[ Eladrin ] [ Aestetica | Paragons | Court of Stars ]
Faces of Good: the Eladrin
Eladrin | Aestetica | CR |
---|---|---|
Aeolaeka / Laene †| Carvers of stone | 12 |
Amori ‡ / Gancanagh †| Lovers / Romantic rakes | 2 / 4 |
Bralani | Desert wanderers | 6 |
Brijidine / Sirocco †| Dancers in flame and lava | 17 |
Coure / Lyrakien †| Slender gossamer pranksters | 1 |
Firre / Raelis †| Bards and guardians of artistry | 10 |
Ghaele | Secretive knights-errant | 13 |
Goethi ‡ | Shadows of the night | 8 |
Litriti ‡ | Magic-weavers | 13 |
Mairne ‡ | Seventh Sea sailors | 5 |
Noviere / Nualidu †| Protectors of the waters | 5 |
Prydanu †| Surveyors of skies and waters | 16 |
Shiere | Rangers and monster-hunters | 10 |
Shiradi †| Fighters and athletes | 14 |
Thyrlien †| Nighttime moth protectors | 4 |
Tulani | Faerie lords and ladies | 18 |
Uinuja †| Watching over dreamers | 15 |
Veranallia †| Architects of nature | 20 |
Yamah †| Thieves of evil magic | 5 |
Paragons | Empyreal lords of the eladrin | 20+ |
Also known as: Azatas, Eodath, Anjanas
You want to hear about chaotic good celestials? I must say, I wouldn’t have expected it from a prime like you. You berks mostly ask stupid things like “how do I summon a pit fiend?” or “who is the Lady of Pain?” But I’m glad you’ve asked this. I’ll gladly tell you what I know about those creatures—capricious and unpredictable, but full of kindness, love, and sincere appreciation for everything good in this world. You won’t likely get a chance to meet one of them anyway…
Celestial Eladrin. Hoori. Anjana. Azata. There’s more than a hundred names that the clueless have coined for these exemplars of goodness sweetened by chaos. Which one of them is right? Well, through the millennia of their existence even the creatures themselves have never agreed, but most of them accept eladrin as the name of their race (poor primes have to just accept these creatures have little to do with any eladrin they know from the Feywild). As elven petitioners are numerous on Arborea—their native plane—and hold tremendous respect for the celestials, they’ve come to call them with the same titles as they use for fey nobles. Or maybe it was the other way around, and fey eladrin got their names trying to emulate their celestial benefactors? Who knows? “Not us” celestial eladrin will say, with the hint of a smirk. For the rest of this text these celestials will be referred to as eladrin, but it can be wise to ask an individual celestial what they’d prefer to be called.
How did the eladrin come to be?
Who knows, this Multiverse is a barmy place that makes no sense. What? Okay, I’ll tell you from the beginning…
That was a joke. There’s no beginning, ‘least not one that any prime or planar can remember. Some people (claim to) know that many millennia ago obyriths, those so-called demons-before-tanar’ri, allegedly hailing from some kind of Multiverse before ours, were at war with the eladrin. But every story about this event talks about eladrin as if they were already there, for a long time at that. Hells, chant goes they even had the same queen back then! If so, she sure looks good for her age…

It seems most likely that all the exemplars (that is to say, planar beings that embody one of the nine moral alignments: archons, guardinals, eladrin, modrons, rilmani, slaadi, baatezu, yugoloths and tanar’ri) sprung into existence when the first petitioners arrived to their destined Outer Planes. Fiends (and some archons) will furiously debate this claim, spinning tall tales about their race being moulded by Big Bad Evil Gods or such screed, but the eladrin seem to default to this explanation whenever they’re hit with a philosophy question. After all, it’s not like the’ve kept records. At least not consistently.
