Treant

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Race Rules
Official Races Unofficial Races

Treant

Life Expectancy: 5000 years roughly
Homeland: Anywhere with trees
Average Height: 4’-17’ dependent on age and variation
Average Weight: 200lbs
Allowed Classes: Druid, Monk, Bard, Priest
Preferred Alignment: Any Good
Preferred Weapons: Unarmed, Blunt weapons, Staff, Wand
Aggression Level: Passive
Intelligence Level: Average
Magic Rating: Depending on the age and progression of the Treant, anywhere from nonexistent to mystical
Strength Rating: Dependent on age and Progression of Treant, generally young is average and Greater Treants are high.
Weak Against: Dark magic, depending on the subtype of Treant, fire, acids, ice.
Strong Against: Dark magic, Depending on the subtype, fire, physical attacks.
Related Races: Dryad
Allied Races: Elves, Dryads, Pixie.



Background

Treants are the living embodiment of nature, where as a Dryad is bound to a tree and is a separate being, the Treant is a full binding of spirit and vessel, starting as a sprout and growing into a lesser Treant. Lesser Treants are weaker and stand at the same height as a normal humanoid, their natural ability to heal and create growth leans most of them towards being Druids, though some may seek other specialities. The ones that become Druids usually reside in one location and will work towards making that forest their home, become caretakers of the lands that they reside in while they age and develop their skills.


As a Treant ages their healing presence becomes stronger and the will eventually reach a stage where they may become a Greater Treant. This process is extremely risky for the creature and for the realms surrounding it. If the soul is pure and good, then it will become it’s greater form, a form of nature incarnate where they are able to restore the land that has been decimated, unfortunately, this also means that their presence to undead is harmful not only to the undead, but to the Treant themselves, when the two are near each other the powerful healing aura will attack the unlife within the undead creature while the Treant’s body is sapped of strength to combat the malignant undeath. If the Treant is not pure or good and has been corrupted by the lands it lives in, it becomes a horrific manifestation of the corruption inside. Depending on the nature of the corruption (extended exposure to undead, hateful or violent souls, those who have rejected their nature), they will change accordingly, from horrifying beasts of towering flames to a rotten husk of their former selves, doomed to wander the dead forests they abandoned long ago, mindless and forgotten.


To mature to their greater form takes at least a week, though make take considerably longer, during which time the Treant’s old form is surrounded by large vines, forming into a make-shift cocoon to protect it from attack, though it is possible to kill a Treant during this exposed state, where it will grow at an extremely accelerated rate until it has reached the form it’s soul has determined it shall be.


As Treants are bound to their vessel, their abilities will vary from species to species, Ever-greens will find that they are resistant to cold effects while denser, hardier trees will find that their barks are more resistant to the impacts of normal weapons, where the underlying tree beneath the bark remains unharmed despite attack.


There are certain spellcasters that may try to replicate the arcane nature of the process to create a Treant, binding a soul to a tree to create a replica. These bastardised creatures are usually corrupted and turn against their masters, as the souls that are forced to be bound will rebel against such power before turning on themselves to return to the natural source them came from. Treant creation is of mutual beneficial nature to both parties.


Society

Treants usually assimilate to the society that they find themselves in, though very rarely will they engage in a nomadic or criminal life, they tend to make the forests they first sprout in their homes, the trees themselves will move and bend to creature homely structures for such creatures, as is their nature to protect one-another, shelter in return for the Treant’s servitude to the world around it. They are known to wander further from their forests when in search of something, though it is usually of dire importance, it is quite rare to see them far from their homes.



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