| WD 118 |
THE ORK RACE: (by Bryan Ansell & Nigel Stillman, excerpted
from WD 118)
The Orks are a savage and brutal race who love war. Orks are
really just the dominant element of a race that includes Orks
and their smaller cousins the Gretchins and Snotlings. The Orks
are in charge because they are the biggest, toughest, meanest
and most warlike of them all.
The Ork
A typical Ork stands about man height, but would actually be taller
if he stood up straight. The frame is muscular and robust, and the
arms are long and strong, ending in clumsy fingers capable of a
vice-like crushing grip. An Ork's skull is thick, with a heavy brow-ridge
shading the savage glint of red predatory eyes. The jaw juts forward,
and the canine fangs protrude from slobbering lips. The head is
naturally bald; indeed, all the Ork kind are hairless. Ork hide
is green and tough, bearing the scars of many a fight (not to mention
a plethora of scabs and parasites).
When an Ork speaks, it is in a slow, gruff tone. The words will
be sparse, brutal and straight to the point. An Ork says what
he thinks, and his thoughts are always practical. The Orks have
but one philosophy: might is always right. Whether on the giving
or receiving end, none of the Ork kind ever doubt this for one
moment.
Gretchins are very much like their larger cousins, but not so
big, brutal, strong and tough. But Gretchins are more cunning
and clever than the Orks. Snotlings are the smallest and weakest
of all. They remain just like a juvenile Gretchin throughout their
lives. Orks, being bigger and tougher form the warrior elite.
They tell the Gretchins and Snotlings what to do, and do what
they like with them. But the Orks also protect and look after
the smaller ones. Without the Orks to defend them and scare away
their enemies, their fate would probably be far worse at the hands
of other races than It is under the Orks.
The Gretchin
Gretchins are more numerous than Orks and the Orks are greatly dependent
on them (though no Ork would admit this). Orks tend to be lazy and
forgetful. Organisation is not their strong point. Only war and
preparing for war really bring out their innate natural talents.
Most of the day-to-day running of Ork society, such as finding and
preparing food, taking messages, finding things out, fetching and
carrying, organising things and many other tasks are left to the
Gretchins.
The Gretchins are quite happy in this role. They bear no resentment
to their Ork masters. To them, Orks are just a fact of life and
it is ridiculous to question facts of life. No Orks of any kind
ask themselves such stupid questions. Only Humans and Eldar upset
themselves with daft notions about the 'reason' for things and
such like. An Ork or a Gretchin or even a Snotling knows that
a thing is a reason in itself.
Individual Gretchin, by a combination of effort and luck, can
enjoy a relatively good existence by providing valuable services
for their Ork masters. Most are owned by Orks as personal servants,
others through scavenging and looting are able to acquire weapons
and equipment.
Enterprising Gretchin find a role as armour bearers, fan bearers,
cup bearers and a few may even rise to become their masters' factotums.
Others work as water-bearers bringing drinks to thirsty Orks on
the battlefield, or operating the great fans that hang in foetid
Ork barrack-blocks, providing shade and much-needed draughts of
fresh air as well as something for the Orks to kick when the desire
comes over them.
The Gretchins have created an entire enterprise culture of their
own within the Ork-dominated society. They work every hour of
the day and night, snatching a little sleep here and there. Apart
from their duties to their masters, many Gretchin operate two
or three of their own businesses on the side, such as selling
fungus-wine or toasted squigs on sticks, trying to earn a few
teeth here and there.
The Snotling
The Snotlings are just like tiny, immature Gretchins. It is believed
that they are degenerate descendants of a lost race which was once
the most intelligent and dominant among the Ork kind, but which
was superseded by the stronger and more brutal Orks. Now the Snotlings
are bred and reared by a class of Orks known as Runtherdz. The main
function of Snotlings in Ork society is the cultivation of fungi,
which are used for food, drinks and medicines. Snotlings also look
after the squiggly beasts that live in the Ork cess-pits.
