Maaridiri

An elven race hailing from Southern and Eastern Eveynjar, the Maaridiri or the Wood Elves are a group known for their tendencies to live within wild regions most other races would refrain from entering. Tending to the wildlands they call home, they are some of Ethenrea's foremost druids, and care little for those who seek to destroy the natural world. With the blood of Druimaeans or Forest Dragons and the Spriggans within them, the Maaridiri are incredibly connected to both nature and the spiritual side of Ethenrea.
Origin/Ancestry
Druimaean

Maaridiri, the Wood Elves

An elven race hailing from Southern and Eastern Eveynjar, the Maaridiri or the Wood Elves are a group known for their tendencies to live within wild regions most other races would refrain from entering. Tending to the wildlands they call home, they are some of Ethenrea's foremost druids, and care little for those who seek to destroy the natural world. With the blood of Druimaeans or Forest Dragons and the Spriggans within them, the Maaridiri are incredibly connected to both nature and the spiritual side of Ethenrea.

Wild Elves

Despite being considered feral and uncultured by nations like Empyria and Yllithr, the Maaridiri have an incredibly deep connection with the world of Ethenrea, something altogether different than anything any of the other elves, humans, and even some beast folk can fathom. These elves seem to be able to understand the needs of the animals and plants they call home, though this ability to seems to be of a limited extent, though some Maaridiri can form incredibly deep and complex bonds with certain sentient plants, any form of beast, and even some monsters and dragons.

This has lead to many individuals believing them to be strictly vegetarian, though this is far from the case. In fact, it is a sense of frugality with all sorts of foods that make the Maaridiri different, only taking what they need each season, nothing more, nothing less.

Druids and Animists

Many Maaridiri follow the path of the wilds, with a majority of the race consisting of Druids, Woodland Warriors, Shamans, and Survivalists. Some unusual Maaridiri manifest the ability to make and form pacts with summons. These Maaridiri are taken deep into the wilds to train their summoning abilities, turning them into Animists, Summoners with the ability to merge nature spirits with the wilds, creating hulking pieces of earth, rock, and root to defend the wilds with.

Sitting on the Sidelines

Though Maaridiri are by no means uncommon, they have been on the sidelines of Ethenrean history for much of their existence as an elven lineage. This isn't because they haven't tried, but due to their generally reclusive nature and tribal lifestyle for much of their history. After the destruction of the Kalthic Empire, however, things changed. Seeing an opportunity, the Maaridiri rallied with the Naaludiri, Syndiri, and Muridiri to form a nation before other nations could invade the virgin ground, creating the Nation of the Southern Elves, Fahliilenjar, with the Maaridiri claiming the plentiful jungles and forests of the nation as their homeland. Since this resurgence, the Maaridiri have been in the limelight more frequently than ever before, shedding many of the tribal behaviors they were originally known for.

Maaridiri Names

Maaridiri, along with many of the other Southern elves, prefer to stick to more traditional elvish names, generally due to their belief systems being more centered on the customs of their ancestors, with nicknames for their human or beast folk friends. With the unique nature of Maaridiri hailing from Druimaean and Spriggan descent, most Maaridiri surnames are associated with some aspect or part of the wilds. See below for examples:

Male Names: Galindil (Galli), Valindir (Valen), Fingor (Finn), Maglralorn (Mag), Ervarannir (Ervar), Brarin, Elrlin (El), Angonir (Ang), Thail, Morndil (Morn)

Female Names: Mistielora (Misty), Dreieleth (Drei), Naelhelathil (Naela), Ginuin, Kaaruviel (Kahru), Wyladiir (Wyla), Sylaen (Syl), Farelyn, Faelindil (Faelin), Esten

Possible Surnames: Forest-finder, Lichen-lock, River-wind, Oak-hollow, Rock-rose, Spring-thorn, Blue-brook, Oakendale, Wolf-blossom, Sage-mire

ability score increase: +1 to Agility or Awareness
age:
alignment: Usually Neutral in nature
Size: Medium
speed: 20 ft climbing speed
Languages: One Common Language (dependent on region)
parent race: The Elven Folk
race features:

Attuned to the Wilds

You add your Wisdom modifier to Awareness checks for discerning things pertaining to forests, plants, animals, and medicines. You also gain two of the following skills:

  • Perception
  • Carpentry
  • Leatherworking
  • Weaving
  • Horticulute
  • Husbandry
  • Cooking
  • Navigation
  • Fishing
  • Tailory
  • Nature
  • Survival
  • Medicine
  • Tracking
  • Foraging

Ambusher

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, you have advantage on Initiative Rolls.

Wildspeach

You are able to grasp the needs of beasts and plants, and communicate basic ideas to such creatures.

At 10th level, you can cast the spells Speak with Plants and Speak with Animals.

At 25th level, you can use the spells gained previously to converse with Monstrosities, Dragons, and Fae.

Druimaean Descent

Your Druimaen ancestry manifests in granting you access to a bloodline magic. You beseech the wilds for aid, causing one of the following effects once per Long Rest:

  • Choose a medium or large plant you can see within 30 ft of you. It becomes an animated version of that plant that is enraged at the nearest target you consider an enemy. It stay animated until that enemy is defeated or slain, or an hour has passed.
  • Your voice calls out to the wild animals within the vicinity, and in the next turn manifests itself, enraged at all your enemies for 1 hour. If in an urban environment, this manifests as a Swarm of Roaches, a Swarm of Rats, or a Swarm of Pigeons. A regional variant could be optional (Such as a Swarm of Parrots or a Swarm of Garter Snakes). You have no control of what is summoned or what it does after an hour passes.
  • The very land writhes in rage against your foes for 1 minute. All ground within 60 ft of you is considered difficult terrain for your enemies, and at the end of the round, all targets of your choice within that range must make a Reflex saving throw (DC = 8 + your Wisdom modifier + your Physical Primal Magic proficiency) or take 3d6 bludgeoning damage and are knocked prone. This doesn't affect flying targets.

At 25th level, this feature can be used a number of times per Long Rest equal to your Wisdom modifier.

Maaridiri generally have the following features:

  • Hair. Maaridiri can have any normal hair color, with some even having hair in shades of blue and green.
  • Eyes. Maaridiri generally have eye color in the blue, green, hazel, brown, and purple range, but can have others as well.
  • Skin Tone. Maaridiri generally come in shades of tawny to fair, with some having pale green or brown skin. Maaridiri also have no body hair, instead having slightly waxy skin similar to that of some plants.
  • Build. Almost all Maaridiri are incredibly lithe, with some being gaunt or stocky. Maaridiri generally range in height from 4 1/2 - 6 ft.