Heirs of Sulfuron (Warcraft Elemental Civil War)

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The Firelord is Dead.

This isn't actually a surprise on from an objective point of...
Introduction

Alectai

Speaks Words of Wisdom... On occasion
The Firelord is Dead.

This isn't actually a surprise on from an objective point of view--Ragnaros was known for many things after all. His strength of arm, the fury of his warhammer Sulfuras, and his endess, insatiable desire to burn all that lives, but what he was not known for was his ability to back down from a fight. Cornered by a mortal strike force--he chose instead to strike them down personally, falling into the trap laid by two Archdruids and Cenarius himself, and having his very heart torn from his chest.

The Firelord is dead, but his essence remains--shattered and bearing an echo of one of the old Firelord's final thoughts, each coalesced around a newborn Fire Elemental.

But only one may take up the throne at Sulfuron Keep.

Choose Your Character



PROS:
True Son: For better or worse, of all of your siblings, you are the closest to your father in appearance and temperment
Preferred Successor: Ragnaros' surviving vassals are much more likely to support your claim to Sulfuron Keep, and indeed, you start with at least one surviving member of his court supporting you openly (Randomly determined based on surviving NPCs)

CONS:
True Son For better or worse, of all your siblings, you are the closest to your father in appearance and temperment.
Not this shit again...: There is literally no situation in which the mortals who still have a toehold in the Firelands will allow you to come to power unopposed. Expect Adventurers.



PROS:
King of Flames: You lack Surtos' sheer power (At least by the standards of you and your siblings), but have compensated through finesse--you have an easier time coordinating lesser Elementals, and yours are typically smarter and stronger than average.
Master of Dominions: Your skilled administration has allowed you to seize and maintain a larger amount of territory, giving you a stronger starting position.

CONS:
Arrogance: Pride does not go well with cooperating. You will accept vassals, but never an alliance between equals, as such, you will never gain diplomatic options that don't present yourself as the one in a position of power. This has obvious problems.
Surrounded on all sides: Though your starting demense is impressive, you have no avenues for 'Peaceful' expansion of your domain, given how your territories are surrounded by neutrals, and Surtos is on your northern border, good luck!



PROS:
Discreet: Nobody knows your starting position, because it's in the relatively unsettled bordermarches of the Firelands, and you're not so strong that you act as a beacon for everyone on the Plane to see. This gives you time to accumulate power and influence without getting stuck in with your older brothers.
Hearthfire: You are the only Fire Elemental capable of using recovery magic as far as you know. This has obvious potential applications in long term strategy.

CONS:
The Last Gasp: The lion's share of Ragnaros' power and mantle was distributed to your brothers, leaving you only the last dregs remaining as he stared at his killers and wondered why, why, why, this was to be my victory. Though this still gives you the strength of a Baron, you are nowhere even remotely near a match for your brothers in battle as of the start of play.
Water Water Everywhere: Unfortunately, the most discreet place for you to hide is on the border of the Abyssal Maw, which is having problems of its own with the disappearance of Neptulon. Your territories are likely to be raided by other Elementals, but especially those of Water.
 
Character Sheet
HESTIAS

Titles: None
Power: 500 (Baron of the Firelands)
Influence: 100 (Local Power)
Claims: Sulfuron Keep

Notable Vassals: None
Control Limit: 50

Special Rules:
Hearthfire When you choose it, your flames may soothe the wounded and embolden your allies. May spend Power equal to your Deployment Score on a mission to reduce casualties by 10%.
Heir of Sulfuras: May attempt the Seize Sulfuron Keep action, winning the game on a success.
 
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Season One
Season One
You are Hestias, Heir of Sulfuron--much to your dismay--and currently you are having a very bad time.

Hiding out on the bordermarches of the Firelands--upon the border of the Abyssal Maw where magma turns to obsidian, fades to scrubby grassland, and finally ends as pale silver sands dropping off into a nigh-infinite depth of the hated and accursed water--seemed like a good idea at the time. Surely your warring brothers would not bother to look upon these frontiers with a careful eye and deep scrutiny! And yet, problems remained.

Such as the seemingly endless tide of water that was constantly swarming upon your shores!

