Dominion of Indulgence
"A new noble are you? Have a drink on me, and let me give you a piece of advice. There isn't a more deceptively dangerous nor flamboyantly wealthy place in all The Known World than the cradle of its civilization, Ambrosia. The city is a trap, designed with gold-trimmed vices to tempt the weak-willed out of their last coin and to cast the fool outside the walls to terrible slums where they often disappear. Still, the Tannash Quarter is the most luxurious place there is for us nobility, but deceit and poison become out risks in place of debt. You only need to know the rules of the game and how to bend them to thrive. The first rule: trust no one. Did you enjoy your drink?"The Dominion of Indulgence is a land where opulence meets intricacy, where the pursuit of luxury is balanced by an undercurrent of political machinations and historical depth. As one of the three principal dominions of Ragnarok, Indulgence is shaped by the legacy of its founders and the ambitions of its people. Its capital, Ambrosia, is a city of splendor, known for its flourishing trade, artistic endeavors, and the majestic Maroon Palace, the seat of power for the ruling elite. This dominion is a sanctuary for those who seek both pleasure and power, a place where the past and present converge to create a unique and dynamic society. After the Rebirth, Demon-kind thrived and a second great migration began, ushering in an era of prosperity and plenty. Demons, imps, and Mountain-folk settled the verdant lands of the southwest, forming the Dominion of Indulgence. Ambrosia emerged as a vibrant city centered around creative arts, dance, and poetry, quickly becoming the cultural capital of Ragnarok. The city’s swelling class of aristocrats, trading barons, and wealthy families brought both luxury and decadence, shaping the dominion’s identity with their opulence and influence. Yet beneath the gilded surface lies a world of secrets and power struggles. The Order of the Silencers, a covert organization, operates in the shadows to maintain the delicate balance of power, ensuring the dominion's stability by dealing swiftly with threats both internal and external. Their influence is felt in every corner of Ambrosia, from the opulent halls of the Maroon Palace to the bustling marketplaces of the Casmaar District. In the Dominion of Indulgence, every whisper can change the course of history, and every action is a step in the grand dance of power and prestige.
Geography
The Dominion of Indulgence boasts a geography as rich and varied as its culture, offering a landscape that ranges from lush, fertile plains to rugged, majestic mountains. The southwestern region, known as the Dusken Rosefields, is renowned for its unparalleled fertility, producing bountiful harvests of grains, fruits, and vegetables year-round. This area, thanks to the remnants of magical energies from the Rebirth, supports an agricultural economy that sustains the large population and fuels the opulent lifestyles of its citizens. To the west lies the Sintallian Forest, a vast woodland perpetually caught in the hues of spring and autumn. The unique Vairwood trees, with their ruby-colored leaves and ivory bark, are a distinct part of the Dominion's geography, and also its logging industry. This forest is not only a haven for rare flora and fauna but also a source of magical materials. The Vairwood bark, known for its magical potency, is harvested to create lesser magical items, contributing to the dominion’s economy and everyday conveniences. Flowing through the heart of the Dominion is the Emerald River, a lifeline that divides the Sintallian Forest and nourishes the land. This river, named for the vibrant green algae that blooms in spring, supports a unique ecosystem of aquatic and terrestrial life. The river’s basin, a popular destination for both locals and tourists, is famous for its stunning sunsets, where the waters glow with light. The Emerald River not only serves as a vital resource for agriculture but also as a scenic route that enhances the natural beauty of the Dominion. The Behemoth's Back Mountains form a significant part of the Dominion's northern spine, trailing from the Sintallian Forest in the west to the Ember-cage Cliffs in the north, reaching their highest peak at Mount Patricia. These mountains serve as a natural barrier and a distinct geographical feature that separates the dominions of Doubt, Indulgence, and Torment. The rugged terrain and towering heights of the Behemoth's Back Mountains are home to nomadic mountain-folk, migratory herds of great white mammoths, and other unique wildlife, contributing to the dominion's rich biodiversity. The coastal regions, particularly around the port town of Quillbrand, are characterized by golden sandy beaches and clear azure waters. These areas are not only significant for trade but also serve as major tourist attractions, drawing visitors with their natural beauty and the luxurious resorts that dot the shoreline. Quillbrand itself, with its rich history of piracy and now vibrant trade, stands as a testament to the region’s ability to transform and adapt, blending historical intrigue with modern prosperity.Culture
The culture of the Dominion of Indulgence is a rich tapestry woven from the threads of ambition, artistry, and opulence. It is a land where the pursuit of luxury is not just a way of life but an art form in itself. The people of Indulgence, from the highest noble to the humblest artisan, take great pride in their cultural heritage, which is deeply rooted in the traditions established by their ancestors and continuously enriched by new influences and innovations. Fashion in the Dominion of Indulgence is a reflection of its opulence and artistry. The wealthy elite favor elaborate garments made from the finest fabrics, adorned with intricate embroidery, precious jewels, and magical enhancements. Seasonal trends often dictate the styles, with designers constantly innovating to create the next must-have fashion. The common folk, while more modest in their attire, still take pride in their appearance, often mimicking the styles of the nobility with less expensive materials. It is not uncommon to see even the simplest of outfits adorned with a touch of Magic, such as self-cleaning enchantments or fabrics that change color with the wearer’s mood.Art and Extravagance
The arts play a central role in the life of Indulgence, with grand galas, festivals, and public performances regularly showcasing the talents of musicians, dancers, and poets. The Festival of Rebirth is one of the most significant events in the cultural calendar, commemorating the miraculous transformation of the land by the legendary figure Patricia. During this festival, the streets of Ambrosia come alive with vibrant parades, magical displays, and feasts that last for days, celebrating both the arts and the dominion's storied past.Religion
Religion in the Dominion of Indulgence is unique, reflecting the complex history of demon-kind. Traditional religious worship is generally shunned, with the populace revering legendary figures like Lucifer and Patricia instead. The Mountain-folk honor the Breath of the Land, a spiritual force believed to guide their elders, while the reclusive satyrs practice a unique form of sun and moon worship. Paladins and clerics draw their powers from ley-lines or stolen divine magic, acting on reverence rather than dogma. Temples and shrines dedicated to these revered figures and forces are scattered throughout the land, serving as places of reflection and community gatherings rather than traditional worship.A Clear Divide
The social structure in the Dominion is hierarchical, with a clear divide between the wealthy elite and the working classes. Despite these disparities, there is a strong sense of community and cultural pride. The common folk are known for their industriousness and resilience, contributing to the dominion’s economy and culture with their crafts, trades, and services. Meanwhile, the elite engage in elaborate dances of diplomacy and deception, their grand parties and social events serving as platforms for negotiation and plotting. However, there is a growing sentiment among the common folk that the nobility is completely out of touch and ignorant of their daily struggles. Many feel that the aristocrats live in a bubble of luxury, indifferent to the hardships faced by those outside their gilded circles.Government
The Dominion of Indulgence boasts a complex and multifaceted governmental structure, designed to manage its diverse and dynamic society effectively. Power is distributed among various bodies and figures, ensuring a balance between autocratic control and bureaucratic management. The system is characterized by its intricate blend of traditional authority, guild influence, and secretive organizations that together maintain the Dominion's stability and prosperity.- Maroon Palace. The Maroon Palace, located in Ambrosia, is the central seat of power for the Dominion of Indulgence. It is from here that Ignacio Al'Ganz, the self-styled Lord of Ecstasy, rules. He is supported by a close-knit group of advisors and officials, including the Twin Consorts, Ezria Ul'Patricia and Xelthia Al'Patricia. The palace is not only a political hub but also a symbol of the Dominion’s opulence and grandeur, hosting grand galas and diplomatic events that serve as platforms for negotiation and intrigue.
