Dun'Rhael - Sahrakar

Continent: Morwen
Primary Inhabitants: Solari
Government Type: Confederation
Capital: Sahrakar (21,000)
Population: ~100,000
Symbol: A golden sun partially eclipsed by a silver crescent, overlaid on a stylized desert dune
Motto: “Through sun and sand, we endure.”

Dun’Rhael, the homeland of the Solari, is a kingdom of endless dunes, scattered oases, and sacred pilgrimage routes known as the Bonded Paths. It is the only landlocked nation in Morwen — a vast expanse of sunlit stone and shifting sands, bordered by the Supremacy to the north, the Ashen Marches to the west, Vardessa to the east, and Vass’Kaal to the south.

While much of its northern desert is uninhabitable, the southern reaches thrive around life-giving oases and ancient trade routes. The Solari believe that survival in Dun’Rhael is both an art and a spiritual calling — each settlement a testament to endurance beneath an unyielding sun.


History

Dun’Rhael’s history is one of persistence against both nature and empire. The Solari claim descent from the first tribes who crossed the Blinding Dunes, guided by the desert spirits to hidden wells of life. Over centuries, they established the Circle of Waterkeepers, a council of elders devoted to preserving both the land’s fragile balance and its sacred waters.

The Supremacy’s rise to the north brought centuries of border skirmishes and invasion attempts. Yet Dun’Rhael has never been conquered; the desert itself devours those who come unprepared. The Solari have mastered both deception and endurance — letting enemies bake under the sun while their own warriors strike from mirage and shadow.

Despite their isolation, Dun’Rhael’s trade routes have long connected the Ashen Marches, Vardessa, and Vass’Kaal. Caravans bearing glass, dyes, and desert metals bring both wealth and danger — for raiders and smugglers often stalk the Bonded Paths.


Geography

The northern expanse of Dun’Rhael is a vast wasteland of sun-scorched dunes and salt flats, broken only by the fortress-town of Mira’s Gate, which watches over the Supremacy border.
To the south, life blooms around oases like Sahrakar and Lun’thera, where water is guarded as sacred treasure.

A great freshwater lake, Lake Thiriel, lies along the eastern border with Vardessa, north of Thirn Vale. Its reflective surface is said to “catch the sun’s soul” at dawn — a holy site for the Solari. The western frontier grows harsher, where the sands give way to rocky highlands near the Ashen Marches and volcanic heat mingles with desert winds.


Economy

Dun’Rhael’s economy revolves around trade, craftsmanship, and survival resources. Water, glass, dyes, and fine desert silks form the backbone of commerce. The Solari’s mastery of reflective glassmaking — said to trap sunlight itself — is prized across Morwen.

Caravans move constantly along the Bonded Paths, connecting the cities in a delicate web of mutual dependence. Salt, medicinal herbs, and rare pigments are traded to Vardessa and the Supremacy, while Solari artisans exchange crafted lenses and mirrored armor for tools and foodstuffs.

The scarcity of resources means theft and trade are often indistinguishable — a truth the Solari readily accept.


Demographics

The Solari make up the vast majority of Dun’Rhael’s population, though small enclaves of Emberborn, humans, and Drasshka can be found in the southern border regions.

The kingdom’s population is heavily concentrated in the south, with few settlements able to survive in the endless desert beyond.

Each oasis settlement is self-governing under a Waterkeeper Circle, but they unite swiftly under the Solar Council when threatened — a rare but powerful alliance.


Culture

The Solari view existence through the lens of endurance and balance. Every drop of water and every grain of sand holds spiritual meaning. Fire and light are symbols of both destruction and renewal, reflecting their faith in the Cycle of the Sun, which teaches that death and drought are necessary for rebirth.

Art and architecture in Dun’Rhael embrace fluid geometry and mirrored surfaces, turning sunlight into radiant displays that dazzle and blind. Music is sparse but haunting — flutes and drums echoing across the dunes like whispers of ancient spirits.
Hospitality is sacred; to deny water to a traveler is a sin worthy of exile.

Despite their serenity, the Solari are fierce in defense. Warriors bonded to desert beasts command sandstorms and mirages in battle, their mirrored armor flashing like heat itself. Outsiders often call them “ghosts of the dunes.”


Major Settlements

City Name Population Notes
Sahrakar 21,000 Capital city; vast oasis fortress and seat of the Circle of Waterkeepers.
Lun’thera 8,300 Major trade hub along the Bonded Paths; renowned for its glasswork and mirrored domes.
Vareth 3,600 Oasis town famed for healing springs and ancient sandstone carvings.
Orithra 2,300 Caravan stop and pilgrimage site dedicated to the Sun’s Mercy.
Mira’s Gate 1,700 Northern outpost marking the route toward the Supremacy frontier.

Notable Locations

  • Lake Thiriel - A vast freshwater lake along Dun’Rhael’s northeastern border with Vardessa. Its mirror-like surface reflects the sun at dawn, creating the illusion of twin suns. Pilgrims come to pray and cleanse themselves, believing the lake holds the soul of the desert.
  • The Blinding Dunes - Endless sun-scorched dunes stretching across northern Dun’Rhael. Travelers speak of shifting sands that erase tracks overnight, mirages that confuse the unwary, and winds that carry the whispers of long-dead spirits.
  • Sunspire Oasis - A hidden oasis crowned by a natural sandstone spire, sacred to the Solari. Water flows year-round despite the arid surroundings, and ceremonies are held here to honor the Cycle of the Sun.
  • The Glassed Barrens - A desolate stretch of desert where the sand has fused into smooth, reflective glass under intense heat. Few dare cross it, as the glare can blind and the ground crackle underfoot. It is said spirits of ancient Solari ancestors wander the glass at night.
  • The Mirage Wall - A series of rocky outcrops near the southern dunes that create optical illusions at sunrise and sunset. Traders and pilgrims alike use it as a navigation point, but some claim the wall moves when no one is watching, guarding hidden wells and sacred relics.

Relations

Allies

  • Vardessa - defense pact, united by a common enemy: The Supremacy.
  • The Ashen Marches — Dun’Rhael considers the Marches to be a friend, they have good trading relationships with many of the bordering City-Stats.

Enemies

  • The Supremacy — centuries of border skirmishes and attempted invasions have left deep mistrust.

Neutral

  • Skarhold — Without access to the sea, Dun’Rhael has no contact with Skarhold.
  • Vass’Kaal — Cultural differences stimy any good relations between these two nations.
  • Drenvold - No real contact between these two nations.
  • Njorath - Dun’Rhael considers the Njorathi to be distant cousins, but the distance between the nations makes for little contact.

“The sun watches all, yet it favors none. We endure, we protect, and in the light of our perseverance, the desert itself will testify to our strength.”
— Councilor Talisar of the Solar Council