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WFRP1st Goblinoid Culture Project

Chapter One: Introduction

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

About this Project

Ok, hands up those of you who have ever thrown a clutch of Goblins at a party of low level PCs as
cannon fodder. Yes, you too, the guy in the garish pick suit at the back... Most have probably done it at
some time or another (and if I said I hadn't I'd be lying). Having a party of Goblins running away when
the going gets tough is probably about the closest the starting GM comes to thinking about the society,
culture and psychology behind the Goblinoids.
This project was born when the campaign my current PCs were involved in required them to take a trek
across the Darklands and I had little if any material on the Goblinoids to draw on for planning that
segment of the adventure (the area hadn't, at that point, been taken over by the Chaos Dwarves yet).
The PCs had a especially interesting Snotling companion travelling with them at the time who has been
one of the more fun NPCs to roleplay in recent adventures, which combined with my need for some
Goblinoid material, made me decide to actually develop some Goblinoid culture and background info.
Although coming too late to aid my planning for the epic trek across the Darklands which sparked its
writing, this project is the result.
In the writing of this project, inspiration was drawn from a number of sources, however some sources
were unavailable to me at the time of writing (most notably, Something Rotten in Kislev and the final
two Doomstones books, Death Rock and Dwarf Wars). If you, the reader, do happen to notice any
gaping holes, please contact me at contact@goblin-online.net . I intend this to be an ongoing project
and to be as complete a description of the Goblinoids as possible. Any Goblinoid material you have is
also welcome.
This project is intended primarily to cover the WFRP Goblinoid species, and my WFRP campaign in
particular, but will hopefully cover the Goblinoids of WFB3, 4 and 5 to a reasonable extent also. It does
not, however, attempt to retain compatibility with the WH40K Goblinoids (Orks and Gretchin),
although it will perhaps be useful also in this context and does takes some ideas from the WH40K
background. Also, it is written in the main to fit into my own campaign and Goblinoid view, which may
well contrast sharply with others' views of the Goblinoids, although care has been taken to retain
compatibility with the 'standard' WFRP background as far as possible. IMO, however, the Goblinoids
are a very subjective area of WFRP and total compatibility with all views is impossible.
In various places in this project, you will find text wrapped in [square brackets], intended as notes to
the reader and author both, and possibly [[double square brackets]], intended as developers' notes
which shouldn't really be in here if this is the final release version. Also, anywhere you find '%%%' or
'%%' this means the section is earmarked for updating - any help appreciated and otherwise please bear
with me on these bits, I have other things I have to do besides write this you know...
Also, a note on the terminology I use in this project: I use the word 'species' here to mean, say, Goblins
as distinct from Orcs, Black Orcs, etc. 'Goblin' means a member of the Goblin species and 'Goblinoid'
or 'Gobbo' means any member of the Goblinoid race, from whatever species. The WFRP Goblins and
Lesser Goblins and WFB4 Forest Goblins and Night Goblins have in general been bashed together into
the single species of 'Goblins'. Note that I use the term 'species' where the WFRP rulebook uses the
word 'race'. Myself I see the Goblinoids as all coming from a common root, constituting the Gobbo
race but having several distinct species.

The Origins of the Goblinoids on the Warhammer World

Old World scholars have vastly differing opinions on the Goblinoid origins. Some hypothesise that they
were the product of a set of Old Slann experiments, others believe that their unique skin and blood
colours point to an otherworldly origin, while another faction believes they are the descendants of
Dwarves and Elves twisted by the initial surge of chaos into the world. Others simply acknowledge that
the Goblinoids are just plain weird by the standards of the other humanoid races, and don't make any
attempt to understand them, turning their attention to bigger fish. Legends of the first Goblinoid contact
with mankind tell of the Goblinoids first coming out of the Darklands, though this has never been
shown to be conclusively so, a fact proponents of the chaos-born theory of the Goblinoid origins
sometimes seem to forget.
Many scholars, not least those zealous Sigmarites among the academic fraternity, charge the Goblinoids
with being borne from and of Chaos on general principle or simple Imperial bigotry. Others, mainly
those with emphasis on the worship of Verena, try to probe the matter more deeply as far as they are
able. Competing theories variously state...
• ...that the Goblinoids are actually in league with chaos and are the spawn of demons, a race of
mutant worshippers.
• ...that the Goblinoids were perhaps part of the program that eventually led to the Halflings or
were brought to the Warhammer world by the Old Slann for use in the program. Some results
appear to show an innate racial resistance to Chaos, though such claims are subject to vigourous
debate and counterclaim, and the evidence later irreproducable in experiments to confirm the
• ...that the Goblinoids show an adaptability borne of Chaos, surpassing the exceptional racial
adaptability even of humanity (these proponents often learn to keep their theory hidden lest they
be monitored or considered contaminated by the many in the Imperial cult believing in the
supremacy of humanity).
As in all things, there is a small element of truth to all these theories. Few Goblinoids follow the
Chaotic path, but some do. Some prove resistant to its effects, and some don't. There is a certain racial
adaptability to the Goblinoids to be remarked on, but whether it is borne of Chaos taint is a subject of
debate, and such theories often lead the question of human adaptability and possible Chaotic links to
that. Usually, all these theories remain simply that - theories.
While few Goblinoids follow Chaos, the claim is made often, and believed easily by the common
populace of the Old World. This has led witchhunters to seek out and seek to destroy all of the
Goblinoid bloodline - as the saying goes, ten thousand Bretonnians can't be wrong... Some who believe
the Goblinoid origins lie in Slann experiments emphasize the all too Human features of the Hobgoblins
as evidence to their cause, while others suggest that the Hobgoblins are merely a stable form of Half
The lore of their origin has, of course, been lost by the Goblinoids themselves and their gods (there's a
good reason why Nobles don't employ Goblinoid accountants!) and either the gods themselves have
forgotton the truth are they aren't telling... This, of course, does little to stop the hatred, mistrust,
speculation and accusation the Goblinoids inspire so well...

Physiology and Psychology of the Goblinoids

The Goblinoids, although varying greatly between species, are internally very similar. All are capable
of Night Vision (10 yds in most cases) and their blood is slightly more viscous than that of other
Humanoids, flowing that little bit more slowly. As poorly as conventional medical science understands
even Human anatomy, however, the blood is thought to play a crucial role in healing (although not all
agree about this by any means) and it is hypothesised that something in the Goblinoid bloodstream
gives them their unusual healing ability - an ability by no means instantaneous (not fast enough to
warrant giving them the Regeneration ability for instance) but faster than ordinary Human healing by
any means. In an age where even Human anatomy is little known about, the Goblinoid innards are
cause for much debate among scholarly circles.
Psychologically, the Goblinoid psyche is very much shaped by the society in which they live. Most
quickly develop the violent, warlike, impulsive, mischievous and sometimes downright evil character
the Goblinoids are well known for. The Goblinoids are not inherently evil (or are they? It's up to you,
of course) but are predisposed towards this by the culture in which they live, the survival of the fittest.
Snotlings (and, to some extent, Lesser Goblins) are an exception to this, being far less violent and nasty
unless circumstances make them so, although this does make them rich pickings as snacks by some of
the larger Gobbo species...
When you roleplay the Goblinoids, I suggest you play them as violent and possibly evil, as
mischievous as you probably were as a kid and portraying them to use (unless it is a gifted individual)
very little foresight or planning. On the other hand, if you see them differently roleplay them as you see
fit, my view is not the only (or even the best) one after all. You might even like to mail me, letting me
know how you see them. Who knows, it might even make it into the text of the project...

Chapter Two: Goblinoid Culture

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

The Goblinoid Tribe

The basic unit of Gobbo society is the Tribe. Tribes vary in size, but are typically made up of 100-200
individuals. Tribes smaller than this, say up to 50 individuals, are usually called a Band, while groups
larger than the basic tribe are usually made up of several tribes to form a Horde. Bands are common in
regions where the Goblinoid population is more scattered, such as the Old World forests, and less
common in areas more or less controlled by the resident Gobbos, when several bands will usually
amalgamate to form a tribe or even a horde. The formation of hordes is especially common when a
Waaargh occurs (more on this later).
The smaller tribes and bands are usually composed of only a single Gobbo species, such as a tribe of
Black Orcs or a band of Goblins, while larger tribes and hordes invariably consist of mixed species.
The mix will usually be a relatively large number of the lesser species with a smaller number of the
more dominant species, such as a tribe of Goblins with a smaller number of dominant Orcs. The larger
hordes typically consist of all the Goblinoid species, the relative number of a species in the horde being
roughly inversely proportional to the species' dominance.
Tribes and bands are usually nomadic, travelling the current area and raiding when it suits them or the
whim takes them. The larger the tribe the more likely it is to set itself up in a fixed place, usually a set
dug from the ground or a network of abandoned tunnels. Abandoned Lizardman, Dwarf or Skaven
tunnels are the favourite.

Tribe Structure
The politics of a large tribe or horde is linked in very much with the Goblinoid caste system. As
mentioned earlier, the larger the tribe the more likely it will consist of mixed species and the more
likely the Gobbo caste system will swing into play. The idea is simple: the bigger or more powerful you
are, the more heads you can knock together, and the more dominant you will be. There are seven
1. The Warlord. The highest rank a Gobbo can have, the Warlord is the grand high Warboss in
charge of a Waaargh (which is typically named after the Warlord in charge). More on the
extremely weird Waaargh phenomenon later.
2. The Warboss. Except when a Waaargh is underway, the Warboss occupies a caste of his own,
ruling over the tribe or horde. He makes all decisions of the tribe and is the one who leads the
tribe into battle. He, of course, is never to blame for any blunder in a decision or battle strike,
and it is his advisors or generals who are to blame... The Warboss is usually a Orc or Hobgoblin.
When a Waaargh is underway the Warboss acts as general of his particular tribe.
3. The Boss caste. Immediately below the Warboss in authority are the members of the Boss caste,
those who might rise to power in time but for now act as his advisors and generals. It is often
these who are blamed when the less-than-brilliant master plan of the Warboss goes wrong
("We's in dis gully, ryt. We charges from dis end and you charges from d' uvver end, and the
Dwurfies 'ul be so surprised dat we'll bash 'em good!..." <and later> "We did good. It woz dat
wezzles' boyz wot messed up..."). It is members of this caste and a few higher placed members
of the Warrior caste who contest for the post when the Warboss, in his precarious position, falls
from grace. The Boss caste is usually formed of Orcs and the higher rising Hobgoblins.
4. The Warrior caste. The Warbosses crack troops. A large number of Black Orcs and Hobgoblins
fall into this caste, as do the Stunty Slayurs. This caste also includes many Hobgoblin smiths,
their skill in forging a blade often comparable to their skill in combat. The better warriors of the
Orc species fall into this caste, as do Orc, Savage Orc, Black Orc and Hobgoblin Boar riders.
5. The Shaman caste. This caste houses the Priests and Shamans of Goblinoid culture. Roughly
equal in rank to those of the Warrior caste, those in the Shaman caste nevertheless enjoy the
status of advisors to the Bosses, the most able Shaman being approximately elevated to a status
equivalent to the Boss caste as advisor to the Warboss, as is a senior Priest (Goblinoids are
particularly superstitious, and offending the Goblinoid gods is very bad form - never tangle with
something that's got more Magic Points than you can shake a stick at). The Shamans do,
unfortunately, have to take the blame for things going wrong higher up the chain as it descends
from the ranks above them. The Warbosses Shaman usually has to do some fast talking to get
out of sticky situations when things go awry in the magic department.
6. The Mob caste. The majority of Goblinoid society will fall into this caste, giving the caste its
name. This caste absorbs all those not big enough to be Bosses or tough/skilled enough to be
Warriors, but with higher station than the poor wretches in the Slave caste. Notable members of
this caste include the Runtherdz (slave and Squig herders) and Sneakin' Gitz (weird Gobbo
spies), the lesser warriors among Orc, etc. kind and the majority of Wolf/Boar riders of Goblin
size or smaller. NOTE: As the Mob caste lacks a proper 'natural' noun, I will refer to Mob caste
members as Mobgobs in this project from henceforth.
7. The Slave caste. The lowest of the low in Gobbo society, the down and outs. Those Snotlings
and Lesser Goblins not lucky enough to have a large contingency in the tribe often fall into this
caste, to be used as footstools and lackeys by their betters. Not a good caste to be born into.
Note that only the larger tribes and hordes will support all these castes. Smaller tribes will typically
constitute a single Boss, a small number of crack Warriors and the remainder of Mobgobs. A typical
band consists only of a Boss and an unstructured array of Mobgobs.
Ultimate power over the tribe is exercised by the Warboss - usually the Orc or Hobgoblin who bests
those others contesting for the position in hand to hand combat. If another Goblinoid of the Boss caste
contests the current Warbosses right to hold that position, one of two outcomes will occur. Either the
current Warboss will command those loyal to him to lynch the unfortunate challenger or, if the Warboss
feels his fighting prowess has been slighted, a one-to-one fight to the death will ensue, the victor
claiming or retaining the position of Warboss. Of course, similar power struggles exist in smaller tribes,
members of the Warrior caste usually being the ones to contest for the position of tribe Boss.

Tribe Politics
Goblinoid politics, if it can be called that, is based on one simple tenet: you can do anything if you're
strong enough to carry it off. At the centre of the fray is the Warboss or Warlord who, as long as he
stays in power, has absolute say over all decisions. Gobbo politics rarely takes the form of subtle
plotting, usually taking the form of direct action and/or violence. The efforts of each Boss to become
the next Warboss is a classic example.

Relationships and Marriage

Goblinoid society has a very high male to female ratio (about three males to every female, why this
proportion endures in Goblinoid society no-one knows), and so females have a large choice of mate.
Most females prefer to mate with those of their own species (Goblin with Goblin, Orc with Orc, etc.)
although interbreeding between species is not unknown. The most attractive females (to Goblinoid
eyes, at least) are usually claimed by those of the Boss caste, the Warboss getting the best. The females
themselves vie for this, seeing it in no way degrading, it being a standard part of their culture. Most
females would give their right arm to be one of the Warbosses mates, even if only temporarily.
Other females are left to find a mate for themselves among the lower castes. Often using all the
Goblinoid guile and charm (!!) they can muster to attract their preferred mate(s), each female usually
attracts a large number of potential suitors (even the unattractive ones - you'd be surprised how many
desperate male Gobbos there are!). Marriage is unknown in Goblinoid culture - the very idea of having
only one mate is completely alien to most Goblinoids - and the Goblinoid males that the female attracts
fight each other to be one of her mates. The fact that most females mate with all those whom they
attract within a short time anyway in no way puts them off.
The high male-female ratio does mean, however, that many males, especially the less attractive and
virile ones, will rarely have a female to mate. These males often go out on raids to nearby Human
settlements to capture Human women. These unfortunate women are taken back to the Goblinoid hold
where the males have their sport with her. Older women are generally killed following this while
younger women are often kept for this bed sport indefinitely, as long as the local food supply holds up.
The offspring of those women who are pregnant and are allowed to live give rise to the Half Orc
section of Gobbo society, those women who manage to escape their captors or are raped on a raid and
not taken (who wants another mouth to feed in a harsh winter?) bolstering the Half Orc population of
Human society. As might be expected, the more Goblinoid looking Half Orc offspring are usually killed
summarily in such circumstances. A few more Human looking ones, however, slip through the net,
some even rising to powerful positions. Many of these have a number of rather odd quirks or physical
oddities developed later in life, but do not know of their true parentage.

Pregnancy, Birth and Child Rearing

Goblinoid females vary in their gestation period from four months (Snotlings), six months (Goblins and
Lesser Goblins) to approximately eight months (Orcs, Savage Orcs, Hobgoblins and Black Orcs), the
period being very much linked to the average height of the species. The period is shorter than normally
the case for an equivalent sized human, and generally the smaller the species, the bigger the brood -
goblinoids breed quickly. Snotlings can have broods of ten or more at a time.
As most Goblinoids cannot know who their father is (free females generally sleep around shamelessly)
or the father is too powerful to take notice (such as with females kept tightly under the belt of the
Warboss and his highest ranking Bosses for their amusement), the males take no part in the birth or
child rearing, and after the birth even the mother generally gives the child (or 'Sprog') into the care of
the Nanneez (Goblinoid slaves used primarily as child rearers) and then generally takes little part in
raising the child - especially if the females are controlled as part of the Warbosses harem - they have
better things to do than raise the kids, like make more kids. Usually, the actual parents take no part in
raising the sprog, leaving it to the Nanneez, who are expected to feed and care the infant in its early
The Nanneez, typically elderly Goblins too old for more active work, bring up the young for the first
months of the sprogs' life. Goblinoid young develop surprisingly rapidly and are walking and talking
within months. Soon after this stage the sprogs are left to fend for themselves and carve a place for
themselves in Gobbo society.
It is not uncommon, of course, for the larger Goblinoid species to get a bit peckish and gobble up a
nearby Squig, Snotling, sprog, etc., a practice known in Gobbo terms as 'runt noshing' and which has
brought out distinctive features in the Black Orcs and, although to a far lesser extent, the other
Goblinoid species also. It is in part thanks to this practice that the Goblinoids are such a hardy race as
the weaker elements brought in with each new generation are weeded out. The custom also means only
between a third and a half of those leaving the care of the Nanneez survive the transition period to
become a part of the tribe, especially among the Snotlings, Goblins and Lesser Goblins.
Crime and Justice
Crime, as the Goblinoids define it, is surprisingly rare in a society as wild as that of the goblinoid race.
Killing is not considered a crime at all, and petty stealing is often overlooked as routine. Few crimes in
the Human sense of the word are defined as such in Gobbo society, with one simple reason: religion
(see Chapter Three: Religion and Magic for more info on this). Gobbo justice operates by the law of
the jungle, every Gobbo for him/herself. Waiting for a fellow Gobbo to pass, sneaking up on him,
knocking him out and 'borrowing' the tasty Squig he was carrying is perfectly Ok - after all, it's good
practice for when you do it to a Humie. Gork salutes those with melee prowess, so killing a fellow
Goblinoid is perfectly fine. In fact, Gork smiles on you all the more when it's a superior. You've proved
yourself better than a superior, so are ripe for a rise in social status. I'm sure you get the picture.
Despite an atmosphere of being able to get away with almost anything , things rarely progress beyond
petty thieving, the occasional killing (which is, after all, an occupational hazard the higher up the chain
you are), etc. When 'justice' is perceived necessary, it is of course up the victim to get it done. A trick
just as sneaky as the 'crime' itself or perhaps just killing (or attempting to kill) the perpetrator are the
usual methods. Those close to the 'victim' can give them a hand of course, or warn the perpetrator of
the original 'crime' beforehand...

Food and Diet

The diet of a typical Goblinoid depends a great deal on the local surroundings (Badlands, Darklands,
mountain, forest, etc.) and the species. Having very little info on the Badlands apart from the snippet of
info in the World Guide of the rulebook, I imagine the Badlands as a barren, rocky, desolate sort of
place (a lot like the Three-fold land in the Wheel of Time if you've read the series up to it's current
incarnation of seven books), supporting little plant life. As such, I see the Badlands Goblinoids as
living mainly on the meat of animals caught while on their nomadic travels. In fact, I see the Darklands
as being somewhat similar, in terms of where the food comes from at least, although the Darklands
Goblinoids would obviously have to be more careful in what they try to eat...
The forest dwelling Goblinoid bands would probably live off a number of food sources. The forest
vegetation could feed them, game can be caught and raids on Humans passing through or on Human
settlements could well provide food as well. The same sources would probably be available, albeit to a
lesser extent, in mountainous regions.
The practice of 'Runt noshing', discussed above in the Pregnancy, Birth and Child Rearing section, also
provides tasty snacks for many of the larger Gobbo species.

Arts and Crafts

Yes, arts, not that Goblinoid artists are particularly skilled - few Goblinoids ever become inclined to
produce art, and fewer still are any good... The typical Goblinoid artist, usually an unhinged Goblin or
Lesser Goblin, spreads whatever paint or ink he/she has available liberally on whatever surface he/she
is using as a canvas (rocks, animal skin, whatever), almost always producing something that looks a
mess with no artistic appeal whatsoever! It's no accident that Goblinoid art does not lead the world...
Their crafts, however, fair somewhat better. Although nowhere near as skilled as Human, Elven or
Dwarven crafts, Hobgoblins make proficient, if crude, craftsmen, and it is they who produce the
armour and tools that their society requires (and which can't be scavenged from elsewhere). A typical
Goblinoid forge in a Gobbo set is set up well enough to make things like swords and shields, with the
occasional helm, but nothing much more complex. A mail coat, for example, would probably require
facilities such as those commanded by Humans, Dwarves or Elves.

The Goblinoids, like the other races have their own language, best known to outsiders (non-Goblinoids)
as the 'Goblin tongue' and to Goblinoids themselves as 'Ha^zhakh' (by which I mean 'Hazhakh' with a
'hat' over the first 'a' - this seems the best way of representing this accenting for cross platform usability
and will be used on the dialects of the Goblinoid tongue also). Each Goblinoid species speaks its own
dialect. The following table indicates the dialects spoken by each species:
Snotlings : Snotgob
Lesser Goblins : Gha^zhakh
Goblins : Gha^zhakh
Orcs : Orrakh
Savage Orcs : Gha^zorrakh*
Hobgoblins : Hargha^zhakh
Black Orcs : Ghaha^zhakh*
Half Orcs : Ha^zhakh* (common Goblinoid tongue)
(The *-ed names were coined by me.)

The normal rules for understanding languages and dialects apply as for humans. A Half Orc may
understand one of these dialects, but most speak only Ha^zhakh, the common Goblinoid tongue, and
will not understand if a Gobbo chooses to lapse into his dialect (as normal language rules).
There also exists, of course, a written form of Ha^zhakh - several in fact, the problem is that different
Goblinoid species use different forms. The simplest form is that of Snotling pictograms (depicting very
basic concepts, comparable to the form of Human 'secret signs' - see the WFRP rulebook). Orcs and
Savage Orcs use a slightly more advanced system, but still based on glyphs and pictograms (often
termed GlyphScript). These 'symbolic' forms of the language are often tribe specific - different tribes
will likely use different symbols leading to some interesting misunderstandings...
Goblins and some their smarter masters, however, have developed a different form of the written
language, more akin to those of other races. This is usually known as Ha^zScript or GobScript, and
with some minor exceptions, is usually portable between tribes. See the appendices for more info. A
more complex form is, in turn, used by some of the more advanced and smarter tribal shamans and
priests, culminating in the relatively complex form of the Goblinoid arcane language.
Some tribes have over the years discontinued the use of either Orc GlyphScript or Ha^zScript, and
instead adopted a crude form of Human script, for example the Bloodaxe alliance of Doomstones fame.
The Elven and Dwarven languages are generally too complex for the average Goblinoid to possibly
emulate (with the possible exception of some highly exceptional shamans).

Internal and External Relations

Goblinoid relations, whether integral to their society or with other races, could never be said to be
particularly rosy. Friction and animosity is common between individuals of differing species or from
different tribes and while bloodshed does occur over this, it happens surprisingly rarely. Only when
Goblinoids have cause to unite does the inter-species and inter-tribe friction lessen, and then not by
much. Larger Gobbo species generally hold the smaller species in contempt or ignore them (except, of
course, when peckish or they have a errand they want running). The smaller species, for their part,
regard their larger cousins with a mixture of awe, pride and fear, depending on the exact species.
Relations with other intelligent races are strained at best. The mutual hatred between the Goblinoids
and Dwarves does little to provoke anything but war between the two races and major conflict has
occured several times over the course of their histories, most markedly in the period known by scholars
as the Goblin Wars. The highly 'sexually active' society the Goblinoids have does little to douse the
flames of this mutual hatred, going almost exactly against the Dwarven belief in maintaining a stable
(polygamous) family unit. Elves regard the Goblinoids little more favourably, although coming into
contact far less often. Humans see little of the Goblinoids other than the raids on the Border Princes
and similar areas, and unsurprisingly hold them in little regard.

Money and Currency

There is no currency to speak of, and exchange of goods is often by barter. This is not to say that
goblinoids do not understand or appreciate the concept of currency (in fact some tribes take money in
tolls along the land trade routes that pass through the Badlands and other goblinoids will often trade
with those human traders who dare to journey south below the Blood river).

And Finally: Religion, Magic and Warfare

Details of Goblinoid warfare and the military structure can be found separately in the Defence and War
chapter, while Goblinoid Religion and Magic is presented, unsurprisingly, in the Religion and Magic

Chapter Three: Goblinoid Religion

Note: The contents of this chapter have been reduced from that which used to be present. It still
contains basic information that could be ferreted out from the same sources I used to compile the
Project, but not as much gap-filler, unofficial material as used to be here, such as gods extra to Gork
and Mork. The reason for this that a sourcebook that might, just possibly, get published sometime is in
development at this time, containing some as yet unofficial information broadly similar to some of that
that was presented here. Due to publishing constraints, and to keep open the possibility of publishing
that information, I have been forced to remove it from view here.

