Halflings

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Mayonnaise
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Halflings

Post by Mayonnaise » Mon Sep 08, 2014 1:56 am

Credits are due to the original poster on the old forums, The Count of Monte Cristo. Original thread here!

The halflings' name for their race is hin, although most accept "halfling" with a shrug and a smile.

Three major subraces of halfling dwell in Faerun: the lightfoot halflings, the rare ghostwise halflings, and the strongheart halflings of Luiren in the south. Like the rock gnomes, many halflings live among the Big Folk in human lands. They are resourceful and quick, perfectly at home among the sprawling human lands or living apart in their own settled communities.

Halflings are one of the "newcomer" races on Toril shortly after the advent of the creator races and at about the same time as dwarves, elves, and giants. History does not record exactly where the first halfings appears, but it is thought to be somewhere south of the Shaar. Few halflings were seen in the Western Heartlands until the years immediately following the Hin Ghostwars and most of these were wandering lightfoot halflings. Since then, halflings have become a familiar sight in numerous human communities, and certainly on the roads that crisscross the distances between the great cities. Most of the halflings that Faerunians encounter are of the lightfoot subrace, but both the strongheart and the ghostwise are not unknown outside their native lands.

Curious and active, open but secretive, halflings are among the least understood races in Faerun. Short in stature and stout in heart, halflings are always on the move, at home in any land but calling none their own. Most other races hold a skewed view of halflings, despite their generally friendly nature and ubiquitous presence.

Since halflings rarely put down roots, they tend to know a great deal about the world and its peoples. However, this knowledge never makes them world-weary or jaded; their innate curiosity and optimism lets them see each day as a new opportunity. Indeed, it is a rare halfling who can pass up an opportunity, regardless of the danger it may hold.

Physical Description
Hins are short and wiry, standing about 3 feet tall and weighing between 30 and 35 pounds. Females are slightly shorter than males, but no less strong. Their bodies are well proportioned, though their heads are somewhat elongated compared with those of humans. They are longer-lived than humans are, reaching maturity at 20 years of age and often living well past the age of 100. Most Hins have ruddy skin, dark eyes, and
straight black hair, though lighter shades of hair are known in many societies. Males often wear sideburns, though they almost never grow beards or mustaches. All Hins prefer to wear their hair long, often braided or styled in some distinctive way. Their features are more delicate than those of humans, and their ears are elongated and slightly pointed.

History
Many outsiders believe that halflings are the youngest mortal race in the world, and the halflings do not dispute that claim. They have no interest in participating in the “who is older” controversies in which elves and dwarves often engage; to them, it is better to be young and have a fresh viewpoint.

Halflings civilization is more complex than it first appears to outsiders. Though halflings rarely settle down, they have traditions rooted in antiquity; despite their somewhat frivolous demeanor, they hold a deep reverence for the ways of their ancestors. The fact that halflings rarely write down their legends and the details of their culture makes it difficult to tell how long a given tradition has been in force. If the halflings known of such information, they do not tell.

No one knows exactly when the first halflings appeared, but legend holds that they were the last race created---even after humans. Whether or not their creation story and other legends handed down from parent to child are true, they explain much about why halflings feel the need to be constantly on the move, and how a touch of larceny came to be deeply rooted in the halfling soul.

Personality
Halflings prefer trouble to boredom. They are notoriously curious. Relying on their ability to survive or escape danger, they demonstrate a daring that many larger people can’t match. Halflings clans are nomadic, wandering wherever circumstance and curiosity take them. Halflings enjoy wealth and the pleasure it can bring, and they tend to spend gold as quickly as they acquire it.

Halflings are also famous collectors. While more orthodox halflings may collect weapons, books, or jewelry, some collect such objects as the hides of wild beasts—or even the beasts themselves. Wealthy halflings sometimes commission adventurers to retrieve exotic items to complete their collections.

Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) Citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors

The call of the open road is music to a halfling's ears. Though the traveling life poses many hardships, most halflings endure them cheerfully for the benefit of the freedom that having no permanent home affords. They can camp wherever they find a safe place, stay as long as they wish, then pack up and move on when the urge strikes them. What could be better?
Last edited by Mayonnaise on Mon Sep 08, 2014 1:57 am, edited 1 time in total.

