Introduced himself as Ralos

Opening the archive

Opening the archive
Solar
Ralos, known as Solar, is a birdfolk speedster and former Centrum hero whose fall became one of Jericha’s sharpest symbols of corrupted glory. Once celebrated as the fastest alive and a protector within the Centrum Security Forces, he descended into cruelty after Centrum’s collapse, joining EVILS as a shock enforcer in Malevolus Krane’s circle. His Witchborn supernatural agility lets him move, react, and strike with devastating velocity, turning momentum into Violince before targets can breathe. Chaotic Evil and dishonorable, Solar now leaves fear where admiration once stood. His daughter I.J. may yet become the legacy he failed to deserve.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Ralos, known as Solar, is a birdfolk speedster and former Centrum hero whose fall became one of Jericha’s sharpest symbols of corrupted glory. Once celebrated as the fastest alive and a protector within the Centrum Security Forces, he descended into cruelty after Centrum’s collapse, joining EVILS as a shock enforcer in Malevolus Krane’s circle. His Witchborn supernatural agility lets him move, react, and strike with devastating velocity, turning momentum into Violince before targets can breathe. Chaotic Evil and dishonorable, Solar now leaves fear where admiration once stood. His daughter I.J. may yet become the legacy he failed to deserve.
Introduced himself as Ralos
a prisoner who claimed Rahab had captured and sold him to the goblins.
Revealed himself as the fast watcher Jonah had seen earlier after the party freed him from the temple cell.
Escaped the Emrys temple fight with Dhaz Pelosh’s organic arm as a personal trophy.
Was absorbed into the broader Evil roster as a speedster working under Enemy alongside Grease Tooth and other operatives.
Was revealed to have mistreated Rahab while she was chained during experiments.
Returned with metal feet and ankles and threw what appeared to be Nick’s severed head into the party.
Escaped through a warehouse-like portal that vanished after the party hesitated.
Appeared in the banquet room as a familiar face worn by a hag.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Supernatural Agility is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectQuick Step
Move up to 10 ft. without provoking opportunity attacks. This movement can pass through a creature’s reach, across uneven ground, or around a small obstacle, but cannot pass through solid barriers.
Cat Balance
When you would fall prone, slip, lose balance, or take falling damage, twist into control. Add 1d4 to the triggering DEX save or Acrobatics check, or reduce falling damage by 1d8 + your DEX modifier.
Fleet Foot
Your speed increases by 10 ft. for the duration. You also have advantage on Acrobatics checks made to move through crowds, narrow paths, rubble, furniture, or uneven terrain.
Reactive Dodge
When an attack you can see hits you, roll 1d6 and subtract it from the attack roll, potentially causing the attack to miss. If it still hits, reduce the damage by your DEX modifier.
Acrobatic Strike
Flip, slide, vault, or spin into a strike. Make a melee power attack. On a hit, the target takes 2d8 weapon or bludgeoning damage, and you may move 5 ft. without provoking opportunity attacks.
Perfect Landing
When you fall, jump, are pushed off an edge, or are dropped, reduce falling damage by 2d8 + your DEX modifier and land on your feet if not incapacitated. You may move 5 ft. after landing.
Evasion
When you make a DEX save to take half damage, take no damage on a success and half damage on a failure. If restrained or incapacitated, you cannot use this power.
Momentum Dash
Move up to your speed in a straight or curved path. You ignore difficult terrain during this movement and may pass through spaces occupied by creatures one size larger than you or smaller, but cannot end in an occupied space.
Aerial Twist
When you are airborne, falling, thrown, knocked back, or jumping, redirect your momentum. Move up to 20 ft. in any direction that does not pass through solid objects and reduce any collision or fall damage by 3d8 + your DEX modifier.
Rapid Flurry
Make two quick melee power attacks. Each hit deals 2d6 weapon or bludgeoning damage. If both attacks hit the same target, it must make a DEX save or be knocked off balance, granting advantage to the next attack against it before your next turn.
Speed Mirage
You move with blurred precision. For the duration, attacks against you have disadvantage if you moved at least 20 ft. since the start of your last turn, and you add your DEX modifier to initiative checks and Acrobatics checks.
