In the last days of Atlantis, an enormous amount of magic was expended during its final invasion. Vast devastation was wrought on the known world, with forests blazing up, and islands sinking into the sea. Eventually Gaea became aware of the savage conflict. Shocked by the destruction, she gave sentience to a grove of trees (the original Throne of Trees) and began to send a visions to the humanoid races. Through the vision, those most receptive to it understood that the fragile remains of the world's ecology had to be preserved. Thus came about the first Elementals, Geomancers, Rangers and Shaman. For thousands of years these various agents of Gaea have acted as guardians of the earth and all the different forms of life which inhabit it. The Throne trains new Shaman and Geomancers and oversee the appointment of new Elementals. 

The Parliament exists in the Grove of Serenity which is capable of shifting between space and time. The Grove has representative leaders and agents from each of the four different types of Thrones. The Grove currently favours alternating between the Parklands in Basilica City and the Tivoli Gardens outside of Rome.

Hierarchy
First and foremost, each of the Thrones (Clouds, Fire, Streams and Trees) are all Gaea's servants. The Parliament has divided up the world into regions of biomes. Each region is a well defined geographic area bounded by mountain ranges, rivers, seas, or deserts. Parliament regions do not rely on national borders, or on racial or ethnic groups. An Arboreal can encompass several countries and peoples. See the separate tables below for the different setups for each of the Thrones. All members of the Parliament must be of Good alignment.
Operations
Throughout the history of Earth, when times of great trouble has arisen, Gaea has created various Elementals and Geomancers that act as the world's protectors. 

The Parliament realizes all creatures have basic needs for food, shelter, and self-defence. Humans must hunt animals for food and must clear trees to farm and build houses. These actions constitute a necessary part of the natural cycle. However they do not tolerate unnecessary destruction or exploitation of Nature. Sensing violations, an Elemental investigates the motives of the people involved, weighing them against the risk to the land. Then he decides whether to take action.

The Parliament frowns upon killing animals simply for sport, over hunting a region, and treating animals with excessive cruelty. Even more than trapping for food or fur, they hate to see animals captured for use in events like bear baiting, bullfighting, or other such sports. Members of the Parliament always try to stop these spectacles and free the animals. They may wreak terrible vengeance on those who capture wild beasts for sport or operate the arenas where animals are forced to fight. 

The Parliament has nothing against most forms of farming, even if it means clearing woodlands or draining swamps to create new fields. Although they feel a special reverence for trees, crops are plants too, and civilized races have a right to practice agriculture. However they will object to destroying a wilderness area for a farm extension that is strictly for profit. They also will oppose farming that requires the destruction of ancient wilderness areas, large spreads of land, or any region that serves as a sanctuary for rare, endangered, or magical plants and animals. Also discouraged are farming practices that harm the soil and selfish irrigation schemes (dams, aqueducts, etc.) intended to parch one region to slake another's thirst.

The Parliament sees all forms of undead as the greatest perversion of Nature. Things exist in a natural cycle: birth, growth and death. The undead break this cycle, worse, they are the enemies of life. Therefore the Parliament sees the undead as abominations to stamp out to restore the proper workings of Nature. Yet they do not actively hunt the undead themselves. Instead they will pass on information and sometimes aid to Undead Slayers and let them deal with it. 

The Parliament relies on both plants and animals to act as their spies all over the land to keep watch on the movements of friends and enemies alike. Normally, small, inconspicuous animals work best, especially birds, with their excellent mobility, aerial vantage point, and good eyesight. Rodents, from squirrels to mice, rarely get noticed. Domestic animals constitute another good choice due to their intelligence. They have the added bonus of being able to tell about activities inside a building. Animals have a limitation though. They often don't understand what they see and hear and sometimes can't determine what is worth reporting. A dog can recognize certain people and usually has a general idea what its owners are doing, but it cannot understand speech. A mouse or bat probably cannot tell one person from another. 

