Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
why do we have halflings and gnomes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Grassy Gnoll" data-source="post: 8198747" data-attributes="member: 6788652"><p>Anyway, here’s a thought/paradox. </p><p>Halflings are Lucky, so a whole settlement of them would, conceivably, be a huge nexus of Luck. Good weather, lack of marauders, bountiful harvests without pests, excellent health, etc. </p><p>Any society, large as a nation or small as a gang, would LOVE to have some of that sweet Halfling Luck miasma hanging over their settlement/endeavours. So perhaps there might be a ‘thing’ where Halflings are sought out to capture and enslave in order to provide protection. Multiple halflings, for choice. </p><p>But, Halflings’ Luck, especially when coupled with the multiplying effect of a settlement’s worth, would help protect them from these self-same seekers of stolen good fortune.</p><p>Only solitary Halflings would be vulnerable. Thus, Halflings get on with everybody because everybody goes to them for their food and drink (which Luck has ensured is always the finest), and this avoids the need for Halflings to travel to other markets - people come to them - luckily, of course, only in sufficient numbers that they can deal with.</p><p>So where do adventurer Halflings come from, and why are they ‘safe’ from slaver predation? Why, because they are the ‘bad luck’ Halflings. When a Halfling PC uses Luck to avoid failing a saving throw, or fumbling their weapon, it isn’t good luck on their part but a manifestation of bad luck on the part of their opponent. Any party fumbles might legitimately be blamed on the Halfling’s aura. </p><p>Thus, Halflings are highly sought after for both trade (on their own terms), and raid (but protected from it); adventurous Halflings are, er, encouraged to go travelling around away from the village, in case they cause a drop in the collective Luck field, and are also protected from raids by their reputation for being unlucky! On their own, they’re ‘dangerous’ and so perhaps drawn to shadowy, stealthy activities. </p><p>But the ‘fountain of youth’/‘holy grail’/‘questing beast’ idea of roping a bunch of Halflings into indentured servitude to provide good luck persists, even so.</p><p>Hmm. Random brain dump.</p></blockquote><p></p>
[QUOTE="The Grassy Gnoll, post: 8198747, member: 6788652"] Anyway, here’s a thought/paradox. Halflings are Lucky, so a whole settlement of them would, conceivably, be a huge nexus of Luck. Good weather, lack of marauders, bountiful harvests without pests, excellent health, etc. Any society, large as a nation or small as a gang, would LOVE to have some of that sweet Halfling Luck miasma hanging over their settlement/endeavours. So perhaps there might be a ‘thing’ where Halflings are sought out to capture and enslave in order to provide protection. Multiple halflings, for choice. But, Halflings’ Luck, especially when coupled with the multiplying effect of a settlement’s worth, would help protect them from these self-same seekers of stolen good fortune. Only solitary Halflings would be vulnerable. Thus, Halflings get on with everybody because everybody goes to them for their food and drink (which Luck has ensured is always the finest), and this avoids the need for Halflings to travel to other markets - people come to them - luckily, of course, only in sufficient numbers that they can deal with. So where do adventurer Halflings come from, and why are they ‘safe’ from slaver predation? Why, because they are the ‘bad luck’ Halflings. When a Halfling PC uses Luck to avoid failing a saving throw, or fumbling their weapon, it isn’t good luck on their part but a manifestation of bad luck on the part of their opponent. Any party fumbles might legitimately be blamed on the Halfling’s aura. Thus, Halflings are highly sought after for both trade (on their own terms), and raid (but protected from it); adventurous Halflings are, er, encouraged to go travelling around away from the village, in case they cause a drop in the collective Luck field, and are also protected from raids by their reputation for being unlucky! On their own, they’re ‘dangerous’ and so perhaps drawn to shadowy, stealthy activities. But the ‘fountain of youth’/‘holy grail’/‘questing beast’ idea of roping a bunch of Halflings into indentured servitude to provide good luck persists, even so. Hmm. Random brain dump. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
why do we have halflings and gnomes?
Top