THE LOST RACE
Imperial scholars have speculated that on the Ork world of origin,
wherever that might be, there was once another Orkoid race. This
race, difficult though it is to believe, was extremely intelligent,
arose to dominance in just a few generations, and even created the
legendary lost Ork Standard Template Constructs. It was this race,
they argue, which must have initiated the Ork expansion into space.
The Snotlings, now a slave race trapped in a juvenile state,
are thought to be a remnant of this lost race. The sudden rise
of super-intelligent Snotlings can only be explained as the result
of a catalyst. Snotlings are symbiotic with fungi, which they
cultivate and eat. In the underground cave-systems in which ancient
Ork culture arose, it is thought that there was a fungus which
caused genetic mutation in the brain. This fungus was gathered
and eaten by the simple cave-dwelling Snotlings. Over generations,
a diet of this fungus stimulated the growth of the Snotling brain
to its full potential. Later, the fungus was cultivated by the
mentally-enhanced Snotlings.
The intelligent lost race of Snotlings, known as the Brainboyz,
were still diminutive in size, so they bred a race of less intelligent,
but tougher and more brutal creatures to fight and work for them.
These were the Orks and Gretchins. Gretchins probably represent
an intermediate stage in the development of Orks. The Orks were
put to work cultivating the fungus. The civilisation of the Brainboyz
was expanding beyond the homeworld, but every attempt to cultivate
the brain-enhancing fungus on other worlds met with failure. The
fungus would only grow in the dank cave-systems of the ancient
homeworld of the Orks. This meant that the far-flung outposts
of Brainboyz were dependent on shipments of fungus from the homeworld.
Sometimes these shipments would go astray and not get through.
If a community of Brainboyz was cut off from the supply for many
years, a new generation of mentally undeveloped Snotlings would
fall under the domination of their former slaves, the Orks. This
must have happened time and time again throughout the galactic
empire of the Brainboyz until Ork-dominated communities began
to predominate. The final collapse of the civilisation of the
Brainboyz occurred on the homeworld itself.
Here, the Orks who were put to work harvesting the fungus began
to wonder why they were being told what to do by such diminutive
creatures. The Orks were not allowed to eat the fungus they were
harvesting for the Brainboyz. Instead the Brainboyz fed them on
squiggly beasts. Naturally this made the Orks think there must
be something special about the fungus. So instead of harvesting
the fungus, the Orks sat down and ate every toadstool, mushroom
and puffball down to the last spore. It was a disaster for the
Brainboyz. They found the bloated, slobbering Orks, but not a
trace of fungus remained.
The fungus had no effect whatsoever on the Ork brain, because
Orks are not symbiotic with fungus. For the Orks it was no more
than a big feast; for the Brainboyz it was a tragedy from which
they never recovered. Throughout their empire, the Brainboyz died
out. Their offspring never developed intelligent brains. Instead
the succeeding generations of Snotlings remained mentally retarded,
trapped in a pre-juvenile state. They became the mischievous,
playful creatures they are to this day, content to frolic in the
Ork cess-pits, catching squiggly beasts.
The Orks on the other hand, found themselves in charge. Their
brains were not enhanced, but they were now the most intelligent
and capable of their kind. Ork civilisation, though crude and
harsh, succeeded the civilisation of the Brainboyz throughout
the universe.
It is very difficult to reconstruct this phase of Ork history,
because the Orks are extremely reluctant to talk about it. The
story has to be pieced together from Ork legends which have passing
references to Brainboyz and give glimpses of a time when the Orks
were not in charge.
With Ork society now dominated by its strongest and most brutal
elements, Ork civilisation is faced with a major problem: the
maintenance of technology. However, the warlike Orb have found
the obvious solution: slaves. Apart from the Mekboyz, who are
Orks with an innate talent for technology, Orks rely on enslaved
Humans and other aliens in their slave workshops and factories
and, more important, on tribute exacted from vassal alien communities.
This tribute is paid in the form of armaments and technology.
Sometimes whole communities and planets are occupied and put to
work making armaments. An incident of this kind occurred some
time ago on Necromunda, an Imperial Hive World. An Ork tribe captured
and occupied three hivecities and was only cleared out after a
vicious war which resulted in the destruction of the hives.
