Factions         Besides the cities of Lur-Asko, there are several independent factions that vie for influence across the continent. While countless thousands of businesses, companies, and multi-party adventuring alliances exist, the factions in this chapter are distinguished by their size, power, and/or philosophical distinctives. Many actively hire adventurers or are comprised of adventurers themselves. If your party encounters a faction that aligns closely with their interests, joining up can allow you to access incredibly useful resources and connections.

Draconic Acolytes Background     Most major dragons boast various numbers of mortal followers. Over time, these individuals have come to be referred to as acolytes. While not worshiping the dragons in the sense of traditional religion (though some philosophical opponents accuse them of such), acolytes view their "Blessed Sovereigns" as great sources of wisdom, and commit to follow their teachings and promote their agendas.

    Each dragon's acolytes have a slightly different doctrinal emphasis (see Dragon Lore). Broadly, red acolytes seek to better themselves by overcoming their evil natures and choosing the virtuous path. Some withdraw from society to seek personal growth in dedicated abbeys. Others actively participate in society, fighting for righteousness with doctrines and speeches - or sometimes swords. For various historical reasons, red acolytes enjoy great societal respect and standing in Manusia, I'Gremsul, and Macska. In the other realms, their dogma is viewed with skepticism and caution, but they still broadly respected (or at least tolerated).

    White acolytes, on the other hand, have radically different goals in mind. Embracing the white draconic teaching that all mortals are unavoidably fated to follow their evil, destructive nature, they seek the path of greatest harm. With their sinister tendencies rationalized by their masters' teachings and the grandiosity of their ancient order, they are described in fable as the very epitome of mortal evil. When troubled times arise, white acolytes are often feared and blamed for covert manipulation of Lur-Asko's leaders to bring it about; sometimes, it is even true.

Membership     The method of initiation varies from dragon to dragon. White acolytes are obviously less accepted by society, and recruit through covert means; normally, white Vicars target disenfranchised or otherwise vulnerable individuals, or parties who have already proven their wickedness. Red acolytes, meanwhile, recruit quite publicly, and gladly accept members who prove their pure intentions.

    Thanks to the "tithes and offerings" enforced by the Red Synod on its own acolytes (and often preached to the general populace as a "matter of conscience"), most measures deem them the wealthiest organization in Lur-Asko. White acolytes, meanwhile, have the terrible might of Eer'Kalla behind their efforts, and can usually pull strings behind the scenes to obtain whatever they need. Adventurers who pledge themselves to a dragon enjoy vast resources and powerful allies, but invariably find themselves bound by strict instructions and commandments. Members who fail to obey the teachings of their Blessed Sovereign will be dismissed from their ranks - or worse.

The Aterr Background     The Aterr (an Alacrian term translated "Darkened" or "Dark Ones") are followers of an arcane tradition dating back to the Draconic Wars. Whereas Orthodox arcane training normally takes around five years, an Aterr apprentice is usually a full arcanist within seasons or even days. They accomplish this via the unusual Dark Path philosophy; the Aterr believe that the average sentient mind is too complicated and self-contradictory for the adamant to easily understand. Rather than the years of strange disciplines employed by Orthodox training to bypass this flaw, Aterr focus on clarifying their own minds. Since the Dark Path holds that the sentient mind becomes complicated by lying to itself about its own desires, the Darkened seek to become profoundly honest within themselves.

    The founder of the Aterr was an Alacris who took the name Atro Vys ("Dark Power"). His apprentices purged all rationalization, excuses, and high language, often freely admitting their desires. Because of this, the other Alacris began referring to them as the Dark Ones, since they were perceived as malicious and selfish. The sect embraced this label and retorted by calling their opponents "the Blinded Ones," possessed by the "false light" of self-deception.

    Many Aterr take a new name during their training, forsaking their old identity which often springs from false-light constructs of heritage or culture. In homage to Atro Vys and recognition of the Dark Path they have followed him down, many choose an Alacrian name beginning with Atro (for men), Atra (for women), or Atru (for others). Some others choose names from another language, or even manufacture their own. Some do retain their birth name, if it is serving their interests. A great many have maintained multiple names, depending on which one is useful in their current context or strikes their fancy. Since there is no "true self" - only the Nameless Unshaped which cannot be bound by language - names become an Aterr's plaything, much like any other concept. Of course, many Aterr find themselves cut off from those who knew them by their birth name, due to the stigma their faction holds in the eyes of most people. No longer confined by societal ideas of family, tradition, or loyalty, Aterr tend not to lament such a loss.

