Monday 19 December 2011

Chapter 2: The Truth About Orkoid Physiology

“Skills seem to be genetically engineered into Orkoids. Their physicians, scientists and other specialists have their knowledge inherent in them. Think of the possibilities for training our own fighting forces if we could alter their genetic makeup so that they instinctively knew how to strip and clean a weapon, fight in close melee and had a rudimentary knowledge of strategy and tactics. Even with the genetically engineered Adeptus Astartes, it takes almost ten years of intensive therapy and physical alteration to perfect what an Ork knows instinctively! Bellator Natus.” (3rd Edition Ork Codex pg.47)

It is probably one of the most debated subjects in all of Orkdom: the nature of the beast. Many theories are espoused, dismissed, and otherwise argued over concerning the nature of our green-skinned gorillas. They are of course, green, right?

It’s a good question, and I’d say the answer is yes, or no. Certainly the fluff is clear on why Ork skin is green. The fluff describes Ork skin as being green due to a symbiotic green algae contained in their skin cells. This endows the skin with a natural polymer (plastic) and gives it a tough, rubbery skin, and thus endows it with significant properties of strength and resilience. Greenness is something deliberately encoded into the Ork genetic, structure, well, one of the two genetic structures that Orkoids have.

The trouble is that the fluff has never said “Ork skin is always green”, even if at times it has alluded to the possibility that this maxim is true. However the problem with that is that Orks are always in a constant state of change. It is part of their very nature that they adapt, evolve and change in order to survive. Orks are flexible in every single way, philosophically, physically, and biologically.

Thus one cannot rule out the possibility that some Orks somewhere, for whatever reason develop a different skin colour. It could be a mutation brought on by necessity by the sporing process, or some change brought on by a shift in Ork Resonance (more on that in the next 3 chapters). Generally speaking however, it’s safe to assume that most Orks are definitely green. Although Squigs are Orkoids, and aren’t always green. Thus we can see from the Squigs that Orkoids are perfectly capable of selective mutation. The trouble is finding the right kind of Ork mentality to trigger it, but more on that in a future chapter.

The secret to Ork Physiology is symbiosis. They are two different creatures at the same time. Orks have two genetic structures, one of which is “animal” and one of which is “fungal”. The “animal” part is the Orkoid beast; which sub-species they are (be they Ork, Gretchin, Snotling or Squig) and their status in Ork society (predetermined by their standard “animal” gene-strand). The “fungal” (and part algal) part is the key behind their resilience and also how they procreate (plus many other things, determined by their second gene-strand in their algal/fungal base).

The second, algal/fungal gene-spiral is the most interesting. The algal part is what allows Ork bodies to be resilient and adaptive (such as advanced clotting to avoid bleeding to death, healing over wounds and not rejecting surgical intervention, prosthetics or organ donations), produces a natural polymer for their skin (plastic), contains all the genetic information on all Orkoids, and periodically releases microscopic airborne cells that contain the information. These are called Spores.

Spores are the key to how Orkoids replicate. They are shed (like dead skin) subconsciously by all Orkoids, floating into the air and can be propelled quite a ways by wind dispersal. They are used in a few ways, one of which is that they can be detected by the sensitive nasal organs, conveying a variety of information, such as age, species and social status. It also helps Orkoids to locate other Orkoids, over quite a distance.

Its primary role however is the sporing process. When settled in the correct conditions (moist, shaded, dark and dank like other fungus), the spore will grow downwards, with tiny rootlets searching for moisture, and then will eventually Orkoid cells will generate and grow, eventually emerging as an Orkoid, be it Snotling, Squig, Gretchin or Ork.

Most spores don’t actually develop into anything more complicated than fungus, something the Orkoids will often farm for food. Many will fail simply because they’re not in the right conditions, and even if they are, some factors prevent it. One such factor is the proximity of Ork settlement. Spores don’t gestate in or near Ork settlements. Wouldn’t want an Ork popping out of your sofa, would you?

