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"The Great Maw is hungry!"

"No voice in our ears but the Maw
We relish the sound of its call
We'll plunder and feast on any man, any beast
Doesn't matter, we'll snack on them all
The stragglers we didn't consume
Are chucked in our sacrifice stew
They scream and they run, but that's part of the fun
'Cause the Ogres are coming to get ya!
Oh, Ogres, Ogres, chomping on meats
Filling our guts with our struggling treats
Tearing, chewing, we kill for the Maw
The power and grub's what we're doing it for!
Crunching and biting, we kill for the Maw
The power and grub's what we're doing it for!"

Far to the East of the Lands of the Empire and the Dwarfen Karaks lie the Mountains of Mourn. In the southern parts of this region lay the Ogre Kingdoms. Here, the vast majority of the gluttonous Ogre race live, fighting amongst one another for glory, wealth, and most of all, food. From the moment they are born, Ogres are in the grip of an insatiable hunger, which they will consume virtually anything to satiate. Though some live as nomads and others as mercenaries, most of their kind are united under Tyrants, who venture forth from their kingdoms to wage war and gain plunder to satisfy both their pride and their guts.

Ogres were the final race created by the ancient Old Ones and were intended to avoid the same pitfalls that other Elder Races fell prey to. The Elves were too fragile and slow to reproduce, the Dwarfs were too stubborn and culturally stagnant, the Humans were too vulnerable to the corruptive power of Chaos. So the Ogres were made big and strong, quick to adapt and resilient against mutation and corruption. But they were not finished, with the Old Ones destroyed or forced to leave before they could finish the Ogres' homeland or fix their interminable hunger. In time the Ogres found the Empire of Grand Cathay and often served in its army as mercenaries in exchange for food. But when this was not enough for them, they began eating whatever they wanted. The astromancers of the Dragon Emperor retaliated by dropping a vast celestial body into the heart of the Ogre homeland, destroying it and wiping out much of the Ogre race. Those who survived beheld a strange maw-like void in that ground that seemed to stretch endlessly into the earth. With nothing left for them they travelled westward, ultimately running into and consuming or driving off the peaceful race of Sky Titans that lived in the mountains they came to. The Ogres eventually settled in the Mountains of Mourn lands and began to thrive despite the cold environment. Thus the Ogre Kingdoms came to be founded.

Ogres first appeared as recruitable mercenary units in DLC for Total War: Warhammer II. The full Ogre Kingdoms faction is introduced in Total War: Warhammer III, where the Ogre Kingdoms are playable in the campaign, Custom Battles, and the planned Immortal Empires.


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Goldtooth
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Disciples of the Maw

