Know Your Lore: The orcs, part 1

Their name is on the freaking box. The very first Warcraft product ever released is called Warcraft: Orcs & Humans. Orcs get top billing. In terms of pure history in the Warcraft setting, orcs have a lot to discuss. In their time, they've gone from a shamanistic society of hunters defending itself from the hostile gronn and ogres to a united war machine led by a figurehead, to a demon-blood drunk engine of genocide and finally out the other side, to a shamanistic society that keeps elements of the war machine alive.
Orcs are not pacifists. Like the kaldorei (night elves), orcs' view of nature is one of bloody constraint, of battle between opposing forces. Like the tauren, they respect and venerate both the hunt and the spirits of the natural world. Even the most peaceful orc, even orcs who never drank the blood of Mannoroth, are warriors and killers and hunters at heart. Orcs seek to prove themselves against the world even while struggling to find a place in it, and on Azeroth, they've found both a second chance and a new land to test themselves against.
It would be foolish to forget that orcs did what even the ancient Quel'dorei failed to do and allowed their world to be blighted and ultimately destroyed. It would also be foolish to forget that the orcish people won the First War and only lost the Second due to the greed of Gul'dan. Orcs are no simple people. Underestimate them, and you will suffer for it.
The endless ocean of the past
The early orcs inhabited a world of giants, not merely the ogres and their gronn masters (who constantly raided orc tribes for food) but the now lost grom (the word means giant in orcish, and it has been speculated that the grom were the even larger ancestors of the gronn) as well. In addition to these dangers, the orcs also had to cope with the rest of their world's flora and fauna. The home world of the orcs, which they did not name for themselves, was not a gentle one, although it did contain much of natural beauty. This combination of danger and wonder informed the development of orc society.
Orcs grew over thousands of years into a race of hunters, following migration patterns for talbuk, clefthoof and other prey animals. They also grew into a warrior race, fighting off ogre raids and even taking the fight back to the slower-witted but physically powerful enemy.
The orcish people were clever enough to understand the value of cooperation but pragmatic enough to understand that their tribal society needed a means to enforce it, and so they developed gatherings called Kosh'harg where they could meet as a people and exchange cultural ties and make friendships. The orcs Durotan and Orgrim Doomhammer forged a lifetime friendship at such a festival. The Kosh'harg was the mechanism by which orcs managed to retain a racial identity in the face of their tribal lifestyle, which led to various tribes adopting different mannerisms, customs, codes of benavior and even habits of dress. A Frostwolf from Nagrand lived a very different life from one of the orcs of the Shadowmoon Clan in their self-named valley.
Even after the coming of the Draenei, the orcs changed little. The draenei were neither hostile nor particularly interested in the orcs, leaving them to their own devices for thousands of years. The two main contributions of the draenei to orcish culture are the name for the planet, Draenor ("Exile's Refuge" in uncorrupted eredar), as the orcs had never really bothered to name their world, and the sacred mountain of Oshu'gun in Nagrand. Oshu'gun, although sacred to the orcs due to the high concentration of their ancestor's spirits that congregated around it, was in fact the crashed vehicle the naaru had used to ferry the draenei from world to world. The naaru trapped inside the crashed ship, K'ure, would become the subtle focus of the orcish religion, as the ancestor spirits drawn to him would instruct their living descendents to alter their behavior enough to ensure that he and the site of the crash would be protected. In essence, the mystery of orc shamanism was its alteration by these orc ancestors to preserve the Oshu'gun site and protect it from any who would seek to exploit it in order to defend K'ure as he slept in the natural regeneration cycle of Void and Light that all naaru experience.
Velen and the draenei saw no reason to disabuse the orcs of these notions; to them, the ship was merely a conveyance and K'ure a friend and mentor, not a religious figure. It could do no harm if the orcs wished to believe the site holy, and perhaps it even was. K'ure's presence there certainly drew the orc ancestors.

This cycle of life, where each tribe had its own set range and patrolled it in migration, coming together for the Kash'harg twice during Draenor's year, continued on seemingly unchanging and unchangeable. There was a traditional means of tribes unifying to face a great danger in what one could call a warhost or horde, but this was more observed in its abeyance than in practice. Nothing sufficient to threaten the orcish people had occurred in living memory. It may have been a remnant of the time when grom and gronn first tried to destroy the orcs, or it may simply have been a contingency never executed.
At any rate, it did not seem to be needed. The orcs communed with the spirits of their ancestors and the elements, spoke to their totems and followed the hunt. Their shamans and wizened leaders led them in the ancient ways. They traded with the strange but unthreatening draenei. Life was not easy, but it was good.
What happened next is a tragedy on many levels. Good orcs, orcs of principle who had served their people well, would be corrupted. Their very natures would be twisted. Children would be drained of life so to age them into full adulthood faster to use them as warriors, alliances with the ancient enemy would be enacted. The orcs as a people would believe the words of one who was said to be wise and yet who fell for a deception rooted in his own lust for power.
