**Prophecy: Valley of the Fires**
The scorching Lower Valley breathed like a living, wounded beast. Its air shimmered with unrelenting heat, and its cracked, desolate earth groaned under the weight of secrets that had lain dormant for millennia. Time was slipping away—like water through desperate fingers—and the curse gripping Mother Earth was unraveling, dragging the world closer to an apocalyptic reckoning. Shadowheat emerged as the night’s eternal predator. Her molten footsteps seared the fragile crust of the Valley, each step releasing tremors that rippled like waves on a dying ocean. She came from the abyss below, and the tribes whispered in terrified reverence of the wrath that she carried. But she was not alone in her mission. On the opposite horizon, Two Feathers stood in silent contemplation, his gaze fixed on the jagged rock formation that had torn free from the scorched land weeks ago. He had seen similar formations erupt in distant lands, always accompanied by the horrors that swarmed into the night. His burden was greater than any wanderer or warrior should bear alone, but destiny had placed him here, chosen him for this fight. Somewhere amidst the chaos, the Demiurge stirred. Once a celestial guardian of the Valley’s secrets, his ancient strength had faded, weakened by centuries of relentless pressure. He carried knowledge that could shape the fate of the Earth itself, but the weight of his duty had become suffocating. The whispers beneath the Valley spoke his name, and he knew the final reckoning was near. The curse that bound the land traced back to five individuals who had dared to challenge the balance between the Earth and the divine. Their sin-laden prayers had ripped the fabric of reality in two, leaving half of the land, people, and memories lost to oblivion. The story of these five was a forbidden tale, known only to Heaven—and to those brave enough to uncover the truth. Now, the Lower Valley’s tremors carried a message. For those who could hear it, the call was clear. Heroes would rise, alliances would be forged, and sacrifices would be made. The Valley of the Fires would no longer remain silent; it would demand justice for its pain, mercy for its torment, and vengeance for its stolen time.
Prophecy: Valley of the Fires
The Lower Valley has become a sweltering wasteland, overrun by monstrous creatures that have crawled up from the depths of the earth. As the darkest days end, time on our planet is quickly running out. A curse placed upon Mother Earth is nearing its expiration, giving rise to new rock formations eager to unleash what lies beneath their surfaces. This process occurs more frequently, producing tremors ripple through the arid desert landscape. The ground is so parched that the skin of our planet is flaky with every step, with each miracle mile carefully measured. These creatures have been emerging from the land for the past three months. Many people have vanished due to vicious raids by these beasts, who howl at night, terrifying the tribespeople who have stood vigil for far too long. The tribes now welcome any strangers who pass through, as the heat and the attacks have intensified.
The Curse of the Lower Valley
The Lower Valley has become a blistering inferno, a land overrun by monstrous creatures that claw their way up from the abyss. As the longest darkness wanes, the days on Earth are dwindling rapidly. A curse, once shackled to Mother Earth, is nearing its end, giving rise to new rock formations, their surfaces cracking open like ancient wounds, eager to unleash what has been imprisoned beneath.
Tremors shake the scorched desert with increasing frequency, and the land, parched beyond recognition, crumbles underfoot with every step. For three long months, these beasts have surfaced—ruthless predators that prowl the night, their howls striking fear into the hearts of the tribespeople. Many have vanished, taken in relentless raids, leaving their kin to keep desperate vigil against the terrors that arrive with the setting sun.
Now, any stranger who braves this forsaken land is welcomed, for the heat grows fiercer and the attacks more savage. Survival demands unity.
It all began because of five. Their voices reached Heaven’s highest plane, and their sins were so great that they tore the world asunder. Half of the land was lost. Half of the people are gone. Half of the memories have been erased. Some still contest the truth of what transpired, but it matters little. Only Heaven knows. And soon, so will you.
The Demiurge, Shadowheat, and Two Feathers
The Demiurge was the first to hear the whispers beneath the valley. A being neither mortal nor fully divine, he roamed the scorched expanse as an ancient guardian, his body carved from the very rock that now trembled underfoot. His duty had been to contain the horrors sealed beneath, but the curse had weakened him. He knew that soon, the last barriers would break.
Shadowheat emerged from the depths like a vengeful wraith. A creature of both fire and shadow, she had been bound beneath the earth for millennia, her wrath held at bay by chains of stone and prayer. Now, as the curse unravels, she seeks to reclaim the world above, her molten form searing the ground wherever she walks. The tribes whisper her name in fear, for she embodies the darkness at the heart of the inferno.
