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[Shelved][✓] [CA Race Lore] - Treants


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Credits to Jallen!

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Origins of Treants

 

 

In a great many ways the abundance of nature within the Fae Realm mimics that of the Mortal Realm. However things here are grown without the tainted touch of magic, or the cruel abandon of descendant industrialization. The energies of creation flow freely here and such raw, undiluted life gives birth to the true chaos of nature. Death and extinction occur frequently, but even more frequent is the birth and evolution of new creatures to take their place. 

 

It was the combined effort of three great deities that this realm was assembled, and so it is that three great domains separate the lands. For the Lady of Light, a domain of constant sunshine and growth without end. For the Mistress of Shadow, a domain of darkness and death without recourse. And for the Lord of Beasts, a vast hunting ground where only the fittest survive. But still a fourth domain exists where the boundaries are blurred and distorted; The Lands of Seasonal Shift, where creatures from all the domains might coalesce. The creatures that inhabit these domains have done so for countless millennia and through the grueling processes of evolution, spurred by constant hardship, have produced the fiercest predators, the sneakiest tricksters, and creatures so alien to mortal imagination that only the term ‘monster’ would be apt as a description.

 

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From the tallest redwood, to the shortest birch, the trees of the Fae Realm are not all that dissimilar to those found in the Mortal Realm. Their roots, spurred by the nutrient-rich soils below, dig deeper and stronger than any of their mirrored kin, however. Constant battle against the elements and the abundance of life here has made their bark harder, their fruits juicer. But greatest of all the boons bestowed by evolution is that of intelligence; and these Fae Trees are just that. Vast underground networks of roots grown since ancient times connect a forest entire and turn individuals into a community. Like veins coursing blood through the body this system of roots carries nutrients and water between all members to ensure that the strongest will survive and the forest, as a whole, will grow tall and long.

 

If the interwoven roots below form the veins, then the sacred Slumber Tree must be its life-bestowing heart. One resides in the midst of all great forests elevated to serve as a conduit for the connections between trees. It is here, through symbiotic society, that a forest phenomenally gains a soul. 

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A forest has not eyes with which to scan the horizon. A forest has not ears to hear the footfalls of hostile Fae. It does not smell the smoke of a brazen wildfire that burns ever closer. These sensations that a forest cannot sense spell danger to an ecosystem without a means to defend itself. For these instances a watcher must be posted, one who can do what the others cannot, one who can fight with antler and claw as if a beast of the land like any other. So it is that a Treant is incubated within the amber cradle of the forest’s heart, its Slumber Tree, to be born a shepard of its kind that will defend them from harm and guide them toward everlasting growth. Within this creature lay the convergent boons of a forest working in tandem, funneling their pooled resources to its heart, lending pieces of their minds and shards of faery life to forge a creature that is greater than the sum of its parts.

 

Sentience born of wood, not flesh, marks the Treant as a unique entity amongst the Aspectual Domains and it is this boon that gives the creature a lofty advantage against rival fae. The capacity to learn tempered by wooden instinct ushers a Treant onward to clear debris from the forest floor, to plant seeds so that new individuals might join the collective, to stamp out fire afore all is lost, and to wrend the stone of the rival Petrusites that seek to seed their kind in fertile ground better suited for acorns than gems.

 

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The migration of Fae toes the line of occurence between uncommon and rare. For Treants especially it is almost entirely unheard of. None would ever dare attempt crossing into the Mortal Realm by way of a fairy ring, for dreaded fear of leaving their forest behind.

 

The very eldest Treants, with their trunks ringed by millenia upon millenia, speak of a memory; distant, foggy, but yet lingering within their mind. They recall that of a great elvish city adorned in bronze and marble that towered amongst trees that kissed the heavens above, a city where Elf and tree lived together harmoniously rather that at odds. So great was this city that Malin, while he still walked the land, would visit his kin here and share in their grandeur. Ancient druii within this city, their names and totems all but lost to time, maintained a circle vast and devout in their worship of nature. Their power was such that even the Fae Realm was not out of reach; and with the blessing of Cernunnos the seeds of faery trees were collected and then planted within the forested city and its surrounding lands. The Treants that sprouted were taught the tongue of elves whilst they trained in the arts of war. With the aid of these creatures the advances of a great orcish horde were repelled time and time again, but then, mysteriously, the orcs did not return as they once had. Rumors of a great vanquisher spread through the street like a virus.


