Professional Documents
Culture Documents
Ogres, Gnoblars and Pigbarter Folk Career Compendium
Ogres, Gnoblars and Pigbarter Folk Career Compendium
Ogres, Gnoblars and Pigbarter Folk Career Compendium
Those
caught by the Owls are often strung up on the roofs
This is a fan-made supplement for Warhammer Fan- of the hunts, a gourmet treat for our fellow avian
tasy Roleplay 4th edition which adds three new policemen, the screams of of these unfortunates
species (Ogres, Gnoblars and Humans from Pigbar- serving as a warning to others who might feel temp-
ter) as well as 32 new career paths themed for the ted to raid the dirty stilt-shacks.
Mountains of Mourn and their surroundings, four of
each category of careers. All careers are made by Playing a Pigbarter Human
Leo E Gunnemarsson as are new talents, skills,
Playing a Pigbarter human is simmilar to playing a
mounts, equipment and spells associated with them.
Reikland human with the difference that the species
New tables for randomizing character creation is
skills and talents is replaced to the following.
also part of this.
Humans (Pigbarter)
Pigbarter
Skills: Animal Care, Sleight of hand, Gamble, Evaluate, Gossip, Haggle,
"Pigbarter is without doubt the foulest sewer of a Language (Any one), Language (Grumbarath), Lore (Ogres), Melee
rotting excuse for a town I have ever stepped into in (Basic), Ranged (Throwing), Ride (Hog)
all my eight years as a traveler of the world. The
Talents: Pigbarter Scum, Criminal or Dealmaker, Etiquette (Criminals),
whole place is choked with a fug of yellow, acrid-
2 Random Talents
tasting smoke from the River Ruin, slouching its way
past buildings on silt-like legs." New Talents:
Ogre-friend
Max:1
Dwarfs and Gnoblars
Tests: Language (Grumbarath) and Lore (Ogres)
You are a gnoblar, a slave-race to the Ogres. You can speak Dwarfs and Gnoblars do not get along gene-
Grumbarath fluently (but annoyingly high-pitched) and need rally. Hating greenskins and thieves it’s no
not test to do so. You also know the odd word in other ton-
surprise that dwarfs also hate the greenskin
gues and at the GMs discretion you can communicate in Re-
ikspeil well enough to talk to non-Grumbarath speaking PCs. thieves called gnoblars. The more traditional
In addition as long as you are with an allied ogre you ignore dwarfs will not suffer the presence of gnob-
the fear and terror trait of enemy ogres.
lars and will slay them given half a chance or
Gnoblar Skills at least drive them away if it’s impractical to
Skills: Sleight of hand, Perception, Intuition, Athletics, Climb, actually kill them (as dwarfs still recognize
Dodge, Endurance, Language (Pigbarter), Lore (Ogres), Melee they aren’t much of a threat). Some dwarfs,
(Brawling), Outdoor Survival, Perform (Beg for mercy), Stealth, espesially of younger holds, have however
Track, Ranged (Throwing)
needed to make deals with ogres and hire in
Greenskins with no goblin-tongue mercenary armies which bring gnoblars
along. Such dwarfs recognize that a gnoblar
You might notice that gnoblars in this game do not
with a master is usually kept under control
speak a language that lets them communicate with
and can be considered more like a pet than a
orcs and goblins. This is not a coincidence, once upon
foe meaning the grudges against greenskins
a time the gnoblars spoke such a tongue but that was
need not include them. After all orc boar
before they met the ogres. Within a few generations
boyz and goblin wolf riders have caused
of that meeting their old language was forgotten in
many grudges against the dwarfs but the
favour of the ogre tongue both because it was more
dwarfs have no grudges against boars and
useful and also because only the very brightest gnob-
wolfs, only their riders. If having PCs of both
lars have the mental capacity required to separate
type in the game it is good to discuss before-
between languages and understand the concept of
hand the dwarfs view of gnoblars to make
there being more than one (people speaking other
sure it works in-game.
tongues obviously just make weird noises as that is
fun).
Ogres symbol of status. A very poor Ogre would have a
simple hardwood bough for a club. A Tyrant on the
"The new mountains gave us shelter... We made fire other hand would wield a brutal looking bludgeon,
in their mouths... banded, studded and spiked with iron.
The tribes split the lands... The Tyrants roared and The Ogre Kingdoms are the rightful and sovereign
fought... domain of the large and brutish Ogre race. Wande-
There were many kingdoms... It was good for many ring tribes of Ogres can be found wrecking their way
winters... across the globe, erecting many strongholds and
plundering far off and exotic lands the likes of which
The tribes grew and grew too much. Now we follow
no man will ever see in their lifetime. Yet no matter
the sun once more..."
how far away they may be, all Ogres refer to the
—The Saga of the Ogres, as interpreted by scattered tribal kingdoms that dominate the slopes
Yohan the Honest (declared eaten). and river valleys of the Mountains of Mourn their
Ogres are monstrous humanoid creatures, with rightful, hard-earned homeland. It is here, amongst
large, powerful and corpulent bodies, and snarling, the frozen peaks and blistering blizzards that
brutish and seemingly neck-less heads. An average mighty Tyrants rule over their own brutal kingdoms,
adult male Ogre stands over ten feet tall, and is al- warring amongst each other, looting, extorting and
most half as wide at the gut. Ogres are often bald as ransacking all before them as a tribute to their own
a boulder, although are rarely without facial hair, gluttonous appetite and their ever-hungry God,
which are thought to be cultivated to capture the Great Maw.