These days eladrin are born from petitioners of Arborea, though not all of petitioners can become them, as most end up as the bacchae. There is probably no underlying mechanism that would explain how and why only certain petitioners are chosen, but I would bet they should be truly, genuinely good and, of course, not beholden to any specific god or pantheon. Those petitioners lose their memories (often retaining some personality quirks) and are transformed into coure. Rarely, an eladrin (most often, again, coure) can instead just appear out of nowhere, presumably by pulling themselves out of the pure essence of Arborea, like tanar’ri can do in their disgusting Abyss.
Legends say that a long time ago eladrin could procreate naturally. Their children would grow like that of any mortal race and reach maturity by 20-30 years. However, due to a demonic pact, eladrin lost their children to Abyss and cannot birth new ones any longer.
Bodily functions
Body structure: Eladrin might look similar to humanoids on the surface, but they do have noticeable anatomical differences. Chant goes their internal organs can be in funny places, and have a different appearance. Some have two hearts—”more heart than brains” as the saying goes, which explains why they’re led by their passions, perhaps. All eladrin have innate immunity to electricity and petrification, and most are resistant to cold, acid and fire. Some can develop other resistances. All eladrin are weak to cold iron weapons.
Appearance: The stereotypical eladrin look is basically elfin—but they can be so much more varied than that. Eladrin can be tall like goliaths or small like halflings, stocky or thin, have no facial hair or a lot of it. There are even eladrin who look like dragonborn and other bestial humanoids. And don’t get me started on the colour of their hair, skin, eyes and nails. They can be of any imaginable colour, have stripes or patterns or spots. However, graceful androgynous eladrin with long hair and pointy ears are very common indeed. After all, they all want to be pretty (unless they want to make some point about their inner beauty).
There’s naught quite so dangerous as a bored eladrin
—Planar saying
Speaking of which, as noted above, eladrin can change themselves through the power of belief and innate chaos. Recolouring their skin or hair takes a few weeks, changing more meaningful attributes like height and weight—months. In a couple of years they can even restore organs or grow new ones. However, it should be noted that this ability has limits. For example, eladrin can’t will themselves to be too small or too huge, and they have trouble controlling more than two arms.

Aging and mortality: Like other outsiders, eladrin are ageless. This means that they accumulate a lot of knowledge over their lives. Moreover, they cannot be permanently killed anywhere outside Arborea. Instead, their corpse dissolves, and after some period of time they reform back on their home plane. This process requires significant energy and will and can take up to a year (not to mention how painful and traumatic it is to die), so most eladrin still try not to get dead-booked, even on other planes. If they are killed on Arborea, eladrin die forever, presumably passing on to eternal oblivion. So eladrin tend to be a little more cautious in their homelands (even though they’d still give their life for the good of their loved ones).
Rest and nourishment: Like other outsiders, eladrin will not die from the lack of sleep, food or water, as they’re sustained by planar energies. However they do need all three to stay healthy and active. Most eladrin are vegetarian (many because of their moral conviction, but some just do not want to be tied down with animal husbandry, yet will accept animal products from someone else). Bralani in Mithardir eat small desert critters, and some shieres feast upon the flesh of monsters they hunt (which may be frowned upon by others). Some say that eladrin feed not really on the food itself, but on the experience of consuming it, which does seem to be in line with what is said about fiends.
When it comes to rest, eladrin are nocturnal creatures. They sleep around sunset and sunrise and have frequent siestas during the day. Overall, they need less sleep than a human. The older and more powerful eladrin need less rest. To sleep, they often assume their alternate forms and create illusions around their resting place to make, for example, finding an individual ball-form coure among hundreds of similar dancing lights nearly impossible. When eladrin sleep, they don’t see dreams like Primes do. Instead, they tap into the spiritual ebbs and flows of their plane in a process called clever dreaming. It lets them feel what is happening around them, not observe like via scrying, but understand the significance of things unfolding around.