Two Feathers is the last hope. A lone wanderer who was once a great warrior, he bears the marks of those who dared to challenge fate. He has traversed the broken lands and glimpsed what lies beyond the veil of time. He understands that only through sacrifice can the valley be tamed. Carrying the last remnants of lost wisdom, he seeks the Demiurge, knowing that together they might stand against the rising tide of destruction.
As the earthquakes and the sky darkens with fire, the destinies of these three intertwine. The Lower Valley is no longer merely a cursed land; it has become a battlefield for the final reckoning. Soon, the world will discover whether it can withstand the wrath of what lies beneath.
🌍 World Lore: The Valley of the Fires
✴ The Curse of the Valley
Once a fertile cradle of wisdom and sky-fire, the Valley is now a smoldering grave of broken stars and twisted prayers. When the Five—The Whisperer, The Betrayer, The Dreamer, The Doubter, and The Lawyer—broke their divine trust, they fractured the harmony between Heaven and Earth. Each sin carved a wound into the land, bleeding fire, dust, and madness.
The Demiurge tried to seal the rift with stone and silence, but it was too late. The creatures below began to rise. The beasts, once bound to man’s heart, fled. The fire—Shadowheat—could no longer be reasoned with.
No meat has been eaten for seven years. Only grains grow—blessed by the wind of the Prophet who walks the dunes of tomorrow.
⚖ The Balance of Stone and Flame
Two powers vie for the soul of the Valley:
The Demiurge: a stone-born spirit of order, protector of the old pacts
Shadowheat: wrathful flame entity born of betrayal and divine rupture
Their avatars roam the Valley. Their conflict bleeds into the people, into the land, into the skies. The Prophet walks between them, judge or liar, savior or bait.
The Tribes of the Valley
Split and scattered, the Tribes each claim descent from the ancient Five. Some seek redemption. Others double down on corruption. All fear the approaching Reckoning—a celestial convergence that will determine if the Valley is reborn… or turned to cinders.
🔥 Campaign Architecture
🔺 Arc I: The Hunt for the Five
Objective: Track down the last echoes or incarnations of the Five. Each has been reborn or cursed with immortality. Players must confront and choose to destroy, redeem, or bind them.
- The Whisperer: controls an ancient cave network, speaks through dreams
- The Betrayer: resides among a false tribe, twisted by guilt into a warlord
- The Dreamer: trapped in a stasis-sleep within a starlit ruin
- The Doubter: walks as a blind priest with shattered faith
- The Lawyer: rich and spoiled this piece of $#!t hides among the merchants, making pacts with unclean spirits and cursing this land's good people without knowing.
Twist: the Five speak to unclean spirits that lie and now inhabit this land of good people who seek redemption—these five are heartless and act like they need you to stay and be a part of this corruption to the land of enchantment may be the key to reversing the curse and saving the world.
Arc II: Redemption or Wrath of Shadowheat
Objective: Discover if the Valley’s flame can be calmed or if it must be extinguished.
Shadowheat grows unstable, burning sacred sites and calling monsters from the Below
A weapon of stone (blessed by the Demiurge) can slay Shadowheat, but doing so risks a new ice age
A song of purity, remembered by Two Feathers Too, might soothe the flame instead
Choice: Kill the fire, tame the fire, or become the fire
🌑 Arc III: The False Prophet’s Trial
Objective: Decide the Prophet’s true nature—Healer, Manipulator, or Herald of the End
The Prophet offers visions of peace, but their followers have become zealots
The Valley’s oldest spirits whisper conflicting truths: that the Prophet is the False One… or the final Key
The Prophet may ask the players to judge him, enacting the same trials as the Five
Revelation: The Prophet may be a mirror of the players—their doubts, their sins, their mercy
⚔ Arc IV: The Valley’s Final Reckoning
Objective: As the celestial bodies align, a final decision must be made about the Valley’s fate
A portal to the “Heavenly Body” opens—offering peace, sacrifice, or false paradise
The creatures below rise in their final stampede
The surviving tribes gather—some to fight, some to ascend
Climax: Will the players lead the Valley into rebirth, obliteration, or spiritual transformation?
Character Creation1. The Athenic Agis
Role: Guardian of the Sacred Balance
Abilities: Stonecraft, Earthquake, Stone Shield
Background: Once a revered protector, now a wandering judge of sins.
