Xeriar
First Post
Joshua Dyal said:Yes, but even if it's true (and articles I've read don't seem convinced) that pale skin conserves a significant amount of heat, the very body plan of your typical Northern European is designed to radiate it -- tall and relatively thin is completely maladaptive to cold climates. As for the amount of time the populations have been in the area, all I can say is punctuated equilibrium, baby!Especially since Inuit are, in all other respects, about as perfectly adapted to their habitat as they can be.
For a species that builds its own (potentially heated) shelters and walks upright though, being tall and thin isn't as much of a drawback as it could be. We have hair on our heads and where thick enough clothing

Such a rapid change in what amounts to two thousand generations would not seem (to me) to be punctuated equilibrium

Gives elves a free level of sorcerer or wizard, depending on which you feel they are more associated with. Make it a level that doesn't stack with other spellcasting levels or its horribly broken. So you could be an elven wizard who essentially has a few extra fitrst level spells. Elves are magic, so give them more magic. Perhaps even a bonus to one of the mental stats.
A level would be a bit clunky. Spell-like abilities that actually mean something - that would be talking

Maybe add the ability to constantly see into the ethereal.
dwarves'd need something too. something big.
Well, I've generally moved all bonuses to +4 rather then +2 (so it means something) - but I have also extended dwarven darkvision out to the extent of their normal vision.
I was thinking about giving them a penalty in sunlight, but, if they work the forge - that's pretty bright too. Maybe just say they can't distinguish color at all.