Warcraft III: Reforged: Echoes of the Shattered Crowns — Four Playable Factions

New Format • Concept Design Document v0.1 • 6 October 2026
A fan-made RTS concept inspired by Warcraft III: Reforged and expanding our novella. This is an artistic and gameplay proposal, not an official expansion or a playable mod. The numbers below are starting points for prototyping, not tested balance values.
Selected factions: Rebuilt Lordaeron, the Free Undead, the Courts of the Tide, and the Shard Conclave. The Oathbound Horde and the Rootwardens remain campaign allies. Roghan and Naerys are not being removed from the story.
Shared Design Rules
Resources: gold and lumber. Shards are campaign objectives, not a third economic resource.
T1, T2, and T3 indicate successive headquarters tiers. The headquarters is upgraded rather than replaced by three separate buildings.
Proposed army supply cap: 100. Workers use 1 supply and heroes use 5. The figures in the unit tables indicate supply usage.
A player may control up to three heroes: the first at T1, the second at T2, and the third at T3. Tavern heroes use the same slots as faction heroes.
Each hero has three basic abilities with three ranks each, plus one ultimate unlocked at level 6. Maximum hero level: 10. Basic ability ranks require hero levels 1/3/5. The values below describe rank one; subsequent ranks increase effectiveness rather than adding buttons.
A regular unit has no more than one active and one passive ability. Specialists may have two active abilities. This limits the number of commands required during combat.
Movement control lasts half as long against heroes. Ordinary slows do not stack: the strongest applies. Repeated control effects should not allow an uninterrupted stun chain.
Every army must function on a dry map. Allied healing works on both living units and self-aware undead unless the description specifically excludes constructs.
The concept sheets establish the art direction and show selected representative models. The tables in this document define the full v0.1 roster.

1. Rebuilt Lordaeron
Appearance and Faction Mechanic
Pale, cracked limestone, dark oak, steel, and blue cloth. Builders fit new masonry into older ruins; scaffolding and signs of reconstruction remain visible even on completed models. The emblem is an open gate beneath a broken crown. Buildings have low, rectangular forms, with roof shapes that distinguish military structures from economic ones.
Supply Network: an outpost supports repairs to structures and machines within a radius of 600. Repairs still consume resources; its aura reduces repair time by 20% rather than increasing free healing. A worker must construct the outpost, allowing enemies to interrupt expansion. Multiple outpost auras do not stack.
Buildings

Building | Tier and Appearance | Function |
Council House → Oath Keep → Citadel of Renewal | T1–T3; a hall within ruins, later a stone courtyard and towers | Workers, resource drop-off, technological progression |
Settlers’ House | T1; blue-tiled roof and a woodshed | +10 supply capacity |
Border Barracks | T1; long roof and shields displayed outside | Shieldbearers, archers; knights after T3 |
Reconstruction Forge | T1; low chimney and an exterior tool wall | Attack and armour upgrades; unlocks the workshop |
Crossing Workshop | T2 + forge; lifting roof, wheels, and crane | Sappers, ballistae, and gyrocopters |
Oath Chapel | T2; a small bell tower without excessive military ornament | Chaplains and support upgrades |
Supply Outpost | T1; wagon, crates, and signal post | Repair aura; a T2 upgrade adds a single defensive ballista |
Altar of Return | T1; a restored monument and a wall of names | Recruitment and resurrection of faction heroes |