The Parliament also often has to deal with natural disasters. Infestations of beetles, locusts, aphids, and other insects can strip forests and pastures in a matter of days or weeks. Moulds and rusts can ravage woodlands if unchecked. Old trees, which aren't as resistant to disease as younger ones, are particularly vulnerable. To prevent the spread of destructive insects and fungi, Elementals remove and dispose of infested plants as quickly as possible.
An excess of precipitation, sudden snowmelt, or high winds producing strong coastal waves may result in flooding. Floods can wash away valuable topsoil, destroy trees and buildings, and drown the unprepared. Elementals reduce the severity of river flooding by planting and maintaining the trees and grasses in elevated lands. This vegetation controls runoff and absorbs melted snow, preventing it from running off into rivers and causing the water to rise over the embankments. Seacoast floods, on the other hand, are almost impossible to prevent. However with sufficient warning, Elementals can warn others to seek protection in the highlands until the storm subsides.
Violent shifting of the earth's inner layers may produce earthquakes, which can occur anywhere in the world. Earthquakes can indirectly cause flooding and fires, but the biggest danger comes from avalanches, falling rocks, trees, mudslides, and collapsing buildings. Unusual animal behaviour (such as the agitated prancing of small mammals), spontaneous geyser eruptions, and clusters of small tremors often indicate an impending major earthquake. Earth Elementals of course can sense approaching quakes.

Higher than average temperatures and a lack of rainfall may result in a drought. When water is scarce, rivers dry up, vegetation withers, and animals suffer from dehydration. Elementals can't offset the overall effects of a drought, but he can reduce the local impact of the drought on marginal habitats by storing water, and encouraging others to do the same.

Fires is perhaps the most devastating of all natural disasters. A fire not only wipes out trees and vegetation, it also kills animals and pollutes lakes and rivers with ash. Travellers who carelessly burn trash or toss unwanted torches into the brush are a common source of fires. While lightning strikes are a primary cause of forest fires, some fires are intentionally set by enemies. Fighting fires isn't easy, nor is it something one agent can effectively do alone (unless he's a Fire Elemental). Because fires spread so rapidly, particularly in dry seasons, the chance of stopping a fire decreases with every moment it's allowed to burn. Water or dirt can be used to smother small fires. A fireline can be built, an area cleared of all vegetation and other combustible material. This helps contain larger fires, but an adequate fireline usually requires the efforts of many individuals working as a team. Once a fire is extinguished, a close watch must still be kept for many days, lest a smouldering limb start the fire blazing once again.

Groves of Serenity
The Grove of Serenity reveals itself readily to those who know what to look for. No trees or plants within the grove may be harmed, cut, or pruned. No one may pick or cut branches, berries, nuts, or fruit, either; visitors can eat or otherwise use only that which has fallen to the ground. No one may fight within the grove. No bird or animal within the grove may be harmed. If a hunted creature flees into the grove hunters must break off the chase, they cannot shoot at the beast from outside the grove once it enters. No one may fish in the waters of the grove, nor foul these waters in any way. None may light a fire within a grove's bounds.

Each Arboreal also consecrates its own lesser serene grove, awakening it to its magical properties. To this end, they must find a suitable natural site, then sanctify it. Once finished, the grove becomes a living shrine to Nature, where the Parliament's agents or others can seek sanctuary and contact the Grove of Serenity. The Grove will have on average 10 +D10 intelligent plants, 2 +D4 Servants of the Foliage, Scorch, Fog or Creek; and one Lord of the Botanical, Blaze, Mist or Tributary (although there can be more).

All in the grove are rendered immune to magical fear while within it. Natural (nonmagical) lightning never strikes trees or beings in the grove. Undead cannot enter the grove. Agents or those considered allies of the Parliament may heal wounds at twice the rate of natural healing while in the grove. Any source of water within the grove also has unusual healing properties. Anyone bathing in the water gains the benefit of simultaneous healing of all diseases, poisons, and any serious wounds. The water loses all special properties outside the grove's boundaries. A Parliament agent who spends the night sleeping in the grove may receive a magical portent in a dream concerning the past, present, or future. The nature of the prophecy remains the GM's decision, but usually warns of danger or hints at a task Nature wishes the agent to perform. All wild animals that enter the Grove are influenced by an aura of peacefulness within it and will not attack anyone.

 

The Throne of Clouds

Other Names The Parliament of Nature
Alignment Lawful Good
INT 50 CON 100
WIS 50    
CHA 30 MR 1
STR N/a HPs 9000
DEX N/a

Disposition

Age 5000 Respectful, thoughtful
Weight N/a Height 30-100ft
Category Ascended Air Elementals
Powers See below

Hierarchy

The Throne which governs air and birds follows the following hierarchical order:

Geomancers - The voice of all nature, often acting as messengers and intermediaries between the Throne and humanity.

