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[Custom Race Idea] Draenor Clans (Alternate Universe Orcs)

NuclearCookie

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Preface

So, I'm NuclearCookie, and have been a long time poster on PlayDota's Hero suggestions forum. I don't really have any modding experience, but recently got what I think is a good idea that I wanted to share, and since the Hive doesn't really have a subforum for that type of thing, I wound up here.

So, this idea started out while I was reading Chronicle Vol 2 and happened upon the map for the orcish clans on Draenor. I thought it'd be really cool if there had been an unification of all the clans that wasn't the Horde, and after some brainstorming I came up with the What-If scenario that this idea is based on. Do note, this is heavy fanfic and all that, but I have tried to create plausible information and stick to established Warcraft Lore as much as possible while still giving it some creative flare. Since this is my first time really making a thread of this type I won't be mentioning exact numbers in unit stats and costs, but just general directions. There will be quite a bit of lore given though.

The AU this is set in has a few key differences to the main Warcraft universe. The first and most important one is that the Draenei never crashed the Genedar (Oshu'gun) on Draenor. As such, the Legion never discovered Dranor, nor did they try to corrupt the orcs. The orcs just developed on their own. No Dark Portal was built. Still calling it Draenor as I have no clue what orcs called it.

The Second is that orcs never gave in to their blood rage. I have relocated some clans to different locations than their Chronicle version is, and one of those clans is the Redwalkers. Instead of settling the border between Talador and Spires of Arak, they settled further west, in the location where Oshu'gun crashlands in the MU. In ages past, the Redwalkers expand aggressively in Nagrand, provoking the Warsong and Burning Blade clans. Giving in to their bloodrage, the three clans enter all out war, ending with the complete destruction of the Redwalkers. Once the rage lifts and the orcs realise what they'd done, they vow to never fall prey to the madness again. The ruins of the Redwalker capital become a sacred burial ground to the orcs, and the Kosh'harg festival is held there every year.

Prelude
The clans continue to develop on their own, never truly allied but also never at war, each struggling to survive in the savage world. Each develop their own traditions and customs, and fight off the many dangers of the world until one day, a force never before seen surges out of the isle of Farahlon. Scores and scores of towering warriors, living rocks and unspeakable horrors all engulfed in unnatural green flames storm the coasts of Gorgrond. The Lightning's Blade clan is decimated, with the few survivors to escape bringing dire news. The Burning Legion has come.

As northern Draenor is slowly overtaken, the orcs begin a mass exodus to the south, abandoning ancestral homes in hurry. Chieftain Ner'zhul of the Shadowmoon Clan calls for a gathering of the clans at Redwalker Grounds. There he suggests what everyone already knows - to survive the clans must unite against the invaders. Thus the Coalition of Clans is born. Each clan will support the other, covering each other's weaknesses to create a force strong enough, even with their diminished numbers, to oppose the invaders.

Race Basics
As the orcs are a naturally tough race, the Coalition of Clans is full of sturdy, front-line units. Their predisposition for close-quarter combat however leaves their ranged options somewhat limited, only having one ground ranged unit and two ranged flyers. Even one of their three casters is melee. Their casters are offensively focused, and lack strong out of combat healing, but have many ways to buff allies and debuff enemies instead.

CoC orcs construct structures in the same way that regular orcs construct them. They do not make use of burrows however, and as such their base defence is completely different. Every CoC building has the ability to call upon irregulars to reinforce the standard troops. This ability is on a long cooldown (approx 5 min.) and calls upon those orcs too weak to fight in the army, as a last ditch effort to defend the base. The irregulars themselves only last for a short time (approx 30-45 sec) and have stats similar to a summoned skeleton warrior. Food supply structures, shops and towers summon 1 unit, army producing structures summon 2, Main building and Altars summon 3.

