MATT HASTINGSHOMEFRONT END PHILOSOPHYPROJECTSTHREE HAMMERS
THE ROSTER

Who's who

Every character, unit and building in Three Hammers so far, drawn from the game's own files and shown at play scale. All of it is original art made for this project. The page regenerates as content lands, so it is always the current state, not a promise.

In the game means the piece is imported and loads in a mission; under review means its identity is approved but in-play motion and balance are still being judged. Stand-in art means it plays with borrowed sprites. On the drawing board lists units the design rosters specify that are not yet drawn. Units turn slowly through their eight headings; the game draws them the same way.

The cast

The people the briefings talk about. Portraits appear beside their lines in dialogue.

Rill Farfound

Rill Farfound

Commander of Dunbrek Hold
A foundling raised by the elders of all three clans, and so the only commander no clan could object to. Competent smith, scout and fighter, master of none. In play, a support commander: a hammer throw, field repair, and a rally that steadies the line.
IN THE GAME · UNDER REVIEW
Bregga Stonewell

Bregga Stonewell

Quartermaster, Bronzebeard-aligned
Counts the stores and tells you how little is left. Insists on reserves the young see as hoarding. One of the elders who raised Rill, and still treats the commander a little like a ward.
IN THE GAME · UNDER REVIEW
Fenna Windward

Fenna Windward

Scout-captain, Wildhammer-aligned
Counts who has not come home. Taught Rill to track as a teenager; theirs is the easiest friendship of the three, which is noticed when Rill does not favour Wildhammer positions to match.
IN THE GAME · UNDER REVIEW
Molgra Cinderwright

Molgra Cinderwright

Master smith, Dark Iron-aligned
Keeps the forge lit and talks about the mine as an engineering problem rather than a wound. Coldest of the elders toward the foundling at first; the bond Rill worked hardest to earn.
IN THE GAME · UNDER REVIEW
Garrick Ironline

Garrick Ironline

Bronzebeard rival
A properly commissioned garrison officer who resents the commander's informal authority and argues, with real conviction, that Ironforge's priorities come before distant settlements. Introduced in dialogue in the fourth mission; takes the field in the seventh.
IN THE GAME · UNDER REVIEW
Edric Harwen

Edric Harwen

Warden of the Greywater
Third of his family to hold the crossing by writ. A practical marcher lord, not a villain: the dwarves' war pushed bandits onto his road, his king sends no men, and his toll pays the men he has. He will take coin, or proof that the dwarves will clean up what their war spilled.
IN THE GAME · UNDER REVIEW
Tessa Farrow

Tessa Farrow

Itinerant trader
A human trader from a border settlement, and the hold's go-between with the human world. The consequences of the King's Toll reach Dunbrek through her ledger.
IN THE GAME · UNDER REVIEW
Korm Deepcut

Korm Deepcut

Dark Iron sap-master
The engineer who dug under Dunbrek's walls in the sixth mission, spoken of but never seen. He returns in the finale at the head of fire-touched thralls, dug into the Old Delving above the crag. Wears the tunneller’s sprite until his own is drawn.
IN THE GAME · STAND-IN ART

The hold's roster

The units every clan route trains until its own branch adds distinct pieces. Shown at three times play size.

Dwarf Worker

Dwarf Worker

Gathers, builds, repairs
Gold from the mine, wood from the tree line, and every building on the map. The first unit that existed.
IN THE GAME · UNDER REVIEW
Dwarf Guard

Dwarf Guard

Frontline melee
The default combat unit and the yardstick every other unit is balanced against. Closes distance fast for its cost; loses to heavy infantry and massed archers.
IN THE GAME · UNDER REVIEW
Dwarf Bowman

Dwarf Bowman

Ranged skirmisher
Kites melee at range. Designed as a crossbowman; the generation model kept drawing a bow, and the bow was better.
IN THE GAME · UNDER REVIEW
Dwarf Shieldguard

Dwarf Shieldguard

Heavy infantry
The line's anchor. Absorbs focus fire and closes; loses to siege splash and to being kited by scouts.
IN THE GAME · UNDER REVIEW
Dwarf Path-runner

Dwarf Path-runner

Fast scout
Reveals fog and harasses lone workers. Never fights a real army and lives if it remembers that.
IN THE GAME · UNDER REVIEW
Dwarf Rifleman

Dwarf Rifleman

Long-range marksman
The second ranged unit: slow-firing, long range, a heavy single shot. Dwarves in this campaign have early black powder by decision.
IN THE GAME · UNDER REVIEW
Dwarf Tunneller