Units
Unit | Tier / Supply | Silhouette and Role | Ability and Weakness |
Builder | 1 / 1 | Human with a hammer and scaffolding pack | Builds, gathers, and repairs using resources; unsuitable for frontline combat |
Border Shieldbearer | 1 / 2 | Broad rectangular shield and spear | Shield Wall: takes 25% less ranged damage for 6 sec, but moves 40% slower; 20-sec cooldown |
Exile Archer | 1 / 2 | High elf in a grey cloak with a longbow | Aimed Shot after T2: next shot deals +30 damage; 12-sec cooldown. Fragile in melee; attacks ground and air |
Reconstruction Sapper | 2 / 2 | Dwarf with a square backpack of timber | Deploys a barricade for 25 sec; 35-sec cooldown. Barricade has 250 HP and leaves a route around it |
Oath Chaplain | 2 / 2 | Pale hood, small lantern, and book | Field Dressing: restores 100 HP over 5 sec; 50 mana, 8-sec cooldown. Cannot repair machines |
Road Ballista | 2 / 4 | Wheeled crossbow with a reinforced shield | A 3-sec deployment grants siege range; cannot fire while moving or target aircraft |
Recon Gyrocopter | 2 / 3 | Gnomish aircraft with two side-mounted rotors | Flare reveals invisible units within 400 for 8 sec; 25-sec cooldown. Anti-air weapons, weak armour |
Oath Knight | 3 / 4 | Heavy horse, blue caparison, and hammer | Charge after a 2-sec run-up: +40 damage and an interrupt against a regular unit; 18-sec cooldown. Blocked routes stop the charge |
Faction Heroes
Elira Vossan — Oath Captain; Strength, defence. Blonde hair braided at the temples, silver armour, and a blue cloak. Her damaged heraldry reflects her rejection of an earlier order.
Take Cover: shields up to 4 nearby allies, absorbing 100 damage each for 6 sec; 75 mana, 18-sec cooldown.
Breakthrough: a short lunge towards a visible enemy, dealing 60 damage and stunning for 1 sec; 60 mana, 14-sec cooldown. Cannot cross walls or cliffs.
Lead by Example: passive +1 armour aura within 500; does not stack with another copy.
ULTIMATE — We Will Not Yield: plants a banner for 12 sec; nearby allies take 25% less damage. Costs 150 mana; 120-sec cooldown. The banner has 400 HP and can be destroyed. Does not grant immortality.
Brenna Copperwedge — Dwarven Fortification Master; Intelligence, engineering. Broad leather apron over mail, red braids, a mechanical hammer, and rolled plans.
Field Repair: channels for 4 sec to restore 200 HP to a machine or building; 75 mana, 16-sec cooldown. Can be interrupted.
Repulsor Mine: a mine that remains visible after arming and lasts 30 sec; deals 60 damage and briefly knocks targets back. Costs 60 mana; 18-sec cooldown; maximum 2 mines.
Reinforced Chassis: aura grants machines +10% movement speed without increasing weapon range.
ULTIMATE — Field Bastion: deploys one stationary turret for 30 sec, with 800 HP and ground/air targeting; 175 mana, 120-sec cooldown. Cannot be repaired or permanently expanded.
Counterplay: bypass outposts, raid workers, and separate infantry from artillery. Lordaeron should not win simply by building towers.

2. The Free Undead
Appearance and Faction Mechanic
Graphite stone, subdued brass, parchment, and amber light. Their settlement resembles an inhabited necropolis: workshops, benches, curtains, and resident lists stand beside tombs. Bones are traces of history rather than the only decorative motif. Units retain individual faces, stitched clothing, and nameplates.
Lantern Circles: stationary lanterns restore 2 HP/sec to units outside combat, beginning 5 sec after they last took damage. A Lantern Bearer can place one weaker temporary lantern. Effects do not stack. The economy does not require corpses.
Buildings

Building | Tier and Appearance | Function |
House of Names → Community Archive → Sanctuary of Will | T1–T3; a mausoleum converted into an archive beneath a tall lantern | Workers, resources, and progression |
House of Silence | T1; low tomb with residential windows and doors | +10 supply capacity |
Grave Watch | T1; heavy gateway and shield racks | Guards and crossbowmen; colossi at T3 |
Stitchers’ Workshop | T1; thread, tools, and brass prosthetics | Armour and weapon upgrades |
Laboratory of the Quiet Flame | T2; retorts and sealed chimneys | Alchemists and incense wagons |
Weavers’ House | T2; suspended strands of light between columns | Soul Weavers, Lantern Bearers, and Echo Ravens |
Memory Lantern | T1; golden lamp on a stone pedestal | Regeneration; T2 upgrade adds weak ground/air fire |
Altar of Free Will | T1; named tablets arranged around an empty throne | Faction heroes |

