The Oracle of Kulaban
Chaos amidst Order, Prophecy amidst Madness

Deep in the Throne of Heaven Mountains, near the edge of the Great Glacier where snow lies deep all year round there is a small area of intense heat, hot springs and bubbling mud pools. A little pocket of Chaos holds out against the slow advance of Concordance. The smell of sulphur hangs heavy on the air and thick clouds of steam billow all around. In this place where Order and Chaos clash, the fabric of reality is strained and strange realms are brought closer to the mortal world. Here, chained in a rough stone temple, is the Oracle. An ancient wizened man, clad in dirt rags, his eyes plucked out by his own hands in a vain attempt to blank out the images that he sees, but to no avail for they are in his mind.

Or so the legends go. In the valleys of Ut'Bharma there are some who say that the Oracle is tended by a small group of red-robed monks who scrape a living from nearby villages. The monks record the ramblings of the Oracle and provide rough accommodation for supplicants who seek out the words of the Oracle. Others say that when an Oracle dies, the red-robed monks travel the land, seeking out a child with the talent to see beyond The Veil. These children are spirited away in the night, unbeknownst to their parents....


Using The Oracle
The Oracle can serve as the destination of a quest for knowledge that the player characters need. Getting to the remote valley of the Oracle is a long trek through mountain kingdoms and snow-filled passes. Think of any kung-fu style film involving remote Himalayan monks dispensing Ancient WisdomTM.

The flip-side scenario involves the red-robed monks setting forth into the world on their mission of kidnapping. Player characters may foil such a plot by these sinister agents, leading them into direct conflict with a force that can predict their every move.

The Oracle Cult
Although the Oracle is a mortal being, the power of the Chaotic locale and the legend of the Oracle combine to provide divine power to the red-robed followers. Priests of the Oracle may access the Chaos, Knowledge and Madness domains. Priests are typically neutral in alignment and wear the characteristic rough red robes (with a hood, of course). Devout followers often wear blindfolds, or voluntarily blind themselves.

The Valley of the Oracle acts as a bless spell for followers of the Oracle whilst they are within its boundaries.

The Oracle is served by a variety of beings who take on a range of roles. There are priests who exist solely to worship the Oracle, there are scribes who write down the insane meanderings and there are warrior-monks who protect the valley and search out new candidates. The followers of the Oracle are loosely ruled by a triumvirate of powerful spellcasters. Perhaps fortunately for the rest of the world these three have a fractious relationship and disagree on the best way to interpret the words of the Oracle. All three have subsumed their personalities within their appointed roles.

The Voice of the Oracle is an owl nai-nek-chai mystic who feels that the best way is to open oneself to the Oracle and become an empty vessel through which the prophecies work their own actions. Some would say that her grasp on reality is tenuous at best; she would say that through her close relationship with the forces of Chaos that she sees the underlying nature of reality more clearly than those blinded by the artifice of Concordance.

Voice of The Oracle
Female nai-nek-chai (owl) Clr15 (cloistered): CR 15; Medium Humanoid (shapechanger); AL N
Abilities Str 8 (-1), Dex 12 (+1), Con 10 (+0), Int 12 (+1), Wis 20 (+5), Cha 13 (+1)


Initiative +1; Speed 30 ft.
Armour Class 12 (+1 Dex, +1 armour) touch 11, flat-footed 11
Saves Fortitude +9, Reflex +8, Will +16
Hit Dice 15d6; hit points 52

Base Attack/Grapple +7/+6
Melee Quarterstaff +7/+2 (1d6)
Special Attacks Turn undead 4/day
Special Qualities Animal blood, alternate form, insanity (Wis 27 (+8) for spellcasting, Wis 13 (+1) for all else. 1/day, may experience moment of clarity and use Wis 27), legend lore +16, low-light vision, spontaneous cure spells