What happened next, no Treant can recall. Only that the city was left wrent to rubble and dust, and that no elves remained. With their teachers vanished the Treants went their separate ways and migrated across the lands, sowing the seeds of their faery trees. For Treants this event has come to be known as the Mourning March.

 

Culture

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As is a penchant with most other things bearing sentience the Treant is a social creature. In the Fae Realm, where thousands of acres of woodland may stretch out of sight, Treants will come to know those neighboring their territory and often form into mutual alliances with them to better their odds of survival. Their natural enemy, the Petrusites, are often a handful for an individual Treant especially if that Treant is still a juvenile. By forming these alliances an older Treant might mentor a younger one in how best to fight back and through their combined strength bring one down together. In dire circumstances, especially where a Petrusite may have grown to gigantic proportions, an elder Treant may call for an Entmoot; a large meeting between dozens of Treants to discuss a course of action. In the Mortal Realm such an event is often called when the hostile presence of Corruption or Dragonkin has been discovered.

 

The innate curiosity possessed by Treants often bids them seek out the areas beyond their borders should no active threat nor great need for maintenance be present. Here they may bid to visit other sentient beings and learn more about the world they inhabit or forge new alliances. While not innately known to a Treant, such mortal virtues as Honor and Mercy might come to be adapted to their lifestyle. Just the same, however, wicked inclinations might be picked up as well. So long as their forest flourishes, very little else matters.

 

Above all else a Treant values action over words. One seeking to gain the respect of such a creature would find more success in aiding its duties, rather than preaching their great moral standing.

 

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Due to their long separation from the Fae Realm many Treants (especially young, wild Treants) are completely unaware of their connection to it or to the Aspectual Trinity responsible for their species’ inception. Despite this, it is said that their faery souls still long for home; and on nights illuminated with brightest moonlight one might hear the calls of a Treant overcome with sorrowful nostalgia. Being taught the significance of this instinct only intensifies this phenomena further and a well-learned Treant may attempt to perform worship in their own well-intentioned ways. 

 

The felling of a tree in a Treant’s forest is a cause of concern for the creature, and as the forest as whole gives a Treant life, this concern is entirely valid. It's not only seen as murder, but a personal slight upon the Treant itself and forgiveness for such a transgression will not come easily; if the Treant will allow forgiveness at all. As a rule, however, Treants often latch unto the concept of reincarnation, which can likely be attributed to their ability to regrow themselves from death. This belief extends to their forest as well and should an individual tree fall the grief is greatly mitigated by planting a seed from the same tree within the forest.

 

When taught the concept of Favors Treants are, for whatever reason, entirely fascinated. Perhaps as a carryover from their survivalist tendencies all Treants find the idea that, by performing a service, someone will then owe them a service, an exceedingly delightful negotiation; and they will hold to their bargain with great dedication so long as it does not threaten their forest. Someone else failing to uphold their end is often met extremely poorly, though.

 

Physiology

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”...” (Squashed forest assailant, 1504)

 

While all Treants share similar behavioral and instinctual traits, their morphology can differ considerably between subspecies. Three different subspecies exist, each one corresponding to a different domain of the Fae Realm, and each one suited best for survival in that specific domain.

 

    Dayward Treants share an affinity for the Dayward Domain and its caretaker Cerridwen. As they age their bodies often take a curvy, feminine appearance, and like a caring mother this subspecies tends to her territory with affection and tact. Fruit-bearing bushes and budding flowers grow with a newfound benevolence in these areas and all manner of animal will flock to spend time with their guardian, who warmly accepts their company.

 

    Nightfall Treants share an affinity for the Nightfall Domain and its mistress Nemiisae. The forms of these beings hardly ever lean to one gender, and instead they take the shape of gnarled monstrosities with jagged edges and sunken eyes. In many ways they are opposites to their Dayward cousins and elect to maintain dominance through fear, rather than love. Terrifying, shrieking calls in the night ward away all but the most courageous of interlopers; and should this fail, they may find this treant’s territory to be rife with spiders and other unsavory creatures that dwell in darkness.

 

    Twilight Treants share an affinity for the Twilight Domain and its huntsman Cernunnos. These treants take on a masculine appearance far more frequently than any other, sporting broad shoulders and large branches made to give the illusion of greater height. The thrill of the hunt and the challenge of battle make these treants especially crafty predators who will knowingly lay traps from vines and pits just as often as they will charge headlong into a fight. If honor can be instinctual, then perhaps this is true of the Twilight Treant.
 

