Tell me about gnomes and halflings in your world(s)!

ephemeron

Explorer
In looking for places to fit gnomes and halflings into my setting-in-progress, I've gradually concluded that the little guys just don't have as strong a hook as other races. Gnomes seem to keep getting reinterpreted (if largely now around the roles of trickster and gadgeteer) while halflings tend either to be hobbits or, um, anti-hobbits.

DMs and other worldbuilders, what have you done to give gnomes and halflings distinctive roles in your settings?
 

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Emirikol

Adventurer
I'm running in Lankhmar. I made them rats (aka rodent-folk).

The only thing I changed was their appearance (and that they will prob have a penalty to social checks in certain circumstances).


jh
 
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Yora

Legend
There are no dwarves and halflings in my setting, only gnomes. They do mining, smithing, and also alchemy and thieving, but without all that drunken racist viking-scottsmen stuff you always get with dwarves.
 

the Jester

Legend
Halflings live in traveling clans, fostering each others' children. They are very food-oriented and generally distrusted by the larger races (think of the Gypsy stereotypes).

Gnomes are like rabbits, able to pass unseen even when you're next to them. They also have a reputation as financial manipulators and behind-the-scenes string pullers. (Think of the most money-grubbing stereotypes of Jews.)

Here are my notes on the two races for my upcoming urban campaign (some of these notes refer to the city or Fandelose or specific things like factions, but mostly they just give you a sense of who these two races are in the setting).

My Notes said:
GNOMES

There are only a few hundred gnomes in the city, and of those, at least a hundred (and perhaps more) are unknown to any save other gnomes. Gnomes tend to be longtime residents of the city, and very few are refugees (the gnomish penchant for illusion and camouflage makes it easy for populations of gnomes outside of the city to remain unnoticed by humanoids). There is a small gnomish neighborhood in the city, but a good number of gnomes live scattered throughout the city's other neighborhoods.

Values: The gnomish worldview is based on their small stature. Rather than the semi-parasitic approach that halflings take, seeking shelter among bigger folk, gnomes are more prone to deal with overpowering foes through stealth, tricks and traps while remaining largely self-reliant as a race. Gnomes view the following as virtues: a sense of humor, cleverness, complexity, helping those in need, sneakiness, inscrutability, acting through others. They see the following as vices: malice, simplicity, predictability, pointless attention-getting, braggadocio, directness, underestimating an enemy.

The Art of Being Unseen: Gnomes are masters of stealth, camouflage, illusion and trickery. That manifests in many ways in their culture, from the tendency of gnomish homes to have secret rooms or exits to the way entire gnome communities are hidden by clever architecture, landscaping and illusion. Many gnomes wear clothing with a mottled pattern of colors on it to aid in blending into the local terrain; other gnomish garments might have secret pockets or hidden weapons within them.

Trickery: Trickery runs deep in gnomish culture. Gnomes are encouraged to have a good sense of humor, to collect jokes, to pull pranks and to be able to laugh at themselves. However, one of the most terrifying things about an evil gnome is its cruel and twisted sense of humor, and it may play pranks with deadly intent. Many a gnome has fallen afoul of his own tricks gone awry, yet every gnome aspires to pull the greatest prank or trick ever. Despite this, gnomes draw a distinct difference between trickery and malicious deception.

Deep Connections to the Fey: There are deep ties between gnomes and other fey, including unseelie ones such as spriggans and redcaps. Many gnomes shun those darker connections, but most gnomish families have a secret or two somewhere in the family tree. Often, individual gnomes are unaware that a sibling, cousin or closer relative is actually another type of fey who can blend in among the gnomes.

Secret Masters: Gnomes prefer to work behind the scenes, and thus gnomish society is full of secret cabals and organizations who work to manipulate others for their cause. Despite their small numbers in the city, gnomes have a strong hand in the banking, jeweling and lending industries, and most gnomes would not be surprised to find a group of gnomish illuminati hidden behind the scenes, manipulating the city, various guilds and churches or other groups.

Language: Gnomish is a rich but simple-sounding tongue, but almost every word in Gnomish has at least two meanings. The language is easy to pun, riddle, jest or joke in, and lends itself easily to double entendres, veiled meanings and subtlety. Gnomish has a wide variety of vowel and nasal sounds, including six distinct sounds that transliterate roughly as “N”- to a gnome, the sounds at the start of knurl, gnome and name are distinct and different. Gnomes often use a modified version of Dwarven runes for their written needs, though a growing number use transliterated Imperial characters instead.

