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Quest:The Long Night:Volume Two:The Rise
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==The Green Awakening== Ridcully finds himself in the Ork Gods' Realm. Two huge Greenskins forever battle there upon a plain, surrounded by mountains. Ridcully isn't alone. Others have come for the show. [[Kairos Fateweaver|Kairos]] is here, so is [[Magnus]]. The latter almost spots Ridcully, but [[Eldrad]] helps him hide. A few less famous Diviners are watching as well. Suddenly, the two Ork Gods, beings almost as powerful as the Chaos Gods, stop and vanish into thin air. The ground shakes, sending all the diviners flying. The ones surviving watch from the air as the mountains around start shifting. Crap. The Ork Gods weren't fighting. They were having a thumb fight. And now, the true Gork and Mork, more powerful than the Chaos Gods combined, are awake with a loud scream that knocks the diviners back even further. '''''"oy 'oo iz steal'n our Boyz "''''' Yes. The Cunning but Brutal Peter and the Brutal but Cunning Pan are really angry that someone's been taking away their Green Lost Boyz and raising them to be civilized, so they've decided it's time to give everyone a proper taste of Neverland. The Orks have a massive power boost now, and the bigger the WAAAAAGH!, the bigger the bonus. Currently, there are six power levels. You may survive a Level 2 β a few dozen worlds. A Level 3 with a lot of luck. Level 4, starting with a few dozen sectors, is where the bigger players put expansion plans on hold, and the Orks can build Attack Moons (doesn't mean they always do; jumping ahead, none seem to be doing so even a few centuries later). Level 5 is Beast size, except empowered. Maybe the old Eldar could have handled that. Entire War Worlds can be built. Level 6 is Game Over.
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