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Warcraft III: Reforged × Warcraft Forever — A Fan-Made Conception War for Azeroth’s Memory - Author: New Format

New Format | Gaming • Original Concepts • Game DesignPrepared by New Format | 4 October 2026

A fan concept, not a game announcement. “Legacy of the Shattered Crowns” and “Echoes of the Shattered Crowns” are original New Format proposals that develop our “Warcraft Forever” series into an imagined campaign for Warcraft III: Reforged. The races, heroes, armies, missions and mechanics described here are not Blizzard’s plans, a finished mod or a production already under way.


In the ruins of Lordaeron, workers uncover the entrance to an underground archive. Behind its stone doors, they find no gold, only the names of people nobody remembers. When one of the settlers touches the central stone, he begins speaking with the voice of a soldier who died many years earlier. He warns of an army that ceased to exist long ago.

Across the street, an undead guard drops his weapon. He has recognised his own son’s voice.

This is how our fan-made continuation of Warcraft III: Reforged would begin: a strategy game about rebuilding a city, commanding six distinct factions and fighting over who has the right to preserve Azeroth’s memory. Players would build bases, hold bridges, conduct sieges, rescue residents and make decisions that affect later missions.

The central threat, however, would not be the simple resurrection of the dead. The Archive of the Last Names can reproduce fragments of other people’s experiences, but every use may change how the living and the undead remember their own past. Some want to protect recovered memories; others want freedom from the voices of strangers; still others intend to erase the memory of war to end conflict once and for all.

Our vision brings together two scales. Warcraft III: Reforged provides the reference point for commanding armies, building bases and RTS gameplay. “Warcraft Forever”, understood here as our developing editorial theme and speculative narrative, lets us ask what happens to the world’s inhabitants after the great armies have left.

1. From Fan-Made Classes to a Campaign About Memory

In New Format’s previous series, we explored how archetypes such as the Necromancer, Tinker, Bard, Warden, San’layn and Illusionist might change not only combat but Azeroth’s society. Now we take those questions onto the battlefield.

The Necromancer receives a unit of troops and access to a cemetery that the townspeople refuse to surrender to the military. The inventor must decide which district to supply with power. The Bard signals a retreat even though the commander has ordered an announcement of victory. Each class becomes more than a set of abilities: it offers a way of approaching the central conflict. Is memory a right, a weapon, a burden or an instrument of control?

We do not assume that every class discussed previously will appear in any official game. We use them as material for an original concept. Some could become RTS heroes, others specialist units, and others characters who lead quests.

We are also bringing the place names into alignment. Our earlier series introduced Ashen Haven, while the developing sequel concept introduced Oathhaven. In this version, they are the same city at two points in its history: first a settlement built among ruins, then a community renamed after the living and the undead reach an agreement.

2. Two Fan-Made Campaigns, One Conflict Over Memory

The first stage would be called “Legacy of the Shattered Crowns”. It would cover the settlers’ return to Lordaeron, the discovery of the artefact, the conflict over its use and the siege of the city. Its conclusion would be the shattering of the device and the establishment of a fragile peace.

The second stage, “Warcraft Forever: Echoes of the Shattered Crowns”, would explore the consequences. Trapped memories seep into the world. Shards reach forests, workshops, temples and underwater ruins. New schools, orders and political movements emerge.

Stage

Central question

Narrative scope

Legacy of the Shattered Crowns

Who has the right to use the artefact and govern the city being rebuilt?

An RTS campaign, expeditions, sieges and alliances

Echoes of the Shattered Crowns

How do we live with memories we did not choose?

Further campaigns and the stories of new heroes and schools

This is an alternative, fan-created branch of the story. We do not assign it a date in the official chronology or claim that it follows the ending of a particular announced expansion. The story therefore has its own explicit assumptions rather than pretending to know the franchise’s future.

3. An Artefact That Cannot Truly Resurrect

We would call the central device the Archive of the Last Names. Its capabilities need limits so that it cannot solve every problem with a single spell.

