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Larini, also known as the "Sword of Justice", is the benevolent warrior goddess of chivalry and honorable battle, the symbol of triumph in war, justice, retribution, unity and honour. She is the patron of palladins, knights and men of honor, soldiers and warriors who fight in order to defeat evil.

Larani appears most often as a tall maiden clad in a silver gown with red trim. About her waist and head are circlets of silver; she is beautiful of face, and strong, although she may not show her power. This is the aspect of the Lady of Paladins, one whom it is an honour to serve and protect, the guardian of knightly virtue, the warrior's lady, the ultimate object of chaste and courtly love. The Lady of Paladins is symbolic of more than womanhood, she epitomizes the worthwhile aspects of chivalry, duty to one's superiors and inferiors, striving to attain the unattainable, worthy goal, the quest to excel. In the teachings of Larani, it is not the outcome that matters most, but how that outcome was reached. Upholding the ideals of chivalry and loyalty to one's liege is of utmost concern. A knight may be slain by the foulest of fell beasts, as long as he has shown his courage throughout. A warrior may be defeated by the most evil of all knights, even if showing quarter lead to treachery and his death, but that he conducted himself with honor will win favor in her eyes. She encourages the soul to grow as a part of the whole in order to benefit from the strength of brotherhood. Most of all, if you haven't already figured this out, she is a stickler for the truth.

Even when dealing with other gods, Larini is godlike. Her passions are so strong, her beliefs so steady, that her personal convictions simply cannot be swayed. Some gods look at her with disbelief, thinking it impossible that she would actually behave as deities are supposed to be. She promotes courage and justice, and is the spirit of honorable battle. She promotes strength of spirit in times of peace and the courageous spirit of bonds among mortals. She is the patron of the Knights of the Checkered shield, and her warrior priests lead the fights against evil armies and advise rulers.

Fundamentally, Larani is a goddess concerned with order. Some would consider this stagnation, the inability to change and meet new ideas. But only in a society with order can justice really be seen. Feudalism fits well into the Laranian ideal (and vice versa). Each person has a well defined place in society and is subject to various obligations, and has the right to various privileges. Without these agreed rights and observance to law, few but the tyrannical can be protected. A lady can expect to be treated with respect and courtesy, those who would step out of bounds will be held accountable to the laws of justice. A poor serf is granted protection from the less savory elements of the world by his lord, his family and home also gain that protection. And all that is asked in return is to perform one's agreed duties in return and obey the laws thereof.

It must be stressed, regardless of how often conflict may occur, that Larani is the reluctant warrior. She dons her armaments only in response to injustice. Other gods of war see violence as means to an end; Larani sees it as a last resort. Other gods enjoy bloodletting for it's own sake, Larani loathes the taking of life preferring a well fought battle where the victor can show mercy and allow a foe to live. As such, it is easy to see how such a religion can flourish in the hearts of civilized people. Justice vice bloody barbarism, order vice random chaos, law vice the whims of psychotic warlords. Larani is also overall an accepting faith. As seen in histories of other, lesser religions, they lack the faith to allow other, benevolent gods to be worshipped.


The Chivalric Code

Victory is secondary to Laranians. It is far more important to behave properly, to contest for the right reasons, and to do battle with honour. Those who follow Larani must be brave, compassionate and honourable. None are more honoured than those who fight without hope of victory for a cause that is just. Theirs are the honoured seats in her halls. Societal order is an ideal for the chivalric Palladin. He is the guardian of his culture. He is motivated by duty to his vassals and servants as well as to his lawful superiors and his clan. Laranians recognize that battle sharpens the skills of combatants, making them stronger and better able to serve the chivalric ideal. This is deemed a sufficient reason to engage in "friendly" competition. Laranian Palladins often challenge other Palladins for the right of passage or for no particular reason at all, it is the contest that counts, not the prize. Tournaments and tilts are not designed to be injurious or fatal, but accidents do happen; this is not a dishonourable way to die, although one who kills accidently will do penance. The tournament is an occasion for Laranian Palladins to champion some person, organization or cause, and bring honour by competing, especially by winning. Tournaments may consist of jousting between pairs of Palladins to determine the most proficient. The oldest tourneys are battles between (often large) teams/orders of Palladins. Few causes are settled in the tournament. These are, theoretically at least, "friendly" contests to earn honour by participating. A more serious type of combat is the Trial by Combat. When there is an issue of honour between gentlefolk, the one or both contenders may opt to settle it in this manner. Disputants may select champions, or fight themselves, and the issue is legally settled on the field of honour. ln most cases, the mere fact of competition is enough to redeem both parties' honour.


Symbols and Regalia

The colours red and white (silver) have particular significance to the Laranian church. In particular, any red and white chequer is considered symbolic of Hyvrik, Larani's shield. The Laranian church has recently adopted the heraldic winged lion as one of its symbols; it is normally depicted in red. The ritual robes of clerics varies according to region and circumstance, although it almost always is dominated by the colours red and white. The formal robes of high ranking clergy can be very ornate.

