So I've been thinking for a while about coming up with a secondary setting for Gorkamorka - something jungle-based, with denser terrain, and a lot of Vietnam in its DNA.
(Which would then be a great way of tying together a lot of the fantastic custom rules into a new location where they really make come into their own: Burnas, Deffkoptas, Weirdboyz, monsters...)
I've got a bunch of bits and pieces, mostly untried and untested, so I thought I might drop them in here occasionally, if people are interested or have any thoughts of their own?
Introduction
Gorkamorka: Der Gulch is a fan-made expansion of the main Gorkamorka ruleset, set on the unexplored border world of Terich.
The landmass of Terich’s equatorial rim is entirely covered by jungle; a labyrinth of colossal creepers, humid mangrove swamps, and lagoons infested with man-eating fish and nineteen-foot anaconda. A vast glittering ocean circles the continent, its depths populated with luminescent plankton, razor-toothed sharks, and colossal mosasaurs. The Imperium’s attempts to colonise this hostile environment, understandably, have uniformly met with failure.
Der Exodus
It was a Bad Moon Croozer, plummeting out of the sky and crashing into the viridian ocean, that first brought the Orks to Terich. With their Warboss, Zaggitz, having been killed in the wreckage, the remaining Boyz swam to shore and established a base camp under the direction of a Dok by the name of Badklam, who set about patching up the wounded.
Drifting into small, barely-affiliated mobs, the Orks began to explore the jungle in the hopes of finding a method of escape. They found none; but as groups of survivors returned with missing limbs and missing members, telling tales of ancient ruins, Imperial crash sites, and strange beasts that attacked without warning, it quickly became apparent that the planet they had landed on was barely inhabitable, and seriously dangerous.
Then one such mob, the Deff’eads, stumbled across something extraordinary; a clearing, surrounded by black cliffs and a shimmering waterfall, that was filled with luminescent, glowing green fungi, each cap about the size of an Ork’s fist.
Quickly enough, a grot was volunteered to lick the fungus. His pupils dilating wildly, his face set into an idiotic grin, he shrieked,
‘It glows! It glows! It glows!’
The assembled Orks, slightly disappointed that the grot hadn’t turned blue or exploded, were nevertheless impressed by the results and elected to try the fungus for themselves.
The rest, as they say, is history; and when a Freebooter vessel entered the Terich atmosphere, looking for plunder, its captain was startled to find a thriving Ork town perched on the water’s edge.
He was even more surprised, when, upon asking the survivors of Zaggitz’ Waaagh if they wanted to come aboard, they responded with, ‘No, fanks, but do you wanna buy some o’ dis fungus?’
Der Gulch
Since then, the population of Badklam’s settlement has skyrocketed. As the news of the so-called "Glimmer" spread, more Freebooter ships have plummeted into the atmosphere of Terich seeking to trade - and more Boyz have quickly deserted from their own ships, seeking fame and fortune in the jungles beyond.
Noo DoksPort, as it has become known, is the true capital of Terich, a bustling hive of rickety piers, ramshackle towers, and precariously-balanced workshops over the still ocean water.
A city where an ambitious Yoof can buy a brand new slugga, gamble the last of his teef away on squig races, over-indulge on fungus brew, and pass out in an alleyway before having his very lifeblood sucked out of him by the ravenous mosquitoes that swarm around at dusk - truly, an Orky paradise.
Beyond, however, there are no rules and no mercy. In the jungles of Terich, savagery is the rule of the day for any Orky bands that happen to encounter one another.
Settlements, too, are few and far between: sometimes a mob may stumble onto a squig farm run by a despotic Nob, or a canopy village inhabited by Boyz who’ve gone feral.
And if you’re brave or foolish enough to venture deeper still into the rainforest, there are mysterious ruins, abandoned Imperial outposts, and even (so they say), the fabled grot sanctuary of Yerk Oh-No...
(Which would then be a great way of tying together a lot of the fantastic custom rules into a new location where they really make come into their own: Burnas, Deffkoptas, Weirdboyz, monsters...)
I've got a bunch of bits and pieces, mostly untried and untested, so I thought I might drop them in here occasionally, if people are interested or have any thoughts of their own?
Terich, though. Dat was a mean one.
Endless thick ‘n impenetrubble jungle, stretchin’ out for miles as far as the eye could see. Lash Creepers, poison thorns, quicksand. Giant beasts an’ lizards what could swallow a boy whole. ‘Uge trees and swamp flies and heat, all around. A boy might go mad just tryin’ ter find his way back to der safety of Noo DoksPort.
But then there was der Glimmer.
Radiant fungus, growin’ in der deep places of der jungle, or far underground in the ruins. Like somefink livin’. Der first boyz who found it said it was hummin’ to ‘em, calling to ‘em.
Dat stuff wuz squignip to der Weirdboyz. Dey said it made ‘em closer to Gork an’ Mork, soothed der pain inside their ‘eads. All I know is, it made those crazy zogs more dangerous than ever. And once der Warbosses heard about it, word got out.
