Church of Ishtar

Goddess of Love, War, Fertility (fertility in plants, animals, and people), Grainhouses; Mistress of Battle and War; Mistress of Love; Queen of Joy; Queen of Heaven and Earth, The Morning Star (war) and Evening Star (love)
Goddess Teachings Holy Days Rituals Sermons/Epics
Role/Function of Church Clergy Clerical Requirements God-Granted Powers Specialty Spells Churches and Clergy
Rahasia Al'Vere, Divine Savant Babylon Cathedral Chathold Basilica New Evermore Church Tyr Church
Selid-Din Church Hookhill Church Theocracy Church Adventuring Clerics Terrabinth
Church Programs of
Love, Fertility, and War
Brothels Istaritu Children of Prostitutes
Midwives Marriage Ceremonies
Grainhouses Lion Kennels Hanging Gardens of Babylon
Tree of Life, Babylon
War College Acolytes of War Spoils of War Weapons Trade Strategies for Defeating
the Dark One
Assets of Church Treasury of Babylon Swords of Power
Rods of Dominion

Cities

The Goddess

As explained in the Enuma Elish and other religious texts, Ishtar is the favorite daughter of Anu and Ea, Lover of Tammuz, and Sister of Sin. Ishtar is an amazingly beautiful and charming woman with the ability to cast any clerical, druidical, or magic user spell. She wears a great headdress that allows her to use her enemies' greatest power against them, and she fights with a blue crystal rod that can channel her magic user spell energy into damage to her opponent. She rides a great chariot drawn by flying, golden lions.

Ishtar taught humanity to survive by through procreation (fertility and love), combat (war, codes of chivalry), and preserving the fertility of the land (the grainhouses and her Ishtarian druids). During the Dark Times, Ishtar cried at the banks of the City of Enwall. Her tears enchanted all rivers. Demons/devils/daemons cannot cross natural, moving waters.

As the Goddess of Love, she has a reputation for sleeping with human heroes (as well as with other gods), and one of Gilgamesh's major claims to fame is that he resisted her charms (perhaps because of his fundamental narcissism) and threw great insults at her. The Church of Ishtar has a tenuous relationship with Gilgamesh as a result of this history, and the policy is often to avoid interactions with the King of Nyrond whenever possible.

Ishtar is basically a lawful good deity, but one of her sayings is "All's fair in love and war." In practice, she is a chaotic-lawful-good god, who often employs creative interpretation of laws or begs favors of her father, Anu, to change the laws on her behalf. Anu, notorious for his slow-working bureaucracy, makes his bureaucracy particularly slow when it comes to meting out punishments against this daughter, and the church of Anu has a similar practice with the church of Ishtar.

Teachings

Aims of the church: promote the worship of Ishtar and understanding of the link in both deity and responsibility between creation and gods, prepare for victory in the next battle and fight for the right of the goodness of creation to survive and succeed, and advance culture in goodness (love, war, fertility)

1. The duty of all who live in cities of Ishtar is to prepare for the next battle at Tovag Baragu. All citizens must keep the knowledge of the Dark Times and of the battles of ages past and learn the strategies for survival in the next war.

2. Life is cut off in battle and renewed in conception.

3. All's fair in love and war, yet both should be conducted with honor. 

4. What does not kill you makes you stronger. Always strive to use your enemies' greatest weapons against them.

5. Ishtar brings fertility to the earth and protects the grainhouses. It is the duty of her worshippers to feed the god on Sapatu and major holy days

6. Slavery is an abomination and a strategic nightmare. If you cannot conquer your enemies, you must do the work yourself.

7. The church also teaches specific strategies to be used in combat as well as the morals learned fom them. Often, a particular historical, famous, or recent battle is used as the main story of the sermon and by example of the combatants various strategies are taught as well as some of the powers of evil creatures. Continual exposure to these sermons can increase Knowldge (Battles) and/or Profession (Soldier) sklls.

8. Ishtar grants to her clerics, in the form of mircales, the knowledge to create specific weapons of war. Spells such as Craft Holy Sword, Craft Giantbane Sword, etc grant the clerics the knowledge to create them but they still need flames that are hot enough to make them (the magical holy fires of Gibbil or Girru).

**Favorite Saints: St. Anda, patron of quests; Gregarin, battles, strategy; St. Dalvenar, purity; St. Cuthbert, battles v. undead/demons esp.

Teachings Dictated by the Theocracy

The Church of Ishtar does its best to follow the teachings of the Theocracy as long as they do not conflict with the aims and teachings of Ishtar. Some of the teachings of the Theocracy, such as the confession of secrets, were, in fact, introduced by the Church of Ishtar.

However, the church believes in cultivating allies (love) as much as defeating enemies (war), and often the enemy of my enemy is my friend. As a result, the church does not regularly enforce the Theocracy's injunctions against outworlders or elves, since so many outworlders and elves have proven to be great allies in the battles against the Dark One or against the dragons of the Sea of Dust. In deference to the Theocracy and following the precedent of the Archcleric in greeting and rewarding Taran Soothra (half-elf), Finerio McBain (elf), Stilleto Jim (valley elf), and Gorkin of Good (elf) after the Defeat of the Dark One at Tovag Baragu, the church will exercise good judgment and due dilligence to ensure that individual outworlders and elves are allies if the church engages in interaction.

Clearly, the church cannot in good conscience follow the injunction against prostitution or adultery (though the church does not define having multiple loves or multiple spouses as adultery in any case), and the church is exploring the precedents and archives of the Theocracy to understand and perhaps overturn this teaching.

Holy Days of Ishtar

In addition to regular observance of the holy days of Nyrundian religion, including Sapatu, the Akitu Festival, and regular sacrifices to Sin during the New Moon, the following days are particularly sacred to Ishtar:

Rituals

Sermons and Epics

The sermons of Rahasia during the first year after Babylon was founded will be about strength and forgiveness. How does one live to best glorify their gods and why does one do this? 

