Mind of tempest
(he/him)advocate for 5e psionics
ogres, trolls, hags, gnolls cultist lots of stuff in baseline dnd would eat people, you like orc being really evil would not yours work that way?Umm, all intelligent creatures in your world are cannibals? Why would they need to be worried about being eaten by, say humans? Or are you assuming that every campaign world is monster world where every surviving race is in a daily struggle for survival? If so ... how do commoners grow food?
In a world with up to a hundred or so races, not all of them can have kingdoms. Many races don't have kingdoms. Aarokocra form colonies made of one large open roofed nest, Firbolgs live in isolated tribes, Goliaths are reclusive mountain dwellers, Tabaxi live in a distant homeland in small tribes just to name a few.
As far as their lore being "bare bones", again they have just as much or more lore as every other race. You just don't like it.
depends on the world halflings are noted to have a large population if they lack them now they like did have them once.
I can go back through all of dnd editions and still gain very little to work from not even their gods have much flavour other than good and nice which does not let you build much.
I do not dislike it merely because it is bland but because it other very little for building a character around and their base concept is built around a single character archetype.
look I am not a skilled monster hunter but the strategies included were borderline insulting they at best would work against a predatory cat such as a leopard but not so much against iron armoured foes with metal and fire.MTF goes into detail about how they defend themselves against monsters.
So do something with it. Do the books need to spell out every little detail for you?
And again, the books do go into detail about their storytelling. And since halflings are commonly thought of as rogues, you can easily see them as bad guys to one degree or another.
Well, yes. For starters, three of my players are playing halflings. It was important to them that this guy was corrupting their people.
Halflings, in my world, are also one of the more civilized people--humans, orcs, and elves only have tiny tribal-style villages at most, often built around ruins, whereas halflings have towns (the setting is a world-forest, centered around a giant river, that actively fights against anything larger than a town). Only dwarfs and gnomes (who basically are one people) have larger civilizations. The only changes to halflings are that they control a lot of the boat traffic and mint coins (unlike other surface races, which engage in barter or use hacksilver or weigh the metal; dwarfs also mint coins).
This also meant that if the cultist had an uninterrupted hold on the town--which he almost did; he was a charismatic preacher promising eternal life to supplicants and was performing various miracles for them--he'd be in a decent position to spread out to other halfling towns and take them over as well.
I should reiterate that the halflings are, for the most part, the same as you get out of the PH: we were introducing a new player to D&D and as the only official settings I know well enough to run well are Ravenloft and Planescape (neither of which are new-player friendly) and I love world-building, I whipped up a super-simple world based on some ideas I had floating around in my head. I didn't want to make any radical changes to confuse the new person. Then the rest of the players (sadly, the new person had to leave for non-gaming reasons) liked the world and their characters enough to continue playing in the setting.
They most likely have a militia of sorts. They have a god of defense (Arvoreen), after all. Also, they're villages are notoriously well-hidden, so dumb ogres might not be able to find them.
Also, people keep pointing out that halflings tend to live among humans or near human cities, so they probably are protected by human or multi-racial patrols designed to keep such threats away from civilized lands.
you can't use your homebrew to argue in favour of the halflings as the official law is what bugs use.
one can't hide farmland very well as other than a forest or mountains not much will make flat open land not obvious and them all getting back up from humans does not serve to make them distinct from humans which is part of the problem they seem to literally just be small humans and that seems like a waste of pages.