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Village of Avendesora

    The Village of Avendesora

    Surrounding the Tree of Life is the quaint village of Avendesora, home to the Elves who live in harmony with the sacred tree. The village is designed to blend seamlessly with the natural environment, with buildings constructed from wood, stone, and other natural materials. The architecture is elegant and organic, with structures featuring curved lines and intricate carvings that reflect the Elves' deep appreciation for beauty and craftsmanship.

    1. Forgan Aurilius' Residence:

      The home of the leader of the Guardians, Forgan's residence is a large, beautifully crafted treehouse built high in the branches of Avendesora. It serves as both his living quarters and a place for important meetings and ceremonies.
    2. The Healing Hall:

      A sanctuary for those in need of medical attention, the Healing Hall is run by skilled Elven healers who use the magical properties of Avendesora's leaves and the nearby stream to create potent remedies and potions.
    3. The Eldertree Inn:

      A cozy inn that provides lodging for travelers and visitors who come to see Avendesora. The inn is known for its warm hospitality, delicious meals made from local ingredients, and rooms that offer stunning views of the sacred tree.
    4. The Artisan's Workshop:

      A communal space where Elven craftsmen and artists create beautiful works of art, jewelry, and tools. The workshop is filled with the scent of wood and the sound of skilled hands at work.
    5. The Marketplace:

      A bustling area where villagers gather to trade goods, produce, and crafts. The market is lively and colorful, with stalls set up under the shade of Avendesora's branches.
    6. The Grove Library:

      A repository of ancient knowledge and lore, the Grove Library houses scrolls and books on the history of Avendesora, the Elven people, and the natural world. It is managed by the wise and knowledgeable Librarian, Eldara.
    7. The Council Hall:

      A gathering place for village meetings and important discussions, the Council Hall is a grand structure made from the living wood of the trees surrounding Avendesora. It is here that the Elders of Avendesora convene to make decisions for the community.
    8. The Training Grounds:

      An open area where young Elves train in the arts of combat, archery, and magic. The Training Grounds are overseen by skilled instructors who ensure that the villagers are prepared to defend their home if necessary.
    9. The Music Pavilion:

      A beautiful, open-air structure where the Elves gather to share music, dance, and stories. The pavilion is adorned with flowers and vines, creating a magical atmosphere for performances and celebrations.
    10. The Weavers' Hall:

      A workshop where skilled weavers create intricate fabrics and clothing using materials sourced from the surrounding forest. The Weavers' Hall is known for its fine Elven craftsmanship and beautiful designs.
    11. The Greenhouse:

      A large, glass-enclosed structure where rare and exotic plants are cultivated. The Greenhouse is tended by knowledgeable botanists who study the magical properties of the flora and ensure their growth and preservation.
    12. The Stables:

      Home to the village's horses and other domesticated animals, the Stables are managed by the gentle and caring Stablemaster, Lyrien. The animals are well-treated and play an important role in the daily life of Avendesora.
    13. h3>The Blacksmith's Forge:A place where skilled blacksmiths create weapons, tools, and other metalwork. The forge is a hub of activity, with the sound of hammering and the glow of the forge fire ever-present.
    14. The Herbarium:

      A place where herbs and medicinal plants are grown and processed. The Herbarium is managed by skilled herbalists who create potent remedies and potions from the plants they cultivate.
    15. The Guardians' Barracks:

      The living quarters for the Guardians of the Sacred Grove. The barracks are simple yet comfortable, providing a place for the Guardians to rest and train.
    16. The Ceremonial Glade:

      An open, grassy area where important ceremonies and rituals are held. The Glade is surrounded by ancient stones and is considered a sacred space by the villagers.
    17. The Schoolhouse:

      A place of learning for the young Elves of Avendesora. The Schoolhouse is run by the wise and patient teacher, Anarion, who imparts knowledge of history, magic, and nature to his students.
    18. The Guardhouse:

      The headquarters for the village's militia, responsible for maintaining peace and protecting Avendesora. The Guardhouse is equipped with weapons and armor, ready for any threat that may arise.
    19. The Crystal Fountain:

      A beautiful fountain made of crystal, located in the center of the village. The water from the fountain is said to have magical properties, bringing good fortune and health to those who drink from it.
    20. The Orchard:

      A large area where various fruit trees are cultivated. The Orchard provides fresh produce for the village and is a favorite spot for picnics and gatherings.
    21. The Bakery:

      Run by the cheerful and talented baker, Melian, the Bakery produces delicious breads, pastries, and sweets that are loved by all the villagers.
    22. The Butcher's Shop:

      A place where meats are prepared and sold. The Butcher's Shop is managed by the skilled and friendly butcher, Tarion.
    23. The Tailor's Shop:

      A place where clothing and accessories are made and repaired. The Tailor's Shop is known for its fine Elven craftsmanship and beautiful designs.
    24. The Cobblers' Workshop:

      A place where shoes and boots are crafted and repaired. The Cobblers' Workshop is run by the meticulous and talented cobbler, Faelar.
    25. The Pottery Studio:

      A place where beautiful pottery and ceramics are created. The Pottery Studio is managed by the skilled and artistic potter, Luthien.
    26. The Candlemaker's Shop:

      A place where candles of all shapes, sizes, and scents are made. The Candlemaker's Shop is run by the gentle and creative candlemaker, Eleniel.
    27. The Tavern:

      A lively place where villagers gather to eat, drink, and socialize. The Tavern is known for its hearty meals, fine Elven wines, and lively atmosphere.
    28. The Carpenter's Workshop:

      A place where woodwork and furniture are crafted. The Carpenter's Workshop is managed by the skilled and hardworking carpenter, Thalion.
    29. The Weaver's Cottage:

      A smaller, more intimate workshop where fine fabrics and tapestries are created. The Weaver's Cottage is known for its intricate designs and high-quality materials.
    30. The Gemcutter's Workshop:

      A place where precious stones are cut and polished. The Gemcutter's Workshop is run by the meticulous and talented gemcutter, Galadriel.
    31. The Apothecary:

      A place where potions and remedies are prepared and sold. The Apothecary is managed by the knowledgeable and skilled apothecary, Celeborn.
    32. The Sculptor's Studio:

      A place where beautiful sculptures are created. The Sculptor's Studio is known for its stunning works of art and is run by the talented and creative sculptor, Daeron.
    33. The Silversmith's Workshop:

      A modest building where the skilled silversmith, Earendil, crafts beautiful jewelry and fine silver items. The workshop is filled with the soft clinking of metal and the warm glow of the forge.
    34. The Glassblower's Studio:

      A small studio where delicate glass items are made. The glassblower, Nienna, creates intricate ornaments, bottles, and decorative pieces. The studio is always warm from the furnace and filled with colorful glassworks.
    35. The Florist's Nook:

      A cozy nook where the florist, Elanor, arranges beautiful bouquets and floral decorations. The shop is filled with the scent of fresh flowers and is a favorite spot for villagers looking to brighten their homes.
    36. The Scroll Shop:

      A quiet shop where scrolls and writing materials are sold. The proprietor, Thalindor, offers a variety of parchment, ink, and quills, as well as handwritten copies of important texts and spells.
    37. The Toymaker's Workshop:

      A whimsical workshop where the toymaker, Amdir, creates delightful toys for the village's children. The workshop is filled with wooden toys, stuffed animals, and playful creations that bring joy to the young and old alike.

    Avendesora: The Tree of Life

    Avendesora stands as a towering testament to the essence of life itself. over 1000 feet tall, Its trunk, thick and robust, is encased in a silver bark that seems to shimmer with an otherworldly glow, reflecting the tree's ancient and mystical nature. Rising majestically into the sky, the tree's immense height commands awe and reverence, its presence dominating the Shava Forest like a guardian of the natural world.

    The branches of Avendesora stretch wide and far-reaching, forming a canopy that embraces the heavens above. Adorned with leaves of vibrant gold, each leaf is a marvel of natural artistry, shimmering with a faint, magical light that dances with every gentle breeze. These leaves are not merely foliage; they are living symbols of life and vitality, each one a testament to the perpetual cycle of growth and renewal that defines the tree.

    The tree's presence in the forest is more than just botanical; it is a spiritual anchor, radiating an aura of ancient wisdom and tranquility. The air around Avendesora carries a faint scent of blossoms and earth, mingled with the gentle whispers of the wind through its branches. This serene ambiance creates a sanctuary where creatures of the forest, both mundane and mystical, find solace and harmony.

