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Chapter One: The Oracle <strong>of</strong> Jezer-At<br />

7<br />

wealthy organization, and the priesthood shows this wealth<br />

through the marble facades and pillars on the main buildings,<br />

beautiful gardens with sparkling fountains, and lavish<br />

works <strong>of</strong> art displayed throughout the compound. The<br />

priests conduct opulent banquets in the names <strong>of</strong> their gods<br />

three times each year.<br />

Visitors and pilgrims who come to the Oracle <strong>of</strong> Jezer-At<br />

seeking aid in a decision, the interpretation <strong>of</strong> a dream, or to<br />

discern the will <strong>of</strong> the gods are directed to the person that<br />

can best help them. This person might be a cleric or diviner<br />

wizard who can cast a spell to assist them, or it might be a<br />

learned sage or subject matter expert who can provide consultation<br />

and advice.<br />

Intrigues at the Oracle<br />

As a source <strong>of</strong> information and (sometimes) secrets, the Oracle<br />

<strong>of</strong> Jezer-At is a place filled with intrigue. At any given time, kings<br />

<strong>of</strong> rival nations (or their representatives) could be at the oracle<br />

seeking guidance. While most people consider this “neutral<br />

ground,” or at least sacred ground, that does not mean spies do<br />

not seek to learn what rival nations have consulted the priests<br />

about or what influential people have learned from visions.<br />

The priests are sworn to confidentiality, but sometimes<br />

they fall prey to a magical compulsion or the temptation <strong>of</strong><br />

large bribes. The penalty for spying within the oracle, bribing<br />

a priest, casting a spell on a priest, or otherwise taking<br />

advantage <strong>of</strong> the oracle for nefarious ends is public exposure<br />

<strong>of</strong> the misdeeds and permanent expulsion from the oracle. A<br />

priest caught breaking the oath <strong>of</strong> confidentially faces a punishment<br />

<strong>of</strong> blinding and permanent expulsion.<br />

An unscrupulous sort might send hired killers to the oracle<br />

to eliminate an enemy when he or she least expects it. The<br />

oracle’s guards are efficient and thorough, but so are many<br />

well-paid assassins.<br />

Thus, the Oracle <strong>of</strong> Jezer-At is a<br />

place full <strong>of</strong> potential adventures<br />

involving politics, spies, assassins,<br />

betrayals, and Byzantine workings <strong>of</strong><br />

all kinds.<br />

Enaul<br />

Title: God <strong>of</strong> the Future<br />

Symbol: An hourglass within a stylized<br />

arrow pointing to the right, signifying<br />

the future<br />

Alignment: Lawful neutral<br />

Domains: Civilization†, the Future†,<br />

Knowledge, and Law<br />

Favored Weapon: Rapier<br />

Ethos: You constantly expand yourself<br />

beyond the boundaries <strong>of</strong> the conventional,<br />

setting yourself above others who cannot keep<br />

up. You know that nothing is gained by looking backward or<br />

dwelling too long on the here and now. Only the forwardthinking<br />

individual, embracing the future and all that is<br />

new, can hope to stay on top <strong>of</strong> the cresting waves in the<br />

ever-flowing river <strong>of</strong> time. Knowledge is truly power, and<br />

those who invent new ideas don’t just possess power—they<br />

create it.<br />

Description: If<br />

ever there was an<br />

urbane deity, Enaul,<br />

god <strong>of</strong> innovation and<br />

the future, would be<br />

it. Revered by creative<br />

souls, artisans, and<br />

those interested in<br />

knowing what will be,<br />

Enaul is a popular<br />

deity with temples in<br />

many cities and<br />

towns. His connection<br />

with the Celestial<br />

River gives him a special<br />

sight down the<br />

many-branching<br />

stream <strong>of</strong> time. As a skilled boatman guides his craft down<br />

an actual waterway, Enaul watches as the world makes its<br />

way through the stream <strong>of</strong> time and—unlike most beings—<br />

can look past the forks that lie ahead.<br />

Most <strong>of</strong> the time, people see him as arrogant (even by<br />

divine standards), witty, refined, and erudite. He enjoys an<br />

interest in the future and anything new. He thrives on innovation<br />

and invention but quickly becomes bored with what<br />

has already happened. His followers look to him for insight<br />

into what will be and see him as not only knowing but guiding<br />

the future.<br />

Enaul harbors little love and no respect for his twin, Essoch.<br />

He sees his brother as a boor, an unsophisticated<br />

barbarian preoccupied with<br />

the past—at least partially a deliberate<br />

misconception. Usually portrayed as a<br />

thin, handsome youth, Enaul is <strong>of</strong>ten<br />

seen holding an hourglass, a spyglass, or<br />

both. Some statues and carvings show<br />

him peering into the hourglass through<br />

the spyglass.<br />

Clerics <strong>of</strong> Enaul wear courtier’s outfits<br />

or even nicer clothing but no formal<br />

robes or special colors. They all wear<br />

Enaul’s symbol predominantly. They tend<br />

to eschew armor unless absolutely necessary.<br />

The deity’s clerics declare themselves<br />

experts in prognostication, both<br />

magical foretelling and prophecy through<br />

simple assessment <strong>of</strong> the facts and logical predictions. Many<br />

people consider them haughty or self-important, but if they<br />

are, they are simply representing their deity’s ideals.<br />

Tributes and Offerings<br />

The following amounts are expected <strong>of</strong> visitors<br />

seeking aid at the Oracle <strong>of</strong> Jezer-At:<br />

Consultation with a sage or advisor:<br />

500 gp per day <strong>of</strong> consult<br />

Interpretation <strong>of</strong> a dream, vision, or omen:<br />

250 gp<br />

Communing with a deity:<br />

100 gp per question + 2,500 gp<br />

Learning a deity’s wishes: 300 gp<br />

Magically locating a creature:<br />

560 gp or 2,400 gp for discern location<br />

Magically locating an object:<br />

120 gp or 2,400 gp for discern location<br />

Glimpsing the future: 2,000 gp

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