Faction: Alliance / Horde


Deep in the vastness of the Great Dark Beyond, there was a world that would become known as Draenor, but was always Dawgar to the ogres. The ogres believed it was forged by the Titans themselves, but this was simply a corruption of the truth.

Dawgar already existed, but it had been overrun by the Evergrowth. The forging was done by a single titan, Aggramar, who created life from a mountain to combat the Evergrowth. This mountain, who became known as Grond, dealt a heavy blow to the Evergrowth at the cost of his own life. His body would shatter into colossals, who would in turn be affected by the Evergrowth that they fought. From them would eventually come the ogres.

The ogres and their predecessors' shared heritage did not carry much weight, however. The ogron kept the ogres as slaves. The ogres bridled under this treatment, being more intelligent than their forebears but not as strong, and thus were afraid to fight back.

This would all change when the arakkoa arrived. While they had ulterior motives, they taught the ogres sorcery. Being descended from a titan creation, the ogres were attuned to arcane magic and their earthen heritage gave them a particular affinity for manipulating the earth.

It was expected that the ogres would overthrow the ogron, but one ogre, Gog, was even more ambitious. With this newfound power, Gog went after a gronn, even greater than the ogron and often seen as gods. Gog slew his first target easily and broke open the gronn's body to feast upon it, proving once and for all that the gronn were not gods.

After this, the ogres easily overthrew their oppressors and conquered the land. Gog proclaimed himself king and their land was named Goria. The arakkoa wanted the land for themselves, but Gog defeated them as well, and kept their artifacts for the ogres, using the Apexis crystals to increase their knowledge and magical ability.

Age of Order

Unlike their predecessors, the ogres were mortal creatures of flesh and ambition, willing to use magic and ingenuity, as well as raw strength, to spread their influence far and wide. Now that they had thrown off the yoke of the gronn, they left the earthy regions of the world, growing a civilization beyond the mountains and caves they were born in. All in their path would be destroyed or be forced to serve them, including their ancestors. The giants and their descendants were creatures of immense power, but they worked on large scales and were as stubborn as the earth they were born from.

Not just the ogres, but the history of Draenor itself would change when an ogre chieftain stopped settling violent disputes personally, deciding instead to have his slaves fight for him. The ogres were already growing restless simply tending the land of their forefathers, and with the sudden spike in population, they found it necessary to expand. Spurred on by that necessity, and with the spark of ambition, the ogres set out to conquer the world.

The ogres created large settlements across the land and beyond, creating trade routes across the sea. They sought more Apexis crystals and whatever other artifacts of power they might find to solidify their dominance further. The first empire made its mark, and once they had shown their dominance, the ogres became even more decadent and arrogant than before.

The Fall

Over time, the ogres would follow through their own cycles of politics. Imperators would come and go, each one obsessed with the power of their predecessors. So much power breeds arrogance and recklessness, however.

The Gorian Empire was proud, and utterly convinced of their superiority. They ignored the rise of the orcs and thought their shamanism was quaint. Even as they began to see its power, they thought it should be theirs. They attempted to capture the power of the elements by force, and only provoked a unification of the orcs. They created the red pox to devastate the orcs, but the orcs responded by convincing the elements to utterly destroy the capital of Goria in one horrific moment.

Even with Goria gone, the settlements of Highmaul and Bladespire Hold continued blind themselves to the other races, despite increasing trouble. Kargath, an orc slave, successfully freed the Highmaul slaves and united them under a single banner and the Warsong Clan would unwaveringly strike at the empire's very heart, despite the devastation the ogres wrought upon them.

The ogres of Bladespire Hold attempted to regain their glory by visiting even more horrific experiments on the other races, but it backfired once again. The orcs banded together and turned their slaves against them, wiping out the Hold. Not long later, the combined Horde would challenge Highmaul one final time. The Warsong Clan returned, this time reinforced by Cho'gall, once a hero of Highmaul's people. As revenge for the ruling class betraying him, he helped destroy the city and ultimately slew the Imperator himself.

Of course, the final blow in the history of the ogres would happen by complete accident. During the Second War between the Alliance and Horde, Ner'zhul, once a great orcish shaman, in mad desperation, began opening portals to many worlds. The magic tore at the very essence of the planet, and while Ner'zhul's ultimate fate would be elsewhere, he nevertheless doomed the rest of the world.

The ogres across the world watched helplessly as their world tore itself apart... and was no more.

Return to Glory

When Draenor was shattered, the broken land that remained revealed secrets lost for eons. Remnants of the Apexis civilization would resurface for the first time in genreations. The ogres who discovered the returned Apexis technology have named the land Ogri'la after an ogre legend, for the crystals have begun to revert the changes that brought them low.

Later still, the invasion of the Iron Horde has brought the legacy of the ogres back into the light. While the Iron Horde has subjugated their Gorian Empire similar to the ogres' fate in our timeline, it has made the diminished ogres of Azeroth long for their greatness, in body and mind if not power, and rumors have begun that still-strong remnants might have survived in the Twisting Nether just as Outland has.

