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<blockquote data-quote="QuietBrowser" data-source="post: 7291914" data-attributes="member: 6855057"><p>Well, I rather thought you'd have comments on my clarification of who the water & plains gnomes are, and specifically whether plains gnomes should be pony-riders or pack-hunting predator-tamers.</p><p></p><p>Anyway... hmm, I should stick with one race-base to a post, shouldn't I? Let's start with the Haffun.</p><p></p><p>To explain who they are; this was the basic concept I posted back on that other forum:</p><p></p><p></p><p>There are two major things about the haffuns that I currently am wrestling with:</p><p></p><ul> <li data-xf-list-type="ul">Size: Should I make them Small or Medium? Maybe split the difference and go with Small being the norm, but an uncommon strain that is larger (Medium) and more aggressive in temperament also helps protect their communities?</li> <li data-xf-list-type="ul">Origins: I've not got any real idea for where they came from or how they settled into the Grassy Ocean. Should I try and come up with something more specific, or embrace the ambiguity?</li> </ul><p></p><p>Now, on with the facts...</p><p></p><p>The Haffuns are the dominant race of the Grassy Ocean in terms of numbers alone. Agrarian by nature, they settle in large communes known as "warrens"; villages made from heaped earth and woven grass, or timber where possible. In truth, many warrens are quite sparsely set; a relatively small "village" in the human sense serves to house the various businesses that the community depends on, with each haffun family who lives in the warren having its own expansive farmstead surrounding the business-village; the haffuns come to this central hub for various reasons, such as conducting trade.</p><p></p><p>The agrarian skills of the haffuns are well-know; enormous farmsteads house herds of tamed livestock and/or expansive fields of crops. Lacking in mineral wealth, it is the quality and quantity of their produce that gives them the mercantile strength needed to trade with their human neighbors for metal tools.</p><p></p><p>The secrets of the haffun agriculture lie in their leadership by druids (shamans?); individuals skilled in the magic of beast and plant, who guide their people in taking what they need from the land without cruelty or waste.</p><p></p><p>Haffun culture seems paternalistic in nature to outsiders; it is the males who are typically selected as leader-figures, and the males are certainly a plucky and strutting sort. But the women can be just as bold and braggadocios, and work alongside them equally in the fields. In truth, haffuns are matriarchal; the druidic cabals that lead the warrens internally are comprised almost solely of females, and every haffun male knows that in the house, it's the female who's the boss.</p><p></p><p>Part of the reason for this is that the inherent talent for magic is heavily concentrated amongst the female gender of haffuns. Males with magic are less common, and those with potent magic even less so; most male haffun mages are "dabblers", who have the talent to learn only minor magic - Eldritch Knights, Arcane Tricksters, and the like. Males can potentially reach the heights of arcane power, but the talent just isn't as common for them as it is for their females.</p><p></p><p>The inherent forms of magic that resonate with the haffun race are nature magic (druids/clerics), storm magic, wild magic, and fate/luck/fortune magic ("Luckbender Sorcerers", a variant of Chaos Sorcerer from Dragon #385). Whilst druids/clerics form the true rulers of the race, sorcerers are also respected, because their arcane talents are some of the best weapons that their race has. Wizards are uncommon, but some haffuns do go away to the human republic to learn the art; male haffuns find they have more success learning wizardry than they do developing sorcerous talents - and druidic/clerical magic is almost never seen amongst the males. Warlocks, known to the halflings as Hucksters, are much more common than wizards - and almost exclusively male, for it is the males who are most tempted to barter with fey or fiends to attain the power that some quirk of nature denies them.</p><p></p><p>As a general rule, the haffuns are a peaceful and easy-going people. Work hard, play hard; that's the haffun motto. They toil at their labors during the day, then gather at dusk to feast and celebrate. Whilst they can be surprisingly quiet at times, and their scouts are infamous for it, they are by nature generally a loud and raucous people; haffun farms ring with song, laughter, cussing and rough jests, and a haffun meal is practically a battle.</p><p></p><p>Which is rather helped by the infamous size of haffun families. They may not live as long as the Wildheart Gnomes, but they can easily keep up with them in terms of extensive families. Haffuns don't breed quite as rapidly or as heavily as rabbits, but an average family can number between one and two dozen kids - or even more than that, on the biggest farms that need the most workers.</p><p></p><p>Haffuns are not a particularly militaristic race. Individuals make their own paths, and every warren has a militia that tries to protect it against hobgoblin raiders from Viltheed, but as a general rule they are heavily reliant on military support from the human republic for their protection, which is why the haffuns bother to trade instead of just keeping their produce all to themselves.</p><p></p><p>Being not very well suited for melee combat compared to some races, haffuns have taken a great liking to the gun. It is considered one of the most desirable weapons, and every haffun with the wealth to do so acquires a rifle. Pistols are surprisingly common in haffun warrens, and skill with a firearm is quite a social merit to them In particular, Haffun scouts train diligently in the use of the rifle, and justly respected for their skill, stealth and speed, which allows them to rapidly redeploy for maximum firepower.</p><p></p><p>Of the various dangers that threaten the haffun warrens, the two worst are universally held to be the bulettes and the moto-mauraders of Viltheed. Indeed, many haffuns swear that bulettes are some abominable battle-beast unleashed by hobgoblin fleshcrafters, and the ravages of these rapacious subterranean predators are held as one of the great evils laid at the feet of the hobgoblins.