Halflings Species in Not Forgotten Realms | World Anvil

Halflings

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Люд привык считать эльфов надменными и гра-циозными, дварфов сильными и стойкими, а гномов - если о них вообще думают - считают сообразитель¬ными и осторожными. Полурослики же обладают репутацией проворных и отважных.   Полурослики, или хин, как они сами себя назы¬вают, демонстрируют естественную находчивость, которая часто удивляет большие народы. Их про¬ворство регулярно приходится им на руку, когда их отвага перевешивает здравый смысл, и рассказы о полуросликах изобилуют счастливыми спасениями и побегами на грани невозможного.   Кроме этих типичных особенностей полуросликов, их можно разделить на две крупных подрасы. Мно¬гие аспекты культур этих двух групп позволяют их различать, но и даже без этих деталей их отличает то основное, что движет ими: идти или оставаться. Легконогие полурослики как правило путешествен-ники, а язык и сердце их так же легки, как и их поступь. Тогда как если сильные сердцем полуросли¬ки и отправляются куда-то, то ими всегда движет желание вернуться домой или обрести новый дом и осесть там. Пословица гласит: «Легконогие - легко¬мысленные. Сильные сердцем - сильные узами»   Несмотря на то, что существует множество общин полуросликов, в частности в землях Луирена, полу-рослики часто находят себе место в дварфийских, гномьих, эльфийских и людских обществах. Легконогие полурослики приходят общины, гонимые ветрами странствий, легко заводят друзей и также легко покидают общины по зову тех же ветров или по какой-то другой прихоти. Сильные сердцем же, приходя, оседают, располагаясь как дома, и вплета¬ются в жизнь общины так плотно, что скоро люд не может вспомнить времени, когда они не были их частью.  
  Folk think of elves as aloof and graceful, dwarves as fierce and hardy, and of gnomes — if they think of them at all — as clever and shy. Halflings, in contrast, have the reputation of being deft and plucky.   Halflings, or hin as they call themselves, exhibit a natural adroitness that often surprises larger folk. This nimbleness regularly comes in handy when their courage outruns their common sense, and tales about halflings abound with lucky breaks and narrow escapes.   Beyond these typical elements of the halfling character, halflings can be divided into two major subraces. Many aspects of the two groups’ cultures make them distinct, but even without such trappings they are distinct due to a divergence in what seems to be a primal drive: to go or to stay. Lightfoot halflings are travelers as a rule, with tongues and hearts as nimble as their feet. Whereas if strongheart halflings are on the move, it always seems driven by a desire to return to home or find and settle in a new one. As the saying goes, “Lightfoot, light hearted. Strongheart, strong footing.”   Although there are many halfling communities, particularly in the lands in and around Luiren, halflings frequently fit themselves into dwarven, gnomish, elven, and human societies. Lightfoots breeze into communities as they travel, make friends easily, and then move on as the wind or whimsy takes them. Stronghearts settle in, make themselves at home, and weave themselves so deftly into the fabric of a community that it becomes hard for folk to think of a time without them.    