  • Abnormal Ammo: The lack of resources and mechanical skill of most Ogre and Gnoblar tribes means that they have to use anything they can get their hands on as ammunition for some of their larger ranged weapons, such as the Leadbelcher Cannons and the ramshackle Gnoblar Scraplaunchers. Broken weapons, rocks, nails and other pieces of miscellaneous scrap metal are stuffed into the muzzle of the Leadbelcher, or onto the catapult of the Scraplauncher, and unleashed against the enemy in a rain of sharp points and ballistic rubbish.
  • Above Good and Evil: Inverted, they're below good and evil. Due to their harsh homeland, difficult lifestyles and primitive culture, Ogres are only really concerned with surviving and enjoying themselves, and don't really have a moral code of any real sort. Ogres are very rarely motivated by either cruelty, mercy or altruism — all they really care about is making sure that at the end of the day they'll have a full belly, good gear, and good prospects for keeping things this way.
  • Achilles' Heel:
    • Anti-Large units. Barring their Cannon Fodder Gnoblars, who also crew their artillery pieces, every unit in their roster is a Large one, meaning that factions have a surplus in Anti-Large units (Bretonnia with their cavalry, Norsca with their Marauder Hunters) will absolutely obliterate them.
    • Battles of attrition. All Ogre and beast units have comparatively small model counts and their healing is restricted to army abilities or one expensive Lore of the Maw spell. The Ogres are very powerful on the charge, but if they can't keep their momentum going and get bogged down in combat, they'll start losing units that they really can't afford to.
  • Acrofatic: These big and chunky monsters run faster than most humans thanks to their long legs and plentiful muscles. The average Ogre unit has a movement speed of 54 in a game where most infantry run at a speed of 27-33, all the better to chase down their prey.
  • Antlion Monster: The Great Maw resembles a great gaping hole the size of the Grand Canyon that’s lined with fangs and rippling muscle, and it tries to suck in anything near it, causing winds that the huge Ogres themselves have trouble resisting. It shows up on the campaign map as a mountain sized nightmare of a landmark.
  • Acquired Poison Immunity: Butchers and Slaughtermasters are used to not only cohabiting with filth, but also ingesting anything from rotten meat to toxins. For an Ogre to become a Butcher, he or she must be able to eat things that are too poisonous for other Ogres, and Slaughtermasters must have eaten more and more of these to be even considered for promotion from Butcher (assuming said Slaughtermaster didn't eat the previous one, though same difference given the things that they regularly eat).
  • Adipose Rex: With their cursed religion and culture revolving around hunger and food, Ogre leaders tend to be the largest and fattest warriors of their tribe, using their considerable strength to take the best food in a futile attempt to sate their insatiable hunger.
  • Ambiguously Brown: Some variant of Ogre's have very dark-skin, going with the real occurrence that some Steppe tribesmen had much more darker features than most Asians.
  • Asskicking Leads to Leadership: The Tyrant of a tribe is the biggest, meanest Ogre of the lot. The position is not hereditary — if you want the position, you can challenge the existing Tyrant to a deathmatch for it. The winner eats the loser alive in front of the crowd and claims/retains the title. Likewise, this is the accepted way to become one of the Bruisers, the Tyrant's enforcers.
  • Badass Army: Expected trope from a race of hulking, ever hungry giants whose lives are dedicated to combat, plunder and eating everything they manage to catch.
  • BFG: Ogre Kingdom firepower needs to be this to accommodate the Ogres huge size.
    • Even the humble Ogre Pistol, which are carried by Maneaters, are the size of human shotguns.
    • Ogre Leadbelchers, black-powder obsessed Ogres who are considered crazy even by Ogre standards (just looking at them will show why, they are always covered in soot, and have wires of gun-powder barrels steaming through their teeth) carry large gunpowder cannons and use them like rifles or bazookas. These things are some of the most individually powerful gunners in the entire series, and salvos from Leadbelchers can wipe out entire units of soldiers just from the first few volleys, but they are generally more inaccurate than regular firearms. Most of these powerful cannons are imported from the land of the Dawi-Zharr in exchange for slaves.
    • What takes the cake though, are the Ironblasters; massive pieces of heavy artillery that are so unwieldy and large, Ogres need to use wooly Rhinos to cart around effectively. Scavenged pieces of castle-mounted cannons the Ogres acquired from their genocide of the Sky-Titans, Ironblasters are very rare, but deal a sickening amount of armor-piercing damage from their massive-barrels, and can quickly shred apart armies with their booming shots. Due to how heavy and large they are, it's painfully difficult to carry effective ammo for them on the battlefield, and, as a result, are lower in ammo count than other artillery pieces.
  • Barbarian Tribe: The Ogres didn't create a culture beyond shamanic worship of incomprehensible nature gods such as the Great Maw or the Fire Mouth, a volcano. Their society is also entirely based on whoever is the strongest. It comes with a bit of Hordes from the East, seeing that the Ogres live East of the Old World. This results in almost constant tribal warfare, and it's not an uncommon site for Old World caravans to hire entire Ogre tribes to protect them on their trip through the Ivory Road from their rivals.
  • Battle Strip: During important duels, such as a Tyrant being challenged his position, the contestant will take off their gut-plates covering their stomachs, signaling that the following brawl is an affair worth risking one’s life for.
  • BFS: Ogre Ironguts wield massive greatswords.
  • Beast of Battle: The Stonehorn, a huge ram-like monster with rock hard horns and skull rode into battle by the ogres. Some are outfitted with harpoon launchers to take down giant beasts and other choice targets from afar.
  • The Beastmaster: The solitary and independent Ogre Hunters will often capture, domesticate and train packs of Sabretusks to use as hunting beasts, unleashing them in battle to run down weak and fleeing enemies. In-game this is represented by the Hunter giving massive buffs to Ogre Kingdom Monsters, as well as them being the only Hero Unit to have mount option.
  • Big Eater: One of their major racial hats. Ogres will eat any kind of meat they can find, and thanks to the Maw's constant passing on of Horror Hunger they're not picky about eating things most normal people would shy away from when things get truly desperate. Their trailer centers on the Goldtooth tribe readying for and eating at a massive feast, eating a variety of meats at big tables, serving Skinks on platters and drinking water and beer from wooden barrels and long horns while Overtyrant Greasus chows down on a massive hunk of meat nearly as big as he is. In-game, Ogre units have a separate food upkeep that requires the player to gather and hunt meat to provide for their army's pathological desire for food, lest they became rowdy (i.e. start eating each other instead). Food can be gained through various slaughter houses in production build slots and the camps... or they can be obtained by acquiring captives through battles.
  • Bigfoot, Sasquatch, and Yeti: Spelled "Yhetee" in this universe. Yhetees are tall, gangly, white-furred, carnivorous ape-like creatures who inhabit the upper reaches of the Mountains of Mourn, where snow and ice dominate the landscape. They display an aptitude for ice magic but are borderline mindless and dangerously violent, only emerging to attack travellers moving through the mountains or when summoned to war by an Ogre tribe and leaving once their obligation is paid to avoid dying in the heat. Why the Yhetees fight alongside Ogres when called is unknown, some speculating they're formerly sapient Ogres who adapted to living in the upper reaches of the mountains but lost their minds or that Yhetees as a whole owe the Ogres a debt that they honour when summoned. Ogres for their part remark that they used to be "brothers" with the Yhetees long ago, though that's vague enough that it could mean anything. Yhetees aren't featured as units yet, but they have their own territory and are mentioned quite a bit in Flavor Text and campaign events.
  • Big Guy, Little Guy: The enormous Ogres live and fight together with the tiny Gnoblars. When units of both races are positioned side by side, the size differential is massive. It's essentially a more extreme version of the size comparison between Orcs and Goblins.
  • Bizarre Alien Biology: It's a sign of good health for an Ogre to have a huge paunch. Whereas a "gut" like that on a human is caused by unhealthy deposits of fat, an Ogre's paunch is actually a set of very large, very powerful and very developed musculature, used for grinding up the contents of the stomach. The skin of an Ogre is very thick, and some think it has very little feeling, which explains why they don't really care about the loss of limbs or frequently piercing their skin with hooks or horns for the looks of it. With the super alien appearance of the Great Maw depicted in the game, it just raises more questions.
  • Blue-and-Orange Morality: As a rule, Ogres are only really interested in the practicalities of fighting and feasting. Anything that gets them closer to that is a good thing, from simple pillaging to trading and mercenary work, with a preference for sustainable long-term agreements but if that fails, they'll just bash the problem over the head until it goes away. As such they have no qualms about forming trade and military agreements with any faction they come across, as long as it pays well in food and fighting.
  • Body Horror:
    • Played with. Ogres are more resilient than most races to Chaos mutations, but they can still get mutated. Unmutated ogres don't shun those with mutations, however. If anything, they're slightly jealous of them, as an extra arm or mouth makes eating much more efficient.
    • Their general habits of mutilating others for simple disagreements, as well as their choice of fashion (i.e. piercing their flesh with whatever pointy thing is on hand) can be a little unsettling to newcomers. And then there are Skrag and his Gorgers...
  • Breath Weapon: The Firebellies have a flaming attack that enables them to breathe fire at their targets.
  • The Brute: More or less the Brute faction; with the Ogres being a horde of dimwitted Smash Mook who'll crush anything that gets in their way.
  • Butt-Monkey: The Gnoblars' descriptions almost invariably focus on emphasizing their weakness, cowardice, stupidity and ineptness, on their constant comical abuse at the hands of the Ogres, and on how they almost invariably meet their ends by dying in droves in battle, being eaten or sat on by an Ogre, or just being done in by their own idiocy. Pigbarter is filled with little Flavor Text making fun of them.
  • Cannon Fodder: Gnoblars aren't expected to stay in battle for more than a few minutes before routing or dying, much less achieve anything useful, and their main roles in battle are consequently to blunt the charge of enemy forces and to soak up missile fire. This is represented with the expendable trait, meaning that Ogres (and other Gnoblars) won't receive morale penalties if Gnoblar units flee or are utterly destroyed — that's just what they expect will happen anyway, with the game encouraging you to use the Gnoblars in that regard.
  • Challenging the Chief: This is how an ogre becomes the Tyrant of his tribe. The ambitious Ogre must challenge the current Tyrant to a Duel to the Death where one must kill and devour the other. Because of this, there's a strong likelihood that an incumbent Tyrant killed and ate his own father to take his position, and remained in power by doing the same to his own sons. They don't see anything wrong with this.
  • Chef of Iron: Ogre Slaughtermasters and their Butcher apprentices are cooks who prepare various dishes for the tribe (especially during important celebrations and rites) and fight alongside them using their cooking utensils as weapons and aprons to show their status. They are also mages and priests of the Great Maw, the ever-gluttonous and hungry eldritch deity of the Ogres. They draw their unique Lore of the Great Maw, also known as Gut Magic or Gastromancy, from their faith as well as eating body parts of various creatures and monsters.