    At the base of Avendesora, a crystal-clear stream emerges, its waters flowing with a purity that mirrors the tree's essence. Believed to possess healing properties, these waters are revered by the elves of Arethane, who come to drink from its source to renew their spirits and bodies.

    This ancient and colossal tree, known as Avendesora, stands as a revered symbol of life, wisdom, and protection. For countless millennia, it has graced the heart of the Shava Forest, an enduring testament to the mystical connection between nature and the elves of Arethane. Its presence is not merely physical but spiritual, embodying the essence of vitality and ancient knowledge.

    Avendesora's majestic branches span wide and high, their graceful forms reaching towards the heavens in a perpetual quest for sunlight and cosmic energies. Each branch is a conduit of life, adorned with leaves whispering ancient secrets to those attuned to their mystical language.

    Beneath the surface, Avendesora's roots delve deep into the rich soil of the forest, forming a vast network that anchors the tree firmly to the earth. These roots, as ancient as time itself, not only sustain the tree but also intertwine with the ley lines of Arethane, channeling the raw energies of the land and weaving them into the tree's protective aura.

    Surrounding Avendesora is an aura of tranquility and guardianship, radiating from its towering form like a beacon of peace amidst the bustling life of the forest. The air around the tree is filled with the soft murmurs of leaves and the soothing rustle of branches, creating a sanctuary where creatures of the forest seek solace and protection.

    Elven legends speak of Avendesora as a keeper of ancient wisdom, a repository of knowledge passed down through generations of elves who have revered and protected the tree. It is said that those who come into communion with Avendesora can feel its pulse, a rhythmic heartbeat that resonates with the life force of the forest and beyond.

    The presence of Avendesora is awe-inspiring, and those who come near can feel its ancient power and wisdom permeating the air. The surrounding atmosphere is filled with the sweet scent of blossoms and the gentle sounds of nature, creating a serene and otherworldly ambiance.

    Communication

    The Tree of Life cannot communicate with anything as clear and direct as movement, writing, words, telepathy, or empathy; although empaths and telepaths will sense positive feelings emanating from the tree. However, the tree may respond wit acts of healing, instill visions of inspiration or warning, protection and gifts like a fallen leaf, twig, branch or bark . Of course, the person must realize the special powers of such a seemingly ordinary item . The tree does not give away or bestow such gifts to every good hearted or needy person who steps under its branches. The tree has little psionic power other than the ability to sense good and evil, so it cannot read minds to determine the sincerity, truth, intent or goodness of an individual. Instead the tree listens 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 (80% accuracy if the person is known, 45% if not known) .

    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 of Life 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. The easiest method of deception is to trick one of the tree' s trusted friends and have that character speak to the tree on your behalf. 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. The Tree of Life 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 confinn 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 wagons, 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 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.

    Defenses

    The tree is alive with magic energy syphoned from a leyline nexus, which makes it nearly indestructible. This energy flows throughout the tree and is housed in its appendages, including leaves and branches. To discover a broken branch or leaf from a Millennium Tree is a valuable find! Each twig contains a certain amount of PPE, like a living battery. The twig remains alive and can be used to create magic wands or as a talisman that contains a small amount of PPE which can be used by practitioners of magic. The twig replenishes any used up PPE by drawing on ambient magic energy; takes about 24 hours to recharge.

    The prayers of the Guardian Sylvan Guardians 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 the Tree of Life will Cause an explosion of energy and evoke the wrath of faeries and other supernatural protectors that live in or near the tree.

    The Tree of Life has three major forms of self defense: localized energy explosions, protectors, and ley line storms.

    1. Energy Eruption: The first and simplest means of self defense is an explosive eruption of magic energy that occurs whenever a leaf, twig, branch, or bark is deliberately broken off the tree. Forcibly removing any part of the tree, no matter how small, or inflicting more than 15 points of Damage will cause an explosion that covers a sizable area. It is interesting to note that an equivalent amount of Damage caused by accident seldom results in a damaging eruption of energy, and a twig, branch, leaf, or bark may be given up by the tree without incident - further evidence of the tree's awareness?
      The Damage caused by the energy eruption when the following is removed:
      • Leaf: 2D4 x 100 Damage to a 10 foot area around the leaf when a leaf is hurt or severed at the stem.
      • Twig (wand size): 3D6 x 100 Damage to a 50 foot area around the Damaged twig.
      • Small to Medium Branch (staff size): 2D4 X 1000 Damage to a 200 foot area around the Damaged branch.
      • Large Branch: 4D4 x 1000 Damage to a 500 foot area around the branch.
      • Giant Branch: 2D4 x 10000 Damage to a 1000 foot area around the Damaged branch.
      • Minor Damage to the Trunk/Bark: 2D4 x 1000 Damage to a 200 foot area around the Damaged branch.
      • Serious Damage to Trunk/Main Body: A ley line storm will suddenly appear out of nowhere whenever the tree's trunk, roots, major limbs, and/or main body are under siege. See the ley line storm description for full details.
        Note: The caused from an energy eruption or leyline storm does NOT inflict additional Damage to the tree.
    2. Protectors & Inhabitants: A second means of defense is provided from the many beings that live in and around the tree as the Tree of Life is home to a variety of intelligent beings, animals, and insects. The tree has a population of elves, faerie folk, and other supernatural beings. The fae population consist of faeries and sprites that number into the thousands, along with 5 dryads. Surprisingly, the Fae seldom pester the other inhabitants of the tree, even the Elves. The Elven population living in or around the tree is about 3000, which includes the village on the ground beneath the tree. Among the tree's neighboring allies there is a Gold Dragon named Aurilius, who is often in Elven form and spends much of his time socializing with the Tree and it is Inhabitants. Aurilius is most attracted to the power and tranquility of the Avendesora and will do anything to protect it. HE is also the Leader of the Sylvan Guardians

      Unicorns, Pegasus, and gryphons are also be found living near the great tree. All of these inhabitants, weak and powerful, Elven, and supernatural, live in harmony with the tree and the other inhabitants. These people never "take" from the tree but use only what has been given them (which is increased healing, restoration, protection, etc.). Druids, dragons, and other practitioners of magic also live near the tree at various times, not directly in or under it, because of the massive amounts of ley line energy, which can be quite intense and disturbing after a period of days. All of the inhabitants will fight to protect their tree friend from vandalism, butchery, and attack.

      Ley Line Storms

      The typical ley line storm is similar to a modern-day electrical storm but this one travels up and down ley lines. The skies turn a dark green-grey color, with dark grey to black rolling clouds, along with booming thunder and winds gusting at 35 mph. A chill fills the air and bluish-white bolts of electrical energy shoot down from the sky. Everything in the area of the storm crackles with a halo of energy. Although the storms are compared to conventional rainstorms, there is seldom any rain. A typical ley line storm will last 3D6 x 10 minutes, while the worst will last twice as long and usually occur at the nexus point.

      These storms of mystic energy have dangerous effects on magic items and to creatures of magic. Faerie folk and ley line walkers flee at the first hints of these storms because they always have a strange effect on practitioners of magic, creatures of magic, and spell casting. Normally, a ley line storm can occur at any time along any ley line, on land or at sea.

      The Tree of Life seems to control and abate the energy surges suspected of causing random ley line storms. A random storm seldom appears on any of the ley lines connected to the nexus point where the Tree of Life is located. However, the tree can instantly create and direct a ley line storm as a means to protect itself! These storms are called Leyline Storms and are usually created to frighten, defend against, or attack an invading army, practitioners of magic, and supernatural beings that are threatening or attacking the tree or its inhabitants.

      Leyline storms are always of incredible magnitude and can last up to ten hours. Storms that rage for nine or ten hours temporarily exhaust the great tree and there must be a two-hour period of calm before a new storm can be created. Otherwise, the tree can create Leyline storms for short periods of time as often as desired. To illustrate the tree's unfathomable power, it can also create several storms simultaneously and send one down each of its connecting ley lines, as well as maintain the largest at the nexus point where the tree is located. The intensity and location of each storm can be controlled with pinpoint accuracy.