Strongheart Halflings

  Creatures of the earth who love a warm hearth and pleasant company, strongheart halflings are folks of few enemies and many friends. Stronghearts are sometimes referred to fondly by members of other races as “the good folk,” for little upsets stronghearts or corrupts their spirit. To many of them, the greatest fear is to live in a world of poor company and mean intent, where one lacks freedom and the comfort of friendship.   When strongheart halflings settle into a place, they intend to stay. It’s not unusual for a dynasty of stronghearts to live in the same place for a few centuries. Strongheart halflings don’t develop these homes in seclusion. On the contrary, they do their best to fit into the local community and become an essential part of it. Their viewpoint stresses cooperation above all other traits, and the ability to work well with others is the most valued behavior in their lands.   Pushed from their nests, strongheart haflings typically try to have as many comforts of home with them as possible. Non-stronghearts with a more practical bent can find strongheart travel habits maddening, but their lightfoot cousins typically enjoy the novelty of it — so long as the lightfoots don’t have to carry any of the baggage.   While often stereotyped as fat and lazy due to their homebound mindset and obsession with fine food, strongheart halfings are typically quite industrious. Nimble hands, their patient mindset, and their emphasis on quality makes them excellent weavers, potters, wood carvers, basket makers, painters, and farmers.   Strongheart halflings have all the racial traits of stouts in the Player’s Handbook. Strongheart halflings are shorter on average than their lightfoot kin, and tend to have rounder faces. They have the skin tones and hair colors of humans, with most having brown hair. Unlike their lightfoot cousins, strongheart halflings often have blond or black hair and blue or green eyes. Males don’t grow beards or mustaches, but both males and females can grow sideburns down to mid-cheek, and both genders plait them into long braids.  
  Полурослики  
Мне не хватит пальцев на руках и ногах для того, чтобы пересчитать сколько раз наш мелкий плут ускользал от смерти, но я помню каждый из них. Дай подумать…. У нас был обозлённый мастер плетения канатов, поток раскалённой лавы, сброшенные желатиновые кубы, десяток смыкающихся Коридоров Смерти, взрывоопасная жабья ловушка, Зал Танцующих Скимитаров…
— Магнификус, выдающийся волшебник.
    Любой, кто провёл время в кругу полуросликов, и в особенности полуросликов-искателей приключений, вероятно, становился свидетелем легендарной «удачи полуросликов». Когда полурослик находится в смертельной опасности, кажется, будто вмешивается потусторонняя сила. Если полурослик упадёт с обрыва, её руки зацепятся за корень или выступ скалы. Если пираты сбросят полурослика за борт, он ухватится за обломок и будет использовать его, чтобы оставаться на плаву, пока не придёт спасение.   Полурослики верят в силу удачи, и они придерживаются огромного количества суеверий, которые, по их мнению, приносят удачу или несчастье. Они приписывают свой необычный дар благосклонности Йондаллы, полагая, что время от времени божественная воля богини склоняет чашу судьбы в их пользу (или дает ей пинка, когда это необходимо).   Невиновные от природы   Ученые, волшебники, друиды и барды других рас имеют разные представления о том, как полурослики избегают опасности, предполагая, что почему-то по своей природе они занимают особое место в Мультивселенной.   Одна из таких гипотез ссылается на легенду, в которой говорится о документе, содержащем древние эльфийские письмена - серию статей, охватывающих целые века. Среди многих тайных и мирских тем, затронутых в этом томе, эльфы задавали мысли о силе невиновности. Они рассказали, что они долго следили за расой полуросликов, наблюдая, как мировой беспорядок проходит мимо, оставляя их поселения нетронутыми.   В то время как орки, дварфы и люди боролись, сражались и проливали кровь, чтобы расширить свои границы, эльфы отмечают, что полурослики жили в состоянии лёгкого пренебрежения, не обращая никакого внимания на события в мире. Они заметили, как полурослики наслаждались простыми радостями жизни, такими как еда и музыка, семья и дружба, и то, как они, казалось, не нуждались в чём-то ещё. Авторы пришли к выводу, что по-видимому врождённая способность полуросликов уклоняться от суматохи и бед может фактически быть даром природы, в знак признания ценности защиты мировоззрения полуросликов и гарантируя, что их место в космосе будет навсегда сохранено.  

