Church
of Kishar
Kishar,
The Rim of the Oerth - All things that are real; the crust
of the Oerth and all things upon it.
Mother Oerth, the Oerth Mother,
the Mother Goddess, Aerdian Name:
Nin-Hursag
God of Earth-Creation. Maker of Road
Major City: Midmeadow
Spheres: Earth, Elemental, Earthpower, Travel, Roads, Maps
Symbol of Kishar - blue star
sapphire
Holy Animal: mole
Kishar is depicted as a
dark-skinned female. She is mistress of gravity
and has complete control over these forces. She also has the power to
bless
with flight those she likes and wither those she hates.
The goddess inhabits a city/island at the edge of the world. Kishar
created the first mountain, first valley, etc. She and her church are
also fond of dwarves.
Teachings
Tiamat (the salt waters) and Apsu (the
sweet waters) gave birth to
Lahamu
& Lahamia (the silt at the mouth of the rivers) and they in
turn gave
birth to Anshar (the horizon of Heaven) and
Kishar (the rim of the
oerth), the last of the Annunaki.
They in turn gave birth to Anu (the sky) and Ea (wisdom) and they gave
birth to the Iggigi (the younger gods...the sun, moon, etc.)
Kishar, mother of the sky,
granddaughter of Tiamat IS the rim of the
Oerth. IS the ground. IS the mountains..
Her beauty can be seen in the natural wonders of the world - grand
cliffs, wondrous plains, beautiful rock formations...these places are
reflections
of her face and are considered holy...
Clerics are mapmakers and explorers. God of earth-creation, City of
Midmeadow. Maker of roads, fond of dwarves
Upon the first of the month,
Sapatu, all who worship Kishar sacrifice
food to the mother goddess by placing it in the flame to give her
strength.
Each night at dinner, an extra plate is prepared for the mother goddess
and it is given to the flame....
Gifts of respect and honor to
Kishar are wondrous gems and precious
stones of the Oerth. Pouring water unto the ground. Burning expensive
and
exotic incense while saying praises to Kishar.
Teachings Dictated by the Theocracy
All Nyrundian worshippers must
give confession of their secrets and
sins to clergy at least once per month so they may stay out of the grip
of the Dark One (master of secrets).
Do not speak with elves, who have life spans far beyond that of
humans, for
they will lead you morally
astray.
Holy
Days
Holy days are Sapppatu (first of every month)
Akitu (first 11 days of year),
Vernal Equinox (August 14th)
Bet-Nahrain (birthday, March 3rd)
On Holy days both food and
gifts of respect are given. On birthday,
gardens are planted and there is the raising of the rocks in the stone
forest.
Individual Stone raised by Bishop on every birthday.
The edge of the Stone Forest. Kishar clerics of extremely
high
levels have been known to ask the Stone Forest for guidance and
knowledge,
and the stones have told of threats as far as the farthest reaches of
its
borders.
Rituals
During prayer, the cleric kneels into the ground, faces the Mountains
of
the Pale, presses his/her face against the ground, and prays. Clerics
who
travel may do the ritual of wonder. When praying for miracles
in
the presence of a Natural Wonder, their miracles are at double effect
(area
of effect or duration).
In church, one cleric cups his
hands in the oerth and lifts it up while
worshippers kiss this oerth and then the higher level cleric marks
their
faces with the dust of the oerth - anointing the forehead.
For penance the cleric or
worshipper tills the soil, digs a holy pit
in which to put offerings, or plants a garden.
Ritual Quest - clerics and
extremely devout worshippers will make sojourns
across the land to see the wonders of the rim of the oerth and
understand
the goddess in her entirety. Often these will include pilgrimages to
some
natural wonder or travel through many cities. The more one sees of the
oerth the more one begins to contemplate the goddess.
Clerical
Requirements:
Duties of clergy: till the soil
and provide food for Kishar, teach love
of Kishar, protect Kishar's Holy places, help others to see the wonders
of Kishar (read into this is the building and maintenance of roads).
Alignment: Any (Goddess is
Neutral), though this church does tend to vote with the more liberal
wing of the Theocracy
required proficiency: map making & reading
God Granted Powers
Clerics can enchant mineral/stone (not metals) - can place any touch
range
miracle in stone, etc., lasts 1 day/lvl
When praying for miracles in
the presence of a Natural Wonder, their
miracles are at double effect (area of effect or duration).
1st- Stone Tell on the Roads,
lasts 1 round/level.
