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)
- Spheres: Love,
War, Fertility (fertility in plants, animals, and people), Grainhouses,
Maternity
- Symbols of Isthar: blue
crystal rod (clerical holy symbol), lion, the morning star, holy sword
- Favored Sacrifices:
Weapons
- Holy Animal:
lion (also eagle and wolf)
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.
- Secrets
are
weapons in the hands of the Dark One.
All
citizens are required to do confession 1/month. (Cities that
disobey this edict are punished by the Theocracy)
- Secrets are weapons in
the hands of the Dark One.
Cities should build
a
wall of rumours: 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.
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.
- All who carry swords
must obey the codes of chivalry.
- Rape is a major offense
to the goddess.
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.
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.
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:
- January 1st: Ishtar's
Birthday and Mass Marriage Ceremonies (True Marriage City Spell).
- January 2nd: The Highest
Priest(ess) of Ishtar officiates
prayers in the Theocracy
for victory and mercy and makes report about the status of war in the
world.
- January 10th: Blessings of
the druids and lions and ceremony to Tammuz,
Ishtar’s
husband, the shepherd.
- January 11th: In Babylon,
the city re-enacts the Battle at Tovag Baragu for the people of the
city gathered in the Gladiatorial Arena.
- February 15th-28th: Days of
Danger (Istaritu
travel and give warning)
- March 1st: Matronalia (True Marriage
ceremonies of
Ishtar)
- March 28th: Rahasia Alvere's
Birthday,
Traditional Fesitival of Ishtar
- April 1st: Festival of
Ishtar, Lion fights
(Babylon, Chathold, Tyr, New Evermore)
- April 2nd: Lion Fights
(Babylon), Master of
the Walls Celebration, Sword
of Siege Day
- April 3rd: Lion Fights,
Celebration of the
Daemon War (Babylon)
- April 4th: Lion Fights,
Celebration of Ketian
attacks (Babylon)
- April 5th: Lion Fights,
Celebration of Desert
battles (Babylon)
- April 6th: Lion Fights,
Feast of the demon
war (Babylon)
- April 20th: Avendasora
(Celebration of the
Tree of Life) (Babylon)
- June 1st:
Celebration of trade pacts, first
Mardukian trade pact since the Dark Times (Babylon
and Chendl)
- June 17th: New Evermorean
Day of Marriage
- July 1st:
Celebration of Holy Swords, Birth
of Conquest, first holy sword forged since the Dark Times (Babylon)
- July 22nd: Charrissa
Soothra's birthday
(first child born after the Dark Times)
- October 31st: Tovag
Baragu Day, Remembrance and Celebration
of the Defeat of the Dark One
at
Tovag Baragu
- November 2nd: New
Evermorian Festival of
Salvation, Day of Swords
- November 17th: Feast of St.
Hilda (Nyrundian
women's feast)
Rituals
- On Sapatu
(first of the month, holy
day), the sacrament 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 amassing of
love feelings are offered up to Ishtar as a gift (as well as used in
the casting of other holy miracles).
- 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. In
times of danger, the church rings a bell and 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 Sacrament 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....
- After the battle,
prostitutes go out among the wounded,
performing
dances and songs that raise morale (and offer up temporary hit points
to allow extra time for clerics to do proper healing).
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.
- Love what is good and fight
evil. Protect what is good and
arm it with light.
- Let the evening star dispel
the darkest of secrets
and let no one arm the Dark One
with her swords of lies.
- 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.
- 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 Taran, Finerio,
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
- All clerics must be good,
with a very strong preference for
lawful good (other alignments are rare).
- Clerics learn religion,
etiquette, read/write, herbalism, healing, sex ability, sex appeal,
detect lie, spellcraft, tactics, strategy, econoly, ancient history
(ages, Balcuni Silouese, Greyhawkian, Nyrundian), sociology (acts as
mass psychology aiding in checks in religion, diplomacy, and ancient
history), agronomy,
law, heraldry, survival
- All clerics learn to be
careful with wishing (because the Dark
One
is always willing to grant a
wish in a way that will harm). Taran
fell prey to Romag once when he
accidentally wished and Zeutmoy granted it by throwing him, bound, into
a cage where Romag could get to him. Sultan also has inadvertently
wished and cast many of his own spells. Clerics learn never to say the
word unless they intend to cast it. Clerics learn to word wishes
precisely and carefully, using no “ands” and
indicating “immediately” or
“now.” You cannot wish for someone to be dead. You
cannot wish for someone to love you. You should not wish to have an
item out of someone’s hand, or it will come to you with the
sharp end first.
God
Granted Powers
- All clerics have +5%
reaction
adjustment and 10% fame as good wives in Nyrond, Furyundy, and the
Southlands.
- Church has the 'Beneficience
of Gula'
placed upon it (may spontaneously cast healing)
- Clerics gain access to a
wide range of weapon and battle-related Ishtarian
Miracles
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
- Each church has a High
Priestess which is served by three chancellors, the Chancellor of War,
Love, and the Grain Houses. All High Priestesses report to the Highest
Priestess which is located in Babylon.
