Once led by Duke Reginald Baradin II, this fierce army has historic ties to the island stronghold of Tol Barad. They have joined the forces of the Alliance in an effort to repeal the Horde invaders and gain control of this strategic island.
When in control of Tol Barad, the Baradin's Wardens will offer additional daily quests.
The Dragonmaw clan is one of the orcish clans dating back to the time of the Rise of the Horde. Under the command of the shaman Zuluhed the Whacked, the Dragonmaws swore fealty to Blackhand the Destroyer with the other clans of the Horde upon Blackhand's ascension to Warchief. When Blackhand was assassinated by Orgrim Doomhammer, Zuluhed and the Dragonmaws maintained their fealty to Blackhand by pledging their loyalty to his sons, Rend and Maim, Chieftains of the Black Tooth Grin clan.
Activity on Azeroth
Manipulated by the Black Scourge, Deathwing the Destroyer, the Dragonmaws found an artifact of immense power known as the Demon Soul - created by Deathwing himself ten thousand years earlier, but forever forbidden from his grasp as the result of the spellwork of the other Aspects. Zuluhed entrusted the Demon Soul to a warrior/warlock named Nekros Skullcrusher, who used it to capture the Dragonqueen Alexstrasza - much to his surprise, and certainly to Alexstrasza's. The Dragonmaws used Alexstrasza's young to fight for the Horde - and fight they did, through much of the Second War. Operating out of the abandoned Wildhammer capital of Grim Batol, the Dragonmaws maintained their control over Alexstrasza and her flight after the Horde was defeated, using them to raid Alliance ports in the surrounding Wetlands.
The Kirin Tor high councillor Krasus - the humanoid form of the red dragon Korialstrasz, one of Alexstrasza's consorts - sent the mage Rhonin to free Alexstrasza from the Dragonmaws by somehow destroying the Demon Soul - which, using one of Deathwing's scales, he did. In their fury, Alexstrasza and her dragons tore Grim Batol apart and incinerated much of the Dragonmaw Clan, including Nekros, who was eaten. But some elements remain to this day in the Wetlands outside of Grim Batol. These forces are led by Nekros' son, Nek'rosh, who serves the self-styled Warchief of the Dark Horde, Rend Blackhand.
Yet the question remained: What became of Zuluhed and the remainder of the Dragonmaw? That question would not be answered until almost two decades later, with the reopening of the Dark Portal...
Activity in Outland
At some point during the Second War, Zuluhed and much of his clan returned to Draenor and survived the destruction that led to the creation of Outland. Now they are in the service of the Lord of Outland, Illidan Stormrage. Their attempts to subjugate dragons have continued — only this time, they are targeting a brood of nether drakes called the Netherwing. In what appears to be a repeat of their capture of Alexstrasza, the Dragonmaws have captured the matriarch of the Netherwing, the nether dragon Karynaku, and hold her prisoner in their fortress. Karynaku is held with a magical ball and chain, and only Zuluhed himself has the key.
In World of WarcraftThis section concerns content exclusive to World of Warcraft.
The Burning CrusadeThis section concerns content exclusive to The Burning Crusade.
Dragonmaw Fortress, where Zuluhed and much of the Dragonmaw clan resides, is located south of the Black Temple and east of the Netherwing Fields in Shadowmoon Valley. For some reason, certain members of the clan in this area can turn into Drakonids, this includes Zuluhed.
After the player has completed the entire questline associated with the Netherwing, their current situation is as follows: The leader of the Dragonmaw (Zuluhed) lies dead, along with masses of peons and other soldiers. Illidan is outraged because the Dragonmaw revered a person that was attempting to destroy the entire clan from within and failed to seize this betrayer despite the fact that he was at their very doorstep, chained in a powerful spell. Thus far we can only assume that Illidan has attempted to fully destroy the clan. As stated by the Netherwing "The Dragonmaw empire has come to an end."
CataclysmThis section concerns content exclusive to Cataclysm.
In World of Warcraft: Cataclysm the Dragonmaw clan rejoined the Horde after a brief civil conflict.
Upon the Horde's arrival, envoys were sent to the Dragonmaw clan but were never heard from again. The Horde sent a second envoy consisting of a negotiator and a veteran of the Northrend Expedition. The Warchief of Dragonmaw, a Fel Orc previously known as Overlord Mor'ghor, promptly rejected and then killed the negotiator. Mor'ghol held the veteran hostage as a bargaining chip.
