DM Notes: Battle for Azeroth Sunguard Campaign: The Phoenix Wars

felthier:

Our next campaign will feature a Grand Campaign map of Quel’Thalas and the Alliance’s attempt to subdue the elven nation. The campaign is set to begin after the introduction of all allied races into each faction. Having been bolstered by new allies, the Alliance turns to Quel’Thalas, the final Horde power base in the Eastern Kingdoms.

Quel’Thalas, being a magical and seafaring land, will find itself at the prey to a massive blockade, making it difficult to travel both to and from the nation. The Thalassian Pass is captured and alliance forces are pouring into southern Quel’Thalas, while transport ships launch troops into Quel’Danas, Eversong, and beyond. Void Elves and High Elves have begun to infiltrate Quel’Thalas and the combined pressure has caused many cities in the nation to surrender or turn traitor. Under assault, Lor’themar has called on the Sunguard to rally the nation under an unified banner, putting the Sunguard in a position of leading the Thalassian Military for the first time. Doing so, the Sunguard calls on all available sons and daughters of Quel’Thalas to take arms, thus leading to the first major feature of the Phoenix Wars.

Players who are of a certain rank and with enough renown can apply to become battle commanders on the field. Doing so means that their homelands, holdings, will now appear on the map. Players who opt to become commanders consent to engaging in Hardcore Mode playstyle, and while character death is not enforced, having your character’s entire homeland/livelihood destroyed is. Characters may choose to return to their homeland for a turn to restore their army strength, but if their homeland is captured or destroyed, they will no longer be able to do so.

Commanders can be nobles, leaders of mercenary companies, captains of ships, etc. They need to really be able to rally 200-400 soldiers to their side to qualify. Characters may choose one of the following army types to command, meaning when they attach themselves to an army, they will be accompanied by 3-4 NPC units representing their company.

  • Infantry
  • Cavalry
  • Rangers
  • Magisters
  • Marines
  • Healers

Characters with lore based p-classes will find themselves accompanied by soldiers of their associated p-class.

Player armies will be dispatched each turn to separate locations around the map and can attach their armies onto a major battle and appear on the battle map with their soldiers, or they can engage enemy armies on the campaign map using a dueling mechanic. Each army will have three health points, should they lose all health points then their army is defeated and that character is removed permanently from the campaign. This is usually justified with a grievous injury sustained to the player.

The Phoenix Wars will feature a dynamic map and use the turn system, each turn will feature movement of armies both for the Horde and Alliance. Reputation will play a huge factor. As the Sunguard defends Quel’Thalas and engages in certain dilemmas, they will gain reputation with both the nobility and the people. Additional armies will be raised to fight alongside the Sunguard if reputation gains are high enough. The more territory the Alliance conquerors from the Horde, the worse the reputation the Sunguard will have with Quel’Thalas. Low reputation will mean that cities will be more likely to surrender to the Alliance and if reputation will get critically low, the Sunguard will be declared enemies of the state.

As I develop narrative, I will be sure to reach out to interested parties. This campaign is set to be a fairly ambitious project and may require some scaling back, but that is just a fact of life. 

I hope this post has made you excited! More to come!