Names: Gnomes collect names over the course of their lives, adopting new or additional ones as the need and desire suit. Many take names meant to imply competence at their chosen trade, while others assume nicknames given them by friends or family and some simply make up names that they like. At birth, gnomes are given at least two names, a given name and a family name, and often have one or more in addition- a middle name, a patronymic and/or matronymic (“Knurlipate” would mean “Knurli is my father” while “Leymamate” would mean “Leyma is my mother”) or an aspirational name (which embodies a hope for the child, such as Goldenluck).
Typical male given names for gnomes include Alburm, Broughton, Gambli, Knurli, Malford, Nebbin, Nuckles, Thimbleton and Ziggy. Some common female given names include Elsporeth, Galler, Knedra, Mellory, Nackle, Nheesa, Ngamoras, Thumbeline and Ziggy. Family names are usually descriptive of the family, its history or a noteworthy ancestor, but not all gnomes translate this for other races; thus a gnome might refer to himself as “Knurli Ngarfordeth” or as “Knurli Giantprank”.

Other Races: As usual, exceptions abound, but typical gnomish stereotypes of the other races include:

Dragonborn: Dragonborn are solid but simple warriors with little subtlety. They are easily manipulated and very useful if properly directed.

Dwarves: Gnomes like dwarves for their shared interest in things of the earth. Dwarves tend to be crafty, if not tricky, and share many of the traditional enemies of the gnomes. However, dwarves are easily taken by greed and are typically very dour, both things that grate against the gnomish character.

Eladrin: Quite taken with themselves, the eladrin are a laughably haughty but fundamentally good folk. They take themselves too seriously and often have trouble laughing with other races, so some gnomes take it upon themselves to prank such stuffy eladrin in the hopes of teaching them to laugh at themselves.

Elves: Gnomes see elves as being very similar to themselves in most ways; in addition to their shared ties to the fey, both races share an appreciation of stealth and trickery. Elves are trustworthy allies, and many gnomish communities have a few elves living as allies among them.

Goliaths: Dangerous, overly physical and completely unsubtle, goliaths are just about the complete opposite of gnomes. A goliath is a useful tool that is dangerous to the wielder and best deployed from considerable distance. Gnomes are typically very wary around goliaths and prefer to keep a good distance away from them.

Half-Elves: Gnomes and Morraini half-elves have a long history of alliance and friendship. Morraini are well-natured, good-humored, reliable partners or friends, prone to forgiveness and generally good folks. Other half-elves are viewed through the same lens, but those who struggle to find their place are usually seen as overly dramatic and weepy by gnomes, and ought to learn to laugh at themselves.

Half-Orcs: Brutal, thoughtless, deceptive and destructive; all the traits that make orcs so foul are passed in half-measure to their half-human offspring. However, they also get half of the worst of humanity- the corruptibility, the venality, the hunger for advantage. However, one trait that gnomes do admire within half-orcs is their cunning; a half-orc can scheme and plot better than most non-gnomes.

Halflings: Another race that gnomes consider to be cousins (in this case, due to shared stature), halflings are aided and tolerated despite their light fingers. Halflings are like the bad cousins of the gnomish communities; members that will not be turned away despite the troubles they bring. At least they can cook!

Humans: With all the variety amongst humans, it's easy to see the common threads. Humans are ever playing for advantage, seeking greater status or wealth than their fellows by one means or another, and ever work their own social schemes. Gnomes view humans with both admiration and wariness; though they can achieve great things, humans cannot be trusted in the long term, as a single generation's passing may see complete social reversals in attitudes and values. In addition, humans are more prone than any other civilized race to actually fight and make war upon themselves- something that gnomes simply cannot understand.

Tieflings: Fellow inveterate schemers, tiefling humor tends to be cruel and biting, their tricks lead to the deaths of their enemies and their general attitude tends to be pretentious and melodramatic. Tieflings generally make the most formidable opponents in extended contests of manipulation or political maneuvering, something that gnomes appreciate even if they find it unsettling. Gnomes view tieflings as disproportionately dangerous because of this propensity for scheming.

