'It is curious how little thought has been given to the nature of the Greenskin, given our shared tumultuous history. Their motivations, their behaviours, would appear of vital importance for us to understand. And yet, all we are told is that they are our enemy, and that they must be destroyed.
Whilst I have no doubt that, where Greenskin and Human meet, there shall be blood, I cannot help but reflect on this curiosity. Perhaps there is something we are not meant to know. Perhaps there is something it would be inconventient to learn...'
Reimagining: Greenskins in Warhammer
Greenskins are something of a... well, I can't really tell you what they're something of, because they've been so many different things throughout the generations of the Warhammer setting, that their style, tone, and purpose are largely confused.
Greenskins first played the role of "Ultimate Enemies of Humanity." Which has largely been usurped by the hordes of Chaos.
Then, Greenskins played the role of "Comedic Inhuman Foe." Which has largely been usurped by Skaven.
Then again, Greenskins played the role of "Unbeatable Primeval Tide." Which has largely been usurped by Beastmen.
After that they played the role of... The Other Bad Guys to Watch Out For. Which is fine, in a fantasy wargame where lore doesn't matter too much, and where more armies means more options and variety. But in a setting-sense, it's confusing. And we got the greatest example of that with the old Storm of Chaos campaign. The Greenskins won the ultimate campaign, but that didn't actually mean anything because the Greenskins don't mean anything.
Oh, there's also the incredibly fucked up comparisons between the Greenskins and indigenous cultures — most noticable among the Goblin Spider Riders — which is likewise based into their very name. That's an aspect that I definitely want to de-emphasise, as it's... well... lazy, at the least, and extremely Not OK any way you look at it.
So let's change all that, shall we? Let's have a look at what they could be.
Greenskins: The Known, Unknown, and Half-Known
We know that the Greenskins are an intrinsically violent species. Normally I am not one for having intrinsic moral truths about a whole species, but in the case of the Greenskins (based on my later working) I actually think this makes sense. Theirs is a society not just built around violence, but almost entirely fuelled by it.
We know that the Greenskins have multiple different types: Snotlings, Goblins, Orcs, even Squigs seem to be genetically linked somehow. This seems to be a static thing: a Greenskin is 'born' (how?) as one form, but doesn't shift later in life. They undergo no metamorphosis... except, they get bigger. They seemingly grow indefinitely, in proportion to the violence they commit.
But we don't really know how they propagate. Older Editions featured "half-orcs" and references to breeding, and Blood Bowl had "female orcs" as cheerleaders (*sigh*). But then during the 40K & WFB are the Same Setting boom, the Greenskins of Warhammer Fantasy got linked with fungus. These links remain, what with the focus on mad cap mushrooms, mushroom-shaped iconography, and other aspects of the Greenskin lore, but the nature of their breeding has fallen away. So we don't really know how they spread. We just know that they seem to breed a lot.
We also know that they're scavengers of a sort, but also capable of making their own industry (of a fashion). They loot from others and then reforge things they find into new forms more befitting their own sizes and shapes. They modify buildings to become fortresses. Despite their animosity and near-constant violence, they must have some level of co-operation to build, forge, and fortify. They do, indeed, have industry.
Lastly, we don't really know where the Greenskins came from. There have been mentions that they arrived as 'spores' in prior lore — linked to the 40K-WFB era — that probably were attached to some Old One crafts or something. But it's not clear where they stand now. They seem like a wholly failed experiment if they were created by the gene-editing Old Ones (who liked ORDER and having enslaved, controllable servants). They also seem like an absolute blunder if they were introduced accidently, which whilst possible, seems like the wrong kind of oversight for the Old Ones to commit (they were arrogant and hyper logical, and should fall to hubris, not neglect). So where did they come from?
And what does all of this add up to? Well, to my mind, the Greenskins sound like the fit the same niche as the Tyranids in 40K, but inverted.
Greenskins: An Alternate Reading
My thinking is that the Greenskins are, like the Dragons, true native creatures to the Warhammer world. Before the Old Ones arrived and magically moved the planet closer to the sun to create a perfect testing ground for their genetic experiments, the Greenskins existed as a sort of semi-sentient fungus / algae. Like fungus on our planet, the Greenskins' function in the native ecology was to consume dead or dying organic matter, helping in the decomposition cycle. This was done in a violent way, of course, much like any scavenger. But it wasn't evil. Vultures and cheetahs are no more evil than any other animal. They just eat things that are dying or have died.
