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Halflings Need a Brand New Bag
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<blockquote data-quote="Rechan" data-source="post: 4675245" data-attributes="member: 54846"><p>I've seen two really great fluff examples on these boards.</p><p></p><p>One is turning halflings into rednecks. Like, stereotypical rednecks. Twelve kids living in a shack, barefoot and pregnant all the time, their religion resembles revivals under tents where the cleric speaks about Jerebus, etc. </p><p></p><p>The second I think fits really well with 4e: Halflings are packaged as "The Little Folk" (i.e. pixies, brownies, and gnomes like the shoemaker gnomes). Halfling villages were always in the wood, concealed well. Communities near halfling villages would leave butter, cream or cheese outside their doors at night (because halflings were not pastoral farmers). The halflings would return by leaving game at the edge of the human settlement, and keep the forest clear of unnecessary predators. But to anger a halfling village meant that children would go missing in the human communities. </p><p></p><p>The above is the spin I would put on them, if I ever really wanted to use halflings (I don't). However, here's another one. It takes some from the gnome bag of "comedic relief" and the Eberron gnome of "being talky and neutral":</p><p></p><p>Halflings as a race of diplomats and entertainers. They are naturally gregarious, sociable, and charismatic. So they are a culture of talking things out, and one that celebrates creativity and performance. They are a race that puts lots of stock in persuasion of argument, and performance (particularly comedians, actors, and poetry, although music is certainly approved of). To the many races, having halflings to perform at your gala is the thing to do, or to hire a halfling negotiator as your diplomatic envoy. Halflings are the "likeable" people, and often get others to do their fighting, or protect them because they are "weak".</p></blockquote><p></p>
[QUOTE="Rechan, post: 4675245, member: 54846"] I've seen two really great fluff examples on these boards. One is turning halflings into rednecks. Like, stereotypical rednecks. Twelve kids living in a shack, barefoot and pregnant all the time, their religion resembles revivals under tents where the cleric speaks about Jerebus, etc. The second I think fits really well with 4e: Halflings are packaged as "The Little Folk" (i.e. pixies, brownies, and gnomes like the shoemaker gnomes). Halfling villages were always in the wood, concealed well. Communities near halfling villages would leave butter, cream or cheese outside their doors at night (because halflings were not pastoral farmers). The halflings would return by leaving game at the edge of the human settlement, and keep the forest clear of unnecessary predators. But to anger a halfling village meant that children would go missing in the human communities. The above is the spin I would put on them, if I ever really wanted to use halflings (I don't). However, here's another one. It takes some from the gnome bag of "comedic relief" and the Eberron gnome of "being talky and neutral": Halflings as a race of diplomats and entertainers. They are naturally gregarious, sociable, and charismatic. So they are a culture of talking things out, and one that celebrates creativity and performance. They are a race that puts lots of stock in persuasion of argument, and performance (particularly comedians, actors, and poetry, although music is certainly approved of). To the many races, having halflings to perform at your gala is the thing to do, or to hire a halfling negotiator as your diplomatic envoy. Halflings are the "likeable" people, and often get others to do their fighting, or protect them because they are "weak". [/QUOTE]
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