Eladrin

The Beginning

The Eladrin on the mainland came with the Fairy and the Gnome. They came in small groups on small boats, riding small winds and small waves. On an opposing coastline where the land juts out as a peninsula, the groups landed and disembarked. Those who landed called the land Fae’sinya . For most of the eladrin, they followed along with the gnomes and the fairy, forming groups of shared communities. However, some chose to form more isolated, roving bands amongst themselves, moving from one Fey community to another to celebrate the seasons of the world. These festive groups of Eladrin included amongst them all the seasonal representations of their folk.  

The Eladrin People

Eladrin are of the Feywild island, a much uncharted, magical, and mysterious island off the western coast of the . The eladrin are masters of the fey magic and embody the extreme emotions of the passionate fey within themselves. Their society shapes these manifested affinities as seasons, which affect an eladrin’s demeanor and appearance. An eladrin’s season may change as they experience new things, as they grow older, or as they choose. Some eladrin are unable to choose and their seasonal affinities change with the shift of the actual seasons.

Basic Information

Biological Traits

Darkvision You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Fey Step As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):   Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.   Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.   Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.   Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.   Trance You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.   Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Genetics and Reproduction

Eladrin adults have an extremely low fertility rate. Without attempts to prevent conception, eladrin are unlikely to reproduce from sexual relations. Additionally, even if they successfully do reproduce, the chance for multiple births are extremely low. An adult is able to conceive a child from 89 to 600 years.

Growth Rate & Stages

Eladrin YearsEladrin Events
-12 months Gestation period of an eladrin.
0 to 6 years Baby stage.
6 to 9 Toddler stage.
9 to 21 Advanced toddler stage; language development from simple to intermediate.
21 to 54 Child stage; traditional and local teachings begin.
54 to 89 Puberty.
89 to 96 Full adult height. End of puberty. Mature appearance. Childbearing possible.
96 End of formal studies. Start of advanced teenage / young adult ages.
110 Formal age of adulthood. Customary rites of passage.
375 to 550 Middle Aged.
600 Old Age.
700 Venerable. Significantly increased mortality rate from this age
900 Maximum age possible. Mortality determined for PCs at 700 plus 2d100 years.

Additional Information

Social Structure

D4SeasonPersonality
1 Autumn Peace, calm, goodwill.
2 Winter Contemplation, color.
3 Spring Cheerful, celebration, levity.
4 Summer Boldness, aggression.

Facial characteristics

D4 Season Appearances
1 Autumn Auburn, copper hair colors, many colored eye colors.
2 Winter White, blue hair and eye colors.
3 Spring Green, pink, purple hair and eye colors.
4 Summer Red, orange, yellow hair and eye colors.

Perception and Sensory Capabilities

Keen Senses
Eladrin have proficiency in the Perception skill.

Civilization and Culture

Major Language Groups and Dialects

Common

Common Myths and Legends

Genetic Descendants
Origin/Ancestry
Humanoid
Lifespan
900 years
Average Height
5-6 feet
Average Weight
90 to 200 lbs
Body Tint, Colouring and Marking
The appearance of the Eladrin varies greatly and depends on what season they are.    
D4SeasonAppearances
1 Autumn Auburn or copper
2 Winter White or Blue
3 Spring Green
4 Summer Red, orange, or yellow

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