Eladrin
Jun 5, 2014 1:44:18 GMT
Post by Tel Vinrae on Jun 5, 2014 1:44:18 GMT
They were the ones that built the city and forged The Soulless to keep the peace of Tel Vinrae. The ones within the city are thought to be the last Eladrin of their people, since they managed to stay clear of the Empire by signing the Trade Concordia and devising the Delegation of Baraldamere by selecting leaders from each presiding race of Tel Vinrae and joining them within a unified council that keeps seats within the Silver Palace, ultimating in deciding the fortunes of the ancient Eladrin city. Eladrin can only be found in one hold in all of Mileria - Tel Vinrae.
However the amount of unity they show between themselves and the other races, the Eladrin considered themselves superior to others. The 'true locals' of the city, they are typically merchants or aristocrats, or hold more esteemed positions within society. They will not wed their children outside of their own race, and if they do, they are shunned by society, to a degree where noble houses will even write their names out of history books. Eladrin families will even cut the ears of those that deviate from such 'inner society' to show to all such shame they have brought their proud race..
Often, the Eladrin will refer to each other as Fair Folk. They see themselves as the supreme race and have a very xenophobic view on other races, cultures, and civilizations. The Eladrin are above all mortal races, including Elf (in their thoughts). Children born between two unwed Eladrin are not considered bastards - yet do not share the name of either parent, instead taking on the family name of Vinrae and becoming offspring of the city. Despite this, there are no children between themselves and other races to be witnessed. Pregnancies surprising comfortable for them and last only four months. Child-birth tends to be painless, and infants are only as large as a Halfling's newborn. Children and pregnancy, however, is a rare thing to be witnessed within Eladrin culture. Though they are physically mature by twenty years of age, they are considered children until they have their Proving at two-hundred years of age. A Proving is similar in akin to a philosophical test, composed of complex puzzles, questions and riddles devised to test the To-Be Adult's character and understand of their race's secretive culture. Unlike other races, their blood is a pinkish-silver in colour, though as the same consistency.
Eladrin have very uneasy social relations with the elves, whom they consider to be their lesser fey siblings. Elves are wary of Eladrin and will typically avoid them at almost any cost. This uneasiness comes from the belief that the Wood Elves had once been the Fair Folk of Mileria before the Eladrin settled Tel Vinrae, revered and loved by Mankind. Despite this, the relationship between Eladrin and Elves is one of mutual understanding and respect, as both elves and Eladrin share many similarities in culture, ideals, the general feeling of seeing their own races as virtuous, and that each group of people takes responsibility to care for each other regardless of family name. To the Eladrin, Gnomes and Dwarves are annoying at best, and humans are simply not worth their time. Eladrin will, however, tolerate most good- and neutral-aligned races.
They have a small tolerance for orcs and half-orcs, though are well-liked in comparison to the Mankind. They are also often found within company of the Drow, enslaved to the Fair Folk - living amongst them as lifelong servants.. Though there are Fair Folk nobles houses, thought to be the oldest families amongst the Eladrin, they share a general love and respect for the common folk of their kind - not looking down upon the common people that are Eladrin. Typically, they are very friendly towards one another, and try to escape punishing their brethren even if lacking titles.When Pixies and other wild fey encounter Eladrin, they believe them to be gods and will typically show friendly attitudes or general confusion and sometimes even worship them.
Eladrin do not worship deities, but moreso aspects of life. Their faith is based on questions and seeking those answers through meditation, trancing, and debate. Their worship is often viewed as strange to most of the other races. The Eladrin hold no temples, but they do prefer talking amongst each other, openly about the spirituality of other races. To the Eladrin, places like the Silver Palace and surrounding grounds, as well as the Academy of Philosophies and Pearl Beach are considered sacred because of the quiet escapes they offer - as well as the observatories that birth a good view of the stars. They believe in the reincarnation of a soul and will refuse their essence to be bound to magic items because if trapped, they fear it may hamper their rebirth into a new Eladrin body.
Where Clerics and Paladins aren't unusual for Eladrin, they are confusing in the eyes of those faithful to gods. They don't gain their powers from the gods, but from themselves and the inner strength they possess. They typically will pray to the Cosmos, being the largest question they have yet to find an answer for, or to the aspect they wish to gain. They can only heal fellow Eladrin or those that share their philosophies. Clerics and Paladins can often be found within the Academy of Philosophies, or the small shrine within the Darkwood Sanctum. Their holy symbols are small glass globes upon chains, and within is what appears to be a dark, murky substance within luminescent particles - mocking a representation of the moonless night sky.
