Held by: High Marshal Vorrek Ashhand
Nature: Absolute militarized rule
The Ashen Dominion is ruled by a singular autocratic figure whose legitimacy rests not on bloodline or divinity, but on unbroken victory. The Sovereign’s authority is maintained through conquest, fear, and the belief that war is the only honest form of governance.
Failure is treason
Mercy is weakness
Stability is achieved through dominance
The Throne does not rule despite war—it rules because of it.
Function: Strategic command, policy enforcement, and internal control
Nature: Advisory only while effective
The War Council of Cinders governs the Dominion’s direction beneath the Sovereign. Members retain power only so long as they produce results.
High Marshal Vorrek Ashhand
Supreme Commander of Dominion Armies
Directs all campaigns and operational doctrine
Magister-Pyre Selentha Korr
Overseer of War Magic and ritual devastation
Controls arcane siege doctrine and scorched-earth policy
Legate Durn Volskar
Enforcer of Imperial Will
Leads terror campaigns and suppression forces
Quartermaster-Prefect Helga Bronzewrit
Oversees logistics, industry, and siege engineering
Maintains the Dominion’s ability to wage endless war
Ash-Seer Maevrix
Prophetic weapon and battlefield oracle
Interprets omens through flame and destruction
The Council debates tactics, not morality.
Role: Occupied and annexed regions
The Dominion divides its territory into Burn Provinces, each ruled by a Prefect-Commander.
Civil authority is subordinate to military command
Populations are assessed for usefulness, not loyalty
Regions unable to sustain war effort are stripped or destroyed
Rebellion is expected—and extinguished.
Enforced by: The Cinder Justicars
Law exists to preserve military efficiency
Desertion, sabotage, and dissent are capital offenses
Trials are brief and exemplary
Justice is not about guilt—it is about deterrence.
Commanded by: High Marshal Vorrek Ashhand
Heavy infantry supported by war magic and siege engines
Organized into permanent, campaign-hardened formations
Rotations are rare; legions are expected to endure or die
Led by: Legate Durn Volskar
Elite terror troops
Deployed to break resistance through overwhelming force
Known for ritual markings and psychological warfare
Directed by: Magister-Pyre Selentha Korr
Spellcasters trained in destructive, large-scale magic
Responsible for ritual bombardment, firestorms, and city-breaking spells
Casualties—civilian or allied—are acceptable losses
Overseen by: Quartermaster-Prefect Helga Bronzewrit
Massive industrial complexes producing weapons, armor, and siege engines
Powered by enslaved labor, bound elementals, or scorched land extraction
Efficiency is prized; waste is punished
Helga’s quiet resistance to wanton destruction creates internal tension.
Function: Surveillance, loyalty enforcement, and counterinsurgency
Operatives embedded within legions and provinces
Monitor officers for weakness or hesitation
Eliminate dissent before it becomes revolt
Fear is cheaper than loyalty.
The Ashen Dominion has no formal religion.
War itself is sacred
Victory is proof of right
Fire is purification, not worship
The Ash-Seers serve as ideological reinforcement, not clergy.
The Sovereign survives only while undefeated
Vorrek believes war is governance
Selentha would gladly burn the world to perfect doctrine
Durn believes terror prevents chaos
Helga knows the Dominion could be more efficient—and less cruel
Maevrix fears the fire sees an ending none of them expect
PCs may interact with the Dominion through:
Legion enlistment or conscription
War-mage academies
Siege engineering and logistics
Suppression or counter-rebellion forces
Intelligence operations or desertion plots
The Dominion does not ask who you were—only what you will destroy next.