Greenskin Lore
Herein lies the most extensive history of Old World greenskins you will find on the web! Due to it’s large size, I will be posting it in smaller, more manageable pieces. I would like to thank NoneSuch of the Warhammer Alliance forums for graciously volunteering his time in researching and writing the lore. He did a great job summarizing just some of what you can find in the Warhammer Orc and Goblin Codex, a comprehensive manual published by Games Workshop.
Oi, yeh soddin’ lot! Let’s git right down to it then!

The Greenskins
1.0 Goblins
- 1.1 Overview
- 1.2 Gork Complex
- 1.3 Types of Goblins
- 1.3.1 Night Goblins
- 1.3.2 Fanatics
- 1.3.3 Shamans
- 1.3.4 Doom Divers
- 1.4 Squigs
- 1.5 Closing
2.0 Orcs
- 2.1 Overview
- 2.2 Types of Orcs
- 2.2.1 Black Orcs
- 2.2.2 Savage Orcs
- 2.3 Origin and Reproduction
- 2.4 Mork and Gork
- 2.5 Economics
3.0 Warlords
- 3.1 Waaagh!
- 3.2 Grom the Paunch
- 3.3 Gorbad Ironclaw
- 3.4 Skarsnik & Gobbla
- 3.5 Azhag the Slaughterer
- 3.6 Grimgor Ironhide
1.0 Goblins
1.1 Overview
Goblins are small, nimble and cowardly creatures with beady eyes, scrawny bodies and long hooked noses. They are cunning rather than strong and have a better sense of self-preservation than their orc brethren. Due to this, they would rather fire an arrow at an enemy’s back or stab a foe with a spear instead of fighting close up. Where an orc will charge blindly into battle, a goblin will sneak away unless they outnumber their opponents (or if their enemy had already been clobbered half to death). Most goblins are violent, cruel and unpleasant with little sense of loyalty and will happily maim, kill and eat their fellow Greenskins if they can get away with it. They tend to lead short miserable lives and constantly fear death. Orcs see them as weak and will take advantage of their small frame, forcing the little beasts to do tasks the orcs can’t be bothered with, like putting together siege engines and feeding the boars (evil minded, aggressive creatures orcs use as mounts that would rather eat the goblin than the scraps of meat offered by them). While small and scrawny, they can still
be viscous and deadly. Goblins are capable of overwhelming a more skilled enemy with the sheer weight of numbers alone, though it usually requires a far larger creature to encourage them into battle, for they fear the pummeling they’ll receive from it over the one they’ll receive from the enemy they’re attacking.
While goblin lives are no less violent than Orcs, they are driven by the will to survive more than the urge to fight. They’re a bit more intelligent than the larger orcs and they are forced to rely on their wits alone or else they are quickly crushed underfoot, eaten or chucked about in some twisted orcish game like “Gobbo Chuckin.” Due to this, and their cowardice, they will use other means rather than a direct challenge to dispatch their foes. For example, the goblin warboss Ratgut the Ragged, leader of the Backstabba tribe, was assasinated by a goblin who fed him poisoned mushrooms that made him explode in a shower of vile Ichor. Such methods are beyond Orcs, who see it as weak and would much prefer a face to face challenge even if it did lead to a chance of getting their face smashed in by a bigger orc.
1.2 Gork Complex
Sometimes large groups of goblins lack an orc warboss who will lead them into battle, smash em’ up, and remind them of whooz da boss. A goblin who finds himself in charge of a tribe will quickly manifest an acute “Gork Complex.” Letting the power go to his head, the small little creature will attempt to emulate an orc warboss by acting tougher than he actually is (copying general orc behavior and mistreating other goblins). The mean-spirited little creature may even fool itself into believing it was actually an orc. This delusion is quickly laid to waste once a passing orc notices the goblin’s strange behaviour and bashes the mini warboss back into the ranks of his fellows, where he’ll receive a good thumping for his behaviour (or a dagger in his back).
1.3 Types of GoblinsThere’s huge variety in Goblin tribes, usually attributed to their environment and way of life. Examples include: the spider-riding Forest Goblins that infest the woodlands of the border princes or the One-Eyed Goblins of Blind River who self-mutilate. There also exist some lesser known tribes, considered myth or fairy tale, such as the light-fingered Gnoblars of the Mountains of Mourn, the noisome Bogards of the Marshes of Madness and the nocturnal Mere-Goblins of Black Water.
