mounts. They&#039;re actually quite effective, if not completely fine with murdering literally everything in their path, including the warboss&#039; tribe.&lt;br /&gt;
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* &#039;&#039;&#039;Snotlings:&#039;&#039;&#039;&lt;br /&gt;
Smallest, weakest and stupidest of all the greenskins, snotlings infest greenskin camps like fleas and are regarded with disinterest and occasional amusement by their bigger relatives. When the greenskins go to war, enormous hordes of snotlings may march along in imitation, wielding whatever vaguely sharp rubbish they can scrounge up and trying to kill whatever they bump into.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trolls:&#039;&#039;&#039;&lt;br /&gt;
Bigger and dumber than even the biggest, dumbest orc, trolls are brainless eating machines heavily touched by [[Chaos]] whose ability to regenerate from almost anything they get hit with makes them virtually impossible to kill, and thus they are valued by orcs for their brute strength. Even if they make Savage Orcs look like educated scholars with how dumb they are. Plus, orcs find it hilarious when a [[human]] [[knight]] dies a horrible, screaming death being melted by a troll puking hyper-corrosive vomit all over him.&lt;br /&gt;
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===Rare===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Rock Lobber:&#039;&#039;&#039;&lt;br /&gt;
Your basic catapult, with goblins dumping rocks into a spring-loaded device that then throws the rocks into the air to, hopefully, bash some gits on the other side of the battlefield. Not as common as the Spear Chukkas because, frankly, goblins are weedy and accuracy ain&#039;t the greenskins&#039; strong suit, but they&#039;re better suited for breaking down walls, so orcs keep making them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doom Diver Catapult:&#039;&#039;&#039;&lt;br /&gt;
Legend has it that this started out as an attempt by the greenskins to create flying reconnaissance troopers. This didn&#039;t work, but because a goblin falling on your head from hundreds of feet up is surprisingly deadly - and funny to watch - it was adopted into the greenskin army as a new projectile weapon. Goblins will literally fight to strap on the primitive gliding wings and spear-tipped helmet of a Doom Diver; if you gotta go, then being shot out of an oversized slingshot and whizzing at ridiculously high speeds whilst finally getting to literally look down upon orcs is as good a way to go as any. Besides, some Doom Divers actually survive.&lt;br /&gt;
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* &#039;&#039;&#039;Snotling Pump Wagon:&#039;&#039;&#039;&lt;br /&gt;
Snotlings may have brains the size of grapes, even by greenskin standards, but that doesn&#039;t mean they don&#039;t want to join in on all the fun. A snotling pump wagon is their attempt to emulate the chariots used by their bigger relatives; a ramshackle heap of junk that lurches across the battlefield, propelled by the dubiously useful efforts of snotling gangs using primitive pump-action engines. Orcs &amp;amp; goblins tolerate this with a paternal amusement. Besides, sometimes it actualy does something useful, and even if it doesn&#039;t, they&#039;re only snotlings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arachnarok Spider:&#039;&#039;&#039;&lt;br /&gt;
An Arachnophobes Worst Nightmare. It is a Giant monster spider ridden by Forest Goblins. One of the best Units the Orcs and Goblins can use.&lt;br /&gt;
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* &#039;&#039;&#039;Mangler Squigs:&#039;&#039;&#039;&lt;br /&gt;
A weapon that only Night Goblins were crazy enough to come up with: take two &amp;quot;Great Squigs&amp;quot;, then attach them to each other by sturdy chains. Then poke them in the direction of the enemy and hope their mutual dimwitted antangonism of each other will whip them into a literal whirling frenzy of destruction, like a load of perpetually-propelled chainshot from a cannon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stone Trolls:&#039;&#039;&#039;&lt;br /&gt;
A less common breed of trolls, more frequently encountered in the mountainous regions, stone trolls have turned to devouring stones and earth to sate their eternal hunger. This has caused their hide to thicken and toughen, making them better armored than common trolls. More importantly, it makes them heavily resistant to magic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Trolls:&#039;&#039;&#039;&lt;br /&gt;
As their name suggests, this troll subrace has adapted to life in and around the water. Whilst this amphibious ability can make them more mobile in battles around marshes, swamps or rivers, their true value is in their thick layer of protective slime and gut-wrenchingly vile stink, both of which impede an opponent&#039;s ability to deliver a telling blow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant:&#039;&#039;&#039;&lt;br /&gt;
Long ago, Giants lived on the tops of mountains in an area roughly analogous to the Himalayas of our world. They were left there by the [[Old Ones]], who had created them as a race dear to their hearts (like the High Elves) who were nonetheless not the perfect living weapons to use to fight Chaos. They were gifted by many Old One devices, magics, and lessons which guided their race into a utopia of families living in distant isolated castles.&lt;br /&gt;
Then the race created just after them, half-formed and dumb as rocks stuck in mud, came. [[Ogre Kingdoms|Ogres]] were creatures which possessed little save their massive hunger, and having been driven out of their homeland of the Mongolian Steppes by the arrival of the [[Great Maw]] they were looking for a new place to settle. &lt;br /&gt;
Ogres reproduced as fast as men, with the durability of Dwarfs, and came in MASSIVE numbers. Upon meeting an infinitely wiser race of peaceful beings so tall they couldn&#039;t see their faces, the Ogres immediately attacked with the intention of eating every single scrap and bone of every man woman and child of the Giants they could find. &lt;br /&gt;
After many years, the Ogres finally accomplished their goal; the few remaining Giants had managed to mount their castles upon clouds and fled the world of mortals. After realizing there was no food to be found, the Ogres then moved on westwards again.&lt;br /&gt;
&lt;br /&gt;
But not all Giants had been wiped out. Some during the years of fates worse than death had fled northwards and westwards. The Giants who survived lived in small communities, with each generation hearing less and less of the tales of their ancestors until the modern day Giants who are barely more intelligent than Orcs and have many of the same behaviors (mainly consumption of whatever they can find whenever they can find it) of Ogres. Most stick to themselves, destroying human villages and moving on. But some find themselves captured by the servants of Chaos and are goaded into doing the bidding of the [[Beastmen]]. Still others are recruited eagerly by greenskins, who show them a degree of respect (afterall, they ARE the biggest gits around!) that no other races affords them. &lt;br /&gt;
Giants living among greenskins have good lives, getting intellectual stimulation from conversing with the Orcs and Goblins (who are unusually talkative when asked questions by a creature strong enough to crush a boulder to pebbles within their same tribe) and any captives the Orcs and Goblins take. They are never without food as any time the greenskins fight (including amongst each other) there are ample corpses around which the greenskins have only a passing interest in. &lt;br /&gt;
&lt;br /&gt;
Giants are VERY fond of alcohol. While greenskins have little to no interest in it, most are willing to brew it to secure the services of the Giant. Some Goblins however are clever enough to realize that it is a successful recruiting tool as well. &lt;br /&gt;
&lt;br /&gt;
Giants often adorn themselves in things too large to be of use to their smaller allies, like the parts from Steam Tanks or the bones of things like Dragons.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
Racial relations are as follows:&lt;br /&gt;
*Dwarfs AKA Stuntiez are being driven back by the Goblins, peak by peak and fortress by fortress. Dwarfs have begun to adapt technology for the upper hand in the long-standing war and have received aid from both elf and human, it may be far too little far too late. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; If derr&#039;s anyfing dem stunties is good at, iz making fine flash choppas an&#039; bluddy great boom barrelz. Wez gotta fights an&#039; loots from em more!&amp;lt;/span&amp;gt;&lt;br /&gt;
*Ogres make good fights. Also good comrades for the greenskins who can pay them. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz real big an&#039; ard, like da bossez an&#039; skarboyz. Only reesun we ain&#039;t buddiez iz dey aint green, an&#039; dey likez eatin&#039; more dan fightin&#039;.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Dark Elves make use of greenskins as pawns, sometimes rewarding them. Greenskins are usually outsmarted by the more clever Dark Elves into fighting another group. Usually... &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;  Dey giv&#039; us loot and shows us where a gud fight is... an&#039; sumtimez we fight &#039;em afta dat battle!  Dese pointy &#039;eads iz fun ta fight cos dey iz kunnin&#039;, spiky, got lotsa big beasts an&#039; likez fightin&#039; as much as we do.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Wood Elves drive them back from Athel Loren whenever possible. Greenskins continually try to cross it to reach Bretonnia or the Empire for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Sneaky pointy &#039;ead gitz dat use lotsa arrers an&#039; hide in trees. Not gud fightz ta be honest, but sumtimez da trees get up an&#039; fight too, an&#039; deyz gud fightz - plus da wood&#039;s gud fer chariots, rock lobbas an&#039; spear chukkas an&#039; wot &#039;av ya.&amp;lt;/span&amp;gt;&lt;br /&gt;
*High Elves have earned the respect of greenskins the world over by, after the invasion of his homeland by Grom the Paunch, Eltharion the Grim attempted to wipe out the greenskin race using fire magic and made better headway than any other race in history. He has retreated home, relying on the reputation he has earned to inspire WAAAGH!s to come to him and dwindle against the natural and magical defenses until they are so diminished his forces can finish them off once and for all. It seems that he&#039;s been successful at least in getting the word out.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dese shiny pointy &#039;eads give very good fightz, but dey&#039;z dangerous.  Boyz don&#039; spawn afta fightz wiv dem, must be sum pointy &#039;ead magic.  Gobbos fear all pointy &#039;eads fer sum reason, includin&#039; da sneaky and kunnin&#039; ones. Even more den usual dat is, which is really sayin&#039; sometin&#039;.    &amp;lt;/span&amp;gt; &lt;br /&gt;
*The Empire are easy pickings, not bad for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;Umiez iz weak and deserve ta get krumped. Sometimez dey put up gud fights tho, but only if dey&#039;z got boom barrelz, magic or dem fancy stunty-made-choppas. But usually dey don&#039;t. So dey get krumped, heheh. &amp;lt;/span&amp;gt; &lt;br /&gt;
*Bretonnia is better fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey may be weak &#039;umiez, but da horsey-boys iz fast an&#039; love ta fight at choppa range. Ya see any fancy-boys muckin&#039; about, ya ignore da runtier gitz and go straitz fer dem cuz deyz gud fightz. Dey also bringz bluddy big rock lobbaz.  &amp;lt;/span&amp;gt; &lt;br /&gt;
*Lizardmen are even better fights than that. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da big lizards are killy, da really big lizards are dead killy and dey got good loot hidden in dem pyramid-fings. If ya take da gold in da pyramid-fings den da scaly-boyz get mad, I meanz real propa mad, an&#039; deyz keep comin&#039; fer ya again an&#039; again ta get it back of yaz, which suitz us just&#039; fine. Such gud fings ta fight, too bad deyz so rare, itza real shame dat. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Vampires are better fights than Bretonnia and close to Lizardmen, but have less loot. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem blood-drinkaz iz really gud fights. Lotsa strange boyz wif &#039;em tho, krump one and sumtimz &#039;e getz back up, sumz just bonez and sumz ghosty-fings dat choppa&#039;s can&#039;t chop. An&#039; don&#039;t take any of der loot cuz itz alwayz rubbish an&#039; even if da loot looks nice, it tryz ta whisper ta yaz, tellz ya ta do fings - &amp;quot;Put sumfing up ova&#039; &#039;ere, wreck dat stone ova&#039; der, kill &#039;im&amp;quot;, like wez alwayz needz ta be told ta do dat, fank yoo very much.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Tomb Kings are good fights and have great loot! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da mummiez is fun ta fight and dey have sum of da best loot.  Dere big, walkin&#039; statue fings are loot an&#039; fight pu&#039; tagether!  But dey iz hard ta find an&#039; dere&#039;s nuffink ta eat or drink when ya do. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Warriors of Chaos are glorious fights! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz spiky, dead &#039;ard an&#039; like fightin&#039; nearly as much as we do!  Especially da red ones wiv skullz.  Sometimes dey have dem strange gits wiv &#039;em, which means weirder fightz. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Daemons are strange gits that come from swirly magic portals some places. Shamans can bring them in intentionally when fights are scarce. &lt;br /&gt;
*Beastmen are good fights, and better food.&lt;br /&gt;
*Skaven are sneaky gits, and make for poor fights. But there&#039;s a lot of fighting to be done and they make for good eats.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem rats&#039; worse dan gobbos an&#039; dey got weird, glowy boom barrelz. Deyz mostly runty gitz, more dan &#039;umiez even, but dere&#039;s lotz n&#039; lotz of &#039;em, so leest yaz don&#039;t go &#039;ungry afta da fight. &amp;lt;/span&amp;gt;&lt;br /&gt;
* In addition to the mounts listed above, the 2nd edition of [[Warhammer Fantasy Roleplay]] stated that some orc tribes in [[Bretonnia]] have taken to riding a new monster called a [[Hagranym]], which are [[Chaos]]-touched predatory cliff-climbing horses who are actually way smarter than the orcs they&#039;re teaming up with. Hagranyms have never appeared on the tabletop, however.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Orc_and_Goblin_Afternoon_Nap.png|Living high on the WAAAGH can be tiring. &lt;br /&gt;
Image:22.jpg|Dat&#039;s finkin&#039; wiff&#039; mehjick!&lt;br /&gt;
Image:Stuntiez.jpg|Da proppa&#039; use of Stuntiez.&lt;br /&gt;
Image:Squig.png|This is a cake. Made for the launch of [[Warhammer Online]], made by those guys who had a cake show on Food Network on an actual episode until it got canceled. Suck it, Orks. &lt;br /&gt;
Image:Night Goblins.jpg|Seeing [[Tzeentch]] would drive these guys sane. Seriously, not an exaggeration. &lt;br /&gt;
Image:1304378410814.jpg|Let&#039;z go, let&#039;z go, WAAAGH! WAAAGH! WAAAGH!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer/Tactics/8th_Edition/Orcs_&amp;amp;_Goblins|Tactics/Orcs and Goblins]]&lt;br /&gt;
* [https://lingojam.com/WarhammerOrkTranzlator Greenskin Translator]&lt;br /&gt;
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{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
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==References==&lt;br /&gt;
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[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368183</id>
		<title>Orcs &amp; Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368183"/>
		<updated>2021-10-28T01:07:57Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Characters */&lt;/p&gt;
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&lt;div&gt;{{Oldschool}}&lt;br /&gt;
&#039;&#039;&#039;FOREWARD:&#039;&#039;&#039; This article will be translated into Orcish by volunteer greenskins. &lt;br /&gt;
&lt;br /&gt;
The Warhammer Fantasy equivalent to the [[Orks]] of the [[Warhammer 40,000|OTHER Warhammer]] (these guys were first, so Orks are the [[Warhammer 40,000|40K]] version of [[Warhammer Fantasy|proppa Orcs]] &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;dat&#039;s roight, dem greenzy boys from da world o&#039; pantsy-battlehamma&#039;s some o&#039; wutz dem humies may call feral orks, but deyz still sho nuff orky  and can show up fer a proppa krumpin izzat right gits? Wot? Dey sez dey wuz first? Well we&#039;s gonna hafta hav a chat on dat one, git....&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; ) and [[Age of Sigmar]]&#039;s Orruks &amp;amp; Grots that leads the [[Grand Alliance: Destruction|Grand Alliance of Destruction]]. &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;don&#039;t tell me de age ov Sigmor, &#039;e can get a roight krumpin too, but we&#039;ll allow he&#039;s up tere wi&#039; ole [[Yarrick]] f&#039;a&#039;umie, buh I guess dey&#039;z thinkin&#039; he&#039;s loik dat goldy git dey&#039;z got on dat throne...oi, who let them [[Skaven|ratsy gits]] up &#039;ere with all this crazy talk &#039;bout this world anyhow?&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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For the successor races, see [[Orruk Warclans]] and [[Gloomspite Gitz]].&lt;br /&gt;
&lt;br /&gt;
==On Orcyness==&lt;br /&gt;
[[File:Fe5d4c937beed277db70218568695598.jpg|thumb|left|500px|Straight outta da [[Badlands]], green, swole and ready ta roll!]]&lt;br /&gt;
Generally speaking, the Orcs &amp;amp; Goblins army is made up of a species with mysterious origins called &amp;quot;greenskins&amp;quot; in slang terms by players, [[Games Workshop]], and many in-universe races. The race generally speaks in a Cockney (a type of British accent (yes the lime-men come in different types). It&#039;s supposed to sound sorta like [https://www.youtube.com/watch?v=OFxOqFRgD8o&amp;amp;index=3&amp;amp;list=LLmF5KFCNNZbrCqPhGnuB6EQ this] ) accent, much like the original orcs from the Lord of the Rings movies. They incorporate things from football (soccer) hooligans as well, since during the time that Warhammer was first created there was something of social unrest as soccer matches often devolved into (very) violent fights. Just as soccer fans are prone to strange practices like wearing specific clothing the day their team plays to assigning particular meanings to colors and designs, Orcs follow suit. Any time Orcs get lines of speech, their words are spelled in heavy-handed parodies of their accent. They are prone to renaming things, like spears being &amp;quot;STABBAZ&amp;quot; or Dwarfs being &amp;quot;STUNTIEZ&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Unlike 40k, Fantasy greenskins are far more diverse in origin, some even being capable of sexual reproduction (maybe). Also unlike 40k, where the greenskins are pretty much just Orks and their goblin-like diminutive expendable servants called Grots, Fantasy greenskins consist of an extraordinary variety of different types based on region of origin and role in the greater group with the smaller Goblins having equal importance to the bigger Orcs. The army also consists of Giants, Trolls, Squigs, Dire Wolves, Dire Boars, and pretty much anything else greenskins can goad into battle and in earlier editions had savage Humans and Half-Orcs as well. Going beyond the tabletop, mercenaries from other races such as [[Tilea|humans]] and [[Ogre Kingdoms|Ogres]] may find themselves marching with more intelligent groups of Orcs and Goblins. Greenskins are, along with humans, particularly susceptible to [[Vampire Counts|Undeath]]. Just about anything you can think of to put in would work in fluff, as the army books continually state that greenskins are a very diverse group.&lt;br /&gt;
Greenskins usually congregate into groups called &amp;quot;mobs&amp;quot; lead by a &amp;quot;Boss&amp;quot; or &amp;quot;Warboss&amp;quot; (although there&#039;s no unified term). Orc chain of command is usually established passively by size, and when size is close then by physical combat or more trivial ways such as yelling louder than the other greenskin. Goblins tend to be more intelligent, and establish the pecking order through convincing others of their importance, usually just by being the goblin capable of telling the biggest lie and getting others to believe it. Mobs organize themselves further into tribes, and at the largest level (invariably one on the march to war) a &amp;quot;WAAAGH!&amp;quot;.&lt;br /&gt;
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How Greenskins breed is open to speculation, with most just assuming they release spores upon death, which permeate the ground (since that&#039;s what happens in 40k, though it was never confirmed for Fantasy). Most are born with a rudimentary level of knowledge, with larger varieties rarely learning more than what they began with. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z da down to Earff boyz, not loik dem gitz in spess. &lt;br /&gt;
Da humiez, stuntiez, and pointy &#039;eadz calls us &amp;quot;greenskinz&amp;quot;. Deyz can all zog off.  &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z not all just Orcs an&#039; Gubbinz though. Sumtimes we get&#039;z biggunz, and trollz to stop muckin&#039; about an krump some gitz wiff us. Oh, an evry proppa&#039; boy haz &#039;is own Squig. Sum boyz got a fing for findin&#039; beastiez dat can foight, an hitchin&#039; em to wheelz to get into da foight fastah&#039;. Dat&#039;s smart finkin&#039;, ammright? &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da Boss of da greenskinz&#039;s is da Boss. Bosses ain&#039;t always called Bosses, sumtimes gitz call &#039;em uvver fings&#039;. But dat&#039;s dumb. Bosses are da&#039; biggest and bestest in da group, and da biggest and bestest alwayz&#039; end up leadin&#039; a big enuff group an&#039; lead a WAAAGH! against who needz&#039; a good WAAAGH!in&#039;! &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So&#039;z when we&#039;z get krumped, lil&#039;unz&#039; pop outta da&#039; dirt. Dey&#039;z dumm as Ogrez, but giv &#039;em a beatin&#039; an dey get in loin&#039; kwik enuff.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main drive in life for greenskins is to fight and die in spectacular ways. Greenskins may gather into a massive WAAAGH! to invade a human city, slaughter its defenders, then disperse into infighting and eventually wander away in small bands without even entering the defenseless metropolis because there&#039;s no longer a fight to be had, and plenty of loot already on the field (to fight over). More intelligent varieties may see greater purpose in life, from Orcs who realize that gold has value or who witness a great sight such as a knight mounted on a dragon which they will seek to emulate, to Goblins who may dedicate themselves to [[Chaos|the Chaos Gods]] or decide to entirely wipe out a group which has for as long as their tribe can remember kept their numbers low. Tribes that have been entirely wiped-out sometimes resurface, either because a story told by a Shaman inspires new greenskins to &amp;quot;join it&amp;quot;, or because of the intervention of Gork and Mork, or maybe Mork and Gork. Simply obtaining looted gear belonging to an older tribe may inspire the new wielders to align themselves to it, leading to the same tribe existing in multiple places at once and having no knowledge of each other. &lt;br /&gt;
Greenskins are not only willing to fight their own, many look forward to it. They tend towards xenophobia, and combined with their diverse physical forms leads to constant conflict. As previously stated, this is in their minds a good thing. &lt;br /&gt;
When they do fight other groups, results are varied. Depictions of deities and figures are usually defaced, and remade into dedications to their local gods or the supreme gods of the greenskins [[Gork]] and [[Mork]] (or possible [[Mork]] and [[Gork]]). Some of these, through the magic of their race, animate. Things of value to them are looted, usually weapons and armor before things like gold and gems. Wood that can be re-purposed is taken to save time from chopping it. Conquered peoples fare different fates depending on numerous factors; sometimes winding up as slaves, beaten to work and dying at the boredom of their captors. Some are consumed as rations, men women and children alike. Some are ignored, since they provide no decent fight to be had and bothering with them would be a waste of time that could be spent marching to a fight. &lt;br /&gt;
&lt;br /&gt;
Many players migrating from 40k may find greenskins to be less customizable than the 41st Millennium variant. While Orks are known to &amp;quot;loot&amp;quot; things from other races, like space ships and gear, and slap it together with shit (literally) and duct tape then simply mass-believe it into working until it does allowing players to buy what they want from other armies and Ork it up, Fantasy greenskins are less prone to the same level of extreme change. While it&#039;s certainly possible to take a chariot from the [[Tomb Kings]] and put a few shields on it and paint it red it never has quite the same effect as taking a Rhino and putting patches of welded metal along with a hydraulic arm on the side will. Ogres tend to be the more custom army. Greenskins tend to make their own gear, usually out of another race&#039;s but rarely will it still have the same look as it did originally (thus an Orc wearing an Empire helmet would be unusual, as they&#039;d pound it to be more Orcy in most cases). &lt;br /&gt;
That&#039;s not to say that greenskins aren&#039;t amazingly open to options. Quite the opposite, they have more tabletop options than any army in the vanilla game and represent the &amp;quot;jack of all trades&amp;quot; option for the Destruction (evil) armies with their opposite being [[Empire|The Empire]]. That&#039;s also not to say they aren&#039;t a modder&#039;s dream, as they within the fluff do loot and slap their own styles onto what they take or sometimes adopt strange behaviors unlike those seen before. But while in 40k one may find Orks making a flying Dukes of Hazzard car wearing metal cowboy hats, Orcs would probably be mostly sticking to more realistic medieval things (but of course anachronism isn&#039;t new to the setting either). &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da&#039; point in loif&#039; is to foight&#039;. Ain&#039;t nuvvin&#039; else to do. &lt;br /&gt;
Anyfing else is muckin&#039; about. Yooz don&#039; wanna be muckin&#039; about, or yer Boss is gonna krump you. So keep yer feet goin&#039; to da fight, an&#039; if da Boss says dat you loot you loot, an&#039; if da Boss tells you eat yooz eats, an&#039; if da Boss sez It&#039;s time to WAAAGH! den yooz in luck! Dem uvver guys, dey foight&#039; only when dey &amp;quot;got reason to&amp;quot;. Dun&#039; look at me, me dun unda&#039;stand it eiver. But we&#039;z green! We&#039;z smart! We foight&#039; &#039;cuz foightin&#039; iz wot der iz to do! &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Lil&#039;unz dat come troo da swirly magic holes from spess land whine dat dere&#039; ain&#039;t enuff loot around. You do dis, you get krumped by da boss for bein&#039; dumm. And in da hardest way as &#039;e can. Dat alway&#039;z givez us a good laugh. &amp;lt;/span&amp;gt;&lt;br /&gt;
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===Religion===&lt;br /&gt;
Greenskins have a fairly simple religion, which centers around two ever-squabbling brother-gods who embody the twin orcish virtues of Brutality and Cunning; [[Gork]] and [[Mork]].&lt;br /&gt;
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The forest goblins also worship a nameless spider-god, but beyond the basic gist of this being a god of all things spidery, we don&#039;t know much about them.&lt;br /&gt;
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Way, way back when [[Realms of Chaos]] was a thing, greenskins would also sometimes turn to the worship of the [[Chaos Gods]] and so could be found as followers in the retinue of a [[Chaos Champion]]. When rolling on the D100 Retinue table in &amp;quot;Slaves to Darkness&amp;quot;, a roll of 47-51 would generate d6 Goblins, a roll of 74-78 would generate d6 [[Hobgoblin]]s, and a roll of 83-87 would generate d6 Orcs. Even Chaos-worshipping snotlings might occasionally show up, if you rolled a 100, then a 4, then a 2, in that order! This lore has been dropped for years, though.&lt;br /&gt;
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==Females and Hybrids?==&lt;br /&gt;
Way back in the day before 40k cast its grimdark shadow over Fantasy (in fact, long before 40k was even thought of) Warhammer Orcs were not only the biggest threat in the setting, but also had normal biology. Half-orcs existed from 1st to 3rd edition Warhammer, and females had models. &lt;br /&gt;
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However, much like everything else it borrowed from Fantasy, the creation of 40k [[Skub|shat all over the Orcs and Goblins concept]]. After Goblins (&amp;quot;Grots&amp;quot;) were relegated exclusively to the status of &amp;quot;bitch Orks&amp;quot;, GW concocted a bullshit explanation for their endless numbers; that Orks are mono-gender. They are fungal rather than mammal, and where an Ork&#039;s dangly bits should be there&#039;s instead a bloated sac full of spores which, upon death, bursts releasing thousands of baby Orks into the ground (interestingly, this means that all Orks lack a penis and thus urinate like females). While it was mentioned in early 40k fluff in a large list of Ork mutations that &amp;quot;Femboyz&amp;quot; exist, they were never elaborated on nor mentioned again. Little else on the list that never received a model was either however. This handily explains the massive population growth of Orks despite their comically high losses, which were dialed up to 11 in 40k as well. &lt;br /&gt;
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While it was never made legitimately all-encompassing canon in Warhammer Fantasy via an all-inclusive &amp;quot;Orcs and Goblins breed through spores only&amp;quot;-style entry, GW nonetheless never mentioned Half-Orcs or Orc females again after 3rd edition. [[Night Goblins]] are mentioned to come from spores in a [[Black Library]] [[Skarsnik]] novel, although this can be explained by the strange anatomy and fungus obsession of the buggers as it is. In the ill-fated [[Warhammer Online]] game, Orc players begin their life emerging from a spore cave; but this game is non-canon, and took many liberties with lore. &lt;br /&gt;
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Greenskin origins are suggested (but not confirmed) to be from spores brought accidentally by Old Ones. But since it was never actually retconned or contradicted, some players use the fluff that at least some Orcs and Goblins are technically still mammals and thus have some females who breed sometimes with some humans. Somewhere.&lt;br /&gt;
There&#039;s many fan explanations, from sexually breeding Orcs being a mutation to the spore Orcs being a mutation, to a non-greenskin species that dwell among the greenskins like Giants do being mistaken for Orcs, to Chaos Orcs of Slaanesh, and so on. Some have even ([[/d/|possibly]]) jokingly suggested a connection between the fungal nature of the new greenskin lore, and [[Nurgle|yeast infections]]. These are only a fan theories designed to bridge the gap between new and old lore, however. &lt;br /&gt;
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The &amp;quot;Orcgina&amp;quot; and &amp;quot;SpOrc&amp;quot; argument is known for being an easy trigger for fights on /tg/. Much of the argument stems from two groups of purists; the first believing that the spore &amp;quot;Orkyness&amp;quot; makes Warhammer greenskins more unique. The second argues against anything that came from Warhammer iiiiiiiiiiin spaaaaaace. Factor in accusation of [[Magical Realm]], and you have [[Fail|a complete disaster]]. &lt;br /&gt;
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Uncharacteristically, Half Orcs are not described as pig-disgusting to humans and weak to greenskins. They simply exhibit traits of both, and have the Orcish/Norscan tendency to not get along with either. While they were described as being usually evil, Orcs back in the day were actually evil as well rather than being the fight-loving dimwits of today. As a result, when going with the assumption that they DO still exist, it&#039;s likely that they are simply [[Barbarian|barbarians]] uninterested in reading or magic rather than outright malevolent beings. &lt;br /&gt;
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Anyone wishing to field half-orcs could simply hybridize Empire/Bretonnian bits with O&amp;amp;G bits. Female Orcs (Orc Girlz? Femboyz?) can be found in several ranges, notably Russian Alternative which produces models to use as proxies with Warhammer anyway. Female Goblins are rarer, as the specific look of Warhammer Goblins are rarely replicated elsewhere. Of course one can always just get creative with the [[Greenstuff]]...&lt;br /&gt;
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Despite all of the above, the spore AND female Orcs are canon to [[Blood Bowl]]. Half-Orcs are mentioned in fluff blurbs, the old Orc cheerleaders are female, and there has also been mention of spores. &lt;br /&gt;
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Here&#039;s the flavor text, directly from their Forgeworld model page: &amp;quot;&#039;&#039;The Waaaghs (Wifes AAAnd GHerlfriendS) are the self-appointed cheer squad of the Gouged Eye. Stronger and larger than most of their male counter parts (you try raising Orc kids) the Waaaghs, disappointed with a poor season from the Orc team showed up one day to properly ‘motivate’ them. Now the Waaaghs can be regularly found on the side-lines whenever the Gouged Eye take to the pitch, hurling insults (and sometimes bottles) at the players, starting crude Orcish chants or egging the Orc players on to give the opposition more of a kicking.&#039;&#039; &amp;quot;&lt;br /&gt;
[[File:SQUISHY BITZ.gif|center|900px|FER THE HEADPATZ OF GORK AN&#039; MORK, WHY?!]]&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Oi&#039;m twalf an&#039; wots dis? &amp;lt;/span&amp;gt; &lt;br /&gt;
{{FWIP|&#039;&#039;&#039;DAT GIT WUZ KRUMPED FOR DAT POST.&#039;&#039;&#039;}}&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warhammer Half Orcs.jpg|The original page referencing Half-Orcs (. &lt;br /&gt;
Image:Warhammer Female Orc.JPG|An original Citadel female Orc model, alongside the Boy of that era. &lt;br /&gt;
Image:Orc Femme 1.jpg|Artwork from [[Blood Bowl]] depicting an Orcy cheerleader. &lt;br /&gt;
Image:Orc Femme 2.jpg|That same Orc&#039;s model. &lt;br /&gt;
Image:Russian Alternative Orc Girlz.jpg|RA&#039;s Orc Girlz. &lt;br /&gt;
Image:Citadel Orc Villagers.jpg|The Citadel Orc Villagers series, which contained numerous females as well as children. &lt;br /&gt;
Image:Female Warhammer Orcs.jpg|The current Forgeworld female Orcs, sold as cheerleaders. &lt;br /&gt;
Image:Voxin C36 Female Hobgoblin Berserker.png|Oldhammer C36 &amp;quot;Female Hobgoblin Berserker&amp;quot;, also known by the name &amp;quot;Voxin&amp;quot;. &lt;br /&gt;
Image:Citadel Half Orc Cleric.jpg|A Preslotta Citadel Half-Orc Cleric. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
Greenskins don&#039;t care about history. At best, they are entertained with tales of violence (particular emphasis on the onomatopoeias). Shamans who manage to work up illusion magic and form visuals are well-prized by the group. &lt;br /&gt;
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Greenskins factor into the histories of most races in the world. Although their numbers used to be far less, they still managed to get WAAAGH!s &amp;quot;organized&amp;quot; and rile up the other races.&lt;br /&gt;
Earliest firsthand knowledge comes from a Tomb King in the days before the collapse of the [[Warp Gates]] who spent much of his mortal life hunting them for his amusement and to keep their race from spilling into [[Nehekhara]]. Before that, it&#039;s known greenskins suddenly appeared while the [[Old Ones]] were creating the other races of the world without explanation as to their origins. The Lizardmen Saurus were immediately tasked to wipe them out (a task they failed at, and put on the backburner when the Gates collapsed and Daemons came into the world). It is unknown where they fit into the plan of the [[Chaos|Chaos Gods]] and Old Ones, but their natural affinity for chaos surpassing Chaos assures that whatever plan they were meant for, they almost certainly are no longer on that path.&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; HIZZTRI OV DA WORLD IZ DIS; FIRST, DERE WER NO ORC BOYS AND DERE WAZ NO WAAAGH! BUT DEN DERE WER DA ORC BOYZ AND NOW DEREZ LOTZ OV WAAAGH!!! HA HA HAAA! &amp;lt;/span&amp;gt;&lt;br /&gt;
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==Varieties==&lt;br /&gt;
Greenskins adapt to their environment over time, resulting in varied greenskin subgroups. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Ma longest ago memoriez were uv &#039;da sunny hills. Den da Boyz marched north for a fight, dose Boyz were darka green an’ lived in snow hills an&#039; krumped us. Now I’m wun uv dere boss’s Boyz. I miss da sunny hills. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Plain Goblins&#039;&#039;&#039;&lt;br /&gt;
Your standard Goblin. Not necessarily found in plains regions. &lt;br /&gt;
Goblins are short greenskins with sharp teeth and large noses. They are generally cruel and cowardly, torturing anything they catch to death in the cruelest ways for lulz, and generally running from any fight unless full of adrenaline, afraid of what would happen if they run, or outnumber the enemy by a substantial margin. They&#039;re also fairly backstabby, and survive primarily by cleverness or being able to coerce a strong enough ally/army to do their work for them. Due to being more dexterous and on average, intelligent than their larger kin, Orcs will bully Goblins into doing the manual labor and work such as maintaining equipment or constructing anything. &lt;br /&gt;
* &#039;&#039;&#039;[[Forest Goblins]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblins live in deep forests, as the name indicates. Unlike plain goblins and hobgoblins who ride wolves, the mount of choice of the forest goblins are giant spiders, which they &#039;milk&#039; for poison. Forest Goblins revere the biggest spiders as gods.&lt;br /&gt;
* &#039;&#039;&#039;[[Night Goblins]]&#039;&#039;&#039;&lt;br /&gt;
While plain and forest goblins are essentially the exact same goblins, just with different living locations and customs, Night Goblins are considered a separate kind altogether, even more cowardly than regular goblins if more agile. The Night Goblins live in the tunnels beneath the World&#039;s Edge Mountains, wearing long hooded black robes to blend in when underground and protect themselves from the sun when on the surface. The Night Goblins have a heavy connection to fungus, being the only ones willing to consume Madcap Mushrooms and attempt to domesticate Squigs. Night Goblins have established themselves as the Arch-enemy of the other underground races, the Skaven and the Dwarfs.&lt;br /&gt;
* &#039;&#039;&#039;Plain Orcs&#039;&#039;&#039;&lt;br /&gt;
Standard Orcs, also not found exclusively in plains. &lt;br /&gt;
Orcs are taller than humans and as muscular and stocky as a Dwarf, and possess a pig-like nose and tusks. Orcs are capable of being as cruel as Goblins, but less interested in asserting their dominance via torture unless a foe is entertaining enough to make suffer. Generally speaking Orcs look at smaller non-Orcs as food, labor, or something to simply kill and move on. Thanks to their strength, Goblins that outnumber Orcs use THEM as labor instead and force them to do the grunt work under the directions of a Goblin master.&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs&#039;&#039;&#039;&lt;br /&gt;
Orc traditionalists, eschewing the iron working of the orcs. Savage orcs go into battle wearing nothing but body paint, much to the displeasure of any non-orc fighting them. They have a variety of customs that other orcs consider to be unusual such as music made with drums or piercing themselves with bones. Despite this, Savage Orcs are even more bellicose than regular orcs, fighting even more ferociously.&lt;br /&gt;
* &#039;&#039;&#039;[[Black Orc]]s&#039;&#039;&#039;&lt;br /&gt;
The rarest and most dangerous of the orcs. The Black Orcs came into existence when the Chaos Dwarfs tried to breed a smarter and stronger breed of orc. [[Not as Planned|Which is exactly what they got.]] These orcs quickly led a rebellion and escaped into the wider world. Unlike the rest of the Greenskin kind, Black Orcs are disciplined soldiers and leaders, meticulously maintaining their armor and weapons, both of which they carry in greater abundance than regular orcs and Black Orc leaders do not tolerate any infighting in their clans. Widely considered killjoys by the rest of the Orcs.&lt;br /&gt;
* &#039;&#039;&#039;[[Hobgoblin]]s&#039;&#039;&#039;&lt;br /&gt;
Hated by all other races of greenskins for not supporting the slave uprising against the Chaos Dwarfs. Backstabby even by greenskin standards. Its noted that in lore no other greenskin would trust them or suffer them to live, but in actual descriptions of the Hobgoblin warbands their armies are described as mixing greenskin groups, and being brought in as allies of others. Hobgoblins have canonically been hired as mercenaries by many factions who should see them as nothing but enemies including Black Orcs, the Empire, and Vampires. So take the whole “trusted by nobody, hated by all” lore as you will. Their closest allies are each other as they are described to gather into clans, then into hordes lead by Khans, which are all loyal to one Khan...but lore also says they&#039;re so prone to backstabbing that they are unable to form into large groups for long, once again causing a contradiction. In fact the only alliance that isn&#039;t contradictory is the lore that many are the thugs of the Chaos Dwarfs due to the fact no other group is willing to trust them, although in some of that lore its implied that all Hobgoblins serve in Chaos Dwarf armies as a massive disorganized mob that is busy stabbing itself to death in the back no matter what the task, while other lore implies that they are the managers of the slaves of the Chaos Dwarfs and serve as a regular army. So even in consistent lore, its vastly inconsistent as to who trusts Hobgobs and who doesn&#039;t. &lt;br /&gt;
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Hobgoblins unfortunately were largely dropped from Warhammer in the late 90’s alongside the rest of the [[Dogs Of War]] army, although in this case likely due to the entire race basically being a giant unironic racist caricature of the Mongols (compare to the Hung, who at least are portrayed as “cool” evil Mongols). Seriously, Hobgoblin models tend to look like &amp;quot;Yellow Menace&amp;quot; propaganda that someone accidentally spilled blue on before it dried. &lt;br /&gt;
Hobgoblins are treacherous even among a treacherous race, have disgusting hygine even compared to a disgusting race of literal fungus apes, and are cruel and arbitrarily evil even among a race that is cruel and arbitrarily evil. Hobgoblins only have one positive advantage, which is that some members of their race are more intelligent and manage to speak, read, write, and do proper math. These examples usually lead a horde, with all hordes and clans loyal to the Great Khan. Their combined horde is hinted at being one of the greatest threats in the world, but in all apocalypse events they are wiped out offscreen with no difficulty. A direct quote from a Hobgoblin implies they prefer a fight against an enemy who is fighting back to one cowering and soiling themselves, but then lore also notes them as the most cowardly greenskins who are incapable of going against survival instinct even when in a large frenzied group. Once again, fans may interpret this multiple ways.&lt;br /&gt;
Also, they ride wolves and the wealth is a Khan is largely measured in their wolf herds.  &lt;br /&gt;
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The only major physical differences between Hobgoblins and Plains Goblins are a more sloping brow and a bony plate in their back which results in a permanent hunch. Hobgoblin models are distinguishable by their hats, although old core Goblin Archers wore a similar hat: consider it looted, coincidence, or further evidence other greenskins ally with them as you will. Their models appeared to be taller than ordinary Goblins, but this could be because the released Hobgoblin models are part of an elite army of successful survivors and may be bigger by virtue of age and nutrition.&lt;br /&gt;
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tl;dr Hobgoblins are [[Black Orc]] versions of Goblins, and everyone hates them including GW.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gnoblar]]s&#039;&#039;&#039;&lt;br /&gt;
Standing a little taller than a mans waist, Gnoblars are the weakest goblin variant, the only Greenskin even weaker are the Snotlings. The Gnoblars quickly figured out that they would have the longest life expectancy by finding the biggest sapient they can find and glue their lips to its butt cheeks. In this case, it is the Ogres who they serve, performing the menial tasks in exchange for protection and whatever the Ogres cast off. Almost every Ogre has a Gnoblar of his own, marking them as his by biting off a portion of its ear.&lt;br /&gt;
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*&#039;&#039;&#039;[[Snotling]]s&#039;&#039;&#039;&lt;br /&gt;
The smallest, weakest, most insignificant of the greenskins. Snotlings resemble goblins but are even smaller. Snotlings are barely above an animal in intelligence, behaving like enthusiastic and uncontrollable puppies. Orcs are fond of Snotlings, training them to do entertaining tricks or simple tasks. Goblins hate Snotlings, who often show off their hiding spots, follow them when they&#039;re trying to be sneaky or pantomime their murders. &lt;br /&gt;
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*&#039;&#039;&#039;Iron Orcs&#039;&#039;&#039;&lt;br /&gt;
Introduced and only ever described in &amp;quot;Knights of the Grail&amp;quot;, a [[Bretonnia]] [[splatbook]] for [[Warhammer Fantasy Roleplay]] 2nd edition, Iron Orcs are a strange new orc subspecies recently seen in the Bretonnian province of Carcassonne and nowhere else - which has led to even their neighbors thinking that the Carcassonians are making them up. In fact, they&#039;re very real, and very dangerous. Iron Orcs are described as looking like orcs in plate armor, sans helmet, until you get closer - then you see that the armor plating is actually set directly into their flesh. They are described as faster, stronger and better armored than [[Black Orc]]s, but also dumber and more savage in nature. They are typically led by Black Orcs, and their numbers are reputedly increasing, which Duke Huebald of Carcassonne understandably finds quite worrisome. Iron Orcs favor the Big Choppa, a kind of orcish great-weapon that is big and clumsy even to orcs.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Kobolds&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Normal kobolds are utterly indistinguishable from common goblins. Fire kobolds, who live in volcanic regions and who have adapted by gaining resistance to fire and the ability to spit short-ranged gouts of flame, are much more distinguishable. They&#039;re easily recognized because they have large patches of fiery orange or red on their skin, with each individual&#039;s splotches being unique.&lt;br /&gt;
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*&#039;&#039;&#039;Troglagobs&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Troglagobs are coastal, swamp and river-dwelling goblins who have evolved into amphibious lifeforms, gaining webbed digits, a more blue-tinted skin tone, and gills. They can&#039;t go too far from water, or they&#039;ll die. They favor poisoned weapons.&lt;br /&gt;
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*&#039;&#039;&#039;Hill Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Arguably an attempt to bring back hobgoblins in a less-stereotypical way, the &amp;quot;Great Goblins&amp;quot; are an unusually large, confident and aggressive goblin strain native to the hill country at the very edge of the Badlands. Strong as orcs, these brutally ambitious goblinoids have much darker skin tones, some even approaching Black Orc coloration; they love to fight almost as much as orcs do, and will even hire out as mercenaries as well as joining WAAAGHs. Wrestling and brawling are favoured leisure activities for these hulking Goblins and they enjoy nothing more then bullying around their smaller Goblinoid cousins.&lt;br /&gt;
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*&#039;&#039;&#039;Dust Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. These are [[undead]] goblins that occasionally arise in the deserts of Khemri, after the [[Tomb Kings]] wipe out an invading WAAAGH! Unlike Humans, Elves and Dwarfs, an Undead Goblin corpse retains a small pan of its mischievous and unpleasant qualities from its previous malevolent life. These Undead Goblins, known as Dust Goblins, still bicker and taunt one another like spiteful children. Dust Goblins have a peculiar fondness for wielding blowpipes.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squig]]s&#039;&#039;&#039;&lt;br /&gt;
Another fungus-based lifeform considered to be among the greenskin race, despite having almost nothing in common other than reproduction method. They technically come in all colors, but in artwork and paintjobs they are almost always red. A Squig is basically just a mouth full of sharp teeth behind which sits a large tongue and behind that very strong corrosive stomach acid, while the rest of the Squig is some seemingly random number of eyes and other spike/scale features, all of which is usually propelled by two legs that serve no purpose other than to literally cause it to bounce. The actual behavior of the Squigs is extremely simple, they fiercely eat anything edible around them then use their legs to bounce themselves in a random direction until they find something else to eat. They&#039;re almost mindless in most cases, although a notable exception exists in [[Gobbla]], the pet Squig of the head Night Goblin Warboss [[Skarsnik]]. Gobbla has intelligence comparable to that of a dog based on how he behaves in stories, and Skarsnik has the very un-Goblinlike trait of loving his pet Squig. &lt;br /&gt;