morsels of food that escape the Ogre's mouth. Ogres have lived in tribes since their earliest days
Ogres worship a god they call The Great Maw, a on the plains. These bands allow Ogres to take
massive, seemingly bottomless pit of hunger in the what they want, whether in battle or on the hunt, as
world lined with rows of fangs. Ogres similarly are few can stand against a bulky wall of oncoming
voracious creatures which are never sated. Driven Ogres. A tribe can range in size from a few dozen
by hunger, they will eat anything they get their individuals to larger groups comprising many
hands on, including fellow Ogres. Cannibalism is a hundreds. Yet regardless of a tribe's size, it is orga-
natural part of the harsh and uncompromising Ogre nised according to a recognisable hierarchy and
society, and only adds to the Ogres' terrifying repu- follows proud Ogre traditions. To ensure their tribe
tation. stays strong, any weak or gangly offspring are wee-
ded out by throwing them into the caves as offerings
Ogre society is based upon one simple principle: to the Great Maw. It is a grim but practical outlook,
that might makes right. The strongest may take for Ogres require a lot of food and only those strong
whatever they like from the weaker, including life enough to hunt or fight can survive.
and limb. An Ogre who kills another Ogre in a fight
has, in the most effective way, shown himself the The Ogre Kingdoms are made up of hundreds of
stronger, and far from having committed any wrong- different tribes, each with their own ways and violent
doing, has merely demonstrated this principle and reputations. As Ogres are blunt and obvious, the
proven himself to be in the right. tribal name often reflects the most overt tribal traits.
For instance, the Skulltaker tribe have attained pro-
All forms of disputes, such as personal grudges, minence for their successful hunts, and the borders
land disputes and leadership challenges, are settled of their kingdom are well marked with the skulls of
by contests of physical strength - the most serious beasts so large they defy belief, while the Treeham-
questions being answered by contests in the form of mers tribe is known for carrying oversized clubs,
a lethal bout of pit-fighting. and the Bloody Fists are recognised by their
Ogres have strong nomadic tendencies, some ta- distinctive war-markings made from the blood of
king long journeys all around the Warhammer world, their enemies.
where they fight in mercenary armies or for any ge-
neral who will pay them in gold or sometimes even
food.
All Ogres have a club of some sort. This club is not
only a valuable weapon and hunting tool, but also a
Playing an Ogre Ogres in Civilized Lands
Playing an Ogre follows the following special rules.
Ogres are not neccesarily foes to civilization but
Characteristics: they clearly aren’t civilized. Their society is primi-
Weaponskill: 2d10+20 tive compared to those of men, elves and dwarfs.
Not all settlements turn ogres away, but many do.
Ballisticskill: 2d10+20
Those in the know see ogres as monsters that can
Strength: 2d10+30 be reasoned with, but that still makes them mons-
Toughness: 2d10+30 ters. When someone wants to hire muscle ogres
are welcomed with open arms but at other times
Initiative: 2d10+10
few want anything to do with them.
Agility: 2d10+20
Ogres do feel a strange connection to halflings ho-
Dexterity: 2d10+10 wever and the halflings in turn to them. It is a con-
Intelligence: 2d10+10 nection that goes beyond the ogres liking the hal-
flings food (though they indeed do like their food)
Willpower: 2d10+20
and is a kinship of some sort. Many times have a
Fellowship: 2d10+10 wandering ogre come to the aid of a halfling being
Wounds: (Strength Bonus +(2xToughness Bonus) threatened and as many times have a halfling
+Willpower Bonus) x2 stepped in to explain to an ogre that he is being
tricked into lower pay. It is almost as if the species
Fate: 0
were made to be together. Some claim they were,
Resilience: 1 that ’Old Ones’ created them when the world was
Extra Points: 1 young but that is a conspiracy theory as crazy as
that of empires of ratmen dwelling below ci-
Movement: 6
vilization.
Ogre Traits
Ogres start with the following traits: Ogre Names
Size (Large), Prejudice (Thin People), Hungry Ogre names are very varying in nature and most ogres have several.
Their first is the first sound their parents made upon seeing the newborn
and their second the name of their tribe of birth. After that more are
Ogre Talents added all the time and from all kinds of reasons. One or two childhood
names from their friends. A few from deeds they are proud of. A few
Ogres start with the following talents: adult names for what others call them. A few title names from their ca-
reers. And for some lucky ogres, a big name, one of the famous names
Berserk Charge, Implacable, that bring renown to their bearers earned through great deeds.Ogre
men and women have similar names but the mens names are louder.
New Talents: This is not really noticeable in written form but few ogres can read.
