The campaign is influenced, at least in part, by the release of the demon Kroxir. We are told that adventuring idiots released an ancient demon-lord and he's now doing horrid things to innocent people, eating babies and stealing pies that are cooling in the breeze. That sort of stuff.
Elemental is filled, or was filled, with dozens of beings of incalcuable power. Kroxir is probably just one of many - there are surely other slaughter-crazy demons, dragons from the dawn of time, entities of such vast, raw strength that they could easily be considered gods by most people. Some are beings who have been bound, like Kroxir. Others are in the realms beyond, doing their thing...until a particularly foolish (or daring) Sovereign finds the means to call them, bind them, and enslave them.
The idea is this - introduce beings of this nature into the game. Not as a random spawn, per se, but as a sort of resource. Certain beings would be found in dungeons or places of power, enslaved by sheer magical energies. Others would be found in legendary books of spells, or as an amazingly rare spell that one person alone has access to at any given time.
Those who are chained in dungeons would have those dungeons appear on the maps, hidden away somewhere or another. Anyone who finds the dungeons can build an Archeological Dig on them, which gives a significant boost to research, arcane and mundane. After a period of time, a message pops up - a sort of permanent quest. Your researchers tell you that they have found the being imprisoned below.
Thus, Sovereigns are faced with a choice: they can release the bound being and try to contain it, gaining an ally of vast power. They can continue to study the bound being, which gives a constant % chance each turn that the being will be released by mistake, but yields even more research income. The last option is to build a citadel to contain the being, which affords no benefits other than keeping the being bound, so long as your soldiers maintain their vigil.
The citadel containing the being will never change hands, so long as your soldiers maintain it. Depending on how many people know about it (a randomly generated thing - some people talk, some don't) other factions may demand you yield the citadel or enforce it further. Some will go to war for the sake of having a mighty god-like being under their influence.
But there is no way to tell if the being could be bound...or if releasing it will backfire.
As an example...
Sielial, Deathbringer - 250 HP, 95 Attack, 50 Defense, 1 movement, 1.5 combat speed, 50 mana.
Abilities - Chaos Blast (35 mana, deals 500 damage to one target) Harvester's Curse (5 Mana, AoE 3x3 square; deals 3 damage/turn to all affected, reduces attack, defense, and movement by 50%) Cruelty (5 Mana, deals 20 damage to one target, restores 10 mana)
Strategic Spells - Reap Souls (50 mana, deals 75 damage to all units in target army and summon 3 undead in Sielial's army)
She seems powerful enough to me.