5th- Move Earth (as per druid spell, double area of effect if creating
a path) 3/day
9th- Formation - can shape natural stone, minerals as per stone shape
but double area of effect
Church of
The Rim of
The Oerth
Archbishop Ashur Inkitu, friend of Indira Dir'kumi, leader of the
Guild of the Road
Bishop Thronkin Lugalpadanum
Bishop Unanim Albardia
Bishop Kabtum Bitum
4 High Priests (9th lvl +)
- there are always three abroad at any one time upkeeping roads or
Sojourning
High Priest Baran (rumored to be able to build really big hills)
8 Matriarchs/Patriarchs (7th) -
-just outside city gates matriarchs oversee mining operations
- there are usually four abroad overseeing preparations for road
building
(cleansing)
16 Honored Priests/priestesses
(5th lvl)
- just outside city gates priests participates in mining operations.
- there are usually 5-6 abroad for road negotiations or mapping
Alana is one of the 5th level priests
39 Priests/priestesses, Adepts,
and Acolytes (3rd lvl and below)
- inside the city, adepts manage the temple, acolytes light and heat
the roads, and priests take confession and perform miracles and
counseling
for worshippers.
- half are usually abroad for mapping excursions, gathering holy ground
from natural wonders, and help with road upkeep.
Specialty Spells:
Build Road (Quest/City
Spell) Because this is a city-spell, all major
roads
in Nyrond lead
through Midmeadow.
This miracle creates a permanent,
well-crafted
stone brick road up to 15 hexes long. Road will remain
undamaged
for five years and will slowly decline within five years if no upkeep
is
done. A stone compass in the square in front of the church in Midmeadow
maps the directions and distances between all cities connected to
Midmeadow by holy roads.
Upkeep Road (4th) requires 1
per hex per year
Travel by Road--clerics of high level or particularly high status
are granted items that give them the ability to travel a holy road.
Once per day, a cleric and his or her companions may travel instantly
from one city to the next city connected by holy road.
Rocks from the Sky (City
Spell) Clerics call a shower of rocks to fall
from the sky for a full month. Occasionally the Archcleric
directs
Midmeadow to cast this spell upon another city as punishment for some
great
infraction of the rules or in times of Holy War. Any character in such
a city has a 1% chance per day chance of being killed by a rock.
Earthquake
Swallowing of the Road
(5th)--Any creatures on the road are swallowed
whole.
Creatures with alignment status of 3 or 4 gain no save. Area of Effect
is 10-foot/level. Only effects creatures on a Kisharian road
outside
the city.
Heating the Roads--warms the
road to 50 degrees F. (Keeps snow off the
road and keeps traffic going through the city)
Map (4th level). Creates a
map on one 10x10-inch page to a maximum of
one
hex/per level. Cleric choses the scale represented.
Locate Natural
Minerals/Metals 60ft/lvl range, identify all
minerals/metals/stone
(2nd)
Lighting the
Roads. In times of war or extreme emergency,
groups
of clerics may merge their powers to light the road to the Theocracy
(below).
Kishar Miracles
Common
Prayer (Conjuration/Summoning)
Sphere: All
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: 10-yard radius
Saving Throw: None
Author: Barbara Haddad <melchar@shakala.com>
The priest leads a prayer to his deity, that he may influence the day
to come. All who participate (by repeating the prayer) inside the area
of effect gain the influence. It is expressed by a +5%/+1 (or -5%/-1)
alteration on a single die roll during the day to come. If not used
before the priest's recycle time, the benefit dissipates. Several
common prayers may be participated in by the same individual. The
benefits stack, but their effects are not cumulative.
Create
Earth (Alteration) Reversible
Sphere: Elemental (Earth), Summoning
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Unknown
By this spell, the priest creates up to 3 pounds per level of stone or
1 cubic foot per level of sand, dirt, or dust. The stone can be solid
or loose gravel. The reverse, destroy earth, will destroy a like amount
of earth or stone. Magical creatures are allowed a saving throw versus
death magic or take 1 point of damage per level of the priest. The
material component is the priest's holy symbol.
