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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Bayushi_seikuro" data-source="post: 8802544" data-attributes="member: 7024851"><p>I'm pretty proud of my homebrew halflings in my Eternal Winter game. The players really thought they were cool when they encountered them.</p><p></p><p>The setting was a post-apocalypse, 'impact winter' caused by Ymir's corpse ripping through planes and impacting this world. Different cultures reacted in various ways: the goblinoids and orcs really rose up in waves of pillaging, while the eladrin took in what survivors they could before they domed their cities off. To fight back against the orcs, the wood elves turned to two otherworldly forces - some turned to strict carnivore and the eating of intelligent beings (and were worshippers of Yeegnoghu) and some turned to the Lady of Winter, still savage but trackless across snow. The gnomes made warforged to help fight off hordes and allied with humans in a full retreat.</p><p></p><p>The halflings? There are only about 200 halflings left because, largely, they held back the orc and elven hordes with the power of firearms. The halflings, culturally, were a lot like Old West Americans, and kept their lore and magic hidden in their family cookbooks (their magic was consumable-based) </p><p></p><p>The best was the mission where the PCs discovered this. They were tasked to recover any halfling lore they could find, as well as the pistols and badge of the last Sheriff of the halfling people. They found the enormous cookbook, full of lore and magic recipes (they liked the frost-resistance lemon cake) and then met the Sheriff... the Sheriff had become an intelligent wight and continued to serve his community, even though the citizens had turned into ghosts, repeating previous days over and over. The players bartered - the artificer put the effect on the Sheriff's long rifle where he no longer needed ammo, and in exchange, the Sheriff passed over his revolvers and his badge of office to keep his people going.</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 8802544, member: 7024851"] I'm pretty proud of my homebrew halflings in my Eternal Winter game. The players really thought they were cool when they encountered them. The setting was a post-apocalypse, 'impact winter' caused by Ymir's corpse ripping through planes and impacting this world. Different cultures reacted in various ways: the goblinoids and orcs really rose up in waves of pillaging, while the eladrin took in what survivors they could before they domed their cities off. To fight back against the orcs, the wood elves turned to two otherworldly forces - some turned to strict carnivore and the eating of intelligent beings (and were worshippers of Yeegnoghu) and some turned to the Lady of Winter, still savage but trackless across snow. The gnomes made warforged to help fight off hordes and allied with humans in a full retreat. The halflings? There are only about 200 halflings left because, largely, they held back the orc and elven hordes with the power of firearms. The halflings, culturally, were a lot like Old West Americans, and kept their lore and magic hidden in their family cookbooks (their magic was consumable-based) The best was the mission where the PCs discovered this. They were tasked to recover any halfling lore they could find, as well as the pistols and badge of the last Sheriff of the halfling people. They found the enormous cookbook, full of lore and magic recipes (they liked the frost-resistance lemon cake) and then met the Sheriff... the Sheriff had become an intelligent wight and continued to serve his community, even though the citizens had turned into ghosts, repeating previous days over and over. The players bartered - the artificer put the effect on the Sheriff's long rifle where he no longer needed ammo, and in exchange, the Sheriff passed over his revolvers and his badge of office to keep his people going. [/QUOTE]
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