It was the usual sort of thing--with Neptulon missing (Something to do with a giant kraken that he hasn't killed yet)--and many of his vassals killed by a bunch of reptillian mortal invaders--the local lords of the Maw went back to the usual routine of attacking everyone in sight--and one of the easiest ways for them to count coup and accumulate influence was to launch strikes into the Firelands, slay what they can--and push the borders ever closer to the heart of your corner of the Plane.

It was what you and your kind did, but that didn't make them any less of a headache.

Though a minor power, you still were the closest thing to a march lord around since Lord Shannox got himself killed in the defense of... Your father you suppose was the right word... That meant that the local embers were mewling and demanding your intervention.

You're not entirely sure why they're coming to you for it, but you suppose you could leverage these scraps into something resembling an organized force, which would potentially deter anyone who wanted to try reporting you to one of your brothers! Which would mean that you could go on living for that much longer!

Or--like a sane and less crazy person--you could simply try accepting mortal summons. Very little risk (Barring the occasional mad wizard who tries to rip our parts of your avatar for one ritual or another), a good chance of gain. It is a little bit demeaning though for a Lord of your stature to indulge in such behaviour.

Decisions, decisions.

TUTORIAL MODE ENGAGED:
As an Heir of Sulfuron, and an independent, sapient Elemental--you don't particularly give a damn about the necessities of money, food, and raw material. The Firelands themselves will provide what is necessary, leaving you and other titled Elementals to horse trade using what resources they do care about.

Namely, Power, and Influence

Your supplies of both are limited, but as a being chiefly made up of magic, there are few limits to what you can do! Chief of which is your Command Capacity, which is the limit of how many Lesser Elementals you can coordinate at any one time. A true Elemental Lord can bind armies overnight! As you are but a mere Baron however, you must take great care with your servitors, and ensure you do not exhaust yourself unduly, as your only defense against enemy attack is the level of Power that you have in reserve at the end of the Season! Defeat within the Firelands itself will result in your Permanent Destruction, though operating in rival Elemental Realms or Azeroth will only result in the loss of the Power invested in your Avatar.

You will automatically recover all Power spent at the end of a turn that has not been lost due to trade or destruction of an Avatar. Any Power accumulated will be added to your baseline level.

As for Influence, it essentially behaves as your Unit Cap. One particularly safe means of increasing your overall strength is to call forth servitors and bind them to your will. This has an up-front Power cost, but you can commit up to your Control Capacity to any given operation, bolstering your numbers and allowing you to commit more Power to a field than you personally carry around with you!

Any questions, just bring them up!


CURRENT POWER: 500
CURRENT INFLUENCE: 100
CONTROL CAPACITY: 50

Expansion Strategies:
Raise Legions: Spend 100 Power to bind 50 Lesser Fire Elementals!. They're neither sentient nor sapient, but should serve as good chaff to put between you and anything scary enough to threaten you. Plus let you cover more ground, that's always nice.
Raid the Abyssal Maw: All of that blue down the way offends you! As does the liquidy hate that makes it up. Go evaporate it to prove the supremacy of Fire! (Determine Power Investment and if you intend to lead any Elementals down that way, provides Influence on a success.)
Raid the Skywall: Skywall isn't something you particularly dislike, but they are vulnerable... Why not go count some coup with them and see what you can shake out? (Determine Power Investment and if you intend to lead any Elementals down that way--provides Influence on a success)
Raid Deepholm: This is a BAD IDEA, maybe if you were a 30 foot tall giant of molten hate, you'd be willing to tweak Therazane's nose--but she has her shit in order, and evidently has mercenary adventurers on her payroll. You probably want to avoid poking her.
Raid Malfurion's Breach: Ahahahahahaahaha, no.
Seize Sulfuron Keep: I'm not suicidal, thank you.

Annex Unclaimed Territory: With Lord Shannox dead, there is a fair amount of open territory around... You'd need to actually bother holding the ground, but more Influence is more Influence. (Seize neighbouring Hexes, higher chance of being in the splash zone of Events, gains Influence)

Personal Strategies:
Accept Summonings: It's demeaning, but a good, low-risk way to accumulate Power. Might be worth a shot? (Invest Power and pay 10% of the sum spent as Influence. Power is invested until the Contract is completed, where it will be returned to you twofold. Small chance of being summoned by a mad wizard who just steals the power invested for themselves and gives nothing in return, in which case the Influence lost is doubled)
Deploy Hearthfire: Military actions can be augmented with Hearthfire, reducing the losses sustained in their activities.

Write-Ins are accepted!
 
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