Texts

For rumors sold at bars to ancient Empyrean texts and everything in between, please see the List of Texts.

Zone/Turbine Articles

Note: unless dates were included in the article or recorded on a fansite, the dates given are a best estimate based on the earliest entry on the Web Archive.

Asheron's Call Historical Archive - Pre-Release

Skulkers in the Twilight - 10/12/99

Guardian Chief - 6/9/02

The Invasion of Ispar - 10/18/04

The Malika and the Individual - 11/4/04

The Fall of the Fiun - 12/10/04

The Tournament Part I - 2/24/05

The Tournament Part II - 2/25/05

The Tournament Part III - 2/28/05

The Execution - 5/2/05

Sanamar Under Siege - 5/2/05

History of Auberean

Age of the Empyreans

The Falatacot

The Dericost

The Haebrous

The Yalain

Isparians on Dereth - Prior to P.Y. 10.

The history of Isparians on Dereth, from the earliest arrivals up to Portal Year 10 (the launch of the game).

Story Arcs

The Fourth Sending of Darkness

A Lost exploration party on a failed expedition would lead to the release of the dreaded hopeslayer Bael'Zharon.

The Fourth Sending of Darkness - Monthly Summary

The Rise of New Singularity

The order of the Virindi is about to be threatened by a new enemy - Individuality.

The Rise of the New Singularity - Monthly Summary

Elements of Revenge

Martine's lust for revenge against Asheron was nothing compared to that of Gaerlan.

Elements of Revenge - Monthly Summary

A Time of Chaos

They say an Olthoi Queen never forgets...

A Time of Chaos - Monthly Summary

The Shattered Coil

The magicks began to flow through ancient Falatacot temples again, and the curious nature of Isparians would open the path for the Burun to assault the homeworld of the Blood Witches.

The Shattered Coil - Monthly Summary

The War of Blood and Shadow

In an attempt to gain the upper hand and crush the lands of New Aluvia, the power hungry Viamontians woud end up releasing a Child of the Shadow with more rage than even the Hopeslayer.

The War of Blood and Shadow - Monthly Summary

Current Story Arc - Name Unknown

Trouble with the Sho assassins of the Tanada Clan and evil Falatacot plots were just the beginning. Aerbax would make his return, creating his Prodigal Children.

Current Story Arc - Monthly Summary

History of Ispar

Aluvian

Introduction

Aluvians are a fiercely individualistic and warlike people, quick to anger but with a strong love of justice and fairness. Though often suspicious of things new and strange, they are friendly and always prepared with a little help if they can spare it. They are loyal to their feudal lords, but expect to be well-treated in return.

The first people to arrive on Dereth Island, the Aluvians, have settled in the fields and hills around Lake Blessed.

History

In olden days, the land now known as the High Kingdom of Aluvia was home to feuding clans of warriors. Seeking conquest, the neighboring nation of Viamont invaded and instated a king, Alfric I, to rule over the clan chiefs. The native Aluvians rebelled, but with little success; subject to often brutal Aluvian House (game rendering)reprisals, they remained thralls of a foreign monarch. That changed, however, with the coronation of High King Osric. Though a Viamonter by birth, Osric dedicated his reign to mending his divided country. He made peace with the rebellious nobles, lowered backbreaking taxes, and even named his son after an Aluvian saint, Pwyll. To this day, folk sing the praises of Osric the Wise.

By the time of the rule of Pwyll III, the peoples of Aluvia had united as one, prospering under the High King’s kind and just reign. Pwyll III banded together the kingdom’s knights, forming an order of honor and chivalry, and so began a golden age. When he was slain by a treacherous ambassador from Viamont on the eve of war between the two nations, Aluvia’s knights and commoners alike fell upon their enemies and destroyed them. With Pwyll’s death, Aluvia’s glory began to wane, but it is said that, when the kingdom is at its greatest need,Aluvian Blacksmith (game rendering) he and his knights will walk the land once more.