Warforged: Warforged are marvels of engineering given life. Gnomes find them delightful. They are surprisingly warm and emotional, often possessed of quirky senses of humor and surprising talents. The warforged have proven themselves to be staunch allies against all enemies of the city, something that gnomes appreciate- and, of course, would like to manipulate.

My Notes said:
HALFLINGS

Halflings have always lived in Fandelose, yet never been welcomed very warmly. Many wagons full flooded into the city during the dark years of the Six-Fingered Hand, increasing the tension between them and the rest of the city's population. Several times over the years, riots have swept through the city, and usually dozens of halflings die during the violence, accosted and blamed for who knows what. Nonetheless, the city is still safer than the humanoid-run wilds outside.

Values: Halflings put great stock in family. Their clans maintain tight relationships by temporary or permanent adoptions between each other, trading members back and forth. Halflings consider the following to be virtues: sharing food and shelter, contentedness, happiness, loyalty to one's clan, keeping confidence, creativity, luck and reasonableness. The following are vices to halflings: being miserly with food, betrayal of one's own, fighting, unwillingness to compromise, bullying, mind control and putting profit ahead of friendship or family.

Extended Clans: Halfling clans are extended and interconnected to a degree that most races would find baffling. The importance of family and clan to a halfling is much greater than it is to most other races; a halfling usually lives within a group of its clansfolk, traveling in wagons; however, the last two generations have seen traditional halfling life shaken from its normal pattern, as roving humanoids make the travel of the past incredibly dangerous. Nonetheless, elder halflings spin tales of the freedom of the road, enticing their young in the hopes that one day they may return to their ancestral ways. A halfling's loyalty to its clan usually extends well beyond sense.

Culinary Masters: Halflings are more skilled with food than any other race, and are able to make the most unappetizing things into a palatable meal with just a few ingredients. Halflings pride themselves on their ability to cook, and there is more than one tale of a halfling bargaining for his life by agreeing to cook for his captors.

Imitating Children: Halflings have been known to imitate the children of larger folk, especially human, in order to gain information, pull scams or beg for coins. Not all halflings are competent at executing such ruses, but those that are can do so with uncanny skill.

Language: Halflings speak their own tongue, which is only about one-third of Halfling origin; the rest is a mash-up of Elven, Imperial, Gnomish, Goblin, Dwarven and several other tongues. This makes it a very easy language for most creatures to learn, but difficult to learn well. One of the biggest influences of Imperial on the Halfling tongue is that Halfling has gradually come to adopt the set of sounds in Imperial, and it uses the Imperial alphabet when written. For more about the Imperial tongue, see Humans, below.

Names: Halflings have two names, a given name and a clan name. Given names often invoke herbs, food or cooking in some fashion, though this is far from a rule; clan names usually describe something that the clan is known for. Sometimes a halfling is referred to by an honorific, such as Grandma or Auntie, that practically becomes her name.

Some typical male halfling given names include Basil, Beefly, Benjy, Cabbage, Grater, Oven, Stew, Tater and Tom. Female halflings might have given names such as Heather, Lamb, Lydda, Naomi, Nara, Rose, Shallot, Tulip and Vera. Some of the clans in the city include the Bakeswell, Beanjuice, Flapjacks, Goodwheel, Hempflower, Jawbreaker, Peachtree, Teller and Tealeaf clans.

Other Races: Halfling stereotypes of the other races are as follows:

Dragonborn: Serious, stolid, dangerous warriors, it is unwise to trifle with dragonborn or attempt to treat one as a mark. Dragonborn make halflings very nervous.

Dwarves: Greedy enough to be easily pulled into a confidence game and yet stupid enough to fall for one, dwarves make great marks. Best of all, dwarves are nearly all rich and often drunk.

Eladrin: Eladrin are decadent and prone to drink and drugs. Nonetheless, they tend to have potent magical powers, so one must take care in handling them. Eladrin make fair marks.

Elves: Elves are the suspicious, sneaky, underhanded cousins of eladrin- in other words, they're like eladrin, but like halflings. It's pretty easy for a halfling to find common ground with an elf, but they make terrible marks; since they sleep in trees and disdain civilized things, they usually don't have anything worth taking anyhow.

