Difference between revisions of "History"

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

Revision as of 16:01, 23 May 2013

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