The Horde is more than just its playable races. Its influence spreads all over Azeroth, and the Horde has recruited many people along the way.
The ancient enemies of the orcs on Draenor, the two races put aside their differences with the rise of the Horde.
- Carry a Big Stick: The ogres' favorite armament, the bigger the better.
- Demoted to Extra: In Warcraft II they were the most important part of the Horde next to orcs and the only non-orcs who led orc clans, with several important ogre-mage characters. In Warcraft III they were no longer part of the Horde, and now had the small role of neutral mercenaries and hostile creeps. This turned out to be because ogres were planned for the removed goblin faction. In the expansion pack a half ogre and an ogre/goblin Hero Unit were introduced. Most importantly they rejoined the Horde in the game's story, hinting at a greater role in future games. But then, in World of Warcraft the ogres' home is destroyed by black dragons and they show up for a minor role in a couple zones. They are the only race from Warcraft II not playable in some form.
- Elemental Punch: They use this in Warcraft II.
- Flanderization: Ogre magi were introduced as highly intelligent, talking in sophisticated voices and introducing themselves with "we're not brainless anymore." By World Of Warcraft, most ogre magi were dumb and incompetent, talking in You No Take Candle. Warlords Of Draenor goes back to their original characterization as intelligent.
- Genius Bruiser: Prior to their Flanderization, ogre magi were this.
- Klingon Promotion: The usual way to become chieftain or king of a clan, Gordok clan, and especially the Stonemaul, practice this vehemently.
- Multiple Head Case: Ogre magi have two heads. Many argue with each other, though some talk as one with Voice of the Legion.
- Our Ogres Are Hungrier: For starter, many of them have two heads, each with its own mind. Otherwise, they tend to be somewhat inconsistant in their characterizations, as noted in Flanderization above.
- Proud Warrior Race Guy: Ogres really love to fight and are good at it. Back on Draenor, they vanquished their Gronn ancestors and enslaved a vast number of the orcs, both through military might. Similarly, ogres love gladiator matches, the Stonemaul and Highmaul clans building fighting pits and colosseums for the matches. This mentality is further exemplified in World of Warcraft, where, unlike other humanoids, Ogres do not flee when low on health, fighting to the bitter end.
An intelligent Two-headed Ogre of the Stonemaul clan that lives in Brackenwall Village. He resents that the Overlord of the Clan, Mok'Morokk, hasn't done anything to retake the lands the clan was driven away from. Draz'Zilb sends out adventurers to figure out which Dragonflight drove his clan out of their old village.
- My Species Doth Protest Too Much: He's extremely intelligent for an ogre, he even lampshades peoples' expectations of him:"Why the puzzled stare, adventurer? Expecting me to speak like an uncouth ruffian merely because I am an ogre?"
- Only Sane Man: Views himself as this, as he's seemingly the only one trying to figure out which Dragonflight drove the Stonemaul clan away from their old home in Dustwallow Marsh.
- Revenge by Proxy: He sends adventurers after the Black Dragonflights' Whelps and Dragonspawn because their leader Onyxia destroyed Stonemaul village. Justified as the Whelps and Dragonspawn were accomplices and occupying the Stonemaul ruins.
- Sdrawkcab Name: "Blizzard" backwards.
This tenacious, stoic race knows all too well the rigors of living in the harsh and often deadly wastes of Northrend. Over time, the taunka — whom many believe to be ancestral cousins of the tauren — have adapted, but only by forcing the land and the elements to yield to their will. The taunka's relationship with nature, unlike that of their tauren brethren, has been one of constant struggle and grim perseverance.
Although the taunka may seem dour or even cold to outsiders, those who come to know them will soon recognize an embattled race of survivors characterized by colossal hearts and unshakable resolve.
Roanauk is the Chieftain of the Icemist tribe of taunka and the High Chieftain of the united taunka tribes. He is being imprisoned in the ruins of Icemist Village by the Scourge. The player aids him in the quest chain Strength of Icemist, where the player frees him. He is then found with other Taunka'le Refugees where the player offically inducts him into the Horde as the leader of the Horde taunka.
- Blood Oath: His questline ends with inducting him, and the other Tribes, into the Horde through this oath.
- Demoted to Extra: He's a very important figure in the Horde's side of Dragonblight questing. You rescue him from Icemist Village, which has been overrun by undead Nerubians. You save him before he's sacrificed, and you and he work together to slay the Crypt Lord that's spearheading the assault, leading to the very emotional speaking of the Blood Oath. After this, he's never heard from in anymore quests.
Class: Death Knight
Trag Highmountain is a tauren from the Highmountain tribe, a tribe known for its powerful and tenacious warriors. Trag was friends with Baron Valimar Mordis, a human who later turned into a Forsaken. The two worked together to fight the Scourge and obtain an artifact known as the Orb of Ner'zhul, which allowed the user to raise powerful undead creatures, an artifact Valimar intended to use. When he was willing to sacrifice an innocent, however, Trag was not amused. He rescued the innocent Anveena, but Valimar defeated him in battle. When Trag awoke, he found Valimar raising dead with the Orb, and so he snatched the Orb, and shattered it in his palms. This caused the undead Valimar raised to collapse, including a frost wyrm hovering overhead. The falling wyrm killed them both.
