Styphon is the symbol of Magic, Knowledge, Death, War, and Destruction. Also known as Styphon the Black, or "The Dark Gardener", There seems little doubt that Styphon has been responsible, perhaps many times, for the fall of Dragonwright. Worshippers who wish for Styphon's dark attentions, those who wear the black rose as a sign of their allegiance, know that he is not interested in quiet prayer, or small offerings. All you can do for Styphon is to kill for him, either on the altar, or on the battlefield



Symbols and Regalia

Holidays


Treatment of Worshipers, Priests and Organizations


Religious Orders

The Church of Styphon has 4 militant orders that act as the armed might of the Goddess

  • Order of :

  • Order of :

  • Order of :

  • Order of :

See the Religious Orders section for more detail.

Organization

The Church of Styphon has its own hierarchy

  • Arch Prelate: is the supreme mortal leader of the church with considerable spiritual and temporal responsibilities.

  • Prelate: is the administrative head of the various regions, and is responsible for the activities of the Church of Styphon therein.

  • High Priest/Priestess: is the leader of a temple and makes policy in consultation with the other masters of that temple. :

    • Master of Acolytes: The master responsible for training of acolytes and assigning their duties and labours. also decides when an acolyte has progressed sufficiently to be tested for elevation to the priesthood. More than anyone else, the Master of Acolytes is responsible for the day to day operation of the temple.
    • Master of Archives: responsible for the temple library, holy relics, and other matters. He is also responsible for temple bookkeeping, a very important role considering the wealth of many of Styphon's temples. As a result, is sometimes the head of a large bureaucracy.
    • Master of Secular Affairs: The master who is given the special duties of liason with secular lords, particularly those from whom the temple holds its lands. In temples that hold considerable lands often weilds immense effective power. Since they are usually responsible for collecting revenue from temple estates, the potential for corruption is high, and more than a few have yielded to temptation.
    • Master of the Fighting Order: in charge of relations with the fighting order associated with the temple. He leads ceremonies for them and generally acts as their spiritual advisor. His duties often require that he be absent from the temple, visiting the chapter houses of the fighting order.
  • Priest/Priestess: vary in number from temple to temple, largely depending on the wealth and self-sufficiency of the particular location. Priests are assigned (by the High Priest) to various masters on a semi-permanent basis and assist them in the performance of their duties. not expected to be celibate, nor are they required to lead the lives of irreproachable ascetics. Some are assigned as the personal "chaplain" to noble families requesting such a service. Such priests usually reside with the family, counselling them on spiritual matters and leading their devotions.

  • Monk: generally make up the membership of the Fighting Orders

  • Acolyte: usually enter the church between the ages of sixteen and twenty four. Many acolytes are the younger children of noble families who, seeing little chance of an inheritance, enter the priesthood.


Clerical Orders

  • Clerical Grandmaster: The role depends primarily on the purposes and activities of his order. Generally he interprets the directives or intent of the mainstream authorities. Each is assisted by one or more deputies who serve in his stead when the need arises and assist in the administrative and organizational work of the order.


Fighting Orders

  • Grand Master military commander (typically a Palladin) of a fighting order. Duties include liaison with the clerical grandmaster in addition to military organization and administration. Although this office is seldom filled by a priest, it is by no means unheard of. In any case the grandmaster is invariably well schooled in ritual and may serve as a "lay-priest" to his command. In some orders a secular lord is appointed grandmaster if such a move is deemed politically wise. In such cases the office becomes essentially ceremonial, with the real work being done by one or more deputies. The grand master is usually appointed by the clerical grandmaster of the sponsoring order.

  • Commander: The functions of this office vary considerably. Many are commanders of a single chapter house or independent military unit. Others serve as deputies, and still others are administrative officers of the order. They are under the command of the Grand Master. Commanders are usually of noble birth.

  • Captain: A member of the order who is of noble birth and thus Knights. These persons rank below the "officers" and above the commonality. Many only serve the order "at need or desire" and are of independent means. Landholding nobility (who are adherents of Styphon) often join a fighting order if one is located nearby.

  • Arrant: A knight who, by request, has temporarily left the chapter houses of his order to travel either for a specific or undefined purpose. An Arrant who has not undertaken a specific duty is often in search of a task to try his skills and honor.

  • Sergant: Soldier of the order of simple birth. There are also low ranking officers, the equivalents of corporals and sergeants, but most high officers in Styphon's fighting orders are noble. It is very rare for a commoner to rise above this rank.


Holy Artifacts

Styphon forges Holy Weapons, using his own blood and Dragons Breath, for outstanding champions among his worshippers. They are permanent, and they often become major artifacts of his religion.


Religious Practices

Vigil, canted prayer and meditation are common features of the worship of Styphon. Sacrifice, usually in the form of blood sacrifice or service is a formal requirement. Styphon ceremonies can be divided loosely into two forms, low mass, and High Mass.