Elemental
Burst (Invocation/Evocation)
Sphere: Elemental (All)
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 2-foot per level radius sphere
Saving Throw: 1/2
Author: Kai Rottenbacher <c/o
uwagner@orville.zdv.uni-mainz.de>
This spell was once a spell from the Oriental Adventures book, but it
was adapted for the priest. It causes one of the four elements (not
five like in the oriental version) to send off slivers of its element
either causing damage or another effect depending on the element: earth
sends off sharp slivers causing 1d8 hit points of damage; fire sends of
sparks that cause 1d4 damage and cause non-magical items in the area to
save versus normal fire, if their owner or carrier does not save; air
and water send forth concussive waves of force that cause the affected
characters to save versus paralysation or be hindered for one round per
three levels of the caster (hindered equals losing initiative for
physical actions during those rounds). It does not significantly affect
the object from which it gains the slivers of element it shoots off.
Holy
Mace (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 2
Area of Effect: One non-magical mace
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
This spell will turn the priest's own mace into a +4 holy weapon. If
the mace is given to anyone, it will turn to dust. If the priest keeps
the mace, it will return to normal at the end of the duration. The mace
must be sprinkled with holy water for the spell to take effect.
Iron
Fist (Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
This spell will turn the priest's hands into solid iron, which may
strike for 2d3 points of damage in unarmed combat. At the end of the
duration the priest's hands return to normal. Any creature looking at
the priest's hands for 1 round can detect the change on a successful
Intelligence check. The creature only gets one chance to do this. The
material component for this spell is a pair of gauntlets.
Rock-Jump
(Conjuration)
Sphere: Creation, Elemental (Earth)
Range: 100 yards
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Unknown
With this spell, the priest can cause a rock to find its way into the
shoe of the victim. If the victim has no shoes, the spell causes a
thorn or something to stick into the foot of the victim. The material
component for this spell is a small stone or thorn, that is to be
thrown in the direction of the victim. It is consumed in the victim's
shoe or foot.
Clay
Beast (Conjuration/Summoning)
Sphere: Elemental (Earth), Summoning
Range: 30 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Tim Rightnour <garbled@indirect.com>
This spell enables a priest to conjure up a weak earth elemental - a
clay beast of AC 4, 2 HD, MV 15 feet per round, 1 attack for 1d4 points
of damage, which can be hit by normal weapons. It is about 5 feet tall
and appears as a solid mud man. It moves as directed by the priest, but
if it ever becomes separated from the priest by more than 30 yards, it
instantly dissipates. Any native to the elemental plane of earth can
disperse it at will with a simple touch, even another clay beast. The
material component for this spell is a bit of clay.
Mend
Bone (Alteration, Necromancy)
Reversible
Sphere: Healing
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Bone touched
Saving Throw: Negates
Author: Bill Hincks <whin3560@uriacc.uri.edu>
With this spell the caster may mend a broken bone. The bone must still
be made of living tissue and recently broken. An hour must be spent
chanting over the person, while smooth strokes are made on the skin
over the broken bone. Water (or a similar substance depending on the
view of the priest) must be rubbed over the wound every ten minutes.
Over the course of the hour, the bone will draw together and mend. It
will be as good as new when the spell is complete. If interrupted while
casting, the bone will be mended only partly, depending on when the
caster was interrupted. The mending heals 10% of the bone for every 10
minutes of casting, and 50% of the mending occurs in the last 10
minutes.
The reverse of this spell, break bone, is an excruciating process,
where the bone is weakened and drawn apart until it is split into two
separate pieces. The process still occurs over the course of an hour
and a saving throw versus spell occurs in the last 10 minutes. If
successful, the bone is only weakened by 50%; if failed, the bone is
separated completely. It is a common torture technique among Dark Sun
templars. Note: in order to insure that the bone is set properly the
caster must make a successful healing proficiency check, when the spell
is completed. If someone other than the caster tries to use the healing
proficiency and guide the caster he must make the check at an
additional 5 to his roll. An improperly set bone must be broken and set
again in order to attain its former strength.
--2nd level
Bless
Map - Target map gains +2
on all saves, persons carrying the blessed map gain +1 on direction
sense.
Encrypt
Map - map becomes
unreadable to all beings except through the casting of the reverse of
this spell.
Comprehend
Map - allows cleric
to read a map fully - even if parts are written in a different
languages. Treat as comprehend languages and read magic applied to maps.
Curse
of Stones (Conjuration)
Sphere: Creation, Elemental (Earth)
Range: 100 yards
Components: S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg
Author: Unknown
With this spell, the priest causes rocks to find their way into the
shoes of the victim. If the victim has no shoes, the spell causes
thorns and pebbles to stick into the feet of the victim. The effects
are permanent until a remove curse or dispel magic is succesfully cast.
The effects reduce move rate to 1/2 and cause 1 hp of damage to victims
feet for each day of travel.