Adrassi

"In one day we lost half of our warriors. Not to glorious, honorable battle, but to traps and silent arrows. To sleep in this forest is to die.

What monsters have we made enemies of?"

- Heio Takari, Tan Imperial Commander Adrassi were created by the goddess Faedrana as protectors of the nurturing aspects of nature. To that end, they have mastered the arts of stealth and guerrilla warfare, though they also have a culture that is rich with art and philosophical discourse.

Physicality
All adrassi are lithe, fit, and tall. Though their hair, skin, and eye colors an differ drastically between Courts, they are always possessed of an agile and deadly frame.

Personality
Adrassi are often described as aloof, stoic, and unemotional, and to an extent this is true. Adrassi are long lived; thus they have a long-term way of looking at events which other races often find strange. However, they are not incapable of passion, especially concerning the arts, nature, and the protection of their own. A furious adrassi is a living weapon, and should not be underestimated.

Religion
The religion of the adrassi is known as Faedranism. This is the worship of the goddess who, according to myth, brought balance and life to the world of Rheann. Some adrassi have converted to Archonism despite the inevitable fallout amongst their fellows, while others among them have worshiped Sarak, the god of raw, unforgiving nature.

Other Races
There are two adrassi schools of thought concerning the other races of Rheann. Some individuals remember the vast empire of Adra-Falan as it once was and resent the other mortal races for the role they have played in its reduced holdings. Other see the potential good that the mortal races are capable of and embrace the spirit of cooperation, if warily. Regardless, most adrassi consider members of other races to be shortsighted and childish at best.

Adrassi Lands
Adra-Falan, Silerinden, and The Ajayan Rainforest.

Summer Court
The weakest of the five courts, as their former holdings are now incorporated entirely into the country of Elysia. Summer Court are few in number, but retain a strong sense of competition and a love of warfare. They are the most brash and extroverted of their kind.

Fall Court
Isolationist, xenophobic, and concerned exclusively with the welfare of their own kind, the Fall Court is currently the ruling authority of the adrassi. They are militaristic, cautious, and utterly dedicated to the preservation of their lands and culture over all others.

Winter Court
Quiet, calm, and introspective, the Winter Court is slow to act in any situation. They hold more political clout than the Summer Court, but less than their Spring counterparts. Their largest concern is conservation and survival.

Spring Court
These are the most open and accepting of the adrassi. They generally believe in sharing the fits of nature and extending Faedrana's goodwill to the world. Spring Court adrassi usually take up at least one art form in their lifetime. They rival the Fall Court in size and political power.

Obsidian Court
The Obsidian Court rules the Southern continent of Ildresk, where they have peacefully traded with munen cultures for hundreds of years in spite of the mandates of the other courts. Their members train terror lizards as mounts and worship the Lady of Thorns, a  parallel deity to Faedrana. They tend to be adventurous and eager to learn above all else.

Roleplaying an Adrassi
Build is as Wood Elf, |D&D 5e PHB p.24. This applies to all Courts.

Childhood
Young adrassi are born and raised on the move. It isn’t long before they are expected to begin their first trek through the ancient forests of their homeland. In the Spring Court, a parent travels beside their child, whereas the Fall Court expects the mother or father to keep some distance between them, providing clues and aid only when necessary.

Over the course of the next five to ten years, the child will travel for the first time to each of Faedrana’s holy groves, learning the layout of their homeland as they do so. Upon reaching a divine grove, they take a softly glowing fruit for sustenance on the next leg of their journey and rest among the roots of the largest tree. Depending on the enchantment of the thicket, the child will receive a piece of armor, weaponry, or equipment grown from the body of the tree. As they continue their pilgrimage to adulthood, they become better equipped to defend their home in both a physical and mental sense.

This journey is not without danger. The child is expected to fend off predatory beasts to the best of their ability, with as little help from other adrassi as possible. However, the most frightening aspect for any young adrassi may be the holy groves themselves. Rarely, a resting child may be selected by the trees in what is known as Athilamre Iren. They are put into a sleeplike state by a calming pollen and pulled by unyielding roots into the ground. Though this is considered an honor in traditional Faedranism, it is not unheard of that a parent is taken as well upon trying to save their child. In these cases, unseen arrows from the shadows of the woods usually put a stop to the struggle.

Surviving the journey to adulthood marks the adrassi as a capable hunter and a worthy protector of nature. From that point on they may return to any of the groves they previously visited to receive new equipment from the holy trees.

The Eternals
The oldest living adrassi and political leaders of the courts. The position of Prime Eternal wields the highest authority among all others, and is decided by seniority. These elders are the only remaining mortals who originate from Faedrana’s realm beyond the stars, but they are by no means frail. To the contrary, they are some of the fiercest warriors in existence. To face an Eternal in combat is an ill-advised practice, as one is likely to be killed before they even set eyes upon their opponent.

The Gifts of Nature
Craftsmanship is seen as distasteful to Arethalian adrassi, as it is their belief that the natural world provides all that a person needs to survive. This view is more understandable when one considers that the adrassi pull their weapons, armor, and clothing fully-made from the magical trees of their forest homes. It has become more acceptable among the Spring Court to take up certain artisan crafts such as weaving silk or glassblowing (when aether is used as a heat source). They generally opt not to craft things that have a use beyond aesthetic beauty. Of course, the creation of poetry and song have always been popular among adrassi, but anything requiring tools may be a hard sell for a traditionalist. A notable exception is the Obsidian Court, who do not have access to the same enchanted groves of their Arethalian cousins. They opt to craft armor, weapons, and tools, and go so far as to build large temple cities dedicated to the Lady of Thorns.