The Archive stores fragments of experience. It can reproduce a voice, an emotion, a skill or an image. It cannot, however, guarantee the restoration of an entire person. An echo might remember a battle accurately yet know nothing about the home of the person who fought in it. It might also repeat its original subject’s mistaken beliefs.

At first, the device appears to offer a chance to recover lost knowledge. It allows the undead to remember their own names. It shows settlers the locations of old wells and tunnels. It restores a wounded soldier’s memory of his family.

The cost emerges later. The Archive stabilises some memories at the expense of others. Memory gaps become increasingly common nearby. Someone forgets the way home. Someone else stops recognising their own child. The leadership tries to conceal the scale of the problem because the city has already begun to depend on the recovered knowledge.

Shattering the device does not create thousands of fully resurrected heroes from the past. It produces limited echoes. This preserves the weight of death and leaves room for a new generation of characters.



4. Race Is About Origins; Faction Is About a Shared Purpose

Designing an army should begin with a question: what holds its soldiers together? Shared ancestry is one answer, but an oath, common interests, religion or the need to survive may matter just as much.

Humans and dwarves can defend the same city. An undead human and an undead elf can have common needs even if they remember the past differently. A goblin might work for the Horde while a relative sells parts to every side.

We propose six principal factions in the full vision. That does not mean six finished armies in the first version. Each needs its own economy, readable models, artificial intelligence, technology tree and ways for opponents to counter it.

Rebuilt Lordaeron: A Home Everyone Wants to Claim

Humans form the army’s core, supported by dwarven sappers, gnomish mechanics and small high elf contingents. Its strengths are organised infantry, artillery and fortification repairs. Its weaknesses are expensive siege support and the need to protect several types of units at once.

A provisional roster would include Borderland Shieldbearers, Exile Archers, Reclamation Sappers, Oath Chaplains and siege wagons. The heroine, Captain Elira Vossan, returns to a country she knows mainly through her parents’ stories. She must discover that a right to remember does not automatically grant a right to other people’s homes.

Supply posts would be a defining mechanic. Their limited radius supports repairs and holding positions. An opponent can bypass the front, cut off a post and force the army to retreat. We would not, however, add the need to deliver provisions manually to every soldier.

The Free Undead: Reclaim a Name, Retain Free Will

This faction protects sentient inhabitants whom others reduce to the appearance of their bodies. It is not automatically “the good army of the dead”. Its members disagree over necromancy, past crimes and responsibility for their community’s survival.

Units might include Grave Guardians, Silent Crossbowmen, Alchemists, Soulweavers and Lantern Bearers. Lanterns would establish areas of regeneration and protection against echoes, creating positions worth defending. The army would struggle to relocate its support infrastructure and rebuild a lost position.

Its hero is Maren, Chronicler of Names. He wants to record his people’s history, but gradually discovers that some testimony implicates his allies. His most important choice is not about resurrecting a great army. It is about publishing a truth that could tear his community apart.

The Oathbound Horde: Honour Tested After Victory

Orcs, trolls, tauren and goblins form an expedition with diverse interests. Some honour commitments to allies, others want to protect trade, and some seek technology that could give them an advantage in a future war.

The army uses a strong frontline, mobile assault units, support totems and field devices. Roghan Irontrail, the orc leading the expedition, believes in clear orders. The campaign places him in situations where obedience means abandoning people he promised to protect.

Its mechanics would revolve around brief moments of coordination: a tauren’s protection enables an advance, a shaman clears the way, and a goblin mechanic secures the retreat. An opponent should be able to disrupt this sequence by scattering the troops or eliminating their support.

The Rootwardens: Memory Written into the Earth

Night elves, dryads and forest allies notice the Archive’s effects beyond the city walls. Images of ancient fires appear in the forests, and animals flee dangers that are not there. Nature responds to other people’s memories as though they were real events.

The faction would emphasise scouting, ambushes and temporary control of passages. Warden Naerys wants to isolate the contaminated land, while the druid accompanying her searches for ways to save its inhabitants. Their conflict would also play out on the map: should they burn a threatened bridge immediately or hold it long enough to evacuate people?

Special groves could provide local support, but should not produce endless free troops or replenish resources without limits. Their advantage on prepared terrain would be offset by reduced effectiveness in a prolonged frontal siege.

