Dominion of Torment

"To live in Torment is to know the suffering of our kind. We suffer so that our brethren can allay their doubts. We suffer that our brethren can indulge in their frivolities. Our suffering, ash-breathers, is our nobility, and we are all lords in our own right!"
- Steel Legionnaire, Liska 'Blue Dragon' Aul'Luma
The Dominion of Torment is the oldest and most militaristic of the three dominions, founded in defiance of angelic oppression and forged in the relentless landscape of northern Ragnarok. Defined by discipline, endurance, and suffering, its citizens are warriors trained in the art of survival. Life here revolves around preparation for war, and every citizen, whether soldier or civilian, is conditioned to serve the High Legions and the High Imperator, who commands the dominion with an iron will.  
Unlike the hedonistic Dominion of Indulgence or the scholarly Dominion of Doubt, the people of Torment live austere lives focused on functionality, strength, and honor. Governance is tied directly to the military structure, with the Steel, Ash, and Arcane Legions forming the backbone of the dominion’s power. This society thrives on a rigid hierarchy, where loyalty to the dominion and military service are the highest virtues. Every citizen is raised to endure hardships, and success in battle is the ultimate path to personal and societal honor.   The landscape of Torment is a mirror to its people: fierce, dangerous, and filled with natural hazards that only the strong can survive. From barren ash deserts to volcanic shorelines, each region tests its inhabitants, forcing them to constantly adapt and grow stronger in the face of adversity.

Geography

The geography of the Dominion of Torment is marked by both natural and magical forces, creating a diverse and perilous landscape. In the north lies the Dead Wastes, a desolate expanse where the land is scorched and barren, littered with volcanic remnants and sulfur pits. This region, home to Fort Desolation, serves as the Steel Legion’s training ground, where soldiers are tested against the harsh environment, cultivating endurance and strength. Life here is minimal, as the cracked Earth and blackened skies make survival a constant challenge.   To the northeast, the Devil’s Stepping Stones form a chain of jagged, volcanic islands, serving as both a natural defense and a strategic naval base for the Ash Legion. Fort Hydra, located among these islands, stands as a sentinel over the northern waters, protecting Torment from any sea-borne threats. The treacherous tides and rocky outcroppings make it nearly impossible for enemy ships to approach undetected. The region’s volatility ensures it remains a difficult, yet highly strategic, area for naval defense.   In the east, the capital city of Kroth dominates the landscape, a fortress city built atop a massive hill surrounded by mountainous terrain. It is heavily fortified, with towering stone walls and gates that reflect the militaristic values of Torment. Kroth is divided into military districts, with the Black Bastille at its heart, serving as the administrative and military hub where the High Imperator and the legions coordinate their defense and campaigns. The citadel’s elevated position grants it control over key trade routes and military movements across the Dominion.   The southeastern region is home to the Koruna Hinterlands, a cold, mountainous area where geothermal activity has created the Shiversprings. These boiling hot springs span for miles, releasing jets of sulfur-laden steam. While most of the springs are too hot to approach, the outer edges are warm enough for bathing, attracting travelers seeking the natural healing properties of the waters. The Harokk Lodge, built by the Mountain-folk clan Aul'Harokk, offers a serene retreat for those seeking both rest and spiritual communion in the midst of this harsh landscape.   Further south, the Korunan Gulf lies along the coast, bordered by the Finnora Wetlands, a region rich in both flora and fauna. The town of Midbay, built on stilts above the wetlands, serves as a vital trading post and waystation for travelers moving between the dominions. The Casmian River flows from the Behemoth’s Back Mountains, cutting through the fertile Casmian Vale and Bairuse Shrublands before reaching the southern territories. These regions rely on the river for irrigation, supporting small farming communities and providing a rare source of sustenance in Torment’s otherwise harsh climate.   To the southwest lies the Vilkross Savannah, a vast grassy plain inhabited by wild beasts and nomadic tribes. Leviathan’s Bay, located along the coast, is home to the Kraken’s Spire, a magical lighthouse that guides ships through the dangerous waters of the Leviathan’s Maw, a bay surrounded by cliffs. This region is heavily patrolled by the Ash Legion, with the Maw serving as a key naval hub where ironclads are repaired and outfitted for battle.   Finally, the Shattered Shore runs along the western coastline, a volcanic region where jagged cliffs and turbulent seas dominate the landscape. This region was torn from the seabed during Ragnarok’s birth, creating an unstable yet strategic area. The Ash Legion maintains outposts here, with Fort Cinder acting as the main base for the coastal defenses, constantly under attack by True Legion forces. Nearby, the Infernus Pools bubble with molten lava, while the floating city of Ashenveer hovers above, serving as a center for research and development in magical warfare. The surrounding Ember-cage Cliffs add to the dramatic and dangerous environment, where the Dominion’s most advanced magical and mechanical innovations take shape.

Culture

The Dominion of Torment is a society built on the values of endurance, strength, and military discipline, shaped by the harsh environment of Ragnarok. At its core, Torment is a dominion that views suffering and hardship as pathways to nobility, with every citizen seen as a soldier in the broader military structure. Unlike the indulgent lifestyle of the Dominion of Indulgence or the scholarly pursuits of the Dominion of Doubt, Torment values functionality and strength, focusing on survival and preparation for war. The culture is austere, with minimal focus on luxury or comfort, and the people take great pride in their ability to withstand both physical and emotional hardship.

Warrior Ethos

In Torment, the idea of the noble warrior is central to life. Every individual is trained to serve in the military, with their status and honor determined by their service. Military hierarchy defines social structure, with the High Legions—Steel, Ash, and Arcane—serving as both the military and administrative forces of the Dominion. These legions not only organize defense and warfare but also govern day-to-day affairs, ensuring that the entire nation is centered on its militaristic values.   The creches of Torment, which serve as communal schools, are where children are raised in a strictly regimented, military-like environment. These schools teach them discipline, combat, and survival, forging bonds within military units rather than emphasizing family ties. The relationships between citizens are often pragmatic, with partnerships based on alliances and the creation of strong offspring rather than romantic love. Family bonds are respected but secondary to the camaraderie formed through shared military service.