- Council of Commerce. The Council of Commerce is the main governing body of the Dominion, composed of the heads of the most powerful noble families and influential guilds. This council manages the economic and commercial aspects of the Dominion, setting trade policies, regulating guild activities, and ensuring the smooth operation of the markets. Seats on the council are highly coveted and often subject to intense competition and intrigue, with families and guilds vying for influence and control.
- The Ruby Ledger. The Ruby Ledger is the cornerstone of the Dominion’s legal system, a comprehensive collection of laws and regulations named after the founder of the Dominion, whose legacy still guides the principles of governance. The Ruby Ledger is continuously updated by a dedicated group of legal scholars and judges, who interpret and enforce the laws. The judicial system is designed to be impartial, though in practice, influence and bribery can sometimes sway decisions.
- Law Enforcement. The Rosewardens are the primary law enforcement body in the Dominion of Indulgence. They are responsible for maintaining order, enforcing the laws, and protecting the citizens of Ambrosia and the surrounding areas. The Rosewardens are known for their discipline and effectiveness, though their reluctance to address the root causes of crime in high-crime areas like the Townsteads and Human enclaves has been a point of criticism.
- The Silencers. The Order of the Silencers is a shadowy organization rumored to be a cabal of powerful politicians, businessmen, wealthy nobles, and information brokers. Their influence spans across the entirety of Ragnarok and beyond, but their primary influence is felt in the Dominion of Indulgence. While the general populace views them as an open secret and often dismisses their operations as the ravings of conspiracy theorists, those within the nobility are acutely aware of the extent of their influence. Engaging in activities such as political extortion, assassinations, and the orchestration of disappearances, the Silencers operate with the goal of maintaining a delicate balance of power. They ensure stability by removing threats to the Dominion’s governance. Despite their secretive nature, the mere mention of the Silencers instills fear and caution among the political elite and the general populace alike. The Silencers have eyes and ears within all major gangs, using their extensive network to keep the criminal underground in check. Their manipulations are subtle but pervasive, ensuring that no single faction gains too much power and that the Dominion remains stable.
Economy
The Dominion of Indulgence boasts a vibrant and multifaceted economy, characterized by its diverse industries, robust trade networks, and the strategic use of magic. At the heart of this economic powerhouse is Ambrosia, the capital city, which serves as the primary hub for commerce and trade. The city's markets, particularly in the Casmaar District, are bustling with activity as merchants and traders from across Ragnarok and beyond converge to buy and sell goods. Ambrosia's strategic location along key trade routes and its access to both sea and land transportation networks have made it a focal point for economic activity.Guilds
Guilds hold significant power within the Dominion, with guildmasters often enjoying the same prestige as nobility. These guildmasters wield considerable influence, currying favor among elite circles and playing a crucial role in shaping the dominion's economic and cultural landscape. The Artisan’s Guild fosters the arts and crafts, supporting local artists and craftsmen, while the Enchanting Guild works towards magical research and innovation. The Merchant’s Guild oversees trade regulations and ensures fair practices among traders, and the Seafarer’s Guild, known as the Purple Glades, manages maritime activities and ensures the safety of sea routes. The Fishermen's Guild, known as the Castors, controls the fishing industry and frequently clashes with the Purple Glades over dock space and resources. This rivalry adds a dynamic and sometimes tense atmosphere to the bustling Silkyards of Ambrosia.Exports
- Agricultural Produce. The fertile Dusken Rosefields produce a diverse array of crops, fruits, and vegetables year-round. Key agricultural exports include Prismapples, known for their vibrant colors and flavors, and Moonroot, valued for its culinary and medicinal applications. These exports showcase Indulgence's farming prowess and contribute significantly to its economy.
- Ambrosian Silk. Harvested from the indigenous Sintalian moth, Ambrosian Silk is a luxurious fabric known for its resilience, lustrous finish, and magical enhancements. It is used in high fashion, ceremonial garments, and various luxury items, commanding high prices worldwide. This industry brings substantial revenue and establishes Indulgence as a leader in luxury textiles.
- Enchanted Goods. Skilled enchanters in Indulgence create a wide range of products, from everyday items like self-cleaning brooms and ever-warm blankets to sophisticated magical devices such as communication orbs and defensive wards. These high-quality enchanted goods are exported globally, bringing significant revenue and enhancing Indulgence's reputation as a center of magical innovation.
- Ambrosian Wine. Produced from grapes grown in the Dusken Rosefields, Ambrosian Wine is renowned for its exceptional quality and taste. This luxury product is highly sought after by the wealthiest and most discerning consumers, serving as a symbol of status and opulence. The export of Ambrosian Wine generates substantial income and elevates the cultural prestige of Indulgence.
Imports
- Runegold. Also known as ‘arcane gold,’ Runegold is a specialty metal crafted by the Dwarven peoples to amplify enchantments. This crucial component for creating high-quality magical items cannot be harvested normally and requires precise rune inscription, making it a valuable and sought-after commodity. The import of Runegold is essential for maintaining the high standards of Indulgence's enchanted goods industry.
- Luxuries and Exotic Goods. Indulgence imports various luxuries and exotic goods from distant lands, including spices, rare gems, and unique artifacts. These imports cater to the tastes of the wealthy elite and contribute to the cultural and economic diversity of the Dominion.
- Raw Materials. To support its diverse industries, Indulgence imports various raw materials, such as rare woods, metals, and magical essences. These materials are essential for producing high-quality goods and maintaining the Dominion's position as a leader in luxury products and magical innovations.