1.3.1 Night Goblins
Night Goblins are probably the best known tribe of all. Due to many years of living deep underground in caves beneath the World’s Edge Mountains, they have become accustomed to the dark environment, developing a sensitivity and hatred of light. When forced to travel outside during the day, they hide under hooded, ragged cloaks that protect them from the sunlight, but would ultimately prefer to avoid it altogether. Night Goblins despise dwarfs. They are their natural subterranean enemy, as the dwarfs live deep underground as well. The goblins often take over abandoned dwarf strongholds and the majority of the dwarf empire is infested with the spiteful greenskins. Dwarfs would much rather fight to the death when facing night goblins than let them gain an inch more ground into dwarfen territory.
Night goblins grow special subterranean fungi beneath the mountains in their cool damp caves. Some fungi can be used as food for themselves and the strange animals they breed but many other types have hallucinogenic or intoxicating properties, while others yet can be used for poisons. A rare type of fungi called Madcap is mixed in special brews and given to unfortunate goblins known as Fanatics, who after taking the substance become ecstatic gibbering lunatics, completely unaware of their surroundings but immensely strong and utterly fearless. They are carried into battle by fellow goblins and when the time is right, unleashed towards the enemy, though it is sheer luck that they do not head straight back toward their fellow Greenskins and carve doom into “friendly” ranks. Wielding huge metal balls attached to a chain, the fanatic will spin it about oblivious to what’s going on around him. The fate of the fanatic is almost certainly death, either by his own ball and chain or the poisonous brew he consumed. Not that he would care, for fanatics are far too drugged up to even notice when death is upon them.
Shamans are a fairly common staple of Goblin society, and night goblin shamans tend to be the ones brewing the famous Fungus Beer in large quantities to prepare the green mob for battle. Fungus beer sharpens the senses and leads to quicker reactions but it also makes the drinker more paranoid than usual and twitchy. As far as greenskins are concerned, shamans possess a form of sorcery given by their gods, Gork and Mork, but it is also tied to Waaagh. Shamans using this energy are capable of unleashing deadly magic. The more greenskins nearby generating Waaagh, the more powerful and unstable the spells become. Eventually, most shamans end up as blobs of boiling flesh upon the floor, oozing with ectoplasm as they were overwhelmed by the energy. Their violent and sudden deaths seldom take only one life and entire mobs of greenskins can be turned to charred flesh in the blink of an eye, so goblin shamans are even feared and respected in greenskin society.
1.3.4 Doom Divers
The Doom Diver catapult is a torsion powered device, created specifically to fire Goblins equipped with folding wings that enable them to glide for short distances before plunging back down to earth. Like all the other greenskin siege engines, it is a mix of bone, wood, iron and whatever else they can scavenge from their surrounding environment slapped together to
make a crude machine. They are prone to falling apart but can easily be put back together… unlike the goblins that are launched from this device. They where originally built for aerial reconnaissance but as the goblins rarely survived the trip, it was not much of a success. They soon realized that doom divers were more effective as missiles, so they decided to load up goblins wearing helmets with over-sized metal spikes and fired them towards the enemy, where they will hopefully crash land into someone important. The goblins took to it with surprising enthusiasm, even if it meant certain death. They considered it a chance to look down upon orcs and fly through the air at high speeds. Most of all, they liked becoming a hurtling instrument of death, which is seen by many as a far better way to die than squashed and eaten by fellow greenskins.
1.4 Squigs
Night goblins are also known for their squigs, which are found deep within caves and cultivated and grown as livestock. Squigs are hybrid creatures: a mix of flesh, fungus, teeth and muscle with a tough ball shaped body, small taloned feet and a gaping mouth with rows of sharp, spiky teeth. It has been said that squigs are more muscle and teeth than anything else and can be an immensely dangerous creatures. Night goblins hunt them with long sturdy forks called prodders and while in battle, prod and goad the squigs into a state of frenzy before pointing them in the enemy’s general direction. Squig herders
usually fall prey to their own pets and any goblin foolish enough to try and capture or tame a squig will usually end up in it’s belly due to the ferocious nature of these creatures. Squigs are impossible to predict. Some brave, or especially stupid, goblins attempt to ride them into battle, holding on as tight as possible as their crazed mount bounces in between the enemy ranks. Squigs also make excellent meals and apparently taste considerably good roasted. Their teeth and claws are used as charms and jewelry and their skin can be turned into tough leather.