Secularism and Spirituality

Unlike many other societies in The Known World, the Dominion of Torment has a predominantly non-religious populace. Faith and organized religion are viewed as distractions from the pragmatic concerns of survival and war. Instead, the people of Torment focus on tangible accomplishments and personal strength as the guiding forces of their lives. The belief system here is deeply rooted in secular values, particularly those that emphasize resilience, duty, and the advancement of the Dominion through military prowess.   However, some elements of spirituality do exist, particularly among Torment’s Mountainfolk populations. These clans, primarily found in the rugged Koruna Hinterlands, adhere to belief systems like the Breath of the Land or the Pantheon of the Wild. These faiths focus on nature and the forces of the wilderness, honoring the spirits of the land, sky, and sea. However, these religious practices are largely confined to the Mountainfolk and are seen as a minority within Torment’s wider, secular culture. The Dominion tolerates these beliefs but sees them as somewhat primitive, particularly in contrast to the Dominion’s emphasis on military strength and discipline.

Public and Military Life

Public life in Torment revolves around the military. The Dominion’s strict meritocracy ensures that individuals rise through the ranks based on their service, skill, and loyalty rather than birthright or wealth. Combat training begins early, with children inducted into military creches by the time they can walk. These creches function as the heart of social life, forging strong military units where loyalty to one’s comrades takes precedence over all else.   The people of Torment pride themselves on their austere lifestyle. Excess, luxury, and indulgence are frowned upon, with wealth typically channeled into military endeavors rather than personal comfort. The city of Kroth, with its towering, brutalist architecture, is a reflection of this societal value, emphasizing defense, functionality, and resilience over aesthetic beauty. Every structure is built with the purpose of enduring siege or attack, mirroring the people’s belief that hardship is inevitable, and survival depends on constant vigilance and readiness.

Arts and Entertainment

While art in Torment is limited, it often takes the form of military memorials or works that commemorate great battles and war heroes. The Dominion’s artistic expressions are rooted in honoring the sacrifice and bravery of its soldiers rather than exploring creative or emotional themes. Gladiatorial combat is the most prominent form of entertainment, held in grand arenas like the Ashbane Arena. These combats are not merely spectacles but are seen as opportunities to demonstrate strength, bravery, and tactical skill.   The gladiatorial games also serve to reinforce the Dominion’s core values, where death is not feared but embraced as an honorable fate. Victorious combatants are celebrated as heroes, while those who die in the arena are remembered for their courage. This reflects the Dominion’s view that life is a battle, and death in combat is the ultimate expression of a warrior’s honor.

Fatalism and the Philosophy of Endurance

Torment’s people are shaped by a philosophy of endurance. Life is seen as a constant test of resilience, where only the strong survive, and those who endure hardship are seen as noble. This fatalistic worldview permeates all aspects of life. Death in battle is glorified, and suffering is seen as a path to personal and collective growth. To die without having proven oneself in combat is considered the ultimate failure, and the worst shame is to be remembered as weak or cowardly.   This sense of fatalism is tied to the Dominion’s view of suffering as a tool for self-betterment. Those who endure the harsh conditions of the Dead Wastes, the unforgiving winters of the Koruna Hinterlands, or the constant trials of battle are seen as worthy of honor, while those who seek comfort or avoid hardship are looked down upon.

Government

The Dominion of Torment operates under a rigid military hierarchy where authority and power are defined by service and merit. Unlike other dominions, where wealth or knowledge play dominant roles, Torment’s government is a stratocracy. Military leaders hold civil authority, and every aspect of life is oriented towards warfare, discipline, and endurance. All citizens, regardless of their profession, contribute to the military-industrial complex that defines the Dominion.
  • High Imperator. At the top of this hierarchy is the High Imperator, who holds supreme control over both military and civil governance. This position not only directs the Dominion’s strategy but also serves as the highest judicial figure, setting the direction of war, resources, and diplomacy. The current High Imperator, Ignhara Aul'Dirk, is known for upholding strict traditional values of discipline, ensuring that every decision aligns with Torment’s military objectives. Their authority is absolute, with no decision made without their sanction.
  • Tribune. Beneath the High Imperator are the Tribunes, each commanding one of the Dominion’s three High Legions: the Steel, Ash, and Arcane Legions. Each Tribune is a seasoned veteran, entrusted with managing not just the forces of their respective legion but also overseeing the territories under their control. The Tribunes act as military governors, ensuring defense, productivity, and strategic readiness within their assigned regions. Although they answer directly to the High Imperator, Tribunes hold significant autonomy within their legions.
  • Primus. Next in the hierarchy are the Primuses, who command elite units of Centurions and oversee significant military operations. A Primus is responsible for executing the broader strategies set by their Tribune, managing both battlefield tactics and the local governance of their stations. Their role involves coordinating with both civil and military personnel, ensuring cohesion in the Dominion’s day-to-day operations. A Primus is often a tactical genius, chosen for their ability to lead soldiers and maintain order in volatile environments.
  • Centurion. Centurions command several companies at a time and are directly responsible for the execution of battlefield plans, making them crucial in Torment’s war machine. They often leading the tactical aspects of battle, train troops, and maintain discipline within their ranks. They are the hands-on leaders, ensuring that the soldiers are combat-ready and that all military directives are followed with precision.
  • Legionnaire. Legionnaires command companies of 20 to 50 soldiers, supported by 3 to 5 Lieutenants who assist in handling logistics and smaller squads. A Legionnaire’s role is crucial in maintaining the discipline, training, and battle-readiness of their soldiers. Legionnaires lead from the front, often on the battlefield, and ensure that their troops uphold the values of loyalty and endurance, which are paramount to Torment’s military philosophy.
  • Lieutenant. The Lieutenants work under the Legionnaires, assisting with day-to-day logistics and squad management. They oversee supply lines, coordinate with other units, and manage smaller squadrons of soldiers during combat. Lieutenants ensure that their companies operate smoothly and efficiently, playing an essential role in supporting the higher command.
  • Soldier. At the base of the hierarchy is the Soldier, the rank-and-file troops that form the backbone of the Dominion’s military forces. Soldiers are trained rigorously from a young age in the Dominion's creches and are expected to embody the values of the Dominion—discipline, loyalty, and survival. While most serve as infantry within the Steel Legion, others specialize in roles within the Ash Legion as engineers or within the Arcane Legion as spellcasters. Soldiers are expected to maintain peak physical and mental condition, as they are the foundation upon which the Dominion’s military might rests.

The Role of the High Legions

The High Legions are the military and administrative backbone of the Dominion of Torment. Each of the three legions—the Steel Legion, Ash Legion, and Arcane Legion—has distinct responsibilities, both in warfare and governance, ensuring the Dominion’s regions are productive and secure. Every aspect of life is tied to the legions, with even civilians playing indirect roles in the war effort, either through resource production or labor.

