Grukkna’ri
The Grukkna’ri

The Grukkna’ri
Grukkna’ri
Appearance
The Grukk’nar stand roughly 1.8–2.1 meters tall, their physiques forged through generations of brutal labour and a diet of processed metal and nutrient paste.
Their skin is a mottled grey-green, tougher than hardened steel, scarred with burn marks and embedded with fragments of salvaged weaponry. Their eyes are small, obsidian beads, holding a disconcerting intelligence behind a constant air of avarice.
They wear armour cobbled together from mismatched scrap — a warrior’s breastplate might be fused with a decommissioned droid chassis, while a helmet could be fashioned from a shattered engine cowling.
Culture & Beliefs
The Grukk’nar are children of the Great Worm, the God of Trade and Arts — though their interpretation of its will is… unconventional.
They believe true artistry lies not in creation, but in transformation.
The Great Worm rewards those who can take the broken, the discarded, the worthless — and forge it into something useful, powerful, and, above all, profitable.
Their society is rigidly hierarchical, built upon a brutal meritocracy. Those who demonstrate the greatest skill in salvage, engineering, and profit-making rise in status and influence.
Warrior Culture & Honour
Grukk’nar warriors are renowned for their ferocity and their unwavering adherence to the “Turn the Enemy” Code.
They value direct engagement above all else, believing that a wounded opponent is already broken. From childhood, they are taught that face-to-face combat is the only honourable way to fight.
This code extends further:
To strike an enemy from behind — when they are turned — is considered a disgrace.
A stain upon the clan.
Grukk’nar combat favours speed, brutality, and decisive force. Their armour reflects this philosophy: rarely polished, heavily modified, and built for adaptability rather than uniformity.
The Greed — The Core of Their Being
The defining trait of the Grukk’nar is their near-obsessive hunger for gold and precious materials.
They do not mine to build.
They scavenge to sell.
This stems from a fundamental misinterpretation of the Great Worm’s teachings — they see the acquisition of wealth as an end in itself, rather than a means.
The result is a terrifyingly efficient economy:
Weapons and armour are constructed from salvaged components, prioritising immediate profit over long-term durability or strategic value.
Their workshops are chaotic symphonies of sparks and impact, fuelled by desperation and a gleeful disregard for safety.
They will trade anything:
Dangerous materials
Faulty equipment
Even their own soldiers
All to the highest bidder.
A vast black market thrives in their wake — operating alongside, and often within, the Grand Galactic Games.
Weakness & Exploitation
The Grand Galactic Senate recognises this flaw.
And exploits it relentlessly.