Sermon of the Dragon Reborn

The story of Kas begins long before the man was born, with Tiamat, the Great Mother, the willfulness and pride of the people awoke her and she, roused by our wickedness, raised up the Dark One. Through our folly, we pushed our own mother and mother to the gods away from us. Yet, not all the gods abandoned us and we were given another chance. Even Tiamat herself did not wholly forsake us for the bonds between a mother and her children are stronger than 1000-fold steel. Kas battled with the Dark One and her Forsaken and foiled the initial plans of the Dark One to release the Reign of Colorless Fire on all of Oerth. With this second chance, the children of those who had angered the gods came to remember again, but the Dark One kept this knowledge shrouded in secret, and the Great Kingdom grew corrupt. Discuss famous wars and famous loves in this time. 

In the desert, Kas rose again in a man named Shai, destined for greatness. Shai foretold our return to the desert and the renaissance of the worship of our gods. As the years went by, the gods became pleased with their servants again. They foresaw the coming battle at Tovag Baragu and began to make revelations to the people of the Great Kingdom, releasing the secrets of their proper names and Nyrond broke free from their wicked bonds. Discuss the tale of the war between Jalpa and Nyrond and the swords used. 

Once again, the people grew greedy, however, and tried to tap into the power of the Tree of Life. In the desert, the Hachdeshani rose to avenge this prideful gesture and from this arose a great war and a great love (Taran’s parents). From this war and this love the Dragon was Reborn, Kas walked again in Taran

Sermon of the Defeat of the Dark One at Tovag Baragu

Discuss prophesies about fighting the Dark One, then the stories of the Swords of Power including all the rhymes, powers, and locations. The parallel tales are of Ishtar coming down to prepare and the gods sending down swords. It is best that Ishtar came for no powers could be better suited than Love and War to use the swords to their fullest potential. 

But in the desert, nothing brewed and no desert creature stepped up to the battlefield to raise arms against the Dark One. They turned from our gods again, and the Dark One held the beauty of service to the gods as a great secret from them. Discuss the story of the Tovag War—who came and who didn’t, the open portals to places and times when the Dark One had worshippers. Our duty now is never to allow our age to be one upon which the Dark One can call. 

Sermon of the Virtues: Love, Truth, War, Fertility. 

  1. Love what is good and fight evil. Protect what is good and arm it with light. 
  2. Let the evening star dispel the darkest of secrets and let no one arm the Dark One with her swords of lies. 
  3. Be strong and true in your battle, for each day we live to do true and good acts we march forward in the eternal war. 
  4. Be fruitful in both your children and your grains. Prepare your children to be good servants to the gods and the gods will bless them with glory. Prepare your grains to be good food for the gods and the gods will bless you with a beautiful life. 

The story of TaranFinerio, Lanfear, and Rahasia illustrates the four virtues: the secret of Lanfear and Finerio’s deal, the battle strong and true against the liches, Finerio not strong and true when Lanfear corrupts him, but redeemed after his quests. Taran strong and true throughout. Lanfear’s trickery—bad children and bad food v. end with love, love is why Taran was able to succeed and why Finerio could be redeemed, love of Blood Brother. Our food and our faithful children are the shining steel from which the gods forge their swords. Our secrets are the dark iron from which the Dark One folds her blade. Finerio’s story of his quest: the weapons he faced, which secrets he kept; the greatness of his weapons forged in strength, truth, and love of Ishtar; the greatest weapons, the Sword of Love, which destroyed the agents of the Dark One, her hands in New Evermore, when Finerio cleansed himself before all the gods and completed his quest. 

If you shall falter in your path, think upon the rhymes of these swords: Wayfinder, Lawgiver, Sword of Love.

Sermon of the Temptations of Great Power

At some point each year as part of preparing for the next battle, archbishops/bishops of Ishtar cities give a sermon about the temptations of great power. It’s the story of Stiletto Jim and the Golden Skull and how, despite the great ability to detect lie bestowed on Jim from the skull, Romag was able to manipulate him horribly. 

For two years Brother Romag spoke nothing but the truth, yet his words led Jim to fashion an awful army of hoardlings and trollocks and march it through the most populous parts of Veluna. His truths led Jim to seek the eye of the Dark One in order to place it into the Golden Skull and create a self-generating evil unparalleled in our world. Although truth is pure, the selection of truths need not be. In his insanity, Jim’s motives were false and he liked the sound of truths that led him to greater power. In his evil machinations, Romag selected truths that made them hardly look like truth at all.  The quest for power that consumes casts an evil taint on all that we hold dear, and like Jim with the Golden Skull, we give up more and more of ourselves to it the more we follow its temptations until we have given up our very knowledge of right and wrong, our connections to each other, and the possibility for love.

Sermon of Marriage

Explains why Ishtar clerics with their True Loves are the best brides/grooms and how marriage in a Church of Ishtar offers a true marriage that renews not only the couple but the whole world. Una had a success of 107% to write this sermon. Sermon is informed by and incorporates the epic poetry of Ishtar's Dominion over Fertility and the Sacred Marriage Rite.

Sermon of Ishtar's Inspiration in Battle

Bishop Una of Babylon gives thanks to Ishtar for the sacrifice she made for humanity because she cares about humanity. Una was at the final battle, one of those rescued from hell to help call the avatar of Ishtar to the battle. Her life, and the Archbishop’s life were spared. Alexis Selenyasay is the Angel of Swords, the newest of her guardians. You may call for her when you are in great need. She has been called in battle when Lord Soothra had been taken. The Archbishop Al’vere called her and then was about to wield 1000 swords in the battle. 

Sermon of the Goodness of Ishtar and the Duties of her Worshippers

Epic of the Descent of Ishtar into the hells to save Tammuz, the god of shepherds, her consort.


Clerics

Clerical Requirements

God Granted Powers

1st--Weapon Focus Sword or Rod +1 to base attack and +1 to attack rolls with that weapon
3rd- Beauty of the Goddess (1d4+1 sacred bonus to chr 1/day)
5th- Fury of Battle (as Mass Haste 2/day)
9th- Multiple True Loves 1 per 3 lvls. Each love will always feel that the cleric spends enough time with him or her. Healing one love will heal all loves, and clerics can reach one level higher with heal spells (enabling clerics to resurrect or regenerate loves)

Role and Function of the Church Clergy

Churches of Ishtar and Their Clergy

Terrabinth, The Maze Connecting All Churches, The Strategic Hub

 

The most devoted worshippers and allies of the church of Ishtar are aware of the Terrabinth, a labyrinth of portals connecting all churches of Ishtar across Oerth. During the first years after the Dark Times when all forms of teleportation were impossible, these passages provided a strategic link between Ishtar’s clerics and paladins. They still allow the church greater flexibility and communication than most others, despite the great distance between Ishtar’s holy sites.

