Difference between revisions of "Category:Sevrath"


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[[File:Moseke2.jpg|left|thumbnail|link=| <center><b>Fast Facts</b></center>
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{{#pagetitle: Sevrath, the Mark of Moseke}}
{|class="wikitable" style="font-size: 13px;"
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|Status||Alive
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=The Blessing of Moseke=
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[[File:SevrathMain.png|right|link=|]]
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The Blessing of Sevrath is most commonly found on individuals that make [[:Category: Desnind | Desnind]] their home. On unclothed people, the blessing appears as a dark, raised tattoo that is as dynamic as their relationship with [[:Category: Moseke | 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 embedded in the leaves associated with the blessing. Moseke will commonly share her blessing with the [[:Category: Sev'ryn | 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 [[:Category: Aukari | Aukari]], for their skin has ignited too many trees to be welcome in the forest.
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==Favored Abilities==
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{| class="wikitable"
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! Ability Name !! Ability Description
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|-
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| 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.
 
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|Domains||Earth, Stone, Nature, Life
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| Sevrath's Skills  || The character is granted an extra three skill points which may be spent only on the following skills: [[:Category: Gardening| Gardening]], [[:Category: Meditation | Meditation]], [[:Category: Medicine | Medicine]], [[:Category: Singing | Singing]], or [[:Category: Musical Instrument | Musical Instrument]]. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
 
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|Holy Names|| Mother of Life, Great Mother, Great Well of Life, The Stone Maiden, Earth Mother
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| 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.
 
|-
 
|-
|Holy Symbol|| -
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| 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.
 
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|Religion|| -
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| 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.
 
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|Location||[http://standingtrials.com/viewforum.php?f=80 Desnind]
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| 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.
 
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|Faction||Supports Mortals
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| 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).
 
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|Mark||[[:Category: Sevrath|Sevrath]]
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| 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.
 
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|Notable Creations||[[Sev'ryn]]
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| 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.
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|}
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==Adored Abilities==
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{| class="wikitable"
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! Ability Name  !! Ability Descripiton
 
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|Creator||[[Cierel]]
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| 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.
 
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|Immediate Family||None
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| 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.
 
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|Allies||[[:Category: U'frek | U'frek]], [[:Category: Xiur| Xiur]], [[:Category: Ilaren | Ilaren]], [[:Category: Yvithia| Yvithia]], [[:Category: Ymiden | Ymiden]]
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| Sevrath's Skills II  || The character is granted an extra six skill points which may be spent only on the following skills: Gardening, Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
 
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|Enemies||[[:Category: Faldrun| Faldrun]], [[:Category: Mastes | Mastes]], [[:Category: Kata | Kata]], [[:Category: Aelig | Aelig]], [[:Category: Syroa| Syroa]]
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| 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.
 
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|Scribe||Dementia, Jade
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| 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.
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|-
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| 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.  This power can be used to heal either the Sevrath or another individual.
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|-
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| 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).
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|-
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| 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.
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|-
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| 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).
 
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|}
]]
 