Governance and Military Interdependence

Torment’s governance is inseparable from its military structure. Civilian life is organized around supporting the legions through labor, resource gathering, and
innovation. The entire society functions like a vast military complex, with non-combatants viewed as essential components of the war effort. Farmers, craftsmen, and miners are monitored closely by the legions, and those who fail to meet production quotas are often conscripted into the military, retrained to serve as soldiers.   The Tribunes, Primuses, and Centurions also serve as regional administrators, ensuring that resources are allocated efficiently, military and civilian life are in harmony, and discipline is maintained across all regions. Every citizen, from the highest-ranking officer to the lowest laborer, is part of the Dominion’s survival, ensuring that its unyielding structure and military dominance continue to thrive.   This total integration of military and civil governance makes the Dominion of Torment an impenetrable bastion of power, where every aspect of society is designed to endure. It is this single-minded focus on survival through strength that allows the Dominion to maintain its unshakable presence in the Known World, thriving in an environment where only the strong and the disciplined can prevail.

The Three Keeps and the Black Bastille

At the heart of the Dominion’s military and political power lie the Three Keeps, the towering, triangular fortress structures that dominate the skyline of Kroth, the capital city. Each Keep serves as the seat of one of the High Legions. These fortresses are more than just military bases; they are the centers of regional governance, where strategic decisions are made, resources are allocated, and the legions' leadership resides. The Black Bastille, situated at the core of the Three Keeps, is the command center of the High Imperator and serves as the ultimate seat of power in the Dominion. The Black Bastille symbolizes the unification of the three legions under the leadership of the High Imperator, and it is from here that the most critical decisions regarding the Dominion’s future are made.

Economy

The economy of the Dominion of Torment revolves around its military-industrial complex, where survival, discipline, and war preparation shape every facet of production. Unlike Indulgence's wealth or Doubt's focus on knowledge, Torment's economic efforts center on extracting resources and creating weapons of war. The Dominion harnesses Fire magic in its furnaces, powering forges and foundries that produce the vast majority of its military supplies. The Ash Legion oversees this industry, ensuring that resource extraction, metal production, and armament manufacturing remain efficient and uninterrupted. Factories powered by coal-belching furnaces are a common sight, with thick black smoke constantly rising from Torment’s industrial hubs.   Resource extraction is critical, with mining operations across the Dead Wastes and Koruna Hinterlands yielding iron, coal, and other materials essential to weapon production. These resources fuel the vast network of workshops and smithies, where soldiers and blacksmiths work in tandem to maintain the Dominion’s war machine. The industrial focus on weaponry, armor, and siege technology has earned Torment a reputation for producing the finest military equipment in all of Ragnarok.   Agriculture, though secondary to industry, is managed carefully. The Finnora Wetlands and Vilkross Savannah produce food for the Dominion, though the scarcity of arable land means that food is rationed and distributed with military precision. The Ash Legion oversees this as well, ensuring that no excess goes wasted and that food supplies reach the Dominion’s soldiers and workers first. However, even these regions cannot fully sustain Torment's population, and the Dominion is mostly dependent on food imports from Indulgence. Indulgence's agricultural exports form the largest portion of Torment's food supply, making trade with the wealthier Dominion critical to its survival. In return, Torment exports raw materials, weapons, and military expertise, ensuring a mutually beneficial exchange.

Exports

  • Weapons and Armor. Torment exports high-quality military equipment, including weapons, armor, and siege technology, to the other Dominions. The Dominion’s steel and fire-forged weaponry is considered the best available for war.
  • Raw Materials. Iron, coal, and other resources mined from Torment’s vast industrial zones are key exports, primarily traded with the Dominions of Doubt and Indulgence in exchange for magic-infused goods and food.
  • Military Expertise. Torment's elite soldiers and engineers are often lent out as mercenaries or advisors to other Dominions, offering their combat and strategic prowess to bolster allied military operations.

Imports

  • Food and Agricultural Goods. Due to the harsh landscape, much of Torment’s food supply is imported from the Dominion of Indulgence, which provides crops, meat, and luxury foods to feed the populace, particularly its military forces.
  • Magic and Technology. The Dominion of Doubt provides magical resources and advanced arcane technology, particularly in the form of enchanted items, tools, and war magic. This enhances Torment’s ability to augment its war machines with magic.
  • Luxury Goods. Though Torment is largely spartan in its cultural attitudes, the upper echelons of the military and leadership occasionally import luxuries such as wine, silk, and fine crafts from Indulgence, though these are reserved for the highest-ranking officials and are rare among the general population.

Labor and Workforce

Labor in the Dominion of Torment is directly tied to its military structure. Blacksmiths, miners, engineers, and farmers are organized under military supervision, each with their own quotas to meet. The workforce is highly disciplined, with every job contributing to the war effort. The Ash Legion is particularly involved in organizing labor, ensuring that resources are produced efficiently and distributed with military precision. Those who fail in their duties or do not meet production quotas face punishment, often in the form of conscription into the legions.

Economy of War

The entire structure of Torment's economy revolves around war. Factories operate day and night, producing weapons, armor, and the tools of warfare. The Ash Legion, with its mastery of fire magic and innovation, constantly pushes the boundaries of what Torment's industry can achieve, focusing on advancements in siege engines, artillery, and naval warfare. The Arcane Legion supplements this by infusing many of the Dominion's war machines with magical enhancements, drawing power from magical hotspots like the Infernus Pools and Ember-cage Cliffs. This integration of fire magic and technology has made Torment a dominant force on the battlefield.

Resource Management and Distribution

Resource management in the Dominion of Torment is tightly regulated through a militarized hierarchy that oversees the allocation of food, materials, and manufactured goods. During times of war, soldiers and laborers are prioritized, with civilians receiving enough to survive. In peacetime, resources are distributed more liberally, but the strict control remains. Veterans are particularly well cared for, receiving housing, additional rations, and services to prevent dissent and maintain loyalty, lest they defect to entities such as the True Legion.   The Black Bastille and the Three Keeps serve as the central hubs for resource distribution, with each of the High Legions responsible for maintaining order and efficiency within their domains. The Ash Legion guards trade routes and supply lines, ensuring that external forces cannot disrupt the flow of essential resources. The system ensures the Dominion’s economy can weather long sieges or periods of scarcity while keeping the military-industrial complex fully operational.   The Dominion’s rigorous management of resources, alongside vast stockpiles of weapons and food, allows it to sustain its war efforts even in the face of adversity. This well-planned system ensures that every aspect of society, from civilians to veterans, is woven into the greater goal of survival and military supremacy, reinforcing Torment’s strength and self-reliance in both peace and war.