Elementals - The fist of the Clouds. When Geomancers need protection or some additional persuasion power.

Servants of the Fog - Eventually when an Air Elemental tires of an active existence and seeks to escape the distractions of the world, he transforms into a living fog of 20 +D20ft diametre. As fog he becomes physically immobile but psychically enhanced. They serve to pass on commands and messages from the Throne to their agents. Powers are identical to an Air Elemental but doubled.

Lords of the Mist - These Clouds have widened their areas of influence, becoming guardians of entire mountains. They reach a diametre of 40 +3D10ft. Powers are identical to an Air Elemental but x5.

Throne of Clouds - The leaders of the Throne of Clouds. These clouds reach diametres of 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature. 

Powers

All Clouds have the following abilities;

Clouds are psychically attuned with all nature and hears its whispers in its head. Additionally they can telepathically communicate with any lifeform.

They can change the wind's direction and even increase its speed or stop it altogether within a WIS x100 metre radius. A wind rush can have a speed of up to WIS x6kph, and is able to knock people and objects over. Using this he can ride the wind at WIS x40kph, lifting himself and an extra WIS x50kgs. One final side effect is he can greatly enhance the effectiveness of missile weapons by increasing the force and accuracy with which they strike. It adds a +1 to the attackers thaco, +1 to damage and doubles the range.

Clouds can surround themselves or any within their line of sight with a pocket of air of up to WIS x50 centimetres radius and an MR equal to WIS x20. Air supply lasts 20 minutes per WIS. This can also act to purify air, removing all pollutants, including but not limited to: smoke, poison gas, dust and anything of a particulate size of than a grain of sand or less from its area of effect. It will not affect natural moisture in the air at all. It will also reduce the duration of any gas based magics or attacks that are affected. Further they can gently force a wind into an organism's lungs, inflating it and restoring their ability to breathe. Alternatively this can be used to devastating effect.

They can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful). As well as see heat images and traces the same way as thermo optic equipment, electrical fields (and their intensity), gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays.

Clouds are able to travel between any 2 points where aspects of their elemental sign exist. For example Water can travel between oceans, lakes, ponds, etc. Functions identically to Telereformation.

Clouds can create a whirlwind with a 20 metre radius per 2 WIS anywhere in its line of sight. It has a rotational speed of WIS x100kph. Any caught in it will be swept up and hurled around unable to perform any actions.

Clouds are able to thrive by feeding on mana and any aspects of nature present nearby. This effectively renders them immortal. It also allows them to spellcast Faerie and Air Elemental magic (knows all the spells). They can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

 

The Throne of Embers

Other Names The Parliament of Nature
Alignment Lawful Good
INT 50 CON 100
WIS 50    
CHA 30 MR 1
STR N/a HPs 9000
DEX N/a

Disposition

Age 5000 Decisive, impulsive
Weight N/a Height 30-100ft
Category Ascended Fire Elementals
Powers See below

Hierarchy

The Throne which governs fire, heat and magma follows the following hierarchical order:

Geomancers - The voice of all nature, often acting as messengers and intermediaries between the Throne and humanity.

Elementals - The fist of the Embers. When Geomancers need protection or some additional persuasion power.

Servants of the Scorch - Eventually when a Fire Elemental tires of an active existence and seeks to escape the distractions of the world, he transforms into a ball of flame of 20 +D20ft. In this form he becomes physically immobile but psychically enhanced. They serve to pass on commands and messages from the Throne to their agents. Powers are identical to an Fire Elemental but doubled.

Lords of the Blaze - These Fires have widened their areas of influence. They reach a height of 40 +3D10ft. Powers are identical to an Fire Elemental but x5.

Throne of Embers - The leaders of the Throne of Embers. These balls of flame reach heights of 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature. 

Powers

All Embers have the following abilities;

Embers are psychically attuned with all nature and hears its whispers in its head. Additionally they can telepathically communicate with any lifeform.

They can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful). As well as see heat images and traces the same way as thermo optic equipment, electrical fields (and their intensity), gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays.

