Solcarra
Solcarra is the capital city of the Kingdom of Dravonell, located at the central edge of the Bleeding Dunes where natural cliffs meet the region’s largest oasis system. Built into the sandstone escarpments, the city functions as both a logistical center and administrative hub. It houses the ruling seat of House Dravonell and coordinates the kingdom’s military, water management, and desert transport infrastructure.
The city is known for its efficient desert architecture, deep-set residential tiers, and integration with both MAV (Manned Aerial Vehicle) transport systems and subterranean storage facilities. Though the climate is harsh, Solcarra remains stable year-round due to its access to freshwater and natural shade.
Demographics
Primary Group: Ethnic Dravonellians (~93%)
Minor Populations: Nomadic artisans, imperial logisticians, MSTI-linked researchers
Occupational Breakdown:
35% military and logistics personnel
25% water purification, engineering, desert infrastructure
20% artisanal and resource processing (silicates, ceramics, alloys)
10% research and technomantic fabrication (Dune Forge Institute zone)
10% religious, ceremonial, or cultural custodians
Defences
Outer Curtain Walls: Angled sandstone walls with thermal reflection layering
Arrow and Flame Towers: Equipped with ceramic-flame projectors and wind-fired ballistae
Thermal Locks: Fortress-wide defensive sealing system for sandstorm containment
Anti-Air Mantlets: Heat-based optical distortion fields shielding MAV landing pads
Barricade Tunnels: Emergency fallback corridors carved through lower strata for personnel extraction
Industry & Trade
Exports:
Crystal-bonded ceramic armor
Heat-tempered alloys
High-durability desert tools and MAV hull plating
Ceramic-filtered air and water regulation components
Imports:
Food stocks (grains, fruits, livestock products)
Cooling and energy lattice components
Medicinal compounds not viable in arid climates
Core Industries:
Survival-grade manufacturing
Desert-environment R&D
Oasis resource management
Combat training and military support systems
Infrastructure
Oasis Spire Nexus: Network of water towers and communication relays connecting Solcarra to other dune cities
MAV Launch Platforms: Hardened pads for aerial scouts, cargo transports, and emergency evacuations
Thermal Shielding Chambers: Passive-cooling chambers regulating key civic and military interiors
Subterranean Living Quarters: Burrowed habitation for heat protection, complete with internal aqueducts
The Dune Forge Corridor: Integration zone for technomantic experimentation and desert survival technology
Lev-Rail Terminals: Connect Solcarra with MSTI outposts and edge-kingdoms for supply routing
Districts
Scorchold Bastion: Royal Seat and Military Headquarters
Spireline Quarter: Residential and administrative zone near the Oasis Nexus
Dunemark Yards: Trade platforms, MAV terminals, and convoy depots.
Redglass Tier: Artificery labs and MSTI-affiliated facilities.
Sunspire Hollow: Archive chambers and the Crown's trial grounds.
Spireline Quarter: Residential and administrative zone near the Oasis Nexus
Dunemark Yards: Trade platforms, MAV terminals, and convoy depots.
Redglass Tier: Artificery labs and MSTI-affiliated facilities.
Sunspire Hollow: Archive chambers and the Crown's trial grounds.
Assets
Scorchhold Bastion – Command fortress and sovereign citadel
Oasis Spire Nexus Hub – Water governance and relay coordination
The Dune Forge Institute – Advanced climate-tech and survivalist R&D center
Thermal Galleries – Passive-cooled viewing platforms and royal audience levels
Trial Grounds of the Burning Lance – Combat initiation and annual proving ground
Guilds and Factions
The Flameward Circle – Overseers of the Oasis Spires and city heatflow logistics
Order of the Ember Sigil – Military-historical brotherhood preserving martial legacy
Crimson Mantle Artisans – Advanced ceramicists and heat-resistant smiths
Dune-Forged Compact – Research and development syndicate tied to MSTI
Trialmasters of the Lance – Elite corps trainers, arbiters of seasonal trial rites
History
Solcarra was established in the early era of the Realm’s unification, originally as a fortified oasis outpost used for resupply and patrol coordination. Over time, it was expanded by House Dravonell into a defensible cliffside settlement, designed to consolidate control over the central desert corridor.
Its location made it a key point for both military movement and water access. During early regional conflicts, Solcarra served as a staging ground for defensive operations and remained the central command post through several shifts in power. The city grew in structured phases, with military, residential, and industrial zones added as the population expanded.
Today, it remains Dravonell’s most critical city—functioning as a transport hub, water control point, and training location for desert forces. Much of its original layout is still in use, with only minor technological integrations added in recent decades.
Points of interest
Scorchhold Bastion – Primary royal and command compound
Trial Grounds – Annual proving site for Burning Lance aspirants
Cracked Sun Gate – Ceremonial entry arch
Thermal Galleries – Passive-cooled chambers with viewports into the Bleeding Dunes
Siltstone Markets – Caravan-frequented oasis trade court and cultural outpost
Tourism
Visitors Include:
Military scholars studying desert warfare tactics
Technologists and MSTI partners testing gear durability
Cultural historians researching the Flamewarden tradition
Desertway pilgrims seeking to undertake modified trial rites
Accommodations:
Bastion Guest Hall – Official diplomatic and military lodging
Oasis Ring Inns – Outer-city hostels for approved travelers
Architecture
Style: Sun-cut fortress design—minimal exposure, heavy arching, deep-rooted layouts
Materials: Sandstone, redstone, obsidian glass, and desert granite
Geography
Terrain: High plateaus, sandstone ridges, and desert basins surrounding a mineral oasis
Water Access: Deep-aquifer reservoirs managed via Oasis Nexus control towers
Climate
Arid desert—extreme daytime heat (~45–52 °C), frigid nights (~4–6 °C)
Seasonal sandstorms, flash freezes, seismic dune shifts
Natural Resources
Deep-aquifer water
Crystalized silicates
Ceramic-grade sands
Heat-tolerant flora (used in medicinal compounds and fiber armoring)
Thermal vents used for passive heating or industrial ceramics curing
Founding Date
6000 BFE
Founders
Alternative Name(s)
Heart of the Bleeding Dunes
Type
Large city
Population
1,100,000
Inhabitant Demonym
Dravonellian
Location under
Included Locations
Owning Organization