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For years, the blood of the peoples of Aarklash has been spilled at the four corners of the continent. From the parched lands in the east to the great forests of the west, small armies put their rivals to test. But everyone knows that these skirmishes are only a meaningless prelude to the events to come. For a long time now the warlords have been preparing for the fi nal battle. Out of fear or impatience, all have been readying their weapons and have pledged their soul to the gods. How many false prophets and mistaken oracles have announced this day in the past? How many rumors have spread from sordid alleyways to the courts of kings and emperors? So many that some began to doubt the writs of old… Perhaps they were to be spared the dark and ever-so-dreaded hours. Could the gods have given up on this world? Could the gods have lost interest in it? Hope is a cruel and vain feeling. Unfortunately for the hopeful, time has really come and no one can escape the fate that has been foreseen since the dawn of time. Th e Rag’narok has just begun! It is now up to you to write the next chapter in the land’s history at the end of an age… == A World at War == It was an age where time did not exist… Th e Age of the Gods. Th e gods wandered through Creation unchallenged. Th eir empires knew no limit and extended over entire worlds born from the magical energies of Creation. Discord arose and the gods waged war among themselves, seeking supremacy. Th e crumbling of dying worlds almost brought about the collapse of Creation and the end of everything. Creation fought back. Th e gods were brutally thrown of their thrones and sent into exile to the most remote parts of the elemental worlds, or Realms. Time came, imposing its curse upon the vain immortals: if they dared to reappear on Aarklash, they would suff er its punishment and would be forever forgotten. Th us, the Age of the Gods ended. However, one does not get rid of such terrible forces quite so easily. After thousands of years in exile, the gods continue to wage war through their champions – the Incarnates - and their most faithful allies. Th e equilibrium is once again under threat. Th e curse of Time is fading. Darkness seizes the hearts of the brave and the gods are ready to lead their armies. The ultimate age has come. ==== A continent lost in the Darkness ==== Not far from the heart of the Creation is a much desired Kingdom: Aarklash. From there, magical portals, or gates, can be opened to travel to all of the Realms, including those where the gods are imprisoned. Th e future of Creation is linked to the fate of this one singular world. Th e history of the continent of Aarklash was written by the victors of the great wars of the past. Th e glory and prestige of the conquerors of eras past conceal many fratricidal wars and dreadful lies. Th e nations of Aarklash were built on pain, blood and treachery. Some nations did not resist the erosion of Time. From their ashes, larger, stronger and more youthful empires arose; and yet they were just as eagerly drawn towards the warlike temptations of power. Th e desire for revenge or domination thrives in the memory of the sovereigns of this blood-soaked land. http://i.imgur.com/5yefGuz.jpg ==== Incarnates at War ==== Incarnates are exceptional fighters who have been chosen by the gods. They can achieve the impossible; they are the heroes of the Rag’narok. They have many powers. Th rough the power of their Elixirs, these champions can fend off whole regiments with daring counter attacks. Th eir master strikes, fed by divine ire, reap enemies no mortal’s hand could ever scratch. Th eir heroic actions can rally companions in rout and help their people win legendary battles. http://i.imgur.com/YvjWHBS.jpg?2.jpg == Creation == Th e planet on which the continent of Aarklash is found orbits a great yellow sun commonly known as Lahn. Two other much smaller solar bodies orbit Lahn: Ley, a tiny blue sun, and Lyth, a blood-red star. Ley and Lyth don’t appear every year. But when they do, it often happens that these celestial twins cause various natural phenomena: magnetic storms, climatic change, disastrous animal migrations, unwanted magical side eff ects and spontaneous appearances of gates leading to other worlds are only the most common events. One revolution of the world of Aarklash around Lahn takes four hundred days of twenty-four hours each, counted from one of Lahn’s rises to the next. Most of the continent’s peoples know four seasons: spring, summer, autumn and winter. According to the calendar used in most parts of Aarklash, there are ten months to a year. Th e name and duration of each month varies slightly from one civilization to the next. Yllia is the name given to the great white moon with a pale blue gleam that orbits the world of Aarklash in twenty days. When Ley or Lyth are present, Yllia takes on a colorful hue: she can take on a deeper blue or a redder shade. Yllia has an infl uence on the oceans of Aarklash, causing a tidal cycle as she revolves around the planet. Strangely, Yllia’s orbit also infl uences certain living beings: their biological or mental rhythms vary according to the phases of this pale moon. Of the numerous stars that twinkle in the heavens every night, four are used by travellers to find their bearings. These cardinal stars, commonly known as Nerea (to the north), Sylhea (to the south), Elion (to the east) and Olhim (to the west), are also part of the constellations used by astrologists and augurs in their esoteric calculations. Their relative position to the other stars in the sky, their alignment and Yllia’s aspects are used to determine just about everything, including the gods’ moods, favorable or unfavorable conjunctions, the dates of certain celebrations or the fate of individuals. The study of the rest of the universe is left entirely to a small group of astronomers and enlightened theologians. Some claim that Lahn revolves around Aarklash and not the opposite, as is popularly believed. Others think that magical gates are really thresholds to other planets. Is the world of Aarklash flat, hollow or spherical? What lies beyond the oceans? The most talented and eccentric of these individuals, the cosmologians, develop various magical or technological procedures to try to observe the stars a little more closely. Glass lenses of incredible complexity have been designed by the Cynwäll and the dwarves of Tir-Nâ-Bor. The cosmologians who left to explore other worlds using spontaneous gates have still not returned.
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