Holidays

The most important holiday of the year is the Feast of Ambrathas. This symbolizes the legendary events of the Battle of Alamire, during the Sundering, and the foundation of the church. In many areas temples sponsor tournaments between "Palladins of good heart". Other activities include a special lay mass and night long meditation and prayer by the priests.


Treatment of Worshipers, Priests and Organizations

Larani listens to the prayers and entreaties of her followers, and tries to help when she can, but her attention is usually focuses on those places with active warfare. One of the main signs of Larani is her tree, the Black Walnut, and those of her followers who wish to do extra service, or to make up for some wrong, pledge to plant a certain number of Black Walnut seedlings. The church of Larani settles most internal disputes either by inquest and arbitration, trial by ordeal or trial by combat. The method chosen is dependent on the alleged crime and the social status of the disputants. Generally, persons bound over for trial will face trial by arbitration. Trial by combat is generally restricted to the noble members of fighting orders, although in theory, any disputant who is a member of the church can claim the right. Punishment inflicted on those found guilty vary with the crime, the circumstances and often by the social status of the convicted person. Laranian courts have been known to ask for the death penalty for certain crimes, particularly heresy, desecration of church property, and breach of temple privilege.


Religious Orders

The Church of Larini has 6 militant orders that act as the armed might of the Goddess

  • Order of The Spear of Shattered Sorrow: A priestly order created to provide missionaries to "spread the faith".

  • Order of Avarkiel: A priestly order of warrior monks sponsored by the order of the Spear of Shattered Sorrow.

  • Order of the Palladins of Avarkiel: Paladin Order sponsored by sponsored by the order of the Spear of Shattered Sorrow.

  • Order of Hyvrik: Priestly Order of warrior Monks that takes its name from Larani's legendary red and white checkered shield.

  • Order of the Checkered Shield: Sponsored by the Order of Hyvrik this Palladin Order is renowned for its individual and collective military prowess, as well as for its chivalry of Unicorn Riders.

  • Order of The Winged Lion: Palladin order of Gryphon Riders.

See the Religious Orders section for more detail.

Organization

The backbone of the Laranian church is the temple, most of which are self-sufficient and hold large tracts of land. The church of Larani is well organized and designed to provide the maximum communication between various levels of authority. The church holds substantial estates and maintains well organized military units in the form of fighting orders. In addition to the overall organizational hierarchy of the Church of the Seldarine, the Church of Larini has its own hierarchy

  • Te`Estair (Primate): Or Sebrath as called within the church, is the supreme mortal leader of the church with considerable spiritual and temporal responsibilities and guides the Tirnatha {The Body of the Unwilling}.

    • The Tirnatha (The Body of the Unwilling): This twenty-member council serves as an advisory body to the pontiff and make up the effective government of the church's estates. Members are appointed by the pontiff from the Te`Estia and Te` Adrahtai. The name is derived from the tradition that, when the pontiff summons an individual to the office, they are required to formally refuse three times before taking office, symbolizing their desire to remain "simple" priests, uninvolved with the political intrigue of the court.
  • Ti`Estair (Prelate): Or Lirrath as called within the church, is the administrative head of the various regions, and is responsible for the activities of the Laranian church therein. Lirrath are appointed by the Sebrath with the consultation of the Tirnatha.

  • Te`Estia/Te`Estiana (High Priest/Priestess): Or Serolan as called within the church is the leader of a temple and makes policy in consultation with the other masters of that temple. On the Council of Five, as the High Priests and the other masters is called, he has three votes, guaranteeing that his will can only be defeated by a combination of all four masters. He is under no obligation to cast all of his votes at once, or even in the same way. Many Serolans use the number of votes cast to indicate the strength of their opinion. In cases where there is an even division of opinion between the four masters, a High Priest may split his votes to indicate partial approval of the position taken by those they vote against. The Council of 5 is made up of the Serolan and:

    • The Valaran {Master of Acolytes): The master responsible for training of acolytes and assigning their duties and labours. The Valaran 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.
    • The Suloran (Master of Archives): The Suloran is 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 Laranian temples. As a result, the Suloran is sometimes the head of a large bureaucracy.
    • The Obasaran {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 the Obasaran 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.
    • The Turintesa {Master of the Fighting Order}: The Turintesa is 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.
  • Ta`Estia/Ti`Estiana (Priest/Priestess): Or Matakea as they are called within the church vary in number from temple to temple, largely depending on the wealth and self-sufficiency of the particular location. Matakea are assigned (by the High Priest) to various masters on a semi-permanent basis and assist them in the performance of their duties. Matakea are not expected to be celibate, nor are they required to lead the lives of irreproachable ascetics. They are, however, required to display compassion, courage and a high degree of honour. Some Matakea 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.

