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When not fighting each other, tribes of orruks, grots, orogs, gargants, and any number of monsterous beasts will often join together to bring war and carnage to the inhabitants of the Mortal Realms, simply due to their love of fighting.

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    General Destruction Tropes 
  • Blood Knight: The forces of Destruction are driven only by the primal need for violence.
  • Brutish Character, Brutish Weapon: Every Destruction faction has at least one model or character equipped with some kind of massive blunt and/or stabbing weapon.
  • Eyepatch of Power: The Rockeye is a rough gemstone that replaces a missing eye and gives the wearer the power of second sight.
  • Fantastic Vermin: Snotlings, tiny goblinoid beings, are the primary vermin of orc and goblin settlements, which they infest in great swarms that crawl in every nook and cranny, meddling with everything they find and stealing every object small enough for them to carry.
  • Force and Finesse: A major component of their composite strategy. Ogors place emphasis on Force, Grots emphasise Finesse and Orruks can handle both.
  • The Horde: The Destruction Grand Alliance is a loose coordination of monster races united by a single cultural commonality: their desire to fight anything that will give them a good challenge.
  • Horns of Barbarism: Most alliance races, Orruks especially, tend to sport large helms adorned with the horns of large animals.
  • Klingon Promotion: The way army hierarchy almost always works — if you want to be in charge, you has to pick a fight with and kill the current boss. Orruks have it the worst, if a tribe is newly formed and doesn't have a boss or the boss died to a non-Orruk, then he'll still have to fight and kill all the other Orruks who think they should be the boss.
  • Our Giants Are Different: Gargants are towering, dim-witted and perpetually drunk brutes resembling humans several stories in height, and often join orruk and grot armies as bruisers and very heavy hitters. Gargants enjoy following greenskins because they give them steady access to a constant stream of battles, food and alcohol, while Greenskins enjoy keeping giants around because they're very useful in battle and because they're everything they themselves want to be — huge, strong and unburdened by thought.
  • Our Goblins Are Different: Referred to as Grots, they're small, green, devious and shamanistic and most get pushed around by Orruks. Spiderfangs ride spiders, Moonclans live underground and enter a berserker rage by drinking mushroom brew. Related to Mongol-esque Hobgrots, Ogor-abetting Gnoblars, and tiny expendable Snotlings who are so pathetic that most players appear to have sympathy for them. Below the Grots are the Snotlings, really diminutive Greenskins who have brains the size of peas and are treated as pets by Orruks. Grots on the other hand, do not appreciate these creatures as they not only compete for stealing things but are still intelligent enough to point an Orruk to a Grot who stole his goods.
  • Our Orcs Are Different: Big, green, tusked, dumb, mono-gendered Proud Warrior Race Guys who leave the thinking to the grots.
  • Our Ogres Are Hungrier: 'Ogors' in this case, but the general idea remains the same. An Extremely fat, and gluttonous race of mercenaries concerned with only eating and fighting.
  • Turns Red: The Wild Fury command trait initially grants a Destruction general a single extra attack, which is increased to two after he has suffered at least three wounds.

    Gorkamorka 
The fused form of the orruk twin gods, Gork and Mork, Gorkamorka is a two-headed deity who is both brutally cunning and cunningly brutal. He was found by Sigmar, early in the Age of Myth, entombed in a vast mass of living amber; after the other god dug him out, the two deities proceeded to beat the living daylights out of each other in a twelve day battle, after which Gorkamorka readily agreed to join Sigmar as the pantheon's monster-hunter and troublesmasher. This worked fine until it didn't, as the easily bored god eventually grew fed up with not being allowed to fight whoever and whenever he pleased and went on a one-man Waaagh! from one end of reality to the other and then right back again. Nowadays he eagerly encourages his green-skinned followers to be as ferocious and bloodthirsty as they can be, tearing down the worlds' empires for the sake of the fighting needed to do so.
  • Blood Knight: He's the God of the orruks, and as such a key tenet of his dogma is to embrace the glory of war and bloodshed.
  • Composite Character: Despite being the fusion of the old Orc and Goblin gods Gork and Mork, Gorkamorka is also worshipped as the Great Beast that Consumes the World by the Gutbusters, in the almost exact fashion according to which the Ogres of the World-that-was worshipped the Great Maw.
  • Defeat Equals Friendship: For a given value of "friendship". He joined the Great Alliance after Sigmar fought him for twelve days straight, resulting in a draw.
  • Fusion Dance: The fusion of the former Orc and Goblin gods Gork and Mork.
  • Literal Split Personality: He’s a fusion of the old orc gods, Gork, the god of ferocity, and Mork, the god of trickery. He tends to split apart again whenever his two halves argue, which is often.
  • Multiple Head Case: Gorkamorka has a head for each of the brother gods Gork and Mork. Both of these heads retain their original personality and will often ague with each other. If their arguments become particularly fierce, Gorkamorka will even split into his two constituent parts to that they can have a propa scrap.
  • Nominal Hero: While he still sided with the Alliance, he only did so because they provided him with a constant stream of targets to fight, not out of any sense of goodness.
  • The Starscream: He promptly betrayed the Alliance once he grew bored of not being allowed to rampage as he pleased.

    Kragnos 
Kragnos is an ancient being, born to the rulers of a long-gone race of centaur-like beings, the Drogrukh, in the distant past. Unlike his peaceful kin, Kragnos was a volatile and bloodthirsty warrior; in time, this led him to turn against the Drogrukh's draconic allies, the Draconith, seeking to prove his strength by crushing them. In desperation, the Draconith begged the aid of Lord Kroak and, together, conspired to trap Kragnos within a mountain. He remained there for ages before breaking free and now stalks the Mortal Realms once more, followed by great hordes of Destruction barbarians that worship him as a god for his strength and savagery.
  • Mercenary Units: Kragnos can be included in any Destruction army, even though his warscroll doesn't have the keyword of any army. He cannot benefit from this army's allegiance abilities, and prevents other mercenary units from being included. All Destruction battletomes printed since he was introduced in Broken Realms: Kragnos have reprinted his warscroll.
  • Our Centaurs Are Different: Kragnos is a Drogrukh, a being resembling a colossal centaur bearing a large pair of horns.
  • Red Baron: His destructive rampages and long list of crushed foes have led him to being referred to as the End of Empires.

Orruk Warclans

https://static.tvtropes.org/pmwiki/pub/images/battletomeorrukwarclanscover.jpg
Savage Warriors of Gorkamorka

Brutal greenskinned humanoids, orruks are a race totally dedicated to war that rampage across the realms in search of nothing more than a good fight. There are a number of different breeds of orruk, of which the armoured Ironjawz and feral Bonesplitterz are the most well-known, and all of them thrive on combat, growing bigger and stronger as they fight. Living in nomadic warclans, orruks have brought ruination to countless civilisations since the Age of Myth when they fought alongside their Great Green God Gorkamorka himself and they still dream of the day when enough of them join together in a new Great Waaagh! to fight alongside their dual deity once more and smash the realms asunder.


    General Tropes 
  • Amazing Technicolor Population: While all Orruks and Grots are green, the exact shade depends on a number of factors including environment and sub-species. The smaller species of Greenskin, such as Grots and Snotlings, tend to have a lighter shade to their skin, while their larger Orruk cousins have darker shades with the mighty Black Orruks having skin so dark it could pass off as being black.
  • Ax-Crazy: They live to fight and are only really happy when they're having a punch-up. They exist only to crack skulls and don't care whose very much.
  • Big Guy, Little Guy: Orruks are often accompanied by the smaller and weedier Grots. Their relationship is decidedly one sided with the boisterous and boorish Orruks bullying the cowardly, but clever Grots.
  • Bizarre Alien Reproduction: Greenskins are fungal creatures that reproduce via spores.
  • Blood Knight: They're perpetually angry if they're not in a fight right now. So it's safe to say they're the happiest race in Age of Sigmar.
  • Brutish Character, Brutish Weapon: Orruks, a culture of ferocious and brutal warriors, are usually depicted wielding an assortment of axes and cleaver-like blades called choppas.
  • Demoted to Extra: When the original Grand Alliance: Destruction sourcebook was released there were three orruk factions: the generic Greenskinz, the savage Bonesplitterz and the heavily armoured Ironjawz. Although more generic clans are still mentioned in the background material, the Greenskinz were removed as playable units in 2nd Edition.
  • Funetik Aksent: As is traditional for Games Workshop greenskins, orruk speech is rendered phonetically in heavily broken English.
  • The Horde: Led by the biggest and strongest of their kind, the Orruk Warclans rampage across the Mortal Realms, drowning anything and everything in their path with a near endless tide of barbaric warriors that despise civilisation and wish for nothing more than a proper fight.
  • Large and in Charge: Orruks thrive on violence, growing bigger and stronger the more they fight. This quirk of biology coupled with the orruk beliefs that might makes right means that the largest orruks inevitably rise to leadership of their brethren.
  • Our Orcs Are Different: Orruks are the Orcs of the Mortal Realms. Heavily built with gleaming red eyes, jagged fangs and leathery green skin, orruks strike an intimidating figure, and they are driven to destroy anything in their path by a deep hatred of civilisation and weakness. All feel the call of the twin-headed god Gorkamorka, and gladly take up their weapons against the forces of Chaos, the undead and civilisation alike.
  • Proud Warrior Race: All orruks live to fight and believe that they were created for a single purpose, to fight and to win. The entirety of orruk culture revolves around violence with the largest, more powerful orruks bullying those below them into doing what they want. In addition to this, one of the reasons that orruks hate civilisation is that they consider civilised methods of warfare that don’t rely on the strength and skill of the individual, such as the use of technology and castles, as cheating the core truth of reality — that might makes right.
  • Took a Level in Badass: The Orruks are bigger and stronger than their Fantasy ancestors, closer to (though nowhere near on par with) Orks in terms of size and strength, which is reflected in their stats. Case in point, while a regular Orc Boy was worth as many points as a standard human soldier in Fantasy,note  Orruk units generally have twice the per-model point cost as Freeguild ones.
  • Xtreme Kool Letterz: Orruk speech and language is typically rendered in English with a number of alternate letters (such as 'z' replacing 's' and 'k' replacing 'c'), but not universally. Both properly spelled words and deliberate misspellings, like Ironjawz Warclans, can usually be found in the same sentence. This shows the lack of interest that orruks have in scholarship, or anything that isn’t warfare.

Ironjawz

https://static.tvtropes.org/pmwiki/pub/images/smashing_som_gits.png
Dem gitz Sigma', Nagash an' Archaon are in for som' propah Gorkamorkan krumpin'!

Originating from the savage plains of Ghur, the Realm of Beasts, the Ironjawz are the largest and most powerful breed of orruk. Clad in crude but effective suits of plate armour, the Ironjawz consider themselves to be Gorkamorka’s elite warriors and they can always be found in the thick of the fighting, tearing the heart out of the enemy battleline with brute strength and huge choppas.