Squigs also come in different breeds, the most peculiar being Hair Squigs, which are parasitic with hairy growths (that are actually gills). Some orcs let these squigs bite into their heads and latch on, acting as twisted wigs that feed off their host. There is no real reason why orcs do this apart from appearance sake as they are naturally hairless. It also proves how tough they are compared to the other boyz. There are rumors of monstrous squig-like creatures, which have grown to horrifically immense sizes (similar to the height of a city wall) due to the strange mixtures of fungi that goblins have been feeding them. These creatures are more myth than reality (just like the apparent sightings of rat-like creatures who are as tall as humans living in the sewers of Nuln…), and considered mere ramblings of battle-scarred veterans who have became delusional.
1.5 Closing
Overall, goblins are devious creatures that infest every corner of the Old World. No-one really knows how they reproduce, but it is considered that they spawn from spores, much like orcs. Whatever the case may be, they seem to take on qualities of the environment they are living in over time and you can find many varied types of Goblins. There are even Hobgoblins, which are larger than normal goblins but considered so untrustworthy and underhanded, orcs and goblins refuse to have dealings with them. Hobgoblins are known to be employed by chaos dwarfs, who use them as slave drivers to organize other goblin slaves. Whatever type of goblin you are dealing with, it is best to always remember: for every single one you kill, there are ten more trying to murder you a hundred different ways.
2.0 Orcs
2.1 Overview
The Old World is a brutal, violent place where almost everything is intent on killing you. Naturally, orcs have adapted to this environment and fit the dangerous surroundings perfectly. They are large, physically impressive creatures whose sole existence and culture is based entirely around warfare. They have broad shoulders, large bald heads, and over-sized jaws with two tusks and sharp teeth jutting from their underbite. Their bodies are mostly made up of muscle and even the smallest orc is as tall as a human and twice as broad. Orc skin is as tough as leather and the longer they manage to survive, the more gnarled, dark, and scabby it becomes. It may grow so thick that even a sword will barely scratch it. If someone does manage to penetrate the thick hide, it will bleed purplish-red blood, but orcs hardly feel pain and injury is seen as an inconvenience at most . They also regenerate at an incredible pace and are sturdy enough to survive horrific injury, which would normally cripple another creature. If a limb is lost in battle, they can stitch it back into place or force a goblin to do it for them and it will heal back, good as new in a couple days. Because of this, they are not overly concerned about physical injuries and generally consider other races weak and feeble because of how easily they are severely wounded. They have an aggressive foul demeanor.
Orcs are ignorant creatures who barely care for anything other than extreme violence. At times, this can work against them, as they will happily rush into a battle with a high risk of loss just for the chance to fight. They do not exactly fear death, but they dislike the idea of losing and not being able to fight again, so they do have some basic survival instinct. This will usually stop them from charging into the most futile situations. Generally though, this survival instinct is not well-developed and the urge for battle will usually overcome sensibility.
Orcs will keep growing untill they have killed or out-grown all other competition. They have an adrenaline-fuelled metabolism, which means they grow in size and strength while fighting and defeating opponents. The only time they ever stop growing is once they find an enemy they can not defeat. The entire orc culture and ranking system is based around size: the bigger the orc, the tougher it is and the more status it will have. Orcs actually respect larger creatures and almost look up to creatures like giants with awe due to their size. There is also an deeply-rooted respect for their warbosses, though they will never mourn one’s loss. As soon as his body hits the ground the biggest orcs will be fighting amongst themselves to take his place. As you can imagine, due to size being related to status, this leaves goblins nearly at the bottom of the food chain—just above snotlings—but most orcs can not tell the difference between the two, as large snotlings resemble small goblins.