Spores also seldom develop individually, at least at the initial stage of sporing. Spores tend to wait around a while until others have matured equally to them, and they emerge simultaneously (presumably this is a case of the ancient survival technique of living and fictional creatures everywhere: the importance of teamwork. The more of you there is, the less likely that it is you that comes out of it badly). The Black Library book Xenology even adds to this, stating that any spore can regress its development into a less complicated or more complicated Orkoid as is required.

The more complex the organism, the longer it takes to develop and emerge, taking proportionally longer for the larger Orkoids in the system (Gretchin and Orks in particular). The order is fixed, as it helps the sporing process work. Squigs emerge first, providing the vital societal base (mostly as a food source, specialising comes later); followed swiftly by the Snotlings, who start preparing the area; then the Gretchin who prepare for the Ork’s arrival; before finally the Orks arriving in their usual style: grumpy, violent and bossy.

The first major misconception that is commonly made about Orkoid physiology is to somehow assume Orks are unique in this process, or even the most important part of it. The cycle of Orkoid life works in a particular way because all of it is vital. The Squigs will be utilised to form a living foundation upon the society, fulfilling so many roles it’s unbelievable: from providing food to growing to become the gigantic Squiggoths and Orkeosauruses. Pretty much every beast Orks use is a Squig in some shape or form. Despite the Squigs mostly resembling the ones from the fantasy range, they vary vastly. In fact the most common Squig model you’ll see is on your Ork models – those bits of hair are hair squigs.

Snotlings are the least known quantity of the whole Orkoid race, but there is a fair bit to go on. Firstly (although this will be dealt with in a later chapter in Part 2), don’t listen to anyone who tells you otherwise: Snotlings are the Brainboyz, or at least what is left of them. The question is what this means for the origins of the Orks, but whichever interpretation you buy (and unless Ward screwed it up there is only one currently that makes the most sense) the Snotlings’ origin doesn’t change. As it stands now, it seems they are vital in the sporing process, managing the Squigs, and the Fungus as childlike shepherds.

Gretchin? Well they build everything. Everything. The reason Orks have a society at all is because of the Gretchin, and they build most of it without being “encouraged” to do so. Of course the society will function and look far better once the Gretchin start getting “encouraged” into doing a better job, but Orks live for war, and can be pretty short-sighted and forgetful about everything else. That’s what the Grots are for (only the Meks will aid improvements of Ork society with their gizmos and know-wats). When the Orks finally arrive, their society is waiting for them, and the Orks guide the whole species’ destiny; usually in the direction of war with whatever is closest at hand, whatever it is, even if it’s other Orkoids.

Orkoids themselves have tough skin (plastic, as mentioned earlier), and an immune system and internal organs that essentially exist mostly to enable Orks to avoid most unpleasant situations. Orkoids are likely to survive and thrive from any treatment they receive, and are unlikely to die of any wounds if they survive the initial shock. They are very unlikely to find their bodies refusing prosthetics or transplants (even if a Squig is used instead of the vital organ) and generally they’ll make a full recovery from almost every injury.

They also have many, many stomachs (including one of their two hearts which also does a bit of digestion when needed), which allows Orkoids to eat things that most species would consider absolutely inedible. For this reason, one can assume is the main reason why most Squigs are considered edible. So bad is it with Orks, that Squigs probably could have evolved some form of defence against eating, and most of them (aside of the Spiny Squig and a few others) obviously didn’t bother, because Orks will eat anything. Orkoids also have very little in the way of sensory abilities. They derive pleasure from mostly obvious and brutal bouts of violence, although Gretchin are noted in the fluff as being rather good cooks. So presumably Orks have some (but likely limited) taste.

How the complicated bits work is down to genetic memory. Pretty much every aspect of Ork society is contained within their DNA, which is contained within the genetic structure of every single Orkoid. Before they’re even spored, the nature of that Orkoid is usually predetermined. Meks, Doks, Runtherds are born with a natural and subconscious knowledge and talent for their specific field. Many of them will get better at it (something oft overlooked) through learning and experience, but their basis of knowledge is inherently already there in their DNA.