  • Armor-Piercing Attack: Metalrippa's Klaw, an Artefact of Power available to Ironjaw Megabosses, greatly boosts the Megaboss' ability to penetrate enemy armour.
  • The Berserker: The wyvern-like Maw-krushas used as mounts by the mightiest of Ironjawz Megabosses are nearly as bloodthirsty as the orruks who ride them, remorselessly destroying anything that comes within range of its massive fists and tails. In 2nd Edition, Maw-krushas have a large number of powerful attacks and the ability to make multiple charge moves if their Destructive Bulk ability leaves them unable to attack the enemy.
  • Blade Below the Shoulder: The bladed gauntlet known as Metalrippa's Klaw is capable of ripping through armour as if it were paper.
  • Brutish Character, Brutish Weapon: Although Ironjawz make use of a wide variety of choppas, axe-shaped weapons are by far the most popular. Whether it is a regular orruk-forged choppa, a brutal Gore-choppa, or a massive Boss Choppa, the weapons used by the Ironjawz are brutally effective, sporting a perfusion of extra spikes and jagged edges so that they can tear apart flesh with ease.
  • Counter-Attack:
    • The Armour of Gork Artefact of Power has been granted its own fighting spirit by the brutal half of the twin god Gorkamorka, causing it to lash out of its own volition against opponents. In all editions of the game, the armour has a chance to cause damage to opponents when it makes a save.
    • The rip-toof fist is an armoured gauntlet or buckler edged with jagged blades that allow a Megaboss to block an attack and retaliate in a single motion. In 2nd Edition, Megabosses have a chance to inflict a mortal wound against an enemy after a successful save roll.
  • Dash Attack:
    • The large and bad-tempered Maw-krusha wyverns often use their hulking bulk to crush their opponents in their eagerness to join the slaughter. This is represented in all editions of the game by the Destructive Bulk ability that allows it to cause multiple mortal wounds against enemy units when they complete a charge move.
    • When moving at full speed the sheer bulk of the Ironjawz' heavy cavalry, the brutal gore-gruntas, is enough to crush any enemy they charge. In 2nd Edition, a mob of Gore-gruntas have a chance to cause mortal wounds against an enemy unit, and have an increased chance to hit with their regular attacks.
  • Dire Beast: Originating from the realm of Ghur, Gore-gruntas are larger at the shoulder than their rider is tall and sport thick, filth-encrusted fur, razor-sharp tusks, and massively muscled frames.
  • Dragon Rider: Many of the biggest and toughest Megabosses ride hulking wyvern-like creatures known as Maw-krushas into battle. Rather than tame or befriend his would-be mount, a Megaboss must beat the Maw-krusha into submission before being accepted by the beast as its rider.
  • Extreme Omnivore: The massive and bad tempered gruntas used as mounts by the Ironjawz will eat absolutely anything they come across and have a digestive system capable of dealing with such a wide ranging diet. One of the few things that a grunta can't digest is metal but this doesn’t stop them from consuming the armour of defeated foes along with their flesh.
  • Eye Beams: The Lore of the Weird spell Da Blazin' Eyes allows an Ironjawz Shaman to unleash Mork-granted arcane energy from their eyes that can cause mortal wounds on any model it passes through.
  • Full-Boar Action: The gruntas ridden by the Ironjawz are foul tempered beasts that are just as dangerous as their riders, goring everything in sight in a mad frenzy.
  • Healing Hands: Ironjawz Warchantas are able to use their rhythmic drumming to focus the energy of the Waaagh! so that it will knit together even the most grievous of wounds. In 2nd Edition, their Fixin' Beat warbeat can be used to heal a single friendly model each turn.
  • Large and in Charge: As the biggest and strongest of all orruks, Ironjawz will often be at the top of the hierarchy when multiple orruk clans join together to form a Big Waaagh! The Megabosses who lead entire warclans of Ironjawz have fought and won so many battles over their lifetime that they are some of the largest orruks in all the realms and even have a special rule that allows them to grow even larger and more powerful as they kill enemy models during a game.
  • Leeroy Jenkins: Gore-gruntas are too belligerent to back down from foes, no matter how large. When a Gore-grunta rider wants to capture a bigger Maw-grunta mount, they order their mount to charge at a stampeding Maw-grunta, something that will inevitably lead to the smaller Gore-grunta being splattered into jelly.
  • Mask of Power: Weirdbrute Wrekkaz wear strange masks pulsating with Waaagh! energy, sending the wearer into frenzy and rendering them immune to pain.
  • Mighty Roar: The Maw-krushas ridden by Ironjaw have the Innards-bursting Bellow attack, a mighty roar so loud that it is capable of bursting the internal organs of any creature unfortunate enough to be subjected to it. The Loud 'Un Ironjawz Mount Trait (introduced in 2nd Edition) allows a Maw-krusha to unleash a roar once per battle that is so loud that it will stun enemy units, reducing their effectiveness in battle.
  • Our Wyverns Are Different: Maw-krushas, who replace Wyverns from the World-that-was as Ironjawz Megabosses' mounts, are massive, if dim, wyvern-like creatures that lack the venom typical in fiction. When on the ground, Maw-krushas walk on all fours like pterosaurs, attacking their enemies with the powerful fists of their winged forelimbs. Despite their bulk and relatively small wingspan, Maw-krushas are capable of slow and clumsy flight, much to the amazement of the scholars of more civilised races, some of whom believe that such a feat is only possible because gravity itself doesn't want to mess with the bad-tempered creatures.
  • Power Pincers: The Boss Klaws wielded by some Ironjaw Brute Bosses are crudely made pincers that allow the Boss to tear through enemy troops. Normally paired with a Brute Smasha, Boss Klaws are unwieldy but allow the Boss to hit his enemies with both hands, in exchange for a drop in accuracy.
  • Red Ones Go Faster: The red armoured Bloodtoofs warclan are known throughout the Eight Realms as the fastest Ironjawz around. Including multiple Fists of Gore-grunta cavalry and carrying charms that contain translocation and speed enhancement magic, the Bloodtoofs are always on the move, traveling from one fight to another as fast as possible. In the game, they have a Warclan Ability, a Command Ability, and an Artefact of Power that all enhance their speed.
  • Resistant to Magic: Some Maw-krushas have developed a strange resistance to arcane energy. Known as Weird 'Uns, these Maw-krushas have a chance to ignore the effects of any spell or endless spell.
  • Soldier vs. Warrior: The Warrior Brutes of the Ironjawz rely on their own strength to win the day, and if that fails they will swamp the enemy with sheer numbers. The smaller, Soldier Ardboyz meanwhile make up for their relative lack of strength with the closest an orruk can get to skill and discipline, grinding down their opponents with relentless attacks. While the majority of Ironjawz consider Ardboyz to be humourless and weedy, some have grown to grudgingly respect their abilities.

Bonesplitterz

https://static.tvtropes.org/pmwiki/pub/images/savage_orruks_crop.jpg
The Beast Hunters of Gorkamorka

Those orruks that lose themselves completely to the energies of the Waaagh! will be cast out of their warclan and join one of the roving Bonesplitterz warclans that rampage across the realms. Ruled over by mystical prophets and shamans, the Bonesplitterz fanatically hunt the great beasts that inhabit the realms, believing that their bones contain raw Waaagh! power that they can tap to invigorate themselves.


  • Bad with the Bone: Due to their belief that the bones of deadly animals contain the energy of the Waaagh!, Bonesplitterz will often wield weapons crafted from the bones of particularly ferocious beasts. Most of these weapons are the primitive picks and axes known as chompas but skull topped staffs and sharpened bone knives are also common.
  • Ballistic Bone: The 1st Edition background material mentions that the Savage Orruk Arrowboyz fire the sharpened bones of mighty beasts for ammunition. The models and the 2nd Edition background material have Arrowboyz fire projectiles tipped with sharpened stone and other, more esoteric, materials.
  • Bunny-Ears Lawyer: While they are just as manic as their fellow Bonesplitterz, the same energies that give Wurrgog Prophets their eccentricity also gives them powerful magical abilities and can grant them incredible tactical insight, with some background material written from their perspective of that they can be cool-headed strategists despite their madness.
  • Co-Dragons: The 1st Edition background material mentioned that Wurrgog Prophets will often choose the two toughest Savage Orruks they can find to be their Gorka-Boss and Morka-Boss so that they can lead the warclan in battle and keep the boyz in line. In 2nd Edition, this is not mentioned at all; instead, each Savage Big Boss leads his own Rukknote .
  • Elemental Weapon: The weapons of the Icebone warclan are made from ice infused with the power of the Waaagh! that chill those they wound to the bone. In 2nd Edition, the Icebone have access to the Freezing Strike ability that improves the ability of their weapons to penetrate armour.
  • Fireballs: The schematic leaders of the Drakkfoot warclan mix the power of their home realm of Aqshy, the Realm of Fire, with their race's innate Waaagh! energy to throw greenish-red fireballs at their enemies. In 2nd Edition, they have the Fireball Command Trait, a unique spell that can cause multiple mortal wounds against an enemy unit.
  • Full-Boar Action:
    • While nowhere near as large or unruly as the gruntas ridden by Ironjawz, the war boars that Bonesplitterz use as mounts are still almost as ferocious as their riders and are more than capable of trampling to death anything that gets in their way, something represented in all editions by an ability that gives them a greater chance of hitting their targets.
    • Due to their veneration of Gorkamorka’s mount, the godbeast Shattatusk, the Bonesplitterz of the Icebone warclan are particularly famous for the number, size and ferocity of their war boar mounts, taking great care to breed only the most ferocious of animals. The Pure-bred War Boar Command Trait increases the Move characteristic and combat prowess of an Icebone Maniak Weirdnob's war boar.
  • Hand Blast: The Lore of the Savage Beast spell Bone Krusha enables a Bonesplitterz magic user to fire a blast of green energy from their fists with enough force to pulp flesh and bone, doing multiple mortal wounds.
  • Hate Plague: The Bonegrinz tip their chompas and stinga arrows with Bones of Amber, the relamstone of Ghur. This fossil-like stone contains the animal essence of the Realm of Beasts itself and can send enemies into an uncontrollable fury. In 2nd Edition, the Bonegrinz have the Bring It On! ability that forces enemy units to attempt to charge nearby Bonegrinz units whether they want to or not.
  • Healing Potion: Dokk Juice is an Bonesplitterz Artefact of Power created by Wardokks that will heal the wounds of any orruk able to stomach the vile concoction. In 2nd Edition, the bearer of Dokk Juice can heal a random number of wounds once per battle.
  • Power Tattoo: Bonesplitter Savage Orruks daub themselves in warpaint mixed with the blood and gore of the great beasts they slay. These mystical markings squirm across the orruk's body during battle, intercepting even the most powerful of attacks, be they physical or magical. The Bonesplitterz' Warpaint Battle Trait gives a model a small chance of ignoring any wound, even mortal wounds.
  • Series Continuity Error: The 2nd Edition Destruction Battletome: Orruk Warclans can't agree that the protection provided by their warpaint is generated by the collective belief of the warclan (according to the flavour text for the Warpaint Battle Trait) or comes from a combination of Waaagh! energy and the spirits of the creatures whose blood was used to create the warpaint (as mentioned in the Bonesplitterz' background).
  • Sprint Shoes: One of the effects of the Lore of the Savage Beast spell Brutal Beast Spirits gives bonuses to the run and charge rolls of effected units as they are possessed by the spirits of wild animals.
  • Underestimating Badassery: Due to their tendency to scream random nonsense and act weirdly, many of their enemies assume Bonesplitterz to be crazier but ultimately less fearsome than the heavily armoured Ironjawz. In reality, the Bonesplitterz embody the brutally kunnin' aspect of Gorkamorka with the power of the Waaagh! that saturates their bodies giving them boundless energy and strange powers.
  • Witch Doctor: The Wurrgog Prophets and their Wardokk and Maniak Weirdnob lieutenants are the shamanic leaders of the Bonesplitterz warclans. Wearing primitively caved masks and wearing bones and feathers from the great beasts they hunt, they are attuned to the will of Gorkamorka and can channel the power of the Waaagh! to produce powerful magical effects and to release the beast spirits contained within the bones collected by the Bonesplitterz. In 2nd Edition, their spells and abilities allow them to enhance their followers, heal wounds and attack their enemies.