Aluvia remains a strong nation, though it shines less brightly than before. Good king Cedraic has Aluvian Town (game rendering)opened up trade with nations across the sea including the Gharu’ndim and the Sho and with that trade has come prosperity. To the west, however, Viamont bides: it will only be a matter of time, some say, before war returns to the land.

When the first Aluvians came to Dereth Island, they were enslaved by the vicious Olthoi. Two of their number, the warrior Thorsten Cragstone and the lady Elysa Strathelar, fought to liberate their people with the help of the mysterious sorcerer Asheron. Though Thorsten did not live to see the end of the campaign, the Aluvians are now free once more. Though this new land is strange to them, they have made it their home. In time, it is said, a new High King will rise to rule them like wise Osric and noble Pwyll.

Factions

Here are some of the historic organizations known to have existed in the homelands of the Aluvians. How will these groups - and other groups not written of here - fare in the new land of Dereth? Your actions will doom some to the dull dust of obscurity, and raise others to the fiery glow of fame.


  • The King’s Men

Motto: "King above all."

Background: This is an alliance of some nobles and commoners who believe the king, as a descendent of High King Pwyll, should do away with the Aluvian feudal system of government (the Laws of Rulership) and seize direct control. They believe the king’s wisdom should prevail in all matters.

Current: Though none of the immediate Aluvian royal family has appeared in the world, believers in the reign of High King Pwyll are staunch supporters of Queen Elysa Strathelar. Should the King’s Men be re-formed in Dereth, they would surely fight to bring her reign over the entire island.


Motto: "Let Justice reign."

Background: This is the old knighthood of Aluvia. They are trained from an early age to be the judges and caretakers of the kingdom. Members of this group travel the land and offer their services as impartial judges in disputes. They also try to help those in need and right what they consider wrong. Membership is by invitation only.

Current: Queen Elysa Strathelar has made it known that she wishes the Knights of the Golden Flame to be official knights of her realm. However, because so few original Knights have arrived in Dereth, how this might become reality is still in question.


  • Knights of the Shield

Motto: Unknown

Background: Among the knighthood of Aluvia, there is a growing faction of those who are dissatisfied with the king’s justice, and feel that the knights should be given more power, above and beyond the current laws. A few secretly formed the Knights of the Shield, in order to better render their own justice upon the land. The Knights of the Golden Flame are officially at war against these secretive, renegade knights. However, rumors say that some Knights of the Golden Flame are actually double agents.

Current: What happens with the Knights of the Shield in Dereth is unknown.


  • Order of the Gauntlet

Motto: "Justice is bought with blood."

Background: On the opposite end of the spectrum from the Knights of the Shield is the Order of the Gauntlet. These knights believe that no one should be exempt from the king’s justice; the rule of law must be absolute if order is to be maintained. The justice of the Gauntlet is untempered by mercy or circumstance, and they spend a great deal of their time hunting down and slaying those who have committed crimes and escaped what the Order considers sufficient penalty. As such, the Order is highly secretive.

Current: It is thought the Order – or something like it - may be resurrected in Dereth, due to the need for harsh and strict justice. The love of a stern and unyielding justice is not an uncommon trait, after all.


  • League of Merchants

Motto: "Free and fair trade for all."

Background: This group was formed to help protect the merchant class from the nobility. Its primary concern is with the protection of its members and the making of profit. Members are required to pay a due, and only people who meet approval can join. The League of Merchants formed a formidable network of trading partners throughout Aluvia.

Current: Here in Dereth, merchants in general have been seriously hampered by a lack of customers, dangerous conditions, and low resources. Still, the new world is a great opportunity for commerce. Should the League become established in Dereth, surely establishment of safe pathways to other Heritage Groups’ lands, whether by road or by portal, will become a top priority.


  • Scholars of Pwyll

Motto: "Knowledge is that which brings wisdom."

