Faith & Orders
Ministers offer care and judgement, warrior monks travel on religious duties, and Storm worshippers gather wherever they believe their god can be heard. Faith brings help, influence and conflict into daily life across Tidefall.
The Order of Divinity
The Order teaches that people can follow the ancestral Virtues through their actions. Grace calls for care and generosity. Reason values learning and discovery. Mercy governs judgement, punishment and law. Those believed to embody a Virtue may become saints, remembered in shrines and statues across the island.
Its ministers are part of ordinary life. They heal the sick, distribute charity, witness oaths and settle religious disputes. A temple may offer someone their best chance of finding food, advice or help with a family matter.
That influence also gives the Order power over reputations. Its support can earn someone respect; its condemnation can turn neighbours against them. Ministers disagree over how the Virtues should be applied, especially when wealthy patrons expect something in return for their generosity.
In Sarnath, Quince money supports both worship and charity. The family’s donations keep institutions running while giving religious leaders good reason to choose their words carefully.
The Mansor
A Mansor arriving in a settlement draws attention. Their ornate armour bears scenes of the Virtues and heroic deeds, and their training allows them to confront dangers beyond the abilities of a village guard. They travel to protect communities, hunt monsters and carry out religious judgement.
The order once maintained ninety-nine knights. War and loss have reduced it to a fraction of that number, leaving weapons and distinctive suits of armour scattered across Tidefall. The remaining Mansor face more calls for help than they can answer.
They serve the Magister, an elusive figure chosen from their own ranks, and guard ancient relics at their mountain monastery. Individual knights are sent on duties across the island; gathering the whole order for war is exceptional.
Their reputation brings both hope and fear. People seeking protection may welcome them warmly. Those accused of blasphemy or cruelty have more reason to dread their arrival.
The Storm Cults
Blue-robed pilgrims gather on Tidefall’s cliffs, praying towards the Storm that has trapped them on the island. Some seek salvation. Others believe it offers knowledge or power. The most devoted venture out in boats and makeshift rafts, convinced they will be welcomed into another existence.
Storm worship has no single leader. Its groups disagree over what the Storm wants and where its power can be found. At Stormpoint, pilgrims endure exposure to remain close to it. Beneath Ebstone, followers of Kiam-of-the-Deep search abandoned mines for signs of their god.
Older societies of scholars and nobles studied the Storm long before its return. Their interests now sit alongside the teachings of new prophets, desperate believers and violent cults.
In towns, preaching can become confrontation. Masked groups carry out attacks, frightened residents turn on suspected worshippers, and guards break up gatherings before they grow. The blue robes have become a cause for alarm, even when their wearers are only asking for food or passage to the coast.