‘Dere’s teef to be had down on Terich, boyz. We’ll pay fer it. But bring yer shootas first.’
So we brought der burnas. We brought der koptas. And we began tearing dat jungle apart to get to what wuz inside.
Of course, dat was when der trouble really started...
Endless thick ‘n impenetrubble jungle, stretchin’ out for miles as far as the eye could see. Lash Creepers, poison thorns, quicksand. Giant beasts an’ lizards what could swallow a boy whole. ‘Uge trees and swamp flies and heat, all around. A boy might go mad just tryin’ ter find his way back to der safety of Noo DoksPort.
But then there was der Glimmer.
Radiant fungus, growin’ in der deep places of der jungle, or far underground in the ruins. Like somefink livin’. Der first boyz who found it said it was hummin’ to ‘em, calling to ‘em.
Dat stuff wuz squignip to der Weirdboyz. Dey said it made ‘em closer to Gork an’ Mork, soothed der pain inside their ‘eads. All I know is, it made those crazy zogs more dangerous than ever. And once der Warbosses heard about it, word got out.
‘Dere’s teef to be had down on Terich, boyz. We’ll pay fer it. But bring yer shootas first.’
So we brought der burnas. We brought der koptas. And we began tearing dat jungle apart to get to what wuz inside.
Of course, dat was when der trouble really started...
Introduction
Gorkamorka: Der Gulch is a fan-made expansion of the main Gorkamorka ruleset, set on the unexplored border world of Terich.
The landmass of Terich’s equatorial rim is entirely covered by jungle; a labyrinth of colossal creepers, humid mangrove swamps, and lagoons infested with man-eating fish and nineteen-foot anaconda. A vast glittering ocean circles the continent, its depths populated with luminescent plankton, razor-toothed sharks, and colossal mosasaurs. The Imperium’s attempts to colonise this hostile environment, understandably, have uniformly met with failure.
Der Exodus
It was a Bad Moon Croozer, plummeting out of the sky and crashing into the viridian ocean, that first brought the Orks to Terich. With their Warboss, Zaggitz, having been killed in the wreckage, the remaining Boyz swam to shore and established a base camp under the direction of a Dok by the name of Badklam, who set about patching up the wounded.
Drifting into small, barely-affiliated mobs, the Orks began to explore the jungle in the hopes of finding a method of escape. They found none; but as groups of survivors returned with missing limbs and missing members, telling tales of ancient ruins, Imperial crash sites, and strange beasts that attacked without warning, it quickly became apparent that the planet they had landed on was barely inhabitable, and seriously dangerous.
Then one such mob, the Deff’eads, stumbled across something extraordinary; a clearing, surrounded by black cliffs and a shimmering waterfall, that was filled with luminescent, glowing green fungi, each cap about the size of an Ork’s fist.
Quickly enough, a grot was volunteered to lick the fungus. His pupils dilating wildly, his face set into an idiotic grin, he shrieked,
‘It glows! It glows! It glows!’
The assembled Orks, slightly disappointed that the grot hadn’t turned blue or exploded, were nevertheless impressed by the results and elected to try the fungus for themselves.
The rest, as they say, is history; and when a Freebooter vessel entered the Terich atmosphere, looking for plunder, its captain was startled to find a thriving Ork town perched on the water’s edge.
He was even more surprised, when, upon asking the survivors of Zaggitz’ Waaagh if they wanted to come aboard, they responded with, ‘No, fanks, but do you wanna buy some o’ dis fungus?’
Der Gulch
Since then, the population of Badklam’s settlement has skyrocketed. As the news of the so-called "Glimmer" spread, more Freebooter ships have plummeted into the atmosphere of Terich seeking to trade - and more Boyz have quickly deserted from their own ships, seeking fame and fortune in the jungles beyond.
Noo DoksPort, as it has become known, is the true capital of Terich, a bustling hive of rickety piers, ramshackle towers, and precariously-balanced workshops over the still ocean water.
A city where an ambitious Yoof can buy a brand new slugga, gamble the last of his teef away on squig races, over-indulge on fungus brew, and pass out in an alleyway before having his very lifeblood sucked out of him by the ravenous mosquitoes that swarm around at dusk - truly, an Orky paradise.
‘Dere’s only one rule ‘ere. Go outside der walls if yoo wants to shoot each other. I CAN’T BE ‘AVIN’ WITH ALL DAT MESS WHEN I’M TRYIN’ TER WORK, UNNERSTAND?’
Big Dok Badklam
Big Dok Badklam
Beyond, however, there are no rules and no mercy. In the jungles of Terich, savagery is the rule of the day for any Orky bands that happen to encounter one another.
Settlements, too, are few and far between: sometimes a mob may stumble onto a squig farm run by a despotic Nob, or a canopy village inhabited by Boyz who’ve gone feral.
And if you’re brave or foolish enough to venture deeper still into the rainforest, there are mysterious ruins, abandoned Imperial outposts, and even (so they say), the fabled grot sanctuary of Yerk Oh-No...