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==On Orcyness== [[File:Fe5d4c937beed277db70218568695598.jpg|thumb|left|500px|Straight outta da [[Badlands]], green, swole and ready ta roll!]] Generally speaking, the Orcs & Goblins army is made up of a species with mysterious origins called "greenskins" 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's supposed to sound sorta like [https://www.youtube.com/watch?v=OFxOqFRgD8o&index=3&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 "STABBAZ" or Dwarfs being "STUNTIEZ". 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. Greenskins usually congregate into groups called "mobs" lead by a "Boss" or "Warboss" (although there'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 "WAAAGH!". How Greenskins breed is open to speculation, with most just assuming they release spores upon death, which permeate the ground (since that'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. <span style='color:green;font-size:115%'> We'z da down to Earff boyz, not loik dem gitz in spess. Da humiez, stuntiez, and pointy 'eadz calls us "greenskinz". Deyz can all zog off. </span> <span style='color:green;font-size:115%'> We'z not all just Orcs an' Gubbinz though. Sumtimes we get'z biggunz, and trollz to stop muckin' about an krump some gitz wiff us. Oh, an evry proppa' boy haz 'is own Squig. Sum boyz got a fing for findin' beastiez dat can foight, an hitchin' em to wheelz to get into da foight fastah'. Dat's smart finkin', ammright? </span> <span style='color:green;font-size:115%'> So da Boss of da greenskinz's is da Boss. Bosses ain't always called Bosses, sumtimes gitz call 'em uvver fings'. But dat's dumb. Bosses are da' biggest and bestest in da group, and da biggest and bestest alwayz' end up leadin' a big enuff group an' lead a WAAAGH! against who needz' a good WAAAGH!in'! </span> <span style='color:green;font-size:115%'> So'z when we'z get krumped, lil'unz' pop outta da' dirt. Dey'z dumm as Ogrez, but giv 'em a beatin' an dey get in loin' kwik enuff.</span> 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'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 "join it", 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. 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. 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. Many players migrating from 40k may find greenskins to be less customizable than the 41st Millennium variant. While Orks are known to "loot" 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'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'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'd pound it to be more Orcy in most cases). That's not to say that greenskins aren't amazingly open to options. Quite the opposite, they have more tabletop options than any army in the vanilla game and represent the "jack of all trades" option for the Destruction (evil) armies with their opposite being [[Empire|The Empire]]. That's also not to say they aren't a modder'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't new to the setting either). <span style='color:green;font-size:115%'> So da' point in loif' is to foight'. Ain't nuvvin' else to do. Anyfing else is muckin' about. Yooz don' wanna be muckin' about, or yer Boss is gonna krump you. So keep yer feet goin' to da fight, an' if da Boss says dat you loot you loot, an' if da Boss tells you eat yooz eats, an' if da Boss sez It's time to WAAAGH! den yooz in luck! Dem uvver guys, dey foight' only when dey "got reason to". Dun' look at me, me dun unda'stand it eiver. But we'z green! We'z smart! We foight' 'cuz foightin' iz wot der iz to do! </span> <span style='color:green;font-size:115%'> Lil'unz dat come troo da swirly magic holes from spess land whine dat dere' ain't enuff loot around. You do dis, you get krumped by da boss for bein' dumm. And in da hardest way as 'e can. Dat alway'z givez us a good laugh. </span> ===Religion=== 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]]. 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't know much about them. 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 "Slaves to Darkness", 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. There was also Khakkek, a Minor Chaos God who was a Goblin God, who turned to Chaos for more power.
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