Sevrath


The Blessing of Sevrath

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The Blessing of Sevrath is most commonly found on individuals that make Desnind their home. On unclothed people, the blessing appears as a dark, raised tattoo that is as dynamic as their relationship with Moseke. In the early stages, a seedling mark will appear on the chest over the heart. As their relationship with Moseke strengthens and they use their blessing more, this seedling will begin to grow throughout the body. The tree it becomes varies from person to person. A person that is capable of change and interested in new methods of making the city better may have a flexible tree, like a willow. A steadfast, hardy person may have a tall oak, able to stand firm against all forces. The root system will grow down the body while the branches and leaves will grow up. It is not uncommon for extremely spiritual men and woman to have branches extend over their shoulders and down their arms. Those with trees too strong to bend have also been known to have branches up to the forehead. Blessed will also have small leaves on their palms, allowing them to use pollen imbedded in the leaves associated with the blessing. Moseke will commonly share her blessing with the Sev'ryn, but other races that reside within the city have been known to receive Sevrath. The only race she strictly forbids from receiving a blessing is the Aukari, for their skin has ignited too many trees to be welcome in the forest.

Favored

Ability Name Ability Description
Willows' Sanctuary Through divine will, the user is able to draw toxins out of the body by pulling them through the skin. When this ability is in use, the mark of Sevrath shimmers green/yellow and releases tendrils of branches, transparent and completely made of energy, that will cover the user's body or the body of the individual. These branches will connect with the flesh and begin to draw the toxins from the body while forcing divine energy back into the body to heal any damage. The toxins gather in front of the mark where they may either be collected or burned up by the divine energy. Concentration is imperative while this ability is in use and must be completed once started. Should the character be interrupted during this ability, they risk allowing toxins into parts of the body that could be fatal to their life or the life of the person they are trying to save. Using this ability more than two times in a day will cause great exhaustion on the user.
Sevrath's Skills Add an extra three skill points to one of the following skills: Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 100 point cap on skills.
Moseke's Light (Minor) Similar to Sevrath's Will, the user is capable of focusing divine energy into a minor injury (abrasion, small cut/puncture, etc.) and coax the cells into healing. This ability requires multiple events to "convince" the cells to heal, and even then they may not heal. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green/yellow light emits from the character's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headache and fatigue.
Sevrath's Will (Minor) With a large amount of concentration, the user is capable of focusing energy into a small plant or sapling of their choosing to coax it into a form (An inanimate object, a room, etc). Using this ability will require multiple events to "convince" the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often small and easily destroyed.
Sru'Alubosa (Minor) Standing for 'nature form,' the user is capable of turning small portions of their body into stone or wood. They must be in direct contact with sturdy, natural object containing stone or wood. Other natural objects such as earth and sand are not encouraged, as a low level user is unable to maintain the form of the body part. Potential loss of the body part is high if the user is not familiar with that natural component.
Calming Whispers This ability allows the character to calm mental ailments, regardless of whether they are caused by old age, wounds, poison, curses, or arcana. When in use, the character must touch the temples. Upon touching the patient, green/yellow, transparent tendrils connect to the head, neck, and top of the spine. Energy is transferred through these where it is sent into the body to correct the mind. Concentration is key to this ability, as the character risks being drawn into their mind or the mind of the individual they are trying to save. Multiple sessions must be performed for the effects of this ability to last or until the mental ailments are cured. Fatigue, headache, nosebleeds, and nightmares are common symptoms of using this ability excessively.
Lemun Suna (Minor) Standing for 'seed sleep,' the user is capable of causing drowsiness in an opponent by blowing lightly on their palm. Small, pollen-like seeds are released from the palm into the opponents face. These spores have a sleepy effect on any that succumb to the pollen including the user. At a low level, this ability will subdue an opponent for 5 bits (minutes).
Protective Spirits (Minor) The character is able to summon small sprites, familiars, and/or wisps to aid them in combat, healing, or whatever purpose they see fit. The user may only summon one creature at a time and, as they practice this ability, will be able to summon multiple. The summoned creatures may act according to their will and what they see as right or wrong. They must be persuaded or convinced to do the user's bidding. Using this ability is exhausting on the character in the earlier stages, though they will adapt to the strain through practice. It is recommended that characters present an offering for the summoned creature.
Prison An offensive/defensive ability that is used to trap the opponent or shield the character. Pushing energy into the earth, the character is able to form sudden traps from dirt and stone, quickly ensnaring the opponent in a prison of soil and rock. Defensively, the character is able to draw the earth around them, cocooning in thick, almost impenetrable layers of earth and stone. This ability works well only if the user practices. Otherwise, the character cannot hold the structure for more than a few seconds, they cannot extend it for more than a few feet, and they will become exhausted from trying to exert energy to correct themselves.