Kruleboyz

https://static.tvtropes.org/pmwiki/pub/images/orruk_kruleboyz_killaboss.jpg
Hard Finkin Boyz of Mork

When Kragnos began his rampage throughout the Mortal Realms, it was not lost on the cunning, but brutal, inhabitants of Ghur's swamps that what made Kragnos such a mighty destroyer was not just his power, but his ability to apply it well. Always proponents of hard finkin' over brute strength (not that it's an especially distant second), the Kruleboyz fell in love, and from there rallied to form Waaghs! of their own in imitation of their idol. Masters of low cunning and vicious pragmatism, the Kruleboyz gleefully put the lie to the idea that only strength matters to an orruk; being the most ruthless and victorious does.


  • The Beast Master: Kruelboyz employ many animals and monsters in their ranks from the dog-like Gnashtoofs to the Corpse-Rippa Vulcha.
  • Beware of Vicious Dog: Gnashtoofs are massive dog-like creatures that Kruleboyz often use as mounts and hunting companions.
  • Bizarre Alien Biology: In addition to being fungal humanoids, Kruleboyz Orruks are semi-aqautic and can secrete foul-smelling oils from their skin to slip out of the grips of swamp-dwelling predators.
  • Combat Pragmatist: They worship Mork before Gork, and it shows; a Kruleboy is far less likely to respect brute strength than the ability to bring down brute strength through cheating.
  • Fog of Doom: The Summon Boggy Mist spell lets Swampcalla Shamans belch out a foul smelling fog that adds 1 charge roll to friendly Orruk Kruelboyz and and subtracts 1 charge roll from other units on the battlefield.
  • Gadgeteer Genius: Because things are so easily damaged in the swamp, Kruleboyz have become expert engineers to maintain and rebuild their gear; this makes their traps even deadlier.
  • Genius Bruiser: Downplayed. They're smaller than other orruks, even their Killaboss warlords. Operative word is "orruks", and a Killaboss is still the largest, smartest, and most ruthless orruk in a band that is already smarter and more ruthless than other orruks, combining a cruelly skilled tactical mind with a constution capable of throwing spears as long as he is.
  • Giant Flyer: The Corpse-Rippa Vulcha is a massive carrion bird that many Krulrboyz Killabosses use as a mount.
  • Honor Before Reason: Subverted. Honor is considered foolish at best and sacriligeous at worst. Even when compared to the Grots, the Kruelboyz are slimy and treacherous gits.
  • It Can Think: Morruks prefer 'hard finkin' and are capable of genuine moments of tactical brilliance.
  • I Shall Taunt You: ''Da Middul Finga" is a military formation of Kruleboyz who hurl insults at the enemy to goad them into fighting recklessly.
  • Lean and Mean: Compared to their hulking Ironjawz and Bonesplitterz cousins, the Morruks are noticeably slim.
  • Let's You and Him Fight: If an enemy's defenses are too strong, Kruleboyz are known to lure more dangerous monsters toward their settlements so that they can deal with any fortifications for them.
  • O.O.C. Is Serious Business: The first thing to clue in the Kruelboyz enemies that they're a different caliber of Orruk is how quiet they are when fighting. They'll still holler and shout, but it keys their victims on their brutal kunning.
  • Our Goblins Are Different: In addition to regular Grots, Kruleboyz are often accompanied by Hobgrots. They're a bit bigger and a lot smarter and braver than regular Grots and often act as emissaries between the Kruleboyz and Chaos Duardin. They're also even more treacherous than the Kruleboyz, which is probably part of the reason why they get along so well.
  • Our Trolls Are Different: While also employing regular Troggoths in their ranks, the Kruleboyz also breed Sloggoths, a more animalistic and quadrapedal off-shoot of Troggoth and one often used as a beast of burden.
  • Reptiles Are Abhorrent: Sludgeraker Beasts are massive, lizard like reptiles that vaguely resemble Monitors. Snatchabosses often use them as mounts when capturing slaves.
  • Sadist: Unlike the Ironjawz, the Kruleboyz find more fun in dragging out their enemies deaths than just killing them outright.
  • Slavery Is a Special Kind of Evil: Unlike the Ironjaws, Kruleboyz often prefer capturing their enemies alive to keep as slaves, either for manual labor or to trade to Chaos Duardin for their specialty forged weapons.
  • Swamps Are Evil: These sadistic Greenskins prefer living in the swampy mires of Ghur where the environment itself can be used as a weapon.
  • Villainous Friendship: Friendship might be too strong a word, but the Kruleboyz enjoy a healthy business relationship with the Legions of Azghor. The Kruleboyz exchange slaves and in return, get Duardin-made weapons, which are always superior to whatever the Orruks can cobble together.
  • Vile Vulture: Kruleboyz camps are often haunted by vultures that feed on the remains of their prisoners.
  • Weaponized Stench: Murknobs are veteran Kruelboyz who have won the honor of carrying their vile icons and standards into battle. Among them is the Belcha Burna that emits an eye-watering stink so heinous that it can whither flesh and bones into slurry in seconds.
  • Where Does He Get All Those Wonderful Toys?: From Chaos Duardin mostly. Usually by trading slaves.

    Characters 

Gordrakk, Fist of Gork

https://static.tvtropes.org/pmwiki/pub/images/gordrakk.png

The biggest and toughest orruk in the Mortal Realms, Gordrakk is the Megaboss of Megabosses, the leader of the Great Waaagh!, and the chosen champion of Gorkamorka whose followers include all worshippers of the Great Green God, not just orruks. An unstoppable force of destruction, Gordrakk fights from the back of the massive and foul tempered Maw-Krusha Bigteef, crushing all those who stand against him and leading his numberless horde against the forces of Chaos, Death and Order alike.


  • Armored Dragon: Despite its massive size and toughness, Gordrakk's Maw-krusha, Bigteef, wears an armoured helmet made of crudely beaten metal. However, in the game, Gordrakk has the same Save characteristic as a regular Megaboss on Maw-krusha.
  • Dual Wielding: Gordrakk is armed with a pair of brutal axes known as Smasha and Kunnin', each blessed by one half of Gorkamorka. Smasha has been filled with the essence of Gork so that it seeks out the blood of enemy Heroes (giving it a chance of doing extra mortal wounds against them), while Kunnin' is blessed by Mork to hunt for enemy magic users (also having a chance of causing extra mortal wounds). These weapons were originally part of a single axe known as Worldchoppa but Gordrakk broke it into two so that he could kill more enemies with them.
  • Multiple-Choice Past: While the most popular theory for Gordrakk's origins is that he was made by Gorkamorka from one of his knucklebones to free the orruks of Ghur from the yoke of Chaos, other stories also exist, including that he was originally a boy from the Fang-krushas warclan, and another that Gorkamorka has tasked him to lead the hunt for the Spirit of the Realm of Beasts itself. No orruk truly cares where Gordrakk came from, least of all the Fist of Gork himself, and are content to follow him as long as he leads them to the best fights.

Dakkbad Grotkicker, Megaboss of the Ironsunz Warclan

Leader of the Ironsunz Warclan, one of the mightiest of all Ironjaw warclans, Dakkbad Grotkicker is as cunning as he is powerful. Rising to power after he tricked the previous Ironsunz Megaboss into being eaten by a Maw-krusha, Dakkbad has led his boys from strength to strength, bringing death and destruction to every one of the Mortal Realms except Sigmar's bastion of Azyr.


  • Egopolis: Although Ironjawz don't typically build permanent structures, Dakkbad created Fort Dakkbad on Ghur's Gnashka Plateau as a fortified powerbase where he can keep his favourite trophies and replenish his forces between each Waaagh!
  • From Nobody to Nightmare: Dakkbad was once a weedy yoof who would normally have quickly been killed by his peers if not for his unusual intelligence. By tricking his rivals into fighting amongst themselves and then beating up the exhausted winner, Dakkbad was able to win fights and grew increasingly muscular. After becoming an Ironsunz Brute, Dakkbad continue to use his unique knack for finkin' to rise through the warclan's ranks and he is now considered to be one of the greatest Megabosses in the realms, second only to the Fist of Gork himself.
  • Genius Bruiser: Dakkbad is uncommonly intelligent for an orruk, possessing kunnin' equal to his great strength. When he took the Maw-krusha Bossbiter as a mount, for example, Dakkbad was intelligent enough to plug his ears with gargant earwax to protect himself from the Maw-krusha's bone-shattering bellows, while still having the strength to convince Bossbiter to accept him as a rider.
  • Hunting "Accident": During his rise to power many of Dakkbad's rivals tended to get eaten by the great beasts they were hunting across the plains of Ghur, often after a firm shove from behind. This cumulated in the death of Guttdrukk, the previous Megaboss of the Ironsunz, who had his head bitten off by the Maw-krusha that would become Dakkbad's mount.
  • The Rival: While he did follow Gordrakk for a time, Dakkbad soon left the Great Waaagh! as his ultimate goal is to humble the Fist of Gork and take his position as the greatest orruk in the realms. The calculating Dakkbad knows that it will take all his strength and cunning to pull off such a feat however and he has been increasing the number of Brutes and Megabosses under his command in preparation.

Gobsprakk, the Mouth of Mork

https://static.tvtropes.org/pmwiki/pub/images/gobsprakk.jpg

"Humies, eh? You lot all watch out. See, Mork and me? We'z good mates and he lets me understand things. Da old words. Dat way da warclans will do whatever Kragnos says...or what ever I tell 'em 'e says, anyway."

Arguably the most powerful and influential of the Kruleboyz Swampcalla Shamans, Gobsprakk is the self-declared prophet of Mork. His reputation is well-earned, as he has gained great influence over Kragnos as he is possibly the only other individual in the Mortal Realms who knows how to speak the ancient Drogrukh tongue spoken by the End of Empires.


  • Assist Character: Gobsprakk is always accompanied by his Grot assistant, Rinklefinga, who hands him funguses and torture devices during the heat of battle.
  • Battle Trophy: Like many Orruk bosses, Gobsprakk keeps many mementos from past battles, usually made from the remains of his victims. Among them is the severed hand of a Lord of Change that he keeps from returning to the Realm of Chaos because he likes showing it off.
  • Cruel and Unusual Death: Gobsprakk's favorite trick when fighting other wizards is to summon tapewyrm squigs into his enemy's guts while sending waves of Waaagh! energy into their minds.
  • Cold-Blooded Torture: As a Kruelboy, this is Gobsprakk's favorite pastime. He especially likes to tormet other wizards he captures with the harrowing cry of Screamin' Mandrakks, whose shrieks disrupt their ability to cast spells.
  • False Prophet: In his reveal video, Gobsprakk implies at least some of the things he says Kragnos tells him are means for achieving his own ends. At the very least, not everything he says can be taken as gospel.
  • Horse of a Different Color: Gobsprakk rides into battle atop his Corpse-Rippa Vulcha, Killabeak.
  • Hunter of His Own Kind: Gobsprakk especially likes to fight other wizards, and often kills them in over the top and excessively brutal ways.
  • Lost Language: Is possibly the only person who understands the Ancient Drogruhk tongue spoken by Kragnos.
  • Mad Oracle: What else would you expect from an Orruk prophet?
  • Manipulative Bastard: It's implied he's manipulating both his warclan and Kragnos himself to achieve some currently unknown agenda on behalf of Mork.
  • Omniglot: Is fluent in Common, Orruk, and even Ancient Dragon Ogor tongues.
  • Soft-Spoken Sadist: What separates Gobsprakk from other warbosses is how uncharacteristically quiet and well-spoken he is for an Orruk.

Gloomspite Gitz

https://static.tvtropes.org/pmwiki/pub/images/gloomspite_gitz_cover_art.png
Mad-eyed loons from the Realms' dark corners.

