elforcelf said:
Please tell about the fluffy stuff. Cities/towns and culture;someplace said the elves belong to the classes at diffent % numbers. Size of cities/towns. Thank you very much.elforcelf.
Sorry, but I haven't read much of that (the fluff of Lost Empires is first of my list)
I did read the part about elf aging and death. I liked it. It explains why they seem ageless, and how they die. They do indeed age (with age categories and the penalties) but without the pain and discomfort of many other races. They also accept that they're not the spry youngster they once were and won't try to be the person they were in their youth (if they are, for example, no longer able to be a decent fighter, they give it up, and do other things instead, like teaching others how to fight, something that benefits from their keener might). Some elves make the mystic trip near the end, but it's not the old "their souls go to a different land", but a very real interplanar travel with the usual magic in search of the homeland of the elven deities (Arvandor). Most elves prefer to die amidst their brethren, though. Dying in battle is a noble thing, but not something elves seek out (like dwarves often do). They prefer to die in the comfort of home.
Another interesting bit is elves and adulthood. Elves don't take a century to become an adult. They grow a bit slower than humans (about 25 years instead of 20 for humans to "fill out"), after that, they remain virtually timeless for decades. Even another elf can tell if an elf is 30 or 100 just by looking at him, but a short conversation will reveal the real age, as the elves gain experience, grace, patience, emotional maturity, and wisdom.
The starting age from the PHB is simply the time at which most elves feel ready to leave home.
ivocaliban said:
Not sure I like this at all. I've noticed a trend in the race books to provide several major races with some "dark twin" style deity. It worked well enough in Races of Stone (Gelf Darkhearth being Garl's counterpart) because of the dualistic nature of Gnomes, but this Dallah Thaun seems to be taking things a little too far for my liking. It certainly seems to move halflings even farther away from their origins. Of course, like everything in the series it's optional material. I could see it working in a campaign, just not my current one.
Well, I think this isn't exactly the usual dark twin situation. The deities aren't twins. They are the same being (Dallah isn't only revered as a single deity, but also as an aspect of Yondalla). They aren't ancient rivals, and indeed their churches work together. They are really two sides of a coin, not two different beings as often in this dark twin thing (like Shar and Selune)
Jakar said:
Do the cat folk after having a burst of enegy have to lick themselves for a while and then find some sun or a nice lap to sleep for hours?
Sure, why not.
They also have big ornate cat trays in their homes, and scratch trees (which they never use btw, they're just a religious thing. They sharpen their claws on the furniture).
They also have an aversion to water (tread as shaken if they get wet), and of course the -4 penalty to all bluff checks, because they purr if something goes to their liking.
Their spell-like ability consists of them making large eyes and meowing, and onlookers must succeed at a will save or lose their action and dex to AC as they go "aawwww cute".