The Goblinoid Religious Attitude

Spirituality plays a key part in the goblinoid psyche, with the tribes shaman at the centre. The shaman
plays the role of the healer and witch doctor, as well as being the intermediary with the gods and
immaterial entities of all kinds (the terms 'gods' or 'spirits', while not fully embodying the goblinoid
understanding of these entities, are the closest simple human terms of similar meaning) that are central
to goblinoid belief.
Shamans generally follow all the Gobbo gods, addressing particular gods when their services are
needed, which may or may not be granted (the Gobbo gods do not like being presumed upon).
Extremely rarely does a Shaman venerate any one god above all others. Equally important to Shamans
as their gods, are an immense number of incorpereal spirits with which they commune when under the
influence of their halluncinogenic mushrooms. Much day to day shamanistic magic, aside from the
flashy battle spells that Shamans believe come from the power of Gork and Mork, is down to calling on
these lesser spirit entities. These entities can take all kinds of forms. They include elementals, the
spirits of the dead (especially the great goblinoid heroes and shamans of old), a multitude of Warp
entities, a large number of Warp demons (including, rarely, some Chaos ones), many minor totem
spirits of animals or of the land, and so on.

The Goblinoid Religious Pantheon

The primary Goblinoid Gods, exempting the lesser spirits and independent demon cults (note, not
necessarily Chaos demons - as will be mentioned later, Goblinoids often have perfectly good demons
of their own without turning to the Chaos variety...), are Gork and Mork, as mentioned in the Orc and
Goblin Army Book and WH40K Ork Codex. Khakkekk gets a paragraph in Empire in Flames but little
more is known of this Khorne resembling deity.
I have also included here the complete cult description of Zotan-Lufutatar from Realms of Divine
Magick, as an example of a Goblinoid spirit cult, in this case that of the Henninga tribes (possibly
including the Doomstones Bloodaxe Alliance).

The Chaos Gods

Like most sensible folk of Human, Elven or Dwarven origin, most Goblinoids are opposed to chaos in
all its forms. Even the Goblinoids see the effects of chaos first hand. Goblinoids are no more immune
to its malignant effects and temptations than humans, as evidenced by the mutations the Bloodied Nose
Goblins of Empire in Flames fame which are marked as the chosen of Khakkekk, to give but one
example. However, many Goblinoids take the view they have perfectly good gods and demons of their
own and have no particular reason to switch to chaos-style ones. This and the common Gobbo
inaptitude with magic make the worship of the chaos gods uncommon among the Goblinoids.
Just like the other Humanoid societies, however, many secret chaos sects are present through Goblinoid
society, the larger sects often spanning many different tribes. As much as the Goblinoids do to try to
stop this, the Goblinoid worship of chaos grows apace. Some hardy individuals, the Kaoshunters,
actively seek out the cancer of chaos and destroy it wherever it may be found, however this does little
to stop the inevitable spread of its corruption. Chaotic Goblinoid tribes often wander the darklands
making no attempt to hide the hideous corruption their chosen god has marked them with.
The Goblinoids, as might be expected, have their own names for the major chaos gods, which can be
found in the appendices. All are worshipped but the most popular are Slaanesh (in his aspects as lord of
pain and of sexual pleasures), Khorne (the violent Goblinoid nature) and Khakkekk (followed in the
main by Shamans and Priests for his magic). More information on Khakkekk can be found later in this
chapter, while further information on the other chaos gods is best found in the WFRP rulebook and
Realms of Chaos.

Half Orcs and Religion

Half Orcs, outcasts of Human society and religious activity as they are, turn in large numbers to the
Goblinoid side of religion. A large number of those that are equally rejected by the Goblinoids rightly
feel abandoned by the decent gods of the Warhammer world and turn to swell the ranks of chaos. Some
achieve greatness, others are used and spat out by the gods of Chaos, an unlucky few joining the
howling Chaos spawn.
Divine Descriptions
Gork: God of Battle
Gork is the Goblinoid god of war, battle might and the Waaargh. Followers of Gork revel in battle and
are willing to go down fighting to the last. Most often portrayed as a large muscular Orc or Savage Orc
wearing bloodied armour and with a pair of decidedly nasty looking two handed broadswords each of
which he wields one handed, Gork is worshipped especially by the Orc, Savage Orc, Black Orc and
Hobgoblin species. Gork expects his followers to enter the fray of the battle without hesitation, except
perhaps with some cunning, foresight and planning aided by brother Mork .
Alignment: Neutral, but accepts Evil.
Area of Worship: By almost all (male) Goblinoids, with the possible exception of Snotlings (who
worship Yor). Worship of Gork is almost universal over all of Goblindom.
Temples: No temples to Gork are maintained - he is worshipped on the field of battle, although he is
also venerated in shrines of Mork.
Friends and Enemies: The cult of Gork is on friendly or neutral terms with those of most other Gobbo
gods and the other immaterial entities shamans entreaty. Khakkekk and the other chaos gods are
Holy days: Feasts are held in honour of Gork on days of battle and the days following, especially if the
Goblinoid side wins. No days are otherwise set aside for Gork.
Strictures: Never flee from a foe if you have a chance of beating them - Gork expects his followers to
be brave but not foolhardy. Orc pride, unfortunately, often makes them behave so.
Spell use: Gork does not grant magic to his followers, a true warrior should not have to resort to such
Skills: Any and all combat related skills (Strike Mighty Blow, Disarm, Dodge Blow, Specialist Weapon
proficiencies, etc.).
Trials: Trials of Gork always consist of taking on a dangerous opponent one to one, without exception.
Blessings: Gork gives no blessings to followers, expecting them to get through life on their own
abilities and merits alone.
Mork: God of Guile and Cunning
Mork is the Goblinoid god of cunning, strategy, guile and sneakiness, "The cunningest sneakiest god in
the 'ooniverse". The classical image of Mork, a master of disguise and the other rogue-ish arts, is one of
a Hobgoblin dressed in light clothing and a black cloak, standing partway between the shadows and the
moonlight. Mork is mostly venerated by Gobbo theives, Sneakin' Gitz, Assassins, etc.
Alignment: Neutral, but takes Evil.
Area of Worship: Wherever Goblinoids roam.
Temples: Temples or shrines to Mork are kept in most fixed location Goblinoid lairs, which also play
host to those who venerate his brother Gork.
Friends and Enemies: The cult of Mork has little animosity or otherwise with other gods. Khakkekk
and the other chaos gods are hated enemies.
Holy days: Mork holds no holy days special.
Strictures: Consider cunning and guile as the first tools to use in any situation, whether it involves
battle, attracting a mate or revenging a perceived crime.
Spell use: Mork allows all Orcish magic of an appropriate level.
Skills: Concealment Rural and Urban, Silent Move Rural and Urban, Pick Lock, Palm Object, Charm,
Wit, Seduction, Disguise, Mimic, etc.
Trials: Almost always involve theft, stealth, cunning and trickery of some form or another.
Blessings: Blessings of Mork may take the form of a limited or permanent granting of a skill above, a
temporary increase to I, Dex, Int or Fel, etc.
Khakkekk: Goblinoid God of Chaos
Khakkekk is a Goblinoid deity who turned to chaos as a young god. Khakkekk appears, to Old World
Scholar eyes, as a cross between Khorne and Khaine, accepting tributes of blood (he doesn't mind
which - Human, Gobbo, Wild Boar, it's all the same to him) and granting magic but having other
qualities and tendencies very reminiscent of Khorne. Khakkekk appears as a very large grotesque, eight
armed, horned goblin carrying a sharp sacrificial knife/cleaver in each hand and with a leering facial
[[From Empire in Flames: "Ratscrote Boggobbler, the tribal Blood Wizard (as he styles himself) has
done his best to convert the tribe to the worship of Khakkekk, a fairly bloody goblin deity who
resembles Khorne, the chaos blood god. Khakkekk accepts tributes of blood, but does allow his
servants some use of magic. Perhaps Ratscrotes prayers and rites have had some effect because the
Bloodied Nose Goblins have suffered mutation and are marked out as the favoured of Khakkekk."
Ratscrote also has a Chaos blessing in that he has the frenzy ability.]]
Alignment: Evil-Chaotic. Neutral is not accepted.
Area of worship: Parts of the Darklands mainly, scattered other Gobbo communities.
Temples: Temples devoted to Khakkekk are maintained by cultists, the main feature being a large altar,
usually red uppermost (whether blood or paint is probably not too clever a question to ask - you'd be a
sacrifice quicker than you could say "Hairy Green Tentacle").
Friends and enemies: Khakkekk shares a mutual contempt with the other Gobbo gods. He craves to be
the one who will claim the world when chaos finally claims it to the void and maintains no friendly
relations, Goblinoid or otherwise. Khakkekks embrace of chaos has left him totally, utterly mad.
Holy days: None special.
Strictures: Kill all other Humanoids whenever and wherever they are encountered, especially other
Spell use: All Goblinoid and Demonic spells are granted by Khakkekk.
Skills: Torture, Strike Mighty Blow, Strike to Injure, etc.
Trials: Always involve the killing and sacrifice of a fellow Goblinoid - a Wolf or Humie might be
sufficient for a common rite but for such a special test nothing less than a fellow Goblinoid at least as
big as the subject being tested will do. The larger and more dangerous the sacrifice the more highly
favoured it is.
Blessings: Mutations and chaos gifts as in Realms of Chaos. [[Special table of rewards of Khakkekk?]]
%%% Mutations can alternatively be rolled on the tables in the Beastman or Chaos Warrior sections of
the WFRP Bestiary.
• Greater Demon:
Khakkekks demons are very much a mockery of the Goblinoid form, and the greater demon of
Khakkekk could easily be mistaken for an Orc (albeit a tall one) from a distance or in bad light.
A closer look, however, reveals the glowing red eyes, chaos armour and an impressive array of
teeth and sharp talons (including a nifty pair of fangs). Its face could be a mirror of that of
Khakkekk and it wields a fiery burning greatsword with immense skill. Standard greater demon
• Lesser Demon:
Just as the greater demon mocks Orc-kind, then so does the lesser demon mock Goblin-kind.
From a distance or in bad light it could easily be mistaken for a Goblin (albeit a tall one), but
close up its glowing red eyes, the face reminiscent of Khakkekk and the impressive array of
dangerous teeth and talons (no fangs though) are plain to see. Standard lesser demon profile.
• Demonic Creature:
These creatures, sociable in a similar way to Nurglings, appear as Snotlings with glowing red
eyes (a common feature of Khakkekks demons, along with the pointy teeth and talons) and
sporting D4 chaos mutations. Like the others, each has a face strangely reminiscent of its
master... Standard demonic creature profile, or alternatively the Nurgling profile if you have
Realms of Chaos: the Lost and the Damned.
• Demonic Steed:
Khakkekks demonic steed seems virtually identical, physically at least, to a Dire Wolf, and it
may be that this is in fact what Dire Wolves are. Whether or not this is the case, they are
virtually identical. Use the Dire Wolf description in the WFRP bestiary or that of Dire Wolves in
this project.
Zotan-Lufutatar (Goblinoid Daemon) Cult [By Ken Rolsten]
This is the complete and unadulterated (albeit slightly edited) version of Zotan- Lufutatar (Zotan for
short) from Realms of Divine Magick, intended as an example Goblinoid spirit cult. Kens' original
[[double bracket]] comments have been changed to {{double braces}} to differentiate from those of
mine. The text of the description following is (almost) exactly as Ken wrote it.
{{Note: I use "Goblinoid" to refer to the race including the Hobgoblin, Orc, Goblin, and Snotling
species. I'm not sure, but I think GW uses the word "Goblin" in this context, but I find that pretty
confusing, considering that Goblins are rather minor representatives of the race.}}
Description: Independent Lesser Daemon; Ancestral Goblinoid Spirit. {{THAT'S how some
independent daemonic forces were created! The Goblinoid departed spirits forms these vortexes in the
warp, see, and the living Goblinoids dreamed the forms of the gods they were to worship!}} A
feathered, beaked Goblinoid form resembling Tzeentch, though the neck is short and there are no wings
- the upper limbs, however, are draped with loose flaps of flesh and long feathers suggesting wings.
Zotan represents the immortal principles of barbarian cunning, ruthless domination, and arcane power
essential for leaders and heroes in the preservation and enrichment of the Goblinoid tribes. Zotan's
divine role is complemented in the worship of two other lesser daemonic spirits: Grumbull, the daemon
of cheerful service, sloth, and ecstatic celebration, and Mabrotnosh, the daemon of procreation,
nurturing, and loving companionship. Zotan inspires the leaders, heroes, and warriors of the Goblinoid
tribe with the courage and will to dominate its enemies and prey. Zotan protects these worthies in
battle, and supports them with his magick powers. Zotan also provides guidance to the tribe and its
leaders when requested, and is the tribe's intermediary with other divine powers in the spirit world.
Where Worshipped: Black Mountains, lower World's Edge Mts; worshipped by barbarian Henninga
{{ehr...Bloodaxe Alliance, maybe??}} Goblinoid tribes.
Alignments: Neutral and Evil are preferred. Good and Law could conceiveably be accepted, though
derisively mocked, if Goblinoids could grasp such concepts. Chaos is vigorously prohibited.
Friends and Enemies: Associated but smugly contemptuous of other Goblinoid daemonic spirit cults.
Amused contempt for Young Gods, Old Faith, and Elder Race cults. Respect bordering on fear for Dark
Children cults. Enemies of Chaos Powers, though covetous of their arcane resources.
Cult Symbols and Dress: Laymen: blood-painted war runes and feathered-and-beaked daemon motifs
on standards, shields, weapons, armor, and skin. Acolytes and Priests: feathered cloaks and carved-
beak headresses as ceremonial garb; Shaman staves festooned with feather and dried-flesh fetishes
decorated with blood runes and daemon motifs; blood rune inscriptions on garments, tools, jewelry, and
other objects as a ritual medium to shape and focus magickal forces.
Cult Careers Available: Acolyte, Priest, Shaman
Distinguishing Principles and Doctrines: Upon the weak lies the duty of labor and service, with
security and rest its only consolation.
Upon the strong lies the duty of war and leadership, its demands sharp andbitter, but its rewards the
labor, service, and honor of the tribe.
Weakness is the curse of the diseased will (a reference to the mythic contamination of the First
Goblinoids by Chaos taint). The weak of other races are rightfully our prey; the weak of our race must
be chastized to encourage the growth and healing of their will.
Strength is the blessing of honor. The strong of other races are ourrespected enemies, and welcome
tests of our virtue. The strong of our race must challenge themselves without stint, ever striving to
perfect their strength and honor.
In war, respect the chiefs without question. In peace, challenge the chiefs to prove their fitness to rule.
Defend the tribe at the cost of your life. Conquer our prey to enrich the wealth and security of the tribe.
Zotan and his tribes have driven the Elder Races from the World, as will the whiteskins also will be
driven from the World in days to come.
Afterworld: The souls of those who die courageously in battle join Zotan as his houseguard in the
afterworld for all eternity, there to fight gloriously all day, with the dead to rise magickally at night and
share in the all-night celebrations of Zotan's Hall of the King. Those who die honorable but non-heroic
deaths are reincarnated as Goblins to attempt once again to achieve heroism. Those who die cowards
are reincarnated as Lesser Goblins to serve as footstools and lackeys for their betters.
Temples and Shrines: Zotan's shrines are ancient portable altars invested with great divine powers,
including defensive, warding, alarm, and power-enhancing magicks. The priesthood maintains these
altars hidden in their tents until they are revealed for nighttime campfire services, which include blood
sacrifice, ritual cannibalism, and other unsavoury but relatively benign primitive practices.
Saints and Heroes: Torgoch, the great warrior-priest who led the Henninga on wide- sweeping,
exceptionally successful raids two centuries ago, represents the high-water- mark of the Henninga
culture. His legend includes his fearless flirtation with the powers of Chaos, portraying Torgoch as
successfully dominating and twisting Chaos forces to serve his own purposes. Gneiss, the current high
priest of the Henninga, is attempting to revisit the successes of Torgoch and the Henninga Hordes
through his quests for legendary Chaotic artifacts of prodigious arcane power.
Cult Requirements: Requirements for Layman Status: Automatic for offspring of cultists; acceptance of
outsiders is only by adoption of cult parents and approval of a priest, and extremely rare. A respected
captured enemy may be given the option of joining the cult or being sacrificed to Zotan.
Requirements for Acolyte Status: Granting of gift of tongues or vigilance may be a sign of a Calling.
Must be elected by tribal high priest.
Requirements for Priest Status: Election by tribal high priest.
Trials: Trials typically involve being stripped naked and abandoned within the territory of an enemy
tribe. Then the aspirant must then return to the tribe despite all obstacles, which may include fighting
his way through the chief's bully boys.
Blessings: One-time-use of a bonus or automatic success with WS or BS, silent move rural, sixth sense.
Penances: Shunning (temporary exile), ritual torture and blood sacrifice, challenge trials (hunt and slay
a troll, human, dwarf, bear, giant; climb a mountain; retrieve a grave ornament from the ancestral
Holy Days: Each full moon is celebrated by feasting. The new moon is celebrated in a ceremony with
blood sacrifice, ritual torture and sacrifice of captives and criminals to propitiate Zotan.
All cultists are required to make regular ritual dedications of spirit and flesh to Zotan whenever they
kill a beast in hunting or an opponent in combat. The victim's spirit and a portion of the flesh
(consumed in ritual fire) is dedicated to Zotan; these spirit and flesh sacrifices are the sources of
Zotan's power, and the more sacrifices, the greater the fortunes of the tribe.
Cult Career Skills
Laymen: Strike Mighty Blow*, Very Resilient, Concealment Rural, Silent Move Rural, Wrestling*,
Acute Hearing, Excellent Vision
Initiate: Divining, Dowsing, Heal Wounds
Level 1: Prepare Poison, Torture*
Level 2: Public Speaking, Charm Animal
Level 3: Charm
Level 4:
Sub-Cults and Honorary Orders: None
Special Rules:
1. Second through Fourth Rank Priests of Zotan may use the Gift of Tongues prayer to speak with
animals as well as with intelligent creatures. The speech of animals is strong in imagery and
sensation, but weak in logic and concepts, rich in things but poor in ideas. They have almost no
conscious notion of time, and do not think in terms of general classes of things (like trees or
Humans) but in terms of "this thing" or "that thing" (like "this good-climbing-thing with all the
thin-climbing-things up high and the green-fluttery-in-the-wind-things here" or "that white-
faced, many- skinned-noisy-thing").
2. The prayer Summon Skeletal Warrior, when used by a Zotan priest, summons a deceased Orc
spirit in the form of an Orc skeleton outfitted with appropriate hand weapon, shield, and leather
armor in all locations. Any Zotan acolyte or priest may be its controller. Otherwise the skeleton
summoned is similar to the skeletal warriors summoned by Khaine cultists; for rules, see Divine
Summonings, "Khaine's Undead," page ??.
3. The prayer Summon Ghost, when used by a Zotan priest, summons a deceased Orc Shaman's
spirit in the form of an immaterial, ghostly apparition of its former earthly form. Any Zotan
acolyte or priest may be its controller. Otherwise the ghost summoned is similar to the ghosts
summoned by Khaine cultists; for rules, see Divine Summonings, "Khaine's Undead," page ??.
Chapter Four: Goblinoid Magic
Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

Waaargh Magic
The following is based on an adaption of the magic from Warhammer Fantasy Battle by Hal Eccles,
and which can be found in the Warhammer Archives (see the project appendices). There is a section on
Goblinoid Magic in the official (as opposed to Ken Rolstens' unofficial) Realms of Sorcery supplement,
published by Hogshead Publishing in late 2001, written by Ken Walton. The information in there is
broadly similar and compatible with the information presented here, though there are differences.
Follow the information and magical rules presented in the Goblinoid chapter of Realms of Sorcery if
you want to stay "official".
Many renowned human and elven scholars have tried to study the magical ways of the goblinoids, few
with much success. Several have published papers and scrolls in their respective academic
communities, the content often less than one part truth to 4 parts conjecture (or outright lies).
The truth is that goblinoid magic does not work like that of other races, causing a large problem in the
theories of most of these scholars who assume that they bear some basic resemblence. Where other
races draw upon the winds of magic, goblinoid magic seems to draw from other goblinoids themselves.
Perhaps this is latent psychic energy being generated, perhaps is the winds of magic (or raw Warp
energy) washing through the goblinoids and emitting it with an orcy twist - no-one knows, least of all
the goblinoids themselves. Their power seems to come from this energy, generated, emitted or
otherwise transmitted when the Goblinoids round them get excited, the more frenzied and excited the
mob the more energy the shaman gains. Other Goblinoids seem to exude a kind of latent magical or
psychic energy that Shamans have a tendency to absorb. Shamans act as valves that vent all that fluxing
magical energy. Shamans call this 'Waaargh' energy and it is short lived, quickly degrading and
dissipating away. One of the best analogies for the energy is that of electric current in an electrical
This is just as well, since too much of this energy is also dangerous to the shamans and those around
them, especially as the more powerful the Shaman, as he attracts more of the psychic energy from
further afield. Shamans too close to large gangs of excited orcs can't always safely channel such raw
power and must get rid of it somehow. Fortunately, the energy seems to have an affinity with the earth,
direct contact with which seems to channel it safely away. Wise shamans thus go around barefoot or
carry a metal staff or rod by which to earth themselves.
If a shaman cannot earth it into the ground, his only other way to release it is to cast a spell - actually
not so much "casting" as a kind of innate release mechanism. Experienced shamans can learn to control
how this energy gets released, and to produce specific supernatural effects in doing so. Some rare
shamans also learn to rote cast magical spells of other races that they manage to learn.
The most powerful Shamans live furthest away from the main living areas of the tribe. In terms of the
electrical analogy, they become better conduits for the energy, and virtual lighting rods attracting the
stuff at high levels.
Because of Waaargh energies apparent affinity with the earth, elementalism is a school of magic that
some rare shamans follow. Such goblinoid elementalists often specialise in spells concerned with the
elements of earth and fire.
Shamans also draw some energy from the immediate surroundings just like Human wizards. Shamans
thus follow a hybrid system of magic, designed to be halfway between that of other humanoid races
and that set out in WFB. It goes as follows:
Shamans have two pools of MPs: Basic Magic Points (or BMP) and Temporary Magic Points (TMP).
Together, they make up the Shamans' Current Magic Points (CMP).
BMPs are determined by the standard way: Acolytes get 2D4 BMPs, Shamans gaining an additional
2D4 BMPs per level. The Shamans Power Level is determined as normal.
TMPs are those generated by the Goblinoids around the Shaman, especially when they are excited.
TMPs are kept only for the round they are gained in, and are lost if not used for spell casting at that
time. They cannot, under any circumstances, be stored away in any sort of magical object. The number
of TMPs gained is determined by the number of fellow Goblinoids within a certain distance of the
Shaman (if there are many, only a rough count is necessary), as follows:
• Orc, Black Orc, Savage Orc: 1/2 TMP each
• Hobgoblins: 1/3 TMP each
• Goblin, Lesser Goblin, Half Orc: 1/4 TMP each
• Snotlings: 1/5 TMP each
The radius of catchment of this energy for a given Shaman is 12 yards, plus 12 yards per level of the
Shaman. So a young 'Eadbanger would capture energy within 12 yards, while a powerful 4th level
Shaman needs to be about 60 yards (12 + (4 times 12)) away from the main Goblinoid camp!
In interesting thing occurs when a Goblinoid is in range of two or more Shamans. All the
Shamans he in area of get energy from him (if he an Orc, all concerned get 1/2 TMP, for
example). In the same way an electrical circuit somehow reacts to the power output devices
(bulbs, motors, etc.) on a circuit and adapts its current and voltage accordingly, so the
unsuspecting Gobbo does the same and provides TMPs to all Shamans in zone. If several
Shamans all got together, absorbed energy from the same individuals, and pooled their
energy, quite a sizable pool of energy could be formed. Pity the poor Shaman who had to
channel that raw power, however, as he would very likely 'Eadbang from the raw energy
channeling through him. This is probably why such pooling of power and exploitation of
the effect happens rarely, if ever.

Also, consider the following: do Shamans emit/transmit this energy to other Shamans they
are in area of? The answer is NO. The psychic energy the Shamans themselves generate is
channeled internally, forming part of their BMP score.