The terrabinth is built in the form of an elaborate maze of portals beneath all the churches of Ishtar, connecting them all and facilitating military and spiritual quests and missions of the church and its cities. The terrabinth is really difficult to navigate—it’s like a cross between a hall of mirrors and the Great Mosque with openings (and illusory openings) at many different levels. It has several layers of protections and glyphs that prevent all but clerics from entering. Even if a wayward creep does end up in the terrabinth and survives all the protections, it’s extremely unlikely (1/1000 chance) that the person would be able to find their desired location (and of course, there are similar protections on the other side, and you’d have to find the way OUT, too). When the Drow took over Chathold, they didn’t even try to get through; they just blew it up with some pretty complicated dimensional mines. You can’t get an army through without complicated magic, but you can 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 Babylon. There are also portal traps around them that take you directly to the station of the master of the watch or the lion kennels if you aren’t careful. One gateway within the overall structure (not directly from Selid-din City) leads to the Order of the Hart in Furyondy.

The terrabinth of each church is 100 ft. in diameter, and extends across four levels. It appears larger due to mirror usage. There is only 1/1000 random chance of finding the right gateway, and each Terrabinth is linked to certain church terrabinths but not others. Groups of over 10 people will be separated if only one person leads the way. The mirrors are made of a silvered steel backing to anti-magic glass. Each area has an antipathy to evil cast at 19th lvl (DC 28), divination spells do not function, and each archway radiates a type of magic (no connection between type and function of archway). On the archways are stairs that are difficult to spot leading up to the uppermost level--the only way to get upstairs from the terrabinth. Unseen servants sweep the area of tracks every ten minutes and lions roam freely. Paladins and lions patrol the terrabinth.

The maze is actually designed such that one would be foiled if they attempt to “logically” discern their way through the maze. If they have not been led through it before they only have 1 in 100 chance every turn of finding a true portal. One can, however, intuit their way through the maze. A wisdom check of DC 20 is necessary to find the correct gateway. Characters gain +1 for every time they have been guided through the maze. Each check takes 10 minutes of travel. (roll for guards and wards if failed). Characters finding a gateway (1/100 roll or successful wis check) roll randomly to determine which gateway they access unless they have been led through to that location before. 

Portals go to the Babylon CathedralTheocracy Temple (60,000 gp), Chathold Basilica (60,000 gp), Hookhill Church (60,000 gp), Furyondy Shrine in the Order of the Hart (280,000 gp), New Evermore Church (60,000 gp), Tyr (60,000 gp), Selid-din City Church (60,000 gp). Gateways by location:

On several archways are cast clerical glyphs cast by Rahasia Al'Vere at 30th lvl casting or Sultan at 25th lvl.Clerics, Paladins and True Believers of Ishtar are immune to the Glyph effects but not to Wards. Nonmagical physical traps also await intruders. For each turn spent wandering lost in the maze roll 1d6 to trigger a trap:

1) Glyph - teleport to barred chamber right by Watch commander or guard station
2) Glyph -paralysis for d4 turns DC 30-  fort
3) Glyph - shackle spell DC 30 reflex or
4) Glyph -Quest spell to seek out guards and turn self in DC 30 will.
5) Ward – Maze Spell DC 29 will
6) Ward –Alerts the Mage school.
For every three turns spent in the maze, roll d6 for encounter: 1) 1d6 lions, 2)1d4 paladins, or 3) 1d4 clerics. If an alert was raised by a glyph or ward, be prepared for max of each type or simple telepathic contact if you belong there.

Cathedral De’ Babylon, High Church of Ishtar

Basilica of Innana-Ishtar, Basilica of Chathold

1.    F 11, 18, 11, 10, 16, 11
2.    F open 11, 11, 17, 14, 16, 13 (June's henchman)
3.    F open 17, 16, 14, 10, 15, 10 (June's henchman)
4.    M 14, 13, 14, 16, 15, 11
5.    F open 9, 11, 13, 16, 12, 15
6.    F 12, 13, 15, 17, 13, 11 (June's henchman)

1.    M open 15, 11, 12, 13, 16, 8
2.    F 17, 9, 12, 13, 15, 12
3.    F 13, 13, 10, 12, 11, 9
4.    *F 11, 18, 14, 11, 9, 17
5.    F psionics 14, 11, 12, 13, 15, 16
6.    F 17, 13, 15, 13, 14, 9

Recruits from refugees in June:
•    16 blacksmiths
•    3 mages to Sultan
•    2 mages to Prydeon male NG from Southlands, male LN from Southlands
•    2 possible druids (Clarissa, Thylaira) 

Church of Ishtar, New Evermore

Church of Ishtar, Tyr

Church of Ishtar-Selid-din City (YR 18)

Bishop Beatrice Birdsong (Rahasia’s henchman), formerly served in Altaruk and in the Hanging Gardens

Church of Ishtar-Hookhill

200000gp platinum font and basin, holds 51 vials of holy water; lion statues stand on either side of the font, their arms extended; 2 x 5 ½ gold, with electrum trims; eyes—4 medium, blue sapphires (4000 gp), translucent blue crystal, rod 6’ long in shape of Ishtar’s rod. Hookhill is also home to the pig farm and the War College.

Church of Ishtar, The Theocracy

High Priestess: Madeline (Rahasia’s henchman): Madeline, Theocracy Cleric from Rakers Mountains (91% to set up church in Theocracy) Level: 4, Age: 19, HP 40 I: 15, W: 19, Con: 11, St: 10, D: 11, Chr: 16 NWP: sociology, mountain survival, animal lore, hunting, religion, read/write, etiquette, ancient history AC: -1 (+1 plate reflects magic missiles, +1 shield), Ketian ear, bearded devil hide, dust devil heart, 50.000 gp amulet of 18 Chr in moonlight Loves: Bishop of Keishar (101%) Amon Kishati’s father, obtained maps of Hell Furnaces, Great Kingdom, Ket.  