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Three distinct stages define the life cycle of a Treant, and the speed with which each individual progresses can vary depending on certain factors. As a Treant is only as strong as the Forest which gives it life having a strong, hearty, and vast forest will allow more access to resources that will hasten its development. But what cannot be changed is the passing of time, and like all living creatures, time must be given to allow change to occur. 

 

    The Seedling stage begins at the Treant’s birth and lasts for up to three elven months, though in good conditions where a forest remains healthy and strong one might mature in as little as two elven months. During this stage the Treant is uncoordinated and somewhat small, maxing out at a height of only four feet and weighing three hundred pounds. Their intelligence compares to that of a mortal toddler and they are wholly incapable of grasping more nuanced concepts. They operate and are characterized by their instinctual inclinations, most notably the desire to protection and patrol their forest. They will not leave it for any stretch of time unless forced and doing such is widely regarded as cruel. Interactions with foreign parties such as descendants will have long-lasting consequences as the Treant matures and what it experiences here in this first stage may influence the creatures’ manner of dealing with them for the rest of its life. 

 

    The little seedling is quite fond of napping and will only emerge for up to a day at a time before re-incubating itself within its Slumber Tree to rest and facilitate continued growth.
 

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”Don’ poke their woods if ye value yer limbs. They’ll knock yer arse apart.” – Hareven Lorenthus.

 

Spriggans are known to be the adolescent stage of Treants. Their height is now increased to an imposing eight feet tall though more territorial or combat-inclined spriggans will intentionally grow their branches out to give the illusion of an extra foot in height. Their heavy, fortified bark laden with absorbed water gives them a maximum weight of six hundred pounds. Long, notably disproportionate arms stretch to rest at a spriggan’s knees when not being used to strangle lumberjacks. The Treant will spend most of its observable life cycle in this intermediary state where it is intelligent enough to assess danger and strong enough to combat it directly, but it will still routinely re-incubate itself within its Slumber Tree to rest and recover from damage sustained in its duties. 

 

    It is in this stage that the Treant is most greatly compelled by curiosity and most likely to leave its forest for short periods of time, venturing into the unknown to sate its hunger for knowledge and adventure. Establishing friendships, garnering favors, and locating fellow Treants will often allow them the practice necessary to finally master language and get a taste for higher learning. The lack of prosperity otherwise naturally found in the Fae Realm often causes spriggans to become stunted, however,  and no matter how long one might wait, nor how vast their forest grows, they will never mature into the final life stage. Spriggans who remain this way for too long may fall into depression and isolate themselves to their forests, intentionally re-incubating themselves for longer and longer periods of time as a method of coping. 

 

    Becoming an Ent marks the end of a Treant’s player-controlled narrative, though the character will continue to live on and may make appearances in future events and storylines.

 

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For those lucky few who succeed and proceed to the final life stage, the great majesty of the mighty Ent is their ultimate form. The longevity of the Treant is one of its most distinct characteristics and the limits of its lifespan, if one exists, have never been documented. The most ancient Treants of the Mortal Realm have cited events that predate written history, and if that history had been written at one point, the pages it rested upon have long since succumbed to rot. It is speculated then that they could live for thousands of years if they were to avoid more direct means of death. In great age, however, the elder Treant’s titanic size and the immense energy needed to move itself much less perform in combat lead it to live a more sedentary lifestyle; only emerging from its Elder Slumber Tree, known more colloquially as just an Elder Tree, to engage with great threats directly antagonizing its forest.

 

Towering at an incredible fifty-five feet tall and weighing up to fifteen tons, most threats to the forest are at an extreme disadvantage should they choose to threaten the balance of an ent’s domain and should it choose to awaken and roam its borders you will find few creatures quite as patient and hasteless. The flow of time has little meaning to an ent, and it washes over the creature like trickles of the river against a mighty, unyielding stone.
 

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“Best partner a guard could ever ask for.” – Chloris Holz

 

While treants are remarkably strong and hardy creatures they still pale in comparison to the sheer durability and raw strength of the stone-men fashioned by the dwarves in their sunken halls. But what a treant lacks in power it makes up for in versatility, and their ability to learn.