The Coalition of Clans have the option to build a Mak'Gora ring in the later stages of the game. In the ring, two of the same type of unit can be sacrificed to spawn a Champion of that unit type. The champion has 50% better stats than a regular unit and provides an aura that buffs the damage and armor of nearby units of the same type by 20%. You can only have one champion of each type.

Tech Tree
Outpost / Hold / Garrison
Main Building of the CoC. Can train Orcish Villagers, which can gather gold and lumber and construct buildings. Contains the backpack upgrade.
When upgraded to Hold, gains the ability to research Minor Clan support, which reduces the cooldown on Call Irregulars by 1 minute.
When upgraded to Garrison, and researches Minor Clan Support, can research Civillian Army, which increases the Irregulars spawned from each building by 1.

Hall of Strength
No Requirements
Tier 1 Unit production facility. Can train and upgrade Blackrock Regulars, Thunderlord Spearmen and Warsong Wolfriders.

Altar of Honor
No Requirements
Hero training facility. Can summon and revive heroes. Sumoons Gladiator, Oracle, Brute and Pathfinder.

Pig Farm
No Requirements
Basic food supply building. Can be upgraded to Barn.

Barn
No Requirements
Advanced food supply building. Also serves as a drop off point for lumber.

Foundry
No Requirements
Unit and structure upgrades building. Can research True Iron / Adamantite / Blackrock Weapons to improve the damage of all units except casters. Can also research Journeyman, Expert and Master Leathers / Chain / Plating to increase the armor of the various army units.

Defense Tower
Requires Foundry
Base defense tower. Similar stats to an orcish tower. Benefits from upgrades that affect spear wielding units.

Bladewind Reliquary
The Bladewind Clan has lost many of its warriors in fighting skirmishes with the ogres of Goria and could barely support the Coalition. Instead, they have used their vast knowledge of excavation, a skill that comes in handy when assaulting ogre fortifications, to scour the land in search of relics and artifacts that could help the fight against the Burning Legion.
No Requirements
Item Shop.
Tier 1 contains Lesser Clarity potion, Tiny Pig Farm and Scroll of Speed.
Tier 2 contains Potion of Healing, Potion of Mana and Scroll of Town Portal.
Tier 3 contains Packed Buzzsaw Launcher, which allows the hero to spawn a Buzzsaw Launcher at the target location and an Orb of the Earth which adds damage, ranged attack vs flying enemies and a chance to stun attacked units for 1 second.

Hall of Wisdom
Requires Hold and Hall of Strength
Caster production facility. Trains and upgrades Frostwolf Seers, Bleeding Hollow Channelers and Shadowmoon Spirit Guides. Can also research Ritual Combat which allows the construction of Mak'gora Rings.

Hall of War
Requires Hold and Hall of Strength
Tier 2 unit production facility. Trains and upgrades Shattered Hand Stalkers, Laughing Skull Berserkers, Bonechewer Buzzsaw Launchers and Rylakmaw Riders.

Hall of Valor
Requires Garrison and Foundry
Tier 3 Unit production facility. Trains and upgrades Burning Blade Blademasters.

Mak'gora Ring
Requires Garriosn, Hall of Strength, Hall fo War, Hall of Wisdom, Hall of Valor and Ritual Combat
Champion production facility. Can sacrifice two of the same type of unit to create a champion to buff units of that type. Limited to one champion per unit type.

Army compostition and Upgardes
Hall of Strength units
Blackrock Regular - no requirements - The most militaristic of the clans, The Blackrock clan managed to flee Gorgrond with much of their people, but were forced to leave behind many of their prized ancestral weapons when the Legion overran their forges. They now make up the main ground force of the Coalition, forming a sturdy wall between the demons and the rest of their people. Basic melee unit. Normal Attack and Heavy Armor. Slightly less expensive than an orcish grunt, with less damage and health but more armor. Benefits from Plating Upgrades and can be further upgraded from the Hall of Strength.