A pure-blooded orc named Zaela finds and sets the veteran free, saying that not all Dragonmaw are like Mor'ghor. She claims that the pure blooded Orcs will side with the Horde against Mor'ghor and his fel orc followers, whom she believes is leading her people to ruin.
The Horde decides that Mor'ghor's time has come and begins preparations for inciting a rebellion between the pure blooded orcs and the fel orcs. After arming the citizenry of Dragonmaw, Zaela and the Horde corner Mor'ghor. Mor'ghor is slain and Zaela takes up the mantle of Warchief. She swears fealty to the Horde and is welcomed by Garrosh Hellscream.
Shortly thereafter, the small Dragonmaw village is turned into Dragonmaw Fortress, the main port and base of operations for the Horde in Twilight Highlands.
The Dragonmaw also actively engages in the retaking of Grim Batol from the Twilight's Hammer and in aiding the Red Dragonflight in their struggle against Deathwing and his brood of black dragons. While relations between the Red Dragons and the Dragonmaw are not fully restored, they work together throughout much of the Highlands.
Mists of PandariaThis section concerns content exclusive to Mists of Pandaria.
In Mists of Pandaria, Zaela led the Dragonmaw orcs to aid Garrosh Hellscream in exterminating Vol'jin and his tribe that have formed a rebellion to stand against the Warchief. However, not all of them were very supportive to Hellscream. Stationed at Dranosh'ar Blockade, the Dragonmaw orcs now use Proto-Dragons as their flying mounts in order to engage the rebels.
When both fleets of the Alliance and the Horde arrived to put an end to Garrosh's rule, Zaela led some of her soldiers to defend Bladefist Bay. During the siege on the capital city of Orgrimmar, Zaela leads her followers from the back of her proto-drake, Galakras, to engage both factions.
Origin of the name
It is unknown exactly what prompted the orcs to name their clan "Dragonmaw". It is apparent from Rise of the Horde that their name had been such for many years — long before the orcs encountered anything resembling dragons, the dragons being native to Azeroth. It is possible the Dragonmaw changed their name after they took command of the Red Dragonflight, or after Deathwing flew into the Dark Portal and secreted a clutch of eggs in Outland which, subsequently, hatched. However, this would nullify Rise of the Horde, in which the name of the clan is Dragonmaw — years before the idea of the Dark Portal was even devised. This may mean that there are or were dragons native to Draenor, or at the very least they existed in the form of mythological creatures in orcish culture — which would indicate that the Titans came to Draenor as well, which in turn indicates that the "reborn" Azeroth, freed from the Old Gods, predates Draenor. It is also possible that something similar to a Protodrake existed on Draenor at some point.
Hellscream's Reach is an elite Horde regiment comprised solely of veterans of multiple tours of duty. Handpicked by Garrosh himself, he has commanded them to take complete control of Tol Barad. Failure is not an option.
When in control of Tol Barad, Hellscream's Reach will offer additional daily quests.
|| Earn exalted status with the Hellscream's Reach. || 10
The Ramkahen tribe is a faction of flesh tol'vir that control the territory of northern Uldum. They have lived in peace with the other tol'vir tribes for a long time, until the Neferset tribe made relations with Deathwing and the elemental lord Al'Akir. The Ramkahen were given the same choice but refused, they however have taken steps to ensure their safety after seeing the aftermath of the attack on Orsis.
Players start out at Neutral with this faction.
It is possible to increase Ramkahen reputation up to Revered by completing the available Uldum quests. To gain reputation up to Exalted requires the , or completion of the two daily quests  for 150 rep per day and  for 250 rep per day.
You can purchase faction rewards from Blacksmith Abasi.
The Earthen Ring is the most influential shamanistic organization on Azeroth, and is led by a group known as the Elder Council. Its main purpose is to maintain the harmony between the elemental forces that comprise the world. Members of the Earthen Ring commune with the most powerful spirits of the elements, trying to pacify them and to prevent them from causing widespread destruction. Some believe that the organization's role in the preservation of the world has become essential.
Similar outwardly to the druidic Cenarion Circle, the Earthen Ring is a gathering of senior and mighty shaman who are devoted to studying and preserving the balance that exists between the elemental furies. They have "forgotten more about crazy old gods, ancient legends and lore than most scholars will ever know". Although Horde-based, some of the Earthen Ring are diplomatic towards the Alliance and a select few are closely associated with it.
