The Hero Cults
- Isthar
- Enkidu
- Ellander
- Caerfallin
- Raq
- Beryl
- Tomkins
- Gradulf
- Durin
- Hillesa
- Molosh
- Hikitami
- Sophia
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Isthar
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Description of founding hero:
Isthar was a Janni (minor genie) queen who became
Sophia's second mother. The Janni were a nomadic
race with innate magical powers that traditionally
did not involve themselves with others. However,
Isthar decided that Sophia would be safer in a
single, well-defended location. With the help
of Molosh and Durin, she constructed the magical city
named after her. She was married first to Hikitami
and later to Molosh. She and others of her people
interbred with humans and
had half-mortal children with innate magical powers;
most human and hobbit sorcerors have some Janni
blood.
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Reputation: The aristocrats of Isthar trace their
ancestry from the Janni, and sorcerous powers is
a sign of legitimacy. Thus, the cult of Isthar
is identified with the aristocracy. Cult members
are viewed as powerful, privileged, spoiled,
and sophisticated. Cult members appreciate
adventurers that combine style with
power, but look down on mere slaughter.
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Membership: There are around 5,000 members, almost
all multi-class aristocrat/sorcerors from the local
aristocracy. Some outsiders are only sorceror class.
Cult membership is essential to social prominence
among the aristocracy,
so all aristocratic families push young adult members
to reach high levels of initiation.
Conversely,
those who reach high levels in the cult will be
courted by the aristocracy.
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Responsibilities: The cult is identified with rulership.
No real division is possible between government
and cult activities. The Queen is the highest level
cult member. The cult advises the Queen on
all appointments to official positions. Cult members
tend to be more frivolous and involved in political intrigues
near the city and other secure areas; near the frontiers,
the aristocrats are more aware of threats and
their duties to defend their lands.
Thus, these cult members are often in need of bold adventurers.
Aristocrats with lands or positions often owe their
leif services or troops; so are frequently hiring.
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Resources: The cult has wealth beyond estimation. Everyone
important is either a member or a frequent guest at
cult-sponsored events. Training, initiation, and
cult activities are the ideal place to network, to
gossip about the powerful, and to matchmake.
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Cult centers: Every sheikh and amir maintains a cult
center in his or her manor. Cult centers are poshly
furnished, with ballrooms and meeting halls above
ground, and initiation chambers beneath.
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Sponsored events: The cult is the center of high
society and culture. The cult sponsors many events
designed for matchmaking between aristocratic families,
such as balls and masquerades. These events are open
to non-members that are thought to be entertaining
or important. It also sponsors the arts, an annual feast
for the commoners, and competitions in poetry,
dancing, illusions, and wonders.
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Exclusive and special feats:
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Exclusive feats: Maximize spell (player's handbook=PH),
Spell focus, illusion (PH), Energy Substitution (Tome and
Blood=TB), Extra Spell (TB), Innate Spell (TB)
Special feat: Janni power: You can use one Janni ability
from the following list. You can take this several times,
each with a different Janni ability.
- Fly, 20', perfect. For Isthar level +charisma level
rounds/day, consecutive or non-consecutive.
- Invisibility, as in the 2nd level sorceror spell.
For Isthar level+ charisma level rounds/day, possibly
non-consecutive. Turning
invisible is a standard action allowing attacks of
opportunity, and attacking causes you to become visible.
- Enlarge or Reduce, 10%/ Isthar level; up to 50 % maximum. Isthar
level+ charisma modifier times per day.
- Speak with Animals, up to Isthar level+ charisma modifier
rounds per day.
- Create food and water, once per day (as Isthar level priest)
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Avatar prestige class
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The Isthar avatar prestige class is available to those who
have a total of 8 Isthar levels, at least one aristocrat
and at least one sorceror. It has no improvement in familiars,
and even slower combat progress than sorceror class,
but more skills and skill points.
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Enkidu
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Description of founding hero:
Enkidu was a wild-man, evidently raised by animals with
little or no human contact. He was exceptionally strong,
and had an instinctive understanding of all beasts.
Some think he was not exactly human, but he was never
able to account for his origins, so that remains a
mystery. He was tamed by the love of the priestess
Nari, and became a loyal friend to Nari's superior,
Sophia. He was known for slaying the mad Bull of Nocturne with his
bare hands, after wrestling it to the ground.
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Reputation: The Enkidu cultmembers are considered gruff,
unsociable, ill-mannered, people
more at home in the wilderness than in
civilization. While its good to have a cultmember at your side
in a fight, or in a trip through dangerous terrain,
you don't usually invite members to fancy-dress balls.
They are thought to be hostile to authority; and to
condone (or even assist) smuggling, pety theft, and poaching.
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Membership: There are about 600 cultmembers in Isthar,
100 druids, 200 fighters, and 300 rangers.
The head of the cult is Minister Arfusk, a druid. He is
a councilmember by virtue of being the highest rank
Enkidu cult member, but is without portfolio and rarely
bothers with council meetings.
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Responsibilities: While most Isthari's aren't fully
aware of their contribution, the cult of Enkidu is
vitally important to the safety of Isthar. The Enkidu
cult actively patrols and monitors the frontier
regions, neutralizing threats to man and beast. They
are particularly active on the border of the Great
Ooze, monitoring the path to the Plains of Enkidu,
and watching over (as well as just plain watching)
travellers.
While most cultists do not work well in hierarchies,
a few have made successful careers in the military.
These usually are members of scouting units, where
military discipline is notoriously lax.
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Cult centers: Cult centers are in uninhabited or sparsely
inhabited areas, frequently in modified caves or groves.
They are sparsely furnished, and univiting from the outside.
Local cult centers can have as few as five members.
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Resources:
The cult maintains a series of wayhouses in wilderness
areas, where cult members can find shelter, supplies,
and substenance.
Most are just unmanned storage caches, as simple as dried
food stored in a small cave, but they are all magically
protected against intruders.
The cult also has friendly
or diplomatic relations with many strange and varied
non-humanoid allies. Senior cult members are given
secret signs of greeting, and are authorized to make
deals with these allies on behalf of the cult.
Its druid members provide other cultists with healing and
magical support. Most Enkidu druids are hermits or nomads,
rather than helping in agriculture like Beryl's druids;
or renting their services, like Caerfallin's druids.
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Sponsored events: The cult sponsors contests of wrestling,
shape-changing, and animal handling.
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Exclusive and special feats:
Exclusive: Wild feats(Masters of the Wild): Scent,
Multi-attack, Speaking, Clever Wrestling, and Fast;
Close-quarters fighting(Sword and Fist); Improved
Overrun (Sword and Fist)
Special:
Animal Languages: You can take the speech of one class
of animals, e.g., rodents or raptors, as bonus languages,
or spend skill points to acquire such languages.
This gives you the ability to communicate with the type
of animal, but does not make the animals automatically
friendly or more intelligent than normal.
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Avatar prestige class:
The Enkidu avatar prestige class is a combination
of druid and ranger. It has a slower spell progression
than druid, but maintains most of the druid's Wild Shape
abilities.
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Isthar
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Description of founding hero:
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Reputation:
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Membership:
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Responsibilities:
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Resources:
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Sponsored competitions:
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Exclusive and special feats:
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Avatar prestige class
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Geography