Background: This group of sages and artists are dedicated to continuing the traditions of scholarly research and artistic exploration begun by High King Pwyll. They seek to share information among themselves and protect valuable texts and knowledge. Their exclusive library of mystical knowledge is famous throughout Aluvia. Prospective members must have a sponsor within the Guild to join.

Current: Now, old magics no longer work, and few of their old Aluvian texts have made the passage through Portalspace. Perhaps a new group of Scholars will form and re-create the traditions of their predecessors.



Gharu'ndim

Introduction

Desert-dwellers who favor knowledge and trade over war and bloodshed, the Gharu'ndim are an eminently honorable, formal culture, but they also have a reputation for being somewhat distant and proud. Preferring to talk before fighting whenever possible, they speak with great politeness and formality, peppering their speech with honorifics and references to their national hero, the poet Yasif ibn Salayyar.

History

The Gharu’ndim came as warriors.

Driving north out of the trackless Naqut desert, they laid waste to the ancient empire of Roulea, overwhelming half its lands under their Malik, the fearsomeDesert (game rendering) Rakhil al-Khur, and the warrior-poet Yasif ibn Salayyar. When the raiders laid siege to Tirethas, the City of Lore, however, Rakhil made the mistake of threatening to burn the books within her walls. Yasif struck down his king in rage, and the conquest came to a sudden end. The nation of Gharu’n was born.

Rather than succeeding the dead Malik, Yasif became adviser to Rakhil’s son, Amul. Amul was a gentler man than his father, and with Yasif at his side he shaped a realm where learning was more prized than war. Trade flourished, and Yasif Gharu'ndim Villa (game rendering)became revered for the wisdom of his writings. When the poet was captured and blinded by the king of Milantos, a hostile country to the east of Gharu’n, Amul avenged Yasif by forming the Zharalim, a secret order of assassins. The body of the Milantan king was never found. In his final years, Yasif dwelt within the Malik’s fabled Palace of One Hundred Gardens, the al-Nafalt. There he composed his greatest work, the Alamakhaida. When Yasif died, the people of Gharu’n mourned his death for a full year.

Amul died heirless soon after, poisoned at his own birthday celebration, and Gharu’n fell into chaos. No fewer than twenty-five Maliks ruled over the next hundred years. The al-Nafalt was razed, and dark times fell over the land. From across the sea, the conquest-hungry kingdom of Viamont sent armies to invade. They set up a petty lord, Zahir ibn Ma’mun, as a puppet while they ruled Gharu’n from afar. One by one, Zahir murdered his rivals – all save a young lord, Jawhar al-Shamshir.

Gharu’ndim House (game rendering)Seeing what had become of his homeland, Jawhar traveled the desert in secret, banding together the people. In the end, Jawhar defeated the puppet king and drove the Viamonters from the shores of Gharu’n. He became the new Malik, returning his kingdom to the glory it had known in Yasif’s time.

Now, led by their queen, the Malika Qadira bint Balj, the Gharu’ndim are a proud and prosperous people. There is always the threat of war, from both Viamont and Milantos, but the desert kingdom is once again a place where the sharpness of a man’s mind is far more valuable than that of his sword.

When they first came to Dereth Island, the Gharu’ndim found it already occupied by the Aluvians, another people from their world. There was little conflict, however, for the Gharu’ndim were glad to live in the island’s badlands and deserts. They have maintained peaceful relations with the Aluvians, as well as island’s newest occupants, the Sho. As they try to find their place in this strange new land, the Gharu’ndim look to the proverbs of Yasif ibn Salayyar for guidance.

Factions

Here are some of the historic organizations known to have existed in the homelands of the Gharu'ndim. How will these groups - and other groups not written of here - fare in the new land of Dereth? Your actions will doom some to the dull dust of obscurity, and raise others to the fiery glow of fame.


  • Jaladhaqa Qalathina, the Jaladh - The Warriors’ Brotherhood

Motto: "Truth always before the sword."

