What I appreciate most about the way you present the Horde is that it actually does feel like a tribal confederation based on honor, with a very distinct honor culture. Unlike World of Warcraft, where they felt like a reskinned Alliance, for a lack of a better word.
This brings up an interesting question: you mentioned earlier that there is a nascent 'Horde bureaucracy.' Does this mean that the Horde, as a whole, is beginning its long trek from a tribal confederation to a more regimented and centralized society?
For that matter, what is our timeline with respect to the setting? "vanilla' WoW? Will we follow the general Warcraft story line?
So thanks for that, it's one of the ways I like to worldbuild and explore the agency within the story. There's stuff going on that doesn't necessarily involved you, the society will not remain static and you might have effects on things.
In the game the factions have to be mechanically identical because of the present gaming trend toward players being able to always experience everything. The Kor'kron become a generic horde military unit deployed to every front rather than a specific bodyguard unit, because the Alliance have a similar unit with far more justification given the professional militaries of the various Alliance nations. Both factions have access to basically the same sort of stuff, when the Horde got a big fleet the Alliance had to have one as well in BfA, each faction has elves, and all elves an be high elves if they want though the customisation options. There's commentary about things like Skyrim vs Morrowind where in Skyrim you can do all the quests and join all the factions, whereas in Morrowind you're forced to choose between factions with mutually exclusive goals and customs.
Think I'll threadmark the clan bit for later reference:
The Horde started out as hunter-gatherer family community groups, living in a state of primitive communism without currency or any real specialisation of profession (clans). They became stronger over time, and formed into the first iteration of the Horde when they needed to fight the Ogres. Then once they'd fought them they disbanded and went back to being clans. Around this time some clans started specialising in certain ways, eg Burning Blade, but these were more cultural traditions than specialisations. Then Gul'dan and Blackhand form the Old Horde, the first real iteration, with a Warchief and so on as central authority, a shaman council etc, this changes Orcish culture a bit because of the institution of centralised hierarchy. Blackhand ordered the smallest tribes to specialise to be effective, and used the larger tribes as the main parts of his army. The Old Horde eventually gets defeated on Azeroth etc and goes through a couple more political changes but they aren't significant at this time, however, all this time tribes are working together more and sometimes some tribes are put in command of others, thus breaking down the family ties more. Some clans are weakened and absorbed by others, while other clans are created by splitting one clan into two etc, with Blackhand giving his sons a sub-clan to run, with later splits in remaining Blackrock clan to 4 parts based on professions.
Then the experience of the Alliance internment camps really changes the Horde social structure. Orcs are split up, moved from place to place, their weapons or other cultural implements taken away and similar, many parents are dead and children brought up by other clans, so someone might be born into one clan, then grow up as another, then join another one after that because they've escaped a camp or something. What really defines a Thunderlord? The ancient hunting traditions of Draenor? Well you're on azeroth and you're among Warsong Orcs, do you maintain your traditions somehow or integrate? Probably the later.
As such during the current period, after Thrall leads the orcs to Kalimdor and sets up a new Horde etc there's broadly three categories of clans.
1. Clans maintaining their identity due to power/size/specialisation (Blackrock and Dragonmaw), freedom from captivity while others were interned (Warsong) or independence generally (Frostwolves). These however are somewhat different, the Warsong in the modern Horde are more of a large military unit with a lot of family interrelations, while the Frostwolves or Dragonmaw are probably the only clan who maintain the clanny nature of the earlier organisation of orcs.
2. Clans which maintain some of their traditions, but really are more of specific forces now, including the Burning Blade for demon stuff, Shattered Hand for stealth and Thunderlord for beastslaying/taming. These clans are small, highly specialised and their cultural traditions are the only thing that's let them survive as political units. The Burning Blade specifically are a good example where there's a core of aged Blademasters, but the younger generation are mostly warlocks and generic warriors. Within a couple of generations if they kept as they are they'd just become the organisation in the Horde dedicated to anti-demon activity, without any of the of the familial bonds. This is what's happened to the Shattered Hand who've started accepting non-orcs.
3. Clanless orcs, some of them the remnants of clans, others never in clans, others still a amalgamation of various clans. For example, say an internment camp riots and one particular orc starts leading the former prisoners. This leader manages to maintain command over these prisoners and eventually they end up in Durotar, settling around some particular place, or staying as a military unit. This doesn't really become a clan, but not does the leader try to impose their traditions on others. You start to see a unified 'orcish' culture, especially because Thrall is pushing this from above because he doesn't massively identify with a clan and knows about the disadvantages of clans. There are some problems with this, for example it creates a lot of poverty because the normal mechanisms of clan protection etc have been violently removed and now there's a lot of young clanness orcs competing for opportunities, and because there aren't enough they go off raiding.
What I've not mentioned yet is that there's always been non-orc members of the Horde. While previously they fit in independently, the situation of the Orcs in Kalimdor is that sometimes you'll get a load of random people turning up who don't have their own racial commanders, and therefore fall under whatever Horde leadership there is. Thrall and others realise the need to adopt new methods for dealing with these various problems, but given that half of them aren't even literate (clan culture etc) its been quite difficult for them. Notably, there's a need to deal with a non-clan, racially heterogenous population, as well as dealing with a variety of goods and products, the easiest way of doing so is with currency. The Horde also needs to fund, resource and man expeditions to far flung places. Who do you send to garrison Kargath in the Badlands? You can't send a single clan as you would previously because they don't really exist anymore, so you send a clan and racially diverse group which can operate under the authority of a unified commander. That's how new organisations like the Kor'kron get formed, they're highly inspired by the former clan organisation but they're far closer to professional military units than they are the old Draenor family groups.
Comparably the Alliance are massively different. At the lowest levels of development they're feudal with clear but complex hierarchical, mercantile and religious chains of authority, and at the higher levels of development they're starting to get into nation-state territory with the centralisation of authority under a king.
I'll go into timeline in another post, but everyone feel free to ask any questions about this stuff.