Simply sum the numbers - any Gobbos in combat or who are otherwise 'excited' count for twice the
number stated. Multiply the result by the Shamans level (or 1 if not a full Shaman yet), and drop all
fractions from the final sum. The result is the number of TMPs gained that round. If, for example, our
Shaman is surrounded by 5 not particular excited Orcs escorting a dozen Goblin slaves (who are in no
hurry to get where they're going either), he gets (5*1/2)+(12*1/4) = 2.5+3 = 5.5 TMPs this round. At
the end of each turn the Shaman can choose to drain all TMPs away from his body by simply touching
the ground directly with his body, or with a metal staff (copper is a popular metal to use if available,
Shamans seem to feel an affinity to it, for some reason). The only other way to get rid of it is to cast
spells or do a Power Vomit (more on this skill in the Careers and Skills chapter). If at any point the
Shaman moves away from any Goblinoids such that none are within his "catchment area" for attracting
the Waaargh energy, then no TMPs are gained. If at any point a Shamans CMP (remember, this is his
BMP+TMP) exceeds his Power Level, then he must take an 'Eadbanger test which is described below.
An 'Eadbanger test involves the following: Subtract the Shamans' Power Level from his CMPs, and the
result is the percentage the Shaman must exceed on D100 to pass the test. If the roll is below the
threshold, however, the Shaman has failed. Often this simply means the GM has a blank cheque to
make any low-scale weird effect occur in the immediate area (such as objects flying across the room, or
that bush opposite the Shaman bursting into flames), and the Shaman losing all TMPs that round. If
however, the failed roll is a double, the Shaman has 'Eadbanged badly: gain D6 insanity points and, if
the roll was 66 or higher, a disorder, immediately. A roll of 00 indicates the Shamans head explodes in
spectacular fashion (the squishy bits of brain go out in a 2D4 yard radius), killing him instantly.

Shamans are an odd lot as a rule. They spend most of their time in an area segregated from the rest of
the tribe, due to Waaargh magic being dangerous - for those incautious enough to visit the shaman huts
as well as the Shamans themselves. Once a foolish Orc has found himself hurled to the floor or set on
fire by the unconscious urges of a sleeping Shaman, he rarely makes the mistake twice. Shamans avoid
other tribe members, and others avoid them, since if too many others flock around a Shaman, the raw
energy the Shaman is forced to absorb from them must find a way out somewhere - don't be surprised if
the straw hut opposite the Shaman curiously catches fire... A Shamans' powers, uncontrolled, are
dangerous to all around the Shaman and most learn to avoid the Shamans unless they have a very good
reason to see them. This suits the Shamans just fine.
Secluded in their huts, tents, etc., Shamans generally spend their time either communing with the Orcy
Gods, or making various magical potions and contraptions. Large quantities of hallucinagenic
mushrooms are left discreetly outside the Shamans huts, when the mushroom is in supply, which the
Shamans consume to enter a dream-like state and commune with what they believe to be the Orcy gods
Gork and Mork (and other minor demons and lesser members of the Goblinoid pantheon). Whether or
not Gork and Mork are actually there, the Shamans believe so, and it keeps them out of harms way.
Shamans to be are usually quickly noticed. They are the ones whose eyes start popping out of their
sockets when crowds other Orcs are about, whose noses and ears expel electric sparks when they get
agitated, the ones that are softly levitating in their beds at night from all the latent magical energy they
absorb. Soon enough they are taken away to the Shamans enclave to be trained in the way of the
Shamans. There they are trained to at least control their powers, to channel it, and to commune with the
Orcy gods (if they weren't crazy when they entered the Shamans tutelage, they will be after eating all
those mushrooms). As they grow in power, Shamans for some reason tend to accumulate and attract the
latent energy from further away.
Much day to day shamanistic magic, aside from the flashy battle spells that Shamans believe come
from the power of Gork and Mork, is down to calling on lesser spirit entities. These entities can take all
kinds of forms. They include elementals, the spirits of the dead (especially the great goblinoid heroes
and shamans of old), a multitude of Warp entities, a large number of Warp demons (including, rarely,
some Chaos ones), many minor totem spirits of animals or of the land, and so on.
Information on Shaman careers is available here.
Goblinoid Magic Spells
The following spells are by Hal Eccles, based on material in the Warhammer Archives. They could do
with some revision %%%, but will suffice for now.

Spells: Level One

Spell Level: Gobbo 1
Magic Points: 3
Range: 36 yards
Duration: instantaneous
The Shaman smashes the head of an single enemy with a bolt of Gobbo magic. Anyone struck by this
attack must make a percentile Toughness test. If the Victim fails this test then he suffers he suffers D4
wounds and is knock prone for D3 rounds.
Mork Save Us!
Spell Level: Gobbo 1
Magic Points: 4
Range: 12 yard radius
Duration: One hour/level of caster OR until caster moves
This spell creates an zone of magical protection around the caster and an Goblinoids within a 12-yard
radius.The zone lasts for one hour per level of the caster or until the caster moves. All Goblinoids
within the zone may not be affected in any way through magic. Also magic weapons/items don't work
within the zone and the zone may not be entered by any creature with magical origin i.e. undead.
Mork Wants Ya
Spell Level: Gobbo 1
Magic Points: 4 per turn
Range: 24 yards
Duration:Until caster stops or until victim escapes
A Giant magical hand descends from the sky and lifts a single enemy within 24 yards into the air. The
victim can do nothing but try to escape every round. To escape the victim must pass a percentile
Strength test. Even when the victim is freed they still suffer falling damage. Use common sense when
deciding height that victim is carried, i.e. they could be pinned to the roof of a cavern for example.
Die Yer Git
Spell Level: Gobbo 1
Magic Points: 1 per Fire ball
Range: 48 yards
Duration: Instant
Ingredients: Ball of Sulphur
The Shaman can hurl balls of flaming death (read fire) at his opponents. One ball may be thrown per
level of the caster. Fire balls hit automatically, has a strength 3 and causes D10 wounds. Flammable
targets suffer an extra D8 wounds. If fired into a group it will hit 1D3 creatures.
I'm Well 'Ard
Spell Level: Gobbo 1
Magic Points: 2
Range: Personal
Duration: D6x10 turns
This spell endows the caster with increased hand to hand fighting potential. The Shaman can choose
which of his characteristics he wishes to improve, either WS and BS +10 or twice as many attacks or
wounds by +D6.
Eat Dis
Spell Level: Gobbo 1
Magic Points: 1 per ball
Range: 48 yards
Duration: Instant
Like a fireball instead a gunk ball made up of various unsavoury and typically Gobbo rubbish. One ball
may be cast per level of the caster. Each ball causes D3 hits S2 each causing D4 wound. If it hits a
group it hits D3 Creatures
You Yella Bugger
Spell Level: Gobbo 1
Magic Points: 4
Range: 48 yards
Duration: 2D6 rounds
This spell induces a fear reaction in any individual or single group in range. Unless the victim/s make a
successful WP test then they will be forced to flee combat.

Spells: Level Two

Spell Level: Gobbo 2
Magic Points: 3
Range: 48 yards
An ear shattering blast of sound envelopes the target creature/group if a WP test is failed target is
stunned for D6 rounds
BURP!!! Sorry I Ate A Curry
Spell Level: Gobbo 2
Magic Points: 3
Range: Hand-to-Hand combat only
Duration: Instant
Ingredients: A Large Squig curry which is hastily eaten
The Caster belches a sickly cloud of green vapour which causes a stinging sensation in the eyes which
affects the character by dropping all percentile characteristics by -5% and if a WP test is failed then the
target may be forced to vomit making them prone for D3 rounds.
Brain Bursta
Spell Level: Gobbo 2
Magic Points: 2
Range: 48 yards
Duration: Instant
This spell causes a bolt of Gobbo power to speed away from the Shaman for up to 48 yards. If fired
into a group it will hit D3 creatures Each target hit causes 1D10 wounds at Strength 4 irrespective of
'Ere We Go
Spell Level: Gobbo 2
Magic Points: 5
Range: 60 yards
Duration: 1 turn
This spell may be cast on any single group of Goblinoids within 60 yards. For the next turn the
Goblinoids gain +1 toughness and always hits first in combat even if they are charged.
Fists of Gork
Spell Level: Gobbo 2
Magic Points: 5
Range: Hand-to-Hand
Duration: Instant
In hand to hand combat the Shaman can inflict D6 Strength 6 hits hits amongst his close combat
opponents. Critical Hits may not be caused.
Gaze of Mork
Spell Level: Gobbo 2
Magic Points: 4
Range: 100 yards
Duration: Instant
The Shaman's head begins to swell, his eyes widen and grow larger. Suddenly a blast of pure waaargh
magic erupts from the Shamans eyes in a searing gaze of destruction. The gaze is aimed a single
opponent and inflicts D3 S5 hits unless the opponent can dodge out of the way using their I.
The Hand of Gork
Spell Level: Gobbo 2
Magic Points: 4
Range: 20 yards (moves 200 yards)
Duration: Instant (moves at M5 running)
From the sky descends a large hand which picks up friendly models (including the Shaman) or friendly
groups and moves them 200 yards in any direction (vertical or Horizontal).

Spells: Level Three

Da Krunch
Spell Level: Gobbo 3
Magic Points: 6
Range: 35 yards
Duration: Instant
From the sky descends a large Orc foot some 10 ft long and 4 foot wide. It aims for a single model or
group and attempts to stamp on them. The targets can attempt to dive out of the way using their I. Any
opponents (or friends!) caught underneath the foot take damage from a Strength 4 attack and there is
the risk that items such as backpacks my be destroyed (GM's decision).
Spell Level: Gobbo 3
Magic Points: all
Range: 100 yards
Duration: 1 turn
The Shaman summons up all the Gobbo power he can muster and lets it all go in one terrific burst of
energy. All non-Goblinoid spellcasters within 100 yards are knocked flat by this burst and lose half
remaining magic points from the shock unless they pass an INT test. Also All Orcs/Goblins within 100
yards can add +1 to their WS and can re-roll percentile based mental tests (Cl, INT, WP, LD, FEL) for
the next turn.
Spell Level: Gobbo 3
Magic Points: 3
Range: Personal
Duration: Instant
The Shaman can use this spell instantly when a spell is cast either directly at him or at a group he is
with. If the Shaman passes a WP test then all effects of the spell are nullified. NB; the only exception to
this rule is if a magic missile i.e. a fireball was cast at a group containing ... ??

These spells and the magic rules in the former half of the chapter are from a first draft adaption of rules
presented in Warhammer Fantasy Battle, with a few of mine and Hals' own bits thrown in for spice (not
to mention a bit of good measure). No spell ingredients have been added largely because neither I nor
Hal know what to put. Generally mud, Squigs, beer, mushrooms, hair, toenails and other disgusting
stuff would probably be used. Think like a Goblinoid (a novel experience for anyone!), I'm sure you'll
come up with interesting ingredients...

Chapter Five: Goblinoid Biology

Strange Biology
The biology of the goblinoids is strange and unfamiliar to scholars of other races. Much of their body
chemistry, including their digestive and immune systems, is formed of various parasitic organisms,
some fungal and some bacterial. This is perhaps why Blackroot is so effective as a poison against them,
it is an agent that attacks some of their core parasitic systems. If such parasites are partially self
replicating and self healing, this goes someway to explaining the goblinoid ability to shrug off many
injuries that would kill or incapacitate a man and eventually heal themselves to full health.
Another strange aspect of their biochemistry is their propensity for rapid evolving. Within the time of
just one or two generations they have demonstrated themselves to be able to adapt to the prevailing
circumstances in they find themselves in order to better survive. The ability of goblinoids to rapidly
adapt leads to blurring of the traditional goblinoid species lines as drawn by other races, though most
individuals are recognisable as belonging to one or other of the species. Some rare groups of goblinoids
adapt to such exceptional conditions that their adaption can appear almost Chaotic. Some sample
adaptions include those covered by Kevin Coleman in his article in White Dwarf 268. This is rapid
species change in human terms, though not so rapid as to be considered spontaneous mutation in the
Chaotic sense. The ability helps strengthen the Sigmarite case that the greenskins are in fact allied to
Chaos, however.

Sex, Females and Half Orcs (did we mention Sex? :o)

There is widespread confusion in human circles regarding the greenskin method of reproduction, and
indeed whether greenskin females exist. The truth is that they do exist, but for reasons that have yet to
be adequately explained are less common than their male counterparts. Being relatively rare, females
are generally kept for himself by the Warboss and his highest ranking underlings. Greenskin females
are generally similar size and build to their male counterparts and thus do not stand out in a greenskin
tribe or horde when large numbers of greenskins are encountered by humans.
There have been reports of pregnant human women, raped on goblinoid raids, giving birth to deformed
individuals, seemingly mutants. While in the Old World one can never be sure, some of these are the
result of goblinoid parasitic agents invading the developing baby and warping their body. The resulting
mutant offspring, therefore, could be considered to be half goblinoid in biology and appearance. This
propensity to induce mutant births is just one more reason for the Sigmarites and putitans to hate the
Goblinoid females vary in their gestation period from four months (Snotlings), six months (Goblins and
Lesser Goblins) to approximately eight months (Orcs, Savage Orcs, Hobgoblins and Black Orcs), the
period being very much linked to the average height of the species. The period is shorter than normally
the case for an equivalent sized human, and generally the smaller the species, the bigger the brood -
goblinoids breed quickly. Snotlings can have broods of ten or more at a time.
More on goblinoid females and reproductive behaviour is available in the Culture chapter.

Right from birth, goblinoids grow physically quickly. Orcs and the bigger goblinoids soon develop a
strong, thick-boned, skeleton and their muscles rapidly put on mass and harden. Goblinoid physical
size is also a function of status (or perceived status). Individuals in the tribe often develop muscle mass
as they progress up the ranks, or prepare to make a challenge to move up the ranks. Thus an Orc Boss
or Warboss can sometimes tell a challenge is in the offing if an underling is putting on mass in this way.
In contrast, goblinoids mental development is not as fast. Intellectual and emotional development
comes with age, but not quickly. Imagine a race most of whose individuals are the emotional equivalent
of adolescent teenagers, and you have a good measure of the goblinoid emotional psyche. The most
balanced and stable members of a tribe are often the eldest. Shamans have the particular distinction of
perhaps understanding most about the world in which they live, while at the same time being the most
obviously zany due to the large amounts of hallucinogenic mushroom they are wont to consume.
Goblinoid youngsters are kept under watch by some of the older members of the tribe until they come
of age when they are set loose to find their own way in the tribe. This is not only for reasons of natural
goblinoid boisterousness, but also to watch for signs for shamanistic calling that often occur at this time
in those affected.

Chapter Six: Defence and War

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

When a tribe tools up to fight, an air of eagerness pervades the otherwise antagonistic atmosphere. The
blessing of Gork on the proceedings makes it an almost holy occasion while Bork and Morks
omnipotent presences bless the Warboss and his generals as they plan their attack or defence. On the
Warbosses command all hell breaks loose and the Goblinoid rabble engages the foes. The Gobbo love
of fighting is hard to miss.
The Warboss generally commands the crack troops of the Warrior caste (if any), with the generals (or
Boss if the tribe is too small to have a Warboss and crack Warrior caste) commanding the rabble of
Mobgobs eager to get stuck in. One great advantage Goblinoids have in many cases is the great force of
numbers they have and many a foe has been at least partly demoralised before even entering melee
with the green tide.
No project on Goblinoid culture, of course, could be complete without a description of the great
Goblinoid tradition known as the Waaargh. Usually starting when the Warboss of a horde has big plans
for assaulting the surrounding areas, the horde will grow as rival tribes that are fought give themselves
to the superior Warboss they face, knowing themselves to be outnumbered and wanting a part in the
slaughter they know is yet to come. As the Waaargh takes hold, bands and tribes flock to join the horde,
which in a major Waaargh rapidly grows to the size of an army. All the time the growing horde is on the
winning side, the Waaargh gains momentum. It gradually loses momentum, however, especially if the
horde is on the losing side. Once the momentum of the Waaargh falls to a low enough level (which may
take weeks, months, or even years), the horde will break up and the Waaargh is effectively over.
Although Goblinoids are usually not effective enough at working together to threaten the Old World
nations, the power of a Waaargh can be great. The Waaargh led by Orc Warlord Gorbad Ironclaw
engulfed many of the Empires towns and cities, including Nuln, and held Altdorf under sige before the
Waaargh flagged. Waaargh Ironclaw serves in memory to this day to illustrate the destructive power a
Waaargh can have. [[Add more info on Waaargh Ironclaw and any info you can find on Gorbad

Weapons, Armour and Equipment

Goblinoids have usable, if limited, weapon and armour manufacturing facilities. Typically capable of
forging an average sword or axe and of making most leather armour, helms, shields or basic mail shirts
or coifs, but little much more complex. The Goblinoids can get by with what they make themselves but
scavenge what they can from captives and bodies of other races, providing them with sleeved mail
coats and shirts, breastplates, bracers and leggings, flails, etc.
A tribes smiths are typically drawn from the resident Hobgoblins, other species being little inclined to
the hot forges. Leather armour (a term I will use in both this chapter and the careers chapter to cover all
animal skin based armour the Goblinoids might produce) is generally made by Goblin or Hobgoblin
For a discussion of war machines and artillery, please see the section on this later in the chapter.

Command Structure
Not surprisingly, the Gobbo Warlord is at the top of the command hierarchy. In a Waaargh or other
situation where several tribes band together, he commands the Warbosses (who are completely
autonomous when not under command by a Warlord) who in turn command their own tribes.
The Warboss commands primarily his bosses and big bosses, the high up tribe members who act as his
generals and advisors. The bosses and big bosses in turn command pretty much the rest of the tribe: the
war engines and chariots, artillery, Wulfboys and Boarboys, Mobgobs and Arrer boys, tribe guard,
Stunty Slayurs, Packmasters and Runtherds and the Fanatics. The Warboss can, of course, directly
usurp command of any or all of these, and it is not unknown for the Warboss to seize direct command
of the Stunty Slayurs, Wulfboys and Boarboys, or tribe guard. Each of these sub-units of the command
structure will now be looked at.

Mentioned in passing in the previous section, the Bosses and Big Bosses of the Boss caste deserve
more of a description. The Bosses and Big Bosses act as the Warbosses' generals, commanding the
other aspects of the Goblinoid war initiative, Big Bosses senior in rank to Bosses. Bosses are basically
the Goblinoid equivalent of Human nobility, and generally consist mainly of the tribe Warcheefs and
Snorta Cheefs.

The Tribe Guard

The tribe guard is the rough structure the better fighters of the tribe are part of, with the exception of
most of the other sub-units mentioned above (that is: Stunty Slayurs, Packmasters and Runtherds,
Fanatics, Wulfboys and Boarboys, ...). The Tribe Guard is a many ranked structure, the better fighters
taking the higher up positions. Keeping things simple as Goblinoids like to do, the Tribe Guard has a
simple structure:
Gang Cheef

The Ganggobs, in fact, include the majority of the tribes Mobgob caste, making a large number of
expendable but poorly trained fighters. Ganggobs are split into units called 'gangs', which are are in
turn are organised by Gang Cheefs. These answer to Warcheefs who themselves answer only to the
Warboss. Career descriptions for each rank of the tribe guard can be found in the Careers chapter.
As well as constituting the majority of a Gobbo force in battle, the Ganggobs fulfil the role of wardens,
patrolmen and jailers. A gang of Ganggobs may include a Tunnel Runner and/or a Wall Drummer, for
communication with the rest of the tribe and tribe guard.

Feersum Endjuns
This section looks at the war machines and artillery the Goblinoids have at their disposal. The
Goblinoids have two sources of war machines: those the Gobbo Endjineers make and those scavenged
from other races. Depending on the particular tribe, the Goblinoids have access to a variety of artillery.
The various machines are set out below in the following format:
Aka: Alternate names.
Crew: Number and functions.
Design: What it does (or should do).
Usage: Method of use and how to resolve the action in game terms.
Profile: Range, Effective Strength, damage inflicted, move rate.
Misfires: When it goes wrong...
Notes: Other notes.

Most require a Specialist Weapon skill to fire properly, and are rarely found in smaller tribes, the
number a larger tribe might have depending very much on the individual machine. Machines are
typically crewed by a commander skilled in the machines operation and a number of unskilled
Mobgobs given an advanced lesson (that is, a 5 minute training session!) in the machines use. A skilled
character must be close by at all times. For those machines firing a projectile, and unless otherwise
noted in the machine description, all machines require a whole round to load and so cannot be loaded
and fired in the same round. Ok, onto those war machines:
Rock Lobber
Aka: Stone thrower, rock chukka, and a variety of other names.
Crew: 3 - Commander, loader, winder. The machine will function with two crew but requires an
additional round to load, and cannot be used by a single crewman.
Design: The idea is (unsurprisingly) to throw a heavy lump of rock at the enemy. Most Gobbo designs
use a counterweight design borrowed from the Dwarves.
Usage: The throwing arm is wound back, the rock loaded and the arm released. Characters roll on BS, a
failure indicating a misfire if a double (11, 22, ..., 00) is rolled.
Size | Rng | ES | Dam | M
Big | 120 yds | 10 | 4D6 | Crew
Small | 96 yds | 7 | 2D6 | Crew

Misfires: When a misfire occurs (on a failed double on the BS test), roll on the highest Int of the crew.
If this is passed, the problem is transient and the machine can be fired again. If it is failed, something
has broken, twisted, snapped, etc. and the machine will require fixing before it can be used again.
Notes: The Broken Nose tribe of the Badlands possess the magical Dwarven Stone Thrower known as
Skull Crusher, on which the majority of Gobbo Lobbers are now based. It is carved with the three
Dwarven runes (see the Runesmith career in the archives or the Dwarf Army book) of Burning,
Accuracy and Fortune. The effect of these is, respectively, to cause the rock (or whatever is fired,
including any unforntunate crew not getting out of the way in time!) to burst into flame before hitting
it's target (so causing additional fire damage), allow one shot per day that is completely accurate (so
requiring no BS roll to hit and which can be only affected by other magic) and to ward off the effect of
one misfire per day.
Various designs of rock lobber, among which the Dwarven is most common, are common among the
larger Goblinoid tribes who operate in a fixed area. Other designs, such as the variant Man Mangler of
distinctly Goblinoid design, are also occasionally found.
Bolt Thrower
Aka: Spear chukka, bolt chukka, ...
Crew: 3 - Commander, loader, winder. The effects of a smaller crew are as for the rock lobber (above).
Design: Essentially a large crossbow, the bolt thrower fires a sharp bolt of metal (much larger than
those of a standard hand crossbow, more akin to a spear) at the target.
Usage: The machine works primarily by way of a wheel used to pull the firing mechanism back, and
which when released fires the bolt. Roll as normal on BS to hit, a misfire occuring on the roll of a
failed double (eg. BS of 32. Double rolls 33 through to 00 indictate a possible misfire).
Rng | ES | Dam | M
96 yds | 5 | 2D6 | Crew

Misfires: As for the Rock lobber (above).

Notes: Bolt throwers are rarely found in Goblinoid hands, and almost invariably scavenged from one of
the other races. Bolts can be manufactured by the Goblinoids, but will not be as good quality as those
used by the weapons original owners.
Lead Belcher
Crew: 6 - Commander, 2 x loader, 2 x rammer, gunner. With 5 crew one of the machines functions (see
below) takes a further round to load, 3 or 4 crew allows only a single function to be used, 2 crew allows
only a single function to be used and requires an extra round be spent loading it, and a single crewman
requires a full turn be spent loading the machine (yes, thats six rounds loading and one round to fire - a
little slow!).
Design: Lead Belcher is a triple cannon and howitzer captured from the Dwarves, again held by the
Broken Nose tribe of the Badlands. The three cannons are connected so as to fire simultaneously and
the howitzer mounted above the cannons fires a heavy metal ball, larger than an ordinary cannon ball
and inflicting more damage on the enemy than a (single) cannon would.
Usage: The cannons and howitzer are all gunpowder weapons operated in a essentially similar manner
to the smaller gunpowder weapons described in the WFRP rulebook and Apocrypha Now! Like its
smaller cousins the operation of Lead Belcher in game terms is by a BS test, any double result
indicating a misfire.
Part | Rng | ES | Damage | M
Cannons* | 24 yds | 10 | 3 hits of 2D6 each | }
Howitzer | ??? | ?? | ??? | }Crew

Misfires: Lead Belcher uses the same misfire chart as published in the WFRP rulebook or Apocrypha
Now! (whichever you prefer).
Notes: The reason for the large crew is that Lead Belcher is essentially two artillery weapons combined,
with the crew for both. The Howitzer and triple cannon can are operated independently but only one
function can be used if the number of crew falls to 4 or less. Note that Lead Belcher requires two
rounds to load and one round to fire in either function.
Lead Belcher is held only by the Broken Nose tribe and it is unlikely other tribes would be able to
manufacture such a weapon, though it it not impossible that it could be captured in turn from the
Broken Nose tribe. Ammunition is also a problem and the tribe is currently reliant on the ammunition
captured along with the weapon, which is slowly running out. What the tribe will do when it does run
out is unknown...
Doom Diver Catapult
Aka: Bat-winged Loonie lobber.
Crew: One Bat-winged Loonie (ie. Doom Diver) to fire himself.
Design: Essentially a large catapult, the machine fires the Doom Diver high into the air, from where he
spies out the land or seeks out the enemy. On falling to terra firma again (the Goblin can choose when
this happens as he controls his flight to an extent by way of a pair of wooden wings), the Goblin can
choose to steer and hit a given target on crashing to the ground. See the Doom Diver career for details
on the Bat-winged Loonies who fire themselves with the machine.
Usage: The Goblin flexs the catapult and fires himself into the air, steering and controlling his flight
with his wings. The Goblin can try to aim his descent onto a specific target which he hits on a
successful BS roll, a failed double indicating a misfire result.
Hit | Rng | ES | Dam | M
Direct | ??? | 10 | 4D6 | Crew
Other | ??? | 5 | D6 | Crew

Misfires: If the Loonie passes an Int test then no harm is done and he can attempt to fire himself again
next round. If the test is failed the machine has been overstressed or some other problem has occured,
and the machine cannot be used again until it is fixed.
You might like to roll two Int tests, one for firing himself in the air, the other for control and aiming
onto a target while up there. The first roll operates as above, the second is to see if the Gobbo can
control his flight. A failed second Int test might mean he hits a thermal which causes him to lose control
and crash (or at least completely miss his intended target)...
Notes: All tribes with at least one Doom Diver in their ranks will have at least one Doom Diver
catapult, and they are relatively simple for the Endjineers to make.
Snotling Pump Wagon
Aka: Pump wagon, snotling attack cart, 'stop-start' cart.
Crew: Goblin commander and 3D6 Snotlings. A minimum of the commander and 6 Snotlings are
required for the cart to operate.
Design: The Snotling pump wagon is a rare, wacky and typically Goblinoid piece of engineering. It is a
large wooden cart built large enough to carry its crew and which incorporates a large spikey roller at its
front. As the pump wagon moves the spikey roller turns, inflicting damage on any (including fallen
crew) unfortunate enough to be caught under it.
Usage: The snotling crew pump on a see-saw like crank to power the cart and make it move. It tends to
move erratically at a rate of 2D12 yds/round (roll randomly each round). Damage on those trapped
under the roller is automatic unless the character passes an I test to move out the way in time.
Rng | S | Dam | M
n/a | 7 | 2D6 | 2D12 yds/rnd*
*=Reroll each round.

