From secret societies to noble bloodlines to
knightly orders, Tales of Ildikar features several organizations that
players might oppose or join. What follows are a few short descriptions of
factions your characters could encounter.
KNIGHTS OF ILDIKAR
Founded within the years before the Ildikaran Empire finally crumbled, this
knightly order vows to uphold the ideals of honor and justice that once defined
the empire. This day in age, its membership is small. While originally composed
more of the typical noble-born mounted knights, modern knights come from all
walks of life. The only requirement for joining is a passionate desire to
restore the glory of the empire. Individual knights interpret this requirement
differently, however. Many knights worship Dromenor, although followers of
Lucent are found as well. The order’s symbol is a white lion – the one-time
standard of the empire.
CHURCHES
With the apparent absence of the gods, churches in Ildikar do not enjoy the
prominence they once knew. Even then, several deities have a body of followers
that would strain the typical idea of a “church.” The three churches that follow
are the most institutionalized and widely-recognized in the civilized lands,
particularly in the Middle Kingdoms.
Church of Erganus
Dedicated to the preservation of knowledge and magical texts, the Church of
Erganus remains visible in urban areas. The church operates libraries and
colleges throughout the Middle Kingdoms. One of these, Grenholm University in
Mercina, is the largest academic institution in the world. Priests spend much of
their time supervising libraries and museums, teaching at the colleges, or
mentoring apprentice mages. The clergy is composed of archivists, clerics,
wizards, and the occasional sorcerer.
Church of Lucent
The Church of Lucent maintains a relatively sizeable following, especially among
commoners. “Lucent light your way” is a common phrase that has been spoken since
the days of the Ildikaran Empire. Several temples dot the landscapes of many of
the Isles, but most are in disrepair due to the declining numbers of the faith.
Lucentan architecture is very distinct, with pointed arches reaching to the
heavens and a multitude of windows to let the light inside. Priests of Lucent
are the finest healers in the world, knowledgeable in the healing arts both
magical and mundane. Many hospitals are run by followers of Lucent, although the
church itself rarely owns such facilities.
Church of Medwen
The only church experiencing a gain in members over the past two thousand years,
the Church of Medwen holds a strong influence throughout the Isles. In today’s
world, wealth is often synonymous with power, and so the church has plenty of
both. The Great Hall of Medwen, a glorious temple built five hundred years ago
in Gamiedra Prime, is the largest place of worship still in existence in the
world. The temple contains a dozen banks, hundreds of shops, and an unusually
well-organized bazaar filling the courtyard. Much of the Medwenian clergy is
active in local politics, and the word of a priest of Medwen carries a good deal
of weight in that arena. The most standard type of coin used throughout the
Isles, the Wen, is named after the goddess.
MERCHANT COMPANIES
Commerce is alive and well throughout the Isles, and several organizations
profit from its success. Countless guilds operate within the Middle Kingdoms and
beyond. Some of these associations transcend their humble beginnings and gain
clout on par with some kingdoms. These companies are ruthless and efficient in
the pursuit of free enterprise, and their activity has forced the governments of
the Middle Kingdoms to consider revising the trade laws that have been in use
since the days following the Commerce Wars.
NOBLE HOUSES
As in most any world, nobility matters in Ildikar. Whether it is the queen’s
court of Gamiedra, the landholders of Brennon, the merchant barons of Mercina,
or the priests of Alidd-Ra, the influence of noble houses is obvious in the
world. In most cases, it is difficult to join a noble house, but they will
almost certainly be encountered. Most noble houses base their membership on
birth, but some (such as the merchant baronies of Mercina) can be joined through
alternate means.
THE PANTHEON
The semi-secret society known as the Pantheon exists with one goal in mind –
restore the gods to their rightful place in Ildikar. While the current state of
the deities is unknown (many believe they have simply moved on), the Pantheon
believes something has befallen them. Their quest for the past two thousand
years has been to find out what really happened and to correct the problem,
supposing that the gods’ reinstatement will put an end to the growing darkness
and corruption found throughout the Isles. Beyond this vague information that is
known to the public, some believe the Pantheon’s designs are even more
far-reaching. Some are open about their membership, while other agents operate
in total secrecy. The current word circulating in the organization is that
something of great importance is looming on the horizon, and the general air of
anticipation is unmistakable among members.
PIRATE FLEETS
Piracy is a fact of life in the Isles of Ildikar. Thousands of pirates operate
all the way from the Shattered Plains to the Silver Reef in the far south. Out
of these thousands, only a few groups would be worthy of being called a “fleet.”
Arguably the most infamous of these is detailed below.
The Red Ravagers
A fleet of almost twenty ships, the Ravagers have terrorized the trade routes of
the Brennish Main for over a decade. Their admiral, a towering half-troll called
Vanlok the Gruesome, conjures fear throughout the region. Vanlok’s
quartermaster, an intolerable gnome named Reginald, is a highly-skilled
alchemist and inventor. He has made numerous modifications to the ships in the
fleet, both mundane and magical. The kingdoms of Gamiedra and Mercina have
exhausted huge amounts of resources to end the Ravagers’ campaign of terror, all
to no avail. The Red Ravagers fly a blood-red skull and crossbones on black
flag.