World of Warcraft/Races/Orcs

The savage, green-skinned Orcs are one of the most prolific races of ../../Azeroth/. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the now hellish world of ../../Draenor/, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the ../Human/s.

Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the ../../Burning Legion/ and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young ../../Warchief Thrall/, the Orcs have reclaimed their strength and honor. The orcs moved from the ../../Eastern Kingdoms/ to ../../Kalimdor/, and founded the nation of ../../Zones/Durotar/.

Now, the Orcs stand ready to fight not for the sake of conquest, but for their very right of survival in their adopted world.

Capital City: ../../Orgrimmar/

Reasons for Racial Abilities
Orcs have racial abilities due to a long history in a warrior society. They had been corrupted by the ../../Blood of Mannoroth/ which ../../Grom Hellscream/ eventually removed. The Blood of Mannoroth caused them to enter of demon fury which was the cause of their viciousness in the ../../First War/. The lingering effects of the blood curse have not quite gone away and can be seen in occasional bouts of "Blood Fury". Due to their culture valuing manly warrior traits, they consider backing down or retreating from a fight a sign of weakness and dishonorable. This has lead to a "Hardiness" of spirit which makes them resilient to being knocked out. Orcs originally had a close affiliation with the wild predatory Dire Wolves which they rode. Their close mental connection to these beasts has lead them to be able to "Command" beasts with ease. Their culture has long relied on the axe as the weapon of choice, from infantry to generals. This instrument of war is valued so highly that it is taught to all Orcs, resulting in them being skilled in "Axe Specialization".

Classes
Orcish characters may play as a ../../Classes/Hunter/, ../../Classes/Rogue/, ../../Classes/Shaman/, ../../Classes/Warlock/ or ../../Classes/Warrior/. Orcs are the only race capable of using both demons and beasts as pets, possessing both pet-using classes (../../Classes/Hunter/ and ../../Classes/Warlock/).

History
The orcs of ../../Draenor/ had lived in a noble shamanistic society, roaming in tribes the grasslands on their dusty world of Draenor, for over 5,000 years. They lived in peace with both the ../../Ogre/ and the ../../Draenei/. However, some 80 years ago, the respected shaman ../../Ner'zhul/, in a bid for power, struck a bargain with the powerful demon lord ../../Kil'jaeden/. In exchange for their service to the ../../Burning Legion/, Ner'zhul and all of the Orcs would receive the power necessary to conquer vast new lands. To obtain this power, the orcs would need to first drink from the blood of ../../Mannoroth/ the Destroyer, a mighty pit lord of the Burning Legion. ../../Grom Hellscream/ was one of the first to drink, and easily convinced the other chieftains and their clans to follow suit.

With new demonic powers at their behest the Orcs cast off the old ways, and slowly the entire race was corrupted into rampaging clans that would later be forged into the ../../Horde/. Over the next few decades the Draenei and all other indiginous races of Draenor were utterly destroyed. Completely devoured by their demonic bloodlust and without new enemies to fight, many Orc clans began fighting amongst themselves. Petty rivalries would balloon into full scale bloodbaths, and total chaos decended upon Orcish society. The few remaining Draenei took advantage of this and started a guerilla campaign that continues to this day. Amidst this chaos, the 10-year-old ../../Gul'dan/ begins his apprenticeship under the warlock Ner'zhul.

Some twenty years later Ner'zhul, no longer willing to watch his race destroy itself, betrayed Kil'jaeden and severed all communication with the demon. Kil'jaeden swore revenge against Ner'zhul, and turned his attention to Gul'dan, who had surpassed Ner'zhul in power. Gul'dan cared little for the Horde and easily agreed to follow Kil'jaeden in exchange for even more power. Kil'jaeden taught Gul'dan how to project himself into the ../../Twisting Nether/ and to commune with the dead. Gul'dan was changed by these encounteres and realized how to attain even more power. Gul'dan gathered all warlocks who shared a desire for ultimate power and attempted to the share knowledge of communing with the dead. Those who failed did not survive. The few warlocks who survived formed the initial ranks of the ../../Shadow Council/. Through careful manipulation and intricate machinations the Shadow Council became the real ruling body of the Horde, with the clan chiefs under their thumbs. The Shadow Council barely pacified the clans of the Horde with the promise of new lands to conquer on worlds other than Draenor. Gul'dan and his warlocks began probing the ../../Twisting Nether/, desperately searching for new worlds within easy reach for the Horde to conquer before the clans' bloodlust exploded beyond control. Gul'dan also founded the schools of ../../Necromancy/ to expand the new demonic magics to even more Orcs.