Notes: Note that the pump wagon causes damage only if it is moving or a character trapped under the
roller is struggling to free him/herself. No damage is inflicted otherwise. Only large tribes living in a
fixed place will possess anything like the size of the pump wagon, and pump wagons are thus quite rare
as engines of war.

Wulfboys and Boarboys
The Wulfboys and Boarboys can be an unnerving sight when used in a battle - these are not the Wolves
and Boars of our world but bigger forms of the beasts, nearly as big as a horse (this is the normal size
for WFRP Boars, and it is Great Wolves that the Gobbos ride). Wulfboys are covered by the Wulfboy
career (you don't say!) and Boarboys by the Gruntas, Snortas and Snorta Cheefs.

Fanatics and Stunty Slayurs

These are the crack troups of the tribe. Fanatics are drug (Fungus Brew, brewed from the Map Cap
mushroom) crazed maniacs who swing a great ball and chain in a whirling sphere of death leaving
carnage and disarray behind them. Stunty Slayurs are the Gobbo answer to the Dwarven Troll and
Giant slayers, only the Goblinoids have Humie (Human) and Dwurfie (Dwarf) slayurs, the idea for
whom was copied from the Dwarves... These guys don't do it because of a sense of dishonour like the
Dwarves, though, but because they're either mad, sadistic, or both - An annoyed Dwurfie Slayur is not
someone you want to stay around for long! Career details for Fanatics, Humie and Dwurfie Slayurs can
be found in the Careers chapter.

Packmasters, Runtherds and Squig Hunters

These careers are variants on the same theme, the herding or catching of slaves and animals. Runtherds
deal with the Slaves and smaller animals and Squigs, while Packmasters deal with packs of the larger
animals and Squigs (eg. Cave Squigs - see Bestiary). Squig Hunters go out to catch the ferocious Cave
Squigs that live deep in some Goblin caves. In battle situations the Runtherds and Packmasters direct
the packs of animals and Slaves at the enemy, by whatever methods are necessary (Snotlings might be
coaxed into it by the promise of a tasty Squig at the end of it while animals, Cave Squigs and the like
are usually 'encouraged' by the use of spears and Prodders.

Arrer Boys and Mobgobs

Nor do Goblinoids lack anything in the small artillery or infantry department. Like other races they
have their archers (who Gobbos call Arrer Boys or Stickas) and Mobgobs (many of whom will be
Ganggobs of the Tribe Guard - see above). Rarely will a decent enemy have any trouble with these
elements of the Goblinoid force but they will be slowed down by them, before the Fantics and Stunty
Slayurs get stuck in...
Some Gobbos leave the tribe structure and travel as mercenaries, willing to fight for a tribe in exchange
for a share of the spoils. But remember, they could be spies or be in the pay of the enemy...

Chapter Seven: Geography and Tribes

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

The Badlands
Geographically, the Badlands are bordered by the Blight River to the South (a little below it, actually -
by the Marg-beh-Mard desert, the border with ancient Nehekhara), to the West by the Black Gulf, to the
North by the Blood River and to the East by the Worlds Edge Mountains. It is a harsh place, bleak and
depressing, dominated by rocky moorlands and arid plains. The Dragonback Mountains follow the
western Badlands coast and the Blind River and Blight Water flow into the area known as the Marshes
of Madness. The occasional barrow or anceint ruin mark what remains of a long dead civilisation,
known to human scholars as Morgheim, spoken of only in hushed tones, for fear of reawakening it's
The Badlands, of course, is the home of the Goblinoid race since time immemorial, and they have since
spread into the reachs of the Empires' forests, the Worlds Edge Mountains, the Vaults, and, of course,
the Bretonnian mountains aptly named the Massif Orcal.
Little plant life graces the Badlands, and where it is found it mostly appears in the rocky moorlands,
hardy, quick growing plants and lichens adapted to their climate. Many of the Badlands' wildlife are
predators, including Wild Boars, Rock Rats and Wolves. Goblinoid tribes wander the Badlands,
collecting what useful plants they find (especially the Shamans) and hunting what they come across for
food. Roast Wolf is a favourite.

History of the Badlands

Some say the Border Princes are teeming with greenskin scum. Some say the Darklands hide whole
armies of goblinoids, ready to attack an unsuspecting Old World at any time. This would almost be
true, if the greenskin race could but reliably unite under a single command for any significant length of
time. One thing is for sure: if any part of the Old World can be called home to the goblinoid race, it is
the Badlands. This has not always been the case.
The Badlands was first populated by the greenskinned races long before Sigmar was a boy, as the
nascent goblinoids emerged from the Darklands. They quickly populated the ancient Badlands
landscape, which at the time included the area now called the Border Princes. At the time wandering
nomadic human tribes also dwelled in the Badlands, warring with clans of brutal Orcs and Goblins.
Long before the time of Sigmar one of the great human civilisations of the time formed in the northern
Badlands above the Blind River. This was called Morgheim. It was a corrupt and evil civilisation that
associated with the powers of the dead and Necromancy. It grew to envelop most of the Badlands from
Mad Dog Pass to the Marshes of Madness and pushed the goblinoids east once more into the Worlds
Edge Mountains. Parts of the Border Princes were first formed by this ancient human civilisation. Over
time it became inward looking and decadent. The period of expansion of this once blossoming
civilisation came to an end and eventually a horde of greenskins led by Warlord Dork Redeye swept
down from the Worlds Edge Mountains and all but destroyed it. Today all that remains of the
civilisation are the forgotten ruins of Morgheim and many ancient barrows, burial mounds and cairns
scattered across the Badlands. Evil things are said to dwell in these ancient burial sites still, and only
the brave or the foolish dare to disturb them.
Following the destruction of Morgheim by Dork Redeye, the greenskins re-entered the Badlands en
masse, presaging many brutal wars over the best territory as they fought for possession of what was
effectively once more a blank canvas for the goblinoids. Since then the Badlands has stayed
predominantly goblinoid controlled.
In 1452 IC (by Bretonnian historical reckoning) Bretonnian knights rode overland to the area of what
was then the Badlands, north of the Blood River. Accounts differ but more than one version goes that
they were on their way to Araby, slaughtering Orcs as they went, when they heard that the war in Araby
was all but over. Thus were the lands that would now be recognised as the modern Border Princes came
into being as they took war upon the remaining greenskins in the area and settled in the wilderness.
Other accounts say that the Bretonnians settled in the area enticed by the promise of Dwarfen gold.
Some accounts even suggest the Bretonnians were not the first to settle the area and that they merely
helped the first embattled Imperial settlers slaughter the dominant tribes of goblinoids whose land was
available for the taking. The official historical records of both Bretonnia and the Empire state that the
Bretonnians were the first to settle in the Border Princes.
Waves of ferocity from the Dwarfs, the Empire and the Border Princes have since caused the northern
border of the Badlands to ebb and flow with the centuries. The area between the Howling River and
Blood River has been the most historically contested between human and goblinoid as long as either
race can remember.

Badlands Geography
The Badlands is physically an arid, bleak landscape for the most part. The northeast is predominantly
composed of arid plains, punctuated by rocky patches and slagheaps left over from goblinoid
excavations. This area connects with the southern Border Princes, with which it shares similar terrain.
The main three rivers of the Badlands are the Blood River, Blind River and Blight Water; all three
flowing down from the Worlds Edge Mountains. The Blood River forms an effective border between
the Border Princes and Badlands, though the exact border at any given time is constantly shifting.
Nearby stands the contested fort known as Iron Rock. Once controlled by the Iron Claw Orcs, it is now
considered Border Princes territory. The Border Princes will fight to keep control of Iron Rock, and the
Iron Claw Orcs are equally eager to recapture it. At the mouth of the Blood River, the apex of the Black
Gulf, stands the Dwarf sea fortress of Barak Varr. Great Ironclad steam ships are kept here to be sent
wherever the Dwarf nation (or what remains of it in the Worlds Edge Mountains) needs them.
Two major geographic features dominate the southern and northwestern Badlands. The first is the
Dragonback Mountains, following the coast from the north and running at least half the length of the
Badlands. The Dragonbacks tower high over the plains to the northeast, and rain coming in off the sea
often finds itself unable to progress inland, instead falling on the mountains and their immediate
foothills. This makes the narrow strip of land west of the Dragonbacks and its foothills highly valuable,
fertile land. Tribes have fought wars over this land - not that Orcs are short of excuses to start fighting.
The second dominant feature is the ring of hills - of which the Dragonbacks form part - that covers and
envelops the south of the Badlands. The arc of hills forms a natural basin to the east of the
Dragonbacks, watered by the Blind River and Blight Water such that the area forms naturally wet
marshland. Such wet conditions make a sharp contrast to the parched plains of the north. This natural
basin is most commonly called the Marshes of Madness. The terrain in the marshes is wet, boggy
ground where heavy wagons or knights armoured to the hilt would quickly sink in the deepest parts. It
is said that long ago cannons and war machines carried south by human or dwarfen hands for purposes
of war further south sank to the bottom of these marshes, lost forever - a lesson still drilled into the
green recruits at the Nuln gunnery school today.
Large masses of armour-laded troops from elsewhere (most prominently the Border Princes) thus avoid
the marshes; while land trade routes to Araby avoid the central Badlands for this same reason as well as
an eminently reasonable desire to avoid the fighting of the greenskin tribes as much as is possible. One
of the most established trade routes run along the coast west of the Dragonbacks - often subject to tolls
the dominant greenskin tribe in the area exacts if it allows such trade paths at all. The other recognised
trade route is longer but considered by some to be marginally less risky. This weaves a convoluted
route via Barak Varr and Karak Azul, avoiding Black Crag, Karak Eight Peaks and the Sour Sea, and
thereon following the mountain rim until exiting the Badlands. It later joins the shorter trade route in
the deserts of Araby. The Silk Road to the Far East also passes via Barak Varr and avoids Black Crag,
before following Death Pass into the hazardous Darklands.
South of the Marshes of Madness the wet marshland gradually becomes dry plain again, before turning
into desert as you continue south into Araby and the lands where some say the dead walk. The dead are
also in evidence over much of the Badlands, though in a somewhat less active state. the whole land is
criss-crossed with ancient seeming caerns, burial mounds, barrows and buried tombs, each potentially a
verdant gold mine for any tomb robber that dared make his way across the land to try his luck. Stories
continue to circulate that some of those who have braved the Orcs to travel overland to reach these
ancient sites have discovered undying wights, wraiths and worse defending their tombs. Most famous is
the site of the ancient, ruined and mostly destroyed city of Morgheim, said to have been a site of great
darkness and evil in its day. The goblinoids generally leave the timeless tombs and ruins well alone,
apparently out of fear and superstition as much as anything else.
Small earthquakes are common in the Badlands and Darklands area. The reason for these is unclear,
with explanations including the activity of the gods under the ground (Morr is most commonly credited
by humans telling the tale), the land itself reacting to Dwarf mining in the nearby Worlds Edge
Mountains, and suggestions that the tremors are the birthing, summoning or waking of dark gods and
foul unnatural creatures (a theory aided by the predilection of the area for large numbers of ancient
forgotton barrows and tombs). The greenskins of the area are rarely rattled by these 'quakes and readily
either dismiss them or proclaim them to prove that Gork himself protects the area in the name of the
greenskin race.

Landmarks and Famous Places of the Badlands and Surrounding Area

Probably the greatest landmark of the Badlands is the towering peak of Mount Bloodhorn among the
Dragonback Mountains. Situated on the eastern edge of the Dragonbacks, its lower slopes do not enjoy
the fertility the mountain range affords the strip of land to the west, though many tribes enjoy the rivers
and streams before they reach the lower slopes or coastal Badlands. In former times the peak was called
Mount Ekrund and occupied by the Dwarfs as a base for mining the mineral rich Dragonback
Mountains. Its slopes have long since been overrun by the greenskins and many goblinoid tribes now
dwell in, on, under or around Mount Bloodhorn. Rumours persist that Skaven tunnels intersect the
lower tunnel excavations inside.
Misty Mountain is also infamous. It rests close to the banks of the Sour Sea, and is famously the place
where the Goblin Warboss history names Grom the Paunch came to prominence. Grom is said to have
eaten a plate of Troll meat that left him sick for days but which eventually left him with a large girth
and no need to eat much ever after thanks to the Troll meat constantly regenerating in his stomach. He
also formed one of the largest recorded Waaarghs in history, taking ships to the Elven lands of Ulthuan,
where he was finally defeated.
Uncomfortably close to Death Pass, Karak Drazh was once one of the great Dwarfen holds of the
Worlds Edge Mountains. Now it is ruinous, in greenskin control and more commonly referred to as
Black Crag. Traders travelling the Silk Road to the Far East avoid it where possible.
Nearby Karak Eight Peaks, below Death Pass, is another casualty of the Goblin Wars now deserted by
the Dwarfs, and has many Goblin tribes in its vicinity. The most well known of these tribes is the
Crooked Moon tribe that controls the ruined dwarfhold and which is led by the infamous Goblin
Warlord remembered as Skarsnik . The Dwarfs have attempted to recapture Karak Eight Peaks many
times, none of which attempts could be claimed to be spectacularly successful. The best that could be
said of them is that in at least some of them the Dwarf contingent survived to either retreat where they
came from or take refuge within the ruins of Karak Eight Peaks.
Further south, Karak Azul is one old Dwarf hold of the area that the Dwarfs retain control of and a key
stop on the trade route to Araby.

Weather and Climate in the Badlands

Rain falls commonly on the warm, humid and fertile strip of land west of the Dragonback Mountains.
Tribes of Orcs and Goblins live here that can subsist on animal husbandry and agriculture. Life is
generally tolerable here at any time of the year. In the summer the land is fertile and the sun is bright
and warm. In winter rainfall decreases and the smaller streams from the Dragonbacks freeze but the
temperature and rainfall are kept adequately high by warm, humid air currents coming in off the sea.
The Dragonback Mountains themselves are generally warm sun-bathed slopes in the summer. The
tropical rain off the sea keeps the western strip of fertile land and the mountain foothills well watered;
the western slopes become verdant expanses of conifer forest. The relatively parched eastern slopes
grow less abundant foliage. Winter sees the highest slopes freeze, and become snow-capped in the
cases of the very highest peaks like Mount Bloodhorn. The conifer forests recede on the western slopes,
while only the hardiest foliage survives on the eastern slopes. Life becomes generally harder and the
animals hungrier.
In the northeastern semi-desert, conditions are bleaker. Rain is rare, water scarcer, and living conditions
harder. The air is hot and dry; and what water can be found remains in water holes, oases of life in the
arid landscape. All manner of creatures, be it greenskin or fauna, come there to drink. They are among
the good places to hunt animals, though natural prey species are always especially nervous when
drinking from these oases. Life must be strong to survive here and only the hardiest plants capable of
surviving the bleakest of environments survive here to any large degree, year on year. At the oases rarer
and less hardy vegetation grows - until the oases inevitably dry up. Some plants that shamans need for
magical charms only grow at these oases. The summer months see blistering peak daytime
temperatures with warm night temperatures. Temperatures fall sharply in the wintertime. The arid semi-
desert plains become covered with frost and ice overnight, to be thawed with the first rays of the sun in
the morning.
The Marshes of Madness stay wet throughout the year, as the Blind River and Blight Water never fully
freeze. In summer the air is warm and humid with buzzing hordes of mosquitoes, marsh flies and other
insects. The chirping of insects and the croaking of marsh frogs fills the air. In winter the marshes
would grow colder than they do were it not for the tropical wind that blows inland south of the
Dragonbacks. In the northern marshes, in the shadow of the Dragonbacks, the land grows cold and frost
can gather. None but the smallest pools freeze, however. The southern marshes stay relatively warmer
in the winter months. Right across the marshes life slows down. Some marsh grasses die while others
persist. The marshlands drop slightly in water level as the rivers slow. Come summer the marshland
pools are replenished by the fast-flowing rivers, the grasses return, the insects and frogs produce their
broods of swarming young and life bounces back again.

Badlands Flora and Fauna

The flora and fauna of the Badlands varies highly with region. The dry plains of the northeast support
predators and scavengers such as wolves (see WFRP p.247) and boars (WFRP p.233) who prey on a
number of prey species, mostly small mammals that bury themselves in the dust or sand during the
hottest times of the arid summer. Many breeds of snake (see WFRP p.245) frequent the plains, a
number of them venomous. Also found are scorpions of varying size (WFRP p.243), and sand clams
(WFRP p.243) waiting in the dust or sand for unsuspecting creatures. Plant life is limited, but persists
mostly around the natural water holes. Vultures from the Dragonbacks swoop down to help finish off
the carcasses of animals that die here, alongside the other scavengers that can smell such carrion feasts
for miles. Wolves and boars of the plains are among the most common creatures to be 'domesticated' by
the goblinoids - if they can be caught.
The mountainous terrain of the Dragonback slopes supports a generally different set of life. Large birds
of prey, including eagles (WFRP p.236) and vultures are often seen among the high peaks of the
Dragonbacks, where they make their nests. Occasionally a brave or foolish Goblin manages to find a
way up there and steal an egg, in practise few that try return. Rock rats (WFRP p.242) frequent the
perilously rocky crags, as do lashworms (WFRP p.240).
The marshland of the south sustains an altogether wetter kind of life. Marsh grasses predominate the
plant life, and large numbers of mosquitoes, marsh files and other insects are not uncommon. Thus
marsh frogs also live there, feasting on the bounty of insects. Leeches (WFRP p.240) are a hazard to
those who traverse the marshes on foot, with possibly a very small number of chameleoleeches (WFRP
p.234) in the area. Other natural hazards include the bog octopus (WFRP p.233) and the fen worm
(WFRP p.237).

The Darklands
The Darklands is bordered to the West by the Worlds Edge Mountains, to the North by the Zaborota
lands of Kislev and the Mountains of Mourn, and to the South by Imperial Cathay. It is an arid, scarred
land, where Chaos walks openly. A land aptly named, marked as it is by its dark past. It is here the
Dwarves came to when they went East, and faced the threat of Chaos. Yet not even their steely
Dwarven pride could stop what happened to them. Gradually, inexorably, too slowly at first to notice,
they began to change, and the dark forges of the Chaos Dwarves were established in the Darklands,
serving their dark god Hashut, the Father of Darkness. Indeed, it is unknown how Hasut was formed,
but one possibility is that Hashut is what became of Dwarven god Grimnir when, hearing of the
opening of the polar Warp Gates, he went off to fight it as best he could. Perhaps even Grimnir was too
weak to resist the twisting effects of Chaos, and was reborn as evil Hashut. We will never know, but
this is one theory of Old World scholars. Needless to say, the Dwarves deny it strenuously - in public,
Yet the Chaos Dwarves are not the only inhabitants of the Darklands, and many degenerate Goblinoid
tribes wander the land, shunned by their Badlands kin. Goblinoid Kaoshunters often come to seek out
Chaos, to try to strike at it's heart. Few live very long - the fate of many a Kaoshunter has led to the
cooking pot of their shunned kin (many turn to cannabalism, quite natural given the tradition of runt-
noshing that exists even in the Badlands) or of the Chaos Dwarves.

Chapter Nine: Careers and Skills

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.
This chapter presents the myriad careers Goblinoids may have. All those included are, of course, only
suggestions and feel free to disallow/change/add careers as you see fit. Names are, where possible, in
the Goblinoid 'style', utilising deliberate (yes, deliberate, honest!) misspelling where appropriate, but
some have been kept in 'normal' English for clarity. All the careers are presented in a standard format:
Career Name (Basic/Advanced Academic/Rogue/...)
Desc: A brief description of the career.
Adv scheme: The careers' advance scheme.
Skills: Skills that may be bought in the career.
Trappings: Standard equipment typical to a member of the career.
Entries: }
Exits: } These two headings give the career entries and exits respectively.

Note that the abbreviations (A) and (B), used mainly in the career entries and exits listings, denote an
advanced and basic career respectively.