Education

Education in the Dominion of Torment is intensely focused on preparing its citizens for roles within its militarized society. From a young age, children are placed into creches where they begin their foundational training. This system emphasizes discipline, physical endurance, and strategic thinking, ensuring that even the youngest grow into loyal, capable servants of the state. As they grow older, children are channeled into specific educational paths based on aptitude, all of which serve to fortify the military-industrial complex that sustains Torment's dominance.

  • Creches. From infancy, children are given over to creches, where they are raised communally. The creche system is designed to instill the basics of obedience, teamwork, and endurance in a controlled environment. It is within the creches that the youngest begin physical training, learning skills that prepare them for either military service or industrial labor. They are overseen by seasoned veterans who ensure that even in early childhood, individuals show promise in their future roles.
  • Military Academies. For those demonstrating combat potential, they are assigned to rigorous military academies. Here, students are drilled in the arts of war from an early age. Physical training is paramount, but students also learn battlefield tactics, weapon mastery, and leadership. The academies aim to produce disciplined, highly efficient soldiers who will eventually be absorbed into one of the High Legions. Competition between students is fierce, and only the strongest or most cunning graduates earn positions of prominence.
  • Crafting and Engineering Guilds. For those not suited for direct combat, the crafting and engineering guilds provide education in vital trade skills. Apprentices are trained in the creation of weapons, armor, fortifications, and machinery. Overseen by the Ash Legion, these guilds focus on engineering advancements, like coal-powered furnaces and war machines. The demand for highly-skilled artisans and engineers in Torment is immense, as the production of war materials is central to its survival.
  • Arcane Training Guilds. The Arcane Legion administers these specialized institutions for individuals with magical potential. At these centers, students are taught to wield destructive magic for combat and defensive purposes. The curriculum focuses heavily on harnessing raw arcane energy, channeling it into battle spells, defensive wards, and magical siege weaponry. Magical discipline is drilled into students, as uncontrolled magic can be fatal both to the caster and their comrades.
  • Legion Leadership Guilds. The highest level of education in the Dominion is reserved for those showing leadership potential. Here, students learn advanced battlefield tactics, logistics, and military governance. Graduates from leadership schools are groomed for command positions within the High Legions or for regional governance roles within Torment's stratocracy. The training emphasizes critical decision-making under pressure, ensuring that leaders remain efficient, calculated, and unyielding in pursuit of the Dominion’s goals.

Relations with Other Nations

The Dominion of Torment’s relations with other nations are as complex as the Dominion itself, shaped by a mixture of rivalry, cautious respect, and strategic alliances. While the Dominion maintains an isolationist stance to protect its militaristic culture, its interactions with foreign powers are essential for sustaining its war economy and strategic goals.

The Silver Kingdom

Across the Whip of Fire to the north, the dwarves of the Silver Kingdom are one of Torment's primary rivals. Both nations share a deep respect for technological prowess, but their rivalry stems from their contrasting approaches. The Silver Kingdom’s reliance on steam-powered machines and intricate clockwork contrasts sharply with Torment’s coal-fueled war engines and fire magic. The Silver Kingdom excels in mining and clockwork innovation, crafting devices and warships powered by steam, while Torment focuses on raw power and militarization. This rivalry often manifests at sea, where the Dwarven warships and Ash Legion ironclads frequently encounter each other. Despite the competition, the mutual respect for each other’s engineering feats keeps the conflict cold, with neither side willing to push beyond naval patrol skirmishes across the Whip of Fire.

The Karthan Commonwealth

The relationship between the Dominion of Torment and the Karthan Commonwealth has remained tense since the end of the Crusading War. Both nations suffered heavy losses, leading to a cold war rather than a decisive victory. The Commonwealth’s reverence for the High Heavens and its Angelicist faith—a religion dedicated to the worship of angels who were central to the war—continues to be a major point of contention. Torment, which sees angels as adversaries in its history, finds this devotion distasteful, viewing it as a sign of weakness. This ideological divide has solidified the distrust between the two, with occasional skirmishes at sea and covert operations keeping tensions high while open conflict is avoided.

The Tahosian Dynasty

Unlike its relations with the Silver Kingdom and Karthan Commonwealth, the Dominion of Torment is fostering a budding relationship with the Tahosian Dynasty. Recent years have seen Torment, along with the other dominions, begin to grow friendlier towards the Dynasty, an ancient and prosperous nation known for its wealth and political stability. Dignitaries from Torment have been sent to the Golden Throne in hopes of strengthening ties. This alliance is largely strategic for Torment, providing an opportunity to gain access to valuable resources and establish new trade routes without compromising its militaristic integrity. The relationship remains in its early stages, but both sides appear eager to explore potential benefits, with Torment likely viewing the Dynasty as a potential ally in its efforts to maintain dominance over the region.

History

After Lucifer and his followers rebelled against the High Heavens, they were cast down upon the newly formed continent of Ragnarok. This land, created by divine forces to serve as their prison, was an inhospitable wasteland of volcanic landscapes, ash-filled skies, and molten rivers. The act of tearing Ragnarok from the ocean floor had scarred the land with fire and brimstone, making survival nearly impossible. As Lucifer’s followers fell, they were cursed, stripped of their angelic powers, and transformed into demons. The curse weakened them drastically, and their once-glorious forms were twisted into mortal shapes—scaly, horned, and frail compared to the angels they once were. Lucifer, now leading a broken people, rallied his followers to endure in this cursed land. While their power was diminished, their will remained intact. The first order of survival was to unify the scattered demons into a cohesive force. This was the beginning of what would become the Grand Legion, but in this era, it was nothing more than bands of Demon militias, fighting for survival in a world designed to break them. Without their former angelic strength, Demon-kind had to rely on unity, cunning, and their knowledge of battle tactics to survive the brutal new world.

The Struggle for Survival

Though angelkind did not mount a grand invasion to wipe out demon-kind, they did not leave them in peace. Small groups of angels remained behind, engaging in deadly skirmishes against the demons to ensure their imprisonment was eternal. These angels, far more powerful than their cursed counterparts, became the greatest threat to demon-kind. The cursed demons were weaker, slower, and less resilient, and it often took entire warbands to take down a single Angel. These battles were fierce and frequent, with demon-kind always fighting from a disadvantage. Despite their diminished forms, demon-kind showed an incredible capacity for endurance and perseverance. Each battle against the angels became a test of survival, as the demons slowly adapted to their new forms and learned to fight in ways that could counter the angels’ power.   Unlike the organized armies they once knew, the early demon militias were ragtag, composed of whatever fighters they could muster. These militias often functioned as nomadic bands, roaming the ash-covered land to scavenge for resources and drive off angelic patrols. Victory was rare, but when it came, it was celebrated as a sign that demon-kind could endure. Over time, these early warbands became more organized and skilled, and though still fractured, they began to form the foundations of the Grand Legion, a proto-military force that would eventually become the backbone of the Dominion of Torment.

