The Solir are a radiant and proud race of Elf, sculpted in the image of Serrakhan (a legendary Mythar hero) from the essence of sunlight and fire by the Solar Drake, an ancient lineage of radiant True Dragon. After vanquishing the Elementari during The Aeonic Struggle, the Solar Drakes claimed dominion over the sun's radiance and later entrusted the Solir with its stewardship. The Solir were imbued with the Solar Drakes’ unyielding brilliance and taught to master Sun-Rifting, tasked with channeling the sun's power to inspire creation and harmony.

The Solir flourished in The Sun Realm, a land perpetually bathed in the sun's radiance. Their cities, constructed from enchanted sunstone and iridescent glass, shimmered like beacons across the vast deserts and highlands of Osira. However, their ambition and a fateful betrayal led to a tragic downfall that forever altered their legacy. 

Physical Traits

  • Sun-kissed skin that glows faintly in the light, with fiery or golden hair and eyes resembling molten metal or radiant amber.
  • Masters of Sun-Rifting, the Solir can harness and manipulate sunlight and fire with unmatched precision.
  • Their bodies are naturally resilient to extreme heat, thriving in the harsh climates of deserts and highlands.

Society and Culture

The Solir built the civilization of Itela, a sprawling empire that spread across the continent of Osira. Their society celebrated the sun as a divine force of creation and renewal. The Solaris Senate, a council of elder mages and philosophers, governed their people with wisdom drawn from the sun's power. Under their guidance, the Solir achieved great advancements in art, architecture, and magic.

Their culture was one of boundless creativity and celebration, with grand festivals held to honor the sun and its blessings. Sun-drenched plazas and gilded spires adorned their cities, and their works of art reflected the fiery beauty of their surroundings.

Avatars of The Sun

The Solir were guided by the Avatars of the Sun, chosen by the Solar Drakes to channel the sun's divine power and unify their people. The cycle began with the ascension of Avatar Rozan, the first mortal to undertake the Trial of Ember, a divine test imparted by the first of the drakes - Ember.

The Trial of Ember

The Trial of Ember is a sacred rite performed Unknown, a solitary volcano rising above the northernmost shoreline of the Fields of the Frenzied Flame. Embedded within the heart of the volcano was the Unknown. Those who complete the trial ascend as the Avatar of the Sun, were imbued with the essence of solar energy and tasked with preserving the balance of light. To uphold these great responsibilities, they bear witness to the divine wisdom of the Plane of Ignis, which they see in visions through the Sunstone.

Lineage of The Avatars

Avatar RozanThe first Avatar, Rozan, unified the Sun Realm and established the civilization of Itela. He drove back the Fire Giant that threatened his people and created Rozan's Eye, an arcane artifact that amplifies the sun’s power. Rozan’s leadership and foresight laid the foundation for the Solir’s golden age.

Avatar LuminaLumina, the second Avatar, ushered in a golden age of expansion, culture, and discovery. During her time, the Solir civilization of Itela spread across Osira, forming alliances with other realms, including the Earth Kingdom. Her bond with Avatar Rok of the Njordir led to the birth of their child, Talyen, the first and only child born of two avatars. However, her love was used against her by Malekith, who threatened Talyen's life in exchange for the knowledge of the Sunstone. Lumina’s betrayal at Malekith’s hands led to the sundering of the Sun Realm and the curse of the Solir.

Avatar Talyen: Though not ordained as the third avatar just yet, Talyen is believed to be chosen as the successor of his mother, Avatar Lumina. He has risen from obscurity and exile to restore the shattered remnants of the Sun Realm after Malekith’s treachery. Having witnessed the lingering curse which has turned many of his people into the Kroottwisted beings forever scorched by the sun - Talyen seeks to illuminate Malekith's shadow once and for all.

Legacy

The Solir played a pivotal role in The Riftfire Rebellion, conspiring alongside the Vanir and Njordir to overthrow their draconic progenitors. Unlike other dragons, the Solar Drakes could not be killed outright; their rebirth cycle as phoenix-like beings rendered such attempts futile. Instead, the Solir used ancient Rift Magic hexes, learned from the Vanir, to curse their Solar Drake progenitors into lesser forms, such as savage Red Dragon, bound by base instincts and devoid of their former majesty.

This act of betrayal severed the Solir’s bond with their creators and sowed the seeds of their eventual downfall.

The Solir’s betrayal and Malekith’s subsequent actions cursed the survivors of the Sun Realm. Many Solir were transformed into the Kroot, grotesque beings unable to bask in the sun they once revered. Others were pulled into The Netherveil by the rift opened by Malekith's design, which would ultimately turn them into Draekhir. The curse fragmented their society, leaving only remnants of their once-great civilization.

Despite their tragic fall, the Solir remain a testament to the brilliance and resilience of their lineage. Surviving ruins of their art, architecture, and magic still inspire awe, and their story serves as a cautionary tale of ambition and betrayal. The surviving Solir strive to reclaim their lost heritage and honor the legacy of the Solar Drakes, even as they grapple with the scars of their past.

The Solir’s legacy is one of light and shadow—a radiant flame that burned too brightly and was consumed by its own ambition. Yet, within the ashes, embers of hope remain, waiting to reignite.

War of the Wyrmkin

Prime Plane

The Solir entered the War of the Wyrmkin with sovereign pride and radiant fury. In the years following The Riftfire Rebellion and nigh extinction of the Solar Drake, The Sun Realm stood ablaze with uncertaintly. Though Avatar Rozan urged caution and reconciliation, the voices of the people grew louder—fueled by fear, wounded pride, and the carefully sown manipulations of Malekith.

Appearing in many forms across the elven realms, Malekith whispered into the courts of the Solir, stoking the fires of suspicion. He warned of Vanir agents harvesting Riftfire, of Njordir ambitions to bring Spine of the World down upon Itela, and of secrets being hoarded in the name of false peace. Even the Avatars, noble descendants of solar divinity, were not untouched. Pressured to “preserve the balance” and “protect the sunborn legacy,” they enabled their people to march.

The Solir fought to defend Itela and its sacred sun-blessed groves, but their reach extended far beyond. Golden fleets clashed with Vanir warships off the coasts of Tolria, and their radiant legions set foot upon archipelagos and mainland alike. Forests burned. Cities fell. And the Solir’s Sun-Rifting sorcery turned fields into mirrored deserts of glass.

Their most brutal campaign came upon the Spine of the World, where they faced Vanir spellcasters and Njordir warhosts in a relentless, hundred-day siege that culminated in the Vale at Spine's End. Here, Solir fire met Vanir ether and Njordir stone, and for a time, all three clashed not as kin—but as kingdoms lost to their own grief. It was a war with no victor, ended only by the shattering onset of the Second Continuum Crisis, which broke the very earth beneath their feet and tore at reality itself.

In the aftermath, the Solir paid dearly. Their cities were fractured, their radiant spires silent, and the people cursed by the very powers they once commanded. What had begun as a war of preservation had turned into a pyre of ruin. The War of the Wyrmkin remains one of the darkest chapters in Solir history—a reflection not of their light, but of how far it could fall when bent by pride and prophecy.