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Squig is short for &amp;quot;squiggly beast&amp;quot; strangely enough. Most people coming from 40k know exactly what Squigs are, but just like how Grots are extremely unimportant in 40k compared to Goblins, Fantasy Squigs are extremely unimportant in Fantasy. Orks use Squigs for virtually everything, from leather to beer to something to chew on and so forth. There&#039;s a Squig for every task, and supplement materials cover Squigs in great detail while adding more varieties. By contrast, in Fantasy the only group of greenskins to use Squigs are the Night Goblins, the cave-dweller Goblins, due to the fact that Fantasy Squigs are also usually found underground. Night Goblins herd the smaller ones towards foes, or if particularly insane the Goblin may try to ride them. Larger Squigs are chained together and allowed to bounce off each other causing a destructive living wrecking ball. Colossal Squigs are drugged by being fed live Goblins full of sedatives, then controlled (in the loosest sense) while barely awake and let loose into enemies as a titan of dumbass destruction. A particular variant of Squig actually can spit an acid and anything in its mouth at a high velocity, so Goblins fill its mouth full of smaller Squigs and point it towards their enemies. The final variant of war Squig is only present in the [[Warhammer Online]] video game, where a class of Night Goblins use them as a pet similar to Skarsnik and Gobbla, but by literally beating their Squig over the head it grows in size and the Goblin can then jump into its mouth and hold on for dear life as they try to guide it like piloting a giant living tank. &lt;br /&gt;
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The only non-combat form of Squig identifiable in Warhammer Fantasy is a type of Squigpipe, a bagpipe-like Squig. These are actually described in canon in 40k, but in Fantasy they are never mentioned and exist in the form of a model playing one. The stretched faces of Squigs can be found on some Orcish shields, but its not actually stated if use of Squig leather is common or simply just something a few Orcs did to look more intimidating.&lt;br /&gt;
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==Regions==&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Everywhere...&#039;&#039; In the Old World.&#039;&#039;&#039;&lt;br /&gt;
**No really, that&#039;s more or less it. Orcs and gobbos can be found everywhere in the world to some extent, unlike pretty much all other races in Warhammer Fantasy. Each region has its own variant of Orc or Gobbo, but for the most part, it&#039;s mostly the same. All green, all love to fight. However, one region that has very few Orcs and Goblins is the New World, Naggaroth and Lustria. There are colonies from the Old World there, but nothing too large.&lt;br /&gt;
*&#039;&#039;&#039;The [[Badlands]].&#039;&#039;&#039;&lt;br /&gt;
**This is practically the mainland of Orcoids everywhere. Dry, grassy expanse, the occasional mountain and a lot of dangerous wildlife makes it a real heaven for the Orcs and Goblins alike... Of course that means that the Badlands is uninhabited by pretty much all other races, who simply cannot make a living in such a barren and wild landscape. The Badlands are home to a multitude of clans of all sorts, and is also the region where Black Crag, an enormous Orc fort and city lies, a place that is constantly fought over by Warbosses. It is also home to the Spire of Bone, a fulcrum of sorts for shamanistic magic in the Badlands, and an object of worship for the Shamans of the mobs in the Badlands.&lt;br /&gt;
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==Army==&lt;br /&gt;
The greenskin army list is rather large, and may take some time to peruse. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Oy, I&#039;z sad I&#039;z not muckin&#039; about!  &amp;lt;/span&amp;gt;&lt;br /&gt;
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===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Gorbad Ironclaw]]&#039;&#039;&#039;&lt;br /&gt;
Pretty famous for uniting every greenskin within smelling distance of his warboar (considering that Gnarla was the absolute foulest pig that ever lived this side of Grom the Paunch, that&#039;s a lot of greenskins). Renowned for smashing right into the very heart of the Empire in his WAAAGH!!!, looting the Soland Runefang, and siccing an entire brood of wyverns into the Imperial Palace, among other things. The obligatory legendary warrior that you find in every army book.&lt;br /&gt;
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* &#039;&#039;&#039;[[Azhag the Slaughterer]]&#039;&#039;&#039;&lt;br /&gt;
The Fantasy equivelant of [[Ghazghkull Mag Uruk Thraka]], what with seeing visions and being tactically sound and stuff. Azhag was born in the Troll Mountains to the far North, near the ancient ruined Dwarven Holds of that area. The place was riddled with Orcs, the ancient tribes having infested the caverns and roads of the long dead Dwarves. Apart from interclan Orc warfare, the Orcs fought the native trolls and nearby Chaos Northmen.&lt;br /&gt;
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All was going along fairly dull until Azhag, who was at the time a weak chieftan in charge of a small mob, was driven deep into a tomb by a large Chaos warband. Hiding from them in the dens of Trolls (and butchering said trolls for a bit of sport) Azhag found an ancient crown with three green emeralds set into it. Azhag liked the &amp;quot;Shinee &#039;At&amp;quot; and promptly put it on his head. Unfortunately, said Crown was in fact an ancient artifact first forged by [[Nagash]], and it had a fraction of the Necromancer&#039;s terrible power/personality put into it (so the One Ring). Almost immediately, Azhag was overwhelmed by voices and commands to &amp;quot;Head North&amp;quot;; Orcs are notoriously stubborn however, and despite (or perhaps because of) his simple mind, Azhag could not be possessed by the crown.&lt;br /&gt;
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Nevertheless, the crown granted Azhag mastery over the dark arts of Death, greatly heightened intelligence, and would often whisper advice and instructions into his ear. Under the Crown&#039;s influence, his tactics quickly became &amp;quot;unorcy&amp;quot;. Azhag began to use pincer movements, flanking, feints, and other methods of that sort. More than that, Azhag began to actually give orders to the Orcs in his army, instead of just smacking them about and telling them to &amp;quot;Git on wiv it!&amp;quot;. Using these methods, Azhag quickly united the Orc tribes in the mountains under his leadership and anyone who objected was either hacked to pieces or turned into dust. The orc tribes themselves didn&#039;t mind that Azhag would argue with himself or shout at empty air, dismissing him as &amp;quot;ezzen-trik&amp;quot; and following him to war quite readily. &lt;br /&gt;
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Azhag then began to move south under the urging of the crown, shattering Kislev and rampaging in a massive Orc Waaagh! that completely overwhelmed the human defenders. Used as they were to the usual Orc tactic of &amp;quot;Git all da ladz den smash da gits&amp;quot; they were completely unprepared for actual tactics. If that wasn&#039;t enough, Azhag was a beast in combat, riding on the back of a massive Wyrm and shooting bolts of purple lightning from his eyes.&lt;br /&gt;
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Ultimately, the crown itself proved to be Azhag&#039;s undoing. Tired of the easily distracted Orc wandering around instead of heading south the crown tried to achieve complete control over Azhag during a terrible battle, leaving him quite defenseless when a warhammer came screaming down at his head. The crown itself was taken from Azhag&#039;s headless corpse and sealed inside the deepest vaults of the Imperial capital, and Azhag&#039;s warband splintered and was driven off. And that was the end of Waaagh! Azhag.&lt;br /&gt;
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In the Total War: Warhammer continuity Azhag is still alive, and exists in the modern day. Now Nagash is pushing him south to reunite Crown with Books and body. Azhag is more interested in killing traitors, Dwarfs, and Chaos (Nehekhara didn&#039;t even exist in the game at release, and even now is more effort to subjugate than its worth). &lt;br /&gt;
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* &#039;&#039;&#039;[[Grimgor Ironhide]]&#039;&#039;&#039;&lt;br /&gt;
The youngest of the three great Orc Warboss characters. Grimgor is a Black Orc brute who’s backstory is largely unknown, having appeared one day alongside his “Immortulz” elite warband and set about assembling a WAAAGH. He’s the one of the three active in the modern date of the setting, and can be fairly considered the main character/faction leader (note that this is controversial as some fans find him less interesting than the aforementioned two). In both Storm Of Chaos and End Times Grimgor lead the Orc forces. In the former his army was defeated, so he himself managed to defeat Archaon AKA the main bad guy via sucker punch and headbutt (it makes SO much more sense in both the in-universe and meta contexts, but is the main reason Grimgor has many fans), in the latter he became the living embodiment of Gork (or possibly Mo-no, never mind, it was definitely Gork) and the embodiment of the magic Beasts before Archaon beheaded him.(Fuck the end times) &lt;br /&gt;
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Grimgor is the primary greenskin general in Total War: Warhammer. &lt;br /&gt;
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* &#039;&#039;&#039;[[Wurrzag|Wurrzag Da Great Green Prophet]]&#039;&#039;&#039;&lt;br /&gt;
The mysterious wandering Shaman that travels the world searching for the fabled warboss destined to lead them into the last, greatest scrap. Wurrzag used to be your standard savage Orc boy until he shot out green lightning from his mouth with a sneeze, and turned the tribe&#039;s Shaman into a rampaging squiggly beast during an important ceremony. After the Squig was caught and killed, the tribe prepared to ritually kill Wurrzag for his &amp;quot;Tranz-Gessons&amp;quot; when Wurrzag came under a trance. Dancing and gyrating more furiously than the tribe had ever seen Wurrzag proclaimed that Gork and Mork were angry because the Lizardmen had come and destroyed their stuff before building an ancient city where their temple once stood.&lt;br /&gt;
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Leading them to the ancient ruins, Wurrzag cajoled and ranted until two great totems were built and erected in the glory of Gork and Mork. It is said by the savage Orcs that while the totems stand they will never truly be defeated by their enemies, a prophecy which is holding true so far. Wurrzag soon left his tribe, driven on by gibbering madness to find and talk to other Shamans and get them ready for the Green Tide, an era when orcs will unite under a powerful warboss and take over the Old World. &lt;br /&gt;
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Moving through to the lands of the dead, he was given a great Boar called Spleen Rippa as tribute by the Spotted Skullz, and after a terrible battle against the Tomb Kings he looted an ancient staff made from bonewood. Now equipped with a magical artefact of not insignificant power and on top of a mean Boar, Wurrzag wanders throughout the Badlands, meeting with Orc warlords and chieftains to dispense judgement, and smash gits whenever he can find them.&lt;br /&gt;
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Wurrzag is currently attached to Grimgor&#039;s warband, and was left behind in the Badlands to &amp;quot;protekt da place&amp;quot;. Mostly because Grimgor couldn&#039;t stand Wurrzag&#039;s constant yammering about Gork and Mork and his incessant shamanistic shuffling.&lt;br /&gt;
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In End Times Wurrzag informes Grimgor and Skarsnik that they are Gork and Mork incarnate respectively, then drops out of the story. In Total War: Warhammer he is a general of his own army, and can recruit Grimgor as a cohort. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I saw dat &#039;un once. Showed up as we was fightin&#039; da spiky Pointy &#039;eadz down by Throatslash Cliffs cuz we wanted dere boats, made his hands glow green an&#039; a giant glowin&#039; foot krumped da Pointy &#039;ead Boss an his boyz! Didn&#039;t even hafta&#039; twitch and foam at da mouf like our Shammy. Was a larf riot, but he kept dancin&#039; tha entire time like he had melty ironz under his feet an&#039; a spider gob stuck in his britches. After the killin&#039; an lootin&#039; he looked at our Warboss real long, den said &#039;yer not Gorky enuff&#039; an danced back to his boar. Boss wuz never da same after dat, looked like a Snotlin&#039; that lives after drinkin&#039; summa&#039; what tha Night Gobs drink. We put &#039;im outta his misery, then had a punch-up fer who&#039;z da new Warboss. Lost tha fight but got da most Teef, so I say I won. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Grom the Paunch|Grom the Paunch of the Misty Mountain]]&#039;&#039;&#039;&lt;br /&gt;
Extremely fat Goblin who regenerated like a Troll due to eating some Trollflesh. Had an illustrious career, more than almost any other Greenskin in history, crowned by doing more damage to the most powerful non-Chaos race in the setting, the [[High Elves (Warhammer Fantasy)|High Elves]], than any faction other than the [[Dark Elves (Warhammer Fantasy)|Dark Elves]]. It should be noted that Goblins instinctively fear Elves. His WAAAGH mainly existed on a giant mobile wooden city-wagon early on. Managed to conquer an entire region of the Empire and created a capital city out of the ruins, where he enjoyed himself for some time until he heard the words of Gork (or possibly Mork) in his ear telling him to go west across the sea. He then managed to do the unthinkable, and invaded Ulthuan. His army was defeated, High Elves claiming he drowned trying to flee into the waves while some Elves and most greenskins claim he escaped into the mountains of Ulthuan, where the magic is strong, portals to the Warp appear, and many strange things happen. &lt;br /&gt;
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He never reappeared. In non-canon post-End Times musings, Warhammer author Josh Reynolds put forth his idea that Grom did reach the mountains but died in the Warp. Its the closest the plot has to a resolution. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat gits a myth, no gobbo could do all da thingz dey say he&#039;z done. Errytime sum gobbo starts squawkin&#039; about Grom, I go outta my way to krump dem. Happened in a WAAAGH once, lost all my boyz &#039;cause I was busy chasin&#039; da stoopid runty gobbos so dey&#039;d stop sayin&#039; Gromz real an da pointy star &#039;oomans chopped dem all up, my Big Unz like dey wuz just a gobbo. I started to charge back an&#039; bash &#039;em all good, but da gobbos started runnin&#039; and screamin&#039; an before I knew it I wuz tryin&#039; to run on toppa&#039; ground o&#039;gobbos so I gave up an&#039; let &#039;em take me where dey wuz runnin, den krumped da little gits I could catch when dey stopped. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Git Guzzler]]&#039;&#039;&#039;&lt;br /&gt;
Grom&#039;s arch enemy that he never knew existed. Git wanted to be the biggest Goblin to ever exist and lead the biggest WAAAGH. Since Games Workshop forgot he existed, he probably failed. &lt;br /&gt;
He’s also the arch-enemy of [[Josef Bugman]], whose brewery he famously destroyed.&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I neva&#039; heard o&#039;dis one. Sure its not more gobbo babblin&#039;? I hate gobbo babble. I swear, I eva&#039; find gobbos wif no moufs, I&#039;m makin&#039; my WAAAGH! outta dem. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Skarsnik|Skarsnik, Warlord of the Eight Peaks]]&#039;&#039;&#039;&lt;br /&gt;
While Grom was the epic Alpha male that goblins feature in their Orc-bullying fantasies, Skarsnik is the true epitome of the cunningness of goblins everywhere and the top contender for greenskin main character/faction leader alongside Grimgor. Skarsnik is so cunning that eventually came to be seen as the Morkier counterpart to Grimgor&#039;s insatiable battlelust. Skarsnik’s primary companion is an “intelligent” Squig pet named Gobbla whom he genuinely loves. &lt;br /&gt;
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Skarsnik’s story is too long for a summary, but he’s most notable for controlling one of the most important fallen Dwarf Holds and fighting Dwarfs lead by [[Belegar Ironhammer]] and Skaven lead by [[Clan Mors]] to keep it. He’s the leader of the Night Goblins, and coordinates most military action against Dwarfs to some degree. &lt;br /&gt;
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In End Times he became the embodiment of Mork, and Gobbla was killed by a Skaven, causing Skarsnik to leave the Eight Peaks to form a WAAAGH after finally slaughtering the last Dwarfs and Skaven in it, but dropped out of the story. According to Josh Reynolds non-canon endings, Skarsnik’s WAAAGH united with Grimgor’s and he went out butchering Chaos. In Total War: Warhammer he starts in the Grey Mountains where he was looking for allies (same as Belegar) and the Peaks rebelled in his absence. &lt;br /&gt;
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* &#039;&#039;&#039;[[Gorfang Rotgut]]&#039;&#039;&#039; &lt;br /&gt;
An Orc in charge of Black Crag who hates Dwarfs more than anyone else (unless you count Chaos Dwarfs and Grimgor). Basically exists to be Skarsnik&#039;s Orc bottom bitch. Don’t let that fool you though, he’s still quite massive for an orc and was able to best [[Queek Head-Taker]] in head on fight.&lt;br /&gt;
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Took a Dwarf Hold, now squats in it getting fat. Killed by Thorgrim Grudgebearer right before End Times, while in Total War: Warhammer he is almost invariably the first enemy you wipe out while playing as Wurrzag, Azhag, or Grimgor. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I don’t know &#039;oo ‘dat iz. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Morglum Necksnapper]]&#039;&#039;&#039;&lt;br /&gt;
Black Ork Warboss mounted on a boar. In recent fluff his tribe is mapped as being in the Grey Mountains while he is depicted throwing a Bretonnian crusade back though Mad Dog Pass. Gets his back broken by Grimgor in End Times.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gitilla Da Hunter]]&#039;&#039;&#039;&lt;br /&gt;
Gitilla is the Big Boss of da Drippin Fangs tribe. Riding an enormous wolf named Ulda, Gitilla is a nasty one to fight due to his constant attacks from angles that happen in a single moment.&lt;br /&gt;
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* &#039;&#039;&#039;[[Snagla Grobspit]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblin Comanche Warrior. Empire wiped out his tribe, so he wants to push them out of the spider lands. There isn&#039;t much else to his lore. &lt;br /&gt;
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* &#039;&#039;&#039;[[Hobgobla-Khan]]&#039;&#039;&#039;&lt;br /&gt;
The greatest of the Hobgoblin Khans. It takes the combined forces of [[Cathay]] and [[Tilea]] to keep his horde from overwhelming Cathay, and its thanks to him that expeditions down the Warhammer Silk Road have a 10% success rate. &lt;br /&gt;
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* &#039;&#039;&#039;[[Oglah Khan]]&#039;&#039;&#039;&lt;br /&gt;
Once a very wealthy and powerful warlord under Hobgobla Khan, until at the Battle of Xen-Tu the Hobgoblin leader and Oglah’s ally Hablo Khan was killed. While most Hobgoblins would flee as Hablo’s army was, Oglah decided to use his signature move of siding with the opposite army, rallying his 600 Wolf Riders into cutting down Hablo’s troops from behind. It was during this treachery that Hobgobla’s own army appeared. Hobgobla dealt with the Cathayans, during which time Oglah fled. &lt;br /&gt;
Despite the fact that treachery is valued and expected and constanf betrayal is WHY Hobgobla was fond of Oglah, somehow the sudden but inevitable betrayal angered Hobgobla and Oglah was banished from the steppes. &lt;br /&gt;
Despite the fact that Black Orcs HATE Hobgoblins, the Black Orc Warboss Gordug Smasher, who was WAAAGHing his way through the Old World to wipe out Tilea, hired Oglah’s army as scouts. During the ensuing Battle of Long Knives Oglah predictably switched sides, helping Tilea destroy Gordug’s army and for his “bravery” Oglah was paid generously by the general Giovanni Giuliani and hired as his army’s own scouts. At some point later Oglah was seen fighting as a Vampires&#039; scouts against the Border Princes before, as always, betraying his own side and saving the humans. &lt;br /&gt;
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His original 600 have been whittled down to a small detachment, but each is battle-hardened and skilled in combat far beyond any other greenskin. He’s also always pulling the same trick, backstabbing his own army and being rewarded by the foe and fleeing if that doesn&#039;t work. &lt;br /&gt;
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* &#039;&#039;&#039;[[Ghazak Khan]]&#039;&#039;&#039;&lt;br /&gt;
Khan of the Blackwolf Clan, undefeated in open field battle, and ruler of the most powerful of the Hobgoblin mercenary armies including several famous companies. Ghazak prefers a total war approach, entirely slaughtering and consuming populations then razing all that remains, resulting in a Goblin feared far beyond any other. While he himself only speaks the language of the Hobgoblins few who address him directly survive the meeting, the Hobgobla Khan sent him and his men to survey the distant west. Only merchants have met him and survived, for he tolerates no rival and sees any military force as a foe while useful noncombatants are invited to his great village-sized tent. His personal banner is white with three red claw marks, and those who serve him bear flags depicting a black wolf tail. His battlecry inspires terror and can be heard for miles, his mount is a giant wolf named Warghan whose species has never before been seen west of the World’s Edge, and his helmet contains a Wind Daemon that he outwitted and made serve him. &lt;br /&gt;
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Of the three Hobgoblin characters, only Ghazak has a model. Its also one of the single most racist minis GW ever produced, after Pygmies of course...&lt;br /&gt;
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* &#039;&#039;&#039;[[Eeza Ugezod&#039;s Mother Crushers|Eeza Ugezod]]&#039;&#039;&#039;&lt;br /&gt;
Black Orc WAAAGH!less Boss from much older Warhammer lore, his Mother Crushers tribe is the single most hated and feared group of greenskins in the Warhammer world not due to scope of destruction or size of horde, but simply because he&#039;s managed to make his small group of elite warriors survive and wipe out enemy armies for a ludicrously long 42 years without a defeat. One of the strangest groups of Orcs, who use complex tactics as well as discipline and reading/writing.&lt;br /&gt;
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* &#039;&#039;&#039;[[Grumlok and Gazbag]]&#039;&#039;&#039;&lt;br /&gt;
Asexual life partners of dubious canonicity from [[Warhammer Online]]. Semi-witting willing pawns of [[Malekith]] via their intelligence-boosting magic amulets that fight alongside alongside a Chaos invasion of the Empire, they united the Badlands greenskins to wipe out the Dwarfs in Malekith&#039;s complex plan to take Ulthuan. Grumlok is a Black Orc, Gazbag is a Night Goblin, they share one model due to their inseparable nature.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ruglud&#039;s Armoured Orcs|Ruglud Bonechewer]]&#039;&#039;&#039;&lt;br /&gt;
Black orc warboss who had a WAAAAGH! literally shot to pieces under him by [[Chaos Dwarf]] crossbow fire, after which he was ousted from his position as Warlord of the Crooked Eye Tribe. He and his few remaining loyal followers stumbled across the ruins of a long-destroyed [[dwarf]]hold, where they found the remains of a savage battle between dwarves and chaos dwarves. Struck by inspiration (and a boulder that fell from the roof), Ruglud covered himself in armor and taught himself how to use the crossbows he looted from the ruins, making his boys do the same. They now roam the land as the only known orcish mercenary company.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gordrakk]]&#039;&#039;&#039;&lt;br /&gt;
The new Grimgor for the Orruks.&lt;br /&gt;
&lt;br /&gt;
===Generic Characters===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warboss:&#039;&#039;&#039;&lt;br /&gt;
** By default of the &amp;quot;Plains Orc&amp;quot; variety, which is either coincidentally or intentionally a joke about being a plain old Orc. A very big and very nasty git among big and nasty gitz. Armed to the teef and clad in plate and chainmail, this guy is baaaad news because on his tail there sure to be hordes upon hordes of Orcs, Goblins and all manner of other creatures, ready to follow their Warboss to the biggest fight and the juiciest loot. There&#039;s also Warbosses for the four other races in the Waaagh:&lt;br /&gt;
** &#039;&#039;Savage Orc Warboss:&#039;&#039; Just like your standard Orc Warboss, only a brain-addled loony. Savage Orcs shun armor and even most metal weaponry, relying on clubs/bones/obsidian, lucky/magical warpaint on bare skin, and the ability to go into a berserker rage (more so than they already were anyway) to carry the day instead. Won&#039;t be winning any contents for brains soon, even by Orc standards. Savage Orcs are the &amp;quot;purest&amp;quot; form of Orc and are considered unpredictable by other Orc varieties, are almost impossible to reason with, and are unpredictable; this from a race already known for all of those attributes. &lt;br /&gt;
** &#039;&#039;Black Orc Warboss:&#039;&#039; An even bigger, stronger, more heavily armed &amp;amp; armored version of your standard Orc Warboss. Add in brains and the (by Orcish standards) organization of his underlings, and he&#039;s even more dangerous. So powerful that, in most editions, he&#039;ll use up an extra character slot on his own. Black Orcs were bred...somehow...by Chaos Dwarfs for their greater strength and intelligence, which made their eventual rebellion successful. Other greenskins find them unsettling due to their comparatively un-Orcy behavior (although other races wouldn&#039;t see much difference). &lt;br /&gt;
** &#039;&#039;Goblin Warboss:&#039;&#039; The goblin equivalent to an Orc Warboss. Plains Goblin, a plain Goblin. Nowhere near as killy as a standard Warboss, but he doesn&#039;t have to be when he as already a stuck a knife in the enemies backs.&lt;br /&gt;
** &#039;&#039;&#039;Night Goblin Warboss:&#039;&#039;&#039; A Night Goblin Warboss. Night Goblins are better organized than most, and most Warbosses must be either appointed or at the very least approved by (read: &amp;quot;not not a threat to&amp;quot;) Skarsnik. Night Goblins are also insane even by greenskin standards, almost all addled by mushrooms of various kinds and amounts. This insanity does not make them any less intelligent however, as Night Goblins have been fighting against Skaven and Dwarfs and holding their own for most of history. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great Shaman:&#039;&#039;&#039; A shaman who managed to survive a (comparatively) long time and get really good at channelling Waaagh Energy. Or just a prodigy who soaks up the Waaagh energy like a sponge and manages to absorb more without bursting. Provides powerful, bluntly effective magical spells that tend to focus on kumpin&#039; gitz. Don&#039;t normally lead Waaaghs themselves, but tend to be the closest thing an orc warboss has to an adviser. The &#039;&#039;Savage Orc Great Shaman&#039;&#039; is the more feral and mystical counterpart to the standard Great Shaman. Tends to engage in behavior even other Great Shamans think is pretty loony. Worshipped as a living avatar of the gods by his Savage Orc fellows, so these guys are more likely to lead their own Waaaaghs. Goblins and Night Goblins have Great Shamans too; as with the goblin warbosses, they&#039;re weedier, but arguably smarter - their branch of magic focuses on augmenting allies and cursing enemies more than directly attacking. The Night Gobbo Great Shaman has the unique trait of gorging himself on magical mushrooms that act as mana potions, giving him a greater chance to cast spells or more spells per day, but which can cause himto explode like an overripe puffball.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Big Boss:&#039;&#039;&#039; Younger/weaker equivalent to the Warboss, the second-best fighter in the Waaagh. Either leaders of their own small Waaaghs (in a small-point game), or else ambitious underlings who&#039;ll be looking to take the Warboss&#039; place when they&#039;re hard enough. As always, come in Savage Orc, Black Orc, Goblin and Night Goblin variants too.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaman:&#039;&#039;&#039; The basic magic-user of greenskin society, tapping into the magical Waaagh Energy which is generated by excited greenskins. Comes in Orc, Savage Orc, Goblin and Night Goblin variants. Orc shamans are more focused on blasty spells, Gobbo ones prefer more cunnin&#039; and tricksy spells. Night Goblin Shamans can still gobble mana-mushrooms for some extra spell juice, but are more likely to go boom as a side-effect.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Spider:&#039;&#039;&#039; The forest goblins ride these arachnophobes nightmares, using them in much the same way humans use horses. Though unlike horses, forest goblins will &#039;milk&#039; them for venom which they use on their weapons.&lt;br /&gt;
* &#039;&#039;&#039;Giant Wolf:&#039;&#039;&#039; Plain goblins use Giant Wolves as their main pack animal. Being as fast as elven steeds and several times more vicious make goblins great mounted units.&lt;br /&gt;
* &#039;&#039;&#039;Gigantic Spider:&#039;&#039;&#039; Even bigger spiders. These spiders have developed a resilient carapace, but are so rare that only Big Bosses and Warbosses ever ride them.&lt;br /&gt;
* &#039;&#039;&#039;Great Cave Squig:&#039;&#039;&#039; If you thought Squig hoppers were mad, some Big Bosses or Warbosses let their power go to their head and try to control even bigger Squigs. To their credit, some of these madgobs survive and manage to control the creature, gaining an effective battle mount.&lt;br /&gt;
* &#039;&#039;&#039;War Boar:&#039;&#039;&#039; Despite being herbivores, Boars are ill-tempered and vicious beasts. Two traits that are admired by orcs which is why they are the most common mount used by Orcs. The impact a charging boar can produce is worse than that of a charging horse due to their massive tusks.&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Ya git, gruntas be omnomnivores, dey happily eat anyfin&#039; from bread&#039;n&#039;beer to bones&#039;n&#039;bacon! Dey care lil&#039; where da noms come from.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Wyvern:&#039;&#039;&#039; Wyverns have sometimes been misidentified as smaller, fouler-smelling and far less intelligent dragons. Though resembling a dragon, the dragons themselves embrace the idea of sharing a kinship with wyverns with the same enthusiasm as an elf would embrace a drunken vomit-stained dwarf. Not even an orc is daft enough to try to tame a fully grown Wyvern but occasionally they manage to get ahold of a Wyvern egg to raise as a mount.&lt;br /&gt;
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===Core===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boyz:&#039;&#039;&#039;&lt;br /&gt;
Do you really need this explained to you? They&#039;re fantasy orcs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Arrer Boyz:&#039;&#039;&#039;&lt;br /&gt;
The weirdos of the Fantasy greenskin world. Comparable to the Blood Axes of 40k, these orcs fixate on the strange practice of ballistics and archery. Since the concept of Dakka is still alien and mostly delegated to goblins, arrer boyz don&#039;t seem to command a lot of respect from both the player base or their orcy brethren. Still, being shooty is appreciated and most greenskins can appreciate the larfable sight of a stuntie turned into a pinchushion (and also the fact that you don&#039;t want to insult too much the boy who is behind you with a plinty ztickz and a bow).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Arrer boyz can zog off. Dey alwayz hit me in da back wiff pointy ztickz while I’m tryin&#039; to krump some gitz! DO YOO WANT ME TA TURN AROUND AND KRUMP YOO INSTEAD? Leev da arrers to da gobbos, iz wot I fink!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs:&#039;&#039;&#039;&lt;br /&gt;
While most Orc groups loot to their hearts content when they have the option to do so, and Black Orcs are capable of making new and exclusively Orcish gear, Savage Orcs refuse to advance in culture. &lt;br /&gt;
Still living in the state they did when they were first noticed by the Old Ones, Savage Orcs are as dumb as can be. They barely have a language, barely have capacity for learning, and barely have any sort of gear barring teeth, bones, and sticks with mud. They wear simple scraps of leather and grass if anything at all. While they have tales surpassing the normal Orcish attention span going back throughout Orcish history, they are just as tied to fights (and hunting) as one would expect. They cling to these stories as the example by which all Orcs should live by, and have a great deal of hate for their modernized cousins.&lt;br /&gt;
&lt;br /&gt;
So how do Orcs succeed? The same way they do in 40k. Savage Orcs are capable of the same feat of believing in something hard enough that it happens or works. The most complex part of their culture is their system of warpaints, which produces the belief that makes the results true. Blue spikes on the chest protect from arrows, and the Orc&#039;s skin cannot be pierced with them. A drawing of an eye on the stomach make them a conduit for [[Gork]] and [[Mork]] (or Mork and Gork?)&#039;s will, and suddenly you have a level 1 Wizard. As a result, much of Savage Orcish communication (even verbal, as drawing accompanies it) is done in pictographs. Savage Orcs have an amazing capacity for abstract representations in this regard, translating the Elvish script on [[Waystone|Waystones]] before the defacing of them begins.&lt;br /&gt;
In addition, the capacity for planning and strategy in the minds of modern Orcs is replaced by absolute savagery unknown to even Khornate berserkers as Orcs tear across the battlefield faster than Cheetahs and stronger than Ogres. &lt;br /&gt;
&lt;br /&gt;
Savage Orcs often employ logs with a giant stone tip at the end carried by two Orcs as a giant spear. In ages past, the Orcs used these to hunt large prey and to bring down Lizardmen who hunted them. As a result, Savage Orcs still do this regardless of whether it is useful or not.&lt;br /&gt;
Shrunken heads, fetish totems, and various other things that not even Elves and Empire Wizards can understand the workings of are carried by their leaders.&lt;br /&gt;
&lt;br /&gt;
tl;dr Savage Orcs are Warhammer Dwarf Orcs. &lt;br /&gt;
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* &#039;&#039;&#039;Goblins:&#039;&#039;&#039;&lt;br /&gt;
Are not long for this world.&lt;br /&gt;
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* &#039;&#039;&#039;Goblin Wolf Riders:&#039;&#039;&#039;&lt;br /&gt;
Many goblin tribes are nomadic in nature, raiding, stealing or when in a pinch, trading with other greenskin tribes. Goblins ride four foot tall at the shoulder wolves that are often more dangerous than the riders. They make a good team, perhaps due to mutual instincts to attack the helpless, injured and/or isolated and it can even be hard to determine whether the mount or rider is in charge. Goblin Wolf Riders are lightning quick, only being matched in speed by the elves, making them incredibly effective fast cavalry, pelting targets with arrows and fleeing before the opponent can respond, charging the flanks and picking off small units.&lt;br /&gt;
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* &#039;&#039;&#039;Night Goblins:&#039;&#039;&#039;&lt;br /&gt;
Like normal goblins, except they&#039;re bat-fuck crazy. Imagine normal goblins, but slightly smarter, loads more crazy, and constantly hopped up on &#039;shrooms. They hate going outside, so they share characteristics with your typical fa/tg/uy (nigh/tg/oblin?) in that way. They typically refuse to leave their caves except at night, where they raid nearby settlements. They don&#039;t just hate the sun, it may actually burn their skin so severely that they could die from being exposed for to long. To prevent burning up immediately every time you need to leave the cave to get the mail or something, night goblins wear black, or sometimes drab grey, robes.&lt;br /&gt;
&lt;br /&gt;
Not as cowardly as your typical goblin, they&#039;re actually smart enough to a point where entire tribes of both orcs and goblins may be lead by a single night goblin. Problem is, they&#039;re horrifically paranoid, to the point where they feel everyone&#039;s out to get them (to be honest, they have a point [an orc spear point to their ribs]). At they&#039;re very best, night goblins are completely insane, and their &amp;quot;inventions&amp;quot; tend to be little more than &amp;quot;strap a squig to it and poke it a lot&amp;quot;. One famous night goblin &amp;quot;innovation&amp;quot; was to get their craziest gobbos, hop them up on loads of drugs, and give them a huge metal ball. When the time is right, they fling them towards the enemy, run like hell, and hope to Gork (or possibly Mork) that he doesn&#039;t follow them.&lt;br /&gt;
&lt;br /&gt;
Living in caves, night goblins are absolutely hated by the dorfs, especially since Skarsnik kind of rules the dorfs&#039; old fortress at Karaz Eight-Peaks. The dwarfs have declared night goblins (like all greenskins) as eternal enemies of all dwarf-kind. For some reason, night goblins also hate skaven, probably because they argue over who gets to live in the shit-and-corpse-filled ruins of dwarven society. The feeling is completely mutual on the ratmens&#039; end.&lt;br /&gt;
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* &#039;&#039;&#039;Forest Goblin Spider Riders:&#039;&#039;&#039;&lt;br /&gt;
In older editions forest goblins were the weedy jungle counterpart of the more prolific savage orcs. They&#039;re still around nowadays but since they&#039;re basically just goblins that prance around in Village People tier parody costumes of Native Americans their presence in the game is now just cut down to their spider riding aspect. Where night goblins have mushrooms and squigs and regular goblins have being beaten up by orcs, forest goblins have spiders. Forest goblins use them for mounts, shrines, and in the case of shaman, peyote that bites.&lt;br /&gt;
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===Special===&lt;br /&gt;
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* &#039;&#039;&#039;Black Orcs:&#039;&#039;&#039;&lt;br /&gt;
Black Orcs are Orcs who were kept as slaves. Yes, Games Workshop went there. &lt;br /&gt;
More specifically, Black Orcs were enslaved long ago by the [[Chaos Dwarfs]] who bred them (how is unclear, given they no longer undergo sexual reproduction, presumably it involved feeding them mutagens, letting orcs spore under controlled conditions, culling those which did not meet the desired criteria and repeating the process with those that did) to be large and hulking, while also obedient. This backfired as the Orcs were much less prone to infighting (&amp;quot;much less&amp;quot; rather than &amp;quot;never&amp;quot; mind you) and capable of learning which resulted in highly effective slave rebellions. Black Orcs left the region of the Chaos Dwarfs and spread out, coming into contact/conflict with both [[Ogre Kingdoms|Ogres]] and their other kin, eventually reaching even the Empire. &lt;br /&gt;
&lt;br /&gt;
Black Orcs are very perculiar compared to all other forms of greenskin. Black Orcs don&#039;t simply loot everything, but actually create new things using raw materials and salvage. Beyond that, they are actually capable of maintaining what they create or loot. They are somewhat less prone to the superstitions of the other breeds of Orc, but even without blue paint and a lucky Dwarf foot are much tougher and more skilled than your average Boy or Savage Orc. Most other kinds of Orcs consider them highly useful to have around, but generally not Orcy and worthy of scorn for their aberrant ways. Of course the strong gear, strong bodies, and slightly stronger minds ensure the Black Orcs always end up at the top of the leadership rungs of whatever mob or WAAAGH! they end up a part of. Pretty much they&#039;re the warhammer version of the Uruk Hai.&lt;br /&gt;
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* &#039;&#039;&#039;Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Orcs may not be the brightest of creatures, but that doesn&#039;t mean they&#039;re idiots. When they came up against cavalry, it didn&#039;t take them long to realize the advantages of riding their own beasts into battle. But, rather than muck around with fiddly, wimpy creatures like horses - except for them weird gits in the Gray Mountains who like to ride [[Hagranym]]s - orcs chose a more orcy creature: the savage, aggressive, thick-skinned and flatulent wild boar! Hanging onto these squealing, snorting monsters for dear life, boar boyz may not be as quick as the goblin wolf riders, but they hit with a lot more force.&lt;br /&gt;
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* &#039;&#039;&#039;Savage Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Savage Orcs keep the company of large packs of wild boars, who share their food and follow the Orc tribes wherever they go. Said boars are not the boars of Earth, but rather horse-sized monsters with skin like tanned leather. The boars roam freely, as the Savage Orcs believe they are a gift from their gods and are kindred spirits. Before battle, any Orc wishing to ride a boar must (by himself) catch and headbutt into unconsciousness one of the pack. He and his bros will paint the boar, ritually scar, and adorn the boar as they see fit. When it awakens, it finds itself mounted by an Orc foaming at the mouth and often carrying one weapon in each hand swinging at anything nearby. It bears mentioning that, even amongst orcs, only savage orcs are crazy enough to try and ride a boar using only their feet to exert some form of control.&lt;br /&gt;
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* &#039;&#039;&#039;Orc Boar Chariot:&#039;&#039;&#039;&lt;br /&gt;
Once they figured out how to ride boars, the next and obvious step for orcs was figuring out how to strap them to a chariot and go careening around the battlefield at high speeds. In typical orcy fashion, there are constant punch-ups over which form of boar-riding is better.&lt;br /&gt;
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* &#039;&#039;&#039;Goblin Wolf Chariot:&#039;&#039;&#039;&lt;br /&gt;
Lighter and frailer than their orcy counterparts, the goblin wolf chariot still adds a bit more punch to a goblin&#039;s Waaagh than mere wolf riders alone can provide.&lt;br /&gt;
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* &#039;&#039;&#039;Goblin Spear Chukka:&#039;&#039;&#039;&lt;br /&gt;
Being relatively clever and inventive creatures, the goblins were quick to figure out that the principles behind their own bow-wielding boyz could be scaled up to create crude, but effective, ballistas, adding much needed ranged firepower to the Waaaagh.&lt;br /&gt;
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* &#039;&#039;&#039;Night Goblin Squig Hoppers:&#039;&#039;&#039;&lt;br /&gt;
Completely fucking bonkers by night goblin standards, which is honestly saying something. Basically a bunch of wily squig herders who decided it would be an absolutely brilliant idea to grab onto angry squigs and ride them full-speed towards the nearest enemies.&lt;br /&gt;
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* &#039;&#039;&#039;Night Goblin Squig Herd:&#039;&#039;&#039;&lt;br /&gt;
Squigs are very common in night goblin society, mostly because they breed them for everyone else. Snce squigs are mostly nothing more than very pissed off mouths with legs, night goblins seem to have the bright idea that they should take the toothiest squigs, bring them to the battlefield, and poke them repeatedly until they start attacking either the enemy, or the night goblins themselves.&lt;br /&gt;
&lt;br /&gt;
On occasion, the most fungus-filled caverns may attract a great cave squig, which some night goblin warbosses will then attempt to tame and use as mounts. They&#039;re actually quite effective, if not completely fine with murdering literally everything in their path, including the warboss&#039; tribe.&lt;br /&gt;
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* &#039;&#039;&#039;Snotlings:&#039;&#039;&#039;&lt;br /&gt;
Smallest, weakest and stupidest of all the greenskins, snotlings infest greenskin camps like fleas and are regarded with disinterest and occasional amusement by their bigger relatives. When the greenskins go to war, enormous hordes of snotlings may march along in imitation, wielding whatever vaguely sharp rubbish they can scrounge up and trying to kill whatever they bump into.&lt;br /&gt;
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* &#039;&#039;&#039;Trolls:&#039;&#039;&#039;&lt;br /&gt;
Bigger and dumber than even the biggest, dumbest orc, trolls are brainless eating machines heavily touched by [[Chaos]] whose ability to regenerate from almost anything they get hit with makes them virtually impossible to kill, and thus they are valued by orcs for their brute strength. Even if they make Savage Orcs look like educated scholars with how dumb they are. Plus, orcs find it hilarious when a [[human]] [[knight]] dies a horrible, screaming death being melted by a troll puking hyper-corrosive vomit all over him.&lt;br /&gt;
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===Rare===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Rock Lobber:&#039;&#039;&#039;&lt;br /&gt;
Your basic catapult, with goblins dumping rocks into a spring-loaded device that then throws the rocks into the air to, hopefully, bash some gits on the other side of the battlefield. Not as common as the Spear Chukkas because, frankly, goblins are weedy and accuracy ain&#039;t the greenskins&#039; strong suit, but they&#039;re better suited for breaking down walls, so orcs keep making them.&lt;br /&gt;
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* &#039;&#039;&#039;Doom Diver Catapult:&#039;&#039;&#039;&lt;br /&gt;
Legend has it that this started out as an attempt by the greenskins to create flying reconnaissance troopers. This didn&#039;t work, but because a goblin falling on your head from hundreds of feet up is surprisingly deadly - and funny to watch - it was adopted into the greenskin army as a new projectile weapon. Goblins will literally fight to strap on the primitive gliding wings and spear-tipped helmet of a Doom Diver; if you gotta go, then being shot out of an oversized slingshot and whizzing at ridiculously high speeds whilst finally getting to literally look down upon orcs is as good a way to go as any. Besides, some Doom Divers actually survive.&lt;br /&gt;
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* &#039;&#039;&#039;Snotling Pump Wagon:&#039;&#039;&#039;&lt;br /&gt;
Snotlings may have brains the size of grapes, even by greenskin standards, but that doesn&#039;t mean they don&#039;t want to join in on all the fun. A snotling pump wagon is their attempt to emulate the chariots used by their bigger relatives; a ramshackle heap of junk that lurches across the battlefield, propelled by the dubiously useful efforts of snotling gangs using primitive pump-action engines. Orcs &amp;amp; goblins tolerate this with a paternal amusement. Besides, sometimes it actualy does something useful, and even if it doesn&#039;t, they&#039;re only snotlings.&lt;br /&gt;
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* &#039;&#039;&#039;Arachnarok Spider:&#039;&#039;&#039;&lt;br /&gt;
An Arachnophobes Worst Nightmare. It is a Giant monster spider ridden by Forest Goblins. One of the best Units the Orcs and Goblins can use.&lt;br /&gt;
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* &#039;&#039;&#039;Mangler Squigs:&#039;&#039;&#039;&lt;br /&gt;
A weapon that only Night Goblins were crazy enough to come up with: take two &amp;quot;Great Squigs&amp;quot;, then attach them to each other by sturdy chains. Then poke them in the direction of the enemy and hope their mutual dimwitted antangonism of each other will whip them into a literal whirling frenzy of destruction, like a load of perpetually-propelled chainshot from a cannon.&lt;br /&gt;
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* &#039;&#039;&#039;Stone Trolls:&#039;&#039;&#039;&lt;br /&gt;
A less common breed of trolls, more frequently encountered in the mountainous regions, stone trolls have turned to devouring stones and earth to sate their eternal hunger. This has caused their hide to thicken and toughen, making them better armored than common trolls. More importantly, it makes them heavily resistant to magic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Trolls:&#039;&#039;&#039;&lt;br /&gt;
As their name suggests, this troll subrace has adapted to life in and around the water. Whilst this amphibious ability can make them more mobile in battles around marshes, swamps or rivers, their true value is in their thick layer of protective slime and gut-wrenchingly vile stink, both of which impede an opponent&#039;s ability to deliver a telling blow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant:&#039;&#039;&#039;&lt;br /&gt;
Long ago, Giants lived on the tops of mountains in an area roughly analogous to the Himalayas of our world. They were left there by the [[Old Ones]], who had created them as a race dear to their hearts (like the High Elves) who were nonetheless not the perfect living weapons to use to fight Chaos. They were gifted by many Old One devices, magics, and lessons which guided their race into a utopia of families living in distant isolated castles.&lt;br /&gt;
Then the race created just after them, half-formed and dumb as rocks stuck in mud, came. [[Ogre Kingdoms|Ogres]] were creatures which possessed little save their massive hunger, and having been driven out of their homeland of the Mongolian Steppes by the arrival of the [[Great Maw]] they were looking for a new place to settle. &lt;br /&gt;
