3'9" - 4'5" (114 to 135 cm) (male),
The Wildhammer dwarves are renowned for their close bond with gryphons, they treat these animals as equals in battle instead of pets, leading to numerous successes in the Second and Third Wars. They also value nature and have close ties to shamanism. The bulk of their people are led by the eponymous Wildhammer clan. The ancient fortress of Grim Batol was once a massive Wildhammer dwarf city, though it was lost following the War of the Three Hammers.
They are also referred to as wild dwarves, feral dwarves, Aerie dwarves and may also be known as mountain dwarves. In the non-canon RPG books they are referred as hill dwarves though.
- 1 History
- 2 Region
- 3 Appearance and Equipment
- 4 Notable leaders
- 5 Wildhammer relations
- 6 Culture
- 7 Nomenclature
- 8 Notable Wildhammer dwarves
- 9 In the RPG
- 10 Warcraft Adventures: Lord of the Clans
- 11 Notes
- 12 Gallery
- 13 Patch changes
- 14 See also
- 15 References
- 16 External links
Like all dwarves, the Wildhammer are descendants of the earthen.
War of the Three Hammers
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. They were one of the three great factions of dwarves under High King Modimus Anvilmar, controlling the strongest mountaineers that Khaz Modan had to offer. After Modimus died, a civil war broke out between the Bronzebeard Clan, the Wildhammer clan, and the Dark Iron clan for control of the kingdom. The Wildhammer clan was unsuccessful in wresting control of Ironforge, with Madoran Bronzebeard and his clan claiming the city as their own and declaring himself king. Khardros and his Wildhammer warriors traveled north and founded their own kingdom within the distant peak of Grim Batol, establishing a holdfast that would come to rival even Ironforge.
Thaurissan, leader of the Dark Iron clan, and his Dark Irons vowed revenge against Ironforge, founding their own kingdom, named for the Sorcerer-Thane, Thaurissan, in the northern Redridge Mountains. Thaurissan and his Dark Irons vowed revenge against the Ironforge dwarves and Wildhammers. 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. Uniting with the Ironforge dwarves, Khardros and Madoran put their differences aside to make Sorcerer-Thane Thaurissan answer for his crimes, though they were ultimately unable to do so as the dark Thane summoned Ragnaros with his hatred, destroying the northern half of the Redridge Mountains with his magic. Horrified, the two dwarven leaders fell back. While the Wildhammers were invited back into Ironforge, Khardros' pride prevented him from accepting the offer. Instead, the Valley of Kings was erected as a monument to Wildhammer and Ironforge friendship, and while rivalries would continue, the two did not raise arms against one another ever again.
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 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. Some of the Wildhammer clans settled closer to Grim Batol, in the area later known as the Twilight Highlands.
Following the ravaging of Khaz Modan during the Second War, the Horde pushed farther north into the Wetlands, taking Dun Algaz, Dun Modr, and Grim Batol and converting them into fortresses for the Horde. Grim Batol became the primary base for the land offensive, and was also converted into a hatchery for the enslaved red dragonflight. Thandol Span was a pivotal battleground in the Second War, constantly shifting in possession between the two factions.
From the ominous and foreboding peaks of the Hinterlands came the Dwarven Gryphon Riders. Mounted upon their legendary beasts and wielding the mystic Stormhammers forged deep within the secret chambers of their Aviaries, these feral Dwarves feared no enemy - and relied upon no friend. They had allied themselves only with the Elves of Quel'Thalas at the time.  Located to the southeast of the Capital City, the Hinterlands are home to the Wildhammer clan, renowned for their use of gryphons. Led at that time by Kurdran Wildhammer, the Wildhammer clan came under attack by what ultimately proved to be a diversionary tactic by Warchief Orgrim Doomhammer. The Warchief deduced that if he sent a force to attack the Hinterlands, the Alliance would respond, allowing him to take the remainder of his forces into Quel'Thalas with the aid of Zul'jin and the Amani tribe. With their only battle ready dragons having been sent off to guide the orcish fleet north, the Orcs were incapable of defeating the dwarves' hit and run tactics, leading to Doomhammer assailing Aerie Peak it's self in an effort to subjugate the Wildhammer. As this went on, Orgrim split his forces and headed north, realizing that the dwarves were only concerned with defending their home. The Alliance soon arrived, aiding the Wildhammers in defeating the Orcs; the attack having changed the Wildhammer isolationist point of view, leading to them joining the Alliance as well. The Wildhammers informed the Alliance that the Horde had slipped to the north, evading their army, and Lothar continued to pursue them.