Thunderlord Spearmen - requires Barn - The Thunderlord were the most adept hunters on Draenor, always looking for bigger and bigger game, believing that the more dangerous the hunt, the better the reward. They now face their biggest quarry in the Burning Legion. Piercing Attack and Medium Armor. Basic ranged unit. more health than a headhunter but less range. Benefits from Chain Upgrades and can be further upgraded from the Hall of Strength and Foundry.

Warsong Wolfrider - requires Hold and Foundry - Living so close to Highmaul has turned the Warsong clan into expert raiders, and their wolf riders can strike fast and retreat in a moment's notice. They have provided their support as scouts and auxillary units to the Coalition, raiding and sabotaging advancing Legion troops. Advanced Melee unit. Normal Attack and Medium Armor. Attacks faster than an orcish raider, but has less health. Can use Rush every 45 seconds to increase movement speed by 50% for 8 seconds at the cost of reduced armor. Benefits from Chain Upgrades and can be further upgraded at the Hall of Strength and Hall of War.

Hall of Strength Upgrades
Blackrock Steel - requires Foundry and Hold - Upgrades Blackrock Regulars. Since having been forced away from their forges, Blackrock smiths have been working tirelessly to create new armaments for their troops. A recent, resilient alloy has allowed their armors to deflect much stronger blows while keeping the user unharmed. When Researched, causes all attacks against the target to return a small amount of damage to the attacker (around 5-6).

Giant Killers - requires Garrison and Foundry - Upgrades Thunderlord Spearmen. Legends say the Thunderlords hunted down the last colossals of Draenor, and created their cities in their remains. How much of that is true and how much is myth is uncertain, but Thunderlord orcs take great pride in that legacy. When researched, causes Thunderlord spearmen to deal 2 bonus damage to their targets for every 200 maximum health it has.

Saddling - requires Garrison - Upgrades Warsong Wolfriders. Comfier saddles may seem like a triviality in times of war, but they can add a lot to a wolfrider's effectiveness. When researched, reduces the cooldown of Rush by 10 seconds and removes the armor penalty.

Hall of War Units
Shattered Hand Stalker - Requires Foundry - A relatively new clan, The Shattered Hand is made up of former Gladiators from Goria and Highmaul. Living in the Spires of Arak, they've picked up a few tricks from the locals, and have adapted to using toxins and striking from the shadows. Now finding a new line of work as assassins, dispatching key Legion personnel to throw the invaders in disarray. Advanced Melee unit. Normal attack and Heavy Armor. Has the Vile Toxins Passive, which causes attacks to deal additional damage and drain mana from the attacked target. Benefits from Leather Upgrades and can be further upgraded at the Hall of War.

Laughing Skull Berserker - Requires Hall of Strength - Insane. Mad. Deranged. These are all what others might have described the Laughing Skull in the past. As the only clan to still entertain the idea of tapping into the inherent blood rage of the orcs, they were often at odds with others. Recent events have showed otherwise, as their berserkers have fought, killed and died valiantly on the battlefield, often taking dozens of demons with them. Advanced Melee Unit. Normal Attack and Unarmored. Has the Reckless passive, which increases attack speed by 5% for every 10% of missing health. Benefits from Leather Upgrades and can be further upgraded at the Hall of War.

Bonechewer Buzzsaw Launcher - Requires Foundry - A clan that has historically used up every single resource they can, letting nothing go to waste, even the bones, the Bonechewers adapted to living in the dense jungles of Tanaan by reducing the density drastically. They developed the buzzsaw drills to cut down swathes of forest quickly, and have now repurposed them into siege weapons to do the same to the Legion. Ranged Siege Unit. Siege damage and Heavy Armor. Spawns packed and must be unpacked to attack. Can not move while unpacked. Can attack trees and has a splash attack. Can be further upgraded at the Hall of War.

Rylakmaw Rider - Requires Barn and Hall of Strength - Seeking newer and greater heights, the Rylakmaws learned to tamed the flying beasts of Draenor before they could make houses. Since ancient times, they have partnered together with their mounts to perform daring aerial feats, and their natural cunning comes in great need against this new enemy. Ranged Flying Unit. Piercing Attack and Heavy Armor. Less range than a Wind Rider, but more health. Benefits from Plating Upgrades and can be further upgraded at the Hall of War and Foundry.