Basic Careers
Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.
Arrer Boy (Basic Warrior)
Desc: Arrer Boys form the core missile support of Goblinoid attack and defence forces. They use only
basic weapons (that is, bows, crossbows and the like - long bows, elf bows, repeating cross bows, etc.
are definitely out except in very rare circumstances) and are actually fairly good shots, better than the
majority of their Goblinoid brethren. They are also capable of making their own arrows, although these
are lower quality than those they would otherwise use (made by the Craffters or scavenged from other
Adv scheme: BS+10, W+1, Dex+10.
Skills: Carpentry, 20% chance of Marksmanship.
Trappings: 25% change of leather armour, bow or crossbow and 2D10 arrows/bolts, hand weapon.
Exits: Artillerist (A), Assassin (A)
Artist (Basic Academic)
Desc: Occasionally, a rare Goblinoid individual (usually a Goblin or Lesser Goblin) gets the creative
urge and will take up this career. Artists, almost invariably slightly unhinged, make use of whatever
inks or paint they have to enliven the surface of rocks, cave walls, treated animal skins (sometimes still
on the animal in question!), or whatever they take the whim to paint on (sometimes the body of a
sleeping buddy - think 'Shoot me' signs on the back and such like :o) ). They are rarely much good but
this never seems to put them off...
Adv scheme: I+10, Dex+20, Cl+10, WP+10.
Skills: Art.
Trappings: D2-1 insanity points, D4 pots of paint or ink, D4 brushes of varying quality, D4 animal
Exits: Craffter (B), Fanatic (B)
Craffter (Basic Academic)
Desc: Craffters are the artisans and handymen of the Goblinoid world. Usually Hobgoblins or Goblins,
their main role is in the making of arrows, leather armour and similar items. They aid the Smiffs in the
making of metal armour, weapons and shields and the Endjineers in the making of war engines, torture
racks and such like.
Adv scheme: S+1, W+2, I+10, Dex+20, Cl+10, WP+10.
Skills: Tailor, Art, Carpentry, 25% chance of Very Strong, 10% chance of Very Resilient.
Trappings: Basic tools.
Entries: Artist (B)
Exits: Smiff (A), Doom Diver (B), Doktor (B), Endjineer (A)
Doktor (Basic Academic)
Desc: Roughly equivalent to the Physicians Students, Pharmacists or Herbalists of Human society,
Doktors prescribe pills and potions and poke around inside their vic- er.. patients, sometimes even
helping to treat the malady or injury concerned... Most do it as much out of sadism as wanting to help
the afflicted. While many do this relatively untrained, with often predictable results, some do learn the
necessary skills and are actually fairly good doctors. The truly sadistic often aspire to join the ranks of
the Painboys.
Adv scheme: T+1, W+1, Int+10, I+10.
Skills: Heal Wounds, Cure Disease, Identify Plants, Herb Lore, Surgery.
Trappings: Basic medical instruments, bag of multi-purpose herbs, pestle and mortar.
Entries: Craffter (B)
Exits: Painboy (A)
Doom Diver (Basic Ranger)
Desc: As useful as the Goblinoid scouts are, they have only a limited reconnaissance range. To
overcome this, the Endjineers came up with a device called the Doom Diver catapult (or, more
commonly, the Bat-winged Loonie lobber). This is a huge catapult capable of firing a Goblin into the
blue sky yonder to (in theory at least) survey the land or crash down into enemy ranks causing a great
deal of consternation as he does so.
Early experiments resulted in many fatalities until someone came up with the bright idea of using
wings to control their flight and landing. Although this helps little in reducing the damage the poor
demented Gobbo (they do it voluntarily!) takes on landing, it does at least allow the Goblin to steer and
have some effect on just when he plummets to Terra Firma. Each Doom Diver (also commonly known
as Bat-winged Loonies) always makes his/her own wings, never trusting any other Gobbo to so much
as touch them...
Note that this is a career for Goblins only. Snotlings and Lesser Goblins are too small to push back the
catapult and fire themselves, others too large (straining the catapult - experiments on larger and more
robust catapults for Orcy Doom Divers have had little recognisable success up to yet). Notes on the
Doom Diver Catapult can be found in the Defence and War chapter.
Adv scheme: S+1, T+1, W+2, I+10, Cl+10.
Skills: Acrobatics (limited form used for controlled landings: -2 damage on jumps and falls), Carpentry,
Spec wpn - Doom Diver catapult (Bat-winged Loonie lobber), 50% chance of Very Resilient.
Trappings: Pair of wooden wings, lots of bruises, D6 broken bones, D3 insanity points. (Sadistic GMs
might like to have the player actually roll to see how well his character made his wings - a bad failure
could very well mean they're useless up in the air with possibly deadly consequences... }:o>).
Entries: Craffter (B)
Exits: Fanatic (B)
Driver (Basic Ranger) [By N. Arne Dam]
Desc: Both in times of war and peace, chariots drawn by Wolves or Boars have proven both useful and
important for the nomadic life of some Gobbo tribes. Thus, a few Goblins specialize in driving them.
Adv scheme: WS+10, W+2, I+10, Cl+10.
Skills: Animal Care, Drive Cart, Specialist Weapon - Whip.
Trappings: Chariot, boars or wolves, whip, hand weapon.
Entries: Grunta (B), Wulf Boy (B)
Exits: Grunta (B), Wulf Boy (B) [Well, any ideas??]
'Eadbanger (Basic Academic)
Desc: 'Eadbangers are the wizard/alchemists apprentices of the Orcy world. Shamanistic magic is such
that many of those unskilled in releasing the pent-up magical energy bubbling in their brain quickly go
doo-lally by way of the 'Eadbang effect. Those 'Eadbangers who by some feat learn to control their
powers (that is, fully complete the 'Eadbanger career) are ready to advance to the first level of the
Shaman career. More information on Goblinoid magic can be found in the Religion and Magic
Magic points: 2D4.
Adv scheme: W+2, I+10, Int+10, Cl+10, WP+10.
Skills: Cast Spells - Petty, Magic Sense, R/W - GobScript. Starting characters get D3 free Petty magic
Trappings: Copper staff, shamans robes.
Entries: Acolyte (B)
Exits: Shaman L1 (A), Acolyte (B)
Magic Points: As normal for Humans.
Fanatic (Basic Warrior) [Partly based on a career by 'Alfred the GM']
Desc: Goblinoid Fanatics are a strange lot, even for Goblinoids! They drink a potion, made by the tribe
Shamans from the Madcap (_very_ appropriate name!) mushroom and called Fungus Brew, which
turns the otherwise fairly normal (if slightly demented) Gobbo into a manic killing machine... In
combat Fanatics wield a huge ball and chain, swinging it wildly (and uncontrollably) in a great sphere
of death dangerous to both friend and foe alike.
This career is for Goblins only - Snotlings and Lesser Goblins are too small to lift the enormous ball
and chain these guys wield, and Orcs are too big, falling over and hitting themselves with the *@!!**
thing :o)... Details of Fungus Brew and the Madcap mushroom can be found in the Appendices.
Adv scheme: WS+20, BS+10, S+2, T+1, W+6, I+10, A+1, Cl+20, WP+10.
Skills: Frenzied Attack, Strike Mighty Blow, Spec Wpn - Flail wpns (for ball and chain!), Dodge Blow.
Trappings: Massive ball and chain, D3 bottles of Fungus Brew, D4 insanity points per advance or skill
as they are taken (these guys are *LOONIES*! Think Crazy axe/chainsaw maniacs and you're half
there... ;o).
Entries: Artist (B), Doom Diver (B), Kaoshunter (A)
Exits: Humie Slayur (B)
Foot Scout (Basic Ranger)
Desc: Like the other humanoid races, the Goblinoids have their own reconnaissance scouts who check
any new or suspicious areas ventured into and gather information on rival tribes and monitor the local
Humies. All too often they are seen, followed back and bring attack on the tribe. Foot Scouts cover the
immediate area while the Wulfboy Scouts reconnoiter further afield.
Adv scheme: WS+10, BS+10, S+1, W+2, I+10, Int+10, Cl+10.
Skills: Follow Trail, Silent Move Rural, Concealment Rural, Flee!.
Trappings: Hand weapon, leather jerkin, water bag, ... (general survival kit: see initial Ranger
trappings, p.18).
Entries: Mappboy (B), Slave (B)
Exits: Wulfboy Scout (A), Mappboy (B)
Forager (Basic Ranger)
Desc: Foragers are specialised slaves sent out to forage for food in the surrounding area, usually under
the direction of a Runtherd. It is not unknown for Foragers (and quite common for Runtherds) to keep a
secret stockpile of food for when times are harsh, leaving the rest of the tribe to their fate.
Adv scheme: WS+10, BS+10, S+1, T+1, W+3, I+10, Dex+10, Int+10, WP+10.
Skills: Gamehunting, Follow Trail, Silent Move Rural, Identify Plant/Fungi. Trappings: Small food
stockpile somewhere out of the way (a small secluded cave or some such place).
Entries: Slave (B)
Exits: Sneak (B), Kook (B)
Ganggob (Basic Warrior)
Desc: Ganggobs form the rank and file of a tribes defence and also act as wardens, patrolmen and
jailers of a tribe. More info can be found in the Defence and War chapter.
Adv scheme: WS+10, T+1, W+4, I+10.
Skills: Disarm, Dodge Blow.
Trappings: Hand weapon, leather jerkin.
Entries: Mercenary (B), Wall Drummer (B), Rat Catcher (B)
Exits: Painboy (A), Wall Drummer (B), Tribe Guard - Gang Cheef (A), Rat Catcher (B)
Grunta (Basic Ranger) [By N. Arne Dam]
Desc: Gruntas, also known as Boarboyz, are the Orc equivalent of the Goblin Wulfboys. They train,
ride and generally look after the tribe's War-boars, admiring the stubborn, vicious nature of the beasts
(and their wicked tucks too... }:o) ) ("Nuffin' like smashin' da 'eads of your enimi, while da beest is
smakin' 'is jelly, ya' know!")
Adv scheme: WS+10, BS+10, S+1, W+4, I+10, Dex+10, Ld+10, Cl+10, WP+10.
Skills: Animal Training - Boar, Ride - Boar, Animal Care.
Trappings: Boar, leather jacket, shield, crossbow and 20 bolts, spear, hand weapon.
Entries: Driver (B)
Exits: Snorta (A), Pack Master (A), Boarboy Scout (A), Driver (B)
Humie Slayur (Basic Warrior) [By Chris Clements]
Desc: Humie Slayurs are the lower rung of the group known as Stunty Slayurs. Seeing the effectiveness
of the Dwarven Troll and Giant Slayers and Elven Wardancers, the Goblinoids decided to see what they
could put together, and the Stunty Slayurs were the result. Humie (Human) Slayurs devote themselves
to causing mindless mayhem directed (mostly) against other humanoid races in the Old World - their
favourite combatant is a Dwarf, but anyone that gets in the way is fair game. Copying the slayers of
Dwarven race, the Stuntie Slayers tattoo themselves and dye their hair (which they don't have a lot of -
at least on top of their head!) different colors. Most wear bright colored wigs (or Hair Squigs) which
they tack onto their heads.
Why do they do it? Perhaps a Dwurfie wronged him long ago, perhaps killing his favourite pet Squig,
or maybe the green fellow just decided he wanted to kill a lot of things (the most likely reason!). Why
is never important, for no one asks a Stuntie Slayer why he (or she - eww!) becomes a Stuntie Slayer.
This is not due to any fear (well, maybe a little), but generally because they themselves have forgotten
the original reason.
Stuntie Slayers do not concern themselves with caution - they want to kill, and if it means getting killed
in the process then it's a price they are more than willing to pay. Humie and Dwurfie Slayers are quite
often unhinged (that is, completely mad), and are likely to have eccentric behavior well beyond the
norms of 'normal' Goblinoids (and the norm amongst Goblinoids can get pretty bizzare!).
Adv scheme: WS+20, BS+10, S+1, T+1, W+6, I+20, A+1, Ld+20, Cl+20, WP+10.
Skills: Conc. Urban, Conc. Rural, Disarm, Dodge Blow, Spec wpn - 2H and another of GMs/players
choice, Street Fighter, Strike Mighty Blow, 25% chance of Very Resilient, 25% chance of Very Strong.
Trappings: D4+4 weapons, 25% chance of some type of armour, Hair Squig, D4 bitz an things, D3
insanity points.
Entries: Mercenary (B), Fanatic (B)
Exits: Dwurfie Slayur (A), Mercenary Cheef (A), Assassin (A)
Kook (Basic Academic [or Rogue?]) [By N. Arne Dam]
Desc: While the big guys rest, someone has to prepare the food. These are the Kooks, though real
Human (or similar) cooks would of course be terribly offended if at all compared with them. Often the
Kooks cooperate with the Painboys when in need of ingredients... The Kooks are also the ones brewing
the booze often found in the Gobbo camps, often drinking a great deal themselves and developing an
appetite for it.
Adv scheme: WS+10, W+2, Dex+10.
Skills: Brewing, Cooking, Consume Alcohol.
Trappings: Leather apron, crudely made pots and pans, butcher's knife, devices for brewing.
Entries: Forager (B)
Exits: Painboy (A)
Mappboy (Basic Ranger)
Desc: Mappboys are the navigators of the Gobbo tribe. They pride themselves on their (sometimes less
than brilliant) map reading and navigational skills and some can even navigate by the stars.
Adv scheme: WS+10, T+1, W+2, I+10, Int+10, Cl+10.
Skills: Read/Write - GobScript, Cartography, Orientation, 20% chance of Astronomy.
Trappings: A map, typically a crude one of the Badlands.
Entries: Foot Scout (B)
Exits: Foot Scout (B)
Mercenary (Basic Warrior)
Desc: Mercenaries are members of bands and tribes of Gobbos who wander the Badlands and
Darklands, hiring their services out to others in return for a share of the spoils of war. Some join larger
tribes permanently as Ganggobs, some hone their skills to a fine edge to become Humie Slayurs, others
strike off on their own, for whatever reason, to seek out chaos and join the ranks of the legendary
Adv scheme: WS+10, T+1, W+2, I+10, Cl+10.
Skills: Disarm, Dodge Blow, Strike Mighty Blow.
Trappings: Leather jacket, shield, hand weapon.
Exits: Mercenary Cheef (A), Assassin (A), Humie Slayur (B), Gang Cheef (B), Kaoshunter (A)
Nannee (Basic Academic)
Desc: Nanneez are usually elderly Goblin slaves with little more of a useful life left who function as the
child rearers of Gobbo society. In a culture where parental responsibility is almost unheard of, it falls
on the Nanneez to care for the Goblinoid 'sprogs' during the first few months of their lives (Goblinoids
develop surprisingly rapidly), bringing them to the stage where it's up to the young Gobbo to carve a
place for themselves in the tribe pecking order.
Adv scheme: T+1, W+2, I+10, Dex+10, Int+10, Cl+10, WP+10.
Skills: Child Care, Estimate, Spec Wpn - Leather strap, Dodge Blow.
Trappings: Leather strap.
Entries: Slave (B)
Prostitute (Basic Rogue)
Desc: Of course, no society as sexually loose as that of the Goblinoids could be complete without the
Prostitute. Prostitutes make a career out of seducing mates and unlike Human prostitutes who take cash
payment, instead take favours from the clients and gain useful gossip from their possibly loose tongued
mates. Most, however, do it mainly because it's fun!
Adv scheme: W+1, I+10, Dex+10, Fel+10.
Skills: Charm, Concealment Urban, Massage, Seduction, 20% chance of Immunity to Disease, 40%
chance of Pick Pocket.
Trappings: Revealing clothes, flask of evocative scent.
Entries: Snivla (B), Slave (B)
Exits: Slave (B), Sneak (B)
Rat Catcher (Basic Ranger)
Desc: For those tribes who live in underground holds or sets, Rats are commonplace in the tunnels of
the complex. These Rats eat any stored food, get underfoot and generally annoy the Goblinoid
inhabitants. Rats, however, are not the worst of creatures to stalk the deep earthy corridors, and many a
Gobbo has been found mutilated shortly after the tribe connects with a new tunnel. None know what
stalks the deeper tunnels of the Badlands and Darklands and fewer still want to. The Goblinoid Rat
Catchers, unfortunately, have little choice in the matter...
Adv scheme: WS+10, BS+10, W+2, Dex+10, Cl+10.
Skills: Concealment Urban, Immunity to Disease, Set Trap, Silent Move Urban, Spec wpn - Net, Spec
wpn - Sling, Spot Trap.
Trappings: Hand weapon, spear, net, sling and ammo, D6 animal traps.
Entries: Slave (B), Ganggob (B)
Exits: Ganggob (B), Kaoshunter (A)
Runtherd (Basic Ranger)
Desc: Where humanity has its Slavers, Gobbo society also needs those who make the Slaves behave.
This is part of a Runtherdz job, other tasks include managing the wandering Squigs (although any
wandering Cave Squigs are quickly reported to the Pack Masters) and dealing with any slave Snotlings
or Lesser Goblins. Some Runtherdz go on to deal with the packs of animals and Squigs the more
experienced Pack Masters manage.
Adv scheme: WS+10, BS+10, S+1, W+3, I+10, Ld+10, Cl+10, WP+10.
Skills: Animal Care, Heal Wounds, Spec Wpn - Whip.
Trappings: Spear or Prodder, whip, cages, manacles, leg irons. [[Add info on the Prodder ($GbA, p73).
Entries: Slave (B)
Exits: Pack Master (A)
See Foot Scout (B), Wulfboy Scout (A) and Boarboy Scout (A). Then there's the Sneakin' Gitz (A), a
distinctly crazy blend of spy and scout...
Slave (Basic Rogue)
Desc: Slaves are the lowest of Gobbo society, the down and outs. They do all the dirty jobs no-one else
wants to do and are beaten if they complain too loudly. Those members of smaller species with little
contingent in the tribe are often made Slaves, usually Snotlings and Lesser Goblins.
Adv scheme: WS+10, W+2, I+10, WP+10, Fel+10.
Skills: Dodge Blow, Blather, Massage.
Trappings: None.
Entries: Snivla (B), Prostitute (B)
Exits: Tunnel Runner (B), Runtherd (B), Nannee (B), Forager (B), Foot Scout (B), Prostitute (B), Rat
Catcher (B)
Sneak (Basic Rogue)
Desc: Petty crime is rife in Goblinoid society, and none know or use this more so than the Sneaks.
Sneaks blend into Gobbo society and filch what they take a fancy to when the previous owners' back is
turned and blend right back in, not drawing attention to themselves and slinking away with the spoils. A
Sneak will sometimes frame another Gobbo for the theft, either as a practical joke, to get back at an
enemy or when the situation demands they not be regarded as a suspect of the theft for which there may
be only a few possible pilferers.
Adv scheme: WS+10, BS+10, W+2, I+10, Dex+10, Fel+10.
Skills: Concealment Urban, Silent Move Urban, Silent Move Rural, Evaluate, Palm Object, Flee!, Pick
Trappings: D10 small baubles and things.
Entries: Snivla (B), Tunnel Runner (B), Forager (B), Prostitute (B)
Exits: Sneakin' Git (A), Assassin (A), Cheetin' Git (A)
Snivla (Basic Rogue)
Desc: Just like Human society, Gobbo society is not without those who (try to) live by begging off
others, and this is the role of the Snivlas. The nature of Goblinoid society means the tactic works little
but this doesn't seem to stop the majority of them, who if they are of the smaller Gobbo species are
usually promptly ate by their peckish betters...
Adv scheme: WS+10, T+1, W+2, I+10.
Skills: Begging, Conc. Urban, Silent Move Urban, 20% chance of Consume Alcohol.
Trappings: None.
Exits: Sneak (B), Slave (B), Prostitute (B), Cheetin' Git (A)
Squig Hunter (Advanced Ranger) [By N. Arne Dam]
Desc: Searching for exotic kinds of fungi and moulds the goblins venture deep into the tunnels beneath
their mountain caves. Here they must fight other searchers of the plants, the ferocious Cave Squigs.
The goblins have learned that the Cave Squigs can actually be useful (roasted cave squig is considered
quite a delicacy in some tribes), so some of the braver goblins have specialised in catching them. With
long, sturdy Prodders (see elsewhere) they goad the cave squigs into places where others are ready to
cast big nets over the beasts and bash them senseless with mighty clubs.
Squig Hunters tend to grow proud and boasting and happily show their skills at disciplines such as
squig wrestling, tunnel racing, squig pit leaping and bare-back squig riding.
Adv scheme: WS+20, S+2, T+1, W+4, I+10, Dex+10, Ld+10, Cl+20.
Skills: Follow Trail, Identify Plant (Subterranean), Ride - Cave Squig (only for the truly reckless ones),
Specialist Weapon - 2-handed, - Net, - Prodder, Strike to Stun.
Trappings: Prodder, 2-handed club, net, sack for fungi.
Entries: Pack Master (A)
Exits: Pack Master (A)
Tunnel Runner (Basic Ranger)
Desc: Tunnel Runners, specialised slaves used as messengers, are used in large underground Gobbo
lairs to send communication between sections of the hold. A Tunnel Runner will often flee rather than
fight anything he faces in the nastier tunnels, probably a wise choice but one earning Tunnel Runners
the nickname of 'running jeebies'. Jeebies are sometimes forced above ground when tunnels collapse or
are taken by hostile forces or any of the nastier creatures that can (and do) stalk some of the deeper
Goblinoid tunnels.
Adv scheme: M+1, WS+20, S+1, T+1, W+2, I+10, Dex+10, Cl+10.
Skills: Flee!, Fleet Footed, Orientation (underground only), Spot Traps, 25% chance of Sixth Sense,
25% chance of Silent Move Urban, 10% chance of Follow Trail.
Trappings: None. [[Knife?]]
Entries: Slave (B)
Exits: Sneak (B)
Wall Drummer (Basic Ranger) [By Oliver Rosenkranz]
Desc: Many Orcish and Goblin tribes live in large underground caves or in deserted dwarven tunnel
systems. The need to communicate over long distances brought up some (for Goblinoid measures)
innovative ideas. While Tunnel Runners are used, they can prove to be either too unreliable in the face
of grave danger to the tribe or (in the case of Orcish runners) too massive to run through the narrowest
tunnels, for example when the main tunnels have been taken by enemies. Therefore a special (and still
primitive) communication technique has been developed by some tribes, Wall Drumming. Wall
Drummers are valuable members of their tribes as they transport important messages in times of
danger. Of course, Wall Drumming has also weak points as most tribes have different drumming codes
which sometimes causes fatal misunderstandings. Also, in huge tunnel complexes the drumming can be
heard over a very long distance by applying an ear to the tunnel wall, but its source is often much less
easy located. In some tribes each patrol 'gang' contains a Wall Drummer. Wall Drummers are often
called on for Gobbo religious rites.
Adv scheme: WS+10, S+1, W+2, I+10, Int+10, WP+10.
Skills: Acute Hearing, Orientation (underground only), Secret Signs/Language - Walldrumming code,
50% chance of Primitive Mineralogy, 35% chance of Musicianship - Drum.
Trappings: Pair of wooden drum sticks, improvised drum.
Entries: Ganggob (B)
Exits: Ganggob (B)
Wulfboy (Basic Ranger)
Desc: Wulfboys are the Wolf riders and trainers of Goblinoid society and, despite the name of the
career, also deal with Boars. These Boar or Great Wolf mounts are almost as big as a horse. Some
Wulfboys choose to specialise in reconnaissance as Wulfboy Scouts, others switch to the life of the
Pack Master.
Adv scheme: WS+10, BS+10, S+1, W+2, I+10, Dex+10, Ld+10, Cl+10, WP+10.
Skills: Animal Training - Wolf/Boar, Ride - Wolf/Boar, Animal Care.
Trappings: Wolf or Boar, leather jacket, shield, short bow and 20 arrows (Goblin and smaller),
crossbow and 20 bolts (Orc), spear, hand weapon.
Entries: Wulfboy Scout (A), Driver (B)
Exits: Wulfboy Scout (A), Pack Master (A), Driver (B)