The energies of the Orb, however, were not done with Trag. He found that the Orb has raised him, too, into undeath. No longer one of the living, he tried to return to his tribe, but found himself secretly betrayed when they tricked him and tried to burn him. He defeated his tribe singlehandedly and left, the whispers of the Lich King calling to him...
He eventually did travel to Northrend, becoming one of the Lich King's Death Knights. However, he was able to resist Arthas' control and tried to confront him, but was easily defeated. He was thrown from the citadel and adopted by the taunka, whom he had befriended earlier in his travels through Northrend towards the Lich King.
- Demoted to Extra: Many of the Warcraft Mangas were written about him, 6 issues, but he's only an NPC in game. His gossip text claims he wanted to join in on the Ashen Verdict's assault on Icecrown Citadel, but he was never present.
- Did You Just Punch Out Cthulhu?: Subverted. He attacks the Lich King and makes a crack in his armor, but the armor merely regenerated back.
- Empowered Badass Normal: He was a normal warrior of the Highmountain tribe, but being raised into undeath and being turned into a Death Knight changes you a lot.
- Heroic Willpower: He was able to resist the Lich King's call for a long time, but eventually, he submitted. And after that, he broke free.
During the events of Warcraft II, the Steamwheedle Cartel, in the pursuit of riches, threw in their lot with the Horde. After the War was over, they realized there was much more money in working with both the Horde and Alliance, and so in World of Warcraft, offered their services to both. They still lean towards the Horde, but for the sake of money, maintain neutrality.
The Steamwheedle Cartel is one of the largest and most successful of the Goblin Cartels in Undermine. It is a neutral organization that controls several cities and towns around the world, and has allied themselves with a number of other groups such as the Blackwater Raiders in Booty Bay. The Steamwheedle Cartel has made a great deal of profit from maintaining neutrality in the conflict between the Horde and the Alliance. Their services are always available to the highest bidder, employing anyone regardless of their affiliation if they can produce results.
- Everyone Has Standards: Steamwheedle Cartel has multiple neutral cities in which the guards ("Bruisers") would not tolerate violence between Alliance and Horde players within and near the cities, where they would attack those who initiate the hostility and defend those who are being attacked.
- Only in It for the Money: Even before goblin become playable race under Bilgewater Cartel, goblins still provide zeppelins for the Horde who very likely chartered them from Steamwheedle Cartel, as evidenced by the presence of Steamwheedle Bruiser goblins around zeppelin towers. Those Steamwheedle Bruisers are also tagged with "Orgrimmar" faction instead of one of Steamwheedle Cartel citiesnote , implying that they're officially hired as security guards for the Horde zeppelins.
- Proud Merchant Race: By maintaining neutrality, Steamwheedle is able to sell to both sides and rake in boatloads of profits.
Never one of the larger tribes in the Amani empire, the Revantusk tribe was nearly wiped out by the Troll Wars. Reluctantly, the trolls yielded to practicality and moved a safe distance away from the elven invaders. Like other forest trolls, the Revantusks swore that one day they would have their revenge.
The Second War gave the forest trolls that opportunity. Warchief Orgrim Doomhammer asked the trolls to ally themselves with the Horde. In return, Doomhammer promised that the Horde would vanquish the high elves and assist the forest trolls in reestablishing the Amani empire.
As leader of all the forest trolls at the time, Zul'jin eventually accepted Doomhammer's offer. A few tribes of forest trolls joined their new allies on the battlefield. Shortly thereafter, the Horde burned down the borderlands of Quel'Thalas and slaughtered many high elf civilians. Furious at this wanton destruction of life, the elves subsequently committed all their resources to the war, which the Alliance ultimately won.
Several additional battles later, most of the vanquished orcs on Azeroth were rounded up and placed in internment camps. In the war's disastrous aftermath, the Horde was shattered, and many forest trolls deserted their former orc allies without a moment's hesitation. The Revantusks had little choice other than to flee as well, for their numbers were far too few to liberate the captive orcs, particularly when the orcs themselves seemed uninterested in freedom. Because they continued to feel some loyalty toward the Horde, the Revantusks were the target of many attacks from other forest trolls. Eventually the Revantusk tribe relocated to the coast of the Hinterlands, where they hoped to avoid further notice.
Then the courageous orc Thrall began reassembling a new Horde. He resolved that his people would return to their shamanistic traditions and establish a nation of their own. Word of the revitalized Horde and its noble goals soon reached the Revantusk trolls, who were still dwelling in Lordaeron. The news stirred the trolls' interest, and the tribe immediately dispatched its speediest runners to make contact with the orcs.
Thrall was wary of the trolls at first, but he came to see that the Revantusk trolls were unique among forest trolls in a fundamental way. The Revantusk tribe had never had much in the way of the fighters or resources, and so it had instead decided to specialize in the trickier art of negotiation. By the time they spoke with Thrall, the Revantusks had acquired a reputation for trustworthiness that was well deserved.
