Showing posts with label Parlamay. Show all posts
Showing posts with label Parlamay. Show all posts

Friday, 16 May 2008

Burning bridges

Well I finally stopped debating and took some action.

I have left the Clerics Guild for good.
I wrote a farewell note, which I handed to Scyber to send to the Guild as a whole, I packed up all of my things from the guild building and I left.
(I still have my island, and will keep it until I can find another quiet spot to make a natural haven in.)

I realised the only thing keeping me was the people.
I had lost all faith in the stability of realm, the likelihood of anything happening for UK timed people, my search for the natural in the 'realm of castles' and my ability to work with the 'free' roleplay model.
So my heart wasn't truly there anymore. Better to have a cleric who still has faith to lead.
So I say farewell to Parlamay, my created Goddess, and hope that she ends up in safe hands.
I say farewell to all the wonderful clerics who I have had the honour of being with over this year,
and as I approach my Rez day, I look at how I might find future inspiration in Second Life.

Anyone with any ideas?

Sunday, 17 February 2008

Isn't it funny...

.......you moan about the lack of buses and then three come along at once.

After my gloomy post earlier, it seems fate is determined to show me up.

Arriving in the realm tonight I decided to go explore the new islands. Passing the gyspy camp on the way, I stopped to warm myself at the fire and ended up, three giant mugs of mead later, chatting away. I have missed that kind of RP, I have spent so much time sitting in the guild doing admin.
Unfortunately I crashed and had to re-log, but arrived at the guild to meet two new people, one of whom joined as a Twilight sister, and the other who took away information on the guild to enable her to make up her mind.

Then, glory be, I made contact with Alphonsus, and cleared up about three things in the space of a couple of minutes ,I could have kissed him if I knew how!

Suddenly the realm doesn't seem so gloomy

*whistles a wee tune as she heads off to bed*

Saturday, 19 January 2008

The Good, the Bad and the Neutral

Things in Triskele are a bit all over the place at the moment. Bri, the leader of the clerics guild has resigned, and there is a feeling that he was pushed rather than give a golden handshake. I have no idea what it was all about, and I don't really want to know, but I have been plodding along in my UK timezone, working on Parlamay as I go.
From reading Malakytes blog, it seems that Alphonsus will be taking over as leader, so I am sure he will inform us all of the situation once he's 'in post'.

I have used the three aspects idea, and made a note for new clerics about them, which is the reason for the blog. I showed this to someone tonight and we ended having a conversation about how to define 'Good' and 'Neutral'.
Here is the notes on Parlamay and her aspects, sorry if its a bit long, but it informs the debate.

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Parlamay- Goddess of Nature
Favoured Weapon: Longbow
Alignment: Neutral
Portfolio: Forests, Fauna and Flora
Parlamay. The ever changing Goddess of Nature.
Like the cycle of the seasons, followers of Parlamay recognise that nature is fluid, it waxes and wanes, it is born, dies and is reborn a new.
As nature is, so is She.
Beautiful, ugly, loving, destroying, kind and harsh.
Yet without one there is no other, nature in perfect balance.
Followers of Parlamay live in harmony with the world around them, they are in tune with the land, they know its secrets and protect its children.
All those who respect nature can expect help, guidance and protection from the clerics of Parlamay, yet those who would harm the land and its creatures can expect the wrath of the Goddess through her chosen ones.
Clerics of Parlamay reflect the different aspects of the Goddess, and as a novice cleric you will be helped to find the path right for you. You will progress up the normal cleric ranks ie: Acolyte, Subdeacon,Cleric,High Cleric, but your duties will depend on the aspect you are aligned with.
Parlamay cleric aspects are Dawn, Noontide and Twilight, sisters and brothers

DETAILS OF THE ASPECTS
Dawn brothers and sisters
Dawn clerics run like the deer, see like the hawk, and fight like the mother bear. They are the active, protectors of the land. They roam the wild woods with the rangers, and dance with the elves and fairies. When battle is called, they are first to attend, running among the injured and helping where they can. They carry the bow, and will not hesitate to use it to defend the children of the Goddess. They are the keepers of Spring/Early Summer, and lead worship at these times of the year. They also help those who are pregnant or trying to conceive.
Dawn clerics wear blues and greens only