  
= History =
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==Exalted Abilities==
<p style="font-size:14px;">Long ago, before their disastrous separation, Moseke held close relations with her sister, Lisirra. Born of the same Goddess, the two were far different from the other, though connected by their abilities and their fascination for the Humans around them. Lisirra found other uses for the beings, however, Moseke couldn't help but be pulled to the brilliance of their existence and their determination to survive within their harsh world.
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<br>
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{| class="wikitable"
<br>
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! Ability Name !! Ability Description
Life. They fought to live.
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|-
<br>
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| Sevrath's Skills III  || The character is granted an extra nine skill points which may be spent only on the following skills: Gardening, Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
<br>
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|-
A particular group of individuals housed within the murky, dangerous swamps off the coasts of the southern continent caught her attention quickly. The tribe blended into the land in a way that nearly captured the entirety of the Immortal's being. They lived in harmony with the land, using only what they needed, taking care of everything that they could, and honoring all sacrifices that were made for the sake of surviving.
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| 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.
<br>
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|-
<br>
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| 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.
Moseke was captivated by these people, so much so that her sister, Lisirra, took notice and began picking off subjects for her experiments. The Immortal of life couldn't condone such mistreatment upon the tribe and commanded Lisirra to leave the lands, and the people within them, in peace. Being toxin incarnate, Lisirra's wrath burst forth in a wave of infection upon the land, the animals, and the people. Rejection from her sister coupled with the denial and insults of her work, her glorious experiments, turned Lisirra bitter. She cast upon everything she could touch a plague so powerful, it stained the lands in putrid stench and a haze of green poison that slowly drove nearly every living thing mad.
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|-
<br>
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| 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.
<br>
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|-
The plague was too much for Moseke to combat by herself and as the cycles ticked on, she watched the people suffer. She watched everything suffer. Cries, screams of agony, and torturous death were becoming common occurrences within the swamps. Tribesmen lost their minds, clinging to the comforts of their loves ones, their animals, anything to keep their sanity within the world. The power of such a burden on the land, the animals, and the people forced a disconnection, a split of consciousness from their dying bodies as their souls prepared for the journey to the great beyond. This disconnection offered the Immortal insight to the power of companionship. She could see the souls of the tribesmen mingled with the souls of their animal companions. Such a thing gave both creatures strength, a strength that tried to force connection, to force awareness to their bodies. A strength that attempted to breathe life into both beings.
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| 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.
<br>
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|-
<br>
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| 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).
It was then that Moseke pushed the utmost of her power upon the people, forcing life, and connection, back into them. Though the tribesmen awoke, almost none of their animal companions did. Moseke broke down, the pain the people now continued to suffer through echoed into the deepest reaches of her heart and tore her. She wept, hopelessness enveloping her like the darkest, blackest, everlasting shadow. Her tears ran like the clearest water, washing and cleansing a small part of the land while her despair only pressed her abilities further, purifying an even large bit.
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|-
<br>
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| 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).
<br>
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|}
After nearly an arc had past, Moseke noticed the people, her people, rebounded from the plague rather quickly. The signs of it still lingered thickly everywhere, however, it seemed they had adapted to its effect. The tribesmen spoke to themselves often, when they thought they were alone, and communicated with something Moseke could neither see nor hear. The Immortal knew better than to assume insanity. Such conversations where too complex to be madness and while time continued on, the Immortal finally glimpsed a soft silhouette of what appeared to be an animal. It shifted from a radiant soft blue to something that appeared alive.
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<br>
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==Champion Abilities==
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Her heart warmed then, understanding finally that her efforts were not in vain. She had changed the people she looked after, with the unfortunate help of Lisirra's plague. Though she could save all the creatures from their unfortunate fate, she knew they would forever be linked to that of their most cherished companion, bonded and connected to them than any other being could know. Thus, the Sev'ryn were born.
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{| class="wikitable"
<br>
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! Ability Name !! Ability Description
<br>
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|-
In her honor, the Sev'ryn built for Moseke a temple which later became the center point for the city of Desnind. Now, many arcs later, the people and its Immortal are still battling back Lisirra's plague on parts of the land and its creatures while countering assassination attempts made by outsiders.
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| Resurrection  || This ability is given only to those appointed Champions of Moseke 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.
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<br>
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Known for her generosity and patience, Moseke is neither old nor young compared to the rest of the Immortals. She is a fragment of the Goddess Cierel, and is the only 'good' Immortal created by Cierel. Generous with her blessings, Moseke never gives out curses. She believes that everyone is capable of change.
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During this time, the Champion enters a trance, during which they are vulnerable and may require protection from others. However, when they pursue the soul of the departed before it moves onto the great beyond, time doesn't pass in quite the same way in Emea as in Idalos, so what may seem like a weeks or seasons long journey in the Empyrion Gateway, may in fact only take breaks of time in Idalos, more or less.
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When the Champion undertakes this journey they will be subject to the predations of the denizens and dangers of Emea and beyond. On top of that, they will have to convince the person who passed on that they should return. This in itself can be quite a challenge, as the experience of drifting bodiless through Emea can be an intoxicating and liberating experience for the disembodied soul, and they may feel drawn to pass on anyway. So convincing them to return to Idalos can be a challenge in itself.
Faith isn't of any particular importance to her. If someone prays for her guidance, then she will help them in her own way. Sometimes this may be subtle-perhaps a nudge in the right direction, or a better harvest that year. When the situation calls for it, then she will intervene with more power. It was one of these interventions that created the Sev'ryn.</p>
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|-
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| Tree of Life ||This ability is given only to those appointed Champions of Moseke for this ability requires the ancient tongue to use. This ability shouldn't be used lightly, and 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, unable to be harmed. There they remain for an entire season, until the tree is able to remain standing on its own, at which point the Champion emerges, totally rejuvenated. This ability may be used in battle to heal a massive number of people. It may also restore life to a dead forest.
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|}
  