The Tidal Courts: The Naga Step Out of the Shadows

In this vision, the naga are the most important new, more fully developed army. Shards of the Archive beneath the sea reveal the memories of drowned settlements. Individual courts want to recover their lost heritage, but disagree over whether the surface should become an ally, a prize or an enemy.

They are led by Vasheryn, the Tidal Seer, an original character created for this campaign. Her forces include Deep Guardians, Memory Sirens, Reef Hunters and heavy assault beasts. Ritualists who create a short-lived protective mist complete the roster.

The central design principle would be independence on land. Water gives the naga alternative routes, but its absence must not deprive the army of a chance to win. In a prototype, tides would be better represented by opening passages and flooded zones than by promising an elaborate water simulation.

The Shard Conclave: Blood Elves and the Price of Control

The Conclave consists of blood elves, researchers and operators of magical constructs. They believe the device was dangerous because it was used without sufficient knowledge. They propose expert oversight — naturally, by experts drawn from their own ranks.

Their army favours elite units, barriers, runic defences and precision strikes. It has fewer bodies on the frontline and feels the loss of trained troops keenly. Its proposed hero is Magister Sereth, who believes that voluntarily limiting freedom can save thousands of lives.

The Conclave could switch local power sources between protection and offence. Both functions would not operate at full strength simultaneously. This would give opponents a clear window to attack rather than forcing them to fight an army of permanently shielded mages.

5. Other Peoples: A Larger World Without Ten New Economies

People or group

Proposed role

Story thread

Worgen

Scouts and night ambush units

Fear of losing control under the influence of unfamiliar memories

Draenei

A small protective expedition

Searching for a way to separate trapped echoes

Pandaren

Neutral masters and support heroes

Learning to distinguish one’s own identity from someone else’s experience

Nerubians

Underground allies or enemies

Fighting for independence and control of tunnels leading to the ruins

Ogres

Mercenary heavy infantry and local clans

Negotiating an alliance rather than automatic submission

Goblins

Workshops, caravans and specialists working for several sides

Conflict over trade in dangerous technology

Independent troll tribes

Regional units and quests

Protecting their own places of remembrance from outside expeditions

San’layn

A small, controversial ally within the story

The terms of coexistence and control over hunger

We treat the San’layn here as a group and an inspiration for an archetype, not simply another race equivalent to humans or orcs. Likewise, not every pandaren, goblin or draenei needs to share a single political position.



6. Warcraft Forever Classes as Strategy Heroes

Bringing a class into an RTS requires simplification. A character cannot demand a dozen buttons and the player’s full attention while a base also needs managing. Ultimately, each hero should have a few readable abilities, a clear role and an evident weakness.

Archetype from our series

Role in the proposed campaign

Limitation or counterplay

Necromancer

A limited group of summons and cover for retreats

Short summon duration, mana costs and susceptibility to dispels

Tinker

Field devices, repairs and preparation of defensive positions

Deployment time, a limit on structures and vulnerability to flanking

Bard

Battle signals, support for troop movements and interruption of panic

Short range and vulnerability to direct attack

Warden

Pursuing high-priority targets and protecting passages

Risk of being cut off from the army

Demon Hunter

Pressure on magic users

Must enter enemy range and can be contained by focused fire

San’layn — hero archetype

Weakening targets and recovering strength in combat

Capped healing; vulnerable when separated from the target

Witch

Curses and areas of control

Visible ritual signs, with opportunities to withdraw or interrupt

Illusionist

Feigned movements and misleading enemy scouts

Illusion detection; copies lack full combat strength

Rune Knight

Defence of a chosen area

Time needed to prepare runes and limited mobility

Death Knight

A heavy offensive hero

Strong dependence on support and resource management

Monk

Mobile protection and rescue of individual units

Less influence on long-range siege warfare

Not all these archetypes would be new to the universe or to its RTS history. What would be new are the proposed roles, variants and narrative connections. Additional titles from our story — Memory Guardian, Soulweaver or Ash Knight — could represent specialisations of individual characters rather than unnecessarily expanding the list of separate classes.