Noontide sisters and brothers
Noontide clerics care like the mother elephant, protect like the polar bear, and teach like the meercat.
They are the mothers and fathers of the order. They work with the peoples and creatures of the Goddess, listening, healing and caring for Her children.
They welcome new clerics, and are always ready to help a stranger. They tend to the land, grow the herb's, and keep the guild and temple well cared for. They take the time to discuss the Goddess with those who would listen. They do not carry weapons, and will not rush into conflict, but are able to protect themselves should the need arise. They are the keepers of Summer/Harvest and lead worship at those times of year. They help those with children or young animals, and preside over weddings.
Noontide clerics wear gold, yellow, orange or red only

Twilight brothers and sisters
Twilight clerics are wise like the raven, secretive as the shrew, and sharp as the peregrine.
They keep the secret knowledge of the Goddess.
They are advisers in times of need and able to judge a situation well. They know what happens in the realm, and may have contact with mages and rulers. They see the dark side of nature as being an important counter balance to the light, and although never evil, they will speak with those of the dark side. They do not rush to give opinions, but watch and choose their timing carefully.
They are the keepers of Late Autumn/Winter and lead worship at those times.
They may carry knives, and will use them if deemed necessary. They understand that death is a part of life, and will help those who are dying or have lost a loved one. They know the secrets of resurrection and are in charge of bringing loved ones back through the veil.
Twilight clerics wear, purple, black and silver only.
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SO...In my mind I had the Dawn as neutral, Noontide as good with neutral leanings and Twilight as neutral with dark (not evil) leanings.
However my friend felt that Dawn was good, Noon was neutral and Twilight neutral/dark.

My reasoning was that the Dawn are like the rangers, protecting the creatures of the land and the land itself from harm, not aligned to political sides, but simply to the Goddess. Go getter's, action types. Therefore Neutral
Where as Noon, are non-combative, nurturing types. Healers and counsellors. Working with the people of the realm more. Pacifist activists. Therefore Good

In a roleplay environment the ideas of Good and Evil are very clear cut, whole races are automatically considered Evil (with few exceptions), or Good. A 'Goodie' would be unlikely to help an evil race, even if they were dying in front of them, where as a neutral character would.

So my friend argues (roughly, excuse me friend if i get this wrong) that the Dawn clerics are much more black and white, going with gut instinct , rushing into battle to defend, more childlike in their viewing of the world, therefore aligned more with 'Good'
Whereas the Noon clerics are more able to weigh a situation, helping whoever comes their way, even healing the evil races. They stand back passively from a fight, not involving themselves. Therefore 'Neutral'

This is something I struggled with in Everwind realm, because characteristics that I would consider in RL to be good, ie: helping all in need or not carrying a weapon, might actually be considered 'neutral', or even worse I might be seen as aiding the Dark side by healing one of their number.

I suppose this happens in Real Life sometimes also. The Quakers who refused to fight in the War, were doing what they felt was good, however many didn't see it that way. Do we sometimes have to do hard things for the greater good? or are we simply justifying evil.

Is 'Neutral' more good than 'Good'?
In roleplay, Good, Neutral, and Evil are much more sharply defined, and perhaps I have to face the fact that Wren the Noontide sister is not such a roleplay 'Goodie' after all.

All comments on the nature of Good, Neutral and Evil are welcomed

Tuesday, 8 January 2008

Parlamay

Well, I've gone and done it!
I really should learn not to let ideas and enthusiasm lead me into more work, but I cant help it.
When I start to think about something that interests me, my brain goes into overdrive and the ideas (good and bad), start tumbling around and eventually want to spill out somewhere.
And being a person who likes to organise things, I invariably end up volunteering to do so.

So, after chatting to Bri last night,I have said I will be speaker for the Goddess of Nature, Parlamay.
She has no backstory and is not based on any actual deity, so I will have to think long and hard about how I approach her. Bri has said I could give the triple goddess idea a go, but I would like to speak to some potential acolytes about how they feel, I don't want to complicate her even further.
If I do go with the triple aspect idea, the clerics will be: Dawn , Noontide, and Twilight brothers or sisters. That keeps it gender neutral, and doesn't carry the Wiccan aspects of the Maiden , Mother, Crone model.

So, trying not to ignore my RL work, but still thinking hard about this, I better get on.
See you all soon!