Starting this a day early as the top five seem fairly clear. There is a nice selection of options here. Goblins, orcs and ogres are all represented, and covering some very different topics, including magic, empire building, artificery, vassal-play, and unique mechanics.
Chapter Zero: Live Fast, Ride Hard, Stay Young, Eat Well, Put on a Happy Face
Clan Chaingrasper -> Dakaz Carzviya
Dak, Immortal and Indisputable

For millennia, the Hold of Ovdal-az-Ân, the Granite Hold, was cut off from the world. After the Aul-Dwarov fell and the eastern successor, the Jade Empire, joined it in destruction, the rulers of Ovdal-az-Ân decreed that it be forever sealed. The entrance was bricked up and an illusory wall was placed over the entrance so that none would ever find a way in. However, just as with so many of their brethren across the Serpentspine, their efforts turned out for naught.
The tunnels beyond the walls were swarming with goblin clans, a mixture of those pushed out by the three great Undergrowth Goblin clans in the Tree of Stone, and others fleeing the rise of the Command and its enslavement of the goblins of the Jade Mines. In this landscape of knives and feuds, a raiding party stumbled upon the hidden entrance to the hold, broke down the brickwork guarding it, and then called upon their brethren for an all-out invasion.
The Granite Dwarves were caught off guard, the upper levels of the hold falling in short order and all the population that failed to retreat deeper being killed or carted off in chains. Day by day, year by year, the surviving population was driven deeper and deeper into the depths, until no more sight or sound of dwarves was heard among the goblins who now ruled Ovdal-az-Ân. Confident that they had claimed the hold for themselves, they immediately returned to their previous work; fighting among themselves.
Among the countless clans who had swarmed into the hold, Clan Chaingrasper was small and weak, barely worth considering by their foes. They might have been extinguished in one of the countless petty squabbles that erupted among the squatters, if not for the rise of a brilliant new clanboss. Dak Chaingrasper was more than just a mere goblin, he was a mage of incredible potential, a once-in-a-millennia talent who wielded more magical power than every other goblin in the hold combined. Through a clever series of hexes and enchantments, he initiated the Week of Stabbings and caused the clanbosses of the other clans to fall upon one another's swords in a final fit of violence. In the aftermath, Clan Chaingrasper became the dominant force within Ovdal-az-Ân, and Dak its undisputed ruler
Now Dak is faced with a dilemma. He is but a single, mortal, goblin. The reforms he wishes to institute, to transform the barely-constrained froth of clans that he subjugated into a proper nation, will take decades if not centuries to accomplish. A knife in the back by a lucky traitor, a resurgence from the dwarves rumoured to still be lurking deep below, or mere old age could end it all in a single moment. If he wishes to see his ideals made reality, if he wishes to ensure his home and his clan are forever safe, and if he wishes to learn everything there is to know about this world and its magic, he has only one choice: to seek immortality, no matter the cost.

Gameplay Summary:
Wield necromancy to achieve immortality before it is too late, unleash an undead army to engage the Command, and forge a wide empire spanning ever-deepening goblin holds and the wealth of Haless.
Masked Butcher
Under the Light of a Bleeding Moon

The orcish race has a history bathed in blood. From their first emergence from Hul-Jorkad, they have committed endless atrocities in the destruction of the Aul-Dwarov, the endless warfare of the underground, and the Greentide. Not all orcs wished to make such mindless death into their legacy, but not all were opposed to it either.
In a distant corner of the Serpentreach, even orcs feared to tread. Rumour spread of a beast that lurked in the darkness, hunting any foolish enough to tread within its domain. It was a beast of deepest cunning and unlimited brutality, wearing the face of its victims to claim some piece of their power. It was a horror story spoken only of in hushed whispers by those who dwelt in the underground, be they monsters or civilized.
However, it was not a single monster but an entire clan. The Masked Butchers stalked the tunnels, seeking prey no matter whether they were weak or strong, young or old, warrior or scholar. Their sheer brutality isolated them from even the most violent of their orcish brethren and kept them confined to a small portion of the mountains. However, when Dookanson emptied the Serpentspine of orcs, they suddenly found the ancient halls and caverns open to them.
For too long have they subsisted on the same victims; orcs, goblins, the occasional dwarf or kobold, and the beasts of the underground. Now they have the potential to go further, to seek new prey, to shed the blood of races once unknown to them and to draw such power into their flesh. Those who dwell in the light will soon learn to fear what lurks in the darkness.
But that is not all. Something beckons. The light turns red and the dark closes in. We called, and it answered, oh god-begot, god-begot…