Realizing their plans, Anduin Lothar dispatched Turalyon and Khadgar, along with half the Alliance forces, to travel north to Quel'Thalas and come to the aid of the elves, while he aided Kurdran in clearing out the remaining Horde forces in the Hinterlands. Kurdran pledged his and his kingdom's aid to Anduin Lothar after the human Alliance aided them in forcing the invading orcs and forest trolls out of their homeland.
Kurdran and his Wildhammers later came to the aid of Daelin Proudmoore's forces in the Great Sea, allowing the Admiral's ships to focus on the ships while the gryphon riders battled the dragon riders of the Horde.
Falstad Wildhammer, a noble gryphon rider of the Wildhammer clan of Hinterlands, commanded a small flight of such riders who patrolled the shores of Lordaeron for any hostile draconic activity after the Second War. Falstad and his comrades protected the town of Hasic from certain doom, and then transported human mage Rhonin and his companions across the Great Sea to Khaz Modan. During the journey, however, the group was ambushed and Falstad's kinsmen were killed. Nevertheless, at the incentive of Vereesa Windrunner, Falstad continued to Khaz Modan. Later, with the help of a clan of Ironforge dwarves, Falstad reached Grim Batol and fought in the final battle there to free the Red Dragon Queen Alexstrasza.
When Kurdran Wildhammer, ruler of Aerie Peak and the Wildhammer Clan, went to Draenor as part of the Alliance Expedition, Falstad stayed in Aerie Peak to succeed him as the High Thane to rule the Wildhammer Clan. Kurdran and his gryphon riders participated in the Invasion of Draenor and was one of the heroes willing to sacrifice their lives to safeguard Azeroth. Kurdran Wildhammer would later have a statue in his likeness built in the Valley of Heroes to honor him for his heroic deeds.
The daring dwarves of the Wildhammer responded once again to answer the call to war during the Third War. They brought the mighty gryphons of the Aerie Peaks to aid the Alliance in its time of need. Armed with their trusty, lightning-powered Stormhammers, the fearless wilddwarves sought to keep the skies of Lordaeron free from enemy forces. The proud gryphons share their riders' implacable resolve and stand as noble symbols of the Alliance's fortitude.
The Alliance of Lordaeron seemed to have crumbled following Terenas Menethil's death at the hands of his son, Arthas. Arthas, now the head of the undead Scourge, destroyed his own kingdom in the name of the Lich King and left Lordaeron in shambles. Othmar Garithos tried to rally what remained in his Alliance resistance, though his terrible leadership led to his undoing and all who followed him.
World of Warcraft
This section concerns content related to the original World of Warcraft.
Unlike many of the other former-Alliance races, the Wildhammer dwarves continued to prosper in their home of Aerie Peak in the Hinterlands. The most immediate threat to their security came from the east in the form of the Witherbark tribe, Vilebranch trolls, and the Horde aligned Revantusk trolls. The rugged terrain of the Hinterlands was not only home to the Wildhammer dwarves and their gryphons, but also to these hostile forest troll tribes. The trolls viewed the Wildhammers as squatters on their ancestral lands and spare no opportunity to accost the dwarves by attacking the gryphon aeries.
The Wildhammers of Aerie Peak were not part of the reformed Alliance after the Third War, but were still friendly and helpful to Alliance adventurers that have proven their worth to them. However, the Wildhammer Dwarves of Aerie Peak did strike an alliance with the high elves of Quel'Danil, much to the ire of their common enemy, the Revantusk trolls.
This section concerns content related 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.
Another contingent of Wildhammers also set up a base at Shatter Point, a giant floating rock in northern Hellfire Peninsula. As these dwarves were cut off from the rest of their kin, they retained their Alliance loyalties.
This section concerns content related to Cataclysm.
Since they were driven from the keep of Grim Batol, the nature-dwelling Wildhammer dwarves have resided in isolated territories and prized their independence above all else. Yet, when their Bronzebeard cousins and their Alliance allies have found themselves threatened by orcs or undead, the gruff and free-willed Wildhammers have stepped in to help out.
It is only recently that the Wildhammer clan has found itself facing the same problems as the rest of Azeroth at precisely the same time. The rampaging of black dragons and maniacal cultists near the Wildhammers' homes in the Twilight Highlands is simply an echo of the devastation occurring in every other corner of the world. As Azeroth quakes, Magni Bronzebeard, the ruler of the mightiest dwarven city in the world, has been rendered unable to govern his people by an ancient ritual.
