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
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Reader Comments (Page 2 of 2)
Matthew Rossi Feb 8th 2012 10:19PM
I'm sorry, but the difference between "retcon" and "telling us more" is very real and needs to be addressed here. We see that in Rise of the Horde Draenor IS a harsh, unlivable world exactly as depicted in WCI and WCII BECAUSE of what the orcs have done to it after embracing demonic magics. That's not a retcon. There WAS no continuity there to retroactively change. No one had ever offered an explanation for how so many orcs, ogres, etc could exist on the planet if it was barren as we see Hellfire to be. The explanation of RotH (that it was through reckless orc warlocks tainting everything via uncontrolled demon summoning exacerbated by their having turned their backs on and angering the native elemental and ancestor spirits) doesn't retcon anything.
Furthermore, even when Draenor could support life it was a wild, savage world with fearsome predators and gigantic, wild monsters like Gronn. Life was always hard and brutal for the orcs. That hasn't changed at all.
chuparex Feb 8th 2012 8:38PM
Well said, Omegan. Personally, it's always been my understanding that that "horrible red world" specifically referred to Hellfire Peninsula, which the bulk of the orc forces were moved to in preparation for the invasion of Azeroth. Taking into account the magical aging of young orcs, it could make sense for the broken, ugly topography of Hellfire to be all they knew within recent memory, making Azeroth seem lush and beautiful by comparison.
Amaxe Feb 8th 2012 11:36PM
Whether or not you call it a retcon, it certainly was an implausible twist based on earlier material because in WC1 we had the concept of the barbarians (orcs) vs. the Civilized nations (humans). Standard fantasy fare yes (and also the history of the Dark Ages [NOT referring to DAOC]), but it worked as a struggle over the direction Azeroth would take.
Then we get WC3 and WoW where the devs decide they want to go more morally relative. In order to do this we get a twist which feels unnatural compared to the past history: The humans are suddenly racist and the orcs had a noble history. The problem is, neither view works in light of WC1, so we have to deal with a curve ball: poor widdle innocent orcs corrupted by the eredar. It makes them innocent, but it also makes me question their intelligence not to ask questions about this sudden "Kill the Draenei" policy.
In other words, now the orcs are savvy smart savage warriors who are so naive one wonders how they hadn't already been taken over by some other orc with desires of being a dictator. If they're innocent, they're foolish; if they're smart, they have real guilt.
Ultimately the shift in direction is kind of like those webcomics where the author suddenly goes off in a stupid direction. It's his comic of course and he's free to run it any way he wants... but you know that change made it lame and its no longer worth reading.
That's not to say there is no place for a story about redemption for the orcs... it's just that the story we're getting has a lot of problems if you start to think of it.
Al Feb 9th 2012 12:32AM
"Wasn't us, man, it was the demon blood."
Demon blood?
"Totally. But it wore off the second we were beaten. So you guys are jerks for keeping us locked up."
That's .. convenient.
"But Thrall came and saved us. He was born without it."
How?
"Durotar didn't drink it. He was awesome and innocent and knew Gul'dan was up to something. So Gul'dan banished him."
He followed all the way to Alterac Valley before saying anything?
"No... Gul'dan banished him immediately! His tribe couldn't find usable land until Alterac, that's all."
Right.. why didn't Gul'dan just kill him?
"Ogrimm protected him. Ogrimm also knew something was up and didn't drink the blood. He took over to save the Orcs, not because he had power-lust."
Ogrimm? He was uncorrupted?
"Totally"
So.. why didn't he just gut Gul'dan, and say 'We've got everything south of Ironforge. That's probably enough land'?
"Because... he knew those Humans up north that he didn't know about would send troops, so he had to keep advancing."
He knew the likely movements of people he didn't know about?
"Dude was a tactical genius like that."
Such a tactical genius that he stretched his army way too thin?
".. Only because Gul'dan took troops and went off on his own."
Okay. The tactical genius didn't know the crazy self-serving traitor would betray him.
"... While Lothar was dumb enough to walk into a 'meeting' and get ganked. Not by Ogrimm, he was a good guy, remember? It was the Shadow Council."
Gul'dan didn't take the surviving members with him?
"Most of them. Some probably stayed."
And Ogrimm still let them live, after all that?
"TACTICAL. GENIUS."
Sure. Explain why the corruption turned some different colours.
"The Orcs turned green from the fel mana in the air. The Fel Orcs turned red from even more fel mana. Green-to-Red is a logical progression. Orcs used to be brown, there's still some uncorrupted ones out there"
So why are the Blackrock clan grey?
"Who the hell knows?"
So why isn't Thrall brown?
"It affected him in the womb."
Wait.. if he was conceived while the Horde was massing in Helfire, how did Geyah know his actual name?
"He was conceived in Nagrand. The radiation had spread that far."
And it still didn't affect the Mag'har?
"Nope, because Garadar was an isolated quarantine area."
Right.
"Oh, stop nit-picking this! They somehow told her, while she was in quarantine - and they got a magic ultra-sound that showed the baby was a boy, that's how they picked his name so far in advance!"
If the Mag'har were uncorrupted, explain Garrosh?
"Dude got dropped on his head a few dozen times? Given how whiny he was about his daddy issues, they probably had to thrash him to sleep with a broken bottle."
Luotian Feb 14th 2012 12:22PM
Wow, have you bashers read 'Rise of the Horde' at all? There is a REASON books still exist in a world with video games and inundating visual media-- because until someone finds a way to tell you EXACTLY what the person/race feels and thinks visually, it needs to be done in writing.
The corruption of the orcs was a gradual thing. They followed Ner'zhul because they trusted him, and he in turn was easily corruptible and desired power more than he would have liked to admit. Real people, and things, are like that. They have multiple sides and they. make. choices.
That's the thing I don't know that you understand. Durotan had no more knowledge than any other orc. He made a choice not to drink, other chose to do so. They are both equally to blame for the consequences of those actions.
Its like saying the Phantom isn't guilty of murder (which most fan-girls will tell you, oi). Just because you have a reason for the action does not make that action right. What I love about WoW and WoW lore is that nobody and nothing is clear-cut and there is always at least one NPC that breaks the stereotypes of the race.
I love the orcs. I love everything about orcish culture and I'm about as pacifist in real life as it is possible to be. I think Thrall is wrong, I think Garrosh is...well, while not right at least giving his people back a sense of value.
People that whine about the lore have never been writers. You're playing the 'rough draft' a novel because everyone is all ZOMG I NEED CONTENT NOW! There isn't the time or the ability to plan every detail all the way to its conclusion when you are *reacting* to a fan base. It happens in fan fiction all the time because these things are rarely completed before they are produced.
Blizzard has no idea if it, as a company, will be around to complete the story. I'm certain they didn't anticipate it would grow to this size. And when you come up with a cool idea later in your story, you run with it. What they lack is the ability to change it 'behind the scenes' before anyone sees it like every novelist ever has done.
This is a great series of articles, Rossi, and I'm hoping to see more on the Orcs and the other races in your lovely non-judgmental way.
Patsy Mar 2nd 2012 12:35PM
can ANYONE guide me in the right direction to be able to play war craft 1 and 11 on windows 7 i have dosbox downloaded and warcraft but it will not setup it keeps saying will not run on windows 64 bit. Been working on this a month just can't get it thanks in advance