Background: Called "Jaladh" in all but the most formal cases, this is the Warriors’ Brotherhood. All fighting men and women of honor are permitted to join. The Jaladh are disciplined and dedicated to vanquishing evil in all its forms. They sometimes ally with the al-Khuraqa, but have been known to oppose them when the Eagle-Children embark on crusades the Jaladh consider dishonorable. They are sworn enemies of the Zharalim.

Current: Some have lamented the lack of the Jaladh in Dereth. Perhaps some worthy and courageous new arrivals will re-form this much-respected organization.


  • Khuraqa Tha’ratali, the al-Khuraqa - Children of the Eagle

Motto: "Glory comes from battle alone."

Background: The al-Khuraqa believe Rakhil al-Khur, the warlike Malik who first conquered Gharu’n, to have been the greatest fighter who ever lived, and have taken it upon themselves to do all they can to live up to his example. Formed within the last fifty years as a splinter faction of the much older Jaladh, the al-Khuraqa believe battle to be the greatest of all pursuits. Most of the time, they keep on the path of the Dozen Roads, but the al-Khuraqa are not squeamish about doing deeds the more rigid Jaladh would frown upon. They have little use for the more intellectual factions, and look down on the al-Sadharamad. Though they do not admit it openly, the al-Khuraqa have occasionally worked with the Zharalim in the past.

Current: Dereth’s challenges would be met with delight by any al-Khuraqa to arrive in this world. New monsters and lawless humans would be excellent targets.


  • Ighazaqa Talina, the al-Ighaz - Academy of Sorcery

Motto: "Power shared is thus made greater."

Background: The Academy of Sorcery, or al-Ighaz ("the academy"), is an exclusive sect devoted to furthering the study of the arcane arts. It possesses tremendous power within Gharu’ndim society, but seldom deigns to wield it. All wizards of moderate power are invited to join the al-Ighaz; those who do not are looked upon with disfavor for keeping their secrets to themselves. The al-Ighaz rarely operate in the field in numbers, as do the warrior factions, although many individual members adventure on their own. The al-Ighaz and the Walim sometimes overlap in interests and duties, but the Academy cares little for any of the other factions – least of all the al-Khuraqa.

Current: As of yet, no sign of the Academy’s resurrection have been seen. However, there are plenty of opportunities to form a powerful society devoted to Dereth’s magic, so perhaps, as knowledge grows….


  • Walim - The Searchers

Motto: "The words of men bear Truth aloft."

Background: The Searchers, or Walim consider themselves distinct from and superior to the rest of Gharu’ndim society. They appeared a few years after the death of the poet Yasif ibn Salayyar, vowing to continue his explorations of the nature of truth. They believe the way to truth comes through conversation. Hence, their main activity is talking … and talking … and talking. Walim will discuss everything, from whether there are more grains of sand in the Naqut desert than there are stars in the sky, to the color of the slippers they’re wearing today. There is a saying: "If you want to kill a foe swiftly, send a Zharalim. If you wish him to die slowly and in agony, shut him in a room full of Walim." To keep conversation interesting, many Walim travel and seek out new experiences. In their minds, only the al-Ighaz approach their level, though many wizards are too focused on magic for their tastes. Still, the Walim will allow anyone who enjoys philosophizing into their ranks.

Current: Though no formal return of the Walim has been noted, some newcomers, even those of other Heritage Groups, have been mistaken for members of that august faction.


  • al-Sadharamad - The Way of Stealth

Motto: "Do no harm, but take what you will."

Background: The al-Sadharamad, or Way of Stealth, is actually a very loose but extensive alliance of individual thieves’ factions. Their members seldom follow all of the Dozen Roads, but neither are they thugs. Instead, the al-Sadharamad prefer to steal from the immoral, or to go adventuring for their riches. They are thus surprisingly well-liked by the common people (though not the wealthy classes). They are indifferent to other groups save the Zharalim, who have historically besmirched the honor of thieves. Rather than openly fighting the assassins, however, the al-Sadharamad prefer trickery, exposing their enemies for the killers they are and letting others dirty their hands with the punishment.

