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Tell me about halflings in your world.
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<blockquote data-quote="trowizilla" data-source="post: 1804513" data-attributes="member: 18181"><p>In my world, each race is the result of efforts by the over-gods, who are split into different aspects to form the gods most people worship. Some over-gods created races to embody certain qualities, while others made races as a "lets see what happens" thing. For example, elves, humans, and orcs were all created by an over-god who wanted to explore the civilization/barbarism scale of things (which, by the way, is why they can all interbreed: they're actually just different sub-races, although they'd all be shocked to find this out). </p><p>Anyway, halflings were created by an over-god who valued freedom. Therefore, although there's as many kinds of halfing civilizations as there are human, they all tend to be nomadic or semi-nomadic, and to place a high value on personal freedom. The main group my players have come in contact with are a herding people who live in a plains area. They keep flocks of tsula (a sort of sheep-goat hybrid that gives milk and grows wool) and ride tall, shaggy dogs, herding them between winter and summer pastures. Each multi-generational family generally lives in sod houses, and often refuses to allow taller races inside because they'll knock off the roof. Otherwise, they're extremely hospitable to visitors, often greeting them with a feast and games. Halflings with wanderlust are encouraged to strike out on their own, given the traditional parting gift of a young riding dog and assured of their welcome if they ever wish to return. </p><p>Halflings often have a casual attitude toward property rights, especially in regards to unused items. Although the typical halfling will not steal used items, like a farmer's plough, he sees hoarded wealth as useless and will seldom refuse and opportunity to "liberate" it. After all, it's not doing anyone any good in that vault, is it? They tend to be impulsive and generous, often to a fault, and radically oppose compulsion. Halfling wizards tend to avoid using compulsive spells like "charm person", although they appreciate tricks and illusions. Very, very few halfling societies ever use imprisonment as a punishment, and clerics of the various coercive gods are spurned.</p></blockquote><p></p>
[QUOTE="trowizilla, post: 1804513, member: 18181"] In my world, each race is the result of efforts by the over-gods, who are split into different aspects to form the gods most people worship. Some over-gods created races to embody certain qualities, while others made races as a "lets see what happens" thing. For example, elves, humans, and orcs were all created by an over-god who wanted to explore the civilization/barbarism scale of things (which, by the way, is why they can all interbreed: they're actually just different sub-races, although they'd all be shocked to find this out). Anyway, halflings were created by an over-god who valued freedom. Therefore, although there's as many kinds of halfing civilizations as there are human, they all tend to be nomadic or semi-nomadic, and to place a high value on personal freedom. The main group my players have come in contact with are a herding people who live in a plains area. They keep flocks of tsula (a sort of sheep-goat hybrid that gives milk and grows wool) and ride tall, shaggy dogs, herding them between winter and summer pastures. Each multi-generational family generally lives in sod houses, and often refuses to allow taller races inside because they'll knock off the roof. Otherwise, they're extremely hospitable to visitors, often greeting them with a feast and games. Halflings with wanderlust are encouraged to strike out on their own, given the traditional parting gift of a young riding dog and assured of their welcome if they ever wish to return. Halflings often have a casual attitude toward property rights, especially in regards to unused items. Although the typical halfling will not steal used items, like a farmer's plough, he sees hoarded wealth as useless and will seldom refuse and opportunity to "liberate" it. After all, it's not doing anyone any good in that vault, is it? They tend to be impulsive and generous, often to a fault, and radically oppose compulsion. Halfling wizards tend to avoid using compulsive spells like "charm person", although they appreciate tricks and illusions. Very, very few halfling societies ever use imprisonment as a punishment, and clerics of the various coercive gods are spurned. [/QUOTE]
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