  • Colony Drop: The Ogres were driven from their homelands when an immense comet landed on their heads, wiping out the ancient Ogre homelands and forcing them to migrate west. Due to the fact that it happened just after the Ogres angered the Celestial Dragon Emperor, some scholars have theorised that this event was intentionally triggered by Cathayan mystics, and in-game Flavor Text strongly imply this theory is true.
  • A Commander Is You: A Brute/Specialist faction. They are perhaps the only faction to consist almost entirely of monstrous units, with a few Gnoblar support. Many of them also have the "anti-infantry" trait, making them good at clearing away large amounts of infantry. Unfortunately, this has the drawback of their unit sizes being rather small, and being very vulnerable to anti-large units.
  • Companion Cube: Ogres generally view their club as the one thing they prize the most; they would only eat it if they're on death's door and nothing else is around (which is really saying something) and often personalize them, as an ogre seen with a plain stick is either thought of as being extremely poor or extremely desperate.
  • Cower Power: When they have a choice at all in the matter, the Gnoblars' preferred method of fighting is to cower behind an Ogre while making aggressive noises at the enemy.
  • Dumb Muscle: By and large, Ogres aren't very intelligent, with most of their intelligence geared towards getting their next meal, and their general solution to a given problem is brute strength. That's not to say they're completely without wits, as they can be negotiated with, and can be persuaded to see reason (provided that reason contributes to eating).
  • Dung Fu: When they stay in a place long enough for it to be considered worth protecting, Ogres weaponize the huge volumes of meat-rich, toxic shit they and their mounts produce by creating wide moats of the stuff. A particularly awful death awaits anyone wearing heavy armor that falls in.
  • Dynamic Entry: Since Gnoblars are the only units in their army that can fit into the siege towers, the Ogre units instead prefer to smash down gates and even the walls themselves with their bare hands during siege battles with nearly every monster and ogre unit in the army possessing the "Wallbreaker" trait.
  • Earn Your Title: Ogres Lords and Heroes have a system of Big Names, titles earned after performing exceptional feats. As a result, most if not all Big Names take the form of a Nounverber surname. For instance, if a Bruiser kills a notoriously hard-to-hunt beast, he will be named "Beastkiller". Big Names feature as a mechanic for the Ogres; you can earn four different "Big Names" for each of your Lords by doing a certain task (for example, "Boommaker" is unlocked by having a Leadbelcher in your army and gives you a 20 percent damage increase for ranged units), and you can pick and choose what title your Lord will wield on the campaign.
  • Eat Dirt, Cheap: A Stonehorn's diet primarily consists of gemstones and heavy rocks.
  • Elite Mooks: The Maneaters. While nearly every ogre out there is quite the tough fellow, few of them have the sort of experience and skills like the Maneaters, ogres who decided to travel around the world for mercenary work while also integrating themselves with whatever culture they were fighting for, adapting their battle tactics, clothing and even some mannerisms. While the ones in the game are mostly former fighters of Sartosa, thus explaning their pirate theme, there is the Ro R, The Powder Guts, who instead served in the far more diciplinary legions of Nuln, the city of gunpowder, thus explaining why they dress up like Empire Guardsmen instead while having acces to better training and better custom guns.
  • The Exile: Mixed with Wild Child and The Morlocks, the Gorgers start life as weak or sickly Ogre babies without paunches who are tossed into tunnels way beneath the mountains because their tribe won't have them. Then they grow up into hungry and feral scavengers who eat anything they come across. Ogres call them onto the battlefield as humanoid attack dogs to sic on the enemy from hiding.
  • Extreme Omnivore: Ogres are generally renowned for having iron stomachs capable of easily digesting things most other humanoids would have no hope of eating, but some stand out even amongst them:
    • The top contenders at first glance are the Ironguts, elite Ogres who regularly eat stone and metal for the bragging rights. The Firebellies, Ogre priests of their fire god, have even them beat. The initiation rite? Drinking molten lava and surviving.
    • Ogre Butchers take this to a new level by casting spells through eating the relevant "ingredients". This can range from mouthwatering (bull hearts) to cringe inducing (stones and rocks) to downright lethal (troll guts with acid, which can actually cause damage and kill the Butcher on a bad roll in-game). In fact, the mark of a Butcher is not only their knowledge of what tastes good (for Ogres) but also their ability to eat things that other Ogres can't. As a byproduct, Butchers and Slaughtermasters are immune to most forms of poison, even ones that can kill other ogres.
    • Notably, Ogres avoid eating Gnoblars when possible; Gnoblars taste bad and there's not much in the way of meat to begin with, and they're generally more useful as gofers and lackeys than as meals. This is the sole reason why the Gnoblars hang around Ogres; every other species out in the East would make a meal of them in an instant (taste be damned) and the Ogres at least offer some measure of protection and food (in the way of discarded scraps). Note that Ogres are not above eating them; they're just never a first pick. Ogres will still eat them if no other sources of meat around, or if the Gnoblar annoys them.
  • Fancy Dinner: Or at least, the Ogre equivalent; a mosh pot of dozens, if not hundreds of these Brutish nomads devouring literal tons of meat and mead. Feasts form an almost sacred part of Ogre culture, and a Tyrant's ability to provide these ritualistic dinner parties is a vital part of keeping the appearance of power and control over their tribe. Ogre Feasting is actually its own mechanic — before any kind of battle, Ogres can enact this sacred feast to bring good luck and fortune to the tribe, providing a stacking bonus to speed, charge bonus, and unit mass. Bigger, heavier ogres do bigger, more powerful charges.
  • Fantasy Counterpart Culture: Of the Silk Road peoples, in that they occupy the area around the trade routes through the Mountains of Mourn and get wealthy trading with and raiding those who come through there. Design-wise and given their past proximity to Cathay, which is Warhammer China, they have elements of Mongols in their mustaches and skin colour as well with a bit of Ice Age-flavored Neanderthals shown in their preference for oral storytelling and use of clubs, cave paintings and tattoos. Ironically, their mannerisms and speech are closer to Cockney Brits (similar to the Greenskins) but with less thick accents, as shown in the trailer with them brawling and singing like revelers in a tavern. They also have stereotypical elements of Caribbean pirates, as noted by the Maneaters wearing tricorn hats, bandanas, eye patches, and using flintlock pistols.
  • Fat and Proud: The bigger the belly of the Ogre, the more power, strength, wealth, food and respect he can expect to get in life. Plus, the Ogre ladies will find him more alluring by the standards of Ogre society.
  • Fat Bastard: Attitude-wise, Ogres are often casual about violence, cannibalism and table manners in ways that can easily put others off... but even by Ogre standards the Bruisers are considered this, due to being arrogant bullies who enjoy lording their status as the tyrant's bodyguard over the rest of their tribe.
  • Fat Idiot: Zig-zagged. While very few Ogres could match wits with the smaller humanoid beings of the world for any length of time, they have proven capable of learning to read, and can integrate well into foreign cultures when working as mercenaries as long as work is steady and pays well.
  • Fat Slob: A whole faction of giant, thuggish fatsos who love to eat in big, messy and gross feasts.
  • Foe-Tossing Charge: The Ogres' most favored tactic (the one requiring the least amount of thinking) is to run at the enemy, using their tight ranks and weight to tear down the enemy like cavalry would. All Ogre units have a hefty Charge Bonus and the Ogre Charge ability which means they only lose half the Charge Bonus when charging a bracing unit with Charge Defense against Large or All.
  • Follow the Leader: In-Universe. Gnoblar society is based on that of the Ogres, with a Gnoblar's position and job description depending on the rank of the Ogre who marked them as a pet (if any). The pet of a Tyrant is in charge of the Gnoblars of a tribe and the pets of Bruisers and Ironguts are his enforcers; the pets of Hunters serve as Trappers who assist their masters with hunting; the pets of Slaughtermasters and Butchers are basically assistant chefs who gather up food for their masters to cook, even on the battlefield; the pets of Maneaters follow them around and can become mercenaries alongside them; the pets of Leadbelchers light their masters' cannons for them; finally, the pets of Ogre Bulls are either fighters for the ogres or bullies who pick on Gnoblars smaller than them. Gnoblars who have no master can only expect a life on the outskirts of Gnoblar society and an eternity of service as a menial laborer until the day he is marked by an Ogre.
  • Food-Based Superpowers: By using the Lore of the Great Maw, Butchers can eat specific foods in order to cast spells. Eating the heart of a powerful beast, for example, allows them to strengthen their allies, while eating the entrails of a Troll allows them to give a nearby unit a Healing Factor and consuming a victim's brain can project the unfortunate's nightmares into the minds of the Butcher's foes.
  • Fun Size: Gnoblars are even shorter, scrawnier and more silly-looking than regular Goblins. They're still not someone you'd want to get on the bad side of though.
  • Gag Nose: The Gnoblars have huge, beak-like noses that add to their funny look.
  • Gameplay and Story Integration: Ogres are noted in Warhammer lore for being particularly resistant to the corrupting influence of Chaos, on par with or even exceeding the Dwarfs. In the game, Ogres have the greatest Corruption-negating capabilities of any faction - A fully-developed four-region Ogre province is capable of canceling out 49 Corruption per turn with the proper buildings, commandment, and technology, while most other Order factions struggle to achieve half this.
  • The Gloves Come Off: Removing one's gutplate is considered an equivalent gesture among Ogres. As long as the gutplates stay on, any fight between two or more Ogres is just for fun. If it comes off, however, the fight is a Duel to the Death and will only end when one Ogre eats the other. Dying first is optional.
  • God-Eating: The incentive for them to take up the Advisor's offer is the prospect of a great feast of god-flesh, a meat no ogre has ever tasted.
  • Going Native: Maneaters often take after the culture of the country they visit, learning a bit of their language, dressing somewhat like the locals and taking after cultural mannerisms. A Maneater from the Empire will dress like an Empire officer with bright colors, a plume on his hat, while an Ogre from Cathay or Nippon looks like a fat McNinja, and then there are the Maneaters who dresses like pirates and use flintlock pistols.
  • Good Counterpart: Good may be stretching it, but the Ogres are at least a neutral counterpart to the Skaven — both are gluttonous races that fight with the aid of monsters, but the Ogres are not wholly evil and, as shown during their feasting and singing in their announcement trailer, are capable of genuine camaraderie with members of their own kind, while friendship is alien to the Skaven. It's very telling that most Ogres prefer to work for order-aligned factions, and are a very common (and respected, at least in the State Armies) sight within the borders of the Empire.
  • Good Hair, Evil Hair: Many of the Ogres are depicted with Fu Manchu style moustaches, a classic sign of Yellow Peril style evil. Though in this case it's more like "morally" gray hair.
  • The Gunslinger: Certain ogres (such as Maneaters) wield ogre pistols or braces of them. It should be noted that given the size of ogres, these aren't pistol-sized by our standards, as regular human pistols are too flimsy for ogres to use, and too large for gnoblars.
  • Hand Cannon: Ogre pistols are big guns by human standards. There's also Ogre Leadbelchers, who carry actual cannons and use them as if they were giant-sized bazookas.
  • Harpoon Gun: A variant of Stonehorn comes equipped with a massive harpoon launcher that makes it especially deadly against other monsters.
