Skip to content

Solis League

Solis League

AX.GAT.07.07

The Solis League is the Terminal's organized street economy, the inherited successor to the informal networks that formed in the station's first decades, consolidated over generations into a structure with enough internal hierarchy to maintain consistent operations and enough distributed contact throughout the population to be genuinely difficult to remove. The League takes a cut of common criminal activity across the Terminal: theft, contraband, unlicensed services, and the full range of economies that the official supply chain does not serve at prices station residents can afford.

Boss Zhess Nelari's ownership of the Stellar Equinox casino and hotel is the institution's public face, a legitimate hospitality business that is simultaneously a money-laundering operation, a social hub where information moves freely, and the location where the League's relationships with every other faction are maintained over drinks at prices that justify the address. Nelari is present at the Equinox most evenings. She makes no particular effort to conceal who she is or what the venue does. The Vigilants have not moved on this. The stability of this arrangement is one of the most read facts about current station politics.

The League holds something more valuable than its criminal operations: information about what every faction does outside its official behavior. This knowledge has not been weaponized in any documented case. Whether this reflects Nelari's preference for stable relationships or the assessment that the threat of weaponization is more valuable intact is a question that other factions have not been able to answer with confidence, which is precisely the condition Nelari has maintained, deliberately, for the entirety of her tenure.

Nelari's Velhari lineage gives her access to community networks that run through the Stellar Equinox's regular patronage. The Velhari community's formal governance structures and the League's interests do not always align, and she navigates this tension with more care than outsiders expect from her public profile.

Working for the Solis League

League membership is specific to context. There are League members who work the Stellar Equinox as legitimate hospitality staff and also report through League channels; members who operate criminal services in Violet Sector and other lower-visibility station areas under League protection; members who maintain the information network that is the League's most valuable non-material asset; and members who handle situations that require physical resolution. These tracks coexist in the same organization and interact through a structure that is deliberately informal at the edges and tightly controlled at the center.

What the League provides: protection in its operational territory, access to the supply chains the official economy doesn't run, the social cover of a legitimate business presence at the Stellar Equinox, and the specific security of being known to work for an organization that other factions have decided is more useful functional than disrupted. What the League expects: reliability, discretion, no unnecessary escalation that forces the Vigilants into a visible response, and the understanding that the League's tolerance of individual operations is contingent on those operations not creating problems the League has to absorb.

The Stellar Equinox is both the center of the League's social operations and its most important protected asset. Situations that might escalate to violence resolve differently inside the Equinox than they would outside it, the venue's neutral ground status is maintained by the League's willingness to enforce it regardless of which faction's interests a given confrontation serves. This neutrality is the Equinox's most valuable operational feature and the feature that requires the most active management.

Professions

League Enforcer

The League's physical presence, the personnel who maintain territory, resolve problems that require physical authority, provide security for League operations, and project the specific credibility that comes from being known as someone who handles situations when handling is required. Enforcers are not primarily fighters; they are the visible weight of the League's presence in its operational territory, and most situations resolve before the physical capability is relevant.

Favored Save: Body Save (+1D)

Power Access: Arc Theory (Stage 2, 25 XP). Ashori enforcers have historically been valued for the specific deterrence that Arc Theory provides, the ability to resolve situations electrically rather than with weapons that produce evidence. The tradition's presence in the enforcer track is cultural as much as mechanical; an Ashori enforcer on League territory is a known quantity in ways that non-Ashori enforcers with the same tradition are not.

Progression Track:

10 XP, Known Quantity

The enforcer has established a presence in their operational territory that the territory's population recognizes, not as a threat, but as the specific weight of the League's authority made visible. Once per scene in League-controlled or League-adjacent territory, the enforcer may resolve a confrontation without a roll: the other party calculates that escalation against a known League enforcer in League territory is not in their interest and stands down. This does not work against characters who have specific backing from a faction that has decided the confrontation is worth having, or against characters who do not know the enforcer's affiliation.

25 XP, Territory Knowledge

The enforcer knows their operational territory at the level of someone who has worked it across multiple shifts, seasonal changes, and the full cycle of who is present at what times. Add +2D to all Notice, Navigate, and Track rolls made within their primary operational territory. The enforcer always knows when something in their territory is different from how it should be, the GM must alert the enforcer when a significant change has occurred in their territory, even if the enforcer is not actively looking.

50 XP, Controlled Resolution

The enforcer has developed the specific capability that the League values most in its senior personnel: the ability to resolve situations that could escalate badly without them escalating badly, in ways that leave all parties able to continue operating. Once per session, when the enforcer intervenes in a situation between two parties, they may declare a Controlled Resolution: both parties accept the enforcer's judgment on the immediate dispute. The judgment must be something both parties can live with, it cannot require one party to simply surrender without receiving anything, but within that constraint, the enforcer's call holds. Parties who subsequently violate the Resolution become targets of League attention.

League Fixer

The League's operational problem-solvers and economy facilitators, the personnel who source what cannot be sourced through official channels, broker deals across the League's relationship network, manage the supply chains that the official economy does not run, and navigate the space between the League's institutional interests and the specific situations those interests generate. Fixers know everyone and can get almost anything. The price is always negotiated.

Favored Save: Speed Save (+1D)

Power Access: Arc Theory (Stage 2, 25 XP). As with the Enforcer track, Arc Theory access in the Fixer track reflects the League's Ashori community presence and the tradition's practical value in situations where the fixer needs to handle something quickly and without producing evidence.

