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The Tree of Life was created by the Eternal Renrys to protect the world of Altius from danger. Born of the Tree of Life, along with the Jadori, were the Treants – sentient trees who could spread out from the Tree of Life to carry out its will. To them were given rule and protection of the plant kingdom.
The Ateri Paladin, Saint Ranroth, 320-years after he took an oath to protect Altius, destroyed the Tree of Life, the Human Barony of Jorinta that contained it, and the vast majority of the Jadori and Treant Race in a cataclysm that became known as “the Great Betrayal.”
Of all Races, Treants care the least for the politics and affairs of other Races. Instead, their realm is the forests of Altius (or whatever region their type of tree grows). Treants are strongly connected to the wilds and are often druidic in nature. They are deep, philosophical beings, though rarely share much of their wisdom and insight with others.
Treants also rarely travel except to fulfill their duties of protecting and sustaining nature. Although, word has recently spread that a new Tree of Life has grown in the heart of Ateria, and Treants from across Altius slowly turn their attention to what may become their new master.
Thief King of the Burning Expanse, who waylays travelers on the Route of Blossoms. The thief gang hides out in the Burning Expanse, and particularly preys upon Empyreans because of the race's wealth.
Stat | Value | Stat | Value |
---|---|---|---|
HP | 5 | Soul | 3 |
Wisdom | 3 | Spirit | 7 |
Strength | 3 | Speed | 3 |
Agility | 2 | Racial Power | Choose from 3 |
Arcane Power (Magic): 4Range, on every one of the target’s turns, roll d20. If you roll 16-20, they heal +1Wisdom.
Greater Dispel (Magic): 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from the target (excluding summons), at your choice.
Wisp (Magic): you summon a spirit of the forest with 1HP and Stats otherwise the same as yours, except with -5Resilience, -5Dodge, and -5Will. On the “Wisp’s” turn, roll d20. If you roll 16-20, they cast any Spell you have access to, using your Stats.
Take a look at the other Eternity TTRPG race pages to learn more about each one.
Upon reaching Lv.1, characters gain a "Class" which further defines their spells, abilities, and place in the world. Discover sixteen classes in the Eternity TTRPG Core Rulebook, and fourteen in the Races and Classes Expansion. Classes in Eternity TTRPG are either entirely unique to this game, or feature distinct twists on long-standing archetypes.
From the nefarious assassin, to the brutal berserker, and dreadful vampire mage, you can discover Eternity TTRPG's rich class diversity along with all of their distinct lore.
Not sure what class you want to play? No problem as we've developed our very own Eternity TTRPG "Class Quiz." Ten quick questions will help you decide what class to try out first!
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We may receive commissions when you click our links and make purchases. However, this does not impact our reviews and comparisons. We try our best to simply provide great content and ideas, for you.
As an Amazon affiliate, we earn from qualifying purchases.
Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to our own games.