Reflexive Counter
When a creature within reach misses you with an attack, make one melee power attack against it. On a hit, the target takes 5d8 weapon or bludgeoning damage, and you may move 10 ft. without provoking opportunity attacks.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Headshots
Aspect
Supernatural Agility
Location
Bearfell
Institution / Faction
Centrum Security Forces
Institution / Faction
EVILs
daughter
I.J. - Iwlvflybadofsjhhu Jr.
partner (former)
Iwlvflybadofsjhhu
Session Appearance
Act 5 Episode 2 Scene 8
2025-11-20 / Referenced continuity figure / road-context name
Session Appearance
Act 4 Episode 1 Session Notes
2025-06-?? / Escaped recurring antagonist / portal user
Session Appearance
Act 4 Episode 1 Scene 9
2025-06-?? / Escaping antagonist / portal user
Session Appearance
Act 4 Episode 1 Scene 8
2025-06-?? / Focused striker / family-taunting antagonist
Session Appearance
Act 4 Episode 1 Scene 7
2025-06-?? / High-speed escapee / corridor striker
Session Appearance
Act 4 Episode 1 Scene 6
2025-06-?? / Returned speedster / psychological attacker
Session Appearance
Act 4 Episode 1 Scene 4
2025-06-?? / Contextual threat / linked antagonist
Session Appearance
Act 4 Episode 1 Scene 12
2025-08-01 / False familiar threat / hag disguise
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
GP0
Crystals0
Dust0
Tokens0On this page
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Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Supernatural Agility has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
Referenced continuity figure / road-context name
Appears in the scene character list for the PB/Svalbard road encounter.
Status: Solar remains a background continuity pressure
Knowledge: Players may not receive new Solar action here.
Escaped recurring antagonist / portal user
Ends the session having escaped through a vanished portal after using fake Nick-head panic and further traumatizing Ash.
Status: Solar remains active and unresolved
Knowledge: Players know Solar is still loose inside or beyond the manor crisis.
Escaping antagonist / portal user
Escapes through a different active portal in a warehouse-like room, which vanishes after the party hesitates.
Status: Solar escapes again through unstable portal route
Knowledge: Players know Solar has access to portal routes or handlers.
Focused striker / family-taunting antagonist
Focuses Ash with a flurry of strikes while taunting Oskar and referencing Oskar’s mother.
Status: Solar escalates personal psychological warfare
Knowledge: Players know Solar has information about Oskar’s family and can target Ash brutally.
High-speed escapee / corridor striker
Keeps moving through the manor with high-speed strikes and taunts while the party nearly pins him.
Status: Solar remains mobile despite reduced speed
Knowledge: Players know he is slowed compared to earlier but still difficult to contain.
Returned speedster / psychological attacker
Returns with metal feet/ankles and throws what appears to be Nick’s severed head into the group, then uses the scare to taunt and force pursuit.
Status: Solar re-enters as upgraded recurring antagonist
Knowledge: Players know Solar survived and uses psychological attacks.
Contextual threat / linked antagonist
Appears in the scene context as part of the wider Evil/Chaos-linked infiltration threat.
Status: Solar pressure foreshadowed before direct hallway return
Knowledge: Players know the infiltration belongs to the same crisis front.
False familiar threat / hag disguise
Appears at the table but is revealed as a hag wearing Solar’s face.
Status: Solar fear is weaponized by Gertie’s banquet trap
Knowledge: Players know this Solar is not the real Solar.
Revealed speedster / Enemy operative
Is revealed through the Ralos trap and escapes after maiming Dhaz.
Status: Solar established as recurring high-priority threat
Knowledge: Players know Solar is tied to Enemy and Evil.
Unresolved speedster / Enemy operative
Remains unresolved when the party leaves Point Pringle for Stormcall.
Status: Solar remains at large after maiming Dhaz
Knowledge: Players know Solar is still an active future threat.
Trauma-linked antagonist / former program subject
Is revealed as part of the same experimental program that abused Rahab and Araspinn.
