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The Ishim’Re are an ancient people that possess extraordinary scientifi c and magical knowledge. Yet they are hiding a terrible secret: they know that the myths of the peoples of the continent are in fact traces of the previous Rag’narok! While other peoples emerged following the Age of Battles, the former god of the Ishim’Re disappeared, leaving behind him a new order. While others fought to conquer Aarklash, the Ishim’Re left to conquer other worlds: the Elemental realms. Ages have passed and the Rag’narok is sweeping across Aarklash again. Once more, the Sphinx is here to protect Creation from the madness of the gods. == Chronology == *Age of the Gods Destruction of the Ishim Empire. *0 The Utopia of the Sphinx takes an oath of fealty to the Heols. *255 Battle of Kadwayn, the future Cadwallon. The Ishim’Re go into exile in the Elemental realms. *1008 The Cynwäll Mehöl establishes contact with a child of the Utopia of the Sphinx. == History == Th e Utopia of the Sphinx was born from the ashes of a dreadful war. At the beginning of time, the Ishim empire fought the gods of Creation. Th e latter, aided by Vile-Tis and an army of worgs, managed to defeat Ishim technology. Arh-Tolth, a magical being worshipped by the Ishim’Re, disappeared and his green empire turned to a sterile desert. A handful of Ishim’Re survived thanks to the mercy of the Heols, the gods of Light. Th e survivors chose to keep the secrets of the gods and science. Secretly, they swore to protect Aarklash from divine madness.To honor this oath, the Ishim’Re waged war against the Ophidians, the heirs to the destructive god Vortiris. Th e last battle was fought where the city of Cadwallon now stands. Vortiris was imprisoned and his Ophidian children scattered throughout the Elemental realms. Th e Ishim’Re left Aarklash to pursue them. Before leaving, they prepared for their return by leaving hidden workshops, legendary artifacts and a handful of sentinels on Aarklash. In the fi rst hours of the Rag’narok, the Cynwäll discovered one of the great workshops of the Utopia. Th e Aurean phalanxes awoke and fought against Darkness for the fi rst time since the Age of Battles. Th e return of the Sphinx is only a matter of time. ''Mehol'' http://i.imgur.com/RdTopZE.png http://i.imgur.com/AAiX7AT.png == Ragn'arok == Th e Ishim’Re, the sentinels of the history of Aarklash, can see clearly into the game the gods are playing. Centuries of travels across the Elemental realms have allowed them to forge alliances with elementals and immortals whose powers defy imagination. Th e Ishim’Re fi ght for Light. However, they do not intend to serve the gods, but instead they plan on instating an age of reason and science, for the good of mortals. Over the ages they have monitored the progress of the peoples of Light following the instructions of the Heols: the Akkylannians have built a glorious empire and the dwarves of Tir-Nâ-Bor have become masters of everything material; the Cynwäll are the masters of the abstract and technological progress; the Barhans have tamed the magical energies and altruistically work for the good of their fellow men. United and victorious, these peoples could instate an age of peace and Light across Creation. Th e Rag’narok threatens it all. Th e Meanders of Darkness, who traded their free will for inhuman powers, are putting Aarklash in jeopardy. Th e paths of Destiny are divided and powerless against this threat. Th e Ishim’Re have come back to fi ght and to secure the triumph of Light. However, for the Sphinx military victory is only the fi rst step. It knows that the Rag’narok is a divine game, that serves the ambitions of the gods. Th e Ishim’Re’s objective is to rally the peoples of Light to their cause. Th us, when the next age comes, the mortals will be the masters of their own future and will live in harmony with the immortals. == Army == Th e Ishim’Re are not numerous enough to constitute a traditional military hierarchy. Th ey are gathered in large brotherhoods, in which several generations of individuals live together. Democracy is the rule in times of peace; in times of war, power goes to the most experienced strategist. Th e Ishim’Re travel Creation aboard gigantic fl ying ships, carrying their precious libraries and laboratories with them. Th ese ships also hold the workshops and the legions of constructs they use to wage war. Most of these ships have a designated harbor, a city hidden on the outskirts of the world or in a forgotten Elemental realm. Most Ishim’Re are part of the Eternals. Th ese warriors are sometimes several centuries old and their bodies have long since turned to dust. Th anks to the magic of Light and ancient technology, their spirits have been transferred into machines. Most Eternals fi ght aboard human-shaped mechanical bodies. However, the most experimental have renounced any kind of human form: their souls inhabit the frame of unrivalled war machines called gladiators. Th e Ishim’Re of fl esh and blood are the Heirs. Th eir mortal sensitivity helps them preserve the humanity of the Eternals and allows them to master mystical lore. Very few among them embrace a warrior career; they would rather leave the perils of close quarter combat to the constructs of the Utopia.
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