2. The Demiurge
Role: Stone-born Spirit of Order
Abilities: Stone Manipulation, Seismic Sense, Grounding Aura
Background: Keeper of ancient secrets and the last line against Shadowheat.
3. Shadowheat
Role: Wrathful Flame Entity
Abilities: Fire Manipulation, Lava Surge, Ember Cloak
Background: Born of betrayal, seeks to consume all light and order.
4. Two Feathers
Role: Wandering Protector
Abilities: Wind Manipulation, Spirit Echoes, Healing Breeze
Background: Keeper of the forgotten paths, seeking balance in the chaos.
5. The False Prophet
Role: Ambiguous Judge
Abilities: Vision of Truth, Mind Whisper, Divine Deceit
Background: A figure of prophecy and mystery, either savior or destroyer.
🎲 Adventuring
1. Environmental Hazards
Heat Waves: Players must find shade or risk exhaustion.
Quicksand Pits: Navigate carefully or face entrapment.
2. Fasting & Scarcity System
No Meat for 7 Years: Players must rely on grains and sacred herbs.
Spiritual Endurance: Rituals and meditation can replenish energy.
3. Spirit Echoes
Ghosts of the Forgotten: Players can communicate with spirits to gain insight or warnings.
4. Beast Sentience & Alliances
Tame Beasts: Players can form temporary alliances with certain beasts for aid in battles.
5. The Dream and Vision: the whisperer tells shadow wheat of his and his associates transgressions towards her family and land. they were told of a prophecy that they would be rulers of this world from unclean spirits. so the set out to do anyone harm who got in their way.🔥 Core Encounters in the Valley of the Fires
Places of Encounter
1. The Fire Valley Ambush
Setting: Ash spire Summit, during a heat wave. Enemies: Fire Elementals and Scorched Beasts. Objective: Survive the ambush and navigate through the treacherous terrain. Twist: The creatures are controlled by a cursed spirit that can be freed by performing a ritual with ancient totems.
2. The Crystal Cave
Setting: A cave network filled with shards, and glowing crystals. Enemies: Illusory Creatures and Mind-Shattered Beasts. Objective: Navigate the cave while resisting illusions and uncover the Whisperer’s true intentions. while up in the crystal cave everyone gets Twisted and no longer sleeps. Players may experience visions of their past and must decide whether to embrace or reject them. Whatever got you hooked you now have 7 days to get off of it or 7 days until you need to eat some of your provisions that may spoil because you no longer eat.
3. The Hidden Oasis
Setting: At Three Rivers (past, present, future) a desolate desert with a mirage of an oasis appears three times the measure that was remembered. Enemies: Mirage Beasts and Desert Spirits. Objective: Find the real oasis and secure water before succumbing to dehydration. Twist: A spirit offers a deal: reveal a hidden truth about the Valley in exchange for safe passage.
4. The Prophet’s Secret
Setting: The Heart of the Valley during the celestial alignment. Enemies: The Prophet’s Zealots and Spirit Guardians. Objective: Face the Prophet’s trials to uncover the truth of the Valley. Twist: Each trial reveals a hidden aspect of the player’s own destiny.
🌒 5. The White Sand's Ghost
Setting: An old lava river is hidden beneath the black rocks of the sand. Enemies: dwell where the white Sand generates intense heat and static charge that grounds the area on a moonlit night, it is said that Harranna dwells upon the white sands that stretch out for miles and miles and looks for her children who are lost, and one person gets found every annual moonlight while they are crying in the desert. she is said to abduct them. but she is an Agent of Good and rewards those who are crying out from the desert with a gift of Spirit
🐍 6. Trial of the Black Dreamer
Setting: A surreal, shifting dreamscape inside an ancient obsidian obelisk. Enemies: Nightmare-born manifestations (twisted versions of the party). Objective: Escape the dream by defeating or reasoning with your dream selves. Twist: Dying in the dream causes a curse in the waking world — the "Sands of Doubt."
7. Two Feathers Too’s Reckoning
Setting: A wind-scoured cliff known as “The Judgment Day.” the wind blows for 24 hours straight you hear many voices that guide you away from your journey and you hear many voices guiding you right back to where you were if the four wins speak and you do not beat your saving throw then two feathers will be angry at you for keeping corruption in the skies while speaking to the Greater Beyond. Enemies: Corrupted Sky Spirits, Windborne Judges. Objective: Aid or challenge Two Feathers Too in restoring balance to the skies. Twist: Two Feathers Too may turn on the party if they show signs of corruption.