Gnomes: Gnomes are like the little magical cousins that halflings always wanted. Sneaky and duplicitous in their own way that is somehow distinct from that of halflings, gnomes are generally welcomed with friendship and joy by halflings.

Goliaths: As close to a complete opposite of halflings as exists, goliaths are uncouth, inbred, foul-smelling, dung-eating creatures the size of an ox. Clumsy and oafish, they make excellent (albeit somewhat dangerous) marks.

Half-Elves: Half-elves tend to have a sort of cunning and craftiness that makes them terrible marks. However, it also makes them excellent business partners. More than one clan of halflings has adopted a half-elf of particularly kindred spirit.

Half-Orcs: Stinking brutes who favor their orcish side, half-orcs ought to be slain on sight and barred from the city. Most report to enemy forces outside the wall, keeping the roving bands of orcs such as the Scarlet Fist well-apprised of the situation in the city. On the other hand, when a job needs some unscrupulous and disposable muscle, half-orcs have their uses.

Humans: Humans are the great hope of the civilized folk, breeding like kobolds and hoping to push back against the hordes outside of the city. Of course, instead of doing so, they've spent the last 30 years fighting amongst themselves over who will control Fandelose. This is typical of humans- short-sighted, shallow, venal and all-too-easily distracted from matters of importance. All of which, of course, makes them ideal marks.

Tieflings: Halflings are wary of tieflings while simultaneously appreciating their natural talent for underhanded schemes and masterminding complex webs of plans. Tieflings are too savvy and cunning to make good marks, and are the only race other than gnomes that might regularly attempt to pull one over on halflings with a good chance of success. Halflings would rather have tieflings as allies than as enemies, but would really prefer to avoid them entirely.

Warforged: Warforged don't eat, therefore they cannot be trusted. Despite all the aid they have rendered to the civilized races over the years, one day they will turn on the fleshy people. Warforged are terrible marks, since they don't need money for anything. All in all, the typical halfling would rather the warforged all marched off to find the Lost Legion.
 

Steely Dan

Banned
Banned
Depends on the world, on Krynn, there is a clan of Gnomes called The Companions of the Dead, crack squad of badasses, that swear off their mortal ties.
 
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Minigiant

Legend
Supporter
Gnomes of the Six Kingdoms

Gnomes are the current leaders of the Spring Court (forest) and Summer Court (rock) of the Fey. They run half of the Feywild and hold back the undead invasions from the Feydark and Shadow lands. They have no kings and no king crowns. Gnomes are full fey and thus mentally different. Most gnomes are obsessed with their hobbies and are prone to fits of madness.

Halflings of the Six Kingdoms.

Since dwarves cannot leave their kingdoms without going completely mad from"king's geas", halflings handle all the trade and farming for the dwarves. Feeding two nations keeps few halflings from leaving their homes since if they don't feed and clothe the dwarves, dwarfkind would go exinct. This means any halfling that lefts home is an pariah or seeking treasure to send home.
 


exile

First Post
Halflings were originally members of other races, but were transformed-- by the gods-- into their current hobbit-like selves. Hairfeet are descended from humans; tallfellows from elves; and stouts from dwarves. The reason for the transformation was lost to the ages, but has something to do with cowardice or thievery; so most halflings have a reputation as thieves (deserved or not) and are either very cowardly (living up to the stereotype) or very brave (railing against said stereotype).
 

Johnny Angel

Explorer
In my campaign setting, Gnomes are tinkers and there are hints that there is some mysterious connection between them and other races with certain technical prowesses -- Goblins as civil engineers, Kobolds as trap-makers, and the arch-enemies of the Gnomes, Gremlins with mysterious powers to cause malfunctions. Of the territory in the new world that was divided up by its (re)discoverers, the remnants of what was clearly once a Gnomish kingdom have ceded to the Gnomes and Halflings gladly, because a lot of the extant infrastructure was clearly built for small-sized humanoids. Halflings are by and large farmers in the country, and in the cities are so often found running bakeries or delicatessens that it's become a stereotype they're all saddled with.

Even beyond the clearly Gnomish-built cities, there are loads of Gnomish ruins from which adventurers sometimes pull things such as wheelock pistols and mechanized suits of armor, the secret of whose power sources has not been recovered.
 


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