Tribal Customs Example first names: Arg, Hur, Hoh, Wa, Noh, Burp, Uhh, Hah
ACADEMICS Apothecary 01 01 01 - - 01
Butcher - - - - 01-02 -
Engineer 02 02 02 - - -
Firebelly - - - - 03-04 -
Lawyer 03 03 03-04 - - 02
Nun 04-05 04 - - - -
Wizard 14 - - - - 10-14
Investigator 20 19 20-21 - - 19
Pig-Jouster - 21-22 25 - - -
Watchman 27 28 32-33 - 07 29
Class Career Human Human Halfling Gnoblar Ogre Gnome
(Reiklander) (Pigbarter)
COURTIERS Advisor 28 29 34 - - 30
Artist 29 30 35-36 - - 31
Bellower - - - - 08-12 -
Duellist 30 - - - 13 -
Envoy 31 31 37 - - 32
Noble 32 - - - - 33
Spy 36 36 44 - - 36-40
PEASANT Bailiff 38 38 47 - 15 43
Bull - - - - 16-30 -
Hedge Witch 39 - - - - -
Herbalist 40 39 48-49 - - 44
Miner 43 42 52 - 36 47-54
Mystic 44 43 - - - -
Scout 45 45 54 49 39 55-58
Torch-Gnoblar - - - 50-52 - -
Bounty Hunter 51 51 58 - 43 63
Coachman 52 52 59-60 - - -
Flaggelant 55-56 55 - - - -
Messenger 57 56 64-65 53 47 69
Road Warden 59 59 68 - 48 -
Trapper - - - 54-60 - -
(Gnoblar)
Wanderer - - - - 49-55 -
Witchhunter 60 - - - - -
Huffer 63 62 70 - - -
Riverwarden 64-65 63 71 - 57 -
Salamander - 70 - 66 - -
Smacker
Seaman 69-70 - 75 - 58 -
Charlatan 77 77 86 69 - 86-90
Fence 78 78 87 70-73 - 91
Gnoblarrouser - - - 74-76 - -
Scrapper - - - 80-85 - -
Witch 88 88 - - - -
Fighter - - - 91-94 - -
Irongut - - - - 83-84 -
Knight 93 - - - - -
Leadbelcher - - - - - -
Protagonist 95 95 - 96 98-99 -
Slayer - - - - - -
Career Path
Meathacker — Silver 3
Skills: Cool, Consume Alcohol, Endurance, Intimidate, Lore (Ogres), Me-
lee (Basic), Pray, Trade (Butcher),
Talents: Bless (The Great Maw), Gastromantic Power, Resistance
(Poison), Craftsman (Butcher)
Trappings: Meat cleaver (counts as handweapon), Knife with the
Practical quality, Trade tools (Butcher), Bloody apron
Butcher — Gold 1
Skills: Entertain (Storyteller), Haggle, Intuition, Melee (Brawling), Melee
(Two-handed), Trade (Cook)
Talents: Invoke (The Great Maw), Craftsman (Cook), Hardy, Iron Jaw
Trappings: A practical larder of strange meats
Big Butcher — Gold 2
Skills: Athletics, Bribery, Climb, Lore (History)
Talents: Savant (Meat), Holy Hatred, Master Tradesman (Cook), Master
Tradesman (Butcher)
Trappings: The biggest meat cleaver in the area
Slaughtermaster— Gold 3
Skills: Leadership, Navigation
Talents: Resistance (Mutation), Robust, Tenacious, Holy Visions
Trappings: A massive cooking pot engraved with symbols of the Great
Maw
Skills: Intuition, Trade (Cook), Lore (Ogres), Dodge, Pray, Endurance, Me worship Maw too!
Trade (Butcher), Evaluate
Max: Willpower Bonus
Talents: Resistance (Poison), Resistance (Heat), Craftsman (Butcher),
Doomed Tests: Channeling (Gastromantic Power)
Trappings: Some spices hanged as necklaces You can use Channelling (Gastromantic Power) to help an
allied butcher (or any rank of its career) cast a blessing or
Tooth-Gnoblar— Brass 3
miracle. If your test succeeds they add one SL per rank in
Skills: Consume Alcohol, Cool, Perception, Melee (Basic), Swim, Chan- this talent to their next miracle or blessing. If the bonus isn´t
neling (Gastromantic Power) used within five minutes it is lost. Only one use of this talent
can boost each miracle or blessing.
Talents: Bloody good ingredient, Implacable, Hatred (Rodents), Strider
(Kitchen)
Trappings: Knife
Toothier-Gnoblar — Brass 4
The gnomes in turn claim that their thiefstone en- • The stone grants the one that carries it Warding 7
against spells, blessings and miracles that would
chanters stole the trade from the gnoblars.
cause damage to it.
Whichever side first possessed the knowledge is
shrouded in mystery and both are believed to • The stone works as a magnet that magically pulls any-
thing of a vlaue of 1gc or higher towards it if held
have had this ability for thousands of years.
above it (it does not have the strength to wrest things
In both societies these individuals are appreciated from others grips or break chains but if the item is lay-
and respected for their abilities and in both cases ing there by itself it will surely detect it and pull it to-
wards it if held above.
WS BS S T I Agi Dex Int Wp Fel Note that the thiefstone you made is an item and thus can be
Crossed Skull Teutonic Teutonic Shield Teutonic
lost.
Cross Cross Cross
Halberds
Career Path
Mystic Stonecutter— Brass 5
Trappings: A Thiefstone
Trappings: Items worth at least 20gc not counting any thiefstones you
own
Trappings: Items worth at least 40gc not counting any thiefstones you
own
Career Path
Squiré de Hog — Brass 2
Skills: Ride (Hog), Perform (Clowning), Animal Care, Dodge, Entertain (Comedy),
Gamble, Lore (Pigbarter), Ranged (Throwing)
Pig-Jouster — Brass 5
Skills: Perform (Any one), Melee (Any one), Play (Any one), Language (Any One)
Eagle-Owl Trainer sing of the citizens use the city as their hun-
ting ground and their trainers are as urban
Human as the beasts they train.
