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Ashen Dominion Government and Military

GOVERNMENT OF THE ASHEN DOMINION

I. SUPREME AUTHORITY

The Ashen Throne

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.


II. THE WAR COUNCIL OF CINDERS

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.

Core Members:

  1. High Marshal Vorrek Ashhand

    • Supreme Commander of Dominion Armies

    • Directs all campaigns and operational doctrine

  2. Magister-Pyre Selentha Korr

    • Overseer of War Magic and ritual devastation

    • Controls arcane siege doctrine and scorched-earth policy

  3. Legate Durn Volskar

    • Enforcer of Imperial Will

    • Leads terror campaigns and suppression forces

  4. Quartermaster-Prefect Helga Bronzewrit

    • Oversees logistics, industry, and siege engineering

    • Maintains the Dominion’s ability to wage endless war

  5. Ash-Seer Maevrix

    • Prophetic weapon and battlefield oracle

    • Interprets omens through flame and destruction

The Council debates tactics, not morality.


III. TERRITORIAL GOVERNANCE

Burn Provinces

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.


IV. LAW & ORDER

The Ashen Code

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.


V. MILITARY STRUCTURE

The Dominion Legions

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


Shock Legions

Led by: Legate Durn Volskar

  • Elite terror troops

  • Deployed to break resistance through overwhelming force

  • Known for ritual markings and psychological warfare


The War-Mage Cohorts

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


VI. LOGISTICS & INDUSTRY

The Ashen Foundries

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.


VII. INTELLIGENCE & INTERNAL CONTROL

The Ember Veil

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.


VIII. RELIGION & IDEOLOGY

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.


IX. HOW POWER ACTUALLY FUNCTIONS (GM TRUTH)

  • 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


X. PLAYER ENTRY POINTS

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.