Senses: all eladrin can see in the dark, be it through perceiving the normally invisible kinds of light or through true darkvision that pierces even the magical darkness. They’re also able to communicate with any being through telepathy. All their senses are heightened compared to mortal ones, perhaps a natural outgrowth of their curiosity. It is said by some planars that eladrin senses extend so far as to allow them to see the color of cutter’s soul and deduce their moral stances and affinities. While it is possible that they can perceive reality differently from mortal humanoids, it seems inimical to their nature to cast judgements based solely on this perception.
Gender: Gender?… Last time I checked eladrin had like… ten? When talking with humans and such they tend to assume a random one. But they don’t pay much attention to the concept of genders on Arborea. After all, Aestetica is the same thing, but better.

Oh, you’ve been talking about meaty bits? Well, eladrin can have any of them. That kind of thing really doesn’t matter when you don’t breed. Well, not with each other, at least. Somehow, eladrin still can produce aasimar with mortal races. These planetouched can have very different looks. But those, who can see invisibility, can recognise an otherwise invisible halo or gloriole surrounding their head—perhaps a magical leftover from the magic of the Veil. Such aasimar are often born with unusual and unpredictable features which mark them as more obviously planetouched than some other aassimar, due to chaotic energies they are imbued with. They’re also susceptible to aging and mortal diseases, which means eladrin parents will always outlive their aasimar offspring. Perhaps this is the real tragic reason there aren’t more eladrin aasimar; the eladrin feel their emotions deeply.
Magic: Eladrin are gifted with a wide array of innate spells, and like anything else in their lives, they can vary greatly. Most of them had access to spells like dancing lights, minor illusion, detect evil and good, colour spray and faerie fire. More powerful eladrin like ghaeles and tulani like using chain lightning and prismatic ray. But all eladrin also have other spells, which reflect their personal aesthetic and frankly their mood. Bralani can conjure a wall of sand (eladrin don’t always choose the most effective options) or goodberries, ghaeles often find use for the wall of force or hypnotic pattern, and amori often use lesser restoration for… reasons. It should be noted that eladrin spells don’t always look or behave mortals might expect. For example, a fireball can look like a flower made of flames or just be blue instead of orange.
Shape-shifting—now, almost every eladrin except for the most inexperienced coure can transform into an alternate form, which seems to be made of pseudo-elemental energy. These cutters can shift between forms at will and can spend indefinite time in either form. Truesight reveals that humanoid and energy forms are both equal parts of one being. However, most eladrin spend all of their time in the more convenient humanoid form, while only a few prefer to live as formless beings.
The Veil—Many eladrin, especially Queen Morwel, believe that their existence should kept hidden from Primes. There are many reasons for this attitude—mages can try to summon eladrin to the Prime Material Plane, the collective beliefs of mortals will add up to affect Arborea, and overall, it’s harder to toy with mortal lives when they know too much about you. That’s why Queen Morwel—in alliance with some Powers—gave all eladrin the power to change their form into any humanoid creature of sufficient size without losing any of their abilities. Veiled eladrin cannot be revealed by any ability (including truesight) short of divine intervention. Most eladrin abide Queen’s edict and veil themselves, if only to gain more protection while on Prime—but some do let their masks slip now and there. More conscientious eladrin disapprove of that kind of behaviour though, while they’re individually headstrong, deep down they know what’s good for their race is good for them too.
Other powers—like other planars, stronger eladrin can gate in their peers to help (although these peers are are in no way obliged to do so).
Eladrin culture

Morality: Which values define a celestial eladrin? Well, there are plenty of them: Kindness, bravery, love of freedom, empathic understanding, love and friendship. True, all of these are common enough in good folk, but eladrin approach life differently than—let’s say aasimon. For one, eladrin are naturally distrustful of authority figures. They can also lash out against anything considered “traditional”. Eladrin don’t believe in such concepts as a “strong, but benevolent leader” or “well-meaning conservatism”. Anyone who makes rules that affect others can and should be challenged to justify themselves. Tell an eladrin not to do something and you’ll likely find it makes them want to do it more, just to find out for themselves why they shouldn’t. These qualities can be both endearing and frustrating, helpful and harmful.