Ogres reproduced as fast as men, with the durability of Dwarfs, and came in MASSIVE numbers. Upon meeting an infinitely wiser race of peaceful beings so tall they couldn&#039;t see their faces, the Ogres immediately attacked with the intention of eating every single scrap and bone of every man woman and child of the Giants they could find. &lt;br /&gt;
After many years, the Ogres finally accomplished their goal; the few remaining Giants had managed to mount their castles upon clouds and fled the world of mortals. After realizing there was no food to be found, the Ogres then moved on westwards again.&lt;br /&gt;
&lt;br /&gt;
But not all Giants had been wiped out. Some during the years of fates worse than death had fled northwards and westwards. The Giants who survived lived in small communities, with each generation hearing less and less of the tales of their ancestors until the modern day Giants who are barely more intelligent than Orcs and have many of the same behaviors (mainly consumption of whatever they can find whenever they can find it) of Ogres. Most stick to themselves, destroying human villages and moving on. But some find themselves captured by the servants of Chaos and are goaded into doing the bidding of the [[Beastmen]]. Still others are recruited eagerly by greenskins, who show them a degree of respect (afterall, they ARE the biggest gits around!) that no other races affords them. &lt;br /&gt;
Giants living among greenskins have good lives, getting intellectual stimulation from conversing with the Orcs and Goblins (who are unusually talkative when asked questions by a creature strong enough to crush a boulder to pebbles within their same tribe) and any captives the Orcs and Goblins take. They are never without food as any time the greenskins fight (including amongst each other) there are ample corpses around which the greenskins have only a passing interest in. &lt;br /&gt;
&lt;br /&gt;
Giants are VERY fond of alcohol. While greenskins have little to no interest in it, most are willing to brew it to secure the services of the Giant. Some Goblins however are clever enough to realize that it is a successful recruiting tool as well. &lt;br /&gt;
&lt;br /&gt;
Giants often adorn themselves in things too large to be of use to their smaller allies, like the parts from Steam Tanks or the bones of things like Dragons.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
Racial relations are as follows:&lt;br /&gt;
*Dwarfs AKA Stuntiez are being driven back by the Goblins, peak by peak and fortress by fortress. Dwarfs have begun to adapt technology for the upper hand in the long-standing war and have received aid from both elf and human, it may be far too little far too late. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; If derr&#039;s anyfing dem stunties is good at, iz making fine flash choppas an&#039; bluddy great boom barrelz. Wez gotta fights an&#039; loots from em more!&amp;lt;/span&amp;gt;&lt;br /&gt;
*Ogres make good fights. Also good comrades for the greenskins who can pay them. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz real big an&#039; ard, like da bossez an&#039; skarboyz. Only reesun we ain&#039;t buddiez iz dey aint green, an&#039; dey likez eatin&#039; more dan fightin&#039;.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Dark Elves make use of greenskins as pawns, sometimes rewarding them. Greenskins are usually outsmarted by the more clever Dark Elves into fighting another group. Usually... &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;  Dey giv&#039; us loot and shows us where a gud fight is... an&#039; sumtimez we fight &#039;em afta dat battle!  Dese pointy &#039;eads iz fun ta fight cos dey iz kunnin&#039;, spiky, got lotsa big beasts an&#039; likez fightin&#039; as much as we do.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Wood Elves drive them back from Athel Loren whenever possible. Greenskins continually try to cross it to reach Bretonnia or the Empire for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Sneaky pointy &#039;ead gitz dat use lotsa arrers an&#039; hide in trees. Not gud fightz ta be honest, but sumtimez da trees get up an&#039; fight too, an&#039; deyz gud fightz - plus da wood&#039;s gud fer chariots, rock lobbas an&#039; spear chukkas an&#039; wot &#039;av ya.&amp;lt;/span&amp;gt;&lt;br /&gt;
*High Elves have earned the respect of greenskins the world over by, after the invasion of his homeland by Grom the Paunch, Eltharion the Grim attempted to wipe out the greenskin race using fire magic and made better headway than any other race in history. He has retreated home, relying on the reputation he has earned to inspire WAAAGH!s to come to him and dwindle against the natural and magical defenses until they are so diminished his forces can finish them off once and for all. It seems that he&#039;s been successful at least in getting the word out.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dese shiny pointy &#039;eads give very good fightz, but dey&#039;z dangerous.  Boyz don&#039; spawn afta fightz wiv dem, must be sum pointy &#039;ead magic.  Gobbos fear all pointy &#039;eads fer sum reason, includin&#039; da sneaky and kunnin&#039; ones. Even more den usual dat is, which is really sayin&#039; sometin&#039;.    &amp;lt;/span&amp;gt; &lt;br /&gt;
*The Empire are easy pickings, not bad for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;Umiez iz weak and deserve ta get krumped. Sometimez dey put up gud fights tho, but only if dey&#039;z got boom barrelz, magic or dem fancy stunty-made-choppas. But usually dey don&#039;t. So dey get krumped, heheh. &amp;lt;/span&amp;gt; &lt;br /&gt;
*Bretonnia is better fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey may be weak &#039;umiez, but da horsey-boys iz fast an&#039; love ta fight at choppa range. Ya see any fancy-boys muckin&#039; about, ya ignore da runtier gitz and go straitz fer dem cuz deyz gud fightz. Dey also bringz bluddy big rock lobbaz.  &amp;lt;/span&amp;gt; &lt;br /&gt;
*Lizardmen are even better fights than that. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da big lizards are killy, da really big lizards are dead killy and dey got good loot hidden in dem pyramid-fings. If ya take da gold in da pyramid-fings den da scaly-boyz get mad, I meanz real propa mad, an&#039; deyz keep comin&#039; fer ya again an&#039; again ta get it back of yaz, which suitz us just&#039; fine. Such gud fings ta fight, too bad deyz so rare, itza real shame dat. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Vampires are better fights than Bretonnia and close to Lizardmen, but have less loot. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem blood-drinkaz iz really gud fights. Lotsa strange boyz wif &#039;em tho, krump one and sumtimz &#039;e getz back up, sumz just bonez and sumz ghosty-fings dat choppa&#039;s can&#039;t chop. An&#039; don&#039;t take any of der loot cuz itz alwayz rubbish an&#039; even if da loot looks nice, it tryz ta whisper ta yaz, tellz ya ta do fings - &amp;quot;Put sumfing up ova&#039; &#039;ere, wreck dat stone ova&#039; der, kill &#039;im&amp;quot;, like wez alwayz needz ta be told ta do dat, fank yoo very much.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Tomb Kings are good fights and have great loot! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da mummiez is fun ta fight and dey have sum of da best loot.  Dere big, walkin&#039; statue fings are loot an&#039; fight pu&#039; tagether!  But dey iz hard ta find an&#039; dere&#039;s nuffink ta eat or drink when ya do. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Warriors of Chaos are glorious fights! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz spiky, dead &#039;ard an&#039; like fightin&#039; nearly as much as we do!  Especially da red ones wiv skullz.  Sometimes dey have dem strange gits wiv &#039;em, which means weirder fightz. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Daemons are strange gits that come from swirly magic portals some places. Shamans can bring them in intentionally when fights are scarce. &lt;br /&gt;
*Beastmen are good fights, and better food.&lt;br /&gt;
*Skaven are sneaky gits, and make for poor fights. But there&#039;s a lot of fighting to be done and they make for good eats.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem rats&#039; worse dan gobbos an&#039; dey got weird, glowy boom barrelz. Deyz mostly runty gitz, more dan &#039;umiez even, but dere&#039;s lotz n&#039; lotz of &#039;em, so leest yaz don&#039;t go &#039;ungry afta da fight. &amp;lt;/span&amp;gt;&lt;br /&gt;
* In addition to the mounts listed above, the 2nd edition of [[Warhammer Fantasy Roleplay]] stated that some orc tribes in [[Bretonnia]] have taken to riding a new monster called a [[Hagranym]], which are [[Chaos]]-touched predatory cliff-climbing horses who are actually way smarter than the orcs they&#039;re teaming up with. Hagranyms have never appeared on the tabletop, however.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Orc_and_Goblin_Afternoon_Nap.png|Living high on the WAAAGH can be tiring. &lt;br /&gt;
Image:22.jpg|Dat&#039;s finkin&#039; wiff&#039; mehjick!&lt;br /&gt;
Image:Stuntiez.jpg|Da proppa&#039; use of Stuntiez.&lt;br /&gt;
Image:Squig.png|This is a cake. Made for the launch of [[Warhammer Online]], made by those guys who had a cake show on Food Network on an actual episode until it got canceled. Suck it, Orks. &lt;br /&gt;
Image:Night Goblins.jpg|Seeing [[Tzeentch]] would drive these guys sane. Seriously, not an exaggeration. &lt;br /&gt;
Image:1304378410814.jpg|Let&#039;z go, let&#039;z go, WAAAGH! WAAAGH! WAAAGH!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer/Tactics/8th_Edition/Orcs_&amp;amp;_Goblins|Tactics/Orcs and Goblins]]&lt;br /&gt;
* [https://lingojam.com/WarhammerOrkTranzlator Greenskin Translator]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
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==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368182</id>
		<title>Orcs &amp; Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368182"/>
		<updated>2021-10-28T01:07:16Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Characters */&lt;/p&gt;
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&lt;div&gt;{{Oldschool}}&lt;br /&gt;
&#039;&#039;&#039;FOREWARD:&#039;&#039;&#039; This article will be translated into Orcish by volunteer greenskins. &lt;br /&gt;
&lt;br /&gt;
The Warhammer Fantasy equivalent to the [[Orks]] of the [[Warhammer 40,000|OTHER Warhammer]] (these guys were first, so Orks are the [[Warhammer 40,000|40K]] version of [[Warhammer Fantasy|proppa Orcs]] &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;dat&#039;s roight, dem greenzy boys from da world o&#039; pantsy-battlehamma&#039;s some o&#039; wutz dem humies may call feral orks, but deyz still sho nuff orky  and can show up fer a proppa krumpin izzat right gits? Wot? Dey sez dey wuz first? Well we&#039;s gonna hafta hav a chat on dat one, git....&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; ) and [[Age of Sigmar]]&#039;s Orruks &amp;amp; Grots that leads the [[Grand Alliance: Destruction|Grand Alliance of Destruction]]. &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;don&#039;t tell me de age ov Sigmor, &#039;e can get a roight krumpin too, but we&#039;ll allow he&#039;s up tere wi&#039; ole [[Yarrick]] f&#039;a&#039;umie, buh I guess dey&#039;z thinkin&#039; he&#039;s loik dat goldy git dey&#039;z got on dat throne...oi, who let them [[Skaven|ratsy gits]] up &#039;ere with all this crazy talk &#039;bout this world anyhow?&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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For the successor races, see [[Orruk Warclans]] and [[Gloomspite Gitz]].&lt;br /&gt;
&lt;br /&gt;
==On Orcyness==&lt;br /&gt;
[[File:Fe5d4c937beed277db70218568695598.jpg|thumb|left|500px|Straight outta da [[Badlands]], green, swole and ready ta roll!]]&lt;br /&gt;
Generally speaking, the Orcs &amp;amp; Goblins army is made up of a species with mysterious origins called &amp;quot;greenskins&amp;quot; in slang terms by players, [[Games Workshop]], and many in-universe races. The race generally speaks in a Cockney (a type of British accent (yes the lime-men come in different types). It&#039;s supposed to sound sorta like [https://www.youtube.com/watch?v=OFxOqFRgD8o&amp;amp;index=3&amp;amp;list=LLmF5KFCNNZbrCqPhGnuB6EQ this] ) accent, much like the original orcs from the Lord of the Rings movies. They incorporate things from football (soccer) hooligans as well, since during the time that Warhammer was first created there was something of social unrest as soccer matches often devolved into (very) violent fights. Just as soccer fans are prone to strange practices like wearing specific clothing the day their team plays to assigning particular meanings to colors and designs, Orcs follow suit. Any time Orcs get lines of speech, their words are spelled in heavy-handed parodies of their accent. They are prone to renaming things, like spears being &amp;quot;STABBAZ&amp;quot; or Dwarfs being &amp;quot;STUNTIEZ&amp;quot;. &lt;br /&gt;
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Unlike 40k, Fantasy greenskins are far more diverse in origin, some even being capable of sexual reproduction (maybe). Also unlike 40k, where the greenskins are pretty much just Orks and their goblin-like diminutive expendable servants called Grots, Fantasy greenskins consist of an extraordinary variety of different types based on region of origin and role in the greater group with the smaller Goblins having equal importance to the bigger Orcs. The army also consists of Giants, Trolls, Squigs, Dire Wolves, Dire Boars, and pretty much anything else greenskins can goad into battle and in earlier editions had savage Humans and Half-Orcs as well. Going beyond the tabletop, mercenaries from other races such as [[Tilea|humans]] and [[Ogre Kingdoms|Ogres]] may find themselves marching with more intelligent groups of Orcs and Goblins. Greenskins are, along with humans, particularly susceptible to [[Vampire Counts|Undeath]]. Just about anything you can think of to put in would work in fluff, as the army books continually state that greenskins are a very diverse group.&lt;br /&gt;
Greenskins usually congregate into groups called &amp;quot;mobs&amp;quot; lead by a &amp;quot;Boss&amp;quot; or &amp;quot;Warboss&amp;quot; (although there&#039;s no unified term). Orc chain of command is usually established passively by size, and when size is close then by physical combat or more trivial ways such as yelling louder than the other greenskin. Goblins tend to be more intelligent, and establish the pecking order through convincing others of their importance, usually just by being the goblin capable of telling the biggest lie and getting others to believe it. Mobs organize themselves further into tribes, and at the largest level (invariably one on the march to war) a &amp;quot;WAAAGH!&amp;quot;.&lt;br /&gt;
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How Greenskins breed is open to speculation, with most just assuming they release spores upon death, which permeate the ground (since that&#039;s what happens in 40k, though it was never confirmed for Fantasy). Most are born with a rudimentary level of knowledge, with larger varieties rarely learning more than what they began with. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z da down to Earff boyz, not loik dem gitz in spess. &lt;br /&gt;
Da humiez, stuntiez, and pointy &#039;eadz calls us &amp;quot;greenskinz&amp;quot;. Deyz can all zog off.  &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z not all just Orcs an&#039; Gubbinz though. Sumtimes we get&#039;z biggunz, and trollz to stop muckin&#039; about an krump some gitz wiff us. Oh, an evry proppa&#039; boy haz &#039;is own Squig. Sum boyz got a fing for findin&#039; beastiez dat can foight, an hitchin&#039; em to wheelz to get into da foight fastah&#039;. Dat&#039;s smart finkin&#039;, ammright? &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da Boss of da greenskinz&#039;s is da Boss. Bosses ain&#039;t always called Bosses, sumtimes gitz call &#039;em uvver fings&#039;. But dat&#039;s dumb. Bosses are da&#039; biggest and bestest in da group, and da biggest and bestest alwayz&#039; end up leadin&#039; a big enuff group an&#039; lead a WAAAGH! against who needz&#039; a good WAAAGH!in&#039;! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So&#039;z when we&#039;z get krumped, lil&#039;unz&#039; pop outta da&#039; dirt. Dey&#039;z dumm as Ogrez, but giv &#039;em a beatin&#039; an dey get in loin&#039; kwik enuff.&amp;lt;/span&amp;gt;&lt;br /&gt;
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The main drive in life for greenskins is to fight and die in spectacular ways. Greenskins may gather into a massive WAAAGH! to invade a human city, slaughter its defenders, then disperse into infighting and eventually wander away in small bands without even entering the defenseless metropolis because there&#039;s no longer a fight to be had, and plenty of loot already on the field (to fight over). More intelligent varieties may see greater purpose in life, from Orcs who realize that gold has value or who witness a great sight such as a knight mounted on a dragon which they will seek to emulate, to Goblins who may dedicate themselves to [[Chaos|the Chaos Gods]] or decide to entirely wipe out a group which has for as long as their tribe can remember kept their numbers low. Tribes that have been entirely wiped-out sometimes resurface, either because a story told by a Shaman inspires new greenskins to &amp;quot;join it&amp;quot;, or because of the intervention of Gork and Mork, or maybe Mork and Gork. Simply obtaining looted gear belonging to an older tribe may inspire the new wielders to align themselves to it, leading to the same tribe existing in multiple places at once and having no knowledge of each other. &lt;br /&gt;
Greenskins are not only willing to fight their own, many look forward to it. They tend towards xenophobia, and combined with their diverse physical forms leads to constant conflict. As previously stated, this is in their minds a good thing. &lt;br /&gt;
When they do fight other groups, results are varied. Depictions of deities and figures are usually defaced, and remade into dedications to their local gods or the supreme gods of the greenskins [[Gork]] and [[Mork]] (or possible [[Mork]] and [[Gork]]). Some of these, through the magic of their race, animate. Things of value to them are looted, usually weapons and armor before things like gold and gems. Wood that can be re-purposed is taken to save time from chopping it. Conquered peoples fare different fates depending on numerous factors; sometimes winding up as slaves, beaten to work and dying at the boredom of their captors. Some are consumed as rations, men women and children alike. Some are ignored, since they provide no decent fight to be had and bothering with them would be a waste of time that could be spent marching to a fight. &lt;br /&gt;
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Many players migrating from 40k may find greenskins to be less customizable than the 41st Millennium variant. While Orks are known to &amp;quot;loot&amp;quot; things from other races, like space ships and gear, and slap it together with shit (literally) and duct tape then simply mass-believe it into working until it does allowing players to buy what they want from other armies and Ork it up, Fantasy greenskins are less prone to the same level of extreme change. While it&#039;s certainly possible to take a chariot from the [[Tomb Kings]] and put a few shields on it and paint it red it never has quite the same effect as taking a Rhino and putting patches of welded metal along with a hydraulic arm on the side will. Ogres tend to be the more custom army. Greenskins tend to make their own gear, usually out of another race&#039;s but rarely will it still have the same look as it did originally (thus an Orc wearing an Empire helmet would be unusual, as they&#039;d pound it to be more Orcy in most cases). &lt;br /&gt;
That&#039;s not to say that greenskins aren&#039;t amazingly open to options. Quite the opposite, they have more tabletop options than any army in the vanilla game and represent the &amp;quot;jack of all trades&amp;quot; option for the Destruction (evil) armies with their opposite being [[Empire|The Empire]]. That&#039;s also not to say they aren&#039;t a modder&#039;s dream, as they within the fluff do loot and slap their own styles onto what they take or sometimes adopt strange behaviors unlike those seen before. But while in 40k one may find Orks making a flying Dukes of Hazzard car wearing metal cowboy hats, Orcs would probably be mostly sticking to more realistic medieval things (but of course anachronism isn&#039;t new to the setting either). &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da&#039; point in loif&#039; is to foight&#039;. Ain&#039;t nuvvin&#039; else to do. &lt;br /&gt;
Anyfing else is muckin&#039; about. Yooz don&#039; wanna be muckin&#039; about, or yer Boss is gonna krump you. So keep yer feet goin&#039; to da fight, an&#039; if da Boss says dat you loot you loot, an&#039; if da Boss tells you eat yooz eats, an&#039; if da Boss sez It&#039;s time to WAAAGH! den yooz in luck! Dem uvver guys, dey foight&#039; only when dey &amp;quot;got reason to&amp;quot;. Dun&#039; look at me, me dun unda&#039;stand it eiver. But we&#039;z green! We&#039;z smart! We foight&#039; &#039;cuz foightin&#039; iz wot der iz to do! &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Lil&#039;unz dat come troo da swirly magic holes from spess land whine dat dere&#039; ain&#039;t enuff loot around. You do dis, you get krumped by da boss for bein&#039; dumm. And in da hardest way as &#039;e can. Dat alway&#039;z givez us a good laugh. &amp;lt;/span&amp;gt;&lt;br /&gt;
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===Religion===&lt;br /&gt;
Greenskins have a fairly simple religion, which centers around two ever-squabbling brother-gods who embody the twin orcish virtues of Brutality and Cunning; [[Gork]] and [[Mork]].&lt;br /&gt;
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The forest goblins also worship a nameless spider-god, but beyond the basic gist of this being a god of all things spidery, we don&#039;t know much about them.&lt;br /&gt;
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Way, way back when [[Realms of Chaos]] was a thing, greenskins would also sometimes turn to the worship of the [[Chaos Gods]] and so could be found as followers in the retinue of a [[Chaos Champion]]. When rolling on the D100 Retinue table in &amp;quot;Slaves to Darkness&amp;quot;, a roll of 47-51 would generate d6 Goblins, a roll of 74-78 would generate d6 [[Hobgoblin]]s, and a roll of 83-87 would generate d6 Orcs. Even Chaos-worshipping snotlings might occasionally show up, if you rolled a 100, then a 4, then a 2, in that order! This lore has been dropped for years, though.&lt;br /&gt;
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==Females and Hybrids?==&lt;br /&gt;
Way back in the day before 40k cast its grimdark shadow over Fantasy (in fact, long before 40k was even thought of) Warhammer Orcs were not only the biggest threat in the setting, but also had normal biology. Half-orcs existed from 1st to 3rd edition Warhammer, and females had models. &lt;br /&gt;
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However, much like everything else it borrowed from Fantasy, the creation of 40k [[Skub|shat all over the Orcs and Goblins concept]]. After Goblins (&amp;quot;Grots&amp;quot;) were relegated exclusively to the status of &amp;quot;bitch Orks&amp;quot;, GW concocted a bullshit explanation for their endless numbers; that Orks are mono-gender. They are fungal rather than mammal, and where an Ork&#039;s dangly bits should be there&#039;s instead a bloated sac full of spores which, upon death, bursts releasing thousands of baby Orks into the ground (interestingly, this means that all Orks lack a penis and thus urinate like females). While it was mentioned in early 40k fluff in a large list of Ork mutations that &amp;quot;Femboyz&amp;quot; exist, they were never elaborated on nor mentioned again. Little else on the list that never received a model was either however. This handily explains the massive population growth of Orks despite their comically high losses, which were dialed up to 11 in 40k as well. &lt;br /&gt;
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While it was never made legitimately all-encompassing canon in Warhammer Fantasy via an all-inclusive &amp;quot;Orcs and Goblins breed through spores only&amp;quot;-style entry, GW nonetheless never mentioned Half-Orcs or Orc females again after 3rd edition. [[Night Goblins]] are mentioned to come from spores in a [[Black Library]] [[Skarsnik]] novel, although this can be explained by the strange anatomy and fungus obsession of the buggers as it is. In the ill-fated [[Warhammer Online]] game, Orc players begin their life emerging from a spore cave; but this game is non-canon, and took many liberties with lore. &lt;br /&gt;
&lt;br /&gt;
Greenskin origins are suggested (but not confirmed) to be from spores brought accidentally by Old Ones. But since it was never actually retconned or contradicted, some players use the fluff that at least some Orcs and Goblins are technically still mammals and thus have some females who breed sometimes with some humans. Somewhere.&lt;br /&gt;
There&#039;s many fan explanations, from sexually breeding Orcs being a mutation to the spore Orcs being a mutation, to a non-greenskin species that dwell among the greenskins like Giants do being mistaken for Orcs, to Chaos Orcs of Slaanesh, and so on. Some have even ([[/d/|possibly]]) jokingly suggested a connection between the fungal nature of the new greenskin lore, and [[Nurgle|yeast infections]]. These are only a fan theories designed to bridge the gap between new and old lore, however. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Orcgina&amp;quot; and &amp;quot;SpOrc&amp;quot; argument is known for being an easy trigger for fights on /tg/. Much of the argument stems from two groups of purists; the first believing that the spore &amp;quot;Orkyness&amp;quot; makes Warhammer greenskins more unique. The second argues against anything that came from Warhammer iiiiiiiiiiin spaaaaaace. Factor in accusation of [[Magical Realm]], and you have [[Fail|a complete disaster]]. &lt;br /&gt;
 &lt;br /&gt;
Uncharacteristically, Half Orcs are not described as pig-disgusting to humans and weak to greenskins. They simply exhibit traits of both, and have the Orcish/Norscan tendency to not get along with either. While they were described as being usually evil, Orcs back in the day were actually evil as well rather than being the fight-loving dimwits of today. As a result, when going with the assumption that they DO still exist, it&#039;s likely that they are simply [[Barbarian|barbarians]] uninterested in reading or magic rather than outright malevolent beings. &lt;br /&gt;
&lt;br /&gt;
Anyone wishing to field half-orcs could simply hybridize Empire/Bretonnian bits with O&amp;amp;G bits. Female Orcs (Orc Girlz? Femboyz?) can be found in several ranges, notably Russian Alternative which produces models to use as proxies with Warhammer anyway. Female Goblins are rarer, as the specific look of Warhammer Goblins are rarely replicated elsewhere. Of course one can always just get creative with the [[Greenstuff]]...&lt;br /&gt;
&lt;br /&gt;
Despite all of the above, the spore AND female Orcs are canon to [[Blood Bowl]]. Half-Orcs are mentioned in fluff blurbs, the old Orc cheerleaders are female, and there has also been mention of spores. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the flavor text, directly from their Forgeworld model page: &amp;quot;&#039;&#039;The Waaaghs (Wifes AAAnd GHerlfriendS) are the self-appointed cheer squad of the Gouged Eye. Stronger and larger than most of their male counter parts (you try raising Orc kids) the Waaaghs, disappointed with a poor season from the Orc team showed up one day to properly ‘motivate’ them. Now the Waaaghs can be regularly found on the side-lines whenever the Gouged Eye take to the pitch, hurling insults (and sometimes bottles) at the players, starting crude Orcish chants or egging the Orc players on to give the opposition more of a kicking.&#039;&#039; &amp;quot;&lt;br /&gt;
[[File:SQUISHY BITZ.gif|center|900px|FER THE HEADPATZ OF GORK AN&#039; MORK, WHY?!]]&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Oi&#039;m twalf an&#039; wots dis? &amp;lt;/span&amp;gt; &lt;br /&gt;
{{FWIP|&#039;&#039;&#039;DAT GIT WUZ KRUMPED FOR DAT POST.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warhammer Half Orcs.jpg|The original page referencing Half-Orcs (. &lt;br /&gt;
Image:Warhammer Female Orc.JPG|An original Citadel female Orc model, alongside the Boy of that era. &lt;br /&gt;
Image:Orc Femme 1.jpg|Artwork from [[Blood Bowl]] depicting an Orcy cheerleader. &lt;br /&gt;
Image:Orc Femme 2.jpg|That same Orc&#039;s model. &lt;br /&gt;
Image:Russian Alternative Orc Girlz.jpg|RA&#039;s Orc Girlz. &lt;br /&gt;
Image:Citadel Orc Villagers.jpg|The Citadel Orc Villagers series, which contained numerous females as well as children. &lt;br /&gt;
Image:Female Warhammer Orcs.jpg|The current Forgeworld female Orcs, sold as cheerleaders. &lt;br /&gt;
Image:Voxin C36 Female Hobgoblin Berserker.png|Oldhammer C36 &amp;quot;Female Hobgoblin Berserker&amp;quot;, also known by the name &amp;quot;Voxin&amp;quot;. &lt;br /&gt;
Image:Citadel Half Orc Cleric.jpg|A Preslotta Citadel Half-Orc Cleric. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Greenskins don&#039;t care about history. At best, they are entertained with tales of violence (particular emphasis on the onomatopoeias). Shamans who manage to work up illusion magic and form visuals are well-prized by the group. &lt;br /&gt;
&lt;br /&gt;
Greenskins factor into the histories of most races in the world. Although their numbers used to be far less, they still managed to get WAAAGH!s &amp;quot;organized&amp;quot; and rile up the other races.&lt;br /&gt;
Earliest firsthand knowledge comes from a Tomb King in the days before the collapse of the [[Warp Gates]] who spent much of his mortal life hunting them for his amusement and to keep their race from spilling into [[Nehekhara]]. Before that, it&#039;s known greenskins suddenly appeared while the [[Old Ones]] were creating the other races of the world without explanation as to their origins. The Lizardmen Saurus were immediately tasked to wipe them out (a task they failed at, and put on the backburner when the Gates collapsed and Daemons came into the world). It is unknown where they fit into the plan of the [[Chaos|Chaos Gods]] and Old Ones, but their natural affinity for chaos surpassing Chaos assures that whatever plan they were meant for, they almost certainly are no longer on that path.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; HIZZTRI OV DA WORLD IZ DIS; FIRST, DERE WER NO ORC BOYS AND DERE WAZ NO WAAAGH! BUT DEN DERE WER DA ORC BOYZ AND NOW DEREZ LOTZ OV WAAAGH!!! HA HA HAAA! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Varieties==&lt;br /&gt;
Greenskins adapt to their environment over time, resulting in varied greenskin subgroups. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Ma longest ago memoriez were uv &#039;da sunny hills. Den da Boyz marched north for a fight, dose Boyz were darka green an’ lived in snow hills an&#039; krumped us. Now I’m wun uv dere boss’s Boyz. I miss da sunny hills. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plain Goblins&#039;&#039;&#039;&lt;br /&gt;
Your standard Goblin. Not necessarily found in plains regions. &lt;br /&gt;
Goblins are short greenskins with sharp teeth and large noses. They are generally cruel and cowardly, torturing anything they catch to death in the cruelest ways for lulz, and generally running from any fight unless full of adrenaline, afraid of what would happen if they run, or outnumber the enemy by a substantial margin. They&#039;re also fairly backstabby, and survive primarily by cleverness or being able to coerce a strong enough ally/army to do their work for them. Due to being more dexterous and on average, intelligent than their larger kin, Orcs will bully Goblins into doing the manual labor and work such as maintaining equipment or constructing anything. &lt;br /&gt;
* &#039;&#039;&#039;[[Forest Goblins]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblins live in deep forests, as the name indicates. Unlike plain goblins and hobgoblins who ride wolves, the mount of choice of the forest goblins are giant spiders, which they &#039;milk&#039; for poison. Forest Goblins revere the biggest spiders as gods.&lt;br /&gt;
* &#039;&#039;&#039;[[Night Goblins]]&#039;&#039;&#039;&lt;br /&gt;
While plain and forest goblins are essentially the exact same goblins, just with different living locations and customs, Night Goblins are considered a separate kind altogether, even more cowardly than regular goblins if more agile. The Night Goblins live in the tunnels beneath the World&#039;s Edge Mountains, wearing long hooded black robes to blend in when underground and protect themselves from the sun when on the surface. The Night Goblins have a heavy connection to fungus, being the only ones willing to consume Madcap Mushrooms and attempt to domesticate Squigs. Night Goblins have established themselves as the Arch-enemy of the other underground races, the Skaven and the Dwarfs.&lt;br /&gt;
* &#039;&#039;&#039;Plain Orcs&#039;&#039;&#039;&lt;br /&gt;
Standard Orcs, also not found exclusively in plains. &lt;br /&gt;
Orcs are taller than humans and as muscular and stocky as a Dwarf, and possess a pig-like nose and tusks. Orcs are capable of being as cruel as Goblins, but less interested in asserting their dominance via torture unless a foe is entertaining enough to make suffer. Generally speaking Orcs look at smaller non-Orcs as food, labor, or something to simply kill and move on. Thanks to their strength, Goblins that outnumber Orcs use THEM as labor instead and force them to do the grunt work under the directions of a Goblin master.&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs&#039;&#039;&#039;&lt;br /&gt;
Orc traditionalists, eschewing the iron working of the orcs. Savage orcs go into battle wearing nothing but body paint, much to the displeasure of any non-orc fighting them. They have a variety of customs that other orcs consider to be unusual such as music made with drums or piercing themselves with bones. Despite this, Savage Orcs are even more bellicose than regular orcs, fighting even more ferociously.&lt;br /&gt;
* &#039;&#039;&#039;[[Black Orc]]s&#039;&#039;&#039;&lt;br /&gt;
The rarest and most dangerous of the orcs. The Black Orcs came into existence when the Chaos Dwarfs tried to breed a smarter and stronger breed of orc. [[Not as Planned|Which is exactly what they got.]] These orcs quickly led a rebellion and escaped into the wider world. Unlike the rest of the Greenskin kind, Black Orcs are disciplined soldiers and leaders, meticulously maintaining their armor and weapons, both of which they carry in greater abundance than regular orcs and Black Orc leaders do not tolerate any infighting in their clans. Widely considered killjoys by the rest of the Orcs.&lt;br /&gt;
* &#039;&#039;&#039;[[Hobgoblin]]s&#039;&#039;&#039;&lt;br /&gt;
Hated by all other races of greenskins for not supporting the slave uprising against the Chaos Dwarfs. Backstabby even by greenskin standards. Its noted that in lore no other greenskin would trust them or suffer them to live, but in actual descriptions of the Hobgoblin warbands their armies are described as mixing greenskin groups, and being brought in as allies of others. Hobgoblins have canonically been hired as mercenaries by many factions who should see them as nothing but enemies including Black Orcs, the Empire, and Vampires. So take the whole “trusted by nobody, hated by all” lore as you will. Their closest allies are each other as they are described to gather into clans, then into hordes lead by Khans, which are all loyal to one Khan...but lore also says they&#039;re so prone to backstabbing that they are unable to form into large groups for long, once again causing a contradiction. In fact the only alliance that isn&#039;t contradictory is the lore that many are the thugs of the Chaos Dwarfs due to the fact no other group is willing to trust them, although in some of that lore its implied that all Hobgoblins serve in Chaos Dwarf armies as a massive disorganized mob that is busy stabbing itself to death in the back no matter what the task, while other lore implies that they are the managers of the slaves of the Chaos Dwarfs and serve as a regular army. So even in consistent lore, its vastly inconsistent as to who trusts Hobgobs and who doesn&#039;t. &lt;br /&gt;
&lt;br /&gt;
Hobgoblins unfortunately were largely dropped from Warhammer in the late 90’s alongside the rest of the [[Dogs Of War]] army, although in this case likely due to the entire race basically being a giant unironic racist caricature of the Mongols (compare to the Hung, who at least are portrayed as “cool” evil Mongols). Seriously, Hobgoblin models tend to look like &amp;quot;Yellow Menace&amp;quot; propaganda that someone accidentally spilled blue on before it dried. &lt;br /&gt;
Hobgoblins are treacherous even among a treacherous race, have disgusting hygine even compared to a disgusting race of literal fungus apes, and are cruel and arbitrarily evil even among a race that is cruel and arbitrarily evil. Hobgoblins only have one positive advantage, which is that some members of their race are more intelligent and manage to speak, read, write, and do proper math. These examples usually lead a horde, with all hordes and clans loyal to the Great Khan. Their combined horde is hinted at being one of the greatest threats in the world, but in all apocalypse events they are wiped out offscreen with no difficulty. A direct quote from a Hobgoblin implies they prefer a fight against an enemy who is fighting back to one cowering and soiling themselves, but then lore also notes them as the most cowardly greenskins who are incapable of going against survival instinct even when in a large frenzied group. Once again, fans may interpret this multiple ways.&lt;br /&gt;
Also, they ride wolves and the wealth is a Khan is largely measured in their wolf herds.  &lt;br /&gt;
&lt;br /&gt;
The only major physical differences between Hobgoblins and Plains Goblins are a more sloping brow and a bony plate in their back which results in a permanent hunch. Hobgoblin models are distinguishable by their hats, although old core Goblin Archers wore a similar hat: consider it looted, coincidence, or further evidence other greenskins ally with them as you will. Their models appeared to be taller than ordinary Goblins, but this could be because the released Hobgoblin models are part of an elite army of successful survivors and may be bigger by virtue of age and nutrition.&lt;br /&gt;
&lt;br /&gt;
tl;dr Hobgoblins are [[Black Orc]] versions of Goblins, and everyone hates them including GW.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gnoblar]]s&#039;&#039;&#039;&lt;br /&gt;
Standing a little taller than a mans waist, Gnoblars are the weakest goblin variant, the only Greenskin even weaker are the Snotlings. The Gnoblars quickly figured out that they would have the longest life expectancy by finding the biggest sapient they can find and glue their lips to its butt cheeks. In this case, it is the Ogres who they serve, performing the menial tasks in exchange for protection and whatever the Ogres cast off. Almost every Ogre has a Gnoblar of his own, marking them as his by biting off a portion of its ear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Snotling]]s&#039;&#039;&#039;&lt;br /&gt;
The smallest, weakest, most insignificant of the greenskins. Snotlings resemble goblins but are even smaller. Snotlings are barely above an animal in intelligence, behaving like enthusiastic and uncontrollable puppies. Orcs are fond of Snotlings, training them to do entertaining tricks or simple tasks. Goblins hate Snotlings, who often show off their hiding spots, follow them when they&#039;re trying to be sneaky or pantomime their murders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Orcs&#039;&#039;&#039;&lt;br /&gt;
Introduced and only ever described in &amp;quot;Knights of the Grail&amp;quot;, a [[Bretonnia]] [[splatbook]] for [[Warhammer Fantasy Roleplay]] 2nd edition, Iron Orcs are a strange new orc subspecies recently seen in the Bretonnian province of Carcassonne and nowhere else - which has led to even their neighbors thinking that the Carcassonians are making them up. In fact, they&#039;re very real, and very dangerous. Iron Orcs are described as looking like orcs in plate armor, sans helmet, until you get closer - then you see that the armor plating is actually set directly into their flesh. They are described as faster, stronger and better armored than [[Black Orc]]s, but also dumber and more savage in nature. They are typically led by Black Orcs, and their numbers are reputedly increasing, which Duke Huebald of Carcassonne understandably finds quite worrisome. Iron Orcs favor the Big Choppa, a kind of orcish great-weapon that is big and clumsy even to orcs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Kobolds&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Normal kobolds are utterly indistinguishable from common goblins. Fire kobolds, who live in volcanic regions and who have adapted by gaining resistance to fire and the ability to spit short-ranged gouts of flame, are much more distinguishable. They&#039;re easily recognized because they have large patches of fiery orange or red on their skin, with each individual&#039;s splotches being unique.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troglagobs&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Troglagobs are coastal, swamp and river-dwelling goblins who have evolved into amphibious lifeforms, gaining webbed digits, a more blue-tinted skin tone, and gills. They can&#039;t go too far from water, or they&#039;ll die. They favor poisoned weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hill Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Arguably an attempt to bring back hobgoblins in a less-stereotypical way, the &amp;quot;Great Goblins&amp;quot; are an unusually large, confident and aggressive goblin strain native to the hill country at the very edge of the Badlands. Strong as orcs, these brutally ambitious goblinoids have much darker skin tones, some even approaching Black Orc coloration; they love to fight almost as much as orcs do, and will even hire out as mercenaries as well as joining WAAAGHs. Wrestling and brawling are favoured leisure activities for these hulking Goblins and they enjoy nothing more then bullying around their smaller Goblinoid cousins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dust Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. These are [[undead]] goblins that occasionally arise in the deserts of Khemri, after the [[Tomb Kings]] wipe out an invading WAAAGH! Unlike Humans, Elves and Dwarfs, an Undead Goblin corpse retains a small pan of its mischievous and unpleasant qualities from its previous malevolent life. These Undead Goblins, known as Dust Goblins, still bicker and taunt one another like spiteful children. Dust Goblins have a peculiar fondness for wielding blowpipes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Squig]]s&#039;&#039;&#039;&lt;br /&gt;
Another fungus-based lifeform considered to be among the greenskin race, despite having almost nothing in common other than reproduction method. They technically come in all colors, but in artwork and paintjobs they are almost always red. A Squig is basically just a mouth full of sharp teeth behind which sits a large tongue and behind that very strong corrosive stomach acid, while the rest of the Squig is some seemingly random number of eyes and other spike/scale features, all of which is usually propelled by two legs that serve no purpose other than to literally cause it to bounce. The actual behavior of the Squigs is extremely simple, they fiercely eat anything edible around them then use their legs to bounce themselves in a random direction until they find something else to eat. They&#039;re almost mindless in most cases, although a notable exception exists in [[Gobbla]], the pet Squig of the head Night Goblin Warboss [[Skarsnik]]. Gobbla has intelligence comparable to that of a dog based on how he behaves in stories, and Skarsnik has the very un-Goblinlike trait of loving his pet Squig. &lt;br /&gt;
&lt;br /&gt;
Squig is short for &amp;quot;squiggly beast&amp;quot; strangely enough. Most people coming from 40k know exactly what Squigs are, but just like how Grots are extremely unimportant in 40k compared to Goblins, Fantasy Squigs are extremely unimportant in Fantasy. Orks use Squigs for virtually everything, from leather to beer to something to chew on and so forth. There&#039;s a Squig for every task, and supplement materials cover Squigs in great detail while adding more varieties. By contrast, in Fantasy the only group of greenskins to use Squigs are the Night Goblins, the cave-dweller Goblins, due to the fact that Fantasy Squigs are also usually found underground. Night Goblins herd the smaller ones towards foes, or if particularly insane the Goblin may try to ride them. Larger Squigs are chained together and allowed to bounce off each other causing a destructive living wrecking ball. Colossal Squigs are drugged by being fed live Goblins full of sedatives, then controlled (in the loosest sense) while barely awake and let loose into enemies as a titan of dumbass destruction. A particular variant of Squig actually can spit an acid and anything in its mouth at a high velocity, so Goblins fill its mouth full of smaller Squigs and point it towards their enemies. The final variant of war Squig is only present in the [[Warhammer Online]] video game, where a class of Night Goblins use them as a pet similar to Skarsnik and Gobbla, but by literally beating their Squig over the head it grows in size and the Goblin can then jump into its mouth and hold on for dear life as they try to guide it like piloting a giant living tank. &lt;br /&gt;
&lt;br /&gt;
The only non-combat form of Squig identifiable in Warhammer Fantasy is a type of Squigpipe, a bagpipe-like Squig. These are actually described in canon in 40k, but in Fantasy they are never mentioned and exist in the form of a model playing one. The stretched faces of Squigs can be found on some Orcish shields, but its not actually stated if use of Squig leather is common or simply just something a few Orcs did to look more intimidating.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Everywhere...&#039;&#039; In the Old World.&#039;&#039;&#039;&lt;br /&gt;
**No really, that&#039;s more or less it. Orcs and gobbos can be found everywhere in the world to some extent, unlike pretty much all other races in Warhammer Fantasy. Each region has its own variant of Orc or Gobbo, but for the most part, it&#039;s mostly the same. All green, all love to fight. However, one region that has very few Orcs and Goblins is the New World, Naggaroth and Lustria. There are colonies from the Old World there, but nothing too large.&lt;br /&gt;
*&#039;&#039;&#039;The [[Badlands]].&#039;&#039;&#039;&lt;br /&gt;
**This is practically the mainland of Orcoids everywhere. Dry, grassy expanse, the occasional mountain and a lot of dangerous wildlife makes it a real heaven for the Orcs and Goblins alike... Of course that means that the Badlands is uninhabited by pretty much all other races, who simply cannot make a living in such a barren and wild landscape. The Badlands are home to a multitude of clans of all sorts, and is also the region where Black Crag, an enormous Orc fort and city lies, a place that is constantly fought over by Warbosses. It is also home to the Spire of Bone, a fulcrum of sorts for shamanistic magic in the Badlands, and an object of worship for the Shamans of the mobs in the Badlands.&lt;br /&gt;
&lt;br /&gt;
==Army==&lt;br /&gt;
The greenskin army list is rather large, and may take some time to peruse. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Oy, I&#039;z sad I&#039;z not muckin&#039; about!  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Gorbad Ironclaw]]&#039;&#039;&#039;&lt;br /&gt;
Pretty famous for uniting every greenskin within smelling distance of his warboar (considering that Gnarla was the absolute foulest pig that ever lived this side of Grom the Paunch, that&#039;s a lot of greenskins). Renowned for smashing right into the very heart of the Empire in his WAAAGH!!!, looting the Soland Runefang, and siccing an entire brood of wyverns into the Imperial Palace, among other things. The obligatory legendary warrior that you find in every army book.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Azhag the Slaughterer]]&#039;&#039;&#039;&lt;br /&gt;
The Fantasy equivelant of [[Ghazghkull Mag Uruk Thraka]], what with seeing visions and being tactically sound and stuff. Azhag was born in the Troll Mountains to the far North, near the ancient ruined Dwarven Holds of that area. The place was riddled with Orcs, the ancient tribes having infested the caverns and roads of the long dead Dwarves. Apart from interclan Orc warfare, the Orcs fought the native trolls and nearby Chaos Northmen.&lt;br /&gt;
&lt;br /&gt;
All was going along fairly dull until Azhag, who was at the time a weak chieftan in charge of a small mob, was driven deep into a tomb by a large Chaos warband. Hiding from them in the dens of Trolls (and butchering said trolls for a bit of sport) Azhag found an ancient crown with three green emeralds set into it. Azhag liked the &amp;quot;Shinee &#039;At&amp;quot; and promptly put it on his head. Unfortunately, said Crown was in fact an ancient artifact first forged by [[Nagash]], and it had a fraction of the Necromancer&#039;s terrible power/personality put into it (so the One Ring). Almost immediately, Azhag was overwhelmed by voices and commands to &amp;quot;Head North&amp;quot;; Orcs are notoriously stubborn however, and despite (or perhaps because of) his simple mind, Azhag could not be possessed by the crown.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the crown granted Azhag mastery over the dark arts of Death, greatly heightened intelligence, and would often whisper advice and instructions into his ear. Under the Crown&#039;s influence, his tactics quickly became &amp;quot;unorcy&amp;quot;. Azhag began to use pincer movements, flanking, feints, and other methods of that sort. More than that, Azhag began to actually give orders to the Orcs in his army, instead of just smacking them about and telling them to &amp;quot;Git on wiv it!&amp;quot;. Using these methods, Azhag quickly united the Orc tribes in the mountains under his leadership and anyone who objected was either hacked to pieces or turned into dust. The orc tribes themselves didn&#039;t mind that Azhag would argue with himself or shout at empty air, dismissing him as &amp;quot;eezen-trik&amp;quot; and following him to war quite readily. &lt;br /&gt;