    Contrary to popular belief, Aterr are not truly "moon cultists." Even though they feel no horror from arcane visions and fully open themselves to the Restless Sleeper, they do not worship nor venerate it. Indeed, Aterr necessarily worship nothing and hold nothing sacred. Still, those Orthodox arcanists who believe the Sleeper is an alien malevolence believe that the Aterr are its instruments in some unconscious way, being manipulated to the entity's own inscrutable ends. More moderate Orthodox do not ascribe such exotic metaphysics to the Adamant Moon. They tend to view the Aterr as simply dangerous and reckless egotists, who have unwisely traded morality and decency for a pragmatic power boost.

    Philosophical debates aside, the ancient Aterr were the only force able to openly fight the white dragons and reliably win. As a general rule, Aterr are extremely powerful compared to other arcanists, especially if they are darkeye sorcerers. Although they have little structure or organization and sometimes even battle each other, Aterr have been known to come together during times of great danger, particularly when their own existence is threatened. If anyone wishes to find the Darkened, a few can always be found in the Tennebris, their legendary academy in the heart of the Gelid Isles. Unspeakably imposing in Gelid mythology, the Tennebris is rumored as practically a mind in itself; inhabited by the imprinted adamant shades of past Aterr, it continually shifts its structure and rejects dogma, ensuring that no Dark One can ever rise to total dominion of their own fellows. As the ever-evolving inscription on its gates emphatically repeats: The Tennebris Has No Ruler.

Membership     Aterr have no central organization - nearly all are trained individually by a Dark Master, a title which simply indicates a Dark One who is able and willing to teach. After becoming an arcanist, an Aterr apprentice will often remain with their Master until they are pronounced a Master themselves. All true Darkened have access to the Tennebris; despite their occasional differences and rejection of hard rules, attacking one another within this safe haven is unthinkable due to the frequent historical need for mutual refuge.

    In addition to their apprentice(s), a Dark Master often maintains a group of associates - those not seeking to become an arcanist, but who appreciate that particular Aterr's view of the Dark Path philosophy and sympathize with their goals. Therefore a Dark Path adherent has no need to actually become an Aterr in order to become involved in Aterr matters; one need only locate a Dark One one finds agreeable. Indeed, to hold "full" Aterr status as a universal ideal and goal for every adherent would be to merely reinvent the old moralities and thereby fail at the entire Dark endeavor. Unlike other relationships between philosophy and faction (such as draconicism and draconic acolytes), there is no expectation that a Dark Path adherent will defer to an Aterr merely 'by virtue' of who they are - only if the desires of both are conducive to it.

    The power and influence of the Aterr as a whole has varied wildly across history. At times, they are so depleted by external persecution and internal feuds that they are virtually mythological to the short memories of commoners. At other times, they are grandly united, rivaled only by Eer'Kalla in raw power, and able to exert world-altering influence. Their necessary affinity for secrecy - and incredible arcane might even in small numbers - can make it difficult to predict which will be true in any given decade.

The Sylvæ Enclaves Background     During the Alacrian Golden Age, corallurgists and geneticists made some important discoveries regarding pheromones, including those that could affect animals' natural fear and attack responses. Seeking to create a group who could better manage Lur-Asko's natural world and tame the frontiers, these Alacris developed elixirs capable of creating "Sylvans." These people found that animals around them would never react with hostility unless provoked. Enjoying their new role, the Sylvans were put to good use in Alacrian society, though a criminal few exploited their abilities to easily poach wildlife and wreak havoc. In general, the Sylvan ability to tame nearly any animal proved vital in promoting conservation efforts and preventing the extinction of many declining species.

    Later, during the Third Era, the warring Alacrian factions took a more sinister approach with their Sylvans. Many were conscripted into military service, where they were made to serve as handlers for new fiendish abominations such as vargs and trolls. As Alacrian society disintegrated, free Sylvans established undercover organizations called the Sylvæ Enclaves, which assisted their members in deserting or evading military slavery. After the Fall of the Alacris, the Enclaves were continued by the remaining species, and were dedicated to the future preservation and well-being of all Sylvans.