The orc mind-set is one of simple aggression. They have no understanding of the human concept of morality and will not think twice about slaughtering a village full of peasants, although they would prefer a tougher challenge. Orcs are not evil creatures—they just live by instinct and do the only thing they have ever known, and that is fight. This simple-minded enjoyment is the reason they are such a strong race, but at the same time, manages to be their greatest weakness. Orcs will just as happily kill one another as they would the enemy they are supposed to be fighting. It is said that if all the orc tribes gathered under one banner, they would bring about the destruction of the dwarfs, the empire, and the rest of the Old world. Fortunately for everyone else, that will never happen, as there will never be a warboss mighty enough, or with enough self-restraint, to control such a large Waaaaaghhh.
2.2 Types of Orcs
There are a several different kinds of orcs, but the most common throughout Old World history are the normal orcs, black orcs, and savage orcs. Normal orcs have already been discussed above, so here are the other two sub-races.
Black Orcs emerged from the chaos wastes, while Sigmar still walked the Old World. It is said they were spawned from chaos dwarf magic, in an attempt to mutate normal greenskins into better slaves. The dwarfen plan failed and the will of the black orcs was far too strong, causing a rebellion against their captors. Black orcs are unlike normal orcs in many ways. They are a much darker shade of green and tend to be considerably taller and stronger. They are also far more grim and sour in demeanor and take fighting aloft more seriously. Due to their strength and size, black orcs can bully normal orcs into giving them equipment, so they tend to be far better armed.
Black orcs are slightly smarter than normal orcs and have alot more self-control, so they are good at keeping order within the tribe. They hold head-butting matches before any big fight so they can settle their disagreements before the battle, rather than during it. Also, unlike normal greenskins, black orcs have a streak of sadism and have been reported to torture victims. This is thought to be because of their genetic memory of being enslaved by the chaos dwarfs and undergoing harsh treatment to crush their rebellious nature. Black orcs dislike goblins because they often run away from battle.
Long ago, all orcs lived in the south and were dumber, more primitive, and far more savage than they are now. They had no means or knowledge of how to manufacture metal weaponry and relied on wood, bone, stone, flint, and whatever else they could steal from others to wield in battle. As tribes expanded northward, in some of the earliest Waaaaagghhhs in recorded history, they learned the secret of metal-working from the chaos dwarfs. However, a few tribes either hopelessly lost out or turned their back to the new ways and stayed in the south. The orcs in the north believe that they are a primitive bunch of nutters because of the effects of heat and sunlight on the orcish brain. The south is much hotter than the north. Whether or not this actually contributes to anything is debatable.
Savage orcs are completely out of touch with other orcs and go into battle nearly naked with tattoos as their only protection. Strangely, these tattoos are capable of deflecting arrows and blows purley because of the absolute and undoubting belief by savage orcs that that they will work. These orcs also refuse to adapt and will only use weaponry they have scavenged or put together out of primitive materials. Savage orcs do mount boars and ride them into battle, mainly because boars are the only thing in the Old World as ill-tempered as the savage orcs themselves.
2.3 Reproduction and Origin
Orcs reproduce through spores, which shed from them throughout life and are given off in large quantities upon death. The spores grow into a plant-like womb underground that nourishes the orc untill he is fully grown. The origins of these spores and how exactly they came to the Old World is unknown, although they could have been unwittingly transported there by the Old Ones. Orcish reproduction makes them notoriously difficult to get rid off. Once you have killed an orc, you must burn its body and the ground it fell upon or new orcs will eventually rise.
2.4 Mork And Gork
Gork and Mork are the two gods of the greenskins. During the long and boring nights, many Orcs have raised the question “Which one is more fighty?” This usually results in the entire camp maiming each other over the discussion. It is thought that Gork is the god of strength, while Mork is the god of cunning and magic. This has lead some to believe Mork is actually a goblin, though any orc will argue against it by smashing you over the head with something heavy. It has also been said that ” Gork is Fighty but Cunning” and “Mork is Cunning but Fighty” If you ever feel the strong urge to die, attempt to debate which is which with an orc.
Orcish afterlife is believed to be reincarnation. Once dead, Gork or Mork will swallow the orc’s body and soul and spit it out into another body. This helps reinforce orcs’ generally sucidal nature, as they believe they will just be spit out onto the battlefield once again in a continous cycle of death and battle.