Military
The military and defensive structures of the Dominion of Indulgence are as intricate and multifaceted as its society. While Indulgence is renowned for its opulence and culture, it also maintains robust defenses, primarily supported by the formidable forces of the Dominion of Torment.- Army. The majority of Indulgence’s military strength comes from the Dominion of Torment’s renowned Steel Legion. This formidable army consists of battle-hardened soldiers, known for their martial prowess and discipline. The Steel Legion operates across all three dominions, but its presence is particularly significant in Indulgence, where it forms the backbone of the military defenses. The legion's heavy infantry, cavalry, and siege units ensure that Indulgence is well-protected from external threats.
- Navy. Given the importance of trade and the strategic location of Indulgence’s ports, the Dominion’s naval forces are a critical component of its defenses. Divisions of the Ash Legion's navy patrol the coastal waters, protecting merchant vessels from pirates and other threats. Additionally, powerful merchant lords and nobles are permitted to hire their own private fleets to safeguard their shipments. These fleets, however, are regulated to be of limited size and firepower to prevent them from growing large enough to pose a threat to Indulgence itself. Some of these ships are equipped with potent magical weaponry, capable of repelling even the most formidable adversaries, ensuring the safe passage of goods while maintaining the balance of power within the Dominion.
- Magical Defenses. Magic is woven into the very fabric of Indulgence’s defenses. Many of the walls of the nation's settlements and many key structures are reinforced with resillient enchantments, providing additional protection against both physical and magical attacks. The Academy of Enchantment in Savant’s Prospect plays a vital role in developing and maintaining these defenses.
- Internal Security. Internal security within Indulgence is maintained through a combination of the Rosewardens and the activities of the Silencers. The Rosewardens patrol the Dominion's streets, enforcing laws and maintaining order, while the Silencers operate behind the scenes to root out subversion.
- Krothsbight. One of the key defensive structures in the Dominion of Indulgence is Krothsbight Fortress, located along the northern spine of the Behemoth's Back Mountains. Originally built by the Dominion of Torment to combat piracy, Krothsbight now serves as a critical defense point against any northern incursions. The fortress is heavily fortified and equipped with advanced siege engines and magical defenses. Its garrison is composed of elite soldiers from the Steel Legion, ensuring that it can withstand prolonged sieges and significant threats.
Education
Education in the Dominion of Indulgence is a crucial aspect of its society, reflecting the Dominion's dedication to knowledge, magic, and the arts. While not as prestigious as the educational institutions in the Dominion of Doubt, Indulgence boasts a robust educational system that nurtures talent and innovation among its citizens.- The Dusken Archives. The Dusken Archives in Ambrosia serve as the primary center of learning and scholarship within the Dominion of Indulgence. This vast library and research facility houses an extensive collection of books, scrolls, and magical tomes. Scholars, historians, and magicians from across Ragnarok come to the Dusken Archives to study its rare and ancient texts. The Archives are also home to numerous study groups and academic societies that focus on various fields of knowledge, from arcane arts to history and literature.
- The Velvet Lyceum. The Velvet Lyceum is a prestigious institution dedicated to the arts and culture. Located in the heart of Quillbrand, it offers education in music, dance, poetry, and visual arts. The Lyceum is renowned for producing some of the finest artists, performers, and writers in all of Ragnarok. Its curriculum emphasizes both traditional techniques and innovative approaches, fostering a vibrant and dynamic cultural scene within the Dominion.
- Guild Apprenticeships. Beyond formal education, many young individuals in Indulgence pursue apprenticeships within various guilds. These apprenticeships provide hands-on training in trades such as craftsmanship, mercantile skills, and enchanting. Guildmasters, who hold significant prestige in Indulgence, mentor apprentices and guide them through their respective crafts. This system ensures that practical skills and knowledge are passed down through generations, contributing to the Dominion's economic and industrial prowess.
- Education Guilds. Basic education is accessible to all citizens of Indulgence through a network of Education Guilds, funded by both the state and private patrons. These guilds teach fundamental subjects, including reading, writing, arithmetic, and basic magical principles. The emphasis on education from a young age ensures a literate and knowledgeable populace capable of contributing to the Dominion's diverse economy and culture.
History
After the Rebirth, demon-kind experienced a period of unprecedented growth and prosperity known as the Great Migration. Demons, imps, and mountain-folk spread across the newly fertile lands of southwestern Ragnarok, drawn by the promise of rich soils and a favorable climate. These early settlers were motivated by the hope of creating a society that balanced luxury, culture, and intellectual growth, free from the constraints of their past. The migration began with small groups and families embarking on long journeys to the verdant lands of southwestern Ragnarok. Upon arrival, they established primitive settlements using the abundant natural resources. These early communities were modest, with simple structures crafted from timber, stone, and clay. One of the earliest known settlements, Al'Tarith Hold, was named after of Al'Tarith, a revered Demon orator, diplomat, and visionary who played a crucial role in guiding the early settlers. Founded near what is now Ambrosia, Al'Tarith Hold served as a communal hub where families shared resources and protected each other from external threats. It soon became a model for other settlements, emphasizing communal living and cooperation among the different races of demon-kind. The fertile lands of the southwest proved ideal for agriculture, allowing settlers to cultivate a variety of crops. The introduction of magical farming techniques from the Dominion of Doubt, along with the residual magics of the Rebirth, maximized yields and ensured an abundant food supply. The cultivation of grains, vegetables, and fruits provided sustenance and laid the foundation for trade and economic growth. As agricultural output increased, so did the prosperity of the settlements, leading to the accumulation of wealth and the construction of more elaborate homes and infrastructure. Trade with other regions of Ragnarok began to flourish, bringing in precious metals, rare goods, and luxuries previously unavailable. This growing wealth transformed primitive settlements into burgeoning towns. Trade routes were established, facilitating the exchange of goods, knowledge, and cultural practices, leading to larger, more organized communities. Enchanted tools and structures became commonplace, making tasks like construction, farming, and defense more efficient. Magical wards and protective spells from the Dominion of Doubt safeguarded settlements from wild creatures and natural disasters, creating a sense of security and stability.Guilds & Nobility