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Mayonnaise
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Re: Halflings

Post by Mayonnaise » Mon Sep 08, 2014 1:56 am

Grooming:
Hins encountered on the road are as dusty as any other travelers, but they are quite fastidious about bathing and grooming when the chance presents itself. A Hin caravan may move for days before encountering a river or lake in which to bathe, but when one appears, the weary inhabitants of the wagons invariably camp and clean themselves up. Water jugs are carried in all halfling wagons, both for drinking and for sponge baths on the road. A few Hin travelers have rigged ingenious pump-and-sprinkler systems that provide crude showers. Still, such measures are a far cry from the pleasure of a bath in crystal waters. Males and females establish separate bathing areas when they camp near water, but several members of the same gender may bathe together.

Hins make a crude form of soap from rendered animal fat and natural minerals. This soap works fine for both bathing and washing clothes, but it tends to be rather harsh. Thus, Hins often trade for better-quality soap with more settled races.

Whether or not water is available, Hins unbind their hair every night and comb out the day’s tangles. Such grooming is often a shared ritual between lovers or family members, who chat and exchange stories of the day while combing one another’s hair.

Some Hins sport tattoos as a form of personal decoration, but most avoid them because tattoos make an individual instantly recognizable. The last thing a typical Hin wants is to have a face that anyone can identify just from the description of a tattoo. Though the flamboyant clothing of Hins is also recognizable, it often serves to confound pursuers in search of thieves because it can be changed or discarded quickly. Body piercings, especially on the ears and eyebrows, are slightly more common than tattoos.

A Hard Working People:
The majority of Hins live in caravans that travel about the countryside, camping here and there for varying amounts of time before moving on. When a Hin caravan camps in or near a community of other humanoids, the Hins take care to make their stay as beneficial as possible to the settled people. Able-bodied adult Hins hire themselves out as temporary laborers, working for pay at any job from building to farming. They also offer a variety of services to any town near their encampment, working as cobblers, tinkers, peddlers, brewers, weavers, or whatever kind of crafters the town may lack at the time. Such an arrangement can continue for a few weeks, or even a few years, before the Hins pack up their camp and move on.

Hins also tend to distribute favors liberally within a nearby community, knowing that should any trouble arise, they will have plenty of staunch supporters to defend them from unfounded (or even founded) accusations. Such favors can take the form of aid to people in need, discounts on services for those who have little to spend, and small gifts to people who have treated them especially kindly—or unkindly. In this way, Hins make themselves welcome wherever they choose to camp.

Hin who work for pay treat the income they receive carefully, feeding their families first and squirreling away the rest of their spoils in their wagons until they can cache it in a secure place—preferably with a trustworthy settled hin (Typically a Stoutheart).

The Other Side of the Law
Owning only a minimal amount of property themselves leads Hins to look at others’ possessions differently from the way that most races do. To many Hins, the property of others is but another resource that they can exploit. They can earn it with honest labor, trade for it, or mine it for themselves—by stealing. Of course, each Hin is an individual; some find it easiest to be scrupulously honest, while a few are thoroughly dishonest. Most, however, have just a trace of larceny in their souls. When they need food or money and have no easy way of obtaining it, they feel free to help themselves to the goods of those who, in their opinion, have more than they need.

They are also happy to cheat others out of their wealth by various means. Every classic confidence scam—from the old shell game to hawking fake love potions to selling land they don’t own—is perpetrated by most Hin clans on outsiders at some time. To the Hins’ way of thinking, someone foolish enough to think that anyone can get something for nothing deserves to get nothing for something. Nevertheless, Hins always ensure that some of their transactions are real and honest, and that some “customers” actually profit from dealings with them. Then, should those they have cheated actually discover the duplicity, plenty of other people will be available to defend the Hins and obscure the issue until they can escape.

Hins who appropriate the property of others or cheat customers realize that they are breaking local laws and that such practices do not endear them to their neighbors. But as long as they don’t get caught and no one comes to harm from such an incident, they do not consider it wrong. After all, from the Hins’ viewpoint, the world really does owe them a living.

This free and easy attitude regarding others’ belongings, combined with Hins’ innate charm and willingness to help, causes other races to regard them with a mixture of doubt, exasperation, and bemusement. A town heavily damaged by floods or storms may welcome the aid of a Hin caravan while rebuilding, then become cold toward the Hins when the crisis is over. The Hins understand such shifts in attitude and move along when it is clear they are no longer wanted, taking care never to burn their bridges or give a town actual cause to hate their kind. It is always to the benefit of any group of Hins to ensure that future caravans to visit a town will be welcomed, because one of those caravans might be their own.

The Short Term View
Though Hin have longer life spans than humans do, they are still short-lived creatures compared to races such as the elves. Thus, Hin tend to take a short-term view in much the same way that humans do. They are, however, more careful to ensure their future welcome than humans tend to be, and more careful with the environment than half-orcs are.