Units
Unit | Tier / Supply | Silhouette and Role | Ability and Weakness |
Ruin Caretaker | 1 / 1 | Small undead worker with a wheelbarrow and keys | Gathers, builds, and repairs; vulnerable to raids |
Grave Guard | 1 / 3 | Old plate armour and a shield bearing a name tablet | Persistence: +2 armour below 35% HP. Slow, with no gap-closing ability |
Silent Crossbowman | 1 / 2 | Hood, short crossbow, and narrow silhouette | Binding Bolt after T2: slows by 20% for 3 sec; 12-sec cooldown. Can also target air |
Community Alchemist | 2 / 2 | Mask and a backpack of vials | Solvent: 200-radius area, −2 armour for 6 sec; 60 mana, 14-sec cooldown. Limited damage without support |
Soul Weaver | 2 / 2 | Tall collar and strands of amber thread | Weave: 100-HP barrier for 6 sec; 60 mana, 10-sec cooldown. Research unlocks removal of one magical effect for 75 mana; 12-sec cooldown |
Lantern Bearer | 2 / 2 | Lamp on a long staff | Anchor: places a 200-HP lantern for 30 sec, restoring 1 HP/sec outside combat; 75 mana, 35-sec cooldown; maximum 1 |
Echo Raven | 2 / 2 | Small spectral bird with a brass ring | Flying scout; detects invisible units within 250. Weak air-only attack |
Incense Wagon | 2 / 4 | Enclosed wagon with a censer and launcher | Siege projectiles; takes 3 sec to deploy. Cannot attack aircraft |
Oath Colossus | 3 / 5 | Stone-and-iron body inscribed with names | Shelter: nearby units take 15% less damage for 5 sec; 25-sec cooldown. Slow and vulnerable to concentrated ranged fire |
Faction Heroes
Maren — Chronicler of Names; Intelligence, support and detection. A pale, gaunt chronicler with long silver hair, a dark cloak, a book, and a golden lantern.
A Name Restored: restores 120 HP and removes one slow from an ally; 75 mana, 12-sec cooldown.
Witness Light: reveals a 350-radius area and invisible units for 8 sec; 50 mana, 20-sec cooldown. Does not reveal the entire map.
Record of Deliverance: after using an ability, passively grants the nearest injured ally a 40-HP shield for 4 sec; triggers at most once every 8 sec.
ULTIMATE — We Will Remember: restores 40 HP/sec to up to 6 nearby allies for 10 sec; 175 mana, 120-sec cooldown. Requires channelling and does not resurrect the dead.
Ilyra Unchained — Guardian of Will; Strength, anti-magic defence. Undead woman with cropped silver hair, a round shield, and broken shackles at her belt.
Sever the Bonds: removes one harmful magical effect from an ally; 60 mana, 10-sec cooldown.
Muffled Bell: a cone dealing 50 damage and interrupting channelling; 70 mana, 16-sec cooldown. Does not apply a long silence.
Independence: aura reduces the duration of harmful crowd-control effects by 15%; does not stack with another such aura.
ULTIMATE — Circle of Free Will: creates an area protecting allies against new stuns and roots for 8 sec; 175 mana, 130-sec cooldown. Allies still take damage and can be slowed.
Counterplay: destroy lanterns, change fronts quickly, and separate support units from heavy guards. Keeping combat active prevents out-of-combat regeneration.

3. Courts of the Tide
Appearance and Faction Mechanic
Turquoise scales, ivory shell, patinated bronze, and muted pink coral. Buildings use low spiral basins and arched ribs. Entrances remain broad enough for serpentine bodies. Structures stand inside stone basins, making them visually plausible on dry land as well.
Tidal Rhythm: selected units create small wet zones. Naga gain +10% movement speed inside them. This does not increase damage or economic output and does not stack. On maps with water, crossings are limited to marked shallows; units cannot safely bombard enemies from inaccessible shores. Heavy beasts and siege engines cannot use naga-only crossings.
Buildings