🌀 8. The Shadowheat Bloom
Setting: Deep in a volcanic rift where cursed flora feeds on suffering. Enemies: Lava Blight Vines, Ember leeches. Objective: Destroy or purify the blooming root of Shadowheat, which warps local ley lines. Twist: Burning it releases raw chaos magic into the region. Her family Tree was cursed by some people who lived in Phoenix a small City that drives within this dry desert.
⚖️ 9. The Lawyer’s Gambit
Setting: A crumbling city court buried in sand, held together by cursed contracts. Enemies: Enchanted Statues, Sand Judges. Objective: Argue a case of ancient injustice — the party must win in court to escape. Twist: The courtroom responds to rhetoric and emotion. Magic is bound by the truth spoken. The lawyer had destroyed Shadowheat's family tree. He holds himself as a god to this land that must be developed. The law is the force that turns this area into a sandbox because the five unclean spirits possess the authority of this land that was once a Haven for every creature living.
✝️ 10. The False Prophet’s Mirror
Setting: A glass canyon of ancient obsidian mirrors. Enemies: Reflections that mimic players' worst traits. Objective: Reach the Mirror of Prophecy and confront your shadow self. Twist: The mirror reveals a prophecy the players must eith

Dungeon Master
Active Characters
These characters are members of your campaign.
Athenic the Agis
Lvl 9 | Human | Wizard / School of Evocation
Player:
Demiurge
Lvl 20 | Human | Monk / Sorcerer
Player:
Shadowheat
Lvl 9 | Half-Elf | Cleric / Trickery Domain
Player:
The False Prophet
Lvl 18 | Human | Wizard / Bard / Rogue
Player:
Two Feathers
Lvl 13 | Human | Blood Hunter / Order of the Ghostslayer
Player:
Two Feathers Too
Lvl 13 | Human | Blood Hunter
Player:
**Prophecy: Valley of the Fires**
**The Curse of the Lower Valley**
In the blistering heat of the Lower Valley, where the sun hangs like a molten coin in the sky, the land trembles under the weight of an ancient curse. For three months, the earth has heaved and cracked, releasing waves of nightmarish beasts that howl in the darkness. The ground is parched, crumbling like ash beneath your feet, while tremors ripple through the arid desert, as if the valley itself were alive, yearning to shed its burden.
This cursed expanse is no mere wasteland; it is a battlefield of celestial and mortal consequence. A new rock formation has erupted from the valley floor, its jagged peaks glowing with a faint, unnatural light. This formation is no accident; it is a wound torn in the fabric of the earth, eager to release the horrors imprisoned for millennia.
The tribes people, once proud guardians of this land, have been pushed to the brink. Their only hope now lies in forging alliances with outsiders—wanderers, heroes, and even those with questionable motives. The valley no longer differentiates between good and evil; it demands a reckoning.
In the blistering heat of the Lower Valley, where the sun hangs like a molten coin in the sky, the land trembles under the weight of an ancient curse. For three months, the earth has heaved and cracked, releasing waves of nightmarish beasts that howl in the darkness. The ground is parched, crumbling like ash beneath your feet, while tremors ripple through the arid desert, as if the valley itself were alive, yearning to shed its burden.
This cursed expanse is no mere wasteland; it is a battlefield of celestial and mortal consequence. A new rock formation has erupted from the valley floor, its jagged peaks glowing with a faint, unnatural light. This formation is no accident; it is a wound torn in the fabric of the earth, eager to release the horrors imprisoned for millennia.
The tribes people, once proud guardians of this land, have been pushed to the brink. Their only hope now lies in forging alliances with outsiders—wanderers, heroes, and even those with questionable motives. The valley no longer differentiates between good and evil; it demands a reckoning.
**The Five and the Cataclysm**
Each of the Five still lingers, their presence felt in the whispers of the wind and the echoes of the beasts. Finding them is crucial to unraveling the curse and understanding the valley’s torment.
**Key Characters and Factions** - **The Demiurge:** A being neither mortal nor fully divine, the Demiurge is a guardian carved from the valley itself. As the curse weakens, so does he, but his resolve remains unbroken. He believes the valley can be restored, but only if the sins of the Five are confronted.