      A druid may or may not play a role in the summoning of the Leyline Storms, however such involvement only serves to inform the tree of danger and helps to direct the storm(s) at the enemy(s).

      The following things occur during a leyline/Leyline Storm:

      • The extra PPE available at ley lines, nexus points, and Tree of Life cannot be tapped during a storm (it's being burned up by the storm).
      • Bolts of ley line energy are attracted to anything magic in the area, including practitioners of magic, creatures of magic (like dragons and temporal wizards), magic talismans, amulets, techno-wizard devices, and magic weapons, but not body armor, wands, or staves made from a Tree of Life. The energy bolts look like a blue-white bolt of lightning. Creatures struck by a bolt suffer the following consequences: 1D4 SDC damage, lose initiative and one melee attack, as well as temporarily lose 1D6 PPE points, and are teleported 2D6 x 10 yards/meters down the leyline (instant and disorienting). True creatures of magic, like demons, dragons, sphinx, faerie folk, elementals, devils, etc., lose initiative and two melee attacks, suffer 4D6 mega-damage and lose 6D6 PPE every time they are struck by an energy bolt. The recuperation time for all lost PPE and physical damage suffered during a ley line storm is normal.
      • Creatures who are disguised by metamorphosis or magic, suddenly appear to grow or shrink and their features become distorted. Every time they are hit by a ley line bolt there is a 1-44% chance that the creature will transform into its true shape.
      • All psionic characters and similar creatures suffer from headaches (-3 on initiative, -1 to strike, parry, and dodge) and their psionic/sensing powers are scrambled; reduce by half.
      • Magic illusions disappear.
      • Existing dimensional portals close.
      • All forms of leyline communication during a storm are impossible.
      • Ley line teleportation and time travel are possible, but risky. Both cost twice the normal amount of PPE, but there is only a 50% chance that a teleport will send the character to the desired location. Roll percentile dice. 1-50% means arrived at the right location, 51-75% means the teleport ended halfway, 76-00% means the person appears 2D4x10 miles off course and away from the ley line! Roll on the temporal distortion and location tables when time travel magic is used during a ley line storm.
      • The effect of magic within the storm area is distorted. Roll percentile each time magic is used or a spell cast, including the use of magic wands and staves, magic items, and magic weapons.
        • 01-20 Magic powers are increased! Double range and damage (duration is not increased). The spell caster cannot regulate damage or range. The magic is more powerful but less controllable.
        • 21-40 Magic powers are decreased! Reduce range and damage by half (duration is not decreased).
        • 41-60 Magic powers are completely negated!! The PPE is expended but completely absorbed by the storm! NOTHING magical works (a temporary predicament).
        • 61-80 Magic powers are completely wrong! The GM can switch spells at will (anything goes). Otherwise, the range, damage, effects, and duration of the spell are normal. It is wise not to use magic under any circumstances during a leyline storm.
        • 81-00 Magic discharge. Every time a spell is cast, or a magic weapon is used, there is the sound of thunder and the magic user is knocked off his feet from a sudden explosion in his face! Loses initiative and one melee attack and suffers 2D6 SDC / hit point damage.
      • Important Note! Only the Tree of Life and inhabitants safely nestled in or under its branches are unaffected by the storm. Only an inhabitant foolish enough to cast a magic spell during the storm will be affected. The fact that the Leyline Storm can distinguish between attackers and known inhabitants (and the tree knows all who live under its leaves) is further evidence of its intelligence.

      Random events that can happen during a Leyline Storm

      Roll once for every five minutes of a Leyline Storm. Unless stated otherwise, there are no saving throws for any of these occurrences.

      • 01-10 Slimy things accompany a light rain. Squishy, gross, slimy, foul-smelling things rain from the sky. They could be worms, or larvae, or slugs; gods knows what! They are about the size of a man's hand and most are still alive and squiggling around. The slimy things do no physical damage other than make the characters stink for 2D6 days. There is only a 1-20% chance that the things are edible. Eating nonedible "things" will cause the eater to endure 4D6 hit point damage from poison and suffer from severe stomach cramps, fever, vomiting, and diarrhea for 1D4 + 1 days. Penalties from eating "things": Reduces speed and melee attacks by half, -4 to strike, parry, dodge and on initiative, and -20% on all skills.
      • 11-25 Air lift. Everybody crackles with energy and rises 10 feet above the ground. They are pushed by the wind along the ley line for 2D6 minutes before dropping to the ground. The power of magic flight will not work under this circumstance.
      • 26-50 Rolling Thunder! A huge, black cloud races low to the ground along the entire width of the leyline. The cloud's speed is about 60 mph. Everybody hit by the thundercloud are drenched with water, temporarily deafened by the sound of the rumbling thunder, lose all attacks/actions for one full melee (15 seconds), and are swept off their feet with the same consequences as a wind rush spell.
      • 51-60 Euphoria. Everybody feels good, happy, and cheerful. Many will start to laugh, sing, or act silly, as if intoxicated. Those who are wounded will have 2D6 hit points restored, minor illness will disappear. On the downside, the characters feel no fear or hostility toward anything, including known enemies. They will not attack unless attacked first, at which point all combat bonuses are half and they lose one melee action/attack. Euphoria typically lasts 2D4 minutes.
      • 61-70 Dimensional Flux! One minute they are on Otara, the next moment they are in limbo. It is as if the characters have gone into a giant cloud. Everything is white and wispy. An occasional flash of light in the sky can be seen in the distance but there is no sign of any storm. After what seems to be only 1D4 minutes they appear back in the exact same spot where they had been when the flux occurred. However, the storm is over and 2D6 hours have passed. People, food, other perishables, spell durations and everything else has only aged 1D4 minutes even though hours have passed.
      • 71-85 Massive ley line energy bolt! Beings struck by this massive bolt of ley line energy will disappear in a flash of light and be gone without a trace. Practitioners of magic and all other mortals struck by this bolt will be whisked away to another ley line somewhere on the planet. Creatures of magic, like dragons and faerie folk, will be teleported to the astral plane or home dimension. In either case, those struck by the energy bolt will lose half their PPE and remain there for 3D4 hours before automatically returning (complete with lost PPE).
      • 86-00 Characters emit a bluish glow. During this time, the character(s) and animals will glow a pale blue and crackle with static electricity. This means that practitioners of magic will not be able to cast spells or use magic items. All those affected will have their PPE reduced by half for as long as they glow. Although creatures of magic cannot use their magical abilities, they can inflict physical damage.

      Magical Properties

      Avendesora possesses a myriad of magical abilities that are essential to the balance and protection of Arethane:

      • Barrier Against Darkness:Avendesora maintains a powerful barrier that prevents the encroachment of dark forces and malevolent entities into the realm of Arethane. This barrier is woven from the tree's own life force, bolstered by the unity and dedication of the Elven people.
      • Renewal and Healing: Avendesora's leaves hold potent healing properties. When brewed into a mystical elixir, these leaves can cure diseases, purify tainted waters, and restore vitality to those who partake of its essence. The tree itself heals rapidly from any physical harm, regrowing damaged bark and branches with astonishing speed.
      • Protection and Warding: The tree emits a subtle yet powerful protective aura that blankets the kingdom of Arethane. This aura wards against natural disasters, blights, and malevolent magic, ensuring the prosperity and safety of the Elven lands.
      • Mystical Guidance: Those attuned to Avendesora may receive visions and prophetic dreams that offer insights into the future and warnings of impending dangers. These mystical revelations are a gift from the tree, guiding the Elven people through times of uncertainty and adversity.
      • Enhanced Spellcasting: Avendesora serves as a conduit for Elven magic, amplifying the spellcasting abilities of those within its presence. Spells cast beneath the tree's branches are imbued with greater potency and efficacy, drawing upon the ancient mystical energies that permeate its essence.
      • Mystical Aura: Enhances the potency of spells cast within its influence, effectively raising the spell strength to a higher level (+2 levels for spells cast within 100 feet).