ORK DOMAINS
Orks live on innumerable worlds. On some worlds they dominate, on
some they live in a state of war with the other inhabitants, on
some they rule as overlords. There are Ork realms, Ork empires and
migrating Ork hordes roaming through space aboard space hulks. Wherever
you go in the universe there are Orks. This is Orkdom, the domain
of the Orks.
Space Travel
Ere we go, ere we go, ere we go.
Ere we go, ere we go, cross the Kosmos.
Ere we go, ere we go, ere we go.
Ere we go, ere we go, tbroo infinity.
Ere we go, ere we go, ere we go.
Don't know where we're goin' til we get there.
Orkish space chant, intoned when hitching onto space hulks.
The Ork expansion into space from their home world is perhaps
the greatest and most significant accident in Ork history. Ork
expansion occurred sporadically, giving a completely random pattern
of settlement throughout the galaxy. In other words, an Ork domain
or a migrating tribe could turn up anywhere.
And this is exactly what has happened, Orks are to be found
throughout the known universe and probably throughout the unknown
universe as well. The Eldar say that the Orks have become part
of reality itself, or as the Orks say 'We are the Orks, we're
'ere 'cos we're 'ere, enuff said'. Millennia ago, a probe was
sent out from Terra. Its mission was to reach the utmost limits
of the universe. The Techpriests who built it hoped that one day
it would arrive back to its place of origin having circumnavigated
the universe, or in other words, skirted the edge of reality.
This probe is still sending back signals after fourteen thousand
years adrift. The signals are faint and the probe is not yet on
its way back, if it ever will come back. To the utter despair
of the Imperial Techpriests who constantly monitor the incoming
signals, many are identified as Orkish. The depressing conclusion
for mankind can only be this: that wherever they go, the Orks
will always be with them.
The universe is Orkdom.
Ork expansion was only made possible in the first place because
of their discovery of the principle of the force field and teleportation.
Once force fields and teleporters were understood, the Orks found
them easy to replicate. The principles of force field and teleporter
technology, once learned, are elementary, like those of the wheel,
writing or baking bread. When you don't know, you don't know,
but when you do know, you can't imagine ever not knowing because
it is so obvious. They are the foundations of civilisation which
take a race thousands of years to develop, but which take an individual
only a few days to master once the secret is known.
If a force field can keep things out, it can also keep things
in. Force fields are used to trap air in a sort of bubble around
whatever object the Orks choose to use as a space 'raft'. Then
they wait. They wait for a sighting of one of the great drifting
space hulks or other bits of space debris streaking across the
sky, just touching and bouncing off the upper atmosphere of a
planet. Then using a simple matter transmitter, they latch on
to the drifting object, hitching a lift so to speak. They have
no idea where they are going, and are led only by their own sense
of adventure and recklessness.
Once on board the drifting hulk, it is enclosed a force field
with its own trapped bubble of atmosphere. These hulks tend to
drift through space on metaphysical arcs, following a current
through both real space and warp space. This means that the Ork
passengers could end up anywhere in the universe. Of course, where
they end up is completely random and unpredictable and often a
nasty surprise for the local intelligent life forms. Over the
millennia, Orks have tried to direct or even plan their journeys,
using the talents of their Shamans, the Ork psykers known as Weirdboyz,
to navigate as best they can using whatever scraps of lore and
myth that has been handed down about the space currents. Tribes
manage to direct themselves to specific places from time to time,
but uncertainty of destination remains a perpetual hazard.
Ork Communities
As a result of the erratic process of Ork space travel and their
urge to seek adventure wherever it may take them, Ork communities
are scattered throughout the universe. Each community considers
itself to be either a tribe, or a confederation of tribes united
temporarily under a great warlord. A tribe can at any time be wandering
in space, settled on a planet, isolated from other races or in contact
with them as enemies or overlords. Every tribe will include a motley
random collection of Ork clans and castes. It is these clans and
castes which make up the astonishing, rich texture of Ork society.
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