It was an age where time did not exist...the age of the gods. The gods traveled the Creation unrivaled. Their empires knew no limit and extended over entire worlds born from the magic energies of the Creation. Discord came and the gods waged war among themselves for supremecy. The crumbling of the dying worlds almost led to the collapse of the Creation and the death of everything. But the Creation fought back. The gods were brutally thrown off their thrones and sent into exile beyond the borders of the elemental worlds, known as Realms. Time appeared, imposing its curse to the vain immortals: if they dared to reappear, they would suffer the punishment and would be forever forgotten. Thus, the age of the gods came to an end. However, one does not get rid of these terrible forces so easily. After thousands of years in exile, the gods continue to wage their war through their champions - the Incarnates - and their most faithful allies. The blanace is once again under threat. The curse of Time is fading. Darkness seizes the heart of the brave and the gods get ready to lead their armies. The Ultamite age has come. The Rag'narok had begun.
Not far from the heart of the Creation is a sought after Kingdom known as Aarklash. Magic thresholds can be opened there to travel to all the Realms, including those where the gods are imprisoned. The future of the Creation is linked to the fate of this sigular world. The history of the continent of Aarklash was written by the victors of the great wars of the past. The glory and the prestige of the conquerors of long gone eras hide fratricide wars and dreadful lies. The nations of Aarklas were built on pain, blood, and treachery. Some nations did not resist the erosion of Time. From their ashes larger and stronger armies arose, though they were also younger and drawn towards the warlike temptations of power. The desire for revenge or domination thrives in the memory of the sovereigns of this land soaked in blood.
The Jewel of Lanever
"Cadwallon. The name itself embodies the majesty of the free city state. Outside there is only a world thrown off-balance by the Rag'narok, slowly slipping towards total war. A shelter for some, a prosperous haven for others, the Jewel of Lanever draws the envy of every nation as the war refugees coming in add to its ever increasing population and workforce. Yet Cadwallon, while being a beacon of hope, is also a snare. For life in the City of Thieves is first and foremost a never ending struggle to earn and secure one's position. Cadwallon, the two-faced city. Most of its denizens know only the hideous features of the lower city. The choice between hard labor or extreme poverty, a life devoted to the guilds service or the unpredictability of day to day struggle. Its other face is the upper city. A walled city within a city, its great towers reaching for the sky, its gigantic crossbeams shadowing the streets below. Being the heart of the city, it drains all the riches without and consideration for its underprivileged counterpart. Hope is a delusion, freedom a fantasy. The town where you were born shall be the town where you will die. We have decided to reject that fatalism. We have chosen prosperity and freedom. We are the free leaguers." - Vladar the Arrogant, Founder of the Free Leagues.
The Alliances
Many and diverse are the peoples of Aarklash. Those who share a close philosophy or common objectives forged alliances to face the enemy and secure a crushing victory. Thus, three great alliances came to be.
Paths of Destiny cherish their freedom and refuse stubbornly the future promised by the powers of Light and Darkness. They are the most ancient peoples of the continent: the Daikinee Elves, the Goblins of No-Dan-Kar, the Dwaves of Tir-Na-Bor, the Wolfen of Yllia and their enemy brothers who follow the way of Vile-Tis. Just like the Orcs of Bran-O-Kor and those of the Behemoth mountains, the peoples of Destiny refused to give in to the temptation of the split and choose a side; a concept that was introduced on Aarklash by the humans.
Ways of Light work to create an age of reason and prosperity. They try to seduce the most prosperous civilizations, such as the dwaves. The Kingdom of Alahan, the Empire of Akkylannie, and the Tribes of Avaggdu are all human nations who follow their own gods path. The Ways of Light also include a young elven nation, the Republic of Cynwall. These civilizations try to push away the forces of Darkness. They respect the peoples of Destiny, even when they refuse to assist them.
Ways of Darkness keep trying to quench their thirst for power and do not hesitate to appeal to the most terrifying and twisted powers. The Living Dead of Acheron, the Alchemists of Dirz, and the Drune nation are human powers which study the lores of dark magic. They are allied to weird creatures such as the Dwarves of Mid-Nor and the Akkyshian Elves. These dreadful forces sharpen their weapons of destruction to forever silence the Ways of Light. Most of them see the peoples of the Paths of Destiny as worthy opponents.
The war lords of Aarklash cured the wounds inherited from their fathers and gathered armies for the end of the world. All are getting ready for the Rag'narok, a merciless war announced by ancient prophecies, but of which the mortals still ignore the real stakes...