Advanced Careers
Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.
Advisor (Advanced Academic)
Desc: Advisors of the Warboss. Usually the first to lose heads when the Warbosses cunning plan fails.
The best survive many Warbosses or are eventually elevated to the post themselves, the worst die
Adv scheme: WS+10, BS+10, S+1, T+1, W+3, I+20, Dex+10, Ld+10, Int+20, Cl+20, WP+10, Fel+20.
Skills: Charm, Blather, Evaluate, Dodge Blow, R/W - GobScript.
Trappings: Hand weapon, leather jerkin.
Entries: Shaman L3 (A), Shaman L4 (A), Mercenary Cheef (A), Priest L3 (A), Priest L4 (A), Warcheef
(A), Snorta Cheef (A)
Exits: Warboss (A) (if and only if the Warcheef or Snorta Cheef career has been previously completed)
Artillerist (Advanced Warrior)
Desc: Artillerists, as might be expected, fire any war machines the Gobbo tribe happens to get hold of
or the Endjineers make. Notes on war machines Goblinoids may have can be found in the Defence and
War section.
Adv scheme: WS+10, BS+20, S+1, T+1, W+3, I+20, Dex+10, Ld+10, Int+20, Cl+10, WP+10.
Skills: Engineering, Carpentry, Spec wpn - D3 types of artillery taken from the Defence and War
chapter. [Rock lobber, Lead Belcher, Bolt thrower]
Trappings: Hand weapon, leather coif, leather jacket, knife.
Entries: Endjineer (A), Arrer Boy (B)
Assassin (Advanced Warrior)
Desc: The highly lawless style of Goblinoid society lends itself to those who can take advantage of the
system. Where the Sneaks do this in their thievery, Assassins do it in the way they know best: killing.
The reaction of other Gobbos to the Assassinly arts varies from the contempt of direct violence types
(who think a bit like followers of Ulric) to the fear, respect and awe of some Goblins. Few become
Assassins, partly due to the intense training, dedication and danger inherent in the work, partly because
the capacity of a tribe to support multiple Assassins is limited.
Adv scheme: WS+20, BS+20, S+2, T+2, W+6, I+20, A+2, Dex+20, Ld+10, Int+20, Cl+20, WP+20,
Skills: Strike to Injure, Dodge Blow, Disarm, Conc. Rural, Conc. Urban, Disguise, Marksmanship,
Shadowing, Silent Move Rural, Silent Move Urban, Spec Wpn - Throwing knife, Spec Wpn - Garrotte,
Spec Wpn - 2H, Spec Wpn - Parrying wpns.
Trappings: Dark cloak, garotte, throwing knives, hand weapon.
Entries: Mercenary (B), Mercenary Cheef (A), Kaoshunter (A), Arrer Boy (B), Sneak (B), Sneakin' Git
(A), Humie Slayur (B)
Exits: Kaoshunter (A)
Boarboy Scout (Advanced Ranger)
This career is almost identical to the Wulfboy Scout (A), which I refer you to for more information.
Entries: Foot Scout (B), Grunta (B)
Exits: Grunta (B)
Cheetin' Git (Advanced Rogue) [By N. Arne Dam]
Desc: In any larger Orc camp you will find the Cheetin' Gits, the tribe huzzlers. Primarily being smarter
than average Goblins, Hobgoblins and small Orcs, they gamble and perform bunko-artist-like tricks
that impress the other boys and, hopefully, throw of a little cash. The most famous trick is the three
skulls and the finger-bone ("O', yoo fink da boon is under dis skull. Lez 'ave a look..."). As well as this
they are skilled (if such is the right word) in various gambling games, typically dice. Unfortunately, it's
hard to make tricks and win cash in gambling without making someone look foolish. When the ones
with cash are the big guys, being a Cheetin' Git can be a rather dangerous job...
Adv scheme: WS+10, BS+10, T+1, W+2, I+10, Dex+20, Int+10, Cl+10, WP+10, Fel+20.
Skills: Blather, Flee!, Gamble, Luck [I know, it's an innate one, but... Personally I wouldn't allow it in
this context, but feel free to allow or disallow it according to your game style - MG], Palm Object, Wit.
Trappings: Assorted collection of small teeth and bones, three skulls, set of bone dice.
Entries: Sneak (B), Snivla (B)
Exits: Sneakin' Git (A) [Maybe Advisor. After all, politics and entertainment are two sides of the same
Dwurfie Slayur (Advanced Warrior) [By Chris Clements]
Desc: For those Humie Slayurs who, by luck or destiny, survive the life of a Humie Slayur, there is
nothing to hold them back from what is probably the summit of Goblinoid fighting prowess, the
Dwurfie Slayur. These guys are as crazy as their Humie Slayur brethren, only more so, and many have
a proficiency in combat that possibly even the hardiest Dwarf would blanch at. Few offend a Dwurfie
Slayur and live to tell the tale. See also the Humie Slayur (B) career.
Adv. scheme: WS+40, BS+20, S+2, T+2, W+8, I+30, A+2, Ld+30, Int+10, Cl+40, WP+20.
Skills: Three more Spec Wpn proficiencies, Frenzied Attack, Torture, Wrestling.
Trappings: As Humie Slayur plus D3 insanity points more.
Entries: Humie Slayur (B)
Endjineer (Advanced Academic)
Desc: Endjineers are the machine making geniuses of the Goblinoid tribe. It is these boffins who make
the war machines the Goblinoids use (and which aren't scavenged from elsewhere), which they are also
fully capable of firing given a crew to command (after all, they did design them). A few have
experimented in adding 'bionic bitz' to volunteers (or victims) bodies while others delight in the making
and usage of devilish torture equipment.
Adv scheme: WS+10, BS+10, W+2, Dex+20, Int+20.
Skills: Carpentry, Engineering, R/W - GobScript, Set Trap, Spot Traps, 25% chance of Smithing, 25%
chance of Metallurgy, 20% chance of Spec wpn - one type of artillery from the Defence and War
chapter [Rock lobber, Lead Belcher, Bolt thrower]
Trappings: Artisans tools, D4 small torture items (thumb screws?).
Entries: Painboy (A), Smiff (A), Craffter (B)
Exits: Artillerist (A), Painboy (A), Smiff (A)
Gang Cheef (Advanced Warrior)
Desc: The rank and file Ganggobs are usually organised into combat and patrol units called 'gangs', and
so above the rank of Ganggob comes the Gang Cheef. This is somewhat of a misnomer, as it actually
covers not only those who command individual gangs, but those who command a number of gangs
(and who are under the command of Warcheefs themselves. More info can be found in the Defence and
War chapter.
Adv scheme: WS+20, BS+10, S+1, T+1, W+6, I+20, A+1, Ld+20, Cl+20, Fel+10.
Skills: Disarm, Dodge Blow, Strike Mighty Blow, Strike to Stun.
Trappings: Hand weapon, leather coif, leather jacket, knife.
Entries: Ganggob (B)
Exits: Warcheef (A)
Kaoshunter (Advanced Warrior)
Desc: The hand of chaos spreads even to the Badlands. The deeper tunnels of many Goblinoid holds
are not without their chaotic inhabitants and chaos routinely walks the Darklands. Some especially
brave or foolish Gobbos work to counter this, often giving up their lives or driven mad if they are not
already. Most leave the tribe system and wander the Badlands or Darklands seeking out chaos and its
spawn, usually dying quickly as a result. A few specialise in ridding the deeper tunnels of tribal holds
of chaotic spawn, of those who venture into the more notorious tunnels few return.
Adv scheme: WS+20, BS+20, S+1, T+1, W+5, I+30, A+2, Dex+20, Ld+20, Int+10, Cl+10, WP+20,
Skills: Marksmanship, Silent Move Rural, Silent Move Urban, Strike Mighty Blow, Spec Wpn - Net.
Trappings: Hand weapon, leather coif, leather jerkin.
Entries: Assassin (A), Mercenary (B), Mercenary Cheef (A), Rat Catcher (B)
Exits: Assassin (A), Fanatic (B)
Mercenary Cheef (Advanced Warrior)
Desc: Mercenary Cheefs are those in charge of the mercenary bands that travel the Goblinoid lands,
hiring themselves to one side or other in a conflict and taking payment by way of a share of the spoils.
See also the Mercenary (B) career.
Adv scheme: WS+20, BS+10, S+1, T+1, W+3, I+10, A+1, Dex+10, Ld+10, Cl+20, Fel+10.
Skills: Strike Mighty Blow, Strike to Stun, Disarm, Dodge Blow, Street Fighter.
Trappings: Mail shirt, shield, leather coif, hand weapon.
Entries: Mercenary (B), Humie Slayur (B)
Exits: Assassin (A), Advisor (A), Kaoshunter (A), Warcheef (A)
Pack Master (Advanced Ranger)
Desc: Where the Wulfboys are responsible for the training of Wolves and Boars for riding, Pack
Masters are responsible for the training and handling of those animals caught and trained but not (or at
most rarely) ridden. These creatures typically include various species of Wolf, Boar, Rat and Wardog,
as well as the more ferocious Squigs like the Cave Squig. Most Pack Masters started out as Runtherdz.
Adv scheme: WS+20, BS+10, S+2, W+5, I+20, Ld+10, Cl+20, WP+10.
Skills: Animal Care, Animal Training - one animal from those above.
Trappings: Hand weapon, spear, prodder (see the Runtherd (B) career for more info), D6 large sturdy
cages, whip.
Entries: Grunta (B), Runtherd (B), Wulfboy (B), Squig Hunter (B)
Exits: Squig Hunter (A)
Painboy (Advanced Academic)
Desc: Painboys are the invariably sadistic souls who operate the Goblinoid torture racks and such that
are made by the Endjineers. Painboys revel in the pain of their victims and some even learn how to heal
some of the more severe damage so the pain can be inflicted on the victim all over again. This medical
experience makes some actually quite good surgeons, better than the Doktors some begin as.
Adv scheme: WS+10, S+2, W+3, I+10, Dex+10, Ld+10, Int+10, Cl+10, WP+20.
Skills: Heal Wounds, Surgery, Torture.
Trappings: Medical/surgery tools, thumb screws, etc.
Entries: Doktor (B), Endjineer (A), Ganggob (B), Kook (B)
Exits: Endjineer (A)
Shaman - Level one (Advanced Academic)
Desc: The magical and religious element of the Goblinoid community. Almost all Shamans worship the
whole Gobbo pantheon and no one particular god, but some devout to one god in particular are found.
Some especially advanced Shamans choose to specialise in some of the less wholesome aspects of
magic like Necromancy and Demonology, while some take the route to elementalism, often
specialising in the elements of Earth or Fire (after all, the Badlands are a very rocky place (IMO) and
the destructiveness of fire probably appeals to the Gobbo mind - I may write some careers to this effect
in the course of time %%%, until then use the standard elementalist and tweak it as you think
appropriate for the Goblinoid mindset and the element(s) specialised in). The 'Eadbanger career must
be fully completed before allowing entry into Shaman L1. See also the Religion and Magic chapters.
Magic points: 3D4.
Adv scheme: WS+10, S+1, W+3, I+10, Ld+10, Int+10, Cl+10, WP+10.
Skills: Cast Spells - Orc 1, Theology (Goblinoid gods), War Chant, Consume Alcohol, Dance.
Skills (Savage Orc only): Frenzied Attack, Manu. Inks.
Trappings: Shamanal head-dress.
Entries: 'Eadbanger (B)
Exits: Shaman L2 (A)
Shaman - Level two (Advanced Academic)
Magic points: 3D4.
Adv scheme: WS+20, BS+10, S+1, T+1, W+5, I+10, A+1, Dex+10, Ld+20, Int+20, Cl+10, WP+10.
Skills: CS - Orc 2, Heal Wounds, Id. Plant/Fungi, Frenzied Attack, AL - Goblinoid.
Skills (Savage Orc only): Reinforce Tattoos, Manu. Inks.
Trappings: None.
Entries: Shaman L1 (A)
Exits: Shaman L3 (A)
Shaman - Level three (Advanced Academic)
Magic points: 3D4.
Adv scheme: WS+20, BS+10, S+1, T+2, W+6, I+20, A+1, Ld+20, Int+20, Cl+20, WP+20.
Skills: CS - Orc 3, Demon Lore, Manu. Potions, Power Vomit.
Trappings: None.
Entries: Shaman L2 (A)
Exits: Advisor (A), Shaman L4 (A), Necromancer L1 (A), Demonologist L1 (A)
Shaman - Level four (Advanced Academic)
Magic points: 3D4.
Adv scheme: WS+20, BS+10, S+1, T+2, W+6, I+30, A+1, Ld+30, Int+30, Cl+30, WP+30.
Skills: CS - Orc 4, Demon Lore, Divination, Identify Magic Artefact.
Trappings: None.
Entries: Shaman L3 (A)
Exits: Advisor (A), Necromancer L1 (A), Demonologist L1 (A)
Smiff (Advanced Warrior)
Desc: The Goblinoids like all humanoid societies, need their craftsmen, and Smiffs specialise in the
working of metal goods, weapons, armour, arrow heads, etc. Usually Hobgoblins or the occasional
Goblin, the Smiffs are capable of modest acccomplishments (breastplates, shields, weapons, helms,
etc.) but nothing much more complex (eg. full mail coat) for which the sort of advanced facilities
Human or Dwarven craftsmen possess are neccesary.
Adv scheme: WS+20, BS+10, S+1, T+1, W+2, I+20, Dex+20, Ld+10, Cl+10, WP+10.
Skills: Metallurgy, Smithing, Tailor, Art, Carpentry.
Trappings: Artisans tools, hand weapon, shield, leather jerkin, leather coif.
Entries: Craffter (B), Endjineer (A)
Exits: Endjineer (A)
Sneakin' Git (Advanced Ranger) [By Chris Clements]
Desc: All races in the Old World have some sort of military intelligence of one kind or another. Most
use conventional means to gain access to the information they seek, logically using the most effective
and tested methods of subterfuge. Who else but the Goblinoids would use spies who use only the most
twisted logic, crude cunning, dull wits and a strange affinity for the zaniest of plans!
The Sneakin' Gitz are the Goblinoid answer to spies or long range scouts. Sneakin' Gitz, who are
essential for plans of attack and defense, go through an intense (five minute) training course on spying
and are forced to memorize twenty or so lines in Old Worlder which they repeat as fast as they can if
they feel threatened. What the Goblinoid spies lack in intelligence they often make up for in sheer
foolhardiness that borders on psychosis. Their disguises are usually full of holes that a blind person
could notice, but the sheer surprise of the situation gives them a strange edge - Who would expect a
Goblin to walk straight into town, even masked? Add to this most Sneakin' Gitz carry with them an
unusual substance called 'lafta mold' that (while not affecting them - much) triggers euphoria and an
intoxicated like state within most other humanoids, most effectively in Humans, Elves, Dwarves,
Gnomes and Halflings (in other words, the other PC races!).
The Goblins disguise themselves in a variety of ways - to impersonate a Human or Elf they will team
up, one Gobbo working the legs while the other one works the upper body. Sneakin' Gitz have been
known to impersonate all of the following in one manner or another: Humans, Elves, Dwarves,
Halflings, cows, Giants, rocks, dogs, bushes, piles of dung, horses, trees, pieces of furniture, dead
animals, children, chickens, barrels, scarecrows, pieces of art, etc. When impersonating a humanoid,
they will paint their faces white and do what they can to hide what they are. Other unfortunate
mimicings include a bonfire, a cannon, a wheel, cannonball, large weapons, fish, and a small hill
(which all those involved in were killed when the large structure collapsed).
The Gitz often adopt codenames that they use while out on the field. These names are often twisted
versions of an original humanoid name (try using your characters real names when coming up with
codenames for the Gitz, and if you're really cruel, copy some of the individuals habits!). Details of the
'Lafta' mold can be found in the Appendices.
Adv scheme: S+10, BS+10, T+1, I+30, A+1, Dex+20, Int+20, Cl+10, WP+10, Fel+30.
Skills: Acting, Art, Blather, Carpentry, Conc. Rural, Conc. Urban, Disguise, Escapology, Follow Trail,
Herb Lore, Mime, Mimic, Scale Sheer Surface, SM Rural, SM Urban, Speak Additional Language,
Trappings: Disguise, hand weapon, D6+4 uses of the 'Lafta' mold.
Entries: Sneak (B), Cheatin' Git (A)
Exits: Assassin (A)
Snorta (Advanced Warrior) [By N. Arne Dam]
Desc: For the real 'ard core Orc boyz the ultimate showing off trick is going into battle at the front line.
Best way to make sure you are in front and remain there is to mount a war-boar. So, the major tough
guys - along with the more experienced Gruntas - go to battle together in mounted elite units. While not
at war (it occasionally happens!), they spend a lot of time showing off with the beast and training their
combat skills, lest the Warboss should order their precious beasts passed on to others more qualified
("War boars too preshus t' be weisted on sockin' fools!").
Adv scheme: WS+20, BS+10, S+2, T+1, W+6, A+1, I+20, Dex+10, Ld+10, Cl+20, WP+10.
Skills: Animal Training - Boar, Ride - Boar, Specialist Weapon - Spear, Strike Mighty Blow, [Trick
Riding - Boar??].
Trappings: Boar, leather jacket, shield, crossbow and 20 bolts, spear, hand weapon.
Entries: Grunta (B)
Exits: Snorta Cheef (A)
Snorta Cheef (Advanced Warrior) [By N. Arne Dam]
Desc: In bigger tribes the warboss appoints the toughest, most vicious of the Snortas to Snorta Cheef,
Leader of the Tribe Cavalry. Of course, lots of prestige - and nice females (!) - comes along with the
job, as the Snorta Cheef is ranked along with the Big Bosses. Naturally, the fight for the job is fierce.
Adv scheme: WS+30, BS+10, S+2, T+2, W+6, A+2, I+20, Dex+10, Ld+20, Cl+20, WP+20.
Skills: Animal Training - Boar, Ride - Boar, Spec. Weapon - Spear, Strike Mighty Blow, Strike to
Trappings: Boar, mail shirt, shield, helmet, crossbow and 20 bolts, spear, hand weapon.
Entries: Snorta (A)
Exits: Warboss (A), Advisor
Warboss (Advanced Warrior)
Desc: The Warboss is the ruler of the tribe, the final decision taker except when a Waaargh is on when
he is under the command of a Warlord. He commands all from the Bosses and Big Bosses at the top to
the lowliest Slaves at the bottom.
When a waaargh is on, Many tribes come together to form a horde, and one of the Warbosses' will
necessarily by in charge. This position, that of Warlord, is one extremely hard to attain. The Waaargh is
typically named after the Warlord in charge.
Adv scheme: WS+30, BS+30, S+3, T+3, W+8, I+30, A+3, Dex+20, Ld+40, Fel+20.
Skills: Dodge Blow, Speak Additional Language, Strike Mighty Blow, Disarm, Public Speaking, Strike
to Injure, Strike to Stun, Spec Wpn - 2H.
Trappings: Sleeved mail coat, breast plate, shield, mail coif, helm, hand weapon, knife, 2H weapon.
Entries: Warcheef (A), Snorta Cheef (A)
Warcheef (Advanced Warrior)
Desc: Above the Gang Cheefs but below the Warboss, are the Warcheefs. Together with the Snorta
Cheefs, they form what is called the Boss caste of the tribe and as such have access to many of the
more fanciable females. More info can be found in the Defence and War chapter.
Adv scheme: WS+30, BS+20, S+2, T+2, W+6, I+20, A+2, Ld+30, Cl+20, Fel+20.
Skills: Disarm, Dodge Blow, Strike Mighty Blow, Strike to Injure, Spec wpn - 2H, Public Speaking.
Trappings: Hand weapon, 2H weapon, leather coif, mail shirt, shield, knife.
Entries: Gang Cheef (A)
Exits: Advisor (A), Warboss (A)
WulfBoy Scout (Advanced Ranger)
Desc: Where the Foot Scouts are responsible for short range reconnaissance, Wulfboy and Boarboy
scouts provide the long range reconnaissance otherwise provided only by the Doom Divers. Wulfboy
Scouts are essentially mounted scouts and are often just as easy to track back to their tribe... See also
the Wulfboy (B) career.
Adv scheme: WS+10, BS+10, S+1, T+1, W+4, I+20, A+1, Dex+10, Ld+10, Int+10, Cl+10, WP+10.
Skills: Animal Care, Conc. Rural, Follow Trail, Ride Wolf/Boar, Silent Move Rural.
Trappings: Wolf or boar, leather jerkin, shield, short bow + 20 arrows, hand weapon.
Entries: Foot Scout (B), Wulfboy (B)
Exits: Wulfboy (B)

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

Arcane Language - Goblinoid

This is a language known only by Shamans, basically an expanded superset of the standard GobScript
symbols to cover such things as magic, a subject 'standard' GobScript handles poorly.

Child Care
This skill covers, at its most basic, how to look after sprogs (the Goblinoid term for kids) and not get
beaten by your betters when the kids die of starvation. It covers the Nanneez attempts to discipline the
little gremlins, make sure they aren't wounded too badly in their 'mock fights' and make sure they get
fed, etc. properly.

Manufacture Inks [by Hal Eccles]

This skill, along the lines of the Manufacture Potions skill, is typically used by Savage Orc Shamans to
adorn the bodies of themselves and their fellows. Inks created thus aren't magical but work on the basis
of simple psychology - the Orcs believe they work so they do! These inks are more like paints really
and must be reapplied every so often due to weather, battle or just general sweating. The process of
covering the body with tattoos takes about an hour to do.
Basic tattoos used are:
• Protective tattoos: 0/1 AP on all locations as leather armour. Can be reinforced by the Reinforce
Tattoos skill (see below).
• Go fasta red tattoos: M+1
Other tattoos are specific to individual tribes and Shamans and will be covered elsewhere. [[Probably in
the Religion and Magic chapter when I get round to putting the tattoos in there]].

This is the fine, luxurious massage that characterises the Warbosses favourite slaves, after all, any who
aren't that good die quickly, and is also used by Prostitutes to get their clients 'in da mood' for the
pleasures to come, as well as serving to loosen their clients tongues...

Power Vomit
Eventually, a Shaman learns to discharge used magical energy bubbling in his brain in a way not
requiring his copper staff but which is much more flamboyant and more dangerous to those in the
immediate area. The energy is belched out as a sickly green fireball, causing damage as in the Fireball
description of the rulebook on whatever it hits, roll target randomly if necessary. Potentially very useful
in battle but not reliable - it can only be done when the Shaman is about to 'Eadbang and he must pass
an I test to Power Vomit rather than 'Eadbang.

Primitive Mineralogy [By Hal Eccles]

Characters with this skill, principally the tribes' Wall Drummers, are able to 'feel'/'hear' the quality
and/or quantity of a mineral/stone by hitting it. By passing an Int test, the character may be able to
estimate the diameter of a wall or to estimate the distance of the sound of a distant hit against a tunnel

Reinforce Tattoos [By Hal Eccles]

When the Savage Orc Shaman is with the boyz he can reinforce the psychology which makes their
'magical' tattoos work. He can convince them that their tattoos will protect them really well and
therefore the protection given by protective tattoos is increased to 1 AP on all locations. Go fasta red
tattoos are unchanged and other tattoos are left to the GMs discretion.

R/W - GobScript
The ability to read and write the Gobbo tongue, Ha^zhakh, on which more info can be found in the
Goblinoid Culture chapter.

Specialist Weapon - Spear [By N. Arne Dam]

Trained characters can use a spear like a lance when charging mounted. This gives a +1 to damage
when charging mounted. Optionally, the charging rules form Clad in Steel can be used.
War Chant [By Hal Eccles]
This skill, used by Shamans, can only be used if there is at least 5 other Orcs (Orcs, Savage Orcs, Black
Orcs or Hobgoblins) or 10 Goblins within 20 yards of the Shaman. The Shaman starts up the chant and
the boyz join in. This wild energy gives the Shaman more magical power, an extra D6 magic points
which will disappear at the end of the turn if they are unused.

Chapter Ten: Bestiary

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

Description: Standing at approximately four feet in height with relative proportions similar to Humans,
Goblins are by far the most common of the Goblinoid species. They make poor warriors, running away
at least as often as they stand and fight. In spite of their numbers, Goblins are so undisciplined that they
rarely present anything more than a transitory threat to Human settlements. Favourite Goblin mounts
are Great Wolves and Boars. Skin colour varies from yellowish-green to almost black and their blood
colour varies from green to red. Goblins speak Gha^zhakh, a dialect of the common Goblinoid tongue,
and have Night Vision to 10 yards.
Psychology: Neutral-Evil alignment. Hate Dwarves, Fear Elves when not outnumbering them by at
least 2 to 1. Subject to animosity towards Gobbos of other species/tribes.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 25 25 3 3 7 20 1 18 18 18 18 18 18

D3+2 2D10+15 2D10+15 D3+1 D3+1 D3+4 2D10+10
A Dex Ld Int Cl WP Fel
1 2D10+10 2D10+10 2D10+10 2D10+10 2D10+10 2D10+10

Speak: Gha^zhakh
Night vision: 10 yds
Alignment: Neutral-Evil
Height: 3'6" + D10"
Psychology: Hatred of Dwarves, fear of Elves when not outnumbering them by at
least 2 to 1, animosity to Gobbos of other species/tribes
Age: 4D6/4D10
Fate points: D3
Goblin, Lesser
Description: Smaller cousins of Goblins, Lesser Goblins are very much the same as Goblins in all but
height, standing at between two and four feet tall, and build, being somewhat thinner in proportion to
their height. Skin colour varies from yellowish-green to almost black and blood colour falls between
green and red, tending towards green. Like Goblins, they speak the Gha^zhakh dialect of the common
Goblinoid tongue and have Night Vision to 10 yards.
Psychology: Neutral-Evil alignment. Hate Dwarves, Fear Elves when not outnumbering them by at
least 2 to 1. Subject to animosity towards Gobbos of other species/tribes.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 25 25 2 2 5 40 1 24 18 18 18 18 18

D3+2 2D10+15 2D10+15 D3 D3 D3+2 2D10+30
A Dex Ld Int Cl WP Fel
1 2D10+15 2D10+10 2D10+10 2D10+10 2D10+10 2D10+10

Speak: Gha^zhakh
Night vision: 10 yds
Alignment: Neutral-Evil
Height: 2'4" + D10"
Psychology: Hatred of Dwarves, fear of Elves when not outnumbering them by at
least 2 to 1, animosity to Gobbos of other species/tribes
Age: 4D6/4D10
Fate points: D3

Description: Of the Goblinoid races, Hobgoblins bear the closest resemblance to Humans, with the
exception of a number of Half Orcs. Usually approximately six feet tall, Hobgoblins are almost as
aggressive as Orcs, are quicker, both mentally and physically, and make proficient, if crude, metal
workers, craftsmen and miners. They also often function as leaders for purposes of defence and
conducting raids. Despite their practical nature in the tribe, they are cunning and sometimes deceitful.
Rumours are flying of Hobgoblin contact with a new threat from within the Darklands, although little
more is known of this, much less proven. Hobgoblin skin is usually leathery and a yellowish-brown
colour and, unlike other Goblinoids, they sport a full head of dark (usually black) hair. Blood is usually
a deep red colour. Favourite mounts are Great Wolves and Boars. They speak the dialect of the
Goblinoid tongue known as Hargha^zhakh. Hobgoblins have Night Vision to 10 yards.
Psychology: Neutral-Evil alignment. Hobgoblins suffer from frenzy and animosity towards Gobbos of
other species/tribes.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 33 14 3 4 7 30 1 29 29 24 24 24 18

D3+2 2D10+20 2D10+5 D3+1 D3+2 D3+4 2D10+20
A Dex Ld Int Cl WP Fel
1 2D10+20 2D10+20 2D10+15 2D10+15 2D10+15 2D10+10
Speak: Hargha^zhakh
Night vision: 10 yds
Alignment: Neutral-Evil
Height: 5'4" + D10"
Psychology: Subject to frenzy, animosity to Gobbos of other species/tribes
Age: 5D6/5D10
Fate points: D3
Skills: Frenzied Attack

Description: Orcs are among the more powerful warriors of the Goblinoid races and usually install
themselves as leaders of their weaker cousins. They are powerfully built and often approach seven feet
in height, some being somewhat ape-like in their gait and appearance, others showling less signs of this
and being more powerfully built, depending on parentage. Skin is greenish or a darkish olive brown
and their blood is a deep red colour. Favourite mounts are Great Wolves and Boars. Orcs speak the
Orrakh dialect of the Goblinoid tongue and possess Night Vision to 10 yards.
Psychology: Neutral-Evil alignment. Subject to animosity towards Gobbos of other species/tribes.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 33 25 3 4 7 20 1 29 29 18 29 29 18

