Mysilvia
All about the (currently recognized) deities of Glorwing.
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LongEarMage
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Mysilvia

Post by LongEarMage »

Mysilvia

The Wild One, Earth Mother

Spheres of Influence: Nature,Balance,Woodland fertility and the Wild
Symbol: Blades of grass and wildflowers standing within the wind representing natural unobstructed growth.



PLAYER INFORMATION:

Requirements for Worship:
Those who follow Mysilvia tend to separate themselves from the general good vs. evil conflict, thus they have alignments which are neutral (NG,NE,LN,TN,CN)

Clerical Domains: Required: Air, Animal, Earth, Fire, Plant, Sun, Water
Optional: Death, Healing, Knowledge, Magic, Protection, Strength, Travel, Trickery, War
Banned: Destruction, Evil, Good

Noted followers and faithful:

High Priest(ess): None at this time
Natures Guardian: None at this time
High Druid: None at this time.


Mysilvia's Blooms (Sacred Items)
The Branch of the Great Oak: This Staff was found in the glade in which Mysilvia's temples sits, though no-one knows what the staff's true power is, the faith still consider it an item of great importance and such it is hidden away from people who may want to try an harness its power.

Mysilvia's Flora (Places of worship)
Mysilvia's Garden: The primary place of worship, accessible via a ferry from the Delta.

The Church in War
Mysilvians do not go to war. War, in their view, is a construct of the civilized world and thus not their concern.


VIEWS ON OTHER CHURCHES
  • The Church of the Helmsman (Neutral) They do not understand the need for balance.
  • The Church of the Sun Goddess (Hostile) The flame of light has burned too bright, and scorches our world.
  • The Church of Brannegar (Neutral) What dwells in the deeps is of little concern of ours. But it will be their concern soon enough.
  • The Church of Justin(Neutral) We do not mind a little trimming once in a while.
  • The Church of the Death God (Ally) As part of the cycle of life and death, they have their place in the world.
  • The Church of the Quiet God (Ally) Our greatest partners in the world, they serve as our connection to the civilized savages.
  • The Church of Cyparthia (Neutral) They represent the decadence of the so-called civilized world, yet they do not antagonize us despite ample opportunities.
  • The Church of the War Triad (Neutral) War is usually not our domain, unless it comes for us. So far, it hasn't.
  • The church of Tyranos (Neutral) While we spite the Dark Father's grand schemes, we do not do so out of hatred. They are more necessary than the Sun Goddess' flock would have us believe.
  • The Church of Ravenos (Hostile) It is not often that we find ourselves fully aligned with others to face a great evil. To thwart the destroyer is our pleasure, however.
  • The Church of Asoth thal (Hated) They would pave us over. We would overrun their walls and break their temples.
  • The Church of Ruhn Alesi (Neutral) These tricksters think themselves too clever by half, and too intelligent by full measure.
  • Nature Druids Though their powers overlap with ours, we do not always see eye to eye. They do not revere Mysilvia and thus cannot fully understand the power of her domain.




DEITY INFORMATION

Alignment: Mysilvia is True Neutral in nature.

Appearance: Mysilvia has never appeared in the world, although she watches carefully she choose not to reveal herself, sending messengers instead.

Messengers: She has a range of messengers she uses, mostly creatures in the natural world such as wolves, birds of many kinds.

Known Powers and Practices: Although normally a quiet, passive influence in the world, Mysilvia has been known to intervene in matters where the world is so unbalanced that action is necessary. Her followers often behave the same way, only acting when action is required. Her followers may act to preserve a greater balance, and the overall integrity of the land which is their future. In this large pattern, hard decisions must sometimes be made.

Other powers are sometimes associated with Mysilvia. Seorsa Fea, "the Spirit of the Wood" is sometimes spoken of as her daughter and messenger, although it is unknown if this is their figurative or literal relationship. Similarly, Mysilvia has been known to act to protect a power known as "The Spirit of the Grove" or "The White Wolf", although little is known of this power outside of senior druid circles.


Fellowships of Mysilvia:
None

An ancient goddess that predates the arrival of the Sun Kingdom, Mysilvia is believed to exist in order to aid and protect the natural order on Wilwarin, and all wild things in her domain particularly those found on the surface. The whole of growing things are sacred to Her, and the living creatures of the world are her children, to be beloved and cherished. In places where Mysilvia, the Loving Mother or her powerful followers have touched the land, the land breathes with sensuality. The lushness and beauty of uncontrolled nature gives anyone pause to recognize her divinity, even those not normally close to animals or the earth.

Mysilvia's priests, druids, rangers, shapechangers, and other followers believe she helps them see the true beauty of the surface world of Wilwarin, and in discovering this beauty, they can learn to tap into its magic and learn how best to live within it.

Although normally a quiet, passive influence in the world, Mysilvia has been known to intervene in matters where the world is so unbalanced that action is necessary. Her followers often behave the same way, only acting when action is required. Her followers may act to preserve a greater balance, and the overall integrity of the land which is their future. In this large pattern, hard decisions must sometimes be made.

Other powers are sometimes associated with Mysilvia. Seorsa Fea, "the Spirit of the Wood" is sometimes spoken of as her daughter and messenger, although it is unknown if this is their figurative or literal relationship. Similarly, Mysilvia has been known to act to protect a power known as "The Spirit of the Grove" or "The White Wolf", although little is known of this power outside of senior druid circles.

Once the end of eve's war came about it was commonly seen that followers of this goddess reclaimed the deserted farms not to regrow the lost crops but to claim back to the wilderness allowing nature to take back what had been taken in the first place.
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