Contrary to what many have come to believe, the Earthen Ring was not established to counter the actions of the Twilight’s Hammer; that particular conflict arose later. The group was originally founded to maintain the harmony between the elemental spirits. The spirits of the elements are by nature chaotic and prone to destructive outbursts, but equally are capable of forming symbiotic relationships with all other things. These intricate interrelationships constitute the very fabric of Azeroth, and are what makes life on it possible. The shaman who founded the Earthen Ring acted on a growing premonition that they had to begin to directly prevent the elements from entering states of great imbalance, or all life would soon face a mortal threat. After several meetings and pacts, these elder shaman founded what is now known as the Earthen Ring. While members of the organization have never been overly visible in the past, the events of the Third War weakened dimensional barriers and destructive elemental activity now rapidly increases across Azeroth. Today, the purpose of the Earthen Ring has never been a more vital one, and its necessity stands as a testament to the foresight of its founders. Shaman connected to the Earthen Ring work tirelessly to keep the elementals pacified, attempting to ensure their feuds cannot destabilize the world beyond a critical treshold.
Although the tauren have practiced shamanism since the dawn of their history, the Earthen Ring itself is of much more recent origin--people outside the group only began to take note of its existence about 150 years ago. It consisted exclusively of tauren in its beginnings, but a growing number of orcish shaman were included after Orgrimmar was established, and other peoples with shamanistic roots followed in their wake.
Forsaken and the Horde
When the Forsaken first asked to join the Horde, Thrall would have refused if it were not for the Earthen Ring's urgings. According to Thrall, a council of sages, known as the Earthen Ring, asked him to allow the Forsaken into the Horde. They claimed that the Forsaken battle demons that Thrall’s own race is still fighting to this day. To turn his back on the Forsaken was to forget the horrors the orc race fought for generations. Members of the Earthen Ring believe that the Forsaken can be cured of the plague of undeath.
As the Horde reached Outland, their homeworld (formerly "Draenor"), they were able to bolster their ranks within the Earthen Ring in Nagrand in the shadow of Oshu'gun, the Spirit Mountain where orcs traveled for generations in search of shamanistic wisdom in connection with the Ancestors and the Elements. As draenei are also now embracing shamanism, there are even broken and Draenei shamans within the Earthen Ring.
They originally started out as a group of Horde sages, but when some of them moved to Outland they incorporated broken into their ranks. Their main goal is to heal Outland.
CataclysmThis section concerns content exclusive to Cataclysm.
The Earthen Ring is responsible for preserving the world after the disaster caused by Deathwing's exit from Deepholm. His breakout from the Elemental Plane has shattered the World Pillar that bore the weight of all magnetic and elemental forces there, and all of Deepholm would collapse into Azeroth if left unchecked. Several members of the organization are also involved in the unfolding events in Vashj'ir. Their task is to protect the Abyssal Maw and aid the servants of Neptulon in their war against the Naga.
Faction rewardsThis section concerns content exclusive to Cataclysm.
These can be purchased from in the Shimmering Expanse.
|Earn exalted status with The The Guardians of Hyjal.||10|
The Old Gods' armies were led by the Elemental Lords who were powerful elemental lieutenants in their own right: Ragnaros the Firelord, Therazane the Stonemother, Al'Akir the Windlord, and Neptulon the Tidehunter.
Therazane is a monstrous humanoid covered with stones, earth, and clinging plants. She has squat legs and four powerful arms. Her unblinking eyes of gold-flecked agate look out into the world from her one head, but there are two other faces to be seen as well.
Therazane the Stonemother is ruler over the earth, dirt, rock, and mountains. She is revered by all earth elementals and creatures that dwell underneath the ground. Some druids of the wild see her as the embodiment of all that is peaceful and calm about the world. Some sages believe she feels pain whenever the ground is sundered and weeps at the destruction wrought by Deathwing and his ilk. If so, however, she has done nothing specific to oppose the great dragon. Therazane is the most peaceful of the Elemental Lords. She is a patient, loving, motherly type who encourages growing things and loves simply to spend long periods of time relaxing with those creatures that make their homes upon her. She often feels as though she is always at war with the other Elemental Lords: Al'Akir erodes her surface with winds, Neptulon beats his waves constantly upon her shores, and Ragnaros is a blazing furnace that churns at her fiery core. She would be perfectly happy if the three of them would just go away. Therazane is slow to anger and attempts to avoid combat whenever possible. If roused to battle, however, she can be a fearsome, powerful opponent. She typically drives toward the most dangerous foe, smashing her target into tiny red pieces before moving on to the next. Should she be seriously challenged, she simply sinks into the earth and retreats.
