Moon Elves

I was wondering why no one left comments on MY review. :)

So GameWyrd is a pro reviewer because he gave a 5/5 and I gave your product a 3/5? Like you yourself said, one man's meat is another man's poison, and I like Elves. I just don't feel that Moon Elves gives anything new or makes Elves different or interesting.

The artwork is generally good but it's not important to me.

I have done reviews and I can only roll my eyes at your statement. I was going to give it a 5, but when I went through it - WOW YES! I ACTUALLY READ THE THING! - it dropped to a 4, and then to a 3 because of the errors I pointed out and the fact that it didn't really feel that this material was exceptional. (Even right now, I can see the PrC abilities aren't marked with (Ex), (Su) or (Sn)). Giving a 4/5 or a 5/5 would just reward a product that just isn't there yet.

Hopefully I will grant one for your next product, which I am looking forward to review. All the best.
 

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Krug, I tend to agree with most points you made in your review. Overall, I too was uninspired and found it to be an average product at best.
 

By Brad Mix, Staff Reviewer, d20 Magazine Rack

This review is for Moon Elves and is published by Dark Quest Games (and Natural 20) and is available for download for $6.95. My first thought was, “Elves living on the moon… Oh great,” but that is not what this book is about. This is a comprehensive study into the Elven culture. The first 40 pages of into the details of Elven society and why elves are the way they are. Some of the facets that are covered are: Natural abilities, social gatherings, etiquette, fashion, and pregnancy. There is also a story about a young half-elven girl who meets her cousin and his family. She grew up in the city and it contrasts the differences between her expectations of him and the realities of Elven life. It is interspersed throughout the first chapter and is easier to understand if it is read all at once.

Chapter Two is all about Elven items. While all of them are not magical it gives reasons why they are valued to the elves. Some of the highlights include, Grey-Talon’s Bracer of Excellence (it provides a +2 on attack rolls and allows for a re-roll on a natural 1), and Earrings of Perfect Hearing give a +5 to listen checks. Elves are also adept at enchanting their arrows. Exploding arrows, hold person arrows, web arrows are only a few that are listed. A few artifacts are also included. Sanghams Crystal Stave is listed as a +2 staff of Thundering but it also leaves room for more powers to be added by the GM. The Flute of Twitch is a bizarre item that is actually made out of an elf’s bone. The elf is bonded to it and if he speaks the flute plays in his voice. The Horn of the Great Stag adds +6 to strength, and can cast 3/day the following: dimensional anchor, displacement, haste and plane shift.

Chapter three details over 40 Elven spells and breaks them down by class and level. It also includes a few new Domains: Beauty, Fauna, Hunting, Journeys. Mischief, Mountains, and Protection.

Chapter four details 7 new prestige classes. The Forester, Carouser, Noble Warrior, Spotter, Sword Singer, Runed Blade and Master of Tongues. The Forester is the ultimate tree hugger. He will fiercely protect his woodlands and skills allow for quick and silent death to be brought to those who defile the forest. The Carouser is a party animal that loves to spend time with commoners and nobles alike. They usually have a lot of useful information gathered from these social events. The Noble Warrior is adept at both fighting and diplomacy. This elf will get the job done one way or the other. The Elven Spotter is trained to see things even when wearing a blindfold. There is nowhere that they fear to tread. The Sword Singer devotes his life to the sword. It is almost a spiritual bonding. Sword Singers should truly be feared if they have been wronged. The Runed Blades are dedicated to protecting elven villages and people. There unique class lets them place runes of power on their weapon that can be invoked for special powers. The Master of Tongues is skilled at diplomacy and languages.

If you need just a few new ideas, or need an entire elven culture, then you should pick this supplement up. I hope that Dark Quest gives this same kind of treatment to other races in the future.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

Moon Elves by Darkquest Games

Moon Elves is a wonderful pdf filled with vibrant information on the life of the elf. This 101 page book goes into detail covering everything one wanted to know and seamlessly brings it all together.

The first chapter in this information filled book covers all the little details from birth cycles to mythology. The text flows very easily allowing for a great deal of customizing so that one can have their own details work with the details found in here. The section has information on sports and activities as well as typical food and drink and social gatherings. This goes into a level of detail that has really not been seen in many d20 books out side of the most elite.

