Silent Glow: You focus in on the inhabitants of the swamp [-4 GEN], a single family eking out a living in the marshes. An old woman, a son and his wife, a grand-daughter. The family live in a hut on the edge of the marshes, scouring the swamp for edible vegetables, non-poisonous fungi, small animals and grubs. While there is not much in the way of food in the swamp, especially with the current unstable ecosystem, the family have become especially adept at avoiding the swamp's various dangers such as the quicksand, venomous snakes, poisonous plants and the like. The elder, Juno, has even worked out several of the most useful plants for healing purposes, but without time to pick them all she can really do is tend to her own family and pass on the knowledge to her grand-daughter.
You will retain this view until you sleep, if there is more you wish to discern.
Blessed Spirit: You begin by placing a thought in the minds of the riverfolk; stave off sickness through cleanliness - learn the means by which one might keep one's health. The thought settles, leaving them receptive to new ways to keep healthy.
Then you whisper to a handful of families in their sleep. You don't have perfect resolution to your messages at this focus, but the details come to them in images and symbols; washing the body, keeping separate the cesspits from the fishing places, eating more than just fish to even out their diet. Finally you leave them with an injuction - look for further means to keep one's health.
Finally, you visit the household of the pot-makers. As they sit in their hut, moulding clay, the pots ripple with light as if from the surface of the river, reflecting the ripples onto the ceiling. You speak to them in a soft, rippling voice.
Hello my darlings. I am the Spirit of the Blessed River. I have seen your efforts to work the clay of my banks, and I am enchanted by what you have made, and have yet made. I knew I must contact you. If you will accept them I bring you three things. The first, a request, the second, my blessing, and the third, a warning.
The two potters fall prostrate before the ripples, abandoning their work. "Please, oh Blessed Spirit! Tell us your will."
Sleeping Giant: You pick a forester at random, cutting wood in the forests. He screams in panic when one of the trees shifts slightly, and what he thought was a strange bifurcated trunk seems to become a pair of legs, and up above the trees branches move in such a way as to suggest arms, a torso and a head. Your voice booms from the tree, like the creaking of branches and the rustling of wind through leaves. [Personal Focus Whisper: -9 CUL, -7 GEN]
You cut the giants down, to mourn the dead, explain to me why death acquires more death? I am curious, not angry, I welcome them.
Speaking on this level grants a certain power. While you cannot perceive more than the forester's speech in return to your words, you can do more than speak to him. You can impart detailed knowledge directly to his mind, or even force a suggestion upon him of a particular course of action to take. The forester takes a moment to gather his senses before he speaks.
"Great Bear, it's alive! I mean, you're alive! Right? Argh. Oh mighty, noble tree, why do you - oh, the cairns? Oh, uh. No, we don't cut the trees to make space for those, we just bury them in clearings. I mean, nobody's hurt, right? And, uh, if we did cut down any trees it's just for firewood. You know, protect against the winter? Please don't eat me."