&lt;br /&gt;
Azhag then began to move south under the urging of the crown, shattering Kislev and rampaging in a massive Orc Waaagh! that completely overwhelmed the human defenders. Used as they were to the usual Orc tactic of &amp;quot;Git all da ladz den smash da gits&amp;quot; they were completely unprepared for actual tactics. If that wasn&#039;t enough, Azhag was a beast in combat, riding on the back of a massive Wyrm and shooting bolts of purple lightning from his eyes.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the crown itself proved to be Azhag&#039;s undoing. Tired of the easily distracted Orc wandering around instead of heading south the crown tried to achieve complete control over Azhag during a terrible battle, leaving him quite defenseless when a warhammer came screaming down at his head. The crown itself was taken from Azhag&#039;s headless corpse and sealed inside the deepest vaults of the Imperial capital, and Azhag&#039;s warband splintered and was driven off. And that was the end of Waaagh! Azhag.&lt;br /&gt;
&lt;br /&gt;
In the Total War: Warhammer continuity Azhag is still alive, and exists in the modern day. Now Nagash is pushing him south to reunite Crown with Books and body. Azhag is more interested in killing traitors, Dwarfs, and Chaos (Nehekhara didn&#039;t even exist in the game at release, and even now is more effort to subjugate than its worth). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Grimgor Ironhide]]&#039;&#039;&#039;&lt;br /&gt;
The youngest of the three great Orc Warboss characters. Grimgor is a Black Orc brute who’s backstory is largely unknown, having appeared one day alongside his “Immortulz” elite warband and set about assembling a WAAAGH. He’s the one of the three active in the modern date of the setting, and can be fairly considered the main character/faction leader (note that this is controversial as some fans find him less interesting than the aforementioned two). In both Storm Of Chaos and End Times Grimgor lead the Orc forces. In the former his army was defeated, so he himself managed to defeat Archaon AKA the main bad guy via sucker punch and headbutt (it makes SO much more sense in both the in-universe and meta contexts, but is the main reason Grimgor has many fans), in the latter he became the living embodiment of Gork (or possibly Mo-no, never mind, it was definitely Gork) and the embodiment of the magic Beasts before Archaon beheaded him.(Fuck the end times) &lt;br /&gt;
&lt;br /&gt;
Grimgor is the primary greenskin general in Total War: Warhammer. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Wurrzag|Wurrzag Da Great Green Prophet]]&#039;&#039;&#039;&lt;br /&gt;
The mysterious wandering Shaman that travels the world searching for the fabled warboss destined to lead them into the last, greatest scrap. Wurrzag used to be your standard savage Orc boy until he shot out green lightning from his mouth with a sneeze, and turned the tribe&#039;s Shaman into a rampaging squiggly beast during an important ceremony. After the Squig was caught and killed, the tribe prepared to ritually kill Wurrzag for his &amp;quot;Tranz-Gessons&amp;quot; when Wurrzag came under a trance. Dancing and gyrating more furiously than the tribe had ever seen Wurrzag proclaimed that Gork and Mork were angry because the Lizardmen had come and destroyed their stuff before building an ancient city where their temple once stood.&lt;br /&gt;
&lt;br /&gt;
Leading them to the ancient ruins, Wurrzag cajoled and ranted until two great totems were built and erected in the glory of Gork and Mork. It is said by the savage Orcs that while the totems stand they will never truly be defeated by their enemies, a prophecy which is holding true so far. Wurrzag soon left his tribe, driven on by gibbering madness to find and talk to other Shamans and get them ready for the Green Tide, an era when orcs will unite under a powerful warboss and take over the Old World. &lt;br /&gt;
&lt;br /&gt;
Moving through to the lands of the dead, he was given a great Boar called Spleen Rippa as tribute by the Spotted Skullz, and after a terrible battle against the Tomb Kings he looted an ancient staff made from bonewood. Now equipped with a magical artefact of not insignificant power and on top of a mean Boar, Wurrzag wanders throughout the Badlands, meeting with Orc warlords and chieftains to dispense judgement, and smash gits whenever he can find them.&lt;br /&gt;
&lt;br /&gt;
Wurrzag is currently attached to Grimgor&#039;s warband, and was left behind in the Badlands to &amp;quot;protekt da place&amp;quot;. Mostly because Grimgor couldn&#039;t stand Wurrzag&#039;s constant yammering about Gork and Mork and his incessant shamanistic shuffling.&lt;br /&gt;
&lt;br /&gt;
In End Times Wurrzag informes Grimgor and Skarsnik that they are Gork and Mork incarnate respectively, then drops out of the story. In Total War: Warhammer he is a general of his own army, and can recruit Grimgor as a cohort. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I saw dat &#039;un once. Showed up as we was fightin&#039; da spiky Pointy &#039;eadz down by Throatslash Cliffs cuz we wanted dere boats, made his hands glow green an&#039; a giant glowin&#039; foot krumped da Pointy &#039;ead Boss an his boyz! Didn&#039;t even hafta&#039; twitch and foam at da mouf like our Shammy. Was a larf riot, but he kept dancin&#039; tha entire time like he had melty ironz under his feet an&#039; a spider gob stuck in his britches. After the killin&#039; an lootin&#039; he looked at our Warboss real long, den said &#039;yer not Gorky enuff&#039; an danced back to his boar. Boss wuz never da same after dat, looked like a Snotlin&#039; that lives after drinkin&#039; summa&#039; what tha Night Gobs drink. We put &#039;im outta his misery, then had a punch-up fer who&#039;z da new Warboss. Lost tha fight but got da most Teef, so I say I won. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Grom the Paunch|Grom the Paunch of the Misty Mountain]]&#039;&#039;&#039;&lt;br /&gt;
Extremely fat Goblin who regenerated like a Troll due to eating some Trollflesh. Had an illustrious career, more than almost any other Greenskin in history, crowned by doing more damage to the most powerful non-Chaos race in the setting, the [[High Elves (Warhammer Fantasy)|High Elves]], than any faction other than the [[Dark Elves (Warhammer Fantasy)|Dark Elves]]. It should be noted that Goblins instinctively fear Elves. His WAAAGH mainly existed on a giant mobile wooden city-wagon early on. Managed to conquer an entire region of the Empire and created a capital city out of the ruins, where he enjoyed himself for some time until he heard the words of Gork (or possibly Mork) in his ear telling him to go west across the sea. He then managed to do the unthinkable, and invaded Ulthuan. His army was defeated, High Elves claiming he drowned trying to flee into the waves while some Elves and most greenskins claim he escaped into the mountains of Ulthuan, where the magic is strong, portals to the Warp appear, and many strange things happen. &lt;br /&gt;
&lt;br /&gt;
He never reappeared. In non-canon post-End Times musings, Warhammer author Josh Reynolds put forth his idea that Grom did reach the mountains but died in the Warp. Its the closest the plot has to a resolution. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat gits a myth, no gobbo could do all da thingz dey say he&#039;z done. Errytime sum gobbo starts squawkin&#039; about Grom, I go outta my way to krump dem. Happened in a WAAAGH once, lost all my boyz &#039;cause I was busy chasin&#039; da stoopid runty gobbos so dey&#039;d stop sayin&#039; Gromz real an da pointy star &#039;oomans chopped dem all up, my Big Unz like dey wuz just a gobbo. I started to charge back an&#039; bash &#039;em all good, but da gobbos started runnin&#039; and screamin&#039; an before I knew it I wuz tryin&#039; to run on toppa&#039; ground o&#039;gobbos so I gave up an&#039; let &#039;em take me where dey wuz runnin, den krumped da little gits I could catch when dey stopped. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Git Guzzler]]&#039;&#039;&#039;&lt;br /&gt;
Grom&#039;s arch enemy that he never knew existed. Git wanted to be the biggest Goblin to ever exist and lead the biggest WAAAGH. Since Games Workshop forgot he existed, he probably failed. &lt;br /&gt;
He’s also the arch-enemy of [[Josef Bugman]], whose brewery he famously destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I neva&#039; heard o&#039;dis one. Sure its not more gobbo babblin&#039;? I hate gobbo babble. I swear, I eva&#039; find gobbos wif no moufs, I&#039;m makin&#039; my WAAAGH! outta dem. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Skarsnik|Skarsnik, Warlord of the Eight Peaks]]&#039;&#039;&#039;&lt;br /&gt;
While Grom was the epic Alpha male that goblins feature in their Orc-bullying fantasies, Skarsnik is the true epitome of the cunningness of goblins everywhere and the top contender for greenskin main character/faction leader alongside Grimgor. Skarsnik is so cunning that eventually came to be seen as the Morkier counterpart to Grimgor&#039;s insatiable battlelust. Skarsnik’s primary companion is an “intelligent” Squig pet named Gobbla whom he genuinely loves. &lt;br /&gt;
&lt;br /&gt;
Skarsnik’s story is too long for a summary, but he’s most notable for controlling one of the most important fallen Dwarf Holds and fighting Dwarfs lead by [[Belegar Ironhammer]] and Skaven lead by [[Clan Mors]] to keep it. He’s the leader of the Night Goblins, and coordinates most military action against Dwarfs to some degree. &lt;br /&gt;
&lt;br /&gt;
In End Times he became the embodiment of Mork, and Gobbla was killed by a Skaven, causing Skarsnik to leave the Eight Peaks to form a WAAAGH after finally slaughtering the last Dwarfs and Skaven in it, but dropped out of the story. According to Josh Reynolds non-canon endings, Skarsnik’s WAAAGH united with Grimgor’s and he went out butchering Chaos. In Total War: Warhammer he starts in the Grey Mountains where he was looking for allies (same as Belegar) and the Peaks rebelled in his absence. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gorfang Rotgut]]&#039;&#039;&#039; &lt;br /&gt;
An Orc in charge of Black Crag who hates Dwarfs more than anyone else (unless you count Chaos Dwarfs and Grimgor). Basically exists to be Skarsnik&#039;s Orc bottom bitch. Don’t let that fool you though, he’s still quite massive for an orc and was able to best [[Queek Head-Taker]] in head on fight.&lt;br /&gt;
&lt;br /&gt;
Took a Dwarf Hold, now squats in it getting fat. Killed by Thorgrim Grudgebearer right before End Times, while in Total War: Warhammer he is almost invariably the first enemy you wipe out while playing as Wurrzag, Azhag, or Grimgor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I don’t know &#039;oo ‘dat iz. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Morglum Necksnapper]]&#039;&#039;&#039;&lt;br /&gt;
Black Ork Warboss mounted on a boar. In recent fluff his tribe is mapped as being in the Grey Mountains while he is depicted throwing a Bretonnian crusade back though Mad Dog Pass. Gets his back broken by Grimgor in End Times.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gitilla Da Hunter]]&#039;&#039;&#039;&lt;br /&gt;
Gitilla is the Big Boss of da Drippin Fangs tribe. Riding an enormous wolf named Ulda, Gitilla is a nasty one to fight due to his constant attacks from angles that happen in a single moment.&lt;br /&gt;
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* &#039;&#039;&#039;[[Snagla Grobspit]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblin Comanche Warrior. Empire wiped out his tribe, so he wants to push them out of the spider lands. There isn&#039;t much else to his lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hobgobla-Khan]]&#039;&#039;&#039;&lt;br /&gt;
The greatest of the Hobgoblin Khans. It takes the combined forces of [[Cathay]] and [[Tilea]] to keep his horde from overwhelming Cathay, and its thanks to him that expeditions down the Warhammer Silk Road have a 10% success rate. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oglah Khan]]&#039;&#039;&#039;&lt;br /&gt;
Once a very wealthy and powerful warlord under Hobgobla Khan, until at the Battle of Xen-Tu the Hobgoblin leader and Oglah’s ally Hablo Khan was killed. While most Hobgoblins would flee as Hablo’s army was, Oglah decided to use his signature move of siding with the opposite army, rallying his 600 Wolf Riders into cutting down Hablo’s troops from behind. It was during this treachery that Hobgobla’s own army appeared. Hobgobla dealt with the Cathayans, during which time Oglah fled. &lt;br /&gt;
Despite the fact that treachery is valued and expected and constanf betrayal is WHY Hobgobla was fond of Oglah, somehow the sudden but inevitable betrayal angered Hobgobla and Oglah was banished from the steppes. &lt;br /&gt;
Despite the fact that Black Orcs HATE Hobgoblins, the Black Orc Warboss Gordug Smasher, who was WAAAGHing his way through the Old World to wipe out Tilea, hired Oglah’s army as scouts. During the ensuing Battle of Long Knives Oglah predictably switched sides, helping Tilea destroy Gordug’s army and for his “bravery” Oglah was paid generously by the general Giovanni Giuliani and hired as his army’s own scouts. At some point later Oglah was seen fighting as a Vampires&#039; scouts against the Border Princes before, as always, betraying his own side and saving the humans. &lt;br /&gt;
&lt;br /&gt;
His original 600 have been whittled down to a small detachment, but each is battle-hardened and skilled in combat far beyond any other greenskin. He’s also always pulling the same trick, backstabbing his own army and being rewarded by the foe and fleeing if that doesn&#039;t work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Ghazak Khan]]&#039;&#039;&#039;&lt;br /&gt;
Khan of the Blackwolf Clan, undefeated in open field battle, and ruler of the most powerful of the Hobgoblin mercenary armies including several famous companies. Ghazak prefers a total war approach, entirely slaughtering and consuming populations then razing all that remains, resulting in a Goblin feared far beyond any other. While he himself only speaks the language of the Hobgoblins few who address him directly survive the meeting, the Hobgobla Khan sent him and his men to survey the distant west. Only merchants have met him and survived, for he tolerates no rival and sees any military force as a foe while useful noncombatants are invited to his great village-sized tent. His personal banner is white with three red claw marks, and those who serve him bear flags depicting a black wolf tail. His battlecry inspires terror and can be heard for miles, his mount is a giant wolf named Warghan whose species has never before been seen west of the World’s Edge, and his helmet contains a Wind Daemon that he outwitted and made serve him. &lt;br /&gt;
&lt;br /&gt;
Of the three Hobgoblin characters, only Ghazak has a model. Its also one of the single most racist minis GW ever produced, after Pygmies of course...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eeza Ugezod&#039;s Mother Crushers|Eeza Ugezod]]&#039;&#039;&#039;&lt;br /&gt;
Black Orc WAAAGH!less Boss from much older Warhammer lore, his Mother Crushers tribe is the single most hated and feared group of greenskins in the Warhammer world not due to scope of destruction or size of horde, but simply because he&#039;s managed to make his small group of elite warriors survive and wipe out enemy armies for a ludicrously long 42 years without a defeat. One of the strangest groups of Orcs, who use complex tactics as well as discipline and reading/writing.&lt;br /&gt;
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* &#039;&#039;&#039;[[Grumlok and Gazbag]]&#039;&#039;&#039;&lt;br /&gt;
Asexual life partners of dubious canonicity from [[Warhammer Online]]. Semi-witting willing pawns of [[Malekith]] via their intelligence-boosting magic amulets that fight alongside alongside a Chaos invasion of the Empire, they united the Badlands greenskins to wipe out the Dwarfs in Malekith&#039;s complex plan to take Ulthuan. Grumlok is a Black Orc, Gazbag is a Night Goblin, they share one model due to their inseparable nature.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ruglud&#039;s Armoured Orcs|Ruglud Bonechewer]]&#039;&#039;&#039;&lt;br /&gt;
Black orc warboss who had a WAAAAGH! literally shot to pieces under him by [[Chaos Dwarf]] crossbow fire, after which he was ousted from his position as Warlord of the Crooked Eye Tribe. He and his few remaining loyal followers stumbled across the ruins of a long-destroyed [[dwarf]]hold, where they found the remains of a savage battle between dwarves and chaos dwarves. Struck by inspiration (and a boulder that fell from the roof), Ruglud covered himself in armor and taught himself how to use the crossbows he looted from the ruins, making his boys do the same. They now roam the land as the only known orcish mercenary company.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gordrakk]]&#039;&#039;&#039;&lt;br /&gt;
The new Grimgor for the Orruks.&lt;br /&gt;
&lt;br /&gt;
===Generic Characters===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warboss:&#039;&#039;&#039;&lt;br /&gt;
** By default of the &amp;quot;Plains Orc&amp;quot; variety, which is either coincidentally or intentionally a joke about being a plain old Orc. A very big and very nasty git among big and nasty gitz. Armed to the teef and clad in plate and chainmail, this guy is baaaad news because on his tail there sure to be hordes upon hordes of Orcs, Goblins and all manner of other creatures, ready to follow their Warboss to the biggest fight and the juiciest loot. There&#039;s also Warbosses for the four other races in the Waaagh:&lt;br /&gt;
** &#039;&#039;Savage Orc Warboss:&#039;&#039; Just like your standard Orc Warboss, only a brain-addled loony. Savage Orcs shun armor and even most metal weaponry, relying on clubs/bones/obsidian, lucky/magical warpaint on bare skin, and the ability to go into a berserker rage (more so than they already were anyway) to carry the day instead. Won&#039;t be winning any contents for brains soon, even by Orc standards. Savage Orcs are the &amp;quot;purest&amp;quot; form of Orc and are considered unpredictable by other Orc varieties, are almost impossible to reason with, and are unpredictable; this from a race already known for all of those attributes. &lt;br /&gt;
** &#039;&#039;Black Orc Warboss:&#039;&#039; An even bigger, stronger, more heavily armed &amp;amp; armored version of your standard Orc Warboss. Add in brains and the (by Orcish standards) organization of his underlings, and he&#039;s even more dangerous. So powerful that, in most editions, he&#039;ll use up an extra character slot on his own. Black Orcs were bred...somehow...by Chaos Dwarfs for their greater strength and intelligence, which made their eventual rebellion successful. Other greenskins find them unsettling due to their comparatively un-Orcy behavior (although other races wouldn&#039;t see much difference). &lt;br /&gt;
** &#039;&#039;Goblin Warboss:&#039;&#039; The goblin equivalent to an Orc Warboss. Plains Goblin, a plain Goblin. Nowhere near as killy as a standard Warboss, but he doesn&#039;t have to be when he as already a stuck a knife in the enemies backs.&lt;br /&gt;
** &#039;&#039;&#039;Night Goblin Warboss:&#039;&#039;&#039; A Night Goblin Warboss. Night Goblins are better organized than most, and most Warbosses must be either appointed or at the very least approved by (read: &amp;quot;not not a threat to&amp;quot;) Skarsnik. Night Goblins are also insane even by greenskin standards, almost all addled by mushrooms of various kinds and amounts. This insanity does not make them any less intelligent however, as Night Goblins have been fighting against Skaven and Dwarfs and holding their own for most of history. &lt;br /&gt;
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* &#039;&#039;&#039;Great Shaman:&#039;&#039;&#039; A shaman who managed to survive a (comparatively) long time and get really good at channelling Waaagh Energy. Or just a prodigy who soaks up the Waaagh energy like a sponge and manages to absorb more without bursting. Provides powerful, bluntly effective magical spells that tend to focus on kumpin&#039; gitz. Don&#039;t normally lead Waaaghs themselves, but tend to be the closest thing an orc warboss has to an adviser. The &#039;&#039;Savage Orc Great Shaman&#039;&#039; is the more feral and mystical counterpart to the standard Great Shaman. Tends to engage in behavior even other Great Shamans think is pretty loony. Worshipped as a living avatar of the gods by his Savage Orc fellows, so these guys are more likely to lead their own Waaaaghs. Goblins and Night Goblins have Great Shamans too; as with the goblin warbosses, they&#039;re weedier, but arguably smarter - their branch of magic focuses on augmenting allies and cursing enemies more than directly attacking. The Night Gobbo Great Shaman has the unique trait of gorging himself on magical mushrooms that act as mana potions, giving him a greater chance to cast spells or more spells per day, but which can cause himto explode like an overripe puffball.&lt;br /&gt;
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* &#039;&#039;&#039;Big Boss:&#039;&#039;&#039; Younger/weaker equivalent to the Warboss, the second-best fighter in the Waaagh. Either leaders of their own small Waaaghs (in a small-point game), or else ambitious underlings who&#039;ll be looking to take the Warboss&#039; place when they&#039;re hard enough. As always, come in Savage Orc, Black Orc, Goblin and Night Goblin variants too.&lt;br /&gt;
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* &#039;&#039;&#039;Shaman:&#039;&#039;&#039; The basic magic-user of greenskin society, tapping into the magical Waaagh Energy which is generated by excited greenskins. Comes in Orc, Savage Orc, Goblin and Night Goblin variants. Orc shamans are more focused on blasty spells, Gobbo ones prefer more cunnin&#039; and tricksy spells. Night Goblin Shamans can still gobble mana-mushrooms for some extra spell juice, but are more likely to go boom as a side-effect.&lt;br /&gt;
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===Mounts===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Spider:&#039;&#039;&#039; The forest goblins ride these arachnophobes nightmares, using them in much the same way humans use horses. Though unlike horses, forest goblins will &#039;milk&#039; them for venom which they use on their weapons.&lt;br /&gt;
* &#039;&#039;&#039;Giant Wolf:&#039;&#039;&#039; Plain goblins use Giant Wolves as their main pack animal. Being as fast as elven steeds and several times more vicious make goblins great mounted units.&lt;br /&gt;
* &#039;&#039;&#039;Gigantic Spider:&#039;&#039;&#039; Even bigger spiders. These spiders have developed a resilient carapace, but are so rare that only Big Bosses and Warbosses ever ride them.&lt;br /&gt;
* &#039;&#039;&#039;Great Cave Squig:&#039;&#039;&#039; If you thought Squig hoppers were mad, some Big Bosses or Warbosses let their power go to their head and try to control even bigger Squigs. To their credit, some of these madgobs survive and manage to control the creature, gaining an effective battle mount.&lt;br /&gt;
* &#039;&#039;&#039;War Boar:&#039;&#039;&#039; Despite being herbivores, Boars are ill-tempered and vicious beasts. Two traits that are admired by orcs which is why they are the most common mount used by Orcs. The impact a charging boar can produce is worse than that of a charging horse due to their massive tusks.&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Ya git, gruntas be omnomnivores, dey happily eat anyfin&#039; from bread&#039;n&#039;beer to bones&#039;n&#039;bacon! Dey care lil&#039; where da noms come from.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Wyvern:&#039;&#039;&#039; Wyverns have sometimes been misidentified as smaller, fouler-smelling and far less intelligent dragons. Though resembling a dragon, the dragons themselves embrace the idea of sharing a kinship with wyverns with the same enthusiasm as an elf would embrace a drunken vomit-stained dwarf. Not even an orc is daft enough to try to tame a fully grown Wyvern but occasionally they manage to get ahold of a Wyvern egg to raise as a mount.&lt;br /&gt;
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===Core===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boyz:&#039;&#039;&#039;&lt;br /&gt;
Do you really need this explained to you? They&#039;re fantasy orcs.&lt;br /&gt;
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* &#039;&#039;&#039;Orc Arrer Boyz:&#039;&#039;&#039;&lt;br /&gt;
The weirdos of the Fantasy greenskin world. Comparable to the Blood Axes of 40k, these orcs fixate on the strange practice of ballistics and archery. Since the concept of Dakka is still alien and mostly delegated to goblins, arrer boyz don&#039;t seem to command a lot of respect from both the player base or their orcy brethren. Still, being shooty is appreciated and most greenskins can appreciate the larfable sight of a stuntie turned into a pinchushion (and also the fact that you don&#039;t want to insult too much the boy who is behind you with a plinty ztickz and a bow).&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Arrer boyz can zog off. Dey alwayz hit me in da back wiff pointy ztickz while I’m tryin&#039; to krump some gitz! DO YOO WANT ME TA TURN AROUND AND KRUMP YOO INSTEAD? Leev da arrers to da gobbos, iz wot I fink!&amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Savage Orcs:&#039;&#039;&#039;&lt;br /&gt;
While most Orc groups loot to their hearts content when they have the option to do so, and Black Orcs are capable of making new and exclusively Orcish gear, Savage Orcs refuse to advance in culture. &lt;br /&gt;
Still living in the state they did when they were first noticed by the Old Ones, Savage Orcs are as dumb as can be. They barely have a language, barely have capacity for learning, and barely have any sort of gear barring teeth, bones, and sticks with mud. They wear simple scraps of leather and grass if anything at all. While they have tales surpassing the normal Orcish attention span going back throughout Orcish history, they are just as tied to fights (and hunting) as one would expect. They cling to these stories as the example by which all Orcs should live by, and have a great deal of hate for their modernized cousins.&lt;br /&gt;
&lt;br /&gt;
So how do Orcs succeed? The same way they do in 40k. Savage Orcs are capable of the same feat of believing in something hard enough that it happens or works. The most complex part of their culture is their system of warpaints, which produces the belief that makes the results true. Blue spikes on the chest protect from arrows, and the Orc&#039;s skin cannot be pierced with them. A drawing of an eye on the stomach make them a conduit for [[Gork]] and [[Mork]] (or Mork and Gork?)&#039;s will, and suddenly you have a level 1 Wizard. As a result, much of Savage Orcish communication (even verbal, as drawing accompanies it) is done in pictographs. Savage Orcs have an amazing capacity for abstract representations in this regard, translating the Elvish script on [[Waystone|Waystones]] before the defacing of them begins.&lt;br /&gt;
In addition, the capacity for planning and strategy in the minds of modern Orcs is replaced by absolute savagery unknown to even Khornate berserkers as Orcs tear across the battlefield faster than Cheetahs and stronger than Ogres. &lt;br /&gt;
&lt;br /&gt;
Savage Orcs often employ logs with a giant stone tip at the end carried by two Orcs as a giant spear. In ages past, the Orcs used these to hunt large prey and to bring down Lizardmen who hunted them. As a result, Savage Orcs still do this regardless of whether it is useful or not.&lt;br /&gt;
Shrunken heads, fetish totems, and various other things that not even Elves and Empire Wizards can understand the workings of are carried by their leaders.&lt;br /&gt;
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tl;dr Savage Orcs are Warhammer Dwarf Orcs. &lt;br /&gt;
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* &#039;&#039;&#039;Goblins:&#039;&#039;&#039;&lt;br /&gt;
Are not long for this world.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Wolf Riders:&#039;&#039;&#039;&lt;br /&gt;
Many goblin tribes are nomadic in nature, raiding, stealing or when in a pinch, trading with other greenskin tribes. Goblins ride four foot tall at the shoulder wolves that are often more dangerous than the riders. They make a good team, perhaps due to mutual instincts to attack the helpless, injured and/or isolated and it can even be hard to determine whether the mount or rider is in charge. Goblin Wolf Riders are lightning quick, only being matched in speed by the elves, making them incredibly effective fast cavalry, pelting targets with arrows and fleeing before the opponent can respond, charging the flanks and picking off small units.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblins:&#039;&#039;&#039;&lt;br /&gt;
Like normal goblins, except they&#039;re bat-fuck crazy. Imagine normal goblins, but slightly smarter, loads more crazy, and constantly hopped up on &#039;shrooms. They hate going outside, so they share characteristics with your typical fa/tg/uy (nigh/tg/oblin?) in that way. They typically refuse to leave their caves except at night, where they raid nearby settlements. They don&#039;t just hate the sun, it may actually burn their skin so severely that they could die from being exposed for to long. To prevent burning up immediately every time you need to leave the cave to get the mail or something, night goblins wear black, or sometimes drab grey, robes.&lt;br /&gt;
&lt;br /&gt;
Not as cowardly as your typical goblin, they&#039;re actually smart enough to a point where entire tribes of both orcs and goblins may be lead by a single night goblin. Problem is, they&#039;re horrifically paranoid, to the point where they feel everyone&#039;s out to get them (to be honest, they have a point [an orc spear point to their ribs]). At they&#039;re very best, night goblins are completely insane, and their &amp;quot;inventions&amp;quot; tend to be little more than &amp;quot;strap a squig to it and poke it a lot&amp;quot;. One famous night goblin &amp;quot;innovation&amp;quot; was to get their craziest gobbos, hop them up on loads of drugs, and give them a huge metal ball. When the time is right, they fling them towards the enemy, run like hell, and hope to Gork (or possibly Mork) that he doesn&#039;t follow them.&lt;br /&gt;
&lt;br /&gt;
Living in caves, night goblins are absolutely hated by the dorfs, especially since Skarsnik kind of rules the dorfs&#039; old fortress at Karaz Eight-Peaks. The dwarfs have declared night goblins (like all greenskins) as eternal enemies of all dwarf-kind. For some reason, night goblins also hate skaven, probably because they argue over who gets to live in the shit-and-corpse-filled ruins of dwarven society. The feeling is completely mutual on the ratmens&#039; end.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest Goblin Spider Riders:&#039;&#039;&#039;&lt;br /&gt;
In older editions forest goblins were the weedy jungle counterpart of the more prolific savage orcs. They&#039;re still around nowadays but since they&#039;re basically just goblins that prance around in Village People tier parody costumes of Native Americans their presence in the game is now just cut down to their spider riding aspect. Where night goblins have mushrooms and squigs and regular goblins have being beaten up by orcs, forest goblins have spiders. Forest goblins use them for mounts, shrines, and in the case of shaman, peyote that bites.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Orcs:&#039;&#039;&#039;&lt;br /&gt;
Black Orcs are Orcs who were kept as slaves. Yes, Games Workshop went there. &lt;br /&gt;
More specifically, Black Orcs were enslaved long ago by the [[Chaos Dwarfs]] who bred them (how is unclear, given they no longer undergo sexual reproduction, presumably it involved feeding them mutagens, letting orcs spore under controlled conditions, culling those which did not meet the desired criteria and repeating the process with those that did) to be large and hulking, while also obedient. This backfired as the Orcs were much less prone to infighting (&amp;quot;much less&amp;quot; rather than &amp;quot;never&amp;quot; mind you) and capable of learning which resulted in highly effective slave rebellions. Black Orcs left the region of the Chaos Dwarfs and spread out, coming into contact/conflict with both [[Ogre Kingdoms|Ogres]] and their other kin, eventually reaching even the Empire. &lt;br /&gt;
&lt;br /&gt;
Black Orcs are very perculiar compared to all other forms of greenskin. Black Orcs don&#039;t simply loot everything, but actually create new things using raw materials and salvage. Beyond that, they are actually capable of maintaining what they create or loot. They are somewhat less prone to the superstitions of the other breeds of Orc, but even without blue paint and a lucky Dwarf foot are much tougher and more skilled than your average Boy or Savage Orc. Most other kinds of Orcs consider them highly useful to have around, but generally not Orcy and worthy of scorn for their aberrant ways. Of course the strong gear, strong bodies, and slightly stronger minds ensure the Black Orcs always end up at the top of the leadership rungs of whatever mob or WAAAGH! they end up a part of. Pretty much they&#039;re the warhammer version of the Uruk Hai.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Orcs may not be the brightest of creatures, but that doesn&#039;t mean they&#039;re idiots. When they came up against cavalry, it didn&#039;t take them long to realize the advantages of riding their own beasts into battle. But, rather than muck around with fiddly, wimpy creatures like horses - except for them weird gits in the Gray Mountains who like to ride [[Hagranym]]s - orcs chose a more orcy creature: the savage, aggressive, thick-skinned and flatulent wild boar! Hanging onto these squealing, snorting monsters for dear life, boar boyz may not be as quick as the goblin wolf riders, but they hit with a lot more force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Savage Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Savage Orcs keep the company of large packs of wild boars, who share their food and follow the Orc tribes wherever they go. Said boars are not the boars of Earth, but rather horse-sized monsters with skin like tanned leather. The boars roam freely, as the Savage Orcs believe they are a gift from their gods and are kindred spirits. Before battle, any Orc wishing to ride a boar must (by himself) catch and headbutt into unconsciousness one of the pack. He and his bros will paint the boar, ritually scar, and adorn the boar as they see fit. When it awakens, it finds itself mounted by an Orc foaming at the mouth and often carrying one weapon in each hand swinging at anything nearby. It bears mentioning that, even amongst orcs, only savage orcs are crazy enough to try and ride a boar using only their feet to exert some form of control.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boar Chariot:&#039;&#039;&#039;&lt;br /&gt;
Once they figured out how to ride boars, the next and obvious step for orcs was figuring out how to strap them to a chariot and go careening around the battlefield at high speeds. In typical orcy fashion, there are constant punch-ups over which form of boar-riding is better.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Wolf Chariot:&#039;&#039;&#039;&lt;br /&gt;
Lighter and frailer than their orcy counterparts, the goblin wolf chariot still adds a bit more punch to a goblin&#039;s Waaagh than mere wolf riders alone can provide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Spear Chukka:&#039;&#039;&#039;&lt;br /&gt;
Being relatively clever and inventive creatures, the goblins were quick to figure out that the principles behind their own bow-wielding boyz could be scaled up to create crude, but effective, ballistas, adding much needed ranged firepower to the Waaaagh.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblin Squig Hoppers:&#039;&#039;&#039;&lt;br /&gt;
Completely fucking bonkers by night goblin standards, which is honestly saying something. Basically a bunch of wily squig herders who decided it would be an absolutely brilliant idea to grab onto angry squigs and ride them full-speed towards the nearest enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblin Squig Herd:&#039;&#039;&#039;&lt;br /&gt;
Squigs are very common in night goblin society, mostly because they breed them for everyone else. Snce squigs are mostly nothing more than very pissed off mouths with legs, night goblins seem to have the bright idea that they should take the toothiest squigs, bring them to the battlefield, and poke them repeatedly until they start attacking either the enemy, or the night goblins themselves.&lt;br /&gt;
&lt;br /&gt;
On occasion, the most fungus-filled caverns may attract a great cave squig, which some night goblin warbosses will then attempt to tame and use as mounts. They&#039;re actually quite effective, if not completely fine with murdering literally everything in their path, including the warboss&#039; tribe.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snotlings:&#039;&#039;&#039;&lt;br /&gt;
Smallest, weakest and stupidest of all the greenskins, snotlings infest greenskin camps like fleas and are regarded with disinterest and occasional amusement by their bigger relatives. When the greenskins go to war, enormous hordes of snotlings may march along in imitation, wielding whatever vaguely sharp rubbish they can scrounge up and trying to kill whatever they bump into.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trolls:&#039;&#039;&#039;&lt;br /&gt;
Bigger and dumber than even the biggest, dumbest orc, trolls are brainless eating machines heavily touched by [[Chaos]] whose ability to regenerate from almost anything they get hit with makes them virtually impossible to kill, and thus they are valued by orcs for their brute strength. Even if they make Savage Orcs look like educated scholars with how dumb they are. Plus, orcs find it hilarious when a [[human]] [[knight]] dies a horrible, screaming death being melted by a troll puking hyper-corrosive vomit all over him.&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Rock Lobber:&#039;&#039;&#039;&lt;br /&gt;
Your basic catapult, with goblins dumping rocks into a spring-loaded device that then throws the rocks into the air to, hopefully, bash some gits on the other side of the battlefield. Not as common as the Spear Chukkas because, frankly, goblins are weedy and accuracy ain&#039;t the greenskins&#039; strong suit, but they&#039;re better suited for breaking down walls, so orcs keep making them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doom Diver Catapult:&#039;&#039;&#039;&lt;br /&gt;
Legend has it that this started out as an attempt by the greenskins to create flying reconnaissance troopers. This didn&#039;t work, but because a goblin falling on your head from hundreds of feet up is surprisingly deadly - and funny to watch - it was adopted into the greenskin army as a new projectile weapon. Goblins will literally fight to strap on the primitive gliding wings and spear-tipped helmet of a Doom Diver; if you gotta go, then being shot out of an oversized slingshot and whizzing at ridiculously high speeds whilst finally getting to literally look down upon orcs is as good a way to go as any. Besides, some Doom Divers actually survive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snotling Pump Wagon:&#039;&#039;&#039;&lt;br /&gt;
Snotlings may have brains the size of grapes, even by greenskin standards, but that doesn&#039;t mean they don&#039;t want to join in on all the fun. A snotling pump wagon is their attempt to emulate the chariots used by their bigger relatives; a ramshackle heap of junk that lurches across the battlefield, propelled by the dubiously useful efforts of snotling gangs using primitive pump-action engines. Orcs &amp;amp; goblins tolerate this with a paternal amusement. Besides, sometimes it actualy does something useful, and even if it doesn&#039;t, they&#039;re only snotlings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arachnarok Spider:&#039;&#039;&#039;&lt;br /&gt;
An Arachnophobes Worst Nightmare. It is a Giant monster spider ridden by Forest Goblins. One of the best Units the Orcs and Goblins can use.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mangler Squigs:&#039;&#039;&#039;&lt;br /&gt;
A weapon that only Night Goblins were crazy enough to come up with: take two &amp;quot;Great Squigs&amp;quot;, then attach them to each other by sturdy chains. Then poke them in the direction of the enemy and hope their mutual dimwitted antangonism of each other will whip them into a literal whirling frenzy of destruction, like a load of perpetually-propelled chainshot from a cannon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stone Trolls:&#039;&#039;&#039;&lt;br /&gt;
A less common breed of trolls, more frequently encountered in the mountainous regions, stone trolls have turned to devouring stones and earth to sate their eternal hunger. This has caused their hide to thicken and toughen, making them better armored than common trolls. More importantly, it makes them heavily resistant to magic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Trolls:&#039;&#039;&#039;&lt;br /&gt;
As their name suggests, this troll subrace has adapted to life in and around the water. Whilst this amphibious ability can make them more mobile in battles around marshes, swamps or rivers, their true value is in their thick layer of protective slime and gut-wrenchingly vile stink, both of which impede an opponent&#039;s ability to deliver a telling blow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant:&#039;&#039;&#039;&lt;br /&gt;
Long ago, Giants lived on the tops of mountains in an area roughly analogous to the Himalayas of our world. They were left there by the [[Old Ones]], who had created them as a race dear to their hearts (like the High Elves) who were nonetheless not the perfect living weapons to use to fight Chaos. They were gifted by many Old One devices, magics, and lessons which guided their race into a utopia of families living in distant isolated castles.&lt;br /&gt;
Then the race created just after them, half-formed and dumb as rocks stuck in mud, came. [[Ogre Kingdoms|Ogres]] were creatures which possessed little save their massive hunger, and having been driven out of their homeland of the Mongolian Steppes by the arrival of the [[Great Maw]] they were looking for a new place to settle. &lt;br /&gt;
Ogres reproduced as fast as men, with the durability of Dwarfs, and came in MASSIVE numbers. Upon meeting an infinitely wiser race of peaceful beings so tall they couldn&#039;t see their faces, the Ogres immediately attacked with the intention of eating every single scrap and bone of every man woman and child of the Giants they could find. &lt;br /&gt;
After many years, the Ogres finally accomplished their goal; the few remaining Giants had managed to mount their castles upon clouds and fled the world of mortals. After realizing there was no food to be found, the Ogres then moved on westwards again.&lt;br /&gt;
&lt;br /&gt;
But not all Giants had been wiped out. Some during the years of fates worse than death had fled northwards and westwards. The Giants who survived lived in small communities, with each generation hearing less and less of the tales of their ancestors until the modern day Giants who are barely more intelligent than Orcs and have many of the same behaviors (mainly consumption of whatever they can find whenever they can find it) of Ogres. Most stick to themselves, destroying human villages and moving on. But some find themselves captured by the servants of Chaos and are goaded into doing the bidding of the [[Beastmen]]. Still others are recruited eagerly by greenskins, who show them a degree of respect (afterall, they ARE the biggest gits around!) that no other races affords them. &lt;br /&gt;
Giants living among greenskins have good lives, getting intellectual stimulation from conversing with the Orcs and Goblins (who are unusually talkative when asked questions by a creature strong enough to crush a boulder to pebbles within their same tribe) and any captives the Orcs and Goblins take. They are never without food as any time the greenskins fight (including amongst each other) there are ample corpses around which the greenskins have only a passing interest in. &lt;br /&gt;
&lt;br /&gt;
Giants are VERY fond of alcohol. While greenskins have little to no interest in it, most are willing to brew it to secure the services of the Giant. Some Goblins however are clever enough to realize that it is a successful recruiting tool as well. &lt;br /&gt;
&lt;br /&gt;
Giants often adorn themselves in things too large to be of use to their smaller allies, like the parts from Steam Tanks or the bones of things like Dragons.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
Racial relations are as follows:&lt;br /&gt;
*Dwarfs AKA Stuntiez are being driven back by the Goblins, peak by peak and fortress by fortress. Dwarfs have begun to adapt technology for the upper hand in the long-standing war and have received aid from both elf and human, it may be far too little far too late. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; If derr&#039;s anyfing dem stunties is good at, iz making fine flash choppas an&#039; bluddy great boom barrelz. Wez gotta fights an&#039; loots from em more!&amp;lt;/span&amp;gt;&lt;br /&gt;
*Ogres make good fights. Also good comrades for the greenskins who can pay them. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz real big an&#039; ard, like da bossez an&#039; skarboyz. Only reesun we ain&#039;t buddiez iz dey aint green, an&#039; dey likez eatin&#039; more dan fightin&#039;.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Dark Elves make use of greenskins as pawns, sometimes rewarding them. Greenskins are usually outsmarted by the more clever Dark Elves into fighting another group. Usually... &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;  Dey giv&#039; us loot and shows us where a gud fight is... an&#039; sumtimez we fight &#039;em afta dat battle!  Dese pointy &#039;eads iz fun ta fight cos dey iz kunnin&#039;, spiky, got lotsa big beasts an&#039; likez fightin&#039; as much as we do.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Wood Elves drive them back from Athel Loren whenever possible. Greenskins continually try to cross it to reach Bretonnia or the Empire for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Sneaky pointy &#039;ead gitz dat use lotsa arrers an&#039; hide in trees. Not gud fightz ta be honest, but sumtimez da trees get up an&#039; fight too, an&#039; deyz gud fightz - plus da wood&#039;s gud fer chariots, rock lobbas an&#039; spear chukkas an&#039; wot &#039;av ya.&amp;lt;/span&amp;gt;&lt;br /&gt;
*High Elves have earned the respect of greenskins the world over by, after the invasion of his homeland by Grom the Paunch, Eltharion the Grim attempted to wipe out the greenskin race using fire magic and made better headway than any other race in history. He has retreated home, relying on the reputation he has earned to inspire WAAAGH!s to come to him and dwindle against the natural and magical defenses until they are so diminished his forces can finish them off once and for all. It seems that he&#039;s been successful at least in getting the word out.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dese shiny pointy &#039;eads give very good fightz, but dey&#039;z dangerous.  Boyz don&#039; spawn afta fightz wiv dem, must be sum pointy &#039;ead magic.  Gobbos fear all pointy &#039;eads fer sum reason, includin&#039; da sneaky and kunnin&#039; ones. Even more den usual dat is, which is really sayin&#039; sometin&#039;.    &amp;lt;/span&amp;gt; &lt;br /&gt;
*The Empire are easy pickings, not bad for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;Umiez iz weak and deserve ta get krumped. Sometimez dey put up gud fights tho, but only if dey&#039;z got boom barrelz, magic or dem fancy stunty-made-choppas. But usually dey don&#039;t. So dey get krumped, heheh. &amp;lt;/span&amp;gt; &lt;br /&gt;
*Bretonnia is better fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey may be weak &#039;umiez, but da horsey-boys iz fast an&#039; love ta fight at choppa range. Ya see any fancy-boys muckin&#039; about, ya ignore da runtier gitz and go straitz fer dem cuz deyz gud fightz. Dey also bringz bluddy big rock lobbaz.  &amp;lt;/span&amp;gt; &lt;br /&gt;
*Lizardmen are even better fights than that. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da big lizards are killy, da really big lizards are dead killy and dey got good loot hidden in dem pyramid-fings. If ya take da gold in da pyramid-fings den da scaly-boyz get mad, I meanz real propa mad, an&#039; deyz keep comin&#039; fer ya again an&#039; again ta get it back of yaz, which suitz us just&#039; fine. Such gud fings ta fight, too bad deyz so rare, itza real shame dat. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Vampires are better fights than Bretonnia and close to Lizardmen, but have less loot. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem blood-drinkaz iz really gud fights. Lotsa strange boyz wif &#039;em tho, krump one and sumtimz &#039;e getz back up, sumz just bonez and sumz ghosty-fings dat choppa&#039;s can&#039;t chop. An&#039; don&#039;t take any of der loot cuz itz alwayz rubbish an&#039; even if da loot looks nice, it tryz ta whisper ta yaz, tellz ya ta do fings - &amp;quot;Put sumfing up ova&#039; &#039;ere, wreck dat stone ova&#039; der, kill &#039;im&amp;quot;, like wez alwayz needz ta be told ta do dat, fank yoo very much.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Tomb Kings are good fights and have great loot! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da mummiez is fun ta fight and dey have sum of da best loot.  Dere big, walkin&#039; statue fings are loot an&#039; fight pu&#039; tagether!  But dey iz hard ta find an&#039; dere&#039;s nuffink ta eat or drink when ya do. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Warriors of Chaos are glorious fights! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz spiky, dead &#039;ard an&#039; like fightin&#039; nearly as much as we do!  Especially da red ones wiv skullz.  Sometimes dey have dem strange gits wiv &#039;em, which means weirder fightz. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Daemons are strange gits that come from swirly magic portals some places. Shamans can bring them in intentionally when fights are scarce. &lt;br /&gt;
