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.