What's your inner D&D 4th edition character? | INFJ Forum

What's your inner D&D 4th edition character?


Shai Gar



Your inner character:
Unaligned Eladrin Warlock

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You must have a lot of time on your hands
Mine is: Ultimate RPG Marketer.

Recreate the same game several times over in hopes that the company doesn't go under.
Typical, good is boring.


I wanna know who got the "Eternal Seeker Life-Stealer Warlock"
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Lawful Good Paladin isn't something to be ashamed of. It's a very powerful character, if played right.
Good Eladrin Wizard.

Now if I only knew what this one looks like. I bet that this is something to be ashamed of.
wikipedia said:
Dungeons & Dragons 4th edition (200:cool:
Eladrin appeared in the preview product for 4th edition, Wizards Presents Races and Classes (2007).
Eladrin appear as one of the core player character races in the Players Handbook for this edition (2008). They are described as living in the Feywild and are akin to High Elves but with more powerful magical abilities. All elven races have the humanoid type and the fey origin in 4th edition.
The Eladrin also appear in the Monster Manual (2008) for this edition., which includes the eladrin fey knight, the eladrin twilight incanter, the bralani of autumn winds, and the ghaele of winter.
For the Forgotten Realms campaign setting, the Moon and Sun Elves are now subgroups of Eladrin, as described in the Forgotten Realms Player's Guide (2008).
The shiere knight is an Eladrin racial Paragon Path in the Player's Handbook 2 (2009).

The eladrin claim to be the original race from which both elves and drow split, with the (usually) unspoken implication that both other races fell away from the state of near-perfection that the eladrin embody. Certainly, the eladrin are still the most fey of the three elf races, still steeped in the magic of the Feywild and still the favored children of Corellon. Arcane magic suffuses their bodies and souls, sometimes emanating from them in a soft nimbus of fey light.

Many races of the world can look back in history to a shining example of their ancestors' accomplishments: the dragonborn empire of Arkhosia or the human realm of Nerath, for example. When the eladrin reflect back on their days of glory, they think first and foremost of the time before Lolth's rebellion, when the whole Feywild shined with the light of the eladrin cities. Those cities now lie in ruins, still hauntingly beautiful among the fey forests with moonlight shining on their shattered spires and ivory walls, but haunting in their testimony to the violence of the rebellion.

Eladrin still build towers of graceful beauty in the grandest places of the Feywild -- breathtaking gorges and verdant glens -- and sometimes even among the ruins of their ancient cities. But no eladrin city of the present day, or of the past hundred centuries, can compare to the heights of the eladrin race in that mythic time before. Eladrin cities of the present day are usually little more than a single ivory spire rising above a scattering of smaller homes, all built in perfect harmony with their surroundings as if carved from the earth by wind and rain.

There have been times in the history of the world when eladrin tried to rebuild the ancient glory of a united race, extending their city-states into the natural world and making overtures to nearby elf communities. These dreams of kingdoms that would bridge the worlds have always crumbled to dust with the passing of years, usually within the span of a single generation.

Eladrin society has more in common with the human structures of nobility and rulership than it does with the family-based society of the elves. Noble houses ruled by eladrin with titles such as Bralani of Autumn Winds or Ghaele of Winter govern tiny princedoms scattered across the Feywild. The eladrin swear loyalty to their noble protectors, who promise to help defend them against fomorians and other dangers of the fey darkness. Unlike human rulers, these noble eladrin wield tremendous power derived from a close connection to the magic of the Feywild, so their tiny city-states do remain as lights, however dim and flickering, standing against the encroaching darkness.

Eladrin share the grace and agility of their elf cousins but place more value on the developed intellect than on intuition and emotion. All eladrin are scholars to some degree, versed in the history of their race and the theories of magic and more inclined to calculate possible solutions than to run with a gut feeling.

The eladrin can seem cold and emotionless to outsiders, if sometimes capricious, and they are certainly less passionate than the elves. Their grief manifests as a wistful melancholy, their pleasure as a soft smile, and their anger as a simmering glare. Much like the elves, they have long memories for both gifts and grudges.

Most eladrin worship Corellon and Sehanine. Some temples in the Feywild are still arranged as they were before Lolth's rebellion -- built as three interlocking circles, each with its altar to one of the three elf gods. In most of these temples, Lolth's altar has been destroyed or defaced. Sometimes it is draped with black cloth to hide it from view, and sometimes it is visible but simply unadorned. There are eladrin who believe that the three gods will one day be reconciled, just as the three races will again be one.

Some say that Corellon's dominion of Arborea lies in the Feywild, while others claim it floats in the Astral Sea. It's possible that it drifts between the worlds or somehow exists in both places at once. To the eladrin mind, Arborea is perhaps not so different from the court of any noble eladrin -- larger and more magnificent, perhaps, but a place where any eladrin would feel at home, even in the presence of so great a lord as the noble Corellon. Sehanine, it's said, wanders freely in and out of Corelllon's home but spends much of her time in the Feywild, where travelers might stumble across her path. Some who attend one of Sehanine's moonlit feasts are said to become lost for centuries, while others awaken after a single night to find themselves blessed with gifts and powers beyond their imagining.

More so than the elves, eladrin sometimes become champions of a god in much the same way that one might become a fey knight in service to a noble eladrin. Divine magic is not alien to the eladrin, but arcane magic is their love and part of their nature. Eladrin wizards are far more common than warlocks, sorcerers, or bards, but any form of arcane magic is a source of endless fascination for the race.

Wow that's a whole lot of information, thank you very much. :bowl:
They're quite a powerful race. They're a race of INTPs.

I favour the Gnomes, Tieflings and Changelings. Because they get a +2 bonus to Charisma and Intelligence. I play Psionics or Sorcerers, so Changelings are my race of choice, because they're adapted to both, and are excellent story characters.

How typical.

4rth edition sucks big time.
I'm an unaligned half-elf ranger. That could be fun. I generally view myself as a bard though. Or a sorcerer because of the spontaneity.