*Beastmen are good fights, and better food.&lt;br /&gt;
*Skaven are sneaky gits, and make for poor fights. But there&#039;s a lot of fighting to be done and they make for good eats.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem rats&#039; worse dan gobbos an&#039; dey got weird, glowy boom barrelz. Deyz mostly runty gitz, more dan &#039;umiez even, but dere&#039;s lotz n&#039; lotz of &#039;em, so leest yaz don&#039;t go &#039;ungry afta da fight. &amp;lt;/span&amp;gt;&lt;br /&gt;
* In addition to the mounts listed above, the 2nd edition of [[Warhammer Fantasy Roleplay]] stated that some orc tribes in [[Bretonnia]] have taken to riding a new monster called a [[Hagranym]], which are [[Chaos]]-touched predatory cliff-climbing horses who are actually way smarter than the orcs they&#039;re teaming up with. Hagranyms have never appeared on the tabletop, however.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Orc_and_Goblin_Afternoon_Nap.png|Living high on the WAAAGH can be tiring. &lt;br /&gt;
Image:22.jpg|Dat&#039;s finkin&#039; wiff&#039; mehjick!&lt;br /&gt;
Image:Stuntiez.jpg|Da proppa&#039; use of Stuntiez.&lt;br /&gt;
Image:Squig.png|This is a cake. Made for the launch of [[Warhammer Online]], made by those guys who had a cake show on Food Network on an actual episode until it got canceled. Suck it, Orks. &lt;br /&gt;
Image:Night Goblins.jpg|Seeing [[Tzeentch]] would drive these guys sane. Seriously, not an exaggeration. &lt;br /&gt;
Image:1304378410814.jpg|Let&#039;z go, let&#039;z go, WAAAGH! WAAAGH! WAAAGH!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer/Tactics/8th_Edition/Orcs_&amp;amp;_Goblins|Tactics/Orcs and Goblins]]&lt;br /&gt;
* [https://lingojam.com/WarhammerOrkTranzlator Greenskin Translator]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
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==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368181</id>
		<title>Orcs &amp; Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368181"/>
		<updated>2021-10-28T01:06:09Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Characters */&lt;/p&gt;
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&lt;div&gt;{{Oldschool}}&lt;br /&gt;
&#039;&#039;&#039;FOREWARD:&#039;&#039;&#039; This article will be translated into Orcish by volunteer greenskins. &lt;br /&gt;
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The Warhammer Fantasy equivalent to the [[Orks]] of the [[Warhammer 40,000|OTHER Warhammer]] (these guys were first, so Orks are the [[Warhammer 40,000|40K]] version of [[Warhammer Fantasy|proppa Orcs]] &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;dat&#039;s roight, dem greenzy boys from da world o&#039; pantsy-battlehamma&#039;s some o&#039; wutz dem humies may call feral orks, but deyz still sho nuff orky  and can show up fer a proppa krumpin izzat right gits? Wot? Dey sez dey wuz first? Well we&#039;s gonna hafta hav a chat on dat one, git....&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; ) and [[Age of Sigmar]]&#039;s Orruks &amp;amp; Grots that leads the [[Grand Alliance: Destruction|Grand Alliance of Destruction]]. &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;don&#039;t tell me de age ov Sigmor, &#039;e can get a roight krumpin too, but we&#039;ll allow he&#039;s up tere wi&#039; ole [[Yarrick]] f&#039;a&#039;umie, buh I guess dey&#039;z thinkin&#039; he&#039;s loik dat goldy git dey&#039;z got on dat throne...oi, who let them [[Skaven|ratsy gits]] up &#039;ere with all this crazy talk &#039;bout this world anyhow?&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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For the successor races, see [[Orruk Warclans]] and [[Gloomspite Gitz]].&lt;br /&gt;
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==On Orcyness==&lt;br /&gt;
[[File:Fe5d4c937beed277db70218568695598.jpg|thumb|left|500px|Straight outta da [[Badlands]], green, swole and ready ta roll!]]&lt;br /&gt;
Generally speaking, the Orcs &amp;amp; Goblins army is made up of a species with mysterious origins called &amp;quot;greenskins&amp;quot; in slang terms by players, [[Games Workshop]], and many in-universe races. The race generally speaks in a Cockney (a type of British accent (yes the lime-men come in different types). It&#039;s supposed to sound sorta like [https://www.youtube.com/watch?v=OFxOqFRgD8o&amp;amp;index=3&amp;amp;list=LLmF5KFCNNZbrCqPhGnuB6EQ this] ) accent, much like the original orcs from the Lord of the Rings movies. They incorporate things from football (soccer) hooligans as well, since during the time that Warhammer was first created there was something of social unrest as soccer matches often devolved into (very) violent fights. Just as soccer fans are prone to strange practices like wearing specific clothing the day their team plays to assigning particular meanings to colors and designs, Orcs follow suit. Any time Orcs get lines of speech, their words are spelled in heavy-handed parodies of their accent. They are prone to renaming things, like spears being &amp;quot;STABBAZ&amp;quot; or Dwarfs being &amp;quot;STUNTIEZ&amp;quot;. &lt;br /&gt;
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Unlike 40k, Fantasy greenskins are far more diverse in origin, some even being capable of sexual reproduction (maybe). Also unlike 40k, where the greenskins are pretty much just Orks and their goblin-like diminutive expendable servants called Grots, Fantasy greenskins consist of an extraordinary variety of different types based on region of origin and role in the greater group with the smaller Goblins having equal importance to the bigger Orcs. The army also consists of Giants, Trolls, Squigs, Dire Wolves, Dire Boars, and pretty much anything else greenskins can goad into battle and in earlier editions had savage Humans and Half-Orcs as well. Going beyond the tabletop, mercenaries from other races such as [[Tilea|humans]] and [[Ogre Kingdoms|Ogres]] may find themselves marching with more intelligent groups of Orcs and Goblins. Greenskins are, along with humans, particularly susceptible to [[Vampire Counts|Undeath]]. Just about anything you can think of to put in would work in fluff, as the army books continually state that greenskins are a very diverse group.&lt;br /&gt;
Greenskins usually congregate into groups called &amp;quot;mobs&amp;quot; lead by a &amp;quot;Boss&amp;quot; or &amp;quot;Warboss&amp;quot; (although there&#039;s no unified term). Orc chain of command is usually established passively by size, and when size is close then by physical combat or more trivial ways such as yelling louder than the other greenskin. Goblins tend to be more intelligent, and establish the pecking order through convincing others of their importance, usually just by being the goblin capable of telling the biggest lie and getting others to believe it. Mobs organize themselves further into tribes, and at the largest level (invariably one on the march to war) a &amp;quot;WAAAGH!&amp;quot;.&lt;br /&gt;
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How Greenskins breed is open to speculation, with most just assuming they release spores upon death, which permeate the ground (since that&#039;s what happens in 40k, though it was never confirmed for Fantasy). Most are born with a rudimentary level of knowledge, with larger varieties rarely learning more than what they began with. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z da down to Earff boyz, not loik dem gitz in spess. &lt;br /&gt;
Da humiez, stuntiez, and pointy &#039;eadz calls us &amp;quot;greenskinz&amp;quot;. Deyz can all zog off.  &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z not all just Orcs an&#039; Gubbinz though. Sumtimes we get&#039;z biggunz, and trollz to stop muckin&#039; about an krump some gitz wiff us. Oh, an evry proppa&#039; boy haz &#039;is own Squig. Sum boyz got a fing for findin&#039; beastiez dat can foight, an hitchin&#039; em to wheelz to get into da foight fastah&#039;. Dat&#039;s smart finkin&#039;, ammright? &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da Boss of da greenskinz&#039;s is da Boss. Bosses ain&#039;t always called Bosses, sumtimes gitz call &#039;em uvver fings&#039;. But dat&#039;s dumb. Bosses are da&#039; biggest and bestest in da group, and da biggest and bestest alwayz&#039; end up leadin&#039; a big enuff group an&#039; lead a WAAAGH! against who needz&#039; a good WAAAGH!in&#039;! &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So&#039;z when we&#039;z get krumped, lil&#039;unz&#039; pop outta da&#039; dirt. Dey&#039;z dumm as Ogrez, but giv &#039;em a beatin&#039; an dey get in loin&#039; kwik enuff.&amp;lt;/span&amp;gt;&lt;br /&gt;
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The main drive in life for greenskins is to fight and die in spectacular ways. Greenskins may gather into a massive WAAAGH! to invade a human city, slaughter its defenders, then disperse into infighting and eventually wander away in small bands without even entering the defenseless metropolis because there&#039;s no longer a fight to be had, and plenty of loot already on the field (to fight over). More intelligent varieties may see greater purpose in life, from Orcs who realize that gold has value or who witness a great sight such as a knight mounted on a dragon which they will seek to emulate, to Goblins who may dedicate themselves to [[Chaos|the Chaos Gods]] or decide to entirely wipe out a group which has for as long as their tribe can remember kept their numbers low. Tribes that have been entirely wiped-out sometimes resurface, either because a story told by a Shaman inspires new greenskins to &amp;quot;join it&amp;quot;, or because of the intervention of Gork and Mork, or maybe Mork and Gork. Simply obtaining looted gear belonging to an older tribe may inspire the new wielders to align themselves to it, leading to the same tribe existing in multiple places at once and having no knowledge of each other. &lt;br /&gt;
Greenskins are not only willing to fight their own, many look forward to it. They tend towards xenophobia, and combined with their diverse physical forms leads to constant conflict. As previously stated, this is in their minds a good thing. &lt;br /&gt;
When they do fight other groups, results are varied. Depictions of deities and figures are usually defaced, and remade into dedications to their local gods or the supreme gods of the greenskins [[Gork]] and [[Mork]] (or possible [[Mork]] and [[Gork]]). Some of these, through the magic of their race, animate. Things of value to them are looted, usually weapons and armor before things like gold and gems. Wood that can be re-purposed is taken to save time from chopping it. Conquered peoples fare different fates depending on numerous factors; sometimes winding up as slaves, beaten to work and dying at the boredom of their captors. Some are consumed as rations, men women and children alike. Some are ignored, since they provide no decent fight to be had and bothering with them would be a waste of time that could be spent marching to a fight. &lt;br /&gt;
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Many players migrating from 40k may find greenskins to be less customizable than the 41st Millennium variant. While Orks are known to &amp;quot;loot&amp;quot; things from other races, like space ships and gear, and slap it together with shit (literally) and duct tape then simply mass-believe it into working until it does allowing players to buy what they want from other armies and Ork it up, Fantasy greenskins are less prone to the same level of extreme change. While it&#039;s certainly possible to take a chariot from the [[Tomb Kings]] and put a few shields on it and paint it red it never has quite the same effect as taking a Rhino and putting patches of welded metal along with a hydraulic arm on the side will. Ogres tend to be the more custom army. Greenskins tend to make their own gear, usually out of another race&#039;s but rarely will it still have the same look as it did originally (thus an Orc wearing an Empire helmet would be unusual, as they&#039;d pound it to be more Orcy in most cases). &lt;br /&gt;
That&#039;s not to say that greenskins aren&#039;t amazingly open to options. Quite the opposite, they have more tabletop options than any army in the vanilla game and represent the &amp;quot;jack of all trades&amp;quot; option for the Destruction (evil) armies with their opposite being [[Empire|The Empire]]. That&#039;s also not to say they aren&#039;t a modder&#039;s dream, as they within the fluff do loot and slap their own styles onto what they take or sometimes adopt strange behaviors unlike those seen before. But while in 40k one may find Orks making a flying Dukes of Hazzard car wearing metal cowboy hats, Orcs would probably be mostly sticking to more realistic medieval things (but of course anachronism isn&#039;t new to the setting either). &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da&#039; point in loif&#039; is to foight&#039;. Ain&#039;t nuvvin&#039; else to do. &lt;br /&gt;
Anyfing else is muckin&#039; about. Yooz don&#039; wanna be muckin&#039; about, or yer Boss is gonna krump you. So keep yer feet goin&#039; to da fight, an&#039; if da Boss says dat you loot you loot, an&#039; if da Boss tells you eat yooz eats, an&#039; if da Boss sez It&#039;s time to WAAAGH! den yooz in luck! Dem uvver guys, dey foight&#039; only when dey &amp;quot;got reason to&amp;quot;. Dun&#039; look at me, me dun unda&#039;stand it eiver. But we&#039;z green! We&#039;z smart! We foight&#039; &#039;cuz foightin&#039; iz wot der iz to do! &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Lil&#039;unz dat come troo da swirly magic holes from spess land whine dat dere&#039; ain&#039;t enuff loot around. You do dis, you get krumped by da boss for bein&#039; dumm. And in da hardest way as &#039;e can. Dat alway&#039;z givez us a good laugh. &amp;lt;/span&amp;gt;&lt;br /&gt;
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===Religion===&lt;br /&gt;
Greenskins have a fairly simple religion, which centers around two ever-squabbling brother-gods who embody the twin orcish virtues of Brutality and Cunning; [[Gork]] and [[Mork]].&lt;br /&gt;
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The forest goblins also worship a nameless spider-god, but beyond the basic gist of this being a god of all things spidery, we don&#039;t know much about them.&lt;br /&gt;
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Way, way back when [[Realms of Chaos]] was a thing, greenskins would also sometimes turn to the worship of the [[Chaos Gods]] and so could be found as followers in the retinue of a [[Chaos Champion]]. When rolling on the D100 Retinue table in &amp;quot;Slaves to Darkness&amp;quot;, a roll of 47-51 would generate d6 Goblins, a roll of 74-78 would generate d6 [[Hobgoblin]]s, and a roll of 83-87 would generate d6 Orcs. Even Chaos-worshipping snotlings might occasionally show up, if you rolled a 100, then a 4, then a 2, in that order! This lore has been dropped for years, though.&lt;br /&gt;
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==Females and Hybrids?==&lt;br /&gt;
Way back in the day before 40k cast its grimdark shadow over Fantasy (in fact, long before 40k was even thought of) Warhammer Orcs were not only the biggest threat in the setting, but also had normal biology. Half-orcs existed from 1st to 3rd edition Warhammer, and females had models. &lt;br /&gt;
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However, much like everything else it borrowed from Fantasy, the creation of 40k [[Skub|shat all over the Orcs and Goblins concept]]. After Goblins (&amp;quot;Grots&amp;quot;) were relegated exclusively to the status of &amp;quot;bitch Orks&amp;quot;, GW concocted a bullshit explanation for their endless numbers; that Orks are mono-gender. They are fungal rather than mammal, and where an Ork&#039;s dangly bits should be there&#039;s instead a bloated sac full of spores which, upon death, bursts releasing thousands of baby Orks into the ground (interestingly, this means that all Orks lack a penis and thus urinate like females). While it was mentioned in early 40k fluff in a large list of Ork mutations that &amp;quot;Femboyz&amp;quot; exist, they were never elaborated on nor mentioned again. Little else on the list that never received a model was either however. This handily explains the massive population growth of Orks despite their comically high losses, which were dialed up to 11 in 40k as well. &lt;br /&gt;
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While it was never made legitimately all-encompassing canon in Warhammer Fantasy via an all-inclusive &amp;quot;Orcs and Goblins breed through spores only&amp;quot;-style entry, GW nonetheless never mentioned Half-Orcs or Orc females again after 3rd edition. [[Night Goblins]] are mentioned to come from spores in a [[Black Library]] [[Skarsnik]] novel, although this can be explained by the strange anatomy and fungus obsession of the buggers as it is. In the ill-fated [[Warhammer Online]] game, Orc players begin their life emerging from a spore cave; but this game is non-canon, and took many liberties with lore. &lt;br /&gt;
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Greenskin origins are suggested (but not confirmed) to be from spores brought accidentally by Old Ones. But since it was never actually retconned or contradicted, some players use the fluff that at least some Orcs and Goblins are technically still mammals and thus have some females who breed sometimes with some humans. Somewhere.&lt;br /&gt;
There&#039;s many fan explanations, from sexually breeding Orcs being a mutation to the spore Orcs being a mutation, to a non-greenskin species that dwell among the greenskins like Giants do being mistaken for Orcs, to Chaos Orcs of Slaanesh, and so on. Some have even ([[/d/|possibly]]) jokingly suggested a connection between the fungal nature of the new greenskin lore, and [[Nurgle|yeast infections]]. These are only a fan theories designed to bridge the gap between new and old lore, however. &lt;br /&gt;
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The &amp;quot;Orcgina&amp;quot; and &amp;quot;SpOrc&amp;quot; argument is known for being an easy trigger for fights on /tg/. Much of the argument stems from two groups of purists; the first believing that the spore &amp;quot;Orkyness&amp;quot; makes Warhammer greenskins more unique. The second argues against anything that came from Warhammer iiiiiiiiiiin spaaaaaace. Factor in accusation of [[Magical Realm]], and you have [[Fail|a complete disaster]]. &lt;br /&gt;
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Uncharacteristically, Half Orcs are not described as pig-disgusting to humans and weak to greenskins. They simply exhibit traits of both, and have the Orcish/Norscan tendency to not get along with either. While they were described as being usually evil, Orcs back in the day were actually evil as well rather than being the fight-loving dimwits of today. As a result, when going with the assumption that they DO still exist, it&#039;s likely that they are simply [[Barbarian|barbarians]] uninterested in reading or magic rather than outright malevolent beings. &lt;br /&gt;
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Anyone wishing to field half-orcs could simply hybridize Empire/Bretonnian bits with O&amp;amp;G bits. Female Orcs (Orc Girlz? Femboyz?) can be found in several ranges, notably Russian Alternative which produces models to use as proxies with Warhammer anyway. Female Goblins are rarer, as the specific look of Warhammer Goblins are rarely replicated elsewhere. Of course one can always just get creative with the [[Greenstuff]]...&lt;br /&gt;
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Despite all of the above, the spore AND female Orcs are canon to [[Blood Bowl]]. Half-Orcs are mentioned in fluff blurbs, the old Orc cheerleaders are female, and there has also been mention of spores. &lt;br /&gt;
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Here&#039;s the flavor text, directly from their Forgeworld model page: &amp;quot;&#039;&#039;The Waaaghs (Wifes AAAnd GHerlfriendS) are the self-appointed cheer squad of the Gouged Eye. Stronger and larger than most of their male counter parts (you try raising Orc kids) the Waaaghs, disappointed with a poor season from the Orc team showed up one day to properly ‘motivate’ them. Now the Waaaghs can be regularly found on the side-lines whenever the Gouged Eye take to the pitch, hurling insults (and sometimes bottles) at the players, starting crude Orcish chants or egging the Orc players on to give the opposition more of a kicking.&#039;&#039; &amp;quot;&lt;br /&gt;
[[File:SQUISHY BITZ.gif|center|900px|FER THE HEADPATZ OF GORK AN&#039; MORK, WHY?!]]&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Oi&#039;m twalf an&#039; wots dis? &amp;lt;/span&amp;gt; &lt;br /&gt;
{{FWIP|&#039;&#039;&#039;DAT GIT WUZ KRUMPED FOR DAT POST.&#039;&#039;&#039;}}&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warhammer Half Orcs.jpg|The original page referencing Half-Orcs (. &lt;br /&gt;
Image:Warhammer Female Orc.JPG|An original Citadel female Orc model, alongside the Boy of that era. &lt;br /&gt;
Image:Orc Femme 1.jpg|Artwork from [[Blood Bowl]] depicting an Orcy cheerleader. &lt;br /&gt;
Image:Orc Femme 2.jpg|That same Orc&#039;s model. &lt;br /&gt;
Image:Russian Alternative Orc Girlz.jpg|RA&#039;s Orc Girlz. &lt;br /&gt;
Image:Citadel Orc Villagers.jpg|The Citadel Orc Villagers series, which contained numerous females as well as children. &lt;br /&gt;
Image:Female Warhammer Orcs.jpg|The current Forgeworld female Orcs, sold as cheerleaders. &lt;br /&gt;
Image:Voxin C36 Female Hobgoblin Berserker.png|Oldhammer C36 &amp;quot;Female Hobgoblin Berserker&amp;quot;, also known by the name &amp;quot;Voxin&amp;quot;. &lt;br /&gt;
Image:Citadel Half Orc Cleric.jpg|A Preslotta Citadel Half-Orc Cleric. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==History==&lt;br /&gt;
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Greenskins don&#039;t care about history. At best, they are entertained with tales of violence (particular emphasis on the onomatopoeias). Shamans who manage to work up illusion magic and form visuals are well-prized by the group. &lt;br /&gt;
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Greenskins factor into the histories of most races in the world. Although their numbers used to be far less, they still managed to get WAAAGH!s &amp;quot;organized&amp;quot; and rile up the other races.&lt;br /&gt;
Earliest firsthand knowledge comes from a Tomb King in the days before the collapse of the [[Warp Gates]] who spent much of his mortal life hunting them for his amusement and to keep their race from spilling into [[Nehekhara]]. Before that, it&#039;s known greenskins suddenly appeared while the [[Old Ones]] were creating the other races of the world without explanation as to their origins. The Lizardmen Saurus were immediately tasked to wipe them out (a task they failed at, and put on the backburner when the Gates collapsed and Daemons came into the world). It is unknown where they fit into the plan of the [[Chaos|Chaos Gods]] and Old Ones, but their natural affinity for chaos surpassing Chaos assures that whatever plan they were meant for, they almost certainly are no longer on that path.&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; HIZZTRI OV DA WORLD IZ DIS; FIRST, DERE WER NO ORC BOYS AND DERE WAZ NO WAAAGH! BUT DEN DERE WER DA ORC BOYZ AND NOW DEREZ LOTZ OV WAAAGH!!! HA HA HAAA! &amp;lt;/span&amp;gt;&lt;br /&gt;
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==Varieties==&lt;br /&gt;
Greenskins adapt to their environment over time, resulting in varied greenskin subgroups. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Ma longest ago memoriez were uv &#039;da sunny hills. Den da Boyz marched north for a fight, dose Boyz were darka green an’ lived in snow hills an&#039; krumped us. Now I’m wun uv dere boss’s Boyz. I miss da sunny hills. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Plain Goblins&#039;&#039;&#039;&lt;br /&gt;
Your standard Goblin. Not necessarily found in plains regions. &lt;br /&gt;
Goblins are short greenskins with sharp teeth and large noses. They are generally cruel and cowardly, torturing anything they catch to death in the cruelest ways for lulz, and generally running from any fight unless full of adrenaline, afraid of what would happen if they run, or outnumber the enemy by a substantial margin. They&#039;re also fairly backstabby, and survive primarily by cleverness or being able to coerce a strong enough ally/army to do their work for them. Due to being more dexterous and on average, intelligent than their larger kin, Orcs will bully Goblins into doing the manual labor and work such as maintaining equipment or constructing anything. &lt;br /&gt;
* &#039;&#039;&#039;[[Forest Goblins]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblins live in deep forests, as the name indicates. Unlike plain goblins and hobgoblins who ride wolves, the mount of choice of the forest goblins are giant spiders, which they &#039;milk&#039; for poison. Forest Goblins revere the biggest spiders as gods.&lt;br /&gt;
* &#039;&#039;&#039;[[Night Goblins]]&#039;&#039;&#039;&lt;br /&gt;
While plain and forest goblins are essentially the exact same goblins, just with different living locations and customs, Night Goblins are considered a separate kind altogether, even more cowardly than regular goblins if more agile. The Night Goblins live in the tunnels beneath the World&#039;s Edge Mountains, wearing long hooded black robes to blend in when underground and protect themselves from the sun when on the surface. The Night Goblins have a heavy connection to fungus, being the only ones willing to consume Madcap Mushrooms and attempt to domesticate Squigs. Night Goblins have established themselves as the Arch-enemy of the other underground races, the Skaven and the Dwarfs.&lt;br /&gt;
* &#039;&#039;&#039;Plain Orcs&#039;&#039;&#039;&lt;br /&gt;
Standard Orcs, also not found exclusively in plains. &lt;br /&gt;
Orcs are taller than humans and as muscular and stocky as a Dwarf, and possess a pig-like nose and tusks. Orcs are capable of being as cruel as Goblins, but less interested in asserting their dominance via torture unless a foe is entertaining enough to make suffer. Generally speaking Orcs look at smaller non-Orcs as food, labor, or something to simply kill and move on. Thanks to their strength, Goblins that outnumber Orcs use THEM as labor instead and force them to do the grunt work under the directions of a Goblin master.&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs&#039;&#039;&#039;&lt;br /&gt;
Orc traditionalists, eschewing the iron working of the orcs. Savage orcs go into battle wearing nothing but body paint, much to the displeasure of any non-orc fighting them. They have a variety of customs that other orcs consider to be unusual such as music made with drums or piercing themselves with bones. Despite this, Savage Orcs are even more bellicose than regular orcs, fighting even more ferociously.&lt;br /&gt;
* &#039;&#039;&#039;[[Black Orc]]s&#039;&#039;&#039;&lt;br /&gt;
The rarest and most dangerous of the orcs. The Black Orcs came into existence when the Chaos Dwarfs tried to breed a smarter and stronger breed of orc. [[Not as Planned|Which is exactly what they got.]] These orcs quickly led a rebellion and escaped into the wider world. Unlike the rest of the Greenskin kind, Black Orcs are disciplined soldiers and leaders, meticulously maintaining their armor and weapons, both of which they carry in greater abundance than regular orcs and Black Orc leaders do not tolerate any infighting in their clans. Widely considered killjoys by the rest of the Orcs.&lt;br /&gt;
* &#039;&#039;&#039;[[Hobgoblin]]s&#039;&#039;&#039;&lt;br /&gt;
Hated by all other races of greenskins for not supporting the slave uprising against the Chaos Dwarfs. Backstabby even by greenskin standards. Its noted that in lore no other greenskin would trust them or suffer them to live, but in actual descriptions of the Hobgoblin warbands their armies are described as mixing greenskin groups, and being brought in as allies of others. Hobgoblins have canonically been hired as mercenaries by many factions who should see them as nothing but enemies including Black Orcs, the Empire, and Vampires. So take the whole “trusted by nobody, hated by all” lore as you will. Their closest allies are each other as they are described to gather into clans, then into hordes lead by Khans, which are all loyal to one Khan...but lore also says they&#039;re so prone to backstabbing that they are unable to form into large groups for long, once again causing a contradiction. In fact the only alliance that isn&#039;t contradictory is the lore that many are the thugs of the Chaos Dwarfs due to the fact no other group is willing to trust them, although in some of that lore its implied that all Hobgoblins serve in Chaos Dwarf armies as a massive disorganized mob that is busy stabbing itself to death in the back no matter what the task, while other lore implies that they are the managers of the slaves of the Chaos Dwarfs and serve as a regular army. So even in consistent lore, its vastly inconsistent as to who trusts Hobgobs and who doesn&#039;t. &lt;br /&gt;
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Hobgoblins unfortunately were largely dropped from Warhammer in the late 90’s alongside the rest of the [[Dogs Of War]] army, although in this case likely due to the entire race basically being a giant unironic racist caricature of the Mongols (compare to the Hung, who at least are portrayed as “cool” evil Mongols). Seriously, Hobgoblin models tend to look like &amp;quot;Yellow Menace&amp;quot; propaganda that someone accidentally spilled blue on before it dried. &lt;br /&gt;
Hobgoblins are treacherous even among a treacherous race, have disgusting hygine even compared to a disgusting race of literal fungus apes, and are cruel and arbitrarily evil even among a race that is cruel and arbitrarily evil. Hobgoblins only have one positive advantage, which is that some members of their race are more intelligent and manage to speak, read, write, and do proper math. These examples usually lead a horde, with all hordes and clans loyal to the Great Khan. Their combined horde is hinted at being one of the greatest threats in the world, but in all apocalypse events they are wiped out offscreen with no difficulty. A direct quote from a Hobgoblin implies they prefer a fight against an enemy who is fighting back to one cowering and soiling themselves, but then lore also notes them as the most cowardly greenskins who are incapable of going against survival instinct even when in a large frenzied group. Once again, fans may interpret this multiple ways.&lt;br /&gt;
Also, they ride wolves and the wealth is a Khan is largely measured in their wolf herds.  &lt;br /&gt;
&lt;br /&gt;
The only major physical differences between Hobgoblins and Plains Goblins are a more sloping brow and a bony plate in their back which results in a permanent hunch. Hobgoblin models are distinguishable by their hats, although old core Goblin Archers wore a similar hat: consider it looted, coincidence, or further evidence other greenskins ally with them as you will. Their models appeared to be taller than ordinary Goblins, but this could be because the released Hobgoblin models are part of an elite army of successful survivors and may be bigger by virtue of age and nutrition.&lt;br /&gt;
&lt;br /&gt;
tl;dr Hobgoblins are [[Black Orc]] versions of Goblins, and everyone hates them including GW.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gnoblar]]s&#039;&#039;&#039;&lt;br /&gt;
Standing a little taller than a mans waist, Gnoblars are the weakest goblin variant, the only Greenskin even weaker are the Snotlings. The Gnoblars quickly figured out that they would have the longest life expectancy by finding the biggest sapient they can find and glue their lips to its butt cheeks. In this case, it is the Ogres who they serve, performing the menial tasks in exchange for protection and whatever the Ogres cast off. Almost every Ogre has a Gnoblar of his own, marking them as his by biting off a portion of its ear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Snotling]]s&#039;&#039;&#039;&lt;br /&gt;
The smallest, weakest, most insignificant of the greenskins. Snotlings resemble goblins but are even smaller. Snotlings are barely above an animal in intelligence, behaving like enthusiastic and uncontrollable puppies. Orcs are fond of Snotlings, training them to do entertaining tricks or simple tasks. Goblins hate Snotlings, who often show off their hiding spots, follow them when they&#039;re trying to be sneaky or pantomime their murders. &lt;br /&gt;
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*&#039;&#039;&#039;Iron Orcs&#039;&#039;&#039;&lt;br /&gt;
Introduced and only ever described in &amp;quot;Knights of the Grail&amp;quot;, a [[Bretonnia]] [[splatbook]] for [[Warhammer Fantasy Roleplay]] 2nd edition, Iron Orcs are a strange new orc subspecies recently seen in the Bretonnian province of Carcassonne and nowhere else - which has led to even their neighbors thinking that the Carcassonians are making them up. In fact, they&#039;re very real, and very dangerous. Iron Orcs are described as looking like orcs in plate armor, sans helmet, until you get closer - then you see that the armor plating is actually set directly into their flesh. They are described as faster, stronger and better armored than [[Black Orc]]s, but also dumber and more savage in nature. They are typically led by Black Orcs, and their numbers are reputedly increasing, which Duke Huebald of Carcassonne understandably finds quite worrisome. Iron Orcs favor the Big Choppa, a kind of orcish great-weapon that is big and clumsy even to orcs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Kobolds&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Normal kobolds are utterly indistinguishable from common goblins. Fire kobolds, who live in volcanic regions and who have adapted by gaining resistance to fire and the ability to spit short-ranged gouts of flame, are much more distinguishable. They&#039;re easily recognized because they have large patches of fiery orange or red on their skin, with each individual&#039;s splotches being unique.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troglagobs&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Troglagobs are coastal, swamp and river-dwelling goblins who have evolved into amphibious lifeforms, gaining webbed digits, a more blue-tinted skin tone, and gills. They can&#039;t go too far from water, or they&#039;ll die. They favor poisoned weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hill Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Arguably an attempt to bring back hobgoblins in a less-stereotypical way, the &amp;quot;Great Goblins&amp;quot; are an unusually large, confident and aggressive goblin strain native to the hill country at the very edge of the Badlands. Strong as orcs, these brutally ambitious goblinoids have much darker skin tones, some even approaching Black Orc coloration; they love to fight almost as much as orcs do, and will even hire out as mercenaries as well as joining WAAAGHs. Wrestling and brawling are favoured leisure activities for these hulking Goblins and they enjoy nothing more then bullying around their smaller Goblinoid cousins.&lt;br /&gt;
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*&#039;&#039;&#039;Dust Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. These are [[undead]] goblins that occasionally arise in the deserts of Khemri, after the [[Tomb Kings]] wipe out an invading WAAAGH! Unlike Humans, Elves and Dwarfs, an Undead Goblin corpse retains a small pan of its mischievous and unpleasant qualities from its previous malevolent life. These Undead Goblins, known as Dust Goblins, still bicker and taunt one another like spiteful children. Dust Goblins have a peculiar fondness for wielding blowpipes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Squig]]s&#039;&#039;&#039;&lt;br /&gt;
Another fungus-based lifeform considered to be among the greenskin race, despite having almost nothing in common other than reproduction method. They technically come in all colors, but in artwork and paintjobs they are almost always red. A Squig is basically just a mouth full of sharp teeth behind which sits a large tongue and behind that very strong corrosive stomach acid, while the rest of the Squig is some seemingly random number of eyes and other spike/scale features, all of which is usually propelled by two legs that serve no purpose other than to literally cause it to bounce. The actual behavior of the Squigs is extremely simple, they fiercely eat anything edible around them then use their legs to bounce themselves in a random direction until they find something else to eat. They&#039;re almost mindless in most cases, although a notable exception exists in [[Gobbla]], the pet Squig of the head Night Goblin Warboss [[Skarsnik]]. Gobbla has intelligence comparable to that of a dog based on how he behaves in stories, and Skarsnik has the very un-Goblinlike trait of loving his pet Squig. &lt;br /&gt;
&lt;br /&gt;
Squig is short for &amp;quot;squiggly beast&amp;quot; strangely enough. Most people coming from 40k know exactly what Squigs are, but just like how Grots are extremely unimportant in 40k compared to Goblins, Fantasy Squigs are extremely unimportant in Fantasy. Orks use Squigs for virtually everything, from leather to beer to something to chew on and so forth. There&#039;s a Squig for every task, and supplement materials cover Squigs in great detail while adding more varieties. By contrast, in Fantasy the only group of greenskins to use Squigs are the Night Goblins, the cave-dweller Goblins, due to the fact that Fantasy Squigs are also usually found underground. Night Goblins herd the smaller ones towards foes, or if particularly insane the Goblin may try to ride them. Larger Squigs are chained together and allowed to bounce off each other causing a destructive living wrecking ball. Colossal Squigs are drugged by being fed live Goblins full of sedatives, then controlled (in the loosest sense) while barely awake and let loose into enemies as a titan of dumbass destruction. A particular variant of Squig actually can spit an acid and anything in its mouth at a high velocity, so Goblins fill its mouth full of smaller Squigs and point it towards their enemies. The final variant of war Squig is only present in the [[Warhammer Online]] video game, where a class of Night Goblins use them as a pet similar to Skarsnik and Gobbla, but by literally beating their Squig over the head it grows in size and the Goblin can then jump into its mouth and hold on for dear life as they try to guide it like piloting a giant living tank. &lt;br /&gt;
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The only non-combat form of Squig identifiable in Warhammer Fantasy is a type of Squigpipe, a bagpipe-like Squig. These are actually described in canon in 40k, but in Fantasy they are never mentioned and exist in the form of a model playing one. The stretched faces of Squigs can be found on some Orcish shields, but its not actually stated if use of Squig leather is common or simply just something a few Orcs did to look more intimidating.&lt;br /&gt;
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==Regions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Everywhere...&#039;&#039; In the Old World.&#039;&#039;&#039;&lt;br /&gt;
**No really, that&#039;s more or less it. Orcs and gobbos can be found everywhere in the world to some extent, unlike pretty much all other races in Warhammer Fantasy. Each region has its own variant of Orc or Gobbo, but for the most part, it&#039;s mostly the same. All green, all love to fight. However, one region that has very few Orcs and Goblins is the New World, Naggaroth and Lustria. There are colonies from the Old World there, but nothing too large.&lt;br /&gt;
*&#039;&#039;&#039;The [[Badlands]].&#039;&#039;&#039;&lt;br /&gt;
**This is practically the mainland of Orcoids everywhere. Dry, grassy expanse, the occasional mountain and a lot of dangerous wildlife makes it a real heaven for the Orcs and Goblins alike... Of course that means that the Badlands is uninhabited by pretty much all other races, who simply cannot make a living in such a barren and wild landscape. The Badlands are home to a multitude of clans of all sorts, and is also the region where Black Crag, an enormous Orc fort and city lies, a place that is constantly fought over by Warbosses. It is also home to the Spire of Bone, a fulcrum of sorts for shamanistic magic in the Badlands, and an object of worship for the Shamans of the mobs in the Badlands.&lt;br /&gt;
&lt;br /&gt;
==Army==&lt;br /&gt;
The greenskin army list is rather large, and may take some time to peruse. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Oy, I&#039;z sad I&#039;z not muckin&#039; about!  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Gorbad Ironclaw]]&#039;&#039;&#039;&lt;br /&gt;
Pretty famous for uniting every greenskin within smelling distance of his warboar (considering that Gnarla was the absolute foulest pig that ever lived this side of Grom the Paunch, that&#039;s a lot of greenskins). Renowned for smashing right into the very heart of the Empire in his WAAAGH!!!, looting the Soland Runefang, and siccing an entire brood of wyverns into the Imperial Palace, among other things. The obligatory legendary warrior that you find in every army book.&lt;br /&gt;
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* &#039;&#039;&#039;[[Azhag the Slaughterer]]&#039;&#039;&#039;&lt;br /&gt;
The Fantasy equivelant of [[Ghazghkull Mag Uruk Thraka]], what with seeing visions and being tactically sound and stuff. Azhag was born in the Troll Mountains to the far North, near the ancient ruined Dwarven Holds of that area. The place was riddled with Orcs, the ancient tribes having infested the caverns and roads of the long dead Dwarves. Apart from interclan Orc warfare, the Orcs fought the native trolls and nearby Chaos Northmen.&lt;br /&gt;
&lt;br /&gt;
All was going along fairly dull until Azhag, who was at the time a weak chieftan in charge of a small mob, was driven deep into a tomb by a large Chaos warband. Hiding from them in the dens of Trolls (and butchering said trolls for a bit of sport) Azhag found an ancient crown with three green emeralds set into it. Azhag liked the &amp;quot;Shinee &#039;At&amp;quot; and promptly put it on his head. Unfortunately, said Crown was in fact an ancient artifact first forged by [[Nagash]], and it had a fraction of the Necromancer&#039;s terrible power/personality put into it (so the One Ring). Almost immediately, Azhag was overwhelmed by voices and commands to &amp;quot;Head North&amp;quot;; Orcs are notoriously stubborn however, and despite (or perhaps because of) his simple mind, Azhag could not be possessed by the crown.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the crown granted Azhag mastery over the dark arts of Death, greatly heightened intelligence, and would often whisper advice and instructions into his ear. Under the Crown&#039;s influence, his tactics quickly became &amp;quot;unorcy&amp;quot;. Azhag began to use pincer movements, flanking, feints, and other methods of that sort. More than that, Azhag began to actually give orders to the Orcs in his army, instead of just smacking them about and telling them to &amp;quot;Git on wiv it!&amp;quot;. Using these methods, Azhag quickly united the Orc tibes in the mountains under his leadership and anyone who objected was either hacked to pieces or turned into dust. The orc tribes themselves didn&#039;t mind that Azhag would argue with himself or shout at empty air, dismissing him as &amp;quot;eezen-trik&amp;quot; and following him to war quite readily. &lt;br /&gt;
&lt;br /&gt;
Azhag then began to move south under the urging of the crown, shattering Kislev and rampaging in a massive Orc Waaagh! that completely overwhelmed the human defenders. Used as they were to the usual Orc tactic of &amp;quot;Git all da ladz den smash da gits&amp;quot; they were completely unprepared for actual tactics. If that wasn&#039;t enough, Azhag was a beast in combat, riding on the back of a massive Wyrm and shooting bolts of purple lightning from his eyes.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the crown itself proved to be Azhag&#039;s undoing. Tired of the easily distracted Orc wandering around instead of heading south the crown tried to achieve complete control over Azhag during a terrible battle, leaving him quite defenseless when a warhammer came screaming down at his head. The crown itself was taken from Azhag&#039;s headless corpse and sealed inside the deepest vaults of the Imperial capital, and Azhag&#039;s warband splintered and was driven off. And that was the end of Waaagh! Azhag.&lt;br /&gt;
&lt;br /&gt;
In the Total War: Warhammer continuity Azhag is still alive, and exists in the modern day. Now Nagash is pushing him south to reunite Crown with Books and body. Azhag is more interested in killing traitors, Dwarfs, and Chaos (Nehekhara didn&#039;t even exist in the game at release, and even now is more effort to subjugate than its worth). &lt;br /&gt;
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* &#039;&#039;&#039;[[Grimgor Ironhide]]&#039;&#039;&#039;&lt;br /&gt;
The youngest of the three great Orc Warboss characters. Grimgor is a Black Orc brute who’s backstory is largely unknown, having appeared one day alongside his “Immortulz” elite warband and set about assembling a WAAAGH. He’s the one of the three active in the modern date of the setting, and can be fairly considered the main character/faction leader (note that this is controversial as some fans find him less interesting than the aforementioned two). In both Storm Of Chaos and End Times Grimgor lead the Orc forces. In the former his army was defeated, so he himself managed to defeat Archaon AKA the main bad guy via sucker punch and headbutt (it makes SO much more sense in both the in-universe and meta contexts, but is the main reason Grimgor has many fans), in the latter he became the living embodiment of Gork (or possibly Mo-no, never mind, it was definitely Gork) and the embodiment of the magic Beasts before Archaon beheaded him.(Fuck the end times) &lt;br /&gt;
&lt;br /&gt;
Grimgor is the primary greenskin general in Total War: Warhammer. &lt;br /&gt;
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* &#039;&#039;&#039;[[Wurrzag|Wurrzag Da Great Green Prophet]]&#039;&#039;&#039;&lt;br /&gt;
The mysterious wandering Shaman that travels the world searching for the fabled warboss destined to lead them into the last, greatest scrap. Wurrzag used to be your standard savage Orc boy until he shot out green lightning from his mouth with a sneeze, and turned the tribe&#039;s Shaman into a rampaging squiggly beast during an important ceremony. After the Squig was caught and killed, the tribe prepared to ritually kill Wurrzag for his &amp;quot;Tranz-Gessons&amp;quot; when Wurrzag came under a trance. Dancing and gyrating more furiously than the tribe had ever seen Wurrzag proclaimed that Gork and Mork were angry because the Lizardmen had come and destroyed their stuff before building an ancient city where their temple once stood.&lt;br /&gt;
&lt;br /&gt;
Leading them to the ancient ruins, Wurrzag cajoled and ranted until two great totems were built and erected in the glory of Gork and Mork. It is said by the savage Orcs that while the totems stand they will never truly be defeated by their enemies, a prophecy which is holding true so far. Wurrzag soon left his tribe, driven on by gibbering madness to find and talk to other Shamans and get them ready for the Green Tide, an era when orcs will unite under a powerful warboss and take over the Old World. &lt;br /&gt;
&lt;br /&gt;
Moving through to the lands of the dead, he was given a great Boar called Spleen Rippa as tribute by the Spotted Skullz, and after a terrible battle against the Tomb Kings he looted an ancient staff made from bonewood. Now equipped with a magical artefact of not insignificant power and on top of a mean Boar, Wurrzag wanders throughout the Badlands, meeting with Orc warlords and chieftains to dispense judgement, and smash gits whenever he can find them.&lt;br /&gt;
&lt;br /&gt;
Wurrzag is currently attached to Grimgor&#039;s warband, and was left behind in the Badlands to &amp;quot;protekt da place&amp;quot;. Mostly because Grimgor couldn&#039;t stand Wurrzag&#039;s constant yammering about Gork and Mork and his incessant shamanistic shuffling.&lt;br /&gt;
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In End Times Wurrzag informes Grimgor and Skarsnik that they are Gork and Mork incarnate respectively, then drops out of the story. In Total War: Warhammer he is a general of his own army, and can recruit Grimgor as a cohort. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I saw dat &#039;un once. Showed up as we was fightin&#039; da spiky Pointy &#039;eadz down by Throatslash Cliffs cuz we wanted dere boats, made his hands glow green an&#039; a giant glowin&#039; foot krumped da Pointy &#039;ead Boss an his boyz! Didn&#039;t even hafta&#039; twitch and foam at da mouf like our Shammy. Was a larf riot, but he kept dancin&#039; tha entire time like he had melty ironz under his feet an&#039; a spider gob stuck in his britches. After the killin&#039; an lootin&#039; he looked at our Warboss real long, den said &#039;yer not Gorky enuff&#039; an danced back to his boar. Boss wuz never da same after dat, looked like a Snotlin&#039; that lives after drinkin&#039; summa&#039; what tha Night Gobs drink. We put &#039;im outta his misery, then had a punch-up fer who&#039;z da new Warboss. Lost tha fight but got da most Teef, so I say I won. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Grom the Paunch|Grom the Paunch of the Misty Mountain]]&#039;&#039;&#039;&lt;br /&gt;
Extremely fat Goblin who regenerated like a Troll due to eating some Trollflesh. Had an illustrious career, more than almost any other Greenskin in history, crowned by doing more damage to the most powerful non-Chaos race in the setting, the [[High Elves (Warhammer Fantasy)|High Elves]], than any faction other than the [[Dark Elves (Warhammer Fantasy)|Dark Elves]]. It should be noted that Goblins instinctively fear Elves. His WAAAGH mainly existed on a giant mobile wooden city-wagon early on. Managed to conquer an entire region of the Empire and created a capital city out of the ruins, where he enjoyed himself for some time until he heard the words of Gork (or possibly Mork) in his ear telling him to go west across the sea. He then managed to do the unthinkable, and invaded Ulthuan. His army was defeated, High Elves claiming he drowned trying to flee into the waves while some Elves and most greenskins claim he escaped into the mountains of Ulthuan, where the magic is strong, portals to the Warp appear, and many strange things happen. &lt;br /&gt;
