Beatrice is
16th lvl her song could summon 10-100 hd of avian creatures or alternately her song can heal 4-16
hp to all avian creatures within a 1 mile radius or alternately her song can
sooth & charm a green dragon (save of 30)
The Bishop
of the
Extremely
good skills in preventing cross-racial tensions: She was in charge of soothing
tensions among refugees and did a phenomenal job. She is a natural at this task
(+5, besides skill under old system). a sparrow with the gift of dragonsong: does protection from lightning and protection
from fire (all other dragons will recognize this as dragonsong;
some may know the dragon from the Southlands who gave it the song).
The church
will always be recruiting for the church, the Order of the Lion, and for the
war effort in the Desert (and elsewhere as necessary)
Paladin 14th
level - Order of Taran
All paladins
will be equipped with +2 weapons while cavaliers will be equipped with +1
weapons.
The 9th lvls will have +4 swords which cause double damage in
defense of the church. All paladins have 2 potions as needed. due to spoils of
war each of the paladins above 3rd lvl have +4 on all
rolls v.s. creatures with psionics
(such bonusus can be applied for 1 battle each)
School of
Shadow mage, 9th lvl wizard with simultaneous spell
casting and has the names of several upper planar beings he can send
communications via "Lights" (these are upper planar spirits that can
fly at 60 and are immune to non-wizard related magics)
Hachdeshani Mindbender of 8th lvl specializing in telepathy & psychokinesis
as an assistant. He has identity penetration, truth ear, and telekinetic wall
(creates a 10x10 barrier).
Protections on
Church:
Church repels undead as a 3rd level cleric, Made of Elemental Earth Stone--I
had noted elsewhere that ethereal and astral creatures cannot pass through
elemental earth stone (perhaps noted in mining in the dungeoneers survival guide?? p. 48??). In any case, the
church will also be covered with talking grapevine (which is living and cannot
be passed through). Windows are shielded with anti-magic glass. Within the terrabinth and in many other places in the church, there
are gylphs of warding (the terrabinth
has glyphs cast by Rahasia who was 17th level last
time we played her, but she's subdued a dragon since then, so she may be
higher). The area around the terrabinth is also
protected with plane closes by Sultan, and an Anti-Find the Path by Rahasia. The church has many glyphs of warding. Rahasia will have placed the glyph on the altar, but other
clerics will have done the bulk of the glyphs (which are permanent until
discharged). There are some places that are restricted to lions, paladins, and
clerics; some only to clerics, etc. There is also a Forbiddance (6th level)
around the altar. There is an extradimensional
detection (3rd lvl Tome of Magic, channeled to 4th so
we can know the source of the extradimensional space)
at the door. There is only one (non-secret) door, as clerics and paladins may
get around through terrabinth paths to the office of
the guard or to the brothels. There is an anti-vermin barrier around the whole
church, and an invisibility purge on the clerical preparation area outside the
altar, and on the area by the door. We will also maintain a sanctify on the
area of the church, and we will focus a protection from evil in preparation for
the completion of the city. (These have 30-60 day durations, and with a full
church, this effort can be maintained should danger be anticipated.) I would
also like to think that the Regent will have helped to provide the church with
some interesting sources of light. Do also look for BattleSystems
spells to be cast as appropriate, including my favorites: Courage,
Gravitational Variation, and Adaptation.
Under
emergency circumstances, the brothels become activated and enchanted with the
Ishtar's Love of Heaven and Earth--this essentially creates a stasis field
around the people engaged in the activities of the brothel. Only people who
will engage in the activities of the group may enter the area--once in, they
cannot be affected by magics, psionics,
natural occurrences, etc. This could be used to survive an earthquake, volcanic
eruption, etc. The catch, of course, is that there must be sexual activity, so
there is obviously a duration limit. The aim is to protect the innocent and the
common people; no self-respecting warrior would go there during a battle.