Current: There is so much treasure for the taking that, as some people joke, "Everyone here is al-Sadharamad, whether they know it or not."


Motto: "To fight darkness, first become a shadow."

Background: Founded by Malik Amul ibn Rakhil as a covert weapon to avenge the torture of Yasif ibn Salayyar, the Shagar Zharala, or Zharalim, are the most feared and misunderstood group in Gharu’n. They exist outside the strictures of the Dozen Roads, based on the belief that evil is best fought with evil. They are professional killers, who will use any method at their disposal to see a job done. They kill out of a profound sense of duty, and not out of pleasure. They are, in fact, effectively under a constant contract to hunt down and eliminate those who do commit murder wantonly (as it gives them a bad name). They do not even return other groups’ hatred, since they see other Factions as tools for carrying out contracts. As such, they have agents everywhere; there is even a rumour that Malik Sunadin the Unlucky met his untimely end at the hands of his own sister, who was secretly Zharalim. As other tales of the Order, the truth will likely never be known.

Current: Many hope that too few of the Zharalim will ever arrive to form a cohesive, unified force in Dereth, but others are not so sure. Perhaps now is the time for the Zharalim to re-form, as a new shadow against this world’s darkness.



Milantos

Little is known aboout the Milantos Kingdom. What we do know of them comes mostly from the story To Be A Shadow found in the Zaikhal library.

The Lands of Milantos lie between Aluvia to the north and west, and the lands of Souia-Vey to the south.

The only Isparian on Dereth known to be Milantos is Nuhmudira.


Roulean

The Empire of Roulea has all but fallen, being invaded by both the Viamontian and the Gharu'ndim. Though they have lost their power among the nations of the Iron Sea, their influence has spread even to Dereth. Here on Dereth, where the heritage groups have been thrown together, they have abandoned their native languages and use Ispar's common trading language of Roulean. We also use the Roulean Calendar and system of time.

The Roulean lands lie west of Gharu'n and north of the Sho Empire. To the north, across the Iron Sea is the Kingdom of Viamont.

No Rouleans are known to be on Dereth.


Sho

Introduction

The Sho are a people for whom duty and self-discipline are the highest virtues. Though generally peaceful, they have raised warfare to an art form and a philosophy. While they are slow to be moved, they make formidable enemies - or lifelong friends.

The Sho have long been geographically separated from most other cultures. Now, on Dereth, they find themselves in unexpectedly close quarters with the Aluvians and the Gharu’ndim.

History

In the beginning (the Sho believe) a divine Creator made three divine spirits, the Elders, to rule the world: the Unicorn of Grace, the Firebird of Splendor, and the Dragon of Power. Humans were created as servants to the Unicorn of Sho PaintingGrace. But when mankind forcibly rose above his station, Grace left the world and was hidden, Splendor fled and became elusive, and the now-jealous Dragon of Power became a treacherous ally. This, the wise say, explains much about the world.

The most ancient legends tell how the Sho warred with the Dragon and were driven to the edge of the sea. There, the family of Shou-Jen established a kingdom and named it after the Dragon (Ryujii) to placate the Elder. However, rival families instead founded their own kingdoms upon islands named after the Firebird (Iiwah) and the Unicorn (Chiran-tou). Centuries passed, with warlords feuding amongst themselves, mostly in the name of one of the Elder spirits or another.

Around eight hundred years ago, the prophet Jojii received revelations from the Unicorn of Grace on how to reach Paradise. Jojii then began to teach of four primary precepts, called the Four Stones: Humility, Discipline, Detachment and Compassion. These precepts incorporated beliefs in the Unicorn, Firebird, and Dragon, and unified them into a single whole. This new religion, called Jojiism, gradually became the guiding school of thought for the Sho. However, with warfare running rampant, Discipline, associated with the Dragon and martial prowess, quickly eclipsed the other precepts and altered the teachings of Jojiism.

