THE WORLD
The world of Tales of Ildikar setting is Vorel, the ancient draconic word for "beautiful." The only known continent of Vorel was Ildikar, a massive landmass in the northern hemisphere of the world.
Just before the super-continent was shattered, all peoples were united under a centralized government by the powerful mage Malamir, who was declared the first emperor. The Ildikaran Empire knew peace and prosperity for thirty years...
The cataclysm occurred, and the splintered remnants of Ildikar came to rest in their current locations. With the capital obliterated and the people and nations spread so far abroad, the Empire eventually dissolved.
Vorel is now dotted with potential thousands of small to medium islands, with myriad peoples, governments, and customs.
OLD ILDIKAR
The vestiges of what was once the center of Ildikar, the region called Old Ildikar is a strange and dangerous location to which to travel. The impossibly rough waters of the Nexus, believed by many to be ground zero for whatever catastrophe broke the continent, have never been successfully navigated. The islands surrounding the Nexus do have scattered peoples that still reside in the ruins of the once-glorious cities, but the ambient magical energies have warped reality itself within the expanse.
NORTHERN WILDS
Located at the extreme north of the known world, the Northern Wilds is a frozen wasteland that barely supports life.
Shattered Plains
The only area of the Wilds settled by the common races, the Shattered Plains are a series of small islands that make up the southernmost part of the region. Small nomadic tribes call the rugged tundra home, as well as more sinister artic creatures.
The Frozen Sea holds the Plains, and only ships with a shallow draft can safely journey to the islands.
MIDDLE KINGDOMS
The islands found in the more temperate zone north of Old Ildikar and south of the Northern Wilds have become known as the Middle Kingdoms. The islands are loosely-affiliated sovereign nations that hold the majority of the world's population. Besides mutually-beneficial military alliances, the islands of the Middle Kingdoms have little else in common with one another.
Brennon
Situated in the far northwest of the Middle Kingdoms, Brennon has historically
been a realm of primitive barbarians. During the Age of Shadows, a Rumaean
expedition established a small colony on the expansive island. The first child
born in the settlement was named Drahmund.
The boy grew into a zealous paladin who felt his destiny was
to unite the warring tribes and found a new kingdom. A decade after the first
blows of his crusade landed, he realized that destiny. The line of Drahmund
rules Brennon to this day.
Brennon has cold and harsh winters, with only a slight break
in the summer months. The island is one of the largest in the known world, and
only a small percentage of the rolling highlands show any signs of civilization.
Despite centuries of relative peace, the monarchy has enemies both old and new,
and Brennon is a land ripe with adventure.
Gamiedra
The nation of Gamiedra is found northeast of Old Ildikar and is the most populated kingdom in the world. It is sometimes called the Gamiedra Archipelago, as it consists of ten closely-arranged islands. The capital city, Gamiedra Prime, is an island in itself and is home for over 800,000 souls. The massive Renenbhad Palace, the home of the Monarchy, is the largest single structure in the world.
Massive bridges span the waters between the neighboring islands, and floating structures called bridge barges trace their paths. These barges spread out into the water to create even more surface area for homes and businesses.
Gamiedra maintains good relations with the rest of the Middle Kingdoms, primarily because they export essential goods needed by the other kingdoms. The present queen, Larila of Farawynn holds little real power, and the Royal Parliament is notoriously corrupt. The rest of the power is found in organized crime.
Experiences in Gamiedra, whether good or bad, are nevertheless always interesting.
Mercina
A wealthy nation founded centuries ago by merchants fleeing trade regulations, Mercina plays a key role in the Middle Kingdoms. Prized for its "neutrality," the island deals with and supplies everyone. The nation is governed by the Consortium, a group of 11 elected citizens (one from each principality).
Despite the friendly facade between the two nations, a bitter rivalry exists between Mercina and Gamiedra over commerce. Although Gamiedra has more people, Mercina is thought to have more wealth relative to their inhabitants. The two will stop short of nothing to ensure their respective claims.
Murgannon
By far the largest sea elven nation, Murgannon lies in the depths of the Brennish Main between Gamiedra and Brennon. The Murganni fervently acquire scholarly knowledge, and the Royal Library is the chief suppository of ancient texts in the world.
The Murganni are naturally distrustful of surface dwellers, and interaction between the kingdom and the surrounding islands is sparse and tense. The Murganni allow travel over their borders without any restriction, but any unsanctioned journey into lower depths is considered an act of war. For the most part, the neighboring kingdoms honor the various treaties, because they realize the cost of open war with Murgannon would be great.
Since outsiders have rarely seen the interior of the realm, Murgannon remains a mystery to the wide world.
Undertide
Only gnomes would envision a realm under the bottom of the sea. The selcouth realm of Undertide began under the lower levels of Gamiedra Prime and now stretches for miles below and thousands of miles around.