As settlements in southwestern Ragnarok grew into prosperous towns, wealth and resources accumulated, leading to the emergence of distinct social and economic classes. This period marked the transition from loosely organized communities to structured societies with complex hierarchies. Power began to coalesce, giving rise to the earliest forms of guilds, nobility, and baronies. The specialization of labor and booming trade routes facilitated the formation of guilds. Artisans, merchants, and craftsmen organized themselves into guilds to protect their interests, regulate trade practices, and maintain high standards of quality. These guilds quickly became powerful entities within the burgeoning towns, wielding significant influence over local economies. They formed alliances with wealthy merchants and influential families, playing a crucial role in developing infrastructure by funding roads, bridges, and marketplaces, which facilitated commerce and communication. Simultaneously, families that had amassed significant wealth and land began to distinguish themselves as the early nobility. Often led by influential figures with strong ties to the guilds or military prowess, these families asserted dominance over the local populace. They claimed titles and established baronies, marking the beginnings of a formal aristocratic class within the Dominion of Indulgence. These noble houses were known for their patronage of the arts, education, and public works, building grand estates and funding the construction of important civic buildings. In return, they demanded loyalty and service from the common folk, creating a feudal-like system of governance. As noble families gained more power, they consolidated their holdings into baronies. These semi-autonomous regions were governed by barons or baronesses who exercised considerable authority over their lands and subjects. The baronies maintained their own militias, collected taxes, and enforced laws, operating almost like independent states within the larger framework of the Dominion of Indulgence. The intricate political maneuvering among barons, nobles, and guilds created a web of alliances and rivalries that shaped the political landscape.Al'Tarith Hold
As settlements in southwestern Ragnarok grew into prosperous towns, the need for a more strategic and defensible location became evident. The decision was made to move Al'Tarith Hold from its original inland position to a cliffside on the western shores of the Father's Ocean. This new location provided natural defenses and stunning ocean views, making it ideal for a central hub of governance and culture. The relocation was a monumental task, requiring the combined efforts of many demon-kind families and guilds. The settlers dismantled the original structures and transported materials to the new site, rebuilding Al'Tarith Hold using the distinctive maroon-colored stone from the surrounding cliffs, symbolizing the city's resilience and grandeur. Around the new Al'Tarith Hold, the city of Ambrosia began to take shape. The natural harbor formed by the cliffside location made it a prime spot for trade and commerce. Merchant ships from across Ragnarok and beyond started frequenting Ambrosia, bringing exotic goods, ideas, and cultures. The city's layout was carefully planned to accommodate the growing population and facilitate trade within the wider Dominion. Wide streets, open marketplaces, and public squares were designed to foster community interaction and economic activity. Ambrosia quickly grew into a vibrant and bustling city, characterized by its blend of luxury and culture. The influx of wealth from trade allowed for the construction of grand buildings, public works, and cultural institutions, attracting artisans, scholars, and performers drawn by its reputation as a center of creativity and intellectual pursuit.The Dominion War
However, this period of growth was abruptly interrupted by the Dominion War, as High Imperator Varoth Aul’Meras of Torment sought to expand beyond the Dominion of Torment's borders. The Dominion War significantly impacted the Dominion of Indulgence, forcing the typically wealth-focused and culturally driven society into military conflict. At the onset of the war, Indulgence found itself vulnerable to Torment’s powerful Grand Legion, particularly as Varoth Aul'Meras sought to expand into its fertile lands. Al'Tarith Hold was overtaken by Varoth’s forces and used as a staging ground for further incursions into Indulgence. The hold, initially a symbol of prosperity, became a fortified base as the war dragged on. Indulgence, though militarily weaker, leveraged its wealth to hire mercenaries and bolstered its defenses with magical wards from the Dominion of Doubt. Ashbane Aul'Karlon's rebellion against Varoth marked a turning point. Seeing the devastation wrought by the war, Ashbane led a faction of the Grand Legion to reclaim Al'Tarith Hold, halting the expansionist campaign. His intervention allowed Indulgence to breathe, securing key locations and signaling the beginning of Varoth’s downfall. The eventual Siege of Kroth, in which Ashbane overthrew Varoth, ended the war and led to the reform of the Grand Legion into the High Legions, stopping Torment’s aggressive expansion.The Maroon Palace
Initially, the rebuilt Al'Tarith Hold served primarily as a fortified hold for Ashbane's soldiers, crucial for maintaining security and order in the growing city after the war. However, as Ambrosia resumed its own expansion of trade and influence, powerful nobles and guildmasters began to gather at the hold to govern the burgeoning city that began to spread around the fort. Each new deal brokered and contract signed brought new wings, chambers, and halls to accomodate them, gradually transforming the hold into a more complex and expansive structure. Over time, the hold evolved into the Maroon Palace, symbolizing the city’s prosperity and becoming the central hub of its political life. These gatherings were gradually formalized into the Council of Commerce, the primary governing body of Ambrosia. The Maroon Palace, with its elaborate mosaics, enchanted fixtures, and luxurious furnishings, became the heart of Ambrosia, serving as the residence for the ruling elite and the central seat of governance.Vitus Al'Blackthorn & The Age of Piracy
As Ambrosia grew, so did its influence and trade networks. The city became a major hub for commerce, with merchant ships traveling to and from distant lands. This increase in maritime trade brought great wealth to the Dominion of Indulgence but also attracted the attention of pirates and privateers. Among these emerging pirates was a young Vitus Al'Blackthorn, who began his career as a privateer under the guise of protecting merchant vessels while secretly engaging in piracy himself. His cunning and ruthlessness set him apart, allowing him to amass wealth and influence. During this period in history, the Dominion's leaders focused on internal development and securing trade agreements, and a period of lax enforcement of maritime laws followed. The Council of Commerce prioritized economic growth over security, resulting in reduced naval patrols and less secure waters. Vitus Al'Blackthorn exploited this lax enforcement, using his knowledge of the seas and his formidable crew aboard his ship, the Timeless Vengeance, to strike at merchant ships with impunity. Powerful merchant guilds emerged, controlling vast fleets of ships. These guilds, while contributing to the economy, also started to arm their vessels for protection. However, the lack of a unified naval force meant that each guild operated independently, often at odds with one another. This disunity provided an opportunity for organized pirate groups to strike. Vitus capitalized on this and formed alliances with other pirate captains. His ability to navigate treacherous waters and evade capture made him a legend among the pirate community and a nightmare for merchants.The Siezing of Quillbrand