1.    F 13, 14, 11, 14, 13, 16
2.    F 9, 11, 15, 14, 13, 13
3.   * F 15, 16, 10, 15, 13, 13
4.    F 10, 11, 15, 14, 15, 12
5.    *M 15, 16, 9, 15, 15, 16
6.    F 11, 14, 12, 13, 16, 17

Land on the Second Plane of Hell 

Located near the River Styx, this land was won by Umi in duel with Dispater.

Adventuring Clerics

Anachi (Rahasia’s henchman), from Chathold, male Level: 4, Age: 20, HP: 46 I: 14, W: 19, Con: 9, St: 12, D: 10, Chr: 15 NWP: strategy (+1), religion, read/write, etiquette, ancient history languages: aerdian, nyrondian AC: -1 (+1 plate, +1 shield), 5000 gp, bearded devil hide, dust devil heart, Ketian ear Wrote War Library Book: Tovag War History of Babylon worth 15000 gp and will start to have magical powers as continue to collect stories. Killed Ballay’s Landshark used to make 3 +1 non-magical shields. Saw Innspa, Edgefield, Eastfaire (cultist of the Hand and the Eye w/Scarlet Brotherhood) , fought in Altaruk, Wrote The Thoughts of the Fall of Bodal +5 ideas any time about combat evil, and make evil work against itself, War History of Babylon (with magical powers)

Lower level clerics and new recruits, all lawful good (Total 73)

Babylon Acolytes and Lower Level Clerics (lawful good)=64
Chathold Acolytes and Lower Level Clerics=18
New Evermore Acolytes and Lower Level Clerics=??
Hookhill Acolytes and Lower Level Clerics=3
Theocracy Acolytes and Lower Level Clerics=6
Tyr Acolytes and Lower Level Clerics=??

Church Programs of Love, War, and Fertility

The Brothels and Istaritu

Dedicated to the worship of Ishtar, the faithful and unfaithful alike may offer their sacrifices to Ishtar in the form of love and fertility in the holy brothels. Men and women of great beauty and charm are trained and selected to make the best and most fruitful matches in the sacraments. The prostitutes perform the sacrament of love for donations to the church, and they participate regularly in various community rituals and in maintaining morale during and after attacks on Ishtar's Cities

All of these prostitutes are regularly cleansed of disease and other maladies as well as receiving other blessings from the church including free healing, etc. Prostitutes (all have +15% reaction with locals and +20% reaction with mayors & leaders).

Prostitute Network (as of YR 3):

istaritu

Istaritu 

Distinct from the other prostitutes of the brothels are the Istaritu, the "Beloved of Ishtar." These are divine prostitutes trained by Ser’Ineluke, master sorceress, Chancellor of Love and whore of Babylon. They are trained as prostitutes from birth and follow the Way of Ishtar.  

They receive magical training in the sorceress’s charms of illusions and granted divine powers by Ishtar. Trained in the arts of love, sex, dance, performance, and magic, they cannot cast spells, have few bonuses in combat, and few hit points, but their abilities to celebrate the love aspect of Ishtar are legendary. 

Istaritu like most to find heroes and nobles to practice their holy rituals. They do, of course, perform the sacrament of love with commoners as well (although they are very expensive). Note that before Istaritu go out with heroes and other special people they always have fertilities cast, ensuring a child

Anyone who harms an Istaritu receives a curse from Ser’Ineluke (bearer of the Sword of Vengeance, Farslayer). These curses may be placed at a range of 1 plane away, DC 30 or more and subtract 6 points each on 3 stats. In years 1-3, the curse is transitive (anyone who removes it, gets it).

Requirements: Istaritu require a minimum of +6 dance, +6 sex, 18 Charisma, 12 Intelligence. Due to Miracle of Ishtar (6th lvl) they do not age from their devoted use of the charm. Normal aging occurs at 3/4 normal rate, and they are immune to disease. They must go to priests for dedication at age 15. They may touch or carry NO weapons, except daggers, under ANY circumstances. They must pray 3 times a day and must always wear something blue. They may not marry. No birth control may be used, nor does it work if someone does attempt to use it. 

Abilities: (6+Int bonus)x4 skill points at first level, (6+Int)/level afterwards. All DCs v. their powers are equal to performance check. They save v. reflex as a thief, will and fortitude as a magic user. Istaritu get use magic device as a class skill. They perform magically the following spell-like effects as feats:

Fertile Touch: can only be done within 6 hours of performing erotic sex. Female touched becomes pregnant with the sex target’s child.
Disarming Beauty
: Istaritu does a striptease. Any one creature (includes monsters) of the opposite sex viewing the Istaritu must save (will) v. dance performance or become completely non-violent for the next d6 hours.
Erotic Dance Performance
: Dance skill check is DC—Istaritu becomes target’s most desired love/sex object. Charm of illusions, cast during sensual erotic dance. Requires a sacrifice to Ishtar for the pleasure of consorting with an Istaritu—5000gp value. This is to say, Istaritu may cast this at will, but to take the sacraments of love with an Istaritu, you will need to make a significant sacrifice. They will entertain you with the dance and whatever other tricks they see fit.
Erotic Sex Performance
: Sex skill check is DC—Effect temporarily drains 2d6 Const from target (returns at 1 per hour) but permanently increases Constitution by 1. Target will be at -1 attacks (to hit) and -1 Dex for one day. Targets cannot benefit from this effect more than once. Requires a sacrifice to Ishtar for the pleasure of consorting with an Istaritu—Valuable (2000XP min.) magic item or weapon. Those who make sacrifice to receive this sacrament may also enjoy the erotic dance and whatever other tricks the Istaritu see fit.

The Istaritu, Followers of the Babylonian Chancellor of Love, and Their Duties

Children of the Prostitutes

The growing numbers of children are carefully tended by the midwives guild within the church and raised within the faith to be good, often acolytes, Paladins, etc. Children of the Istaritu and other prostitutes are taught that their parents were devoted to Ishtar and offered their love as tribute to the Goddess. The parents are givers of life and revered for granting the children the gift to be raised among the followers of the Goddess of Love, War, and Fertility. These children are all a blessing to the world to make the lands prosper again after the desolation of whatever war was going on or just ended when they were conceived (we are never at a loss for wars & conflicts, and we’re actually still catching up for some of the bigger ones).