However, when the Old Ones moved the planet to be warmer, the Greenskin-algae bloomed massively. Like a fish tank that suddenly rises a few degrees, the Warhammer world was quickly awash with Greenskins which were suddenly far stronger and more aggressive than they were before. They blossomed over the Warhammer world, and the first great struggle for the Old Ones on the planet had begun. The Old Ones created the Saurus to combat them, and it worked for the most part. But the shift in the Greenskins was done. Their battle lust, fuelled by their instinctual desire to decompose the world, but engorged by the closeness of the sun, meant their numbers couldn't be contained.
Greenskins work together, not as 'societies', but as colonies of algae. Or ants. They work together out of an instinct to further their purpose. They attack a building, kill the inhabitants, and then — almost mechanically — begin to fortify it. Sure, a particularly clever Orc might rise up and take more charge than this — directing specific fortifications, and instructing in the construction of specific weapons and deployment of specific tactics — but the Greenskins instinctually spread and reclaim.
And, in the end, that's what they evolved to do. The planet is theirs originally. It's not their fault they've been altered inadvertently by the Old Ones, any more than it is the fault of Humans and Elves and Dwarves for being introduced to the world and mutated just the same. Warhammer is a petri dish, and the scientists are long dead.

"Warhammer is a petri dish, and the scientists are long dead." nice closing!
ReplyDeleteCheers!
DeleteI love it, if you're going with the orcs-are-fungi-thing, this is definately an improvement. If they are fungi however, I kinda wonder how come you don't get the need for 40k-style flamethrower squads to keep their spores at bay...
ReplyDeleteI prefer to say they are another kind of beast entirely than animal, plant or fungi. They need to exchange genetic material to breed, but they do this by coming into physical contact with each others blood. Bloody in-fighting then, is actually a kind of "mating ritual" (although they don't understand the concept of a "mate" as such). Once a greenskin is "inseminated" with blood in this way, they will eventually release a kind of spore or egg along with their normal excrements (so their fetuses come out with their faeces), which gives the "newborn" greenskin some fertilizer.
There are no children however. A special kind of squig, the Wombquig, lives off greenskin dung. Greenskins mature to adulthood in the bellies of the wombsquig, and emerge (clawing their way out of the mouth of the wombsquig) as young adults - teenagers if you will. They are always the type of their blood-giving parent - this is why there are MORE of the smaller kinds of greenskin: They are more often beat to a bloody pulp, thus inseminating the beater, and therefore end up passing on their "type" more often. This is also why a "stable" tribe consisting only of goblins will breed only goblins.
As for the motivation for destruction, I find your "hyena" analogy fantastic, and I will probably adopt it.
Apart from this, I generally make greenskins smarter than the "football hooligan" stereotype would make them out to be. Much like bretonnian knights not being as shiny in real life as in the paintings, orcs and goblins are a lot more capable of thought and civilization than you'd think. But the fighting, the fact that they sound like football hooligans when speaking human tongues, and the fact that they value different things than humans in trade give them a bad reputation. ("Suuure, you can have this ton of gold for that sharp axe. Stooopid humie.")
"And we got the greatest example of that with the old Storm of Chaos campaign. The Greenskins won the ultimate campaign, but that didn't actually mean anything because the Greenskins don't mean anything."
ReplyDeleteI think the fact that the Greenskins don't mean anything IS where they fit into the setting - stepping back a bit, they are a dark reflection of the wargame itself. They are a bunch of guys sitting back having a laugh and some fun doing war, just like the players are. Grimgor headbutting Archaon had meaning because it was all just a laugh, a game.
Obviously that doesn't give a clear reason in lore why they exist, but that sort of vagueness and mystery is part of it because it doesn't matter how they got there and for what purpose, least of all to the orcs. All that matters is why they are there, and that is to fight, to bring war all over the world. They embody the need for the setting to be full of military conflict, since it's a wargame.
Ha! We think about the greenskins very similarly. In my warhammer they where always some kind of fungus/algae, first creatures ever in the world, and they are something like immune system of the planet...
ReplyDeleteI like it!
Well done, I am still fairly new to WFRP/2nd Edition and I had some armies for WF but pretty limited experiences.
ReplyDeleteI like your reimagining of their race. I actually cant imagine why Greenskins are always so negatively spun. I am not suggesting happy go lucky Green skins, but the D&D Half Orc actually has a bit of an interesting side to it - still violent, but able to work with humans for relatively good motives. Algae is neither good nor bad, but when you are so quickly born into the world with this consideration you have submitted, everything around you becomes either prey or an enemy, and perhaps due to requirement, they were forced into defending and eventually becoming forceful. - Here I am rooting for the Greenskins - But as a GM, I see their potential for less enemies and more unpredictable allies.
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ReplyDeleteI really like this, it is a good line of thinking on a thoroughly unsatisfying explanation before.
ReplyDelete