Even the greatest sagas must end. Dies Irae, the Day of Wrath, presents the culminating story for your Ars Magica Fifth Edition saga. Each of four chapters sets out a major, potentially world-ending threat that means the destruction of Mythic Europe as your player characters know it. Each threat is presented with story ideas, mechanics, and suggestions for what happens if the characters fail to stop the threat. Yet in the darkness is a thin ray of light; each chapter also offers a variety of means for the magi to save the world, or at least survive in the aftermath.
The End of Time: A doomsday cult within the Order of Hermes seeks the limit of the Lunar Sphere. Breaking that limit could open up new forms of magic. Or it could, in the wrong hands, bring about the Apocalypse and the end of time itself.
Fimbulwinter: Before the great battle of Ragnarok, before the battle of the Jotnar and the Aesir, the eddas tell of a terrible, unnatural season, a time of three winters without summer where starvation, death, and war rule the land: the Fimbulwinter. And now someone has found a way to bring this winter to Mythic Europe.
The Great Pestilence: This fearsome blight overwhelms the Magic Realm, eating it away one Form at a time, and slowly rendering its magic inert and useless.
The Twilight of the Gods: Someone plots to fulfill an ancient prophecy that will bring about a second war with the gods, a war the titans are fated to win. As the metaphorical chains binding the titans are loosened one by one, the approaching apocalypse is presaged by wars, armies of giants, invasion by monsters, the swallowing of the moon, and the return of the pagan dead.
Dies Irae copyright © 2016 Trident, Inc. d/b/a Atlas Games. All rights reserved.
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