D3+2 2D10+20 2D10+15 D3+1 D3+2 D3+4 2D10+10
A Dex Ld Int Cl WP Fel
1 2D10+20 2D10+20 2D10+10 2D10+20 2D10+20 2D10+10

Speak: Orrakh
Night vision: 10 yds
Alignment: Neutral-Evil
Height: 6' + D10"
Age: 5D6/5D10
Fate points: D3

Orc, Black
Description: The largest of the Goblinoid races, Black Orcs came from the Darklands and are said to be
the result of the age-old cannibalism of the smaller and weaker members of the race known as 'runt
noshing'. This violent method of selective breeding has produced a race whose melee prowess is
legendary, almost as if they were deliberately bred by some twisted intelligence with the objective of
producing a race of master warriors. This breeding, however, gave them little of the intelligence or
discipline necessary for such a design. Standing at about seven to eight feet tall, centuries of selective
breeding have led to certain features becoming especially pronounced in the Black Orcs, such as their
broad, protruding lower jaws. Favourite mounts are Great Wolves and Boars. As their name suggests,
Black Orcs are almost invariably dark skinned, with very deep red to black blood. Black Orcs speak the
Ghaha^zhakh dialect of the Goblinoid tongue. Black Orcs have Night Vision to a range of 10 yards.
Psychology: Neutral-Evil alignment. Subject to animosity towards Gobbos of other species/tribes.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 33 25 4 4 7 30 1 18 29 18 29 29 14

D3+2 2D10+20 2D10+15 D3+2 D3+2 D3+4 2D10+20
A Dex Ld Int Cl WP Fel
1 2D10+10 2D10+20 2D10+10 2D10+20 2D10+20 2D10+5

Speak: Ghaha^zhakh
Night vision: 10 yds
Alignment: Neutral-Evil
Height: 7' + D10"
Psychology: Animosity to Gobbos of other species/tribes
Age: 5D6/5D10
Fate points: D3

Orc, Half
Description: Half Orcs are cross breeds between Goblinoids and the other humanoid races, chiefly
Humans, although Half Orcs of Halfling, Elven or Dwarven parentage are, if somewhat rare, not
unknown. Obviously, with 7 other Gobbo races able to breed with a variety of other humanoids, it is
impractical to cover all possibilities and this description assumes an 'average' Half Orc of human
parentage. Physique, skin colour and blood colour will vary according to the creatures parentage, but
most are light to dark green or brown coloured, approximately five to six feet tall with reddish blood.
Most speak the common Goblinoid tongue, Ha^zhakh, and some speak a debased form of the local
human tongue, depending on background. The Night Vision of an average Half Orc extends to 5 yards.
Psychology: Neutral-Evil alignment. Half Orcs are subject to animosity towards other humanoid races,
made at a -10 penalty as they are outcasts.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 33 25 3 3 7 30 1 29 29 24 29 29 18

D3+2 2D10+20 2D10+15 D3+1 D3+1 D3+4 2D10+20
A Dex Ld Int Cl WP Fel
1 2D10+20 2D10+20 2D10+15 2D10+20 2D10+20 2D10+10

Speak: Ha^zhakh, 50% chance of human tongue

Night vision: 5 yds, assuming Human parentage. As an alternative, you can give
the creature a random night vision of 2D5 yds.
Alignment: Neutral-Evil
Height: As human
Psychology: Animosity towards other humanoid races at a -10 penalty
Age: 6D6/6D10
Fate points: D3-1, minimum 1
Orc, Savage
Description: Related to Orcs, perhaps a backwards remnant of the species, Savage Orcs are very much
like their more common cousins physically, but are less endowed mentally and are more much tribal, if
such is possible. Typically covered in tattoos inscribed by the tribe Shaman, the Orcs are convinced that
the tattoos will protect them from their enemies, make them move faster, or such like. The
psychological factor being everything, this is what happens even though the tattoos have no magical
properties whatsoever! Protective tattoos provide 0/1 AP on all locations, as leather armour, and Go
Fasta Red tattoos endow the Orc with +1 M. Favourite mounts are Great Wolves and Boars. Savage
Orcs speak Ghazorrakh, a debased form of the Orc dialect of the Goblinoid tongue. Night Vision of 10
Psychology: Neutral-Evil alignment. Savage Orcs are subject to frenzy.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 33 25 3 4 7 20 1 18 29 8 29 29 14

D3+2 2D10+20 2D10+15 D3+1 D3+2 D3+4 2D10+10
A Dex Ld Int Cl WP Fel
1 2D10+10 2D10+20 2D10 2D10+20 2D10+20 2D10+5

Speak: Gazorrakh, a debased form of Orrakh.

Night vision: 10 yds
Alignment: Neutral-Evil
Height: 6' + D10"
Psychology: Subject to frenzy
Age: 5D6/5D10
Fate points: D3-1, minimum 1
Skills: Frenzied Attack

Description: The smallest of the Goblinoid races at only two to three feet tall, Snotlings are naturally
social creatures, frequently living in dense underground sets with their Snotling siblings. Snotlings hate
being alone. Snotlings typically wield knives, used as swords, and small spears, axes and clubs. A
favourite Snotling weapon is the net and they cultivate fungi and mushrooms from which the smarter
Snotlings make spore weapons. Snotling skin is a green to light brownish colour and their blood tends
towards green. Snotlings speak a simplified form of the common Goblinoid tongue called Snotgob.
Snotlings possess Night Vision to 10 yards.
Psychology: Neutral-Evil alignment. Snotlings are subject to fear when not outnumbering foes by at
least 10 to 1, and to terror when alone. Note that I do not make Snotlings subject to stupidity as the
WFRP rulebook does - they may be more simplistic or naive than other Gobbo species, but not
necessarily stupid.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
3 17 17 1 1 3 30 1 14 14 14 14 14 14

D2+2 2D10+5 2D10+5 D2 D2 D3+1 2D10+20
A Dex Ld Int Cl WP Fel
1 2D10+5 2D10+5 2D10+5 2D10+5 2D10+5 2D10+5

Speak: Snotgob
Night vision: 10 yds
Alignment: Neutral
Height: 2' + D10"
Psychology: Subject to fear when not outnumbering foes by at least 10 to 1,
subject to terror when lone against enemy
Age: 4D6/4D10
Fate points: D2-1, minimum zero
Skills: Spec Wpn - Net, Identify Plant/fungi

Description: The Wild Boars which inhabit the Badlands vary somewhat in size from a little larger than
those of out own world to being almost as big as a horse. If properly trained they can be ridden (they
are favourite Gobbo mounts) or kept in packs. The profile below is for a larger sized Boar, smaller
Boars have a Strength and Toughness of 2 each and 8 Wounds, all other characteristics remaining the
Psychology: Wounded Boars are subject to frenzy.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
7 33 0 3 3 11 30 1 - 10 14 14 14 -

Rat, Giant
Description: Inhabitants of the Badlands and, more commonly, the Darklands, Giant Rats are believed
to originate in chaotic lands to the North of the Old World. Giant Rats, up to six feet from head to tail,
prefer dark, underground places to dwell and are found occasionally in underground Goblinoid holds.
Psychology: None special.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
6 25 0 3 3 5 30 1 - 14 18 18 18 -

Rat, Rock
Description: Cousin of the Giant Rat, the Rock Rat is common in rocky areas of the Badlands
especially, adapted as they are to lives among rocks and cliff faces. Slightly smaller than Giant Rats at
approximately four feet long plus tail, Rock Rats are agile and expert climbers. Many a time has a Rock
Rat been seen bounding around rock and nearly vertical cliffs as though almost physically stuck to the
Psychology: None special.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
6 25 - 2 2 5 30 1 - 14 14 18 18 -
Description and Psychology: Squigs are small, sometimes furry, creatures, highly variable in
appearance. They come in all shapes and sizes, from a few inches long to several feet. Most are fairly
stupid and mindless, making them subject to stupidity. The great variability of Squigs has produced
some especially useful or interesting species:
• Hair Squigs: These Squigs, approximately the size of an average wig (about 10 inches long),
sport a mass of long fur similar to hair in texture, making them prized by higher placed Gobbos
and Stunty Slayurs who attach them to their heads as hair. The squig is affixed to the Gobbo
head but will, if it can, occasionally jump off the head and gobble up some food before being
rudely placed back on the annoyed Gobbos' head... [This is the way I like to think of Hair
Squigs, but WH40K takes the alternative view that Hair Squigs have tiny jaws that grip the head
and live off the blood gleaned. Its a matter of personal taste really.].
• Target Squigs: These unfortunate 6-12 inch Squigs are blessed with a set of brightly coloured
concentric rings in their fur, making them ideal for Gobbo target practise... Often affixed to the
back of a convenient (read: unfortunate) slave and shot at, a successful hit often impales the
Squig and passes through to the Gobbo beyond. The slave will often forget fear of his superiors
over fear for his/her life, giving the shooter practise on a moving target...
• Brain Squigs: The only Squigs with even a modicum of intelligence, these Squigs are not
subject to stupidity as others are. Brain Squigs, usually approximately 8 inches long, are the
only ones capable of intelligent thought and have developed their own language of squeaks,
gurgles and purrs, Squiggoth, a rare few also speaking Ha^zhakh, the Goblinoid tongue. Being
intelligent, they are capable of intelligent attack, albeit unskilled. It is thought they may follow
their own god, but the truth of this has never been found out for sure. .
• Cave Squigs: Also known variously as Killer Squigs, Nasher Squigs, Fang Squigs or Toof
Squigs, they are so called because of the caves in which they are found. Cave Squigs are
naturally solitary creatures for the simple reason that they attack anything else they see! Many a
Squig handler or catcher has been maimed or killed by one of these fearsome creatures, easily
big enough to swallow a Goblin (and an Orc in some cases) whole. Sporting a set of extremely
sharp teeth, Cave Squigs make two bite Attacks per round and are essentially mindless.
Goblinoid Squig handlers keep them individually in sturdily built cages or at a safe distance
with their pitchfork-like 'prodders', to be unleashed against enemy forces when appropriate,
although they often cause as much damage to the Goblinoid rabble as to the enemy...
• Sniffer Squigs: These Squigs, barely more than a few inches long, have an uncanny knack of
sniffing out food, whereever it may be, thanks to their acute sense of smell. Their one drawback
(and the reason why they are only rarely used by Gobbo food foragers) is their amazingly slow
speed - they can take hours to move themselves to the food and will often then spend further
hours eating it unless otherwise disturbed. Their one instinct is to sniff out food, which along
with their slow movement makes almost useless as trackers - the Sniffer hounds Gobbos breed
are far more suited for tracking.
Average Squig:
2D12 inches (2D10*3 cm) long
M WS BS S T W I A Dex Ld Int Cl WP Fel
2 8 8* 1 1 2 10 0 5* 5 5 5 5 5*

Hair Squig:
M WS BS S T W I A Dex Ld Int Cl WP Fel
1 5 - 0 1 1 10 0 - 5 5 5 5 -

Target Squig:
M WS BS S T W I A Dex Ld Int Cl WP Fel
2 5 - 0 1 2 10 0 - 5 5 5 5 -

Brain Squig:
M WS BS S T W I A Dex Ld Int Cl WP Fel
2 10 - 1 1 1 20 1 - 5 15 5 15 10

Cave Squig:
M WS BS S T W I A Dex Ld Int Cl WP Fel
2 15 - 5 4 7 10 2 - 5 5 5 5 -

Sniffer Squig:
M WS BS S T W I A Dex Ld Int Cl WP Fel
1 5 - 1 1 1 10 0 - 5 5 5 5 -

2D12 inches (2D10*3 cm) long
D3+2 2D5 2D5* D3-1 D3-1 D3-1 2D10
A Dex Ld Int Cl WP Fel
D2-1 2D5 2D5 2D5 2D5 2D5 2D5*

Speak: Brain Squigs speak their own purring language, Squiggoth

Night vision: 2D5 yds
Alignment: Neutral
Psychology: Most are subject to stupidity and otherwise immune to psycholgy.
Brain Squigs are the exception, are not subject to stupidity and are subect to
psychology rules.
Age: You're bothered!!? Ok, 3D6/3D12 days (not years)
Fate points: Zero

Description: Wardogs are bred by the Goblinoids as pack animals and sniffer dogs. Wardogs also run
wild around the Badlands, many of whom are escapees of the Goblinoid kept packs or cross breeds
between these and common Wolves. There are many different breeds and fur varies from silver to jet
black. Larger specimens grow up to about 4 ft at the shoulder and 6 ft from nose to tail.
Hobhounds are an especially viscious breed the Goblinoids like, who require a handler close by at all
times or will charge and attack the nearest creature. They also have night vision to ten yards. A breed of
dog Gobbos often call Sniffer Hounds are also popular, who have a highly acute sense of smell and are
often used by Gobbo trackers to follow the trail of a quarry. Many escaped Sniffer Hounds of the
Badlands live as scavengers, taking the leavings of wild Wolves, Hobhounds, the larger types of Rat
and the like.
Psychology: Hobhounds are extremely unstable and will attack the nearest creature immediately unless
a handler is not within 12 yds. You may wish to allow the Hobhound a Cool test to avoid this,
especially if they are trained and have been commanded not to do so. In this case an Int test may also
be called for to see if the command was understood...
Average Wardog:
M WS BS S T W I A Dex Ld Int Cl WP Fel
6 41 - 3 3 7 30 1 - 43 14 43 43 -

M WS BS S T W I A Dex Ld Int Cl WP Fel
6 41 - 3 3 7 30 2 - 43 12 43 43 -

Sniffer Hound:
M WS BS S T W I A Dex Ld Int Cl WP Fel
6 41 - 2 3 7 30* 1 - 43 14* 43 43 -
*=+20 to notice a smell and for tracking purposes.

Wolf, Dire
Description: These fearsome creatures, appbout 10 feet in length, are the largest of all the wolves, and
fortunately are rarely seen - or at any rate, few have done so and lived to tell the tale. They do not
venture abroad by day, and their chaotic or magical origins are evinced by the fact that Dire Wolves
corpes invariably disppear at dawn. There is some speculation on how these creatures are related to the
demonic steeds of Khakkekk.
Psychology: The blood curdling howl of a Dire Wolf may induce fear in all who hear it within 100
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
9 50 - 4 4 17 40 2 - 66 29 29 29 -

Wolf, Great
Description: Great Wolves, more intelligent and fearsome than Pack Wolves and the Wolves of our own
world, are huge creatures often almost as big as a horse. They are favourite mounts of the Goblinoids,
often caught and trained from youth.
Psychology: None special.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
9 41 - 3 3 5 30 1 - 10 14 14 14 -

Description: Marshlights are ethereal spirits taking the form of glowing lights, often in vaguely a
humanoid shape. Magical weapons can drive them off, but Marshlights may neither wound nor be
wounded themselves. They are thought to feed in some vampiric way on the ebbing life forces of their
victims, who they lead mesmerised to their deaths into swamp lands, sinkholes and quicksands.
Marshlights are common in the region of the Badlands known as the Marshes of Madness.
Psychology: None special.
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 - - - - - - - - - - - - -
Wights and Wraiths
Description: Wights are ethereal creatures formed from the spirit of a long dead humanoid. They are
quite commonly found in barrows, in particular when the barrow has been desecrated or the soul not
properly laid to rest. They are commonly found in the barrows scattered over the Badlands, the remains
of a civilisation long dead.
Wraiths are similar, but lack a corporeal form. They are spirits compelled to remain in the world of the
living by some long forgotton task, duty or obsession. They too are often found in the ancient barrows.
See the special rules and additional information given in the WFRP rulebook.
Psychology: Wights are subject to instability outside their own tomb. Wraiths are subject to instability
outside their normal environment (but which need not necessarily be confined to their tomb). Both are
otherwise immune to psychology, and cause fear in living creatures.
Average Wight:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 33 - * 4 17 30 1 18 18 18 18 18 -

Average Wraith:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 17 - 3 4 11 30 2 18 18 18 18 18 -

*=See special rules given in the WFRP rulebook.

Chapter Twelve: Goblinoid History

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.
A timeline history of the goblinoids, mostly compiled from information in the
following books:

WFB4 Skaven Army book

WFB4 Dogs of War Army book
WFB4 Wood Elf Army book
WFB4 Undead Army book
WFB4 Dwarfs Army book
WFB4 Bretonnian Army book
WFB4 Orc and Goblin Army book
WFB6 Orc and Goblin Army book
WFRP rulebook
Dwarfs: Stone and Steel
Shadows over Bogenhafen

Compiled 10/11/2002
Dates are in Imperial Calendar


Date Event

-c4500 The coming of Chaos.

[Dwarfs: Stone and Steel]

Rarely told goblinoid legends recount of bright objects in the sky

over the Darklands, sometimes falling to earth, depending on the
account. The shamans call this "The Coming", though whether of the
goblinoids or possibly their gods is unclear and the shamans appear
to make no distinction between the two concepts. The shamans believe
this to be the beginning of the goblinoid race.

The ancestors of the goblinoid race develop under the influence of

Chaos and magic. Some tribes develop highly mutated, others merely
develop a high degree of innate biological adaptability that helps the
races survival.

-c3000 The first goblinoids, as they would be recognised today, evolve in the
Darklands. The goblinoids explorer and populate the Darklands.

-c2000 Goblinoids, mostly Hobgoblin tribes, travel east to the lands of Ind
and Cathay. Some settle there. Many Hobgoblin tribes, including the
Mournguls of Hobgobla Khan, settle to the north and east of the
Darklands in the Mountains of Mourn and the Steppes beyond.

-1500 Earthquakes rock the Worlds Edge Mountains, awakening volcanos and
opening up the mountain passes. Goblinoids pour over the lands west
of the Worlds Edge Mountains, loot the remaining Elven cities and
attack many Dwarfen strongholds, as the Skaven attack the Dwarfen
empire from under the earth. The Goblin Wars begin as Karak Ungor
(later to be known as Red Eye Mountain) falls to Night Goblins.
Goblinoids first enter the Badlands.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-1499 Karak Varn is flooded and destroyed by Night Goblins and Skaven.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book]

-1498 Badlands overrun by the goblinoids. Dwarf mines of Ekrund in the

Dragonback mountains fall to the Orcs and Ekrund is named Mount
Bloodfang by the Orcs. Galleys from Barak Varr control the Black Gulf
and repel further goblinoid attacks. The watchtowers of Mad Dog Pass
are all either abandoned or fall to the goblinoids.
[Dwarfs: Stone and Steel, WFB4 Orc and Goblin Army book]

-1457 Mad Dog Pass and Mount Gunbad fall to the greenskins. Mount Gunbad is
further fortified by the occupying greenskins. Dwarfs from the
Dragonbacks settle in the Vaults.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-1387 The Silver Road Wars between Dwarfs and goblinoids begin. After 20
years, the mines of Mount Silverspear fall to Orc Warlord Urk
Grimfang, who renames it Mount Grimfang.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-1250 Thunder Mountain erupts, driving Orcs, Goblins and Trolls northwards.
They attack Dwarf prospectors and miners. This period is known to the
Dwarfs as the Troll Wars.
[WFB4 Dwarfs Army book]

-1245 Dwarfs regain control of area between Karak Kadrin and Mad Dog Pass.
Attempts to recapture goblinoid held Mount Gunbad and Silverspear fail
after initial Dwarf successes, Mount Gunbad helped by Orc
reinforcements arriving and Mount Silverspear is defended by a horde
of Trolls and Ogres.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book]

-c1200 Nagash the Black excavates the Cursed Pit. Goblinoids flee west to
escape the necromantic evil that grips the south. Some goblinoid
tribes are lured into the Cursed Pit by Skaven for use in experiments.
[WFB4 Orc and Goblin Army book, WFB4 Skaven Army book]

-1185 Dwarfen Runesmith Kadrin Redmane leads an expedition which retakes

Karak Varn. Dwarfs mine the rich vein of Gromril discovered by Redmane.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-1147 In the Badlands, still a fractured land with wandering human tribes,
Kadon, shaman of the human Lodringen folk, finds the crown of Nagash
on the body of the once mighty King Alcadizaar of Khemri. He builds
a burial mound to Alcadizzar and founds a city there, calling it
Morgheim (meaning "Place of Death"). The civilisation blossoms and
soon stretches from the Black Gulf to th edge of the Marshes of
Madness. Colonies are established in the area that will later become
known as the Border Princes. The goblinoids are pushed out of the
Badlands into the Worlds Edge Mountains and Darklands.
[Undead Army book]

-1136 Dwarf Runesmith Redmane is ambushed and killed by Orcs while leading a
mule train of Gromril ore. Orcs and Skaven force the Dwarfs out of
Karak Varn.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-1130 Morgheim grows increasingly corrupt and associates increasingly with

to necromancy and, as some ancient sources say, vampirism. Citadels and
-1030 barrows are built across the length of the Badlands.
[Undead Army book]

-1125 Battle of the Glade of Woe. A horde of Orcs and Goblins invading the
Loren Forest is wiped out.
[Wood Elf Army book]

-1020 Warlord Dork Redeye forms a goblinoid force in the mountains and
attacks Morgheim, destroying the civilisation and allowing the
Badlands to be overrun by the goblinoids once more. Kadon himself is
slain by Dork Redeye. The Crown of Nagash is carried northwards out
of the Badlands by Kadons chief disciple as he flees. Many ancient
barrows and burial sites are left, many of the cities and citadels
of the civilisation of Morgheim gradually turn to ruin in time.
[Undead Army book]
-975 Dwarf attempt to recapture Red Eye Mountain (Karak Ungor) fails.
The Dwarfs give up their attempted reconquests and concentrate on
fortification and consolidation for the next few hundred years.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-750 Red Cloud Goblin tribe attack on Karak Vlag fails. They go on to
attack and partially occupy Karak Azul over ten years of hard fighting
before being forced out by the Dwarfs.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-c600 Vorag Bloodytooth, the first and only Ghoul King, leads an army of
Ghouls that overrun and nearly destroy the Red Cloud tribe. The
survivors are enslaved and forced to build the fortress of Vorag to
the east of the Plain of Bones. Vorag then turns his attention on the
Grey Hag Goblins, who are forced to retreat to their mountain
stronghold. Whilst besieging it, Vorag is killed by a lucky Bolt
Thrower shot and the Ghoul army disbands.
[WFB4 Undead Army book]

-513 Karak Eight Peaks falls to greenskins and Skaven. Its captors fight
for control of what remains for years.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-469 Orc Warlord Dork destroys and abandons Karak Azgal. Three years later
he attacks and captures and occupies Karak Drazh (Carag Oran) and
renames it Black Crag. Except for Karak Azul, which remains under
constant seige, the lands between Mad Dog Pass and Fire Mountain are
dominated by the goblinoids.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-380 Orc Warlord Urgok "Beard Burner" (as the Dwarfs call him) leads the
Orc hordes northwards and attacks Karaz-a-Karak. Many smaller Dwarf
settlements are overwhelmed and Dwarf High King Logan Proudbeard is
captured by the Orcs. The greenskins are driven back from
Karaz-a-Karak but continue to rampage until defeated a year later in
the Battle of Black Water.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

-c350 Skaven overrun Crookback Mountain in the Darklands and enslave

several tribes of Night Goblins living there.
[WFB4 Skaven Army book]

-234 Human armies from the southern Old World defeat Orc tribes
along the Badlands coast of the Black Gulf.
[Dwarfs: Stone and Steel]

-25 Hobgoblin invasion of Cathay is driven back.