  • Heavily Armored Mook: Ogre Ironguts, who take their name from a practice of eating stone and metal for the bragging rights. They get second pick of the loot after the Tyrant and his Bruisers, using it to clad themselves in big metal armour. However they don't earn this in combat so much as being drinking buddies, friends or family with the reigning Tyrant. They have much more durability than regular Ogres, deal respectable armor-piercing from their greatswords, and are the Ogre's Kingdoms most effective and dedicated heavy infantry unit.
  • Hollywood Prehistory: The Ogres' homeland is especially themed around this. The Mountains of Mourn are a bitterly cold, barbaric land where the ice age never truly ended, still roamed by primordial beasts long extinct in the rest of the world — including mammoths, woolly rhinos and saber-toothed tigers — and ruled by barbaric tribes of primitive, shamanistic warriors.
  • Hordes from the East: The Ogres are originally from Cathay and migrated West after a disaster, crushing all those who got in their way. This is still reflected in their appearance, with many of them possessing Fu Manchu moustaches.
  • The Horde: Not as often as, say, Orcs or Chaos minions, but the Ogres are perfectly happy to pull this trope off if they want food and weapons and the mercenary work's too slow. Ogres are nomadic, and while many have permeant settlements, the player can create an Ogre "Camp" anywhere on the map. Ogre Camps are very different from regular Hordes; they are stationary, but provide a huge amount of buffs, acting as ten slot settlements (with unique and super powerful building trees). If placed in hostile territory, they will automatically be in a permanent raiding stance and provide a (transferable) powerful garrison that can reinforce your regular armies. They have large radii of effect that imbue armies with powerful bonuses and extra meat for your Ogres. They, however, have small caps, and you need to go through the technology tree to increase them.
  • Horse of a Different Color:
    • Some Ogre units ride Mournfangs, large bear- or panther-like beasts with long, curving tusks. The Ogres make use of them as powerful monstrous cavalry.
    • The other cavalry mount for the Ogres, the Crushers, ride Rhinoxes, massive woolly rhinos with poor eyesight. They're even more powerful monstrous shock cavalry than The Mournfang riders and, by that extension, are one of the top most powerful types of heavy cavalry in the Warhammer world.
  • "I Am" Song: The Ogre trailer is scored to a group song about Ogre culture, describing their enjoyment of eating and fighting and indiscriminate attitude towards food. Has shades of Badass Boast too.
  • I'm a Humanitarian: Sometimes an Ogre will have the occasion to eat a fellow Ogre, usually following a battle. Honestly, though, they'll eat just about anything. This is the penalty for an Ogre army running out of Food in-game, as the army begins to attack and eat each other.
  • Improvised Weapon: Gnoblars fight with whatever objects they can get their hands on on short notice, and as such Gnoblar mobs are typically seen going to battle wielding ragtag assortments of spear tips, rusted daggers, wooden legs, animal teeth, broken bottles, pointy sticks and the like. Their missile weapons likewise consist of whatever heavy, sharp or prickly things they can scrounge up in a hurry — rocks, sharpened horseshoes, hedgehogs and so on. Their Trappers' traps, for example, are a pile of ramshackle metalwork.
  • Invading Refugees: After a giant meteor devastated their native plains and killed two Ogres out of three, the rest migrated to the mountains where the Sky-titans lived, then invaded their homes, killed most of them, and caused the survivors to devolve into the brutish Giants. Ogres will often form Camps around the entire map; though this is actually beneficial, as Ogre Camps will provide their parent nation a den of recruiting some Ogre units that act as powerful mercenaries.
  • Kevlard: Ogres are all fat, giving them a greater layer of protection against blows and slashes.
  • Killer Rabbit: Don't let the Gnoblars’ Ugly Cute looks fool you. If left on their own devices, they can be as sadistic as their Goblin cousins.
  • Klingon Promotion: For an Ogre to become a Tyrant they have to kill and eat the old one. Same goes if he wants to become the Tyrant's bruiser. Averted with Ironguts; these generally are not better Ogres but are the closest drinking buddies of the current Tyrant.
  • Large and in Charge: Ogre Tyrants are this. Chieftains that are the strongest and most powerful in a tribe which are also known for their brutality, ruthlessness and copious use of the iron-fisted take of ensuring order. In fact they are so powerful they can wrestle a giant to the ground and enslave it (which in itself is a way for a Tyrant to boost his own status) and smash heavily reinforced gates with a single strike. An ogre can become a Tyrant if he can kill and eat the currently ruling one, and only by killing and eating the contenders can a Tyrant continue ruling his tribe. Tyrants who rule really, really long are known to have Khorne-styled thrones made of the skulls of ogres who dared to challenge them.
  • Lava Pit: Fire Mouth, the second most important god for the Ogres, is a gargantuan volcano that is said to be the offspring of the Great Maw. Though it is revered by all Ogres, it is mostly worshipped by the Firebellies, who serve as its priests and fire mages. The Fire Mouth serves as a settlement placed directly beside it on the map in campaign, and has a level 3 landmark that grants a sizeable boost to initial level for Firebellies who start there.
  • Lethal Chef: Due to their meat-is-meat attitude, most of an Ogre cook's dishes are not appetising to the average human. The trailer shows them serving human and Lizardmen meat — sometimes simply in the form of an entire uncooked corpse laid out on a platter — by the plateful to a very receptive tribe. Though the Butchers and Slaughtermasters are marginally better chefs than most other ogres (only in that they at least understand some cuisine outside of "random unseasoned meats held over a fire" or "random unseasoned meats thrown in a pot"), they still are not someone you would ever want in a normal kitchen.
  • Loners Are Freaks: The Hunters in Ogre society are seen as being pretty weird due to their tendency to always go on their own and look for food in ways most ogres wouldn't. However, there is no denying how effective they are, not only for their ability to throw spears the size of siege weaponry ammo, but also their ability to force dangerous beasts like sabretusks and stonehorns into submission.
  • The Magnificent: Ogres who performed particularly extraordinary feats can take on "Big Names" in addition to their given ones — an Ogre who climbed a high, difficult peak may become known as Mountaineater, for instance, while one who brings down a giant may earn the name Giantbreaker and a Tyrant who got where they are by killing and eating a blood relative will be known as Kineater.
  • The Morlocks: Gorgers. They start life as Ogre babies who are born without paunches, who are then thrown into the Warpstone-infused tunnel system beneath Ogre lands because their tribe won't have them. Those that survive grow into pale, slender and very hungry scavengers who eat anything they come across, romping about the battlefield in a Primal Stance.
  • Monstrous Cannibalism: Due to their near insatiable hunger, Ogres will never let any food go to waste and are more than willing to eat other Ogres, particularly those they defeat in a challenge.
  • Mountain Man: Ogre Hunters are solitary individuals who leave their native tribes to walk the peaks, hunting beasts alone that even a group of ordinary Ogres would have trouble with, and learning to survive the harsh Mountains of Mourn on their own. Bonus point for actually wearing fur instead of cloth.
  • Might Makes Right: Inasmuch as there is a system of morality in the Ogre Kingdoms, it probably runs on this, albeit with more of a pragmatic and reasonable streak than the Beastmen or the Greenskins.
  • Mix-and-Match Critter: Mournfangs are best described as if a Bear, Panther, and Sabertooth tiger suddenly formed a full creature. They are large, thick-furred beasts that have lived at the Mountains of Mourn much longer than the Ogres themselves. Mournfangs have a notorious tenacity that makes even the most powerful of creatures think twice about confronting them, Ogre tribes tell stories of bloodied Mourfangs defending their cave lairs to the death, but if broken by an able Hunter, they make truly terrifying heavy Calvary.
  • Moody Mount: Mournfangs do not like being ridden. The Mournfang Cavalry units' idle animations include the Mournfangs bucking wildly and the Ogre riders bashing them on the skulls to stop them.
  • Ninja Pirate Zombie Robot: Maneater mercenaries tend to adopt the clothing and weaponry of the areas they have repeatedly hired themselves out to. This means you can find everything from pirate ogres to samurai ogres if you just go to a place where their former inspirations hired them. In-game, there's just the Pirate Maneater Ogres.
  • Odd Friendship: One of the few species in the Warhammer world they have mostly positive relations with are the Halflings of The Moot, mostly due to their shared love for food.
  • Offing the Offspring: Ogres gain control of their tribes by beating the previous Tyrant in a one on one duel. Given that Tyrants are the biggest and strongest of ogre society, and thus sire the strongest offspring, a successful Tyrant has often killed plenty of their own offspring to remain in power.
  • Our Giants Are Different: Ogres sometimes enslave the Giants of this world to fight for them. Which is dripping with metaphor when you consider that ogres destroyed the giant civilization and massacred their ancestors. In-game there's the Slavegiants, enslaved giants whose faces are covered by heavy helmets (which is interesting since that particular model is based off a conversion with a Nurglite helmet). They're mostly the same as the other Giant units in the game.
  • Our Goblins Are Different: Ogres are often accompanied by Gnoblars, a subrace of Goblins who are shorter and weaker than others with big honking noses for their size. Gnoblars serve as a semi-protected Slave Race for the Ogres, who find them useful as menial labourers and too small to make satisfying meals of (and that they taste bad to the Ogre palate), and some find them cute enough to keep one or two Gnoblars as pets.
  • Our Ogres Are Hungrier: In addition to their endless and massive hunger, Warhammer Ogres are big, fat, mean, messy and not very bright. Unfortunately for others, they're also very strong, very tough and deceptively fast for their size.
  • Overly Long Name: Overlapping with Red Baron, Ogres give themselves more and more names as their personal importance rises. Some Ogre Tyrants eventually get to the point they recruit special gnoblars just to remember them all. Of course, as Ogres rarely understand what they're calling themselves, they'll often incorporate rather silly names.
  • Panthera Awesome: Sabretusks, fast and fragile sabre-toothed tigers the Ogres use as war beasts. They deploy in packs and can tear targets to shreds but can also go into Rampage.
  • Pistol-Whipping: Leadbelchers arm themselves with cannons bought, scavenged or stolen from other races, which they're large and strong enough to wield two-handed as personal firearms. Should the enemy come too close to shoot at, Leadbelchers are perfectly capable of swinging their cannons around like giant metal clubs. They do a good amount of damage too.
  • Playing with Fire: Ogre Firebellies. Followers of the being known as the Fire Mouth (which is revered equally with the Great Maw), they are few in number, but each and every one of them is a mage who can cast spells of the Lore of Fire on top of being powerful fighters.
  • Power Fist: A variation for some units is Ogres with Ironfists, a metal construct placed around the hand and wrist that can be used as a shield and for missile deflection. It gives Ogre units who use it better defenses, including a boost to Melee Defense and a Bronze Shield's worth of Missile Deflection.
  • Power-Up Food: Gut Magic is based on the Butcher eating some kind of food and channeling a portion of the Great Maw’s strength through the pious act of eating to cast various spells.
  • Pragmatic Villainy: Ogres have entirely materialistic concerns — food and sometimes wealth — so they do know when it's best to actually not go overboard while invading, since they'll then be able to extort further payment again and again in order to not invade once more.