Career Path
Eagle-Owl aide — Brass 3
Skills: Lore (Pigbarter), Climb, Animal Care, Animal Training, Charm Ani-
mal, Cool, Gossip, Perception
Trappings: Eagle-Owl
Career Path
Shanty-Patsy — Brass 1
Trappings: Rags
Shanty-Fixer — Brass 2
Trappings: Brush
Trappings: Full set of clothing in Imperial middle-class style or official looking state
troop uniform
**If the game is set in the empire replace this with Language (Local Slang)
for the city or village where the ogre lives.
Name Gnoblar ogre easily gets annoyed at them and eat a few and
replace them with new recruits. Some are however
Gnoblar skilled at remembering titles and learn to rabble the
whole line by themselves. These title rabblers often
Some Ogres have almost comically long and over- find themselves in far smaller companies with far
complicated names, but these mighty individuals more status. Something that inevitably goes to their
invariably have enough status to keep Name Gnob- head making them think of themselves as far more
lars around to remember the Ogre's title. Gnoblars charismatic and intelligent than they really are. So-
are not too bright and also forget these titles at mething that naturally tend to lead to their demise in
time, even when it’s their only job. Thus many hillariously over-confident ways.
ogres add ever bigger entourages of name gnob-
New Talent:
lars to keep check on their ever growing list of titles.
My boss can beat your boss!
While the idea behind them would be that of a he-
rald speaking a title it’s in practice often more of a Max: 1
gaggle of gnoblars fighting over what the titles Tests: -
where and screaming over each other as they
You serve a mighty Ogre tyrant, a creature able to wrsetle gi-
remember yet another of the many titles. Thus the ants, hunt down mammoths, scale the highest peaks unaided
and much more before dinner. As long as you are near an ally
which causes fear you ignore the fear rule of everything with an
equal or lower fear rating than your fear causing ally.
WS BS S T I Agi Dex Int Wp Fel
Teutonic
Cross
Crossed
Halberds
Skull Teutonic
Cross
Shield Teutonic
Cross
Shantytown Bully
Max: Fellowship Bonus
Career Path Tests: Intimidate to people with lower status
New Name Gnoblar— Brass 1 You serve a mighty Ogre tyrant, the best boss in the whole
tribe, this automatically makes you superior to all other ogre
Skills: Charm, Gossip, Lore (Ogres), Melee (Brawling), Sleight of Hand,
slaves, something you love rubbing in their faces. When de-
Dodge, Language (Tilean), Trade (Shiv-making)
aling with others you may count the status of your ogre master
Talents: Blather, Dirty Fighting, Distract, Resistance (Strangling) as your own status as long as those you deal with have heard
of your master.
Trappings: Piece of cloth with ogre masters marking
New Talent:
Bellower Boss wants it done ya maggots!
Ogre Max: SB
Tests: Any entertain (Bellowing) to pass on orders
The Many Ogre units don't have musicians that
You are not a leader in your own right but that doesn’t mean
carry an instrument, such as a drum. Although people don’t listen, heck with the volume you use not actively
crude instruments are used, some Ogre 'musicians' listening doesn’t really stop your orders from getting through.
belong to a special caste known as Bellowers. As You can use Entertain (Bellowing) instead of Leadership to
their name implies, a Bellower's instrument is his give (or pass on) orders. This requires you to bellow them at
the top of your lungs so obviously can’t be used to whisper
voice and lungs, with which he can make an incre-
instructions or simmilar.
dible noise, even if only another Ogre would find it
musical!
Some of these are little more than ”musicians” for
feasts and warfare but some become far more,
becoming a bit akin to the first mates of ships,
shouting out the orders of their leader, reminding
people what they are supposed to do and helping
their boss to keep check.
Career Path
Loud One — Brass 2
Bellower — Brass 5
Skills: Cool, Intimidate, Language (Battle Tongue), Lore (Ogres), Melee (Two-
handed), Climb
Noble (Self appointed) itself whatever it feels like. Often treating that rich
bastard with respect when it’s around (and with
Human (Pigbarter), Gnoblar mockery when it isn’t).
In the town of Pigbarter too is self-appointed nobility
There are places and peoples in the world that do
allowed though it’s not truly self appointed as it
not recognize nobility or a need to pay people for
actually comes with a fee and a document here. In
being born better than them. This in itself is all good
Pigbarter anyone can buy a noble title from the
but there are people in those places that still want to
state and the titles themselves are meaningless
deem themselves of finer birth and better bearing
(though people that do not know of Pigbarter may
than others and get all the benefits (though rarely
be impressed by the noble title). This started as a
the responsibilites) of nobility. Claiming noble blood
get-rich scheme by a mayor about century ago but
where there is none. In most places such people get
has since then grown as people have learnt some
viciously ridiculed and beaten. But there are except-
creative uses for it mainly concerned with tricking
ions where this faux aristocracy is allowed.
visitors to think they are important.