Building | Tier and Appearance | Function |
Court Pool → Tide Palace → Throne of the Deep | T1–T3; pearl basin, then shell vaults and a coral crown | Workers, resources, and progression |
Brood Chamber | T1; coiled shell with glowing openings | +10 supply capacity |
Spear Courtyard | T1; open space between ribbed arches | Guards and hunters |
Shell Forge | T1; bronze furnace with water cooling | Weapon and armour upgrades |
Siren Sanctuary | T2; slender spiral and three suspended pearls | Sirens and ritualists |
Deepwater Enclosure | T2; low basin with a broad gateway | Rays and crabs; behemoths at T3 |
Current Spire | T1; coral spire with a conductive pearl | Ground/air defence; a small wet zone after T2 |
Altar of Sunken Stars | T1; an astrolabe above water | Faction heroes |

Units
Unit | Tier / Supply | Silhouette and Role | Ability and Weakness |
Reef Attendant | 1 / 1 | Small naga with a short tail and shell basket | Gathers, builds, and repairs; not an armed scout |
Deep Guard | 1 / 3 | Thick tail, large shell shield, and spear | Anchor Down: +3 armour for 5 sec, but cannot move; 18-sec cooldown |
Reef Hunter | 1 / 2 | Slender hunter with a harpoon | Net after T2: grounds a flying unit for 3 sec; 18-sec cooldown, range 450. Weak in melee |
Memory Siren | 2 / 2 | Tall fin crest and pearl staff | Lullaby: puts a regular target to sleep for up to 4 sec; damage wakes it. Costs 65 mana; 14-sec cooldown. Research unlocks cleansing one effect from an ally for 75 mana; 12-sec cooldown |
Mist Ritualist | 2 / 2 | Membrane hood and two water bowls | Mist: 250-radius area grants 20% reduction to incoming ranged damage for 6 sec; 80 mana, 20-sec cooldown. Does not grant invisibility |
Storm Ray | 2 / 3 | Broad wings and a long tail | Flying anti-air unit; every third attack releases a pulse dealing 15 damage to a second target. Vulnerable to nets |
Siege Crab | 2 / 4 | Low, heavy shell with a shell-mounted mortar | Ground siege; fires a volley after 2 sec of preparation. Retreats slowly |
Reef Behemoth | 3 / 6 | Massive four-legged beast with a coral-covered back | Wave Strike: 60 damage in a small cone and a 20% slow for 3 sec; 20-sec cooldown. Does not stun |
Faction Heroes
Vasheryn — Tide Seer; Intelligence, control and healing. Turquoise naga with a long tail, bronze diadem, and fin crest. Her staff resembles part of a sunken astrolabe.
Returning Current: restores 100 HP to an ally and leaves a wet zone with a radius of 200 for 5 sec; 75 mana, 12-sec cooldown.
Voice of the Deep: a wave travels along a line, dealing 70 damage and slowing by 25% for 3 sec; 80 mana, 16-sec cooldown.
Memory of the Tide: the first spell after entering wet terrain costs 20 less mana; passive, 15-sec internal cooldown, minimum spell cost 0.
ULTIMATE — Court Beneath the Waves: a 500-radius area becomes wet for 10 sec. Allies regenerate 15 HP/sec and enemies suffer a 20% movement slow; 175 mana, 120-sec cooldown. Does not flood the map or change pathfinding.
Thaross Anchorbreaker — Court Defender; Strength, initiation. Broad naga in shell armour, with an anchor on a short chain and bronze tail guards.
Anchor Throw: visible projectile dealing 60 damage and pulling a regular unit by 150; 75 mana, 16-sec cooldown. Only slows heroes.
Tail Sweep: deals 50 damage around him and knocks regular units back; 60 mana, 14-sec cooldown.
Reef Armour: passive +2 armour; does not grant magic resistance.
ULTIMATE — Breakwater: for 8 sec, Thaross takes 40% less damage and allies within 300 take 15% less; 150 mana, 120-sec cooldown. Does not force enemies to attack him.
Counterplay: spread out before mist is deployed, eliminate sirens, and fight outside wet zones. The faction’s mobility advantage does not extend to its entire heavy army.

