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Eladrin Bard

Eladrin Info:

Creatures of magic who have strong ties to nature, eladrin live in shining cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

Play an Eladrin if you want...

    to be otherworldly and mysterious.
    to be graceful and intelligent.
    to teleport around the battlefield, cloaked in the magic of the Feywild.
    to be a member of a race that favors the wizard, rogue, and warlord classes.

PHYSICAL QUALITIES Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than muscle-bound. They have the same range of complexions as humans, though they are more often fair than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can’t grow facial hair and have little body hair.

Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don’t begin to feel the effects of age until the middle of their third century. Most live for over 300 years, and even at the end they suffer few of the infirmities of old age.

PLAYING AN ELADRIN Eladrin society straddles the boundary between the Feywild and the natural world. Eladrin build their elegant cities and towers in places of striking natural splendor, especially where the veil between the worlds is thin—isolated mountain vales, green islands along wild and storm-wracked coasts, and the deepest recesses of ancient forests. Some eladrin realms exist mostly in the Feywild, only rarely touching the world, while others appear in the world at sunset each day, only to fade back into the Feywild at dawn.

Long-lived and strongly tied to the Feywild, eladrin have a detached view of the world. Eladrin often have difficulty believing that events in the world have much importance to them, and they consider courses of action that can last for centuries.

Their general detachment from the world can make eladrin seem distant and intimidating to other races. Their fey nature also makes them simultaneously alluring and a little frightening. However, eladrin take friendships and alliances to heart and can react with swift fury when their friends are endangered. Combined with their intellect, bravery, and magical power, this loyalty makes them powerful and respected allies.

Eladrin live by an aesthetic philosophy common to the Feywild and personified by Corellon, the god of beauty and patron of the fey. Eladrin seek to exemplify grace, skill, and learning in every part of life, from dance and song to swordplay and magic. Their cities are places of stunning beauty that shape and guide their natural surroundings into elegant forms.

Eladrin are close cousins to the elves and are occasionally called high elves or gray elves. Eladrin favor the Feywild and arcane magic more than elves do, but the two races hold each other in high regard. They share a burning hatred for the third branch of their race—the drow.

The Feywild’s most powerful eladrin, called noble eladrin, become so infused with their realm’s inherent magic that they transform into entirely new creatures. These noble eladrin take on characteristics of the seasons and other natural phenomena.

Eladrin Characteristics: Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive

Male Names: Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan, Hadarai, Immeral, Mindartis, Paelias, Quarion, Riardon, Soveliss.

Female Names: Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae .


Decisions:

(CHOOSE ONE OF THESE)

  • Cunning Bard: You work at a range rather than face to face in combat. You live by your wits and clever stratagems, combining your winning personality with your sharp intellect. Your powers tend to be used at a range, directing the flow of combat and causing your enemies to make mistakes.
  • Valorous Bard: You work close up in combat. Courage and fortitude are your keys to success. You use a sword in the thick of battle rather than staying in the back with a wand or a musical instrument.

You can cast rituals (which are long casting time forms of magic) OR do alchemy (which takes a while but lets you make low power "magic" items).

You can also choose between two "virtues".

  • Virtue of Cunning - Once per round, when an enemy attack misses an ally near you, you can slide that ally 1 square. This tends to work better with the ranged combat bard.
  • Virtue of Valor - Once per round, when any ally near you reduces an enemy to 0 hit points or bloodies an enemy (reduces it to half HP), you can grant a few temporary hit points to that ally as a free action. This tends to work better with the close combat bard.
Page last modified on August 27, 2010, at 01:45 PM