It is theorized by some that the kind and gentle Earthmother to which the tauren refer to is this creature.
The War with the Titans
The Old Gods chaotic forces raged across the face of the world and when the titans arrived on Azeroth they clashed. Though the elementals were powerful beyond mortal comprehension, their combined forces could not stop the mighty titans. One by one, the elemental lords fell, and their forces dispersed. The Pantheon shattered the Old Gods' citadels and chained three of the five evil gods far beneath the surface of the world. Without the Old Gods' power to keep their raging spirits bound to the physical world, the elementals were banished to an abyssal plane, where they would contend with one another for all eternity. With the elementals' departure, nature calmed, and the world settled into a peaceful harmony.
Therazane's name may be derived from terra, a Latin word meaning earth.
As you watch, the earth ahead seems to rise up, forming into a monstrous humanoid covered with stones, earth and clinging plants. It has squat legs and four powerful arms, and the suggestion of large, saggy breasts and wide hips indicate that this creature is undeniably female. Unblinking eyes of gold-flecked agate stare at you from a face that seems curious, inquisitive… and you see what appear to be two other faces beside the one that regards you now, one of anger and fury, the other of perhaps sorrow and longing.
CataclysmThis section concerns content exclusive to Cataclysm.
Therazane is a quest giver in Deepholm, residing at Therazane's Throne. Another bulk of her quests are given at the phased Halcyon Egress[63.1, 24.8]. Her quests are similar in experience to the Sons of Hodir's questline in Storm Peaks. While she offers quests to adventurers in Deepholm, Therazane makes it clear she has no love for the mortals who killed Princess Theradras, and warns those who speak to her that they will eventually outlive their usefulness.
In the Cataclysm beta Therazane shared a model with Princess Theradras.
The Wildhammer clan is a dwarf clan currently centered mainly in the Hinterlands and Northeron although many others can be found in Kalimdor and Outland as well. Now, as part of the Alliance, the wild dwarves hold the Horde as enemies. The Wildhammer dwarves are hill dwarves or mountain dwarves. They have founded three kingdoms so far in their history.
They have a legendary reputation as being fierce and stealthy.
Wildhammer dwarves are feral and untamed, prone to revelry, shamanism and daring acts of bravery (and stupidity). They eschew technological gadgets in favor of nature magic and straightforward weapons, including their famous stormhammers. Wildhammer dwarves are famous across Azeroth for their unique relationship with gryphons. They treat these noble creatures as equals rather than mounts or pets. The gryphons respond to their handlers’ respect, and are steadfast and resolute in return. This close relationship produces the most famous Wildhammer dwarves: the gryphon riders, heroes of the Second and Third Wars.
Wildhammer dwarves are fearless warriors and unswerving opponents of evil. They take to the skies astride gryphons to combat vile creatures such as harpies, black drakes, and unnatural contraptions like goblin zeppelins. Slightly xenophobic, Wildhammers are content to deal almost exclusively with gryphons and nature spirits. They are distant, even distrustful, toward members of other races. Despite their insular nature, Wildhammer dwarves do not hesitate to come to the aid of their allies when the need arises.
The fanatical archaeological fervor that has seized the Ironforge dwarves does not fall upon the Wildhammers. Perhaps they are descended from these mysterious titans — but what does that matter? Wildhammer dwarves live in the present and do not dwell in the past. Their ambivalence about their titan ancestry denies them the power that their Ironforge brethren have discovered, but the Wildhammers make up for it with bravery, determination and wild spirits.
Like all dwarves, the Wildhammer clan are descendants of the earthen.
Just prior to the War of the Three Hammers, the Wildhammer clan, ruled by Thane Khardros Wildhammer, inhabited the foothills and crags around the base of Ironforge. The Wildhammer clan was unsuccessful in wresting control of Ironforge from the Bronzebeard and Dark Iron clans. Khardros and his Wildhammer warriors traveled north through the barrier gates of Dun Algaz, and founded their own kingdom within the distant peak of Grim Batol. There, the Wildhammers thrived and rebuilt their stores of treasure.
