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Agriculture | Air | Disease | Earth | Fire | Peace | Predation | Water | Wilds

Oak Father, the Forest Father, the Old Oak, Treefather, Old Father Tree

Fight against the felling of forests, banish disease wherever they find it, and defend the trees and plant new ones whenever possible. They are to seek out, serve, and befriend the dryads and learn their names. They are to kill only when needful, for all things in the forest are in balance, to destroy fire adn those who emply it, and to beware orcs and others who bring axes into the forest.

 

(You need to abide by these as clergy, not as a worshiper)

  • Cleric, Commoner, Druid, Ranger, Shaman, Witch, or Wizard

  • Any Non-Dwarf, non-Darkling

  • Initiation: Foster a wild plant or animal and protect it from harm for a week

Holy Symbol: A green, living oak leaf, an oak tree in summer, or a wooden staff sprouting tiny green leaflets and buds down its length

(If you wish to become clergy of this god, you must take only one vow from those below—if you violate it you lose any moves, spells, and any other benefits granted by this god until you atone.)

  • Balance (when you must act in one way one day, take the opposing side on another day)

  • Wilderness (Fight against the felling of forests, banish disease wherever you find it, defend the trees and plant new ones whenever possible. Kill only when needful, but always destroy fire and those who employ it.)

Silvanus (Sihl-VANN-us) is the god of wild and untamed nature in Orben; he is of equal power to Chauntea, who represents a more ordered nature. He swiftly turns an uncaring and even righteously wrathful face toward any who threaten the wild places and woodlands of Orben. Those who disturb the balance are often found at the edge of the forest torn to pieces by wild animals who cannot be tracked.

Home Plane

The House of Nature

Portfolio

Wild nature, druids

Favored Weapon

Great Mallet of Silvanus (Maul)

Myths

History

Silvanus is nearly as old as Orben itself, and has never wanted for worshipers, nor been significantly hemmed in by the expansion of other faiths or even whole civilizations. At its weakest point upon the edge of a civilization, the church eventually returns to power as that civilization inevitably falls. The Blackwood in Linothor is a bastion of Silvanus, as it has been unassailable for millennia.

Relationship with other gods and churches

Silvanus and Chantea are on good terms, although Silvanus takes pride in his true neutrality. He is served by Mielikki, and many of the followers of one deity venerate the other as well. They work closely together and seem genuinely trusting and affectionate toward each other.

Silvanus hates Talos and Talona, whom his priests refer to as "the Unbalanced."

Associated Lesser Deities

  • Mielikki, God of Goodly Rangers

    • Lurue, God of Unicorns

    • Gwaeron Windstrom, God of Tracking

    • Shiallia, God of Procreation and Pregnant Forest Creatures

Silvanus's faithful number among them travelers, adventurers, explorers, sages seeking knowledge in nature, rural communities far from the protection of the local lord, guides, hermits, wise women and men, herbalists, and a few long-sighted woodcutters and hunters (harvesting only the dead, the excess, and the weak), as well as druids and rangers.

Rites and Duties

Many rituals of worship to the god take place in a crown stand of tall, ancient trees on a hilltop. The god must always be worshiped by sacrifice-but never by blood sacrifice. Instead, something made from material taken from a wood must be ceremonially broken and buried-not burned. For example, a cart, wagon, or chair fashioned from the wood or felled trees could become a sacrifice to Silvanus.

The simplest prayer to Silvanus is the Call of Oak, Ash, and Thorn, wherein a priest gathers leaves of the three named sorts of trees, floats them on water, and entreats Silvanus to hear a prayer. For deeper concerns (a conversation with a servant of the god, or the receipt of godly favors or magical powers) a Vigil is often employed: The worshiper anoints his or her own body with a powder of crushed acorns and mistletoe leaves mixed with rainwater or spring water and lies down on, or in contact with, a growing tree for most of a night. Some part of the bare flesh of the faithful must touch green, growing moss, so moss-covered giant trees are most favored for use in Vigils.

The two most powerful and holy rituals of Silvanites are the Song of the Trees and the Dryad Dance. The first ceremony is a droning, haunting chant that is repetitive, leaps from sharp to flat in pitch, and increases in power the more worshipers are participating. Its performance always draws woodland creatures to gather in silent witness, laying aside their usual fears and their instincts to prey upon each other. The Song of the Trees heals burned, diseased, and scarred trees-and even, in rare moments of the favor of Silvanus, resurrects trees that have fallen or been felled.

Sadly, it seems the most often performed ceremony in the Silvanite canon is Thorncall, a ritual magic that raises thick walls of deadly tearing thorns out of the forest soil. These barriers are permanent and as labyrinthine as the presiding priest desires, but they can only be called up when a servant of Silvanus (a worshiper or a servitor creature, such as a stag) has been slain or shed much blood in the vicinity. The Thorncall ritual is used to keep out those who would burn or despoil the forest in such a way as to upset the balance.

Silvanus's clergy are spread throughout Orben, favoring small communities over large cities, though there are several large communities of Silvanites in major cities such as Loamport. Druids are the leaders and the backbone of the greenleaf priesthood and are most favored by Silvanus if they dwell in the forest and live in harmony with the land, where they are best able to be the stewards of Orben's wild places. Urban clergy of Silvanus more often become gardeners, trying to create a walled corner of wild forest in the city (or guard and revitalize an existing miniature wood). They often seek to attract followers by preaching of the peace and purity of the wilds and dispensing herbs and sweetsap drinks (especially maple syrup, mint teas, and sweetroot brews).

The greenleaf priesthood is kept busy working to redirect development and control populations through covert sponsorship of brigands, breeding and selective placing of predators, and other means. It is essential that such work is as secretive as possible, so that most folk view the servants of Silvanus as essentially benign lovers of trees. Wildlife breeding, nursing sick animals, and replanting trees and wild shrubs are all work that should be done as publicly as possible to support this perception-and as necessary work to redress the slipping Balance, of course.

For Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Clerics/Wizards

If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).

Primary Domain

Wilds (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)

Primary Domain Move

Thornberry Tongue

You can speak to mundane, non-magical animals.

Level 9 Spell

Shapechange | Level 9 | Ongoing

You transform you into any natural mundane creature you wish. You can dispel this at will.

Secondary Domains

Death (Gain this domain's level 1-7 spells)

Life (Gain this domain's level 1-7 spells)

For Non-Cleric/Wizards

When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.

When you gain a level from 6–10, you may choose a second Domain.

If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.

Non-Cleric/Wizards

If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.

Primary Domain

Wilds (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)

Primary Domain Move

Thornberry Tongue

You can speak to mundane, non-magical animals.

Secondary Domain Moves (choose 1):

I’ll Deal with the Human

When you attack a Human (or a group that includes a Human) in the wild, take +1 forward. Take -1 on all rolls against Elves.

 

Don’t Be Hasty

If you wait one round before acting upon a source of danger, take +1 to Defy Danger.

Secondary Domains

Death (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Rest in Pieces

When you land the finishing blow on an Undead, it can’t be raised again, even if you don’t destroy the remains.

Life (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)

Secondary Domain Move:

Champion of the Sun, Master of Karate

You gain the Monk move Fistmaster General. If you already have Fistmaster General you may take another Monk move instead. When you are the storyteller for the Last Gasp taken by a Standard race, you must always render them unconscious (not dead), unless they are undead. If you ever kill someone not listed above or wield a weapon other than your fists in battle you lose this move permanently.

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