      Gifts and Blessings

      • Healing: 1d6 HP per round with a Leaf of Healing applied
      • Protective Blessing: +5 to save vs. Magic and physical attacks for 24 hours
      • Visionary Insight: +10% bonus to all skill checks for 1d4 hours
      • Harmony with Nature: +20% bonus to Wilderness Survival and related skills, ability to communicate with animals
      • Spiritual Renewal: Removes fatigue and restores all P.P.E. (Potential Psychic Energy) instantly
      • Mystical Aura: Enhances the potency of spells cast within its influence, effectively raising the spell strength to a higher level (+2 levels for spells cast within 100 feet).
      • Magical Barrier: +10 to save vs. Magic for those within 100 feet

      Tree of Life Description: Its trunk, thick and robust, is encased in a silver bark that seems to shimmer with an otherworldly glow, reflecting the tree's ancient and mystical nature. Rising majestically into the sky, the tree's immense height commands awe and reverence, its presence dominating the Shava Forest like a guardian of the natural world.
      The branches of Avendesora stretch wide and far-reaching, forming a canopy that embraces the heavens above. Adorned with leaves of vibrant gold, each leaf is a marvel of natural artistry, shimmering with a faint, magical light that dances with every gentle breeze. These leaves are not merely foliage; they are living symbols of life and vitality, each one a testament to the perpetual cycle of growth and renewal that defines the tree.
      Size: 1,240 yards tall.
      Alignment: Scrupulous Good.
      Statistics

      • Natural AR: 16 (equivalent to Plate Armor)
      • Hit Points: 50,000 Regeneration rate of 500 HP per melee round (15 seconds)
      • SDC per part:
        • Leaf Stem: 6 S.D.C.
        • Leaf: 30 each
        • Twig (wand): 200 each
        • Small Branch (cane or staff): 400 each
        • Medium Branch (large staff): 1000 each
        • Large Branch: 4000 each
        • Giant Branch: 9000 each
        • House Burl (small): 5000 each
        • House Burl (large): 10,000 to 20,000 each.
        • Main Body/Trunk: 50,000 (regenerates at 2D6 x 1000 per hour).

        Note: The Tree of Life cannot grow from seeds. A new tree can only be grown from a sapling given by the existing Tree of Life. Branches, twigs, and leaves that fall or are removed cannot be made to grow roots and become a new tree. However, a wand or stave can be returned to the tree by inserting one end into the tree, where it will become reattached and turn back into an ordinary branch. There is a 50% chance that the tree will not accept corrupted gifts and will instead destroy them.

      Special Properties

      • Impervious to Normal Weapons: Fire, heat, and cold do not affect the tree.
      • Disease and Chemical Resistance: The tree is impervious to diseases and chemical attacks and does not need water or clean air to live.
      • Magic Resistance: Magic energy attacks, including fire, dragon's fire, lightning, and energy blasts, inflict half damage. Rune weapons and most other magic weapons inflict full damage.
      • Protection: The tree is protected by its inhabitants and friends. A devastating ley line storm erupts when the tree is under attack, targeting the attackers specifically.
      • PPE Area Explosion: When even a leaf is cut or a twig broken, a PPE explosion occurs.
        PPE Area Explosion Damage
        • Leaf: 2D4 x 100 S.D. to a 10-foot area around the leaf.
        • Twig: 3D6 x 100 S.D. to a 50-foot area around the twig.
        • Small Branch (cane or staff): 2D4 x 1000 S.D. to a 200-foot area around the branch.
        • Giant Branch: 2D4 x 1000 S.D. to a 1000-foot area around the branch.
        • Minor Bark Damage: 2D4 x 1000 S.D. to a 200-foot area.
      • Note: Damage from an explosion/energy eruption does not hurt the tree. Nor does the damage from a leyline storm.

      Powers of Note

      Note: What follows is a list of the tree' s most notable available powers, other than those previously described. The great tree does not give away such "gifts" to every good hearted or needy person who steps under its branches. The tree must know or have heard good things about the person in order to perform a major act of magic. Basic healing, control of the weather and ley line energies, and sixth sense warnings are the most commonly available "gifts. " Trusted friends, Guardian Sylvan Guardians, and renowned champions of good (and of good alignment) are the beneficiaries of the more powerful and rare magic, armor, healing leaves, wands, and staves. The tree only withholds its gifts from characters of evil alignment and hesitates at those of anarchist alignment but may provide healing if such a gift is asked by a trusted friend. Remember, the Tree of Life sits on a ley line nexus and draws on the energy of the nexus and all of its connecting ley lines and is intimately connected to the Weave of Magic. This may make the Tree of Life the most magically powerful living creature on Otara. Also see Wands and Staves and Guardians.