    Today, the Sylvæ are one of the oldest consistently-active factions in Lur-Asko, and their Enclaves are found in all major cities. Enclaves are the place where most new Sylvans are created, but they are also major political presences; the organization remains strictly neutral in sentient-on-sentient conflict, but advocates many policies of land conservation and respect for nature. Since this could be an impossible position to promote with Lur-Asko's frontiers in a constant battle with nature, the Enclaves also take full advantage of their abilities to assist the general population. Armed with many powerful tamed creatures, the Sylvæ are quite capable of culling excessive predator populations and deflecting dangerous creatures away from settled areas. Sylvæ are no white acolytes of the One of Deception, and will take offense at being compared to such "nature-worshipers" who see fit to sacrifice sentient life and prosperity. The Enclaves believe in the classic Alacrian ideas of conservation: the abuse and destruction of the natural world is evil specifically because it is bad for sentient life in the long-term. Though they protect and love the natural world, Sylvæ dedicate themselves to the thriving of sentient civilization above all.

    When not busy with quests more associated with their specialties, the Enclaves are also known to hunt down Sylvan criminals, lest they give their whole kind a bad name. Occasionally, the Enclaves will post bounties for such miscreants, which has led to a positive business relationship between the Sylvæ and the non-Sylvan adventuring world.

Membership     Most who wish to become Sylvans do so through the Sylvæ Enclaves, but this does not necessitate membership or even future association. Of course, the Sylvæ are neither secretive nor malicious, and welcome those who wish to apply for membership at their many Enclaves. That said, there is an extensive vetting process that carefully analyzes the beliefs and history of the prospective member. The organization looks for those with genuine concern for nature and the Sylvan kind, as well as a proven record of trustworthiness. After being accepted, an adventurer will be guaranteed a steady stream of employment; if anything, the Enclaves are usually overbooked with tasks.

    Sylvæ members are prohibited from military service and from even pursuing non-Sylvæ bounties, and indeed from most forms of violence against other sentients (except for strict self-defense). Those who fail to observe this stringent tradition of neutrality will be immediately expelled from the faction, no matter how justified their actions.

The Onas RedytisBackground    Long ago, when the Magi entered the long struggle of the Ternary War, arcana was their primary weapon. Ultimately, these elven leaders met their end when their arcane rivals, the Aterr, took advantage of their wartime weakness. A few disciples of the Magi survived, and in the post-war years they attempted to make sense of the horrible conflict by developing a unique doctrine: the war had been primarily caused not by rival philosophies, but by the arcane adamant itself. Forming a secret society called the Onas Redytis ("Duty to Return"), these activists believed that adamant had been brought to Lur-Asko as a test - perhaps literally a test by the Creator, perhaps simply a malicious act of the Restless Sleeper. Whatever the case, sentients had failed the test when they used adamant to create arcanists.

    The Onas believe that when people are "remade" into arcanists (whatever the training method), this unnatural union with parasitic moonstone corrupts their minds. True to their Magi roots, they believe that all evil comes from outside influences; unlike the Magi, they believe arcana is the most evil influence of all.

    Throughout history, the Onas have fought an intermittent war against all arcanists. According to their beliefs, only when the last arcanist dies will the world be returned to its proper state. As most of their opponents are obviously powerful, their mission requires a high degree of cunning, expertise, and stealth. Their greatest enemies include not only arcanists, but those other remnants of the Magi who resent the Onas "corruption." By hiding themselves in secrecy and often refusing to act for decades at a time, the Onas Redytis have evaded countless attempts to exterminate their order.

Membership     Due to their fear of infiltration, Onas recruit only through direct personal relationships. Typically, prospective members must prove their competence and adherence to Onas doctrine though successful murders of randomly selected arcanists. Those who have been grievously harmed by arcanists are the most frequent targets for recruitment, though simple hatred or envy of the arcane can also suffice. Most Onas leaders retain the Ascendant philosophy of their Magi forebears (with the ultimate goal of a continent-wide State in which the arcane arts are illegal), but this is not strictly required of all members.

