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No scholar of the Old World can say where the greenskins came from, and no army has ever found a way to be rid of them. They infest every wild place on the map: orcs squatting in the Badlands and the mountain passes, goblins riddling the deep tunnels and the black forests, and a menagerie of wolves, squigs, trolls, and worse wherever the two overlap. Burn out a tribe and two more will be squabbling over the ashes within a generation. Greenskins return the way weeds return, and the Old World has never gone a lifetime without learning it again.
Left alone, the tribes fight each other — over caves, over loot, over insults no one can remember issuing. But now and then a warboss rises big enough to crack the other bosses' heads together, and all that violence turns outward at once. The tribes mass, the drums begin, and the horde starts to move as one vast migration of destruction the greenskins call the Waaagh! — part war, part pilgrimage, part natural disaster. It rolls over kingdoms the way an avalanche rolls over fences, gathering every tribe in its path, and it stops only when something finally proves hard enough to break it. To the greenskins this is holy work: their twin gods Gork and Mork — one brutal but cunning, the other cunning but brutal — demand nothing of their children but a good fight, and a Waaagh! is the loudest prayer there is.
The green tide runs in two currents. Orcs are brutality given flesh — slabs of scarred muscle who live for the clash itself and grow visibly bigger with every battle won, until the greatest of them can wrestle trolls and shrug off cannon fire. Goblins are the other current: smaller, weaker, and infinitely nastier, making up the difference with poison, numbers, treachery, and an artist's love of cruelty. An orc will spend all day breaking down a city gate; a goblin will already be inside, having sold the gatekeeper a false map, stolen his keys, and set fire to the granary out of simple enthusiasm. Neither half of the race trusts the other, and both are right not to.
Every civilized people of the Old World counts its history in wars against the greenskins. The dwarfs have fought them hold by hold for thousands of years and filled their books of grudges with the cost; the Empire's borders have been drawn and redrawn by the passage of one great Waaagh! after another; the Badlands are a graveyard of realms that stood where greenskins now squat. They cannot be bargained with, colonized, or exterminated, because they are not a nation — they are a condition of the world, like winter. Men build walls, dwarfs cut deeper vaults, elves sail away, and out beyond the watchfires the drums, sooner or later, always start again.
Order of battle
Units
Rare
MonsterArachnarok SpiderA titanic, ancient cave-spider coaxed from the deep forest, its bristling back a swaying war-platform of shrieking Forest Goblins.
War MachineDoom Diver CatapultA shrieking Night Goblin fitted with canvas wings and hurled from a catapult, steering his own screaming plunge onto the enemy below.
MonsterGiantA mountain of drunken, dim-witted violence hired for beer and livestock — when a giant falls over, both armies pause to see who it lands on.
Special
InfantryBlack OrcsDa biggest and da best — hulking, iron-clad elites bred for war in the furnaces of the east, too disciplined to squabble and too stubborn to break.
War BeastsNight Goblin Squig HerdA bounding, gnashing mass of fungus-beasts that are mostly mouth, driven toward the enemy by nervous Night Goblins with pointed sticks.
CavalryOrc Boar BoyzOrcs mounted on foul-tempered war boars, a tusked avalanche of muscle that hits far harder than any greenskin has a right to.
ChariotOrc Boar ChariotA crude war-cart of lashed timber and iron hauled by snorting war boars, built for the single purpose of smashing into something at speed.
InfantrySavage OrcsNear-naked, warpaint-daubed orcs who charge in a howling frenzy, trusting painted sigils and sheer ecstatic violence to carry them through anything.
Monstrous InfantryTrollsDim, ravenous man-eaters dragged to war for their strength and their stomachs — a troll heals any wound not burned into it, and digests nearly anything faster than that.
Core
CavalryGoblin Wolf RidersCackling raiders mounted on giant wolves — the eyes, ears, and thieving fingers of the Waaagh!, and the fastest cowards in the Old World.
InfantryNight GoblinsHooded tunnel-fighters of the deep mountains, marching beneath the leering Bad Moon with spears, nets, and whirling fanatics hidden in their ranks.
InfantryOrc BoyzThe massed muscle of every Waaagh! — mobs of choppa-swinging orcs who count a day without a fight as a day wasted.
Heroes & legends
Characters
Azhag the SlaughtererThe SlaughtererAn orc warboss crowned with a dead necromancer's whispering iron — half of Azhag plans campaigns of impossible cunning, and the other half just wants to hit something.
Gorbad IronclawIronclawThe mightiest Orc Warlord the Old World has ever faced — the greenskin whose single Waaagh! came within a hair of destroying the young Empire of Man outright.
Grimgor IronhideDa BestThe most violent creature ever to swing an axe in the name of Gork — a Black Orc warboss whose only undefeated enemy is the lack of a worthy one.
Grom the PaunchThe PaunchThe greatest Goblin Warlord who ever lived — a gluttonous, monstrous giant of a greenskin who built a fleet and carried the Waaagh! across the ocean to the elf-isle itself.
SkarsnikKing of Karak Eight PeaksThe cunningest greenskin alive — a night goblin runt who out-schemed every rival, claimed the greatest ruin in the mountains, and holds it against dwarf and skaven alike with traps, treachery, and one enormous squig.
Wurrzag da Great ProphetDa Great ProphetA wild-eyed Savage Orc shaman who speaks with the twin voices of the greenskin gods, wandering the tribes to anoint the warbosses destiny has chosen.
Chapters, dynasties & kin
Subfactions
Forest Goblin TribesFeather-decked goblins of the great forests, who worship giant spiders as the children of a crawling god. From lairs webbed through the deep woods they ride monstrous arachnids along branch and canopy, taking heads and captives as offerings for their eight-legged idols. Travellers who find webs strung across the trail learn to turn back — the lucky ones, anyway.
Night Goblin TribesHooded, moon-painted goblins of the deep tunnels, who have contested the roots of the World's Edge Mountains with the dwarfs for thousands of years. Night goblins farm fungus, breed squigs, and brew madcap mushrooms that turn their smallest warriors into whirling ball-and-chain fanatics. They hate the sun and love almost nothing, except mushrooms and malice.
Orc TribesThe great war-mobs of the greenskin race — scarred green giants who live for the next battle and grow bigger with every one they win. Orc tribes rove the Badlands, the mountain passes, and every frontier in between, ruled by whichever boss is currently the hardest thing on two legs. When one grows big enough to unite the rest, the Old World holds its breath.
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