Skills: Appraise +6, Concentration +10, Diplomacy +3, Gather Information +3, Handle Animal +6, Knowledge (arcana) +11, Knowledge (dungeoneering) +12, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (religion) +18, Knowledge (the planes) +17, Listen +9, Ride +3, Sense Motive +6, Spellcraft +9, Spot +3, Survival +1 (+3 above ground, underground or to avoid hazards)
Feats: Alertness, Animal Spellcasting, Animal Voice, Iron Will, Lightning Reflexes, Spell Penetration
Languages: High Imperial, Low Imperial
Possessions: Red robes, pentesh (padded armour), +1 anarchic quarterstaff, robe of eyes

Domains: Chaos (cast Chaos spells at +1 CL), Knowledge (cast Divination spells at +1 CL, all Knowledge skills are class skills), Madness (gain Insanity score. Spells determined by Wis+Insanity, all else by Wis-Insanity. 1/day use Wis+Insanity for Wis-based check.
Spells Known:
8th level (2/day, save DC 26) - discern location* (D), greater spell immunity.
7th level (4/day, save DC 25) - greater scrying (D), legend lore*(D), symbol of stunning, word of chaos.
6th level (5/day, save DC 24) - find the path (D), forbiddance, geas/quest, mass owl's wisdom, phantasmal killer*.
5th level (6/day, save DC 23) - atonement, commune (D), greater command, scrying (D), spell resistance, true seeing* (D)
4th level (6/day, save DC 22) - discern lies (D), dismissal, divination (D)* , freedom of movement, imbue with spell ability, tongues
3rd level (7/day, save DC 21) - clairaudience/clairvoyance* (D), continual flame, dispel magic, invisibility purge, locate object (D), protection from energy, speak with dead
2nd level (7/day, save DC 20) - augury, detect thoughts* (D), enthrall, hold person, owl's wisdom, status, zone of truth
1st level (7/day, save DC 19) - bless, comprehend languages, detect spirits, doom, entropic shield, lesser confusion*, sanctuary
0th level (6/day, save DC 18) - detect magic (x3), guidance (x3).

Voice of The Oracle (Owl Form)
Female nai-nek-chai (owl) Clr15 (cloistered): CR 15; Tiny Humanoid (shapechanger); AL N
Abilities Str 2 (-4), Dex 18 (+4), Con 10 (+0), Int 12 (+1), Wis 20 (+5), Cha 13 (+1)


Initiative +4; Speed 5 ft., fly 40 ft. (average)
Armour Class 16 (+2 size, +4 Dex) touch 16, flat-footed 12
Saves Fortitude +9, Reflex +11, Will +16
Hit Dice 15d6; hit points 52

Base Attack/Grapple +7/-5
Melee Talons +3 (1d4-4)
Special Attacks Turn undead 4/day
Special Qualities Animal blood, alternate form, insanity (Wis 27 (+8) for spellcasting, Wis 13 (+1) for all else. 1/day, may experience moment of clarity and use Wis 27), legend lore +16, low-light vision, spontaneous cure spells

Skills: Appraise +6, Concentration +10, Diplomacy +3, Gather Information +3, Handle Animal +6, Knowledge (arcana) +11, Knowledge (dungeoneering) +12, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (religion) +18, Knowledge (the planes) +17, Listen +17, Move Silently +18, Sense Motive +6, Spellcraft +9, Spot +11, Survival +1 (+3 above ground, underground or to avoid hazards)
Feats: Alertness, Animal Spellcasting, Animal Voice, Iron Will, Lightning Reflexes, Spell Penetration

Animal Voice is a feat that allows a nai-nek chai to speak when in animal form. Animal Spellcasting is a feat that allows a nai-nek-chai spellcaster to cast spells with verbal, somatic and material components when in animal form.


The Will of the Oracle is a plains tlaxu. He follows the Way of Six Energies and believes that inner focus gives the best interpretation of the Oracle's words. This dedication to discipline and order means that he and the Voice are frequently at odds with one another. Of all the triumvirate members, The Will has the strongest inclination towards physical solutions to problems, and he is effectively the leader of the red-robed monks who serve the Oracle, a position that the other two members seek to undermine at every opportunity.