The Dawnglorious Background     During the Imperial Age, there was an anthrosaur with the rank of Dawn Admiral - a leader responsible for I'Gremsul's operations in the eastern ocean. He watched as the industrious Pax Imperya was beginning to lose its charm. Shortly after the Imperial Wars started in 760 AFA, he resigned his commission in the navy, and successfully conspired to take the majority of the eastern fleet with him. Retaining the title Dawn Admiral and forgetting any previous name he had, the charismatic anthrosaur emancipated the dryads on every single one of his 300 ships, scuttling any vessel that could not sail without the aid of slave labor. Bizarre and revolutionary by the standards of his day, the Dawn Admiral became the most hated enemy of the empires until the rise of the Ministry of Chaos. Despite this, he captured imaginations across every coast on the continent.

    After years of brilliant piracy against all sides of the Imperial Wars, the Dawn Admiral codified his Mysticism-inspired ideologies of freedom and defiance. His fleet became the center of a new pirate alliance, which he named the Dawnglorious. This faction, along with (apparently) the Dawn Admiral himself, survives to this day. It is certainly a title passed down from leader to leader, but the pirate clans continue the tradition of speaking of every Dawn Admiral as if they were the same one who founded the alliance in the Imperial Age.

    Today, the Dawnglorious are a diverse group spanning all sentient species and many philosophies, unified by two simple goals: a free life lived happily on the sea and air, and the achievement of personal glory through the defeat of those who try to take that life away. Every captain, ship, and clan that makes up the Dawnglorious embraces the idea that every obstacle to the free life can be gloriously defeated. Every clan acts independently, but the faction has been known to band together to confront large armadas rallied against them. Indeed, this is the primary incentive for captains to join the faction.

    In practice, the Dawnglorious commit piracy not only for glory, but for economic survival. Their lifestyle and beliefs obviously lead them into conflict with the powerful Mercurius Company, as well as many other eastern shipping guilds and city-states. Some younger members are reckless in their pursuit of glory, but the old clans have learned to use cunning and betrayal as effectively as warships, and have learned from experience when to decline an attack. Any vessel should be alert when traveling the eastern ocean or coasts; these pirates are as unpredictable as they are violent.

Membership     There are no formal documents to sign to join the pirate clans; in the eyes of the Dawnglorious, contracts and wages are things fit only for slaves. Rather, a captain and their crew must prove themselves through attaining a measure of glory on their own. Once a ship has a history of impressive victories and a reputation for bravery, it stands a good chance of being accepted as one of the Dawnglorious. Membership will basically guarantee higher bounties from Mercurius and city-state navies, but by the time they want to join the faction, the typical captain welcomes the challenge.

The Mercurius Company Background     Commissioned by the Shah of Hal'Tayat during the Imperial Age, the Mercurius Company somehow survived the end of that Age and has endured to the present. The most powerful private entity in Hal'Tayatic civilization, Mercurius controls the majority of shipping to and from the island of Myrabilis, among other routes. The high value of the Alacrian artifacts they transport has made the company extremely rich, and also highly targeted. Constant threat of attack has prompted the company to heavily arm and escort their ships, making them powerful militarily as well as economically. They are based out of Hal'Dakhama, with significant traffic through Hal'Samak, Varanshah, and other Methodian cities where they enjoy arguably unique privileges. The Company often finds itself at violent odds with Hal'Khursan pirates and Hal'Cione smugglers near Lur-Asko, and with the Dawnglorious at sea.

Membership     Mercurius is a legitimate Hal'Dakhama business guild, and employment is established through a traditional application and interview process. According to rumors spread by Mercurius' adversaries, a trusted long-term employee may receive offers for more "interesting" assignments; it is technically unproven but widely believed that Mercurius is also a cunning perpetrator of organized crime.

The Ministry of Chaos Background     Loved and/or hated across Lur-Asko, the Ministry of Chaos dates from the final days of the Imperial Age. When the Shah of Hal'Tayat was killed and the elves reorganized their empire into free city-states, some of the surrounding nations began to grow tired of their own imperial governments. The Ministry of Chaos arose as an underground band of guerilla fighters dedicated to overthrowing empires just as the elves had. In time, the destructive efforts of the Ministry dealt the death blows to the remaining empires in Lur-Asko.

    The Ministry of Chaos survives even in the present Adventuring Age, though now much smaller. Unapologetic Preamblians, they have dedicated themselves to fighting all oppressive rulers. They will kill and rob without mercy, targeting anyone in or associated with groups or governments they dislike. Often they distribute their "liberated" goods to the poor or oppressed. They respect no laws, traditions, or cultural boundaries, aside from their own devotion to the Preamble's axiom. As such, they are viewed either as valiant saviors or thieving murderers. Their standard garb (when not undercover) is a simple hooded robe dyed a dull green.

