Eladrel Species in Getninia | World Anvil

Eladrel

Descendants of the cousins of those Elves who never left the plane of twilight, the Eladrel (plural: Eladreli) are a sentient species native to the spirited realm of the feywilds. They are believed to be more akin to the first Elves to arrived in the material plane of the Known World untold thousands of years ago. They are an exceedingly rare presence on the material plane, mostly clustered in Feloran cities with established links to the Dàlùnsten.

Basic Information

Anatomy

Like most sentient species in Getninia, eladrin possess an upright body with two legs and two arms, and a head. Some ethnic groups have more facial hair than others. Eladrel have hands with tactile fingers and opposable thumbs, traits not shared with their feet. They have two pointed ears, a nose, and two eyes on their faces.

Biological Traits

Eladrel are among the longest lived mortal species in Getninia, being theoretically capable of living upwards of 700 years. As with others, high ranking members of religious, arcane, monastic, or druidic orders are capable of much longer lives, potentially seeing five millennia. Those living in the Feywilds tend to live slightly longer than those in the material, although most living in the material plane are the aforementioned high ranking members capable of living longer lives.   They are similarly slender to their Elven cousins, ranging from 45 to 75 kilograms, and roughly the same average height of one and a half to two meters. Conversely, they are taller than Dwarves, Halflings, and Gnomes. They are shorter than Orcs, Goliaths, and of course Giants. Having lived for so long in the Feywilds, they have become innured to the realm's seasonal magic. Each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever.   Eladreli possess a wide range of colour variations, often changing with their personal season. Their skin tones encompass those common to those on the material plane, plus the colors of a cold winter, lush spring, bright summer, and crisp fall. Their pearly, opalescent eyes can be of vibrant hues of autumnal reds or yellows, oceanic blues and violets, or forested greens, with nearly infinite combinations of those colours found in Eladreli. Their hair can be straight, curled, or kinky. It is often white, silver, gold, copper, black, or brown. Eladrel ears are long and pointed, much like Elves and Gnomes, however the pointed end of their ears tend to be longer than their material plane cousins.

Additional Information

Social Structure

Unlike Elves, Eladrel have simple social structures, however these are generally no more than beyond the immediate family or clan - let alone tribe. Larger Eladreli hierarchies are rare outside of their two Kingdoms, however many live within the various Archfey domains of the Feywild, or serve one of the Courts. A defining feature of Eladrel societies are their decentralisation. Eladrel social structures are centered around caring for the young, and shepherding new generations through their first century or so. Eladrel have as many permutations as individuals when it comes to the division of collective labor, and in gender norms within families.

Geographic Origin and Distribution

In the Material Plane, Eladreli generally only live amongst their Elven cousins in the most populous cities in Felora. In the feyrealms, small communities are found near major feyportals, mostly in small clans, which sometimes form informal confederations that migrate with the changes of the plane. There is one known permanent Eladreli city, Nushatrae, who's crystal spires featured in many folktales from Feloran, Sashen, and Thàro history.

Average Intelligence

Eladreli are a sentient species, capable of self-awareness, and able to communicate outwardly an awareness of internal and external existence in a communal manner. Like most sentient species, they have their own unique sense of aesthetics, ethics, and morality. Most will become literate in some way at some point in their many centuries. Many encountered by those in the Material Plane are knowledgeable about modern innovations and discoveries like gunpowder or glowstone, and some even have arcane knowledge lost to denizens of the Known World. Little is known about the Eladrel due to their rarity in the material plane and the difficulty in deliberately accessing their realms in the Feywilds.

Perception and Sensory Capabilities

Eladreli possess five basic senses: sight, hearing, taste, tactile, and smell. They rely primarily on their sight to perceive the world with the other senses used noticeably less, though hearing, and smell can also be used to percieve at a distance. Eladreli have decent nightvision, feydark dwellers especially so, though some have trouble seeing in the light.   Extraordinarily, Eladreli can teleport short distances, and have the ability to change their appearance between four "seasons", named for their striking similarity to the four seasons of many climates. Both of these innate magical abilities require training in order to use properly and safely, or one can endanger themselves and others.

Civilization and Culture

Major Organizations

As one of the few major mortal races native to the feywilds, Eladreli organisations tend to be tightly organised bands that occasionally coelesce into tribes. There are two Eladrel Kingdoms known to exist in the feywilds, the more prosperous of which is home to Nushatrae.

Average Technological Level

Very little is known about the technological prowess of the Eladreli in the Feyrealm. Eladreli in the material plane are fully integrated into Elven communities in Felora, and reflect the level of technology in the successor states.

Major Language Groups and Dialects

Eladreli encountered in the Material Plane generally speak Feloran, and depending on their background, Druidic. The various Sylvan and Faefolk languages are also spoken by various tribes of Eladrel, as recorded by Gardoum III's logs of his expeditions to the Feywild throughout his reign.

History

The Eladrel were mythical in various Sashen, Feloran, and Vöthar sources until more than 2,000 years ago, when the passing of the Bright Star  enabled the reopening of the fey-portals across Felora. Contact was then sporadic, with known portals mostly controlled by the Ëlhyaean Archdruids, and those capable of finding portals into the Feywild few and far between.   Nushatrae, the only known Eladreli city, exists in the feyrealms, corresponding roughly the location of the The Temple City of Ekora in Felora. Feloran Emperor Gardoum III first discovered the city during a meditative retreat at the Temple Conclave, on one of his expeditions to the Dàlùnsten. Eladrelin in the modern era are known to be in the residence of the Temple City, as well as in Til Formen'ya and Tìl Soren, likely in the Conclave, employ of the old Formeni Nobles, or the remnant Imperial state, respectively.
Genetic Descendants
Lifespan
~500-600 years, rarely up to ~750 years
Average Height
~1-1.5 m
Average Weight
35 - 70 kg

DnD (5e) Traits:

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  • Medium Size
  • Base walking speed of 30 feet
  • Keen Senses: Proficiency in the Perception skill.
  • 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 selected from The Armoury or a tool 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.


Cover image: Feywilds by Trekman10