  • Primal Stance: Gorgers, degenerate Ogres who have been left to fend for themselves as feral beasts, are an exaggerated version of this — instead of simply being hunched over, they stand and run on all fours like animals.
  • Primitive Clubs: The Ogres' most common weapons are giant clubs, going from bare tree stumps for the impoverished to ones covered in metal and spikes or topped with giant stones for added impact, which take full advantage of their owners' immense strength without requiring training or dexterity that Ogres have neither skill nor patience for. Ogres like their clubs a lot, so they will only eat them when desperate. You can get variants with either one club, or two. Lore-wise, Ogres hold extreme sentimental value toward their clubs, to the point that one of the few indications that an Ogre is starving to death is that they will consider eating their club.
  • Private Military Contractors: Their other racial hat. Ogres are prolific and enthusiastic mercenaries, as individuals and in large groups. Mercenary work is a great way to take jobs, eat a target and get paid for it, earning a living and making a name for oneself. It's also more sustainable than eating an entire faction down to the wooden beams in one sitting as one can come back for more in the long-term.
    • In II, the Ogre Mercenaries army periodically establish camps in lands where vast battles have taken place, and can be added to a special recruitment pool for any army in the player's faction. These are mainly low to mid-level units like Ogre Bulls and Maneaters.
    • For a specific unit, Maneaters are veteran Ogre mercenaries who have travelled and fought all over the world. They often travel home bringing gifts and long stories about their past accomplishments. They have fought and seen so much in their lives that they're Immune to Psychology purely because they've Seen It All. Their name comes from the epithet of the legendary Ogre mercenary captain Golgfag.
    • Their gameplay mechanics in III also feature this. Every ten turns, the player will receive contracts from factions not at war with the Ogres raging from sacking/razing settlements, wiping out a specific lord and his army to assassinating a character. One of the many rewards is a big amount of good relationship with the client. Once Ogres establish an army camp in a province, friendly or neutral factions can also hire low-level Ogre units for their own armies.
  • Rhino Rampage: The far east is filled with Rhinoxen, huge Rhino-esque creatures, especially the Darklands and the Mountains of Mourne. They are ill-tempered, fierce, and dangerous to approach on the best of days, but their meat and fur is highly-prized in the west, and are a frequent reason why caravans make the trip east. At the Mountains of Mourn, a particular sub-species, which are much more furry and look alot like our world's own extinct Woolly Rhinoceros, graze ontop of the mountains. Ogres capture and breed them as livestock, beasts of burden and war-mounts, for a tamed Rhinoxen makes a terrifying powerful mount and are prized by Ogre tyrants. They also lug around the few war-machines the Ogres possess. Prospective Rhioxen must be chosen carefully, however, as even Ogres have a hard-time fully taming them.
  • Sadist: Gnoblars, due to being bullied even harder than regular Goblins, truly enjoy the few times they can take out their aggression on other beings. In fact, one of their main reasons for becoming Trappers is just for the chance of catching other creatures to brutally torment to death for their amusement. And the few times they can catch something larger, like a badly injured ogre, they will become very happy.
  • Sapient Eat Sapient: Ogres will happily eat any meat they can get their hands on, including that of other sapient beings and even each other, if nothing better presents itself. In the Join the Ogre Kingdoms trailer, for instance, the main component of one of the feast's dishes is an unfortunate Skink.
  • Self-Made Orphan: As the converse of their Offing the Offspring tendencies, the biggest and strongest Ogres tend to be the children of the previous tribal chief, who must kill and devour their father if they hope to claim his throne for themselves.
  • Serious Business: Food — one dilemma has the Ogres accidentally invent ketchup and then wonder if it actually counts as food.
  • Share the Male Pain: Ogres have a similar emotional reaction to disemboweling wounds, for the simple reason that an Ogre's gut is so huge that a disembowelment is a slow, agonizing death that they simply cannot fix or recover from.
  • Slave Race: The Gnoblars are servants, pets and sometimes emergency food rations to the Ogres. Normally, being a creature so pathetic that even regular Goblins can beat them easily in a fight while also having to live in one of the more inhospitable parts of the Warhammer world would not be ideal for one's survival. But due to the roles they serve in ogre society, they are able to live somewhat safe and protected while carrying out certain tasks for their far bigger masters, helped by the fact that they make poor meals because of their taste and lack of nutrition. Those who become pets of the tougher ogres can even bully around other Gnoblars and even a few ogres to some degree (in a "smash me and a bigger ogre will be annoyed with you" fashion).
  • Smash Mook: Without exception, Ogre units are small groups of large, fear-inducing creatures, compensating for their relatively low melee attack/defense with high damage and formation-disrupting mass, and usually wielding crude but powerful wooden mauls or two-handed hammers.
  • The Starscream: Not nearly as bad as, say, the Skaven, but nonetheless a prominent role in their society. Few chieftains will make it very long without being challenged by a hungry (literally and metaphorically) up and comer.
  • Storm of Blades: The Gnoblar Scraplauncher is a catapult not launching rocks, but heaps of junk and scrapped weapons from past battlefields that the Gnoblars could actually carry.
  • Stout Strength: While they appear quite tubby, ogres are massive and exceptionally strong. Most of that outwardly-fat gut is given over to tremendous intestinal muscles, which is how they're able to get away with eating damn near anything they please. In-game, this means that despite their seeming tubbiness they have powerful charges, strong armor-piercing attacks and a very good turn of speed.
  • Trademark Favorite Food: Meat, lots of it. Doesn't matter if it's raw, roasted, or boiled, if it's meat ogres will happily eat it. Greasus finds the Advisor untrustworthy because he's not a "meat eater" like the ogres, and meat is a secondary currency for the ogres that helps maintain units' health and morale (and can be sacrificed for additional buffs).
    • One dilemma lets you invoke or defy this when the secret to making ketchup is discovered by the Ogres. Defying it has you decry the eating of plants as weird and unnatural, boosting your province growth, while embracing it lets you start bribing ogres into your army with it for a while, reducing recruitment costs but increasing meat consumption.
  • Training from Hell: The process to become a Firebelly, the fire mages and priests of Fire Mouth, is not a pretty sight to behold. The first step of the process involves eating food and animals that will burn like hell within ogre guts while the aspirant has to try and track down a worm with an even more burning flavor in a single sitting. This worm also happens to live in soil that is scalding hot to the touch and the aspirant has to use their bare hands to dig after it. The final step involves being lowered down into Fire Mouth itself to fill a whole jug of lava to drink. Even if the aspirant somehow survives being near the lava and this hot drink, something that very few ever do, they will have lost their hair, eyes and sense of smell from the exposure to heat and sulfur gasses. The result, however, will be an immensely powerful and hardy fire magician who can breathe flames, bleed magma and have burning flatulence. Oh, and those deadly jugs of lava? They can now be chugged down by the Firebelly as easy as a bottle of water.
  • Try to Fit That on a Business Card: Ogres, lacking written records, like to give themselves long and elaborate names detailing their feats on and off the battlefield so everyone knows who they are and what they've done. In-game, Big Names are additional skills that can be given to characters to provide additional buffs for the army, such as additional leadership.
  • Unbreakable Bones: Stonehorns have skeletons fused with bits of stone, making them extra tougher.
  • Use Your Head: Stonehorns are known for a violent temperament and their tendency to charge anything, crushing them under their mass or ramming them with their sturdy stone-hard skulls.
  • Villainous Glutton: An entire race of big eaters, no matter if their food is living people.
  • Walking Shirtless Scene: Most Ogres leave their fat chests exposed, not being sophisticated enough to bother with this kind of clothes, and they prefer to only shield their stomachs anyway. The only exceptions to that rule are the Butchers who wear an apron but it doesn't cover much.
  • Walking the Earth: Ogres are nomadic and their constant hunger for pretty much anything can make them all too willing to fan out and see what the world has to offer their bellies. Their hardiness and capacity for violence definitely solves the livelihood issues with this trope for human beings.
  • Whatevermancy: Gastromancy, also called Lore of the Maw or Gut Magic, is an unique magic discipline reliant on the connection that Ogres have to the Great Maw. By eating specific ingredients like a Troll’s intestines, a Butcher can call to him a portion of magical energy and then cast spells.
  • Wild Child: Gorgers are basically this, Ogres who were abandoned as babies in caves full of hostile wildlife and other abandoned Ogres and who managed to reach adulthood despite the odds. They are considerably more savage and bloodthirsty than the average Ogre, with whom you can at least negotiate.
  • War Elephants: The nightmarish Stonehorn is somewhat close to an Elephant, being an ancient, wooly, giant elephant like-beast that lives on the frozen peaks of Mourn. The main difference being their faces are covered with a strong chittin-like substance that feels and looks almost exactly like stone, with their massive horns and tusks being part of the same material. Their teeth also, due to the fact their primary diet is stone, and rare gemstones they consider a delicacy. Some Stonehorns are known to batter down entire mountain peaks consuming its very stone. Long-extinct in the rest of the world, they now only live in the primeval lands of the Ogre Kingdoms. Lacking-intelligence, they are pure-strength incarnate, and as such, are highly respected by the Ogres themselves who sometimes gape in awe while encountering them. It takes entire tribes to subdue and tame a Stonehorn, but on the battlefield they are frighteningly powerful assets to Ogres, formidable brawlers to the highest degree that rip apart infantry and cavalry alike with their massive tusks and bellows. They can even be used as Mounts by high level Ogre Hunters!
  • Worthless Yellow Rocks: Most Ogres don't think much of gold; it's not very nutritious, and is a poor material for weapons or tools. They generally only collect it to trade with other races for more practical things like food, the idea being that they "trick" them into taking the shiny but worthless gold in exchange for things an Ogre would actually value. By the standards of Ogre customs, iron is actually way more valuable, since trading for things with gold means you lose the gold, but with iron you can kill the other person with the iron, take what you want and keep the gold and iron.
  • Yellow Peril: Fortunately, the worst aspects of this trope are downplayed. A few Ogre models are designed with distinctly Asian characteristics, to include stereotypical Fu Manchu style mustaches, but most models are given more Western qualities, to include Greasus himself, and they all speak with thick Cockney accents.
  • You Have Researched Breathing: Most of their 'technologies' are things that most people would consider to be patently obvious, like 'how to sign a contract' or 'gold is a form of currency' or 'sharpened weapons work better.' Justified in that ogres are notoriously stupid; the smartest among them, when enhanced by an intelligence-boosting crown, is described as almost as smart as the average human.
  • Zerg Rush: The Ogres did this to the Sky-titans who lived on the peaks of the Mountains of Mourn. Despite their reduced numbers, the Ogres were hundreds for every Titan, who all lived alone and isolated in their castles. Thus the Ogres eventually killed most of them. As a in-game example; you can't do much else with the Gnoblar units, which act as giant screening swarms.

