Gorok's Grin: Difference between revisions
No edit summary |
No edit summary |
||
| Line 1: | Line 1: | ||
== Gorok's Grin ==[[file:Krumpa_City.jpeg|thumbnail|right|Krumpa City Banner]] | == Gorok's Grin == | ||
[[file:Krumpa_City.jpeg|thumbnail|right|Krumpa City Banner]] | |||
Gorok's Grin is a unique Ork colony located on the planet Archimedes IV. Known for its vibrant culture, Gorok's Grin represents a rare instance of peaceful coexistence between Orks and humans. | Gorok's Grin is a unique Ork colony located on the planet Archimedes IV. Known for its vibrant culture, Gorok's Grin represents a rare instance of peaceful coexistence between Orks and humans. | ||
Revision as of 20:44, 15 June 2024
Gorok's Grin

Gorok's Grin is a unique Ork colony located on the planet Archimedes IV. Known for its vibrant culture, Gorok's Grin represents a rare instance of peaceful coexistence between Orks and humans.
Overview
Gorok's Grin is a bustling Ork colony under the leadership of Warboss Gorok Skullsmasha. The colony is known for its strong economy, robust agricultural sector, and innovative mechanical craftsmanship.
City Name
Krumpa City
Command Structure
- Warboss: Gorok Skullsmasha

Warboss Gorok Skullsmasha - The supreme leader of Krumpa City, Gorok is known for his strength and cunning. He oversees all strategic and governance matters.
- Big Mek: Mekboy Grubnutz
- Responsible for all mechanical aspects, including construction and maintenance of structures and vehicles.
- Nobz Council:
- Gorzag Ironfist
- Morglum Thundaskull
- Skargrim Burna
- This council advises Warboss Gorok and oversees various aspects of city operations.
- Weirdboy: Zogwort da Mad
- The city's shaman and psychic, providing mystical guidance and communicating with the Ork gods.
- Boyz:
- The rank-and-file soldiers of Krumpa City, organized into mobs led by Nobz.
- Gretchin Slaves:
- The smallest members of Ork society, used for menial labor and overseen by Runtherds.
The Day of Da Green Tide
Every year, Gorok's Grin performs an orchestrated raid on Fortis Prime known as The Day of Da Green Tide. This event has become a traditional holiday for both Orks and humans, symbolizing the unique relationship between the two groups.
Raid Notification
Two weeks before the raid, the Orks send a formal letter to Fortis Prime, detailing the time and place of the attack.
Example Letter: "Oi! It's dat time again, the Day of Da Green Tide! We'z comin' to give ya a good scrap, just like last year. Get ready at the usual place, coz Gorok Skullsmasha and his Boyz are lookin' forward to a proper fight. We'll be there at dawn in two weeks. Hope yer Novitiates are ready for their test! If they survive, they'll earn our respect and become real warriors. Don't disappoint us now! WAAAAAGH! - Gorok Skullsmasha"
Sister of Battle Test
The Sisters of Battle send out their Novitiates, who see this as their ultimate trial. Those who survive the raid are promoted to full Sisters of Battle.
Event Phases
1. Preparation Phase:
- Fortis Prime sets up defenses and prepares the Novitiates for their trial.
2. The Raid:
- At dawn, the Orks attack with full force, engaging in intense combat with the Novitiates.
3. Post-Battle:
- Survivors among the Novitiates are recognized as full Sisters of Battle. The Orks retreat, planning for next year's raid.
4. Celebration:
- Both sides celebrate the event with feasts and parades, honoring the bravery and strength displayed.
Cultural Impact
Fortis Prime: The event fosters a sense of camaraderie and pride among the military and citizens.
Krumpa City: The Orks celebrate their love for combat and strengthen their bonds, looking forward to future confrontations.
City Layout
- Mek Shops and Workshops:
- The heart of Krumpa City, where weapons, vehicles, and other technology are crafted.
- Warboss's Fortress:
- The residence of Warboss Gorok, serving as the center of governance and strategic planning.
- Trading Bazaar:
- A marketplace where Orks and humans trade goods.
- Agricultural Zones:
- Areas dedicated to farming unique Ork crops and livestock.
- Training Grounds:
- Open areas for the Boyz to train for combat and competitions.
- Gretchin Quarters:
- Living and working areas for the Gretchins, overseen by Runtherds.
Relationship with Fortis Prime
Gorok's Grin maintains a cautious but cooperative relationship with Fortis Prime, engaging in trade and cultural exchanges that benefit both sides.