Chapter two is Elven Items and this chapter continues with the great level of detail that chapter one starts with. Here is found all sorts of items from the mundane to the magical that exist within elven society. They are richly described and many of them are highly useful and not just for providing the traditional numbers bonuses. Some of the magical items do not seem priced exactly right, but other then that the chapter is great and filled with wonderful ideas and items.

The third chapter deals with spells offering new spells for the Bard, Cleric, Druid, Ranger, and Sorcerer/Wizard as well as ten new clerical domains. The new domains all seem rather well thought out and many like Hunting and Mountains cover areas that are not detailed in the PHB. There are many interesting new spells like Darkhood, a mystical version of the blindfold and Stone Shard, a spell that sprays forth a cone of bits of stone and rock. Most of the spells are lower level, 4th and below. They do a fine job of adding in spells that have a purpose and flavor to them and are not new versions of the same old tiresome spells.

The fourth chapter deals with prestige classes. These are all elven based and really help define certain typical sections of the elven society. The first is the elven Forrester, the guardian of the forest. He is impossible to be seen and is swift while moving through the trees to repeal trespassers. Next is the Elven Carouser, a social elf who believes he can get into any of the greatest social events. Most of their abilities deal with reputation. This class has all three saves through odd progressions, each of them unique. There is also the Elven Noble Warrior, the Elven Spotter, the Sword Singer, Runed Blades, and Master of Tongues. Each class is fairly rich on description, but does have some possible rules problems. The rules seem stretched in certain area to fit the classes and this was done with usually a decent result.

The book ends with a small one page glossary. I’d have liked to have seen a larger for this is really to small to be of a lot of help. Overall though the book is just packed with detail and anyone who really is looking for a richness to add to their elves will be pleasantly pleased with the offerings found in this book.
 

Moon Elves is a 101 page pdf. It has both color and black and white illustrations. The content is written for version 3.0.

As I am doing this review, I have to ask myself what is the fascination with elves. No other race gets the same treatment as elves, none have as many subraces, or legends, or unique items. Why does an Elven Bow sound much cooler than a Halfling sling. This book takes the time to give some back ground information so that you can truly know what makes your elves tick.

The first chapter of this book details Elven society. One thing worth mentioning is the easy misconception that this book details one subrace of elves known as moon elves. In actuality this book throws the standard subraces out and starts over. The most common type of elf is the wood elf, which is pretty close to your stereotypical elf. Taking the place of the drow are the stone elves, they can be black skinned, but they may also be pale or dark brown. They are not evil just more xenophobic than the other elves. There are also urban elves and high elves, who are the most rare, being of noble blood. No racial traits are given for any of the races so I would assume you would use the standard elven traits from the PHB and use the descriptions as flavor. They do hint about dark vision and climbing ability for the stone elves but never give mechanics for them.

All of the elves pretty much share the same lifecycle and ceremonies so the information about elven life is applicable to all. Also included is some flavor text in a journal that continues throughout the book.

Chapter 2 is about Elven items. It is a combination of the mundane, alchemical and magical. Particular attention is paid to the outfit types that you would find in the PHB (scholar outfit, explorer outfit, noble outfit, etc) but with an elven flare. Some of the items seem perhaps too powerful, like the assassins’ bane tunic, which will stop one arrow, sword, or dagger strike for 200 gp. It never mentions if magic, adamantine or any other exceptions will get past it. The chapter continues to detail special weapons and armor.

Chapter 3 is spells, both arcane and divine. There are a number of new domains here that will work for other races and not just elves. You may want to read some of the effects carefully, for example the Beauty domain allows the cleric to rebuke or command people (vague, I would assume they mean humanoids) instead of undead.

Chapter 4 details 7 new prestige classes, including:
Elven Forester: A rogue like class that gains sneak attacks and enhanced stealth.
Elven Carouser: A strange design choice, this class gets a good BAB but only d6 hitpoints. They are a strong social skill character, and bards looking to buff their social abilities along with their fighting abilities may consider this PrC although doing so would sacrifice Bardic Music and Spells.
Noble Warrior: Another warrior class with good BAB and d6 hit points, these PrCs really want you to feel your con penalty! Again a lot of social skill buffs, and a few inspiring abilities.
Spotter: Need I say it, good BAB with d6 hit points again.15 ranks in spot needed, although only a +2 BAB requirement. Why the BAB requirement! What 12th level character is going to have less than a +2 BAB. Anyway this class will give you buffs to your perception skills, along with the ability to see invisibility and ethereal. 10th level, which is only possible at character level 22, is meaningless as it is the only level you receive nothing in.
Sword Singer: Ok this one has requirements that almost make sense, except for they can only wear light armor and must be a fighter. How many levels of fighter qualifies you? If you have to wear light armor just make the abilities not work in heavier armor it should not be a special requirement. PrCs should never require you to be a class, if you want some levels than make a class ability a requirement. For fighters require proficiency in martial weapons, a lot of feats and a high BAB, don’t state for fighters only. Unfortunately, I am unable to find the advancement chart for this class in the book so cannot comment on the BAB.
Runed Blade: Flavor wise, this class is pretty cool. Unfortunately the very first ability ruined it for me. Make a +1 weapon for 8000 gp. That is not a particularly good bargain based on magic item costs in the DMG.
Master of tongues: A rogue or bardlike PrC. Interesting idea for spies and diplomats.

