AKBAL, End of All
The Shadow has consumed everything. There is only darkness, infinite cold, hateful whispers, and loathsome slitherings from the blind, frozen Deeps. Unspeakable things devour the Worlds from the inside out, burrowing and feasting in obscene displays of violence and gluttony on the festering corpses of our failed potential. You cannot go here. You must not go here. The Lens showed me this place once. I should not have looked. I cannot forget. The things that live in this forsaken land cannot, must not be described. Death is a mercy in this place, and you will not find it. You cannot go here, not until… no. Not even then. You cannot go here. You must not go here
The End of All is exactly that. There is, basically, no hope for the world’s redemption if the world progresses to this point. The sun grows weak, subject to the focused ritual work of the Shadow, and with no way to grow crops, the last living beings finally die out. Only the Shadow, the Eidolon, and the Lingering Ones remain, and neither the Eidolon nor the Lingering Ones have any hope of stopping their nemeses.
There is, really, only one way to play in this Epoch. Players can create a party of Eidolon and Lingering Ones, holding out against the Shadow in a final attempt to stop the ritual that will extinguish the sun - or, they can play a party of Shadow, sworn to protect the ritual at all costs against a final incursion of their pathetic enemy.
This Epoch cannot end until the Metastory is solved.