Adored

Ability Name Ability Descripiton
Moseke's Light (Moderate) Similar to Sevrath's Will, the user is capable of focusing divine energy into a moderate injury (Deep cuts, burns, moderately sized puncture wounds, etc.) and coax the cells into healing. This ability requires a few events to "convince" the cells to heal, and even then they may move slowly. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green, yellow light emits from the character's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headaches and fatigue.
Sevrath's Will (Moderate) With a sizable amount of concentration, the user is capable of focusing energy into a medium sized plant or sapling of their choosing to coax it into a form (An inanimate object, a room, etc). Using this ability will require a few events to "convince" the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often decently sized and durable.
Sevrath's Skills II Add an extra six skill points to one of the following skills: Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 100 point cap on skills.
Mother's Song This ability requires the use of voice or musical instrument. When in use, the mark shifts in color to a pale green/blue. It's branches grow to cover most of the user's body before bubbling up into tiny droplets of light that float away from the skin. As the song progresses, the number of lights grow. These lights are focused around a plant or natural structure to make it grow faster. It is recommended that the user takes their time when using this ability for the stronger the song and emotion, the faster the plant or structure will grow. This ability may also be used to heal members of the Tunawa race and along side Sevrath's Will.
Sru'Alubosa (Moderate) Standing for 'nature form,' the user is capable of turning their body into pure stone or wood. They must be in direct contact with sturdy, natural objects containing stone or wood. Other natural objects such as earth and sand are not encouraged, however, at higher levels, the substances may be maintained for short periods of time. Potential loss of the body/body part is high if the user is not familiar with that natural component.
Divine Grace This is a powerful healing ability, able to stop all ailments and heal the character or individual from fatal wounds almost instantly. When in use, the Sevrath mark glows a soft green/yellow and branches of light crawl over the character's skin. The light collects on the skin and forms droplets that either rain upon the individual they are trying to save or cluster on the skin of the user till they are almost completely glowing with energy. The energy absorbs into the skin, healing from the outside in. This ability may be used once every fortnight since it is very taxing on the Character's energy. If they attempt to use this ability more than recommended, they risk falling into a deep slumber that may last for weeks at a time.
Lemun Suna (Moderate) Standing for 'seed sleep,' the user is capable of causing drowsiness in an opponent by blowing lightly on their palm. Small, pollen-like seeds are released from the palm into the opponents face. These spores have a sleepy effect on any that succumb to the pollen including the user. At this level, this ability will subdue an opponent for 1 break (hour).
Ivy's Touch The character must be in direct contact with some form of flora to use this ability. The user is able to manipulate the plant into thick vines that are easily controllable. These vines can be used to climb, used to entrap animals and people, or kill. There are a number of uses for these vines, and once made, they will not dissipate unless willed by the user. Depending on the kind of plant the character is using to make the vines, they can be poisonous to others.
Protective Spirits (Moderate) The character is able to summon small sprites, familiars, and/or wisps to aid them in combat, healing, or whatever purpose they see fit. The user may only summon a few creatures at a time and, as they practice this ability, will be able to summon larger, more powerful creatures. The summoned creatures may act according to their will and what they see as right or wrong. They must be persuaded or convinced to do the user's bidding. Using this ability is exhausting on the character should they summon a powerful creature, though they will adapt to the strain through practice. It is required that characters present a number of offerings for the summoned creature(s).

