• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Sol Invictus: Shadows of the Golden Age
  2. Lore

Factions of Sol Invictus

⚔️ The Powers That Be:

History in Sol Invictus is measured by who survived. The power structure is a mix of ancient bloodlines, industrial innovators, and shadows that have watched the city grow from the very beginning.

👑 The Crown (The Supreme Authority)

House Lightblood (The Sovereigns)

  • Role: The Royal Dynasty.

  • History: The undisputed rulers. Descendants of Lucius Lightblood, the conqueror who led the Great Cleansing against the Elves and laid the first stone of the Titan Wall.


🏛️ The Founding Houses (The Old Guard)

These two houses stood beside Lucius Lightblood during the Great Cleansing 842 years ago. They are the pillars of tradition.

1. House Vane (The Shield)

  • Focus: Military, City Guard, & Fortifications.

  • History: The oldest allies of the Crown. They have commanded the city’s armies since the first day.

  • Reputation: Stoic, disciplined, and unyielding.

2. House Ashcroft (The Flame)

  • Focus: Religion & The Inquisition.

  • History: Their ancestors were the first to consecrate the ground where the city stands. They have been the spiritual moral compass of the kingdom for over eight centuries.

  • Reputation: Zealous, traditional, and feared.


⚙️ The Rising Houses (The Industrial Nobility)

These families rose to power during the city's expansion, solidifying their status through wealth, industry, and law rather than ancient blood rights.

3. House Blackwood (The Gavel)

  • Focus: Law, Politics, & Bureaucracy.

  • Reputation: The architects of the government's complex legal system.

4. House Sterling (The Coin)

  • Focus: Trade, Banking, & Economy.

  • Reputation: The masters of commerce who turned the city into a trade superpower.

5. House Thorne (The Pick)

  • Focus: Mining, Refining, & Raw Materials.

  • Reputation: The gritty barons of the earth who fuel the furnaces.

6. House Veridian (The Spark)

  • Focus: Technology, Constructs, & Aether-Tech.

  • Reputation: The youngest but fastest-growing power, driving the current Era of Steam.


🌑 The Shadowcoil Syndicate (The Ancient Crime)

  • Founded: ~200 A.F. (Approx. 600 years ago).

  • Leader: Nyxandra Volkov (The Pale Matron).

    • Identity: An Ancient Elder Vampire who predates the city itself.

    • Philosophy: She views the city's strict hierarchy as a market opportunity.

  • Demographics: The Syndicate is a haven for Half-Elves, Fey-folk, and the "Impure" who are barred from high society. Nyxandra offers them the power and status the Crown denies them—in exchange for absolute loyalty.

  • Influence: They are the singular criminal force in the city. There is no disorganized crime; there is only the Syndicate.


🛡️ The Iron Shard Compact (The Hunters)

  • Founded: ~400 A.F. (Approx. 400 years ago).

  • Role: The Hunter’s Guild.

  • Leader: Guildmaster Jaxson 'Ironclad' Rourke.

  • History: Established during the "Era of Beasts," when the city's mining operations first broke too deep and unleashed subterranean horrors. They stepped in where the military failed.

  • Reputation: Pragmatic professionals. They don't care about politics, only the contract.


⚠️ The New Threats (Recent Arrivals)

These factions have emerged only in the last 30 or so years, symptoms of the city's decaying underbelly.

The Rat Lords

  • Role: Spies, Thieves & Scavengers.

  • Leader: The Rat King.

  • Nature: A ruthless gang of Wererats utilizing the city's homeless population as a spy network.

  • Status: A new, chaotic variable that sells secrets to the highest bidder.

The Mechanicus Occultus

  • Role: The Tech-Cult.

  • Belief: "Flesh is Weak."

  • Status: The boogeymen of the Scrapyard. A fanatical, swiftly growing cult that kidnaps citizens to harvest their biology for twisted machine-hybrid experiments.