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  1. Sol Invictus: Shadows of the Golden Age
  2. Lore

Humanoids (Citizens of Sol Invictus)

📖 The Mortal Register: Humanoids of Sol Invictus

A catalog of the souls who inhabit the five rings, from the gilded protectors of the Sovereign to the desperate junkies of the slums. Cataloged by the City Watch and the Inquisitors of House Ashcroft.


I. Law and Order (The City Watch & Military)

Honor Guard

  • Classification: Sovereign Protector / Elite Sentinel

  • Habitat: Stationed exclusively within the 1st and 2nd Rings; protecting the Sovereign and High Nobles.

  • Role & Behavior: Trained to dismantle high-tier threats with synchronized, mechanical precision. Their weapons are designed to "vibrate" through traditional armor, making them the perfect counter to rival knights or heavily armored beasts.

  • Visual Identification: Clad in dragon-scale masterwork plate armor of burnished gold and silver. They carry an Aether-Forged Halberd that hums with a violet vibration, leaving energy streaks in the air.

Sky-Line Vanguard

  • Classification: Elite Aerial Skirmisher / Rapid Response

  • Habitat: High-altitude patrols, rooftops, and sky-ship docks.

  • Role & Behavior: Highly mobile combatants specializing in rapid hit-and-run tactics. They use specialized Aether-Rigs to traverse the complex urban skyline at breakneck speeds, striking from above before disappearing into the smog.

  • Visual Identification: Aerodynamic gold and silver armor. Distinguished by an Aether-Rig on their lower back powering twin hip-mounted harpoon-launchers. They wield dual curved short blades.

Riot-Breaker Sentinel

  • Classification: Heavy Suppression Specialist / Walking Fortress

  • Habitat: Front-line riot control and high-security checkpoints.

  • Role & Behavior: A walking fortress designed to withstand massive damage while clearing streets. They are often deployed to break up Syndicate uprisings or contain large-scale unrest in the lower rings.

  • Visual Identification: Encased in massive plate armor with a fully enclosed bucket-helm and integrated gas mask. They carry a rectangular Tower Shield and wield a brutal break-action triple-barreled shotgun.

Patrol Sergeant

  • Classification: Veteran Field Officer

  • Habitat: Active law enforcement across the 3rd and 4th Rings.

  • Role & Behavior: Battle-hardened leaders who balance the "Old World" of steel with the "New World" of gunpowder. They are responsible for the safety of the merchant districts and the outer industrial sprawl.

  • Visual Identification: Polished steel plate with gold trim worn over a high-collared duster. They carry a kite shield and a signature Axe-Cannon.

City Guard

  • Classification: Standard Peacekeeper

  • Habitat: Street-level patrols throughout the city.

  • Role & Behavior: The backbone of city law enforcement. They patrol in squads, equipped with modern firearms to respond to threats with swift and accurate gunfire.

  • Visual Identification: Steel plated armor and helmets bearing the city guard insignia. They always carry a well-maintained repeater rifle.

Aether-Spark Technician

  • Classification: Construct Support Personnel

  • Habitat: Found alongside military automatons and in industrial workshops.

  • Role & Behavior: Support units specialized in the field-repair and "overclocking" of mechanical constructs. They jump-start stalled systems and push machines beyond their safety limits during combat.

  • Visual Identification: Grease-stained leather aprons and tool belts. They carry a 'Spark-Pack' connected to copper-tipped wands, and their goggles glow with a faint blue light.


II. The Inquisition (House Ashcroft)

Inquisitor Dawn-Knight

  • Classification: Tactical Suppression Executioner / "Anvil of Justice"

  • Habitat: Leading Inquisitorial raids or guarding holy sites.

  • Role & Behavior: Frontline executioners designed to stand as an immovable wall against magic. They specialize in locking down fast-moving Fey or spellcasters, acting as the ultimate suppression force against the "corrupting" influence of the Void.

  • Visual Identification: Towering figures in mirror-polished gold plate over crimson silk. Their sunburst-crest helms feature glowing eye slits. They wear heavy red capes weighted with lead seals of office.

Inquisitor Solar Prelate

  • Classification: Divine Judge / "The Living Pyre"

  • Habitat: High-level Inquisitorial tribunals and cleansing zones.

  • Role & Behavior: Divine judges who use light to strip away illusions and invisibility. They are area-control specialists, sanctifying the ground and incinerating corruption with intense holy flame.

  • Visual Identification: Draped in shimmering crimson battle robes with gold pauldrons. They possess milky-white eyes and often levitate, carrying a scepter with a pulsating Aether-crystal.

Censer-Bearer Initiate

  • Classification: Inquisitorial Zealot / Frontline Flusher

  • Habitat: The vanguard of Inquisitorial squads in the 4th and 5th Rings.