4. Shard Conclave
Appearance and Faction Mechanic
Red cloth, golden arches, dark obsidian, and sharp crystals. Towers are elegant, but not every building is tall: the barracks has a horizontal arch, the laboratory a split lens, and the workshop an open assembly ring. Constructs use clean geometric silhouettes, clearly distinct from the Free Undead’s animated stone.
Two Relay Modes: a local area can strengthen either offence (+10% attack speed) or defence (+2 armour). Switching takes 3 sec, during which neither bonus applies; another switch is possible after 20 sec. Auras do not stack. Units within multiple relay areas benefit only from the nearest relay. Destroying a relay removes its bonus but does not disable production or kill units.
Buildings

Building | Tier and Appearance | Function |
Atrium → Conclave Spire → Crown of Lenses | T1–T3; red pavilion, tower, then three orbital lenses | Workers, resources, and progression |
Adepts’ Pavilion | T1; low arch and hanging red cloth | +10 supply capacity |
Hall of Blades | T1; horizontal golden arch and open training ground | Blades and archers; knights at T3 |
Rune Workshop | T1; flat obsidian table surrounded by stone slabs | Army upgrades |
Lens Laboratory | T2; a split crystal lens | Barrier Weavers and Illusionists |
Construct Forge | T2; open assembly ring | Drones and walking prisms |
Shard Relay | T1; crystal supported by three golden arms | Offensive/defensive modes; weak ground/air attack after T2 |
Altar of Constellations | T1; flat star chart and a levitating signet | Faction heroes |

Units
Unit | Tier / Supply | Silhouette and Role | Ability and Weakness |
Builder Adept | 1 / 1 | Blood elf with a short staff and tool case | Builds, gathers, and repairs constructs; must still spend time working at a construction site |
Conclave Blade | 1 / 2 | Narrow red armour and a long glaive | Parry: reduces the next physical attack by 40; 12-sec cooldown. Vulnerable to concentrated fire |
Rune Archer | 1 / 2 | Wide golden bow | Mark after T2: the target takes +10 damage from the next allied attack; 10-sec cooldown. Also targets air |
Barrier Weaver | 2 / 2 | Two small orbiting lenses | 120-HP barrier for 6 sec; 70 mana, 12-sec cooldown. Research unlocks removal of one effect for 75 mana; 12-sec cooldown |
Shard Illusionist | 2 / 2 | Split mask and mirrored cloak | Creates a unit copy for 12 sec: deals 0 damage and takes double damage. Costs 75 mana; 20-sec cooldown; maximum 1 copy. Dispel removes it |
Lens Drone | 2 / 2 | Small flying triangle with a large eye | Scout with weak anti-air fire; 300-radius scan reveals invisibility for 6 sec; 20-sec cooldown |
Walking Prism | 2 / 4 | Three legs and a large angled crystal | Siege beam after a 3-sec charge. Movement interrupts charging; cannot target air |
Rune Knight | 3 / 4 | Foot soldier in heavy red-and-gold armour | Rune of Weight: 180-radius area slows by 20% for 4 sec; 20-sec cooldown. No gap-closing ability |
Faction Heroes
Magister Sereth — Shard Architect; Intelligence, flexible support. Golden hair, red robes with gold stitching, and a cracked lens hovering above his right hand. Visually distinct from a paladin or an undead chronicler.
Fractured Beam: 90 damage along a line; 75 mana, 12-sec cooldown, with a clearly signalled 0.5-sec preparation.
Protective Lens: a 150-HP shield on one target for 6 sec; 85 mana, 16-sec cooldown.
Conclave Discipline: aura grants +0.3 mana regeneration/sec; does not increase maximum mana.
ULTIMATE — Overload: doubles one relay’s current bonus for 8 sec, then disables it for 8 sec. Costs 175 mana; 120-sec cooldown. The relay can still be destroyed.
Vaelis Glassblade — Duelist; Agility, support elimination. Short pale-gold hair, dark-crimson armour, a long glass sword, and a small guard on his left forearm.
Shardstep: moves to a visible, unoccupied location up to 350 away; 60 mana, 14-sec cooldown. Cannot jump into unexplored space.
Lens Cut: next attack deals +50 damage and reduces armour by 1 for 5 sec; 50 mana, 10-sec cooldown.
Glass Precision: passive +10% attack speed against targets with an active magical barrier.
ULTIMATE — Shattered Reflection: creates two copies for 12 sec, each dealing 25% damage and taking 200% damage; 150 mana, 120-sec cooldown. Copies cannot cast abilities and can be dispelled.
Counterplay: eliminate expensive specialists, attack while relays switch modes, and detect illusions. The Conclave has few durable bodies and no mass healing.