The Archbishop Rahasia Al'vere’s first child was conceived in a similar fashion, so there is no stigma within the church or within cities of Ishtar toward that sort of behavior. Anyone who has a problem with it would have to have a problem with the Archbishop, too, and she has really quite nasty black plate mail armor and a very bad-ass mace, so I don’t know that they want to go there. Taran’s mother also died in childbirth, and his father was never found. Like these children, he was raised by an adoptive family as well. Children are told these stories so that they know that alternative families are not just for the poor and the powerless.

As for the logistics of fathers, the church actually prefers to maintain the confidentiality of the fathers, simply by not tracking it. Each child of a prostitute could be the product of any number of people, and that’s really more the point of the exercise--they are children of humanity. Male prostitutes also produce children, which the mother may leave with the church to be raised should they so choose. In addition, the church raises refugee children and orphans as needed, giving them training, education, and seeing that they get an appropriate apprenticeship if they are not adventurer material. Children without families are not uncommon, and the church’s goal is to help these children see that the Church of Ishtar is also their family.

If fathers want to verify their paternity, visit, and otherwise incorporate the child into their family lineage, they certainly may, but they are asked to maintain that contact throughout the life of the child as much as possible if they chose to initiate contact. Specifically, once acknowledged, if the child should seek out the parent, the parent has the responsibility to continue to acknowledge the child. Fathers cannot only be fathers when they chose to visit the child; the child is better off without a specific father than with an on-again/off-again parent who would deny them should they show up at the father’s door. Fathers may chose which scenario they desire. Should they initially chose to leave the pregnancy to chance with no one really knowing the father, but later want to acknowledge the child, we can find the child that belongs to that father--under the stipulations of contact established earlier.

Marriage Ceremonies

Marriage ceremonies are a mainstay of the church, and the epic poetry of Ishtar's Sacred Marriage informs the practice of such ceremonies. Any two spirits joined in matrimony are truly blessed. (The miracle also places liens on the lovers’ souls, ensuring that they reach the best possible place in the after life. For instance, if they are of differing 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 guaranteed being in the same place on their planes in the afterlife. 

There are also higher level marriage ceremonies that do more, and Chathold is the main city of marriage within the church, signalling its symbolic meaning as the city conquered just after Ishtar returned from the Underworld with her consort, Tammuz, and its role in uniting the Countess of Urnst and the son of the Duke of Urnst in the first True Marriage ceremony conducted during the Dark Times.

Midwives

The church's midwives 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 feel 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. Expectant Mothers are carried in a Matron’s Chair. Cities of Ishtar follow birth policies—babies are born in the temple; no abortions allowed, punishable by one year indentured servitude; casting of magics, use of herbs, or other anti-fertility measures are punishable by quest. Couples receive the fertility spell at marriage. Any clerics who violate these rules are unable to get 1-3 lvl spells until atoned.

Grainhouses 

As the protector of humanity, Ishtar taught the first tribe of man to grow and harvest food for themselves and for their gods. Ishtar brings fertility to the crops and (with her consort Tammuz) to livestock, and she preserves humanity with the blessings of a good harvest. Ishtar's grainhouses protect and maintain the bounty of the land by defending the foodstores of the people and the gods against thieves and enemies, keeping the foodstores fresh and healthy, and blessing them with plenty and prosperity. Each city to Ishtar maintains heavily protected grainhouses for the good of the people, and Ishtar clerics are often employed to bless the grainhouses and foodstores of other cities as well.

Lion Kennels

The church maintains sacred lion kennels near the church. The church works with druids 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. The largest and toughest of lions are used in defense of the city, church, and Grainhouses. Some are posted at the gates to the church and the gates to the city (there is always a priest and/or paladin to attend the lion).

Lions as a species love Ishtar and desire to test the Paladins of Ishtar in Lion fights. These tests, where the paladin and lion go mano-a-mano are large spectator sports that many can watch in the gladiatorial arenas. 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 and/or Nyrana Sin (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. 

Some of the named Lions in the Gladiatorial Arenas (by YR 23) are as follows: 

     

War College...aka Hall of Heroes

Every church of Ishtar has a war college overseen by the Chancellor of War. The college sends out scribes into the city on a regular basis to collect tales of battles fought. They take meticulous notes and these notes are transcribed and placed in the war college library. Medals may even be given for particularly valorous battles. These notes form the basis of a huge database upon which the war college develops strategy, preserves, and passes on knowledge about fighting the Dark One and other enemies.

The War College also attracts adventurers and city defenders who wish to obtain the Spoils of War from their victorious battles. Their stories are also recorded and their sacrifices of weapons delivered to Ishtar.

The War College trains nobles, city officials, and adventurers from all over Oerth in strategy (large scale and or small scale as well as logistics and other war-related skills). The War College can train in some specializations and can train certain feats & skills (DMs option).

Spoils of War

Any people who partake in a valorous battle may bring their opponent’s weapon and a trophy of their opponent - an ear, a scalp, etc. and the clerics of Ishtar will freely perform a Spoils of War miracle (q.v.) which blesses the trophy (the victor keeps the trophy while the weapon is sacrificed). The trophy will give bonuses or protections in battle against foes somehow similar in nature to the one defeated. Note: Victors are not required to sacrifice weapons after every battle. When Ishtar grants a victory in battle, warriors may claim the weapon as their gift, or they may choose to send a weapon that is beyond them or inappropriate for them to Ishtar's forces in Heaven and gain some earthly benefit instead. Spoils of War are available in the Gladiatorial Arenas, Challenge Rings, Battlefields, during adventures, or after adventures if a sacrificial weapon and a trophy are brought to the church's War College.

