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Not *Another* Halfling Thread! (+)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8817962" data-attributes="member: 6790260"><p>Won't that be a bit...</p><p></p><p><em>short?</em></p><p></p><p>...I'll see myself out.</p><p></p><p>Edit: Just kidding! I'll actually read the OP and answer the questions.</p><p></p><p></p><p>Aelph: That would, hands-down, be Ozruk the Fighter. Absolutely <em>hilarious</em> character, but with a great roleplayer behind it. Started out with the goal of being a CN tough-as-coffin-nails "hard man making hard choices" character <em>specifically intending</em> to prove to my Paladin that the world is a dark place and you have to accept and work within that darkness if you want to fight it. Ended up genuinely admiring the (moral) strength and consistency of my character so much, he shifted to Chaotic Good (very, <em>very</em> Chaotic, but still truly Good.)</p><p></p><p>II: I haven't actually used them much. In my current game, I've tried to make it clear that typically "monstrous" races are welcome in society (lifting that bit from Al-Qadim), so I don't think I've included any proper halflings in my game--yet. I'll have to think about what would make sense for a semi-arid/desert region in terms of halflings, since the usual "country squire"/"salt-of-the-earth farmer" types are a bit less fitting when you have rolling sandy dunes instead of rolling grassy hills. Edit: Perhaps draw on the "Smeagol was a hobbit-like being, but of the river rather than of the hills" direction, since there's one big river and, almost certainly, several smaller rivers running through the region.</p><p></p><p>Tercero: In my "if I ever wrote a game, this is what I'd do" rules, I have combined Gnomes and Halflings into "hinnfolk," small partially-fey beings whose physiology arises from where they're raised, rather than what their parents specifically were. There are four types (as, in these rules, there are four types of <em>every</em> race except human, which only has three*): lightfoot (forest-dwelling, have a magical knack for befriending creatures), stoutheart (plains-dwelling hunters and/or nomadic herders, knack for stealth), cragstep (shallow-underground/near-surface dwellers, gifted with tinkering/alchemy), and ghostwise (deep-underground/cavern-dwelling, innate psionic talents.)</p><p></p><p>*For those curious, the three human or "wanderfolk" variants are standard/"Earthbound," Dual-Blooded/"Planetouched," and <em><s>SPAAAAAACE</s></em> "Starbound" (think elan: humans Weirded™ because<a href="https://youtu.be/BVn1oQL9sWg?t=158" target="_blank"> they have been found guilty, of being in space</a>.) Dual-blooded would have rules for importing in half-traits from essentially all other races, because humans, like dragons, can get busy with <em>anyone</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8817962, member: 6790260"] Won't that be a bit... [I]short?[/I] ...I'll see myself out. Edit: Just kidding! I'll actually read the OP and answer the questions. Aelph: That would, hands-down, be Ozruk the Fighter. Absolutely [I]hilarious[/I] character, but with a great roleplayer behind it. Started out with the goal of being a CN tough-as-coffin-nails "hard man making hard choices" character [I]specifically intending[/I] to prove to my Paladin that the world is a dark place and you have to accept and work within that darkness if you want to fight it. Ended up genuinely admiring the (moral) strength and consistency of my character so much, he shifted to Chaotic Good (very, [I]very[/I] Chaotic, but still truly Good.) II: I haven't actually used them much. In my current game, I've tried to make it clear that typically "monstrous" races are welcome in society (lifting that bit from Al-Qadim), so I don't think I've included any proper halflings in my game--yet. I'll have to think about what would make sense for a semi-arid/desert region in terms of halflings, since the usual "country squire"/"salt-of-the-earth farmer" types are a bit less fitting when you have rolling sandy dunes instead of rolling grassy hills. Edit: Perhaps draw on the "Smeagol was a hobbit-like being, but of the river rather than of the hills" direction, since there's one big river and, almost certainly, several smaller rivers running through the region. Tercero: In my "if I ever wrote a game, this is what I'd do" rules, I have combined Gnomes and Halflings into "hinnfolk," small partially-fey beings whose physiology arises from where they're raised, rather than what their parents specifically were. There are four types (as, in these rules, there are four types of [I]every[/I] race except human, which only has three*): lightfoot (forest-dwelling, have a magical knack for befriending creatures), stoutheart (plains-dwelling hunters and/or nomadic herders, knack for stealth), cragstep (shallow-underground/near-surface dwellers, gifted with tinkering/alchemy), and ghostwise (deep-underground/cavern-dwelling, innate psionic talents.) *For those curious, the three human or "wanderfolk" variants are standard/"Earthbound," Dual-Blooded/"Planetouched," and [I][S]SPAAAAAACE[/S][/I] "Starbound" (think elan: humans Weirded™ because[URL='https://youtu.be/BVn1oQL9sWg?t=158'] they have been found guilty, of being in space[/URL].) Dual-blooded would have rules for importing in half-traits from essentially all other races, because humans, like dragons, can get busy with [I]anyone[/I]. [/QUOTE]
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