The trolls were impressed by Thrall and his dream. Even so, they remembered the recklessness and corruption of the Old Horde. Thus, the Revantusks declined to rejoin the Horde, but they did agree to a pact of friendship and mutual assistance.
Today the Revantusk tribe continues to live in a village along the southeast coast of the Hinterlands. Due to the tribe's small size and the Revantusks' pact with Thrall, all other forest trolls regard the Revantusk trolls as weaklings and enemies. Similarly, the honorable Revantusks regard other forest trolls as traitors to the New Horde. A long-standing enmity exists between the Revantusk tribe and the Wildhammer clan of dwarves, who dwell in the Hinterlands and are considered enemies of the Horde.
- Accent Adaptation: Depicted with a cuban accent in the RTS games, though WoW portrays them with a Jamaican accent.
- All Trolls Are Different: The Revantusk Tribe, differently from the Darkspear, are Forest Trolls. Forest Trolls are trolls adept at living in wooded areas, and their skin can host plant life such as mosses, which gives them their green skin color.
- The Cameo: Revantusk Trolls (Or rather, Forest Trolls who could only be Revantusk Trolls) make random appearances throughout the world in Horde questing. A few places being, Stonetalon Mountains as a part of Krom'gar's Army, a Stable Master NPC in Ashenvale, a vendor in the Shrine of the Two Moons, and some workers in Razor Hill with Vol'jin's Rebellion. These NPCs are small scale ones of no real importance or consequence, though.
- Demoted to Extra: Famously, being able to play as a Revantusk Troll is one of the most popular demands of Horde players (Next to being able to play as a Mag'har). While the Revantusk tribe have a very large role in the Hinterlands questing, unlike their Alliance counterpart, High Elves, they are practically unknown outside of it. There is a distinct possibility that this may change with the onset of the Battle of Azeroth expansion and its Allied Race system. A Revantusk Speaker within Zuldazar even hints at "paying the Horde back" for all of the help they've been given.
- Flanderization: Their model in WoW would fall under this. While noted to be taller than jungle trolls, forest trolls are still said to be and depicted as normally skinny, with a few exceptions such as Troll Berserkers. Averted with patch 3.02, where the male Revantusk Troll models were updated to the bulkier Forest Troll models introduced in Burning Crusade.
Primal Torntusk personally fought in the Second War and fled to the to the coast of the Hinterlands after the war and helped established Revantusk Village. Sometime before joining the New Horde her mate Elder Torntusk was captured by the the Vilebranch tribe and held at Jintha'Alor.
With her mate free and now in charge of the village, Primal Torntusk has gone to lead their warriors against the wicked Vilebranch tribe. She's found at a camp she captured near the entrance to the city.
- Amazonian Beauty: Female trolls in general.
- The Berserker: Torntusk is a Primal. Primals are Trolls who give into their bestial nature in battle, and use that to rip their enemies asunder, with no mercy, and no retreat.
- Bullying a Dragon: Not herself... she sends you to do this. When she sends you to defeat the Vilebranch trolls, she says to go to the chained Dire Troll Ongo'longo and make him angry enough to cause him to go on a murderous rampage through the Vilebranch's ranks. It works.
- Natural Weapon: Being a Primal, she fights with her claws and teeth.
- The Dog Bites Back: A group made up of former slaves fighting back against their former masters.
- To the Waveblade Ankoan. Unshackled are upbeat, idealistic and trying to forge a new future. The Waveblade Ankoan are humorless, grim, and trying to avenge their history.
- The gilgoblins of the Unshackled, despite being a mutated form of goblin, couldn't be more different socially. While goblins are greedy and underhanded, gilgoblins are generous. While goblins are frequently cynical, and antiheroes at best, the gilgoblins here are idealistic All-Loving Hero types.
- Ragtag Bunch of Misfits: Made up of gilgoblins, makura, sea giant and murlocs that are fighting against the Naga.
- Slave Liberation: Slaves that broke their shackles and are attempting to free the other slaves under the Naga control.
- True Companions: They see themselves as a family, and are intensely loyal to each other.
A female gilgoblins who is the leader and founder of the Unshackled. Neri Sharpfin was a slave to the Naga who tried multiple times to escape her masters, she eventually escaped along with her fellow prisoners and vowed to free all the slaves from the Naga. When the horde comes to Nazjatar she rescued the adventures and bring them to her home Newhome. She now works with the horde to stop the Naga and save the slave still held by them.
- Actiongirl: Being one of the three Assist Character you can bring with you in Nazjatar. She not afraid to get her hands dirty in combat.
- Adorkable: Friendly and charming to everyone around her.
- The Anti-Nihilist: She's been through hell as a slave and has been fighting a war that seems hopeless against the Naga, but she's still honestly chipper and hopeful for the future.
- Assist Character: One of the three Partners you can take while exploring Nazjatar, giving you damage, stunts and various other abilities.
- Determinator: Refused to submit to the Naga despite previous failed escapes and torture. She was finally able to escape when she broke off a part of her own fin bone and picked the lock to her cage.
- Plucky Girl: Despite opposing Queen Azshara, she combines genuine optimism, charisma, and courage to show why the Unschackled respect her as their leader.