Embers are able to thrive by feeding on mana and any aspects of nature present nearby. This effectively renders them immortal. It also allows them to spellcast Faerie and Fire Elemental magic (knows all the spells). Elementals can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Embers can throw fireballs over his normal distance x2. They do 20D8 per 5 WIS and have a 98% chance of causing anything combustible to catch alight. He can also form a continuous gorge of fire which does 20D6 per 5 WIS, over 20 metres per WIS.

Can form a shield or wall of fire (6 metres per WIS thick) x (6 metres per WIS tall) x (3 metres per WIS radius) anywhere within 60 metres per WIS. Does D6 damage per 5 WIS for every 30 centimetres the victim walks through. 

Embers can fly by riding a planet's thermal currents (if it has any). Speed is WIS x100kph with a maximum ceiling height of 100 metres per WIS. Speed is reduced accordingly in colder climates, as determined by the GM.

Embers can manipulate any flames within his line of sight of up to a 60 metre radius. The character can either extinguish flames or increase their size. He can cause the fire to lash out up to 50 metre per 2 WIS doing 23D6. They can also use this to create a 20 metre per 2 WIS radius smoke cloud in which victims are blind and have trouble breathing with –9 and -50% penalties. 

Embers can spot weld any two pieces of stone or metal he touches. It is especially useful for sealing entrances and exits in a hurry.

Embers can also cause any 1 object per round within his line of sight which is combustible to ignite doing 20D6. If used on human skin it can scar the entire body and melt the skin, making the affected CHA 1. The fire only does 1 point of pain damage every turn, slowly torturing the person to death, but does no real damage except for that of the marring of facial features.

 

 

The Throne of Streams

Other Names The Parliament of Nature
Alignment Lawful Good
INT 50 CON 100
WIS 50    
CHA 30 MR 1
STR N/a HPs 9000
DEX N/a

Disposition

Age 5000 Open minded, firm
Weight N/a Height 30-100ft
Category Ascended Water Elementals
Powers See below

Hierarchy

The Throne which governs water and sea life follows the following hierarchical order:

Geomancers - The voice of all nature, often acting as messengers and intermediaries between the Throne and humanity.

Elementals - The fist of the Streams. When Geomancers need protection or some additional persuasion power.

Servants of the Creek - Eventually when a Water Elemental tires of an active existence and seeks to escape the distractions of the world, he chooses a creek to merge with. As part of the creek he becomes physically immobile but psychically enhanced. These creeks serve to pass on commands and messages from the Throne to their agents. They have a diametre of up to 20 +D20ft. Powers are identical to an Water Elemental but doubled.

Lords of the Tributary - These Streams have widened their areas of influence, becoming guardians of entire rivers. They reach a length of up to 40 +3D10ft. Powers are identical to an Water Elemental but x5.

Throne of Streams - The leaders of the Throne of Streams. These streams reach diametres and lengths of up 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature. 

Powers

All Streams have the following abilities;

Streams are psychically attuned with all nature and hears its whispers in its head. Additionally they can telepathically communicate with any lifeform.

They can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful). As well as see heat images and traces the same way as thermo optic equipment, electrical fields (and their intensity), gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays.

Streams are able to thrive by feeding on mana and any aspects of nature present nearby. This effectively renders them immortal. It also allows them to spellcast Faerie and Water Elemental magic (knows all the spells). Elementals can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Streams can reduce the temperature dramatically anywhere within his line of sight. This can cause a victim's hands and feet to get frostbitten, as if from exposure to extreme cold. The victim gets a save against this effect, but it must be made at -2. When affected by Frostbite the victim will fight with -4 and -40% on all rolls. These effects persist until the victim's extremities are defrosted by heat. Note that any extremity in a frostbitten state for more than 3 hours could potentially become gangrenous. Surfaces on the other hand will become extremely slippery and in some cases brittle.

Can travel between any 2 points where aspects of your elemental sign exist. For example Water can travel between oceans, lakes, ponds, etc. Functions identically to Telereformation.

Streams can exert control over a nearby body of water able to calm it or create waves. 20 metre radius per WIS,  within line of sight while concentrate. The size of the wave can be up to WIS x1 metre doing D6 damage per metre size. If the body is large enough he can even create a whirlpool of 20 metre radius per 2 WIS until his concentration is broken.

Streams can purify any water so that it is suitable for drinking. In the case of sea water it removes the salt content. 20 metre radius per WIS. As a side effect he can also remove toxins from himself or another. He must first make a cut somewhere on the body. From this cut he can then summon out any poison, venom or other toxins from the body.