Still, Hin take no pains to ensure the sustainability of their communities because they rarely stay in one place for long. They take what they can from the environment, and then simply leave should it become unable to support them. They do not plant trees to replace those they have cut, or sow crops to replace those they eat. Hin take no more from the land than they need and leave it to nature to restore any area they have used.

Openness and Secrecy
Hin are known for their gregarious nature and open, friendly attitude toward strangers. Unless he or she presents an obvious danger, a traveler of any race approaching a hin camp or settlement can expect a hearty welcome and an invitation to share fire, food, and ale(Teachings of Cyrrollalee). Such impromptu meetings are usually replete with stories, songs, and merriment. Reflecting on the conversation later, however, a stranger may come to realize that the Hin said almost nothing of importance about themselves. In fact, almost anyone who has extended contact with Hin has a nagging sense that they are holding something back.

Hin have developed content-free conversation to a fine art. Although they speak readily and openly with strangers about most topics, they artfully turn aside questions from outsiders about their clans, homes, customs, families, and other personal matters. Such secrecy has developed in Hin over many generations as a defense mechanism to prevent disgruntled “clients” and enemies from tracking down specific Hin. Though a hin may spin a long and amusing tale about a hapless relative, the listeners are often amazed to realize later that they have no clue at all about how to find or identify the person who was lampooned in the story.

Halfling Traits
Part of the reason why Hin prefer to spend their lives on the road is their unflagging curiosity. They simply must see what’s around the next bend—and the next, and the next, and the next. A halfling greets each new day with an excitement rarely found among humans because she recognizes it as a new opportunity for adventure—and an opportunity not seized is an opportunity lost (Teachings of Brandobaris). Hin are cunning enough to recognize tricks the majority of the time and are rarely taken in by them, but even so, many go along with a trick anyway, just to see what’s coming next. A Hin can’t stand the idea of an unexplored cave, a closed door, or a locked chest—he simply has to see what’s inside. Poking his nose into places he hasn’t been invited may sometimes be a mistake; at other times, doing so might bring wealth, new friends, or opportunities for adventure. Indeed, Hin prefer activity to waiting and trouble to boredom because doing something is always more interesting than doing nothing.

Though Hin do not act stupidly when danger threatens, they exhibit little fear of death or the unknown. Death is but the next great adventure, and the unknown is just as likely to contain fabulous riches as grave danger. This combination of curiosity and fearlessness makes them difficult companions for those of more careful races. Often the members of an adventuring party find that while they have been talking about options, their hin companion has already opened a door and made their discussion moot.

Despite their apparently impulsive nature, Hin can focus intently on tasks requiring concentration. Whether she is mending a weapon at a forge or picking a lock, a hin’s focus on a task she wants to accomplish is as strong as that of any other race.

A high level of activity is characteristic of most Hin. Charged with energy, they can barely sit still. Restlessness seems to radiate from their bodies, and they are prone to twitching, fidgeting, and other physical indications of the need to move about. Hin who embrace the path of the rogue learn to mediate such responses to a degree for the purpose of stealth, but most retain their zest for activity throughout their lives.

Though they are not overly greedy, Hin enjoy accumulating wealth just as much as humans do. They spend little of what they amass, preferring to save most of it to ensure a comfortable retirement or a steady supply of food for their families. Still, they enjoy the sight of gems, the gleam of gold, and especially the joy of finding out what a new magic item does. Many Hin incorporate magic items they have found into entertainment for their clans, creating illusions or disappearing into thin air at just the right moment.

Hin are mindful of the needs of the group as well as those of the individual; neither is more important all the time. Sometimes an individual’s needs must outweigh those of the group, especially if the person is deserving or talented. At other times, the clan’s welfare takes precedence. Hin have a talent for evaluating situations and making judgments without being hampered by the prejudices that the clannish dwarves or the self-indulgent elves commonly display. The highest virtues for a hin are an adventurous spirit, a willingness to work, and a strong commitment to family and friends. Hin who go adventuring are considered heroes because they bring back both wealth and—more importantly—stories.

Roleplaying Application: Hin are well suited for adventuring, given their wanderlust, their curiosity, their lack of fear, and their strong need for new experiences. Hin who leave their clans to adventure are not only welcomed back but celebrated as heroes when they return.

