Thread Name: [Treth] Friendly Faces
City/Area: Treth
Notes/Warnings: none
Requested Rewards:
Knowledge: (A list of knowledge)
Skill Knowledge
Calming Spirits: allows you to calm mental ailments that are caused by old age, wounds, poison, curses, or magic.
Calming Spirits: To activate the ability, you must touch the patient's temples. When you do, green/yellow, transparent tendrils will connect to the person's head, neck, and the top of their spine. Energy is then transferred through these tendrils, and sent into the body to correct the damage to their mind. Concentration is very important when using this ability. Failure to concentrate enough runs the risk of being drawn into either their own mind, or their patient's mind. The effects of this ability are temporary unless it is used multiple times to ensure that they will last until the mental ailments are cured. In cases where the ailments cannot be fully cured (as with old age), multiple sessions will be needed so the effects won't wear off as time passes.
Calming Spirits: Using this ability too much will cause fatigue, headache, nosebleeds, and nightmares.
Protective Spirits (Minor): This ability allows the user to summon small sprites, familiars, and/or wisps to aid them. These beings can aid them in combat, healing, or whatever purpose they see fit.
Protective Spirits (Minor): At first, only one being may be summoned at a time. But with practice, multiple sprites/familiars/wisps can be summoned.
Protective Spirits (Minor): These beings have minds of their own, so they may act according to their will and what they see as right or wrong rather than simply doing what you ask of them. It is a good idea to present an offering for the summoned creature because you must persuade them to obey you. Using this ability is exhausting at first, but with practice, you will adapt to the strain, and it will get easier.
***Protective Spirits (Minor), and Calming Spirits are Severath abilities***
Non Skill Knowledge
NPC: Jared: works as a bouncer at the Old Sow's Ear
NPC: Tar'isa: a Sev'ryn
Tar'isa: has been blessed by Moseke three times
Tar'isa: has a falcon familiar named Ter
Tar'isa: came to Treth in search of her familiar, but stayed because she fell in love with the village
Tar'isa: Works at the Old Sow's Ear as a musician
Tar'isa: doesn't have any children
Tar'isa: is very healthy
Sev'ryn: have familiars called Ose-bori
Sev'ryn: every full blooded Sev'ryn has a familiar, but not all of them seek their familiar out
Sev'ryn: some half Sev'ryn have familiars, but it is harder for them to find their familiars if they do have them
Sev'ryn: follow dreams to find their familiar
Sev'ryn: their familiars never come to them
Sev'ryn: must earn the trust of their familiars, and are tested by them in order to gain their trust
Sev'ryn: if someone doesn't seek their familiar out when the dreams come, and their familiar dies, the pain of losing half of themselves usually causes them to retreat into themselves
Sev'ryn: when a bond with an Ose-bori is completed, a mark that represents their familiar appears on their body
Ose-bori: wait until their Sev'ryn are ready for them before appearing to them in dreams
Ose-bori: are the other halves of Sev'ryn souls
Tei'serin: hopes that she will find her familiar some day
Tei'serin: doesn't make friends easily
Xanthea: Ose-bori means half ghost
Loot: none
Injuries/Overstepping: none
Fame: none
Collaboration: No
Magic EXP: No