      • Bark Body Armour: The bark can be glued or bolted to an under garment and used to create lightweight, body armour. Avendesora may give some of its bark to trusted friends, Sylvan Guardians, and renowned champions of good.
        • AR: 16
        • Typically a full suit offers 120 S.D.C.
        • Weighs only 15 pounds (6 .75 kg).
        • Good mobility, - 5% prowl penalty.
        • Magic Properties: Contains 4D6 PPE points which can be drawn upon by practitioners of magic. Magic energy attacks, including fire, dragon's fire, lightning, and energy blasts, inflict one-third normal damage. Blows from rune weapons and most other magic weapons inflict full damage.
          • Bonuses: + 1 to save vs poisons, toxins, gases, and disease.
          • Cost: Varies dramatically. Most people will not sell the armour because it was a gift from the Tree of Life. Those who are selling the armour are likely to have stolen or murdered to get it or bought it from somebody who did. In such instances the armour can cost 80,000 to 100,000 gold pieces.
      • Bark Shield: A magical shield can also be made from the bark of Avendesora. The shield can be used to parry damage rune weapons, other types of magic weapons, hand to hand attacks from vampires and supernatural beings, dragon's breath and similar slow-moving or predictable weapons and attacks. Avendesora may give some of its bark to trusted friends, Sylvan Guardians, and renowned champions of good. The shield user rolls to parry as usual. A successful parry means the shield blocked the attack and absorbs the damage. In the case of the Avendesora bark, the shield suffers only a third of the normal damage from all types of attacks, magic or otherwise. It also shares the same resistance to magic energy attacks but does not provide its user with any special bonuses.
        • S.D.C. by Shield Size:
          • Small: 60 S.D.C. and weighs 3 pounds,
          • Medium: 90 S.D.C. and weighs six pounds,
          • Large (covers three-quarters of the body): 120 S.D.C. and weighs 12 pounds but is - 1 to parry due to its awkward size.
        • Cost: Varies dramatically. Most people will not sell the shield because the bark was a gift from the Tree of Life. In instances of a sale, the shield usually costs 1 5,000 to 30,000 gold pieces.
      • Camouflage: If the tree desires to do so, it can create the equivalent of the chameleon spell on living creatures, human or animal, hiding among its leaves and branches or against its trunk. Literally thousands of inhabitants can be cloaked in this manner. Exactly who is affected by the magic is completely up to the tree, who can conceal everyone or leave out specific characters. The magic is identical to the spell except that the duration lasts as long as the tree believes necessary and stops protecting anybody who leaves the tree.
      • Control over Ley Lines, Storms: Avendesora prevents the manifestation of random leyline storms and can create and control a massive ley line storms). This connection and control of the nexus and ley line energies also means that the tree feels when the energy is being syphoned by others for the use of magic.
        Note: This is one of the powers used quite frequently by the tree. Also see ley line teleportation.
      • Control over Normal Weather: The tree also has limited control of the weather around it. Control is limited to a ten mile radius around the tree, with the following results. Create/summon fog for up to eight hours, create/summon a light rain for I D4 hours, dispel a light rain, change wind direction, the intensity of storms is always halved, and floods and earthquakes never occur.
        Note: This is one of the powers used quite frequently by the tree.
      • Leaf Body Armour: Large leaves from the giant Avendesora can be cut in the center and placed over the body like a poncho or worn as a cloak. An alternative is to fashion one or two leaves into a more stylish suit of armour. Most leaf suits are pretty simple coverings and can be worn over more conventional suits of body armor. The leaf retains its soft, flexible nature for generations, until it is destroyed.
        • Typically 60 S.D.C., because leaves provided by Avendesora as armour are usually the largest leaves and offer the highest degree of S.D.C. protection from the average range of 1D6 X 10 S.D.C.
        • Weight: 5 pounds
        • Excellent mobility, no encumbrance.
        • Magic Properties: The leaf has 4D6 PPE points which can be drawn upon by practitioners of magic, and magic energy attacks inflict one-third normal damage.
        • Bonuses for the wearer: + 2 to save vs poisons, toxins, gases, and disease.
        • Cost: Varies dramatically. Most people will not sell the armour because it was a gift from the Tree of Life. Those who are selling the armour are likely to have stolen or murdered to get it or bought it from somebody who did. In such instances the armour can cost 50,000 to 100,000 gold pieces.
      • Leaf: Blanket of Healing: The tree's leaves are as giant as the tree itself, typically four to six feet in length, and can be used as light-weight body armour or as a blanket of healing (1D6 x 10 S.D.C.). The Tree may give a leaf or two to trusted friends, Sylvan Guardians, and renowned champions of good. Healing Properties:
        • Instantly negates poisons, toxins, and other chemicals.
        • Heals wounds, restoring 2D6 S.D.C. and 2D6 hit points or 2D6 S.D.C. in the case of mega - damage creatures.
        • Adds + 30% to characters trying to recover from a coma when the blanket is laid over the person and left on him.
        • Camouflage the sick or injured - same as the chameleon spell and lasts as long as the character does not take any aggressive action or move from one spot.
        • Restoration: This power is the same as the tree ' s and can be used to restore severed limbs and bring comatose characters back to consciousness and healed with up to two hit points. However, the use of this power completely destroys the leaf it withers and disappears.
      • Ley Line Teleportation: The tree can teleport any number of people, animals and equipment to any point along any of its connecting ley lines. On occasion, it may "pop" people in trouble to a different locale or send an enemy miles away.
      • Power to Heal: The Tree of Life can magically and instantly heal the sick and injured as follows. Up to 50 S.D.C. and 50 hit points every few minutes. As many as a hundred people can be healed in a single instant, but such mass healing is uncommon. The tree can also cure sickness and disease. Physical pain, burns and discomfort are reduced by half when under the shade of the tree or embraced in one of its branches, plus normal healing is increased by twofold. Characters in a coma are + 30% to save vs death. The tree cannot eliminate insanity or addiction, although a period of treatment (weeks) while under the tree will add + 10% to the success of recovery. Note: The powers of healing are provided frequently by the tree.
      • Purify Food & Water: This power is identical to the magic spell except that the tree can affect 100 times more than a first level wizard with a single spell.
      • Resurrection and Restoration: If a person has recently suffered from dismemberment, less than 12 hours, and his/her body is brought to the tree with the severed limb(s), the tree can magically reattach the appendages and restore the person to health without scarring. Likewise, the recently deceased, less than 4 hours (gone), can be brought back to life provided that the body is mostly intact. Both incredible feats of healing draw on the magic and life force of the tree. Thus, when a restoration is performed, a small branch near the person being healed withers away and disappears. When a resurrection is performed, one of its large limbs will wither and disappear. Note: Resurrection, restoration, and other feats of powerful magic are not everyday occurrences and are not available at the drop of a hat. The intervention of a Sylvan Guardian or well respected friend is likely to be required.
      • Sixth Sense Warning: The entire tree is alive and aware; thus, it knows everything that is happening in, on and around its gigantic body and has total recall. Consequently, the tree is seldom caught unawares and can warn its friends, inhabitants, and visitors of impending danger. This power manifests itself in a way similar to the psionic power of sixth sense. The recipient of the magical warning will suddenly, as if by reflex or coincidence, look in a particular direction to see an approaching enemy/danger, suddenly duck or move out of the way (+ 10 to dodge), or just feel that something is wrong, making him alert for trouble (+ 3 on initiative) and is likely to go check on friends and allies. Note: The danger must be within the tree's range of perception, which includes everywhere on its body and within 500 feet from its farthest branch. Noisy troops, noisy animals, and explosions can be heard/felt by the tree up to a mile away. This is one of the powers used quite frequently.
      • Visions and Dreams: Although the Tree of Life is not a powerful psionic, its reputation as a place of peace and inspiration has brought people from distant lands to meditate under its leaves. Often, the focus of thought combined with peace of mind will help people to gain personal insight to themselves or about their problems without any intervention by the tree. However, the tree can magically perform an oracle spell on a specific person, enabling him to either glimpse the possible future or perform clairvoyance. It can also magically send a vision which is not a glimpse of the future, but typically serves as inspiration to encourage good deeds, provide information, or warn of brewing trouble or danger; remember, the tree hears and knows many things. Note: This is one of the powers used quite frequently by the tree to help Sylvan Guardians and good friends.

        Magic Wands & Staves

        The twigs and branches/wood of a Avendesora can be used to create magic wands. All "true" wands created by the tree will automatically have specific powers which cannot be changed, except by extremely powerful alchemists and wizards. These corrupted wands are the only ones that contain and cast different types of magic other than those described in this section. All "true" wands and staves are sacred to Sylvan Guardians and revered and coveted by most other druids. When a Sylvan Guardian dies, these magic items are either passed on to one of the owner's children, especially if also a druid, given to another worthy druid or a worthy leader or warrior-protector or given back to the tree. The Avendesora may also give a magic leaf, bark, wand, or staff to worthy characters other than druids.

        Avendesora Wands

        A typical twig/wand is one to three feet long. A typical branch/staff is four to eight feet long.