Orcs have a basic form of currency, which is teeth they have plundered from the battle field, punched out from orc “Gobs,” or taken from their own mouths. The larger and rarer the “Toof,” the more expensive it is, though this type of currency does not seem overly important as an orc will likely challenge another orc to a fight rather than buy something from him. Another reason this currency system seems a little pointless is because orcs have a never-ending supply of teeth. They continously regrow them, a bit like a shark. They also have primitive forms of decorations. Orcs slop on a messily painted effigy of Mork or Gork onto almost anything they can find but they also pierce their skin with varying sizes of metal and bone pieces. It is common to see orcs with Toofs or spikes buried in rows across their arms or shoulders, just to prove how tough they are.
3.0 Warlords
3.1 Waaagh!
The Waaagh! is a combination of holy war (jihad) and pub crawl, similiar to a migrating invasion. Waaaghs happen when a successful warboss throws everything he has at an enemy and all other greenskins in the area flock under his banner for a chance at getting a good fight. The green swarm of orcs and goblins yell, bellow, and shout their brutal war cries while sweeping across the land burning, pillaging and destroying everything in their path. The waaagh is the greenskin history, an account of the rise and fall of mighty armies and violent leaders passed down by greenskin tribes and recorded by scholars of the invaded nations. The defeats are usually ignored and forgotten by the orcs mainly because they dislike the idea of losing to ‘umies and stuntys.
While goblins are crafty enough to create unstable war machines like Rock Lobbas and Spear Chukkas, they’re physically fragile. Still, they can rival the destruction that orcs unleash upon the Old World. A goblin warlord known as Grom, described as being enormously strong and infamously fat (almost rivaling that of an orc), was one of the most successful Greenskins to ever live. According to legend, he ate a plate of raw troll meat which continuously regenerated inside his belly. Due to this, he built up a trollish resistance to injury but became obese, bloated and suffered from constant agony. He lead a coalition of unwilling orc and goblin tribes to the World’s Edge Mountains, and after defeating a dwarfen army at the battle of Iron Gate, he attacked and ransacked most of the empire, and then burnt their capitol city, Nuln, to the ground. Grom lead his horde to the sea where he forced them to build a vast fleet of ships made from the ruins of the empire. After setting sail, a storm forced his army west, where they landfell upon the shores of Ulthuan, home of the Elves. His horde ravaged the elven realm before he was finally defeated but not before his head shaman disrupted a waystone, nearly unleashing a magical vortex that could of doomed the World. No one really knows what Grom’s ultimate fate was, but many goblins still wait for his return and the chance to be free of their orc oppressors. Not that Grom was much better, but at least he was a goblin.
Even though goblins have a dislike for most races, they actually fear elves. Goblins claim that elves “stink funny,” and their haughty behaviour makes gobbos feel uncomfortable. The real reasons for this fear will never be known to the outside world and can only ever be understood by the twisted minds of the sinister little green creatures.
Gorbad was one of the most feared orc leaders of all time. He rose to power by killing the Broken Tooths chieftan, Crusher Zogoth, after launching a surprise attack through ancient dwarfen tunnels. Orcs, knowing when they have lost and being fickle creatures who would far prefer to be on the winning side, readily accepted Gorbad’s leadership. With the Broken Tooths under his command, he then conquered the surrounding goblin and night goblin tribes, increasing the size of his war band.
In a mighty WAAAAAGHH, Gorbad’s army poured from the mountains and rampaged across the human lands, ransacking Nuln and Averheim. After burning Solland to the ground and personally killing off the elector count, Gorbad advanced towards Altdorf. After decapiting a few orc ring leaders who where arguing over supplies, Gorbad launched a hasty attack that was easily repelled by Altdorf defenders. Dispite the defeat, Gorbad launched more attacks, but due to the marshy surroundings, hundreds of orcs where choked and drowned while trying to advance.
Gorbad was forced to dig in for a long, drawn-out siege and began pounding the walls with rock lobbas. The empire replied in kind, turning the lobbas into crumbling wrecks with their cannons on the ramparts. Gorbad was unable to breach the walls so he decided to use his secret weapon—wyverns. The beasts swooped in and slaughtered the defenders. During the chaos, a wyvern managed to penetrate the emperor’s palace, devouring the emperor himself.