Thaurissan and his Dark Irons vowed revenge against Ironforge. Thaurissan and his sorceress wife, Modgud, launched a two-pronged assault against both Ironforge and Grim Batol. As Modgud confronted the enemy warriors, she used her powers to strike fear into their hearts. Shadows moved at her command, and dark things crawled up from the depths of the earth to stalk the Wildhammers in their own halls. Eventually Modgud broke through the gates and laid siege to the fortress itself. The Wildhammers fought desperately, Khardros himself wading through the roiling masses to slay the sorceress queen. With their queen lost, the Dark Irons fled before the fury of the Wildhammers.
Once the immediate Dark Iron threat was eliminated, the Wildhammers returned home to Grim Batol. However, the death of the Modgud had left an evil stain on the mountain fortress, and the Wildhammers found it uninhabitable. Khardros took his people north towards the lands of Lordaeron, settling within in a mountainous region of Northeron and the Aerie Peaks; and in the lush forests of the Hinterlands. Later, the Wildhammers crafted the city of Aerie Peak in the Hinterlands, where the Wildhammers grew closer to nature and even bonded with the mighty gryphons of the area.
The Wildhammer dwarves live up to their names, as their life on the high crags caused them to focus on nature. Their communion with nature and their gryphons leads them to follow a shamanistic path rather than that of the Holy Light. A Wildhammer paladin or priest of the Holy Light is about as rare as an Ironforge druid. They just follow their own paths. In Fact many Wildhammer dwarves leave home in search of adventure at a young age.
The 200 or so years since the civil war has changed their looks in a surprising way. Life outside a mountain’s peak is not gentle. Constant exposure to the elements tans and weathers the Wildhammer dwarves’ skin. They dress in heavy skins and furs to protect them from the weather and the wind while riding their gryphons.
In terms of their communities, Wildhammer children are exposed to fledgling gryphons at a young age. Those who show an affinity for caring for them find one to raise, while others choose another path in life. But the first path choice is always that of the highest honor, the gryphon rider.
They are a story-loving culture; the shaman and priests of the Wildhammer dwarves entertain the people on cold nights with tales of past battles, instructions on gryphon handling, and myths of nature and the Earth Mother. They have three community rituals per year: one holiday where all the marriages are performed, one to honor all children born that year, and one to mourn that year’s dead. Seems a bit long to wait if you’re born (or die) at the wrong time of year, but it’s efficient and has a tendency to strengthen the community as a whole. Children born in the same year grow to be strong friends, as they celebrate their births all on the same day. Wildhammer dwarves commonly marry someone from their same birth year.
The climate is ideal for brewing good, dark beer with some weight to it, to keep you warm on the cold, windy nights. Their other beers are of less quality, and the Wildhammers only export their dark beer. One of their stouts is known as Gryphon’s Tears.
The interesting thing about the Wildhammer dwarves is that they probably have been the only race to maintain the same standard of living after the Third War. The dwarves in Aerie Peak live as they did before the war, untouched by the horrors that happened on the rest of the continent. They have suffered a bit as their suppliers in the towns of Lordaeron are gone, but they still fly south to Stormwind and Ironforge to trade. This frequent contact with the Alliance keeps them abreast of what’s happening in the constant struggle with the Scourge and remaining Burning Legion; they have even taken some refugees back to Aerie Peak, attempting to do what they can to strengthen the Alliance to what it once was.
They prefer, however, to stay out of conflicts until the Alliance calls upon them. They do not want to muck about with politics, and as long as no one threatens their land or their livelihoods, they are content. They do rise to fight for an ally, and the Alliance is stronger because of them. However, calling in Wildhammer reinforcements certainly isn’t enough to win a war; they’re great gryphon riders, but they’re uncomfortable with technology, and their population wanes.
The few Wildhammer dwarves in Kalimdor are the most affected by the turmoil of the war. They care not for the walls of Theramore, and found no issues to stop them from simply launching into the air and traveling north, avoiding the considerable obstacles, beasts and Horde members on the ground. They had founded two kingdoms in the past 250 years. One more wouldn’t matter.
To their credit, before they left, they met with the night elf and Ironforge dwarf delegations in Theramore. The Ironforge dwarves had already started excavating Bael Modan, and the Wildhammer dwarves wanted to know if it would be suitable for settlement. The Ironforge Dwarves thought not, as the Wildhammer preferred colder climates and Bael Modan was baked by the sun. They also expressed polite reservations about the mountain being settled by those who did not share their reverence when it came to the mysteries of the Titans buried there.