        • Wand: 1D4 x 100 S.D.C. Staff: 2D4 x 100 S.D.C.
        • Wand: 1D4 x 10 PPE; Staff: 2D4 x 10 PPE This energy reserve can be temporarily syphoned by its owner, or other creatures of a good alignment provided they have the permission to do so from the wand' s owner, and the user's intentions are to help others (never for purposes of greed or revenge). The twig must be in the user' s possession in order to draw on its additional energy.
        • Wand: Damage a s a weapon is 1D4 S.D.C. but does S.D. damage against vampires.
        • Staff: Damage as a weapon is 2D6 S.D.C., unless otherwise stated, but does S.D. damage against vampires.
        • The staff or wand regenerates all lost S.D.C. and PPE after a 24 hour period has elapsed, unless it has been completely destroyed (all S.D.C. is lost), in which case it completely disappears. Constant powers and abilities given to the wand or staff owner remain constant only while the character has the magic item in his possession. If he loses the item, he loses all the abilities associated with it. Often the powers o f the twig/branch usually reflect the reason it was given (or taken). When a wand is given back to the Avendesora, the stick is shoved into the tree (a task that should be difficult but happens very easily, with minimal effort) where it turns back into a living part of the tree. Sylvan Guardians will instantly recognize all true wands and staves. They also try to acquire corrupted wands and staves to return them to a Avendesora. There is a 50% chance that the tree will not accept corrupted gifts and will instead destroy them.
      • Wand of The Animal: Possesses the usual features plus the following.
        • The constant power granted to its owner is climb at a proficiency of 90% / 75 %.
        • Spell Magic: A total of five spells (any combination or repetition) can be cast per 24 hour period. Spells available include Eyes of the wolf, swim as a fish (superior), superhuman strength and metamorphosis: animal. Spell strength is equal to a 7th level Wizard.
      • Wand of Deception: A short, thin, scraggly stick that looks like an ordinary, leafless twig. Possesses the usual features plus the following:
        • The constant power granted to its owner is chameleon. Others holding on to the wand will also enjoy the chameleon power until they let go.
        • Spell Magic: A total of five spells (any combination or repetition) can be cast per 24 hours. Spells available include Death trance, fool's gold, multiple image, mask of deceit, and turn invisible (self). Spell strength is equal to a 7th level Wizard.
      • Wand of Divination: A narrow, straight stick with one end being a bit more narrow and pointed than the other. The dull tip of the pointed end is placed on the flattened palm of its owner where it stands straight up and is spun, like a top, in a clockwise circle to activate its magic.
        • The magic divination power: The stick will answer basic questions in the following manner: Yes, answers will always cause the stick to stop spinning and fall to the right. A no answer means the stick falls to the left. Uncertain means the stick will fall pointing at a twelve o ' clock position. Probably will see the stick fall to the six-thirty position. Danger to the land, including invasion, mass destruction, and plague, will cause the stick not to fall at all but to stop spinning and stand straight up, balanced on the character' s palm. Serious danger or destruction to the Avendesora from which the magic wand was acquired will cause the stick to tum black. The stick really only answers important questions about danger, death, and helping others. Answers to silly or petty questions are pure coincidence. Typical questions are as follows:
          • Is there danger or trouble (coming, imminent, here, etc.)?
          • Does this danger have a face? Referring to danger caused by a person rather than natural disaster. However, the identity is not revealed, except for asking a series of questions like, do I know this face? Is he human? Is it "so and so?"
          • Will I/we recognize the danger (or valuable/good fortune) when I/we see it?
          • Is the danger unavoidable? Or is there a chance the trouble/sorrow/danger will pass us by or end soon?
          • Will there be death? Will many people die?
          • Will I/we die? The answer is usually uncertainty.
          • Will we succeed/win? The answer is usually uncertainty.
          • Will the danger threaten the land? Usually referring to the people or location of a specific kingdom or geographic area.
          • Can we make a difference? Can our actions help? Typically, the answer is yes.
          • Will this venture bring us great reward? The response to this broad question is probably yes, interpreting satisfaction at helping others as a great reward. A more specific question about fame, glory, or financial reward is likely to gamer a response of uncertainty or probably.
          • Will somebody live/recover? (The answer is often uncertainty.)
          • Will I find peace or love? (The answer is typically uncertainty.)
        • Wand of Dowsing: This is a "Y" shaped stick that is held at the two top ends of the "Y." The magic dowsing power: The stick vibrates and points in the direction of the object, person, or substance desired by the dowser. When the exact location is found, the stick vibrates faster and more noticeably, finally pinpointing the final location by suddenly stopping vibrating and pointing downward. Possesses the usual features plus the following.
          • The constant power granted to its owner is the ability to correctly sense the direction he or she is traveling (98%) and the approximate time of day (80%). Adds a bonus of + 5% to tracking and wilderness survival skills when applicable.
          • Magic powers are different than most wands. The divining or dowsing rod can be used to sense the direction and location of the following: Water, coal, ley line or nexus, the nearest Tree of Life, home or a loved one (not just a casual friend or acquaintance, nor an enemy). Dowsing can be performed a total of five times per 24 hours. The vibrating and pointing of the divining rod lasts until the object of the dowsing is located or until the dowser' s concentration is broken or interrupted. A dowsing can last a few minutes or several hours, up to a maximum of three hours at a time. If interrupted, the dowsing can be begun anew, but counts as a new dowsing. Range is limited to 300 miles. If the desired object of the dowsing is farther than that, the wand vibrates for a moment and then stops. No direction is given.
        • Wand of Knowledge: A gnarled stick with two buds at the tip. Possesses the usual features plus the following:
          • The constant power granted to its owner is tongues. Others holding on to the wand will also enjoy the same power until they let go.
          • Spell Magic: A total of five spells can be cast per 24 hour period. Spells available include Eyes of Thoth, words of truth, memory bank, and commune with spirits. Spell strength is equal to a 7th level Wizard.
        • Wand of Life: The wand looks like an ordinary twig, seldom larger than 12 inches (0. 3 m) in length and has 2D4 leaf buds. The buds never die or drop off and never grow to full size leaves. The number of buds indicates how often the wand can be used to heal and how many times its other spells can be cast in a 24 hour day. Possesses the usual features plus the following:
          • One power is superior healing: I D6 hit points or S. D. C. points are restored per each bud and the mystic healing is instant and leaves no scars. The owner is also + 2 to save vs poisons, drugs, toxins, and diseases, and + 5% to save vs coma.
          • Spell Magic: The total number of spells one can cast per 24 hours is equal to the number of buds (2 to 8). Spells available include Negate poisons, cure minor disorders, cure illness, purification of food and water and water to wine. Spell Strength is equal to a 7th level Wizard.
        • Wand of Power: The wand is a long (two to three feet), leafless stick with a sharp point and jagged in shape, vaguely resembling a lightning bolt. Possesses the usual features plus the following:
          • The constant power granted to its owner is invulnerability. Others holding on to the wand will also enjoy the same invulnerability until they let go.
          • Spell Magic: A total of five spells (any combination or repetition) can be cast per 24 hour period. Spells available include Energy disruption, call lightning, armor of Ithan, superhuman strength, and negate magic. Spell strength is equal to a 7th level Wizard.
        • Wand of Seeing: The wand is a leafless, long (two to three feet), perfectly straight stick except for two natural protrusions/knots that vaguely resemble a pair of eyes. Possesses the usual features plus the following:
          • The constant power given to its owner is to see the invisible and a bonus of + 5% to track and + 5% to identify plants. Others holding on to the wand will also see the invisible.
          • Spell Magic: A total of five spells (any combination or repetition) can be cast per 24 hour period. Spells available include Globe of daylight, see aura, detect concealment, eyes of Thoth, and the eyes of the wolf. Spell strength is equal to a 7th level Wizard.

          Weapons of Wood There are two types of sticks created by the tree specifically as hand to hand weapons.

          1. The vampire slaying javelin inflicts the typical 1D6 S.D.C. against most creatures but inflicts 6D6 S.D. against vampires and all forms of undead, as well as animated dead, zombies, mummies and maxpary shamblers. The accurate range of a normal javelin is about 300 feet, but the magic javelin can be thrown accurately up to 700 feet and magically returns, flying back to the hand of its owner. The return trip takes about three seconds and counts as one melee action/attack. The javelin looks like a crude, handmade, wooden weapon of inferior quality.
          2. The throwing stick is a short, flat stick, sometimes with a rounded end, traditionally used for hunting and defense. The most famous throwing stick is the Human’s boomerang, but many cultures have used a variety of wood, stone, and iron throwing sticks for thousands of years. The magic throwing stick inflicts 1D6 S.D.C. against most creatures but does 4D6 S.D. against vampires, demons, and supernatural monsters. 200 feet is the range of a normal throwing stick, but this magic stick can be thrown 400 feet and magically flies back into the hand of its owner, just like the magic javelin.