In the shanty towns of the gnoblars most titles are
self-appointed or possibly ogre-associated so some-
one stating nobility is tolerated and if the gnoblar in New Talent:
question has been able to acquire wealth to go with Dubious Noble titles
it most gnoblars even find it natural it gets to call
Max: FelB
WS BS S T I Agi Dex Int Wp Fel
Shield Crossed Skull Teutonic Teutonic Teutonic
Tests: Bribery to convince someone you are a noble
Cross Cross Cross
Halberds
You have noble titles that can be difficult to prove the actual
Career Path uselessness of. When talking with someone without ”Lore
(Heraldry)” you may count your status as ”Gold X” where X is
Aristocrat (Self Appointed) — Brass 3 your ranks in this talent.
Skills: Charm, Bribery, Consume Alcohol, Dodge, Entertain (Acting), Shantytown Bully
Haggle, Evaluate, Gamble
Max: Fellowship Bonus
Talents: Suave, Briber, Cat-tongued, Etiquette (Nobility)
Tests: Intimidate to people with lower status
Trappings: Two sets of fine clothing
You serve a mighty Ogre tyrant, the best boss in the whole
Noble (Self Appointed)— Brass 5
tribe, this automatically makes you superior to all other ogre
Skills: Lore (Ogres), Lore (Pigbarter), Language (Grumbarath), Language slaves, something you love rubbing in their faces. When dealing
(Pigbarter), Cool, Melee (Fencing) with others you may count the status of your ogre master as
your own status as long as those you deal with have heard of
Talents: Dubious Noble Titles, Read/Write, Carouser, Schemer
your master.
Trappings: Three sets of fine clothing, Two pieces of jewellery
Trappings: A servant
Crusher — Silver 2
Female Bulls?
Skills: Cool, Intimidate, Leadership, Language (Battle Tongue) Female ogres are known as cows rather than bulls
Talents: Disarm, Furious Assault, Inspiring, Iron Will and given completely different responsibility, mainly
Trappings: Group of Ogre bulls to stand by their bull. If you wish to play a classic
Bruiser— Gold 1
ogre cow use this career and never leave the first
rank. However there is nothing wrong with playing a
Skills: Melee (Any), Ranged (Any)
female ogre through this career in full and the rules
Talents: Combat Master, Commanding Presence, Fearless (Smaller foes),
Frightening allow any career to be played by any gender. It’s
Trappings: Gutplate with the fine quality or banner
very rare for female ogres to manage such a career
but as long as the tyrant allows it no-one else can
forbid you.
Career Path
Rhinox Feeder — Brass 3
Skills: Animal Care, Charm Animal, Climb, Cool, Dodge, Intuition, Out-
door Survival, Lore (Rhinoxen)
Career Path
Luggin Gnob — Brass 1
smouldering limbs.
Torch-Gnoblar These initiation rituals eventually led to the game
of 'Bang'. 'Bang' involves a small pitch and
Gnoblar
between six and ten Gnoblars (any more is waste
of black powder unless it's a special occasion).
Torch-Gnoblars are the servants and igniters of
Each Gnoblar has a small box of black powder
many Ogre Leadbelchers. These unfortunates are
with a fuse tied to their backs; they are then all
carried into battle on the shoulders of their mas-
given a burning torch and the fun begins. The less
ters, lighting the black powder of the Leadbelcher
intelligent Gnoblars set to in a flurry of kicking and
cannon when the master commands so he can
biting, with predictable and devastatingly loud re-
concentrate on holding it the right way round.
sults. Eventually, all the surviving Gnoblars will
Most bear the scars of at least one explosion and
learn that black powder goes 'bang' when in con-
what clothes and possessions they have
tact with flames. Those that learnt this by making
scavenged are often burned and blackened.
someone else go 'bang' will be accepted by the
A Gnoblar's unique blend of curiosity and stupidity
Leadbelchers as pet Gnoblars. Those that learn a
does not mix well with black powder. The Leadbel-
fraction of a second after going 'bang' get to take
chers find this highly amusing and often have ac-
part in the victory feast in a different way.
ceptance rituals for new Gnoblars involving black
power that leave all but the luckiest as a heap of Some few gnoblars survive long in this role and
become somewhat skilled with making other
things go bang, learning to use crude blackpowder
devices by themselves. Normally a leadbelcher
WS BS S T I Agi Dex Int Wp Fel
wouldn’t waste such weapons by letting a gnoblar
Skull Teutonic
Shield Teutonic Teutonic Crossed
Cross Cross
use them but the hillarity of a proud enemy hero
Cross
Halberds
Loner — Brass 1
Beasthunter— Silver 1
Trappings: Several impressive beast trophies The hunter career of the base book does clearly not repre-
sent that, instead an ogre taking that career will be a
more mundande individual hunting closer to the tribe and
with others as help. Often going after smaller prey as well.
Snarefinger — Silver 1
You are one of the famed blood gnoblars be it through birth or
a ritual. Your traps cause an extra bleeding condition per rank
Skills: Endurance, Intimidate, Leadership, Melee (Basic) in this talent to anyone caught in them.