Hall of War Upgrades
Ambush - Requires Foundry - A neat trick learned from Arakkoa Outcasts, the Stalker briefly enters the shadow realm to surprise the unsuspecting target. Upgrades Shattered Hand Stalkers, granting them the Ambush ability which has a 1 minute cooldown and allows them to teleport behind a unit from up to 500 range and stun it for 1.5 seconds.

Inner Rage - Requires Hall of Wisdom and Garrison - The blood rage of the orcs has laid untapped for generations. The Laughing Skull have only begun to understand how deep it goes, and every day they get more and more proficient in channeling it. Upgrades Laughing Skull Berserkers, changing their attack type to Chaos.

Whiteclaw Animal Handling - requires Garrison - The most peaceful clan, the Whiteclaws nevertheless have become the best animal herders on Draenor. While other clans can tame and ride bigger and stronger beasts, none can take care of a warmount as well as a Whiteclaw. Upgrades Warsong Wolfriders and Rylakmaw Riders, increasing their movement speed and damage.

Overclock - Requires Garrison and Foundry - An experimental technology, created by a joint operation of Blackrock Smiths and Bonechewer Technicians, Buzzsaw Launchers have been equipped with the option to quickly send blades into the enemy ranks, but doing so leaves the arm unusable for a short duration. Upgrades Bonechewer Buzzsaw Launchers, giving them the overclock ability, which grants 300% attack speed for three attacks, but disables their ability to attack for 5 seconds afterwards.

Hall of Wisdom Units
Frostwolf Seer - No requirements - Hailing from the cold and treacherous Frostfire Ridge, The Frostwolf clan have made kinship with the beasts of the land. Recent wars with the Bladespire ogres have left the clan weakened however, and they can provide few soldiers to the Coalition. Instead, they have sent their seers, powerful shaman who have learned to channel both the frost and the fire of their homeland into a devastating offensive arsenal. Ranged Caster Unit. Magical Attack and Unarmored. Benefits from Seer Adept and Master training. Can initially cast Lava Burst, which stuns the target enemy and deals magical damage around it. With Adept training, can cast Howling Winds, which gives allied units in a small AoE extra magical damage on each attack. With Master Training, can summon a Frostwolf Familiar, a strong spirit wolf which lasts for 45 seconds.

Shadowmoon Spirit Guide - No requirements - The mystical Shadowmoon clan have long been the orcish' people's spiritual leaders. Their deep bonds with the ancestors has given them the reverence of the other clans, and they now rise to lead their people in these most troubling of times. Ranged Caster Unit - Magical Attack and Unarmored. Benefits from Seer Adept and Master training. Can Initially cast Spiritual Journey, which restores mana to all other non-Spirit Guide allies in the area. With Adept Training, can cast Sanctuary, which increases the magic resistance and health regeneration of the target unit. With Master Training, can cast Shadow Walk, which makes the target ally invisible for a short duration and grants it 100% movement speed until it attacks. Can be further upgraded at the Hall of Wisdom when the Garrison is built, by researching Ancestral Posession. This allows the Shadowmoon Spirit Guide the ability to permanently transform into an Orcish Ancestor.

Orcish Ancestor - Requires Garrison, Ancestral Posession and Spirit Guide Master Training- The coming of the Legion has scarred the land, and the spirits cry out in agony. While the Elements are quick to respond, the spirits can not manifest easily into the material plane to fight the invaders. Thus, willing Shadowmoon Spirit Guides have begun to accept the spirits of ancient ancestors into their bodies, sacrificing themselves to ensure the survival of their people. Ranged Flying Unit. Magic Attack and Unarmored. Has low health, but high damage and 35% evasion and Magic Resistance. Can not attack Air Targets. Has the Shivers passive, which causes attacks to chain to two additional enemies with 30% damage reduction on each bounce and to have a 20% chance to slow the attack speed and silence each target hit for 1.5 seconds.