Not even the reclusive Wildhammers can ignore these signs. They have pledged themselves to the Alliance, and those who champion their cause can avail themselves of mighty enchanted armors and relics unlike any forged by city dwarves.
In order to prevent political turmoil in Ironforge, Falstad Wildhammer helped govern Ironforge as part of the Council of Three Hammers. With Falstad's inclusion into Alliance affairs, the Hinterland Wildhammer dwarves pledged themselves to the Alliance.
Members of the Wildhammer clan had also been admitted into the Earthen Ring, with the shaman class becoming available to dwarf players. Among those members was Gavan Grayfeather, who helped advise Thrall on his path to aiding the world. The shamans of the Wildhammer become a great asset to the Alliance in their efforts to prevent the further shattering of Azeroth.
The Wildhammer dwarves of Aerie Peak have also recently been engaged in combat against the Horde aligned trolls of the Revantusk tribe in the Hinterlands. Kerr Ironsight leads Alliance adventurers in combating them.
In World of Warcraft: Cataclysm, the Wildhammer clan was featured in the Twilight Highlands as well as a new battleground called the Twin Peaks; where they battled against their long time enemy, the Dragonmaw clan, who have recently rejoined the Horde.
After rallying the surviving Wildhammer dwarves of the Twilight Highlands and resolving the various clan rivalries, the Wildhammer dwarves have united under the Wildhammer clan once again, and with them, the Alliance to fend off the Twilight Hammer Cult and the Dragonmaw Clan. Notable clans include:
- Firebeard clan led by Keegan Firebeard.
- Thundermar clan led by Colin Thundermar.
- Mullan clan led by Duglas Mullan.
- Moore clan
- Dunwald clan
- Doyle clan (killed by Twilight drakes)
This section concerns content related to Mists of Pandaria.
This section concerns content related to Warlords of Draenor.
This section concerns content related to Legion.
Battle for Azeroth
This section concerns content related to Battle for Azeroth.
During the Blood War, Wildhammer gryphon riders patrolled Darrowmere River, preventing Horde troop movements. Horde champions were sent to infiltrate their roost at Tarren Mill in Hillsbrad Foothills in order to kill their gryphons. Gryphon Master Talonaxe was encountered there by the enemy champions.
The Wildhammer dwarves are a diverse race of dwarves composing of many familiar clans. Thus they have many holdings that each individual clan claims as their home, but not a specific capital. The Hinterlands Wildhammer clan for example, hails from Aerie Peak in the Hinterlands of Lordaeron, a region as yet untouched by the Scourge. Since Aerie Peak was where High Thane Khardros Wildhammer led his Wildhammers to settle after the War of the Three Hammers, it is a prominent and respected Wildhammer city. Many Wildhammer clans also hail from the Twilight Highlands (formerly the Highlands), the original land where their former capital, Grim Batol, was established.
Appearance and Equipment
Wildhammer dwarves are taller, leaner and wilder than their earthier Ironforge cousins. Wildhammers are similar in appearance to Ironforge dwarves, though they have different skin tones in comparison to their cousins. Where the Ironforge dwarves range from tan to pale and ashy, Wildhammers are near exclusively tan, with some having nearly orange-toned skin.
Wildhammer riders favor stormhammers. Wildhammers are all adorned in war-paint like tattoos and often wear leather garb embossed with gryphon or flight-related iconography. Gryphon feathers are also common amongst Wildhammer adornments. Unlike their cousins to the south, the Wildhammers do not use an extensive amount of engineering; to the point where there are few guns seen amongst the Wildhammers, and instead of Siege tanks and other gun-powder weapons, they use catapults. The most instrumental part of Wildhammer warfare are that of their Gryphons, whom they rule over the skies with atop their backs.
|History||High Kingdom||War of the Three Hammers||Hinterland exile||Three Hammers re-unification|
|Ruler||Modimus Anvilmar||Khardros Wildhammer||Kurdran Wildhammer||Falstad Wildhammer||Kurdran Wildhammer||Falstad Wildhammer|
With the Alliance
The Wildhammers had a long period of isolationism. The Wildhammer clan its self was not a part of the new Alliance at first, having not reforged that bond as their Ironforge brethren had. Though they still kept ties with the Alliance members and even worked with the Alliance, they still valued their independence too much to formalize their relationship. As of World of Warcraft: Cataclysm, the clan had rejoined the Alliance and Falstad Wildhammer moved to Ironforge to aid with its governing as a part of the Council of Three Hammers. Outside of the Hinterlands dwarves, however, the Wildhammer dwarves did not all rejoin the Alliance, instead, Kurdran Wildhammer had to reunite the various clans back under the leadership of the Wildhammer clan before they would be considered members again.