There is an
elaborate maze of portals beneath all the churches of Ishtar. It's really
difficult to navigate--it's like a cross between a hall of mirrors and the
Great Mosque (see attached) with openings (and illusory openings) at many different levels.
It has several layers of protections and glyphs that prevent all by clerics
from entering. Even if a wayward creep does end up in the terrabinth
and survives all the protections, it's extremely unlikely (like two 100s in a
row) that the person would be able to find their desired location (and of
course, there are like protections on the other side--wherever you end up), and
you'd have to find the way OUT, too. When the Drow
took over Chathold, they didn't even try to get
through the damn thing; they just blew it up. You can't get an army through the
damn thing, but you can sure send for high-powered help pretty fast. Not all
churches link directly to all other churches, so in some cases you actually
would have to go to New Evermore to get to Chathold
or to Hookhill to get to
Here is what
the Bishop would offer you in guidance on this matter: As far as the official
catechism goes, church doctrine has made a distinction between elves and the fiends of the lower planes. Generations of clerics from the
great churches of Anshar and Sin have released
doctrinal documents that confirm that elves are not demons, devils, daemons, or
demonkind of any sort. Even Nergul's
recent attempt to include the Drow among his dark
servants was based upon a re-definition of "Underworld," not of the
constitution of the elves.
Bowing to the wisdom of the Church of Sin, whose holy duty and passion it is to
purge this world of the netherworldly hordes, the
Holy Church of Nyrond long ago accepted dogma that
states that elves are not demons, daemons, or devils; they are in fact elves.
Although not all churches are as vigilant in educating the populous about the
finer points of demonology or in correcting popular beliefs that link elves
with demons, official church dogma would suggest that clerics should not preach
that fallacy. Nowhere in the texts do Nyrundian
edicts advocate that elves should be slain, hunted, mistreated, or in other
ways seen as official enemies of the church. We are not in a holy war against
the elves.
The edicts, do however, call for some distance and caution between humans and
elves, except in extraordinary circumstances in which the elf's service to the
Church has demonstrated that the gods themselves have granted the individual
their favor. Three of the noblest palladins of Ishtar
(Lord Soothra, Lord McBain,
and Gorkin the Good) all have elvish
blood, but all have been received by the archcleric
and other high officials and all have earned their places in the Church's
honorable history. Since the majority of the city will not, I imagine, be
human, elves on the whole should not be called upon to engage in any
conversations that they would find troubling or uncomfortable. As for the
humans, the
It is the nature of a good strategist to anticipate problems and prepare the
way for solutions, but at some point all great leaders must stand back and
become inspired by the actions of those who have followed them. We leaders will
all worry for the people of our city, but we will surely also all be amazed at
their capacity for expressions of great beauty and understanding.
1. All
citizens are required to do confession 1/month
As leader of
the city, Sparhawk must confess with Beatrice as it
is a city of
2. Build a
wall of rumours: all confessions and a variety of
unconfirmed rumors are placed on a wall so there are no secrets within town.
This is accomplished through the talking grapevines which are rumor-mongers in
themselves. The grapevines were a gift from the Great Druid long ago.
3. Midwife
program. They will recruit and teach women how to be midwives and then send
those people out into the populous to aid with the birthing of children.
The Church regularly casts Fertility miracles and the church recommends people
to go to the druids for same if for some reason they feal
uncomfortable going to the church.
The fertility miracle itself should cause fewer problems with birthing but the
midwives still have lots of work to do.
The church
also has the Istaritu, the 'Beloved of ishtar' who are the very special prostitutes for the
church. They like most to find heroes to 'practice their holy rituals' as well
as nobles. They do of course, perform the sacriment
of love with commoners as well. Note that before Istaritu
go out with heroes and other special people they always have fertilities cast
insuring a child. The children, once born, are raised by the church to be good.
(often raised to be church acolytes, Paladins, etc).
The other prostitues who do not have the god granted
powers of chram and illusion that the Istaritu have, also perform the Sacriment
of love for donations to the church....