The book ends with a one page glossary of elven terms.

Overview: This is an older book that just hasn’t been updated to 3.5, while that makes it dated it will not effect my score. On the other hand some of the mechanics in this book are unbalanced and really need a lot of tweaking by a DM before they are game ready, that will impact the score. This book really seems to want to present you with an alternative mythology and outlook on elves. I am not sure why that is needed as I think working with the elves from the core handbook would have been fine. Lots of ideas in this book and a lot of details about elven life, all that can be mined by a resourceful DM willing to so some work. Price and amount of material inch this book from a 2 star score to a 3, just be warned that this book shouldn’t be used unmodified.
 

Moon Elves is a d20 pdf product from Dark Quest Games. Moon Elves, unlike the title seems to suggest, does not detail a a new subrace of elf, but provides a detailed look at elves in general, including an enormous amount of background detail, catering for anything from myths, to pregnancy, to clothing, to festivals; and includes scores of new elven items, spells and prestige classes. This pdf has a page count of 101 pages, of which 96 pages present an impressively detailed look at elves. Moon Elves normally retails for $6.95. Moon Elves was written using the D&D3e ruleset. This review was done as part of Crothian's Review Project.

Initial Impressions:

Moon elves is a supplement about elves, probably one of the more detailed ones around, providing a lot of details that one would not necessarily find in other books. It's a very complete tome, offering lots of information for DM and player alike - whether you want to flesh out an elven culture or a character. The cover art is by Kallen, depicting a female elf out hunting, while the interior art is by Owen Kuhn, Claudio Pozas and Gillian Pierce. The interior artwork is excellent, depicting various pencil sketches of elves - those by Gillian Kuhn very detailed and inspirational, particularly the armor-clad warrior on page 50. The art adds to a very well edited and written pdf, with good and solid, often inspirational content, although the lack of introduction makes it somewhat difficult to swiftly determine the nature of the pdf, and what the material is all about. The title, Moon Elves, for example, does not refer to a subrace of elves, but rather to the elves as Children of the Moon. An introduction stating as much would've been a welcome addition.

The Details:

The pdf contains four thorough and detailed chapters, covering different aspects of elven culture. As a brief outline, before delving into more detail, the first covers all aspects of elven culture, the second elven items, the third spells and the fourth prestige classes.

Chapter 1: This chapter provides more than most would ever dream of asking for about elves. It gives a detailed, enjoyable presentation on elven culture, covering a host of different topics that can add to a game or spice up descriptions or cultures. Throughout the chapter as various aspects are discussed, the pdf presents journal entries of a half-elf, Aurora Daerwyth, who returns to her elven homeland with her elven cousin, Eridthaign. These
journal entries provide a bird's eye view of elven culture from a story-related perspective, and give some added meaning to the descriptions in the text.

Three different types of elves are presented - the wood elves, the stone elves and the high elves, the latter being kings of elves or elven nobility. Another type of elf, the urban elf, is also discussed but they are relocated elves from the stock of the three types of elves mentioned. Within this framework of types of elves, the pdf presents staggering detail on a variety of topics, including: alignment, character and attributes, social culture (artistic sense, hunting skill, etc.), social gatherings and etiquette, food and drink, life cycle from birth to death, health, pregnancy, clothing and fashion, elven family structures, origins of elves and elven myths, elven special days (weddings, naming days, the winter hunt, etc.) and a brief look at the elven language. That list is by no means exhaustive (!), but it gives
an indication of the variety and flavor contained within this pdf.