Legendary Lords

    Greasus Goldtooth 

Greasus Goldtooth, Overtyrant of the Ogre Kingdoms

https://static.tvtropes.org/pmwiki/pub/images/greasus_twwiii.png
"Power? Ogres take what they want. What more power do we need?"

"They call us brutes. Savages. But we don't care what they's calling us. No one can stop us from lootin'. Eatin'. Warrin'. What's theirs is ours for the taking. Do you have the guts to be a tyrant? Rippin' em limb from limb? Eatin' till you can't eat no more? The Great Maw is hungry! Devour for the Ogre Kingdoms!"

Born as one of the many whelps of the infamous Gofg, Tyrant of the Goldtooth tribe, Greasus proved his strength and ambition to be superior to his brothers by growing up to kill and eat his father, taking his place as the Tyrant of the Goldtooth tribe. His ambition grew, and he set out to conquer all of the over Ogres, becoming the first Overtyrant in many, many years. Even though he has now achieved his goals, his ambitions remain unsated.Greasus Goldtooth is the fattest and most powerful Ogre Tyrant of all the Ogre Kingdoms. A master of bribery, the Overtyrant has always used his considerable wealth as way to inspire greed and confusion amongst his enemies. Yet Greasus' rampant success has not diminished his greed or his all-consuming desire to conquer everything he sees.

He leads the sub-faction of the Goldtooth. In the Immortal Empires campaign he begins in the Mountains of Mourn, to the southwest of Cathay.


