Difference between revisions of "Sphinx"
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*255 Battle of Kadwayn, the future Cadwallon. The Ishim’Re go into exile in the Elemental realms. | *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. | *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. | ||
| + | |||
| + | == 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. | ||