Formation of the Grand Legion

As the angelic threat persisted, Lucifer realized that demon-kind’s survival would depend on more than scattered warbands and militias. The unification of his people into a singular fighting force became essential. Thus, the Grand Legion was formed. This was not the highly regimented force that would come later, but rather a collective of warbands that agreed to fight under a common banner for the sake of survival. Lucifer’s leadership was central to this unification, as his vision of a strong, disciplined military gave demon-kind the strength to stand against their enemies.   The Grand Legion was built on the values of suffering, endurance, and unity. Lucifer knew that the curse placed upon his people had made them weaker, but through relentless training and sheer willpower, they could turn that weakness into a strength. Life in Ragnarok was a crucible, and only the strongest could survive its harsh environment and the constant threat of angelic attacks. Discipline, loyalty, and strength became the values that defined the early Grand Legion, setting the foundation for Torment’s future military culture.

Kroth, The Fortress City

With the formation of the Grand Legion, demon-kind began to carve out their place in the hostile landscape of Ragnarok. The first major settlement was the fortress city of Kroth, a bastion built atop a hill and surrounded by mountains. Kroth was designed as both a military stronghold and a sanctuary for demon-kind, a place where they could regroup and defend against angelic skirmishers. Its walls were fortified against both the natural threats of Ragnarok and the angels who still sought to harass them.   Within Kroth, the Grand Legion continued to grow and train. Warbands that had once roamed the land now had a central place to call home, and the city became the heart of demon-kind’s early civilization. Though life in Kroth was harsh, it offered the safety and stability needed for demon-kind to rebuild. Over time, it became a symbol of their resilience and strength, standing tall as a reminder that despite their curse and their exile, demon-kind would not be defeated.

Endurance Over Extermination

Though the skirmishes with angels continued for centuries, demon-kind slowly began to gain the upper hand. The constant pressure from the angels forced them to adapt and evolve, both physically and strategically. Warbands that had once been scattered and disorganized now operated with precision and coordination, thanks to the Grand Legion’s influence. Through bitter suffering and endless fighting, demon-kind proved that they would not be exterminated. Every victory, no matter how small, became a rallying point for the next battle, and every loss only steeled their resolve.   Despite the weakened state brought on by Lucifer’s curse, demon-kind began to thrive in the very land that was meant to break them. The skirmishes that once threatened to wipe them out now served to harden them, transforming them into a formidable fighting force. As the angels began to withdraw, realizing that demon-kind could not be easily defeated, the demons seized the opportunity to expand their influence across Ragnarok, laying the groundwork for what would eventually become the Dominion of Torment.   In these early years, demon-kind’s greatest achievement was not victory over their angelic adversaries, but survival in the face of overwhelming odds. The Grand Legion, though still in its infancy, became the glue that held their society together, and the lessons learned during these skirmishes would form the foundation for the powerful military that would come to define the Dominion of Torment.

The Age of Suffering

After the initial formation of the Grand Legion and the establishment of Kroth, the Dominion of Torment entered a long era of survival in the face of an unforgiving environment. Though the Grand Legion provided unity and strength, the volcanic wastelands of Ragnarok—characterized by barren deserts, scorched plains, and ash-choked skies—offered little in the way of sustenance. The people of Torment struggled to find enough food, Water, and other essential resources, with many settlements barely scraping by. While some regions like the Bairuse Shrublands provided temporary respite, they were far from enough to sustain the growing population.   Recognizing that Torment could not endure under these conditions alone, Luxus Al'Ganis, a brilliant mage and close ally to Lucifer, began experimenting with primal magic. Luxus had discovered that by tapping into the raw elemental forces of Ragnarok, he could manipulate the land itself, imbuing it with new life. Under Lucifer’s guidance, this magic was used to enhance the fertility of the shrublands, allowing the land to bear crops and provide much-needed food for the Dominion. Though far from ideal, this temporary solution helped ease the strain on the people of Torment, buying them time as they sought a more permanent solution.

The Exodus

As the Dominion of Torment struggled with growing resource shortages, the proposal of an exodus to the lands beyond the Behemoth’s Back Mountains ignited heated debates among its population. Casmia, a key leader, saw the southern lands as a potential lifeline, believing that adaptability was essential for survival. However, many within the Dominion, especially hardline proponents of the “strength through suffering” philosophy, opposed the idea. These demons, forged by Ragnarok’s brutal environment, viewed hardship as the source of their strength and saw the exodus as abandoning the very values that had sustained them.   Despite the resistance, the prospect of alleviating the north’s resource scarcity by reducing the population ultimately gained traction. The northern lands, still under threat from angelic raids, faced the challenge of stretching limited supplies while maintaining defenses. Spreading the population southward offered a solution to both the resource strain and the growing pressure of survival. Luxus Al'Ganis’s promise to improve the fertility of the northern shrublands through primal magic further solidified support, leading to a reluctant agreement between the opposing factions.   On the day of departure, thousands of demons, mountain-folk, and imps gathered at the fortress city of Kroth for the exodus. Led by Casmia and Lucifer, the procession moved southward, leaving behind the harsh lands that had defined their culture. It was a bittersweet moment, with those remaining behind watching from Kroth’s battlements, committed to defending their homeland and preserving the values of strength and endurance. This pivotal moment in the Dominion’s history marked both a division and a hope for survival, as demon-kind prepared to forge new lives in the lands beyond.

News from the South

Decades after the exodus, the northern Dominion, plagued by angelic raids and resource scarcity, finally received word from their kin beyond the Behemoth’s Back Mountains. Impish scouts returned with messages of cautious hope. Though the southern lands remained harsh, the exiles had managed to harness primal magic, enhancing the soil’s fertility and sustaining small agricultural advancements. While not thriving in luxury, they had carved out a more bearable existence, growing crops and stabilizing their new settlements.   The reports also hinted at improved defensive magics, with southern demon-kind combining their knowledge of primal and elemental forces to protect their new homes. However, the news was not all encouraging: it was whispered that Lucifer, once thought to be their steadfast leader, had possibly met his end in a climactic battle with the angel Gabriel in the mountains. His fate remained uncertain, casting a shadow over the southern progress.   For those in the north, these messages stirred envy and doubt. While some clung to their creed of survival through suffering, others began to question if adaptation and magic, rather than hardship, could define their future. Lucifer’s possible death only deepened this uncertainty, leaving the Dominion at a crossroads between tradition and progress.