 

    Treants come in all variety of tree, including fruit-bearing trees, and it is not uncommon to see a few apples or coconuts dangling in their branches. But the similarities between fae and mortal tree end there. The bark of all Treants is coarse and thicker, built to withstand the great natural disasters experienced in the Fae Realm, but is still receptive to the sharp end of an axe. Even swords might be used in a pinch to combat one, though likely ruining the blade in the process. Blunted weapons are understandably inefficient, bordering useless against such a wooden foe. A common tactic amongst seasoned lumberjacks is to target the extremities and sever them from the body, crippling the creature's combat efficiency or mobility and forcing them to make a hasty retreat. A spriggan in peak form can keep pace with a jogging human but may be overtaken in sheer speed, making it essential to press the attack before the creature can find shelter to regenerate and renew its assault.

 

    A spriggan in peak form can deadlift up to a maximum of one ton if uninterrupted, a feat often observed through the clearing of boulders (or deceased Petrusites) from ones forest.

 

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Within the body of every Treant beats a crystalline mass that pulses with the concentrated life-giving energies of nature, known as a Core Cluster. This glistering crystal serves as the heart and mind of a treant; and without one, it would surely perish. To prevent such a fate the cluster is nestled securely within the gnarled branches that comprise a treant’s chest, emitting a luminous glow that exudes through the gaps in its body. Every time a treant returns to rest within its slumber tree the cluster will transcribe all memories its gathered over to said slumber tree, where it will store them. Should a treant fall in battle and succumb to death the slumber tree will then regenerate the treant using these stored memories, forming another, identical treant to replace the last.

 

    It is believed the Core Cluster shares many similarities to the precious Kuila Crystals that form naturally within the Mortal Realm. Perhaps as different forms of this crystal take shape in the various biomes of the mortal realm, the fae realm has its own; though such is only speculation. All that is certain is that the Core Cluster is a highly specialized object, and should it be dislodged or destroyed the treant housing it will crumble and fall just as surely as any mortal man with his heart torn out.

 

    The Core Cluster of a Treant emits an overabundance of raw natural energy, which can be sensed by Druids in a surrounding eight metre radius around the Treant. This has no effect on Descendants, however to Druids, being within this area of a Treant would offer a near exact effect to sitting within a Fae Ring. When destroyed or removed from a Treant, the cluster’s effects will become null immediately.
 

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The Balance of Nature is a sacred belief held in high regard by the Fae and certain mortals. However, there exist destructive forces beyond the ken of nature that are capable of twisting its cycles or wrending them to ruin. 

 

The most notable of these forces is the Void, the great nothingness, the writhing chaos; for it is the very antithesis of life and creation. The purer the magical energies rooted from it, the more potent they are against the life essence of a treant; bringing supernatural destruction upon its bark and, if not guarded, core cluster in a manner much like virulent acid. As an exception, however, forming the energies of the void into a mimicry of natural forces will be met with resistance from a treant; most notably when that mimicry is fire. It takes great effort to burn a well-watered tree, treants even more so.

 

However not all fire will find the gnarled body of a treant to be adamant to its flames. The intense heat unleashed from the belly of Dragonkin is substantial enough to cut through these natural defenses and set a treant aflame, whilst sustained fire may cleave through their bark entirely. All treants have an innate fear of dragonfire, and it may take some encouragement for them to stand against such creatures.

 

The final but broadest category that might bring ruin upon a treant is the harnessing of Dark Magic against one. Such perversions of the natural order are many, with their usage falling in and out of practice, so it is impossible to describe them all and all their particular effects. Suffice to say, all which may be used to violent effect will be especially potent against a treant.

 

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Much like other facets of nature, be it the animals of the forests, the land, or the vegetation that grows upon it, a treant is susceptible to Corruption. Because the Fae Realm is protected against such ghastly forces its denizens have not developed any resistances to it, and it will spread through their bark and leaf like a virus. While the types of corruption (also referred to as Blight) vary greatly in strength, they are all capable of turning these defenders of the wilds into Deranged Treants, creatures plagued by madness and with a desire to destroy all around them; be it foe, or former friend.

 

    Deranged Treants will violently lash out at everything around them and will even attempt to destroy large swathes of nature, potentially spreading the corruption further. Their once intelligent minds falter and revert to a feral state that can no longer be reasoned with; instead only shrieking in ear-piercing pain. The longer a treant remains corrupted the more skeletal its appearance becomes, and its Core Cluster will begin to pulse wildly with a sickly red light. In its final stages not even the power of Druii can heal its tainted cluster, making their salvation a timely ordeal.