Taking their name from the strange phenomenon that drives grots to battle, the Gloomspite Gitz are a loose alliance of Moonclan and Spiderfang tribes united by their worship of the deity of destruction known as the Bad Moon. Accompanied by other subterranean denizens, such as troggoths and squigs, the Gloomspite Gitz seek to cover the Mortal Realms with the eternal twilight of the Everdank, a time of dank shadow, decaying vegetation and abundant mushrooms.


    General Tropes 
  • The Alcoholic: As befitting their name, Aleguzzler Gargants have an insatiable thirst for strong alcohol and are very rarely sober. The Drunken Stagger ability gives them a chance of falling over when the charge.
  • Combat Pragmatist: Grots are weak and cowardly creatures who will use any means necessary to gain an advantage over a foe in battle, from the most basic tactics of ganging up on those bigger than they are and stabbing the foe in the back, to magic and equipment that weaken their foe, and abilities to make themselves harder to hit.
  • Dirty Coward: Most Grots are tiny and understandably easy to frighten. They are much more interested in uneven fights and inflicting pain on anything weaker than them.
  • Our Goblins Are Different: Grots, renamed from the Goblins of the World-that-was, are a weak and cowardly greenskin race that make up for their many shortcomings with vicious and cunning intelligence. Standing shorter than a human with long, hooked noses and pointed ears, grots prefer to inhabit the darker areas of the realms, such as dank caves and mouldering forests, but will colonise almost any region, no matter how inhospitable. Like their larger orruk cousins, grots are driven to war by a primal, racial energy known as the Gloomspite. Like the Waaagh! energy of the orruks, the Gloomspite causes grots engage in frenzied violence, but will also cause the most intelligent of the to become even more cunning and scheming.
  • Sinister Sentient Sun: They're nocturnal by nature, and their preferred habitat is the dark, humid, fungus-rich gloom of deep caves, overgrown ruins, and the depths of tangled forests. As such, they perceive the light of Hysh, the Realm of Light that serves as the "sun" of the other Mortal Realms, as a hostile and searing presence, and like the light of stars little better. In their shamanistic religion, these become embodied as a wicked god named Glareface Frazzlegit, depicted as an angrily glaring sun or sentient ball of light, whom they perceive as a cruel tyrant that blasts the land with heat and light and forces them to hide in their secluded lairs.
  • Xtreme Kool Letterz: In the Italian translation, they're called Tizi Odiozkuro ("Darkhatred Dudes"), with a "z" and "k" instead of the "s" and "c" in "oscuro".

Moonclan Grots

https://static.tvtropes.org/pmwiki/pub/images/moonclan_stabbas.png
Moonclan Stabbas.

A subterranean breed of grot who build ragtag settlements known as Lurklairs in dank caves and caverns, Moonclan Grots make up the bulk of most Gloomspite Hordes. Worship the Bad Moon as an aspect of the mighty Gorkamorka, the dark robed Moonclan grots spend most of their time plotting, breeding squigs and growing mushrooms, only emerging into the hated light of the surface world when their celestial god fills the sky, turning day into dank twilight. When they do go to war, Moonclan skraps are led by the most cunning Loonbosses, normally advised by the tribe's many shamans, and attempt to bury their opponents beneath a tide of skullmobs, squigs and whirling fanatics.


  • Abnormal Ammo: Squig Gobbas are fed mouthfuls of Splat-Squigs and then encouraged by their handlers to spit them at the enemy. When they strike the ground, Splat-Squigs burst, spreading acidic spores and the Gobba's digestive juices over anything in the vicinity.
  • Attack Animal: Moonclan grots breed the strange, spherical creatures known as squigs for a multitude of purposes, from food to weapons of war. When a Moonclan skrap marches to battle, the grots will gather together the most dangerous and fearsome of these squigs into large herds that they will then prod, encourage and scare into battle. Once driven into the enemy the ravenous cave squigs become all but uncontrollable, attacking, biting, and squashing everything around them.
  • Attack Reflector: The magical Leering Gitshild is able to reflect its blows aimed at its bearer back at the enemy, giving it a chance to cause mortal wounds.
  • BFS: The deranged Moonclan Fanatics' flails would be too heavy for them to lift if they hadn't been fed a strange, mushroom-based concoction that enhances their strength.
  • Big Eater: Squig Gobbas possess such a ravenous appetite that it is said to be able to out-eat a troggoths and the Moonclan grots have learned to use this to their advantage by force-feeding the Gobbas smaller squigs and then forcing them to regurgitate them at high velocity.
  • Brown Note: The Pipes of Doom are magical squigpipes that cause any non-grot that hears them to feel uncontrollable terror, reducing the Bravery characteristic of enemy units.
  • Body Horror: Grots are already pretty unsightly but their shamans take it a step further by having actual mushrooms growing out their heads!
  • Casting a Shadow: Moonclan Madcap Shamans are able to use their Night Shroud unique spell summon a patch of darkness and conceal their allies from the enemy and enforce a penalty on any missile weapons attempting to fire at them.
  • Cool Helmet: The elite Boingrot Bounderz and some Loonbosses wear loonhelms. Made from scrap metal that has been crudely beaten into the shape of the Bad Moon, these loonhelms are a status symbol amongst Moonclan grots and stop squigs from eating them, or so the Boingrots hope.
  • Cool Mask: The Scaremonger of the Gobbapaloozas wear large, brightly coloured tribal masks in the image of Glareface Frazzlegit, the Moonclan bogeyman who represents the sun. The Scaremongers use these masks to frighten their fellow grots and drive them into battle.
  • Epic Flail: Loonsmasha Fanatics use standard ball-and-chains to pulverise their enemies as they spin madly through their battle line, while Sporesplatta Fanatics replace the spiked ball with a thwackwheezer puffshroom that emits a clouds of spores whenever they hit that choke the enemy, enhance the Fanatic's battle-frenzy, and conceal their allies.
  • Eye Beam: The Vindictive Glare spell, available to Moonclan magic users, allows a shaman to shoot bolts of green energy from their eyes to cause mortal wounds against an enemy unit.
  • Face-Design Shield: The Leering Gitshield Artefact of Power has a hideous, goblinoid face on its surface that jeers and mocks its bearer's enemies. The face also finds much amusement in rebounding the foe's blows back at them.
  • Hypnotic Eyes: Gobbapalooza Boggleyes have the unique Mesmerise spell, which allows them to hypnotise anyone who looks into their eyes by bizarrely rotating their pupils. Boggleyes have a near compulsive desire to use this ability on both friend and foe alike, forcing them to do their bidding. In the game, this spell either boosts the courage of friendly warriors, or turns enemies into slow-witted idiots who have to fight last in combat.
  • In a Single Bound: When not waddling about on their short legs, Cave Squigs move around in a series of hops and leaps. Some particularly crazy grots enhance this natural tendency by feeding their squigs a strange, mushroom-based concoction that causes the Cave Squig to inflate with gastric gas, giving them the buoyancy to leap astonishingly high, before crashing back down into the enemy ranks like fleshy meteors full of teeth.
  • Jousting Lance: As the Moonclan grot equivalent of knights, Boingrot Bounderz wield pokin' lances while riding on their madly hopping mounts. Made from wood and beaten metal, pokin' lances resemble a knight's lance and, despite their rough-and-ready appearance, can cause a lot of damage (for a grot) when combined with the momentum of a plummeting squig.
  • Junkie Prophet: Fungoid Cave-Shamans eat vast quantities of poisonous and hallucinogenic mushrooms in an attempt to intentionally induce mind-bending visions that the Cave-Shamans claim are sent by Mork, the cunning side of the two-headed god Gorkamorka. While in the grip of these hallucinations, a Cave-Shaman can use his magical abilities to physically manifest what he sees, creating disembodied jaws, capering squigs, and visions of the Bad Moon from the cloud of spores that surround him.
  • Living Weapon: Squig Gobbas are a massive species of squig bred by the Moonclan for use as living artillery.
  • Magic Mushroom: Many strange and unusual varieties of mushroom grow in areas inhabited by Moonclan grots, either naturally or cultivated by the grots themselves. The effects of ingesting these mushrooms are many and varied, from enhancing the strength and magical ability to inducing visions. In-game, Moonclan Fungoid Cave-Shamans and Madcap Shamans carry deffcap mushrooms and the more dangerous madcap mushrooms respectively that allow them to cast and extra spell during the game.
  • Mushroom Man: While they are not a true mushroom person, the Fungoid Cave-Shamans of the Moonclan have become half-fungus creatures due to the vast amount of Magic Mushrooms they have consumed. With a large deffcap mushroom growing from the top of their heads, these grot prophets have a similar silhouette to more traditional mushroom men, and have further species of mushroom growing on their bodies and possessions.
  • Poisoned Weapons: Gobbapalooza Spikers carry a huge stock of toxins that they will use to make the weapons of their fellow grots extra-nasty, making it more likely that they will wound their enemies.
  • Psycho Serum: Before a battle, Moonclan Fanatics are fed a special brew created from a mixture of madcap mushrooms, squig blood, and foulecappe fungus. This potent cocktail gives the Fanatic intense hallucinations and sends them into a boggle-eyed frenzy where their strength and stamina are increased exponentially. Once they have drunk the brew, however, the Fanatics become all but uncontrollable and have to be paralyzed with spider venom so that they don't run amok until battle is joined.
  • Swallowed Whole: The largest part of most squigs is its mouth, and the monstrous Colossal Squig is no exception. Its mouth is so large that a Colossal Squig can swallow multiple man-sized creatures with a single bite, giving it the chance of causing mortal wounds against enemy units it is fighting.
  • Sword Beam: The Spiteful Prodder is able to absorb the malice and cruelty radiated by grots and then release it as blasts of pure energy to cause multiple mortal wounds on enemy units.
  • Waddling Head: Many of the squigs that the Moonclan breed resemble tailed heads with a massive, tooth-filled maw set atop a pair of powerful legs. These strange beasts can range in size from that of a human head to almost the size of a gargant.
  • Zerg Rush: While swamping their enemies with shear weight of numbers is a basic tactic used by grots of all cultures, Moonclan grots in particular are known to unleash near endless numbers of Skullmobs, having Warscroll Battalion and Loonshrine abilities that allow them to recycle basic Moonclan units that have been destroyed.

Spiderfang Grots

https://static.tvtropes.org/pmwiki/pub/images/spiderfanggrots.png
Scuttling doom approaches.

Spiderfang Grots have a tribal culture that revolves around the worship of arachnids in general, and the Great Spider God in particular, going to war to capture living beings to sacrifice to their many-legged demigods. Led by deranged Webspinner Shamans, stalktribes of Spiderfang Grots make their nests in deep woodlands and ancient ruins, sheltering from the hated sun by thick webbing, and rid spiders of all sizes into battle when the Gloomspite is upon them.