7. The Campaign: Eighteen Missions, Six Perspectives on War

The full story could contain eighteen missions. This is a creative scope, not a production promise. A change of perspective should reveal new facts rather than force players to repeat an identical battle.

Mission

Perspective

Main action and consequence

1. The Stone Beneath the Ashes

Lordaeron

Rebuild the settlement, protect the workers and discover the Archive’s entrance.

2. Homes Without Owners

Lordaeron

Investigate the dispute over a district; choose negotiations or a military operation.

3. The Purge Order

Lordaeron

Discover civilians in the target area and decide whether to keep obeying orders.

4. The Book of Names

Free Undead

Evacuate the archive of testimonies and the residents before the assault.

5. The Price of a Memory

Free Undead

Investigate the artefact’s effects and interrupt a dangerous ritual.

6. A Witness Against Their Own

Free Undead

Protect someone exposing the guilt of an allied commander.

7. The Iron Crossing

Horde

Hold the bridge and divide your forces between defence and evacuation.

8. The Caravan of Two Banners

Horde

Escort a joint shipment despite sabotage on both sides.

9. Honour in Retreat

Horde

Withdraw your troops while preserving the forces needed in the later siege.

10. The Forest of Others’ Battles

Rootwardens

Identify the echoes and secure a route through contaminated land.

11. Root and Ash

Rootwardens

Choose how to contain the contamination and rescue stranded inhabitants.

12. Voices Beneath the Water

Naga

Explore submerged ruins and stop a rival court.

13. The Law of the Surface

Naga

Establish a foothold and negotiate cooperation with coastal inhabitants.

14. The Conclave Behind Closed Doors

Blood elves

Secure the laboratory and discover the research’s hidden purpose.

15. The Web of Oblivion

Blood elves

Disable the relays before they connect the residents to the Archive.

16. The Siege of the Haven

Coalition

Defend selected districts with the help of allies gained earlier.

17. The Archive of the Last Names

A small party of heroes

Traverse witnesses’ memories and uncover the antagonist’s intention.

18. Shattered Crowns

Coalition

Disconnect the device and protect the evacuation before its destruction.

Enemy forces do not need a complete economy in every mission. In an evacuation scenario, attack directions, clear warnings and opportunities to respond matter more. By contrast, the naga foothold mission should offer freedom to build and choose an attack route.

The transition into the second part would follow an apparently peaceful epilogue. The city takes the name Oathhaven. In a distant workshop, someone activates a device built from a recovered fragment. The mechanism begins reciting the names of people it could never have known.

8. An Antagonist Who Wants to End Every War

The antagonist would be Aldren, Archivist of Peace, an original character who lost his family and spent years documenting successive conflicts. He has come to believe that nations pass on grievances as effectively as they pass on language and customs.

His solution is to remove the memories that sustain hatred. At first, he offers voluntary treatment. Later, he decides that one person’s refusal endangers everyone else. He intends to connect the city to the Archive and impose compulsory “reconciliation”.

The Eternal Order becomes the organisation carrying out this plan. Not all its members know the ultimate goal. They include physicians, refugee carers and soldiers who do not want to live through another war. This gives the antagonist a social base, and defeating him does not require killing every supporter.

At the same time, Aldren should not be responsible for every previous wrong. The dispute over homes, commanders’ violence and the consequences of experiments are real. Discovering manipulation does not erase the other sides’ responsibility.

9. Mechanics That Tell the Story

Shards as a Choice, Not a Daily Tax

The basic economy would remain readable: gold, lumber and an army size limit. Shards would be objectives in specific missions, not a third resource requiring a new group of workers.

A recovered fragment can be used to protect residents, conduct research or provide a temporary enhancement. Some uses rule out other possibilities. The game should clearly communicate a decision’s cost rather than hiding the penalty until the final cutscene.

Echoes of Battles as Contained Sequences

Contact with a relic transports a selected group into a brief memory sequence. The player learns the layout of an old passage or sees who gave an order. The sequence has a clear beginning and end; it should not destroy the base left behind without warning.

