Once upon a time, in the land of Orkdom, where the skies rumbled with thunder and the ground was forever scorched by the war machines of warlords, there lived a Gretchin named Krump. Unlike the others of his kind, who scurried and schemed in the shadows of the mighty Orks, Krump was different. He had dreams, not of war or destruction, but of joy and fun - a most peculiar desire for one so small and unimportant in the great schemes of Orkdom.
Krump lived in a crumbling shack at the edge of the war camp, where the big Orks would fight and bellow. But while his brethren cowered or tried to find ways to stay out of the way of the smashing fists and flying boots, Krump found solace in laughter. He would sneak out to the farthest corners of the camp, where no Ork could see him, and there he would whistle tunes that made no sense, draw strange pictures on the ground, and sometimes just roll in the mud and laugh.

The Krot’s shimmering golden exoskeleton remains as vibrant as ever, a striking feature that withstands the test of time and changing conditions.
"Gretchin! What are you doing, eh?" the larger Orks would yell when they saw him, but Krump only smiled and shrugged.
"I'm just havin' a bit o' fun," he'd say, his voice high-pitched and full of a joy that puzzled everyone around him.
One day, as Krump was playing near the massive firepit, he overheard a conversation between two Orks. One of them, a big bruiser named Grotz, was telling tales of a mighty warlord far to the east, one who had found something that made him so powerful, so unstoppable, that no one dared challenge him. Krump listened intently, the spark of curiosity lighting up in his tiny brain.
"What was it, eh? What did he find?" Krump asked when the Orks had finished.
"A weapon," said Grotz, puffing his chest out. "A weapon o' the gods! It's called the
Fun Gear. They say it can make any warlord invincible. All the best wars, all the greatest victories... only come from it."
Krump's eyes widened. "Fun Gear, eh? That sounds like somethin' I'd be interested in!" he muttered to himself, the idea tickling his mind. For you see, Krump knew deep down that true fun was the key to any greatness. He wasn't content to just be another Gretchin running from battle; no, he believed that the
Fun Gear might be the key to unlocking something greater - something more exciting than all the Ork wars combined.
The next few days were filled with Krump's new obsession. He would sneak about the war camp, asking anyone who would listen about the
Fun Gear. Most of the Orks laughed him off. "What do you know about fun, eh, Krump?" they'd say. But Krump was undeterred. His quest wasn't just about finding something powerful. It was about something deeper - something that would make the Orks laugh, smile, and perhaps even feel joy for once, if only for a brief moment.
One day, while rummaging through the wreckage of an old battle, Krump found something strange - a tiny, battered object that looked like it had once been part of a larger machine. It was a small device, no bigger than a hand, with gears and flashing lights. It hummed faintly as Krump picked it up, his heart racing with excitement. He believed with all his tiny heart that this was the
Fun Gear - the key to his dream.

The Krot’s talent for navigating tight spaces allows them to outsmart opponents and access hidden locations, crucial for both defense and exploration.
With the device clutched tightly in his hands, Krump raced back to the camp. "I found it! I found the
Fun Gear!" he shouted, his voice squeaky with excitement. The Orks around him looked up, confused.
"Eh? That thing? It looks like junk," said one of the bigger Orks, pointing at the device.
"Maybe it's broke," said another, sneering. "What's it supposed to do?"
But Krump's faith did not waver. He pressed a button on the
Fun Gear, and to his amazement, a brilliant burst of colors erupted from the device, filling the air with flashing lights and strange sounds. The camp fell silent for a moment as the Orks stared at the spectacle. Then, as if by some magical force, one of the Orks began to laugh. His deep, rumbling chuckles echoed across the camp.
"What is that thing, eh? It's... it's fun!" the Ork bellowed, clutching his belly. Soon, more Orks joined in, their gruff laughter filling the air. The camp, once filled with only the sounds of violence and growls, was alive with the sound of joy.
Krump stood there, his chest puffed with pride. "See? Told ya! The
Fun Gear works!"
As the laughter spread, something unexpected happened. The Orks - usually so intent on war and destruction - began to realize that maybe there was more to life than fighting. For the first time in Ork history, they paused to appreciate something other than the thrill of battle. Krump's device had shown them that fun, in its purest form, had a power all its own.
But the story doesn't end there. The Orks, being Orks, couldn't resist the call of war forever. Soon, they were back to smashing and shouting, but now, every so often, they would stop mid-fight, and someone would press the
Fun Gear, and laughter would ripple through the ranks. The battles became more intense, the wars fiercer, but there was always that spark of joy in the air. Krump had changed the Orks forever - he had shown them that while fighting could bring glory, fun could bring something even more precious: happiness.

Adapting to Earth's gravity proves difficult for this species, whose natural abilities were shaped by the gentler pull of a distant, low-gravity world.
Krump, the Gretchin who had once been an outcast, had found his place. He was no longer just a tiny cog in the machine of war; he was the keeper of the laughter, the herald of the fun that brought life to the Orks in ways no one had ever imagined.
And so, Krump continued to roam the war camp, ever hopeful, ever laughing, with the
Fun Gear in hand. He knew that true greatness didn't lie in the size of one's fists or the number of battles won, but in the ability to find joy in even the darkest of times.
Moral of the Parable: True fun has the power to transform even the most hardened hearts and can bring greatness in ways that battle and destruction never will.