&lt;br /&gt;
He never reappeared. In non-canon post-End Times musings, Warhammer author Josh Reynolds put forth his idea that Grom did reach the mountains but died in the Warp. Its the closest the plot has to a resolution. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat gits a myth, no gobbo could do all da thingz dey say he&#039;z done. Errytime sum gobbo starts squawkin&#039; about Grom, I go outta my way to krump dem. Happened in a WAAAGH once, lost all my boyz &#039;cause I was busy chasin&#039; da stoopid runty gobbos so dey&#039;d stop sayin&#039; Gromz real an da pointy star &#039;oomans chopped dem all up, my Big Unz like dey wuz just a gobbo. I started to charge back an&#039; bash &#039;em all good, but da gobbos started runnin&#039; and screamin&#039; an before I knew it I wuz tryin&#039; to run on toppa&#039; ground o&#039;gobbos so I gave up an&#039; let &#039;em take me where dey wuz runnin, den krumped da little gits I could catch when dey stopped. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Git Guzzler]]&#039;&#039;&#039;&lt;br /&gt;
Grom&#039;s arch enemy that he never knew existed. Git wanted to be the biggest Goblin to ever exist and lead the biggest WAAAGH. Since Games Workshop forgot he existed, he probably failed. &lt;br /&gt;
He’s also the arch-enemy of [[Josef Bugman]], whose brewery he famously destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I neva&#039; heard o&#039;dis one. Sure its not more gobbo babblin&#039;? I hate gobbo babble. I swear, I eva&#039; find gobbos wif no moufs, I&#039;m makin&#039; my WAAAGH! outta dem. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Skarsnik|Skarsnik, Warlord of the Eight Peaks]]&#039;&#039;&#039;&lt;br /&gt;
While Grom was the epic Alpha male that goblins feature in their Orc-bullying fantasies, Skarsnik is the true epitome of the cunningness of goblins everywhere and the top contender for greenskin main character/faction leader alongside Grimgor. Skarsnik is so cunning that eventually came to be seen as the Morkier counterpart to Grimgor&#039;s insatiable battlelust. Skarsnik’s primary companion is an “intelligent” Squig pet named Gobbla whom he genuinely loves. &lt;br /&gt;
&lt;br /&gt;
Skarsnik’s story is too long for a summary, but he’s most notable for controlling one of the most important fallen Dwarf Holds and fighting Dwarfs lead by [[Belegar Ironhammer]] and Skaven lead by [[Clan Mors]] to keep it. He’s the leader of the Night Goblins, and coordinates most military action against Dwarfs to some degree. &lt;br /&gt;
&lt;br /&gt;
In End Times he became the embodiment of Mork, and Gobbla was killed by a Skaven, causing Skarsnik to leave the Eight Peaks to form a WAAAGH after finally slaughtering the last Dwarfs and Skaven in it, but dropped out of the story. According to Josh Reynolds non-canon endings, Skarsnik’s WAAAGH united with Grimgor’s and he went out butchering Chaos. In Total War: Warhammer he starts in the Grey Mountains where he was looking for allies (same as Belegar) and the Peaks rebelled in his absence. &lt;br /&gt;
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* &#039;&#039;&#039;[[Gorfang Rotgut]]&#039;&#039;&#039; &lt;br /&gt;
An Orc in charge of Black Crag who hates Dwarfs more than anyone else (unless you count Chaos Dwarfs and Grimgor). Basically exists to be Skarsnik&#039;s Orc bottom bitch. Don’t let that fool you though, he’s still quite massive for an orc and was able to best [[Queek Head-Taker]] in head on fight.&lt;br /&gt;
&lt;br /&gt;
Took a Dwarf Hold, now squats in it getting fat. Killed by Thorgrim Grudgebearer right before End Times, while in Total War: Warhammer he is almost invariably the first enemy you wipe out while playing as Wurrzag, Azhag, or Grimgor. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I don’t know &#039;oo ‘dat iz. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Morglum Necksnapper]]&#039;&#039;&#039;&lt;br /&gt;
Black Ork Warboss mounted on a boar. In recent fluff his tribe is mapped as being in the Grey Mountains while he is depicted throwing a Bretonnian crusade back though Mad Dog Pass. Gets his back broken by Grimgor in End Times.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gitilla Da Hunter]]&#039;&#039;&#039;&lt;br /&gt;
Gitilla is the Big Boss of da Drippin Fangs tribe. Riding an enormous wolf named Ulda, Gitilla is a nasty one to fight due to his constant attacks from angles that happen in a single moment.&lt;br /&gt;
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* &#039;&#039;&#039;[[Snagla Grobspit]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblin Comanche Warrior. Empire wiped out his tribe, so he wants to push them out of the spider lands. There isn&#039;t much else to his lore. &lt;br /&gt;
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* &#039;&#039;&#039;[[Hobgobla-Khan]]&#039;&#039;&#039;&lt;br /&gt;
The greatest of the Hobgoblin Khans. It takes the combined forces of [[Cathay]] and [[Tilea]] to keep his horde from overwhelming Cathay, and its thanks to him that expeditions down the Warhammer Silk Road have a 10% success rate. &lt;br /&gt;
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* &#039;&#039;&#039;[[Oglah Khan]]&#039;&#039;&#039;&lt;br /&gt;
Once a very wealthy and powerful warlord under Hobgobla Khan, until at the Battle of Xen-Tu the Hobgoblin leader and Oglah’s ally Hablo Khan was killed. While most Hobgoblins would flee as Hablo’s army was, Oglah decided to use his signature move of siding with the opposite army, rallying his 600 Wolf Riders into cutting down Hablo’s troops from behind. It was during this treachery that Hobgobla’s own army appeared. Hobgobla dealt with the Cathayans, during which time Oglah fled. &lt;br /&gt;
Despite the fact that treachery is valued and expected and constanf betrayal is WHY Hobgobla was fond of Oglah, somehow the sudden but inevitable betrayal angered Hobgobla and Oglah was banished from the steppes. &lt;br /&gt;
Despite the fact that Black Orcs HATE Hobgoblins, the Black Orc Warboss Gordug Smasher, who was WAAAGHing his way through the Old World to wipe out Tilea, hired Oglah’s army as scouts. During the ensuing Battle of Long Knives Oglah predictably switched sides, helping Tilea destroy Gordug’s army and for his “bravery” Oglah was paid generously by the general Giovanni Giuliani and hired as his army’s own scouts. At some point later Oglah was seen fighting as a Vampires&#039; scouts against the Border Princes before, as always, betraying his own side and saving the humans. &lt;br /&gt;
&lt;br /&gt;
His original 600 have been whittled down to a small detachment, but each is battle-hardened and skilled in combat far beyond any other greenskin. He’s also always pulling the same trick, backstabbing his own army and being rewarded by the foe and fleeing if that doesn&#039;t work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Ghazak Khan]]&#039;&#039;&#039;&lt;br /&gt;
Khan of the Blackwolf Clan, undefeated in open field battle, and ruler of the most powerful of the Hobgoblin mercenary armies including several famous companies. Ghazak prefers a total war approach, entirely slaughtering and consuming populations then razing all that remains, resulting in a Goblin feared far beyond any other. While he himself only speaks the language of the Hobgoblins few who address him directly survive the meeting, the Hobgobla Khan sent him and his men to survey the distant west. Only merchants have met him and survived, for he tolerates no rival and sees any military force as a foe while useful noncombatants are invited to his great village-sized tent. His personal banner is white with three red claw marks, and those who serve him bear flags depicting a black wolf tail. His battlecry inspires terror and can be heard for miles, his mount is a giant wolf named Warghan whose species has never before been seen west of the World’s Edge, and his helmet contains a Wind Daemon that he outwitted and made serve him. &lt;br /&gt;
&lt;br /&gt;
Of the three Hobgoblin characters, only Ghazak has a model. Its also one of the single most racist minis GW ever produced, after Pygmies of course...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Eeza Ugezod&#039;s Mother Crushers|Eeza Ugezod]]&#039;&#039;&#039;&lt;br /&gt;
Black Orc WAAAGH!less Boss from much older Warhammer lore, his Mother Crushers tribe is the single most hated and feared group of greenskins in the Warhammer world not due to scope of destruction or size of horde, but simply because he&#039;s managed to make his small group of elite warriors survive and wipe out enemy armies for a ludicrously long 42 years without a defeat. One of the strangest groups of Orcs, who use complex tactics as well as discipline and reading/writing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Grumlok and Gazbag]]&#039;&#039;&#039;&lt;br /&gt;
Asexual life partners of dubious canonicity from [[Warhammer Online]]. Semi-witting willing pawns of [[Malekith]] via their intelligence-boosting magic amulets that fight alongside alongside a Chaos invasion of the Empire, they united the Badlands greenskins to wipe out the Dwarfs in Malekith&#039;s complex plan to take Ulthuan. Grumlok is a Black Orc, Gazbag is a Night Goblin, they share one model due to their inseparable nature.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Ruglud&#039;s Armoured Orcs|Ruglud Bonechewer]]&#039;&#039;&#039;&lt;br /&gt;
Black orc warboss who had a WAAAAGH! literally shot to pieces under him by [[Chaos Dwarf]] crossbow fire, after which he was ousted from his position as Warlord of the Crooked Eye Tribe. He and his few remaining loyal followers stumbled across the ruins of a long-destroyed [[dwarf]]hold, where they found the remains of a savage battle between dwarves and chaos dwarves. Struck by inspiration (and a boulder that fell from the roof), Ruglud covered himself in armor and taught himself how to use the crossbows he looted from the ruins, making his boys do the same. They now roam the land as the only known orcish mercenary company.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gordrakk]]&#039;&#039;&#039;&lt;br /&gt;
The new Grimgor for the Orruks.&lt;br /&gt;
&lt;br /&gt;
===Generic Characters===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warboss:&#039;&#039;&#039;&lt;br /&gt;
** By default of the &amp;quot;Plains Orc&amp;quot; variety, which is either coincidentally or intentionally a joke about being a plain old Orc. A very big and very nasty git among big and nasty gitz. Armed to the teef and clad in plate and chainmail, this guy is baaaad news because on his tail there sure to be hordes upon hordes of Orcs, Goblins and all manner of other creatures, ready to follow their Warboss to the biggest fight and the juiciest loot. There&#039;s also Warbosses for the four other races in the Waaagh:&lt;br /&gt;
** &#039;&#039;Savage Orc Warboss:&#039;&#039; Just like your standard Orc Warboss, only a brain-addled loony. Savage Orcs shun armor and even most metal weaponry, relying on clubs/bones/obsidian, lucky/magical warpaint on bare skin, and the ability to go into a berserker rage (more so than they already were anyway) to carry the day instead. Won&#039;t be winning any contents for brains soon, even by Orc standards. Savage Orcs are the &amp;quot;purest&amp;quot; form of Orc and are considered unpredictable by other Orc varieties, are almost impossible to reason with, and are unpredictable; this from a race already known for all of those attributes. &lt;br /&gt;
** &#039;&#039;Black Orc Warboss:&#039;&#039; An even bigger, stronger, more heavily armed &amp;amp; armored version of your standard Orc Warboss. Add in brains and the (by Orcish standards) organization of his underlings, and he&#039;s even more dangerous. So powerful that, in most editions, he&#039;ll use up an extra character slot on his own. Black Orcs were bred...somehow...by Chaos Dwarfs for their greater strength and intelligence, which made their eventual rebellion successful. Other greenskins find them unsettling due to their comparatively un-Orcy behavior (although other races wouldn&#039;t see much difference). &lt;br /&gt;
** &#039;&#039;Goblin Warboss:&#039;&#039; The goblin equivalent to an Orc Warboss. Plains Goblin, a plain Goblin. Nowhere near as killy as a standard Warboss, but he doesn&#039;t have to be when he as already a stuck a knife in the enemies backs.&lt;br /&gt;
** &#039;&#039;&#039;Night Goblin Warboss:&#039;&#039;&#039; A Night Goblin Warboss. Night Goblins are better organized than most, and most Warbosses must be either appointed or at the very least approved by (read: &amp;quot;not not a threat to&amp;quot;) Skarsnik. Night Goblins are also insane even by greenskin standards, almost all addled by mushrooms of various kinds and amounts. This insanity does not make them any less intelligent however, as Night Goblins have been fighting against Skaven and Dwarfs and holding their own for most of history. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great Shaman:&#039;&#039;&#039; A shaman who managed to survive a (comparatively) long time and get really good at channelling Waaagh Energy. Or just a prodigy who soaks up the Waaagh energy like a sponge and manages to absorb more without bursting. Provides powerful, bluntly effective magical spells that tend to focus on kumpin&#039; gitz. Don&#039;t normally lead Waaaghs themselves, but tend to be the closest thing an orc warboss has to an adviser. The &#039;&#039;Savage Orc Great Shaman&#039;&#039; is the more feral and mystical counterpart to the standard Great Shaman. Tends to engage in behavior even other Great Shamans think is pretty loony. Worshipped as a living avatar of the gods by his Savage Orc fellows, so these guys are more likely to lead their own Waaaaghs. Goblins and Night Goblins have Great Shamans too; as with the goblin warbosses, they&#039;re weedier, but arguably smarter - their branch of magic focuses on augmenting allies and cursing enemies more than directly attacking. The Night Gobbo Great Shaman has the unique trait of gorging himself on magical mushrooms that act as mana potions, giving him a greater chance to cast spells or more spells per day, but which can cause himto explode like an overripe puffball.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Big Boss:&#039;&#039;&#039; Younger/weaker equivalent to the Warboss, the second-best fighter in the Waaagh. Either leaders of their own small Waaaghs (in a small-point game), or else ambitious underlings who&#039;ll be looking to take the Warboss&#039; place when they&#039;re hard enough. As always, come in Savage Orc, Black Orc, Goblin and Night Goblin variants too.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaman:&#039;&#039;&#039; The basic magic-user of greenskin society, tapping into the magical Waaagh Energy which is generated by excited greenskins. Comes in Orc, Savage Orc, Goblin and Night Goblin variants. Orc shamans are more focused on blasty spells, Gobbo ones prefer more cunnin&#039; and tricksy spells. Night Goblin Shamans can still gobble mana-mushrooms for some extra spell juice, but are more likely to go boom as a side-effect.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Spider:&#039;&#039;&#039; The forest goblins ride these arachnophobes nightmares, using them in much the same way humans use horses. Though unlike horses, forest goblins will &#039;milk&#039; them for venom which they use on their weapons.&lt;br /&gt;
* &#039;&#039;&#039;Giant Wolf:&#039;&#039;&#039; Plain goblins use Giant Wolves as their main pack animal. Being as fast as elven steeds and several times more vicious make goblins great mounted units.&lt;br /&gt;
* &#039;&#039;&#039;Gigantic Spider:&#039;&#039;&#039; Even bigger spiders. These spiders have developed a resilient carapace, but are so rare that only Big Bosses and Warbosses ever ride them.&lt;br /&gt;
* &#039;&#039;&#039;Great Cave Squig:&#039;&#039;&#039; If you thought Squig hoppers were mad, some Big Bosses or Warbosses let their power go to their head and try to control even bigger Squigs. To their credit, some of these madgobs survive and manage to control the creature, gaining an effective battle mount.&lt;br /&gt;
* &#039;&#039;&#039;War Boar:&#039;&#039;&#039; Despite being herbivores, Boars are ill-tempered and vicious beasts. Two traits that are admired by orcs which is why they are the most common mount used by Orcs. The impact a charging boar can produce is worse than that of a charging horse due to their massive tusks.&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Ya git, gruntas be omnomnivores, dey happily eat anyfin&#039; from bread&#039;n&#039;beer to bones&#039;n&#039;bacon! Dey care lil&#039; where da noms come from.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Wyvern:&#039;&#039;&#039; Wyverns have sometimes been misidentified as smaller, fouler-smelling and far less intelligent dragons. Though resembling a dragon, the dragons themselves embrace the idea of sharing a kinship with wyverns with the same enthusiasm as an elf would embrace a drunken vomit-stained dwarf. Not even an orc is daft enough to try to tame a fully grown Wyvern but occasionally they manage to get ahold of a Wyvern egg to raise as a mount.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boyz:&#039;&#039;&#039;&lt;br /&gt;
Do you really need this explained to you? They&#039;re fantasy orcs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Arrer Boyz:&#039;&#039;&#039;&lt;br /&gt;
The weirdos of the Fantasy greenskin world. Comparable to the Blood Axes of 40k, these orcs fixate on the strange practice of ballistics and archery. Since the concept of Dakka is still alien and mostly delegated to goblins, arrer boyz don&#039;t seem to command a lot of respect from both the player base or their orcy brethren. Still, being shooty is appreciated and most greenskins can appreciate the larfable sight of a stuntie turned into a pinchushion (and also the fact that you don&#039;t want to insult too much the boy who is behind you with a plinty ztickz and a bow).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Arrer boyz can zog off. Dey alwayz hit me in da back wiff pointy ztickz while I’m tryin&#039; to krump some gitz! DO YOO WANT ME TA TURN AROUND AND KRUMP YOO INSTEAD? Leev da arrers to da gobbos, iz wot I fink!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs:&#039;&#039;&#039;&lt;br /&gt;
While most Orc groups loot to their hearts content when they have the option to do so, and Black Orcs are capable of making new and exclusively Orcish gear, Savage Orcs refuse to advance in culture. &lt;br /&gt;
Still living in the state they did when they were first noticed by the Old Ones, Savage Orcs are as dumb as can be. They barely have a language, barely have capacity for learning, and barely have any sort of gear barring teeth, bones, and sticks with mud. They wear simple scraps of leather and grass if anything at all. While they have tales surpassing the normal Orcish attention span going back throughout Orcish history, they are just as tied to fights (and hunting) as one would expect. They cling to these stories as the example by which all Orcs should live by, and have a great deal of hate for their modernized cousins.&lt;br /&gt;
&lt;br /&gt;
So how do Orcs succeed? The same way they do in 40k. Savage Orcs are capable of the same feat of believing in something hard enough that it happens or works. The most complex part of their culture is their system of warpaints, which produces the belief that makes the results true. Blue spikes on the chest protect from arrows, and the Orc&#039;s skin cannot be pierced with them. A drawing of an eye on the stomach make them a conduit for [[Gork]] and [[Mork]] (or Mork and Gork?)&#039;s will, and suddenly you have a level 1 Wizard. As a result, much of Savage Orcish communication (even verbal, as drawing accompanies it) is done in pictographs. Savage Orcs have an amazing capacity for abstract representations in this regard, translating the Elvish script on [[Waystone|Waystones]] before the defacing of them begins.&lt;br /&gt;
In addition, the capacity for planning and strategy in the minds of modern Orcs is replaced by absolute savagery unknown to even Khornate berserkers as Orcs tear across the battlefield faster than Cheetahs and stronger than Ogres. &lt;br /&gt;
&lt;br /&gt;
Savage Orcs often employ logs with a giant stone tip at the end carried by two Orcs as a giant spear. In ages past, the Orcs used these to hunt large prey and to bring down Lizardmen who hunted them. As a result, Savage Orcs still do this regardless of whether it is useful or not.&lt;br /&gt;
Shrunken heads, fetish totems, and various other things that not even Elves and Empire Wizards can understand the workings of are carried by their leaders.&lt;br /&gt;
&lt;br /&gt;
tl;dr Savage Orcs are Warhammer Dwarf Orcs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblins:&#039;&#039;&#039;&lt;br /&gt;
Are not long for this world.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Wolf Riders:&#039;&#039;&#039;&lt;br /&gt;
Many goblin tribes are nomadic in nature, raiding, stealing or when in a pinch, trading with other greenskin tribes. Goblins ride four foot tall at the shoulder wolves that are often more dangerous than the riders. They make a good team, perhaps due to mutual instincts to attack the helpless, injured and/or isolated and it can even be hard to determine whether the mount or rider is in charge. Goblin Wolf Riders are lightning quick, only being matched in speed by the elves, making them incredibly effective fast cavalry, pelting targets with arrows and fleeing before the opponent can respond, charging the flanks and picking off small units.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblins:&#039;&#039;&#039;&lt;br /&gt;
Like normal goblins, except they&#039;re bat-fuck crazy. Imagine normal goblins, but slightly smarter, loads more crazy, and constantly hopped up on &#039;shrooms. They hate going outside, so they share characteristics with your typical fa/tg/uy (nigh/tg/oblin?) in that way. They typically refuse to leave their caves except at night, where they raid nearby settlements. They don&#039;t just hate the sun, it may actually burn their skin so severely that they could die from being exposed for to long. To prevent burning up immediately every time you need to leave the cave to get the mail or something, night goblins wear black, or sometimes drab grey, robes.&lt;br /&gt;
&lt;br /&gt;
Not as cowardly as your typical goblin, they&#039;re actually smart enough to a point where entire tribes of both orcs and goblins may be lead by a single night goblin. Problem is, they&#039;re horrifically paranoid, to the point where they feel everyone&#039;s out to get them (to be honest, they have a point [an orc spear point to their ribs]). At they&#039;re very best, night goblins are completely insane, and their &amp;quot;inventions&amp;quot; tend to be little more than &amp;quot;strap a squig to it and poke it a lot&amp;quot;. One famous night goblin &amp;quot;innovation&amp;quot; was to get their craziest gobbos, hop them up on loads of drugs, and give them a huge metal ball. When the time is right, they fling them towards the enemy, run like hell, and hope to Gork (or possibly Mork) that he doesn&#039;t follow them.&lt;br /&gt;
&lt;br /&gt;
Living in caves, night goblins are absolutely hated by the dorfs, especially since Skarsnik kind of rules the dorfs&#039; old fortress at Karaz Eight-Peaks. The dwarfs have declared night goblins (like all greenskins) as eternal enemies of all dwarf-kind. For some reason, night goblins also hate skaven, probably because they argue over who gets to live in the shit-and-corpse-filled ruins of dwarven society. The feeling is completely mutual on the ratmens&#039; end.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest Goblin Spider Riders:&#039;&#039;&#039;&lt;br /&gt;
In older editions forest goblins were the weedy jungle counterpart of the more prolific savage orcs. They&#039;re still around nowadays but since they&#039;re basically just goblins that prance around in Village People tier parody costumes of Native Americans their presence in the game is now just cut down to their spider riding aspect. Where night goblins have mushrooms and squigs and regular goblins have being beaten up by orcs, forest goblins have spiders. Forest goblins use them for mounts, shrines, and in the case of shaman, peyote that bites.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Orcs:&#039;&#039;&#039;&lt;br /&gt;
Black Orcs are Orcs who were kept as slaves. Yes, Games Workshop went there. &lt;br /&gt;
More specifically, Black Orcs were enslaved long ago by the [[Chaos Dwarfs]] who bred them (how is unclear, given they no longer undergo sexual reproduction, presumably it involved feeding them mutagens, letting orcs spore under controlled conditions, culling those which did not meet the desired criteria and repeating the process with those that did) to be large and hulking, while also obedient. This backfired as the Orcs were much less prone to infighting (&amp;quot;much less&amp;quot; rather than &amp;quot;never&amp;quot; mind you) and capable of learning which resulted in highly effective slave rebellions. Black Orcs left the region of the Chaos Dwarfs and spread out, coming into contact/conflict with both [[Ogre Kingdoms|Ogres]] and their other kin, eventually reaching even the Empire. &lt;br /&gt;
&lt;br /&gt;
Black Orcs are very perculiar compared to all other forms of greenskin. Black Orcs don&#039;t simply loot everything, but actually create new things using raw materials and salvage. Beyond that, they are actually capable of maintaining what they create or loot. They are somewhat less prone to the superstitions of the other breeds of Orc, but even without blue paint and a lucky Dwarf foot are much tougher and more skilled than your average Boy or Savage Orc. Most other kinds of Orcs consider them highly useful to have around, but generally not Orcy and worthy of scorn for their aberrant ways. Of course the strong gear, strong bodies, and slightly stronger minds ensure the Black Orcs always end up at the top of the leadership rungs of whatever mob or WAAAGH! they end up a part of. Pretty much they&#039;re the warhammer version of the Uruk Hai.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Orcs may not be the brightest of creatures, but that doesn&#039;t mean they&#039;re idiots. When they came up against cavalry, it didn&#039;t take them long to realize the advantages of riding their own beasts into battle. But, rather than muck around with fiddly, wimpy creatures like horses - except for them weird gits in the Gray Mountains who like to ride [[Hagranym]]s - orcs chose a more orcy creature: the savage, aggressive, thick-skinned and flatulent wild boar! Hanging onto these squealing, snorting monsters for dear life, boar boyz may not be as quick as the goblin wolf riders, but they hit with a lot more force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Savage Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Savage Orcs keep the company of large packs of wild boars, who share their food and follow the Orc tribes wherever they go. Said boars are not the boars of Earth, but rather horse-sized monsters with skin like tanned leather. The boars roam freely, as the Savage Orcs believe they are a gift from their gods and are kindred spirits. Before battle, any Orc wishing to ride a boar must (by himself) catch and headbutt into unconsciousness one of the pack. He and his bros will paint the boar, ritually scar, and adorn the boar as they see fit. When it awakens, it finds itself mounted by an Orc foaming at the mouth and often carrying one weapon in each hand swinging at anything nearby. It bears mentioning that, even amongst orcs, only savage orcs are crazy enough to try and ride a boar using only their feet to exert some form of control.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boar Chariot:&#039;&#039;&#039;&lt;br /&gt;
Once they figured out how to ride boars, the next and obvious step for orcs was figuring out how to strap them to a chariot and go careening around the battlefield at high speeds. In typical orcy fashion, there are constant punch-ups over which form of boar-riding is better.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Wolf Chariot:&#039;&#039;&#039;&lt;br /&gt;
Lighter and frailer than their orcy counterparts, the goblin wolf chariot still adds a bit more punch to a goblin&#039;s Waaagh than mere wolf riders alone can provide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Spear Chukka:&#039;&#039;&#039;&lt;br /&gt;
Being relatively clever and inventive creatures, the goblins were quick to figure out that the principles behind their own bow-wielding boyz could be scaled up to create crude, but effective, ballistas, adding much needed ranged firepower to the Waaaagh.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblin Squig Hoppers:&#039;&#039;&#039;&lt;br /&gt;
Completely fucking bonkers by night goblin standards, which is honestly saying something. Basically a bunch of wily squig herders who decided it would be an absolutely brilliant idea to grab onto angry squigs and ride them full-speed towards the nearest enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblin Squig Herd:&#039;&#039;&#039;&lt;br /&gt;
Squigs are very common in night goblin society, mostly because they breed them for everyone else. Snce squigs are mostly nothing more than very pissed off mouths with legs, night goblins seem to have the bright idea that they should take the toothiest squigs, bring them to the battlefield, and poke them repeatedly until they start attacking either the enemy, or the night goblins themselves.&lt;br /&gt;
&lt;br /&gt;
On occasion, the most fungus-filled caverns may attract a great cave squig, which some night goblin warbosses will then attempt to tame and use as mounts. They&#039;re actually quite effective, if not completely fine with murdering literally everything in their path, including the warboss&#039; tribe.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snotlings:&#039;&#039;&#039;&lt;br /&gt;
Smallest, weakest and stupidest of all the greenskins, snotlings infest greenskin camps like fleas and are regarded with disinterest and occasional amusement by their bigger relatives. When the greenskins go to war, enormous hordes of snotlings may march along in imitation, wielding whatever vaguely sharp rubbish they can scrounge up and trying to kill whatever they bump into.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trolls:&#039;&#039;&#039;&lt;br /&gt;
Bigger and dumber than even the biggest, dumbest orc, trolls are brainless eating machines heavily touched by [[Chaos]] whose ability to regenerate from almost anything they get hit with makes them virtually impossible to kill, and thus they are valued by orcs for their brute strength. Even if they make Savage Orcs look like educated scholars with how dumb they are. Plus, orcs find it hilarious when a [[human]] [[knight]] dies a horrible, screaming death being melted by a troll puking hyper-corrosive vomit all over him.&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Rock Lobber:&#039;&#039;&#039;&lt;br /&gt;
Your basic catapult, with goblins dumping rocks into a spring-loaded device that then throws the rocks into the air to, hopefully, bash some gits on the other side of the battlefield. Not as common as the Spear Chukkas because, frankly, goblins are weedy and accuracy ain&#039;t the greenskins&#039; strong suit, but they&#039;re better suited for breaking down walls, so orcs keep making them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doom Diver Catapult:&#039;&#039;&#039;&lt;br /&gt;
Legend has it that this started out as an attempt by the greenskins to create flying reconnaissance troopers. This didn&#039;t work, but because a goblin falling on your head from hundreds of feet up is surprisingly deadly - and funny to watch - it was adopted into the greenskin army as a new projectile weapon. Goblins will literally fight to strap on the primitive gliding wings and spear-tipped helmet of a Doom Diver; if you gotta go, then being shot out of an oversized slingshot and whizzing at ridiculously high speeds whilst finally getting to literally look down upon orcs is as good a way to go as any. Besides, some Doom Divers actually survive.&lt;br /&gt;
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* &#039;&#039;&#039;Snotling Pump Wagon:&#039;&#039;&#039;&lt;br /&gt;
Snotlings may have brains the size of grapes, even by greenskin standards, but that doesn&#039;t mean they don&#039;t want to join in on all the fun. A snotling pump wagon is their attempt to emulate the chariots used by their bigger relatives; a ramshackle heap of junk that lurches across the battlefield, propelled by the dubiously useful efforts of snotling gangs using primitive pump-action engines. Orcs &amp;amp; goblins tolerate this with a paternal amusement. Besides, sometimes it actualy does something useful, and even if it doesn&#039;t, they&#039;re only snotlings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arachnarok Spider:&#039;&#039;&#039;&lt;br /&gt;
An Arachnophobes Worst Nightmare. It is a Giant monster spider ridden by Forest Goblins. One of the best Units the Orcs and Goblins can use.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mangler Squigs:&#039;&#039;&#039;&lt;br /&gt;
A weapon that only Night Goblins were crazy enough to come up with: take two &amp;quot;Great Squigs&amp;quot;, then attach them to each other by sturdy chains. Then poke them in the direction of the enemy and hope their mutual dimwitted antangonism of each other will whip them into a literal whirling frenzy of destruction, like a load of perpetually-propelled chainshot from a cannon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stone Trolls:&#039;&#039;&#039;&lt;br /&gt;
A less common breed of trolls, more frequently encountered in the mountainous regions, stone trolls have turned to devouring stones and earth to sate their eternal hunger. This has caused their hide to thicken and toughen, making them better armored than common trolls. More importantly, it makes them heavily resistant to magic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Trolls:&#039;&#039;&#039;&lt;br /&gt;
As their name suggests, this troll subrace has adapted to life in and around the water. Whilst this amphibious ability can make them more mobile in battles around marshes, swamps or rivers, their true value is in their thick layer of protective slime and gut-wrenchingly vile stink, both of which impede an opponent&#039;s ability to deliver a telling blow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant:&#039;&#039;&#039;&lt;br /&gt;
Long ago, Giants lived on the tops of mountains in an area roughly analogous to the Himalayas of our world. They were left there by the [[Old Ones]], who had created them as a race dear to their hearts (like the High Elves) who were nonetheless not the perfect living weapons to use to fight Chaos. They were gifted by many Old One devices, magics, and lessons which guided their race into a utopia of families living in distant isolated castles.&lt;br /&gt;
Then the race created just after them, half-formed and dumb as rocks stuck in mud, came. [[Ogre Kingdoms|Ogres]] were creatures which possessed little save their massive hunger, and having been driven out of their homeland of the Mongolian Steppes by the arrival of the [[Great Maw]] they were looking for a new place to settle. &lt;br /&gt;
Ogres reproduced as fast as men, with the durability of Dwarfs, and came in MASSIVE numbers. Upon meeting an infinitely wiser race of peaceful beings so tall they couldn&#039;t see their faces, the Ogres immediately attacked with the intention of eating every single scrap and bone of every man woman and child of the Giants they could find. &lt;br /&gt;
After many years, the Ogres finally accomplished their goal; the few remaining Giants had managed to mount their castles upon clouds and fled the world of mortals. After realizing there was no food to be found, the Ogres then moved on westwards again.&lt;br /&gt;
&lt;br /&gt;
But not all Giants had been wiped out. Some during the years of fates worse than death had fled northwards and westwards. The Giants who survived lived in small communities, with each generation hearing less and less of the tales of their ancestors until the modern day Giants who are barely more intelligent than Orcs and have many of the same behaviors (mainly consumption of whatever they can find whenever they can find it) of Ogres. Most stick to themselves, destroying human villages and moving on. But some find themselves captured by the servants of Chaos and are goaded into doing the bidding of the [[Beastmen]]. Still others are recruited eagerly by greenskins, who show them a degree of respect (afterall, they ARE the biggest gits around!) that no other races affords them. &lt;br /&gt;
Giants living among greenskins have good lives, getting intellectual stimulation from conversing with the Orcs and Goblins (who are unusually talkative when asked questions by a creature strong enough to crush a boulder to pebbles within their same tribe) and any captives the Orcs and Goblins take. They are never without food as any time the greenskins fight (including amongst each other) there are ample corpses around which the greenskins have only a passing interest in. &lt;br /&gt;
&lt;br /&gt;
Giants are VERY fond of alcohol. While greenskins have little to no interest in it, most are willing to brew it to secure the services of the Giant. Some Goblins however are clever enough to realize that it is a successful recruiting tool as well. &lt;br /&gt;
&lt;br /&gt;
Giants often adorn themselves in things too large to be of use to their smaller allies, like the parts from Steam Tanks or the bones of things like Dragons.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
Racial relations are as follows:&lt;br /&gt;
*Dwarfs AKA Stuntiez are being driven back by the Goblins, peak by peak and fortress by fortress. Dwarfs have begun to adapt technology for the upper hand in the long-standing war and have received aid from both elf and human, it may be far too little far too late. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; If derr&#039;s anyfing dem stunties is good at, iz making fine flash choppas an&#039; bluddy great boom barrelz. Wez gotta fights an&#039; loots from em more!&amp;lt;/span&amp;gt;&lt;br /&gt;
*Ogres make good fights. Also good comrades for the greenskins who can pay them. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz real big an&#039; ard, like da bossez an&#039; skarboyz. Only reesun we ain&#039;t buddiez iz dey aint green, an&#039; dey likez eatin&#039; more dan fightin&#039;.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Dark Elves make use of greenskins as pawns, sometimes rewarding them. Greenskins are usually outsmarted by the more clever Dark Elves into fighting another group. Usually... &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;  Dey giv&#039; us loot and shows us where a gud fight is... an&#039; sumtimez we fight &#039;em afta dat battle!  Dese pointy &#039;eads iz fun ta fight cos dey iz kunnin&#039;, spiky, got lotsa big beasts an&#039; likez fightin&#039; as much as we do.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Wood Elves drive them back from Athel Loren whenever possible. Greenskins continually try to cross it to reach Bretonnia or the Empire for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Sneaky pointy &#039;ead gitz dat use lotsa arrers an&#039; hide in trees. Not gud fightz ta be honest, but sumtimez da trees get up an&#039; fight too, an&#039; deyz gud fightz - plus da wood&#039;s gud fer chariots, rock lobbas an&#039; spear chukkas an&#039; wot &#039;av ya.&amp;lt;/span&amp;gt;&lt;br /&gt;
*High Elves have earned the respect of greenskins the world over by, after the invasion of his homeland by Grom the Paunch, Eltharion the Grim attempted to wipe out the greenskin race using fire magic and made better headway than any other race in history. He has retreated home, relying on the reputation he has earned to inspire WAAAGH!s to come to him and dwindle against the natural and magical defenses until they are so diminished his forces can finish them off once and for all. It seems that he&#039;s been successful at least in getting the word out.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dese shiny pointy &#039;eads give very good fightz, but dey&#039;z dangerous.  Boyz don&#039; spawn afta fightz wiv dem, must be sum pointy &#039;ead magic.  Gobbos fear all pointy &#039;eads fer sum reason, includin&#039; da sneaky and kunnin&#039; ones. Even more den usual dat is, which is really sayin&#039; sometin&#039;.    &amp;lt;/span&amp;gt; &lt;br /&gt;
*The Empire are easy pickings, not bad for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;Umiez iz weak and deserve ta get krumped. Sometimez dey put up gud fights tho, but only if dey&#039;z got boom barrelz, magic or dem fancy stunty-made-choppas. But usually dey don&#039;t. So dey get krumped, heheh. &amp;lt;/span&amp;gt; &lt;br /&gt;
*Bretonnia is better fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey may be weak &#039;umiez, but da horsey-boys iz fast an&#039; love ta fight at choppa range. Ya see any fancy-boys muckin&#039; about, ya ignore da runtier gitz and go straitz fer dem cuz deyz gud fightz. Dey also bringz bluddy big rock lobbaz.  &amp;lt;/span&amp;gt; &lt;br /&gt;
*Lizardmen are even better fights than that. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da big lizards are killy, da really big lizards are dead killy and dey got good loot hidden in dem pyramid-fings. If ya take da gold in da pyramid-fings den da scaly-boyz get mad, I meanz real propa mad, an&#039; deyz keep comin&#039; fer ya again an&#039; again ta get it back of yaz, which suitz us just&#039; fine. Such gud fings ta fight, too bad deyz so rare, itza real shame dat. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Vampires are better fights than Bretonnia and close to Lizardmen, but have less loot. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem blood-drinkaz iz really gud fights. Lotsa strange boyz wif &#039;em tho, krump one and sumtimz &#039;e getz back up, sumz just bonez and sumz ghosty-fings dat choppa&#039;s can&#039;t chop. An&#039; don&#039;t take any of der loot cuz itz alwayz rubbish an&#039; even if da loot looks nice, it tryz ta whisper ta yaz, tellz ya ta do fings - &amp;quot;Put sumfing up ova&#039; &#039;ere, wreck dat stone ova&#039; der, kill &#039;im&amp;quot;, like wez alwayz needz ta be told ta do dat, fank yoo very much.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Tomb Kings are good fights and have great loot! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da mummiez is fun ta fight and dey have sum of da best loot.  Dere big, walkin&#039; statue fings are loot an&#039; fight pu&#039; tagether!  But dey iz hard ta find an&#039; dere&#039;s nuffink ta eat or drink when ya do. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Warriors of Chaos are glorious fights! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz spiky, dead &#039;ard an&#039; like fightin&#039; nearly as much as we do!  Especially da red ones wiv skullz.  Sometimes dey have dem strange gits wiv &#039;em, which means weirder fightz. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Daemons are strange gits that come from swirly magic portals some places. Shamans can bring them in intentionally when fights are scarce. &lt;br /&gt;
*Beastmen are good fights, and better food.&lt;br /&gt;
*Skaven are sneaky gits, and make for poor fights. But there&#039;s a lot of fighting to be done and they make for good eats.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem rats&#039; worse dan gobbos an&#039; dey got weird, glowy boom barrelz. Deyz mostly runty gitz, more dan &#039;umiez even, but dere&#039;s lotz n&#039; lotz of &#039;em, so leest yaz don&#039;t go &#039;ungry afta da fight. &amp;lt;/span&amp;gt;&lt;br /&gt;
* In addition to the mounts listed above, the 2nd edition of [[Warhammer Fantasy Roleplay]] stated that some orc tribes in [[Bretonnia]] have taken to riding a new monster called a [[Hagranym]], which are [[Chaos]]-touched predatory cliff-climbing horses who are actually way smarter than the orcs they&#039;re teaming up with. Hagranyms have never appeared on the tabletop, however.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Orc_and_Goblin_Afternoon_Nap.png|Living high on the WAAAGH can be tiring. &lt;br /&gt;
Image:22.jpg|Dat&#039;s finkin&#039; wiff&#039; mehjick!&lt;br /&gt;
Image:Stuntiez.jpg|Da proppa&#039; use of Stuntiez.&lt;br /&gt;
Image:Squig.png|This is a cake. Made for the launch of [[Warhammer Online]], made by those guys who had a cake show on Food Network on an actual episode until it got canceled. Suck it, Orks. &lt;br /&gt;
Image:Night Goblins.jpg|Seeing [[Tzeentch]] would drive these guys sane. Seriously, not an exaggeration. &lt;br /&gt;
Image:1304378410814.jpg|Let&#039;z go, let&#039;z go, WAAAGH! WAAAGH! WAAAGH!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer/Tactics/8th_Edition/Orcs_&amp;amp;_Goblins|Tactics/Orcs and Goblins]]&lt;br /&gt;
* [https://lingojam.com/WarhammerOrkTranzlator Greenskin Translator]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Snotling&amp;diff=435727</id>
		<title>Snotling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Snotling&amp;diff=435727"/>
		<updated>2021-10-28T00:35:55Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Battlefield Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Snotling Art Main.jpg|right|400px]]&lt;br /&gt;
&#039;&#039;&#039;Snotlings&#039;&#039;&#039; (&#039;&#039;Orkus serverum&#039;&#039;) are the diminutive greenskins of [[Warhammer Fantasy]] and [[Warhammer 40000]]. A punishment for [[White Dwarf]] writers used to be being forced to paint a 5,000 point Snotling army. They&#039;re that bad.&lt;br /&gt;
&lt;br /&gt;
==Fantasy==&lt;br /&gt;
Generally left to their own devices, Snotlings do not fit into the traditional [[Orcs &amp;amp; Goblins]] hierarchy. Goblins torture them, like they do all things smaller and weaker than themselves, and Orcs will bully them into work for the same reason. In the latter scenario, Snotlings eagerly do as they are told with a full intent to please. Their lack of intelligence severely limits their helpfulness however, as an Orc demanding they bring him his favorite short stabba will receive everything but, and belonging to everyone else in his group. Many Orcs find their simplicity and willingness to cooperate endearing, luckily, naming them and keeping their favorites nearby. Foul-tempered Orcs and Squigs may still react with hostility and even hunger towards them. &lt;br /&gt;
&lt;br /&gt;
While Snotlings don&#039;t build the elaborate (for greenskin) structures that Goblins do, and have never been seen smithing alongside [[Black Orc]]s, they do possess a sense of ingenuity. Even among Savage Orcs they will scavenge wood and metal, assembling devices commonly known as &amp;quot;Pump Wagons&amp;quot; which are a Snotling-powered Snotling delivery system resembling [[METAL BOXES|wooden bawkses]], getting them into fights faster than their kin and doing much more damage to enemies than most greenskins will survive to do.&lt;br /&gt;
&lt;br /&gt;
They are relatives of [[Gnoblar]], a race of greenskins who are only marginally bigger than the Snotlings which serve [[Ogre Kingdoms|Ogres]] in the same way common Snotlings serve Orcs and Goblins. It’s debatable on which is actually smarter, but considering Gnoblars do have [[Gnoblar Horde: The Unwashed Masses|their own faction]], our bet’s on the Gnoblars.&lt;br /&gt;
&lt;br /&gt;
==40k==&lt;br /&gt;
&lt;br /&gt;
[[File:Snotling_redeployment_by_albe75-d81w8c1.jpg|right|thumb|300px|Snotlings encountering their more common fate in war. Note that this is not entirely accurate, as Snotlings are not smart enough to run away in this situation.]]&lt;br /&gt;
Oh boy, you thought [[Grot|Gretchins]] get no respect? Snotlings are figuratively (and sometimes literally) the icky paste at the bottom of the barrel of the Ork hierarchy. Viewed as nothing more than diminutive and immature Gretchins, these poor slobs get picked on and bullied by everyone within Ork society; even the wimpiest of Grots still have some form of use beyond cannon fodder.&lt;br /&gt;
&lt;br /&gt;
To make things short, life for a Snotling is even worse than for a Grot. Their role in an Ork ecosystem is essentially to be caretakers of fungi and [[Squig]]s, and double as the primary food source for said squigs. While Gretchins form the overall &#039;middle-class&#039; and second-class citizens, Snotlings are below third-class citizens, somewhere between dogs and dog &#039;&#039;food.&#039;&#039; And unlike their somewhat larger and more cunning cousins, Snotlings are as dumb as a brick, noted to behave more on animalistic instincts than raw independent intellect. These guys are the dudes that just have to be pitied.&lt;br /&gt;
&lt;br /&gt;
There are rumors among the larger Gretchin that Snotlings are the direct descendants of the &amp;quot;Brain Boyz&amp;quot; ([[Old Ones (Warhammer)|the Old Ones]], who created the Orks). Supposedly they grew weaker and weaker after the War in Heaven until they were enslaved by their own servant race. Some Orks believe it might be true, others think it&#039;s just a folk tale the Gretchin tell themselves to feel better, and neither camp actually &#039;&#039;cares&#039;&#039; if it&#039;s true as long as the Gretchin get back to work.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Roles===&lt;br /&gt;
Cannon fodders&#039; cannon fodder, that&#039;s it. Snotlings are so useless in a battlefield that even Grots consider them as cannon fodder. Since they&#039;re simpletons, they are often armed with very basic (we mean &#039;&#039;&#039;&#039;&#039;very basic&#039;&#039;&#039;&#039;&#039;) weaponry such as sticks, sharp glass or a wet sock. Obviously they would deal as much threat as a very angry kitten; fortunately though, they come in ludicrous numbers, resulting often in drowning their enemies in blood and bodies. &lt;br /&gt;
&lt;br /&gt;
Sometimes an Ork with a [[Shokk Attack Gun]] may use any unfortunate Snotlings as ammunition, since a Gretchin is actually smart enough to notice the danger while a Snotling is often too dumb to realize what is going on until it is too late. Often (if they are fortunate) the resulting Snotlings, after being transported through the [[Warp]], lose what little sanity they have and start to attack anything like a rabid dog once they get kicked out of literal space hell; sometimes however they may just come out in [[RIP AND TEAR|ludicrous gibs]] or cease to exist all together.&lt;br /&gt;
&lt;br /&gt;
===Why it sucks to be a Snotling===&lt;br /&gt;
[[File:Latest-1Snotling.jpg|200px|thumb|right|Meet the most pitiful race to ever come out of WH40K.]]&lt;br /&gt;