Will of the Oracle
Male tlaxu psion15 (seer): CR 15; Medium Humanoid (tlaxu); AL N
Abilities Str 8 (-1), Dex 10 (+0), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 13 (+1)


Initiative +5; Speed 30 ft.
Armour Class 10 (none) touch 10, flat-footed 10
Saves Fortitude +6, Reflex +7, Will +13
Hit Dice 15d4+15; hit points 52

Base Attack/Grapple +7/+6
Melee Shortspear +8/+3 (1d6+1)
Melee Claws +6/+1 (1d4-1)
Special Attacks Claws
Special Qualities Low-light vision, psicrystal (sage), tlaxu traits

Skills: Autohypnosis +14, Climb +4, Concentration +11, Gather Information +5, Jump +2, Knowledge (nature) +16, Knowledge (psionics) +19, Listen +9 (+11**), Search +11, Sense Motive +9, Spot +9 (+11**), Swim +2, Survival +4 (+6 above ground, +8 following tracks)
Feats: Alertness**, Burrowing Power*, Enlarge Power*, Expanded Knowledge*, Improved Initiative, Inquisitor, Investigator, Iron Will, Lightning Reflexes, Psicrystal Affinity*, Scribe Tattoo
**When psi-crystal is within arm's reach.
Languages: High Imperial, Low Imperial, Spiritspeech, Tlaxu (plains), Ut'Bharman
Possessions: Red robes, +2 axiomatic shortspear, eyes of expanded vision, third eye view

Power Points: 225
Powers Known:
8th level (Save DC 25) - hypercognition, psionic mind blank.
7th level (Save DC 24) - decrebrate, fate of one.
6th level (Save DC 23) - greater precognition, mass cloud mind, remote view trap, retrieve.
5th level (Save DC 22) - clairtangent hand, psionic true seeing, second chance, tower of iron will.
4th level (Save DC 21) - anchored navigation, aura sight, claw of energy, detect remote viewing, psionic divination, remote viewing.
3rd level (Save DC 20) - body adjustment, escape detection, fate link, ubiquitous vision.
2nd level (Save DC 19) - clairvoyant sense, object reading, sensitivity to psychic impressions.
1st level (Save DC 18) - call to mind, conceal thoughts, destiny dissonace, precognition.

The Crystal of Truth
Psicrystal: CR ; Diminutive Construct; AL N
Abilities Str 1 (-5), Dex 15 (+2), Con 12 -, Int 13 (+1), Wis 10 (+0), Cha 10 (+0)


Initiative +2; Speed 30 ft., climb 20 ft., fly 50 ft. (poor)
Armour Class 23 (+4 size, +2 Dex, +7 natural) touch 16, flat-footed 21
Saves Fortitude +6, Reflex +7, Will +13
Hit Dice 15d4+15; hit points 26

Base Attack/Grapple +0/-17
Special Attacks Channel power, deliver touch powers
Special Qualities Construct traits, flight, improved evasion, personality (sage), self-propulsion, sighted, sight link, telepathic link, telepathic speech; Power Resistance 20

Skills: Autohypnosis +14, Climb +14, Concentration +11, Gather Information +5, Jump +2, Hide +14, Knowledge (nature) +16, Knowledge (psionics) +19, Listen +9, Move Silently +6, Search +11, Sense Motive +9, Spot +9, Swim +2, Survival +4 (+6 above ground, +8 following tracks)
Feats: Alertness


The Eye of the Oracle is a human wizard trained in the Path of Water and Mountains magical tradition (using all the diviner variants). He believes that study and analysis is the best way to interpret the Oracle's prophecies. He is content to let The Voice and The Will argue over Chaos and Concordance, happy in his belief that a balance of both is necessary, and secretly hoping that their feud will allow him to gain in power whilst they are preoccupied with each other. Although The Will controls the monks, The Eye has the widest net of contacts with the outside world - mostly unremarkable people who provide him with information, but also a few people who have achieved important positions through information that he has given them, and who thus are in his debt to a future favour.