5. The Shattered Crown Tavern
A neutral map building available to all four factions. It has a stone ground floor, wooden gallery, blue and red awnings, a brass lantern, and a broken-crown sign. A wide basin accommodates naga visitors, while a goblin workbench stands outside. Despite its location in Lordaeron, it is not an exclusively human establishment.
Its four heroes do not belong to faction altars. Each player may recruit only one instance of each archetype without preventing opponents from hiring their own. Recruitment uses a normal hero slot. Death does not reset level; resurrection has a level-dependent cost and duration. Recruitment and resurrection costs will be set after measuring the prototype’s economy.
Keszik Brasswhistle — Goblin Constructor, Intelligence
A short green goblin with enormous goggles, a russet leather apron, tools, and a folding machine on his back. His devices are improvised and irregular, distinguishing them from Brenna’s dwarven engineering.
Field Automaton: deploys a turret for 20 sec, with 250 HP and ground/air fire; 75 mana, 25-sec cooldown; maximum 1.
Emergency Wrench: restores 120 HP to a machine over 3 sec; 60 mana, 12-sec cooldown. Cannot heal organic creatures.
Spare Parts: his own temporary device returns 15 mana when it expires or is destroyed; passive, triggers once per device and generates no gold.
ULTIMATE — Walking Workshop: a mechanical suit lasting 20 sec grants +300 temporary HP and a 120-radius area attack; 175 mana, 120-sec cooldown. Does not produce units or grant immunity to crowd control.
Liora Seven Notes — Human Bard, Intelligence
A burgundy travelling cloak, a lute with a metal resonator, and a small signal horn. In combat, she uses short signals rather than extended performances.
March of the Survivors: up to 6 allies gain +15% movement speed for 5 sec; 60 mana, 16-sec cooldown.
Discordant Note: deals 40 damage and interrupts one enemy’s channelling; 60 mana, 14-sec cooldown.
Song of Respite: aura restores 1 HP/sec only outside combat. Does not stack with lanterns; the stronger effect applies.
ULTIMATE — Oath Chorus: channels for up to 8 sec, granting allies within 450 +20% attack speed; 150 mana, 120-sec cooldown. Leaving its range or interrupting the channel ends the support.
Doruun Trailwarden — Draenei, Strength
Indigo skin, dark horns, a pilgrim’s cloak, and a stone hammer bearing a single glowing rune. His appearance suggests a guardian of travellers rather than a technological commander.
Seal Strike: deals 70 damage to one target and slows it by 25% for 3 sec; 65 mana, 12-sec cooldown.
Traveller’s Protection: one ally takes 25% less damage for 5 sec; 75 mana, 16-sec cooldown.
Endurance: Doruun gains +150 maximum HP; passive.
ULTIMATE — Safe Passage: a 400-radius zone reduces incoming ranged damage to allies by 40% for 8 sec; 175 mana, 120-sec cooldown. Does not block enemy entry or melee damage.
Shen Quiet Kettle — Pandaren Monk, Agility
A stocky silhouette, cream cloth, a dark-blue sash, a bamboo staff, and a teapot. Calm, precise animations distinguish him from a heavy-weapon warrior.
Windstep: quickly moves to an ally within 400 and grants a 60-HP shield for 3 sec; 60 mana, 14-sec cooldown.
Palm Strike: deals 60 damage and knocks a regular unit back by 100; 50 mana, 10-sec cooldown. Heroes are not knocked back.
Steady Breath: after 5 sec without attacking, Shen’s next attack heals him for 35 HP; 8-sec internal cooldown.
ULTIMATE — Still Centre: channels for up to 6 sec, healing up to 5 nearby allies for 45 HP/sec; 175 mana, 120-sec cooldown. Shen cannot attack while channelling and can be stunned.