  • Abnormal Ammo: The Flinger catapults, which the Spiderfangs mount on the backs of old Arachnarok Spiders, fire balls of venom-soaked webbing laced shards of bone that entangle any foe that they do not killnote .
  • Amplifier Artifact: The catchweb spidershrines, which are carried into battle by the most ancient of Arachnarok Spiders, enhance the sorcerous powers of all Webspinner Shamans, making it more likely that they will be able to cast their spells and stop the spells of enemy Wizards.
  • Badass Cape: The Spiderfang Artefact of Power, the Web-strung Cloak is thin cloak spun from the webbing of giant spiders. The wearer of this cloak can use it to entrap enemy units, preventing them from retreating from combat.
  • Beast of Battle: Spiderfang Grots mount crude howdahs on the backs of the massive Arachnarok Spiders so that they can be ridden into battle. The war-platforms strapped to the youngest Arachnarok Spiders are typically crewed by the bravest of the stalktribe's warriors who pelt the enemy with arrows and spears while their mount attacks with its fangs and legs. The ramshackle howdahs of older Arachnaroks are typically fitted with crude catapults and used as artillery pieces, while the most ancient are turned into mobile shrines and ridden by the tribe's ruling Webspinner Shaman.
  • Fed to the Beast: Rather than simply kill their enemies, Spiderfang Spider Riders will often attempt to take them alive by paralyzing them with spider venom, and tying them up in webbing so that they can be fed to their arachnid demigods after the battle.
  • Giant Spider:
    • Regular giant spiders are around the size of a pony and are ridden into battle by the majority of the stalktribe’s warriors. They come in many breeds but all possess a highly venomous bite and can traverse any terrain at speed.
    • Spiderfang Scuttlebosses, the war leaders of the stalktribes, ride gigantic spiders. Raised from a hatchling specifically to act as mount, gigantic spider grow larger than a warhorse and become vicious predators.
    • Arachnarok Spiders are monstrous and intelligent arachnids that the Spiderfang Grots believe to be the children of the Great Spider God, and almost every stalktribe worships at least one of these beasts. Capable of growing to the size of a Kharadron airship, Arachnoroks are vicious predators that can depopulate entire villages, moving with terrifying speed in near silence.
  • Junkie Prophet: The Webspinner Shamans are almost constantly being bitten by the various breeds of spider that live on their bodies, their hallucinogenic venom granting them visions that they believe to have been sent by the Great Spider God.
  • Orifice Invasion: The Earskuttla Artefact of Power is a spider familiar that will carried by some Spiderfang Heroes. These small creatures will attempt to invade the ears of enemy magic users so that they can start eating their brains, doing mortal wounds and reducing the Wizard's ability to cast spells.
  • Pest Controller: Through the blessing of the Spider God, Webspinner Shamans are able to exert control over arachnids, having access to spells such as Venomous Spiderlings and the Endless Spell Scuttletide that allow them to summon swarms of spiders to attack their enemies.
  • Poisoned Weapons: Spiderfang Scuttlebosses wield spears anointed with venom milked from the Gigantic Spiders that they ride, giving them the ability to cause mortal wounds in combat.
  • Psycho Serum: Scuttlebosses repeatedly undergo strange rituals where they drink potions made from spider venom and are bitten by spiders of various sizes. This cocktail of toxins toughens the Scuttleboss' body and grants them brief flashes of courage and tactical brilliance, often at the cost of their sanity. This venom also has a physical effect on the Scuttleboss, mutating them into strange spider-grot hybrids with multiple eyes, mandibles, and toxic blood.
  • Thinking Up Portals: The semi-divine Skitterstrand Arachnaroks are able to weave their silk into temporary Realmgates, attacking their prey like multi-dimensional trapdoor spiders and dragging them back to the spider afterlife of the Evercrawl to be digested at their leisure. On the tabletop, this ability allows the Gloomspite Gitz player to deploy the Skitterstrand spider during the game instead of at the beginning.
  • Wall Crawl: Giant Spiders and Arachnarok Spiders employed by the Spiderfangs have a natural ability to scuttle across any surface, no matter its angle or condition, allowing them to ignore terrain within the game itself.

Troggoths

https://static.tvtropes.org/pmwiki/pub/images/dankhold_troggoth.png
A Dankhold Troggoth.

Disgusting and stupid creatures, Troggoths gather in the darkest places of the realms, typically only emerging from their lairs to destroy and eat anything they come across. Troggoths are extremely adaptable beings, and many breeds and races plague the Mortal Realms, with three kinds being particularly widespread and often seen accompanying Gloomspite hordes to war; the amphibious, foul-smelling Fellwater Troggoths, the mounting-dwelling Rockgut Troggoths, and the rarer Dankhold Troggoths, that live deep beneath the ground, absorbing the power of realmstone through the tainted fungus they eat and only coming to the surface when they feel the call of the Bad Moon. Sometimes, troggoths will band together in troggherds, slow-moving migrations led by a particularly powerful Dankhold Troggoth known as a Troggboss that destroy everything in their path.


  • All Trolls Are Different: Troggoths, as the trolls of the Mortal Realms are called, are savage creatures that come in many different shapes and sizes, from the powerful and magical Dankhold Troggoths, to the stony Rockgut Troggoth and the disgusting, swamp-dwelling Fellwater Troggoths. This variety is due to the troggoth's ability to adapt to any environment, their bodies taking on aspects of what they eat until an entirely new species is born. Regardless of their type, all troggoths share some common characteristics, namely a connection to the Bad Moon, a lack of intelligence, monstrous strength, and the ability to regenerate almost any wound.
  • Anti-Magic: The realmstone infused mushrooms they eat and the lumps of realmstone they hammer into their skin grant Dankhold Troggoths exceptional protection from magical effects, giving them a chance to ignoring any spell cast on them during a game.
  • Dishing Out Dirt: Rockgut Troggoths have developed the ability to manipulate stone as if it were water. Due to their lack of intelligence, however, these troggoths don't use this strange ability for anything more than digging tunnels quickly, making stone weapons, and gouging out large boulders to throw at their enemies.
  • Healing Factor: Troggoths can heal from even the most severe of wounds in a matter of minutes. On the tabletop, all troggoths have the Regenerate ability that gives them a chance to regain lost wounds every turn.
  • Multiple-Choice Past: There are many theories and myths surrounding the origin of troggoths. Many civilised scholars that have studied the beasts claim that they appear to have been formed from primordial, arcane gunge that pooled in dark recesses of the Realms after their creation, while some grots think that they used to live on the Bad Moon itself, before traveling to the realms on lost scrap-ships. For their part, the troggoths themselves neither know nor care about their origins.
  • The Pig-Pen: While all Troggoths are filthy creatures, Fellwater Troggoths, who live in swamps, are the most disgusting of their kind. Covered in dirty, slimy scales, they smell so bad that some say it is worse than that of a plague daemon. In battle, their enemies have to struggle not to vomit and have a reduced chance to hit them as a result.
  • Rock Monster: Possessing a hide of solid stone, Stalagsquigs are one of stranger breed of squig to inhabit the dank holes beneath the realms. Resembling a living stalagmite with big teeth and beady eyes, Stalagsquigs can barely move but have been known to form strange attachments to Dankhold Troggoths, protecting their master with their near impenetrable skin.
  • Sizeshifter: Dankhold Troggoths have the strange ability to grow and shrink in size so that they can comfortably fill whichever hole or craven that they sleep in. The Troggoths themselves appear to have no conscious control over this power and have never been witnessed using it while awake.
  • Super Spit: The stomach acids of Fellwater Troggoths are notoriously corrosive, and these foul creatures are capable of vomiting up a stream of digestive juices at will, potentially doing more damage to the enemy than they can with their spiked clubs.
  • Super-Toughness: The stone-like skin of a Rockgut Troggoth is so tough that it can stop almost any attack, whether it is physical or magical, their Stony Skin ability giving them a chance to ignore any wound or mortal wound.
  • That's No Moon: The background material for Rockgut Troggoths mentions that there have been occasions where a traveller has mistaken them for boulders or poorly carved statues, only for them to seemingly come to life and attempt to eat anything they find.

    Characters 

The Bad Moon

https://static.tvtropes.org/pmwiki/pub/images/badmoon.jpg

A strange, living planetoid worshiped by various grot cultures throughout the Mortal Realms. Seen variously as an incarnation of Gorkamorka, the egg sac of the Great Spider God, or the physical manifestation of the combined spirits of dead grot shamans, the Bad Moon has existed for since before mortal records began but has become far more active since the Necroquake, something its goblinoid followers believe to be a sign of the coming Everdank.


  • Ethnic God: The Bad Moon is a demi-god venerated by all grots, particularly those of the Moonclan. How the Bad Moon is worshipped depends on the specific grot culture and tribe, with some believing it absorbed some of Gorkamorka's divine power after he was unable to eat it, others that it is the god of destruction's ship, or the egg sac of an arachnid godbeast that bit Gorkamorka.
  • Genius Loci: The Bad Moon is a living celestial body that seems to possess a malevolent intelligence. Travelling seemingly at random through the skies of the Mortal Realms, the Bad Moon spreads madness, destruction, ill luck, and mushrooms wherever it shines its loonlight. It has even been known to attack other sentient planetoids.
  • Lunacy: Made from the insanity inducing rock known as loonstone, the Bad Moon has a strange effect on all it passes over. While grots and their allies find themselves, and their magical abilities, empowered by the light of their god-moon, animals and members of the civilized races are often driven mad by its sickly yellow light, while the natural magic of the Mortal Realms weakens. The effect of the Bad Moon’s passing has an in-game mechanic that boosts the abilities of Gloomspite units, while weakening the spellcasting abilities of the enemy.
  • The Man in the Moon: The most obvious feature of the Bad Moon is its hideous, goblinoid face that appears to change its expression as it waxes and wanes. The Bad Moon's mouth is filled with mountain-sized teeth that often spits at the civilized kingdoms it passes over.

Skragrott, the Loonking

https://static.tvtropes.org/pmwiki/pub/images/skragrott_loonking.png
Herald of the Everdank

The Loonking of Skrappa Spill, Skagrott also claims to be the supreme ruler of all Moonclan Grots and the prophet of the Bad Moon. A shaman of great cunning, Skagrott led the Gloomspite Gits in the conquest of the Ayadah region of Chamon, turning the once bountiful land into a twilight kingdom of fungus. In his desire to keep control of his scheming followers, Skagrott has become obsessed with predicting the appearances of the Bad Moon, kidnapping prophets and seers from across the Mortal Realms to transform into insane scryshrooms.


  • Amplifier Artifact: Skragrott's magical abilities have been boosted considerably by the fungal crown that grows from his head, making it more likely that he will cast his spells or disrupt the magic of his enemies.
  • The Collector: As part of his obsession with predicting the course of the Bad Moon, Skragrott collects powerful Seers, oracles, and other individuals capable of foreseeing the future. These unfortunate diviners are kidnapped, transformed into the mad fungus known as scyreshrooms, and kept within the extra-dimensional cave known as the fungal asylum. Driven mad by their situation, these transmogrified seers constantly babble a stream of prophesies that are interpreted by his Babbling Wand.
  • Cool Crown: The Loonking's Crown that Skragrott found growing from his head after the Bad Moon spoke to him is a cluster of magical fungus that boosts his intelligence and arcane abilities, while also making him harder to hurt.
  • Forced Transformation: Skragrott's Magic Staff, Da Moon Onna Stikk, can transform those it touches into fungus, a power that the Loonking uses to transform captured Seers into insane scryshrooms. In the game, those hit by the staff are slowly transformed into a mushroom, suffering additional wounds every turn.
  • Sorcerous Overlord: While most Moonclan lurklairs are ruled by a cunning Loonboss, Skragrott is a shaman who has risen to control over an entire empire of lurklairs, Spiderfang stalktribes, and miscellaneous troggoths. Skragrott rules through the intelligence and cunning that allowed him to lead his horde to victory in Ayadah, his ability to accurately predict the appearance of the Bad Moon, and the strength of enhanced magic that ensures that anyone who tries to challenge him meets a messy end.
  • Super-Toughness: The fungal roots of the Loonking's Crown make Skragrott exceptionally tough for a grot, giving him the ability to ignore wounds during a game.

Trugg, the Troggoth King


  • Large and in Charge: The Troggoth King is one of the largest and most irate troggoths the Mortal Realms have ever seen.
  • Random Effect Spell: Every time Trugg clobbers the Malfunctioning Leystone on his back, it responds by randomly dishing out magic from the realms. It can either zap him if he triggers the Glyph of Shyish, improve the rend of his weapons if the Glyph of Aqshy is activated, or grant him a ward save should the Glyph of Chamon come to life—the exact result depends on a dice roll.