Weapons Trade

Magical Weapons Profits per year (120/year for specials) profit per x4=cost
1440000 (100 swords +1/mo x 2000 gp profit per–80% costs and bones +40%)
22500 (25 flame tongues +1,2,3,4 x 900 gp profit per)
40000 (25 frost brands +3,+6 x 1600 gp profit per)
5000 (5 luckblades no wishes, can absorb, +1 x 1000 gp profit per)
6000 (10 weapons +1,+2 v. enchanted creatures and magic users x 600 gp profit per)
2100 (3 weapons +1, +3 v. lycanthropes/shapechangers x 700gp profit per)
4000 (5 weapons +1, +3 v. regenerating x 800 gp profit per)
2400 (3 weapons +1, +4 v. reptiles x 800 gp profit per)
4000 (5 weapons +2 x 800 gp profit per)
5400 (6 giantslayer +2 x 900 gp profit per)
18000 (12 dragonslayers +2 x 900 gp profit per)
16000 (10 quickness short swords +2 x 1600 gp profit per)
14000 (10 weapons +3 x 1400 gp profit per)
Total magic weapons profits 1,579,400 gp

See the New Babylonian Weapons invented in the first 20 years of Babylon: Babylonian Holy Swords, Babylonian Swords, Babylonian Desert Daggers, Babylonian Fire Whips, and Babylonian Man-Catchers

Note: Instead of 100 swords +1 per month, we can make 100 non-magical throwing daggers +1 or 20 polearms either +1 or +1 non-magical
**Note: 40000 hoardling bones can be used as materials for up to +2 weapons. Every year use 1200 bones for +1 swords for a total of 960000/year in profit

Hard Assets of Church of Ishtar

Land/property (gp)—Total; 1,600,000
500000 Shieldlands
200000 Hookhill church
Hookhill land
400000 Chathold cathedral
500000 Wendt, outside Dyvers

Magic Items, etc.—Total 12,220,000
Font 200000
20000
12000000

Total: 13,820,000


Specialty Spells

Ishtar Miracles By Level: 1 2 3 4 5 6 7 Epic

See Ishtar Spell List for spells in allowable domains

First-Level

Magic Weapon +1 adds +1 bonus to a weapon

Speak with Holy Lions (all lions are holy, btw)
Level: 1

Second-Level

Animal Fertility
Level: 2
Range: 10 feet
Components: S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: one animal per level
Saving Throw: None
100% chance to conceive (once) and maximum litter size

Berserker Rage
Level: 2
Duration: 1 turn/lvl
Area of Effect: 1 person/lvl
Doubles attacks and increases AC +2

Blessings of the Grainhouses
Level: 2
Preserves the grain for the people

Increase Move
Level: 2
Of army unit

Infusion
Level: 2
Range: Touch
Components: S
Duration: Instantaneous
Casting Time: 3 segments
Area of Effect: one creature/object
Saving Throw: None
Restores one channeling point per level of caster

Ishtar’s Power of Smiting
Level: 2
Allows paladin to smite evil one additional time per day per three levels of caster.

Ishtar’s Teachings of Battle “Gift of ...”
Level: 2nd
Duration: 1rnd/lvl Components: V,S,M
A.O.E.: creature touched
Grants any one combat feat to a character. Feats can be granted regardless of characters class, but one may not be given unless the character also has the prerequisites.

Magic Weapon 2
Level: 2
Duration: 1 rd/lvl
Adds +2 to sword or weapon

Measure of the Warrior
Level: 2
Range: Touch
Learn of one defeat or victory for the warrior you face.

Purify Mud
Level: 2
Range: 30 ft.
Duration:
Casting Time:
Area of Effect:
Saving Throw: None
Works like a purify water only adapted to desert conditions, creating cleansing mud baths

Smoke Screens
Level: 2
Of army units—use during charge to prevent opportunity fire

Snakeshift
Level: 2
Area of Effect: 1 weapon/3 lvls
Changes weapons to snakes

Tell Offspring
Level: 2
Range: Touch
Area of effect: one creature
Determines the sex of the child

Third Level

Animate Weapon
Level: 3
Animates 1 crossbow or sword or whatever per level to fight at ½ caster level to a maximum of 9th lvl fighter

Battle Precognition
Level: 3
See most powerful or telling attack that will be used in battle. Do now see how we will fare.

Detect Curse
Level: 3
Area of Effect: 30 feet

Dispel Exhaustion
Level: 3
Prevents exhaustion after having sex.

Load Ballista
Level: 3
In one round

Magic Weapon 3
Level: 3
Duration: 1 rd/lvl
Adds +3 to sword or weapon 2rd/lvl

Mask Unit
Level: 3
Obscurement, no opportunity fire during charge

Rally
Level: 3
Area of Effect: 50 people/lvl
Duration: 1 turn/lvl
Increase morale by 50%

Seal Orders
Level: 3
Range: Touch
Protects and seals battlefield orders to prevent them from being intercepted by enemy forces. If anyone other than target opens orders, they will self-destruct and the caster will be aware of their destruction.

Tale of the Warrior (Beatrice wrote this)
Level: 3
Range: Hearing
Telling the story of a great battle (small or large scale) confers a +3 to strategy once to anyone who hears the whole story. Fighters gain +3 after the roll once to ANY roll.

Watershield
Level: 3
Duration: 2 turns/lvl
Area of Effect: 1.5 feet/lvl
Invokes a water shield to fend off fire attacks

Fourth Level

Antimorph Weapon
Level: 4
Duration: 1 rd/lvl
Makes a weapon +1/+3 v. lycanthropes and shapechangers

Consecrate Weapon
Level: 4
Duration: 1 hr/lvl
All weapons take on the blessed/good descriptor. It can bypass the damage reduction of certain creatures, esp. evil outsiders. All critical hit rolls against evil foes are automatically successful, but it does not apply to any magical effects related to critical hits already on the weapon.

Fitness
Level: 4
Grants fertility

Force Morale Check
Level: 4
Army fear 4th level

Holy Armor (Alteration/ISHTAR)
Level: 4
Range: Touch
Duration: 24 hours
Area of Effect: One set of armor
Components:
Used for pregnant clerics or palladins, armor fits beautifully and comfortably, does not reveal pregnancy.

Ishtar’s Teachings of War
Level:4th
Duration: 1rnd/lvl Components: V,S,M
A.O.E. 1 creature / 2 lvls - (each must be within 30ft of another recipient during casting)
Grants any one combat feat to several characters. Feats can be granted regardless of characters class, but one may not be given unless the character also has the prerequisites. Casting is performed by reminding recipients of a battle in which that feat was used heroically.