**Key Characters and Factions** - **The Demiurge:** A being neither mortal nor fully divine, the Demiurge is a guardian carved from the valley itself. As the curse weakens, so does he, but his resolve remains unbroken. He believes the valley can be restored, but only if the sins of the Five are confronted.
- - **Shadowheat:** A fiery wraith bound beneath the valley for eons, Shadowheat embodies destruction and vengeance. Her molten form sears the ground wherever she walks, and her whispers tempt mortals to unleash chaos. Yet beneath her wrath lies a glimmer of sorrow—perhaps she, too, is a victim of the valley’s curse.
- - **Two Feathers:** A lone wanderer and warrior, Two Feathers is the living memory of a forgotten age. His knowledge of the land and its mysteries makes him an invaluable ally. His bone mail chest plate is a symbol of protection and a stark reminder of the lives lost to the valley’s desolation.
- - **The False Prophet:** An enigmatic figure who has emerged alongside the new rock formation, the False Prophet claims to hold the power to judge humanity. Their true motives remain a mystery—are they a savior, a deceiver, or something in between?
- - **Two Feathers Too:** Another lone wanderer and warrior, Two Feathers Twin is the living memory of a forgotten age. His knowledge of the land and its mysteries makes him an invaluable ally. His bone mail chest plate is a symbol of protection and a stark reminder of the lives lost to the valley’s desolation.
- Athenic is Player DM spirit image of Baba Yoga
1. **Uncover the Sins of the Five:** Seek out the remnants of the Five scattered across the valley. Each holds a piece of the truth and presents players with a choice: mercy or judgment.
2. **Confront Shadowheat:** Face the fiery wraith in a climactic battle or attempt to uncover the sorrow that fuels her wrath.
3. **Appease the Valley:** Discover ancient rituals and relics that may soothe the valley’s rage, but beware—the wrong choice could unleash greater destruction.
4. **Challenge the False Prophet:** Decide whether to align with the Prophet’s vision or challenge their judgment. The outcome will shape the fate of the valley and the world above.
5. **Do Not Die:** Survive the entire adventure, or the world will lose the Sunlight, the Stars, and the Moon. They no longer shine in the heavens because the False Prophet has judged us unclean.
- **New Twists and Challenges** - **Environmental Hazards:** Introduce sandstorms, boiling geysers, and collapsing terrain to heighten tension during exploration.
- - **Moral Dilemmas:** Force players to save the tribespeople or pursue their own objectives.
- - **Time Pressure:** The valley’s tremors grow stronger each day—players must act quickly or risk total collapse.
- - **Unlikely Alliances:** What if one of the beasts shows signs of intelligence and offers to guide the players for its mysterious reasons?
- - **Unity and Harmony:** to judge the inhabitants of our world so that it would be cleansed.
**Prophecy: Valley of the Fires**
A Contemporary Adventure written by Athenic (Prophet of God)You stand in a large open area, walking with your friend, Two Feathers, a Native American pathfinder. He has witnessed many people come to this land—some as heroes and others as anti-heroes who sought to prosper at the expense of others' misery. Two Feathers reminds you of the challenges this land presents, which could help shape you into a hero and a symbolic family member.
He wears a chest plate made of bone mail, symbolizing the protection of those who have been hunted and slaughtered due to water scarcity. Many lands have now transformed into deserts, and occasionally, you see the bones of former victims, victims of the harsh realities of scarcity. If they were fortunate, they may have been killed by murderous bandits who preyed on them due to the land's inability to provide enough survival food.
**The Curse of the Lower Valley**
The Lower Valley has become a blistering inferno, overrun by monstrous creatures clawing their way up from the abyss. As the longest darkness waned, the days on Earth were dwindling fast. A curse, once shackled to Mother Earth, was nearing its end, giving rise to a new rock formation. Its surface cracked open like an ancient wound, eager to unleash what had been imprisoned beneath.
The false prophet brings positive change and serves the creation of this new world. He represents the highest celestial order and will judge the spiritual state of the Earth. He will rise from the center of the Earth to the surface and then go back down to torment those who have wronged others, believing they could escape justice.
Tremors shook the scorched desert with increasing frequency, and the land, parched beyond recognition, crumbled underfoot with every step. For three long months, these beasts had surfaced—ruthless predators prowling the night, their howls striking fear into the hearts of the tribespeople. Many had vanished, taken in relentless raids, leaving their kin to keep desperate vigil against the terrors that accompanied the setting sun.