Gameplay Summary:
Build a hoard from treasure plundered across the Serpentspine and empower your dark rituals. Funnel blood and ichor to strengthen your monsters, reach out into the world to seek new masks to flense from their owners, and never step back from monstrousness.
Clan Railskulker -> Vez Udzenklan
National Velocity

Goblins have always been a fixture of the Serpentspine, from the earliest notes of recorded history through the rise and fall of the Aul-Dwarov, to the present day. Weak but crafty, they have settled in every nook and crevices of the caverns, surviving and eking out a short existence of violence and slavery. For millennia, this was all that they knew, regardless of whether their oppressors were dwarves or orcs.
Then Dookanson came, and under his rule the orcs unified enough to force the vast majority of goblins clans under his banner as slave warriors for his Greentide. The tunnels and caverns, once teeming with warring clans, emptied out and those who had the strength or cunning to escape Dookanson's slavers found themselves with an opportunity.
One such group of opportunists was Clan Railskulker, a wealthy and powerful clan that had found profit in running a tithing system for smaller clans and warbands that wished to make use of the flat and direct tunnels of the old dwarven rail system, rather than travelling the circuitous and dangerous caverns. Drawing many of the smaller indebted clans to themselves, they marched on and seized the abandoned hold of Er-Natvir, the Railyard, the command centre of the ancient rail network.
From the 'Heart of the Rails', they intend to take full advantage of their strategic location. For too long goblins have been cast aside by the rulers of the mountains, left to beg for scraps from the margins. This moment cannot be let to pass, where a true home for goblins can be forged from the ruins of a long-dead empire. Those who try to reclaim it will be cast back to exile, and those goblins and orcs that resist this new beginning will be crushed under the wheels of the oncoming locomotive.
Goblins are nothing if not ingenious, though others might call them mad, or destructive, or suicidally inquisitive. If anyone can restore the rail network to its full potential, then the Railskulkers can, and then take it another step further and deliver an even faster (if not safer) mode of transport for the mountain dwellers. The other clans will be brought under a single flag, and a true goblin nation will arise built on a spine of rails. Vez Udezenklan, the All Clan, is no longer just a dream but a rapidly approaching reality.

Gameplay Summary:
Fight the other claimants for the Serpentspine, unify the mountains under goblin leadership, upgrade the old dwarven rails to travel ever faster, and delve into artificery to reach new heights. Then form the All-Clan and watch true Pandemonium descend.
Maghargma Kingdom
Feast and be Merry, for We are Lords