Exalted

Ability Name Ability Description
Sevrath's Skills III Add an extra nine skill points to one of the following skills: Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 100 point cap on skills.
Moseke's Light (Major) Similar to Sevrath's Will, the user is capable of focusing divine energy into a major injury (lost limbs, deep cuts, large puncture wounds, etc.) and coax the cells into healing. This ability requires a few events to "convince" the cells to heal quickly. This ability does not weaken the character as another, more powerful healing ability would. When this ability is in use, a pale green/yellow light emits from the character's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headaches, fatigue, and nosebleeds.
Sevrath's Will (Major) With a sizable amount of concentration, the user is capable of focusing energy into a large sized plant or tree of their choosing to coax it into a form (an inanimate object, a room, etc). Using this ability will require a few events to "convince" the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often intricate, massive, and capable of lasting a life-time.
Spirit Projection This ability requires great concentration to perform. In essence, this ability allows the user to create multiple versions of themselves to traverse both the mortal realm and parts of Emea. Each version holds a piece of the user's soul within it, therefore, allowing it to take physical shape, if the user wishes. However, if the version is cut down, the character will feel the disrupting and pain through the ability. Depending on the number of versions made, and how long they remain away from the user, the character risks losing their life to the ability. If the versions don't return to the user within 5 trials (days), the character has the potential of losing their soul before dying from over exertion.
Sru'Alubosa (Major) Standing for 'nature form,' the user is capable of turning their body into one of the chosen natural substances: sand, water, or dirt. They must be in direct contact with a natural object containing their chosen substance. This requires a massive amount of concentration and is often used for short amounts of time to dodge or slip into a difficult space. Potential loss of the body/body part is high if the user is not familiar with that natural component.
Lemun Suna (Major) Standing for 'seed sleep,' the user is capable of causing drowsiness in an opponent by blowing lightly on their palm. Small, pollen-like seeds are released from the palm into the opponents face. These spores have a sleepy effect on any that succumb to the pollen including the user. At this level, this ability will subdue an opponent for 12 breaks (hours). The user has a small immunity and is capable of being in the presence of the spores for 15 bits (minutes).
Protective Spirits (Major) The character is able to summon small sprites, familiars, and/or wisps to aid them in combat, healing, or whatever purpose they see fit. The user may summon as many creatures as they can handle at one time regardless of size. The summoned creatures may act according to their will and what they see as right or wrong. They must be persuaded or convinced to do the user's bidding. Using this ability is exhausting on the character should they summon multiple powerful creatures for an extended period of time, though they will adapt to the strain through practice. It is required that characters present a large offering, one that holds great significance to the user, for the summoned creature(s).
Resurrection This ability is given only to those appointed Champions of Mosekel for this ability requires the ancient tongue to use. Almost a ritual of sorts, the character is able to bring back those who've perished. This ability is not without great consequence and it can only ever be used on a body that has died within a matter of three trials (days). Immortals may come to carry the soul of the individual to the great beyond after that time. When this ability is in use, energy is extended up from the character to form the appearance of a tree trunk while branches grow and cover the body of the individual till they are nearly encased in energy. Concentration is key to resurrection as the user must fall into deep meditation to either guide the soul back to its body or awaken it. The Ancient Tongue is spoken like a mantra during this ritual. The character risks being drawn into the darkness of death should they lose themselves among the memories and desires of the dead. They can also fall prey to possession, though this is incurable unless acted upon by another Champion, one who possesses the ability to separate and banish souls. Multiple, consecutive uses of this ability will cause the user to fall into a deep sleep for a number of trials (days).
Tree of Life This ability is given only to those appointed Champions of Moseke for this ability requires the ancient tongue to use. This is a self sacrificing ability and must be used only when all other options are expired. The character, through the use of divine energy, is able to form a massive tree - that resembles their mark - onto the earth. This tree blooms white leaves that shed onto the ground and any who stand beneath its massive umbrella of branches. The leaves of this tree heal any and all things, though the leaves cannot be taken from the tree. These leaves are made of pure energy that disappears after a few short moments. The character is enveloped within it's nearly indestructible trunk, the shape of their body formed into the tree as they are preserved inside it for the rest of their days. Normally these champions are visited by Famula and escorted to the Great Beyond even though their bodies remain living within. This ability may be used in battle to heal a massive number of people. It may also restore life to a dead forest.

The Curse of Sevrath

The appearance of the curse of Moseke is known by few. She is very careful on whom she curses as the humans have proven to be very resilient creatures, and a species she has come to love. This curse is mostly bestowed upon those that come into Desnind with hate in their hearts and destruction on their minds. The cursed mark is located on the person's neck. A black-green, thorny vine wraps around the person's neck twice, as if he were in a noose.

Condemned

The curse of Moseke is incredibly difficult to live with. Every living thing can potentially suffer from a cursed person's touch. Smaller plants and mammals will suffer a cruel and agonizing death as their body is wracked with pain and inevitably shut down due to excessive pain stimuli. Large plants and mammals will feel excruciating pain. This pain is significant enough that large mammals will often becoming enraged to the point of endless attack, until the cursed or the animal dies. Plants will quit growing and/or producing. Humans are susceptible to the curse as well. Physical intimacy is out of the question, as prolonged and internal contact could potentially kill a person. It is not uncommon for people to shy away from the touch of a cursed person (less aggressive humans) or attack after being touched (more aggressive people). Although touch is the main focus of Moseke's curse, the cursed person is also unable to enjoy formerly living mammals and plants as food. Meat and vegetables taste like ash upon being eaten.