The night elves agreed to allow the Wildhammer dwarves into their southern mountain peaks, and the Wildhammer dwarves report to the night elves anything out of the ordinary they see from their vantage point. Most think that dwarves and elves working so well together would be the first odd thing the Wildhammer dwarves would report. But life in the post-Third War world is different.
Wildhammer dwarves have a new home in Ashenvale. It’s bitterly cold on their peaks, and they construct homes that are nearly always part cave and part building. Although they do not claim the same love for engineering and architecture as ironforge dwarves have, their constructions are admittedly impressive. They have a wooded area where they raise their gryphons. The fearsome birdlike creatures prefer the open air, but the natural flying beasts of the land, the hippogryphs and the wyverns, are sensitive to anything intruding on their territory; so the Wildhammer dwarves are careful to raise their gryphons where they can be shielded to keep them from the sharp eyes of would be attackers.
Some Wildhammer dwarves in Kalimdor have also been studying with the night elves to learn more about Elune, the moon goddess. 
Wildhammer dwarves have close ties to nature. Their society revolves around the respect of nature. Many are shamans and Wildhammer society regard shamans as important religious figures. Many Wild dwarves attempt to understand the meaning of the world in the own way whether it be through studying the Elements or going on great adventures. Resulting in almost all clansmen worshiping or holding nature to a very high regard.
Wildhammer dwarves usually speak Dwarven or Common. Many Wildhammers learn the languages of their friends; a few learn the languages of their enemies.
The Wildhammer clan hails from Aerie Peak in the Hinterlands of Lordaeron, a region as yet untouched by the Scourge. Here they work to preserve nature and prevent evil from tainting their lands, waging a constant war against the native forest trolls. Though cool to humans and to Ironforge dwarves, many Wildhammers traveled to Kalimdor with Jaina Proudmoore to combat the Horde. Those in Kalimdor avoid Theramore, preferring the open skies. Wildhammers are wanderers and explorers, skirting large cities and concentrating in mountains and other wilderness areas.
Wildhammer dwarves are taller, leaner and wilder than their earthier Ironforge cousins. The Wildhammers typically do not share the latter's love of technology and do not care as much about their titan ancestry, although they have been known to help with the excavations from time to time. Because of this difference in outlook, they lack some of the new abilities that Ironforge dwarves have discovered, such as changing their skin to stone. On the other hand, some Wildhammers practice shamanism, and are augmented by nature-focused divine magic. Wildhammers are larger than Ironforge dwarves and paint themselves in traditional tattoos. They adorn their hair and beards with feathers, beads and other colorful panoply.
Wildhammer dwarves are similar in appearance to their Ironforge kin, though many shave their heads and they are slightly taller and leaner. Exposure to sun and high winds darkens and toughens their skin. Wildhammers string beads and feathers into their hair and beards as good luck charms, and paint tattoos on their bodies in homage to the totems, ideas and creatures they revere.
Wild dwarf is a term used for the dwarves of the Wildhammer clan. The term wild dwarf is primarily used in the novel Day of the Dragon. Wild dwarves are "the mountain dwarves" according to Day of the Dragon (35) and are "hill dwarves" according to Lands of Conflict (19). The term Aerie dwarf is also used to describe this race. The wild dwarf Falstad Wildhammer ("Dragonreaver") has been described both as a mountain dwarf and is a member of the Wildhammer Clan thus a hill dwarf. Wildhammer dwarves are found in the Hinterlands, Aerie Peaks, and Northeron.
Wild dwarves are armed with their trusty, lightning-powered Stormhammers, they seek to keep the skies of Lordaeron free from enemy forces. The gryphon is symbol of resolve and fortitude among the wild dwarves of the Aerie Peaks. The wild dwarves of Aerie Peak have made a specialty of training gryphons as mounts. These gryphons are intelligent and loyal, and suppress their natural aggression and territorial behavior to assist the wild dwarves who share their mountain homes. The Khaz Modan hill dwarves and Aerie wild dwarves are shown to have racial enmity to each other, although they call each other "cousin".
Appearances In World of WarcraftThis section concerns content exclusive to World of Warcraft.
In the game, a Wildhammer clan currently makes its home at Aerie Peak in the Hinterlands. The most immediate threat to their security comes from the east in the form of the Witherbark trolls and Vilebranch trolls. They are most famous for riding into battle atop Gryphons, while wielding powerful Stormhammers.