One night an extremely powerful entity touched the thoughts of many Orc warlocks. Gul'dan sought the advice of Kil'jaeden as to what this new presence might be, but his summons went unanswered. If Gul'dan's own tutor Kil'jaeden feared this entity, then it could prove to be a powerful tool if Gul'dan could re-establish contact with it. Weeks later Gul'dan was finally successful and opened up communication with ../../Medivh/, a sorceror on some distant world. Gul'dan attempted to probe the designs of this Medivh, but Medivh's mind moved far too quickly for Gul'dan to discern much of any value. Conversely Gul'dan knew with near-certainty that Medivh was attempting the same, and did not want Medivh to gain an advantage, and so quickly broke contact.

Weeks later, Medivh returned to the dreams of the warlocks on Draenor, and presented them with images of the land of ../../Azeroth/. The Shadow Council, despite the debate over Medivh's true intentions, decided to strike a bargain to do Medivh's bidding if he could furnish a way to bring the horde into Azeroth. Those warlocks not members of the council that had also partaken in the vision were killed to allow the Horde to be properly prepare for a new invasion. Weeks passed with no further word from Medivh. Some members of the council believed Medivh was playing tricks on them. But then... one day... the rift appeared.

Over time and much effort the Orcish warlocks were able to expand the rift enough to allow Orcs to squeeze through. Though their first scouts were driven mad, either by the rift itself or by what they had seen, the council was able to confirm that on the other side of the rift was the world Medivh had shown them. A small contingent of Orcs was sent through the stabilized rift, now known as the ../../Dark Portal/, to scout and construct a base of operations. The caution urged by the Shadow Council fell on deaf ears when the clan chieftains learned of how seemingly weak the native Humans of the area were. Bloodlust soon overcame the Horde, and they launched a pre-emptive strike against the most powerful establishment of humans in the area, the Kingdom of Stormwind. Lead by ../../Cho'gall/ of the ../../Twilight's Hammer Clan/ and ../../Killrogg Deadeye/ of the ../../Bleeding Hollow Clan/, this attack ended in a humiliating defeat for the Horde. Both chieftains blamed the debacle on the other, and the Horde polarized into two factions. The Shadow Council attempted to reunite the Horde, but could not act directly, and so they chose an avatar to act as their puppet ruler: ../../Blackhand/ the Destroyer was named Warchief of all the Horde.

Under Blackhand's iron fist, order was restored. It was upon this event that Medivh once again made contact with Gul'dan. Medivh seemed even more powerful, but less sane. Medivh ordered Gul'dan to have the Horde destroy the Kingdom of Stormwind, and make Medivh the new ruler of the Humans. Gul'dan initially refused to do Medivh's bidding; after all, the Horde had a new target--and Medivh's usefulness, in Gul'dan's eyes, had been spent. Desperate to see his plans succeed, Medivh tempted Gul'dan by promising to reveal the location of the ../../Tomb of Sargeras/, the lord of the Burning Legion and Kil'jaeden's master. And so the ../../First War/ between the Horde and the Humans of Azeroth occurred, ending with the destruction of the Kingdom of Stormwind. Near the beginning of that conflict the ../../Frostwolf Clan/, the only clan of Orcs that rejected the demonic gifts of Kil'jaeden, was exiled to Azeroth and its leader ../../Durotan/ was murdered by Gul'dan's forces as a warning. His infant son was left for dead and was taken in by a nobleman from ../../Lordaeron/ escaping the carnage of Stormwind. The Frostwolves, leaderless, fled to the far northern mountains. Toward the end of the war, a surgical strike was launched by the Humans to kill the treacherous Medivh. As Medivh was assaulted, Gul'dan felt the psychic trauma waves Medivh emanated, and realized his chance to obtain the power of ../../Sargeras/ was about to slip out of his grasp. He entered Medivh's mind, and attempted to steal the location of the Tomb of Sargeras from Medivh in his weakened and distracted state. It was at this moment that Medivh died. Gul'dan, having been in his mind at the time of death, was thrown into a coma.