Ultimately, they failed in their task to break down the city gates and the Waaaagh eventually dissipated. The tribes returned to their forests and mountains.
Gorbard and his tribe of Broken Tooths withdrew to the east, following the River Reik back to the World Edge Mountains, where they were harrased by vengeful empire forces and rival orc tribes hungry for battle. Eventually, they reached Blood Peak in the shadow of Black Fire Pass for a final battle. The horde of orcs where met by a dwarf army led by the king of Karaz-a-Karak. Gorbad’s army crumbled in the battle, though Gorbad fought until dusk, slaughtering countless dwarfs with his mighty axe.
No-one knows exactly what happened or has seen him since. He could of been chopped down by the dwarfs but they have not laid claim to the victory. Perhaps he escaped and regained his power in the Badlands.
Skarsnik, Chieftain of the Crooked Moons (arguably one of the most powerful goblin tribes), was an incredibly devious creature even for a goblin. He raised to power by killing off all his competition and from the day he wrested leadership, the fortunes of the Crooked Moon tribe remarkably increased. His ever-present companion is a giant cave squig named Gobbla who is extremely nasty and has an insatiable appetite for dwarf meat. For all his viciousness, Gobbla remains loyal to Skarsnik, which is generally uncommon for squigs.
After a series of carefully crafted betrayals, Skarsnik subjugated the other greenskin tribes who had taken up residence in the upper halls of Karak Eight Peaks, an ancient dwarf realm fought over by goblins, skaven, and dwarfs. He then turned his eyes to the skaven infested tunnels of Karak, sending them a tribute of “docile” squigs to the warlord of Clan Mors. In reality, these beasts where drugged into an almost coma-like state with carefully brewed fungus potion. A week later, after he could no longer hear the sound of panicked ratmen and snapping teeth, Skarsnik led an army to claim the empty and bloodstains caverns which where once controlled by the Skaven.
A dwarf army, under the leadership of Duregar, advanced on Karak Eight Peaks with the goal of reinforcing the king of the surviving dwarf citadel in Karak. Skarsnik directed an army of greenskins to harass the dwarfen forces, but the stubborn endurance of the dwarfs was enough to withstand the bloodthirsty assault. Unfortunately, the hundreds of gobilins they slayed at Mad Dog Pass had only been a fraction of Skarsniks force. Duregar marched towards the east mountain gate of Death Pass and found his army surrounded by a horde of cackling greenskins and the gate’s watchtower held against him. Outnumbered and trapped, the dismayed dwarfs resigned to their fate of almost certain death. A last-minute intervention by King Belegar from Karak Eight Peaks was enough to save few survivors from Duregars army. Ultimately, Skarsnik was the master of the battlefield, with over half of the dwarfen forces slaughtered.
Skarsnik’s force now waits until dwarfs venture outside their Citadel and picks them off one by one, torturing the survivors for days within earshot of the Citadel walls. He has amassed a vast and growing collection of dwarfen beards, displayed on long wooden stakes, that serves as warning to any who seek to challenge the undisputed warlord.
Azhag the Saughterer won the Crown of Sorcery at the ruins of Todtheim. Little did he know, the corrupting spirit of Liche Nagash still clung to the circlet, which eventually began to dominate the orc’s mind. The liche’s tactical genius and arcane fury combined with Azhag’s primal power, creating a foe to be reckoned with. His greenskin followers found it difficult to accept the value of assaulting enemy flanks and not slamming their heads blindly into an enemy formation, but the new-found insight Azhag gained from the crown made it easy to kill any warboss’ who dared challenge him. Before each battle, Azhag dictated his plan in a strange un-orcy voice which carried the weight of centuries of knowledge. Greenskins did not care for this strange new way of leadership, but soon, a mighty army rallied under Azhags warbanner. Where Azhag went, there was fighting, and that is all the orcs really cared about.
Azhag’s horde marched into the land of the empire and his battle plans became even more complex for a greenskin. This led to the infamous synchronized goblin attack waves at the battle of Dark Moor and the snotling pincer assaults at Butcher’s Hill. Any foe that posed a challenge to Azhag was vanquished with the dark magic the Crown bestowed upon him. With brain and braun combined, it seemed no force could stop Azhag’s mighty Waaagh!