Progression Track:

10 XP, Supply Line

The fixer has established access to the informal supply chains that the official economy does not run, the sourcing network that can produce restricted or unavailable goods within a reasonable timeframe, at prices that reflect the access premium but not the official Restricted-tier markup. Once per session, the fixer may source one item that is not available through official Astraeus Terminal supply channels, something in the Restricted tier or something that the official supply chain simply does not carry. The item takes one scene to arrive; the cost is negotiated (typically 20–40% above standard value, less for items the fixer has consistent supply for).

25 XP, Equinox Standing

The fixer has developed standing at the Stellar Equinox that reflects both their professional reliability and their value to the League's social operations. At the Equinox, the fixer is a known quantity, conversations happen that would not happen elsewhere, information surfaces that other venues would not produce, and the fixer's presence creates a context in which other parties lower their operational guard. Add +2D to all social rolls made at the Stellar Equinox. Once per session, the fixer may arrange a meeting at the Equinox between two parties who would not otherwise agree to meet, the neutral ground status of the venue is sufficient incentive for both parties to attend.

50 XP, The Cut

The fixer has reached the level of League integration where they are a node in the information network rather than an individual operating within it, receiving a portion of the information that flows through League channels because enough League-adjacent activity passes through their relationships to make this automatic. Once per session, the GM provides the fixer with one piece of current operational intelligence from somewhere on the station, what a faction is currently planning, what a significant NPC is currently doing, or what has changed in the station's informal economy in the last 24 hours. The fixer did not seek this information; it arrived through the network. Its accuracy is high; its completeness is variable.

Notable NPCs

Boss Zhess Nelari, Velhari; proprietor of the Stellar Equinox, leader of the Solis League. Present at the Equinox most evenings, accessible to players who approach through appropriate channels. Her public affect is warmth and professional hospitality; her operational affect is a precise read of what every person in the room wants, what they are actually there for, and how those two things relate. Has never been arrested. Has never been charged. Has, on five separate occasions, provided the Vigilants with information that resolved situations that were worse for the League functional than resolved. Understands that Commander Sawyer knows this calculation and is waiting to see if Nelari's calculus changes.

Krex, Gorrathi; League enforcer, Violet Sector and the Cargo Ring border. Has worked the same territory for eight years. The Span's members in the Cargo Ring know him by name and have an informal accommodation with his patrol schedule that neither side has formally acknowledged. Three separate Vigilant officers have tried to develop him as an informant. All three assessments concluded he was not suitable; two of those assessments were accurate.

Vendor Shael, Skein; League fixer, operating out of the Stellar Equinox's back room and a maintenance corridor in the Orange Sector. The person to see for things the official supply chain does not carry at prices that do not require Controlled-tier credentials. Has a supply relationship with an off-Terminal source that the League does not fully know the identity of. Nelari is aware of this and has decided the supply reliability outweighs the opacity, for now.

Faction Relations

Oryx Logistics: They approach us periodically about formalizing supply arrangements. We decline. Formalization benefits them; the current arrangement benefits us. They will approach again.

The Vigilants: The current arrangement requires predictability on both sides. Commander Sawyer's approach to field presence has made the arrangement less predictable. We are adapting our operational exposure and waiting to see if her approach is a new policy or a management style that will settle.

The Span: Our members and their members live on this station and use the same corridors. The practical accommodation works. The institutional positions are maintained at appropriate distance.

Survey Corps: Occasional transactional contact. Objects recovered from void operations sometimes find their way to us through intermediaries. This is a small part of our operations and a useful one.

Oblis Consortium: They buy intelligence from our network. We have become interested in what they do with it. Agent Vandran is aware of our interest. We are aware that he is aware. This is a conversation that has not yet happened.

Plot Hooks

The Conversation, Nelari has decided it is time to have the conversation with the Oblis Consortium about what they do with League intelligence. She is not doing it directly, doing it directly would show her hand before she knows what hand Vandran is holding. She needs someone who has credibility with the Consortium and owes the League a favor to arrange a meeting that looks like something else. That someone is a player character.

Sawyer's Visit, Commander Sawyer has come to the Stellar Equinox for the first time since taking command, not on official business, in civilian clothes, alone. She sat at the bar for two hours and had three drinks. She spoke to no one except to order. Nelari wants to know what Sawyer was reading, who she was watching, and whether any of the conversations happening in the Equinox that evening were the reason she was there. The player characters were present that evening.

Shael's Source, Vendor Shael's off-Terminal supply source has sent a shipment that contains something Shael did not order and does not want, an object that, on examination, has the same material composition signatures as the Auric construction in the Spire's lower sections. Shael has brought it to the player characters because they are the only people she trusts who might know what it is. The source's next communication arrives in three days.

The Controlled Resolution, A League enforcer's resolution of a territorial dispute has been violated by one of the parties, an Oryx Logistics contractor who has decided that Vigilant backing makes them untouchable in Violet Sector. The violation puts the enforcer's standing and the League's territorial credibility at stake. Nelari needs the situation resolved in a way that reestablishes the Resolution's authority without creating a direct confrontation between the League and an Oryx-backed operator that the Vigilants would be forced to respond to visibly. Player characters with connections to both sides are the solution she is currently evaluating.