Eladrin

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An Eladrin, drawn in the Tony DiTerlizzi goodness of Planescape.

Elves who live in either Arborea or the Feywild and the Material Plane, depending on the edition.

In Planescape and 3e

They are a sort of Elven Chaotic Good celestials with a fairy motif. They are the natives of Arborea: a wild and free people who celebrate life and the arts. They believe in freedom and one's own right to determine what to do with this. They oppose the fiends in their attempts to subdue the peoples of the Material Worlds, aiding in non-violent ways and inspiring great things in the people. They seldrom stay in one place for long, traveling both on their own plane and to other worlds to experience their bounty. This doesn't mean that they are weak or cowardly: an Eladrin roused to anger is a fearsome sight to behold and will rip a berk in half before they know it. Alongside their powers they are all able to take on a secondary form, frequently as some kind of ball of light that grants them additional abilities.

They exist in several types, between whom there is no promotion as with other Outsiders such as Archons and Baatezu: they appear in one form and stick with it. There are seven known types of Eladrin, four Lesser and three Greater, here noted from the weakest to the most powerful.

Coure

Resembling 2' sprites with gossamer wings, the Coure are messengers and scouts who love to play pranks on people and cause mischief. If they are angered however these jokes can turn lethal, with the creatures being capable of deadly hit-and-run attacks when discorporating into a 6" ball of light to build a safe distance to attack from.

Noviere

Living on the second layer of Arborea, the Noviere are aquatic beings who navigate the waters of the layer with great ease. They like to explore the Planes and the Material Worlds to find new coasts. Their skins and hair are tints of green, blue or gold. They lack the webbing or gills that you would expect from an aquatic elf and they can move with great ease on land. They can be rather fickle and flighty but mean well, and are rather approachable despite being difficult to talk to. They can turn into a form of shimmering golden water in the shape of a dolphin, in which form they are tougher and can drown opponents in their bodies.

Bralani

The Bralani live on the third layer of Arborea, Mithardir. They are survivors living in the deserts of the plane, making their lives harsh but more worthy to be celebrated. Bralani suffer from powerful mood swings and can be dangerous to approach, but if met in a peaceful mood they are welcoming hosts. They can turn themselves in living whirlwinds to tear at their opponents with powerful gusts of wind and blasts of either sand or snow, depending on their surroundings.

Shiere

The knights of the Eladrin, they fight with strength, honor and skill. They are tall and lanky beings that might not appear powerful, but they are as strong as any mortal warrior. Shiere sometimes gather in groups to explore the plane and clear it of intruders. They can change into spheres of light, but they can do so only once per hour, so they use this ability sparingly.

Firre

The Firres (pronounce: feers) are devoted to the ways of beauty, art, music and magic. They have red hair and eyes that burn with their inner flames. Their music is of unmatched beauty, making them desirable guests amongst the courts of the Faerie Lords. Firres are prone to wanderlust and frequently visit the Material World and the other planes, often finding good pay in the city of Sigil. They can turn into great balls of fire, burning all that the Firre can strike.

Ghaele

These Eladrin are the most concerned with fighting the threat of the Fiends. They travel to mortal worlds and seek those whom they can guide to performing great deeds of heroism. They do not reveal themselves, even after the victory of good over evil, instead finding a new place to defend the Material Worlds. They can turn into many-colored spheres, searing the enemy with great beams of brilliant light.

Tulani

The Faerie Lords are powerful beings who move their courts amongst the surface of the first layer of Arborea. They are beings of inhuman grace and beauty, of great magical and martial power and have great respect amongst the other Eladrin. They are also rather haughty and are easily offended but if their guests behave they are gracious hosts. Tulani can conjure grat weapons out of thin air and can copy any secondary form that the other Eladrin have at double power. They are incredible dangerous beings who tolerate no evil, and answer to nobody aside from the Morwen, the Queen of Stars and the gods living on Arborea.

In 4e

In 4e, they absorbed all of the old "elf as a super-magical being with mastery over arcane arts" lore and stuff, since it was always kind of weird that elves got portrayed as being both wizard masters and druidic-styled nature-hugging hippy freaks, since wizards and druids often don't get on. Not that the split was entirely unprecedented, 4e was just the first edition to fully split the two instead of making each race simply "lean more towards" one side of the equation. They had Intelligence bonus, the more "magical" elf abilities like trancing and charm resistance, and an encounter teleport power named Fey Step. They're no good at anything physical, so if you want a mage/druid/etc. they're pretty sweet. On the other hand, they're a kind of Elf.

In 5e

They appear in the 5e DMG as a fourth elven subrace. Pretty effectively translated, actually; +1 Int, Elven Weapon Proficiency, even got Fey Step (Misty Step spell-like ability usable once per short rest) back.

In Pathfinder

Here they go by the name of Azatas, varying from "elves with super magical powers" like Bralani and Ghaele to more exotic forms like Lillends (lamias with angel wings), Brijidines (flying elves made of lava) and Lyrakiens (standard butterfly-winged fairies).

Dungeons & Dragons 4th Edition Races
Player's Handbook 1 DragonbornDwarfEladrinElfHalf-ElfHalflingHumanTiefling
Player's Handbook 2 DevaGnomeGoliathHalf-OrcShifter
Player's Handbook 3 GithzeraiMinotaurShardmindWilden
Monster Manual 1: BugbearDoppelgangerGithyankiGoblinHobgoblinKoboldOrc
Monster Manual 2 BullywugDuergarKenku
Dragon Magazine GnollShadar-kai
Heroes of Shadow RevenantShadeVryloka
Heroes of the Feywild HamadryadPixieSatyr
Eberron's Player's Guide ChangelingKalashtarWarforged
The Manual of the Planes Bladeling
Dark Sun Campaign Setting MulThri-kreen
Forgotten Realms Player's Guide DrowGenasi