Neonchameleon
Legend
This entire thread is full of specifics as to why you cannot design an Eladrin home city in exactly the same as a halfling or human one.
You really have to try HARD not to see it. I mentioned several examples that bugged my group already, such as windows and keyholes and city gates and guard towers under thirty feet in the air, arrow slits, etc.
Dude, come on.
And as has been pointed out almost all of those problems can be dealt with with a few seconds of imagination. You have to be either pretending the magical world is exactly like the real one or having people who take no account of magic for those tricks to work. Arrow slits just need shutters (blocks LoE) or someone to be standing by them (can't teleport into an occupied square).
Depending on how organised they were feeling.. Eladrin could position themselves every 25ft between two cities.. and ready actions to teleport.. then in a single 'round' of action, a messenger could teleport (move), drop a message bag into the hands of the next waiting Eladrin (free), who teleports and repeats, and the message bag is in the next city within a single round. Fun!
Depending on how organised they were feeling, and how much they felt like exploiting readied actions humans could do the exact same thing. Setting up a chain at 30' intervals, and using their move actions to run 30' rather than teleport 25' - and by the exact same feature of the rules as written, the messenger bag would be in the next city within a single round. Fun!
The fact Eladrin teleport is entirely irrelevant to how well this works - in fact it just means they need a few more Eladrin because they don't move as far.
Or if you want to think about physics, then you could have a 25' water wheel, and enough Eladrin to teleport up into a ferris-wheel-like carriage, use their potential energy (plus that of their maximum weight allowance) to pull it downwards, and then jump out at the bottom and rejoin the queue. I'd probably have to rule something about how much more exhausting it is to carry stuff/bamf up rather than across.
And after each teleport every Eladrin needs to rest for five minutes. Meanwhile the human hand-cranked wheel is much more reliable and uses far fewer humans.
I also think Eladrin would be better suited to living on coasts. Fishing would be trivial, simply construct a spherical net and teleport into a school of fish, then swim out. Diving would be easy - you would have the extra 25ft depth you could just teleport back up through without worrying about the time taken to swim back up. You could construct your dwellings well above ground level on sturdy piles so that floods just go underneath.
The spherical net/school of fish is dodgy as an intepretation. For that matter I'm not even sure you can teleport into water or the middle of a school. The diving works. And in the real world houses on stilts are a thing anyway.
I think it's fun to think about these things. The same is true for all D&D magic. I'm a big fan of limiting magical resources though, else it can be easy to get carried away.
Oh, it's fun