When he awoke, Gul'dan learned of a major power shift within the horde. Blackhand the Destroyer had been overthrown by ../../Orgrim Doomhammer/ after he had learned of Blackhand's role in Durotan's death. Doomhammer was not as gullible or easily swayed as Blackhand had been, and quickly discovered the Shadow Council's presence in Orcish affairs. He completely eradicated the Council through attrition by treason. Gul'dan survived only by 'swearing' allegiance to Doomhammer, and by promising to provide a vast undead army for the Horde's use. He formed the ../../Stormreaver Clan/ and began the process of re-animating the corpses of fallen knights with the spirits of the fallen members of the Shadow Council.

These new Death Knights, along with other fel advances (such as the capture of the red dragon queen), gave the Horde enough strength to advance steadily north, despite facing the might of the unprecedented ../../Alliance/ of all the Human nations (Lordaeron, Stromgarde, Kul Tiras, Gilneas, Alterac and the magical forces of Dalaran). The Elven nation sent support to the Alliance, and after the taking of their beloved lands of Khaz Modan, the ../Dwarves/ and ../Gnomes/ threw themselves gladly into the ranks. The betrayal of Alterac to the Alliance seemed to be a deathblow--but before the Horde's victory was finalized though, the Horde suffered a betrayal of its own.

Believing victory to be inevitable, Gul'dan convinced Cho'gall of the Twilight's Hammmer clan that he knew the location of the Tomb of Sargeras. Together, along with the Stormreaver clan, they abandoned their posts and set out to claim the demonic power for their own. This loss of nearly a third of the Horde brought their campaign to a standstill at the doorstep of Lordaeron. Doomhammer, furious with the insubordination at such a critical time, pulled much of his Horde away to crush both the clans and their leaders. This allowed the Alliance forces to rally and crush the Horde. With the destruction of the Dark Portal the Second War ended and the surviving Orcs in Azeroth were rounded up into internment camps. There, cut off from their demonic source and with no way to replenish their fel stamina, the Orcs languished and eventually slipped into lethargy.

Thirty or so years after the Second War, the son of Durotan, named ../../Thrall/, escaped from his cruel Human masters at the Durnholde internment camp and set out to find the rest of his people. In his travels he encountered ../../Grom Hellscream/, who along with his Warsong Clan had been hiding out in the wastelands of Azeroth hoping for another chance at conquest. Thrall became friends with Grom, and eventually met Orgrim Doomhammer,who had escaped from the humans prison several years before. From Doomhammer he learned about his father and the Frostwolf clan, and the betrayal of his father by the Shadow Council. After learning this, Thrall made his way to the exiled Frostwolf clan stronghold, where he learned from their shaman about the Orcs' noble heritage and how it had been corrupted by demons. Thrall swore to free his people from all the chains that bound them, and embarked upon the path of the shaman. Together with Grom and Doomhammer, Thrall successfully launched attack after attack against the internment camps to free the captive orcs. It was difficult to rouse the Orcs from their lethargy, but Thrall was able to prove to them that their destiny was not yet at its end, and the clans rallied behind their new Warchief. Unfortunately and ironically, during the attack on Durnholde, the last internment camp, Doomhammer was struck down. In tribute to the fierce and proud Orc, Thrall donned Doomhammer's black armor and sharp sword and led his people from their captivity.

Thrall knew the Human nations would not stand idly by and let the Horde regroup or settle down. Fortunately for Thrall, a prophet appeared in the form of a raven and advised him to leave Azeroth for the distant land of ../../Kalimdor/. Thrall, having no better alternatives, captured some human ships and set sail for the new land, taking all of his Orcs out of Lordaeron. Along the journey, the Orcs helped a tribe of Trolls escape from their sinking island. The Darkspear Trolls were immensely grateful for Thrall's assistance and swore allegiance to the new Horde.