Ogor Maw-tribes

https://static.tvtropes.org/pmwiki/pub/images/ogormawtribes_4.jpg
Gluttonous Tribes of The Gulping God.

As a whole, the Ogor race is divided into Maw-tribes, nomadic hordes of ravenous flesh that follow traditional Mawpaths in an endless migration to seek food. Often consisting of both traditional Gutbusters and mounted Beatclaw Raiders, the Maw-tribes are a great threat to anything in their path. They serve as (more or less) the Age of Sigmar counterpart to the Ogre Kingdoms of Warhammer Fantasy.


    General Tropes 
  • Above Good and Evil: Inverted; they are below good and evil. Due to their harsh homeland, difficult lifestyles and primitive culture, Ogors are only really concerned with surviving and enjoying themselves, and don't really have a moral code of any real sort. Ogors 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.
  • Acrofatic: Despite what you might think, these fat and hefty monsters can run faster than most humans.
  • Adaptational Curves: Inverted. Second-Generation City Ogors are jarringly slimmer than their wild cousins.
  • Adipose Rex: Being fat is a requirement to becoming the leader of a Mawtribe and most Ogor kings only get fatter as they get the best and largest portions of any meal.
  • Agonizing Stomach Wound: Pretty much the only thing Ogors actually fear. Because of their biology, being disemboweled is irreversible and inevitably fatal... but it takes days of howling pain before it actually kills the Ogor. As such, they view gutting another Ogor as an unforgivable sin.
  • A Lighter Shade of Black: Unlike the Orruks or the Grots, Ogors are closer to being amoral rather than outright malevolent. Many can find work as mercenaries and soldiers with the Free-Cities and can form genuine and long lasting relationships with Order-aligned races.
  • Asskicking Leads to Leadership: Both the Gutbuster Tyrants and Beastclaw Frostkings must prove their right to rule through mighty feats of battle and gluttony. Though neither can challenge the other, for neither cultures truly understand each other.
    • The Gutbuster Tyrants must prove their mighty by stripping off their gutplates and fighting in a grisly brawl to the death, where the winner consumes the loser.
    • The Beastclaw Frostkings, on the other hand, must hunt down and slay a beast mighty enough to feed their entire tribe in the Rite of Hoctgar.
  • 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.
  • Barbarian Tribe: The Ogors didn't create a culture beyond shamanic worship of incomprehensible nature gods such as the Gulping God or the Everwinter, an Endless Winter. Their society is also entirely based on whoever is the strongest. This results in almost constant tribal warfare between the Gutbusters and the Beastclaw Raiders.
  • Big Eater: Pretty much the whole shtick of the army. They eat everything they can find, seeking special delicacies. Their religion is founded upon such principles. It borders on Horror Hunger at times.
  • Bizarre Alien Biology: Among other things, it genuinely is a sign of good health for an Ogor to have a huge paunch. Whereas a "gut" like that on a human is caused by unhealthy deposits of fat, an Ogor'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 Ogor was found to be very thick, speculated to lack much, if any, 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.
  • Blue-and-Orange Morality: As a rule, Ogors 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.
  • The Brute: Not quiet to the same extant as the Orruks, but unless it involves hunting, Ogors often fail to grasp tactics more complex than 'beat them with a club'.
  • Brutish Character, Brutish Weapon: Their weaponry tends to focus heavily around brutal melee bludgeons, such as clubs, hatchet-like swords, maces, and monstrous iron knuckles. Even their ranged weaponry is like this — their primary ranged troops wield giant repurposed cannons known more for their raw damage than their range and precision, and which can be also be used as huge bludgeons if the enemy reaches melee range.
  • Civil War: Gutbusters and Beastclaw Raiders often come to blows over religion and territory. No matter who wins however, the resulting corpses are sure to keep the winners fed for some time.
  • Dumb Muscle: By and large, Ogors 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).
  • Extreme Omnivore: Ogors are generally renown for having iron stomachs capable of easily digesting things most other humanoids would have no hope of eating.
    • The top contenders at first glance are the Ironguts, elite Gutbusters who regularly eat stone and metal for the bragging rights. The Firebellies priests of the Sun Eater, have even them beat. The initiation rite? Drinking molten lava and surviving.
    • Gutbuster 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 (troggoth 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 Ogors) but also having the ability to eat things that other Ogors can't. As a byproduct, Butchers and Slaughtermasters are immune to most forms of poison, even ones that can kill other ogres.
    • Notably, Gutbusterss 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. Note that Ogors are not above eating them; they're just never a first pick. Ogors will still eat them if no other sources of meat around, or if the Gnoblar annoys them.
    • Gorgers are mutant Ogors that goes beyond almost all others, simply because the only life they know is one of unending hunger and desperation. Because of this, they are never picky in what they shove into their mouths.
  • Fat and Proud: The bigger the belly of the Ogor, the more power, strength, wealth, food and respect he can expect to get in life. Plus, the Ogor ladies will find him more alluring by the standards of Ogor society.
  • Fat Bastard: Size-wize, Ogors are quite tall and very, very fat. Unfortunately for everyone else in the world, they also happen to be very strong, very tough and deceptively fast for their size. Attitude-wise, Ogors are often casual about violence and table manners in ways that can easily put others off.
  • Fat Idiot: Zig-zagged. While very few Ogors 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.
  • Good Counterpart: Good may be stretching it, but the Ogors are at least a neutral counterpart to the Skaven — both are gluttonous races that fight with the aid of monsters, but the Ogors are not wholly evil and are capable of genuine camaraderie with members of their own kind, while friendship is alien to the Skaven.
  • Kevlard: Ogors are all fat, giving them a greater layer of protection against blows and slashes.
  • Klingon Promotion: Ogor leadership is often decided through acts of strength and gluttony, but a ruling chieftain can be challenged at anytime and failure is rewarded with being the victor's supper.
  • Large and in Charge: Ogor leaders 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 Ogor to boost his own status) and smash heavily reinforced gates with a single strike. An ogre can become a chief if he can kill and eat the currently ruling one, and only by killing and eating the contenders can a chief continue ruling his tribe. Tyrants and Frostkings who rule really, really long are known to have Khorne-styled thrones made of the skulls of ogres who dared to challenge them.
  • Lean and Mean: Oh sure, most of them are the other thing, but Yhetees and Gorgers are portrayed as gangly and thin, yet just as dangerous and cannibalistic as regular Ogors.
  • Lethal Chef: Due to their meat-is-meat attitude, most of an Ogor cook's dishes are not appetizing to the average human.
  • Monstrous Cannibalism: Due to their near insatiable hunger, Ogors will never let any food go to waste and are more than willing to eat other Ogors, particularly those they defeat in a challenge.
  • Mountain Man: Ogor Hunters are solitary individuals who leave their native tribes to walk the peaks, hunting beasts alone that even a group of ordinary Ogors would have trouble with, and learning to survive the harsh Realm of Ghur 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 Ogor Mawtribes, it probably runs on this, albeit with more of a pragmatic and reasonable streak than the Beastmen or the Greenskins.
  • Our Ogres Are Hungrier: In addition to their endless and massive hunger, Warhammer Ogors 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.
  • Pragmatic Villainy: Ogors 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.
  • Yellow Peril: Fortunately, the worst aspects of this trope are downplayed. A few Ogor models are designed with distinctly Asian characteristics, to include stereotypical Fu Manchu style mustaches, but most models are given more Western qualities

Gutbusters

https://static.tvtropes.org/pmwiki/pub/images/gutbusters.jpg
The Great Tyrants of Ghur

The majority of ogors are members of the Gutbuster tribes. These nomadic empires wander the Mortal Realms, stealing, killing and destroying as they please. The Gutbusters worship Gorkamorka as the Great Beast that Consumes the World and they seek to help their ever hungry god devour everything in the realms.


  • Abnormal Ammo: The lack of resources and mechanical skill of most Ogor 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.
  • Adipose Rex: The Tyrants who lead the Gutbuster tribes are able to appropriate the largest share of food and other provisions, leading them to grow fat on the spoils of war.
  • Asskicking Leads to Leadership: The Tyrant of a tribe is the biggest, meanest Ogor 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.
  • 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.
  • Blade Below the Shoulder: Some Ogor Butchers replace their hands with Stump Blades so that they are always ready to carve their opponents into juicy morsels.
  • BFG: Gutbuster firepower needs to be this to accomadate for the Ogors incredible size.
    • Even the humble Ogor Pistol, which are carried by Maneaters and Tyrants, are the size of human shotguns.
    • Ogor Leadbelchers, black-powder obsessed Ogors who are considered crazy even by Ogor 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 then regular firearms.
    • What takes the cake though, are the Ironblasters; massive pieces of heavy artillery that are so unwieldy and large, Ogors need to use wooly Rhinoxen to cart around effectively. Scavenged pieces of castle-mounted cannons the Ogors acquired from their genocide of the Sky-Titan Empire, 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 then other artillery pieces.
  • Big Guy, Little Guy: The enormous Ogors 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 Orruks and Grots.
  • Body Horror: Aside from the ritualistic scars and piercings that adorn their hefty bodies, Ogors who suffer from the Empty Belly Curse are doomed to devolve into Gorgers, emaciated Ogors with distended jaws and claws.
  • Challenging the Chief: This is how an ogor becomes the Tyrant of his tribe. The ambitious Ogor 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: Ogor 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 Gulping God, the ever-gluttonous and hungry eldritch deity of the Ogors. They draw their unique spellcraft known as Gut Magic or Gastromancy, from their faith as well as eating body parts of various creatures and monsters.
  • 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.
  • Divine Punishment: The 'Empty Belly Curse' is believed to be this. Any Ogor that has displeased The Gulping God is cursed so that every scrap of food they eat tastes like ash in their mouths, A Fate Worse Than Death to the Ogors. Eventually, the cursed become Gorgers, 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.
    • The Gutbusters claim that the Everwinter that plagues the Beastclaw Raiders is this, for willingly forsaking Gorkamorka's alliance with Sigmar. Or for eating an ur-bear that Gorkamorka was saving for himself. Either works.
  • Earn Your Title: Ogor Tyrants have a system of Big Names, nicknames earned after performing exceptional feats. As a result, most if not all Big Names resemble Nounverbers. For instance, if a Bruiser kills a notoriously hard-to-hunt beast, he will be named "Beastkiller". Giving an Ogor a Big Name when building an army means they have performed some deed, translating into better stats or other bonuses for the commander at a price in points.
  • Extreme Omnivore: Ogors see all things as food, the only difference is whether it is to be eaten immediately or saved for later.
  • Fantasy Counterpart Culture: To Mongolians vaguely; being nomadic raiders with a Hordes from the East aesthetic. The worst aspects of the Yellow Peril flavor have been toned down since Fantasy, but enough remains that they can be described as this. This is even lampshaded by a warband called 'the Golden Horde'.
  • 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.
  • The Gloves Come Off: Removing one's gutplate is considered an equivalent gesture among Gutbusters. As long as the gutplates stay on, any fight between two or more Ogors is just for fun. If it comes off, however, the fight is a Duel to the Death and will only end when one Ogor eats the other. Dying first is optional.
  • The Gunslinger: Certain ogors (such as Tyrants) wield ogor pistols or braces of them. It should be noted that given the size of ogors, these aren't pistol-sized by our standards, as regular human pistols are too flimsy for ogors to use and too large for gnoblars.
  • Hand Cannon: Ogor pistols carried by Tyrants are big guns by human standards. Ogor Leadbelchers carry actual cannons and use them as if they were giant-sized bazookas.
  • The Horde: Gutbusters roam the realms in great, hungry, nomadic clans, consuming everything in their path.
  • Hordes from the East: Definitely has shades of this, though not to the extent of Fantasy.
  • I'm a Humanitarian: Their obsession with eating leads to Gutbuster ogors feeding on their own kind when other sources of food are scarce.
  • Klingon Promotion: For an Ogor to become a Tyrant they have to kill and eat the old one.
  • Magic Cauldron: Some Butchers go into battle carrying a Great Cauldron on their back.
  • The Magnificent: Ogors who performed particularly extraordinary feats can take on "Big Names" in addition to their given ones — an Ogor who climbed a high, difficult peak may become known as Mountaineater, for instance, while one who brings down a gargant 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: An Ogor cursed with the Empty Belly Curse is forced into cages deep in dark tunnels and caverns, doomed to eventually become a ravenous and feral Gorger. Only the Butchers, the shamans of the Ogor's faith can commune with these fallen Ogors and shepherd them into battle like a pack a rabid hounds.
  • Offing the Offspring: Ogors 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 Gutbuster society, and thus sire the strongest offspring, a successful Tyrant has often killed plenty of their own offspring to remain in power.
  • Our Goblins Are Different: Ogors are often accompanied by Gnoblars, a subrace of Grots who are shorter and weaker than others with big honking noses for their size. Gnoblars serve as a semi-protected Slave Race for the Ogors, who find them useful as menial labourers and too small to make satisfying meals of (and that they taste bad to the Ogor palate), and some find them cute enough to keep one or two Gnoblars as pets.
  • Our Ogres Are Hungrier: Hordes of nomadic tribes capable of devouring entire kingdoms who worship a God that desires to eat all of reality. Yeah, they're a bit peckish.
  • Power-Up Food: Ogor magic users, known as Butchers, are able to cast different spells depending on what they eat. Eating troggoth guts allows him to heal himself for example.
  • Was Once a Man: The feral Gorgers are Ogors who offended the Gulping God in some way and are cursed with hungers beyond even that of regular Ogors. Eventually, they devolve into ravenous emaciated beasts with massive claws and distended jaws. They're so far gone that only Ogor Butchers are able to keep them in some semblance of control, herding them onto the battlefield like feral dogs.

