Arbori

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## Race

### Age Range

Sapling ~50
Adult ~200

Elder 2000+

The **Arbori** are a race of plant like humanoids in the World of Aedron.

## Ecology

The Arbori appear at first similar to dryads, but beyond a slight visual similarity they are significantly different. The Arbori are not a fey race, quite the contrary, they are a race that is tied quite closely to the natural world.

Arbori look similar in shape to humans, though they tend to have thick, bark covered skin that shifts and moves as they do. Their hair tends to be leaves or long grasses that are often braided and styled similarly to hair. Arbori tend to be tall compared to humans, standing on average between 5'10" and 7', and with a wider stockier frame making them weigh significantly more than a human. their eye color tends to be amber or deep violet, though some individuals have bright blue or green eyes.

Their skins are patterned with thick grooves that swirl like tree bark complete with knots and the occasional sprig in places.

Arbori's 'hair' will change color with the season, being bright green in the spring, deep green in the summer, and gold brown or red in the autumn. during winter months Arbori lack hair of any kind.

Arbori have a unique natural ability to 'eat' sunlight for sustenance, and spending at least eight hours a day outdoors is enough to feed one for a day. though spending too much time indoors or underground would force them to eat food, which they are capable of doing, though most prefer avoiding such things.

Arbori are long lived, spending their lives in three distinct phases.

Sapling - A newborn Arbori spends the first fifty years of its life looking similar to a tree, indeed they are nearly indistinguishable from a tree during this phase of their life, however during this time they have strong emotional and psychic connections with each other, and their parents. This network of psionically linked beings is known simply as 'The Green' and it serves as a way to educate and pass on world knowledge from elders to saplings.

Adult - After fifty or so years, a sapling will undergo the Awakening, and change from a tree to a humanoid, opening their eyes and taking their first steps into the world. at this point they are cut off from The Green, and live in their communities with other adults. During this stage of their lives, they move around, create things, care for their groves of Saplings, experience the world, and learn about as much as they can. After an adult has reached a certain point (which appears to vary by individual, but tends to be about two hundred years) they are compelled to return to their homeland, and once again take root, this time as the next stage of their life cycle.

Elder - Arbori who return from their lives as Adults take root and become enormous tree's known as Elders. Only Elders are able to come to seed and create new saplings, sowing a new genration of Arbori, and guiding them within the Green as they develop until the time of their awakening comes. Elders can exist in this form for an unknown period of time, but some have claimed certain elders to be thousands of years old, and having created hundreds, if not thousands, of offspring in that time.

Certain rare individuals are able to awaken without being severed from the Green. These are known as Guides, and serve to lead the community of adults by being the conduit between them, and their Elders. Guides are rare, and are therefore never allowed to leave the community, as they are deemed too important to the function of their society.

## History

Arbori were created by Eden, much the same as all other races were. Though perhaps this race was slightly less 'spoiled' by intervention of other gods. Seen as too slow, or too boring by many of the younger gods, the Arbori have existed on their own, in relative peace for quite a long time. Individuals do set out from time to time to see the wider world and learn what they can before becoming adults, but the vast majority of their race remain relatively close to their groves.

Their history was not entirely without conflict or strife, as run ins with other more violent groups were not uncommon, leading to some Arbori to learn the ways of war to defend their homes.

## Territory / Key Locations

Arbori live in their forest, and fanatically protect their groves, as those are their younger siblings growing up to one day awaken as well. Outsiders are not trusted at best, and held at spear point and made to leave more often than not.

## Behind the Scenes

Arbori Characters have the following traits:

### Arbori (12RP)

**Partial Plant subtype**: (5RP)

* Arbori have the low-light vision racial trait.
* Arbori are immune to paralysis, polymorph, sleep effects, and stunning.
* Arbori are highly resistant to poison, and take a +4 to saves vs. poison.
* Arbori breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.

#### **Slow but steady** (–1 RP)

The race has a base speed of 20 feet. Its members’ speed is never modified by armor or encumbrance.

#### **Extremely Strong** (4 RP)

Arbori are capable of feats of incredible strength, owing to their stocky build and natural ability to root themselves. Arbori gain +4 to their Strength.

#### Body of Tree, Mind of Tree (-2 RP)

Arbori tend to be extremely hardy and resistant to disease, gaining a +2 Constitution, however their stocky frames and slow movement make them less able to dodge and balance themselves, granting a -2 Dexterity. Arbori are also imparted with the memories and feelings of their elders, granting them a +2 Wisdom, however their own lack of experience and naivete cost them -4 Intelligence.

#### **Hide of Bark** (3 RP)

Arbori are blessed with the thick skins of trees, granting them +2 Natural AC.

#### **Rooted** (2 RP)

Arbori are capable of planting their feet and sticking in one spot to an incredible degree, making them extremely difficult to knock down or push. Arbori gain +4 CMD to resist trips, bull rushes, or similar maneuvers to push them from their location, as long as they are standing on the ground.

#### **Flammable** (-4 RP)

Arbori, much like the trees they are so similar to, are averse to fire, feeling a deep sense of unease when around open or uncontrolled flames much larger than a lantern. Anyone threatening an Arbori with flames gets a +4 to intimidate checks, and any Arbori struck with fire takes double damage from that energy type. If an Arbori is engulfed in flames and considered on fire, they must make a will save or become panicked. (DC 10+ ongoing damage)

#### **Regrowth** (3 RP)

Arbori are blessed with an innate and extreme ability to heal from wounds, even grievous ones. Any Arbori who root themselves and stays stationary for eight hours in direct sunlight is able to gain the fast healing (5) quality, allowing them to recover lost hit points. If an Arbori remains in this state for 1d4+1 days they instead gain regeneration and can regrow lost limbs and body parts, removing any scars, etc.

#### **Connection to Nature** (2 RP)

Arbori carry a natural affinity for plant life, and are able to use Speak with Plants continually as a natural ability.