The Quillbrand Accord, a critical maritime agreement between the nascent Dominion of Indulgence and neighboring coastal regions and townships, regulated trade routes and ensured mutual protection against piracy. However, as political tensions rose and rivalries between noble houses and guilds intensified, the accord frayed and eventually collapsed, removing a key layer of security and coordination against piracy. With this, Vitus saw an opportunity to establish a stronghold. He and his allies targeted Quillbrand, exploiting its strategic location and natural defenses to transform it into a pirate haven. The town quickly fell under the control of various pirate factions, becoming a lawless settlement where the rule of the sword prevailed. Black markets thrived, and the Consortium emerged as a dominant force, dealing in stolen goods and contraband. With this, the powerful merchant guilds of Ambrosia pressured the Council of Commerce and the Dominion of Torment to take stronger measures. However, internal corruption within the Council of Commerce, where certain influential members colluded with pirate factions for bribes and illicit gains, exacerbated the problem. This corruption undermined efforts to respond effectively to the growing threat, leading to widespread public outcry and even riots.Krothsbight
Frustrated with the inefficacy and corruption of the Council of Commerce, the Dominion of Torment stepped in directly and restore order with a forceful hand. They established the fortified military outpost of Krothsbight, named after the Fortress City of Kroth, the capital of Torment. Located strategically on a large motte overlooking the sea, the fortress was designed by Torment's finest engineers and artisans to be a formidable bastion against pirate incursions. The Dominion of Torment's Ash Legion gathered a grand armada of some of the first rudimentary furnace-powered ironclad warships. This fleet set out to do battle with the pirates infesting the southern seas of Ragnarok. Over a century, the Ash Legion engaged in numerous fierce battles, systematically pushing the pirates back from the mainland and driving them towards the islands of Ivory Cay, the Tri-tail Reefs, and Ringhail Isle. These islands became the final strongholds for these pirates for many years. The relentless campaigns against piracy culminated in an epic battle that would be etched into the annals of history. Vitus Al'Blackthorn, the infamous pirate captain known as the Blackhearted, had amassed a formidable fleet of pirate vessels, bolstered by alliances with other notorious pirate captains. The Ash Legion, determined to end the scourge of piracy once and for all, launched a massive offensive against Blackthorn's stronghold near the Tri-tail Reefs.The Battle of the Prism
The first battle began at dawn near the pirate stronghold, with the Ash Legion's ironclad warships advancing in formation, led by Captain Therak Aul'Mordane aboard the flagship Iron Wrath, their cannons primed and ready. As the sun's first light glinted off the metallic hulls of the warships, the pirates, led by Blackthorn aboard his flagship, the Timeless Vengeance, prepared for a desperate fight. The sea erupted into chaos with the first cannon fire, and the Ash Legion's ironclads, with their reinforced hulls and superior firepower, pounded the pirate vessels relentlessly. Despite being outgunned, the pirates fought back with ferocity, using their nimble ships to outmaneuver the slower ironclads and launch daring boarding actions. The battle raged for hours, with the sea stained red with blood and black with smoke as ships on both sides were shattered and sunk. As the day wore on, the Ash Legion's relentless assault took its toll on the pirate fleet. Ship after ship was sunk or captured, reducing the once-formidable pirate armada to burning wrecks. Seeing his fleet decimated, Blackthorn made a desperate decision. Ordering the Timeless Vengeance and what remained of his fleet to break through the Ash Legion's line, he set a course for The Devil's Prism, a notorious and supernatural area south of Ragnarok, hoping to escape the relentless pursuit. The second battle took place within the treacherous waters of the Devil's Prism during a fierce storm. Vitus Al'Blackthorn, aware of the Prism's unstable energies and dangerous maelstroms, aimed to use these supernatural elements to his advantage. Therak and his armada pursued Blackthorn's fleet into the Prism, determined to end the pirate threat once and for all. As the storm intensified, the seas became a nightmarish expanse of swirling waters and thunderous waves. Amid the chaos, the pirate fleet and the Ash Legion's ironclads clashed again. The Timeless Vengeance, at the forefront, led the charge, navigating the treacherous waters with uncanny precision. The Iron Wrath, following closely, unleashed its full might upon the pirate vessels. However, the maelstroms created by the Prism's energies began to swallow ships from both sides indiscriminately. The End of The Age of Piracy. In the end, the Timeless Vengeance disappeared into the heart of the Prism, its black sails vanishing into the supernatural storm. Captain Therak Al'Mordane and the Iron Wrath pursued, but as they crossed into the Prism's deepest waters, the Iron Wrath was engulfed by the maelstrom, leaving only the ghostly remains of its once-proud form. The Iron Wrath returned to Krothsbight, but without its crew, the ship was a spectral reminder of the battle fought and lost in the Devil's Prism. The defeat of Blackthorn marked the end of the Age of Piracy, with Krothsbight becoming a symbol of the Dominion's relentless pursuit of order and security.The Rise of House Al'Ella
As Ambrosia's trade routes flourished, House Al'Ella rose to prominence by navigating the murky waters of commerce and influence. Initially a minor house, they strategically allied with pirate factions, growing wealthy from stolen goods flowing through Quillbrand's black markets. Lorian Al'Ella, the cunning patriarch, capitalized on this chaotic period, using newfound wealth to expand their influence within the Council of Commerce and the Dominion of Indulgence. Lorian's shrewd political maneuvering allowed him to fund public works and curry favor with influential guilds, noble houses, and the Dominion of Torment. When piracy plagued Ragnarok's southern seas, he positioned himself as a key figure by funding privateer ships to protect trade routes while secretly benefiting from the chaos. This dual role enabled him to gain the trust of the Council of Commerce and the Dominion of Torment. At the forefront of the anti-piracy efforts, Lorian offered financial support for constructing Krothsbight, seen as acts of patriotism. As the Age of Piracy ended, House Al'Ella's power solidified, with Lorian shaping the political landscape of Indulgence to ensure his family's dominance in the region’s affairs.Jesma Al'Ella
The solid foundations of House Al'Ella paved the way for one of Indulgence's most infamous figures, Jesma Al'Ella. Born into privilege, Jesma was meticulously groomed for leadership, her education encompassing commerce, politics, manipulation, and strategy. Jesma’s rise was marked by her sharp intellect and ruthless ambition. Unlike her ancestors, who operated in the shadows, Jesma stepped into the spotlight, known for her extravagant lifestyle and skillful navigation of Indulgence’s political landscape. Publicly benevolent and charming, she was privately cunning and opportunistic. Upon ascending to lead her house, Jesma made strategic moves to consolidate power. She diversified her family's interests, investing in the arts and public works, which bolstered her public image and built a network of loyal supporters among artisans and common folk. She strengthened ties with the Council of Commerce, leveraging her wealth to influence key decisions and secure favorable outcomes for her allies. Jesma's crowning achievement was transforming the Maroon Palace from a military stronghold into an opulent seat of power. Under her direction, the palace became a symbol of Indulgence's wealth and sophistication. Her leadership style combined calculated generosity with strategic ruthlessness, hosting lavish galas and festivals to forge alliances and gather intelligence on rivals. The Maroon Masquerade. Jesma’s most ambitious and audacious plan to seize complete control over the Dominion culminated in an event known as the "Maroon Masquerade." Recognizing the need to eliminate her most formidable political opponents, she orchestrated a grand masquerade ball at the Maroon Palace. It was presented as a gesture of goodwill and reconciliation, inviting many of her rivals under the guise of fostering unity and peace. However, Jesma's true intentions were far more sinister. On the night of the Maroon Masquerade, the palace was filled with the who's who of Indulgence’s political and social elite. Beneath the glittering facade, Jesma strategically placed a group of assassins, disguised as guests and servants, ready to strike. As the festivities reached their peak, she gave the signal, and through careful maneuvering, each assassin poisoned key nobles with simple pin pricks or spiked drinks, ushering them to hidden corners and newly constructed hidden chambers of the palace where they would perish. By dawn, many of Jesma’s most dangerous enemies lay dead or missing, and the power dynamics within the Dominion had irrevocably shifted. This event gave recognition to the group of assassins that would later be known as the Crimson Curtain. Capture of the Silencers. Jesma's rise to power was not an overnight occurrence. Long before the Maroon Masquerade, she had meticulously planted her supporters within the ranks of the Order of the Silencers. Understanding the significant influence and covert capabilities of this secretive organization, Jesma ensured that key members of the Silencers were loyal to her, effectively preventing them from thwarting her plans.Reign of the Dusken Rose
With her rivals eliminated, Jesma declared herself the sole ruler of the Dominion of Indulgence, self-stylizing as the "Dusken Rose." Her declaration was met with a mix of fear and admiration. While some resented her ruthless methods, many recognized the stability she brought to the region. Jesma quickly moved to solidify her power, planting loyal supporters within the ranks of the Order of the Silencers. The Silencers, now bearing the emblem of a black rose, became an extension of her will, ensuring that any dissent was swiftly and quietly dealt with. Jesma's reign, which lasted nearly 300 years, was characterized by both decadence and order. She transformed the political and societal landscape of Indulgence, centralizing power and instituting reforms that benefited those loyal to her. One of her earliest acts was changing the flag of Indulgence to prominently feature the insignia of her house, further cementing her dominance. Despite her ruthlessness, Jesma also enacted numerous beneficial reforms and initiatives that significantly contributed to the prosperity and cultural richness of the Dominion. The Rose Lagoon. One of Jesma’s earliest and most infamous acts was the construction of the Rose Lagoon, a lavish beachfront resort on the southern coast. The entire resort was essentially a temple dedicated to Jesma’s own image, with marble statues depicting her in various stages of undress lining the halls. She hosted numerous gatherings there, where attendees were required to praise her beauty and indulge in extravagant feasts and games designed to showcase her wealth and power. Another impactful contribution was the establishment of the Ambrosian Silk industry. She invested heavily in the cultivation of Vairwood trees and the breeding of silkworms, creating a luxurious and highly sought-after product that provided thousands of jobs and boosted the local economy. She also renamed the lands and fields around Ambrosia to the Dusken Rosefields, in homage to her self-given title. Extravagance and Vanity. Jesma's vanity reached its zenith with the remodeling of the Maroon Palace's ballroom for her 150th birthday. She decreed that the city funnel its wealth into this project, demanding that the ballroom be transformed into a wonder of luxury. The pièce de résistance was a three-story tall cake, designed to match Jesma’s opulent tastes. The construction of this cake alone cost more than many families earned in a year, and those who dared to criticize the extravagance faced severe consequences, including public humiliation and exile. In an attempt to solidify her image as the most desirable woman in the Dominion, Jesma ordered that all attractive males of age in Ambrosia be lined up within the Maroon Gardens so she might choose a husband. This parade of potential suitors was a public spectacle, with Jesma sitting atop a gilded throne, making her selections and rejections in full view of the city. A Lover of the Arts. Jesma was a fervent patron of the arts. She funded the construction of numerous theaters, galleries, and public art installations throughout Ambrosia. The Maroon Palace itself became a center for artistic innovation, hosting grand exhibitions and performances that attracted talent from across Ragnarok. This cultural renaissance fostered a thriving community of artists, musicians, and playwrights, making Ambrosia a beacon of creativity and intellectual pursuit. Additionally, she established several Education Guilds to improve the education of the Dominion’s youth. These institutions focused on a broad range of subjects, including magic, science, literature, and the arts, ensuring that talent and intellect were nurtured, regardless of one’s background. The Rose Ward. In her ambition to leave an indelible mark, Jesma also established the Rose Ward, a district within Ambrosia dedicated to luxury and pleasure. The Rose Ward became synonymous with the most opulent inns and pleasure houses in all of Ragnarok, catering exclusively to the wealthiest and most influential individuals. This district, much like her other projects, was a testament to her desire to be remembered as the ultimate symbol of Indulgence's wealth and sophistication. Purges. Jesma’s control over the Silencers led to numerous secret purges of those she deemed threats to her rule. These purges were carried out with ruthless efficiency, often under the cover of night. Whole families would disappear, leaving behind only whispers and rumors. Jesma ensured that the Silencers adopted her house seal, a black rose, and any who opposed her were found with this emblem as a grim reminder of her reach and power. She also recognized the importance of infrastructure in maintaining and enhancing the prosperity of Indulgence. She ordered the construction of aqueducts, roads, and bridges that improved transportation and connectivity within the Dominion, facilitating trade and travel. Infrastructure Improvements. Her emphasis on public health and sanitation was another significant aspect of her rule. Jesma initiated the construction of bathhouses, public fountains, waterways, and sewer systems that greatly improved the hygiene and health standards of Ambrosia. These initiatives reduced the prevalence of disease and contributed to a higher standard of living for the city's inhabitants. Decline. In her later years, Jesma became increasingly paranoid and erratic. She surrounded herself with a court of sycophants who catered to her every whim. One of the most bizarre decrees during this period was her order to paint the streets of Ambrosia in her favorite shade of red, which she declared to be the color of life and passion. The logistics and cost of such an undertaking were astronomical, and the practical difficulties immense, but failure to comply was met with severe punishment.Night of the Silent Rose
