The End of a Thousand Years
Icons are the movers and shakers of the world that the adventurers are most easily familiar with, one way or another. While there are other forces in the world at work, most of them are not at the same level of influence to the world as Icons (that doesn’t mean that these forces are weaker than Icons; in fact, some may be so powerful that these Icons would seek your aid in defeating these threats).
The following Icons can be found in the world of Midgard:
- Rekenber Corporation.
The Rekenber Corporation focuses primarily on various experiments as they seek to uncover the secrets of creating life.
- Order of the Knights.
The Order of Knights is the strong arm of the king of Rune-Midgarts.
- President of the Schwartzvald Republic.
The President is the diplomatic face of the Schwartzvald Republic, who wishes to cleanse the government of the corruption wrought by the Rekenber Corporation.
- Merchant Guild.
The Merchant Guild is the financial backbone of the kingdom of Rune-Midgarts, who also encourages exploration and trade.
- Church of Odin.
The major religion in Rune-Midgarts.
- King of Rune-Midgarts.
The ruler of Rune-Midgarts, where majority of the story takes place.
- Chaos, the Dragon Knight.
The legendary warrior who is the reincarnation of the god Baldr.
- Pope of the Arunafeltz States.
The Pope serves the will of Freyja, and is the head of the Arunafeltz States.
- Dark Lord.
The Dark Lord is the ancient king who once resided in Glast Heim, and whose reign ended when unsealing an ancient evil that corrupted everyone and turned him into the “King of Demons”.
- Satan Morroc.
The demon Surt (a.k.a. Satan Morroc) twice invaded Midgard with his horde of demons. The first time he was repelled by the combined forces of the Aesir and Vanir, and the second time he was sealed by the legendary warrior Thanatos, but still holds a lot of demonic influence even while sealed.
- Kafra and Zonda Corporations.
The Kafra Corporation ensures the safety and well-being of all adventurers (Zonda Corporation is simply their male counterpart, also known as the Cool Event Corporation).
- Assassin Guild.
The Assassin Guild fights off any possible attempt of the non-humans to return to Midgard.
- Nornir, a.k.a. The Fates.
The Fates have very little obvious influence, but they ensure that events that are meant to come to pass actually do so.
In terms of actually hiring adventurers, most likely the Merchant Guild, Assassin Guild, Order of Knights, and Church of Odin would be the first to invite them, though it’s possible that the Pope, the King or the President would ask for help as well. If the others seek the aid of the adventurers, they must be very special indeed… or in the case of the Rekenber Corporation, possibly very unlucky…