Expansion and Consolidation

Over the next century, the Dominion of Torment gradually expanded its reach, establishing fortified outposts across its rugged terrain. What had once been a loose confederation of warbands evolved into a disciplined and highly organized military force. The Grand Legion’s structure solidified, allowing for more effective coordination in defense and resource management. Strategic fortresses were constructed to protect key regions and trade routes, ensuring a stable flow of resources and a more unified control over the Dominion’s vast, unforgiving lands.   Rationing and Resource Management. A new system of rationing played a crucial role in alleviating long-standing resource shortages. With the population growing and the military becoming more structured, the Dominion implemented a careful distribution of supplies. The Bairuse Shrublands, enhanced by primal magic, provided much-needed sustenance, and the efficient rationing system ensured equitable access to food and resources. This shift allowed the Dominion to shift focus from survival to strengthening its military capabilities and infrastructure.   Defense Against Angelic Raids. As the population and military strength increased, the Dominion became more adept at repelling angelic raids. Where disorganized warbands had once struggled against angelic incursions, the newly disciplined forces of the Grand Legion developed effective strategies to counter their divine adversaries. Fortifications across the Dominion allowed for rapid response to external threats, and while the angels remained a danger, their influence waned as the Dominion’s forces grew more resilient and strategically adept. The Dominion of Torment, though still burdened by the harshness of its environment, had become a formidable power.

Patricia

Reports began to circulate in the Dominion of Torment about an extraordinary young demoness named Patricia, the daughter of Casmia, who resided in the lands beyond the Behemoth's Back Mountains. Patricia was reputed to possess unparalleled magical abilities, surpassing any mage before her. Her mastery over primal magic had garnered significant attention in the southern settlements, and news of her ambitions quickly reached the north. The Dominion’s leaders, especially those within the Grand Legion, were both intrigued by and wary of her growing influence.   A Daring Plot. Patricia harbored a revolutionary goal: she intended to invade the High Heavens and steal the Infinus Divinititum, the ancient book of creation and destruction. With this powerful artifact, she believed she could reshape Ragnarok, transforming its cursed and barren lands into fertile and prosperous regions. This was the very book Yahweh had used to raise Ragnarok from the sea, and Patricia aimed to reverse the devastation, bringing life back to the continent.   The prospect of reclaiming their homeland's fertility deeply divided the Dominion. Many saw Patricia as a savior who could finally free them from the eternal struggle for survival in Ragnarok. Her plan ignited hope among those weary of the endless hardships and constant raids from angels, representing a chance to break free from their imprisonment and secure a future for demon-kind. However, others, particularly the hardliners within the Grand Legion, viewed her scheme as dangerously reckless. Having built their strength through the creed of “suffering and endurance,” they believed that attacking the High Heavens was suicidal, risking annihilation by the formidable angels. Moreover, they feared that even if the book were acquired, meddling with divine power could unleash unforeseen disasters.   Despite the opposition, Patricia's power and following continued to grow in the south, and her influence became impossible to ignore. Tales of her exceptional magical prowess and audacious vision spread, inspiring many demons to rally behind her cause. Her rise presented a profound dilemma for the Dominion of Torment: was Patricia the key to freeing them from Yahweh’s curse, or would her ambition lead them into even greater peril?

Infiltration of the High Heavens

Patricia’s request for one hundred of the Grand Legion’s finest—a mix of arcanists, warriors, and infiltrators—set off intense debate within Torment. Her audacious plan was to infiltrate the High Heavens and steal the Infinus Divinititum, the ancient tome of creation and destruction. Patricia emphasized that this was not a full-scale war but a covert operation with a singular focus: seizing the tome and returning before the angels could fully react. While the mission offered a chance to reshape the future of Ragnarok, its dangers were immense. Failure would almost certainly invite the wrath of the High Heavens, endangering the Dominion’s hard-fought survival. After heated deliberation, the Grand Legion agreed to provide Patricia with the one hundred elite warriors and mages she requested, despite reservations.   As the day of the infiltration approached, tension rippled through the Dominion. All of Torment waited anxiously, unsure of whether Patricia’s daring mission would succeed. Soon, rumors began to swirl that chaos had erupted in the High Heavens. Whispers of disrupted celestial forces spread quickly, and it became apparent that Patricia’s operation had thrown the Heavens into disarray. Fearing immediate retaliation, the Grand Legion fortified its defenses and readied Kroth for a potential angelic reprisal. The Dominion held its breath, bracing for the worst.   The First Siege of Kroth. Their fears were soon realized. In the wake of Patricia’s actions, an elite army of Powers—composed of Seraphim and Archangels—descended upon the Dominion, breaching the skies above the Dead Wastes and laying siege to Kroth. Known for their unmatched prowess in battle, the Powers led a fierce assault aimed at punishing Torment for daring to breach the Heavens. Kroth, the heart of the Dominion’s defenses, became a battleground unlike any the Grand Legion had ever faced. The Dominion’s finest fought valiantly, but the overwhelming might of the angelic forces pushed them to the brink, threatening the very existence of Torment itself.