In times primordial, before any of the mortal races achieved greatness, before even the rise of the Precursor Empire, Halann was divided between three great powers: the genies, the dragons and the giants. It was the giants who held claim to the greatest true empire in all the world, as unlike the individualist and squabbling dragons and genies, they unified under a single power that controlled territory from Cannor to Haless.
To manage their empire the True Giants created the Giantkin as their servants. The trolls were warriors, the cyclopes were craftsmen and managers, and the ogres were labourers and builders. For reasons now lost to time, the ogres were created with an insatiable Hunger, a desire to consume endlessly beyond their natural needs that could never be truly sated. While ruled by the giants they were fed by the plenty of a mighty empire, but that was to change.
The dragons struck down the giants' empire, and the Giantkin were scattered. The ogres, now bereft of their source of food, were cast back to barbarism as they devoured anything they could get their hands on, whether that be one another or even the last of the surviving giants. In devouring their old masters they found they gained new strength and wisdom, and so the Feast of the Gods was formed. It was a faith based upon managing their Hunger and only eating the strongest foes and most cunning rivals so that their skills might be passed down to the one consuming them.
In the Ogre Valley, an expansive and fertile land below the Serpentspine and sheltered from the desolation of the Forbidden Plains by forested hills, the largest single collection of Ogre Kingdoms still remains. For millennia they have feuded among themselves, never able to fully sate the Hunger that continues to gnaw at them and never able to rise and form a nation that can stand among the civilizations that arose in the wake of the giants' demise.
That changed when the centaurs, fey creatures that occupied the Forbidden Plains, rode over the hills in force and threatened to extinguish one of the last remaining vestiges of the Giantkin. The Ogre Kingdoms seemed on the brink of destruction, before unifying under Ziltagh Gravelhide, who rallied them to drive out the beasts. However, he wishes to go further than that. To see that the ogres learn to truly manage their Hunger, to forge a proper nation of science and industry, and to march out and reunify the scattered Giantkin under an empire worthy of the giants themselves.

Gameplay Summary:
Deal with the Hunger through religious reforms, then craft a wide empire with the aim of reunifying the Giantkin. Determine the path of the ogres as they encounter their brethren, come to understand the power of artifice, and begin to rule over a vast population of smallfolk.
Skewered Drake Clan - > Drakonshan Dominion
Riders Atop the World

The Segbandal, the Middle Dwarovar, survived the fall of the Aul-Dwarov better than their neighbours to the east and west. For centuries past the Day of Ashen Skies the holds remained in contact, forming an alliance capable of reacting to monstrous incursions and resupplying one another. Their downfall began with the Dragonwake in 472 AA, when a great purple dragon, known as the Hunter of the Deep, burst forth from beneath the Hold of Gor Vazumbrog.
For weeks the inhabitants fought with the beast, deploying armies of golems in an attempt to slay it. As it flailed in the tight confines of the hold it unleashed vast clouds of toxic miasma that caused madness, and broke open countless vaults holding cursed and deadly artefacts and beasts. Though it eventually clambered out of the Dragon's Wound that it had created, the spread of the miasma was too much and the hold had to be abandoned.
Gor Vazumbrog remained uninhabited for five hundred years, as orcs, goblins and attempted reclaimers all avoided the deadly poisons that lurked within. However, the desperate would always be willing to take risks. Retreating from a defeat in one of the many conflicts among orcish clans, the clan that would become the Skewered Drakes entered the hold to avoid their own destruction. Braving territory that no-one had dared entered, they found that the upper layers of the hold had become liveable and began to set up a new war camp within.
They quickly discovered that they were not alone, as from the polluted depths of the Dragon's Wound clambered vicious flightless reptiles, taller than an orc and with wicked claws that could shred all but the strongest armour and gave them the means to clamber up walls and ceilings with ease. Faced with such a beast, the orcs did the sensible thing and tamed them as their mounts. Daubed with bioluminescent fungus and wielding skewers as lances, drakons ridden by Skewered Drake warriors became feared across the Middle Dwarovar.
Now the hold bulges with warriors eager for conquest. The number of orcs and drakons has reached critical mass, and the chieftain has to be ready to take the reins of a war machine that rides, skewers and clambers across the underground. Once the Middle Dwarovar falls, they might decide to ride out into the sunlight and unveil the drakons for all the world to see, fear, and surrender to. Their dominion will be unending.

Gameplay Summary:
Assemble a horde of Mythical Cavalry and plunder the Middle Dwarovar for its treasure. Ride forth against the world and subjugate it to form a vassal-focused empire.
To be continued…
Vote for the final choice by clicking on the image below

Voting will be open for five days
- 1