  • Low mass: These lay masses are held each day. In most temples, the rites are led by the High Priest, although any priest can officiate. Masses generally include a sermon from the priest, most of which consist of an example from the life of a legendary hero. These sermons are intended to show the honor and piety to be won. There is provision for private devotions. Generally, these are small chambers with few artifacts except an altar. The private ceremony consists of silent prayer and meditation, designed to bring the adherent ''nearer to Styphon", and rededicate their devotion. Worshippers can also make confession to a priest should they feel the need. This, and any penance prescribed by the priest, is considered to purify the soul and renew the spirit of the adherent. Priests usually assign penance based on their judgement of the severity of the sin. Penance may range from reciting a litany in praise of the god to performing some dangerous service.

  • high masses High rituals occur every seven days. Many priests often make private, daily devotion to Styphon; some of the most devout will even invoke a penance upon themselves.


Description

Styphon is a dark, strikingly handsome malewith creul eyes in his humanoid form, and a massive black dragon in his normal form.

Name: Styphon

Alignment: Abberent

Size: 60 feet in Dragon form, 12 feet in humanoid

Horror/Awe Factor: 16

Occupational Classes: Priest, Palladin, Wizard and Mind Mage

Deific Powers: Styphon has the full range of powers over his followers, and can perform all prototypical deific powers at regular cost, as well as the following special powers

  • Automatically Detect a Lie: This is an automatic power in which Larini can always tell if she is hearing a falsehood, no matter how small. This doesn't mean that she can't be fooled (leaving out information is not the same as lying,) but that she will always be able to tell when someone is telling something they know to be untrue. Cost to Larini: None.
  • Merge into a Living Tree: This allows Larini to merge into a living tree and to become the consciousness of the tree. Her body is displaced into the tree, but distributed, so that the tree is simply a bit more massive than it was before. For Larini, as for others of her Pantheon, an hour's worth of rest in a tree is the equivalent of a full night's sleep and serves to regenerate all lost hit points, SDC and ISP in addition to all her spells per day. While in the tree she can observe her surroundings and listen to any nearby conversations (her hearing is unimpaired.) Leaving the tree is as simple as entering it, and can be done instantly. Cost to Larini: 10 PPE
  • Adopt a New Weapon: When Larini encounters a new weapon, she can invoke this power and instantly become totally familiar with its operations, along with acquiring the ability to use the weapon flawlessly at her full level of experience as a warrior (15th level.) The knowledge gained by using this power stays with Larini permanently. Cost to Larini: 100 PPE.

Priest/Healing Powers: Exorcism 50%, healing tough restores 2d6 SDC or HP, Remove curse 50%, remove deific curse 20%, resurrection 50%, and turn dead 70%..

Magic Powers: Knows all Wizard spells.

Psionic Powers: 15th level Master Psionic who has all powers

Favorite Weapons:

  • Avarkiel: Lesser Rune Sword. In the shape of a flamberge (giant size,) it does 6d6 damage (plus Larini's PS damage bonus of +24) or double damage against demons and the undead; indestructible, and creates a blinding flash (as often as once per melee) when she raises it above her head. Ka`Vlaa is also of principled alignment, has an IQ of 20 and is linked to Larini, so it will always return to her and will never allow itself to be wielded by anyone else.
  • Naracoal: this black war hammer is a souvenir of one of Larini's previous battles. She had to pick the weapon up off the battlefield after her own weapon was shattered, and it served her very well. It is a magical weapon that does 4d6 damage, and returns to the thrower.
  • Fa`Zelg: A magical scimitar made of silver, with an eternally sharp blade. Does 3d6+3 damage.

Armour:

  • Angcaradina, Larini's silver Plate Armour, is magic and both lightweight and noiseless. A.R. 19, S.D.C. 600.
  • Hyvrik, her red and white checkered shield, which grants her the ability to raise a temporary fortress that lasts 4-7 days.

Alliances & Allies: Khalreshaar is her mainstay and most loyal companion, but she doesn't trust him 100%. She also has allies among the Seldarine. As far as the other gods are concerned, she regards them as one big pack of liars. However, she considers them to be the lesser of two evils and she allies herself to them whenever necessary to stand against truly diabolic and supernatural evil. As for friendships, she's found none among the gods, and would rather spend time with common soldiers, with her army, or among the clean wild woods of her realm.

Enemies: Long ago, Larini decided that she couldn't afford the luxury of counting her enemies. The forces of evil seem infinite in number, and the hosts who serve as the helpers of evil are even larger. These days she tries to take things as they come.

Vulnerabilities:

  1. In combat she need fear only magic and magical weapons. Neither Holy Weapons, nor silver, do her any more than standard damage.
  2. Larani will not strike without warning nor without cause.
  3. Truth. Larini has a certain, shall we say, rigidity, when it comes to the truth. Those around her are expected to speak without any trace of falsehood. This can (and has) mad her vulnerable to a few tricks and treachery played upon her by other deities.
  4. Water: One of the myths of the Ta'Palladia describes her eventual death, saying that she will drown.

Minions: Larini's personal legion consists of the bravest of those who have died in her name, brought back to life to serve her. They are of all races, including many who have never been on the known world. All are equipped with magical weapons and armour (at least the equivalent of lesser rune objects,) and all are magnificent combatants (average level 8-14.)