Ellesméra is a land of many plants. Some helpful, some deadly, and some... strange. From the Frica Andlát mushrooms, that grow in the southern reaches of the Beor Mountains, with its stem that causes instant death, while its cap that cures more poison's, to the Northern Ice caps, where the Seithr plant grows, with its nectar that can be extracted and compressed to an acid that eats flesh, but leaves all other materials behind. At level 2, you have knowledge of 15 plants in the world, and gain 3 per every level. You have the skills, and the tools to turn plants into potions, that can be used as weapons, tools, or boosts. Your known plants can be combined in any way you wish, but the outcome is often unpredictable.
You also knowledge of many animals that are in the biomes of the land. Some of which are greatly useful to some of the civilizations around them. (ex: the Feldûnost that live near dwarven cities, which are used for mountain travel as well as food, milk, and wool). Some of which are a hindrance to cities ( Ex: the Fanghur, or wind vipers, that often dine on the cattle of small villages). Or ones that are rare, and downright deadly, (Ex: the Nïdhwal, a ocean dwelling monster, that will eat all who enter their path, as well as viscously attack its prey with its mind). The animals you know of can be controlled, deterred, or exploited. Many of these animals respond differently to the plants that you know of than it would affect the intelligent races. At level 2, you know 10 common animals, and 2 rare, gaining 3 common, 1 rare per level, the species depending on the area you are in.
All the animals and plants you know of, you know their name in the Language of truth (explained in next paragraph) , giving you a complete understanding of the plants, and the ability to control the animals you know.
Language of truth: This is an enchanted language, created thousands of years ago from a culture long forgotten. Words in this language contain the true definition of the item they are set to. (Example: Brinsngr means fire in the language of truth. Brisingr is not a name for fire, it is the name for fire, and contains all possible meanings of the word.) While speaking the language of truth, those who natively speak it have become masters of saying one truth, but often meaning another. It is impossible to lie and any oaths sworn in the language are impossible to break. Those who know the language often horde the words they know, and treasure new words more than gold.'
All people in this world have a true name in the Language of Truth. Learning your own means you have a complete understanding of yourself. Those who know their name only share it with those they trust most as knowing it grants you immense power over another. The true name is the only way one can break an Oath in the language of Truth, this can only be done if the person's character changes in an extreme way, therefore making them a different person from when they initially swore the Oath.
Mind Cast- To greater understand the creatures you study, you have learned to reach your mind out. You can contact, influence, or warn creatures around you, and even see the slow moving consciousnesses of plants. Like other mind casters, you can sense the minds of others, but you struggle with reaching intelligent minds. though if anyone who is also trained in the ability is near, they will sense you.
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