Eye of the Oracle
Human Wiz15 (diviner): CR 15; Medium Humanoid (human); AL N
Abilities Str 8 (-1), Dex 13 (+1), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 10 (+0)


Initiative +1; Speed 30 ft.
Armour Class 11 (+1 Dex) touch 11, flat-footed 10
Saves Fort +6, Ref +6, Will +11
Hit Dice 15d4+15; hit points 52

Base Attack/Grapple +7/+6
Melee +1 dagger +9/+4 (1d4, crit. 19-20)
Special Attacks None
Special Qualities Enhanced awareness, prescience (+4 bonus to any d20 roll, 4/day)

Skills92: Bluff +6, Concentration +7, Decipher Script +11, Diplomacy +8, Gather Information +8, Intimidate +2, Knowledge (arcane) +14, Knowledge (geography) +11, Knowledge (history) +12, Knowledge (local) +12, Knowledge (the planes) +10, Search +7, Sense Motive +7, Sleight of Hand +3, Spellcraft +11 (+13 with scrolls), Use Magic Device +3 (+5 with scrolls)
Feats: Alertness*, Craft Wondrous Item, Enlarge Spell, Eschew Materials, Greater Spell Focus (divination), Improved Counterspell*, Improved Initiative*, Lightning Reflexes*, Scribe Scroll*, Spell Focus (divination), Weapon Finesse
Languages: High Imperial, Low Imperial, Themnassic, Tlaxu (plains), Ut'Bharman
Possessions: Red robes, +1 defending spell-storing dagger, ring of mind shield

Spells Typically Prepared:
8th level (1/day, save DC 25) - greater prying eyes.
7th level (2/day save DC 24) - greater arcance sight, greater scrying.
6th level (3/day save DC 23) - analyze dweomer, legend lore, true seeing.
5th level (4/day save DC 22) - contact other plane, mage's private sanctum, prying eyes, telepathic bond.
4th level (5/day, save DC 21) - arcane eye, detect scrying, locate creature, phantasmal killer, scrying.
3rd level (5/day, save DC 20) - arcane sight, clairaudience/clairvoyance, hold person, suggestion, tongues.
2nd level (5/day save DC 19) - detect thoughts, locate object, obscure object, see invisibility, touch of idiocy.
1st level (5/day, save DC 18) - charm person, hypnotism, identify, obscuring mist, shield.
0th level (4/day save DC 17) - daze, detect magic, message, resistance.


The martial arm of the Oracle's faithful use the monk class with the Invisible Eye school of fighting (known in Kulaban as Oracle Style). They get a +2 bonus to Listen and Combat Reflexes as their bonus monk feat at 1st level, Lightning Reflexes as their bonus monk feat at 2nd level and Blind-Fight as their bonus monk feat at 6th level. If, at 6th level, they have 9 ranks in Listen and the Agile feat they also gain a +1 dodge bonus to AC when fighting defensively, using Combat Expertise or total defense, if they are unarmed.

These Arms of the Oracle are under the leadership of The Will, although nominally all of the triumvirate members command them. They defend the valley against unwanted intruders, and travel the world in search of a new Oracle when the time comes.

Typical Arm of the Oracle
Human mnk6: CR 6; Medium Humanoid (human); AL N
Abilities Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 15 (+2), Cha 8 (-1)


Initiative +6; Speed 50 ft.
Armour Class 15 (+2 Dex, +2 Wis, +1 class) touch 15, flat-footed 13
Saves Fortitude +6, Reflex +9, Will +7
Hit Dice 6d8+6; hit points 42

Base Attack/Grapple +4/+6
Melee Unarmed Strike +7 (1d8+2)
Flurry of Blows Unarmed Strike +6/+6 (1d8+2)
SA Flurry of blows, ki strike (magic)
SQ Evasion, purity of body, slow fall (30 ft.), still mind

Skills: Balance +11, Climb +7, Escape Artist +4, Hide +7, Jump +9, Move Silently +7, Listen +9, Spot +7, Tumble +9
Feats: Agile*, Blind-Fight*, Combat Reflexes*, Dodge, Improved Initiative, Lighting Reflexes*, Weapon Focus (unarmed strike)
Languages: Low Imperial
Possessions: Red robes.


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