From publisher blurb:
Long ago, when the Masters of the Wind ruled, what did they fear? They had armies of enslaved servants, amazing technology, and the ability to harness unlimited Potential. Nothing should have frightened them, but something did. An enemy so terrifying the Masters refused to even record the identity of their foe. This nameless enemy haunted the Masters, driving them to create new weapons to fight it. The Masters built a flying fortress to conceal and protect these weapons until they needed them. Then the Masters perished, never having activated their defenses. Perhaps their unnamed enemy passed on as well. Perhaps the enemy never even existed, save for as a delusion born from the Masters’ paranoia.
Countless cycles later, an expedition of the Children of the Dark discovered a prototype device that infected them with a memetic command that took over their minds, compelling them to prepare for this foe’s arrival by unleashing the Masters’ ultimate defenses. These Children formed a cult called the Vanguard to fight the nameless foe and awaken the weapons.
The legacy of the Masters has returned to threaten the present, and a lone crew of Explorer Knights must fight the cult and defeat three organic weapons — three beasts — before the Kingdoms in the Light are reduced to rubble.