Two centuries ago, the Emperor Kou rose to power in Ryujii. Though he was only 15 when he took the throne, the devout Jojiist knew his destiny was to unite the war-torn Sho under his banner. Iiwah he took by force, invading Sho Houses (game rendering)with a massive fleet; Chiran-tou he took by peace, marrying the daughter of its ruler and moving his throne there. Then, he quickly began reforming Jojiism and encouraging its spread. Thus began the Kou dynasty, and the Sho people were at last unified under one Throne and one vision.

The Sho today still enjoy the stability brought by the Kou Dynasty. Monasteries and temples provide a solid foundation of education and training for the populace; they are, aside from the Throne, the true powers in society. However, old rivalries still remain, mostly split along the faultlines of the three Elders and their associated Jojiist principles. There are also increasing rumors of secret groups loyal only to the Dragon, people who despise bothSho Houses (game rendering) Jojiism and the Kou Dynasty. Meanwhile, trade has begun in earnest with the Gharu’ndim and the Milantos, the two nearest kingdoms, and the Sho are growing increasingly aware of the vast lands beyond their borders.

The Sho are the most recent people to arrive on Dereth Isle. Surprised to find themselves so close to cultures considered far away at home, they have largely kept to themselves, pouring their energies into building up their towns and defending against marauding monsters. But some wonder: as more Sho arrive, how will they adapt? Will old rivalries continue? Will the foundations of wisdom survive, and grow?

Factions

Here are some of the historic organizations known to have existed in the homelands of the Sho. How will these groups - and other groups not written of here - fare in the new land of Dereth? Your actions will doom some to the dull dust of obscurity, and raise others to the fiery glow of fame.


  • Ryu Jou Gai - Order of the Dragon Temple

Motto: "From Discipline comes true power."

Background: Founded over a thousand years ago, the Ryu Jou Gai is based at the Dragon Temple in the Sho homelands. Those who swear obedience to the Dragon Temple dedicate their lives to the warrior’s path. Ryu Jou Gai members are also encouraged to keep to all Four Stones of Jojiism. The sword is the Order’s primary weapon, but all forms of battle skill, from magic to hand-to-hand combat, are means to a common end. Members of the Ryu Jou Gai are also trained to be administrators and leaders, which is (some argue) the true foundation of power and the true purpose of the Order, especially in a relatively peaceful age.

Current: Dereth has no Dragon Temple. However, the demands of survival in wild lands filled with hostile monsters will surely bring about a renewed interest in the study of battle, and perhaps the Ryu Jou Gai will rise again.


  • Chiran Jou Gai - Order of the Unicorn Temple

Motto: "Without compassion, all is as dust."

Background: Based at the Unicorn Temple, the ancient Chiran Jou Gai is made up of those who have dedicated themselves to the study of magic and healing, with an emphasis upon the virtue of compassion. Some are purely scholars; others treat the sick who come to the Temple, or go out into the world to help the ailing. Within the Temple hangs this sign: "Without compassion, an empire of ten thousand years yields nothing but dust that is lost and forgotten. With compassion, an empire of ten thousand years even lights the far edge of eternity." Almost anyone who has been shown to be merciful, compassionate, and dedicated to helping others is allowed to become a member of the Chiran Jou Gai. Members are encouraged to apply all the Four Stones of Jojiism. Funding comes from wealthy patrons seeking medical favors and a constant stream of individual donations from the poor.

Current: A lone Chiran Jou Gai arrival in Dereth is known to have said, "It matters not if the Chiran Jou Gai survives; what matters is that compassion itself grows and flourishes."


  • Chiran Jishui Dan - The Ranks of the Unicorn’s Battle

Motto: "The Unicorn’s Grace shines in battle."