Eladrin are famously non-judgemental both towards themselves and other races—as long as they do no harm to others (few eladrin are willing to cooperate with fiends, of course). Sometimes this desire to prove the Multiverse wrong by assuming the best gets the better of them, but more often than not, eladrin communities become a refuge for those outcast, shamed and downtrodden by ithers because of their differences.
It should be remembered (once again) that eladrin are highly variable, and each one has their own opinions. Eladrin who’ve been deeply hurt can develop prejudices. Some eladrin are prideful, reckless or, frankly, emotionally unstable. Those of them, who live on other, more lawful planes, are often subject to harassment, and as such may become jaded or overly defensive. But these flaws are always noted by their fellow eladrin, who are always ready to perform a respectful intervention. As such, it is rare for the eladrin surrounded by their loved ones to stray too far from goodness.

Society: Eladrin live in communities, made of 5 to 100 members. They’re not as close-knit as guardinal clans, and their natural wanderlust means that each eladrin might up and leave at any moment. And they do—many eladrin circle through different groups, changing things around each century or so. This helps them combat boredom, learn valuable knowledge and keep cohesion between the entire race. It also means any one of the long-lived cutters will tend to know a lot of other eladrin, and even after millenia apart they probably still call each other siblings or cousins. A typical commune is made out of eladrin with similar Aestetica, although they’ll often be cutters like ghaeles or amori tagging along too. Most communes will join in with the tulani courts, which serve as a place to exchange goods and information and to ask for help and protection. Oftentimes, eladrin are more than willing to provide aid without asking for anything more than a story or a song in return. Of course, many eladrin live outside their communities in the realms of powers or even in cities. They still tend to form strong bonds with other creatures. True loners are very rare among eladrin.
Economy: Since Arvandor is so bountiful with fruits and grain, eladrin who live there can more than sustain themselves just by foraging. However, there are goods that can’t be found in nature. Most eladrin are masters of at least one craft—their long lives help them accumulate a lot of skills. Raw materials and things that no one in the community can make are obtained by bartering. Eladrin in Arborea don’t really need to have their own currency. However, unlike some other celestials, eladrin enjoy luxury a lot. And you can’t always make jewellery all by yourself. So they often venture out to other planes in search of work and shiny things. Eladrin tend to gravitate risky (in other words thrilling) professions like monster hunting or pearl-diving. Tulani courts often accumulate treasures as rewards when their members assist celestial armies in their war. However, wealth does not bring influence in eladrin society.

Language: The Eladrin language is eloquent, with lots of vowels. It’s deeply related to both Elvish and Sylvan. The language changes quickly, and slang words develop and spread very fast. Amori from the Court of Stars and bralani, who’ve lived their whole life in Mithardir would probably heavily rely on telepathy to understand each other. Other races typically learn the variant that is spoken in the Court of Stars or the City of Sun and Rain. They’re so dissimilar as to be almost different languages.
Fighting: Eladrin may be powerful magic-users, but they’re also a formidable force in hand-to-hand combat as well. They prefer to use spells that cause confusion and divide enemy ranks. Eladrin are usually unpredictable in fights, which makes planning tactics to use against them especially tricky for lawful creatures like baatezu. However, it also makes them poor team players. If eladrin have a time to plan and get to know each other, they can form a strong force, but should you take them by surprise, they can accidentally act to the detriment of each other.
Now eladrin act differently in combat depending where they’re fighting. In Arborea, outmatched eladrin will most likely try to flee. If they can’t retreat, they try to stall for time, using enchantments and illusions, waiting for ghaeles to show up. On other planes, eladrin can be encountered alone or in small groups. They aren’t afraid of ‘death’ and rarely will summon others of their kind (especially on the Prime). Finally, sometimes a horde of eladrin can come together on a Crusade, most often against demons of Androlynne. These teams often employ tulani or even lawful celestials as their leaders, for without an organising force to anchor the group together, they have a tendency to disband.
