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Worlds At War Part 2: The Arcane Strikes Back

  But the Arcane World did not fall. It warped. It bent. It replied.

  It was older than Earth, not just in years but in experience — and pain. It had survived the fall of empires, the death of suns. It had been forged in chaos.

  The arcane knows how to fight and it remembers how to bleed the powerful.

  Magic ignored physics.

  Elven mages tore open the sky, hurling lightning storms into carrier fleets. Dwarven-forged runes created armour that deflected tank rounds like pebbles. Necromancers raised the dead faster than Earth could incinerate them, recycling fallen soldiers into undead shock troops.

  Where Earth fired from miles away, magic struck from inside.

  Teleportation ruptured Earth’s formations. Entire battalions were surrounded before they even knew they'd been flanked. Illusion magic created phantom armies, fooling even the most advanced targeting systems. Some spells didn’t kill — they erased, rewriting terrain into screaming, wrong geometry.

  Where Earth operated through technology and laws, magic simply broke the laws and rewrote the field.

  The Arcane World was teeming with life. Humans, orcs, dwarfs, goblins, elves, fairies, dragons, centaurs, pegasuses, mermaids, werewolves, giants, elementals, imps. If it could be imagined, it existed. It walked, flew or crawled somewhere in that world.

  Orcs charged in bloodlust, wielding enchanted war hammers that shattered tanks. Goblins, clever and cruel, hijacked drones mid-air using gremlin sorcery. Elves unleashed storms of crystal-tipped arrows that burst into radiant flame. Elementals the size of buildings hurled molten stone, freezing wind, and corrosive bile across entire fields. And above them all: dragons. Not beasts — beings. Sentient, ancient, each one a nation unto itself. When they struck, it was with strategy, not instinct.

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  Armies weren’t just numbers — they were ecosystems of destruction. Dryads poisoned forests. Witches cursed entire battalions to rot in place. For every machine Earth sent, the Arcane World unleashed a creature born from nightmare and fury. And it was never just one thing — it was everything.

  Here lay the Arcane World’s most terrifying edge. It didn’t just fight. It distorted.

  Spells froze time in localized bubbles — leaving Earth troops suspended, unable to breathe or blink, as they were dissected mid-moment. Pocket dimensions opened like traps, swallowing command units whole. Blades cut not flesh, but identity, removing soldiers from memory and record.

  A single arch-necromancer once raised an entire fallen city into the sky, launching it at Earth’s fleet like a meteor. A lich general once resurrected an entire battlefield. Another sealed a battalion inside a pocket dimension made of frozen thoughts. One elf seer saw every move Earth would make for 42 seconds — and in that window, her battalion destroyed six AI command hubs. Another battlemage inverted the concept of direction, and a tank battalion drove itself off a cliff it couldn’t see was behind them.

  Magic wasn’t just dangerous. It was unpredictable. Insane. Elegant. Terrifying. And it didn’t play fair.

  By the seventh year, the death toll had exceeded the entire population of pre-Rift Earth.

  Entire continents were scarred. Forests turned to glass. Oceans churned with bio-magical pollutants and necrotic ash. Cities became mausoleums. Skies were black with smoke and broken sorcery. Dimensional tears flickered like haunted wounds across every horizon.

  Both sides began deploying weapons they no longer understood.

  Magic that consumed its own casters. Machines that killed their own builders. Spells that looped forever. Bombs that didn’t explode, but simply removed you from causality.

  There was no diplomacy. No surrender. Just escalation.

  For a moment, both worlds were locked in perfect symmetry — unstoppable power meeting unbreakable will. But nothing perfect ever lasts.

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