Status: Solar’s history deepens beyond speedster ambush
Knowledge: Players know Solar is personally hated by the Exiles.
Escaped speedster / Enemy operative
Is discussed as part of Evil’s Maine-variant network under Enemy, alongside Grease Tooth and unknown operatives.
Status: Solar placed in wider antagonist roster
Knowledge: Players know Solar is not isolated.
No public inventory items yet.
Aliases
Tags
Act 3 revealed Solar used a Ralos prisoner story as a trap in the Point Pringle Emrysian temple, serving Evil/Enemy’s Maine-variant network. Solar’s extreme speed nearly killed Maine and later ripped away Dhaz Pelosh’s remaining organic arm before escaping with it. Rahab and Araspinn identify Solar as part of the same experimental abuse that harmed them.
Baba and Ziki Snout force the caravan off road while searching for Princess Hummus Snout, the polar bear cub once kept by Nick Kremp.
storyThe blue portal leads to a distorted banquet where Jeff and Solar are hags in disguise, Morgan is trapped in a cannibal dinner trance, and Darius joins the scene.
storySolar returns with metal feet and throws what appears to be Nick's severed head, later revealed as shapeshifter skin.
storyThe party nearly pins Solar in the manor corridors with Spirit Guardians, telekinetic positioning, and Ash's poison, but he keeps moving.
storySolar taunts Oskar, proves he prepared for Ash's poison, and beats Ash down again, deepening Ash's lasting mental trauma.
storyFaephine reports seeing the party leave while they are still inside, and Solar escapes through a different portal before they can follow.
storyThree false Pringle guards reveal themselves as void-like changelings after identifying Maine by his facial markings.
storyThis session begins the Point Pringle crisis arc after the Stormcall return: the party debates leadership strategy, tries to secure Eveline’s support, receives Storm Boulder’s battlefield message, fights shapeshifter doubles in Pringle Manor, and loses Solar through a portal.
storyThe party identifies Solar as part of Evil's roster, tying his attack to Enemy, Grease Tooth, and the larger Maine-variant network.
storyRahab panics when Maine names Solar, and Araspinn explains Solar's connection to the experimental program that abused Rahab and Araspinn.
storyThe party decides Grease Tooth and Point Pringle are too tangled to solve quickly, returning to the Stormcall construct-murder assignment.
storyAsh and Jonah find a headless warforged hybrid while Maine and Dhaz discover Ralos, a prisoner who claims Rahab sold him to Grease Tooth.
storyThe prisoner Ralos reveals himself as Solar, the speedster watcher tied to Evil, and nearly drops Maine before the party can understand the trap.
storySolar turns the temple fight into a personal trauma, escaping with Dhaz's organic arm after Dhaz drags Maine out of a bomb radius.
storyThe temple raid ends in tactical success but strategic confusion: Solar escapes, Dhaz is maimed, and Rahab's role remains unresolved.
storyThis session continues the Point Pringle complication before the Stormcall mission. It distinguishes Grease Tooth/Evil from Flesh, introduces the Exiles’ safehouse, reveals Solar through the Ralos trap, and leaves Dhaz Pelosh at exhaustion level 3 after losing his organic arm.
storyThis session continues the Point Pringle staging leg before Stormcall, but the Grease Tooth plot and Maine-variant reveal overtook the travel objective. The party ends the night at Pringle Manor after dinner combat, with a long rest implied and PP3’s auto wagon still offered.
storyThis session begins Act 4’s travel/mission structure after the Ex Force reveal. The active objective remains reaching Stormcall covertly via Percival Pringle’s support and a Point Pringle wagon, but the local Grease Tooth attack interrupts the staging phase.
aspectSupernatural Agility is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupCentrum Security Forces currently has 11 linked character entries in the World of Jericha archive.
groupA factional label around Grease Tooth, Enemy, Maine variants, void-tech, Point Pringle bombings, and the anti-Lawful crisis network that keeps making identity itself unsafe.
locationBearfell is the rugged route-town where Temple Ironhoof confirmed Astrid's family connection, revived Evan, and turned an attempted handoff into proof that Lawful fear follows people even after rescue.