In the center of the Known World rises one of the greatest strongholds ever known, a castle no army have ever conquered, no wise man has ever explained, and no living being has ever dwelled in. It is a keep of legends, a dungeon of wild rumors. Since the dawn of the Second Age, tales abound about the Arcmage, giving him a hundred different faces over a thousand years of wars and quest. Those who seek his doors enter in search of great wisdom or power to aid all their earthly trials. None ever return. And now, magic throughout the Known World is fading like the morning mist, and only the Arcmage can see how to restore it. Yet in the end, will these Champions choose to let magic be lost or be renewed? Or . . . become their own world?
Requires the use of Fantasia: Book of Quests (advanced rules sourcebook)