Wildhammer dwarves have a number of clans, each ruled by a thane. The strongest thane rules Aerie Peak.
In OutlandThis section concerns content exclusive to The Burning Crusade.
In Outland's Shadowmoon Valley, Kurdran Wildhammer, chief thane during the Second War and commander of the gryphon riders of the Alliance Expedition to Draenor, founded Wildhammer Stronghold as part of the bulwark against the Burning Legion. Kurdran is thane of the Wildhammer dwarves in Outland.
In CataclysmThis section concerns content exclusive to Cataclysm.
In World of Warcraft: Cataclysm, the Wildhammer Clan will be featured in a new settlements in the Twilight Highlands as well as a new battleground called the Twin Peaks, where they will battle against the Dragonmaw clan, who have rejoined the Horde.
Until the latest Cataclysm beta build Falstad Wildhammer resided in Ironforge as part of the Council of Three Hammers. Since then he's been replaced with Kurdran Wildhammer. This discrepancy was noted at Blizzcon, however, and Blizzard stated that they would return Falstad to his rightful position.
Wildhammer Clan faction was reintroduced in Cataclysm. Wildhammer Clan Quartermaster (Craw MacGraw) can be found at Twilight Highlands zone in the town Thundermar- North Central of the map.
Members of the Wildhammer clan have also been admitted into the Earthen Ring, with the shaman class becoming available to dwarf players.
For a while the Wildhammer clan was not technically part of the Alliance, having become neutral, they still kept ties with the alliance members, and worked with the Alliance. It appears they have recently rejoined the Alliance fully (in-game). Their relationship with the gryphons of the Hinterlands has proven profitable as the Alliance has established an extensive travel network using these flying beasts. In addition to convenient travel the Wildhammer are an important military force, in Outland for example the Wildhammer clan is supplying select Alliance members with gryphons of their own and performing bombing operation on important legion-controlled points. There are rumors of members of the Wildhammer clan residing in the human city of Stormwind as well as the dwarven city of Ironforge. Wildhammers have a kinship with the high elves due to the fact the Quel'Danil Lodge is nearby, but are still hostile to the newly organized blood elves, as the Wildhammer clan considers members of the Horde to be their enemies.
Alliance (formerly neutral, technically). The Wildhammer clan for a while was not a member of the Alliance, but remained allies of the Alliance and would certainly help it in a war (and have done so in the past). They are distant with humans and Ironforge dwarves, but have formed a kinship with high elves. Wildhammers and high elves shared much in common in the past, including a love of nature and hatred of evil. Many high elves have grown introverted and brooding of late, which concerns the Wildhammers. The dwarves are appalled at the defection of the blood elves, an event which has caused them to see their high elf allies with new eyes. Wildhammers also get along well with night elves, as the two races share much in common.
Ironically, Wildhammers may have more in common with the Horde than the Alliance, but longtime rivalry and natural distrust prevents meaningful contact. Wildhammers fought orcs in generations of warfare and cannot let old rivalries die. They respect the orcs’ fighting prowess and their spiritual shaman of the Frostwolf clan inhabiting the nearby Alterac Valley,,but remain suspicious of them and thus aid the Stormpike Guard in their mission to claim the valley. Wildhammers see potential in the tauren — the tauren bear a great reverence of nature (as do the Wildhammers), practice elemental magic and possess great martial prowess. Wildhammer dwarves are wilder than tauren, but the possibility exists that the two races could become friends.
Wildhammer dwarves do not like goblins. The little creatures are materialistic and technology-driven, and they clear-cut entire forests. Wildhammers take pride in zeppelin hunting. 
Notable Wildhammer dwarves
In-game factionThe subject of this section has been removed from World of Warcraft.
Wildhammer Clan was a faction in World of Warcraft until patch 2.0.1 removed it.
Only dwarf players could check the little "At War" box.This section concerns content exclusive to Cataclysm.
Wildhammer clan reputation will be re-introduced with the Twilight Highlands battleground.
Fraggar Thundermantle is found at the inn in Aerie Peak, on the east side just when you enter the building. He gives you the repeatable quest which will increase your reputation upon completion. You need 5 Troll Tribal Necklaces in order to complete this quest.
There was no reward available from any of the Wildhammer dwarfs in Aerie Peak, or the Hinterlands. Interaction with the last remaining Wildhammer Dwarf, the rare spawn in the Eastern Plaguelands, is unknown.
There has never been any reputation reward for Wildhammer Clan.