From the darkness rises the one who will end all life Loathing the light, with him comes strife. Six souls with the power to end his reign Justice and valor, fortune and fame. Though many rise and fall These six hold the fate of all. A prophecy told long ago holds the key to ending the violent destruction caused by the balor, King Kazai... rising from the depths of the Abyss with the horrible goal to end all mortal life on the face of the planet, opposed by every mortal race, he has spread fire and death wherever he and his army treads. Unfortunately for the world: King Kazai is winning. Few can stand up to the might of him and his army, and even an alliance of the Dwarves, Elves, Humans, and Orc could not stop him: the world has begun to tear itself apart, nature itself rebelling against the horrible balor. The gods quarrel among themselves over what to do, unable to directly end King Kazai's reign of terror because of the pacts and prophecies binding them to the heavens. Power to beat the darkness back, Speed to quicken the mortal's attack, Toughness to act as companion's shield, Knowledge of the weakness to force them yield, Faith to bring them all together, Lies to bid them to the nether. One of the few bastions of mortal life remains in the ruins of the elven city of Rivermar... King Kazai had already taken his army over the area, slaughtering the elves as they thought themselves safe from his attack. Very few survived, but the ones that did offered the ruins up as a base of operations, and many people fled to the place in hopes that King Kazai would not turn back around and defeat them where they lie. Soon, planar beings began to visit the place... it became known to the folks living there that Rivermar was now the last safe place in the world. Beings of both Heaven and Hell move to the place - heavenly troops guard the area, hoping to safeguard the last surviving bastion of civilization in the world. Devils, sent up by the Lord of the First - Bel - guard the mortals in hopes of gaining the advantage in the Blood War against the demons... the power-grab from King Kazai has unhinged some of the Abyss' politics, and the other Lords of Hell are way too neurotic and unwilling to work with the forces of Heaven to do anything about it. All hope was lost, until the surviving diviners found that the prophecy was unfolding: children were being born with the marks of the prophecy. Moving quickly, the children were tracked down and taken, brought to Rivermar and given all the training and supplies available, raising them up as best as they could. Meanwhile, King Kazai had slowly began to turn... and set his blazing eyes towards Rivermar once again. Game Info: *This will be a 3.5 game. The main theme will be this ongoing prophecy, in which the players will Fulfill or Defy as they go on with the story, affecting the plotline of the world. *The starting level will be 5, from the training given from the folks of Rivermar. *The starting gold will be 20,000: the combined resources from Heaven and Hell, as well as the ruins of Rivermar, has given the Prophetic Heroes a great deal of an advantage, supplies-wise. *No alignment restrictions, no race restrictions... but if you could somehow find it in your hearts to continue with the plot and not stab your allies in the back, I won't have to hurt you. *Two flaws, one trait, if you wish. *I will not accept any character without a backstory. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler The marks of the prophecy aren't just pretty plot-devices, they also provide a benefit to your character. There are six marks, each linked to a particular ability score. There are, however, room for 8 characters. The other two (non-prophecy) characters will have a special benefit... I will, however, require that all Marks of the Prophecy to be used before a Non-Prophecy character is rolled. Mark of Power (Vishal Aloeus) The flow of Power without pause, Lending might unto the cause. *+2 Strength. The Mark of Power allows that individual to bypass Damage Reduction/Energy Resistance by an amount equal to half their Strength score. Mark of Speed (Seth Craven) Out of the blue, Speed ascends, Face their blade or make amends? *+2 Dexterity. The Mark of Speed also improves the wearer's Speed score by 10, and Initiative rolls by 4. Mark of Toughness (Ronan Dieseach) Toughness lifts friends out of trouble, Adamantine pillar among the rubble. *+2 Constitution. The Mark of Toughness bestows Fast Healing 2, and a +1 natural armor bonus. Mark of Knowledge (Reserved by Alarice) Caustic wit and magical threat, Rise above or true regret? *+2. The Mark of Knowledge gives one bonus spell per spell level, and adds half their caster level as a competence bonus to all knowledge skills. Mark of Faith (Unclaimed) Gods and demons in their heart, Sees every end, from every start. *+2 Wisdom. The Mark of Faith gives access to the power and spells of a single domain. Regardless of having the 'domain' class ability, you can cast each domain spell 1/day, and gain them at the same rate as a cleric. Mark of Lies (Played by Kallas Duplori) Sin and lies in their past, How long will this streak of honor last? *+2 Charisma. The Mark of Lies masks the character against magical lie and alignment detection, permanently. Skilled Hero (Unclaimed) *+4 skill points at first level, +1 skill point every level afterward. This hero is not part of the prophecy, but he'll lend his abilities to the cause anyway. Lucky Hero (Unclaimed) *Bonus Luck feat and a +1 bonus to their pool of Luck Points. This hero is not part of the prophecy, stumbling by with very little control. In the dark the corpses lay, Six heroes determine the fate of day. All in one they will be tested, though their foe may not be bested. If he should rise above their power, the world has faced it's final hour.