Undertide is a place of industry. The gnomes have crafted giant tubes and tunnels that allow for transportation throughout the cities. Magical railcars race from district to district. All manner of wondrous items can be found in the hundreds of shops, from firearms to timepieces to even stranger things. Perhaps the largest landmark (and the most popular tourist attraction) is the Worldclock, a gigantic clock in the center of Banglebon Plaza that the gnomes claim displays the "real" global time.
Undertide is ruled by a collective of elected delegates. This collective is the window the outside world has into the affairs of Undertide. The government allows visitors to travel freely within much of the central sections of the nation, but non-gnomes are restricted from the fringe tunnels.
ISLES OF DAWN
The
islands found in the Golden Sea to the far east are commonly called the Isles of
Dawn. These islands are composed of ancient kingdoms and cultures, and are
rather exotic compared to much of the rest of the world.
Kearsvern
Dwarven legend relates that the race was crafted from the
earth itself. As the first dwarves awakened, the mighty gold dragon Rahnilorix
was waiting. The dragon, whether of his own accord or at the direction of a
deity, took the young race under his wing and guided them into civilization.
Following the disaster that splintered Ildikar, most dwarves were cut off from
their ancestral homeland by the difficult waters surrounding Kearsvern, and
their draconic lifestyles were forgotten.
Today, the dwarves of Kearsvern are a grand kingdom with the
significant power of dragon allies. In this magical place, dwarves and dragons
coexist. The dwarves venerate the dragons, and the dragons teach them arcane
secrets and provide military support. The dragons (mostly gold and silver),
along with the dwarven army of Kearsvern advance their cause of good throughout
the Isles.
When the Proteans conquered Ildikar's remnants, they left
Kearsvern to its own devices. Since the land was so isolated from the rest of
Ildikar's inhabitants, Kearsvern was unable to offer organized support for the
rest of the kingdoms. Many dwarves that call Kearsvern home believe this was a
grave mistake and now seek to establish relations with possible allies in the
Middle Kingdoms, as well as the Korinagan islands.
The Empire of Korinaga
The Korinagan Empire rose in the far east of Ildikar, hundreds of years before
the founding of the Ildikaran Empire. Even after the splitting of the continent,
the empire remains strong. The emperors of Korinaga have long held isolationist
tendencies, and little is known of the empire within.
Most any monastic traditions can be traced to Korinaga. Any
elements that could be considered “oriental” are found here (including samurai,
ninjas, and shugenja). Korinaga is an exotic place, and the rare outsider that
is given safe travel to its ports is in small company.
THE WHITE SEA
The
western ocean is called the White Sea. It is vastly unexplored, perhaps due to
its great distance from the Middle Kingdoms. The few known islands are small,
save for the massive island kingdom of Alidd-Ra. Sailing the White Sea promises
adventure for those bold enough to explore its waters.
Alidd-Ra
Alidd-Ra, the Kingdom of the Sands, is a large island with
and old and powerful civilization. Like Korinaga, the kingdom was in existence
before the Empire of Ildikar (although Alidd-Ra was eventually subsumed by
Ildikaran rule while Korinaga was not). When Ildikar divided, the sultan of
Alidd-Ra regained control of the kingdom.
Alidd-Ra is a land of genies, corsairs, and flying carpets.
Allidian architecture is unique, consisting of immense domes and columns in its
temples and palaces. The Allidians are suspicious of foreigners, but otherwise
welcome the coin. Enormous bazaars line the streets of most every city, and
there is a considerable gap between the lower class and the nobility. A
dangerous sect of assassins that calls themselves “the Fold” are based in
Alidd-Ra, and people far and wide pay handsomely to employ them.
SOUTHERN TROPICS
In the southernmost reaches of the known world, there lies a tropical land of beauty, wonder, and danger - the Southern Tropics. Located on Vorel's equator, the tropics are home to pirates, colonists, and stranger things below the depths.
Pirate
Keys
A loosely-organized series of dozens of islands in the
Southern Tropics, the Pirate Keys are home to thousands of pirates, brigands,
and otherwise unsavory characters. Debauchery and vice reach their heights in
the crystal blue waters of the Keys. The region began to flourish almost two
hundred years ago as the Middle Kingdoms made a surge against piracy. Haven
could be found in the tropics, and many pirate crews decided to headquarter
their endeavors there. While the territory is still dominated by pirates and
other sailors, a modest merchant community has arisen to provide goods for the
crews.
The Pirate Keys are also a base camp for many explorers
seeking to sail into the unknown waters south beyond the Silver Reef. Many of
these pioneers hold that there are other continents in the southern half of the
world, and they are determined to find them.
Colony Ports
Many nations of the Middle Kingdoms have established colonies
in the Southern Tropics, partly to control the spread of piracy and partly to
establish themselves in the hunt for unknown lands in the south. The largest of
these colony ports is Port Renenbhad, belonging to Gamiedra, although Mercina
has a strong presence in the area as well. Brennon has just started to become
involved in the politics and expansionism. Life in the ports is harsh, and the
people face many dangers – piracy, running short of vital supplies, a fierce and
unfriendly Sahuagin settlement, and, of course, the other rival nations.