An Eladrin's height is usually between 5′ 6″ and 6′ 5″. They are slim, weighing in between 130 and 180 pounds, and even the strongest simply look athletic rather than muscle-bound. They usually have pale complexions and long straight hair, which is often pale blue, silver, dark red or golden blonde. Their ears are long and pointed, and their eyes are pearly orbs of vibrant blue, deep purple, emerald green or bright yellow, silver - lacking pupils. They age slower than elves, where 200 is adulthood and 600 is middle-aged. 1000 years is not unheard of in this race, but old. 1250 is venerable, uncommon, and well respected amongst their kind.
Class Features for the Eladrin are the following:
- -2 Con & +2 Dexterity. Also, a player may choose one of the following: +2 Intelligence or +2 Charisma.
- Humanoid (Eladrin). (Medium sized)
- Eladrin base land speed is 30ft.
- Low-Light Vision.
- Skill bonus: +2 Knowledge Arcana or +2 Knowledge History, and +2 Perception.
- Eladrin Weapon Proficiency: Eladrin gain proficiency with the Longsword or Glaive.
- Fey Origin: Eladrin are considered to be fey for the purpose of effects that relate to creature origin. Also, rather than sleep, an Eladrin enters a meditative state known as a trance. Eladrin need to spend 4 hours in this state to gain the benefit of a full night of sleep, equivalent to six hours of sleep for a human. During this trance, Eladrin are completely aware of their surroundings, and can use their senses much the same way as they would when not in trance. During Trance, they can even feel the connection of their nearby brethren in a simple brush of consciousness if they, too, are Trancing - though they cannot determine anything other than a close (10ft) presence of the other's Trancing Consciousness. They are granted immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects when in this state.
- Immune to magical sleep and effect. +2 vs. charm/enchantment saving throws.
- Favoured Class: Wizard, Bard, Sorcerer
- Automatic Languages: Elvirian and Velithri (Common)
To play an Eladrin, a player must submit a background and build approval to the DM Team.
Eladrin Paragon
Though an enigma to even themselves, some of the Eladrin are even different amongst their own people - becoming more inclined through changes that affect them physically, emotionally, and spiritually.
Alignment: Any
Hit Die: d8
Class Skills: 2+INT
Skill Points at Each Level: The Eladrin paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Table: The Eladrin Paragon
Level | BAB | FORT | REF | WILL | Caster Level | Special |
1 | +0 | +0 | +0 | +2 | Legacy of Lore Speak Language: Celestial | |
2 | +1 | +0 | +0 | +3 | +1 Caster Level | Back to Your Roots |
3 | +2 | +1 | +1 | +3 | Ability Boost Darkvision |
Legacy of Lore: Wise and knowledgeable, the Eladrin have insight from their past lives. At first level, an Eladrin gains a +2 racial bonus to all knowledge rolls. This does not stack with the +2 Skill Bonus for Eladrin.
Speak Language: Celestial: Carefully transcribing the Documents of Old lead them to the discovery of a tongue believed to be from Before the Beginning. The Eladrin can now speak the tongue of the Gods as she can other language.
Back to Your Roots: Through understanding of their Celestial beginnings, the Eladrin's body has tempered itself towards the abilities of their former glory. At second level an Eladrin choose one of the following: Acid Resistance 5, Cold Resistance 5, or Electricity Resistance 5.
Ability Boost: Closer to perfection than other Eladrin, a change takes place within them due to their extensive study At the final level of Paragon, the Eladrin gains a +2 to Wisdom, as well as a +2 to either Charisma or Intelligence - whichever was not chosen at creation.
Darkvision: Continuing the changes from studying the origins of their society, their body has developed unexplainable changes. Their perception is all the keener, now able to see in a starless sky, tunnels, or any other unlit area. This ability functions as any Darkvision does, to 60 Feet.
Speak Language: Celestial: Carefully transcribing the Documents of Old lead them to the discovery of a tongue believed to be from Before the Beginning. The Eladrin can now speak the tongue of the Gods as she can other language.
Back to Your Roots: Through understanding of their Celestial beginnings, the Eladrin's body has tempered itself towards the abilities of their former glory. At second level an Eladrin choose one of the following: Acid Resistance 5, Cold Resistance 5, or Electricity Resistance 5.
Ability Boost: Closer to perfection than other Eladrin, a change takes place within them due to their extensive study At the final level of Paragon, the Eladrin gains a +2 to Wisdom, as well as a +2 to either Charisma or Intelligence - whichever was not chosen at creation.
Darkvision: Continuing the changes from studying the origins of their society, their body has developed unexplainable changes. Their perception is all the keener, now able to see in a starless sky, tunnels, or any other unlit area. This ability functions as any Darkvision does, to 60 Feet.