Dwarf Tunneller

Light melee, utility
Worker-class hit points and a weak pick. Its dig animation is imported and waiting for the mechanic that will use it.
IN THE GAME · UNDER REVIEW
War-Boar

War-Boar

Cheap fast raider
Faster than the path-runner, good for one bite at a worker or a slow siege piece, bad at any sustained fight.
IN THE GAME · UNDER REVIEW
Siege Engine

Siege Engine

Ranged siege
The shared roster's building-killer. Its boulder does a flat forty to any structure, measured: one engine razes a warren faster than four guards.
IN THE GAME · UNDER REVIEW
Hearth-Tender

Hearth-Tender

Support caster
The healer. Keeps a line alive through attrition and dies quickly if reached. Trained at the Rune-Hall.
IN THE GAME · UNDER REVIEW
Stone-Speaker

Stone-Speaker

Offense caster
The second caster: an area spell for grouped infantry and a curse for emplacements. Stone Shard is its first spell.
IN THE GAME · UNDER REVIEW
Rill Farfound, in the field

Rill Farfound, in the field

The commander's unit
Rill's own sprite, with shield and hammer. Levels, experience and unlocked abilities now carry from mission to mission.
IN THE GAME · UNDER REVIEW

Bronzebeard

Durable infantry, fortifications and two kinds of siege. The clan trades mobility for attrition.

Ironguard Champion

Ironguard Champion

Elite heavy melee
Two-handed weapon, the heaviest armour in the game. Beats any single shared unit in a straight fight; falls to three archers focusing it.
IN THE GAME · UNDER REVIEW
Runesmith of the Deep

Runesmith of the Deep

Fortification caster
Buffs walls, towers and Shieldguards. The Bronzebeard idea of a caster: make what already stands last longer. Shown with borrowed art until its own is drawn.
IN THE GAME · STAND-IN ART
Ironforge Sharpshooter

Ironforge Sharpshooter

Heavy ranged
Shield and rifle. Trades the bowman's mobility for durability. Trained at the Foundry Annex; three of its eight attack headings still fire sideways and are on the defect list.
IN THE GAME · UNDER REVIEW
Bronzebeard Sapper

Bronzebeard Sapper

Demolition specialist
One use, fragile, and its detonation ignores building armour. Beats walls, gates and siege engines it can reach. Shown with borrowed art until its own is drawn.
IN THE GAME · STAND-IN ART
Bronzebeard Gate-Breaker Ram

Bronzebeard Gate-Breaker Ram

Manned battering ram
The clan's close-range siege answer, alongside the shared engine's ranged splash. Trained at the Foundry Annex.
IN THE GAME · UNDER REVIEW

On the drawing board 1

  • Garrick Ironline Named rival commander, takes the field in the seventh mission

Dark Iron

Furnaces, aggressive siege, and sorcery that stays shadow-and-curse until the story lets fire in.

Dark Iron Bombard

Dark Iron Bombard

Powder siege
A true powder bombard with muzzle flash and smoke, not a torsion mortar. Out-ranges the shared Siege Engine and has a real minimum range.
IN THE GAME · UNDER REVIEW

On the drawing board 6

  • Shadowforge Berserker / Cinderguard Heavy melee, dark-iron-ore weapons
  • Dark Iron Caster Shadow/curse sorcery pre-M16, matching Thaurissan/Modgud's attested magic
  • Slag-Thrower Thrown molten-slag skirmisher
  • Dark Iron Rune-Smith Industrial support
  • Obsidian Guard A dark-iron-ore **construct**, animated by dwarven engineering that becomes fire-touched a
  • Brenthor Slagmar Named rival commander

Troggs

What woke up under the mine. The campaign's most-seen outside faction, approved as drawn because "good enough" was the right call for a first enemy.

Trogg Brute

Trogg Brute

Frontline melee
Bigger than a guard, meaner, and cheaper to lose. The first thing the player fights.
IN THE GAME · UNDER REVIEW
Trogg Rock-Thrower

Trogg Rock-Thrower

Ranged pressure
Rocks, thrown hard. Softer than the brute and dangerous in a nest.
IN THE GAME · UNDER REVIEW
Trogg Leader

Trogg Leader

The Warren's defender
Commander-tier, and the war-chief when the story needs one. Killing the Warren behind it is how the first mission ends.
IN THE GAME · UNDER REVIEW

On the drawing board 8

  • Digger Gather/build for a real trogg base
  • Brawler Heavier melee
  • Slinger Heavier ranged
  • Packrunner Fast, weak
  • Stone-Caller Buffs nearby troggs
  • Deep-Howler A sonic/curse howl
  • Bonecrusher A massive trogg that smashes gates/walls with a boulder
  • Burrower Ambusher appearing from a scripted tunnel/region

Humans

A feudal border army of the Seven Kingdoms period: taller and slimmer than the dwarves, in the chunky, shiny register of the classic games. The Archer is animated and waiting to be imported.