          Staves

          • Staff of the Earth: The staff is a comparatively short, thick stick that's dark brown in color. Possesses the usual features plus the following:
            • The constant powers granted to its owner are the abilities to sense magic and ley lines similar to the ley line walker.
            • Spell Magic: A total of ten spells (any combination or repetition) can be cast per 24 hour period. Spells available include Chameleon, ignite fire, purify food/water, supernatural strength, repel animals, stone to flesh, tum dead, exorcism, and circle of protection (simple). Spell strength is equal to a 10th level Wizard.
          • Staff of the Hunter: This is a tall, thin staff with a bulbous top, like a club. Possesses the usual features plus the following.
            • The constant powers granted to its owner are the abilities to identify tracks, track humanoids, track animals, prepare animal hides, land navigation, and wilderness survival all at 88% proficiency.
            • Spell Magic: A total of eight spells (any combination or repetition) can be cast per 24 hour period. Spells available include Ignite fire, climb, escape, swim as a fish, befuddle and magic net. Spell strength is equal to a 10th level Wizard.
            • As a weapon the staff does 2D6 S.D.C. damage against mortal foes and 4D6 S.D. against supernatural monsters.
          • Staff of Life: The staff looks like a giant version of the wand: an ordinary branch, six to eight feet tall with 2D4+6 leaf buds. The buds never die or drop off and never grow to full size leaves. The number of buds indicates how often the staff can be used to heal and how many times its other spells can be cast in a 24 hour day. Possesses the usual features plus the following:
            • The owner of the staff is also + 2 to save vs poisons, drugs, toxins, and disease, and + 5 % to save vs coma. He can perform superior healing once a day per each leaf bud, so if there are ten buds, the healing can be performed ten times a day. The healing restores 1 D6 hit points and/or S. D. C. points per each bud - ten buds means 1 D6 x 1 0 points are restored. As usual, the mystic healing is instant and leaves no scars.
            • Additional Spell Magic: The total number of spells one can cast per 24 hours is equal to the number of buds (8 to 1 4). Spells available include Globe o f daylight, breathe without air, negate poisons, cure minor disorders, cure illness, purification of food/water, and water to wine. Spell strength is equal to a 1 0th level Wizard.
            • Restoration: This power is the same as the tree’s and can be used to restore severed limbs and bring comatose characters back to consciousness and healed up with two hit points. However, the use of this power permanently destroys four of the leaf buds (they wither and disappear). When all the buds are gone, the staff disappears.
          • Staff of Prosperity: This is a long, slender rod of golden color covered with a coiling vine and leaves. Possesses the usual features plus the following:
            • The constant powers granted to its owner are the abilities to identify fruits and plants and accurately identify ingredients (including poison) in foods by taste, as well as +4 to save vs poison and +10% bonus to cooking skill.
            • The magic powers of this powerful rod are different than most. When stuck in the ground it transforms the surrounding land into rich, fertile soil (does not work on sand or solid rock). This area of enchanted land never suffers from blight, disease, or minor frost. Even invasion by locusts, major insect infestation or severe frost never destroys more than 25% of the crops. Crops grown in this soil yield twice as much as normal and produce some of the biggest and best fruit and/or vegetables anyone can ever hope to see. If the staff is used as the main vertical support strut to make a scarecrow (and to conceal the mystic staff); problems with birds and other pests are reduced to less than 10%. The magic affects a 20,000 square foot area plus an additional 2000 square feet every year for the next twenty years. At the end of 20 years, the area of enchantment stops spreading. Removing the staff will return the land to its normal condition.
          • Staff of Purity: This staff is a smooth, white colored wood that is typically tall and slender with one end being a bit more narrow than the other. Possesses the usual features plus the following:
            • The power granted to its owner are the abilities to purify water, swim, and fish (using the staff as the pole) at 88% efficiency. The character will never drown while holding onto the rod.
            • Its magic powers are similar to the staff of prosperity, only this enchantment affects water. When thrown into a well of water or buried under rocks in a spring or small stream, the water never becomes polluted regardless of the type or amounts of pollutants (turns clean if already polluted) and stays free of future pollution, poison, and disease. Moreover, the enchanted water cannot be affected by magic such as curses, spoil, or tum water to wine, unless the water is drawn (removed) from the well, spring or stream. The water always tastes cool, fresh, and delicious.
            • As a weapon it only inflicts the usual 2D6 S.D.C. against most creatures but inflicts 4D6 S.D. against supernatural demons/devils and 6D6 S.D. to vampires.
          • Staff of the Serpent: This staff is a branch that is gnarled and twisted in such a way that it resembles the coils of a snake. This is one of the few Millennium Staves that is offensive in nature. Possesses the usual features plus the following:
            • The constant powers given to the staff wielder are the abilities to see the invisible and invulnerability to all snake venoms, dragon' s fire and all types of dragon' s breath, from gas to acid, plus all types of mega-damage fire.
            • The other powers of the staff are that it inflicts 6D6 S.D. to dragons and similar supernatural serpents (3D6 S.D. to all others) and can tum into a mega-damage snake when thrown to the ground and commanded to metamorph by its owner. The magic snake has a horror factor of 1 0, four attacks per melee, inflicts 2D6 S.D. per bite (4D6 to dragons), has a P. S. of 10, can see the invisible and can endure 150 S.D.C. before it turns back into a wooden staff. The snake is ideal for protecting its owner's back, alerting him to danger and helping to fight enemies. It can also be given simple commands, like a trained dog, to hide or retrieve keys, weapons, people, etc, however the snake cannot travel more than 1 000 feet (305 m) away from its owner or it automatically turns back into the staff. Otherwise, the staff can remain a snake as long as its owner desires.
          • Staff of the Wind: A staff with an oval shaped hole at the top and long, vine like strands that constantly seem to be blowing in the wind even when there is no wind. Possesses the usual features plus the following:
            • The constant powers granted to its owner are float in air and the ability to sense wind direction. Others holding on to the staff can float in the air with the owner until they let go.
            • Spell Magic: A total of ten spells (any combination or repetition) can be cast per 24 hours. Spells available include levitation, fuel flame, fly as the eagle, fingers of wind, call lightning, wind rush, summon fog and calm storms
            • Spell strength is equal to a 10th level Wizard.

          Corrupted Wands & Staves

          Powerful alchemists and Wizards can alter or "corrupt" an existing wand or staff by purging it of its existing powers and replacing them with new and different powers. Similarly, they can forcibly take twigs and branches from Tree’s of Life and create magic items from them. Some of the magic wands or staves on Otara are made of wood from these mystic trees. In all cases, corrupted wands and staves are not quite as powerful as those created and given freely by the tree. All possess the same basic features unless otherwise stated but have the following limitations.

          1. The number of spells available from a wand is limited to a maximum of four (4) low level spells from levels one through six, or two high level spells from levels seven through twelve, or a combination of one high level spell and two low level spells. Magic incantations from levels 13 to 15 cannot be instilled in a magic rod. The number o f spells available from a magic staff is limited to a maximum of eight (8) low level spells from levels one through six, or four high level spells from levels seven through twelve, or a combination of two high level spells and four low level spells. Magic incantations from levels 13 to 15 cannot be instilled in a magic rod. Also see number five for the exchange of low level spells for increased damage.
          2. The equivalent level o f spell strength usually ranges from third to fifth level for wands and fourth to seventh level for staves. However, truly powerful alchemists and Wizards can increase the power by an additional two levels of spell strength.
          3. The number of times the available spells can be cast varies. If a corrupted wand has only one spell, it can be cast six times per 24 hour period. Two spells means three times each, three means two times each, while wands with the entire range of four typically means that the spells can be selected and used as desired, in any combination or repetition, for a maximum of six times (that' s a total number of six spells per 24 hours). The situation is similar for a magic staff. If a corrupted staff has only two spells; they can be cast four times each per 24 hour period. Three spells, three times each; four spells two times each; five to eight spells means that the spells can be selected and used as desired, in any combination or repetition, for a maximum of eight times (that ' s a total of eight spells per 24 hours).
          4. The so-called "constant" or additional powers or abilities provided from true Avendesora wands and staves are not an available feature.
          5. Damage inflicted by a wand as a weapon is unchanged, 1D4 S.D.C. (1D4x10 S.D. to vampires). Damage inflicted by a corrupted staff is a different story. Most corrupted staves are designed as weapons of evil and therefore, usually have combat capabilities, not only in the type of spells available, but as a weapon in hand to hand combat. The typical corrupted staff inflicts 2D6 S.D. and double damage to vampires. An additional 2D6 S.D. can be added at the expense of one low level spell. This means the maker of the staff could exchange one magic spell to inflict 4D6 S.D., or two magic spells to inflict 6D6 S.D. or four low level magic spells for a maximum damage of 8D6 S.D.
          6. Wizards in particular, may use the wooden shafts and their storage of PPE to supplement and power other magic devices. The magic stick may be the handle and true source of magic for a scepter, cane, spear, club, or mace, or can even be built into or concealed in a helmet, crown, armor, box, or other enchanted object. These magic items will have the same range of spell casting powers as a corrupted wand or staff. If a Tree of Life wand is corrupted to be part of a weapon, the weapon can inflict 1D6x10 S.D. at the cost of one low level spell the same as the corrupted staff, up to a maximum of 4D6X10 S.D.

          Role in Arethane

          Avendesora is not merely a tree; it is the heart and soul of Arethane, revered by its inhabitants as a sacred entity that sustains life and preserves harmony in the kingdom. The Elves of Arethane dedicate themselves to the care and protection of Avendesora, ensuring its health and safeguarding its powers for future generations.

          The Sylvan Guardians, Caretakers of Avendesora

          (Recomended as an NPC Character Class only.)

          The Sylvan Guardian O.C.C.

          The Sylvan Guardians, caretakers of Avendesora, are a dedicated group of Elves chosen by the Tree of Life for their deep connection to nature and their unwavering commitment to preserving the sanctity of the tree. Each is also a highly trained combat as well as Nature skills and are considered some of the most deadly warriors in the kingdom. When not in armour, The guardians wear robes of green and gold, adorned with intricate leaf patterns, and marked with their knightly symbol. They carry staffs made from the branches of Avendesora, which are imbued with the tree's magic.

          The Sylvan Guardians are noble protectors who pattern their lives after the sacred Trees of Life. They are peace-loving Elves devoted to healing, learning, and the preservation of all life. The Sylvan Guardians are strict vegetarians, consuming only fruits and vegetables, never harming any living animal, including birds, fish, or insects. They respect others' choices and do not judge those who consume animal flesh.

          Many Sylvan Guardians wander the land like gentle knights-errant, offering guidance, aid, and healing to the people and creatures they meet. Their teachings include agricultural techniques, faerie and monster lore, basic mathematics, and the philosophies of peace, love, kindness, unity, joyous life, and freedom.