Relationships with other Beings

Celestials: You probably know that, unlike constantly the feuding fiends, the empyreal races are united by the Celestial Concordance—a pact between the good to aid one another and present a unified front against any force that truly threatens the Upper Planes. The Concordance helps maintain the balance between celestial forces and alignments and, perhaps more importantly, helps different celestials to understand each other. Eladrin do not see the point in the heirarchical congregations of the archons, but they respect their might and conviction. Similar can be said for guardinals—eladrin believe their familial and somewhat conservative structure of society is faulty, but overall think of guardinals highly. Eladrin typically get along well with denizens of the Beastlands and Ysgard, although they might be a bit too unsophisticated or too battle-crazed. Things start to break down when it comes to the forces of Arcadia though, the self-righteousness of the thriae and the expansionism of the formians are off-putting to the free spirits of Arborea. On the other hand, the aasimon (you may know them as ‘angels’) are far too diverse a bunch to be lumped together into one box.
Powers: Eladrin generally don’t worship powers—frankly, they tend to find the idea of worshipping anyone faintly insulting, at least outside of a bedroom. They may, however, consider powers as allies, friends, or rivals. The Seldarine, the Elven pantheon, is a long-time ally to the Court of Stars, as is Desna of Golarion. Eladrin try not to meddle too much with the affairs of the Greeks of Mount Olympus though, for they find the bashers as fickle as the wind. The irony that the Greeks think the same thing of the eladrin too is not lost on the rest of the planes.
Baatezu: As creatures belonging to a diametrically opposite alignment, baatezu should be arch-nemeses of the eladrin. They detest each others’ worldviews and each would love to bring their opposites down. However, in practice those adversaries rarely get a chance to interact. Devils, lawful as they are, tend to underestimate eladrin, thinking of aasimon and archons as far bigger threats. They also have a harder time fighting on Arborea, but they’d never admit to that. Eladrin, meanwhile, just can’t muster the numbers they’d need to launch a meaningful assault on Baator. Instead, both races try and find ways to throw wrenches into each others’ plans whenever they get a chance.
Tanar’ri: These fiends, however, are most the frequent opponents for eladrin. Many millennia ago eladrin launched an attack on the obyriths, and in retaliation Pale Night, the Mother of Demons tricked Ascodel, Morwel’s consort, into a dark pact. This caused an entire generation of eladrin children to be stolen away and trapped deep in the Abyss. Chant goes that the eladrin either can’t or won’t create any more children until they’re returned. This wicked plot brought down the wrath of the entire race of eladrin onto the obyrith, and almost resulted in their complete destruction. The power vacuum that resulted from this was quickly filled by the nascent tanar’ri race. Since then, hundreds of eladrin expeditions have been launched into the deep Abyss to bring back their kin. Meanwhile, demons want nothing more than to corrupt and destroy the beautiful nature of Arborea—so eladrin must also protect their home from invasion.
Yugoloths: Unfortunately, eladrin often underestimate these most sinister of daemons. They know they’re fiends, and treat them with caution accordingly. But eladrin rarely trust rumours that they haven’t started themselves, and don’t tend to view yugoloths as anything more than amoral mercenaries and corrupt chant brokers.
Other fiends: Amori hate succubi for corrupting noble concepts of love and erotic desire, and will try to spoil their schemes whenever they’re detected. Goethi hold similar feelings of disgust towards night hags. Windblades, those horrible flying pests of Pandemonium, hold an everlasting grudge against eladrin. For some reason, these barmy creatures have gotten into their heads that eladrin hate them the most and are out to get them. It’s true that eladrin have never cared for windblades, but they also don’t really think about them often.
Modrons, Inevitables and Aeons: Eladrin don’t actively hate modrons like the lillendi and slaadi do, but they do tend to avoid them, especially during their marches. There are rare dark rumours about modrons abducting eladrin for study, but not many bloods trust them. Eladrin tend to bump into inevitables and aeons more often than you might imagine, as the lawful bashers step in to fix problems of multiversal balance created by eladrin mischief. The unpredictable eladron tend to run rings around the inevitables however, easily able to give them the slip into the wilds of Arborea, where the constructs rarely pursue.