Bleeding Hollow Channeler - Requires Foundry - The Bleeding Hollow are a deeply superstitious clan from Southern Tanaan. Since ancient times they've practiced their sacred blood magics, tapping into the very fabric of life and channeling it into their warriors. Now they empower the rest of their people as well, serving side by side with the frontline warriors. - Melee Caster Unit. Benefits from Weapons Upgrades and Leathers Upgrade, and Channeler Adept and Master Training. Can Initially cast Chieftain's Gaze, which summons an invisible floating eye with true sight and fast movement speed for a short duration which can be used to scout. With Adept Training, can cast Purifying Wave, which sends forth a slow moving wave that dispels all negative debuffs from allies it touches. With Master Training, cast Blood Curse, which curses the target enemy unit, causing all who strike it to have 40% lifesteal on their attacks. Can be further upgraded at the Foundry

Hall of Wisdom Upgrades
Ritual Combat - Requires Garrison, Hall of Strength, Hall of Wisdom, Hall of War and Hall of Valor - After much consideration, the various leaders of the coalition have agreed to restore the Mak'gora ritual fights. While one of the participants will always die, chieftains have agreed that fighting side by side with the victor bolsters morale tremendously. Allows the construction of Mak'gora Rings.

Foundry Upgrades
Spearchucker - Requires Garrison and Hall of War - A recent invention of the Lightning's Blade clan, their untimely fate sadly meant that it was never perfected. Nevertheless, the few orcs from the clan that remain have shared the prototype with the rest of the coalition. The device allows for better range and more force on spear throws and can aid the user in keeping them further away from harm. Increases the attack range of all spear holding units. Upgrades Thunderlord Spearthrowers, Rylakmaw Riders and Defense Towers. Bleeding Hollow Channelers instead gain the ability to strike at targets a small distance behind their main attacked target.

Redwalker Barbs - Requires Hold and Bladewind Reliquary - The only remaining memento of the Redwalker Clan, these barbed spearheads were used by them to rend the flesh of their enemies. The resulting wounds would bleed profusely, until the ground was red with blood. The ancestors tell of the awe-inspiring sight of Redwalkers returning victorious from a battle, their bare feet stained with the blood of those foolish enough to oppose them. Upgrades all Spear holding units, causing their attacks to deal additional physical damage over time.

Hall of Valor Units
Burning Blade Blademaster - Requires Garrison and Hall of War - The Burning Blade was never a large clan. It never had the manpower to conquer lands or fight wars. But it always had its blademasters, the most revered fighters in all of orcish society. The rigorous training and unbreakable discipline of these fabled warriors meant that the sheer sight of them was enough to win most battles. But in the events where a fight was inescapable, the fables quickly proved through, as blademasters cut down adversaries and left charred remains littering the battlefield. Now they bring their sacred techniques to fight Fel Fire with Fire. Advanced melee unit. Normal Attack and Medium Armor. Benefits from Chain Upgrades. Initially has the Combat Discipline passive, which gives the Blademaster a chance to instantly counter attack whenever attacked in melee. Can be further upgraded in the Hall of Valor.

Hall of Valor Upgrades
Burning Blades - An ancient technique that drenches the swords of the Blademasters in elemental oil, causing the sparks from striking metal to ignite their edges, giving them their fabled name. Upgrades Burning Blade Blademasters, giving them 65% cleave in a small area around their target.

Heroes
Gladiator - Cunning melee hero, adept at one-on-one combat. Fighting is all many orcs have ever known. This leads some to willingly enter the ogres' arenas, whether for riches or just out of boredom. Many of these gladiators become savage combatants, now leading troops against the Legion. Can learn Backhand, which knockbacks and damages a single target in melee range, Savage Leap, which allows the Gladiator to leap to the target area and slow the movement and attack speeds of enemies near the impact, Crowd Approval, which grants a short burst of attack speed and Execution, which deals damage to the target enemy and heals the Gladiator if it's a killing blow. Primary Stat is Agility.