All of these prostitutes are regularly cleansed of disease and other maladies
as well as recieving other blessings from the church
including free healing, etc.
Sapatu
(first of the month, holy day) the sacriment
of Love is performed in a special area within the church and all citizens and
worshippers of Ishtar are welcome. (huge orgy). The High Priest
officiates/directs (but does not participate). The large ammassing
of love feelings are offered up to Ishtar as a gift (as well as used in the
casting of other holy miracles.
In times of
danger, the church rings a bell as well as always alerts all prostitutes. the
prostitutes go out into the town to warn people of the danger. If the city is
under attack, the citizenry is directed to the church to participate in the Sacriment of Love Protection - (any having sex in the area
are immune to ALL attacks so long as they continue to have sex). Such sexual
energy is also used in defense of the city....
Lion kennels
are created near the Church. The church would like it if the druids would also
be able to see to the health of the lions. Note that Speak with Lions is a
miracle granted by Ishtar and a god granted power of paladins. Lions as a race
love ishtar and desire to test the Paladins of Ishtar
in Lion fights. These tests, where the paladin and lion go mano-en-mano are large spectator sports that many can watch. If the
paladin kills the lion, he may progress as a paladin. If the lion defeats the
paladin, the lion is granted further powers by Ishtar (there are some damn
tough lions after a while).
Any paladin who defeats a lion, earns his right to have a lion companion. these
lions will fight to the death by the paladin's side.
The largest
and toughest of lions will be used in defense of the city, church, and Grain
Houses. some are posted at the gates to the church and the gates to the
city (there is always a priest or paladin to attend the lion).
The church is completely open to ideas the druids may offer how to keep a happy
& healthy lion population and see it grow. (Lions are VERY holy to ishtar).
Marriage ceremonies are a mainstay of the church. Any
two spirits joined in matrimony are truelly blessed.
(the miracle also places leans on the lovers souls insuring that they reach the
best possible place in the after life - i.e If they
are of differeing alignments they may coexist on one
plane together (usually the best of the two choices)) and if they are of the
same alignment, they are always garanteed being in
the same place on thier planes in the afterlife.
((there are
also higher level marriage ceremonies that do more things...
Gift of the
War Goddess
Level: City Spell Range:
0 (must be cast in church)
Duration: 1 need Area
of Effect: special
Casting time: 1 turn Saving
throw: n/a
Ishtar is
the Goddess of War and her mantra is defeating your enemies’ makes you
stronger.
Ishtar is the Goddess of war and her mantra is to use your enemies’
weapons against them.
This miracle may be cast in any time of need in the cities church. Once cast,
Ishtar sends an angel bearing any one artifact weapon previously used by any
defeated enemy of the
------
there have been a lot of enemies already defeated by the church of ishtar (that part of the miracle refers to the Church of
Ishtar as a whole and so churches from babylon and chathold count)...
just to note a few of the major enemies that have been defeated:
Druaga (the babylonian
devil lord - see dieties and demigods for his items)
Khalak (see the miracle "Breath of Khalak" as his major weapon)
Shrines
Shrines are
dedicated to Saints who can call on the Gods. often, worshippers seeking help[
from a Saint are looking for assistance in a area not within Ishtars Church scope. Thus, other Gods can be asked for
help through the saints.
Patron Saint
of Common Sense and Demon&Undead Slaying
*
Dorin Oakneshield
(Dwarven Male Cleric 8th) Priest of Moradin
in Church Row ( Company of the Bear )
His champion is Thorogar Oakenshield (Ft-7, Dwarven Defender 6) who has a Belt of Str+10, Tattoo of Str, Gauntlets of Str +6 for a
total of STR41.
Has gigantic Cave Bear (HD 12 HP 80) as
mount
The Shrine
is a simple indoor arboretum area with many Celtic artifacts about. It is consecrated to Silvanus and
reveres the St Cu Chulainn (Celtic Hero of old).