    The often-disorganized Ministry is led by "the Speaker," who is usually based out of Hal'Cione - one of the few places where the Ministry can operate openly. The philosophy of the Ministry precludes any truly authoritative leadership, and the Speaker is often simply a well-liked, charismatic individual chosen to represent the group to others.

    Over the years, the Ministry has earned many sworn enemies, from city-state governments to red acolytes to even fellow Preamblians. Some guilds assert that the Ministry has violated the Preamble during several attacks on wealthy corporate interests. Other factions, such as the Opened Hand, accuse the Ministry of not going far enough, prioritizing the Preamblian ideal of private property over the needs of real people. In reality, the Ministry's willingness to undertake certain tasks has varied not only with the opinions of their members and Speakers, but with how much they can practically accomplish without alienating valuable connections in their power base of Hal'Cione.

Membership     The Ministry appears to accept anyone with a heart for their cause and a reasonable amount of skill to contribute. Actually joining them can be a complicated task unless one is able to travel to Hal'Cione and seek them out openly. One can be certain that a new member will not be fully accepted until their dedication to the cause can be verified; the level of zealotry expected within Ministry culture usually makes "fakes" easy to identify.

The Knights of Order Background     The Knights of Order were originally formed by the disgruntled former ruling classes of the Imperial Age, in direct response to the Ministry of Chaos. These leaders viewed the rise of the free city-states as a disaster for civilization, similar to the Fall in nature if not in scope. They believed that only the eventual reestablishment of coherent nations could lead Lur-Asko to greatness. Across realms and species, a few put aside the differences of the Imperial Wars and created a new faction, intending to preserve Imperial traditions for a future time when each realm can be reunited.

    In the present day, the Knights of Order work to protect what unified structure remains in Lur-Asko. They often encourage collective action amongst the city-states within each realm, and occasionally take aggressive action when traditions, economies, and other shared cultural elements are threatened. Their mission is to preserve and increase order, no matter the cost. As such, the often-brutal Knights often find themselves a natural enemy of the Ministry of Chaos, Opened Hand, or Aterr, all of whom often seek to tear down the very things the Order hopes to preserve. Conversely, they find natural allies in draconic acolytes, Magi remnants, and ambitious governments and companies. Many Knights themselves are recruited from these sources, although others are simply selected for enthusiastic devotion to Heritage Ascendancy, the Knights' (and the old empires') preferred philosophy.

    Interestingly, the full name of the faction is the Knights Valorous of the Timeless Defense of the Institutions of Order Most Venerated. The abbreviated "Knights of Order" is basically always used instead, including internally. The term knight is also not related to the Manusian institution of knighthood; both examples are simply different usages of an old Nomadic word meaning "righteous warrior."

Membership     The Knights offer membership to those who distinguish themselves in the service of order. A city-state's military veterans are their most frequent source of personnel, as are adventurers with a history of employment by law-abiding institutions. When offered, the process for initiation is very formal, and new members can count on an atmosphere of tradition and ceremony during their entire career in the faction.

The League of Masrafi Background     As the smoke cleared after the end of the Imperial Age, many revolutionary leaders found themselves in possession of former imperial treasuries. Enriched by war, these leaders sought to transform the old tyrants' wealth into an engine of peace and progress. Using Magi historical records, this new upper class reintroduced the concept of banking to Lur-Asko. Following the guidelines they formulated, and often using their sizable coin deposits, banks quickly sprang up throughout the seven realms. The rich leaders formed an association called the League of Masrafi, which continues to provide services to the banking sector throughout Lur-Asko.

    Today, the primary missions of the League are to establish banking guidelines, identify market trends, and pursue those who refuse to repay their debts to League-affiliated banks (which includes virtually all banks in Lur-Asko). Always professional, the League is usually feared only by those on the run from their collections agents. League operations are funded entirely from a portion of affiliated banks' late fees assessed to defaulting borrowers.

Membership     The League frequently hires adventurers in order to bring to justice those who are evading repayments of bank loans. Each such operation is assigned a specific League handler, and they often recruit for their organization from among those who prove reliable in these missions. Prospective members must be intimidating enough to do their jobs, but peaceable and trustworthy enough to be counted on to not abuse authority. Notably, public philosophical discussion is strictly prohibited to League members, as they wish to project an impartial and professional image. Of course, with the anti-market post-dec philosophy on the rise in recent years, this is becoming more challenging.