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Mayonnaise
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Re: Halflings

Post by Mayonnaise » Mon Sep 08, 2014 1:56 am

Relations
Hin try to get along with everyone else. They are adept at fitting into a community of humans, dwarves, elves, or gnomes and making themselves valuable and welcome. Since human society changes faster than the societies of the longer-lived races, it is human society that most frequently offers Hin opportunities to exploit, and Hin are most often found in or around human lands.
Hin fit into dwarven, gnome, elven, and human societies wherever they can, often leaving little or no impression on their neighbors. The hin prefer it this way, so they can live their lives as they want without interference. Most nonhin forget about far-away Luiren and its population of militant and territorial halflings.
Hin are generally amiable creatures, and they form fast friendships with people who have earned their respect. Obviously foolish individuals of any race earn only their scorn, but those who prove their worth by aiding a hin or by seeing through one of her schemes is a candidate for long-term friendship. Many a prospective mark's ire has been turned aside when the halfling who was trying to cheat him burst out into laughter and bought him a drink.
For the most part, hin are quite tolerant of other races. They value their own ways and assume that others value theirs just as much. “Do what you like as long as you don't get caught,” goes an old hin saying, and most hin are quite happy to extend that same concept to other races as well.

Dwarves
Hins admire dwarves for their industriousness and their strong family ties, both qualities that resonate through the hin culture as well. Dwarves also have a nose for money, so allying with them on a small-scale treasure hunts can be quite profitable. Like anyone else who lives in the same place all his life, the typical dwarf is rather stodgy and more than little provincial. Dwarves are also a bit too warlike for the Hins taste. Why can't they just learn to get along with everyone else, like the hins do? They're not even content with making their own wars---they're always trying to teach hins how to fight too. It's best just to ignore them when they act arrogant and overbearing. They can't help it, after all; it's just the way they are.

Elves
Hin are somewhat in awe of elves and their high civilization. Elves live so long and see so much that hin tend to feel a bit inferior around them, like awkward younger siblings. Thus, they try to be on their very best behavior around elves, and they tend to suppress their rambunctious nature and their open, friendly charm. Only when they have lived near elves for periods extending into years do they fully come out of their shells.
In spite of their discomfort around elves, Hin appreciate the fact that elves get along with most other races, and they are also impressed by the fact that elves try their best to avoid warfare through negotiation. Hin caravans frequently make camp near elf lands; the elves are almost always kind and welcoming, as though they were actually glad to see their smaller friends. When elves purchase their goods or ask for help with particular ventures, Hin are generally flattered and only too glad to be of assistance.

Gnomes
Gnomes are kindred spirits and fellow little people. As such, they're made-to-order allies for hin. And if those considerations weren't enough to make visiting them fun, they're also good wizards and fabulous singers. Having a gnome bard join in the evening song around the campfire is a real treat.
However, gnomes are strangely short-tempered creatures. They can be chatting pleasantly one minute and shouting the next. They also seem easily frustrated, getting worked up over the smallest things. Perhaps they've developed bedsores or something from sitting in one place all the time.

Half-Orcs
In general, hin consider half-orcs strong like bulls---and dumb like bulls. They tend to make good marks for confidence games and even theft, but woe to the hin who is caught. Half-orcs are the least susceptible to hinnish charm and wit as all the other races.
On the other hand, it's nice to be on the good side of a half-orc when a strong sword-arm is needed. Maybe half-orcs don't always get the more subtle jokes, but they can appreciate the more obvious kinds of humor that few others do. Of course, any hin who can get a half-orc to laugh almost always gets a free drink for the effort.


Humans
Hin enjoy the company of humans more than that of any other race. Endlessly adaptable and ever-changing, they are very much like the hins in spirit. Hins have worked hard to cultivate their relationship with humans and ensure that they are always welcome in human settlements. To gain the enmity of the human race would deprive the hin of a significant area in which to roam, because humans hold more lands than any other race.
Hin consider humans big and goody, but rather sweet in their own way. They're smart and adaptable, they like to travel, and they can work hard when they want to. They're almost as friendly as half-elves and a little bit gullible like half-orcs---a winning combination in any hin's book.
Human settlements are good places for hin to find work, because humans always need something done. Often this need stems from their odd tendency to declare war on one another, but that's their own business. Even without a war, they're always creating---building, expanding, and inventing. Their societies are varied and always changing and hin who go to the same settlement a second time may find its needs and outlook very different.

Arelith Background
Hin, Dwarves and Gnomes have often formed together an "Earthkin Alliance". Primarily because Hin (when not roaming around in caravans) tend to enjoy living in burrows. Dwarves live in their mountains, and gnomes too, tend to favor living beneath the Earth. The three races share many common traits and so formed together more than once to take on the troubles of Arelith.

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