The Rebirth

For days, the battle at Kroth dragged on, with the Grand Legion struggling against the overwhelming might of the angelic Powers. As hope began to fade, the skies above the Dominion were illuminated with divine light as the Powers unleashed their full strength. The Grand Legion fought valiantly, but it was clear that their defenses were on the brink of collapse. Just as the forces of Torment seemed doomed, the sky erupted in a brilliant, verdant light. Patricia had unlocked the power of the Infinus Divinititum, unleashing transformative magic across Ragnarok. This event would become known as The Rebirth.   With the rifts to the High Heavens sealed, a magical storm descended over the continent. Glowing rain, infused with primal magic, fell over the land, bringing life to the barren soil and reinvigorating the Grand Legion's soldiers. Strengthened by this life-giving storm, the Demonic forces found renewed vigor. The angels, cut off from reinforcements, began to falter under the Dominion's revitalized assault. The Rebirth not only gave the demons a second wind but also shifted the battle in favor of Torment, allowing them to launch a powerful counterattack.   By the end of the battle, the once-mighty angelic Powers were defeated. With no further support from the Heavens, their ranks were shattered by the combined might of the Grand Legion and the primal forces unleashed by Patricia's magic. The Rebirth not only secured Torment's survival but also marked a transformative moment for Ragnarok. The barren and cursed lands began to show signs of new life, offering hope for the Dominion's future as they rebuilt their homeland in the wake of their greatest battle.   Aftermath. Though The Rebirth gave the Grand Legion the strength to overcome the angelic Powers, the Dominion of Torment paid a heavy price for the victory. Cities were left in ruins, and the land bore deep scars from the fires of war. Many of Torment's finest soldiers and civilians had perished, leaving the Dominion weakened and in need of rebuilding. While Patricia's success had ensured their survival, the devastation caused by the battle forced the Dominion into a long period of recovery.   The life-giving magic from The Rebirth, though miraculous, had limited reach. Only the Bairuse Shrublands, one of the more fertile areas, saw significant rejuvenation. This newfound fertility allowed the Dominion to sustain itself temporarily, but as the population grew, the limitations of the land became clear. Much of Torment’s harsh landscape remained untouched by the magical storm, and resource scarcity returned as the population expanded, placing strain on the few regions that had benefited from The Rebirth.   As the Dominion worked to rebuild, reports from beyond the Behemoth’s Back Mountains told of fertile lands flourishing under the influence of The Rebirth. These southern regions had transformed dramatically, giving rise to the Dominion of Indulgence, a place of wealth and abundance. For Torment, this served as a bitter reminder of what they had missed, as they remained bound to their harsh environment.   Meanwhile, the few survivors of the original 100 demons who had accompanied Patricia returned, bringing with them advanced knowledge of war magic. These survivors became the pioneers of arcane warfare within the Legion. Over time, their teachings were passed down through generations, leading to the development of increasingly sophisticated applications of magic in combat.

The Age of Blood

The Age of Blood marked a critical turning point in the history of the Dominion of Torment. Centuries after its founding and long before any formal trade routes were established with the Dominions of Indulgence and Doubt after the Rebirth, Torment was facing severe resource scarcity. The harsh, volcanic lands of Ragnarok—particularly the Dead Wastes and the Koruna Hinterlands—could barely sustain the growing population. Crops were difficult to grow, and the inhospitable environment offered little respite for those living in the Dominion. The scarcity of food and basic resources led to growing dissatisfaction among the people, especially as they watched the neighboring dominions of Indulgence and Doubt begin to thrive. This discontent brewed slowly over the years, creating an undercurrent of unrest within Torment’s military and society.

Varoth Aul’Meras & Ashbane Aul'Karlon

It was during this time of growing tension that two of the Dominion’s most renowned warlords, Varoth Aul’Meras and Ashbane Aul'Karlon, rose through the ranks of the Grand Legion. Their relationship was one of deep camaraderie, forged in countless battles. They had led the Grand Legion against external threats, securing Torment’s borders against dangerous creatures and the occasional skirmishes with angels. Together, they had been celebrated as war heroes, and their bond seemed unshakable. However, as the scarcity of resources continued to strain the Dominion, their shared vision of Torment’s future began to diverge.   Varoth, with his charismatic and ambitious nature, believed that the Dominion’s survival depended on expanding beyond Ragnarok. He was convinced that the fertile lands of the neighboring dominions, particularly Indulgence, were ripe for conquest. His argument was simple: Torment could not remain confined to its barren homeland if it hoped to thrive. Ashbane, while initially supportive of Varoth’s vision, began to have reservations as he saw the growing strain on their people. Despite their brotherhood, Ashbane recognized the dangers of expansionism and questioned whether it was truly the best course for the Dominion.

The Dominion War

Under Varoth’s leadership, the Grand Legion launched a series of bold incursions into the lands of Indulgence and Doubt, marking the beginning of what would be known as the Dominion War. The Grand Legion, hardened by Torment’s harsh environment, initially saw success in seizing territory from the other dominions. However, Torment’s military prowess was met with fierce resistance. The Dominion of Indulgence, though seen as decadent, quickly rallied its wealth and mercenary forces, while Doubt, with its mastery of magic, unleashed powerful defenses. The war, initially thought to be swift, dragged on for decades, costing countless lives.   As the conflict continued, the people of Torment began to suffer. With resources already scarce, Varoth’s relentless campaigns pushed the Dominion to the brink. Food became even more limited, and the strain of war spread across the populace. Ashbane, who had been Varoth’s most trusted ally, could no longer ignore the suffering of their people. While Varoth was fixated on victory, Ashbane saw the toll the war was taking on the Dominion and its citizens. What had once been a shared vision between the two warlords had now turned into a deep rift.   The discontent within the Dominion finally reached a boiling point when Ashbane openly defied Varoth, refusing to continue the expansionist campaign. This act of defiance set the stage for a civil war within the Dominion. Ashbane, deeply respected by both soldiers and civilians, began to rally those who shared his vision for Torment’s future—one of survival, not endless conquest. The Grand Legion itself fractured, with Varoth’s loyalists on one side and Ashbane’s separatists on the other.   The Second Siege of Kroth. The climax of this internal conflict came with the Siege of Kroth, the capital and heart of the Dominion. Kroth, with its impenetrable walls and fortifications, had stood as a symbol of Torment’s military might for centuries. It was now the final stronghold of Varoth’s regime. Ashbane, understanding both the symbolic and strategic importance of the city, knew that this battle would determine the future of the Dominion. The siege was brutal, with Ashbane’s forces encircling the city and cutting off its supplies. However, Varoth’s loyalists, entrenched in the Black Bastille at the city’s heart, held strong, refusing to surrender.   Ashbane, always a master tactician, employed a series of daring strategies to breach the city’s defenses. While his main forces assaulted the walls, elite units infiltrated Kroth through secret mountain passages known only to those who had spent years defending the city. Inside, Ashbane’s infiltrators sabotaged key points, weakening the city’s internal defenses. Street-to-street fighting broke out as Ashbane’s forces clashed with Varoth’s loyalists in a bloody, protracted battle.   Battle of the Bastille. The final confrontation took place within the Black Bastille itself. Varoth, once Ashbane’s brother-in-arms, had become consumed by his desire for conquest, refusing to see the destruction his policies had wrought on their people. In a duel that would become the stuff of legend, Ashbane and Varoth faced each other in the heart of the fortress. The battle was fierce, as both warlords were evenly matched in skill and determination. Varoth fought with the desperation of a leader who believed he was still right, while Ashbane fought for the future of a Dominion that could no longer bear the cost of war.   In the end, Ashbane’s resolve prevailed. With a final blow, he struck down Varoth, ending the expansionist High Imperator’s reign. The siege of Kroth was over, and the Dominion was left in Ashbane’s hands.