The University of Hal'Tayat Background     Although located on the same Varanshah campus as the old Imperial Academy, the University of Hal'Tayat was chartered after the end of the elven empire. Elven academia had long been a thinly-veiled propaganda arm meant to back up the Shah's claim that the glory of the Alacris had been restored in his empire. Now, the University charter recognized that progress had actually been lost in the Imperial Age. This new faculty, the once-persecuted "Old Rationalists," now saw their chance to reclaim and reinvigorate education.

    Today, the University is the center of the city of Varanshah, both physically and culturally. All intellectual roads regarding the Alacris - as well as virtually any other subject of study - lead to its campus. Although thousands of students enroll at the site every year, the University also maintains several permanent departments dedicated to research and cataloguing. Hundreds of wealthy Hal'Tayat businesses generously bankroll the institution; doing so is not only good for their image, but is also the only way to guarantee themselves a spot at the leading edge of Alacrian-derived innovation and reclamation. Innumerable artifacts from Myrabilis and Lur-Asko make their way through the University's halls, often on their way to or from a Hal'Tayatic guild looking to reverse-engineer them into useful items for the modern age. Meanwhile, anyone is allowed to study in the University's famous Great Library - an enormous collection of every known ancient and modern book, together with the librarians and repurposed Alacrian computers necessary to make sense of it all.

Membership     The University, like many other factions, employs adventurers both directly and by temporary contract. Rationalist parties determined to make a difference by reclaiming the wonders of the Alacris can seek permanent affiliation with the institution, guaranteeing themselves a first shot at the most promising ruin-dives that Lur-Asko has to offer. More often, though, the University is simply an issuer of quests. Tavern job boards across Varanshah - and even in other cities - are often festooned with University offers to buy Alacrian artifacts or reveal ruin locations to adventurers. And whenever an adventuring party discovers and clears an ancient ruin, it's a safe bet that University archaeologists will not be far behind.

The Einhayizh Background     The peaceful integration of the Vitur Roc into Hal'Tayatic culture was never guaranteed. Many Roc accurately predicted that even peaceful involvement with elves would eventually swallow up and overwhelm the traditions of their culture, and some began to take up arms to oppose this inevitable fate. Bands of Roc raiders accosted the elven merchants who were establishing trade routes to Viturheim. Their violent ideals threatened to sweep across Roc society, which had long placed the highest prestige on courage and sacrifice. Tragic war loomed over the Gelid Isles.

That all changed with the arrival of an adventuring party led by charismatic elven mystic Sehrish Lindwormsbane. Hired by an elven merchant guild to slay Roc raiders, Sehrish defied orders and would instead take them captive, demanding to be taken to the halls of their leaders. Once there, she would present herself not as an adversary, but as a kindred spirit - a simple, courageous, and honorable warrior left behind by the tides of intellectualism and commercialism now sweeping Hal'Tayat. The Roc elders, who had once predicted unavoidable war with a monolithic, spineless enemy, were taken aback by the daring audacity of the elf and her party. These elves seemed more akin to their young Roc warriors than to the "cultured" merchants that usually emerged from Hal'Tayatic ships - a sentiment that Sehrish herself shared.

The acceptance of Sehrish's party immediately deflated the violence of the Roc raids. Elven merchants would keep pouring into the Gelid Isles, and would indeed soon assimilate most Roc into Hal'Tayat's culture. Yet a competing trend now emerged as well. Wave after wave of disgruntled elves began arriving in Viturheim - those who, like Sehrish, felt left behind by a society that only honored a happy life if it seemed "sophisticated." Many would eventually return to Hal'Tayat and bring Roc traditions with them, ensuring that the merging of the two cultures would not be entirely one-sided after all. Others took up the adventuring profession and remained with their new leader: Sehrish Solveig of Viturheim, Jarl of the Einhayizh. In their first mission outside the Gelid Isles a few years later, Sehrish Solveig absorbed several human mountain tribes likewise alienated by the Manusian nobility, solidifying her faction as a force to be reckoned with. Together, they took on the name Einhayizh - a fusion of Old Roc and Old Elvish words each meaning "berserkers."