Lizardeater Weapon
Level: 4
Duration: 1 rd/lvl
Makes a weapon +1/+4 v. reptiles

Load Light Catapult
Level: 4
Loads as quick action

Mage-biter Weapon
Level: 4
Duration: 1 rd/lvl
Makes a weapon +1/+2 v. magic users/enchanted creatures

Magic Weapon, Greater adds +1/4 levels of caster, single weapon or multiple arrows, bolts, or other projectiles.

Namesake

Level: 4
Range: Touch
Protects one true name

Paladin’s Scorn (ISHTAR)
Level: 4
Range: 10 feet per level
Duration: 1 round per level
Area of Effect: 1 creature
Components:
Casting Time:
Saving Throw:
Prevents Paladin from being swayed from code. Grants save where one would not be granted, and increases save by +5.
O, Ishtar, holy bride of love, / and mother strong of war, / Protect your holy warrior great / to work your holy will. / Till nature in her strength / can breathe her life no more, / give will to guard his holy right / to fight for you once more.

A Prayer for the Dying
Level: 4
-5 to a save

Strategy Table
Level: 4
Creates a strategy table with terrain, etc. Aids battle strategy (but we did it according to old battlesystems, so you figure it out)

Strength
Level: 4
Area of Effect: One creature
Duration: 1d4 turns
Increases strength to 19

Trollbiter Weapon
Level: 4
Duration: 1 rd/lvl
Makes a weapon +1/+3 v. regenerating creatures

Weesmiter Weapon
Level: 4
Duration: 1 rd/lvl
Makes a weapon +1/+3 v. smaller than man-sized creatures

Weightless armor
Level: 4
Duration: 1d4 days + 1 day/lvl

Fifth Level

Animate Weapon 5
Level: 5
Duration: 1 rd/lvl
Animates one (even magical) weapon to fight at 3/4th caster level (no max.)

Answering Weapon
Level: 5
Duration: 1 rd/lvl
Makes any sword a +4 answering sword and grants weapon intelligence and any good alignment

Axe of Hurling
Level: 5
Duration: 1 rd/lvl
Makes any axe an axe of hurling

Battlefield Ceremony (ISHTAR)
Level: 5
Range: 0
Area of Effect: 100 square yards + 100 square yards per level
Components: V, S, M: Holy Symbol, Dirt of Battlefield, Cast at Evening
Casting Time: 1 hour
You that ride before the moon, star of evening, / You that rise with the sun, star of day, / You who go before the flock, lover of shepherds, / You who have seen your fallen children in the light, / You, O Blessed, reclaim your children / Bear them to your tower in the night.

Dancing Weapon
Level: 5
Duration: 1 rd/lvl
Makes any sword a +4 sword of dancing and grants weapon intelligence and any good alignment

Darts of Homing
Level: 5
Duration: 1 rd/lvl
Makes 1d4/lvl darts into darts of homing

Dragonslayer Weapon
Level: 5
Duration: 1 rd/lvl
Makes any sword a +2/+4 v. dragons, gives 3times damage to the one color you name at time of casting, and grants weapon an intelligence and alignment  any good

Draw Upon Holy Insight (ISHTAR)
Level: 5
Range:
Duration: 1 round per level
Area of Effect: 1 creature
Component:
Casting Time:
Saving Throw:
Adds 1 point of Wisdom for every three levels of the cleric casting the spell.

Dwarven Weapon
Level: 5
Duration: 1 rd/lvl
Makes any hammer a +4 dwarven thrower

Farbow
Level: 5
Duration: 1 rd/lvl
Makes any crossbow a +4 crossbow of distance

Flaming Weapon
Level: 5
Duration: 1 rd/lvl
Makes any sword a flametongue

Giantslayer Weapon
Level: 5
Duration: 1 rd/lvl
Makes any sword a +4 giant slayer, and grants weapon intelligence and any good alignment

God’s Feast (All)
Level: 5
Feeds the gods and prepares their food as ambrosia, sending sacrifices of human food to them.

Holy Warrior (ISHTAR)
Level: 5
Range: 0 (cast on warrior, not on bodies)
Duration: 1 hour per level
Area of Effect: 1 warrior
Performs a ceremony spell on all those slain by the holy warrior.
In the burning blades, feed your flames of war / In the lover’s touch, fill your coffers of love / In your warriors' hands, reap your battle’s right / Bear war’s worthy to your spirit land / Bind your fallen children with your loving hand.

Ishtar's Love of Heaven and Earth (ISHTAR)
Level: 5
Range: 0
Duration: once cast, 4 times level rounds to engage. Once begun, spell ends when no character within its protection continues sexual activity
Area of Effect:
Components: V, S (huge semantic component, draw glyph around the area once area is decided)
Can only be dispelled using an abjure spell. 1%/Chr chance to infatuate &/or make unconscious (2 rolls). Offers sex ability from heaven. All figures in the area gain +5 Charisma, are protected from any hostile figure or any power that does not want to join in the sex (effective a wall of force), will experience no change in physical ability until the spell is broken, will enjoy extended durations of any spells of the same caster already on them when this spell began, if cleric or paladin, may penetrate into the astral plane for (level + Wisdom)/2 + 2 rounds. As this miracle draws directly upon the earth’s fertility, a child will be conceived. Virginity gives figures bonuses.
    Queen of lovers, mother of life / Open forth your spirit loins / As the rivers rise beneath your moons of love / Raise in me the spectre of your spirit / Draw up the bounty of the land. / With the might of the holy lioness / You hold the passions of love and war, / Ride out before the glory of the night / Your servant emblazoned with her mother’s roar.

Ritual of Ishtar Ritual spell that dramatically increases charisma of one target creature.

Load Heavy Catapult
Level: 5th
Loads in one round

Miraculous Feat of Battle
Level: 5th
Duration: 1 turn/lvl Components: V,S,M
A.O.E. creature touched
As Ishtar’s Teaching of battle except, this will grant the use of all prerequisite feats in addition to the combat feat named.
 