=Appearance=
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=The Curse of Moseke=
<p style="font-size:14px;">Moseke appears as a beautiful woman. Her eyes are green and full of life. Her skin is the soil she walks on, her hair the roots of her trees. Her race seems to vary from sighting to sighting, though one thing is clear: she appears as a member of the race who the person she's dealing with is the most comfortable.</p>
 
  
=Memories of the Past=
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The appearance of the curse of Moseke is known by few. She is very careful on whom she curses as mortals 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.
<p style="font-size:14px;">Moseke, being the most civil and virtuous of her siblings, never had a real connection with Cierel. Born from the most unlikely aspects of the Original Being, Moseke was treated more like a forgotten idea than a copy to teach and take care of. Moseke was thankful Cierel never took an interest in her or else she fears she would have ended up like Audrae. Nevertheless, their conversations were all but none existent. Instead, Moseke spent most of her time with Brelt'ek and Luesco, both of whom she highly respected. She mourned for their death after the Great Shattering and continues to honor their memory by tending to the life within the world.</p>
 
  
=Presently=
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==Condemned==
<p style="font-size:14px;">Spending time among the Sev'ryn people, Moseke helps and assists the humans within the city of Desnind. She is a being of radiant life and flawless complexion, making her stand out among the people. However, Moseke is well protected, not only by the Sev'ryn, but by their animal companions and the forest around their city. She is willing to speak to those who seek her help.</p>
 
  
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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.
  
[[Category:Immortals]]
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[[Category:Moseke]]
[[Category: Moseke]]
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[[Category:Immortal Marks]]

Latest revision as of 09:54, 3 July 2022


The Blessing of Moseke

SevrathMain.png

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 embedded 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 Abilities

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 The character is granted an extra three skill points which may be spent only on the following skills: Gardening, Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
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 Abilities

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 The character is granted an extra six skill points which may be spent only on the following skills: Gardening, Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
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. This power can be used to heal either the Sevrath or another individual.
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 Abilities

Ability Name Ability Description
Sevrath's Skills III The character is granted an extra nine skill points which may be spent only on the following skills: Gardening, Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
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).

Champion Abilities

Ability Name Ability Description
Resurrection This ability is given only to those appointed Champions of Moseke 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.


During this time, the Champion enters a trance, during which they are vulnerable and may require protection from others. However, when they pursue the soul of the departed before it moves onto the great beyond, time doesn't pass in quite the same way in Emea as in Idalos, so what may seem like a weeks or seasons long journey in the Empyrion Gateway, may in fact only take breaks of time in Idalos, more or less.

When the Champion undertakes this journey they will be subject to the predations of the denizens and dangers of Emea and beyond. On top of that, they will have to convince the person who passed on that they should return. This in itself can be quite a challenge, as the experience of drifting bodiless through Emea can be an intoxicating and liberating experience for the disembodied soul, and they may feel drawn to pass on anyway. So convincing them to return to Idalos can be a challenge in itself.

Tree of Life This ability is given only to those appointed Champions of Moseke for this ability requires the ancient tongue to use. This ability shouldn't be used lightly, and 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, unable to be harmed. There they remain for an entire season, until the tree is able to remain standing on its own, at which point the Champion emerges, totally rejuvenated. 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 Moseke

The appearance of the curse of Moseke is known by few. She is very careful on whom she curses as mortals 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.

Subcategories

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