At 01:26 PM 3/27/97 -0800, Jan P. M. Arnoldus(080768ja@student.eur.nl)wrote:
>

>
>1) A material world
> Cerillia is a very material world where money speaks. Nearly every
> order requires GB. The elven sociey is not money-oriented. Low-law=>
> light or no taxes, no road (requires the cutting of trees and gives
> access to ancient forest)=> no trade roues and self sufficient => no
> guilds.
> So how does an Elven-ruler compete against his human moneywise
> neighbour ?
>

This is an ongoing problem for Elven Rulers, and one of the main reasons
they do not trade heavily with Human nations. Elves, and Humans also live in
two different worlds, so to speak, therefore they want precious little from
one another anyway. If an Elven Ruler wants to get into the rat race with
the Humans, I think he would be better off siezing Guild interests in nearby
countries, and running those. But I could never see him exploting Elven
lands for gold.

>
>2) Investiture
> As elves do not have gods and priests how do they invest heirs,
> vassals or conquered human lands ?
>

In my game I allow for Elven Druids. They are few, and I allow them to
invest lands, and people. BTW, I also incorperated the ablities Darksun
Druids gain in thier guarded lands, into my Elven Druids. They make for an
interesting sect in my game.

>
>3) Ships
> Do elves build (wooden) ships and if so which types ?
>

The heart of Elven lands is far from most shores. So I think the Elves would
have no real need for a navy. Even if they captured a port town, I can't see
them destroying trees to make ships. Although they might use existing ships,
and if they captured enough of them, they could become quite a force at sea.

>
>4) Troops
> Can elves and other non-human races build troops from the first
> general list ? If so all (Elven Artillery) or just a few (Elven
> Scouts) ?
>

I think this is up to the DM. You should use logic when deciding what units
a country can create. I wouldn't allow inappropriate units to be made in
certain countries. In your example above, I'd allow the Scouts, but probaly
not the Artillerist. I also wouldn't allow Elven Calvary(at least not a
Horse mounted one).

>
>5) Rangers
> Do elven rangers get to cast priest spells from animal and plant, and
> if so why/how ?
>

First I'm not sure there are Elven Rangers on Cerilia(My Players don't run
an Elven nation), but if there are I would let them. Of course I have Elven
Druids. Both are based on the strong connection the Elves have with the
natural world. Druids, and Rangers just have a closer connection to this
force of nature then others.

>
>6) Tighmaevril
> Why was this elven smith busy creating this metal 2000 years ago ?.
> From all the references the only extra effect off tighmaevril seems to be
> the transfer of bloodstrength. Now this is strange, the elf makes his
> swords 2000 years ago and 1500 years ago suddenly these weapons get
> enhanced because they are made from tighmaevril. Why did he make them
> at all ???
>

Thats a good question. Prehaps Mr. Baker will address this one?

>
>7) Does the Birthright principle of provinces extend in 3D ?
> When dwarves or orogs have extensive caverns and population
> underground does this population and their organisation affect the
> surface. I.e. An dwarven population of 50000 beneath the city of
> anuire has guilds and temples. Is the maximum level in the city
> affected by these temples, guilds, law, and population.
> The question applies to sources ?
>

It makes sense that a subterraean culture would have its own Law, Guild, and
Temple Holdings, and would be independant of the surface, but each Provience
could only have the singular Source. Also Provience levels both above, and
below ground would need to be added together to get the effect on the Source
level. Humans, and Dwarves living in the same area would destroy a Sources
level.

As always these thoughts are MHO. I hope I helped, and good luck.

Undertaker, richt@metrolink.net
RL Homepage: http://www.metrolink.net/~veleda/sepulcher.html