  • Estia/Estaiana (Monk): Or Tobran as they are called within the church generally make up the membership of the Fighting Orders

  • Learin (Acolyte): Ashesa as they are called within the church 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. Upon becoming acolytes, individuals take the "Hesaeran", the Three Vows to uphold the moral dictums of the church. During their training period (usually about four years) acolytes are taught ritual and dogma, and assist priests and masters in their tasks. They also do much of the menial work in the temple. When they are judged ready by the Master of Acolytes, they are questioned by the council of masters on doctrinal matters to test them. If they are judged ready, they are allowed to undertake the "Telur-Vakum", a ritual labour symbolizing their devotion to Larani. Each acolyte determines his own labour, submitting his proposal for the approval of the High Priest. Telur-Vakum can range from manuscript illustration to lengthy and dangerous quests. Once the labour is approved the acolyte begins, and upon completion (which need not be successful) is declared Matakea.


Clerical Orders

In the Laranian church a clerical order either has well defined terms of reference to work within, or is a political/religious faction. Not all priests or temples are associated with a clerical order. Orders are often founded to represent a particular school of doctrinal thought, to accomplish a specific task, or to spread the word of Larani to outlying districts. In a few instances, orders have been created in response to a grant of land from a secular lord, who wished to demonstrate his piety by means of the bequest. Many of the orders founded by the latter method do not long outlive their benefactor. Clerical orders are outside the mainstream of the sacred bureaucracy, although many are important pressure groups. Most sponsor their own fighting orders.

  • Turintesa {Clerical Grandmaster} : The role of the Turintesa depends primarily on the purposes and activities of his order. Generally he interprets the directives or intent of the mainstream authorities. Each Turintesa 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

Almost every clerical order maintains and commands its own fighting order. As is the case with clerical orders, fighting orders are often created to accomplish a specific task, such as protecting missionaries sent to an outlying district. Members serve as guards of Laranian temples, and as warriors in the service of spiritual or secular lord. It is possible for a fighting order to be created without a sponsoring clerical order, although this is an extremely rare dispensation. Fighting orders are organized along the lines of feudal society, symbolizing the chivalric ideal so important to Laranian doctrine. Fighting orders maintain chapter houses as headquarters. Some hold huge estates, including mighty strongholds, and have hundreds of members. The chapter houses of the order also serve as a social club for members.

  • Chabla: The 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 of Chabla becomes essentially ceremonial, with the real work being done by one or more deputies. The Chabla is usually appointed by the clerical grandmaster of the sponsoring order.

  • Reblena: The function of Reblena vary considerably. Many are commanders of a single chapter house or independent military unit. Others serve as deputies to the Chabla, and still others are administrative officers of the order. They are under the command of the Chabla. Reblena are usually of noble birth.

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

  • Erana: A knight who, by request, has temporarily left the chapter houses of his order to travel either for a specific or undefined purpose. The concepts of the Chivalric Code frequently result in Laranian Knights undertaking quests or pilgrimages, or simply wandering in search of "chance encounter". An Erana who has not undertaken a specific duty is often in search of a task to try his skills and honor.

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


Holy Artifacts

Larani has been known to forge Holy Weapons, using her own blood, for outstanding champions among her worshippers. They are permanent, and they often become major artifacts of her religions.


Religious Practices

Vigil, canted prayer and meditation are common features of the worship of Larani. Sacrifice, usually in the form of promised labour or service is not uncommon, although it is not usually a formal requirement. Laranian ceremonies can be divided loosely into three forms, the Soritir or low mass, and the Alamirata, the high rituals restricted to priests and the Tirannon or "Gate of the Mighty" for Palladins.

  • Soratir: These lay masses are held three times each month. 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 by those who are just and compassionate. There is provision for private devotions within most Laranian temples. 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 Larini", 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 goddess to performing some dangerous service.

  • Alamirata: The Alamirata are the rituals of the Laranian church restricted to the clergy. In format, they are very similar to the lay masses of the church. The primary difference is in the degree of ritual skill required to perform the ''high masses". High rituals occur every five days. Many priests often make private, daily devotion to Larani; some of the most devout will even invoke a penance upon themselves.

  • Tirannon: This is a lay ritual deemed to be the final step in becoming a Palladin. After the Squires, have been trained in the various "Palladinly virtues" and satisfies church as to their abilities, they are created Palladins and presented with a horse and armour. On the day before an adherent of Larani becomes a Palladin the armour and weapons are placed on an altar in a Laranian temple and a twenty-four-hour vigil is kept over them, and the Palladin prays for the deity for her blessing. During this time, neither food nor drink are taken and it is considered a lessening of the sacrament to interrupt the Palladin before the end of the ritual.


Description

Larini is strikingly beautiful, so much so that it almost aches to look at her. She is golden haired, blue eyed, and always garbed in silver and red.

Name: Larini Tei`Theltiae

Alignment: Principled

Size: 12 feet (4 meters) tall.

Horror/Awe Factor: 16

Occupational Classes: Priest, Palladin, Wizard and Mind Mage

Deific Powers: Larini has the full range of powers over her 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.)

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