*You&#039;re at the literal bottom of the food chain.&lt;br /&gt;
*You have almost no use at all.&lt;br /&gt;
**Of what little use you have is often ignored completely.&lt;br /&gt;
*You are dog food for a vast majority of cultivated [[Squig|Squigs.]]&lt;br /&gt;
**You cultivated the squig that ate you.&lt;br /&gt;
*Even Gretchins bully you.&lt;br /&gt;
*When you fall asleep in the fungus gardens, the next thing you realize once you wake up is that you are suddenly turned into a [[Fungus|&#039;snotroom&#039;.]]&lt;br /&gt;
**Yes even simple fungi are more likely to see you as food.&lt;br /&gt;
===Why it still sucks to be a Snotling===&lt;br /&gt;
*You&#039;re as dumb as a brick and won&#039;t notice anything until it is too late.&lt;br /&gt;
*You&#039;re nothing more than ammunition in the battlefield.&lt;br /&gt;
*You&#039;re considered the cannon fodder of the cannon fodders in the battlefield.&lt;br /&gt;
**Seriously, you are going up against Titans, tanks and supersoldiers with a stick and a piece of glass. Even Grots get to use knives and the occasional gun.&lt;br /&gt;
*You may get accidentally stepped/crushed on and nobody would even notice you, let alone care.&lt;br /&gt;
*You look like a Gretchin fetus.&lt;br /&gt;
*You will grow up to be the size of a house cat.&lt;br /&gt;
**The house cat is higher on the food chain than you.&lt;br /&gt;
*The myriad variations of &amp;quot;Kick the Snotling&amp;quot; are among the more popular between WAAAGH! activities of your superiors.&lt;br /&gt;
*To say that [[Ripper|Rippers]] (the lowest Tyranid creature) are the Tyranid equivalent of Snotlings is somewhat disingenuous, given that Rippers eat Snotlings.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
===Fantasy===&lt;br /&gt;
Snotlings fulfill the useful [[Tarpit]] role using their 5 Wounds and low point cost, although in an army where theoretically anything can fill that function they stand out by being Immune to Psychology due to being a Swarm, and having them wiped out (which is quite likely as they have little to no survivability) does not panic your other troops. &lt;br /&gt;
&lt;br /&gt;
They have a weak ranged attack involving exploding spores they can use that ignores Armor, although it is unlikely to do meaningful damage in most situations at only S2. &lt;br /&gt;
&lt;br /&gt;
Pump Wagons are far more useful, showing up in many [[Netlist]]s due to their high damage and ability to charge models without allowing a reaction move. They are fragile, but with target mitigation using enough Squigs you can easily force most opponents to pick their poison between the two.&lt;br /&gt;
&lt;br /&gt;
===40k===&lt;br /&gt;
Shokk attack gun ammo. That&#039;s literally it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Snotling Models.png|The no longer available Snotling miniatures.&lt;br /&gt;
Image:Snotling GW Ad.jpg|The original ad for Snotling swarms.&lt;br /&gt;
Image:Snotling Pump Wagon Model.jpg|The current Snotling Pump Wagon model. &lt;br /&gt;
Image:Snotling Pump Wagon Old.jpg|The old Snotling Pump Wagon model. &lt;br /&gt;
Image:Snotling Vidya.jpg|A Snotling from the Warhammer Fantasy MMO.&lt;br /&gt;
Image:Snotling Pump Wagon Art 1.png|Snotling Pump Wagon art. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Feral Orks]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Orks-Forces}}&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Snotling&amp;diff=435726</id>
		<title>Snotling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Snotling&amp;diff=435726"/>
		<updated>2021-10-28T00:29:09Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Snotling Art Main.jpg|right|400px]]&lt;br /&gt;
&#039;&#039;&#039;Snotlings&#039;&#039;&#039; (&#039;&#039;Orkus serverum&#039;&#039;) are the diminutive greenskins of [[Warhammer Fantasy]] and [[Warhammer 40000]]. A punishment for [[White Dwarf]] writers used to be being forced to paint a 5,000 point Snotling army. They&#039;re that bad.&lt;br /&gt;
&lt;br /&gt;
==Fantasy==&lt;br /&gt;
Generally left to their own devices, Snotlings do not fit into the traditional [[Orcs &amp;amp; Goblins]] hierarchy. Goblins torture them, like they do all things smaller and weaker than themselves, and Orcs will bully them into work for the same reason. In the latter scenario, Snotlings eagerly do as they are told with a full intent to please. Their lack of intelligence severely limits their helpfulness however, as an Orc demanding they bring him his favorite short stabba will receive everything but, and belonging to everyone else in his group. Many Orcs find their simplicity and willingness to cooperate endearing, luckily, naming them and keeping their favorites nearby. Foul-tempered Orcs and Squigs may still react with hostility and even hunger towards them. &lt;br /&gt;
&lt;br /&gt;
While Snotlings don&#039;t build the elaborate (for greenskin) structures that Goblins do, and have never been seen smithing alongside [[Black Orc]]s, they do possess a sense of ingenuity. Even among Savage Orcs they will scavenge wood and metal, assembling devices commonly known as &amp;quot;Pump Wagons&amp;quot; which are a Snotling-powered Snotling delivery system resembling [[METAL BOXES|wooden bawkses]], getting them into fights faster than their kin and doing much more damage to enemies than most greenskins will survive to do.&lt;br /&gt;
&lt;br /&gt;
They are relatives of [[Gnoblar]], a race of greenskins who are only marginally bigger than the Snotlings which serve [[Ogre Kingdoms|Ogres]] in the same way common Snotlings serve Orcs and Goblins. It’s debatable on which is actually smarter, but considering Gnoblars do have [[Gnoblar Horde: The Unwashed Masses|their own faction]], our bet’s on the Gnoblars.&lt;br /&gt;
&lt;br /&gt;
==40k==&lt;br /&gt;
&lt;br /&gt;
[[File:Snotling_redeployment_by_albe75-d81w8c1.jpg|right|thumb|300px|Snotlings encountering their more common fate in war. Note that this is not entirely accurate, as Snotlings are not smart enough to run away in this situation.]]&lt;br /&gt;
Oh boy, you thought [[Grot|Gretchins]] get no respect? Snotlings are figuratively (and sometimes literally) the icky paste at the bottom of the barrel of the Ork hierarchy. Viewed as nothing more than diminutive and immature Gretchins, these poor slobs get picked on and bullied by everyone within Ork society; even the wimpiest of Grots still have some form of use beyond cannon fodder.&lt;br /&gt;
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To make things short, life for a Snotling is even worse than for a Grot. Their role in an Ork ecosystem is essentially to be caretakers of fungi and [[Squig]]s, and double as the primary food source for said squigs. While Gretchins form the overall &#039;middle-class&#039; and second-class citizens, Snotlings are below third-class citizens, somewhere between dogs and dog &#039;&#039;food.&#039;&#039; And unlike their somewhat larger and more cunning cousins, Snotlings are as dumb as a brick, noted to behave more on animalistic instincts than raw independent intellect. These guys are the dudes that just have to be pitied.&lt;br /&gt;
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There are rumors among the larger Gretchin that Snotlings are the direct descendants of the &amp;quot;Brain Boyz&amp;quot; ([[Old Ones (Warhammer)|the Old Ones]], who created the Orks). Supposedly they grew weaker and weaker after the War in Heaven until they were enslaved by their own servant race. Some Orks believe it might be true, others think it&#039;s just a folk tale the Gretchin tell themselves to feel better, and neither camp actually &#039;&#039;cares&#039;&#039; if it&#039;s true as long as the Gretchin get back to work.&lt;br /&gt;
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===Battlefield Roles===&lt;br /&gt;
Cannon fodder of a cannon fodder, that&#039;s it. Snotlings are so useless in a battlefield that even Grots consider them as cannon fodder. Since they&#039;re simpletons, they are often armed with very basic (we mean &#039;&#039;&#039;&#039;&#039;very basic&#039;&#039;&#039;&#039;&#039;) weaponry such as sticks, sharp glass or a wet sock. Obviously they would deal as much threat as a very angry kitten; fortunately though, they come in ludicrous numbers, resulting often in drowning their enemies in blood and bodies. &lt;br /&gt;
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Sometimes an Ork with a [[Shokk Attack Gun]] may use any unfortunate Snotlings as ammunition, since a Gretchin is actually smart enough to notice the danger while a Snotling is often too dumb to realize what is going on until it is too late. Often (if they are fortunate) the resulting Snotlings, after being transported through the [[Warp]], lose what little sanity they have and start to attack anything like a rabid dog once they get kicked out of literal space hell; sometimes however they may just come out in [[RIP AND TEAR|ludicrous gibs]] or cease to exist all together.&lt;br /&gt;
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===Why it sucks to be a Snotling===&lt;br /&gt;
[[File:Latest-1Snotling.jpg|200px|thumb|right|Meet the most pitiful race to ever come out of WH40K.]]&lt;br /&gt;
*You&#039;re at the literal bottom of the food chain.&lt;br /&gt;
*You have almost no use at all.&lt;br /&gt;
**Of what little use you have is often ignored completely.&lt;br /&gt;
*You are dog food for a vast majority of cultivated [[Squig|Squigs.]]&lt;br /&gt;
**You cultivated the squig that ate you.&lt;br /&gt;
*Even Gretchins bully you.&lt;br /&gt;
*When you fall asleep in the fungus gardens, the next thing you realize once you wake up is that you are suddenly turned into a [[Fungus|&#039;snotroom&#039;.]]&lt;br /&gt;
**Yes even simple fungi are more likely to see you as food.&lt;br /&gt;
===Why it still sucks to be a Snotling===&lt;br /&gt;
*You&#039;re as dumb as a brick and won&#039;t notice anything until it is too late.&lt;br /&gt;
*You&#039;re nothing more than ammunition in the battlefield.&lt;br /&gt;
*You&#039;re considered the cannon fodder of the cannon fodders in the battlefield.&lt;br /&gt;
**Seriously, you are going up against Titans, tanks and supersoldiers with a stick and a piece of glass. Even Grots get to use knives and the occasional gun.&lt;br /&gt;
*You may get accidentally stepped/crushed on and nobody would even notice you, let alone care.&lt;br /&gt;
*You look like a Gretchin fetus.&lt;br /&gt;
*You will grow up to be the size of a house cat.&lt;br /&gt;
**The house cat is higher on the food chain than you.&lt;br /&gt;
*The myriad variations of &amp;quot;Kick the Snotling&amp;quot; are among the more popular between WAAAGH! activities of your superiors.&lt;br /&gt;
*To say that [[Ripper|Rippers]] (the lowest Tyranid creature) are the Tyranid equivalent of Snotlings is somewhat disingenuous, given that Rippers eat Snotlings.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
===Fantasy===&lt;br /&gt;
Snotlings fulfill the useful [[Tarpit]] role using their 5 Wounds and low point cost, although in an army where theoretically anything can fill that function they stand out by being Immune to Psychology due to being a Swarm, and having them wiped out (which is quite likely as they have little to no survivability) does not panic your other troops. &lt;br /&gt;
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They have a weak ranged attack involving exploding spores they can use that ignores Armor, although it is unlikely to do meaningful damage in most situations at only S2. &lt;br /&gt;
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Pump Wagons are far more useful, showing up in many [[Netlist]]s due to their high damage and ability to charge models without allowing a reaction move. They are fragile, but with target mitigation using enough Squigs you can easily force most opponents to pick their poison between the two.&lt;br /&gt;
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===40k===&lt;br /&gt;
Shokk attack gun ammo. That&#039;s literally it.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Snotling Models.png|The no longer available Snotling miniatures.&lt;br /&gt;
Image:Snotling GW Ad.jpg|The original ad for Snotling swarms.&lt;br /&gt;
Image:Snotling Pump Wagon Model.jpg|The current Snotling Pump Wagon model. &lt;br /&gt;
Image:Snotling Pump Wagon Old.jpg|The old Snotling Pump Wagon model. &lt;br /&gt;
Image:Snotling Vidya.jpg|A Snotling from the Warhammer Fantasy MMO.&lt;br /&gt;
Image:Snotling Pump Wagon Art 1.png|Snotling Pump Wagon art. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category: Warhammer Fantasy]]&lt;br /&gt;
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[[Category: Orcs &amp;amp; Goblins]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Feral Orks]]&lt;br /&gt;
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{{Template:Orks-Forces}}&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Beastmen&amp;diff=84599</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beastmen&amp;diff=84599"/>
		<updated>2021-10-27T01:36:58Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: &lt;/p&gt;
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&lt;div&gt;{{Topquote|The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.|George Orwell, &#039;&#039;Animal Farm&#039;&#039;}}&lt;br /&gt;
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{{Topquote|One might suspect that the lower forms of the servants of darkness would be less blessed by the powers they serve than their more noble counterparts, but this is not the case. The Marks of the Dark Gods are as evident amongst these foul creatures as in any horde of debased Men. Perhaps even more so, for these Beastmen, as they are known, seem to be embraced by their gods just as parents might their children. Spawned by the very darkness that enwraps them, they are closer to the heart of Chaos than any other creatures and are to be greatly feared because of it.|From the Liber Chaotica, penned by Richter Kless, Priest of Sigmar, declared insane.&#039;&#039;}}&lt;br /&gt;
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{{Topquote|The only thing in my head&amp;lt;/br&amp;gt; Is five grams of cocaine, fly away alone&amp;lt;/br&amp;gt; To the edge of oblivion&amp;lt;/br&amp;gt; I have thoughts in my head&amp;lt;/br&amp;gt; When will all this end&amp;lt;/br&amp;gt; Whenever I&#039;m not alone&amp;lt;/br&amp;gt; Because a white eel will fly in|2=[https://www.youtube.com/watch?v=oSnDQjEquGA&amp;amp;t=1s Beastmen&#039;s official theme song]}}&lt;br /&gt;
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[[File:Beastman.jpg|200px|thumb|right|A face that even mothers can&#039;t force themselves to love.]]&lt;br /&gt;
Where the [[Warriors of Chaos|Warriors]] are Chaos tanks and [[Daemons]] are Chaos cheese, the &#039;&#039;&#039;Beastmen&#039;&#039;&#039; are the true Chaos horde. The Beastmen call themselves the children of Chaos, descended from outcast mutants hurled into the cursed woods of the Drakwald. They are considered a mere nuisance by the Empire and the Bretonnians, but the Wood Elves know how dangerous they truly are. The favorite activities of most Beastmen include toppling waystones, erecting herdstones, kidnapping/raping/eating humans, and, of course, plain old smashing shit! They hate absolutely anything built or anything that is pure and make it a priority to destroy and defile that which the civilized races cherish.&lt;br /&gt;
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In short, they&#039;re a bunch of drunken anarchist fucktards that hang out in the woods, surfacing only to pillage and defile - which is actually kinda awesome if you&#039;re into that sort of thing!&lt;br /&gt;
&lt;br /&gt;
==Print History==&lt;br /&gt;
The Beastmen weren&#039;t always &amp;quot;the Beastmen&amp;quot; as we know them today. For the longest time, they were actually part of a unified Chaos army, but due to the fact that people seemed to like to roll with either all beast, mortal or daemon army lists, [[Games Workshop]] in their infinite wisdom decided to gradually split off the armies. Despite getting split off into an army of their own, they still always play second fiddle to every other villainous faction in the setting. [[Skaven]] used to be under them.&lt;br /&gt;
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===Runequest===&lt;br /&gt;
[[File:GW Special Broo.jpg|thumb|right|px|300|Behold, the first &amp;lt;strike&amp;gt;Broo&amp;lt;/strike&amp;gt; Beastmen models.]]&lt;br /&gt;
In the early to mid 1980&#039;s, Games Workshop still produced miniatures for other games, including some they didn&#039;t even sell (similar to [[Reaper Miniatures]] today), and among them was the line of [[Broo]] for the [[Runequest]] game of the [[Glorantha]] setting. &lt;br /&gt;
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Broo were the proto-Beastmen. Most of the visual style of modern Beastmen, particularly Ungors, is present in the Broo minis. Broo are specifically very similar to Beastmen, [[/d/|although most notably is their lecherous nature and their hyper-fertility to the point they can literally impregnate anything they jizz into, including other males (usually not of their own race), trees, rocks, even just dirt.]]&lt;br /&gt;
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Games Workshop lost the rights to most of the third party IPs in the early 80&#039;s, since the contracts had run out and the IP owners had discovered there was alternatives (early GW had managed to sell itself on the idea it was the primary distributor of tabletop in &amp;lt;strike&amp;gt;The Old World&amp;lt;/strike&amp;gt; Europe despite it originally being three young men in an apartment and later on about twenty of them in a small office). This left them with a fair amount of unsold inventory that they couldn&#039;t actually sell anymore, so they repurposed it all (with dubious legality) as other things and gave Brian Ansell the thumbs up to make his own game that they&#039;d all have rules in...hence, Warhammer was born. Since Broo were generic enough, Games Workshop repurposed the existing miniatures as a set of models for the game, with very little actually changed aside from all the grey morality removed.&lt;br /&gt;
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===Hordes of Chaos===&lt;br /&gt;
Way back when, they were just part of the single Chaos army where they fulfilled the role of chaff; they were squishier and quicker than other Mortal units and they were good at setting up charges, which Daemons couldn&#039;t really do. There were also a couple of special and rare units that were &amp;quot;beastly,&amp;quot; but nothing much.&lt;br /&gt;
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===Beasts of Chaos===&lt;br /&gt;
In 6th edition the Chaos army was split, making Beastmen their own army... sort of. They were pretty bad in this edition, essentially being the bitch of Chaos. Indeed, they had almost &#039;&#039;no&#039;&#039; redeeming qualities of their own, but to get into why we&#039;ll need to split apart the book and look at it in detail. &lt;br /&gt;
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For starters, there&#039;s nothing the Beasts can do that Mortals or Daemons can&#039;t do better. At first this might seem odd since their Special and Rare choices could both be very powerful, however the Chaos books were rather unique in that Beasts, Daemons and Mortals could all be used alongside each other, and so each could take everyone else&#039;s Special and Rare choices. The main difference was in what counted as your Core, and a Chaos Core was divided into a Mortal, Beast and Daemon Core. [[Age of Sigmar|Whichever of the three types happened to be your General was the type that counted as your Core, while the other two counted as Special choices.]]&lt;br /&gt;
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Suffice to say, outside of a few options/builds the Beast Generals were lacking compared to Mortal Generals and Greater Daemons, and so were their Core. Sure if you found a way to get Morghur in the middle of the enemy he could stop at least half an army on his own while Khazrak was hands down one of, (if not the best) monster killers in the game. He was able to get up to S10 and each successful wounding attack, before saves, generated a new attack (yes, even the new attacks did this) and the Beast&#039;s ambush rule was pretty cool, but those are the exceptions.&lt;br /&gt;
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The Beast Core consisted of units that mixed low Toughness and low Leadership; they had lightly armoured Ungors with spears and tough, brawny brawlers in the form of Gors, alongside skirmishers that could scout. The only alternatives (if you wanted a full unit) was to supplement with Warhounds, who can&#039;t take a hit and didn&#039;t count towards your mandatory Core slots, or take a bunch of tough, strong Bestigors, who were overpriced and much slower than everybody else. If you wanted a Beasts General and mostly wanted to make use of your Special and Rare choices, then you&#039;d probably get a few Tuskgor Chariots to fill your mandatory Core slots. They were significantly cheaper than their Mortal counterparts, did not do that much less damage and were also the only option that could consistently make their points back.&lt;br /&gt;
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This is because when they were split from the Hordes of Chaos, the Core was nothing more than an unruly band of meat shields. In fact, because they could move faster, it was preferable to field a few beast packs to soak up arrow fire and act as distractions while fast-moving daemons got the flanks and warriors hammered the front ranks.&lt;br /&gt;
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[[Derp|This does not make a competent, full army.]] Now if you were paying attention you might be wondering how they&#039;d perform if had a Mortal or Daemon General and so could avoid a shitty Core, and that&#039;s where things get good. A Chaos army often had to skip out on important upgrades to certain units (specifically Warriors) because they wouldn&#039;t have enough to get a good General, a good frontline, and a good few heavy hitters that you&#039;d normally need to collapse the enemy&#039;s formation. They were pricy, and so Beasts gave you the option of having a cheap Core and suddenly you had far more points to spend on units of Warriors and Knights.&lt;br /&gt;
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Now to get into the cool Special and Rare choices, the Beasts gave Chaos the [[Troll#Fantasy_trolls|Chaos Trolls]] and [[Ogre_Kingdoms|Ogres]], [[Dragon Ogres|Dragon Ogres and Shaggoths]], etc. Combined with the Warriors (and saving points using Chariots or Ungor screens for Core) it made for a fairly strong United force, one that could hit like a truck and take solid hits in return.&lt;br /&gt;
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Almost makes you wonder why they were ever split in the first place, since the only time the Chaos armies of 6th Ed were scary was when they had a united front (just like in the lore).&lt;br /&gt;
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===Beastmen===&lt;br /&gt;
[[File:Beastmen-Warhammer-Fantasy.jpg|400px|thumb|right|Warrior goats with [[Ogre]]-style gutplates]]&lt;br /&gt;
Sometimes referred to as &amp;quot;the WEAK chaos army,&amp;quot; or the &amp;quot;Powerful [[Chaos]] [[Skaven]]&amp;quot; it more or less resembles a normal horde style army in Warhammer Fantasy Battle with cheap, [[Imperial Guard|expendable]] troops, average leaderships and little immunity to psychology. The things they otherwise don&#039;t have are anything resembling armor or any kind relevant shooting, but they try to make up for it with Primal Fury which gives them hatred on a passed leadership test each round of combat on many of their units. The Herdstone magic item allows Beastmen wizards to score extra power dice for their spells, allowing Beastmen to pull off a little extra spell support to augment the cheap core units. They also excel in cheap chaff and redirectors in the form of Ungor Raiders, Razorgors, and Harpies, and fielding fairly costed chariots in core. &lt;br /&gt;
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Unfortunately they also got fucked in pretty much every other area. Marks were taken away for no good reason, prices went up on models that already cost too much, models were introduced that made your own army worse, the Beastmen were given a piss-poor magic lore (compared to every other lore) in exchange for the other lores that could be occasionally useful, they swapped out mostly decent magic items for mostly shitty ones, or ones that made no sense (like a magic banner that could only be given to a unit who had heavy armour, and it took away their heavy armour without refunding the cost), the list goes on. All in all it made them one of if not the worst army in the game. It was still possible to win, but it would always be an uphill battle as their biggest advantages, like their heaviest hitters and ability to be combined with the other Chaos armies as one big force, were completely removed (with the one exception being Minotaurs who are overcosted compared to other models anyway).&lt;br /&gt;
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===Real world Inspiration===&lt;br /&gt;
The standard way of creating a fantasy race or culture is to take one real world culture and base everything off of that. The Empire is early Renaissance Germany, Bretonnia is Medieval French fused with English Arthurian myth giving them a strong British feel as well. Dwarfs and Elves have their own sort of base line culture based on Tolkien and with a large part of Warhammer fantasy in it nowadays as well.&lt;br /&gt;
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The Beastmen, however, are based on the popular conception of the barbarians who tore Rome down. First they have no interests other than smashing civilization apart for the sake of smashing it apart. They have in their background that they pay homage to large &#039;herd stones&#039; which are similar to the Celtic shrines (think Stonehenge, although it is not actually a Celtic shrine). Lastly, they are Beastmen and satyrs are associated with paganism. Ever wonder why the Devil has cloven legs? Early Christians used the old Greek god Pan (the original [[satyr]]), as the devil because he was a god of sex [[Fail|(and shepherds)]] and Christians are against recreational sex outside marriage due to the Bible&#039;s stipulation that God intends it for married couples, meaning Pan was a good framework for the devil and all that has really changed since then was turning him red and giving him a trident.&lt;br /&gt;
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Tactically the Beastmen also fit the Barbarian origin: many light troops that rely on ambush and surprise (more than one Roman legion was lost by this kind of ambush&amp;lt;!--Quinctilius Varus, give me back my Legions!--&amp;gt;), chariots which the Britons used against the Romans and lastly they are like the Barbarians in that they are focused on skirmishing and raiding. Once upon a time all Beastmen were skirmishers, which while effective against isolated villages is less effective against armies, which is why it was changed.&lt;br /&gt;
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So the Beastmen have some pretty interesting roots once you &#039;pop the hood&#039; on their design.&lt;br /&gt;
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==Occupy Drakwald==&lt;br /&gt;
The thing that pisses the Beastmen off is that something like 1% of life in Middenheim controls 99% of the land! There are so many freaky beasts living in the chaos woods, combined with big Empire pushing around the people of the woods and ruining the environment for their own economic interests. And so the Beastmen have taken to their eternal campout against the Empire and it&#039;s regional castellan pretty boy, Elector Count Boris Todbringer.&lt;br /&gt;
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Another thing that really pisses them off is that it&#039;s stated in the Orcs and Goblins codex that [[Forest Goblins]] on their spiders tend to murder herds wandering in the woods. Technically this is because the Forest Goblins are the original occupants of Drakwald that have been trying to keep the Empire, Beastmen (born of Empire), and other greenskins out since the dawn of...well, the Old Ones creating all the races, but fuck those fucking fucks! They have fancier hats and more land, so they gotta go too!&lt;br /&gt;
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And that&#039;s not where the similarities end. The Beastmen are a bunch of lazy, shiftless, filthy degenerates that eat babies - no literally! The Beastmen want nothing better than to just drink looted booze, eat/fuck other races and tear down everything that everyone has ever built - ever!  (cough cough Chakats.)&lt;br /&gt;
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==Origins==&lt;br /&gt;
The Beastmen&#039;s origins seem to be something of a composite piece (and changes from edition to edition).  On one account, they are descended from the myriad creatures that inhabited the Northern Wastes and migrated downward, accepting more stable forms from their reduced exposure from the polar fluxes of chaos and interbreeding with more magic resistant creatures.  Another myth pins the Beastmen&#039;s origins as the mutated descendants of humans cast into the wild for being born a hideous half-man, half-beast creature (Now why the humans decide to throw all their mutant babies into the surrounding forest known to be populated with sadistic and vengeful goatmen born as mutants to humans and cast-off themselves is a bit of a mystery).   The 6th ed Beasts of Chaos book says that when the polar gates collapsed, the Beastmen were made from animals mutating to be more human-like and humans mutating to be more bestial while the 7th ed Beastmen book says that when Chaos was first released to the world the &amp;quot;primitives&amp;quot; at the time went mad, fucked some animals, generations later their descendants are the Beastmen.   Wood Elves seem to have less of a problem with mutants, either because they resist chaos more/better or they kill such offspring immediately and never talk about it again, but that&#039;s just like, you know, a cultural difference.&lt;br /&gt;
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Age of Sigmar is more vague about the Beastmen&#039;s origins, stating that they were present in the Mortal Realms before Sigmar arrived (which is a enigma in itself, since all other forms of Chaos only arrived in the Age of Chaos). Three in-universe theories are presented; the standard &amp;quot;animals and men mutated by Chaos energy&amp;quot;, one claiming that they&#039;re all descended from a primogenitor beast called the Gor-Father, and another saying that [[/pol/|they&#039;re the product of miscegenation between races]]. Since several Beastmen tribes appear to worship the Gor-Father, while there are other accounts of humans being mutated into Beastmen, its possible that all these theories have elements of truth to them.&lt;br /&gt;
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Regardless, today&#039;s Beastman is more likely either the product of gangrape, spawned by a brief and unholy union from victorious Beastman raiders that managed to bring home some captive females from other races, usually humans, and it never ends well for the woman  (tying into the inspiration for Beastmen, the [[Broo]], though this was used in a Warhammer race called the Fimir.  However this idea was never canon and only inferred by an error of omission in the lore, and the Fimir only magically impregnated random women; you know something&#039;s nasty when Games &amp;quot;In the GRIM DARKness of the far future...&amp;quot; Workshop says it&#039;s too much), or they were spawned when a Beastman really loves a Beastwoman. We&#039;re not too sure how Beastmen &amp;quot;love&amp;quot; one another, but the fluff seems to imply that the Beastmen have to get really fucking hammered before hand with giant orgiastic feasts at their encampments around Beastmen Herdstones. However, as of Total War: Warhammer: Call of the Beastman, it is possible to recruit a female Beastman, or Doe,to your warband.&lt;br /&gt;
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==Types==&lt;br /&gt;
Beastmen come in many varieties, usually denoted by a suffix and a prefix, making a chaotic race that hates organization and civilization into an easily organized and tidy group. In Oldhammer, mutants were included as Beastmen in advertising. After the Tony Ackland legal troubles when most mutants and the more creative types of Spawn were squatted, Beastmen remained pure beast men. &lt;br /&gt;
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===Devoted===&lt;br /&gt;
Beastmen particularly devoted to specific Chaos Gods, usually because of mutations at their birth, being enslaved by devotees of a particular god, or blessing, are given the name of their god in their designation. Its worth noting that the armor of the godly Beastmen are more ornate, implying they are far less antagonistic to the idea of making things intentionally. Note that devoted is our word for organizing them. They were also out of the picture until VERY recently because Phil Kelly removed them from the 7th edition Beastmen book and retconned the fluff to destroy any and all traces of Beastmen that were devoted/enslaved/blessed by a single god, to the point where they couldn&#039;t even be given marks on both the tabletop and lore.&lt;br /&gt;
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* [[Tzaangor]] are Beastmen of Tzeentch. Have white, yellow, and blue features usually as well as mutations giving them spindly limbs, extra arms, and an emphasis on bird and moon appearances. &lt;br /&gt;
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* [[Slaangor]] are Slaanesh&#039;s Beastmen. The least described and depicted of all the Beastmen groups. Their mutations obviously trend more towards the lewd, with extra pectorals and nipples, and are known for being mostly albino with pastel skin. Their eyes are like those of Daemonettes, being large and either green or black. Their species are animals that are lithe or symbolically sensual, but with a large amount of them being non-Minotaur bovines (a Bovigor can be a Slaangor, not all Slaangor are Bovigor). &lt;br /&gt;
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* [[Khorngor]] are Khorne&#039;s. Their fur is shiny and almost metallic, their eyes are white with red pupils, they always have canine heads and the most favored have their horns naturally grow in the shape of Khorne&#039;s skull symbol. They wear far more armor than most other Beastmen species. &lt;br /&gt;
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* [[Pestigor]] are Nurgle&#039;s, breaking the prefix naming scheme of the others. Aside from being heavily diseased, something they don&#039;t really have exclusive among Beastmen, they have only one horn, their hide is particularly tough, and they wear far more armor than any other variety. Disappointingly, they were not named Nurggors.&lt;br /&gt;
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===Herd Society===&lt;br /&gt;
[[File:Beast_tribe.jpg|300px|thumb|right|]]&lt;br /&gt;
Beastmen society is organized around herds and ruled by a system of might makes right. In other words, what the biggest, strongest Beastman says, goes. One would be forgiven in thinking that this automatically means that minotaurs would end up running the show since they are by far the biggest and strongest, but they&#039;re not the brightest thing on two hooves. Minotaurs specialize in wholesale slaughter, but aren&#039;t too keen on things like where to find food, who should keep watch or how to fix their shitty chariots. Lo, the Beastlord has his task cut out for him.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Beastlord]]s&#039;&#039;&#039;: The Beastmen in charge, the Alpha Male, they run the show for the other Beastmen with a combination of [[Mork|dastardly cunning]] and [[Gork|brute strength]]. They often delegate more benign tasks to their immediate inferiors, the Wargors.&lt;br /&gt;
* &#039;&#039;&#039;[[Wargor]]s&#039;&#039;&#039;: The &amp;quot;trusted&amp;quot; (as far as Beastman loyalty goes) lieutenants of Beastlord, Wargors are pretty kickass leaders and fighters themselves. Often seen carrying battle standards or leading Bestigor herds, or both.&lt;br /&gt;
* &#039;&#039;&#039;[[Bestigor]]s&#039;&#039;&#039;: Quite literally the best Gors. Strong, tough, heavily armed and armoured, the Wargors and Beastlords often arise from their ranks. They used to be the Chaos Undivided of the Beastmen, complete with the Mark (with the option of becoming [[Khorngor]]s, [[Tzaangor]]s, [[Slaangor]]s or [[Pestigor]]s) but then [[Phil Kelly|some asshole]] took away their marks and unique types.&lt;br /&gt;
* &#039;&#039;&#039;[[Bray Shaman|Bray-Shamans]] and Great Bray-Shamans&#039;&#039;&#039;: Tribal elders and spiritual leaders of the Beastmen, they interpret the will of Chaos and determine the best course of action for the herd. They are also the herd&#039;s wizards, channeling the lores of Death, Shadows, Beasts and their unique Lore of the Wild, a corrupt offshoot of the Lore of Beasts. One of the very few rules Beastmen have is that you never harm a Bray-Shaman for any reason, &#039;&#039;ever&#039;&#039;, if only because it&#039;s really hard for the Beastmen to get any kind of favour from the gods so those who are clearly favored cannot be cast aside lightly. &lt;br /&gt;
* &#039;&#039;&#039;[[Gor]]s&#039;&#039;&#039;: The rank and file of the beast herd. Your average Gor is bigger, tougher and far nastier than your average human, and also far more stupid which explains why they haven&#039;t ovverun everything. He&#039;s also an unguloid with furry legs and a face that&#039;s a blend of bestial and human features. ALL Gors also feature prominent horns and/or antlers on their heads.&lt;br /&gt;
* &#039;&#039;&#039;[[Ungor]]s&#039;&#039;&#039;: The untouchables even in beast herds. They are pretty close in size to humans, yet still feature particularly bestial features such as furry unguloid legs with hooves, a semi-bestial face and two small horn buds. Sometimes band together in scouting parties of Ungor Raiders when not used as slave labour to fix all the shitty Beastmen gear.&lt;br /&gt;
* &#039;&#039;&#039;[[Bray]]s&#039;&#039;&#039;: Beastmen with no horns, the lowest of the low in Beastman society (so low that they got no models). In a society where life is short, brutish and nasty, their lives are by far the nastiest, most brutal and most especially shortest.&lt;br /&gt;
&lt;br /&gt;
Beastmen are wild and crude creatures embodying all the negative aspects of animals combined with human-level intelligence. They are truly repugnant to behold, let alone to smell, for they are a twisted reflection of the base and barbaric aspects of nature. Beastmen are Neutral Evil to the core, the only thing stopping them from being Chaotic Evil is their reverence of Bray-Shamans and the Chaos Gods. The carnage and despair they spread across the land is a malevolent and deliberate attempt to wreck anything beautiful or stable for the lulz.  Bitterness and spite simmers in the heart of every Beastman; it takes little more than a few well-chosen words to spur a Gor into a frenzy of unrestrained rage. The sounds of distant battle will cause a Beastman to prick up his tufted ears in an instant; a fight or duel upon a woodland path will invariably bring dozens of Beastmen from all about in a very short space of time.  Even when gathered in their torrid encampments the Beastmen spend their time fighting, fucking or feasting.  The only time they don&#039;t is when a particularly strong Beastman knocks a sense of purpose into them (sometimes literally) or a Bray-Shaman calls on the Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
Beastmen have forms perfectly suited to their horrid nature. They have long, ridged horns with which to gore their foes, and the legs of cattle and goats with which to trample the bodies of their victims. Their matted hair is encrusted with blood and dung, for hygiene is one of those stable and beautiful concepts that Beastmen feel compelled to ruin.  They&#039;re not even house trained and mark their territory whenever they feel like it even if it&#039;s on an enemy&#039;s corpse.  Their drool-filled mouths are filled with sharp, wolf-like fangs for tearing the flesh of their prey, and their muscular, sweat-slicked bodies are ideally suited to the murderous desires that gleam in their blood-red eyes.&lt;br /&gt;
&lt;br /&gt;
Above all, though, it is the trappings of progress and civilization that fan the embers of hatred burning within each Beastman&#039;s breast. A mere glimpse of bright colours, especially the colour red, will often be enough to get a Beastman&#039;s pulse racing with bloodlust. The sight of a proud flag or coat of arms, a pristine uniform or a magnificent statue elicits a powerful reaction in the Beastmen, for the things of order are anathema to the Children of Chaos. All caution is put aside in a desperate attempt to tear down and befoul the offending article, to stomp it into the mud, smear it with dung or rip it to pieces and chew on the remains. Woe betide those who take pride in such symbols of authority and order, for their end will invariably be messy, painful and humiliating. Though Beastmen find it far easier to destroy than to create they can be terribly inventive in the punishments they inflict upon their captives, and they have a sick and ribald sense of humor that leads to truly stomach-churning atrocities enacted upon those they can catch.&lt;br /&gt;
&lt;br /&gt;
No Beastman is truly content unless visiting some manner of violence upon a hapless victim. The only tools they use are the tools of war, and even then they aren&#039;t too fussy. In the last edition of Fantasy they armed themselves with crude blades and axes that they call &#039;man-cleavers,&#039; mostly cobbled together from the spoils of war, because Phil Kelly thought it would be a great idea to change the Beastmen so that they&#039;re unable to make their own equipment.  He also altered them so that the warherds lack the resplendent weapons and baroque armour of the human servants of the Chaos Gods, saying that since the Beastmen already belong to the Ruinous Powers the gods have no need to bargain such trinkets in exchange for their souls, completely ignoring the fact that the gods are supposed to be petty, meaning even if their souls already belonged to Chaos, they&#039;d still get marks to show which god they belonged to.  This might have been a part of his plan to make the army the worst army in all of Fantasy, as the marks and armour also help the armies of Chaos win the fights they get into, so it should be no surprise that after Phil changed their lore, they don&#039;t do shit aside from being a punching bag for all the other races.  He decided to leave in how they&#039;re great at raiding (though the actual rules for raiding were an entirely different story), pillaging and corpse-robbing even when they are not marching to war. Because of this they are never short of battered weapons and ragged suits of armor, albeit ones encrusted with clotted gore and riddled with rust. Such lack of quality is only a minor setback to the Beastmen, who compensate with sheer brute strength and determination.&lt;br /&gt;
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The robust constitution of the Cloven Ones allows them to live upon the most meagre or unpleasant of diets. They prefer great chunks of meat above all but, unlike their larger Minotaur brethren, they do not care if it is fresh or if it is infested and maggot-ridden. Beastmen are cannibals who gorge themselves upon the corpses of their own kind without hesitation, entrails, hair, horns, hooves and all, and believe that to do so is to inherit the strength of the victim. This diet of dead meat is supplemented with grubs, hairy-legged spiders, poisonous centipedes, plump blowflies, and other vermin, as well as the occasional lost child or lone woodsman. It could be said that Beastmen are hunter-gatherers, though they mainly gather the body parts strewn around the place after a particularly vicious hunt. Human flesh is a delicacy to Beastmen, and rivals have been known to fight to the death over a single human arm or leg.&lt;br /&gt;
&lt;br /&gt;
Of all the creatures of Chaos, Beastmen have an especially close relationship with Morrslieb, the Chaos Moon. Whenever Morrslieb is fullest in the sky the Beastmen will hold night-long, sprawling orgies where they indulge every base lust and bloodthirsty deed they can think of. Much blood is shed, much captured wine and beer is drunk, and many new beast-spawn are conceived, ensuring the cycle of twisted and unholy life is perpetuated. Though it is rumored that the witches and heretics of the Old World join the Beastmen in these frightening and confusing bacchanals, none have ever been able to say for certain, for to stumble upon a camp of blood-drunk Beastmen celebrating under the unclean light of Morrslieb is to plunge into hell itself.&lt;br /&gt;
&lt;br /&gt;
====Beastwomen====&lt;br /&gt;
[[File:Canon Beastwoman.png|thumb|left|400px|Thanks to [[Blood Bowl]], specifically [[Spike! Magazine]], we now have a canon piece of artwork of a female Beastman (which is ironically &#039;&#039;less&#039;&#039; beastly than a lot of the fan-art)...albeit from the same game where the greenskins still have women and children.]]&lt;br /&gt;
[[File:FemmeGor Waifu Sketch.jpg|thumb|right|300px|One drawfag&#039;s interpretation of what happens when a Chaos Champion kills a beastlord.]]&lt;br /&gt;
[[File:FemmeGor.png|thumb|right|300px|Fan-art of a hypothetical female beastlord.]]&lt;br /&gt;
While it has been confirmed that beastmen are not all male very little canon information has ever been revealed about the female half of the beasts of chaos. What little lore there is describes them as &amp;quot;calmer&amp;quot; than their male counterparts, with one female Chaos Champion in the novels describing how she was saved from death and nursed back to health by a cluster of these &amp;quot;gor-does&amp;quot;, which ultimately led to her becoming a Chaos Champion. Naturally, some Chaos fans on /tg/ have speculated quite intensely about the possibility of beastwomen/&amp;quot;gor-doe&amp;quot; waifus, particularly given old lore of human Chaos worshippers partaking in the bacchanalian feasting &amp;amp; rutting of beastmen tribes.&lt;br /&gt;
&lt;br /&gt;
Despite being calmer and more rational than their menfolk, gor-does are still equipped to become warriors, much like the women from the human tribes of the north; the [[Gotrek &amp;amp; Felix]] novels have mentioned the duo encountering beastwomen warriors during their battles.&lt;br /&gt;
&lt;br /&gt;
[[Total War: Warhammer]] stuck its own oar in, claiming that gor-does are relatively rare among the Beastmen and as such the males will fight for the right to mate with one whenever it&#039;s breeding season. Meaning only the strongest members of a herd will get to mate with a pure female beastmen. Whether this is actually canon or not is unclear, so it&#039;s left to fans to decide for themselves how they prefer it... which of course leads to [[skub|the usual arguments]].&lt;br /&gt;
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Other older lore has implied both that [[harpy|harpies]] act as females for beastmen, and that, much like the [[Fimir]], beastmen have been known to abduct human (or elf) women as corrupted breeding slaves they call &amp;quot;Beastmothers&amp;quot;. For fairly obvious reasons, the Beastmother lore is rarely outright stated to happen anymore, instead leaving it to just the occasional unsettling implication.&lt;br /&gt;
&lt;br /&gt;
Given the beastmen&#039;s origins as rip-offs of the [[Broo]], some fans also assume that many Beastmen reproduce by impregnating female livestock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Beastman Champion Retinues====&lt;br /&gt;
Back in the days of [[Realms of Chaos]], Beastman Chaos Champions were able to take the [[Path to Glory]] once introduced in &amp;quot;The Lost and the Damned&amp;quot;, and even had their own unique follower retinue table they rolled on, to emphasize the split between the beastmen tribes and the armies of Chaos-damned humans:&lt;br /&gt;
::01-020: 2d6 Beastmen (If the Beastman Champion has the Mark of Chaos, these are also Marked by the same Patron; [[Khorngor]]s, [[Pestigor]]s, [[Slaangor]]s or [[Tzaangor]]s - otherwise, they&#039;re just normal beastmen)&lt;br /&gt;
::21-40: 2d6 Beastmen&lt;br /&gt;
::41-60: Beastman Hero&lt;br /&gt;
::61-70: Beastman Shaman&lt;br /&gt;
::71-80: D6 [[Centaur]]s&lt;br /&gt;
::81-85: D3 [[Dragon Ogre]]s&lt;br /&gt;
::86-98: D6 [[Minotaur]]s&lt;br /&gt;
::99-100: Other (Roll on the Human Chaos Champion retinue table)&lt;br /&gt;
&lt;br /&gt;
===The Bulls===&lt;br /&gt;
[[File:BeastmenMinotaurs.jpg|200px|thumb|right|]]&lt;br /&gt;
Nobody really knows why, but the Beastmen seem to be accompanied by a race of ferocious Minotaurs, not that they&#039;re complaining. When the Minotaurs aren&#039;t rampaging through the hardest parts of an enemy army, eating knights, drinking blood and shitting victory, they&#039;re often seen guarding caches of magic treasures deep in the Drakwald. They aren&#039;t a very bright group but their uncanny resilience, rape-tastic strength and general piss-your-pants scariness gets shit done for the Beastmen. There are also mutant varieties of the bulls that have long ago traded their sanity for fuck-off hugeness and other random shit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doombulls and Gorebulls&#039;&#039;&#039;: The closest thing the Minotaurs have to leaders, with the Doombulls being the larger, stronger and generally more daunting of the two, and Gorebulls functioning like Wargors or Skaven Chieftans.&lt;br /&gt;
* &#039;&#039;&#039;Minotaurs&#039;&#039;&#039;: Giant, bull-headed monsters that fuck near can&#039;t be stopped once they get to smashing shit.&lt;br /&gt;
* &#039;&#039;&#039;Cygors&#039;&#039;&#039;: 50 ft. tall, one-eyed Minotaur mutant that can only see magic things. Likes to collect gigantic pieces of magic rock (more commonly known as temple columns) and eating the souls of mages... unless those tricksy wee things are causing him trouble, whereupon he&#039;ll just throw one of his gigantic rocks at it!&lt;br /&gt;
* &#039;&#039;&#039;Ghorgon&#039;&#039;&#039;: Minotaurs that get a flair for cannibalism turn into giant-sized, four-armed killing machines with two of their four arms ending in scythe hands. They also have a penchant swallowing things whole and magically reknitting any wounds they may have had.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Other Critters===&lt;br /&gt;