- The Chancellor of War
is
responsible for the War
College
and the Acolytes
of War.
The college trains paladins, generals,
and other students in the arts of war. He or she maintains the records
of
battles and wars fought on any soil. The Chancellor of War is also
responsible for oversight and management of weapons
manufacture, trade
and
maintenance within the church and city.
- The Chancellor of Love
is
responsible for the Istaritu,
the Devoted of
Ishtar. The Istaritu are
trained in dance, song, and lovemaking. They are the divine prostitutes
of Ishtar and have god granted abilities and are renowned for their
beauty and prized for their companionship. The Chancellor of Love also
runs the regular city brothels
and plays a role in information
gathering and recruitment. This chancellor also coordinates the midwives
of the church with the Chancellor of the Grain Houses.
The chancellor of love performs marriages
when the High Priest does
not.
- The Chancellor of the
Grainhouses is responsibile
for fertility.
He or she employs
miracles to see to the fertility of soils, the health of crops, and the
safety of the warehoused food. The Chancellor of the Grainhouses
also
runs the midwives
in conjunction with the Chancellor of Love.
This chancellor also tends the lion kennels.
- The Church also oversees the
spiritual and strategic training of paladins of the Knights of
the Hart, Order of the
Lion.
- The Church is currently in
alliance with the Church of Anshar.
Ishtar
sells silver weapons to the barbarians
who are fighting the Narians; in turn the barbarians allow Nevrond
Nevrond to continue to make
sacrifice to Anshar. Anshar will
support Ishtar until Ishtar has three cities in the desert, then Ishtar
will conquer a city for Anshar (the goal is Balik). Anshar will also
work to expose the
secret of its redeemed vampire clerics.
- The Church has a Trade Pact
with the Church of Gibbil in Chendl.
Clerics of Ishtar will send aid in the war against the Ketians,
and 10
clerics of Gibbil will live in Babylon
as blacksmiths to stoke the magical fires necessary for making holy
swords.
- Adventuring clerics are
responsible for seeking more knowledge, strategies, and weapons for use
in the battle against the Dark One
and for developing allies and collecting information and intelligence
about all holy wars and other wars and conflicts on Oerth
to be reported annually in the Theocracy
during the Akitu
Festival.
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
Cathedral, Theocracy
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:
- Babylon:
New
Evermore,
Hookhill, Tyr, Order
of the
Hart (Furyondy),
Sultan’s
Chamber, Babylon Lion Kennels
(50 lions)
- Chathold: Selid-din,
Theocracy,
Chathold Lion Kennels
(20 lions)
- Hookhill: Chathold, Babylon
- New
Evermore: Babylon, Selid-din, Theocracy, New
Evermore Mountain Lion
Kennels
(12 lions)
- Order
of the
Hart: New
Evermore
- Selid-din: Theocracy, New
Evermore,
Chathold, Selid-din Lion Kennels
(15 lions), One way to forest
- Tyr: Theocracy, Babylon, Tyr
Lion
Kennels
(10 lions + others)
- Theocracy: Selid-din,
Chathold, Tyr, New
Evermore, Theocracy
Lion
Kennels (2 lions)
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.
Basilica
of Innana-Ishtar,
Basilica of Chathold
- High Priestess: June, The
Bishop of Chathold (Rahasia’s
henchman):
June, Chathold Cleric Level: 9, Age 21, HP: 33 I: 11, W: 17, Con: 13,
St: 14, D: 14, Chr: 17 NWP: aerdian religion, nyrondian religion (+2
knows Marduk), read/write, ancient history, healing, midwifery (heal
special), bureaucracy/administration languages: aerdian, nyrondian AC:
-2 (+2 plate, +1 shield), Brooch of shielding magic missiles, +4
hammer, Necklace of Missiles (7HD fireball, 2x5HD fireball, 4x3HD
fireball), bearded devil hide, Ketian ear, Boots of Speed (desert
elvish make) 2x potion of fire resistance, Scrolls to Tiamant: 2x Sands
of Time (5th lvl), Elemental Bonding 1d4 +1 HP healed (1st lvl), Deep
Breath 1rd/lvl longer to suffocate(1st lvl) 4x oil of disenchantment
(removes ench/charm on persons), potion of health (cure disease on 10
people), can pray for 1st lvl Appraisal miracle Designed Prenatal
Policy, no infant mortality 500 people/lvl of cleric, Studied with
Archbishop of Ishmangallah, 2 contacts with clerics of Marduk in
Theocracy, Contact with cleric of Nabu, Contact with cleric of Anu.
Formerly a worshipper of Innana, converted as a result of our great
faith in conquering Chathold. Received note from Telkearyendar:
“Ephemeral thoughts at the edge of night / Darkness shrouds
the temple of knowledge / waiting for the dawn. / The morning star
rides against the Dark One.”
Laurel Sirith Ahava
- Aurora, Chathold Cleric
(June’s henchman) convert from Innana Level: 1, Age: 20, HP:
8 I: 10, W: 16, Con: 12, St: 11, D: 15, Chr: 16 NWP: aerdian religion,
nyrondian religion, seamanship, swimming, fishing, etiquette,
read/write Languages: aerdian, nyrondian, sea elf AC: 0, +1 plate,
shield, hammer
- Fidessa, Chathold Cleric
(June’s henchman) convert from Innana Level: 2, Age: 21, HP:
16 I: 12, W: 15, Con: 8, St: 13, D: 12, Chr: 18 NWP: aerdian religion,
nyrondian religion, singing, dancing, etiquette, read/write, ancient
history Languages: aerdian, nyrondian, 2 more slots AC: 2, +1 plate
reflects magic missiles, Ketian ear, bearded devil hide, shield, Staff
of Windbolts-10d6/bolt, 20 charges, fights as +3 staff July:
went on Dry Steppes adventure and got a level. Never got past the
halflings in the Sulhaut Mts. Nog Champa is halfling king. Halflings do
not let anyone pass, but we saw many towers in the Steppes. Halflings
have the faces of wise and beautiful children, like to eat flesh, esp.
off living victims, view humans as food, very unified culture, believe
that the land should not be tampered with, e.g. finding gold they would
mine then build great golden structures ON THAT SPOT, will not allow
treasure to move away, have a rich cultural history and believe humans
have destroyed the environment. Mayan has a lead on the Cloak of the
Hell Furnaces. January went with Finerio
McBain
to Rel Mord
- Other posts: Refugees,
Reconnaissance about war (esp. with Beer), Fight
against the Dark
One
- Chathold Acolytes and Lower
Level Clerics=18
- 6 clerics, 3rd level to
Innana
from some other city in the Southlands (stationed in 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)
- 5 additional first levels
(one is June's henchman) stationed in Chathold
- 1 Rhadighast City cleric: M
15, 12, 14, 10, 16, 13 (June's henchman), stationed in Chathold
- 6 1st levels
recruited in May
by Madeline in the Theocracy (go to Chathold)
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)
- High Priestess: Tasha,
Bishop
of New Evermore (Rahasia’s
henchman):
Tasha, Hookhill Cleric from Nyrond, 1st followers Level: 6, Age: 20,
HP: 28 I: 7, W:16, Con: 11, St: 9, D:11, Chr: 13 NWP: religion,
read/write, etiquette, ancient history, sociology, healing AC: -1,
(plate +1 reflect magic missiles, shield +1), hammer +2, basilisk head
of flesh to fire, telepathy item, Ketian ears, bearded devil hide, dust
devil heart, +3 Ring of Protection, Ring of protection from evil; Wrote
2nd lvl animal fertility, Loves Esau (missing one leg), with prophet in
New Evermore
- With the child prophet (?)
Church
of Ishtar, Tyr
Bishop Beatrice Birdsong
(Rahasia’s
henchman), formerly served in
Altaruk and in the Hanging Gardens
Church
of Ishtar-Hookhill
- High Priest (Rahasia’s
henchman)
- 1 first level cleric
stationed in Hookhill
- 1 Hookhill cleric (2nd
level):
Stats: 13, 16, 12, 15, 14, 14; went to Wild Coast to gather vegetation
for Garden for Queen of Celene
- 1 Hookhill cleric (2nd
level):
Stats: 13, 14, 15, 15,13, 15; went to Wild Coast to gather vegetation
for Garden for Queen of Celene 97%
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.
- 6 1st levels
recruited in May
by Madeline in the Theocracy
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):
- Dyvers 16
- Rhadigast
City 14
- Greyhawk
City 11
- Beer
???
- Babylon
74
- Chathold 40
- Includes Colette, head
prostitute (June’s henchman), age 22 (YR1), 3rd lvl spy, Chr:
18, D: 11, W: 12, Con: 10, I: 16, St: 12 NWP: dancing, singing,
etiquette, sex skill (21), 2 slots Languages: Nyrondian, Aerdian AC 2
Ketian armband (when activated as armor), absorbs 20 hp, bearded devil
hide
- Includes 1 professional
prostitute and 3rd lvl spy (June's henchman), ring of diminution
- Includes 1 professional
prostitute and 5th lvl fighter (June's henchman), ring of diminution
- Waybridge
from Theocracy
10
- Central Waybridge
point 3
- Hookhill 10
- F sex skill 13, Ch12, D10,
C 13
- M sex skill 12, Ch 10, D
11, C 15
- Ch 12, D 14, C 12
- Ch 14, D 10, C 14
- Tyr
30
- 50 homeless children from
the Dark Times who may be trained as prostitutes
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.
- Barbara—May
YR3
Dyvers one
check
- Kith—May
YR3
Babylon one check
- Bess—May
YR3Chathold one
check
- Czyl—May
YR3
Rhadigast
- Bliss—May
YR3
Greyhawk City
- Rys—May
YR3 Bridge
96% to set
up, one level
- Sasha—May
YR3 Bridge
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.
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:
- Ballwrecker: 7 paladins
- Armswallower: 6 paladns
- Jumper: 5
paladins
- Cleaver: 4
paladins
- Rake: 3 paladins (rake
10d8 +20)
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