An echo is not an impartial recording. Conflicting accounts may require players to compare testimonies. This calls for careful writing and readable clues, not an excuse for the author to change the truth arbitrarily.

Rebuilding the City Between Missions

The Haven would develop through a limited set of decisions: a workshop or an infirmary, rebuilding a bridge or securing a warehouse. All basic functions needed to complete the campaign remain available. Choices change the route to the objective, supporting troops and the settlement’s appearance.

Alliances Reflected in Army Composition

Helping an ogre clan provides heavy mercenaries. An agreement with the naga opens an alternative evacuation route. Rescuing witnesses makes negotiations possible where fighting would otherwise have been unavoidable.

The extent of branching must be limited. A few meaningful variables that recur across many scenes create a more convincing result than dozens of choices mentioned only once.

10. Three Movements After the Archive’s Shattering

In “Echoes of the Shattered Crowns”, divisions would emerge within every army. The Inheritors want to protect recovered memories because they see them as a way to save devastated cultures. The Liberated demand the right to live free of someone else’s past. Remnants of the Eternal Order try to rebuild the project of a shared consciousness.

These movements do not entirely replace the earlier organisations in our series, such as the League of Salvation or the Guardians of Power’s Limits. Those groups addressed the management of dangerous power; the new movements respond to a specific crisis of memory. The same resident can support oversight of magic while defending the preservation of a family echo.

A Necromancer might side with the Liberated precisely because they understand the price of binding souls. A Paladin might support the Inheritors to preserve victims’ testimonies. A class therefore remains a source of experience rather than an automatic choice of ideology.

11. What Would Development in Reforged Involve?

Reforged has the World Editor and supports community-created games — a real starting point described on the official product page [1]. That does not mean all our ideas could be implemented quickly or without limitations.

The intended format is a fan-made campaign or a set of custom maps, not an official client expansion or new races automatically added to standard ranked play. The practical feasibility of saving progression, AI behaviour and distribution would need to be checked against the chosen versions of the editor and game.

The first development stage should include a technical prototype. We need to confirm that an additional army can correctly build a base, spend resources, train troops and respond to attacks. Mission transitions and the retention of a few decisions need separate testing. A list of appealing ideas does not replace those checks.

Area

Work required

Condition for a successful stage

Narrative

World bible, motivations and mission progression

Every mission changes the situation and has understandable stakes

Armies

Units, costs, upgrades and roles

Every unit has a purpose and a possible counter

Maps

Terrain, routes, resources and objectives

Units can reach objectives without blockages or unclear passages

Scripting

Events, dialogue and victory conditions

No situations prevent mission completion

AI

Construction, attack, defence and rebuilding

The enemy carries out its tasks without manual direction

Art and sound

Silhouettes, icons, effects and signals

Important events are recognisable during combat

Campaign continuity

Hero progression and a limited number of choices

The next map correctly reads the previous state

Testing

Difficulty, saving, performance and edge cases

The mission can be completed through several intended approaches

We are not setting a release date, budget or hardware requirements now. These would depend on the prototype’s results, the number of creators, the assets used and the scope of new models and recordings.

12. The First Playable Version: Three Missions Instead of an Entire War

A sensible first build for evaluation would consist of three linked scenarios. “The Stone Beneath the Ashes” tests base-building and atmosphere. “The Book of Names” demonstrates the change of perspective and the defence of the undead. “Voices Beneath the Water” tests a limited naga roster and the battle for a foothold.

At this stage, three original characters, a small set of new units and one decision carried into the next scenario would be enough. The rest can draw on available resources where they suit the intended use. Cinematics should be short and skippable.

Before expanding the project, specific questions need answers. Is the first mission’s objective understandable without extra explanation? Can the player recognise the naga units? Does defeat result from decisions or from unclear scripting? Does a story choice genuinely change the next situation?

Only positive answers justify further investment in complete technology trees, additional chapters and richer presentation.

13. Balance: Atmosphere Cannot Replace Rules

Every effect needs a cost and a response available to the opponent. Illusions should not both impersonate an army perfectly and deal full damage. Healing through life drain needs limits. A hero who controls enemy units cannot continuously deprive the player of the ability to act.