Jesma's increasing paranoia and erratic behavior began to alienate even her closest allies, who grew wary of her capriciousness and the ever-present threat of severe punishment. Her demands became more extravagant and unreasonable, and her punishments more draconian. The lavishness of her rule, once a source of admiration and loyalty, started to become a burden on the Dominion’s resources and the patience of its people. Within the Silencers, a growing faction began to question Jesma’s leadership. They had originally pledged loyalty to her because she promised stability and prosperity, but her erratic decrees and brutal purges were undermining the very fabric of the Dominion. The Silencers, though secretive and feared, operated on a principle of balance and subtlety. Jesma’s public spectacles and ruthless purges were drawing too much attention and creating unrest. The Black Petal Decree. A turning point came when Jesma ordered the execution of several high-ranking nobles without any pretext or trial, simply because she suspected them of plotting against her. These nobles had connections within the Silencers, and their unjust deaths sowed seeds of dissent within the organization. The Silencers realized that Jesma’s paranoia was becoming a threat to their own existence and to the stability of the Dominion of Indulgence. The leader of the Silencers at the time, Lord-Cynic Arion Al'Kethra, who had always maintained a delicate balance of power, saw that Jesma’s actions were driving the Dominion towards chaos. Jesma’s obsession with her own image and power had led her to make enemies of many who had once been her allies. Thus, the Black Petal Decree was put into motion. The Silencers decided that for the good of the Dominion, Jesma’s reign had to end. On the night of Jesma’s 300th birthday celebration, when the festivities had reached their peak and the entire city was distracted by the grand display of opulence, the Silencers made their move. They infiltrated the Maroon Palace under the cover of night, using their extensive network of loyalists and spies. Jesma, surrounded by luxury and decadence, was unaware of the impending coup. In her bedchambers, Jesma was alone, basking in the afterglow of yet another extravagant display of her power. The Silencers struck swiftly and silently, ensuring that no alarm was raised. Jesma was found dead the next morning, a single stab wound in her back, surrounded by lavish food and a small black rose placed on her chest as a final mark of the Silencers’ judgment. The official story circulated by the Silencers was that Jesma had taken her own life in a fit of madness, but the true nature of her death was known to the inner circles of power in Ambrosia. This event would later be known to these circles as the Night of the Silent Rose. Aftermath. The death of Jesma Al’Ella marked the end of an era of extravagance and the beginning of a period of cautious rebuilding and restructuring. The Silencers, now operating without her oppressive influence, focused on restoring balance and stability to the Dominion. Jesma’s grand projects continued to benefit the people, but her reign served as a stark reminder of the dangers of unchecked power and vanity. The Dominion of Indulgence slowly returned to a more balanced state, with power more evenly distributed among its noble houses and guilds, guided by the steady and subtle hand of the Silencers.The Rise of House Al'Ganz
In the decades after Jesma Al'Ella's reign, the Dominion of Indulgence entered a period of cautious rebuilding and restructuring. The power vacuum left by her death allowed for the emergence of new houses. Among these was House Al'Ganz, a lineage that stemmed from the legendary Aul'Ganz family, renowned for their valor during the fight against piracy. Known for their strategic acumen, the Al'Ganz family gained significant influence and respect, particularly through the efforts of their members in military and governance roles. Lord Lorian Al'Ganz, a notable member of the house, became a key figure in the Dominion's defense. His efforts to protect the borders of Indulgence and his diplomatic skills in dealing with neighboring dominions earned him a reputation as a capable and honorable leader. However, the peace and stability of this era were soon to be shattered by an unforeseen and unprecedented threat.The War of the Undying
The War of the Undying began subtly within the Dominion of Indulgence, as strange and unsettling events emerged in the Sintallian Forest. Noble estates and settlements started to experience unexplainable disturbances. Initially dismissed as isolated incidents, these occurrences soon became impossible to ignore as reports of undying creatures increased. The Vairwood trees, a critical resource for the Dominion, began to wither, their magical properties corrupted. Lord Lorian Al'Ganz was among the first to recognize the threat, rallying forces to defend the forest's perimeters and protect the remaining inhabitants. As the war progressed, the influence of the undead spread beyond the Sintallian Forest. The once-thriving Vairwood industry was decimated, causing economic turmoil. Ambrosia faced an influx of refugees from the forest, straining the city's resources. The undead plague spread to other regions, with smaller towns and villages falling to the relentless hordes. In response, the Council of Commerce, under significant pressure, allocated funds to fortify cities and establish military outposts, though internal corruption hindered these efforts. As the threat escalated, it became apparent that the situation in the Sintallian Forest was not an isolated event. News began to spread that similar occurrences were being reported across the continent, with undead rising in regions far beyond Indulgence. The realization that this was a global crisis dawned slowly but inevitably, as neighboring dominions and distant lands reported their own battles against the rising tide of undeath. This broader awareness prompted a coordinated response, as the nations of the world, despite their differences and old grudges, started to unite against the common threat posed by the Awakened and their undead hordes. The Battle of the Rosefields. The Battle of the Rosefields saw the undead aiming to cut off Ambrosia's agricultural production, leading to widespread famine. Lord Lorian Al'Ganz led the defense, utilizing guerrilla tactics and scorched-earth strategies to slow the undead advance. The battle culminated in a large-scale confrontation where the Dominion's forces, aided by magical reinforcements from the Dominion of Doubt, managed to secure a hard-fought victory, preserving the crucial farmlands. In the war's third decade, the undead forces besieged Ambrosia, threatening to breach its formidable walls. The Rosewardens, bolstered by militia from surrounding regions and reinforcements from the Dominion of Torment's Steel Legion, fought valiantly to protect the city. The siege lasted for months, with supplies dwindling and morale plummeting. A pivotal moment came when Lord Lorian Al'Ganz led a daring counterattack, breaking the siege and driving the undead back. This victory was celebrated throughout Indulgence, solidifying Lorian's status as a hero. The Fall of Casmaar. Despite the victory at the Dusken Rosefields, the undead forces regrouped and launched a relentless assault on Ambrosia. The Casmaar District, known for its bustling markets and wealth, became the focal point of this new attack. The undead, led by powerful necromancers, targeted the district for its strategic and economic value. Despite fierce resistance, the district fell, its streets and marketplaces overrun by the undead. This loss was a significant blow to the Dominion's economy and morale, forcing a reevaluation of defense strategies. Turning the Tide. In the war's final decades, the Dominion of Indulgence adopted more aggressive and coordinated strategies to combat the undead threat. Under new leadership, the Council of Commerce cracked down on internal corruption, ensuring efficient allocation of resources to the war effort. Collaboration with the Dominions of Doubt and Torment intensified, bringing additional troops and magical support. In the last decade of the war, the Dominion launched a significant offensive to reclaim key territories within the Sintallian Forest. Lord Lorian Al'Ganz, leading the combined forces of Indulgence and their allies, executed a series of coordinated strikes against Awakened strongholds. This operation culminated in the destruction of several major undead encampments and the liberation of the forest's outer