Most of the above material is well presented, offering an interesting take and look at the elven culture. Being as it is, it might not be for everyone, given that many do not share this particular view of elves. However, most of the material can easily be molded into a person's particular elven preference, or used as a starting point to create something equally compelling. There's a lot of material that most can make excellent use of in game, even if you do not agree with the particular concept of the elf presented. I found it an enjoyable and enlightning read, offering a look at elven culture from a perspective many books do not have. A very flavorful chapter, with lots to offer on the fluff side, and well worth the read.

Chapter 2: This chapter deals with all manner of elven items, from mundane clothing to different special armors to magical weapons to wondrous items of the elves. It contains a vast number of different elven items, all complete, well-written, and useful without any glaring issues of item balance or cost. Examples include the assassins' bane tunic that can turn aside a wounding blade, goldendew liquor that can maximise the effects of a potion, water gems that hold gallons of water, leaf, doeskin and shimmerleaf as new special materials for armor, the thornball as a throwing weapon, elven signature arrows specially crafted to the archer, and numerous other weapons, arrows, wondrous items and even elven artifacts.

The amount of items makes for a dazzling choice, and there is certain to be something in here that appeals to most, whether they wish to use these as specific elven items or adapt them to other cultures and races. Whether your elf wishes to fight with elven fighting sticks, or you need the philter of fireflies to light the way and drive away the darkness, or wield a moonspear against lycanthropes, this chapter contains a lot of useful and novel items for elves to wield, wear and consume.

Chapter 3: This chapter is devoted to elven magic, including many new clerical domains and spells. Domains include flora, hunting, love, or beauty among others, while the list of spells is impressive and contains a lot of good and useful spells of all levels and all classes. The spells all contain complete and detailed descriptions, although many of them merely enhance various skills or grant enhancements to an elf's various senses.There are
some really nice spells such as the sphere of absorption or star halo, that provide both useful effects, and good visual flavor. Many of the spells are suited to the natural environment as one would expect, such as Eyes of the Bat, Ears of the Fox, Swirl of Leaves, Tree Shield and many others. The variety is good, although not as strong as in the chapter on elven items. There were no obviously overpowerful spells, with most given the appropriate
spell level and balanced effect.

Chapter 4: The last chapter of the pdf deals with several prestige classes. This was to me the weakest section of the book - while the prestige class description slotted in well with the remainder of the pdf, the execution was often a bit weak. Some classes gain almost nothing but skill bonuses as abilities, often extremely high bonuses such as +12 to Bluff for the Master of Tongues at 10th level or +8 to Hide and Move Silently for the Elven Forester at 10th level. The prestige classes are as follows: Elven Forester (forest protectors that can disappear easily within forests and strike with steath), Elven Carouser (a social elf trained in the arts of carousing and with a wide reputation), Elven Noble Warrior (an elven warrior blending leadership, nobility, command and weapon skill inspiring both on and off the battlefield), Elven Spotter (nothing can escape the sight of an elven spotter), Sword Singer (warriors and singers that fight with Special Song Swords and harnass the power of harmony and melody), Lamrida "Runed Blade" (elite elven warriors defending all elven people and fighting with powerful rune-inscribed blades), and Langmatra "Master of Tongues" (elven diplomats).

The Sword Singer and the Runed Blade are the most interesting, offering novel and exciting abilites with their weapons that go beyond a somewhat unexciting though still useful prestige class that gains bonuses to skills and perhaps one or two other abilities. The flavor of these two is also good, and will certainly be used in future games. The Runed Blade fights with a sword that he can imbue with power, different runes that grant it different enhancements and abilites, while the Sword Singer creates musical effects in his blade to sunder enemy blades or daze foes.

The pdf concludes with a brief glosary of words in the elven tongue, a nice touch to the pdf that enhanced the presentation.

Conclusions:

This is a very good and detailed pdf on elves, with an excellent amount of material, well-written, interesting and with some nice flavor touches. It's solid on the mechanics side, although some of the prestige classes are rather unexciting. Apart from the prestige classes, given the nature of the elves presented, the ideas explored might not appeal to everybody's taste in elves as hunters, singers, dancers, etc. Despite these comments, this is a very good pdf, with loads of useful material for any camaign, both for players and DMs, which is an added benefit. Based on overall good and solid quality, great art, wealth of material in both flavor and crunch, but also somewhat weak prestige classes and occasional spell, as well as lack of introduction and the approach to elves not being suited to all, I'd grade this pdf with a good four stars.
 

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