At the Battle of Osterwald, Azhag met a challenge even he could not face. Werner von Kreigstadt, Grand Master of the Knights Panther, killed Azhag and left his Waaagh leaderless. The biggest orcs of the tribe fought over the crown and leadership of the horde, but they where slaughtered and the remaining greenskins fled into the hills and forests. The Crown of Sorcery was recovered and taken back to Altdorf where it was placed it in the deepest vault of Sigmar’s temple to be guarded for eternity by powerful spells.
Grimgor stumbled out from the Blasted Wastes with a guard of hardened, bloody, and scarred Black Orcs. Little else is known about his origin but he easily took over the first greenskin tribe he met, conquered the second, and annihilated the third. Even for an orc, Grimgor Ironhide’s thirst for battle is exceptional. If a day passed without fighting, he would begin arguing ferociously. Two days of relative peace, and he’d kill any goblin that got in his way. Should three days pass without violence, Grimgor’s army was in trouble. Within a month of arriving at the World’s Edge Mountains, Grimgor and forged for himself a sizable warband. Before a year had passed, he brought Karak Kadrin under siege, boiling captive dwarfs in their armour until the orc camp stunk with the stench of cooked flesh. Ironhide led his horde down the mountains and into Kislev when winter came, cutting down all resistance, but eventually the freezing cold and blizzards forced him and his army back.
Grimgor siezed control of Karak Ugnor from the Red Eye goblins, as he needed a base to launch attacks from. For many years, Grimgor would lead his followers into Kislev during spring and then retreat to his stronghold before winter came. Grimgor would unleash his pent up bloodlust on the skavens living in the mountain depths when bored with waiting for winter to pass .
Grimgor has lately grown tired of easy victories and seeks someone to challenge his power. Elven lords and dwarfen kings have fallen to Grimgor’s axe and countless towns have been laid to waste. He has has even bested Archaon in combat, splintering the Everchosen’s shield. Grimgor’s only real concern is that he’ll never find an opponent worthy of his fury.






















15 Responses to “Greenskin Lore”
Awesome! You’re doing a great job with the site!
By Pipoca on Jan 22, 2008
I just noticed the hover text on the pics as well! lol good touch!
By Pipoca on Jan 22, 2008
Hah, thanks.
By Snafzg on Jan 22, 2008
Hey man, just wanted to say that I have switched and now want to play as a Goblin Shaman, and you have done an amazing job with the site. A+
By Arkane on Jan 25, 2008
Thanks for the compliment. It’s nice to know that I’m putting time into something that people appreciate.
I too plan on playing a shammy but I’m also lured by the prospects of a black orc. I think collision detection and physics (knockbacks, etc.) will add a very cool dynamic to melee combat!
By Snafzg on Jan 25, 2008
This will be the first game where I play a Tank alt because of the collision detection. The survivability and utility of the Shaman though just make me drool.
By Arkane on Jan 28, 2008
Been meaning to post a comment here for a while. Nice write up and thanks for taking the time to do it.
Goblin Shaman for me all the way.
By Woodruff on Feb 3, 2008
Great work, thanks a lot!
Never thought the orcs were that dumb and goblins such cowards. Nonetheless i’m still going to be a squig herder.
By James Lame on Feb 4, 2008
Thanks for the feedback all! I just updated the page with Warlords!
By Snafzg on Feb 4, 2008
I fed him that raw troll meat…that was me!
By Arkane on Feb 4, 2008
Great lore! Having read it makes me want to actually play a Greenskin now.
Something you might want to also offer are links to similar sites that provide lore like this on the other races.
cheers
By Norick13 on Feb 11, 2008
Chaos War Host is working on a lore section for Chaos!
http://www.chaoswarhost.com/modules.php?name=Content&pa=showpage&pid=32
By Snafzg on Feb 11, 2008
Oh god I don’t envy them, Chaos have far more Background than Greenskins ever had. I could virtually write essays on the Chaos gods alone xD
By NoneSuch on Feb 15, 2008