The Apocalypse

For millennia the forces of Hell have been actively seeking to fulfill the prophecies of the end times, in Antiquis Terra this is a very real danger.

A villain or perhaps the players might seek to speed this along by fulfilling certain prophecies themselves, prophecies are quests created by the GM.

**The Four Horsemen**

Upon triggering the Apocalypse the four horsemen are released in the order of Pestilence, War, Famine, and Death.

They enter the world disguised as great men who quickly rise to prominence, the people of the world look to them as false saviors against the curses they bring.

**Pestilence**

The first horseman appears astride a white horse, he bears a bow and upon his brow a golden crown symbolizing the coming conquest. Wherever he resides a virulent disease grips the population, men who seek to flee afflicted areas quickly spread the plague to all corners of the kingdom. He disguises himself as a great healer and even the mightiest kings throw their wealth and lands at his feet for deliverance.

The GM rolls a 1d4 based on the mightiest nations of the world to see where he appears.

**War**

The second horseman appears upon a fiery red steed, his sword held high in readiness for slaughter. The realms he resides in are soon plunged into violent civil war where even the closest allies are driven to betrayal, brothers slay brothers, fathers kill their own sons and raze their lands to ashes. He is disguised as a fearsome general and soon a mighty horde raises to his banner and subjugates the land.

The GM rolls a 1d3 based on the mightiest nations of the world to see where he appears save for where the previous horseman appeared.

**Famine**

The third horseman appears upon a black steed, he carries a pair of weighing scales and where he resides a great and unprecedented famine afflicts the lands. Crops wilt into dust, livestock into bleached bones, and wild game is picked clean by carrion. The price of grain increases tenfold leading to complete civil unrest and people dying in the streets. He disguises himself as a shrewd merchant and no man eats without the transaction passing through his crushing monopoly.

The GM flips a coin to determine which of the remaining mighty nations he appears in.

**Death**

The fourth and final horseman rides forth on an emaciated pale steed, a swirling mass of damned souls in his wake. Thereon whenever a man dies his soul finds no rest, bodies are inhabited by spirits and rise from their crypts to haunt the world of the living. The one horseman who does not appear as a prominent figure, he disguises himself as a simple peasant farmer, scythe in hand he wanders the kingdom unnoticed by the panicked masses, reaping the living as if they were ripened wheat.

He appears in the mightiest nation remaining which is yet to have been claimed by his brethren.

**The Conquest of the four Horsemen**

After seizing control of the mightiest nations of the world, the horsemen raise great armies, conscripting everyone young and old into the war effort, at this point Death has replaced his conquered people almost entirely with an army of revenants. Determining whether the horsemen succeed in conquering their nations can be done through dice rolls and/or the GM's discretion, one suggestion is to roll a 1d20 every in game month with a 20 being required the first month for success, the second month increase the success chance by one, with the third, fourth etc. following this pattern.

In Lucifer's name they march on the still standing kingdoms of the world, wherever they go their curses follow, radiating from them in a radius of many miles. They discard their disguises revealing once again their true terrifying forms as they fight on the front lines of their forces.

**The renewal of the** **Martyrs and the Saints**

In response to the horsemen an earthshaking trumpet is sounded from the heavens and the Saints rise from their tombs with renewed bodies wearing radiant shrouds of white light, martyrs are granted renewed bodies as well and are led into battle under the command of the Saints. The remaining non-Pagan nations surrender their sovereignty to the church and thus begins the war of Armageddon. Player characters who were martyred to God but are not imprisoned in Inferno or Faerie can be played again at this time if the player wishes.

**Plague of Locusts**

Stars fall to the earth creating giant craters and leveling cities, mountains and forests. From the smoking cracks in the earth giant locusts with the faces of men and the teeth of lions climb forth. Their blasphemies can be heard for miles and attract followers like moths to a flame.

**The Beast, the Dragon, and the Whore**

From the Sea climbs a Beast with seven heads and ten horns, astride the beast sits a brazen Whore, they speak blasphemy and attract many followers, many sell their souls to for their sinful decadences. From the earth emerges a Dragon with three heads; that of a goat, a lion, and a wolf. The Dragon wreaks havoc upon the world killing and destroying indiscriminately

**Prophecies**

A living saint is led astray to sacrifice him/herself - Death

The treasure stolen from the cave - Dragon

The Church is split into two - Pestilence

Corrupted Inquisition - Famine

False Prophet - Beast/Whore

The Destruction of the Holy City and the Razing of it's Temple - War