 

    Killing a Deranged Treant by shattering its Core Cluster will end its reign of terror prematurely and the treant will reform normally from its Slumber Tree with no recollection of the ordeal. But should the Slumber Tree itself become corrupted, either by a Deranged Treant returning to it, or by some other means, then it will continuously spawn the horror until it is purified or destroyed.
 

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”All Yew have is her seeds. Would of like for druii to take to new land, so can see it.” – Spriggan, Yew.
”We’d be honoured, Yew.” – Autumn Druid Nivndil

 

 

Treants are innately capable of communicating with nature around them, as they are a part of it, like any creature of the woods. Druids that have learned to Commune with nature are capable of bypassing potential language barriers and communicating with the creature directly, though will find they are much less receptive to any untoward requests one might make toward a common beast and may outright refuse them. Favors asked by Druids through Communion, when used to benefit a Treant’s forest, will often earn the druid some favor from a Treant; but attempting its use on the creature itself is almost always rejected with extreme prejudice. The use of control to ungrow a Slumber Tree with the intent of transplanting it into a new forest is possible, but requires the consent of the Treant. Should consent not be established the Slumber Tree will resist the attempt and often turn the Treant against the offending druid.

 

Blight Healing can be used to cleanse a Deranged Treant and its Slumber Tree of corruption, but it cannot heal a wounded Treant. In the event that a Slumber Tree is destroyed, however, an master Blight Healer might use their power to coax life back into the remains of the once proud tree. It will take time for the Slumber Tree to return to its former state once this occurs, but eventually it will birth its Treant once more.

 

Shapeshifters appear as ordinary animals to a Treant and will not be suspected of anything more, unless the shifter in question makes their true nature known. Treants without knowledge of Shapeshifting are incredibly oblivious to otherwise outlandish behavior a shifted animal might display and will likely attribute it to mental deficiency or poor nutrition.

 

 

Psychology

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The mindset held by Treants is one tempered in the adverse fires of the tumultuous Fae Realm. A healthy dose of paranoia has saved the lives of more than a few trees and because of this these creatures are slow to trust, even more so at trusting a descendant. To a Treant these strange, bipedal, fleshy creatures are almost alien to their ken; as they simply don’t exist in the fae realm. The closest creature that comes within a hair of them is the Imp, and Imps are, at least, predictable. These descendant creatures vary from three feet tall to eight feet tall, can be white, black, green, red or blue, some will fight tooth and nail to defend the nature a Treant holds so dear, some would burn down a forest out of boredom. Why should a Treant trust such a creature? Why would anyone trust them? Gaining so much as a neutral standing with a Treant is a feat for any descendant, and going beyond will require determination and hard work.

 

    Newborn Treants, and especially wild Treants, are not unlike animals. It is through age, experience, and education that a personality is formed and so it is that Treants do not collectively fit a mental mold. Only base instinct unites them through their obsession with the forest that they shepard. Things that would bring harm to it are feared and hated. Things that help it to thrive are welcomed and appreciated. Things that neither hinder nor aid a Treant’s duty are curiosities to be learned from and, perhaps, a diversion.

 

 

Abilities

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Ability: Take Root
Description
: Allows a treant to lock itself into a single location by unwinding its legs into a swarm of roots which penetrate the ground and hold fast. The treant becomes highly resistant to being knocked around by concussive or similar forces so long as they remain in this state, though sacrifice mobility in the process. Other abilities may be used once fully rooted.

Mechanics: Three emotes to become rooted, three emotes to uproot.


Red Lines

Can only be used on soft surfaces such as dirt, mycelium, sand, gravel, snow, etc.

Requires three emotes to root, and three emotes to uproot.

A Treant may not move while they are rooted. To move, they must uproot themselves first.

Other Treant abilities may still be used while rooted.


Ability: Huntsmans Armory
Description
: Allows a treant to unravel their arms and reform them into rudimentary shapes resembling weaponry. One-handed swords, spears, clubs, and the greatshield make up the typical treants arsenal, though more feral treants will also fashion sharp, elongated three-fingered claws with which to rip and tear at their foes.

Mechanics: Two emotes to change one arm’s form, two emotes to change it back. Both arms can be utilized for this effect. Sharpness of sword, spear, and claw transformations are on par with iron weaponry. Greatshield shares attributes with the treant’s body but is not more durable than its body.


Red Lines

The weapons may only be formed from the wood of the Treant’s body, and do not consist of other materials.

Two emotes must be used to change the shape of each arm.

Two emotes is sufficient to describe the changing of both arms simultaneously.