Slaadi and Proteans: These chaos toads are rapacious and destructive, and eladrin often have to drive them away from Arborea. However, the rare slaad who have less harmful impulses greatly enjoy eladrin company. Conversely, eladrin and proteans typically appreciate the creativity of the other.
Elementals: Queen Morwel allies herself with Ben-Hadar, the water archomental of good, and is trying to forge an alliance with other good archomentals—though she’s hindered by the fact that relationships between the elemental lords themselves are pretty strained. Eladrin often visit more hospitable Elemental Planes, helping take a stand against Elemental Evil.
Fey: Eladrin maintain good relationships with the Seelie Court and fey eladrin.
Factions: Eladrin rarely visit Sigil and even more rarely join factions. When they do, it is often the Society of Sensation, which aligns with the eladrin personality the most. Sensates themselves tend to adore and look up to eladrin, and many a Sensate bard has an eladrin paragon as a muse. Eladrin despise the Harmonium for their frequent mistreatment of eladrin and chaotic good folks as a whole.
Primes: Eladrin tend to find Primes charming, even if they also consider them boring or inept. They’ll try to help primes when visiting their worlds, inspire them to be better and to leave their world a more spontaneous and happy place. Of course, not all eladrin are the same. Cirily (planar firre eladrin [she/her] / CE) is infamous among eladrin and citizens of Sigil for her hatred towards Primes and continued attempts to turn her hate group (the Planarists) into a full-fledged faction.
Fallen and Rogue Eladrin
One of the consequences of the Unity of the Rings is that the ideologies of Planes are all somewhat connected to each other. Celestials can fall, fiends can ascend, and of course, unfortunately, this applies to the eladrin race too.
Eladrin, devoted to the neutral good alignment tend to live quieter, more pastoral lives. This fate is somewhat common for shieres and ghaeles, but the resulting beings are generally welcomed by all kinds of celestials.
Those who turn to chaotic or true neutrality often choose to spend their lives in the Outlands or in Ysgard. They can be loners, tired of the fickleness of eladrin society, or just ordinary bashers who got weary of worrying about goodness. Eladrin still welcome them.

Chaotic evil eladrin are rare, and vile. They’re often incredibly prideful or filled with anger (which is what leds to their downfall), and few find a comfortable place anywhere. Some of those cutters may eventually see the error in their ways and return to the side of goodness, although they aren’t always forgiven. Others carve their niche among Abyssal high-ups—but most die a miserable death. Chant does that the first succubi were cut from the cloth of the Celestial Eladrin.
It’s rare indeed to find an eladrin becoming lawful good. Sure, they can be organised, but something about eladron nature rails against being under control the whole time. There are probably some eladrin who can eventually get used to it, but most return home after working with archons for a few years.
There are no known lawful neutral or evil eladrin. However, that’s not for the lack of trying by the Harmonium, who’ve been trying to break the spirits of captured eladrin in their dark Re-education Camps. Here eladrin are forced to follow strict disciplinary schedules under constant surveillance, dressed in gray uniforms and so on. After a few months of this their unique features start to disappear, and their skin becomes gray. Finally, they become semi-transparent and ultimately vanished into thin air. This is possibly a result of being cut off from their plane’s nourishment and, thus energy for too long and simply starving. What’s especially horrible is that the spirits of those eladrin didn’t seem to come back to Arborea. Word of these wicked deeds has yet to reach most eladrin, however.
Helpful tables for DMs
Eladrin ideals and flaws
Eladrin follow the ideals of goodness, but they have different personalities and ways to approach their goodness. And of course, as with many personality traits, those ideals can become flaws in other circumstances. Roll a d6 to determine an ideal and its associated flaw. You can use these ideals and flaws together or roll twice to give a character two separate ones.
