Prophecies Age
The adventure is built for three players, but may include five, while two of them will play the NPC in the adventure (your can let these players play this adventure only, leaving behind their PC's). The "Prophecies Age" is built from four parts, each one contains one prophecy, and explenation. I'm sorry if this won't fit your world, becuase basicly its made for time of a war. Also, you may change a bit the words formation on the prophecies, because I had to translate it to English, and some parts won't sound pretty good. I won't tell here about the special big war I made for this adventure, I'll just talk about a war, that should appear in your world.
Part I - The Rod Prophecy:
Ok, the war started, and of course your players just die to take part in it. For the adventure, it doesn't metters if you let them fight a bit, or take charge of greaqt armies and stuff, before we begin.
The party is at there home, or somewhere where they are available. An officer from the Duke, or the King, or whatever, comes to your party and giving them an old piece of paper, found in their files at the national library:
So be in The Rod Prophecy, who'll be lifted by the Saviors.
The Darkness shall free Damned Azazel
Which sees but not seen, only seen
In the once-seen place in The Rod Prophecies,
Behind the eye of the storm.
The Well People will not fly into the eye,
And only the ancient blood of Tahren rise and fly.
Ships will be seven carrying The Five.
The eye will include only five, no more nor less.
The Innocent, The Heron, The Master of Inferior, The Walker
And The Slayer of Dark.
Not a single ray of light will rise to the eye, and darkness
And shadow shall rule the place.
In the dark open your fists or you won't recive.
Only The Innocent will rise the Rod, while The Damned will wait for his time.
And The Rod will strike on the Ronal Towers, lifting them once again.
The swing of The Rod will release the nauseous, beutiful and great power once again.
I'll explain from the start what everything means. Well, the powerful Azazel broke free from a cell which he was sealed in. This cell we are talking about is an ancient cell that suposed to lock The Dark One and his companions (The Dark One was an evil god I used in my world, but you can make it anyone, even just a strong mage), but the cell is about to loose and The Dark One (or whoever you want) will set free (bad thing). The Damned Azazel, a strong deamon fighting for the Dark One, was the first to brake free, and he is also the strongest of all The Danmed - The Dark One's companions. Next lines refers to the fact that Azazel cannot be found, only exept once - within The Eye of The Storm. The storm is a magical storm, created by Azazel, and it contains Azazel himself, his army, and the Rod. The army suposed to invade into the side of the charachters (in the war), by the cover of the storm (no one will think that it is possible that an army can stand whithin a regular winter storm) and destroy them. The eye of the storm is only the place that is solid - at the center of the storm. Now coming a phase which you'll have to custom to your world. The Well People in my world were a specific people of a country. Try replace these Well People in people of a specific land in your world (don't make it too easy to find out to what country they belong). That line actually tells the group where to go, but thells them that these people cannot fight within the storm, and only the next line tells them who does. Tahren is also an ancient name of a country which destroyed long time ago in my world, so you can also customize it to your world - a long forgotten land that is no longer exist, but the offsprings of it still live in a country with different name (which placed where your 'Tahren' were). This line tells the group that only soldiers from that country (where 'Tahren' was) will fight in the storm. next lines tell that seven ships will carry Tahreny soldiers including our group (which have to be five). The Innocent and The Heron are the NPCs, and the other three are the players (it's importent becuase these NPCs are very strong charachters). The Innocent is Tains Ter-Mon - The son of the Duke of the country where Tahren was (He has no fighting experience), and The Heron - is Bard O'man, who has a long fighting experience (with sword), and if you are using some rules of The Wheel of Time, he has a marked sword. At the end of this adventures I gave my group special powers, which you can change. If you change it, change also the name the player called in the prophecy. The Master of Inferior - Can summon dead skeletons and zombies, and deamons (I made rules for it, but I'm not writing them right now, mybe later in another section). The Walker - He is capable of traveling through all the plains as he wish (made rules for that too. I might import them too sometime). This abillity is importent for the adventure, so it cannot be changed. The Slayer of Dark - A fighter with great fighting skills (attack and damage bonuses), specially against Dark Creatures (sorry, Its only in my world - such as Mirdderrals and Trollocs). He can also detect them from some distance. Next lines describe the place, dark and spooky.. It's importent to say now, that in the acually eye of the storm only our nice five charachters will be. The large fight betwin the incoming army and the Tahren defenders will be outside the eye - where the Rod, and the event will happend. The group may fight with their soldiers. The next line - In the dark open your fists or you won't recive, refers to the time where they meet Azazel, and they have to disarm themselfs. You should describe Azael as an ordinary looking man. You also can make a little interesting conversation between them. after that, Azazel will try to scare them off, using his abillity as a deamon, and returning into his original, frightning form. The group will take a saving throw against death spells (Tains Ter-Mon and Bard O'man won't take it). Whoever that failed will flee back to the ships. If a player hasn't disarmed himself from any weapons, and hasn't fleed, Azazel will attack him. Azazel is very strong, and you better make that clear to the group. When all this is over (fleeing from the brake test, and fleeing from fight with Azazel), Azazel will disappear and they will walk to a big stone, that on it The Rod is placed. Tains Ter-Mon The Innocent will rise The Rod, and at this time a few things will happend:

* The Dark One cell begins to brake and the other Danmed released (explained later).
* The Ronal Towers start to rebuild - an ancient organization made from soldiers from all over the world to protect from the evil forces (which attack now, again). The Towers are rebuilding and starting to collect once again soldiers from all over the world. Ronal Towers not acually towers, though the commanders are within towers, but they are perfectly organized for protection. Like an army, the Ronal Towers built from a lot of commanding levels, by the best commanders in the world, which is why this organization is so perfectly working. The Ronal Towers fell before becuase of betraid.
* This option is optional for those who like to start playing by the series "The Wheel of Time" (only for those who read it).
This option releases the One Power, the True Source - Saidin and Saidar.

Well, thats it for Part I. Only a few notes I like to add - most of this I haven't wrote, like how to get the ships, and the soldiers, but these are things that your group should think about or you should think of something.
Also, I forgot to wrote that the storm is coming from around the country of The Well People (your group is going there), so this country should be near by a sea, so the storm will come from the sea, and the group with the ships would sail to the sea, and somehow fly up into the storm (my group called some powerful mages they knew from early adventures and they cast a spell on the ships that will let them fly).
Next parts will come later, in a few weeks.
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