Next week, Ner'zhul, Gul'dan, and how the spirit of the orcs was forever altered.
While you don't need to have played the previous Warcraft games to enjoy World of Warcraft, a little history goes a long way toward making the game a lot more fun. Dig into even more of the lore and history behind the World of Warcraft in WoW Insider's Guide to Warcraft Lore.
Filed under: Analysis / Opinion, Lore, Know your Lore






Reader Comments (Page 1 of 2)
Revynn Feb 8th 2012 2:31PM
Ive never understood why Orcs from Nagrand would call themselves "Frostwolf" when there is neither frost nor wolf in that region . . .
Matthew Rossi Feb 8th 2012 2:33PM
Nagrand's ecosystem used to be more diverse because there was more of it. It didn't always just stop and fall off into black infinite voids. Similarly, Blade's Edge wasn't always terraced, and Shadowmoon was once livable and not swarming with fel energy. Outland is just a chunk of Draneor, not the whole world. Much of her is gone.
gewalt Feb 8th 2012 2:58PM
pretty sure thats just simple retcon.
they were frostwolf in azeroth, and retconned to have also been frostwolf in draenor as well.
mibu.work1 Feb 8th 2012 3:10PM
Like Mr. Rossi said, Outland is just a chunk of Dranor. Immagine, if you will, that the region was a MASSIVE world, about the size of our own, or azeroth. Blade's Edge likely didn't directly boarder Zangermarsh with their diverse ecosystems, they were likely miles and miles apart. Thunderlord and Laughing Skull orcs probably hardly ever met under normal circumstances. How we got from a full and diverse world to a tiny and absurdly diverse world is that Nehr'zul inadvertently split the world in his mad bid for power and freedom from Kil'jaeden. In doing so he also drew the surviving fragments, which included the dark portal, together to form modern outland.
This way, think of Nagrand as the orc's paradise, a fertile, perfect hunting ground where they could meet, trade, play, play-fight, and commune while feeling no want. It's quite possible that the Frostwolves were simply the closest clan. Garadar was simply formed as a refuge for the sickly and most elderly, and only came into its own as a village and settlement once the Horde left, and they weren't being raided for their supplies and most-able warriors. The only reason nagrand is so hale and hearty now is that it's had several years of being the only part of outland relatively unravaged by the legion or the Fel-Horde, and K'ure's energy is restoring it. Presumably with the death of Murmer in the Shadow Labyrinth as well as the death of Exarch Maladar, the region around Auchendoun will also begin to return to health. That is, assuming the sand-gnomes can be kept in check...
mason.jdouglas Feb 8th 2012 9:00PM
It's supposed tob e something like an 88 day journey from the sunwell to Booty bay via Zeppelin, according to the RPG books.
Now, I don't mean to say all RPG stuff is Cannon, but I'd hope the geography is much larger than it's represented in the game. I like to think that the world of warcrat is just shrunk down to the relevant bits for this chapter of the story, and in reality Elwynn has dozens of little goldshire like communities, crossing the ocean to kalimdor is an arduous months long journey, and Stormwinds 5 districts are innumerably larger than shown.
The logistics jsut don't make sense otherwise. There's nowheres near enough arable land to provide food for people, the total population of the whole world is less than medieval dublin, and provided this is the entirety of Azeroth, the presence of gravity suggests a completely differing set of laws governing physics!
But, I don't wanna fly for 88 days to go from the Sunwell to Booty Bay, so it's fine they shrunk down the game world, and left the unimportant bits out for me. Taking 12 minutes is MUCH better, and just fine with me.
Though anyone who flies for 12 minutes instead of using portals and hearthstones and teleports is either really into scenery, or just silly. ;)
I hope the world gets MUCH bigger in WoW 2, should it ever be made.
Ithrandil Feb 8th 2012 10:17PM
You also have to take into account that the in-game worlds are FAR smaller than the "real" version of their worlds are. I remember one of the devs saying that in-game Kalimdor is about the size of Manhattan island, but that's only because having a game world that was true to size would mean you'd never get out of Durotar. Kalimdor is actually a full-size continent in the setting, what we see when we play is a very very condensed version.
In reality (well, fantasy-world reality) the shattered remains of outlands, floating there in the nether, would probably be about the size of Asia or North America. You just can't show that, or it would take you weeks in real-time to ride from the Dark Portal to Zangarmarsh.
gewalt Feb 8th 2012 2:51PM
we named him grom, it means giant in orcish.
fudge Feb 8th 2012 4:17PM
I admit, I don't "get" warrior cultures.
You should only fight because you have to (and even then, it should be the last resort), not because you like or enjoy it.
I just cannot understand what's so great about violence and war and fight that you would want it to be a major part of your cultural identity.
I can absolutely see how it can be necessary to fight for your survival and how prolonged conflict can lead to warfare being part of your culture, but I just can't respect a race that is proud of that fact. That doesn't strive to avoid violence and war. That values bloodshed and violence over diplomacy and trade.
That's pretty much what makes it extremely hard for me to like Orcs at all.
