Now, can you show me two examples like that from WotC books?
Why should I bother to go through all the books when you have shown through your repeated actions on this thread that you will just dismiss it?
And more to the point, there's no need to. People can make stuff up or use the Tolkien standard however they wish.
See, sure, I agree that you can be creative. That's fantastic. But, again, you keep making presumptions. You presume that I can't do it because I asked the question.
I presume that since you keep saying there's nothing in the books to tell you how to play a halfling, then that means you can't figure out how to play something unless there's at least two written, canonical standards. Like below...
It's not that I can't do it, it's that I don't bother because, well, since halflings are almost never played at my table, and are almost never making any sort of appearance in the adventures I'm running, why would I bother.
Same with my campaign and elves and dwarfs. Nobody's played them. I still spent some time figuring out what elf and dwarf towns and lives were like. I included some of that info in the player handout I gave people, which consisted of 2-3 paragraphs per PC race.
Maybe nobody at your table plays halflings because the DM, whoever that is, doesn't even
try to bring them into their setting. Next time you start a new game, try writing up bit on halflings and how they interact with the world around them. Maybe you'll get someone interested in trying them out.
I don't make beholder cities either, but, that's because I never really bother using beholders. But, thank you for the implied insults that I'm just not creative enough to use halflings. It's comments like that that just make this thread such a joy.
Then prove your creativity, instead of just demanding canonical examples that are really only canonical in one specific campaign setting.
A beholder city could be fun! Imagine a beholder that has somehow managed to suppress its species' natural xenophobia. It created or captured several weaker beholders and has magically put them into a deep sleep (extra-strong sleep-eye ray? magic item? drugs? we'll figure that out later). It then whispers to them, shaping its dreams so they slowly, but continually produce new beholders, which the main beholder then controls. Here's where I'd start converting beholder-kin from 2e because clearly these newly-created beholders are going to be weird-looking.
Aaand I might just expand this into a particularly weird and alien Ravenloft domain.
But, again, halfling druids? What halfling druids? Where do I find any information about these halfling druids?
Ask me, the worldbuilding DM.
Other than Ravenloft (and possibly Planescape, one of these days), I never run in pre-gen worlds. I strip-mine other settings for interesting bits and use them in my own world.
Since when do halflings have a significant druidic tradition? Can you point me to where it talks about that? I thought halflings were pastoral farmers. Doesn7t sound very druidic to me. I'm drawing something of a blank on the connection between halflings and nature priests. Elves? Sure, totally see that connection. Whole "stewards of nature" thing just screams druid. But halflings? Where did that come from?
This is what I mean. The PH doesn't draw an neon arrow connecting halflings with druids or nature priests and you can't seem to imagine it could be anything different.
The correct answer is, halflings have as much of a druidic or nature priest connection as you, the DM, want them to have.
Which really shows why having too much lore (in the PH, at least) is actually a bad thing. It constrains you into being unable to think outside of its little lore box.
(Also, you're drawing a blank on why a people who work in the agriculture field would want to have spellcasters that specialize in plant and animal magic?)