  • Role & Behavior: Zealots tasked with flushing heretics out of cover. Their radiant smoke is harmless to humans but causes excruciating agony to those with "ancient" or fey-tainted magical bloodlines.

  • Visual Identification: Simple red robes with thin golden veils. They swing oversized censers on thick iron chains, emitting a sweet-smelling white smoke that clings to the ground.


III. The Syndicate (Shadowcoil)

Syndicate Enforcer

  • Classification: Elite Close-Quarters Combatant

  • Habitat: Syndicate territory, safehouses, and illegal gambling dens.

  • Role & Behavior: Ruthless fighters specializing in brutal close-quarters combat. They utilize advanced aether technology to enhance their physical strikes, making them the Syndicate's most reliable muscle.

  • Visual Identification: Reinforced dark tactical gear with a menacing Aether tech mask. They are defined by their signature glowing aether gloves.

Shadowcoil Silencer

  • Classification: Stealth Assassin / Anti-Mage

  • Habitat: Shadows of the industrial district and urban rooftops.

  • Role & Behavior: Specialists in silent elimination and neutralizing casters. They utilize sound-canceling technology to move in total silence, striking from the dark to end a fight before it begins.

  • Visual Identification: Skin-tight black bodysuit that absorbs light, paired with a complex metal face mask.

Shadowcoil Surgeon

  • Classification: Torture & Medical Specialist

  • Habitat: Syndicate "black clinics" and interrogation chambers.

  • Role & Behavior: Lanky figures dedicated to keeping Syndicate agents alive or extracting secrets from enemies. They view surgery as a form of art and information gathering as a clinical necessity.

  • Visual Identification: A gaunt figure in a blood-stained white coat. Mounted on their back is a mechanical armature with four robotic spider-legs tipped with scalpels, syringes, and saws.

Syndicate Aether-Junkie

  • Classification: Chemically-Augmented Shock-Trooper

  • Habitat: The front lines of gang wars and desperate suicidal raids.

  • Role & Behavior: Thugs who feel no pain, driven by a manic high. They serve as shock troops who throw themselves into combat with zero self-preservation, fueled by diluted Aether pumped directly into their bloodstream.

  • Visual Identification: Wild eyes and bulging veins. A mask covers their face, connected by blue tubes to a backpack unit pumping glowing liquid.

Shadowcoil Brawler

  • Classification: Sonic Shock-Trooper

  • Habitat: 4th Ring fight pits and Syndicate-owned docks.

  • Role & Behavior: Burly fighters specializing in intimidation and breaking bones. Their gauntlets use sonic energy to shatter glass, stone, and bone with a single punch.

  • Visual Identification: Muscular frame in a white vest and black trousers. They wear bulky metal "Thunder Gauntlets" that hum with contained sonic power.

Shadowcoil Volt-Whipper

  • Classification: Crowd Control Specialist

  • Habitat: Slave markets, debt-collection zones, and Syndicate borders.

  • Role & Behavior: Used for non-lethal captures and stunning targets. Their electrical whips crack with ozone, dropping enemies instantly so they can be finishing off or kidnapped.

  • Visual Identification: Carries a bulky battery backpack with copper cables running to a braided wire whip. Their skin often shows old electrical burn scars.

Syndicate Trench-Gunner

  • Classification: Fire Support Infantry

  • Habitat: Perimeter security for Syndicate warehouses.

  • Role & Behavior: Grim mid-range soldiers who provide suppressive fire. They are veterans of the street wars, possessing a cold, "thousand-yard stare" and a penchant for customized high-powered rifles.

  • Visual Identification: Wears a long black trench coat with gold buttons; wields a heavy, lever-action repeater rifle.

Syndicate Thug

  • Classification: Street-Level Operative

  • Habitat: Alleys of the 4th Ring and smog-choked slums.

  • Role & Behavior: The lowest rung of the ladder. They rely on intimidation and numbers, lurking in doorways to ambush travelers or guard low-level operations with switchblades and revolvers.

  • Visual Identification: Tattered, soot-stained clothing in grimy greys and yellows. Often seen flicking switchblades.


IV. Independent & Fringes

Aether-Forged Cultist

  • Classification: Radical Mechanist / Fanatic

  • Habitat: The 5th Ring (The Scrapyard) and secret workshops of the Mechanicus Occultus.

  • Role & Behavior: Devout followers who believe flesh is a weakness. They have replaced their organic bodies with aether-infused clockwork, seeking "purity" through mechanical evolution.

  • Visual Identification: A brass humanoid frame with featureless masks. Their eyes glow blue, and whirring gears are visible beneath segmented plating.

Civilian

  • Classification: Non-Combatant

  • Habitat: All rings of the city.

  • Role & Behavior: Ordinary residents just trying to survive the day.

  • Visual Identification: Human wearing typical city clothing varied by the ring they inhabit.