  • Abled in the Adaptation: In some of the Warhammer editions, it is stated that Greasus was eventually made unable to walk on his own power due to his enormous weight. The cinematics show he can still move around without issues in the video game's continuity, even if he prefers demonstrating he is Too Important to Walk.
  • Acrofatic: In his youth, he was apparently spry enough to get behind his father and jump on his head right after a challenge was declared. This is how he became the Tyrant of his tribe. Age has been not that kind, though Ogres see his lazy obesity as a good quality.
  • Adipose Rex: Greasus is arguably the heavyweight champion of fat monarchs, both figuratively and very literally. Given how he's an Ogre, it's almost certain his subjects view his girth as a requirement for being the Overtyrant.
  • Asskicking Leads to Leadership: While his unusual intelligence plays a role in cementing his place, it was his ability to beat the crap out of any dissidents that led him to the position of Overtyrant.
  • Bling of War: Greasus' diamond-studded golden Sceptre of the Titans, which both serves as a sign of his authority and as his weapons. Add his crown, multiple jeweled necklaces, jeweled belts, and gold-studded pants to the mix and Greasus goes into every battle wearing a fortune. His followers take their cues from him, and his legions of Ironguts decorate their armour and gutplates with precious metals and gemstones.
  • Car Fu: Some of his attack animations have him sideswiping enemies with his wagon.
  • Carry a Big Stick: Wields the golden Sceptre of the Titans, a formal sign of his title and a handy mace on the battlefield. It was looted from a Sky-Titan ruin.
  • Cool Crown: Greasus wears the Overtyrant’s Crown, a basin-sized crown bought at a king's ransom that increases his intellect. He can gain it as a unique item, which projects an aura around him that grants increased Leadership and Immune to Psychology, which pairs well with his Hoardmaster Big Name. In Campaigns, it makes it easier to form diplomatic alliances with other Ogre Kingdoms factions and increases the rate at which he gains Allegiance Points with such factions.
  • David vs. Goliath: Downplayed, but one of Greasus' early battles in his quest to become the Overtyrant included fighting a larger and older Tyrant, Gut Badmouth. Greasus killed his opponent by jumping into the fighting ring and slamming his own gut on top of his opponent's head, breaking his neck.
  • Does Not Like Spam: According to the Storm of Magic supplement for 8th edition Warhammer, the only thing he's ever eaten that he doesn't want to eat ever again is a cockatrice. Of course, in this case the "spam" is a monster that can kill you with one look.
  • Dual Wielding: He sometimes uses that giant drumstick of meat in his left hand as a second club.
  • The Dragonslayer: Greasus gained the moniker "Drakecrush" by slaying the great frost wyrm Jaugrel.
  • Edible Bludgeon: He uses that giant drumstick to smack people around as well as occasionally taking a bite out of it.
  • Evil Cripple: Subverted; Greasus pretends to be too fat to walk, but we see in the Ogres campaign intro that he can walk under his own power, though he may need help getting up. The notion he can't is just a boast to improve his standing.
  • Fat Slob: All Ogres are slobbish, but Greasus doesn't win anyone over with his Gasshole tendencies and general lack of "civilized" sensibilities. In fact, one of his idle animations in battle is him scratching his armpit with the hunk of meat he carries around (and yes, he will eat from it as well).
  • Fiction 500: Greasus is one of the richest beings in the setting, extorting tribute from not only the other Ogre Tyrants but from almost every other creature that lives in or travels through the Mountains of Mourn. His comparative wealth is even greater, since the Ogre grasp of monetary value isn't fantastic and his troops consequently come cheaper than those of greater political bodies like the Empire. In-game, Greasus has reduced upkeep for certain high-tier Ogre units (mainly Ironguts) and gets a bonus to income from trade, sacking, and raiding, and his "Every Man Has His Price" ability in combat allows him to drain opponent's morale and attack strength, reflective of him essentially bribing his opponents to throw the fight and run off with some ill-gotten gains.
  • Gasshole: In promotional materials. At the end of the Ogres' cinematic trailer, he lets out a long, loud belch. In the "Enter the World of Ogre Kingdoms" trailer, he farts in the face of a nearby Gnoblar For the Lulz.
  • Gemstone Assault: Greasus' Sceptre of the Titans is studded with gems and is his main weapon.
  • Genius Bruiser: Aside from being the fattest and meanest of the Ogres he's also probably the smartest. Rather than simply plunder the Ivory Road like his forefathers, Greasus managed to strike up a mutually beneficial deal with Cathay where they get safe passage in exchange for a toll they have to pay every time.
  • Gold Fever: He could give the Dwarfs a run for their money with how much he loves gold and always wants more of it. This is actually an unusual attitude for an Ogre, as most of them take a rather dim view of the stuff due to its lack of nutrition or practical value.
  • The Good King: Largely thanks to being smart enough to understand the principles of Pragmatic Villainy, Greasus is this for the rest of the Ogres. His rule, fueled by his recognition that anything the Ogre Kingdoms as a whole benefit from is good for him personally, has resulted in a massive increase in commerce between the Old World and the Far East, all facilitated by Greasus. He's made sure territories under his direct control are relatively safe for caravans to travel through if they pay his toll, which has resulted in record profits for the Ogre Tribes. Furthermore, his Odd Friendship with Zhao Ming has resulted in a more amiable relationship with Cathay.
  • Greed: Even more than his gluttony Greasus is defined by his greed. He loves gold, jewels, and other signs of material wealth, and turned them into symbols of his exalted status among the Ogres.
  • Hidden Depths: There's quite a bit more to Greasus than a brutal tyrant (though he is one). See The Good King.
  • The High King: Combines this with Large and in Charge. Greasus is the Overtyrant, the most powerful warlord of the Ogre Kingdoms and de-facto ruler of all the tribes. He's also massive and fat even by the paunchy standards of the ogres.
  • Implied Death Threat: Go back and read what Ogres think of removing your gutplate, and then look at Greasus, who never wears his. In Ogre culture, Greasus is essentially telling anyone who looks at him that if they want to fight him, their only options are victory or death.
  • Insult Backfire: Whoever first called him 'the Shockingly Obese' definitely didn't mean it as a compliment, but also didn't know that calling an ogre 'shockingly obese' is one of the highest compliments you can give them.
  • It Can Think: Thanks to his Overtyrant's Crown, his intelligence is almost at the level of a human. For an Ogre, that's impressive.
  • Large and in Charge: While it can be hard to tell given how he is usually lying down, he is only somewhat wider than he is tall, and is the effective ruler of all Ogres.
  • Killer Bear Hug: Greasus once killed a Black Orc warboss by squeezing him to death during a great battle at the slopes of the Fire Mouth.
  • Manly Facial Hair: Unlike most of his subjects, Greasus has a grey/white beard that grows all along his fat chins, with particularly prominent mutton chops. On the one hand, it combined with his prodigious gut conjures the rather unflattering image of a boorish, slobbish male who sits on his ass all day swilling beer and stuffing his face. But on the other hand, those very qualities are considered admirable traits in an Ogre and this guy is the uncontested Overtyrant; ergo, his subjects see him as the badass of badasses and manliest of men, and for those who remain unconvinced... well, that mace isn't just a staff of office.
  • Mighty Glacier: Greasus is the physically mightiest and toughest of the Ogres. The problem is that he's also the fattest and must now be carried by Gnoblars everywhere on his little cart, that only moves at a sluggish pace. He'll barely crest 40 Speed with campaign upgrades and equipment, but his offensive stats and skills make it quite difficult to actually kill him.
  • Odd Friendship: He's a political ally of Zhao Ming, with the two having struck up a rapport during negotiations over their troubled family relationships and their down-to-earth personalities. This led to Cathay having safe passage through the Ivory Road in exchange for a toll.
  • Patricide: Killed and ate his father to take his place as Tyrant of the Goldtooth tribe.
  • Pragmatic Adaptation: In-lore, he's carried around by dozens and dozens of gnoblars serving as a mobile throne. In-game, he's riding what can be graciously called a gnoblar-drawn tricycle. Creative Assembly said this came down to a matter of practical work for the animators (Imagine having to individually animate and texture that many moving parts and make it look good) and to keep from making the load on people's computers from skyrocketing (again, moving parts, in a game where the battlefield already has to render a ton of them).
  • Pragmatic Villainy: In the Ogre faction intro, the Advisor tries to tempt him to hunt down Ursun's body with the prospect of harnessing his power. Greasus doesn't care, though, since in his mind Ogres are already powerful enough to take what they want and don't need any more power. It's only when the Advisor offers him the prospect of God-flesh — something he's never had before, which would be available in large enough quantities to feed all Ogres and the Maw — that he becomes interested.
  • Punny Name: His first name, Greasus, is both an obvious reference to how greasy he is, but also a Shout-Out to the legendarily wealthy King Croesus.
  • Skewed Priorities: In his introduction cutscene, the Advisor manages to gain his interest not through the promises of power, but the prospects of eating Ursun.
  • Too Important to Walk: Quite literally, Greasus considers himself too rich and important to walk like lesser Ogres, and so his immense bulk is ferried into battle on a tri-wheeled platform, which is also laden down with his wealth in treasure chests. This is a Pragmatic Adaptation of the lore and tabletop wargame, where Greasus is instead hauled around by a swarm of gnoblars that serve as a living throne.
  • Try to Fit That on a Business Card: His full title is Tradelord Greasus Tribestealer Drakecrush Gatecrasher Hoardmaster Goldtooth the Shockingly Obese, Overtyrant of the Ogre Kingdoms.
  • Twinkle in the Sky: One tale of Greasus is him doing this to a Black Orc with an Offhand Backhand of his scepter.
  • Worthless Yellow Rocks: One of the few Ogres who disagrees with this mindset; Greasus has come to understand how valuable gold is to other races and not only hoards it for trade purposes, but also as a sign of his own political power and social status.

    Skrag the Slaughterer 

Skrag the Slaughterer, Prophet of the Great Maw

https://static.tvtropes.org/pmwiki/pub/images/skrag_twwiii.png
"Fresh meat! Hahahaha!"

"Oh, mighty Maw, I hear your hunger pains. Meat is coming... We'll start with da squishy meat bags, the green onez too! Then let you chew on da dry bones of the dead, then da spicy Chaos gitz. Finally, you'll feast on the Gods themselves. I'll cook ya up a feast... you'll see!"

Once Slaughtermaster to the Tyrant Bron Rockgrinder of the Rockgrinder tribe, Skrag committed a grievous error when he accidentally cooked Bron's favorite Gnoblar and served it to his master for dinner. Outraged, the Tyrant had Skrag's hands lopped off, chained Skrag's cauldron to his back, and hurled him into the dreaded caverns where the Gorgers were banished. Undaunted, Skrag stopped his bleeding by jamming a cleaver handle-first into each stump and wandered off into the darkness, killing every Gorger he fought until he cowed the beasts and used them to lead him back to his former tribe, where Skrag slaughtered them all, an act he knew brought great pride from the Great Maw. As a result, he has become legendary amongst the Ogre Tribes, though this fame has come with both fear and hatred.

He leads the sub-faction of the Disciples of the Maw. In Immortal Empires he starts his campaign well west of the Ogre Kingdoms, in the febrile borderlands of the Empire.


  • The Archmage: Skrag is the most infamous of the Slaughtermasters, which are both archmages and lethal chefs for the ogre tribes.
  • The Berserker: Skrag has the Frenzy rule, and his particular rules encourages him to seek close-quarters combat to benefit as much as possible from the blessings of the Great Maw.
  • Blade Below the Shoulder: His hands were cut off as punishment for cooking and serving his tyrant's favorite Gnoblar. He has since replaced them with giant cleavers that he uses for fighting as well as cooking.
  • Body Horror: Imagine a tall, morbidly obese, balding man. Now multiply his dimension by about 100%. Then replace his forearms with rusty slaughterhouse utensils. Then, in similarly crude fashion, bolt a giant cauldron to his back. Then file his teeth and cover him with the angry scars of a dozen campaigns, and animate him with a craving for flesh that can never be satiated. This is Skrag the Slaughterer.
  • Bullying a Dragon: A Gnoblar thought it would be a good idea to constantly mess with Skrag, thinking himself untouchable. The gnoblar was proven wrong, though Skrag paid for it as well because his former Tyrant happened to be rather fond of that Gnoblar.
  • Chained by Fashion: He is chained to his cauldron as part of his punishment.
  • Covered in Scars: Because of his punishment, his brutal venture into the Gorger caverns and because he has no issues with getting up close to foes unprotected, it would be no surprise that his hide got plenty of signs to show for.
  • The Dreaded: Skrag is even more fearsome than the usual ogre, let alone a Butcher, as even Tyrants fear him! Given his Prophet status this is no surprise. To top it off, one of his abilities allows his Gorgers to get even scarier as their master mows down opponents.
  • Handicapped Badass: He has no hands, and he has a ridiculously huge, solid iron cooking pot chained to him by means of hooks embedded in his back. Yet he fought his way through Gorger-infested caverns, killing everything in his path and ripping the Alpha Gorger's throat out with his teeth.
  • Klingon Promotion: When thrown down a pit full of Gorgers, Skrag managed to kill the strongest of them and asserted himself as their leader from this point on.
  • Magic Cauldron: The Cauldron of the Great Maw chained to his back is a cauldron which the Great Maw has accepted as a privileged place of offering. The more models Skrag kills, the more flesh he puts in the cauldron and he as well as his Gorgers are buffed significantly as a result.
  • Magic Knight: Skrag is primarily a spellcaster but he's also dangerous in melee combat.
  • Red Baron: Prophet of the Great Maw, the Gore-Harvester, the Maw-That-Walks.
  • Religious Bruiser: He is the chosen Prophet of The Great Maw, which practically makes Skrag a very religious individual and he is directly charged with seeking out battles and slaughtering as many as possible in the name of his ravenous deity.
  • Roaring Rampage of Revenge: By the time Skrag made it out of the cavern system where the Gorgers lived and became their new Alpha, he made sure to butcher his entire clan of ogres with the aid of the monsters now following him, including the Tyrant who cut his hands off, before stuffing their remains into his cauldron.
  • Stewed Alive: One of his kill-animations involves throwing enemies into his cauldron.
  • Supreme Chef: By Ogre standards, he's a damn good cook, fueled by his innate skill as a master Butcher, but his Magic Cauldron is said to increase taste. More of a Lethal Chef by human ones.

Other

    The Great Maw 
https://static.tvtropes.org/pmwiki/pub/images/total_war_warhammer_3_ogres_the_great_maw_2.jpg
The terrible god of the ogres, born from the impact crater of the comet that destroyed their homeland.
  • Abstract Eater: The Maw's hunger is as indiscriminate as it is vast. Maw-seeking pilgrims stand a real risk of having parts of their personalities eaten away, represented by ogres with the Mawseeker Big Name having the Stupidity rule.
  • Antlion Monster: Looks like a gargantuan, jawless lamprey mouth with row after row of skyscraper-sized teeth, reminiscent of the sarlacc.
  • Bottomless Pits: Those few ogres who return from their pilgrimage claim that the Maw is completely bottomless — just endless rings of teeth going down, down, down. A few especially far-travelled ogres claim that that there's a twin opening at the other end of the world, the Maw having bored its way clear through the planet, heavily implied to be the maelstrom of the Galleon's Graveyard.
  • Butt-Dialing Mordor: A random event in Total War: Warhammer II sees a cabal of wizards experiment with gastromancy, only to be messily devoured after drawing the attention of the Great Maw.
  • Clap Your Hands If You Believe: Far in the past the dragon Emperor of Cathy brought a meteor down out of the sky and into what was at the time the middle of the Orge kingdoms in an attempt to stop them from eating his people. This created a massive crater where it landed, as giant rocks falling from the sky are wont to do, but it also somehow created giant spikes on the inside of the crater that looked somewhat like teeth. The orges began worshiping the creater, partly out of fear and partly out of respect, which brought The Maw into existance as we know it today.
  • Eldritch Abomination: The Great Maw manifests as a fleshy, seemingly bottomless pit lined with fangs that dwarfs the surrounding mountains, is defined by an unceasing, all-consuming hunger that it imprints onto those that worship it, and was carried to the world by a comet made out of Warpstone that fell from the sky.
  • Horror Hunger: The god of it. While the Ogres were always hungry and belligerent, something that motivated them to launch raids on Cathay, it wasn't quite so horrific until the Great Maw arrived in their lives, making them even more obsessed with meat than they were before.
  • Mega Maelstrom: Far-traveling ogres claim that the Maw has a twin opening at the other end of the world in the form of a tooth-lined whirlpool that constantly swallows the ocean and devours any unlucky ships that stray nearby. This second opening is heavily implied to be the Galleon's Graveyard from II, which has a massive maelstrom at its center.
  • Nice Job Breaking It, Hero: It is all but stated to have been created when the Celestial Dragon Emperor of Cathay, in an attempt to destroy the Ogres, ordered his Astromancers to drop a comet on their homeland, without them realizing said comet was made out of pure Warpstone.
  • Physical God: The Great Maw is notable for being one of the few true gods to exist in the flesh in the Warhammer world, as opposed to inhabiting a separate plane like the Realm of Chaos. Which raises the question of whether it is a god in terms of metaphysical classifications, though such an academic discussion is unlikely to arise among ogres.
  • Unseen No More: While its appearance was described in the lore, the Great Maw was never depicted in any artwork beyond the religious imagery worn by the ogres themselves. Total War: Warhammer III makes it a highly noticeable landmark on the campaign map with a suitably grotesque appearance.

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