Solar Theocracy
Population
~220,000
Capital
Solmarch
Sun-Towers
12
Military
~13,000
The Suntouched Dominion is a solar theocracy of approximately 220,000 souls that has harnessed Eshara's burning sun as both weapon and theology. Twelve sun-towers channel solar energy into military installations. The Solar Guard enforces orthodoxy with 13,000 soldiers. Inquisitor-General Vex's “purification” procedures damage minds in the name of spiritual healing.
High Radiant Seleptos III genuinely believes in converting all of Eshara to sun-worship, but his court is fracturing. High Priestess Solara secretly aids refugees. Archon Thasus investigates the Inquisition's crimes. The Prophet of Shadows preaches dissent through networks the regime cannot find. And in the Blinding Sands, materials of pre-Dominion origin suggest older civilisations existed here first — civilisations the theology does not account for.
Inquisitor-General Vex operates from Radiant Keep's lower chambers — a labyrinth of study halls, meditation cells, and a laboratory of surgical equipment and crystalline apparatus for mind-magic research. Chambers are designed to concentrate solar energy into precise beams usable in interrogation. Vex genuinely believes she is healing, not harming. She is training a cadre of successor inquisitors even younger and more zealous than herself. Her growing independence from the High Radiant suggests that if Seleptos weakens or dies, Vex may seize control — creating a regime even more brutally totalitarian than the current one.
Capital city dominated by the Temple of the Eternal Sun — an architecturally impossible structure with a crystalline lens that focuses sunlight into a shaft of solid radiance 200 feet above the floor. Underground chambers contain records of previous High Radiants, preserved through time-dilation magic.
Military stronghold housing the Solar Guard — 8,000 elite soldiers plus 5,000 auxiliary forces. The twelve sun-towers that ring the city channel solar energy into weapon platforms capable of devastating concentrated light attacks.
Monastery-fortress of the Pyro-Priests and headquarters of the Inquisitor-General. The lower chambers contain a laboratory of surgical equipment and crystalline apparatus for mind-magic research. Prisoners report screaming from cells where focused sunlight is used in interrogation.
Agricultural settlement and site of the Dominion's eugenics program — a breeding initiative to produce citizens with enhanced traits. The Crystal Tombs preserve the honoured dead in transparent crystalline coffins. Young people bred for specific traits are beginning to question whether they are citizens or livestock.
Port city and the Dominion's connection to the outside world. Officially governed by Merchant-Lord Cassius, actually home to a vast smuggling network. The harbour is where rebels, refugees, and forbidden texts escape the regime — for a price.
The Divine Eye
A man in his late sixties who genuinely believes in converting all Eshara to sun-worship. Intelligent and eloquent, but increasingly isolated as hardliners push for expansion. Courtiers whisper he suffers sun-induced hallucinations — visions growing increasingly vivid and disturbing.
The First Flame
Leads the Radiant Council with subtle authority. Genuinely charismatic and adored by citizens, yet she harbours secret doubts about the regime's cruelty. She has begun covertly helping refugees escape through Scorched Harbor — treachery that would mean her execution.
The Solar Blade
The perfect soldier-priest outwardly, inwardly horrified. His investigation of the Inquisitor-General's 'purification' procedures revealed evidence of permanent neurological damage. He secretly meets with rebel priests who believe the Dominion's direction is fundamentally corrupted.
The Purifier
Terrifying in her convictions. Vex inflicts pain as a physician inflicts surgical cuts — with clinical precision and the conviction she is healing rather than harming. Her laboratory contains evidence of experimental mind-altering procedures. She is consolidating power independently of the High Radiant.
The Smuggler King
Half-Solari trader who officially governs Scorched Harbor but actually operates a vast smuggling network. His primary loyalty is profit, but smuggling rebels and refugees has become lucrative enough to make him powerful enough to eventually challenge the regime.
The Heretic
A mysterious figure whose identity is unknown even to followers. Their sermons against sun-worship spread through secret networks, using ancient theological arguments to claim the Dominion's worship is a perversion of true enlightenment. Their final prophecy: the sun itself will refuse to shine on the Dominion.
Refugees from the Dominion seek passage through the Oasis Confederacy. Inquisitors pursue them. The party must decide whether to aid the refugees — antagonising a powerful theocracy — or turn them over for reward.
An escaped victim of Inquisitor-General Vex's procedures hires the party to retrieve evidence from Radiant Keep proving the torture-based purification program. The heist requires infiltrating a temple that weaponises sunlight against intruders.
A rogue Solar Guard war-party launches an unauthorised raid on the Oasis Confederacy border to provoke full-scale war. Investigation reveals Archon Thasus may be planning a coup. The party must determine his true motivations before war erupts.
The Prophet of Shadows sends agents to hire the party for a dangerous mission: retrieve stolen theological texts from a Dominion temple that supposedly contain evidence the sun-worship doctrine is false.
A merchant caravan from Scorched Harbor offers substantial payment to guide a 'textile shipment' through Dominion territory. The shipment actually contains refugees and forbidden texts. Discovery means being charged with heresy.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement