Temple Row is a series of Shrines dedicated to various Saints. Each building is actually 2-4 separate buildings with a very small space (1ft) between it and the next shrine on the block. This means each structure is independent (an important distinction for some religions). The facing is A-D with A being north, B being East and so on.
Beatrice is 16th lvl her song could summon 10-100 hd of avian creatures or alternately her song can heal 4-16 hp to all avian creatures within a 1 mile radius or alternately her song can sooth & charm a green dragon (save of 30)
The Bishop of the Selid-din City will be Beatrice Birdsong. She has been granted the gift of Dragonsong to enchant and enrich her natural surroundings. She was a member of the adventuring party that made contact with the king of eagles and converted eagles to Ishtar. She's also one smart cookie and battled riddles against a dragon in order to obtain a weapon for one of Lord Fenario McBain's quests. She very early on won the heart of a Paladin of Ishtar who will almost certainly accompany her to Selid-Din.
Extremely good skills in preventing cross-racial tensions: She was in charge of soothing tensions among refugees and did a phenomenal job. She is a natural at this task (+5, besides skill under old system). a sparrow with the gift of dragonsong: does protection from lightning and protection from fire (all other dragons will recognize this as dragonsong; some may know the dragon from the Southlands who gave it the song).
The church will always be recruiting for the church, the Order of the Lion, and for the war effort in the Desert (and elsewhere as necessary)
Paladin 14th level - Order of the Lion
Athtar travels with his lion, Ballwrecker
S21, I12, W13, D13, C18, CH17 (2nd ed. numbers)
All paladins will be equipped with +2 weapons while cavaliers will be equipped with +1 weapons.
The 9th lvls will have +4 swords which cause double damage in defense of the church. All paladins have 2 potions as needed. due to spoils of war each of the paladins above 3rd lvl have +4 on all rolls v.s. creatures with psionics (such bonusus can be applied for 1 battle each)
School of Shadow mage, 9th lvl wizard with simultaneous spell casting and has the names of several upper planar beings he can send communications via "Lights" (these are upper planar spirits that can fly at 60 and are immune to non-wizard related magics)
Hachdeshani Mindbender of 8th lvl specializing in telepathy & psychokinesis as an assistant. He has identity penetration, truth ear, and telekinetic wall (creates a 10x10 barrier).
Church repels undead as a 3rd level cleric, Made of Elemental Earth Stone--I had noted elsewhere that ethereal and astral creatures cannot pass through elemental earth stone (perhaps noted in mining in the dungeoneers survival guide?? p. 48??). In any case, the church will also be covered with talking grapevine (which is living and cannot be passed through). Windows are shielded with anti-magic glass. Within the terrabinth and in many other places in the church, there are gylphs of warding (the terrabinth has glyphs cast by Rahasia Al'Vere. The area around the terrabinth is also protected with plane closes by Sultan, and an Anti-Find the Path by Rahasia. The church has many glyphs of warding. Rahasia will have placed the glyph on the altar, but other clerics will have done the bulk of the glyphs (which are permanent until discharged).
There are some places that are restricted to lions, paladins, and clerics; some only to clerics, etc. There is also a Forbiddance (6th level) around the altar. There is an extradimensional detection (3rd lvl Tome of Magic, channeled to 4th so we can know the source of the extradimensional space) at the door. There is only one (non-secret) door, as clerics and paladins may get around through terrabinth paths to the office of the guard or to the brothels. There is an anti-vermin barrier around the whole church, and an invisibility purge on the clerical preparation area outside the altar, and on the area by the door.
We will also maintain a sanctify on the area of the church, and we will focus a protection from evil in preparation for the completion of the city. (These have 30-60 day durations, and with a full church, this effort can be maintained should danger be anticipated.) I would also like to think that the Regent will have helped to provide the church with some interesting sources of light. Do also look for BattleSystems spells to be cast as appropriate, including my favorites: Courage, Gravitational Variation, and Adaptation.
As far as the
official
catechism goes, church doctrine has made a distinction between elves
and the fiends
of the lower planes. Generations of clerics from the
great churches of Anshar
and Sin
have released
doctrinal documents that confirm that elves are not demons, devils,
daemons, or
demonkind
of any sort. Even Nergul's
recent attempt to include the Drow
among his dark
servants was based upon a re-definition of "Underworld," not of the
constitution of the elves.
Bowing to the wisdom of the Church
of Sin,
whose holy duty and passion
it is to
purge this world of the netherworldly
hordes, the
Holy
Church of Nyrond
long ago accepted dogma that
states that elves are not demons, daemons, or devils; they are in fact
elves.
Although not all churches are as vigilant in educating the populous
about the
finer points of demonology or in correcting popular beliefs that link
elves
with demons, official church dogma would suggest that clerics should
not preach
that fallacy. Nowhere in the texts do Nyrundian
edicts advocate that elves should be slain, hunted, mistreated, or in
other
ways seen as official enemies of the church. We are not in a holy war
against
the elves.
The edicts, do however, call for some distance and caution between
humans and
elves, except in extraordinary circumstances in which the elf's service
to the
Church has demonstrated that the gods themselves have granted the
individual
their favor. Three of the noblest paladins
of Ishtar
(Lord
Soothra,
Lord
McBain,
and Gorkin
the Good) all have elvish
blood, but all have been received by the archcleric
and other high officials and all have earned their places in the
Church's
honorable history. Since the majority of the city will not, I imagine,
be
human, elves on the whole should not be called upon to engage in any
conversations that they would find troubling or uncomfortable. As for
the
humans, the Church
of Nyrund
offers guidance and direction
but does protect the free will of our
worshippers
in carrying out their duties to their gods. The god's do not charm
obedience
from their worshippers. The first duties of all worshippers of any
Nyrundian
god are to give sustenance and food to the god,
to strive to be worthy of the god's favor by honoring what the god
holds
sacred, and to pay appropriate tribute in thanks for the god's
blessings. For
the average citizen, religion should work in harmony with everyday
living. In
our case, we should strive for greatness in love during times of peace,
war
when peace cannot hold, and fertility in the balance of both.
It is the nature of a good strategist to anticipate problems and
prepare the
way for solutions, but at some point all great leaders must stand back
and
become inspired by the actions of those who have followed them. We
leaders will
all worry for the people of our city, but we will surely also all be
amazed at
their capacity for expressions of great beauty and
understanding.
Also see Rituals and Practices of Ishtar involving the brothels.
System of Portals for strategic military and spiritual travel throughout Oerth.
Shrines are dedicated to Saints who can call on the Gods. often, worshippers seeking help from a Saint are looking for assistance in a area not within Ishtar's Church scope. Thus, other Gods can be asked for help through the saints.
Shrine of the Unicorn (30A & B) |
Shrine to Saint Shevalin - Patron Saint of Music (30C) |
Shrine to Saint Cuthbert O' the Cudgel (30D)Patron Saint of Common Sense and Demon and Undead Slaying |
St Theodin Rockbrother's Shrine, Moradin (31A)* Dorin Oakneshield (Dwarven Male Cleric 8th) Priest of Moradin in Church Row ( Company of the Bear ) His champion is Thorogar Oakenshield (Ft-7, Dwarven Defender 6) who has a Belt of Str+10, Tattoo of Str, Gauntlets of Str +6 for a total of STR41. Has gigantic Cave Bear (HD 12 HP 80) as mount |
Shrine of St Cu Chulainn (31B)The Shrine is a simple indoor arboretum area with many Celtic artifacts about. It is consecrated to Silvanus and reveres the St Cu Chulainn (Celtic Hero of old). * Quaron the Druidess (9th lvl Neutral) keeps up this shrine to the "dead" Celtic Gods. With the merge to Harn, the Celtic God Silvanus has tried to reassert some control over the Druid circles here in Oerth. Quaron, along with many members of the Company of the Two Hammers have formed this shrine and the movement to restore :Balance" (aka Neutrality) to the Druid Circle and bring Silvanus back. * There is an Incarnation (Relics & Ritual Prestige – Lvl 20) that also dwells here working with Quaron to regain a neutral balance. |
The Orphanage - Shrine to Saint Cuspa (31C)Patron Saint of Children. St Cuspa: Perhaps the first cleric of the Aerdian faith. Drew the earliest clerical circles of protection in the defense of children from unknown humanoids or other foes. Perhaps a cleric of Lahamu or Lahamia. The Shrine to St Cuspa acts as the cities orphanage. It currently has 12 children and has room for 50. The shrine is a simple affair with most of the space being used for caretaking of the children proper. * Priest is Navar Tethlick ( Cleric - 6thlvl - Align LN - HP 40) of Nusku, God of Flame and Sacrifice. He holds St Cuspa in high regard as he grew up in an orphanage himself. The city of Selid-Din holds high promise of wealth and the clergy of Nusku have sent Navar here to insure they receive their just due! * There is a 25% chance that a Knight of the Sacrificial Flame (lvl 1-10th) will be present on some mission speaking to Navar or spending time here. Possesses: Teddy Bear of PF Evil (Cosby made) 400,000gp donated by Khan plus a Horse with full gear |
Shrine to Saint Anda - Saint of Quests (31D)
* Priest Stephen Scottsburg of Anshar (Priest 6th lvl) Given +2 Intelligence Gordon the Gith worships Ishtar thru here. He has donated 200,000+ to the cause. |
Shrine to Saint Rasha - Saint of Fire Elementals (32A)
|
Shrine to Saint Gregarin -Saint of Strategy and Conversion (32B) |
Shrine to St SuManda -Saint of Sewers and Construction (32C) |
Shrine to Delvernar – Saint of Purity (32D)Khan worships here and donates
|
This entire block is dedicated to the God Shammash's St. Sunniva, patron saint of travelers. It is second in size only to the Temple of Ishtar and has quite an attendance by the Shield Knights. This congregation, being Shield Knights, rotate in and out assignments and do a lot of traveling. St. Sunniva is revered and his intercession sought. The altar is in the block square (outside) and the entire inner 3 story structure is seating. The Grounds are Hallow (PF Evil, +3 Turn Checks, and have a permanent Unspeakable Lie in the area. (25thlvl Caster - Cardinal Belseimmo
The altar has a permanent Sunray and the area is very well lit constantly. Below the altar in the dungeon is a state of the art Interrogation center and cells to hold 40 people.
Supporting Priests:
Stats: S11 I15 W28 D9 Con10 Ch17 HP 70 Feats: Iron Will, Skill Focus - Sense Motive, Spell penetration, Greater Spell Penetration, Investigator (+2 Search/Gather Info), Negotiator (+2 Sense Motive/Diplomacy), Leadership. Flaw - Phobia (Darkness) Shaken, Reputation -2,. Skills: Sense Motive: +28, Bluff +20, Diplomacy +20, Religion +20, Gather Info +18, Torture +20
Items: +6 Mantle of Wisdom, +4 Plate, +4 Shield, +3 Mace of Holy Blessed Disruption, +3 Cloak, Many spells cast daily including Word of Recall goes to the Regent's personal altar and a contingent resurrectionGiven Holy Sword by Bowery Boys from dungeon in Yatil (Yr 24)
+5 Holy avenger - Cold iron and Adamatine - Spell Resistance 5+paladin level, Greater Dispel 1/ rd, standard at Pal level. Intelligent - Dedicated to Shammash, INT 15, Wis 15, CHA 10, Speak, 60ft darkvision and hearing, 3 powers (Used in Judgement, Zone of Truth always on, 10 ranks Intimidate or Diplomacy always one, In judgement, may bestow curse) |