Events of Warcraft 3
With the battle of Mount Hyjal over and the immediate threat to the world over, Thrall set out to found the new Orcish homeland in Kalimdor. He named the new land Durotar in honor of his father and founded the city of ../../Orgrimmar/ in honor of Doomhammer. With his allies the ../Tauren/ and the support of the Lordaeron survivors under ../../Jaina Proudmoore/, he was able to build quickly. However, this was not to last. Grand Admiral ../../Daelin Proudmoore/, Jaina's father, arrived in Kalimdor (having left before the war was over to look for any surviving forces) and launched an attack against the fledgling Orc nation. During the initial assault, the ../../Darkspear/ Trolls lost their new home on the ../../Echo Isles/ and so, with the help of the Mok-Nathal half-orc ../../Rexxar/, came to live with the orcs in Durotar. The witch doctor ../../Vol'jin/ pledged the tribe's eternal allegiance to the Horde in return.

Thrall, not knowing what Humans had attacked him, initially suspected Jaina's forces, but their loyalty was proven when they helped the Orcs destroy the invading forces of Admiral Proudmoore. This unfortunate action irrevocably destroyed the former good relations between Theramore and Durotar (though Jaina still harbors little ill will).

A note regarding Orcish names
Two types of orc names appear to have arisen: two syllables separated by an apostrophe and a simple name shortened from a longer one. The two-syllable ones- Gul'Dan, Drak'Thul, Dal'Rend- appear to have initially been only used for spellcaster, but was later exported (Gar'Thok was a Grunt colonel). The second type was highly cultural; only those with powers over the warrior could use their full name, such as Shamans and chieftains, or the Orc's personal religious leader. For example ../../Brox/'s full name was Broxigar, a term which he allowed only ../../Tyrande/ and ../../Krasus/ to use. ../../Grom Hellscream/'s full name was Grommash, which ../../Mannoroth/ used to address him as demonstration that Hellscream was his.

The Orcs
Please Note: All information is true at present time of writing

The green-skinned Orcs are one of the most noticable races of World of Warcraft. Although mostly believed to be of a brutish and wild nature, the Orcs have created a proud society based on honour and faith in their warchief. The Orcs were forced to wage war on the humans by the Burning Crucade but eventualy managed to rebel, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.

Attributes & Traits
Starting Attributes are the statistics that a race has at the begining of the game, and usualy gives the player a good idea to if this race will be good for a certain class. For example, a class with a higher Strength value will be more suited to play a Warrior. The Starting attributes for an Orc are:

Strength: 26

Agility: 17

Stamina: 24

Intelligence:17

Spirit: 23

As other races, Orcs have Racial Traits which prove useful in game. These are:

Blood Fury: This is a active spell, which gives the Orc a 25% increase in strength, but overall take a 5% loss in health every 5 seconds for 20 seconds.

Hardiness: This is a passive spell, which gives the Orc a perminant 25% resistance to all stun and knockout effects.

Command: This is also a passive spell, which gives the pet of an Orc a 5% increase in Melee damage.

Axe Specalisation: This gives an Orc a +5 in their axe skill

Other Info & Tips
The Orc's mount is a Wolf, which can be bought in Razor Hill at level 40 for (roughly) 100g. A quicker wolf which increases your speed by 100% can be bought at level 60 for (roughly) 1000g. The Orcs capital city is Orgrimmar which can be easily found one you begin the game. The only classes an Orc can be are: Hunter, Rogue, Shaman, Warlock, Warrior

In my opinion an Orc makes a very good Hunter due to its generaly high strength and its trait for a increase on damage with pets. This also makes them fairly good Warlocks especialy with their trait to make them withstand stun and knockout effects.

For more information on classes and other races, see a seperate article.


 * Start Location: Durotar
 * Home City: Orgrimmar
 * Racial Mount: Wolf
 * Available Classes: Shaman, Hunter, Warlock, Rogue, Warrior

Racial Traits

 * Blood Fury - active
 * Activate to increase Strength by 25% but take 5% health loss every 3 seconds - lasts 20 sec - 2 min cooldown


 * Hardiness - passive
 * 25% resistance to stun and knockout effects.


 * Command - passive
 * Pet melee damage increased by 5%.


 * Axe Specialization - passive
 * Orcs get +5 to Axe skill.