Oracle - Mystical ranged hero, with the ability to see upcoming events. A rarity among orcs, these venerated wisemen are born with the gift of foresight, which allows them to peer into the future. Even rarer are those that can control their gift. A single one of them can determine the outcome of a battle. Can learn Night Terrors, which curses enemies in the area, causing them to spawn shadowy apparitions to attack them whenever they cast spells, Spirit Strike which summons a delayed blast with a low cooldown at the target area, damaging enemies, Clarity Aura which causes nearby allies to return mana to the Oracle when attacking and Foresight, which curses all enemies in the target area, giving them a 33% chance to miss their attacks. Primary Stat is Intelligence.

Brute - Powerful melee hero, capable of absorbing great amounts of punishment and disrupting combat. A taboo ritual even by Bleeding Hollow standards, they have nevertheless offered the chance to any volunteer to be transformed into a dire orc brute. As the result is irreversible, the orc forever sacrifices his future to become a war machine, and is commemorated as having died at ritual for the better of orcish kind everywhere. Can learn Resonating Smash, which deals damage around the Brute and marks targets, causing each to take damage whenever any other target marked is damaged, Charge which causes the Brute to charge forward a short distance, stunning targets in the way, Dire Blood which causes enemies to deal less damage for a short duration after damaging the Brute and Stagger, which grants the Brute a damage absorging shield for a short duration, which when explodes when the duration expires, dealing the remaining unabsorbed damage in an area around the Brute. Primary Stat is Strength.

Pathfinder - Agile ranged hero, capable of quickly maneuvering the battlefield. With the arrival of the Legion turning the world even more perilous that it already was, the need for scouts is greater than ever. The most distinguished of these scouts rise to the ranks of Pathfinders, and serve as the vanguard of orcish operations, scouting out battlefields and discovering weak points in Legion defenses. Can learn Camouflage, which turns the Pathfinder invisible while stationary and grants them bonus attack speed when coming out of invisibility, Entrapment, which places an invisible trap at the location that slows the attack speed and reduces the armor of units when triggered, Multistrike which gives every attack to also launch an attack at nearby enemies and Barrage, which bombards the target area with spears, dealing damage each second for a short duration. Primariy Stat is Agility.​
 
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Harald

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@EmperorFawful Is this your second account or is this guy your son? he is even out walling you? It's going to take some time to get through this ...
 

NuclearCookie

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I am completely new, aaand all my experience in bb code didn't translate at all since nqb tags don't seem to work here. So sorry for wall of text.
 

SpamPolice

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I am completely new, aaand all my experience in bb code didn't translate at all since nqb tags don't seem to work here. So sorry for wall of text.
Don't listen to Harald, he's dyslexic in about 6 ways.
pretty godamn all around great concept, tho. Hate to reply to something given so much thought with one or two lines of text, but hey, I am neither mapmaker nor a coder so all I can provide is approval for all around great orc stuff.
 
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B-Roy7

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I am intrigued. very in depth outline you have, with some excellent ideas. I like the heroes they have some badass, unique skills.
So will all the players be against an AI legion team? Can the clans fight each other?

Also could you post a larger picture of that map? Excited to see it get going
 

Onyx

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The Orcs never called Draenor by another name, they called their world so because of the draenei residing there
And if no Draeneis, why would it be called Draenor? Nah, you need another name

Also, Burning Blade Clan was mainly focused on Ogres, not blademasters only lul

Also I think you should give a bit more importance to black rock, I think on the book they said it was the biggest clan, and we can as well say it was the most important since nerzhul never pact with legion, so shadowmoon didnt matter that much
 
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TheKaldorei

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The Orcs never called Draenor by another name, they called their world so because of the draenei residing there
And if no Draeneis, why would it be called Draenor? Nah, you need another name

Also, Burning Blade Clan was mainly focused on Ogres, not blademasters only lul

Also I think you should give a bit more importance to black rock, I think on the book they said it was the biggest clan, and we can as well say it was the most important since nerzhul never pact with legion, so shadowmoon didnt matter that much
actually they did
chronicles 2 xddddd
 

NuclearCookie

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I am intrigued. very in depth outline you have, with some excellent ideas. I like the heroes they have some badass, unique skills.
So will all the players be against an AI legion team? Can the clans fight each other?