Birth of the High Legions

After Ashbane Aul'Karlon emerged victorious from the Siege of Kroth, defeating High Imperator Varoth Aul'Meras and ending his expansionist ambitions, the Dominion of Torment entered a period of reflection and reform. Rather than seizing absolute power for himself, Ashbane recognized the dangers of concentrated authority. He understood that Varoth's rise to unchecked dominance had destabilized the Dominion and nearly brought it to ruin, and he was determined not to repeat that mistake.   To ensure that no single ruler could again lead Torment into reckless conflict, Ashbane restructured the Dominion’s military and political systems. He divided the once-unified Grand Legion into three distinct branches—Steel, Ash, and Arcane—each with a specialized focus to balance power across the Dominion. The Steel Legion would focus on traditional combat and military strategy, the Ash Legion on technological advancements and coal-powered warfare, and the Arcane Legion, developed from the ancient war magic teachings passed down since Patricia's era, would specialize in magical warfare and research. This reorganization served not only as a military tactic but also as a safeguard to prevent any single faction from dominating the Dominion, ensuring that power would remain distributed and accountable.   Under this new system, the High Imperator would still serve as the supreme Commander, but the legions were given the authority to operate semi-independently. Each legion would be governed by a Tribune, and these Tribunes were tasked with maintaining the balance of power. They had the ability to challenge or even disobey the High Imperator’s orders if those commands were deemed illegal or harmful to the Dominion’s established laws. The Tribunes, assisted by their Primuses, would rule their own territories within Torment, ensuring that power was distributed evenly across the Dominion. Ashbane's reforms created a more balanced and sustainable structure, ensuring that Torment's military would serve the people rather than any single ruler’s ambition.

Rise of the True Legion

Following Varoth Aul'Meras's fall and Ashbane Aul'Karlon's rise, not all were willing to embrace the reformed Dominion. Varoth’s loyalists, still committed to his vision of expansionism and military dominance, refused to submit to Ashbane's rule and rallied under the banner of the True Legion. Declaring themselves the rightful heirs of Torment's martial legacy, they rejected the authority of the High Legions and vowed to restore the Dominion’s former glory through force.   Though smaller and less centralized, the True Legion became a formidable force. Supported by seasoned soldiers and disaffected officers, along with secret sympathizers within Torment, the True Legion received critical aid from imps loyal to Varoth's cause. These imps, skilled in both arcane and technological arts, helped the True Legion steal and reverse-engineer war machines developed by the Ash Legion, allowing them to wage an effective guerrilla campaign against Ashbane's forces.   Operating from harsh regions like the Dead Wastes and the Shattered Shore, the True Legion excelled in covert warfare, using the landscape to their advantage. Their skirmishes with the High Legions have become a constant, simmering conflict that continues to challenge the authority of the High Imperator. Though lacking the numbers for a full-scale war, the True Legion's ability to strike from the shadows and their ideological resistance to Ashbane’s reforms make them a persistent and dangerous threat.

"Strength through Suffering"


Map of Rangarok
Type
Geopolitical, Stratocracy
Capital
Leader Title
Government System
Kratocracy
Power Structure
Unitary state
Economic System
Command/Planned economy
Currency
Like most places in the world, the Dominion of Torment uses the standard gold-based currency system. It has its own stylings and imprints on copper, silver, gold, and platinum, frequently depicting the face of Ashbane Aul'Karlon.
Parent Organization
Location
Official Languages

Imp and Mountain-folk Citizens of Torment

Mountain-folk and imps, though minorities within the Dominion of Torment, are integral to its society and military structure. Both groups have adapted to Torment’s culture of discipline, survival, and military hierarchy, bringing unique strengths that enhance the Dominion’s capacity for war.

Mountain-folk

Mountain-folk, known for their physical endurance and hardiness, are natural warriors and often find their place on the front lines of the Steel Legion. Their origins in the harsh, frigid environments of the Koruna Hinterlands have conditioned them to thrive in the harshest conditions, making them invaluable soldiers in Torment’s military campaigns. The culture of the mountain-folk aligns well with the values of the Steel Legion: endurance, strength, and honor through combat. Many mountain-folk are drawn to Torment for its emphasis on martial prowess and the opportunity to prove their strength in battle.   Culturally, mountain-folk bring a unique perspective to the Dominion. They possess their own beliefs tied to the Breath of the Land or the Pantheon of the Wild, which are in stark contrast to the largely secular and war-focused mindset of mainstream Torment. Despite these differences, the mountain-folk’s warrior ethos allows them to integrate smoothly into the Dominion's stratocracy. Many rise through the ranks based on merit, serving as Centurions or Legionnaires, especially within the Steel Legion. Their skill in combat is matched by their ability to survive in rugged, hostile environments—qualities that Torment values highly.

Imps in Torment

Imps, in contrast to the physically imposing mountain-folk, are known for their cunning intellect and technical skills. While small in stature, imps possess a natural aptitude for machinery, magic, and invention, making them ideal recruits for the Ash and Arcane Legions. Imps are often seen working in the Dominion’s vast industrial complexes, developing and maintaining the war machines that form the backbone of the Ash Legion’s strength. Their creative ingenuity drives Torment's technological innovations, whether it's in weaponry, defensive structures, or the development of new war tactics.   Within the Arcane Legion, imps are prized for their magical talents, particularly in illusion, arcane engineering, and pyromancy. Their ability to manipulate magic and craft intricate spells makes them key contributors to Torment’s magical warfare strategies. Despite their diminutive size, imps often hold positions of influence within these legions, especially in research, design, and the deployment of arcane weaponry.   Culturally, imps are highly adaptable and pragmatic, fitting into Torment’s hierarchical structure with ease. Their thirst for knowledge and mastery of their craft aligns well with the Dominion’s goal of military superiority, and they often find themselves thriving in environments that reward innovation and intelligence. However, the impish culture also retains a degree of mischievousness and cunning, traits that can sometimes clash with the rigid discipline of the legions. Nevertheless, their value to the Dominion’s war efforts cannot be understated, as they are often the minds behind some of Torment’s most destructive weapons.

Integration and Mutual Respect

Though they come from very different backgrounds, both imps and mountain-folk have found a place within the Dominion of Torment’s military machine. While they may not always conform to the standard expectations of demon-kind, their skills, resilience, and loyalty to Torment have earned them respect. The Dominion, in turn, recognizes their unique contributions and allows them to thrive within its rigid hierarchy, provided they adhere to the values of discipline, loyalty, and merit that define Torment’s culture. Together, these groups help bolster the Dominion’s military might, ensuring that Torment remains a force to be reckoned with both on the battlefield and in the world of innovation.


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