Talents: Orientation, Rover, Scale Sheer Surface, Sharpshooter
Career Path
Walkabout — Bronze 4
Skills: Athletics, Climb, Endurance, Haggle, Language (Any), Lore (Any), Me-
lee (Any), Navigation
Wanderer — Silver 1
Skills: Cool, Evaluate, Gossip, Language (Any), Lore (Any), Melee (Any)
Backpacker — Silver 3
Maneater — Gold 1
Trappings: Souvenirs from twelve places you have visited, foreign weapon
made for an ogre
Maw Pilgrim
travel it but no proof of this exist. Perhaps they do,
Ogre killing those they find or perhaps the environment
cause such hallucinations getting people to kill
A pilgrimage to the Maw is the greatest religious themselves in imaginary battles where they fight
journey an ogre can do and there are many that their own and end up eating sand believing it to be
take the deadly journey. While the location might the vanquished arachnoids. Whatever the truth it
seem comparatively close to the Mountains of does not make the journey safer.
Mourn given that ogres travel all over the world
As the ogres draw nearer their madness increase
the journey is by no means easy. The desert
and not content with the trials of the environment
which ogres travel through lack food and water
some start to tear at their flesh in devotion to the
and warpstone residue and acidic sandstorms buf-
Maw leaving a trail of blood and torn flesh soon
fet the travelers. The climate varies between ex-
covered up by the shifting sands. Some ogres turn
tremes of heat and cold with little rime of reason.
back here, setting camp at the edge and gathering
The lands themselves are poisonous and this poi-
strength to try again. Some perish, their flesh and
son seeps into the flesh of even the hardiest of
bone quickly getting ground down by the razors-
ogres, deforming flesh and making hair fall off as
harp sandstorms being added to the morbid poiso-
the toxins weaken them.
nous sands.
Legends tell that under the sands massive armies
Some few however actually succeed, reaching the
of huge scorpions burrow to rip asunder those that
gaping hole of the Maw. Here they must resist the
WS BS S T I Agi Dex Int Wp Fel pull of the Maw for some little part of their brains
Skull Teutonic
Cross
Teutonic
Shield
Cross
Crossed
call to them the depths of razor sharp teeth before
Teutonic
Cross
Halberds
them and some simply throw themselves into their
gods carnivorous embrace. For those that resist
C areer athP remain the last trial, to gouge out their own eye
and throw it into the Great Maw and then take a
Desertwalk Aspirant — Brass 1
stone from the ground and jam into their now
Skills: Athletics, Cool, Consume Alcohol, Endurance, Intuition, Lore empty socket to replace their eye. For those truly
(Ogres), Melee (Basic), Pray
blessed this eye starts to function through holy
Talents: Very Resilient, Resistance (Any), Stone Soup, Tenacious power. For most it is but a stone and for some it is
Trappings: Heavy Rags their doom as it poisons their flesh and leave them
Maw Pilgrim — Brass 4 dying in torturous agony.
Skills: Climb, Heal, Intimidate, Navigation, Outdoor Survival, Perception Then, if they survived, starts the long and ardrous
Talents: Hardy, Strong-Minded, Robust, Iron Will
journey back.
Rockeye— Silver 2
Talents: Second Sight, Holy Visions, Night Vision, Invoke (The Great Maw)
Trappings: An eye of stone taken from the ground by the great maw
replacing one of your own eyes
Salamander Smacker One can impossibly know how many such sala-
manders there are for most of their lives they lay
Pigbarter Human, Gnoblar
resting at the bottom feeding on the sulphur swept
along the current but they are plentiful enough that
Very little fauna live in the extremely polluted
bringing the fight to them is not an option as Pig-
waters of the river ruin and what exists there is
barter learnt during the ”Salamander Wars” eighty
mostly heavily mutated and extremely aggressive.
years ago where an attempt to sweep the bottom
One animal seems to be thriving in this hellish
clear and slay them led to a massive battle where
waterscape however. The Ruin Mega-
large parts of the city was demolated by frenzied
salamander, a beast thriving in sulphur and fire
hordes of mega-salamanders. Still they are plenty-
which can grow up to three metres in length (with
ful enough to be a problem, at times they waken
some uncommon mutated species reaching far
to hunt by the riverside and then someone must
further). The skin, bite and blood of these sala-
keep them at bay. It is here the salamander
manders is highly poisonous and touching it is
smackers come in. Bravely smacking these sala-
enough to get poisoned. Should one be prepared
manders with Pigbarter Pole-hammers or Gaffs
to fend that threat of the strength of the beast is
they try to get them to give up and swim back into
also deadly as it can latch onto someone and
the river.
simply drag them into the waters of the River Ruin
to let that sludge of pollution kill the target instead. New Talent:
Wary
WS BS S T I Agi Dex Int Wp Fel Max: Initiative bonus
Tests: Perception to detect stealth or discover am-
Teutonic Teutonic Teutonic Skull Shield Crossed
Cross Cross Cross
Halberds
bushes
Career Path You are ever cautious, looking for threats to your life. When
you have the surprised condition the bonus to attacks against
Salamander Shooer — Brass 5 you is +10 rather than +20.
Skills: Charm Animal, Cool, Dodge, Endurance, Melee (Pole-arm), Per- Brutas Spicy Serving
ception, Ranged (Throwing), Stealth (Urban)
Max: SB
Talents: Combat Aware, Wary, Hatred (Salamanders), Reaction Strike
Tests: Melee (Brawling) against salamanders
Trappings: Gaff or Pigbarter Pole-hammer
You have learnt the famous Salamander Wrestler Brutas
Salamander Smacker — Silver 1
most infamous technique called ”Brutas Spicy Serving”. The
Skills: Intuition, Lore (Pigbarter), Melee (Basic), Ranged (Entangling), Set principle is simple but the execution extremely difficult. When
Trap, Language (Pigbarter) attacking a bestial foe at least as large as you while you are
holding an explosive you can attempt ”Brutas Spicy Serving”.
