Description
The Treemarch Summons is one of the most potent defensive magics available to the Elderwood Grove, drawing on ancient agreements between druids and the spirit of the forest to temporarily awaken its largest trees. Rather than functioning as a simple enchantment, it represents a profound pact that grants consciousness and mobility to massive oaks, ash, and maple trees that have existed for centuries. This awakening is anchored through ritual stones placed among the roots of twenty designated trees throughout the settlement. The stones were installed through ceremonies that sought each tree’s consent, ensuring that the transformation would be harmonious rather than forced.
These ritual stones stand three feet tall and are carved from deep earth granite. Their surfaces are inscribed with detailed druidic runes that glow faintly green when touched by moonlight. Positioned at the bases of chosen ancient trees, each stone serves as a conduit through which awakening magic flows. When the Treemarch Summons is invoked, the stones brighten dramatically. This pulse of green light travels into the trees’ roots and ascends through their trunks and branches like luminous fluid. The trees respond by trembling as consciousness stirs within them, and knots shift subtly into features resembling faces as their awareness sharpens.
As the awakening accelerates, the trees undergo a powerful physical transformation. Roots tear free from the ground with cracking sounds, and the thick taproots reshape themselves into sturdy legs capable of supporting the trees’ tremendous weight. Branches become arms, with smaller limbs forming grasping fingers able to seize or strike foes. Each tree rises as a treant standing between twenty and thirty feet tall, its body composed entirely of living wood reinforced by centuries of growth and the magical energy flowing through it. Though terrifying in size and might, the treants retain clarity of purpose and direct their strength only toward true enemies.
The awakened trees move with deliberate force and exhibit combat behaviors tailored for battlefield dominance. A branch swing can shatter armor and throw an enemy across the field, while a single stomp can shake the ground and topple multiple opponents. They can grasp enemies with their branches, lifting them into the air and disrupting their ability to fight. Despite their immense power, they remain controlled, carefully avoiding harm to innocents or those who surrender. Their appearance alone often breaks enemy morale, as the sight of towering tree giants emerging from the forest and marching in formation overwhelms even experienced soldiers.
The Treemarch Summons lasts for approximately two hours, a limit designed to prevent long term harm to the trees. During this period, the treants follow the commands of Duke Hotaru Wyrmwhisper or the trained Treemarch Coordinator, who guides them through strategic intent rather than puppet-like control. When the enchantment ends, the treants return to their original positions using the ritual stones as beacons. Their roots settle back into the earth, the green glow fades, and the features shaped during awakening withdraw until the trees look unchanged. Between activations, the coordinator tends the trees and stones with compost, water, pest care, and rune maintenance while the community preserves the magic for only the gravest threats. The designated trees are honored by residents who treat them with reverence, recognizing their role as ancient guardians willing to rise in defense of the grove.
Benefits
When activated, the Treemarch Summons awakens 20 ancient trees within the settlement that function as advanced treants for 2 hours. Each awakened treant has the following statistics: AC 22 (natural armor), 120 hit points, attack bonus +18 melee (2d6+12 damage from slam attacks, critical 19-20/x2), hardness 8 against non-fire damage, vulnerability to fire (takes 50% extra damage from fire), immune to mind-affecting effects, immune to poison, plant traits, Strength equivalent to 26, can make two slam attacks per round as a full attack. The treants follow commands from the Duke or Treemarch Coordinator and intelligently prioritize military targets while avoiding harming innocents. Enemies who witness the Treemarch for the first time must succeed on a DC 18 Will save or become shaken for 1d6 rounds. The enchantment can be activated once per day and requires 10 minutes of ritual casting by the Duke or Treemarch Coordinator. After use, the designated trees require 24 hours of rest before they can be awakened again. This devastating defensive capability generates 18 Prestige, reflecting the settlement's command over primal natural forces and the awe-inspiring power at its disposal.