Finally Streams can draw condensation and form a shield or wall of water (6 metres per WIS thick) x (6 metres per WIS tall) x (3 metres per WIS radius) anywhere within 60 metres per WIS. Most weapons will have their range halved by the water if not swept away together. 

 

The Throne of Trees

Other Names The Parliament of Nature
Alignment Lawful Good
INT 50 CON 100
WIS 50    
CHA 30 MR 1
STR N/a HPs 9000
DEX N/a

Disposition

Age 5000 Thoughtful, compassionate
Weight N/a Height 30-100ft
Category Ascended Earth and Plant Elementals
Powers See below

Hierarchy

The Throne which governs land based animal and plant life follows the following hierarchical order:

Geomancers - The voice of all nature, often acting as messengers and intermediaries between the Throne and humanity.

Elementals - The fist of the Trees. When Geomancers need protection or some additional persuasion power.

Servants of the Foliage - The first stage of becoming a Throne Tree. Eventually when an Earth Elemental tires of an active existence and seeks to escape the distractions of the world, he transforms into a living tree of 20 +D20ft. As a Tree he becomes physically immobile but psychically enhanced. These are the Trees which pass on commands and messages from the Throne to their agents. Powers are identical to an Earth Elemental but doubled.

Lords of the Botanical - These Trees have widened their areas of influence, becoming guardians of entire forests or mountains. They reach a height of 40 +3D10ft. Powers are identical to an Earth Elemental but x5.

Throne of Trees - The leaders of the Parliament of Nature. These Trees reach heights of 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature.

The Arbols

Arbol trees, also known as the Guardians of Life, are incredible life forms unlike any on earth. They stand over a
30 feet tall (up to 100 feet for Arbols hundreds of years old) and show no seasonal cycle or reaction to even the most dramatic changes in the environment. The trees never lose their leaves, nor do the leaves change colour or lose their lustre. The foliage stays green and healthy throughout the coldest winters and the most terrible droughts. In fact, there are Millennium Trees known to flourish in the deserts of Africa and the snow covered forests of Norway. The tree’s sole source of nourishment seems to be mana.

People of good alignment who pray, plead or talk to the sacred trees asking for help are frequently answered, particularly in regards to healing the sick or injured, the calming of storms, and receiving dreams or visions offering advice and warnings of impending danger and future events. However, these powers cannot be drawn upon indiscriminately by just anyone. Creatures of an evil nature have never been known to benefit from the trees unless a good person or friend of the trees intercedes on their behalf. The term “friend of/to the trees” may seem odd, but the Trees do recognize specific individuals and respond to some people better than others. Allies of nature with a pure heart, who work to help people and protect the trees will be granted “gifts” much more readily than others. Those who visit the tree(s) regularly will benefit by way of visions, healing, shelter, and magic twigs, leaves, and bark. Many of these chosen or recognized people consider the trees to be real friends, talk about and refer to them as if they were people, often telling them about news, rumors, current events, and personal observations and feelings. People of all ilks come to the trees to meditate and many celebrations take place under their shady branches. Of course, the trees never answer back in any audible or obvious way, but the people are confident that the trees understand what is being said, none-theless. Friends resting under the tree’s leafy embrace are protected and said never to be caught unawares by an enemy. Even if asleep, the individual will awake without cause, be instantly alert and immediately look in the direction of the danger (assassins on the prowl, bandits, monster, etc.). Inside the trees are large, hollow, burls that serve as natural tree houses. These bulbous appendages are oblong spheres that are typically the size of a 20th century house. Inside, there are several different “floors,” complete with spiral ramp structures that connect the levels like stairs. There are also many openings in the outer walls that serve as windows and doorways. These dwelling places/houses are intentionally created by the Arbol as habitation for peace-loving humanoids. The tree can tell if the friend is sincere and truthful, so if he is duped, the tree may respond accordingly. It is also possible to bluff the tree — difficult but possible.

