In a far away place, in the shadowed lands of the Warhammer world, amidst the clash of armored giants and the rumblings of mighty war engines, there was a small, often overlooked creature, whose name would one day echo through the ages. His name was Snark, a Gretchin of no particular renown - at least not until the fateful day when his life became entwined with a legendary quest. Though Gretchins were typically known for their cowardice, cunning, and unfortunate luck, Snark had something others lacked: a spark of ambition that no one had thought to nurture in a creature of his kind.
Snark's journey began in the grime-filled, fetid underbelly of an Ork warboss' encampment. His life was one of servitude, shuttling between stinking tents and large, bulbous Orks who often took delight in tormenting him. But Snark had long since learned the art of survival - avoiding the eyes of his brutish masters, scavenging food from the muck, and finding moments of peace in the chaos. It was on such a day, while rummaging through discarded pieces of scrap metal, that he found something that would alter his fate.

Krot’s agility is reduced when mounted, making them vulnerable to smaller opponents who can quickly dodge or outmaneuver them in battle.
Amidst the broken trinkets and rusting gears lay a small, unassuming ring. It was old, though not ancient, and etched with strange symbols that seemed to shimmer faintly even in the dim light of the camp. There was something odd about it, something that gnawed at Snark's mind. He did not know its true nature, but he felt an undeniable pull - like a whisper in his mind urging him to keep it. And so, Snark pocketed the ring and hid it deep in his rags.
Days passed, and Snark became more and more obsessed with the strange artifact. His curiosity soon overpowered any sense of caution. In the darkest hours of the night, he would slip away from the camp, holding the ring up to the moonlight, trying to decipher its cryptic markings. It was in these moments, when he felt alone with the relic, that the true nature of the object began to reveal itself. Snark could feel the power that lay within it - a power that spoke to his very soul.
The ring, however, did not stay hidden for long. Rumors had begun to spread across the warbands that a mythical artifact had surfaced - an object capable of granting its wielder unimaginable power. Whispers of its existence reached the ears of Warlord Kruz, the leader of Snark's Ork clan, and it did not take long for the warlord to learn that one of his own minions had discovered it. The ensuing confrontation was inevitable.
Kruz was a brutal Ork, known for crushing anyone who dared cross him. When he found Snark cowering in the shadows of his tent, holding the ring in his trembling hand, he did not hesitate. "Gretchin!" Kruz bellowed, his voice like thunder. "What's this? Found something shiny, eh? You'll hand it over now, or I'll rip yer arms off and beat ya to death with ‘em!"
But Snark, trembling as he was, had already felt the pull of the ring. A sudden surge of strange confidence surged through him. "No!" he yelled, louder than he'd ever dared to speak to the Ork warlord. "It's mine! I found it! I… I deserve it!"
Kruz paused, his yellow eyes narrowing, trying to comprehend the audacity of the tiny Gretchin. Snark, however, did not wait for an answer. He fled. Through the chaos of the camp, he bolted, the ring clenched tightly in his hand. For the first time in his life, he had made a decision - a reckless, foolish decision - but one that would set him on a path no Gretchin had ever walked before.
His flight took him far from the warbands, through desolate forests and craggy mountains, until he stumbled upon a group of unlikely companions: a wandering human knight named Sir Alistair, a brooding elven sorcerer, and an eccentric halfling thief with a penchant for overly complicated schemes. The group had been on their own quest, searching for the fabled "Ring of the Ancients," a legendary artifact said to grant its bearer dominion over life and death itself.

With the power of the Dimension Door, the Krot can transcend space, inviting a small ally to join in the adventure and explore hidden dimensions beyond reach.
When they first encountered Snark, they saw only a lowly Gretchin, a creature not even worth a second glance. But when they saw the ring - its dark power radiating from it like an ominous glow - their interest was piqued. The group quickly realized that the ring Snark held was no ordinary bauble; it was the very object of their quest. They had traveled for years, crossing lands filled with dangers, to find it. And now, it was in the hands of a Gretchin.
Sir Alistair, ever the noble knight, was the first to speak. "You, little creature, do you know what you hold? That ring can bring about the end of kingdoms, or it can save them. It is both a weapon and a shield, and it will choose its master."
Snark, clutching the ring to his chest, had no intention of giving it up. Though he lacked the understanding of its full power, he had come to recognize that the ring was his ticket to something greater - something beyond the servitude and the brutality of Ork life. He was tired of being nothing but a tool for others' purposes. The ring would make him something more.
Thus, the journey began - a journey that would see Snark rise from his lowly beginnings, from the depths of servitude to a place among powerful and noble beings. The companions debated fiercely, for Snark's presence threatened to unravel their carefully laid plans. The elven sorcerer, wary of Gretchins and their treachery, was suspicious of Snark's true intentions. The halfling thief, ever opportunistic, saw only the promise of untold wealth if the ring could be claimed. But Sir Alistair, seeing something different in the little Gretchin, stood firm. "Let him come with us," he said. "The ring has chosen him, and perhaps he has something to teach us."
As they ventured into dangerous realms, battling monsters, crossing treacherous lands, and surviving the betrayals that all adventurers face, Snark grew. He did not become a mighty hero overnight. But slowly, he learned the ways of the world. He learned to fight with guile and wit, and to rely on his new companions when strength alone would not suffice. Though many times, he was the smallest, the weakest, and the least trusted, he proved that even the smallest of beings could carry great power.
In the final confrontation, when the forces of darkness rose to claim the ring and bring ruin upon the world, it was Snark - using the ring's hidden power - who stood against the encroaching shadow. It was his courage, his unwillingness to cower, that allowed the heroes to emerge victorious.

This creature plays a crucial role in its hive, mastering a specialized skill that ensures the efficiency and survival of the colony.
And when the battle was done, and the mythic ring lay cold and silent, Snark found himself forever changed. The ring no longer hummed with dark power; instead, it rested on his finger, now just a symbol of what he had become: not a Gretchin cowering in the shadows, but a hero in his own right.
Thus, the name Snark would live on, not as a mere footnote in the annals of history, but as a testament to the fact that even the smallest creatures, with a spark of determination, could change the course of fate.
And so ends the Chronicle of Snark, the Gretchin who was destined to wield a mythic ring, and in doing so, found a destiny beyond his wildest dreams.