[[File:Beastmen-centrigor.jpeg|200px|thumb|right|A centigor, [[centaur]] in grimdark.]]&lt;br /&gt;
Being that the Beastmen are all a bunch of horrible monsters, they have a pretty high tolerance for other horrible monsters. Along with the minotaurs, the Beastmen&#039;s ranks are supplemented by other creatures used for various tasks from beasts of burden to cavalry to shock troops to cannon fodder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warhounds&#039;&#039;&#039;: Just like the ones starved and taunted by the warriors of chaos, but instead starved and taunted by Beastmen. Used for a fast and cheap screen&lt;br /&gt;
* &#039;&#039;&#039;Tuskgors&#039;&#039;&#039;: What essentially look like warthogs, they&#039;re most often used to pull the herd&#039;s shitty chariots.&lt;br /&gt;
* &#039;&#039;&#039;Razorgors&#039;&#039;&#039;: Bigger, nastier, mutant tuskgors. They are either loosed in packs or used to pull chariots. Why the Beastmen use pigs as pack animals and eat horses instead of the other way around is a bit bizarre, but might have to do with how flighty horses can get around large, carnivorous animals and that pigs occasionally indulge in carnivorism and predation.&lt;br /&gt;
* &#039;&#039;&#039;Centigors&#039;&#039;&#039;: The torso of a Gor fused onto the body of a horse with three hooves per foot, by the looks of it. Totally ungainly and butt-hurt over it, they take to stealing beer, wine and spirits brewed and distilled by other races and getting shit-faced daily to forget that fact. They act as cavalry to the Beastmen.&lt;br /&gt;
* &#039;&#039;&#039;Harpies&#039;&#039;&#039;: Identical to Dark Elf harpies, may or may not be the Beastwomen with which the Beastmen procreate. Used primarily as flying shock troops.&lt;br /&gt;
* &#039;&#039;&#039;[[Chaos Spawn]]&#039;&#039;&#039;: Can be either heavily mutated Beastmen or just normal spawn, that which must not be named are goaded into battle... somehow. But this is chaos, so really anything can become a chFGHFGTYHAAAD{{BLAM}}&lt;br /&gt;
* &#039;&#039;&#039;Jabberslythe&#039;&#039;&#039;: Arguably the ugliest thing in all of WHFB. Said that not even the clearest pools will reflect its image, or maybe they just don&#039;t stay clear for very long. Either way, this is yet another giant powerhouse of a monster using its ugliness as a shock weapon to get the Beastmen&#039;s enemies to kill themselves.&lt;br /&gt;
* &#039;&#039;&#039;[[Giant]]&#039;&#039;&#039;: The warhammer giant is at the beast&#039;s disposal to jump up and down, yell at people and stuff them into its pants.&lt;br /&gt;
{{clear}}&lt;br /&gt;
* There is a tribe of beastmen in Ind that have tiger heads. Local humans worship them as holy spirits and as such said locals prostrate themselves, even as they get killed by the &#039;holy spirits&#039;. They&#039;re called the Bengal, because if you didn&#039;t guess it the first time, Ind is Warhammer India.&lt;br /&gt;
&lt;br /&gt;
==Notable Beastmen==&lt;br /&gt;
*&#039;&#039;&#039;[[Khazrak The One-Eye]]:&#039;&#039;&#039; One of the most legendary Beastmen in recent history, known for his use of actual tactics and military strategy. Has one eye (surprisingly) and a heated rivalry with [[Boris Todbringer]].&lt;br /&gt;
*&#039;&#039;&#039;[[Taurox The Brass Bull]]&#039;&#039;&#039;: Violent bull-freak made of Brass after eating one of Khorne&#039;s daemons. He is a bad ass that likes to cut shit up and kill everything he sees. All in all total bad ass.&lt;br /&gt;
*&#039;&#039;&#039;[[Morghur]] the Master of Skulls&#039;&#039;&#039;:The closest thing to a central leader the Beastmen have. This guy not only corrupts and mutates anything in his path, every time he&#039;s killed, he simply resurrects and starts all over again. He&#039;s considered the greatest enemy of the Wood Elves and the chosen prophet and champion of the Chaos Gods to his people. In Age of Sigmar gets his own faction called the Gavespawn that pretty much worships him as a minor Chaos God.&lt;br /&gt;
*&#039;&#039;&#039;[[Malagor]] the Dark Omen&#039;&#039;&#039;: The Bray Shaman of all Bray Shaman, this Beastmen is not only a powerful sorcerer and a cunning manipulator he also has a pair of black raven wings that enable him to fly. He greatly resembles an old representation of old Nick called Baphomet. &lt;br /&gt;
*&#039;&#039;&#039;[[Gorthor]] the Beastlord&#039;&#039;&#039;: The greatest Beastlord to ever live, he united all the Beastmen of the Middle Mountains, pioneered the use of chariots, brought down two provinces of the Empire and in addition to his fighting skills was a tactical and strategic thinker.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghorros Warhoof]]&#039;&#039;&#039;: The “Sire of a Thousand Young” is an ancient Centigor that is constantly fighting, drinking, or fucking. He proudly boasts to have fathered the entire Centigor race and have connections to every other beastman in the Old World. Like an alcoholic father who left home for a pack of cigarettes, he roams the land in a constant state of bragging, bashing, boozing, and banging, which makes him a somewhat beloved figure in many beast herds.&lt;br /&gt;
*&#039;&#039;&#039;[[Ungrol Four-Horn]]&#039;&#039;&#039;: Also known as Blackheart, Hornsthief, and the Spurned One, Ungrol is a two headed Ungor that was fed up with the constant abuse he suffered from the bigger and meaner gors. So he slit the throats of his tribe’s Wargor and Shaman and severed their horns to tie onto his own. He fled from his understandably pissed off tribe and took refuge in a dark series of caves that would become known as the Labyrinth of the Spurned. The legend of Four-Horn spread amongst the herds, and soon Ungrol was the leader of a vast army of Ungors and other outcasts of beastman society.&lt;br /&gt;
*&#039;&#039;&#039;[[Molokh Slugtongue]]&#039;&#039;&#039;: The closest thing you can have to a [[Pestigor]] special character in a book where pestigors officially don&#039;t exist. Disease-riddled skull-faced [[Bray-Shaman]] wielding pestilence and famine against his enemies, clearly suffused with the blessings of Papa [[Nurgle]].&lt;br /&gt;
&lt;br /&gt;
==In 40k==&lt;br /&gt;
&#039;&#039;See [[Beastmen (40k)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warhammer: Age of Sigmar==&lt;br /&gt;
In Age of Sigmar, they&#039;re back, as the [[Beasts Of Chaos]]. &lt;br /&gt;
&lt;br /&gt;
==Non-Warhammer Beastmen==&lt;br /&gt;
Although the Warhammer Fantasy version of Beastmen is probably the most iconic use of the term on /tg/, it has surfaced in some other /tg/ settings as well, owing to the rather generic name. Even with Age of Sigmar&#039;s copyright-friendly rename-a-palooza, their name (Brayherds/Warherds) turns out rather generic in comparison to other names (e.g. Aelves, Orruks, Ogors)&lt;br /&gt;
&lt;br /&gt;
In [[Glorantha]], the [[Broo]] are a race of Chaos-aligned/spawned monstrous humanoids who appear as haphazard amalgamations of human and animal traits, all further wracked by diseases and/or mutations. This race actually created the Warhammer Beastmen (long story short; [[Games Workshop]] had a deal to produce miniatures for [[RuneQuest]] Broo models, it fell through, and they decided to recoup their losses by reworking the models into a new Chaos species for their own game).&lt;br /&gt;
&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], the obscure [[Greyhawk]] setting has (or had, at least, during the days of [[Advanced Dungeons &amp;amp; Dragons]]) a race called the Beastmen. These were basically really hairy humanoids with vaguely feline faces who lived in forests and were Stone Age hunters with a Neutral Good alignment. The race has been pretty much forgotten about.&lt;br /&gt;
&lt;br /&gt;
Beastmen is also used in many settings as a collective term (analogous to demihumans and humanoids) to the various, well, [[furry]] races: things like [[lupin]]s, [[minotaur]]s, [[gnolls]], [[catfolk]], [[ratfolk]], etc. Sometimes any &amp;quot;animal-based&amp;quot; race, like [[lizardfolk]], [[dragonborn]], [[aranea]]s, [[chitine]]s, [[aarakocra]]s, etc, will also be lumped in. To avoid confusion, /tg/ tends to prefer the blanket term [[Beastfolk]].&lt;br /&gt;
&lt;br /&gt;
In [[Kings of War]] you get [[Kings_of_War/Tactics/The_Herd|the Herd]], which is Warhammer Beastmen with a few extra steps, such as adding werewolves and giant eagles, but losing the chariots and some of the GW-exclusive monsters. From a fluff perspective they are completely different though, being a neutral army created by a benevolent god called Kyron and related to the orcs (who were created by Kyron&#039;s malevolent half), and are thus their chaotic good counterpart. As such they are maybe closer to the idea behind the beastmen army as a force of nature rather than a servant of the dark gods. Also dem werewolves (lycans) are one of the top three units in KoW.&lt;br /&gt;
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{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
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[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Beastmen]]&lt;br /&gt;
[[Category:Furry]]&lt;/div&gt;</summary>
		<author><name>2600:1012:B010:FFA6:E9B6:467C:D35C:E790</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Dwarfs&amp;diff=118319</id>
		<title>Chaos Dwarfs</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Dwarfs&amp;diff=118319"/>
		<updated>2021-10-27T01:03:11Z</updated>

		<summary type="html">&lt;p&gt;2600:1012:B010:FFA6:E9B6:467C:D35C:E790: /* The Legion of Azgorh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dorf hats.jpg|thumb|right|NO [[Hat|HAT]] SHALL BE GREATER THAN MINE!]]&lt;br /&gt;
{{topquote|One does not simply walk into Mordor. Its black gates are guarded by more than just orcs. There is evil there that does not sleep.|Boromir}}&lt;br /&gt;
{{topquote|I imagine one of the reasons people cling to their hates so stubbornly is because they sense, once hate is gone, they will be forced to deal with pain.|James Baldwin}}&lt;br /&gt;
{{topquote|You can leave your hat on.|Joe Cocker}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Uzkul-Dhrath-Zharr&#039;&#039;, as they refer to themselves, or Dawi-Zharr (Dwarfs of Fire) in Khazalid, are the [[Dwarfs (Warhammer Fantasy Battle)|Dwarfs]]&#039; dark kin, who have been corrupted by the influence of [[Chaos]]. They were a [[Warhammer Fantasy Battle|Warhammer]] faction up until 5th edition but were always treated as some kind of stepchild and did not have a proper standalone army book. Their background, rules and army list were released in a series of articles in [[White Dwarf]], eventually collected into a quasi-army book, &#039;&#039;White Dwarf Presents: Chaos Dwarfs&#039;&#039;. Despite how awesome these guys are, they were ditched by GW because they weren&#039;t selling as much as vanilla Chaos, Orcs &amp;amp; Goblins or Elves were to newbie players. For ages they existed only as a dim fond memory to the veterans of the hobby; GW did one new model set (the Hellcannon and its attending Chaos Dwarf crew) but little else. Lo and behold, Forge World has flown to the rescue! You can buy some brilliant new Chaos Dwarf models, and there are now official rules to use: [[Tamurkhan: Throne of Chaos|Tamurkhan: The Throne of Chaos]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
At the height of their empire, before the coming of Chaos, the Dwarfs spread far and wide across the Old World. Ever-diligent workers and miners, they followed the [[Worlds Edge Mountains]] north and dug their holds deep into the rock of the earth. Along the way, they reached a place they called [[Great Skull Land|Zorn-Uzkul]], the Great Skull Land, after all the ancient bones (and especially skulls) scattered throughout. While it was very rich in minerals, most decided that this place was best left alone. But a few were so stubborn - even compared to their fellow Dwarfs - that they decided to live there to prove that they could.&lt;br /&gt;
&lt;br /&gt;
===An ancient schism===&lt;br /&gt;
&lt;br /&gt;
These northernmost holds kept close contact with their kin in the World&#039;s Edge Mountains as the Dwarf Empire grew, and the Dwarfs enjoyed an age of prosperity not seen before or since. With the coming of Chaos, the dominion of the Dwarfs over the Old World was about to dwindle. As devastating earthquakes brought about by the careless machinations of the [[Lizardmen|Slann]] magepriests shattered the world, the Dwarfs closed themselves up in their mountain holds to weather out the storm, as has always been their way. There were those amongst the Dwarfs, lead by their fiercest warrior god Grimnir, who argued that Chaos needed to be fought, not endured. And when Chaos was eventually driven back by the actions of the Dwarfs and their [[High_Elves_(Warhammer_Fantasy)|High Elf]] allies, the Dwarfs looked at their wounded domain and thought their northern cousins lost. Surely nothing could have survived the raw Chaos energies unleashed upon the northern wastes. Tragically, they were wrong. The Dwarfs of Zorn-Uzkul suffered greatly, and in their anguish they cried out to their western kin for support and their ancestor gods for salvation, but they did not perish.&lt;br /&gt;
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Though the Dwarfs that chose to live in the blasted wastes were hardy, even they were not immune to the corrupting influence of Chaos, and they slowly changed over time. For many long years they only barely survived as they abandoned or were abandoned by their own ancestor gods, but eventually they found favor with [[Hashut]], the bull-like Father of Darkness, learning the secrets of daemon-smithing in exchange for blood sacrifices. Soon their bodies showed signs of the growing corruption within their souls: their flesh turned grey, their eyes red and many sported horns from their temples while their teeth turned into vicious tusks. Dwarfs have a natural suspicion for unchecked magic and tame the raw energy by binding it to their mighty runes. The Dawi-Zharr were released from these traditionalist shackles and embraced the secrets about working terrible magic taught to them by their new patron god. Their Daemonsmiths soon learned to combine this arcane knowledge with their own mastery of binding magic and began working marvels of engineering into blasphemous amalgams of machine and daemon.&lt;br /&gt;
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The Dawi-Zharr may have survived the coming of Chaos, but their numbers were greatly diminished. From the Zorn-Uzkul they marched eastwards across the [[Plain of Zharr|Zharrduk]], the Plain of Zharr, to the [[Mountains of Mourn]] and the [[Sea of Dread]] in the south. These are the [[Dark Lands]], the lands of fire, smoke and ash, and the Dawi-Zharr claim them as their domain. They were never a numerous people though, and the [[Blasted Wastes]] are home to many [[Orcs &amp;amp; Goblins|Greenskin]] and [[Ogre Kingdoms|Ogre]] tribes. At the heart of the Dawi-Zharr empire they built their great city, &#039;&#039;Mingol-Zharr-Naggrund&#039;&#039;, the obsidian City of Fire and Desolation, in the Plain of Zharr. The Blasted Wastes are dotted with fortress-citadels, garrisons and watchtowers, from where the Dawi-Zharr venture forth to subjugate all living beings to work for them as an endless stream of slaves.  &lt;br /&gt;
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[[File:400px-ChaosDwarf.jpg|300px|thumb|left|100% Chaos, 100% Dwarf, 100% Hat, 300% trouble.]]&lt;br /&gt;
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===A twisted parody of Hearth &amp;amp; Oath===&lt;br /&gt;
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While few would describe Dwarfs as a particularly friendly people, their unshakeable code of honour, respect for their ancestors, and undeniable craftmanship and ingenuity are admirable values and make them loyal to a fault. The present-day Dawi-Zharr are only a twisted mockery of these noble ideals: they are tyrannical and merciless, cold at heart and driven by a need to subjugate all the lesser races before them while retaining their mastery of craftsmanship and industry backed by their natural stubbornness. Where the human followers of Chaos are always driven by thoughtless slaughter and are inevitably doomed to fail in their rampant destruction, their forces spent, exhausted by infighting and stretched thin against too many foes at once, the Dawi-Zharr employ their ruthless determination and natural propensity for flawlessness for a slow but grinding dominion across the Dark Lands and beyond. Every Dwarf with a mind set on a goal is relentless in its pursuit, but a Dawi-Zharr will stop at nothing and will relinquish no cruelty to see it fulfilled. &lt;br /&gt;
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Like regular Dwarfs, their armies are composed of small, elite units backed by powerful war machines, but Chaos Dwarfs employ Hashut&#039;s sorcery where their cousins instinctively distrust magic. Chaos Dwarf machines often have [[daemon]]s bound inside, and their ammunition may be charged with dark alchemy.  To round out the army, Chaos Dwarfs employ legions of slaves, especially [[Orcs#Warhammer|Orc]]s and [[Goblin#Warhammer|Goblin]]s, both as meat-shields in battle and as an expendable workforce in the mines and forges. [[Wulfrik the Wanderer|And yet, a group of six Norscans and a sorcerer led by a Chaos Champion can easily slaughter their way through one of their cities]] (only because the writer of that story gave the Norscans EXBAWKSHUEG [[Plot Armor]]). &lt;br /&gt;
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Unlike regular Dwarfs, they make use of terrible magical powers, gifts from their bull-god Hashut.  However, because Dwarfs were never meant to use magic, its power slowly but inevitably turns their sorcerers to stone.  At first, they regard these changes with pride, glorying in them as badges of honor celebrating their victory over the very forces of nature; as time goes by, though, they start to worry more and more about it.  In-game, the rules mirror this; miscasting with a Chaos Dwarf requires a toughness check.  At first, failure means &#039;&#039;gaining&#039;&#039; a permanent point of toughness for a wound lost, but as time goes by the side effects stop being cool.&lt;br /&gt;
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The Chaos Dwarfs, while evil and all, are not really expansionist and have more than enough slaves as it is. They make their way economically by selling weapons and armour to the Norse and Warriors of Chaos in exchange for more slaves to top up their supply. From time to time, a Chaos Dwarf host will be assembled to leave the Dark Lands in search for a valuable treasure, specific sacrifices for their ever-hungry deity, or simply more slaves if the regular hunting grounds are exhausted. Alas, the Daemonsmiths like to test their newest creations against the defenses of the lesser races to optimise their catastrophic potential. They also got a Mesopotamian thing going for them.&lt;br /&gt;
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===At World&#039;s End===&lt;br /&gt;
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The cataclysmic events of the [[The_End_Times#Chaos_Dwarves|End Times]] obviously didn&#039;t exclude the Dawi-Zharr. Eventually [[Grimgor Ironhide]] led a mighty [[Waaagh|Waaagh!]] against the Chaos Dwarfs, toppling their cities and crushing their empire to dust, finishing what started when the Black Orcs revolted against their masters (according to the novels, Grimgor himself was a former Black Orc slave of the Chaos Dwarves making him Black-Orc-Spartacus).&lt;br /&gt;
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===[[Age of Sigmar]]===&lt;br /&gt;
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[[Image:Choas_Dorf_is_back.jpg|300px|thumb|right|Well how about that, thanks to [[Warcry]], some of the little bastards (right) are back in the Mortal Realms]]&lt;br /&gt;
Like most of the factions, Chaos Dwarfs are reborn in the Mortal Realms (although Forgeworld has recently squated the official models) under the trademark friendly name “Chaos Duardin”.  The largest known contingent of these chorfs live in the realm of [[Aqshy]] in the Ashcloud Mountains, are back at worshipping a somehow-still-around-Hashut and use Realmstone in their armour. That&#039;s about all we know.&amp;lt;br /&amp;gt;&lt;br /&gt;
Apart from these descendants of the Legion of Azgorh, apparently there are more duardin worshipping Chaos in the Mortal Realms, e.g. as a part of the Iron Golems and Spire Tyrants warbands. As revealed in &#039;&#039;Wrath of the Everchosen&#039;&#039;, quite a number of these chaos duardin work for [[Archaon]] within the industrial district of the [[Varanspire]]. There is also a massive daemonic oil platform in the seas of [[Shyish]] called [[Zharr Vyxa]] causing grief for [[Nagash]] and the local tribe of [[Sons of Behemat|Kraken-eater Mega-Gargants]] who besieged the fortress in the past, only to be pushed back by the dawi-zharr and their black armored Chaos Gargants.&lt;br /&gt;
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Also in Ulgu, a [[Fyreslayers]] lodge is in constant conflict with the Black Fortress of the Legion of Azghor, to [[Malekith|Malerion&#039;s]] joy, as he gets to watch two dwarven factions beat each other sensles.&lt;br /&gt;
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If rumors are to be true then the Chaos Dwarves will return with full force as the &amp;quot;Oathbreakers&amp;quot; faction, with brand new models, this time not Forgeworld Exclusive (hopefully).&lt;br /&gt;
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==The Domain of the Dawi-Zharr==&lt;br /&gt;
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Between the World&#039;s Edge Mountains in the west, the Mountains of Mourn in the east and the Sea of Dread in the south lie the Dark Lands, a barren wasteland of ash and dust, devoid of plants or sunlight, the air thick with volcanic smoke, and the Dawi-Zharr claim dominion over it. Most Chaos Dwarfs dwell within this godforsaken realm, but some clans have established exclaves in further regions, like [[Norsca]] and the [[Chaos Wastes]]. In other words, rather than living in [[Empire|not-Germany]], [[Lustria|not-South America]] or [[Nehekhara|not-Egypt]], the Chaos Dwarves have made [[Mordor|not-Mordor]] their home. What they eat is a mystery as unlike Mordor there is no Nurn equivalent.&lt;br /&gt;
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===The Dark Lands===&lt;br /&gt;
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[[File:Darklands.png|300px|thumb|right|Home, sweet barren Home]]&lt;br /&gt;
The Dark Lands are a vast area of nothingness and not even a force as mighty as the Dawi-Zharr could ever hope to truly dominate it. &lt;br /&gt;
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====Zorn-Uzkul, the Great Skull Land====&lt;br /&gt;
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In the north, the High Pass from [[Kislev]] leads through the Worlds Edge Mountains into the Zorn-Uzkul, the Great Skull Land, where the ancestors of the Dawi-Zharr first settled. Here, the Road of Skulls to the Chaos Wastes leads through a great plateau littered with bones, many of them skulls of mighty beasts long perished, giving the forbidding area its name. The Dwarfs discovered rich deposits of ore in the ground, but most of them ultimately abandoned the obviously tainted region and returned west. Those who stayed and founded Uzkulak in the north or went on eastwards to the Mountains of Mourn were eventually corrupted by the increasing influence of Chaos and became the ancestors of the Dawi-Zharr. Today, Zorn-Uzkul is the northernmost part of the Chaos Dwarf empire, and to follow the Road of Skulls in the shadows of haunted Uzkulak is a very dangerous endeavor.&lt;br /&gt;
{{anchor|Plain of Zharr}}&lt;br /&gt;
====Zharrduk, the Plain of Zharr====&lt;br /&gt;
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When the waters of the River Ruin roar down the Falls of Doom from Zorn-Uzkul, they first enter the Plain of Zharr, a vast meteoric crater in the north-east of the Dark Lands and the heartland of the Dawi-Zharr empire. The earth is rich in minerals and precious resources, and the Chaos Dwarfs have turned the whole of Zharrduk into one gigantic industrial complex. The ground is riddled with pools of boiling oil and molten metal, rivers of steaming lava crisscross its broken crust, the sun is hidden behind a thick layer of smoke and ash; no living thing is to be found as far as the eye can see. At its center the Dawi-Zharr have erected Zharr-Naggrund, their great capital, and the plain of Zharr is littered with smaller outposts, workshops, foundries and forges. Unabating is the sound of mighty steam-driven forgehammers and the anguished cries of the tortured slaves throughout Zharrduk as the Dawi-Zharr mold their atrocious empire day and night.&lt;br /&gt;
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====The Blasted Wastes====&lt;br /&gt;
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The Blasted Wastes in the west of the Dark Lands, between the World&#039;s Edge Mountains and the Gates of Zharr, are a vast desert and sustain very little life. They are mostly home to nomadic Goblin tribes and other ravaging hordes, but they also house a great number of Black Orc tribes, most notably Grimgor Ironhide and his elite clan, Da Immortulz. Needless to say that the Chaos Dwarfs view the area mostly as hunting grounds for their slave pits.&lt;br /&gt;
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====The Howling Wastes====&lt;br /&gt;
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East of the road from Zharr-Naggrund to the Tower of Gorgoth lie the Howling Wastes. Where the Blasted Wastes are a sparse desert, the Howling Wastes are covered by an eternal mist, carrying thin voices and a wailing clamour of an forgotten age. The ground is mostly marshes and swamplands, and traversing it is almost guaranteed to get the unwary swallowed by the land, if not accompanied by an experienced guide.&lt;br /&gt;
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====The Desolation of Azgorh====&lt;br /&gt;
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Before the age of Chaos Dwarfs, the mighty volcano of Azgorh erupted with such a mighty crescendo that it split the mountain and rent the ground around it asunder. The ash cloud could be seen in distant Khemri and the elves in their Old World colonies registered the resulting earthquakes. The great upheaval reformed the landscape into an almost impenetrable labyrinth of razor sharp rocks and vents of toxic fumes, but it also unearthed a most precious mineral wealth, which a near infinite number of slaves now dig out of the rock in the mines around the Tower of Gorgoth.&lt;br /&gt;
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[[File:Warhammer Chaos Dwarf Symbol.png|center|200px]]&lt;br /&gt;
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===Dawi-Zharr Strongholds===&lt;br /&gt;
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Many are the fortress-citadels, garrisons and strongholds of the Dawi-Zharr empire. Most of them are found on the Plain of Zharr, some are more remote, but the greatest and most important one is Zharr-Naggrund, the gruesome capital of the Uzkul-Dhrath-Zharr.&lt;br /&gt;
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====Zharr-Naggrund, the City of Fire and Desolation====&lt;br /&gt;
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At the heart of the Plain of Zharr lies Mingol-Zharr-Naggrund, the great capital of the Dawi-Zharr empire. It is a gigantic ziggurat of black obisidian, bristled with armed towers and the chimneys of thousands of furnaces and forges. Incessant are the clouds of black smoke and ash vomited from the workings deep in the bowels of Zharr-Naggrund, where untold numbers of slaves toil unremittingly for their cruel masters. The lowest ranks of the Chaos Dwarf society live at the bottom of the ziggurat, whereas the higher echelons are found closer to the top, where, at its pinnacle, lies the great Temple of Hashut. Huge gates are found at the four sides of each step of the great ziggurat, their battlements studded with great engines of destruction and guarded by a fearsome battalion of elite warriors. The northern gate allows in the River Ruin, re-routed through the city by the Dawi-Zharr to cool their forges and to siphon away the toxic industrial waste and the corpses of dead slaves through the southern gate. So heavy is the pollution from the city, that nothing can live in the River Ruin beyond it. Broad streets plated with gold and brass lead from the eastern and western gates throughout the Plain of Zharr to the Dark Lands and the Mountains of Mourn. Inside the citadel the Dawi-Zharr live and work in the perpetual twilight of their furnaces.&lt;br /&gt;
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====Uzkulak, the Place of the Skull====&lt;br /&gt;
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Uzkulak, the Place of the Skull, is the seat of the ancient Dwarf settlement in the Zorn-Uzkul, before the coming of Chaos. It is the northern most Dawi-Zharr stronghold and the most important slave port. Uzkulak sits at the southern branch of the Sea of Chaos, where the slave ships of the Dawi-Zharr sail forth to far away places to still Zharr-Naggrund&#039;s insatiable hunger for slaves. The Chaos Dwarfs have greatly expanded the vast underground tunnel connecting the Sea of Chaos with the River Ruin by the Falls of Doom and installed a sophisticated lock to allow ships to traverse it in both directions. Uzkulak is a strange and haunted place, even by Dawi-Zharr standards, and its shunned lower levels are forbidden grounds, except as punishment for oath-breakers and blasphemers.&lt;br /&gt;
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====The Tower of Gorgoth====&lt;br /&gt;
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The massive Tower of Gorgoth sits at the junction between the Blasted Wastes, the Howling Wastes and the Desolation of Azgorh. The tower itself stands on the plateau of a volcanic mountain range, harboring the greatest network of mines in the domain of the Dawi-Zharr. As the seams reach deep in the rock, over the centuries more and more slaves were needed to excavate the precious ore from the unyielding mountains. Over time, more and more slave trading clans have made base around the Tower of Gorgoth, which also serves to replenish the hordes of slave fighters in the Chaos Dwarf armies. Since the Tower of Gorgoth is quite remote from the Plain of Zharr and the might of Zharr-Naggrund, it is regularly attacked by Skaven, Greenskins or Ogres, who think it an easier target. However, the Tower of Gorgoth is manned by a sizeable garrison of Dawi-Zharr and the citadel has never fallen to the enemy. On the contrary, most assaults in the end only serve to swell the number of slaves in the endless mines beneath the Tower of Gorgoth.&lt;br /&gt;
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====The Gates of Zharr====&lt;br /&gt;
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Halfway between Zharr-Naggrund and the Tower of Gorgoth lie the Gates of Zharr, a massive archway of black stone and iron. Thousands of slaves in endless streams are forced through it every day, the shouts bellowed by their overseers harsher and the lashes of their whips even stronger in the shadows of the towers flanking the mighty testament of the Dawi-Zharrs&#039; claim to the Dark Lands. Passing the Gates in neither direction would mean an end to the suffering for the poor souls, they are either herded towards the Tower of Gorgoth to spend the remainder of their lives, usually a short and painful one, in the mines beneath the volcano, or their destination is Zharr-Naggrund, where they will meet a much quicker end but under even greater agony. A warhost from Zharr-Naggrund to raid the lands beyong the Mad Dog Pass or Death Pass will also march below the Gates of Zharr, the rhythm of their beating drums and blaring horns mirrored by thousands of warriors beating their weapons on their armor, their standards held high, so the world shall know no respite from the wrath of the Uzkul-Dhrath-Zharr.&lt;br /&gt;
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====The Black Fortress====&lt;br /&gt;
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The eastern entry into the Dark Lands, south of the Mountains of Mourn, is guarded by the Black Fortress. In a land already blessed with a surplus of bleak desolation, the Black Fortress still stands out as place of hopelessness and grim determination. Unlike the Tower of Gorgoth, the Black Fortress does not oversee huge mining activities or large groups of the ever valued slaves, its purpose is purely militaristic and the deployment to the Legion of Azgorh is often viewed as a punishment and exile. In fact, the Black Fortress is home to the Infernal Guard, a warrior-cult for dishonoured Dawi-Zharr who have to redeem themselves in the eyes of their harsh society or find solace in death. Their names and past deeds are shorn away, as are their faces sealed shut behind hot-iron and bronze helmets.&lt;br /&gt;
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==Notable Characters==&lt;br /&gt;
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===Lord Astragoth, High Priest of Hashut===&lt;br /&gt;
[[File:Chaos-Dwarf.png|300px|thumb|right| Some people are dog-people, some people are cat-people. Chaos Dwarfs are bull-people ([[Mark Gibbons|MG]])]]&lt;br /&gt;
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Astragoth is the oldest living Sorcerer-Prophet and once the greatest of their kind, but now his power begins to fade and his body bears the unmistakable marks of the long use of the terrible powers granted to him by Hashut. His legs, torso and arms have already petrified, and a decade ago he constructed a mechanical device which allows him to still move and continue to perform his perverted rituals. It was Astragoth who assembled the conclave of Sorcerer-Prophets to hear of Hashut&#039;s vision, foretelling them their eventual [[The_End_Times#Chaos_Dwarves|downfall]] if they would not amass more power by the might of their armies and the potency of their dark rituals. Although there is no nominal leader of the Chaos Dwarfs and their fate is steered by the cabal of Sorcerer-Prophets, like their western kin the Dawi-Zharr respect age and experience above all else, which makes Astragoth the most influential voice in the Temple of Hashut.&lt;br /&gt;
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===Drazhoath the Ashen, Lord of the Black Fortress===&lt;br /&gt;
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As a young Hellsmith, Drazhoath fell from grace with the cabal of Sorcerer-Prophets in Zharr-Naggrund and was sent into exile to the Black Fortress by Astragoth himself. Driven by his innate cunning and ruthless ambition, he quickly rose through the ranks and is now a wizard of considerable strength and mighty warrior in his own right. Drazhoath rules with an iron grip over the Legion of Azgorh, but the Black Fortress is a remote place and being its commander ultimately an impasse, so his gaze is always directed back at Zharr-Naggrund, where he dreams to return to triumphantly and claim his rightful position as one of the most powerful Sorcerer-Prophets. The power of his old rival Astragoth is waning and Drazhoath feels his time has come, so he is determined to make a name for himself through brutal campaigns and acquiring large hordes of new slaves to be used to buy him favour with influential members of the ruling caste at the Temple of Hashut.&lt;br /&gt;
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===Ghorth the Cruel and Zhatan the Black===&lt;br /&gt;
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Ghorth the Cruel is the most potent of all Dawi-Zharr Sorcerer-Prophets and it is said that the cries of his tortured victims are only drowned out by the evil laughter of Zhatan the Black, his trusted commander. Zhatan serves as Commander of the Tower of Zharr at the behest of Ghorth and has led many slaving raids against the humans and greenskins in the west, and every Goblin tribe between Zharrduk and Mount Grimfang has been subjugated.&lt;br /&gt;
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===Gorduz Backstabber===&lt;br /&gt;
{{Topquote|Yunno what they say, Tarka. Lucky at dice, unlucky at gettin&#039; back to your own tent without &#039;aving a nasty accident.|Gorduz Backstabber, moments before a surprising turn of lucks}}&lt;br /&gt;
A legendary Hobgoblin chieftain, Gorduz has already lived longer than most Hobgoblin Khans. This is party because he is naturally distrustful of his fellows, as any righteous Hobgoblin should be, but also unusually lucky, as the many hardened scars criss-crossing his bony shoulder humps can testify. So far he has not shown enough ambition for leading any of his slaves to a revolt to arouse distrust in his Chaos Dwarf superiors, which just further shows his cunning: better to be a living slavemaster than a dead revolutionary.&lt;br /&gt;
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==Forces of the Dawi-Zharr==&lt;br /&gt;
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{{Topquote|Stick &#039;em wiv arrers&#039;, Stick &#039;em wiv knives, &#039;an swords, and spears. Stick &#039;em quick and stick &#039;em where it &#039;urts. But most of all, stick &#039;em when they&#039;s looking the other way.|Gorduz Backstabber, epitomizing what it means to be a Hobgoblin}}&lt;br /&gt;
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===The might of Zharr-Naggrund===&lt;br /&gt;
[[File:Chaos_Dwarf.jpg|200px|thumb|right|Dawi-Zharr 101: Tall hat, braided beard, spiky armour, wicked weapon, evil mind.]]&lt;br /&gt;
Unlike the human and bestial followers of Chaos, the Dawi-Zharr rarely send full armies to the lands of the Old World and beyond. Consequently, most common folk think them a myth, for only few can imagine that any of the proud and unyielding Dwarfs should have succumbed to the calling of the dark gods. Those who know better have come to fear the armies of Zharr-Naggrund as they are a merciless foe on the battlefield. Survivors of battles against the Dawi-Zharr tell tales of clouds of ash and sheets of fire engulfing the screaming remains of fallen soldiers, of cloven-hoofed monsters rampaging through their helpless victims and the very ground opening under them through foul magic. Traumatized and driven insane by what they have witnessed, they claim that it is better to die in battle than fall alive into the hands of the Chaos Dwarfs and their cruel torturers.&lt;br /&gt;
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Although the Dawi-Zharr have fallen far from the common ideals of their western kin, they are not so far apart in warfare. The Dawi-Zharr favour the same build of large infantry blocks, their warriors clad in heavy plate and wielding axes and hammers. Chaos Dwarf troops wear tall hats, denoting their social status, and usually braid their black beards. Their armament and weaponry is of superior quality and they share their western kin&#039;s martial prowess. For ranged warfare the Chaos Dwarfs favour black powder weapons and field warriors equipped with fireglaives and the infamous hailshot blunderbuss, a weapon that strikes fear in the hearts of the their opponents like none other. While all Chaos Dwarfs show physical manifestations of the corrupting influence of Hashut, some are blessed beyond developing horns and tusks and are utterly transformed into the hellish Bull Centaurs, a fate which is seen as a sign of high favour bestowed by Hashut. Bull Centaurs are charged with guarding the Temple of Hashut and act as brutal shock troops on the battlefield.&lt;br /&gt;
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Chaos Dwarfs are a rare breed, even more so than the Dwarfs of the Karaz Ankor. To bolster their forces, the Dawi-Zharr employ large numbers of slave troops. The Dark Lands are an unforgiving place and spawn resilient fighters, all of which the Chaos Dwarfs are all too eager to subjugate into service. Most numerous among their slaves are [[Hobgoblin]]s, a notoriously fiendish kind of [[Orcs &amp;amp; Goblins|greenskin]], even considering that very low bar. Hobgoblins are distrusted and hated by all other greenskins and are totally reliant on the Chaos Dwarfs&#039; protection, which makes them perfect fighters and overseers for the other slave troops. The Dawi-Zharr are also known to press other, larger greenskins into their service, or even the occasional [[Ogre]] tribe. At some point their demand for able fighters for their armies and their frustration with the unreliability of the regular greenskin livestock led them to create the [[Black Orc]]s, an experiment that ultimately proved to be such a great success, it almost toppled the Dawi-Zharr empire. Only the treachery of the Hobgoblins saved the sons of Hashut from extinction, a deed which cemented the Hobgoblin&#039;s position at the highest slave tier for the Chaos Dwarfs and eternal outlaw among the greenskins.&lt;br /&gt;
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The Dark Lands are roamed by greater dangers than greenskins and ogres, and many monsters and unnatural creatures are likewise caught and enslaved for the Dawi-Zharr armies. Among the most notable monsters bound to service by the Chaos Dwarfs are the Great Taurus and the Lammasu. Some believe the Great Taurus to be an incarnation of Hashut&#039;s divinity, while others claim they are actually Chaos Dwarfs particularly blessed with his gifts, similar to the Bull Centaurs. Whatever their nature, they are highly revered and sought after as mounts by the most powerful of Sorcerer-Prophets. Whilst the Great Taurus is a fuming beast of pure rage and destruction, the Lammasu is a more enigmatic being with a keen mind, and some of the less reckless Sorcerer-Prophets prefer them as a mount over the rampaging might of a Great Taurus.&lt;br /&gt;
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The Dawi-Zharr society is ruthlessly dominated by the cabal of Sorcerer-Prophets, who steer the fate of the Chaos Dwarf empire as the vessels of Hashut&#039;s divine will. Most of the Sorcerer-Prophets are found in Zharr-Naggrund, but some rule over one of the small fortress-citadels and garrisons throughout the Dark Lands; however in most cases this is rather seen as banishment from the capital. Although the Sorcerer-Prophets and by extension the Daemonsmiths, their disciples and aspiring mages-engineers, rule supreme and often accompany Chaos Dwarf warhosts to battle, Overlords and Castellans are dedicated commanders and heralds for the armies and serve purely for the conduct of wars; also the eldest Bull Centaurs, Taur&#039;ruks, hold authority in Chaos Dwarf armies. Out of necessity the Dawi-Zharr even allow exceptionally gifted slaves, like Hobgoblin Khans, to hold commanding positions in their armies, although only with authority over other slaves and only up until the point where such a commanding slave has amassed anything remotely resembling something like a reputation. At this point, he will usually be ... relieved of his duty and replaced with a fresh aspirant, whose fate will likely go in a very similar direction. &lt;br /&gt;
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While the troops in Dawi-Zharr armies are admirable foes and can hold their own against any force on the battlefields of the old world and beyond, their truly terrifying power lies within their war machines, hellish abominations of daemonic sorcery melded with infernal engineering. The Chaos Dwarf arsenal is replete with a wide array of mortal artillery, from earth-shaking cannonades over fire-spewing flamethrowers to dreadful steam-powered tanks. Oftentimes these war machines are imbued with daemonic entities, as the Chaos Dwarfs still retain some form of the typical dwarven mistrust of unfettered magical energies and therefore learned how to bind them in their abominable creations. Where the Daemonsmiths work to further the coalescing of daemon and machine, some Sorcerer-Prophets sought to directly enslave even the malevolent beings from beyond the veil of reality; they summoned and bound them with powerful magic, creating the K&#039;Daai, half daemon and half raging fire. Unleashed upon the world, these mindless forces of destruction will stop at nothing from destroying anything in their path until their eldritch fiery being is consumed by their own burning wrath.&lt;br /&gt;
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===The Legion of Azgorh===&lt;br /&gt;
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The most up-to-date ruleset for Chaos Dwarfs, sadly, is the [[Warhammer/Tactics/8th Edition/Legion of Azgorh|Legion of Azgorh]] found in Tamurkhan: Throne of Chaos, but it&#039;s fairly extensive and has some nifty units, so it can stand up on its own. The book itself suggests they work best incorporated into a [[Warriors of Chaos]] army, as part of the [[Chaos Great Hosts]] ruleset provided in the book, or as allies.&lt;br /&gt;
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The Legion of Azgorh is garrisoning the Black Fortress and represents a distinct sub-faction of Chaos Dwarfs. The mainstay and principal core troop of the army is the Infernal Guard; regular Chaos Dwarfs are only found in crewing the war machines. Infernal Guard are the Chaos Dwarf equivalent of Slayers: Chaos Dwarfs who have suffered dishonor and seek to atone for it. To do this, they forsake their names and identities, strap mask-helmets of bronze and iron heated red-hot over their faces, and fight for the glory of Hashut. Unlike Slayers, the Infernal Guard is not a death sentence - in theory, anyway. They aren&#039;t frenzied fighters like Slayers, and an Infernal Guard who wins great renown has his mask formally removed and is discharged, his old shame forgotten. They go into battle sporting Blackshard Armour, a unique Chaos Dwarf-devised armour that is proof against flame. Infernal Guard should be considered midway between core and elite troops and have both higher strength and better armour than regular Chaos. Their default armament are hand weapons and shield for a solid infantry role, but they also have access to all the options you would expect for Chaos Dwarfs, including the ingenious fireglaives and hailshot blunderbusses. Infernal Ironsworn are the elite version of Infernal Guard with an improved profile and ensorcelled hand weapons.&lt;br /&gt;
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[[File:Dwarf_abomination.jpg|200px|thumb|right|With all the typical Chaos generosity, you&#039;d not be surprised if you saw this while walking down to the grocery store one day.]]&lt;br /&gt;
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Other famous elements of Chaos Dwarf armies can also be found in the Legion of Azgorh, namely the formidable Bull Centaurs, giving the army a degree of mobility unachievable for regular Dwarf armies. The dreaded Chaos Dwarf artillery is also represented in the Legion of Azgorh: The Magma Cannon, Deathshrieker Rocket Launcher (replacing the classic Death Rocket) and the unique Iron Daemon War Engine, as well as the Dreadquake Mortar (replacing the classic Earthshaker cannon) and Hellcannon, familiar from the Warriors of Chaos army list.&lt;br /&gt;
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As it is only a sub-faction, the army list does not include Chaos Dwarf Overlords but only has Sorcerer-Prophets (Lords who use the Lores of Hashut, Fire, Death or Metal) as the highest commanders. They and Daemonsmiths (Heroes who use the Lores of Fire, Death or Metal) are both wizards and engineers, granting bonuses to your war machines and having a lot of special tricks and gear. Several twisted beasts are further added to the Chaos Dwarf armies: daemonic bull-things of living magma called the K&#039;daai, burning winged daemon-bulls known as Taurus, magic-eating monsters called Lammasu, and armor-plated Giants modified for use as living seige weapons.&lt;br /&gt;
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Befitting for a Dawi-Zharr army, all Chaos Dwarf units are fairly expensive, as they are considered rather rare. The Legion of Azgorh therefore has access to Hobgoblin slaves in the form of fleet-footed wolfriders, great mobs, and even conniving Khans as Hero-grade characters. They are very cheap in order to act as the cannon-fodder they are treated as by the Chaos Dwarfs, and naturally their destruction does not cause panic in Chaos Dwarf units.&lt;br /&gt;
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==[[Total War: WARHAMMER]]==&lt;br /&gt;
[[Image:Dawi_Zharr_Artillery_Crew.jpg|thumb|right|Chaos Dwarfs in their (small) appearance as infernal artillery crews]]&lt;br /&gt;
So far the Chaos Dwarfs have not been added to the base game as a faction, though a group of Chaos Dwarfs serve as the artillery crew for the Hellcannon unit. No hats, but lots of sausage beards and some horns. They&#039;re also mentioned during the second quest battle for Grimgor Ironhide&#039;s Blood-Forged Armour -- some Northman traded with them for goods, his armour included, and he wants to take it from them.&lt;br /&gt;
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With the release of a trailer for the third game, the main factions will be the Daemons of Chaos (divided up into separate races for each of the four Dark Gods), Kislev and Cathay. The poor Dawi-Zharr have been overlooked yet again. Fortunately, the possibility of them as a DLC down the road seems certain due to the presence of an army book and the third game&#039;s map centering on the eastern part of the Warhammer world.&lt;br /&gt;
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==See also==&lt;br /&gt;
* [[Warhammer/Tactics/8th Edition/Legion of Azgorh|Tactics/Legion of Azgorh]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Tamurkhan: Throne of Chaos]]&lt;br /&gt;
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==External Links==&lt;br /&gt;
* [http://www.chaos-dwarfs.com Chaos Dwarfs Online], a repository for all things Chaos Dwarf.&lt;br /&gt;
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==References==&lt;br /&gt;
* [https://www.abebooks.com/9781872372808/Chaos-Dwarfs-Rick-Priestley-Robin-1872372805/plp White Dwarf Presents: Chaos Dwarfs], by Rick Priestly &amp;amp; Robin Dews; Games Workshop, 1994; ISBN 978-1-87237-280-8&lt;br /&gt;
* [https://www.goodreads.com/book/show/20942304-tamurkhan Tamurkhan: The Throne of Chaos], by Alan Bligh; Games Workshop, 2011; ISBN 978-1-90796-465-7&lt;br /&gt;
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{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
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[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Dwarfs]]&lt;/div&gt;</summary>
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