All Orks are born with the knowledge of how to fight, clean and strip a weapon, and a rudimentary knowledge of strategy and tactics. Likewise, much of what makes Snotlings and Gretchin what they are is owing to their DNA. Dim also thinks there is more knowledge in the other “lesser” Orkoids that remains as yet untapped (or just not mentioned, what with the emphasis on Orks), waiting for the right moment to surface (but more on that in another chapter).

Before I move on, there is one bit left to mention. Orks get bigger as they get more aggressive and belligerent (there are also other societal benefits as well). It’s worth noting at this stage that all Orkoids get these (warfare based) perks, it’s just more pronounced with Orks. Orks physically get bigger the more that they fight, survive and succeed. Their body essentially rewards their success by toughening them up, so the bigger an Ork is, the more powerful they are. You can derive social status from it, so the biggest Ork will be a warlord. The main exception however, is that potential rivals will quickly grow larger and toughen up. If a Warboss is shrewd, they will notice this change, and take swift measures to deal with it pre-emptively.

Pretty much everything I’ve mentioned comes from two primary sources. The first is the fabled Anzion Article, the entirety of which can be read in the 3rd Edition Ork Codex, and the Gorkamorka Uvver Book (although sadly not the one GW had on its website). The other source is Xenology, which adds a little bit more, but I’ve summed up the main gist of a fair bit of it, and once we’ve had some time to discuss the bits of Resonance, we’ll have covered virtually everything within it.

There are 4 primary Latin phrases mentioned in the two sources. In Xenology there is one: “Nos sto in umerous giganticus”. The Latin is not perfect, but it roughly translates as “We stand upon large (or giant/gigantic) shoulders”. In the Anzion Article, there are 3. The first is “Ferire cum ultio”, which I’ve translated as roughly the best translation being “Slay (Kill or Purge) with vengeance”. The second is “Unus creare omnis”, which I translate to mean, “One sires (or creates) all”. Finally, there is “Bellator Natus” (featured in this chapter’s quote), which can either mean "Warrior Born" (literally) or "Born Warrior". I prefer the latter. "Natus" can also mean “son”, but I think “born” fits so much better it’s not even worth considering.

Ork Physiology leads us very well towards Psychic Resonance. In truth, the things are so inherently linked, that any time we discuss Orks, in some way we’re dealing with Orkoid Resonance. Much of what the Orks are is not quite as new as you think, either. A massive misconception to end on, is the idea that much of what “Modern” Orks are, owes its existence to a massive ret-con in the 3rd Edition Codex.

It’s actually not the case at all. For a start, the Anzion Article itself is originally from Gorkamorka, and is pretty much the only bit of fluff (aside of Rebel Grots somewhat) that is strictly relevant to Orks, and if you exclude the Rebel Grots as well, the Anzion article is the only thing that represents all or most Orks in normal circumstances. Secondly, not much of it is actually that new. Waaargh The Orks! (the first Ork book ever) is ancient compared to 3rd Ed, but it contains pretty much everything that is recognisable to modern Ork players, and for that reason I’d argue most of it is still relevant.


The only major difference is the Ork Reproductive cycle, which has changed drastically. Sporing is, believe me, far better than Old Orks getting randy and wandering off into the woods. The term "The Wild Ones" has remained, but is now used to describe primitive Ork Societies (Feral Orks, basically) rather than anything that "creepy". Perhaps that's where Bork went...

[It's worth noting, although I'm not done completely with Ere We Go or Freebootas yet, but I've seen no mention of Bork anywhere]

Psychic Resonance is certainly a new idea, but given Andy Chamber’s involvement pretty much from the very beginning, I’d be willing to bet that the Resonance stuff was ingrained in the Orks from the very beginning. Certainly the best example of how resonance works (Red Wunz Go Fasta), has existed since the very start, and is mentioned in Waaagh! The Orks. In fact the term Waaagh! although at the time called “Waa Ork” has always been imbued with the idea of psychic energy, and it is from Waaagh! the Orks that comes the single greatest quote in the history of Orkdom (and I absolutely guarantee it), and if you don’t believe me, just wait until Chapter 3!