  • Starting Location Image

    Start Location: Draenor's Past

    Before the rise of the Horde, the ogres once ruled vast empires. In great cities they bathed in luxuries, engaged in bloodsports, and had the intellect to secure their dominance. That legacy was presumed to have vanished, but as a member of the devastated Stonemaul Clan, you begin to have dreams that ask far-reaching questions about your past and your clan.

    After proving that your dreams are, in fact, memories, you set off on a quest to save your friends who were trapped in the Twisting Nether after Draenor's destruction, and hope to find a cure to bring the ogres back to their former glory. Along the way, you're forced to face the darkness of your clan, which has left a trail on two continents of Azeroth. Whether or not you can make up for the mistakes of the past will not simply shape the future of the Stonemaul Clan, but the entire ogre race.

  • Home City Map Location

    Home City: Stonemaul City

    Stonemaul Village was the first permanent settlement formed by the ogres of the Stonemaul Clan after arriving in Azeroth. It served them well for many years, even as they suffered under the tyranny of Kor'gall. It was also the site from which Rexxar convinced them to first join the Horde.

    However, after the black dragon Onyxia sought a site for her lair nearby, the village was destroyed. The surviving ogres fled to the north, where they built Brackenwall Village, but hope seemed to vanish. Their new leader was as much of a tyrant as the last, and even after deposing him they simply couldn't get things back on track.

    That is, until the legacy of the Stonemaul Clan was remembered. After the ogres were cured of their affliction, Mug'thol returned to the Stonemaul Clan, vowing to return them to glory. His first act was to rebuild over the Stonemaul Ruins a city that rivaled the greatest in the old ogre empires.

  • Giant Boar Mount Image

    Racial Mount: Giant Boar

    Draenor has always been known for its boars. When the orcish Horde came to Azeroth, the boars they brought from their homeland where the primary sustenance for their troops. Not just farm animals, however, the savage boars of Draenor could only be tamed due to the sheer strength and tenacity of the other races of the world.

    In their natural habitat, the boars of Draenor included species that the original orcish Horde deemed beyond a reasonable risk to bring to Azeroth. When building their empires, the ogres sought to tame nature itself, and the greatest symbol of this was bringing the deadly giant boars to heel, not just in cages to loose upon fighters in their arenas, but as mounts.

  • Mug'thol Portrait

    Leader: Mug'thol and the Senate

    Mug'thol is perhaps best known as the chieftain of the Crushridge Clan. His ogres were possessed by Sylvanas' banshees, but after accidentally putting on the Crown of Will Sylvanas sent him to recover, Mug'thol broke free from her control and established his own rule in the Alterac Mountains. Angered at this slight, Sylvanas sent assassins to kill Mug'thol and recover the Crown. At first it seemed to work, but Mug'thol reappeared unscathed, continuing to lead his forces against the Forsaken.

    Time and again Mug'thol has proven that he is not simply strong, but clever even by the standards of the old ogres. He is dedicated to power and glory, but he is not a fool. There is no duplicity in him bowing to Vol'jin and the Horde, since it means his people are secure and powerful once more. To further facilitate this, Mug'thol has put together a council of representatives from ogre clans across Azeroth and Outland. While most clans continue to officially remain neutral, the new banner is a symbol for a second chance for ogres of all walks of life.


(Hover over each class to read details)

  • Death Knight Icon Death Knight Me can't imagine why ogres couldn't be Death Knight, all other races except Pandaren can, and they isolated at time. Deathbringer Kor'ush (Trading Card Game)
  • Hunter Icon Hunter Ogre not known for bows, but every clan need to hunt food. Ogre have been known to hang around with animals too. Boulderfist Hunter
  • Mage Icon Mage Ogre spellcaster once nobility of ogre lands. They as important as warrior. Crushridge Mage
  • Magic Breaker Icon Magic Breaker Unique ogre class in Highmaul. Not real class, but overlap with iconic spellbreaker. Maybe playable some day. Ko'ragh
  • Monk Icon Monk Me admit more want than need. Ogre good at punching things. Ogri'la ogres also prove they can be enlightened for more complex ideas, and they much like Peak of Serenity. None Specific
  • Priest Icon Priest This maybe need bit of explaining. There seemed to been many facets to the term "ogre magi" and according to one description, some are healers for tribe. Gronn-Priest
  • Rogue Icon Rogue Seem unlikely, but have precedent. Dagg is classic, based off Dagg'um Ty'gor, and rogue are sometime pirate, which ogre can be with ship mastery. Dagg
  • Shaman Icon Shaman Me admit ogre not most wise, but ogre come from earthen Breakers and know geomancy, not to mention ogre originate Bloodlust in Warcraft II. Warmaul Shaman
  • Warlock Icon Warlock Where there magic, there bad magic, unless there be taboo. Ogre not have taboo. Deadwind Warlock
  • Warrior Icon Warrior Me think ogre speak for themselves. Splinter Fist Warrior