Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.
Eladrin cities represent the pinnacle of elven architecture. Their soaring towers, arching bridges, and gracefully filigreed homes are a perfect blend on construction, natural elements, and magic-inspired motifs. Streams and waterfalls, gardens and copses, and structure of stone and word are commingled in ways that are original and yet completely natural looking. Only two such cities exists in the Known World, they being the royal city of Emorak, Chang'e, and Mooncourt in Agripar. Eladrin culture is older than any other elven civilization, and it's also the most decadent. Most elves are impetuous to some extent, but eladrin are known for their fickleness. Many of them change their minds on the spur of the moment without giving reasons. Their system of justice vacillates between capriciously harsh and whimsically mild, depending on the mood of the eladrin passing judgement, and eladrin are more susceptible to flattery than other elves are. This makes them an odd fit for the de facto rulers of Emorak; on one hand, their reverence for nature is blatantly seen in the beliefs and traditions of the island's people, while on the other hand, their personalities don't always fit with the nation's traditional and strongly held ideals of personal honor, loyalty, and rule of law. Nonetheless, the race holds a respected hand over their nation, and tries to rule both it and their vassal clans with as much fairness and law as they can muster up, even if most of the actual decision making falls on other peoples. Emorak is, after all, the only land outside of the Connacht Forest they can rightly call their home, and they have no intent on losing it.