Talents: Combat Reflexes, Furious Assault, Resistance (Poison), Strike
It is done as a Melee (Brawling) attack with a –40 penalty but
Mighty Blow)
if you win you throw the explosive into the mouth of the foe
Trappings: Full leather armour causing damage as with a hit of that explosive weapon but
with the blast quality halved and the foe being able to deduct
Salamander Slayer — Silver 2
damage from TB and Armour (if the enemy has the Robust
Skills: Heal, Ranged (Crossbow), Row, Sail (Dinghy) talent that still lowers damage like normal).
Career Path
Ruin Algea Assistant — Brass 1
Career Path
Ruin Recruit — Brass 5
Trappings: Blunderbuss
Toad myths
Frogbiter — Brass 1
Skills: Charm Animal, Dodge, Intuition, Language (Bog Tongue)*, Melee Max: FelB
(Brawling), Outdoor Survival, Stealth (Rural), Swim
Tests: Any social tests to Boglars
Talents: Fisherman, Strong Swimmer , Resistance (Drowning), Strider
Perhaps there is something to the myths of Toad Gnob-
(Swamp)
lars for boglars seem to turn up around you, or perhaps its
Trappings: Various remains of frogs and fish just your reputation that draws them near. Each week
where you have spent a lot of time in water (GMs discret-
Boglar — Brass 2
ion) a number of boglars equal to your ranks in this talent
Skills: Endurance, Lore (Amphibians), Navigation, Perception, Ranged turn up. They have a friendly attitude to you and are likely
(Throwing), Track to see you as their leader for the time being. Note that
they have wills of their own and may wander off if you
Talents: Orientation, Night Vision, Boglar Breath, Very Resilient
don´t give them reasons to keep you as their leader.
Trappings: A raw fish (alive or dead)
Sludgesucker — Brass 5
or steal.
Scrapper The richest move between the tribes in Rhinox-drawn
caravans with a band of guards, trading with anyone
Gnoblar they meet. Most travellers would be hard pressed to find
anything more valuable than a rusted axe, a cracked
helm or a broken belt buckle in these 'treasure' wagons,
Most Gnoblar Scrappers or Magpies as they are also
however, occasionally the Gnoblars will have something
known are the merchants and inventors of Gnoblar-kind.
of genuine value. It is very rare for them to have so-
Perhaps due to the extreme poverty they live in, most
mething of obvious utility, however, as an Ogre will
Gnoblars have a miserly approach to possessions and
simply take anything they want from them. The Magpies
carefully horde away anything shiny or crafted. The
also sell many 'artefacts' taken from the corpses of great
scrap and broken items other races throw away are the
heroes or looted from fabulous ruins. Most of these
basis of the Gnoblar economy. As Ogres tend to loot
items are obviously faked and replaced after each sale,
many of their possessions from other races, Gnoblar
but the far-fetched stories behind them have normally
tribes are the proud owners of detritus from across the
been in the merchant's family for generations.
world.
Some Scrappers, whilst pawing over broken items from
The splintered remains of an Elven bow might rest
across the world, become inspired to emulate the
against a wagon spoke taken from the Ivory Road, both
craftspeople of other races. Unfortunately, gross incom-
supporting the tattered remains of an Imperial banner
petence, theft and constant bickering are just some of
and all suffering the indignity of ending their days as a
the factors stacked against budding Gnoblar inventors.
Gnoblar tent. The Scrappers take this obsession to the
However, Gnoblars make up for some of these defici-
extremes, hoarding everything they can scavenge, trade
encies with blind enthusiasm and a light-hearted appro-
ach to safety, and although their designs are without
WS BS S T I Agi Dex Int Wp Fel exception inefficient and dangerous, some are actually
Teutonic
Cross
Teutonic
Skull
Cross
Teutonic
Shield
Cross
fairly effective. It was just such a design, 'inspired' by
Crossed
Career Path
Troublemaker — Brass 1
Gnoblarrouser — Brass 5
Honcho — Silver 1
Career Path
Slavehandler — Brass 4
Slaver — Silver 1
Slavemaster — Silver 3
Slavelord— Gold 1
Chaos Ogre all creatures that dwell in the Wastes. Ogres do not see
this as a bad thing - far from it in fact, for the mutations
Ogre usually increase their prowess on the battlefield or in the
feast hall. In fact, although these Chaos Ogres are seen
Ogres have their own society, language and customs, as a bit odd by their brethren in the Mountains of Mourn,
stemming from the Mountains of Mourn in the east. They they aren't feared or despised. If anything, the other
have a natural wanderlust, and whole tribes frequently Ogres are perhaps a bit jealous - for an extra mouth or
migrate and roam the Chaos Wastes. There they fight set of arms would greatly aid one's ability to eat more
against the northern tribes and the more fantastical deni- food at an even faster rate!