Echoes of the Shattered Crowns — Meet the Heroes
Ten characters from New Format’s unofficial Warcraft-inspired expansion concept.
1. Elira Vossan — The Oath CaptainFaction: Rebuilt Lordaeron · Role: Frontline defender and commander
Elira returned to Lordaeron carrying stories of a homeland she had never truly known. Among its ruins, she discovered that rebuilding a kingdom meant protecting people whose histories did not fit those stories—including the undead. Her silver armour and blue cloak still mark her as a captain, but her loyalty now belongs to those standing behind her shield.
On the battlefield, Elira protects vulnerable formations, interrupts dangerous enemies, and rallies her soldiers around a destructible banner. Her strength lies in holding an army together when retreat seems inevitable.
“A kingdom begins with the people we refuse to abandon.”
2. Brenna Copperwedge — The Fortification MasterFaction: Rebuilt Lordaeron · Role: Engineering and defensive support
Brenna measures a commander’s promises against the strength of the bridges they build. A dwarven engineer with red braids, battered tools, and little patience for ceremonial speeches, she sees reconstruction as a practical duty. Every repaired gate means another family can sleep safely.
Her mechanical hammer serves as both workshop tool and weapon. Brenna repairs damaged machines, prepares repulsor mines, and deploys a temporary defensive turret. She rewards careful positioning and preparation, but needs allies to protect her while she works.
“Give me timber, iron, and someone who listens.”
3. Maren — The Chronicler of NamesFaction: The Free Undead · Role: Healing, protection, and detection
Maren carries a book filled with names the world has stopped speaking. To him, each entry proves that an undead face once belonged to someone with a home, a profession, and people they loved. His golden lantern illuminates both hidden dangers and the fragile traces of forgotten lives.
As a support hero, Maren restores health, reveals concealed enemies, and shields injured allies. His strongest ability requires him to remain still and channel, trusting others to defend him as he preserves their lives.
“Tell me your name. Someone should remember.”
4. Ilyra Unchained — The Guardian of WillFaction: The Free Undead · Role: Protection against hostile magic
The broken shackles at Ilyra’s belt are a reminder of what she will never accept again. She distrusts anyone who offers safety in exchange for obedience, especially when magic makes refusal impossible. Her shield bears the scars of defending those too weak to resist for themselves.
Ilyra removes harmful enchantments, interrupts enemy spellcasters, and reduces the effects of crowd control. Her ultimate creates a brief sanctuary against new stuns and roots, giving an overwhelmed army the chance to move and fight again.
“My body has known death. My will belongs to me.”
5. Vasheryn — The Tide SeerFaction: Courts of the Tide · Role: Healing and battlefield control
Beneath the sea, Vasheryn listens to memories trapped inside drowned halls. Some reveal forgotten beauty; others preserve grievances that could ignite another war. She leads her court towards the surface seeking answers, aware that recovering the past may threaten everything her people believe.
Her bronze diadem and astrolabe staff reflect a culture shaped by tides and lost knowledge. Vasheryn heals allies, sends slowing waves through enemy formations, and creates temporary wet terrain that supports her army’s movement.
“The sea keeps what the world believes it has buried.”
6. Thaross Anchorbreaker — The Court DefenderFaction: Courts of the Tide · Role: Frontline protection and initiation
Thaross stands between his court and whatever rises from the dark. Armoured in heavy shell plates, he carries an anchor as a weapon: a symbol of his refusal to let others decide where his people must remain.
He disrupts enemy formations with a thrown anchor and powerful tail sweeps. When the fighting intensifies, his Breakwater ability reduces damage to himself and nearby allies. Thaross is most effective when his army follows his advance; isolated from support, even his formidable armour can fail.
“Stand behind me. Let the storm make its choice.”
7. Magister Sereth — The Shard ArchitectFaction: Shard Conclave · Role: Arcane damage and defensive support
Sereth believes that dangerous knowledge demands discipline. His tragedy lies in how easily that conviction becomes a justification for control. The fractured lens floating above his hand represents both his mastery of the shards and the uncertainty he struggles to acknowledge.
He directs damaging beams, protects individual allies with magical barriers, and supports nearby spellcasters. His ultimate overloads a relay for a powerful temporary advantage, followed by enforced downtime. Playing Sereth means choosing when a calculated risk becomes worth its consequences.
