Originally Posted by
Dismayxz
It doesn't have any story thought behind it mainly. They gave Ogres their own architecture with Warlords and whenever they have involved ogres since, they've simply reused those assets. Not gonna pick a side here, some say it's lazy, others say it's simply efficient and saves time to work on other sh*t.
In essence, they are building a new player island to introduce them to the game, reusing the Stormheim zone kit (which looks pretty good, can't blame 'em) and literally reusing a huge chunk of Highmaul itself for the Ogre keep there. I doubt they've put much thought into any story implications, because it's literally just that, a small offhanded story to introduce players to basic mechanics/philosophy. Even the general story they DO have for Exile's Reach is .. well, as basic as it gets. Some cliché D&D enemy archetype (an ogre), being a mage, necromancer or otherwise magical being of some sort of power, trying to raise the usual mythical creature called a Dragon.
The presence of certain general art assets (not unique ones) as an implication for any major lore or story is quite often, well... digging a little too deep. It's simply not going that far. They did, that's it. Warcraft in a nutshell, sometimes (quite often).