regions, marking a turning point in the war, even though the heart of the forest remained dangerous. Efforts were then focused on eradicating lingering undead infestations in previously overrun areas. Teams of specialized warriors, mages, and paladins conducted systematic purges of undead remnants, ensuring the security of reclaimed territories. This period also saw the establishment of watchtowers and fortifications to prevent future incursions. The Invasion of Kalki Isle. After subduing the undead threat in the Dominion to a level manageable by local militias, Lord Lorian Al'Ganz volunteered for the crucial final push towards Kalki Isle, the source of the undead plague. Recognizing the necessity of eliminating the root of the infestation, he played a key role in the invasion of the island. The invasion was a coordinated effort involving fleets of warriors, knights, berserkers, paladins, and war-casters from across the world's realms. This formidable force laid siege to Kalki Isle, capturing key landmarks and locations from the undead. The month-long campaign was brutal, filled with bloodshed, valiant last stands, and pyrrhic victories. Lorian's role was pivotal; his unparalleled valor and strategic brilliance led his forces against the entrenched undead. His leadership was crucial in breaching the defenses of Ruin's Peak, the dark tower at the island's heart, securing key positions and strongholds, and inspiring his troops despite the grueling conditions. In the climactic moments of the battle, Lorian's efforts were vital in enabling a small group of legendary heroes to ascend the treacherous heights of Ruin's Peak. By securing the approach and fending off relentless undead counterattacks, he provided the necessary support for these heroes to confront Vauldis directly. This decisive action led to Vauldis's ultimate downfall and the cessation of the undead plague, marking the end of the century-long War of the Undying.Post-War Renaissance
The conclusion of the War of the Undying brought both relief and sorrow to the Dominion of Indulgence. Scarred but resilient, the region saw the once-prosperous Sintallian Forest remain partially corrupted as a reminder of past horrors, while the Vairwood industry began cautious reharvesting efforts. Hailed as a war hero, Lord Lorian Al'Ganz spearheaded post-war reconstruction, fortifying defenses and rebuilding infrastructure to ensure stability. Despite the devastation, the war ultimately strengthened the Dominion's unity, shaping its future and ensuring the sacrifices made were never forgotten. The legacy of House Al'Ganz, particularly Lord Lorian's valor, became a cornerstone of Indulgence’s history, inspiring future generations to uphold the values of courage and perseverance. Ascension of House Al'Ganz. In the aftermath, the Dominion experienced a cultural and economic renaissance, driven by a renewed sense of purpose and resilience. With immediate threats subdued, Lord Lorian Al'Ganz focused on political stability and governance. Recognizing the need for strong leadership, Lorian skillfully maneuvered his way into the Council of Commerce, leveraging his wartime heroics to gain support from key noble houses and influential guilds. His political acumen and dedication to the Dominion's prosperity led to his successful election, where he advocated for policies promoting economic recovery, social welfare, and vigilance against necromantic threats, stabilizing the Dominion and fostering an environment where trade and culture could flourish. Ignacio Al'Ganz: Reformer and Populist. Lorian's efforts laid the foundation for House Al'Ganz's enduring legacy. His grandson, Ignacio Al'Ganz, emerged as a popular figure within the Dominion, using his family's storied history to position himself as a champion of the common folk. Ignacio recognized the damaging nature of political corruption and sought to implement large-scale reforms benefiting the populace over the nobility. His charisma and dedication resonated with the masses, leading to increased transparency within the Council of Commerce and greater accountability for the ruling elite. His efforts to combat corruption included establishing independent oversight bodies and stricter regulations on public officials, restoring public trust in the government. Ignacio's Struggles and Triumphs. As a populist figure, Ignacio's policies centered on social welfare, economic equality, and public infrastructure improvements. He championed initiatives in education and housing for the less privileged, ensuring that opportunities for prosperity were more accessible to all. To secure his reform agenda, Ignacio strategically placed many of his supporters within the Silencers, recognizing their control was crucial. However, his reforms antagonized some noble houses, leading them to hire assassins from the Crimson Curtain. Thus far, these attempts have been thwarted by Ignacio’s skilled close-quarters combat abilities, extensive network of connections, and the protection of his loyal Silencers. His efforts to combat corruption and implement reforms have significantly improved the lives of the common folk, earning him widespread admiration and support. The Twin Consorts. In recent years, Ignacio's reputation grew with the introduction of the Twin Consorts, Lady Xelthia Al'Patricia and Lady Ezria Ul'Patricia. Recognizing their potential and unjust treatment at the Polymath College, Ignacio negotiated their release and brought them to the Maroon Palace. Their bond deepened into adoration, with the Twin Consorts becoming prominent figures throughout the Dominion.A New Era of Prosperity
Ignacio Al'Ganz continues to rule the Dominion of Indulgence, embodying resilience and innovation. His reforms have improved infrastructure, education, and have made opportunities for wealth and prosperity more accessible to all. Ambrosia remains a cultural and trade hub, with districts reflecting both opulence and prosperity. The cultural renaissance begun under Jesma Al'Ella has flourished, attracting talent from across Ragnarok. While political complexities persist, Ignacio's reforms have increased transparency and stability. The Order of the Silencers maintains a delicate balance of power, though some corruption remains."Gilded in Glory"
Type
Geopolitical, Lordship
Capital
Leader
Ruling Organization
Leader Title
Head of Government
Government System
Plutocracy
Power Structure
Feudal state
Economic System
Market economy
Currency
In the Dominion of Indulgence, members and citizens conduct their daily and large transactions using a variety of currencies that reflect the region's opulent culture and heritage.
- Florin (Copper Piece). A copper coin, featuring the image of a Vairwood tree, used for smaller purchases.
- Half-Crown (Silver Piece). This silver coin is typically used for common transactions that require a more substantial amount of currency. It is commonly used by merchants, artisans, and traders in everyday commerce. One side showcases the Maroon Palace, adorned with intricate spires and domes under a twilight sky. The reverse side features a stylized representation of the Ambrosian Silk industry, with silkworms and Vairwood trees intertwined.
- Indulgent Crown (Gold Piece). Also simply 'crowns', these are the highest denomination in regular circulation, reserved for significant transactions and purchases involving luxury goods One side displays the figure of Jesma Al'Ella, the "Dusken Rose," crowned with opulent jewels and draped in luxurious fabrics. The reverse side features a rose—the emblem of House Al'Ella.
- Platinum Sovereign (Platinum Piece). These coins are the rarest and most valuable denomination, used for exclusive transactions among the elite, including nobles, high-ranking officials, and wealthy merchants. They are embossed with the image of Lucifer on one side and the Dominion’s crest on the other.
Location
Official Languages
Controlled Territories
Neighboring Nations
Notable Members
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