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 perform bombing operations on important legion-controlled points. Members of the Wildhammer clan reside in the human city of Stormwind, teaching its denizens Shamanism, 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.
With the Horde
The Wildhammer have never worked with the Horde, even in periods where they were outside of the Alliance. They assailed the Horde once they began to invade their homeland of The Hinterlands during the Second War, and since then have held a hatred for the faction.
The Wildhammer Gryphon riders, under Daelin Proudmoore and Kul'tiras, attacked Durotar and the Darkspear tribe's home of Echo Isles. Though they inflicted damage to the Darkspear, they were ultimately pushed back and driven out.  The Wildhammers are still hostile to the blood elves, as the Wildhammer clan considers members of the Horde to be their enemies. Wildhammer mercenaries helped firebomb Camp Taurajo. Wildhammer dwarves are heated enemies with the Dragonmaw Clan, against whom they vie for control of the Twilight Highlands. They have also had many conflicts with the Revantusk tribe in the Hinterlands.
Wildhammer dwarves train young gryphons by sending them out to hunt rattlesnakes in the Twilight Highlands. The Wildhammer dwarves rely on action and deeds to prove one's worth, and many may require one to slay a threatening enemy of the dwarves or perform a task that benefits their community before you gain their trust. A Wildhammer may also just challenge a potential ally to a fight just to test if they are strong enough to fight by their side. Though self-reliant, Wildhammer dwarves are expected to look out for each other no matter the clan. Only a coward--a disgrace to the Wildhammer--would turn down the call of their people, especially in a dire time.
In terms of their communities, Wildhammers value three things: independence, family bonds, and their gryphons. Wildhammers revere the gryphon as a sacred animal. The Wildhammer dwarves act as companions, caretakers, and trainers to the gryphons. They're majestic creatures of the skies, and more than just beasts; they're intelligent and cunning. Some say the Wildhammers keep them as pets, but it's more of a friendship. They do everything to protect their kin and gryphons. That includes chasing off predators, whether they be from the forest or from the Horde. Wildhammers are trained to fight using their trusty stormhammers while riding their gryphon friends, a partnership which makes Wildhammer gryphon riders renowned. Usually, Wildhammer gryphon riders fight with those who are from the same family and fight in groups under the command of a family leader or a wing commander that they trust and respect. When a congregation of gryphon riders fight as a unit, this aviation brigade is known as a gryphon wing.
According to Lachlan MacGraff, Kirthaven is the spiritual center of the Wildhammer dwarves, the one place where the varied clans can come together in peace. It's there they honor their dead heroes, before burying them with their gryphons atop Mount Thunderstrike. There their dead are believed to spend eternity as one with the sky.
Wildhammers have been differentiated from their kin numerous times, though the terminology is very inconsistent. Throughout World of Warcraft, Wildhammers are called "Wildhammer dwarves", though within the novels and other games this is not always the case.
The term wild dwarf has been used to describe Wildhammer dwarves. It is used primarily used in the novel Day of the Dragon. Wild dwarves are "the mountain dwarves" according to Day of the Dragon. The now non-canon RPG books described them as "hill dwarves" according to Lands of Conflict. At the same time, Falstad deferentially refers to the dwarves of Ironforge as hill dwarves, meaning that the term is likely not used when referring to Wildhammers in canon. The term Aerie dwarf is also used to describe this race.
The term wild dwarf is used again in the Warcraft 3 manual. "Wild dwarves are armed with their trusty, lightning-powered Stormhammers, they seek to keep the skies of Lordaeron free from enemy forces."
Notable Wildhammer dwarves
In the RPG
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.
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 the 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.
They have founded three kingdoms so far in their history.
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 have a number of clans, each ruled by a thane. The strongest thane rules Aerie Peak.
The Wildhammers were once led by Maz Drachrip.
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. It 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 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. Their cousins in the Twilight Highlands however, did not fare so well as numerous wars with the Dragonmaw Clan and the Twilight's Hammer have taken their toll. Some of the most prominent clans have even died off from all the warfare. Making matters worse, the natural upheaval of the Cataclysm had caused the decimation of the icy cliffs of Northeron.