Differences between armies should be noticeable but readable. Lordaeron holds positions well, so it struggles to shift its front. The naga can take unusual routes, but that should not let them attack every target with impunity. The Conclave protects elite troops, but must choose when to use its shields.

Campaign balance and competitive matches require separate approaches. In a story scenario, a powerful artefact can briefly bend the usual rules. In competitive play, the same effect would be difficult to justify. A single-player campaign should remain the project’s first goal. Co-op and a set of custom skirmish maps are separate, later stages requiring further testing.

14. Presentation: Azeroth from a Commander’s Viewpoint

Lordaeron would receive a palette of cool steel, pale fabrics and dusty stone. The Free Undead would use dark wood, muted metals and lantern light. The naga would feature wet stone, copper and sea green. The Conclave would favour amber runes and sharp, geometric constructs.

Faction colour is not enough. A healing unit needs a different silhouette from a heavy warrior. An important object must stand apart from scenery even without zooming in. A shard effect should be recognisable by its shape and sound, not only its colour.

The sound of memory could recur throughout the campaign: a broken melody, a bell and a brief fragment of conversation. Over time, the same motifs acquire new meanings. The music does not need to announce the end of the world constantly. During a rebuilding scene, hammers, carts and the voices of people who feel safe for the first time may matter more.

15. Developing the Project and Talking to the Community

New Format could develop this concept through a series of features: a faction introduction, a hero analysis, a map design and a discussion of readers’ reactions. Every published element should have a clear status: idea, mock-up, prototype or tested section.

Concept art is not a screenshot from a working game. A mission description does not prove that a map exists. Only actual prototype footage justifies describing a version as playable. This transparency lets us invite audiences to help shape the idea without creating false expectations.

The most useful community questions would be specific: would you prefer a standalone naga army or nerubians? When defending a city, do decisions about individual districts matter more, or commanding one large battle? Which role for the Bard would be clear in an RTS? Answers help choose a direction but do not replace testing it in the game.

16. Why This Particular Fan-Made Continuation?

“Legacy of the Shattered Crowns” would not be a story with a simple division between good and evil, or about another artefact that reverses death. It would be a fan-made RTS campaign about rebuilding a city when every faction remembers its past differently.

Victory has two dimensions. The first is holding the gate, defeating the army and shutting down the Archive. The second begins afterwards: deciding who will live in the surviving homes, whose names will appear on a memorial and who will answer for crimes committed by their own side.

New races and classes gain meaning because they take part in these disputes. The naga fight for the memory of a drowned world. The undead fight for recognition of their identity. Humans fight for a return that cannot automatically mean driving others out. Inventors, bards and necromancers offer tools, but none removes responsibility.

The key gameplay elements remain concrete: building and rebuilding bases, defending districts, controlling bridges and footholds, limited use of shards, short echo sequences and decisions carried between missions. These should make the conflict over memory tangible on the map as well as in dialogue.

The final scene of the first campaign could return to the street from the prologue. A child asks the undead guard whether he really remembers the city before its destruction. The guard replies that he remembers only fragments. A moment later, they both help carry a stone to the new gate.

You do not have to recover everything before you can begin to build.

Which army would you choose to begin this fan-made campaign: the people of Lordaeron, the Free Undead, the naga or the Shard Conclave? Tell us which new race or class would best fit your vision of Warcraft III: Reforged.

Sources and Editorial Context

[1] Official Warcraft III: Reforged product page, Battle.net: the product description identifies community-created games and the World Editor as features of the game. We use this source only to establish that starting point, not to confirm the mechanics or campaigns we describe.https://tw.shop.battle.net/en-gb/product/warcraft-3-reforged

Internal context: New Format, “Warcraft Forever: New Classes, New Wars, a Different Azeroth”, a ten-article series, current version dated 3 October 2026. This article develops its original themes; it does not provide new confirmation of the press reports cited in that series.

All new hero names, campaign subtitles, unit names and detailed solutions described here are working elements of this fan proposal. This material is not affiliated with Blizzard Entertainment.

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