          Their assistance manifests in many ways: helping farmers combat blights, calming storms, summoning rains, healing livestock, caring for the sick, offering wise counsel, mediating disputes, warning of dangers, and protecting the weak. They are particularly vigilant against oppression and injustice, defending the downtrodden from cruel lords, gangs, bullies, and monsters. Advocates of equality and freedom for all intelligent beings, they strive to resolve conflicts through reason, kindness, and compromise but will fight to protect themselves and others. They rarely fight to the death, allowing many enemies to live, though some enemies seek revenge. However, some adversaries change their ways and even join the Sylvan Guardians.

          Sylvan Guardians are often nomadic, traveling from forest to forest and visiting towns and villages. Some maintain a regular circuit within a specific region, ensuring their presence is reliable. Others dedicate their lives to wandering and adventure, spreading peace, aiding the less fortunate, and seeking other Trees of Life. These nomadic druids may return home every few years, though some disappear for decades, either due to death on a quest or establishing a new home where they are most needed.

          One of their sacred duties is to find, acquire, or retrieve corrupted magical wands and staves, returning them to the Tree of Life to prevent their misuse. This mission often leads them into perilous situations and combat.

          The Powers of the Sylvan Guardian

          The true strength of the Sylvan Guardians lies in their kindness, strong will, and dedication to their beliefs. Their mystical powers derive from the sacred Trees of Life. These druids are not spellcasters, warlocks, psychics, or shapechangers. Instead, they are the Trees of Life's dearest companions, receiving many gifts from them. They spend years mastering holistic medicine and the philosophies of life and nature. Every Sylvan Guardian visits several Trees of Life, selecting one or two as their favorites, usually those closest to their region. They share their thoughts and adventures with these trees openly and honestly.

          The Trees of Life, in turn, help the Sylvan Guardians in times of need, offering gifts such as healing, food and water purification, camouflage, sixth sense warnings, and visions. More potent gifts like resurrection, restoration, weather control, ley line teleportation, summoning and controlling Millennium storms, body armor, and magical wands, weapons, and staves are reserved for those trees that know and trust the druid well. The Sylvan Guardian's favorite tree is the most generous, especially if the druid has proven themselves under difficult conditions or is of a high level (7th level and up).

          The Tree of Life retains everything it hears and can provide mystic information, knowledge, and divination in response to the druid's concerns, fears, and questions or as warnings in visions or dreams. These visions can be clear or cryptic, with future events being the most ambiguous.

          Sylvan Guardian O.C.C.

          Attribute Requirements:

          M.E. and P.E. must be 10 or higher.

          O.C.C. Skills:
            Animal Husbandry (+20%)
            Anthropology (+15%)
            Astronomy & Navigation (+15%)
            Botany (+20%)
            History (+20%)
            Land Navigation (+15%)
            Languages: Native Tongue at 98% plus two of choice (+20% each)
            Lore: Faerie Folk (+20%)
            Lore: One of choice (+10%)
            Mathematics: Basic (+20%)
            Wilderness Survival (+20%)
            W.P. Staff
            Hand-to-Hand: Martial Arts

          O.C.C. Related Skills: Select six other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

            Communications: None
            Domestic: Any (+10%)
            Espionage: Detect Ambush, Detect Concealment and Intelligence only.
            Horsemanship: General or Exotic only.
            Labour: any
            Medical: Any (+15%)
            Military: Camouflage and Falconry only (both at + 10%)
            Naval: None
            Performing Arts: Any
            Physical: Any.
            Rogue: Recognize and Use Poison only (+10%).
            Science: Any (+15%)
            Scholar/Technical: Any (+ 1 0%)
            Weapon Proficiencies: Any, except Siege, Targeting, Large Axes, Pole Arms and Lance.
            Wilderness: Any (+10%)
          Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

          Standard Equipment:

          Sylvan Guardians have no magic of their own but start with several magic items from their favorite Tree of Life. These items include one blanket of healing, leaf, or bark armor (often worn under a robe), one magic throwing stick, one wand or staff of choice (excluding the Staff of the Serpent, Prosperity, and Life, which are reserved for more experienced druids). High-level druids will have a magic staff, up to four magic wands, two to four throwing sticks, two to four blankets of healing, and possibly a magic javelin. They also carry an obsidian knife (1D6 S.D.C.), a wooden knife (1D4 S.D.C.), 1D4+1 non-magical throwing sticks (1D6 S.D.C. damage, effective range 200 ft), and a wooden staff (if they do not have a magic one; 2D4 S.D.C.). Those skilled in archery or the sling will have that weapon instead of the staff or non-magic throwing sticks. A set of traveling clothes, a traveling robe with hood, a ceremonial white robe, moccasins, a pair of soft leather gloves, belt, backpack, a medium-sized to large purse/satchel, four small sacks, a water skin, a sprig of mistletoe, a clove of garlic, a wooden or silver cross, eight wooden spikes, a small mallet, 30 feet (9 m) of rope, small mirror, and a tinder box.

          Traditional garb includes a green, tan, brown, or white hooded robe or full-length, hooded cloak, bark or leaf armor, and sandals made of wood, cloth, or other non-animal substance.

          Most (90%) will ride a horse. Experienced druids may ride a Pegasus, unicorn, dragondactyl, gryphon, or similarly exotic animal (-10% on horsemanship skill for these exotic creatures).

          Money:

          2D6x100 in silver. Sylvan Guardians have little need for money, as most wilderness people gladly provide them with shelter, food, and basic supplies, including clothes and a riding animal.

          The leader of the Guardians is as stated earlier the Guardian Knight Forgan Aurilius, who has devoted his life to the protection and care of Avendesora. Forgan possesses vast knowledge of the tree's history and magic, and he is revered by the other Guardians and the villagers alike. The Guardians perform daily rituals to honor the tree, including singing ancient songs, tending to the surrounding flora, and ensuring that the area remains pristine and undisturbed.

          Aurilius the Sage

          General Information

          Name: Aurilius the Sage

          Alias: Sir Forgan Aurilius, Sylvan Guardian of Avendesora

          Race: Gold Dragon

          Alignment: Principled

          Level: 10th level Dragon

          Occupation: Sage, Wizard/Warrior

          Appearance: In his dragon form, Aurilius is a magnificent Gold Dragon with scales that shimmer like molten gold. In his Elven form, he appears as an young elf with black hair and gold eyes, wearing simple but elegant gold armour

          Attributes

          IQ: 19
          ME: 21
          MA: 20
          PS: 44 (Supernatural)
          PP: 22
          PE: 30
          PB: 26
          SPD: 46 (Flying speed 78)
          PER: 22
          LUCK: 19

          Combat Stats

          Hit Points: 460
          S.D.C.: 450
          Natural Armor Rating (A.R.) : 18
          Horror Factor: 15
          P.P.E.: 180
          Breath Weapon:
          • Fire Breath: A cone of intense golden flames, 1000 feet long and 50 feet wide at its base. Damage: 1D6x10+20, save vs. Breath Weapon for half damage.
          • Draconic Roar: An ear-piercing roar that can paralyze enemies with fear. Range: 500 feet, Duration: 1D4 melees, save vs. Horror Factor (H.F. 15) or be paralyzed for 1D4 melees.

          Special Abilities

          Shapechange: Can polymorph into any humanoid or animal form.
          Water Breathing: Can breathe underwater indefinitely.
          True Sight: Can see through all illusions and invisibility spells.
          Regeneration: Regenerates 3D6 S.D.C. per minute.
          Immunities: Immune to fire, charm, and fear effects.

          Skills

          Lore: Dragons & Faeries: 98%
          Literacy: 98%
          Mathematics: 98%
          Art: 98%
          Magic Lore: 90%
          Demon & Monster Lore: 90%
          Horsemanship: 90%

          Magic

          Spellcasting Level: 10
          Spells Known:
          • Blinding Flash
          • Cloud of Smoke
          • Globe of Daylight
          • Energy Bolt
          • Fireball
          • Heal Wounds
          • Teleport
          • Metamorphosis: Superior
          • Anti-Magic Cloud

          Psionics

          I.S.P.: 150
          Psionic Abilities:
          • Telepathy (6)
          • Mind Block (4)
          • Psychic Purification (8)
          • Empathy (4)
          • Healing Touch (6)
          • Psychic Diagnosis (4)
          • Telekinesis (varies)

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