The dominant philosophy of the Einhayizh is considered a kind of Methodianism, blended with the values of Old Roc warrior culture and dedicated to the honorable (if not particularly sanitary) defense of civilization. The Great Mead Hall of the Einhayizh doubles as a protective fortress guarding the harbor approach to Viturheim. Dozens of ships and hundreds of adventuring parties sail and march under the three-pointed banner of the Einhayizh, united by what they call the "kinship of the warrior." Although the symbol of the faction was inspired by the original three-part alliance of Roc, elf, and human, it is held by members to really represent this universal kinship; all can be Einhayizh if they pledge themselves to battle, to honor, and to death. The latter point is informed by the unusual spirituality of the faction; combining older Roc ideas with the dominant Creator religion, many Einhayizh have faith that, "The Creator will reward we who die honorably in battle, and in the Afterlife, reunite us with our comrades."

Einhayizh are not only known for their wild rage in battle, but for their wild abandon in peace; the hapless tavern chosen by an Einhayizh party between quests will usually be completely devastated by their wild celebration of life and death. Yet abundant compensation for those damages somehow always arrives, and bystanders courageous enough to poke their heads into the ruckus are invariably invited to join in. True to the original vision of Sehrish, this warlike faction continues to actually function as a beacon of peace. It is a place where those who might otherwise fall into banditry, piracy, or white draconic corruption can find an outlet for their violent passions, and a place in society in which they can take pride.

Membership     Many a curious adventurer has entered a loud and rowdy tavern expecting a brawl, only to find themselves handed a drinking horn to raise to past adventures and the valor of the fallen. Rather than actively recruiting, the Einhayizh have always assumed that those who seek a warrior's kinship will recognize it when they see it; they have only to make themselves obvious.

Philosophical intellect and debate are hardly the strong points of the faction. Those who seek to join will be accepted on the basis of their courage, their honor, and their enthusiasm to live, fight, and die for their fellow warriors. Those who live up to these requirements and prove their worth in battle will enjoy instant camaraderie with their new "kin," while those who do not will find themselves immediately abandoned.

The Opened Hand Background     As the raised golden fist of Preamblianism swept across Hal'Tayat, there were many Methodian domains that evaded its anarchic grip. Yet there were also those who believed the revolutions did not go far enough. In Preamblian cities, the ideals of private property and privatized law were held up as suitable replacements for the tyrannical rule of the empires, but some claimed that this was merely another variety of tyranny.

Those dissident voices unwilling to settle for even the Preamble eventually met, allied, and formed the faction known as the Opened Hand - a deliberate attack on the symbol of Preamblianism's closed fist. To the Opened Hand, Preamblianism had created a miniature "dystopia of property." Greed had poisoned what could have been a revolution of true freedom and comradeship. Philosophical discussions of property and contract law had taken priority over the actual happiness and freedom of sentient beings. Similar in tactics to the Ministry of Chaos but unable to win the Ministers to their point of view, the Hand roved across Lur-Asko, seeking allies wealthy enough to fund their cause - an unfortunate predicament for an organization that largely blamed wealth-hoarding for the evils of the realms.

Indeed, the story of the Opened Hand is one of repeated failed attempts at alliances. The Hand approached the Red Synod, citing grounds for alliance in the Virtue of Generosity; they were turned away for lacking the Virtue of Submission. They courted the Einhayizh, only to be accused of dishonor and idle envy. They met with the Dawnglorious, thinking the pirates a sure ally against the evils of companies and rich tyrants; they were ridiculed by captains who were quite fond of their own property, which they had "earned in glory." The Hand envoys who dared to climb the steps to the Tennebris never even returned. Those who settled for meeting Aterr away from the Tennebris fared better, but few Darkened proved willing to treat with yet another form of "false light."

Such a history did not destroy the Hand, however. Rather, it filled them with determination, knowing that they would have to rise to their fight alone. Only those dedicated enough to commit for the long term remained, since results within their own lifespans seemed unlikely. This stroke of self-sufficiency - perhaps unusual for an ideology founded on sharing and community - has prevented the Hand from falling to even the worst defeats.