* Quaron
the Druidess (9th lvl
Neutral)
keeps up this shrine to the "dead" Celtic Gods. With the merge to Harn, the Celtic God Silvanus has tried to reassert some
control over the Druid circles here in Oerth. Quaron, along with many members of the Company of the Two
Hammers have formed this shrine and the movement to restore :Balance" (aka
Neutrality) to the
* There is
an Incarnation (Relics & Ritual Prestige – Lvl 20)
that also dwells here working with Quaron to regain a
neutral balance.
Patron Saint
of Children.
St Cuspa: Perhaps the first
cleric of the Aerdian faith. Drew the earliest
clerical circles of protection in the defense of children from unknown
humanoids or other foes. Perhaps a cleric of Lahamu or
Lahamia. The Shrine to St Cuspa
acts as the cities orphanage. It currently has 12 children and has room for 50.
The shrine is a simple affair with most of the space being used for caretaking
of the children proper.
* Priest is Navar
Tethlick ( Cleric - 6thlvl - Align LN - HP 40) of Nusku,
God of Flame and Sacrifice. He holds St Cuspa in high
regard as he grew up in an orphanage himself. The city of
* There is a
25% chance that a Knight of the Flame (lvl 1-10th)
will be present on some mission speaking to Navar or
spending time here.
Possesses:
Teddy Bear of PF Evil (Cosby
made) 400,000gp donated by Khan plus a
Horse with full gear
* Priest Stephen Scottsburg of Anshar (Priest 6th lvl) Given +2 Intelligence
Gordon the Gith worships Ishtar thru here. He has donated 200,000+ to the cause.
Khan worships here and donates
Shrine to St Sunniva, Shammash (33)
This entire
block is dedicated to the God Shammash's St Sunniva. It is second in size only to the
The altar
has a permanent Sunray and the area is very well lit constantly. Below the
altar in the dungeon is a state of the art Interrogation center and cells to
hold 40 people.
Supporting
Priests:
Stats: S11 I15 W28 D9 Con10 Ch17 HP 70 Feats: Iron Will, Skill Focus - Sense Motive, Spell penetration, Greater Spell Penetration, Investigator (+2 Search/Gather Info), Negotiator (+2 Sense Motive/Diplomacy), Leadership. Flaw - Phobia (Darkness) Shaken, Reputation -2,. Skills: Sense Motive: +28, Bluff +20, Diplomacy +20, Religion +20, Gather Info +18, Torture +20
Given Holy Sword by Bowery Boys from dungeon in Yatil (Yr 24)
|
+5 Holy avenger - Cold iron and Adamatine
- Spell Resistance 5+paladin level, Greater Dispel 1/ rd, standard at Pal
level. Intelligent - Dedicated to shamish, INT 15, Wis 15, CHA 10, Speak, 60ft darkvision
and hearing, 3 powers (Used in Judgement, Zone of
Truth always on, 10 ranks Intimidate or Diplomacy always one, In judgement, may bestow curse) |
Saint Sunniva
- Patron Saint of Travelers
- Sunniva was a cleric of the sun god Shammash who traveled the great expanses of the Aerdian Empire and beyond. He is said to have raised the
sun so weary travelers could find their way through a dark snowstorm.
Throughout his travels he corrected injustices wherever he saw them - in the
lands of the pagans, Ket, and beyond. When Sunniva happened upon two warring crowds on the roadside,
he quickly ascertained that they fought over who had killed their leader and
stolen their food. He summoned the Light of the Sun and Shammash
spoke directly - identifying the murdering thief and ending the combat. Legend
also describes St Sunniva traveling to Ket. When he was confounded by their strange beliefs, Ea
the goddess of wisdom, spoke to him and taught him their customs and ways. Soon
after, Sunniva opened the first trade routes through
the north with Ket. It is said that Sunniva watches over travelers and eases their burdens if
they are good natured to their fellow travelers. Sunniva
was also the first one to use Sunray as a means of long distance communication