The Thousand Worlds War
The future of Lophator does not unfold quietly. The kingdoms of elves, dwarves, men, orcs, goblins, and all
the peoples of the old age are transformed by the arrival of star-engines, void-steel, and the first generation of
star cruisers. Magic does not vanish, it adapts. Technology does not replace the old kingdoms, it binds them.
From this crucible rises the Immortal Empress, the last heir of the ancient line, ruling from her adamant
throne with wisdom, severity, and unshakable benevolence. Under her guidance, the scattered nations coalesce into
a single empire whose reach spans the Thousand Worlds.
The Treaty of Joint Committee Nine — JCN — is signed aboard the star cruiser Resolute, ending the
last of the Interstellar Succession Wars. The treaty establishes the Federation of the Thousand Worlds, a union
of species, cultures, and realms bound by law, trade, and the Empress's steady hand. For the first time in
recorded history, peace becomes the default state of civilization.
The Catastrophe of Noe Cabal
The Great Wizard Noe Cabal, friend of the Paladin King, survivor of ages, and master of the forbidden sciences,
becomes the bridge between myth and star-fire. In the old age he performs wonders; in the new age he perfects
immortality, not through undeath but through the disciplined craft of cloning. His mind persists across centuries,
unbroken and unforgotten.
Yet, one memory haunts him beyond all others: the undead plague unleashed by Khalista during the fall of Kahar
Fortress. He alone remembers the true timeline before Thamiar's intervention, the version in which the plague
would have ravaged the kingdom until Prysm himself prevailed.
In the star-age, Noe dedicates his laboratories to understanding that horror, dissecting its logic, and ensuring it
can never rise again. But knowledge invites danger. Sabotage tears through his research complex, shattering
containment. The dead rise, not the shambling corpses of ancient necromancers, but swift, ravenous abominations
born of science and sorcery intertwined.
Worlds fall in days. The Immortal Empress responds with grim resolve, transforming her Empire and the Federation
into a war-machine overnight. Peace collapses beneath the weight of a plague older than its star-engines.
The Eternal War of the Paladin King
Into this nightmare, the war vortex spits out the Paladin King.
Long before the Empire consolidated with the Federation, long before the star cruisers, the Paladin King wages
his endless war on the sands of Hamakhaave. His armies clash with orcs, goblins, undead legions, and the horrors
unleashed by Prysm the Necromancer/God/King. In the final battle, a dimensional rift — the war vortex — tears open
beneath his feet, swallowing him and his entire host.
To the people of that age, he is lost. To the cosmos, he is not. The rift does not kill him — it suspends
him. His war continues outside of time, echoing across the ages. From within that void he calls to his loyal
servants, and they too enter the war vortex willingly.
When the rift finally collapses, the Paladin King and his vast army of holy warriors are hurled into the
far future, into the age of the Immortal Empress, in the midst of the zombie apocalypse. They arrive not as relics,
but as zealots: a crusade torn from antiquity, aflame with righteousness, convinced they have been sent to purge a
galaxy steeped in sorcery and machines.
The Final Clash
The Empress summons the full might of the Federation: star fleets, armored legions, arcane engines, and the
thousand banners of the Thousand Worlds. The Paladin King rallies his crusaders, their faith burning brighter than
plasma fire. Across the universe, the two greatest armies in history combine, magic and technology, faith
and reason, past and future, but all of it is to no avail. The zombie apocalypse has grown too strong.
The war is so vast that the Empress and the Paladin King never meet. They die on opposite ends of the
battlefield, each believing they have struck a blow for the future they were born to defend. Neither ever learns
the truth, that they were grandfather and granddaughter, separated by thousands of years, reunited only in death.
Two Generals
I can see the land move
And hear the forest ring
I can see the shadows
Coming towards me
Darkness creeps about me
As my foes draw near
Hear the forest ring!
I know how the lies spread
And cast their power on me
Darkness creeps about me
As my foes draw near
I will show my power
To conquer evil wills
I will lose my friends
And know their souls are alone
Waiting for the end of time
When judgement lends an ear
As my death draws nearer
I turn and face my fear
I think I'll face with my might
The evil I have feared
I will lose my friends
And hear their pleas to death
And so before the Throne of God
They stand and shed their tears
As my death draws nearer
I cast away my fears
And so the swords drew the blood of men
And the lasers destroyed machines
Behold! The bombs have brought the tempest
To wipe out nature's children
And as the Captain's Banners fell
The Generals gathered their great hosts
But after the Anglon Erina was over
Those men were all forgotten ghosts
God please let me stay
Satan please go away
Here my frail ways
are drifting far beyond my home
Never quite just knowing
if what I did was right or wrong
God please let me stay
Satan please go away
Hear my prayer, Father,
save the dead that walk alone
So I'll know my enemy
was just a friend I've never known
God take me away
Satan you've lost the day
Come take me home
Take me home
Life please let me stay
Death please go away
I don't understand
This blood upon my hands
Life please let me stay
Death please go away
Come take me home
Save this life I own
Death take me away
Life you've lost the day
Come take me home
Take me home