Magic Weapon 5
Level: 5
Duration: 1 rd/lvl
Pick any 4th level weapon spell while casting

Prisoner of War
Level: 5
Range: touched
Area of Effect: one creature
Works as the quest spell. Prisoners of war cannot betray captors and cannot work as magical or non-magical informants against them, as long as the captors follow the ethics of retaining prisoners humanely.

Speedblade
Level: 5
Duration: 1 rd/lvl
Makes any scimitar a +4 scimitar of speed

Speedbow
Level: 5
Duration: 1 rd/lvl
Makes any crossbow a +4 crossbow of speed

Spoils of War
Level: 5
Requires material sacrifice of a weapon
What does not kill you makes you stronger. When cast, the victor of combat sacrifices to Ishtar a weapon of the defeated combatant (can include natural weapons for creatures), and the cleric enchants relevant piece of the combatant (ears, fingers, claws, etc.). When the trophy is worn, the spoils of war pass on a power commensurate with the power of the weapon sacrificed and the opponent defeated. Powers may range from a +3 v. that type of creature once to a 15% chance to avoid an encounter with that creature once to the ability to break a secret of the Dark One or a permanent bonus against a certain type of attack.

Thunderbolt
Level: 5
Duration: 1 rd/lvl
Makes any hammer a +4 hammer of thunderbolts

Word of Love (ISHTAR)
Level: 5
Cast in conjunction with disenchantment, will move enchanted people over to your side. +5 Charisma, no limits.
    To love that rises with the moon / I make my plea. / With Ishtar’s flying chariot of night, / rise in me. / I sway with the radiance of your holy love; / in battle I wield its flow’r’d blade. / I pull the tides to win my war / and ________ is my battle cry.

Wrath
Level: 5
Duration: 1 turn/lvl
Allows one cleric to fight as a paladin

Sixth Level

Adrenalin Rush
Level: 6
Duration: 1 minute
Range: 5 feet/lvl
Area of Effect: 1 creature/2 lvls
Casting time: 1 segment
Components: V, S, M
Saving throw: Yes, if you’d like to resist it.
This invocation changes the recipient’s system with adrenalin. Those who accept the magic roll a system shock at -5% or die of heart attack (can be healed/raised normally). If not knocked out, creature immediately increases move rate by 1 ft./lvl of caster; improve initiative rolls by 5; gains immunity to fear, slow, and hold; increase number of attacks by 1 per round; gain +2 to hit and +4 damage

Call Faithful
Level: 6
Range: 30 yds
Component: holy symbol, V, fleece
Duration: Permanent
Cast Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None
Ishtar who rules the battlefield. / Ishtar whose work is love. / Your realm flows throughout the lands / through combat, earth power, and love, / Your hand which balances the ways / call your faithful to their holy station.
    Used to call a worshipper or direct ally of Ishtar. Cast at temple. I know name, use it. If they can be brought, they will be. If they are hindered or obstructed, someone else comes on same plane.
1-50% get 7 hit dice or less
51-75% get 8-10 hit dice
76-90% get 10-13 hit dice
91%+ get 14+ hit dice

Disrupting Weapon
Level: 6
Duration: 1 rd/lvl
Makes any mace a mace of disruption that turns as 12th level cleric

Magic Weapon 6
Level: 6
Duration: 1 rd/lvl
Pick any 5th level weapon spell at time of casting

Mother’s Song
Level: 6
Range: 0
Duration: Permanent
When you will go with the lilacs to feel the pregnant damp at your feet / or like a lily curled, encapsulated by the waves / return with the roar of the sea. /Carry the scent of the moon, / through the roots of the waters speak / and rise again in you. / In your blood the land’s breathe / an echo of the moon.
    Mother must be last remaining female in immediate family. Her daughter will be a recreation of the life she has led, like the mother in sentiment and sympathies, so similar that they can understand each other and have a natural magic resistance against anything which will pit them against each other.
    Any time the child conceived directly by the earth’s fertility touches something natural (moss, etc.) she is in communication with her mother through visions and empathy. The prayer uses the moon and its cyclical nature to link nature and love to the ideas of generations/generation and to create a bond through the renewing of natural cycles.
    Water serves as an image of the child in the womb, bound to the mother by drinking in the spirit and body as the domain of Ishtar who cried into the rivers and parted the sea, as the cyclical and recurring tides which follow the morning and evening stars of love and war.

Sharpblade
Level: 6
Duration: 1 rd/lvl
Makes any sword a sword of sharpness

Spoils of the Victor
Level: 6
Cast after a battle, it increases the amount of money and equipment recovered from the battlefield by 10%

War Counselor
Level: 6
Grants leaders an extra strategy check to be used in addition to other checks.

Wounder
Level: 6
Duration: 1 rd/lvl
Makes any sword a sword of wounding and grants weapon intelligence and any good alignment

Seventh Level

Create Holy Sword (Ishtar only)
Level: 7
Casting Time: one month
Components: requires Gibbil’s flame or Girru’s flame
Creates a permanent holy sword for a paladin. Components may be provided from spoils of war cast at the end of the month to link the sword’s powers to a great achievement in one of the paladin’s quests.

Conquest
Level: 7
Range: 0
Casting Time: 1 hour
Area of Effect: 100 yards diameter
When this spell is cast all humans and demi-humans under 7th lvl who are defeated in battle (brought to 0hp or surrender) by the cleric or the cleric’s party will convert to the cleric’s faith and alignment. The conversion will last so long as the creatures remain in the cleric’s presence or within the cleric’s ruled domain. In the later case, the domain must have been occupied for at least one year by forces loyal to the cleric and her faith numbering at least 5 for each one creature so conquered and the cleric must make an appearance at least one week for every three months. If the above conditions are not met or the cleric attacks the creatures or their conquered comrades then the spell ends and the creatures revert to their original alignments and faiths.

Lions of Ishtar (summon planar ally)
As Summon planar ally, except you get the lion men from heaven at 8HD

Vorpal Weapon
Level: 7
Duration: 1 rd/lvl
Grants any slashing weapon the vorpal attribute

Epic

The Breath of Khalak, City Spell of Tyr
Gift of the War Goddess, City Spell of Selid-Din City
Headdress of Ishtar, Epic Spell
Sword of Power, City Spell of Babylon
True Marriage, City Spell of Chathold