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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 IronlineNamed 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
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.
Dark Iron CasterShadow/curse sorcery pre-M16, matching Thaurissan/Modgud's attested magic
Slag-ThrowerThrown molten-slag skirmisher
Dark Iron Rune-SmithIndustrial support
Obsidian GuardA dark-iron-ore **construct**, animated by dwarven engineering that becomes fire-touched a
Brenthor SlagmarNamed 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
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
Ranged pressure
Rocks, thrown hard. Softer than the brute and dangerous in a nest.
IN THE GAME · UNDER REVIEW
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
DiggerGather/build for a real trogg base
BrawlerHeavier melee
SlingerHeavier ranged
PackrunnerFast, weak
Stone-CallerBuffs nearby troggs
Deep-HowlerA sonic/curse howl
BonecrusherA massive trogg that smashes gates/walls with a boulder
BurrowerAmbusher 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
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
PeasantGather/build
MilitiaCheap conscript
PikemanAnti-cavalry specialist
ArcherRanged skirmisher; animated on two headings, awaiting import
OutriderFast light cavalry scout
KnightHeavy mounted charger
CatapultSplash siege
ClericHeal/sustain
Battle-WizardOffense caster
BannermanA 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
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 ArcherRanged opportunist
Raider LeaderNamed 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-RiderGround cavalry
StormcallerNature/weather caster
Skyfeather SkirmisherThrown-weapon skirmisher with a trained hawk-spotter companion
Beast HandlerMobile skirmisher with a separately-HP'd companion beast
Wildhammer TrapperAmbush specialist
Windborne OutriderTamed bird-of-prey aerial **scout**, explicitly not a gryphon
Yenna AshwoodNamed 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
AttendantSmall camp gather/repair
Silver BladeBasic elven swordsman
GuardianMelee/spellsword, the expedition's toughest fighter
ArcherRanged skirmisher
RangerUpgraded archer
Farstrider ScoutFast, stealthy
Mage/MysticOffense caster
EnchantressMobile ward/shield caster
Battle-MageArcane bombardment
Ward-WardenA 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
ForagerGather/build for a real troll war-camp
RaiderFrontline melee, exploits distracted forces
BerserkerRage mechanic
AmbusherThrown-axe ranged pressure
HeadhunterFast javelin skirmisher
Witch DoctorCurse/heal caster
Bone-CasterA second, distinct caster
Beast-RiderA tamed jungle lizard/boar mount smashing structures
War-LeaderRecolor + signature-weapon elite
Totem-BearerA 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
WightA "restless dead"/risen-dwarf reading
Risen GuardianA larger risen-dwarf warrior
Spectral-rangedFloating spectral attacker
Wisp-WraithA fast, weak, incorporeal scout
Grave-WhispererCurse/fear debuff caster
NecromancerThe haunting's named source and final objective
Bound HorrorA shambling corpse-agglomeration that batters down doors/gates through sheer mass
Corpse DredgerSeeks out defeated units' corpses to raise new Wights nearby
Grave SentinelA 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 SpawnlingA small, cheap, fast fire-elemental minion
Fire ElementalPost-summoning threat
Earth ElementalRecolor/material-variant, rock/crystal instead of flame
Cinderbound OverlordThe 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
Town centre
Where workers are trained and gold is banked. Can now upgrade to the Fortress Keep.
IN THE GAME · UNDER REVIEW
Barracks
Trains the shared roster
Guards, bowmen, path-runners, tunnellers and war-boars come from here.
IN THE GAME · UNDER REVIEW
Supply Dwelling
Supply
Houses the hold. Three roof variants so a yard does not repeat itself.
IN THE GAME · UNDER REVIEW
Dwarven Forge
Smithing and upgrades
The masonry every other dwarven building was drawn from.
IN THE GAME · UNDER REVIEW
Dwarven Workshop
Siege production
Siege Engines and, on the Dark Iron route, the Bombard.
IN THE GAME · UNDER REVIEW
Lumber Yard
Wood drop-off
Shortens the walk from the tree line.
IN THE GAME · UNDER REVIEW
Rune-Hall
Casters
Trains the Hearth-Tender and the Stone-Speaker.
IN THE GAME · UNDER REVIEW
Watch Tower
Sight
A cheap eye on an approach.
IN THE GAME · UNDER REVIEW
Guard Tower
Defence
Shoots back.
IN THE GAME · UNDER REVIEW
Dwarven Stone Wall
Wall
Drag-built in segments. Walls only across approaches, by the map rules.
IN THE GAME · UNDER REVIEW
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
Bronzebeard clan hall
The clan's early gate building, with its heraldry over the door.
IN THE GAME · UNDER REVIEW
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
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)
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
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
A jettied half-timber storey with an open archer deck.
IN THE GAME · UNDER REVIEW
Farm
Farm
Feeds the Warden's levies.
IN THE GAME · UNDER REVIEW
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
Hall and spawner
Destroying it ends The Empty Mine.
IN THE GAME · UNDER REVIEW
Trogg Burrow
Dwelling
Where the brutes sleep.
IN THE GAME · UNDER REVIEW
Bone-Pile Pit
Supply
The trogg idea of a granary.
IN THE GAME · UNDER REVIEW
Rock-Hurler Nest
Ranged training
Where the throwers come from.
IN THE GAME · UNDER REVIEW
Shaman's Hollow
Caster
Reserved for the trogg casters still to be drawn.
IN THE GAME · UNDER REVIEW
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
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
Sap
A shaft under the walls. The tunnel bet of the sixth mission.