In recent years, the Opened Hand has become more daring. Some believe that they have finally found their long-sought benefactor - perhaps Aterr seeking to destroy the market system as a prelude to their return to prominence. Or perhaps white acolytes, the traditional scapegoat of Lur-Asko. To other analysts, there is too little evidence for this; it may simply be that the Hand has finally raised itself by its own power, and that the lower classes of Hal'Tayat have finally had enough of their poverty and exploitation. Whatever the case, the Hand has claimed responsibility for many attacks on Hal'Tayatic corporate guilds. Even the typically-violent Ministry of Chaos has condemned the attacks, and claims that the Hand is actually a threat to freedom on par with the Knights of Order - common happiness, after all, was a documented justification for many acts of Alacrian and Imperial tyranny. Only time will tell which side's argument will win the hearts of Lur-Asko's most desperate commoners, but the recent circulation of Post-Declarationism - a new philosophy refined from the ideology of the Opened Hand - seems to be a promising development for the faction.

Membership     The Opened Hand is known to do most of their recruiting from the lower classes of cities - the people who ostensibly stand to gain the most from Hand victories. Less commonly, the Hand recruits adventurers who already have the skill sets they seek; those with a tragic backstory related to persecution by the wealthy are the likeliest targets. Hal'Tayatic corporate interests must choose carefully when issuing bounties - more than one adventuring party sent after "bandits" have discovered that their quarries are Opened Hand, sympathized with them, and double-crossed their would-be employers.

The Sovereignty SyndicateBackground     Depending on how one defines terms, I'Gremsul's Sovereignty Syndicate is at once a political party, paramilitary organization, charity, criminal cartel, dryadic business guild, and resistance cell. Its own members would probably accept all those labels, and add to them a unique sense of family as well. Although the Syndicate wears many hats, all serve a singular theme: the toppling of draconic influence in the realm of I'Gremsul. Although the Syndicate dates back to the early Adventuring Age and the spirit of freedom surrounding the fall of the anthrosaur empire, it became a true force to be reckoned with after the Resistance War - a time when white acolytes had been defeated and red acolytes humiliated.

Even the faction's name is a play on "Blessed Sovereign" - the traditional title by which draconic acolytes call their masters. According to the Syndicate, sentient mortal beings have their own innate sovereignty, which has been uniquely trampled and violated by dragons throughout history. They say that not even the reverence of the "Two Mothers," and those dragons' creation of the original anthrosaur and dryad tribes, can justify the degree to which draconic dogma continues to bully the realm and disrespect its residents. Of all the factions in modern Lur-Asko, only the Aterr match the Syndicate's vehement opposition of both red and white draconic ideas.

In recent times, Syndicate scientists have been the leading voices in advancing the old extraterrestrial hypothesis of draconic origins, framing Tsuunahgo as a desperate battleground against invaders from beyond the boundless void. The faction believes that I'Gremsul is a primary front of this ancient war, given the massive respect and influence enjoyed by the dragons and their acolytes in that realm. Thus far, the Syndicate has not branched out into the other draconic strongholds of Manusia and Macska - according to faction doctrine, the human realm's fascination with red dragons is too young to be as great of a threat, and that of the Koh-Trr is too abstract and entrenched to usefully oppose. In I'Gremsul, draconic movements at any given time are often political and usually tied to acolytes of a specific dragon, making opposition both necessary and plausible.

Despite zealotry that resembles the Dark Path and other philosophical enemies of the dragons, the Syndicate does not philosophically define or confine itself. It frequently recruits Methodians, Rationalists, and Prismatics to its political efforts, opposing draconic agendas through public and perfectly legal means. It embraces the help of Preamblians, Aterr, mystics, and even Cevelkian Coders in its martial efforts, the illegal of which are diligently kept secret. It accepts the wealthy as donors and benefactors, regardless of their personal beliefs. All who oppose the dragons are welcome within the Syndicate, and the faction is spread wide enough to have a suitable job for virtually anyone's skill set. Those who would sabotage the unity of the group with philosophical dogma are swiftly shown the door.

Membership     Because the Syndicate has such diversity in activities and kinds of members, it has an equally diverse array of recruitment methods. It is a registered political party in all I'Gremsulic cities and has many public offices, but these rarely deal in dangerous quests. Adventurers looking to lend their skills to the cause's more daring pursuits should probably simply do so; openly opposing dragons and acolytes within I'Gremsul is sure to earn one some notoriety, and a notorious anti-draconic adventurer is sure to be sought out by the Syndicate.