[WFB 2]

-15 Dwarf King Kurgan Ironbeard is attacked by Orcs and saved by Sigmar,
prince of the human Uberogens tribe. Kurgan repays Sigmar with the
warhammer Ghal-Maraz.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book]
-8 Sigmar becomes chief of his fathers tribe and unites the other human
tribes in war against the goblinoids.
[Shadows over Bogenhafen]

-1 Battle of Black Fire Pass. Sigmar leads an alliance of humans and

Dwarfs and crushes a massive goblinoid army. Fleeing greenskins head
for the Darklands. A year later Sigmar is crowned Emperor. Human and
Dwarf armies successfully keep the goblinoids at bay for several years.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book]

50 Sigmar abdicates and disappears in the Worlds Edge Mountains.

[Dwarfs: Stone and Steel]

475 Orc hordes invade Tilea, destroying many settlements.

[WFB4 Dogs of War Army book]

491 Tilean effort to drive the Orcs out of Tilea begin.

[WFB4 Dogs of War Army book]

577 Orc tribes demand tribute from the Bretonni tribes in the lands to the
east of the Empire, but are refused. Conflicts for land soon break out.
[WFB4 Bretonnian Army book]

977 Gilles le Breton conquers the lands west of the Grey Mountains and
creates the land of Bretonnia. The goblinoids retreat to the Grey
mountains and northern forests under pressure from the new Bretonnian
[WFB4 Orc and Goblin Army book, WFB4 Bretonnian Army book]

978 Tilean efforts bear fruit as the Orcs are eventually driven out of
[WFB4 Dogs of War Army book]

1022 Some of Bretonnia's nobility and their retinue carve out their own
petty realms in the Border Princes. Trade is established between
these Bretonnians and the Dwarfs of Barak Varr.
[Dwarfs: Stone and Steel]

1032 Skalf Dragonslayer kills the dragon Graug the Terrible and claims
the kingship of Karak Azgal. The Dwarfs make no attempt to
recapture the hold, still infested with greenskins and Skaven, but
instead establish a town in the valley below the old hold entrance.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book]

1142 Guillaume Barbenoire, the third Bretonnian king, defeats a large Orc
army at the Battle of Armandur and drives out the last of the Orcs
from northern Bretonnia.
[WFB4 Orc and Goblin Army book, WFB4 Bretonnian Army book]

1452 First Battle of Blood River, where Bretonnian and Empire knights
making their way to Araby defeat the local Goblinoid tribes that bar
their way. Some knights stay and carve out lands for themselves in the
Border Princes.
[WFB4 Bretonnian Army book]

c1705 Gorbad Ironclaw defeats the Crusher Zogoth and unites the Iron Claw
and Broken Tooth tribe at the fortress of Iron Rock, taking Black
Crag, which was previously held by the Broken Tooth Orcs.
[WFB4 Orc and Goblin Army book]

1707 Orc Warlord Gorbad Ironclaw invades the Empire from Black Fire Pass
and devastates the land. The Runefang of Solland is taken by the
Orcs. Altdorf is held to seige and Emperor Sigismund is killed in the
fighting. Five years later Altdorf is freed from seige, the Orc army
disperses and Gorbad dies.
[Dwarfs: Stone and Steel, WFB4 Orc and Goblin Army book]

1715 Elements of Gorbads army make their way over the Grey Mountains, and
are summarily slaughtered by Bretonnian knights.
[WFB4 Bretonnian Army book]

The Goblin hold later known as Gnashraks Lair is attacked by a Chaos

horde led by the Khornate champion Kastagrar. Every single Goblin is
wiped out, and Kastagrar is elevated to Daemonhood for his actions.
[WFB 2?]

2201 The Errantry Wars begin when Louen Orc Slayer, the King of Bretonnia,
declares his intention to rid Bretonnia of Orcs. Over the next
century Bretonnian territory is gradually cleared of Orcs who take to
the mountains and forests.
[WFB4 Orc and Goblin Army book, WFB4 Bretonnian Army book]

2202 Orcs chased out of Bretonnia during the Errantry Wars attempt to
escape by hiding in the Forest of Loren where they are ambushed and
overwhelmed by Wood Elves.
[WFB4 Wood Elf Army book]

2205 Battle of Black Falls ends in rout of greenskin army against the
Dwarfs after High King Alrik and Goblin Warlord Gorkil Eye Gouger are
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book]

2302 The Great War against Chaos. Many tribes are displaced from their
homes in the north. Some join the Chaos hordes, whilst others fight
against it.
[Unknown source, though the Great War against Chaos is confirmed to
occur at 2302]

2374 Margraf Frederik wages war with the Iron Claw tribe at the edge of the
Border Princes. After years of fighting the Iron Claws are soundly
beaten and retreat to the hills.
[Unknown source]

2390 The Battle of Rutgarburg. Forces led by Rutgar defeat the remnants of
the Iron Claw tribe, from which they do not recover.
[Unknown source]

c2400 Goblin Warlord Grom the Paunch consumes Troll meat that massively
expands his girth. He comes to power over the Broken Axe tribe,
living at the eastern end of Mad Dog Pass. Within 10 years he
conquers the other tribes along Mad Dog Pass and subjugates the Night
Goblin tribes in and around Thunder Mountain.
[WFB4 Orc and Goblin Army book, p.10]

2401 In Tilea, a huge Orc horde holds Monte Castello to siege. Tilean
history records that 500 mercenaries hold out against 10,000 Orcs.
[WFB4 Dogs of War Army book]
c2410 Grom leads his horde over Black Fire Pass and northwards along the
Dwarf held highlands. He destroys several small Dwarfholds and loots
the tombs of Dwarf ancestors.
[WFB4 Orc and Goblin Army book, p.10]

2420 Grom defeats a Dwarf army in the Battle of Iron Gate. He then
commences a four year rampage through the north and east of the Empire
before building a fleet and departing to sea, sinking several ships of
the Imperial navy fleet. The port of Marienburg, by luck or
providence, is saved as Groms fleet is blown westwards in a violent
and unexpected storm towards the Elven lands of Ulthuan.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

Bretonnian King Charles announces his intention to carry the Errantry

Wars east into the Border Princes and beyond. Bretonnians win a huge
victory against Orcs at the Blood River, and more settlers move east
into the Border Princes.
[WFB4 Orc and Goblin Army book, WFB4 Bretonnian Army book]

2425 Grom's fleet lands at Ulthuan, where they ravage the kingdom of Yvresse
before being defeated by an army led by the Elven hero Eltharion at
Tor Yvresse. Grom's fate is uncertain.
Years later news comes back to the Old World of his defeat at the
hands of the High Elves.
[WFB4 High Elf Army book]

2473 Belegar, a Dwarf descendent of a former king, declares himself king of

Karak Eight Peaks and resettles part of the now ruined hold, though
initially setting out only to recover Dwarfen treasures from the
ruins. He remains under seige from the Goblin Warlord Skarsnik of the
Crooked Moon Goblin tribe from above, and from the Skaven from below.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

2488 The Battle of Death Pass. A Bretonnian army is defeated by Morglum

Necksnapper. The Bretonnian king declares the Errantry Wars at an end.
[WFB4 Orc and Goblin Army book, WFB4 Bretonnian Army book]

2498 The Battle of the Jaws. Dwarfs led by Duregar head south from
Karaz-a-Karak to reinforce the Dwarfs at Karak Eight Peaks. Hearing
that the western approaches to Karak Eight Peaks are held by the Red
Fang Orcs of Gorfang Rotgut, Duregar decides to cross the Worlds Edge
Mountains and approach Karak Eight Peaks from the east. He defeats an
an Orc army entering the western end of Mad Dog Pass.
Ambushed later at the East Gate of Karak Eight Peaks by Goblin Warlord
Skarsnik, the Dwarfs are reinforced by Belegar from the west and the
combined force fights its way back into the ruined Dwarfhold, though
taking heavy losses.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

Skarsnik launches attacks against Barak Varr, Karak Azul and

throughout the Badlands over the next three years.
[WFB4 Orc and Goblin Army book, p.13]

2500 Orc Warlord Grishnak unites the goblinoids of the eastern Worlds Edge
Mountains and leads a huge army along the Silver Road towards
[WFB4 Orc and Goblin Army book]

2502 An immense Dwarf army masses at Zhufbar, marching through the Worlds
Edge Mountains and pushing the Goblinoids back. This leads up to the
decisive Battle of Mad Dog Pass, where both sides suffer heavy
[Unknown source]

Wurrzag Ud Ura Zahubu, a low status Savage Orc of the Bone Nose tribe,
is expelled from the tribe by the shaman Wizzbang out of jealousy when
he starts to develop shamanistic powers.
[WFB6 Orc and Goblin Army book establishes this happened, p.68,
date is a guess]

2503 An Orc army under Gorfang Rotgut beseiges Barak Varr and later joins
up with goblinoids led by Morglum Necksnapper to attack Karak Azul,
loot the Dwarfhold and capture many of the Dwarf King Kazadors family.
They leave his son, Kazrik, shaved and nailed to the throne as a final
insult. The greenskins esacpe with their captives to Black Crag. The
Broken Nose Goblins tribe gets away from Karak Azul with Skull Crusher,
the magical Dwarfen stone thrower.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book. Information on Skull Crusher based on
information from Citadel boxes and inferment from WFRP rulebook]

2504 The Broken Nose Goblins discover Lead Belcher, a Dwarfen multiple
cannon, in Karak Azgal. Together with the magical Dwarfen trebuchet
Skull Crusher, it helps the tribe rise in prominence in the Badlands.
[Based on information from Citadel boxes and inferment from
WFRP rulebook]

c2510 Azhag the Slaughterer, chieftain of a small Orc tribe from the Troll
Country, is attacked by marauding Chaos warbands on the edge of the
northern wastes. The tribe is forced into the ruins of Todtheim,
where after he finds the Crown of Nagash in the treasure hoard of a
Chaos Troll. Azhags horde moves east into the Worlds Edge Mountains
and over the next two years makes its way south towards Red Eye
[WFB4 Orc and Goblin Army book, p.8]

2507 Blue Face Orcs gain control over the trade route that passes between
the Badlands coast and the Dragonback mountains. They charge tolls to
all groups that travel along the route, often multiple times along the
route with threat of violence. They also hold some of the lands of
the Border Princes on the edge of the Black Gulf.
[WFB6 Orc and Goblin Army book establishes this happened, map p.4,
date is a guess]

2508 Wurrzag Ud Ura Zahubu, now a Savage Orc Great Shaman, returns to the
Bone Nose tribe where he smites the shaman Wizzbang who expelled him
from the tribe and transforms him into a Squig. Wurrzag then leaves,
saying he's off to find the famously mythical Once and Future Git who
will unite the Orcs. Some of the tribe follow him. Among those that
remain with Warboss Gablag Nosebreaker, a Savage Orc named Wooshum
develops shaman powers and takes over shamanhood of the tribe.
[WFB6 Orc and Goblin Army book establishes this happened, pp.69,73,
dates are a guess]
2509 The Bone Nose Orcs, led by Gablag Nosebreaker, ambush an Imperial
sponsored research expedition in the Badlands, south of the Marshes
of Madness.
[WFB6 Orc and Goblin Army book establishes this happened, map p.4,
date is are a guess]

2510 Dwarf Lord Ungrim Ironfist of Karak Kadrin defeats the rampaging Orcs
lead by Orc Warlord Grishnak in the Battle of Broken Leg Gully.
[Dwarfs: Stone and Steel, WFB4 Dwarfs Army book,
WFB4 Orc and Goblin Army book]

2511 The Mere Goblins of Crag Mere attack Imperial forces at Black Fire
Pass. They are forced to retreat back along Black Fire Pass to Crag
Mere as Imperial reinforcements threaten to wipe the tribe out.
Imperial scouts attempt to follow the retreating Goblins but lose
them in the mountains.
[WFB6 Orc and Goblin Army book tells us they are famous, this is my
present take on why]

2512 WFRP present day.

The Tzar of Kislev and Chancellor Dachs of Ostermark worry over the
growing horde of Orc Warlord Azhag the Slaughterer massing in the
Worlds Edge Mountains and moving southwards towards Red Eye Mountain.
[WFB4 Orc and Goblin Army book, with information from
Shadows Over Bogenhafen]

Broken Nose Goblins, in possession of Skull Crusher and Lead Belcher

from the Dwarfs, build up power in the Badlands, based around Karak
Azul. The Crooked Moon Goblins, lead by Skarsnik, continue to hold
Karak Eight Peaks, Karak Azul and Barak Varr to siege. Skarsniks
power continues to grow and clashes with the Broken Nose Goblins
and Red Fang Orcs grow more frequent.
[WFRP Rulebook, WFB4 Orc and Goblin Army book,
WFB6 Orc and Goblin Army book]

Blue Face Orcs continue to control the trade route that passes between
the the Badlands coast and the Dragonback mountains, as well as parts
of the Border Princes coast.
[WFB6 Orc and Goblin Army book establishes this happened, map p.4,
date is a guess]


N.B. 2512 is the present day of the Enemy Within campaign in WFRP.
Thus the following additive text to the last entry predicts time three
years in advance.

2512 Azhag the Slaughterer, his horde in the Worlds Edge Mountains to the
east of Kislev, takes into his horde the enthusiastic Red Eye tribes
of Red Eye Mountain before holing up for the winter of 2512. In the
thaws of spring he leads a huge army of Orcs and Night Goblins into
the Empire where he wreaks carnage in first Ostermark and then
elsewhere in the east of the Empire. Three years later he is finally
met and defeated at the battle of Osterwald.
[WFB4 Orc and Goblin Army book]


???? Notlob arrives in Black Fire Pass.

[Citadel Regiments of Renown]

???? Notlob invents the Bolt Thrower.

[Citadel Regiments of Renown]

???? Harboths Black Mountain Boyz join in an uneasy partnership with Notlob
in Black Fire Pass, together ruling the pass like iron. The two
become Orcs of renown the length and breadth of the Badlands, and
feared by the Dwarfs and the Empire.
[Citadel Regiments of Renown]

???? Notlob leaves Black Fire Pass to hunt Dwarfs. Due to an unfortunate
misunderstanding between the tribes, Harboth takes this as an insult
and the two tribes go their separate ways as Harboth leaves Black Fire
Pass to terrorise the lands beyond.
[Citadel Regiments of Renown]

Note: The contents of this chapter may, at some point in the future, have to be reduced from that which
you see present. If that becomes the case, it will still contain basic information that could be ferreted
out from the same sources I used to compile the Project, but not as much gap-filler, unofficial material
as is here at present. The reason for the potentiality of removing this information is that a sourcebook
that might, just possibly, get published sometime is in development at this time, that may yet (we still
don't know quite yet) contain some as yet unofficial information broadly similar to some of that that
presented here. Due to publishing constraints, and to keep open the possibility of publishing that
information, I reserve the right to remove it from view here in due course.

Fungus Brew and the Madcap Mushroom

[[Check SoB, the Herbiary, the Restless Dead, ...]]
[[Not in the Herbiary...]]
[[Or in SoB...]]
[[Or Restless Dead...]]

The Sneakin' Gitz Lafta Mold [By Chris Clements]

The Sneakin' Gitz 'Lafta Mold':
Availability: Rare, Winter to Spring. Deep caves.
Price: 15/- Method of Application: Inhalation
Preparation: 4 weeks Dosage: 1 round (very powerful)
Skills: None Tests: None (must be within 4 yards)

When the mold is rubbed onto cloth it will embed itself into the fibres. When the garment is shaken
heavily it releases some of the trapped fragments in a four yard radius. Those within the moulds effect
must make a toughness test at -10 or fall victim to uncontrollable mirth and exhibit behaviour that is
very similar to being intoxicated (dead drunk). I-10 (min. 1), Dex-20 (min. 1), Int-20 (min. 5), Cl+20,
WP- 10. All Fel tests made by others against the target gain a +20 modifier. These effects last for D6+6
turns minus the victims toughness.

GobScript, or Ha^zScript, is one of the more advanced forms of the Goblinoid written language. More
on general Goblinoid language can be found in the Goblinoid culture chapter, this appendix focuses on
some specific word translations.

Deity Names
Chaos gods:
• Kha^rne ... Khorne
• Mabrok ... Nurgle
• Sla'ekk ... Slaanesh
• Tzablekk ... Tzeentch (the spellings and pronunciations Zablekk, Sablekk and Tablekk are also
widespread due to the common Goblinoid inability to sibilate the tz sound).
Law gods:
• I'brekk ... Alluminas
• Khardekk ... Solkan
• Lykerr ... Arianka
Goblinoid gods:
• Arrak ... Arrak
• Gork ... Gork
• Khakkekk ... Khakkekk
• Mork ... Mork

Words for Goblinoid Species, Other Races and their Languages

• Dobla ... Squig
• Dwurf/Stunty ... Dwarf
• Elf ... Elf
• Ghazak ... Goblin
• Harghazak ... Hobgoblin
• Harorrk ... Half Orc
• Hume/Humie ... Human
• Harhume ... Halfling
• Orrk ... Orc
• Snabak ... Snotling
• Dwurfie/Stuntie ... Dwarven
• Elve ... Elven
• Gha^zhakh ... Goblin dialect
• Hargh^azhakh ... Hobgoblin
• Ha^zhakh ... the Goblinoid tongue
• Humie ... Human (Old Worlder)
• Orrakh ... Orcish dialect
• Snotgob ... Snotling

Other Words
• Akka ... Savagary, ferocity, anger
• Arr ... Forest
• Bog ... Swamp, the colour brown
• Bor ... Command, respect, fear
• Dakka ... Attack, fight
• Dur ... Fortress, stronghold
• Gof ... Death
• Gog ... God, power
• Gor ... Battle, glory
• Gorrek ... Courage
• Grunt ... Boar
• Hakh/Akkh ... Language, tongue
• Har ... Half
• I'bre ... Law
• Jeeb ... To flee, cowardice
• Kaos ... Chaos
• Kerr ... Prison, prisoner
• Khakk ... Sacrifice
• Kha^r ... Blood
• Kharde ... Revenge, vengence
• Kop ... Head
• Kyalt ... Cavern, cave
• Luz ... The sun
• Lyk ... Crystal, stone, gem
• Mabre ... Disease, decay
• Manik ... Insane
• Mor ... Stealth, cunning, guile
• Nar ... No, not, negative prefix
• Naz ... Light, moon, the colour white
• Runt ... Small, general term of disdain, especially for other races and those of smaller Goblinoid
• Skraga ... Veteran
• Snaga ... Sting, stab
• Snik ... Cut
• Sprog ... Child
• Stikka ... Fire, shoot (arrows, etc.)
• Waa ... Warband, horde, army
• Wezzle ... Incompetent
• Wort ... Fungus
• Zod ... Sky, the colour blue
• Zog ... Go away, get lost, etc.

Template Deity
Area of worship:
Friends and enemies:
Holy days:
Spell use:

Template Career (BasicAdvanced CareerClass)

Adv scheme:

Template Creature
Average profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
x xx xx x x x xx x xx xx xx xx xx xx

D3+x 2D10+xx 2D10+xx D3+x D3+x D3+x 2D10+xx
A Dex Ld Int Cl WP Fel
1 2D10+xx 2D10+xx 2D10+xx 2D10+xx 2D10+xx 2D10+xx

Night vision:
Fate points:

Template # of Skills Chart

. . . . .
. . . . .
. . . . .
(Key: Sn=Snotling, LG=lesser goblin, G=goblin, O=orc, SO=Savage orc, BO=Black orc,
Hg=Hobgoblin, HO=Half orc)

Template Random Career Class Chart

Sn LG/G O/SO/BO Hg HO Class
01-.. 01-.. 01-.. 01-.. 01-.. Academic
..-.. ..-.. ..-.. ..-.. ..-.. Ranger
..-.. ..-.. ..-.. ..-.. ..-.. Rogue
..-00 ..-00 ..-00 ..-00 ..-00 Warrior

Template Random Career Chart (by Career Class)

Academic Chart [[Ranger/Rogue/Warrior]]
Sn LG/G O/SO/BO Hg HO Career
01-.. 01-.. 01-.. 01-.. 01-.. Career #1
..-.. ..-.. ..-.. ..-.. ..-.. Career #2
. . . . .
. . . . .
. . . . .
..-00 ..-00 ..-00 ..-00 ..-00 Career #n

Template Random Career Chart (by Tribe Size)

Band Chart [[Tribe/Horde/... or possibly using numbers, eg. 0-100, 100-200, etc.]]
Sn LG/G O/SO/BO Hg HO Career
01-.. 01-.. 01-.. 01-.. 01-.. Career #1
..-.. ..-.. ..-.. ..-.. ..-.. Career #2
. . . . .
. . . . .
. . . . .
..-00 ..-00 ..-00 ..-00 ..-.. Career #n

Career Entries/Exits Summary

Career Name Short AB Entries Exits
Advisor Advi A Sha3 Sha4 MerC WarB
WarC SnoC
Arrer Boy ArrB B Artl Assa
Artillerist Artl A Endj ArrB
Artist Arti B Craf Fana
Assassin Assa A Merc MerC Kaos ArrB Kaos
Boarboy Scout BoaS A Grun
Cheetin' Git CheG A Snea Sniv SneG
Craffter Craf B Arti Smif Doom Dokt Endj
Doktor Dokt B Craf Pain
Doom Diver Doom B Craf Fana
Driver Driv B Grun Wulf Grun Wulf
Dwurfie Slayur DwuS A HumS
Eadbanger EadB B Sha1
Endjineer Endj A Pain Smif Craf Artl Pain Smif
Fanatic Fana B Arti Doom Kaos HumS
Foot Scout Scou B Mapp Slav WulS Mapp
Forager Fora B Slav Snea
Gang Cheef GanC A Gang WarC
Ganggob Gang B Wall RatC Pain Wall GanC RatC
Grunta Grun B Pack Snor BoaS
Humie Slayur HumS B Merc Fana DwuS MerC Assa
Kaoshunter Kaos A Assa Merc MerC RatC Assa Fana
Kook Kook B Fora Pain
Mappboy Mapp B Scou Scou
Mercenary Merc B Bash MerC Assa HumS
GanC Kaos
Mercenary Cheef MerC A Merc HumS Assa Advi
Kaos WarC
Nannee Nann B Slav
Pack Master Pack A Runt SqgH Wulf SqgH
Painboy Pain A Dokt Endj Gang Endj
Prostitute Pros B Sniv Slav Slav Snea
Rat Catcher RatC B Slav Gang Gang Kaos
Runtherd Runt B Slav Pack
Shaman L1 Sha1 A EadB Sha2
Shaman L2 Sha2 A Sha1 Sha3
Shaman L3 Sha3 A Sha2 Sha4 Advi
Shaman L4 Sha4 A Sha3 Advi
Slave Slav B Sniv Pros TunR Runt Nann RatC
Fora Scou Pros
Smiff Smif A Craf Endj Endj
Sneak Snea B Sniv TunR Fora Pros SneG CheG
Sneakin' Git SneG A Snea CheG
Snivla Sniv B Snea Slav Pros CheG
Snorta Snor A Grun SnoC
Snorta Cheef SnoC A Snor WarB Advi
Squig Hunter SqgH B Pack Pack
Tunnel Runner TunR B Slav Snea
Wall Drummer Wall B Gang Gang
Warboss WarB A WarC SnoC
Warcheef WarC A GanC WarB Advi
Wulfboy Wulf B WulS WulS Pack
WulfBoy Scout WulS A Scou Wulf Wulf

Sources and Acknowledgements

This project has a number of sources to thank for it's existance, listed below:
Official or semi-official sources, in no particular order:
* WFB4 Rules . . . . . . . . . . . . . . . . . Games Workshop
* WFB4 Dwarf Army book . . . . . . . . . . . . Games Workshop
* WFB4 Orc and Goblin Army book . . . . . . . Games Workshop
* WFB4 Empire Army book . . . . . . . . . . . Games Workshop
* WFB4 Chaos Army book . . . . . . . . . . . . Games Workshop
* WFB4 Chaos Dwarf Army book . . . . . . . . . Games Workshop
* WH40K Rules . . . . . . . . . . . . . . . . Games Workshop
* WH40K Orks Codex . . . . . . . . . . . . . . Games Workshop
* Realms of Chaos 1: Slaves to Darkness . . . Games Workshop
* Realms of Chaos 2: The Lost and the Damned . Games Workshop
* Empire in Flames . . . . . . . . . . . . . . Flame
* Doomstones 1: Fire and Blood . . . . . . . . Hogshead
* Realms of Divine Magick draft . . . . . . . Unofficial, by Ken Rolsten

I would use Doomstones 2: Death and Wars also, did I but own it. Can anyone help me out with this?
Or the last two of the original Doomstones books?
Unofficial sources, in no particular order:
Filenames are with respect to the Warhammer archives FTP site.
* By Chris Clements:
Stunty Slayurs (Careers/Warrior/StuntySlayer.txt)
Sneakin' Gitz (Careers/Ranger/SneakinGitz.txt)
Bubogall (NPCs/Bubogall.txt)
* By Hal Eccles:
Orc Magick (Magick/OrcMagick.txt)
Savage Orc (Bestiary/ImprovedOrc.txt)
Savage Orc Shaman (Careers/Academic/OrcShaman.txt)
Drolag - Orcy Warlord (NPCs/Drolag.txt)
Cult of Yor (Religion/CultOfYor.txt)
* Others:
Goblin Fanatic ('Alfred the GM') (Careers/Warrior/GoblinFanatic.txt)
Wall Drummer (Oliver Rosenkranz) (Careers/Warrior/WallDrummer.txt)
World History (Alfred Nunez) (Campaign/WorldHistory.txt)
* Plus never-before released material written specially for the project. Special
thanks to N. Arne Dam and Arno van der Kwast in this area.

Additionally, I'd especially like to thank Hal Eccles, N. Arne Dam, Arno van der Kwast and Martin
Oliver for their invaluable help and advice on this project and bringing a number of neglected points to
my attention - I hope they and others continue to do so! Finally, thanks to all who contributed to this
project in the form of material, ideas or encouragement and who I have failed to mention here. Many
thanks and a great big hug to you all.