Wildhammer dwarves prefer to stay out of conflicts until the Alliance calls upon them. They do not want to muck about with politics, but will participate in it, as evidence of their role in the Council of Three Hammers, if it will uphold the peace. 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 numbers are dwindling.
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 nothing stopping them from simply launching into the air and traveling north, avoiding the considerable obstacles, beasts and Horde members on the ground.
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.
The Wildhammer dwarves live up to their names, as their life on the high crags caused them to focus on nature, passion and the wilderness. 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.
The 200 or so years since the War of the Three Hammers 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.
Wildhammer dwarves have close ties to nature. Many are shaman, and some are druids. A few Wildhammers revere the Holy Light, but the faith demands too much organization and philosophy for the comfort of most. Some Wildhammer dwarves in Kalimdor have also been studying with the night elves to learn more about Elune, the moon goddess.
- Main article: Dwarven
Wildhammer dwarves usually speak Dwarven or Common. Many Wildhammers learn the languages of their friends; a few learn the languages of their enemies.
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.
Warcraft Adventures: Lord of the Clans
In the canceled Warcraft Adventures, some Wildhammer dwarves were seen protecting a gryphon aviary north-east of Tyr's Hand. Among the people inside the aviary were notably bearded female dwarves and an irate captain who wanted a new stormhammer.
Wildhammer dwarves overlooking their home in the Hinterlands.
Aerie Peak, home of the Wildhammer dwarves.
Grim Batol, former home of the Wildhammers.
A Wildhammer catapult.
A Wildhammer totem in Kirthaven.
- Patch 4.0.3a (2010-11-23): Wildhammer clan faction has been re-introduced.
- Patch 2.0.3 (2007-01-09): Wildhammer clan faction has been removed from the game.
- Patch 1.5.0 (2005-06-07): The Wildhammer Clan in the Hinterlands is now a peaceful faction to the Alliance, meaning Alliance players cannot intentionally declare war on them.
- ^ World of Warcraft: The Roleplaying Game, pg. 174
- ^ a b c Day of the Dragon, pg. 35
- ^ Warcraft III: Reign of Chaos manual, pg. 12
- ^ Assault on Blackrock Spire (WC2 Human)#Mission briefing
- ^ Day of the Dragon, pg. ?? - “Then let's be moving on! That mean's ye, too, butterfly!” The last referred to Falstad, who bristled at what apparently had to be a harsh insult to one of the Aerie dwarves.
- ^ World of Warcraft: The Magazine Volume II Issue I, Titan Creations Diagram
- ^ Lands of Conflict, pg. 19
- ^ World of Warcraft: Chronicle Volume 1, pg. 310
- ^ War of the Three Hammers (History of Warcraft)
- ^ Warcraft II: Tides of Darkness manual, Alliance Air Units, Gryphon Rider
- ^ World of Warcraft: Chronicle Volume 2, pg. 161
- ^ Warcraft III: Reign of Chaos manual, Human Units, Gryphon Rider
- ^ a b
- ^ Wildhammer Clan - Game Guide
- ^ a b
- ^ File:TwilightHighlands.jpg
- ^ Zarhym on Twin Peaks..
- ^ No Dwarf Left Behind
- ^ Mounted Resistance
- ^ World of Warcraft: Chronicle Volume 3, pg. 199
- ^ Wildhammer skin customization
- ^ Day of the Dragon, chapter 3
- ^ To Tame a Land
- ^ Rattlesnake
- ^ a b
- ^ Wing Commander Dabir'ee,
- ^ Day of the Dragon, 293
- ^ Warcraft III: Reign of Chaos Game Manual, pg 12.
- ^ a b c Alliance Player's Guide, pg. 6
- ^ Alliance Player's Guide, pg. 6 - 7
- ^ Alliance Player's Guide, pg. 144
- ^ Manual of Monsters, 54
- ^ Alliance Player's Guide, 208
- ^ a b Lands of Conflict, pg. 99
- ^ a b c d Alliance Player's Guide, pg. 143 - 145
- ^ Alliance and Horde Compendium, pg. 57
- ^ a b Alliance Player's Guide, 7
- ^ Alliance Player's Guide, pg. 145
- ^ Alliance & Horde Compendium, pg. 12 - 14, 57 - 58
- ^ Alliance Player's Guide, pg. 6 - 8
- ^ Day of the Dragon, pg ??, "Then let's be moving on! That mean's ye, too, butterfly! The last referred to Falstad, who bristled at what apparently had to be a harsh insult to one of the Aerie dwarves."
- ^ Fire and Iron