zens of that realm, testing their mettle and expanding
Promises of eternal conflict are a sore temptation to the
their diet to include some truly unusual meals. If a group
Ogre race. Though the Dark Gods prefer the race of men
of Ogres is impressed by the savagery and skill of a nort-
as their playthings, some Ogres earn their favour with
hern tribe, they may join them for a time, or even become
their prowess in battle, for a group of these towering bru-
a permanent part of their army. The alliance between an
tes charging into the enemy like living battering rams and
Ogre and his Chaos masters is one of mutual conveni-
lashing out with gigantic great-axes, clubs and cleavers is
ence, for both factions revel in mayhem and destruction.
an impressive sight. Khorne is the patron of many of
Although Ogres are naturally resistant to mutation, the these monstrous warriors, for their constant offerings of
baleful energies that spill out of the rift at the top of the skulls - generally picked very clean indeed - are pleasing
world are strong indeed. As a result, the Ogres that stray to the Blood God. Some Ogres even go to battle clad in
into the far north are warped and twisted in the manner of gigantic suits of Chaos armour, forged by their Chaos
Dwarf allies specifically to fit the Ogres' overly muscled
frames. A heavily armoured Ogre berserker is a terrifying
WS BS S T I Agi Dex Int Wp Fel foe indeed; a whole unit of them is a nigh unstoppable
Teutonic Teutonic Teutonic
Skull CrossedShield force.
Cross Cross Cross
Halberds
Irongut — Silver 3
Steelgut — Silver 5
Gutlord — Gold 1
Talents: Fast Shot, Iron Jaw, Marksman, Unshakable Ogres use few things that require maintenance, however, the
destructive force of an Ironblaster has persuaded
Trappings: Leadbelcher (Cannon)
many Tyrants to order a search for extra wheels or support-
Leadbelcher— Silver 1 horns when the device breaks down, as it is prone to do on
the many nomadic moves of the tribe. Between battles, it
Skills: Athletics, Consume Alcohol, Haggle, Language (Battle Tongue), Lore
requires a virtual army of Torch-gnoblars to maintain the war
(Ogres), Perform (Pyrotechnics)
machine and its carriage, the little runts often needing to
Talents: Accurate Shot, Gunner, Relentless, Fire team patch the rotting planks together or use gut-rope to bind the
vast horns back into place so the cannon can once again
Trappings: Torch-gnoblar
swivel.
Thunderfist — Silver 3
New Talent:
Skills: Evaluate, Heal, Language (Khazalid), Leadership
Fire Team
Talents: Hardy, Rapid Reload, Sure Shot, Tinker
Max: 1
Trappings: Command of two or more leadbelchers
Career Path
Bully — Brass 1
Fighter — Brass 2
Skills: Charm Animal, Endurance, Intuition, Lore (Ogres), Ranged (Sling), Ride
(Piggyback)
Groinbiter — Brass 4
WS BS S T I Agi Dex Int Wp Fel You serve a mighty Ogre tyrant, the best boss in the whole
tribe, this automatically makes you superior to all other ogre
Teutonic Teutonic Skull Shield Teutonic Crossed
Cross Cross Cross slaves, something you love rubbing in their faces. When
Halberds
dealing with others you may count the status of your ogre
master as your own status as long as those you deal with
Career Path have heard of your master.
Skills: Climb, Cool, Dodge, Intuition, Lore (Ogres), Melee (Basic), Melee
(Brawling), Trade (Knife-grinder)
Talents: My Boss can Beat your boss!, Careful Strike, Reaction Strike, Warrior
Born
Trappings: Sword
Ironfist
Originating from the traditional Ogre sport of pit-fighting, Ogres often cover their off-hand with some kind of shield, spiked gauntlet or
heavy glove, known as ironfist. This can be used to bat aside even the strongest attacks in a similar way to a giant buckler, or merely to
smash an enemy's face into an unrecognisable pulp. They have not seen widespread military use outside of the Ogre Kingdoms but are
popular amongst pitfighters of other lands too. They are weapons of the parrying weapon group and require one hand to use. They have
the following rules.
Quick to parry
The weapon is made to quickly shift and move to parry. When parrying a fast weapon you do not suffer the –10 penalty for opposing it
without a weapon with the fast quality.
Pigbarter Pole-Hammer
Basically just a hammerhead at the end of a long stick this weapon has proved useful for hitting salamanders over the head and scare
them off. They are weapons of the pole-arms weapon group and use two hands to wield.
Bullgorger
Range: 10 yards
Target: Two allies in range (one of them may be you should you wish) Ingredients?
Duration: One minute
You may be confused by the ingredients listed here
Ingredient: The heart of a worthy beast as miracles don’t tend to have them. Worry not, the
Greedily devouring the heart of a bull Rhinox or Mournfang the Butcher miracles work as normal and the ingredients are not
can project the raw vitality imbued in such a worthy sacrifice to the Maw. needed. They are used only for the purpose of the
The targets get +10 to their strength. You can spend 1 SL to increase the
”Gastromantic Power” talent.
boost to +20.
Toothcracker
Range: 10 yards
Target: Two allies in range (one of them may be you should you wish)
Fire Breath
Range: Cone of FelB yards
Duration: Instant
Breathing out you send a stream of fiery destruction at your foes. All tar-
gets suffer 5+SL damage and take an Ablaze condition.
Fists of Fire
Range: Self
Target: Self
By shouting ”Fire Mouth” at the top of your lungs you set your fists ablaze
with fiery power. For the duration of the spell unarmed attacks use the
pray skill, cause +2 damage and are magical.