- I am generous and always ready to gift something I own to a person in need / I am afraid of disappointing people who depend on me, and often give away more than I should.
- I believe that everyone has an inherent right to truly be themselves and despise bullying and forced uniformity / I get too defensive and aggressive when I think someone judges me for my appearance or preferences.
- I act as a voice of conscience, pushing those around me to be better version of themselves and to choose greater good over self-interest / I often act too harshly and lash out at people, who don’t meet my standards of goodness, antagonising them instead of nudging in the right direction.
- I love sharing my knowledge and experience. I have so many stories to tell / I can become impatient and too enthusiastic and interrupt others, dismissing their opinions and experiences.
- I am always ready to fight for the side of good and recklessly throw myself into a fight. I am not afraid to die for my ideals / Something horrible happened to me long ago and I try to occupy myself with bloody battles to quench one pain with another.
- I easily make connections and have lots of acquaintances. I am very hospitable and can invite a total stranger for a cup of tea / I suffered through a heartbreak. While I still seek connection, I am afraid of closeness.
Eccentric Eladrin Interests

Through the long years of their existence eladrin tend to pick up many hobbies. Roll a d8 to determine what art, craft or area of knowledge they may be interested in:
- Growing trees and carving their wood
- Growing and making tea
- Writing circular sonnets
- Learning about worms (or other similarly unassuming animals)
- Shoemaking
- Experimenting with illusion magic
- Collecting books about the Para-Elemental planes (or a similarly far-flung location like Hinterlands)
- Ventriloquism
Eladrin Plot Hooks
- While travelling through Arborea, player characters are approached by a band of shieres/novieres/bralani, who ask for their help in tracking down demons who are despoiling their plane.
- In Sigil, a group of eladrin decides to oppose the Planarists. They approach PCs and ask how, in their opinion, should Primes be protected from slander.
- The PCs are plunged into the Abyss and find themselves in a weird forest, where they are greeted by an eladrin child and then a mob of demons, pursuing them. They must determine whether this layer is actually Androlynne or just a mimicry of it, and potentially protect a not-so-helpless child from fiends.
- A famous eladrin fashionista promises a great reward to whoever can fetch them a special stone from the depths of Mungoth—a mineral so deeply black it makes a shadow around itself.
- An Anarchist spy has learned the dark that there’s an eladrin who’s been secretly captured by more militant members of the Harmonium and held in a hidden reeducation camp within Arcadia. Eladrin associates are desperate for someone to find a way to slip into Arcadia and bring their friend back and restore their fading health, without creating a scene that would endanger the Celestial Concordance.
- On a Prime world baatezu and, later, yugoloth mercenaries begin attacking an NPC, who had previously helped the party. The PCs learn that this cutter is actually a ghaele in disguise, and they’re now in hiding from the minions of a baatezu noble, whose plans they’ve ruined, who’s out for revenge.
See also:
- Eladrin Aestetica
- Eladrin Paragons
- The Court of Stars
- The City of Sun and Rain
- Abyss — Layer 471 — Androlynne
Source: Margarita
Canonwatch: Hi, Margarita here. These eladrin are my pet project, mostly because canonical eladrin are really, really boring. They barely have anything to do with the Upper Planes and are instead subpar versions of the Seelie Fey Court. And not only that, they have monarchy and aristocracy, something which I woudn’t consider chaotic or good. Azatas from Pathfinder are somewhat better, but they don’t have that Planescape knack for me. Fortunately (or unfortunately), the world today provides us with great opportunities to imagine how Chaotic Good societies could look like. I tried to emphasize traits that I think can be considered Chaotic Good — egalitarianism, self-expression, lack of judgement, sexual liberties and goth girls (feel free to take inspiration from any subculture you like). I also took notes from the book «Faces of Evil: the Fiends», which says that tanar’ri, being creatures of chaos, are infinitely variable, change to better suit the environment of the Abyss and gain power from basically believing in themselves.