Matthew Rossi Feb 8th 2012 4:48PM
The problem here is, they evolved the culture because while Draenor was beautiful, it was also hostile.
Most 'warrior' cultures in our own history arise from living in a place where resources are scarce. Almost all human cultures have been warrior cultures at some point in their history. France, for instance, was the biggest military force on the European landmass for centuries.
Orcs are warriors because they were forced to be to survive, and then those values became culturally enshrined.
fudge Feb 8th 2012 5:02PM
Well, I understand how it happened, but I also think that warlike tendencies are to be transcended in a civilization, not something you put on a pedestal.
I just really can't relate to it at all and I find it quite abhorrent.
Consider the Tauren: The Tauren are something of a warrior race themselves, yet as far as I know, they are far, far less aggressive and expansive than the Orcs. They seem to only fight because they have to, not because they enjoy it so very much.
While I *still" don't like that attitude a whole lot, I can at least respect it.
Al Feb 8th 2012 5:49PM
The warrior culture schtick is over-done, and rarely done well. I think too many writers look at Conan and want something similar, while forgetting he's fairly disillusioned with the whole thing and wants something better than the Hyborian standard of "I'll axe your face and take your land".
Killik Feb 8th 2012 5:55PM
Look at the other races on Draenor - the Orcs clearly have 'small man syndrome'.
Davio Feb 8th 2012 6:11PM
Weren't the Tauren pretty close to extinction because they didn't have the warrior culture to fight the centaur properly?
Al Feb 8th 2012 7:02PM
That, and the Centaurs had speed on their side. Plus they're pretty much feral, which removes guilt from the equation.
Amaxe Feb 8th 2012 7:50PM
I've said it before... I'm sure the orcs were more directly inspired by the culture of the ST:NG, DS9 Klingons than the Devs would openly admit... just like the original (pre-Draenei) concept of "the Light" sounded remarkably like "the Force."
I don't say this in an "OMFG! These guys are plagiarists!" sense, but more in a sense of this is what they thought was cool and therefore inspired them.
Marolas Feb 8th 2012 10:07PM
As a real world example, do some research on Ancient Greece during the Classical Period, where city-states such as Athens and Sparta would go to war all the time over something as simple as farmland for as little as a week.
The warlike culture in Ancient Greece was so ingrained in the people of their time that combat and war wasn't considered a matter of survival. It was a matter of pride and honor. I'm not saying they were a barbaric civilization or that everyone in Greece relished the bloodshed: Aristophanes' classic play "Lysistrata" (which was written near the end of the Peloponnesean War - again, I encourage you to look it up, as a dramaturge and historian I can say it's really exciting) shows that even a culture based on honor and pride could become war-weary.
Even in modern times, national military service is mandatory for all Israeli citizens over the age of 18: men serve three years in the Israeli Defense Force, while women serve two. Because of how ingrained it is in the culture, most of these young adults see it as an honor and their duty to protect their country from all the nations around it that are on really poor terms with Israel.
You don't have to understand it or even like it in comparison to today's society, but it's not as though there isn't any precedent in history for it.
Killik Feb 8th 2012 5:59PM
It's odd to think that, in terms of relative strength and intelligence, the Orcs were the Gnomes of Draenor.
Ametrine Feb 8th 2012 8:07PM
Interesting way of putting it. Care to elaborate a bit?
Killik Feb 8th 2012 8:14PM
Nothing other than that the major races of Draenor seem to have been the grom, the gronn and the ogres. Relatively speaking, Orcs are short, puny and highly intelligent.
Omegan01 Feb 8th 2012 6:32PM
One thing I really hated about all the retcons about orcish history and origins introduced in WC and beyond was the re-imagining of Draenor into some pretty, lush, bright planet (with some bad parts) with Blizzard tring to paint Nagrand, Terokkar, Zangarmarsh, and the Farahlon domes as the norm, and Hellfire Penninsula and Shadowmoon Valley as anomalys caused by daemonic magics.
In WC1 and 2, Draenor was a horrible place to live. It was cold and dark, with a dim red sun and broken, ugly topography. When the first orc went through the portal and came back telling stories about lush swampland and a bright yellow sun, the other orcs throught he'd been driven insane. And you understood why the orcs were such a hard-edged, hard-bitten race: because Draenor would KILL YOU if you weren't. And you understood why they wanted out: compared to Draenor, Azeroth was a freaking paradise.
Then WC3 and Metzen came along and rewrote it as "the orcs were nice guys for thousands of years and then some jerks made them evil but now they're cool again." I'm sorry, I was much more interested in this history of a race of utter bastards doing their stone-cold best to survive on a world that was nasty as hell., a world where Gul'dans and Grom Hellscreams were the norm rather than the exception. I think it would have made for a more interesting story, too, if Thrall were not simply trying to return his race to their peaceful, shamanic roots, but rather actively trying to pull them out of the quagmire of centuries of bloodshed and warfare, trying to emphasize the one thread of their traditions that he believed would lead them to a better future.