Difference between revisions of "Sphinx"

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

Revision as of 15:44, 21 May 2013

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