Cannot merge arms into giant outrageous weaponry. Cannot use weapons other than those listed.

 

Ability: Entangle
Description
: Supersedes the Huntsmans Armory in favor of extending the mass of roots comprising a treants arm outward toward an opponent with the objective of ensnaring, and then pinning them.

Mechanics: Two emotes to send out the entangling roots up to a maximum range of five blocks. Upon connecting with a target it takes an additional two emotes to fully ensnare them. Targets larger than five hundred pounds require an additional third emote. Two emotes to retract the roots if no target is ensnared.
Red Lines

Cannot ensnare any target over one thousand pounds.

Two emotes are needed to send out the roots, and two more to retract them.

The roots involved in this process can be destroyed or cut off with proper tools to free someone from this ability.

A Treant may not use any other abilities while it is entangling a target.

This ability may only be used to pin someone in place, and may not move or pull the target.

 

Ability: Regrowth
Description:
A treant possesses innate regeneration and will very slowly recover from injury so long as they remain in direct sunlight. Perhaps as a side-effect of this restriction, all treants have an aversion to travelling underground.

Mechanics: Passively occurs out of combat. Regeneration pauses when combat begins. Takes one real-time hour to fully regenerate a lost limb.
Red Lines

Arm cannot be used for abilities until fully regenerated. Arm is limp and lacks function until fully regenerated.

A treant cannot regenerate when they are not reached by sunlight. No regeneration is possible when in a cave, for example.

Regeneration may not occur during combat encounters.

Outside of combat, one IRL hour is required to fully regenerate a lost limb.

 

Redlines and Restrictions

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> The first two stages of a Treant’s life cycle are playable, that being Seedlings and Spriggans.
> Becoming an Ent acts as a permanent departure of that character and any further development will have them played by a member of the Event Team or Story Team.
> Treants cannot learn or become attuned to any magic.
> Treants wearing heavy armor are fatigued twice as quickly as an unarmored spriggan and lose access to their offensive abilities. Thin, light armors that do not fully cover the extremities and serve a more aesthetic purpose are exempt from this debuff. 
> A Treant who has departed their forest for more than three real-time days is considered lost and will perish, then reforming at their Slumber Tree once more.
> In the case of a map change a Treant will venture along with the descendants and root themselves in a new forest where their old body will form into a new Slumber Tree.
> If a Slumber Tree is destroyed the Treant is unable to regenerate and will be considered truly dead, unless a Tier 5 Blight Healer elects to breath life into the remains. Should this occur the Slumber Tree will take three real-time days to reconstitute itself and the Treant will not be playable during this time.
> Cannot use communion with animals or plants to metagame information about how your character died.
> Treant communion can not be used to suade the actions of an animal in the way a druid can. It is purely for purposes of communication with natural flora, fauna, and other fae. 

 

References

Purpose (OOC)

Spoiler

The purpose of Treants is to apply significance to forests, jungles, and other wooded areas of the map that might otherwise look pretty but serve little to no purpose in the grand scheme of the server. By establishing a Treant caretaker in such an area a new significance arises to establish its borders, its unique flora and fauna, earn itself a name, and give rise to new opportunities for stories to develop. Advances upon such areas for the purpose of establishing charters is no longer a simple, direct process and the settlers will have to contend with a Treant either by appeasing it or combatting it. Druids gain the potential to befriend an imposing ally or establish a fierce rivalry in the pursuit of their duties. Treants are not stupid, boring creatures and are entirely capable of acting independently and forming personalities that define them as more than just a simple construct built for battle. 

 

Tree-people in some form are a staple of many fantasy formats and their existence fits well into the narratives of both Druids and Wood Elves with the concept of Ents dating back into the earliest years of the server. With their existence comes the potential to meet a Treant in real-time played by an another player and not solely to be used in rare appearances for events. Their presence is then tangible, and infinitely more genuine.

 

 This lore also serves as a means to clear up and merge multiple outdated lore pieces relating to Ents, Spriggans, and their respective amendment posts into a single cohesive piece.

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Tree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree treeTree tree

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3 minutes ago, Mojo said:

Epiphyte 2.0

 

grr 

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Mmm, this would pair nicely with my Golem RP obsession.

 

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TREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

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Yew did good at writing this.
@Old-Rattlesnake
haha get it YEW

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Sounds fun! Would be good to add within the redlines about the aversion / resistance to fire evocation and how exactly that works. And fire in general as well.

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Give me tree plz +1

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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