Beastclaw Raiders

https://static.tvtropes.org/pmwiki/pub/images/beastclaw_raiders.png
Heralds of the Everwinter

The Alfrostun tribes of the Beastclaw Raiders are nomadic hordes of Ogors who roam the Mortal Realms atop great beasts from icy mountains and endless tundra. Driven forward by their ravenous hunger and the freezing storm of the Everwinter, the Beastclaw Raiders are masterful hunters who worship Gorkamorka as the greatest predator of the Realms.


  • Asskicking Leads to Leadership: Frostkings and Frostlords are the leaders of the Beastclaw Raiders. To become one, an Ogor must undertake the Rite of Hoctgar, and travel alone into the wilderness to hunt down and a slay a beast mighty enough to feed the entire tribe. At any time, however, the Frostking can be challenged by a rival to a duel that sees both combatants battle atop mighty Stonehorns in a primitive parody of knightly jousting. The winner, naturally, consumes the loser and his mount is served to the tribe.
  • The Beast Master: Beastclaw Raiders often employ a variety of dangerous fauna, from Thundertusks to Frost Sabres.
  • Beast of Battle: The Stonehorn, a huge ram-like monster with rock hard horns and skull rode into battle by the ogors. Some are outfitted with harpoon launchers to take down giant beasts and other choice targets from afar.
  • Big Eater: It takes a truly staggering amount of meat to satisfy the Beastclaw Raiders.
  • Bigfoot, Sasquatch, and Yeti: Icefall Yhetees, carrion creatures that follow the Beastclaw Raiders to share in their food.
  • Breath Weapon: Icebrow Hunters can breathe ice by drinking a magical elixir distilled from the blood of Frost Sabres.
  • Cursed with Awesome: Despite the cursed nature of the Everwinter, it is also a powerful weapon of the Beastclaw Raiders. Their shamans known as Huskard Torrs can channel the ferocious powers of the blizzard in order to batter their foes with deadly missiles or shroud them in freezing palls of fog.
  • Eat Dirt, Cheap: The diet of a Stonehorn consists of rocks and jewels rather than the meat and vegetation of other animals. As a side effect of this a Stonehorn’s skeleton is made of rock and if it ever stops moving then it will fuse into place and become a living statue.
  • Elemental Weapon: Icefall Yhetees wield clubs and axes made from magically hardened ice.
  • Endless Winter: Places destroyed by the Beastclaw Raiders become wastelands buried under a heavy blanket of sorcerous snow that can take centuries to thaw.
  • Extreme Omnivore: Beastclaws are notoriously broadminded when it comes to food.
  • Fantasy Counterpart Culture: Ice Age-flavored Neanderthals shown in their preference for oral storytelling and use of clubs, cave paintings and tattoos.
  • The Horde: The Beastclaw Raiders are ravenous, cannibalistic nomads that hunt everything in the realms and leave behind only an icy wasteland.
  • Horse of a Different Color: Among the Beastclaw Raiders, Mournfang Riders ride Mournfangs, and Frostlords and Huskards ride Thundertusks and Stonehorns.
  • Hollywood Prehistory: The Beastclaw Raiders are especially themed around this. The Everwinter is a bitterly cold, possibly sentient blizzard where the ice age never truly ends, still roamed by primordial beasts not common in the rest of the world — including mammoths, woolly rhinos and saber-toothed tigers — and inhabited by barbaric tribes of primitive, shamanistic warriors.
  • An Ice Person: There are the Thundertusks, which breathe frost and is surrounded in a permanent aura of magical cold; Icebrow Hunters, who can breathe ice with a magical elixir; and Huskards, who can harness the wintery magic around Thundertusks.
  • Klingon Promotion: At anytime, a Frostking can be challenged by one of their subordinates. The two must duel atop their mighty Stonehorns in a parody of knightly jousting. The loser is consumed by the victor and his mount is fed to the tribe.
  • Lightning Bruiser: Beastclaw Raiders tend to move fast, hit hard and be very resilient to damage. This is offset by one of the lowest model counts in the game.
  • Loners Are Freaks: Icebrow Hunters are seen as being pretty weird due to their tendency to always go on their own and look for food in ways most ogors 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.
  • Magically Inept Fighter: The Beastclaw Raiders have no access to Wizards and there is no opportunity to cast or dispel spells, which can be a problem against some magic heavy army lists unless if you choose to take an allied Gutbuster Butcher.
  • 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 within Ghur much longer then the Ogors themselves. Mournfangs have a notorious tenacity that makes even the most powerful of creatures think twice about confronting them, Ogor 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.
  • Multiple-Choice Past: Just what the Everwinter is or where it came from is a mystery even to the Beastclaw Raiders.
    • One legend states claims that its Gorkamorka's frozen breath, breathed as Divine Punishment upon the descendants of the first Frost King, Baergut Vosjarl, after he feasted upon the frozen remains of an ur-bear Jorhar, which Gorkamorka was saving for himself.
    • Another legend claims that the Everwinter is divine punishment from Sigmar for their willful defiance of the God-King's truce with Gorkamorka during the Age of Myth.
    • Finally, there's another legend that references the Icefell Vaults of Shyish, where Nagash imprisoned the Winter Gods, before their prison was devoured by marauding Ogors.
  • Mysterious Past: Little is known of the Yhetees and even their origins remain largely unknown, as they do not discuss it even with their kin in the Beastclaw Raiders. Many prevailing theories and legends surround their origins. Scholars from the Realm of Heavens believe that the Yhetee are literally born from the wintry storms of the Mortal Realms while the Weirdnob Shamans of the Icecracks Warclan believe they are the divine children of Gorkamorka.
  • Our Ogres Are Hungrier: The Beastclaw Raiders are a group of snowy nomads who bring winter wherever they go and fight to eat. And their appetites are still huge.
  • Palette Swap: Appearance-wise, the Frost Sabres are no more than a recoloured version of the Sabretusks of the old Warhammer world. They are now blue instead of brown, presumably to make them fit better with the aesthetics of the Age of Sigmar Beastclaw Raiders.
  • Panthera Awesome: Frost Sabres are large sabre-toothed cats with no discernible body temperature who accompany Icebrow Hunters while they scout ahead of the Beastclaw tribes.
  • Retcon: The first Age of Sigmar book mentions Beastclaw Raiders to be led by Hunters and make use of Ironblaster cannons. Later, the Grand Alliance: Destruction book moved the Ironblasters to the Gutbusters faction, and the Beastclaw Raiders battletome relegated the Hunters (renamed Icebrow Hunters) to the role of scouts and specialists, with the leadership now fulfilled by Frostlords and Huskards.
  • Theme Naming: The wintery theme of the Beastclaw Raiders extends to the names of their units, such as Icefall Yhetees, Icebrow Hunters, Frost Sabres and Frostlords.
  • To Serve Man: The Beastclaw Raiders harvest their enemies' bodies as food.
  • Vile Vulture: Beastclaw Mawtribes are often shadowed by Blood Vultures, large carrion birds that Huskards and Beastriders use to hunt prey and harass enemies.
  • War Elephants: Thundertusks, which are used by the Beastclaw Raiders as mounts, strongly resemble a white, frozen woolly mammoth.

Firebellies

https://static.tvtropes.org/pmwiki/pub/images/firebellies.jpg
Acolytes of the Sun-Eater

An ogor cult that worships the Sun-eater aspect of Gorkamorka, the Firebellies dream of emulating their god by consuming a sun themselves. Until they can achieve this feat, Firebellies make do with eating fiery beasts and volatile minerals that grant them the ability to breathe fire over their victims.


  • Breath Weapon: In emulation of their god, Firebellies use a diet of highly combustible materials combined with fiery arcane rituals to grant themselves the ability to breathe fire.
  • Playing with Fire: Their magic focuses on manipulating fire and heat, chiefly in the form of fiery breath weapons and auras.
  • Star Killing: The dream of the Firebellies is to consume a sun themselves.
  • Walking the Earth: Firebellies are a nomadic cult whose members constantly travel across the Mortal Realms in search of a sun close enough to the ground to eat.
  • Wreathed in Flames: Firebellies have access to a unique spell known as Cascading Fire-Cloak. This spell surrounds the caster with a fiery aura that burns any enemy who gets too close to the Firebelly.

Maneaters

https://static.tvtropes.org/pmwiki/pub/images/ogormaneater.jpg
Maneating Mercenaries

Ogors who have left their tribe to partake in the of the life of a mercenary, Maneaters travel from conflict to conflict, fighting for their own entertainment as much as their pay. Wandering the Mortal Realms alone or in small groups of like-minded ogors, Maneaters have a reputation as gluttons and thieves but their abilities in battle are such that there are always lord s and generals willing to hire their services.


  • Dressed to Plunder: One of the Maneater models is dressed in traditional pirate garb complete with tricorn hat, longcoat (worn as an open vest due to being too small to fit the size of the ogor), cutlass, brace of Ogor Pistols and Grot in a parrot costume.
  • The Exile: Some Ogors are forced to take up the life of a Maneater after being banished from their tribe, not that they mind as they can now be paid for doing what they love.
  • Going Native: Maneaters often take after the culture of the places they visit, learning a bit of their language, dressing somewhat like the locals and taking after cultural mannerisms
  • Highly-Visible Ninja: What else would you expect from a 2000lb Ogor dressed as a ninja?
  • Parrot Pet Position: The pirate-themed Maneater model has a Gnoblar wearing a parrot costume sitting on the ogor's shoulder in place of a Pirate Parrot.
  • Private Military Contractors: Maneaters enjoy war and conflict more than anything else and spend their lives traveling from warzone to warzone, selling their services to anyone willing to pay.
  • Pro Bono Barter: Ogors have little understanding of currency or wealth, so Maneaters generally prefer their pay to take the form of particularly tasty food or ostentatious clothing.
  • 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 ogors to samurai ogors if you just go to a place where their former inspirations hired them.
  • Weapons Kitchen Sink: Maneaters are armed with a variety of weapons that they have picked up in their travels from flails and hammers to scimitars and large ninjatō. The pirate Maneater's model even wields a large rusted anchor.