“Power must be understood before it is entrusted.”
8. Vaelis Glassblade — The DuelistFaction: Shard Conclave · Role: Precision attacks and support elimination
Vaelis studies a battlefield through its weaknesses: an exposed healer, an interrupted formation, a mage watching the wrong approach. His dark-crimson armour and glass sword give him a sharp, restrained silhouette beside the Conclave’s elaborate scholars.
He crosses short distances with Shardstep, weakens targets with precise strikes, and pressures enemies protected by magical barriers. His ultimate creates two damaging reflections, forcing opponents to identify the real threat. Vaelis excels at carefully chosen engagements, but reckless pursuit can leave him surrounded.
“Every defence has a moment when it becomes a mistake.”
9. Keszik Brasswhistle — The Goblin ConstructorRecruitment: The Shattered Crown Tavern · Role: Devices and mechanical support
Keszik arrives with oversized goggles, a folding turret, and absolute confidence in machinery that looks one vibration away from collapse. Beneath his salesmanship is an inventive mechanic who understands how often survival depends on one functioning wheel or one last repair.
He deploys temporary weapons, restores damaged machines, and recovers mana from his own expired devices. His ultimate places him inside a walking mechanical suit. Keszik gives any army useful engineering support, provided someone keeps the enemy occupied while he sets up.
“It’s perfectly safe. I’ve already fixed the loudest problem.”
10. Liora Seven Notes — The Battlefield BardRecruitment: The Shattered Crown Tavern · Role: Mobility and army support
Liora has heard enough victory songs to recognise the stories they leave out. Travelling between divided communities, she preserves the voices of soldiers, refugees, and witnesses whose experiences rarely reach official chronicles.
Her lute and signal horn become practical instruments of command. She accelerates allied movement, breaks an enemy’s concentration, and helps troops recover between engagements. Through Oath Chorus, she strengthens an army’s attack speed—but must remain protected while performing.
“If we sing of the battle, we sing of everyone who was there.”
6. Technology Trees and Visual Readability
For each faction, T1 provides the headquarters, supply building, basic military building, forge, defence, and altar. Advancing to T2 requires the basic military building and forge. T2 unlocks two specialist buildings, magic, aerial reconnaissance, and siege. T3 requires at least one specialist building and unlocks elite units and the third upgrade level. T1/T2/T3 respectively allow the first/second/third levels of weapon and armour research.
Workers, ranged units, and spellcasters must be recognisable by silhouette without zooming in: tools and a bent posture; a broad ranged weapon; a tall staff or floating element. Faction colours do not replace player colours: models retain clear team-colour areas. Golden healing effects must remain distinguishable from the Conclave’s golden projectiles.
Faction | Advantage | Cost of That Advantage | Main Counterplay |
Lordaeron | Holding positions | Slow artillery redeployment | Raids and flanking |
Free Undead | Recovering after engagements | Reliance on lanterns and support | Sustained pressure and attacks on infrastructure |
Courts of the Tide | Local terrain control | Mana costs and zone preparation | Spreading out and forcing relocation |
Conclave | Strong offensive or defensive windows | Small army and relay downtime | Attacking during switches and eliminating specialists |
7. Prototype Scope and Further Production
This document includes 32 building families, including four headquarters with three stages each; 33 units including workers; 8 faction heroes; and 4 neutral heroes. This gives 12 heroes and 48 proposed hero abilities in total.
The first prototype should test every faction on the same dry map, using a worker, headquarters, supply building, one military building, two units, one hero, and the faction mechanic. Reconnaissance, anti-air, siege, and dispelling should follow. Only after these tests should gold/lumber prices, HP, damage, and production times be set for the complete armies.
Key tests: can players recognise models at a distance? Can every faction stop aircraft? Can defences be broken without one mandatory army composition? Can nets and pulls trap heroes in endless crowd control? Does a neutral hero eliminate all the weaknesses of a faction? Each test cycle should alter only a few parameters at a time.
The art sheets are references for future models, icons, and animations. They do not contain finished 3D meshes, rigs, or editor-ready assets.





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