Arbols may also provide help or a magic item to champions of renown. The tree remembers everything it hears and will recognize the names of people who pass under or linger under its branches. This means it hears about all sorts of people, from bandits to heroes. It may be able to identify a person by what he and those around him say. If it can confirm that a champion of good has need of its help, it may do so. Again, this is where a friend of the tree can be of great assistance. The tree only withholds its gifts from characters of evil alignment, and even then, may provide healing if such a gift is asked by a trusted friend. One must remember that the entire tree is alive and aware, thus it knows everything that is happening in, on and around its gigantic body. It enjoys the songs of birds flying overhead, the chatter of two squirrels arguing on a branch, the silly games of playful faeries and the whispers of adventurers resting in its shade. Furthermore, it hears the noises carried on the wind, tastes the ash of a distant fire (also carried by the wind), recognizes the fear and distress of the many animals that visit and live on its body, and feels the vibrations of the earth, including the gallop of horses, the rumble of vehicles, the march of soldiers
and the shock waves from explosions. Additionally, it can feel when the mystic energies of its connecting ley lines are being used, as well as when and where a gate has opened along any of its ley lines. As a result, it is not likely that the tree can be caught unawares. This enables it to protect its friends, inhabitants and self from danger. It’s also interesting to note that normal storms are always half their intensity around the trees, and floods and earthquakes never occur in their vicinity. Not only that, creatures living within its branches recuperate twice as quickly when injured or returning sick after a journey.

Arbols can communicate either verbally (speaking very slowly) or by telepathy.  Arbols listen to everything ever said by friends and visitors while under its branches (magically understands all languages). It is a sentient and benevolent being who remembers everything it hears and can identify specific people by voice pattern (frequency, tone, inflections, choice of words, etc.). By this means it can also determine if the person is under stress, nervous, angry, sad, happy, sincere, or lying. The tree is much more likely to intercede and help a friend than a stranger, including pleas for help on behalf of a stranger. This is where a druid or other “friends” of the trees can be a vital ally. The tree may also respond to the needs of a stranger, especially if the person is of a good alignment (the more good, the better), trying to help others, and is sincere and/or desperate. The Tree is most likely to respond to things that come easy for it, like healing. The giving up of leaves, bark, twigs and branches are rare privileges. Of course, since the tree trusts known friends and allies, this means that it can be tricked or deceived.

Arbols are alive with magic energy which makes them living mana batteries. This energy flows throughout the tree and is housed in its appendages, including leaves and branches. To discover a broken branch or leaf from an Arbol is a valuable find. Each twig contains a certain amount of mana, it remains alive and can be used to create magic wands or as a talisman that contains a small amount of mana which can be used by practitioners of magic. The twig replenishes any used up mana by drawing on ambient magic energy; takes about 24 hours to recharge. The prayers and the cries of the needy have seemingly caused leaves, twigs and bark to fall from the tree without ill affect. In fact, a twig that falls at the feet of the needy is likely to be a magic wand of considerable power. However, to deliberately break a branch, twig or leaf from an Arbol will evoke the wrath of faeries and other supernatural protectors that live in or near such trees.

Powers

All Arbols have the following abilities;

Arbols are psychically attuned with all nature and hears its whispers in its head. Additionally they can telepathically communicate with any lifeform.

They can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful). As well as see heat images and traces the same way as thermo optic equipment, electrical fields (and their intensity), gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays.

Arbols are able to thrive by feeding on mana and any aspects of nature present nearby. This effectively renders them immortal. It also allows them to spellcast Faerie and Earth Elemental magic (knows all the spells). Elementals can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Arbols can reach out to the earth and form arms or other shapes out of any plantation. He can then exert his strength through these arms. The arms can take damage equal to the Arbol's total HPs, and its stretching ability is dependant on the amount of earth available for it to draw on. Does D10 damage per 3 metres height. It can also blend into the surroundings and become 100% undetectable if stand still, 75% if move up to 1 metre per round, 50% if 2 metres per round, 25% if 4 metre per rounds and 0% if move any faster.

At will Arbols can secrete a resin which causes a severe reaction on skin, causing a rash, severe itching, and watering eyes. Scratching the rash will only make it worse and will remain even after the goo is washed off, but will wear off in about 3 days, although there are several creams available that will neutralize the itching. While scratching, the hero loses 2 attacks per melee and is -3 to all combat rolls. Alternatively he can release clean water through his hands for others' use.

Finally Arbols can fire splinters from his body which do 1 point of damage each (up to 100 splinters) with an effective range of 60 metres +1 metre per level.

 

 

Allies