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The orruks are Gorkamorka's chosen, and Gorkamorka is a god with two heads and one idea. Gork is brutal but kunnin'; Mork is kunnin' but brutal; between them they embody everything green and violent in the Mortal Realms, and their children argue about which head to worship the way scholars argue philosophy — loudly, and with axes. Orruks build no temples and keep no scriptures. Their theology is simple: fighting is holy, winning is proof, and the biggest fight in the world is wherever Gorkamorka is looking. The Orruk Warclans exist to give him something worth watching.
What binds every warclan together is the Waaagh! — a word that means the war-cry, the army, and the god-force all at once. When enough orruks fight in the same direction, their bellowing enthusiasm becomes a power in its own right: a rolling green storm-front of belief that quickens shamans into founts of raw magic, knits wounds, swells muscle, and bends probability toward violence. A Waaagh! is alive in every way that matters. It feeds on momentum, grows with every victory, and past a certain size it stops being a campaign and becomes something closer to weather — a season of destruction that ends only when nothing is left standing to sustain it.
The clans channel that force according to which head of the god they favour. The Ironjawz are Gork's argument: the biggest orruks in existence, wearing plate hammered onto them by grinning smiths, who solve every problem by walking through it and consider a fair fight a wasted chance to find a bigger one. The Kruleboyz are Mork's rebuttal — lean, swamp-bred and patient, they crawled out of the mires of Ghur with poisoned bolts, strangling mists, and the firm conviction that terror does most of the killing before a blade ever lands. And the Bonesplitterz follow the oldest road of all, daubed in glyphs and armoured in little but bone, hunting the great beasts of the realms in the belief that Gorkamorka's power lives in monstrous spirits and belongs to whoever can take it.
Civilized peoples call the Warclans mindless, and it is the last mistake many of them make. Orruks are not mindless — they are single-minded, and the thing on their mind is coming for every wall, harbour and realmgate in existence. Now Gordrakk, the Fist of Gork, bellows the clans together into the greatest Waaagh! the realms have ever known, while Kruleboyz shamans whisper that Mork, not Gork, steers the tide. Whichever head wins the argument, the answer arrives the same way: as a green horizon that keeps getting louder. The free peoples can break a Waaagh!, at terrible cost — but no one has ever broken the idea of one, because the idea is stitched into the realms themselves: everything that stands can be knocked down.
Order of battle
Units
Cavalry
CavalryGore-gruntasIronjawz shock cavalry astride armoured gruntas — a charge of tusk, iron and appetite that hits a battle line less like a manoeuvre and more like a demolition.
CavalrySavage BoarboyzBonesplitterz orruks mounted on ill-tempered war-boars, thundering into the foe in a reckless charge of tusk, hoof, and jabbing bone spear.
Battleline
InfantryGutrippazThe scare-faced spear-wall of the Kruleboyz, advancing at a deliberate drum-beat pace behind wicked stikkas so that the fear arrives before the killing does.
InfantryHobgrot SlittazSneaky, scrap-armoured hobgrots of the Kruleboyz who pelt the foe with iron bombs before swarming in to finish the wounded with wicked serrated blades.
InfantryOrruk ArdboysThe drum-beating backbone of the Ironjawz — scrap-armoured mobs who hold ground through sheer stubborn violence and dream of growing big enough to be Brutes.
InfantrySavage OrruksNear-naked Bonesplitterz warriors daubed in warpaint and bristling with bone weapons, whose faith in Gorkamorka makes them believe blows simply bounce off.
Hero
InfantryOrruk Ardboy Big BossA brawny Ironjawz champion who leads the Ardboyz from the front, bellowing orders and cracking skulls to remind his mob exactly who is biggest.
InfantryOrruk Weirdnob ShamanAn Ironjawz sorcerer who channels the raw green magic of the Waaagh!, his crackling power growing wilder and more destructive the harder his kin fight.
Elite
InfantryOrruk BrutesDa biggest ladz of the Ironjawz — hulking elite infantry in jagged plate who seek out the largest thing on the battlefield and hit it until it stops being interesting.
InfantrySavage Big StabbasTwo-orruk teams hauling colossal bone spears, hurling themselves at the enemy's biggest monsters to bring them crashing down in a single reckless lunge.
Heroes & legends
Characters
GobsprakkThe Mouth of MorkThe supreme shaman of the Kruleboyz, who claims to speak with Mork's own voice — a poison-tongued prophet and wizard-slayer who circles the realms on his Corpse-rippa Vulcha.
GordrakkThe Fist of GorkThe Megaboss of Megabosses — the biggest, loudest and most dangerous orruk alive, gathering the Great Waaagh! from the back of his Maw-krusha Bigteef with the axes Smasha and Kunnin' in hand.
Killaboss on Great GnashtoofThe Beast-masterA cunning Kruleboyz warlord who hunts the battlefield atop a slavering Great Gnashtoof, running down fleeing prey with the patience of a swamp predator.
Swampcalla ShamanThe Poison-brewerA Kruleboyz witch-doctor who brews potent poisons and foul concoctions, blessing his kin with rank magic and cursing the foe with debilitating brews.
Zoggrok AnvilsmashaGork's WeaponsmiffThe Ironjawz' master weaponsmiff — an orruk smith who drags his anvil into the heart of battle and hammers raw Waaagh! energy into the choppas of the warclans.
Chapters, dynasties & kin
Subfactions
Big Waaagh!Not a clan but a convergence — when Ironjawz muscle, Kruleboyz cunning and Bonesplitterz frenzy all pull in the same direction, the Waaagh! swells into a god-touched flood of green energy. Under a leader like Gordrakk, it is the closest thing to Gorkamorka walking the realms again.
BonesplitterzFeral hunters daubed in bone and war-paint who chase the mightiest beasts of the realms to claim the power of their spirits. Armoured in faith rather than iron, they trust the Waaagh! to protect the truly devoted — and charge accordingly.
IronjawzThe biggest and loudest of the orruks — walking siege engines in beaten iron who follow Gork's simple creed of head-on annihilation. An Ironjawz fist on the march sounds like an avalanche learning to keep time, and it stops for exactly nothing.
KruleboyzSwamp-bred orruks of Mork's sly persuasion, long-limbed and cold-eyed, who fight with poison, mist and calculated terror. They believe a battle should be won before the enemy knows it has started — and that fear does the best killing.
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