Races

 

• Arborian
Antfolk
Centaur
Changeling
Dark Elf
Draconian
Dwarf
Elf
Giant
Gnome
Grey-Elf
Griffon
Halfling
Human
Illithid
Minotaur
Troll

arborian

 

Arborian Icon

Size: Small
Experience Penalty: 500
Possible Alignment(s): Good 


 

Possible Class Types:   Cleric, Ranger, Channeler, Elementalist

Attributes (Maximum Potential):
Str: Feeble (15), Int: Genius (24), Wis: Visionary (25),
Dex: Agile (20), Con: Hearty (17)

Inherent Abilities: awareness, forest blending, mental link

Originally from the great forest of Arboria (the location of which is a guarded secret held onto tightly by the gods), legend speaks of a time when Darkwood brought some seedlings to Thera to plant in the dying forest to help protect the wood from the forces working against it. These little plants flourished, and ironically, turned to a path of magic. They have a strong link to nature and dare not harm it. The daily routine and workings of Arborian society are greatly unknown to most scholars, though great attempts are being made to publish a definitive work on the subject.

Arborians are a plant race of greater evolution. They range in height from 3-5 feet and appear to be a mass of vines with leafy tentacles which act as arms while their strong roots which are comparable as legs and feet. Their 'head' resembles a corn stalk with red bug-eyes, but they have no mouth with which to speak.

Since they are sentient plants with delicate walls, they are vulnerable to both diseases and slashing attacks. They also do not feed as do others in Thera, but absorb the light of day, and have no need to sleep. Communication with them is purely mental (similar to Illithids). They excel in the use of mental power and easily resist magical attacks. It is said that Arborians can forge a mental connection with their enemies during battle. Weaker physically then most races, they are not accepted into guilds where physical prowess is valued.

 


 

 

 
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