Orks
The Orks, also called greenskins, are a savage, warlike species of humanoid fungus that has adapted for survival in nearly every environment in the known universe. The galactic population of Orks is truly beyond counting, overshadowing even Humanity in sheer number and presence among the stars.
Basic Information
Anatomy
Put bluntly, Orks are lean, green, and exceptionally mean. Orks can range in size from childlike Gretchins to massive, hulking Nobs. Orks of all size posess dense, wiry musculature, large, menacing fangs, and just enough sentience to delight in the misery of others. Durable to the point of absurdity, Orks have been known to regenerate from devastating wounds, continue fighting briefly after being killed, and even survive decaptitation so long as the head is sewn back onto the body in a timely manner. More impressive still is the Ork's strength and brutality in battle. Even small Orks are capable of tearing a man in half with their bare hands, though the largest and strongest are typically outfitted in rudimentary power armor that allows them to ragdoll main battle tanks.
Orks speak in a gruff, brutish voice. While there exists some form on innate "Orkish" language, most greenskins are capable of communicating, rather crudely, in the Low Gothic spoken by a majority of Humanity. Some scholars posit that Orks make efforts to learn the language of their enemies as to better insult and terrify them, but this has never been confirmed.
Genetics and Reproduction
While humanoid, members of the Ork species are physiologically fungi, and reproduce asexually though the release of spores, especially upon death. Various sub-species exist as part of the greater Orkoid race, which itself is essentially a closed-loop ecosystem. In the absence of an existing Orkoid ecosystem, spores first grow into harmless mushrooms, then into Squigs which feed on them, and later into Snotlings and Grots that herd the Squigs and establish the foundation of a sentient fungal community. Each organism releases more and more spores until finally, when the ecosystem reaches critical mass, full-fledged Orks begin to spawn and terrorize their surroundings.
Additionally, Orks are born with a crude genetic memory. For example, Big Meks are born with an innate understanding of Ork war machines, while Mad Doks are born with a natural awareness of Ork physiology. These genetic disciplines are honed and practiced in the crucible of battle.
Growth Rate & Stages
Orks grow indefinitely until they are killed, meaning that the biggest and strongest Orks are invariably the oldest and most cunning. Particularly deadly Orks eventually become Nobs, standing 8ft tall when hunched over in typical greenskin posture. Should they survive long enough, and earn enough prestige in battle, Nobs may eventually challenge a Warboss and become one themselves. The pinnacle of the greenskin hierarchy is the Warlord, standing over 10' tall and nearly as wide. Warlords are, rather luckily, notoriously short lived, as there is no shortage of Nobs looking for an opportunity to prove their mettle.
Ecology and Habitats
Orks can thrive in nearly any climate, owing to the self-contained ecosystem that they produce when introduced to a new environment. Even the most barren desert worlds can support a nigh-infinite population of greenskins, so long as their spores are not destroyed. The only way to truly rid a planet of an infestation is by burning each and every spore, or more effectively, through Exterminatus of the entire planet. On worlds critical enough to keep intact, routine cleanses are necessary to keep the Ork population in check. Reports abound of worlds believed to be cleansed, only to experience an incursion years later, after leftover spores have had time to fully develop once more.
Dietary Needs and Habits
Orks survive primarily by consuming other forms of Orkoid organisms, such as "fungus beer" and "roasted Squig." Orks are not above eating the more sentient members of their species, such as Snotlings, but generally prefer to bully their underlings rather than consume them. Ork "Kultur" revolves around a strict hierarchy based on strength and domination. Snotlings serve the Gretchins, who in turn submit to the Boyz. Ork Boyz follow the lead of a Nob, who typically reports directly to the Warboss. Each organism plays a specific role, such as providing resources in exchange for protection.
When united under the banner of an especially ambitious Warboss, Orks will form what is natively referred to as a "WAAAGH!" loosely translated to mean a crusade or conquest army. Once a "WAAAGH!" is established, the entirety of an Ork population begins to single-mindedly work toward amassing as much manpower, weaponry, and resources as physically possible, even cooperating to an extent, in the hopes of finding a "proper fight" amongst the stars. Once a "WAAAGH!" departs from an Ork homeworld, typically aboard ramshackle spacecraft, it will not stop until it crashes like a mighty green wave upon each and every planet unfortunate enough to exist within its path.
Biological Cycle
Orks are born at near full maturity, emerging from plant-like wombs beneath the ground, itching for a fight. Upon death, they release innumerable spores, each of which grow to become a new Orkoid organism. As long as the spores are not destroyed, they will eventually spawn an entirely new population of greenskins to replace the old.
Additional Information
Perception and Sensory Capabilities
While Orks posess reasonably sharp eyesight, their remaining senses are typically dull. Due to the constant cacophony of battle, a diet consisting almost entirely of fungus, an incredibly high pain tolerance, and an aversion to hygiene, it is assumed that Orks do not exhibit particularly sensitive hearing, taste, touch, or smell.
In addition, Orks seem to generate a weak, passive psychic field that grows exponentially stronger when they gather in numbers. When enough greenskins gather, they begin to warp reality to accommodate their beliefs. While this phenomenon is not understood, it seems to have a tangible effect-- guns seem to fire despite having been built without a trigger, vehicles continue to run despite not having any fuel, and objects painted red "go fasta" than identical counterparts lacking a coat of paint. In short, if enough Orks believe a particular thing is true, eventually it will become so.
Remove these ads. Join the Worldbuilders Guild
Comments