Swordsman

Swordsman

Solid frontline
Great helm, brass-trimmed pauldrons, a big team-colour heater shield and a broad sword. The second pass, after the first was sent back for more armour.
IN THE GAME · UNDER REVIEW

On the drawing board 10

  • Peasant Gather/build
  • Militia Cheap conscript
  • Pikeman Anti-cavalry specialist
  • Archer Ranged skirmisher; animated on two headings, awaiting import
  • Outrider Fast light cavalry scout
  • Knight Heavy mounted charger
  • Catapult Splash siege
  • Cleric Heal/sustain
  • Battle-Wizard Offense caster
  • Bannerman A standard-bearer whose morale aura buffs nearby units

Bandits

An opportunist band with no territory and no army. They hit the unescorted and run from organised response.

Bandit Skirmisher

Bandit Skirmisher

Melee opportunist
Knife and no discipline. The counter is escort discipline, not a special unit.
IN THE GAME · UNDER REVIEW

On the drawing board 2

  • Bandit Archer Ranged opportunist
  • Raider Leader Named leader, elite

Wildhammer

Scouts, mobility and dispersed outposts: the third clan route. Designed, not yet drawn. Its aerial scout is a tamed bird of prey, explicitly not a gryphon.

On the drawing board 7

  • Thane's Ram-Rider Ground cavalry
  • Stormcaller Nature/weather caster
  • Skyfeather Skirmisher Thrown-weapon skirmisher with a trained hawk-spotter companion
  • Beast Handler Mobile skirmisher with a separately-HP'd companion beast
  • Wildhammer Trapper Ambush specialist
  • Windborne Outrider Tamed bird-of-prey aerial **scout**, explicitly not a gryphon
  • Yenna Ashwood Named rival commander

High elves

An expedition army met on the road: the tallest, slimmest silhouettes in the game. Designed, not yet drawn.

On the drawing board 10

  • Attendant Small camp gather/repair
  • Silver Blade Basic elven swordsman
  • Guardian Melee/spellsword, the expedition's toughest fighter
  • Archer Ranged skirmisher
  • Ranger Upgraded archer
  • Farstrider Scout Fast, stealthy
  • Mage/Mystic Offense caster
  • Enchantress Mobile ward/shield caster
  • Battle-Mage Arcane bombardment
  • Ward-Warden A stationary/semi-mobile magical construct projecting a persistent area shield

Forest trolls

A raiding army of war-camps and thrown axes. Designed, not yet drawn.

On the drawing board 10

  • Forager Gather/build for a real troll war-camp
  • Raider Frontline melee, exploits distracted forces
  • Berserker Rage mechanic
  • Ambusher Thrown-axe ranged pressure
  • Headhunter Fast javelin skirmisher
  • Witch Doctor Curse/heal caster
  • Bone-Caster A second, distinct caster
  • Beast-Rider A tamed jungle lizard/boar mount smashing structures
  • War-Leader Recolor + signature-weapon elite
  • Totem-Bearer A mobile totem projecting a regen-rate aura to nearby troglls

The restless dead

A localized haunting of risen dwarves, deliberately small in buildings and close to dwarf scale. Designed, not yet drawn.

On the drawing board 9

  • Wight A "restless dead"/risen-dwarf reading
  • Risen Guardian A larger risen-dwarf warrior
  • Spectral-ranged Floating spectral attacker
  • Wisp-Wraith A fast, weak, incorporeal scout
  • Grave-Whisperer Curse/fear debuff caster
  • Necromancer The haunting's named source and final objective
  • Bound Horror A shambling corpse-agglomeration that batters down doors/gates through sheer mass
  • Corpse Dredger Seeks out defeated units' corpses to raise new Wights nearby
  • Grave Sentinel A stationary animated suit of armor guarding a specific spot

Elementals

Four units and no buildings, held back until the story lets fire in. Designed, not yet drawn.

On the drawing board 4

  • Molten Spawnling A small, cheap, fast fire-elemental minion
  • Fire Elemental Post-summoning threat
  • Earth Elemental Recolor/material-variant, rock/crystal instead of flame
  • Cinderbound Overlord The foundry battle's actual centerpiece objective

Buildings of the hold

The dwarven building family: grey masonry, red tile, brass fittings and a banner in the player's colour. Shown at twice play size.