Now, any stranger who dares to brave this forsaken land is welcomed because the heat grows fiercer, and the attacks become more savage. Survival demands unity.
It has been seven years since you last tasted meat. Every effort has gone into enduring the trials of the Valley of Fire, a land reborn from ashes and brimming with untamed energy. But this valley is no ordinary land; it is an entity, a force that must emerge from the depths of Middle Earth to pass judgment upon the world above.
Everything stems from the actions of five individuals. Their voices reached Heaven’s highest plane, their sins so great that they tore the world asunder. Half of the land was lost half of the people gone, and half of the memories erased. Some still contest the truth of what transpired, but it matters little.
The False Prophet
Name: The Beast
Titles: The Voice in the Ash, The One Who Carries Mirrors, He Who Was Not Believed
Race: Human (Transcendent)
Class: Prophet / Oracle (Custom Subclass: Flame-Touched)
Alignment: True Neutral (Masking Celestial Law)
Affiliation: None. Outcast. Yet sought by all.
Lore Summary
Once a man, now a mystery wrapped in dust and flame, The Beast—known across scorched lands as The False Prophet—wanders the Valley of the Fires,
preaching a truth too raw for the world. To the temples, he is anathema. To the rebels, he is a revelation. To the cursed sands, he is kin.
He walks with no followers, only echoes. His sermons speak of a coming Regeneration, a cosmic reset to undo the corruption seeded by the Five Fallen Ones:
- The Whisperer
- The Betrayer
- The Dreamer
- The Doubter
- The Lawyer
His arrival was foretold by the Fountains of the Deep, natural springs that once bubbled with divine truth but now run dry or run blood. Yet from his steps,
it is said, that water flows once more.
Symbol:
A mirror with a crack, held over a flame.
It reflects only those who seek truth and shows them what they fear most.
Prophecy Fragment:
When the moon fixes itself and the green kisses the blue,
One with ash in his lungs will speak peace with fire.
He will wear the name they fear—False Prophet—but truth will ripple from his tongue like living waters.
In-Game Mechanics
- Unique Class Features (Prophet / Oracle – Flame-Touched):
- Ashen Vision (Passive): Can see through illusions and lies once per long rest.
- Words Like Fire (Action): Speak a divine truth that compels a creature to pause, question, or hesitate. DC is based on Charisma.
- Peace That Burns (Aura): Allies within 10ft cannot be charmed or frightened. Enemies who try to lie take psychic damage.
- Fountain Step (Reaction): When damaged, leaves behind a spring of healing water (1d4 healing to allies nearby).
- Role in the Campaign
- Faction Neutral but Watched: All five corrupted factions (Whisperer, Betrayer, etc.) want him silenced—but they fear him more than they understand him.
- Living Prophecy: His presence alone changes the balance of divine and cursed forces.
- Unwilling Catalyst: Every time the party meets him, major shifts happen—storms, awakenings, dreams, divine tremors.
Character Sheet: The Beast - The False Prophet
Basic Info
Name: The Beast
Alias: The False Prophet, The Voice in the Ash, The One Who Carries Mirrors
Race: Human (Transcendent)
Class: Prophet / Oracle (Custom Subclass: Flame-Touched)
Alignment: True Neutral
Role: Prophet, Catalyst, Wanderer
Background: Outcast (formerly of a lost temple or guild)
Personality Traits:
Quiet, almost ethereal in presence, but when he speaks, his words carry the weight of unspoken truths.
Holds no attachments to power or followers; seeks only to awaken others to the cosmic balance.
Attributes
Strength: 9 (-1)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 20 (+5) (Divine Presence)
Proficiency & Skills Proficiencies:
Armor: None
Weapons: Simple Weapons, Unarmed Strikes
Tools: Calligrapher’s supplies, Divine ritual implements (candles, incense, mirror)
Saving Throws: Wisdom, Charisma
Skills: Insight, Persuasion, Religion, History
Class Features (Flame-Touched Prophet)
Ashen Vision (Passive):
Once per long rest, you can see through any illusion, falsehood, or hidden trap. This ability reveals hidden creatures, invisible entities, and any lies spoken within 30 feet of you.
Words Like Fire (Action):
As an action, speak a divine truth so powerful that it forces creatures within 30 feet to pause in contemplation. All creatures must make a Wisdom-saving throw (DC 18) or be stunned for one round. While stunned, they cannot act or speak falsehoods.