Background: The Chiran Jishui Dan split off from the Chiran Jou Gai 300 years ago. It is dedicated to the study of battle magic, of such power that it has become a rival of the Order of the Dragon Temple, the Ryu Jou Gai. However, the Chiran Jishui Dan stubbornly refuses to teach any fighting using swords or blades, because "The horn of the Unicorn is never used to cut or pierce." Members of the Chiran Jou Gai remain on polite speaking terms with the Unicorn Temple, and though not friendly, are quick to come to the Temple’s aid in times of conflict. Rulers have long funded the Chiran Jishui Dan, in order to win their favor during times of war.

Current: Dereth’s harshness and different magic seems to have spelled the death of the Chiran Jishui Dan. However, as more and more Sho arrive and take up the study of new magic, perhaps the Chiran Jishui Dan will be reborn.


  • Washui Iiwah Jou Gai - Order of the Splendor of the Firebird Temple.

Motto: "True Splendor soars above all earthly cares."

Background: Historically, the Washui Iiwah Jou Gai has thrived during times of peace and prosperity, and has suffered in times of war. Members’ vows include a renunciation of worldly wealth, and a dedication to the higher, non-earthly arts such as painting, music, poetry, and philosophy. They seek to observe the ways of the universe and learn its truths. Some philosophize and argue so much that critics call them "songbirds"; others seek to depict the beauty of the physical world in their works, while at the same time reminding their audience of the fleeting nature of physical world. The Washui Iiwah Jou Gai normally survives with the patronage of wealthy nobles.

Current: A lack of wealthy patrons and the harshness of life in Dereth means that those who seek to follow the Washui Iiwah Jou Gai are facing a tough battle. However, Washui Iiwa Jou Gai-style philosophical debates are common in some areas, so perhaps there is hope for this esoteric group.


  • Jojii Zhen Gai - Order of Jojii.

Motto: None

Background: This ultra-conservative Jojiist group is sometimes called the Order of Humanity, to fill in the fourth place among the Jojiist groups. The members of this group tend to be either generalists, or specialists who work in diverse teams. They believe balance is essential. They are also immensely strict within their own ranks. As ascetic as the Washui, they have less tolerance for a dreamy lifestyle. Jojii Zhen Gai people often wander the countryside, offering assistance to whoever is in need – whether it’s a farmer putting up a new roof or a traveler in need of protection.

Current: Some early arrivals have expressed the sad wish for the arrival of the Jojii Zhen Gai. Once felt to be no longer needed in the homelands, benevolent mercenaries to help those in need would now be welcomed.


  • Nanjou Shou-Jen - Sons of Shou-Jen. Also called the "Order of the Shadows."

Motto: Unknown. Popularly, it is said that "Nothing stands between a Nanjou and his objective."

Background: Very little is known of this group of assassins, spies, thieves and mercenaries. An ancient order that predates Jojiism, the Nanjou Shou-Jen do not follow the Four Stones of Jojii. They do, however, believe in strict obedience and stability; as the "sons" (and daughters) of Shou-Jen, they are extremely loyal to the Sho people, and believe themselves to be the heirs to the Dragon’s power. The group has been an efficient, shadowy "left hand" to various powerful warlords throughout Sho history. They believe in following their paths with single-minded determination. Rumors imply that particularly notable members of the Ryu Jou Gai and the Chiran Jishui Dan, or their affiliated temples, are targeted for secret recruitment. The Nanjou is said to have several hidden temples scattered throughout the Sho lands.

Current: There is as yet no sign of the Nanjou Shou-Jen. Perhaps, new seeds of its revival may planted, but those who wish to do such dangerous planting are advised to be cautious, quiet, and wise.




Silveran


Soia-Vey


Viamontian


Sources

The information from the Introduction, History, and Faction sections of the Aluvian, Gharu'ndim, and Sho are from http://www.zogblaster.com/tweb/asherons-call/heritagegroups/index.htm