    Characters 

The Gulping God

The Gulping God, also known as the Great Beast that Consumes Realms, is an aspect of Gorkamorka worshipped by the Ogor Mawtribes. Much like the Ogors themselves, the Gulping God is imagined as a ravenous and violent monster, concerned with only seeking out and messily devouring his next meal.
  • Abstract Eater: He has eaten entire suns and its ultimate goal is to devour all of reality.
  • Big Eater: The actual god of the Big Eaters and Big Eating as a concept.
  • Creation Myth: The Ogors believe they were born from the Gulping God's drool as he salivated over the thought of devouring the Mortal Planes. That alone says a lot about Ogor culture.
  • Ethnic God: An aspect of Gorkamorka worshipped only by the Ogor Mawtribes. Different tribes worship different aspects of him. The Firebellies, for instance, worship him as the Sun-Eater who devoured Ghur's red sun and created the realm of Aqshy after belching a massive wave of magma.
  • Fire-Breathing Diner: The Ogor Firebellies worship an aspect of him called the Sun-Eater. According to legend, he devoured the red sun of Ghur and belched out a wave of molten flame, creating the realm of Aqshy itself.
  • Horror Hunger: Much like the Ogors that worship him, hunger is the only thing that drives the Gulping God.
  • Planet Eater: The Gulping God's ultimate goal is to devour the entirety of the Mortal Realms. The Ogors claim that he creates mountain ranges and valleys from taking bites out of the land.

Sons of Behemat

https://static.tvtropes.org/pmwiki/pub/images/gargants.jpg
The towering sons of Behemat

Descendants of the godbeast Behemat, the Sons of Behemat are massive humanoids known as gargants and the largest known humanoid species of the Mortal Realms. While most inhabitants of the realms are most familiar with the drunken Aleguzzler Gargants, there are legends of even larger Mega-gargants with the power to destroy entire armies. Large, dumb and quick to anger, gargants often follow tribes of orruks and ogors into battle for the promise of vast quantities of alcohol, but are also known to form their own roaming bands.


    General Tropes 
  • Borrowing from the Sister Series: The Sons of Behemat's concept of an ultra-elite army where even the cheapest model is a behemoth that costs more than 100 points (so you'll only get to bring single digit models in a standard 2000 points game) and which is more often brought in as allies for other armies rather than run as an independent army bears more than a passing resemblance to the Imperial Knights, who were reintroduced to Warhammer 40,000 six years before.
  • Dumb Muscle: Gargants make up strong but not especially smart allies for orruks and ogors.
  • Dumbass No More: Some Kraken-Eater Gargants, such as Bundo Whalebiter, have been exposed to magic items that raise their intelligence to average human levels, even giving some of them magic. Bundo has been exposed for so long he's become outright smart.
  • Elite Army: The Sons of Behemat have by far the lowest model count of any army in the game. Every single model, including the lowliest Mancrusher Gargant, is a Monster, hits very hard and is difficult to bring down—but on the other hand, in a standard 2000 points game, you'll almost always be bringing single digit models.
  • Improvised Weapon: Gargants lack the skills, patience and sobriety to craft weapons. Therefore, when entering battle, gargants make do with anything they can get their hands, on such as tree trunks, large rocks or enemy troops too slow to get out of reach.
  • Mercenary Units: Any non-Sons of Behemat army can hire a single named Mega-Gargant mercenary, even when it costs more points than available for the player to spend on allies and mercenaries. Chaos armies can hire One-eyed Grunnock (a Warstomper), Order has Bundo Whalebiter (a Kraken-eater), Death has Big Drogg Fort-Kicka (a Gatebreaker), and Destruction can hire any of these three plus Odo Godswallow (a Beast-smasher).
  • Multiple-Choice Past: In initial lore, opinion is divided amongst the scholars of the Mortal Realms as to the origins of Gargants. Some think they are the degenerate dependents of a race of titanic builders while others theorize that they are the offspring of the zodiac godbeast Behemat. There is even a theory that they are refugees from somewhere outside the Mortal Realms. As for the gargants themselves, they are generally too drunk to care about their origins. When the Sons of Behemat got their own Battletome, they were eventually revealed to be descendants of Behemat.
  • Non-Indicative Name: Despite being called the Sons of Behamat, female Gargants do exist.
  • Our Giants Are Bigger: Gargants loom over even the largest warriors of other races, crushing their enemies under their feet or, for the particularly unlucky, stuffing them down their trousers. Mega-Gargants are even larger, standing heads and shoulders above their more common relatives.
  • Took a Level in Badass: An Aleguzzler Gargant who falls into the orbit of a Mega-Gargant's Stomp is quickly forced to clean up, becoming a far more focused and even more dangerous Mancrusher Gargant.
  • Use Your Head: When fighting in close combat, Gargants are able to unleash a devastating head-butt against their foes. Although it is their less accurate, when it hits this 'Eadbutt is capable of doing far more damage than any of its other attacks.
  • Walking Shirtless Scene: Due to their sheer size and their lack of craft skills, finding clothes for a Gargant is extremely difficult. As a result of this, most Gargants wear crudely stitched together loincloths or trousers and little else.

    Characters 

Ymnog

https://static.tvtropes.org/pmwiki/pub/images/ymnog.jpg
The Grandfather of all Gargants and a Zodiacal Godbeast of the Realm of Azyr, Ymnog was the sire of Behmat and a primeval god of Azyr before Sigmar claimed it as his own. He was killed by God-King Sigmar during the Age of Myth after an epic battle.
  • Always a Bigger Fish: He was larger than even Behemat, whose hands were the size of islands. According to Kragnos, he could hold entire Mortal Realms in the palms of his hands and shake them like baubles.
  • Expy: Of Ymir, the primeval frost giant of Norse Mythology. Like Ymir, Ymnog is a truly massive giant and one of the primeval gods of the world, as well as being the sire of a race of giants. Also like Ymir, he was killed by a Barbarian Hero God-King.
  • Person of Mass Construction: Combined with Person of Mass Destruction. It is said that a swing of his club shattered the Azyr into the sea, land, and sky.

Behemat

Behemat was a godbeast in the form a titan taller than mountains, and the progenitor of the gargants. He was formed from a stone within the belly of an even older, vaster titan, the ancient Ymnog, and after escaping from his father's stomach he continued to birth further generations of gargants in the same way. He served as Gorkamorka's champion until he lost a fight with Sigmar and fell into a deep slumber that lasted for the rest of the Age of Myth and all of the Age of Chaos. He was awoken by Archaon's machinations, and perished in the battle that followed his awakening.


  • The Champion: Served as Gorkamorka's right-hand (or right-foot) man during the Age of Myth.
  • "Just So" Story: The gargants have a number of myths attributing the traits and features of other races to the deeds of Behemat. The reason why a race of aelves lives under the ocean, for instance, is because Behemat flooded an aelven city when he fell into the sea and many aelves hid under the ocean to avoid a repeat of this disaster; the duardin are short because Behemat stamped them flat when fighting them; the Seraphon were created when Behemat threw a great stone at the star-dragon Dracothion, causing many of his scales to fall to earth and spring to life as a new race to harry the gargants forevermore; and Shyish is filled with walking skeletons because Behemat ate away all their meat during an eating contest. Notably, all of these claims are completely and demonstrably wrong.
  • Mercy Kill: Behemat was slain by the Stormcast in order to prevent him from being corrupted and enslaved by Archaon.
  • Monster Progenitor: He's the progenitor of the gargants, having birthed the first of their kind by vomiting them out from his mouth, and continued to birth new tribes of them in this manner until his eventual death.
  • Ribcage Ridge: After he died, his skeletal remains continued to dominated the landscape of the Scabrous Sprawl — his ribcage, for instance, houses a large commercial hall.
  • That's No Moon: After he fell into slumber after losing a battle with Sigmar, he became covered by soil and rock and was eventually buried under he was indistinguishable from the landscape. His recumbent form became known as the Scabrous Sprawl, and eventually people forgot that its valleys, ridges and hills were simply the soil-covered body parts of an immense titan... until he woke up.
  • Truly Single Parent: Behemat birthed gargants without aid, simply vomiting them up and out into the world. Even during his dormancy after being defeated by Sigmar, he periodically birthed and disgorged new clans of Gargants, who would climb out of his cavernous mouth and wander off into the wilds of Ghyran.
  • You Killed My Father: Archaon attempted to exploit Behemat's love for his father, the Zodiacal Godbeast Ymnog, by telling him that Sigmar killed his father.

King Brodd

https://static.tvtropes.org/pmwiki/pub/images/kingbrodd_7.jpg
A Child of Behemat wielding an enormous mace made from one of the granite pillars that was part of an old temple dedicated to his parent, and destroyed long ago by Beastmen.
  • Born as an Adult: Claims to have crawled fully grown from Titansmawr chasm.
  • Challenging the Chief: Any Gargant belligerent or drunk enougth to challenge Brodd usually gets their skulls beaten in by his club.
  • Fantastic Racism: Has a particular sorespot for the Beastmen who destroyed a temple dedicated to his father, Behemat.
  • Skeletons in the Coat Closet: He wears the skull of a mouldragon he killed with his bare hands for a helmet.
  • You Killed My Father: One of Brodd's primary motivations, and the source of his enmity to the Stormcast in particular, is that he wants vengeance for their slaying of his father Behemat.

Others

    Fimir 
https://static.tvtropes.org/pmwiki/pub/images/fimir_aos.png
Daemons of the Mists

Large, reptilian monsters that sport a single baleful eye and a prehensile tail, the Fimir are degenerate creatures of destruction that make their homes in mist shrouded bogs and swamps.


  • Beware My Stinger Tail: Fimir have tails that end in a bony club perfect for bludgeoning any enemies who approach too close.
  • Cyclops: A Fimir only has a single, large eye on his forehead.
  • Evil Is Not Well-Lit: All Fimir despise the light and are always covered in mists.
  • Healing Factor: Fimir are able to shrug off injuries that would slay a mortal man outright.
  • Lizard Folk: The Fimir resemble bipedal, hunchbacked lizards with a single malevolent eye.
  • Ominous Fog: Fimir only go abroad shrouded in sorcerous mists which conceal them from their enemies.
  • Put on a Bus: The Fimir were removed from sale in December 2019.

    Monsters 
The Mortal Realms are home to many ravenous and terrible monsters, from poisonous basilisks to mighty dragons. The forces of Destruction will often attempt to harness the power of these beasts, or simply prod them in the direction of their enemies and hope for the best.
  • Counter-Attack: Any unit which inflicts wounds on a Magma Dragon in close combat suffers mortal wounds itself from the Magma Dragon's burning blood.
  • Deadly Gaze: The Basilisk's most infamous and deadly gift is its gaze, which causes flesh to slough from bone, metal to blister and plants to wither.
  • Hyperactive Metabolism: Merwyrms can quickly recover wounds by eating enemies.
  • The Pig-Pen: The air around the Merwyrm is filled with a stench of rotting flesh and filth.
  • Sand Worm: The Dread Maw is a vast worm which erupts from beneath the earth to devour its victims or crush them to pulp.
  • Tail Slap: The Merwyrm's powerful tail can be used as a weapon to snap bones and crush enemies.
  • Walking Wasteland: Basilisks are so inimical to life that they poison the very ground they walk upon.

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