Peace That Burns (Aura):
You radiate an aura of divine clarity. Allies within 10 feet gain resistance to psychic damage and cannot be charmed or frightened. Enemies who attempt to deceive or lie within your aura take 2d6 psychic damage as their lies unravel. (Enemies must succeed on a DC 18 Wisdom saving throw to resist the damage.)
Fountain Step (Reaction):
When you are damaged by an attack, you can use your reaction to create a surge of healing divine water that heals up to 3 allies within 10 feet of you for 1d4 hit points. This ability can be used once per short rest.
Equipment
Sacred Mirror: A small hand-held mirror with a crack down its center. The mirror is an item of personal significance and is said to reflect the hidden truth of the world. It can be used as a focus for divining the future or seeing through illusions.
Ashen Robes: Simple robes made from the remnants of the Valley of the Fires, dusted with ashes and embers. These robes grant resistance to fire damage and give an advantage on checks to avoid being tracked in the desert.
Incense and Ritual Components: Items used for his divinations and rites, including a pouch of powdered ash, incense that burns with blue flame, and a small vial of water from the Fountain of the Deep.
Abilities
Divine Presence (Passive): You radiate an aura that attracts attention. Those around you feel the weight of your truth—whether they wish to or not. This aura gives you the advantage on Persuasion checks and a disadvantage on Deception checks against you.
Vision of the End (1/Day): You can channel a vision of the future once per day. When you do so, you can ask the DM a question about an impending event or decision. The vision will come with cryptic, incomplete guidance. This ability is highly dependent on the DM’s narrative direction.
Backstory & Role in the Campaign
The Beast is known across the Valley of the Fires, but not in the way most heroes are. His name inspires both fear and awe, for he is a walking
contradiction—he speaks of peace, yet his arrival brings calamity. He is the False Prophet, but in the eyes of the divine, his words ring truer than any others.
His arrival was foretold by the ancient Fountains of the Deep, where the Whisperer first learned to speak lies. It is said that Roger’s destiny is to regenerate the land, much like the streams of water flowing from his wounds and words.
The Five Fallen Ones: The Beast stands as the ultimate threat to the Whisperer, The Betrayer, The Dreamer, The Doubter, and The Lawyer. Each of these corrupted entities have a role to play in the eternal struggle between creation and destruction. But The Beast's presence disrupts their power, causing them to either fear him or plot against him.
Encounters with The Beast
First Encounter (Fate-Altering Moment): The party stumbles upon Roger, lost in a storm of dust and light. He is crouched by the Fountains of the Deep,
whispering words that echo through the valley. In his hands, the mirror cracks with divine energy, and visions of future horrors begin to pour forth. He
speaks cryptically to the party, offering them a choice: to follow the path of peace or the path of destruction. The party must decide whether to trust him or turn against his message.
Ongoing Influence: The Beast's presence will continually shift the balance of the Valley. His encounters will feel almost like divine encounters—triggering
visions, breaking curses, or unleashing secrets long buried. The Five Fallen Ones will seek to capture or destroy him, while other factions may try to harness his power for their own gain.
Factions React to The Beast whois Roger
The Whisperer (The Fallen One of Deception):
Sees The Beast as a dangerous rival, someone who could unravel their web of lies. They will stop at nothing to silence him.
Tactics: Sends agents to spy on him, undermine his influence, and sow confusion wherever Roger speaks.
The Betrayer (The Fallen One of Treachery):
Fears the truth The Beast speaks, as it exposes their manipulation of the corrupted and those seeking redemption. They may attempt to turn Roger's message into a weapon for their own gain.
Tactics: Tries to exploit The Beast's words, twisting them to sow division between the party and their allies.
The Dreamer (The Fallen One of False Visions):
Finds The Beast's visions unsettling—since his own are born of lies. They see him as a spiritual competitor.
Tactics: Sends false prophets or messengers to distort Roger’s message, trying to eclipse his influence.
The Doubter (The Fallen One of Skepticism):
Believes The Beast's truth is a dangerous delusion. They will test his teachings, challenge his wisdom, and provoke him into revealing weaknesses.
Tactics: Attempts to discredit Roger through logic, science, and philosophical arguments.
The Lawyer (The Fallen One of Corruption through Laws):
Sees The Beast as a threat to the very order they seek to impose. Roger’s chaotic wisdom undermines their structured, legalistic worldview.
Tactics: Attempts to imprison or regulate Roger, casting him as a dangerous, uncontrollable element in society.
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