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7291914, member: 6855057"] Well, I rather thought you'd have comments on my clarification of who the water & plains gnomes are, and specifically whether plains gnomes should be pony-riders or pack-hunting predator-tamers. Anyway... hmm, I should stick with one race-base to a post, shouldn't I? Let's start with the Haffun. To explain who they are; this was the basic concept I posted back on that other forum: There are two major things about the haffuns that I currently am wrestling with: [LIST] [*]Size: Should I make them Small or Medium? Maybe split the difference and go with Small being the norm, but an uncommon strain that is larger (Medium) and more aggressive in temperament also helps protect their communities? [*]Origins: I've not got any real idea for where they came from or how they settled into the Grassy Ocean. Should I try and come up with something more specific, or embrace the ambiguity? [/LIST] Now, on with the facts... The Haffuns are the dominant race of the Grassy Ocean in terms of numbers alone. Agrarian by nature, they settle in large communes known as "warrens"; villages made from heaped earth and woven grass, or timber where possible. In truth, many warrens are quite sparsely set; a relatively small "village" in the human sense serves to house the various businesses that the community depends on, with each haffun family who lives in the warren having its own expansive farmstead surrounding the business-village; the haffuns come to this central hub for various reasons, such as conducting trade. The agrarian skills of the haffuns are well-know; enormous farmsteads house herds of tamed livestock and/or expansive fields of crops. Lacking in mineral wealth, it is the quality and quantity of their produce that gives them the mercantile strength needed to trade with their human neighbors for metal tools. The secrets of the haffun agriculture lie in their leadership by druids (shamans?); individuals skilled in the magic of beast and plant, who guide their people in taking what they need from the land without cruelty or waste. Haffun culture seems paternalistic in nature to outsiders; it is the males who are typically selected as leader-figures, and the males are certainly a plucky and strutting sort. But the women can be just as bold and braggadocios, and work alongside them equally in the fields. In truth, haffuns are matriarchal; the druidic cabals that lead the warrens internally are comprised almost solely of females, and every haffun male knows that in the house, it's the female who's the boss. Part of the reason for this is that the inherent talent for magic is heavily concentrated amongst the female gender of haffuns. Males with magic are less common, and those with potent magic even less so; most male haffun mages are "dabblers", who have the talent to learn only minor magic - Eldritch Knights, Arcane Tricksters, and the like. Males can potentially reach the heights of arcane power, but the talent just isn't as common for them as it is for their females. The inherent forms of magic that resonate with the haffun race are nature magic (druids/clerics), storm magic, wild magic, and fate/luck/fortune magic ("Luckbender Sorcerers", a variant of Chaos Sorcerer from Dragon #385). Whilst druids/clerics form the true rulers of the race, sorcerers are also respected, because their arcane talents are some of the best weapons that their race has. Wizards are uncommon, but some haffuns do go away to the human republic to learn the art; male haffuns find they have more success learning wizardry than they do developing sorcerous talents - and druidic/clerical magic is almost never seen amongst the males. Warlocks, known to the halflings as Hucksters, are much more common than wizards - and almost exclusively male, for it is the males who are most tempted to barter with fey or fiends to attain the power that some quirk of nature denies them. As a general rule, the haffuns are a peaceful and easy-going people. Work hard, play hard; that's the haffun motto. They toil at their labors during the day, then gather at dusk to feast and celebrate. Whilst they can be surprisingly quiet at times, and their scouts are infamous for it, they are by nature generally a loud and raucous people; haffun farms ring with song, laughter, cussing and rough jests, and a haffun meal is practically a battle. Which is rather helped by the infamous size of haffun families. They may not live as long as the Wildheart Gnomes, but they can easily keep up with them in terms of extensive families. Haffuns don't breed quite as rapidly or as heavily as rabbits, but an average family can number between one and two dozen kids - or even more than that, on the biggest farms that need the most workers. Haffuns are not a particularly militaristic race. Individuals make their own paths, and every warren has a militia that tries to protect it against hobgoblin raiders from Viltheed, but as a general rule they are heavily reliant on military support from the human republic for their protection, which is why the haffuns bother to trade instead of just keeping their produce all to themselves. Being not very well suited for melee combat compared to some races, haffuns have taken a great liking to the gun. It is considered one of the most desirable weapons, and every haffun with the wealth to do so acquires a rifle. Pistols are surprisingly common in haffun warrens, and skill with a firearm is quite a social merit to them In particular, Haffun scouts train diligently in the use of the rifle, and justly respected for their skill, stealth and speed, which allows them to rapidly redeploy for maximum firepower. Of the various dangers that threaten the haffun warrens, the two worst are universally held to be the bulettes and the moto-mauraders of Viltheed. Indeed, many haffuns swear that bulettes are some abominable battle-beast unleashed by hobgoblin fleshcrafters, and the ravages of these rapacious subterranean predators are held as one of the great evils laid at the feet of the hobgoblins. [/QUOTE]
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