Physiology
Orks are green-skinned, a side effect of their blending on a genetic level with fungi and photosynthetic organisms (essentially being enormously complex lichens). Orks are genetically engineered for combat. They are extremely strong and immensely resilient, fortunate due to constant warfare and primitive medical technology and techniques. Orks live for combat, and regard fighting as the highest form of worship for their (largely indistinguishable) gods, Gork and Mork. Orks are generally indifferent to whom they fight, being as content to fight one another as any of the various other races inhabiting the Warhammer galaxy. As such, such Orks are extremely disorganized and fractious.
They eat fungi of all kinds as well as human meat. A particularly favored ingredient in their diet are the squigs, a small organism closely related to Orks in biological terms. Squigs are comparable to two legged mouths, and are often coloured red. They are often used by Orks as attack dogs. Most such animals are used for food or in other domestic applications (to the extent that Orks have a domestic sphere), but some particularly vicious varieties have applications in combat, mainly as living grenades. The only other major form of squig are the elephantine (or even larger) squiggoths. Particularly large examples are used as mobile fortresses, while smaller such beasts serve as pack animals.
Orks grow all through their lives, though the average Ork stands around the same height as the average man, at least given their almost perpetual slouch, meaning that, at full height, they would be much taller than a person. This typical pose gives them the appearance of a large, green gorilla. Orks grow at greatly varying rates, however, dependent on social conditions. The effect is notable in extremely aggressive Orks, which tend to grow much faster, for several reasons. First, due to the extremely peculiar nature of Ork physiology, social structure, and their unique psychic gestalt, as an Ork survives combat and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: he puts on muscle, becomes more aggressive and assertive. If an Ork continues to be successful, gaining more respect, he may become a Nob (short for "noble," but pronounced "knob"), a leader of Orks, noticeably larger, tougher, stronger and of a darker green than the average specimen. Once he begins to grow, an Ork will generally keep getting bigger, stronger, and greener until another Ork defeats him, by whatever means. This indicates that the effects of adolescence in Orks continue indefinitely, but can be triggered on or off by defeat or success. However, the means by which Orks become greener is apparently not rooted in their physiology, but in their role as the comic relief in the setting. Orks achieve their theoretical pinnacle, socially at least, when a Nob becomes a Warboss or a Warlord, the rulers of continents and empires. Such creatures are exceptionally large, often standing over three meters (10') tall or higher, with the most powerful known to reach up to twice that height. And although they have achieved the highest possible rank at this point, as previously indicated, they continue to grow and become ever greener, until they are almost black. Since greenness is apparently detached from physiology, however, some Orks have known to become extremely dark without becoming either nobles or bosses; such examples are known as Black Orks, and serve as elite infantry and as the personal bodyguards of bosses and nobles.
In the extremely unlikely event that they are not killed in any number of gruesome and/or implausibly humorous ways, an Ork will live indefinitely. Orks seem to live longer the more powerful they are, with some truly legendary Warbosses rumored to be hundreds of years old. It seems Ork Warbosses are, in general, possessed of great longevity, again, assuming the extreme danger of Ork lifestyle and society (not to mention the constant warfare) does not kill them. The process causing this is unknown, but most likely another remnant of the initial genetic manipulation which created the Orks, perhaps with the intention of creating a recognizable and permanent leadership base for the Orks. Retirement is nonexistent in Ork society.
Orks' brutish behavior and choice to always use a direct approach in combat stems from their lack of a fear of death. They lack a traditional mammalian central nervous system, a strength built into the Orks during their creation long ago as weapons in a great war. Their cross-breeding with fungi allows them to reproduce asexually, which explains the lack of Ork females. This reproductive process basically involves the dispersion of spores from a decomposing Ork corpse, such that killing an Ork literally creates more Orks, which explains why Orks so difficult to fight and eradicate, and how they are able infiltrate and build up large populations virtually anywhere. The only known solution to this problem is to incinerate the entire area to destroy all Orks and Ork spores. Because Orks are so genetically similar to plants and fungi, their diets are extremely flexible - Orks can be used not only as meat, but also as yeast and phytochemical-containing fibrous plantlike sides. Thus, Ork Pie is a staple of Ork diets, particularly on the battlefield, where little other food is available, and dead Orks are in abundance.
Orks see themselves as the strongest, most violent species in the galaxy. Their only goal is to kill and destroy anything in their path, just to prove the point.
Read more about this topic: Ork (Warhammer 40,000)
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