Also could you post a larger picture of that map? Excited to see it get going
Honestly, haven't thought much about that. The idea just started out as a custom race, but I felt I needed some justification for it so all the lore. I could make more custom races, or something of the sort but have no plans for it really. The original idea was to have invaders from Azeroth that turn a took for the worse, but that was too fanficy and I don't really like human/dwarven/elven lore.
The Orcs never called Draenor by another name, they called their world so because of the draenei residing there
And if no Draeneis, why would it be called Draenor? Nah, you need another name

Also, Burning Blade Clan was mainly focused on Ogres, not blademasters only lul

Also I think you should give a bit more importance to black rock, I think on the book they said it was the biggest clan, and we can as well say it was the most important since nerzhul never pact with legion, so shadowmoon didnt matter that much
Yeah but it's never stated what they calle it so I'm going with Draenor for reasons I explained.
When did the Burning Blade focus on ogres, other than in Outland? As far as I'm aware, they were a small clan that was on good terms with the Warsong and trained Blademasters. Plus I trtied to only focus on orcs, so them having blademasters naturally fit. The only other way I could squeeze them in was to make the blademaster a hero and have the brute/Dire orc be a tier 3 unit.

You're wrong on Ner' zhul though. In the MU he was the closest thing the orcs had to a singular leader even before the pact with KJ. In fact the pact was what diminished his power and gave rise to Gul'dan instead. As for the blackrocks, this is still a fanfic-y AU so its not completely in touch with every source. The WoD blackrocks fit the role of grunts realy well, so having them there fits. Plus even if they were the biggest clan they were really close to the invasion point so they must have lost quite a bit of people to the Legion before fleeing.
actually they did
chronicles 2 xddddd
Really? I just finished that and all I remember is the ogres called it Dawgar and the arakkoa called it Rakshar. I don't recall the orcs having a name for it, and in the MU they did also adopt Draenor as the official name, since they were naming their kids after it (Dranosh). Doubt they'd change it cuz it sounded better, given how they didn't mingle with draenei much to begin with.
 

TheKaldorei

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We only have record of the orcs calling their planet Draenor. No other mention of another planet named.
 

NuclearCookie

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That's what I thought as well, and it's not that big of a deal really, i'm not gonna fanfic a deep and meaningful name for it.
 

Revenant

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Also, Burning Blade Clan was mainly focused on Ogres, not blademasters only lul

Also I think you should give a bit more importance to black rock, I think on the book they said it was the biggest clan, and we can as well say it was the most important since nerzhul never pact with legion, so shadowmoon didnt matter that much
I'd like to disagree with you here. The Burning Blade Clan's relation with ogres was only through their ties to the Warsong Clan before they formed the Horde. Once the Horde was formed, the Burning Blade was recruited by Kargath Bladefist to help bring down the Arakkoa from the Spires. And after the Horde was formed (or more around the start of the Second War), the ogres were assigned as the Burning Blade Clan's "wardens," since they were both leaderless and reckless. This may have been updated with Chronicle 2, I confess, since I have not read that yet.

Also, the Shadowmoon Clan, though Ner'zhul didn't make the pact with the Legion, was still the clan that pretty much determined the general spiritual dogma of orcish culture. Again, unless they were stripped of that role in Chronicle 2, which would be a crying shame if you ask me, that makes them one of the most influential clans pre-Blood Pact.
 
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