Hall

Hall

Town centre
Where workers are trained and gold is banked. Can now upgrade to the Fortress Keep.
IN THE GAME · UNDER REVIEW
Barracks

Barracks

Trains the shared roster
Guards, bowmen, path-runners, tunnellers and war-boars come from here.
IN THE GAME · UNDER REVIEW
Supply Dwelling

Supply Dwelling

Supply
Houses the hold. Three roof variants so a yard does not repeat itself.
IN THE GAME · UNDER REVIEW
Dwarven Forge

Dwarven Forge

Smithing and upgrades
The masonry every other dwarven building was drawn from.
IN THE GAME · UNDER REVIEW
Dwarven Workshop

Dwarven Workshop

Siege production
Siege Engines and, on the Dark Iron route, the Bombard.
IN THE GAME · UNDER REVIEW
Lumber Yard

Lumber Yard

Wood drop-off
Shortens the walk from the tree line.
IN THE GAME · UNDER REVIEW
Rune-Hall

Rune-Hall

Casters
Trains the Hearth-Tender and the Stone-Speaker.
IN THE GAME · UNDER REVIEW
Watch Tower

Watch Tower

Sight
A cheap eye on an approach.
IN THE GAME · UNDER REVIEW
Guard Tower

Guard Tower

Defence
Shoots back.
IN THE GAME · UNDER REVIEW
Dwarven Stone Wall

Dwarven Stone Wall

Wall
Drag-built in segments. Walls only across approaches, by the map rules.
IN THE GAME · UNDER REVIEW
Foundry Annex

Foundry Annex

Bronzebeard mid-tier
Drawn out of the Forge's own masonry. Trains the Ram and the Sharpshooter and hosts the Reinforced Plate research.
IN THE GAME · UNDER REVIEW
Clan Hold: Bronzebeard

Clan Hold: Bronzebeard

Bronzebeard clan hall
The clan's early gate building, with its heraldry over the door.
IN THE GAME · UNDER REVIEW
Fortress Keep

Fortress Keep

Late fortress
The finale's centrepiece and the Hall's upgrade. In the game with the Hall's art standing in for its own.
IN THE GAME · STAND-IN ART
Dunbrek Gatehouse

Dunbrek Gatehouse

Gate, shut
The West Gate of the sixth mission. A building the player opens and closes in play.
IN THE GAME · UNDER REVIEW
Dunbrek Gatehouse (open)

Dunbrek Gatehouse (open)

Gate, open
The same gate with its portcullis raised.
IN THE GAME · UNDER REVIEW

Human buildings

Warm limestone, dark slate and half-timbering. Approved on sight.

Border Keep

Border Keep

Hall of the Warden
A half-timbered hall with a hoarded corner tower, a walled yard and a gate. Four by four tiles.
IN THE GAME · UNDER REVIEW
Watchtower

Watchtower

Watchtower
A jettied half-timber storey with an open archer deck.
IN THE GAME · UNDER REVIEW
Farm

Farm

Farm
Feeds the Warden's levies.
IN THE GAME · UNDER REVIEW
Barracks

Barracks

Barracks
Trains the Swordsman and, soon, the Archer.
IN THE GAME · UNDER REVIEW

Trogg works

Earth, bone and hide. The Warren is the first mission's final objective.

Trogg Warren

Trogg Warren

Hall and spawner
Destroying it ends The Empty Mine.
IN THE GAME · UNDER REVIEW
Trogg Burrow

Trogg Burrow

Dwelling
Where the brutes sleep.
IN THE GAME · UNDER REVIEW
Bone-Pile Pit

Bone-Pile Pit

Supply
The trogg idea of a granary.
IN THE GAME · UNDER REVIEW
Rock-Hurler Nest

Rock-Hurler Nest

Ranged training
Where the throwers come from.
IN THE GAME · UNDER REVIEW
Shaman's Hollow

Shaman's Hollow

Caster
Reserved for the trogg casters still to be drawn.
IN THE GAME · UNDER REVIEW
Trogg Palisade

Trogg Palisade

Palisade
Stakes and hide. Burns.
IN THE GAME · UNDER REVIEW

Dark Iron siege works

What Korm Deepcut builds under your walls.

The Ember Forge

The Ember Forge

Siege camp forge
The siege camp's heart in the sixth mission, running as a real strategic base.
IN THE GAME · UNDER REVIEW
Dark Iron Sap Shaft

Dark Iron Sap Shaft

Sap
A shaft under the walls. The tunnel bet of the sixth mission.
IN THE GAME · UNDER REVIEW
Dark Iron Breach Mouth

Dark Iron Breach Mouth

Breach
Where the sap comes up.
IN THE GAME · UNDER REVIEW
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