Суеверия полуросликов

  Полурослики делают много разнообразных вещей, которые по их мнению могут принести удачу или отогнать неудачу. У некоторых деревень или даже семей могут быть такие суеверия, которые больше нельзя встретить нигде, к примеру:   Для безопасного путешествия по лесу, оставляйте несколько семян или лист клевера для Шилы Периройл.   Крупной серебристой белкой может быть перевоплощённая Йондалла. Ведите себя достойно и предложите что-нибудь вкусненькое, когда увидите ее!   Весна - святое время, наполненное удачей. Потратьте минутку, чтобы сделать паузу и немного поразмышлять, или остановиться для быстрого перекуса, когда выйдете на природу в это время года.   Украсте свою шапку или волосы цветами, чтобы защититься от злых фей.   Когда волосы на шее застынут или ваша рука покроется гусиной кожей, знайте, что Чармалейн [Charmalaine] рядом - и вам стоит прислушаться к её предостережениям.   Положите лягушку под свою шляпку, чтобы она принесла вам удачу, но не слишком надолго, иначе это обернётся неудачей длительностью в две недели.   Если вы наступили на бабочку, то вам лучше не покидать свой дом в течении трёх дней ради собственной безопасности.   Когда вы сажаете грядку с репой или редиской, обязательно заройте красивый круглый камень для Йондаллы в верхней части, и она пришлёт к вам парочку купцов с набитыми кошельками.   Всегда держите волшебные круги слева от вас, когда вы проходите мимо, и не забудьте снять головной убор. Никогда не входите и не вставайте в центр таких.   Дружелюбные к Ошибкам   Полурослики легко заводят теплые, дружественные отношения с существами других рас, которые не пытаются нанести им вред, во многом из-за отсутствия хитрости, которая сопровождается их невинным характером. Внешний вид не имеет значения; полурослики судят по характеру и отношению другого существа и если к ним были добры, то они обязательно ответят тем же. Полурослики спокойно могут встретить орка, если у него доброе сердце, и относились бы они к нему так же хорошо, как если бы это был, к примеру, эльф.   Эта открытость не доходит до наивности. Полурослики не верят простым обещаниям о добрых намерениях, их инстинкт самосохранения заставляет их опасаться любого нового "друга", который не показал себя добропорядочным. Хоть, возможно, они и не могут объяснить это, полурослики чувствуют, когда что-то идёт не так, держась на расстоянии от сомнительных личностей и советуют остальным делать то же самое.   Эта часть менталитета полуросликов часто расценивается представителями других рас как храбрость. Полурослик, шагающий в неизвестность, чувствует не столько страх, сколько удивление. Вместо того, чтобы бояться, полурослики остаются оптимистичными, сохраняя уверенность в том, что смогу рассказать хорошую историю когда всё закончится. Будь то ситуация, требующая плута, способного проникнуть в драконье логово или же местное ополчение, отражающее орочью атаку отказавшись отступать, полурослики удивляют большие расы снова и снова своей невозмутимостью.  

Счастье с Сегодняшним днём

  На протяжении всей истории, полурослики никогда не испытывали необходимости расширяться за пределы границ своих изолированных общин. Они проживают свои жизни удовлетворенные тем, что может предложить мир: свежий воздух, зелёная трава и богатая почва. Они выращивают всю пищу, в которой нуждаются, наслаждаясь каждым варёным яйцом и кусочком тоста. Полуросликов знают не за великие литературные произведения или сложные письменные работы об их истории. Учёные, которые изучают их культуру, предполагают, что полурослики, сознательно или нет, считают, что прошлое это история, которая может быть пересказана, но не изменена, а будущее пока ещё не существует, потому не может быть узнано. Только живя настоящим можно познать чудеса жизни.   Я не верю в удачу. Ни у одного из этих нелепых суеверий, в которые так сильно верят полурослики, нет никакой ценности.   Жизнь в качестве Полурослика   Со стороны полурослики выглядят простым народом, но те, кто жил рядом с ними, и те, кто путешествовал с группой полуросликов, знают, что жизнь этого маленького народа гораздо обширнее, чем кажется на первый взгляд. У представителей общества полуросликов есть общие ценности и цели, независимо от того, прячутся ли они в норах на склонах холмов или живут в своём районе города или посёлка, управляемого другой расой.   Всё имеет свою Историю   Как и многие другие расы, полурослики наслаждаются накоплением личных вещей. Но в отличие от большинства других рас, полуросликов не интересует материальная выгода. Самые ценные вещи для полуросликов - те, с которыми связана какая-то история. Действительно, войдя в дом престарелого полурослика, вы с большей вероятностью попадёте словно в книгу с различными и интересными рассказами. Каждый уголок, каждая трещина содержит какую-то причудливую вещь, и её владелец будет более чем счастлив рассказывая историю о том, откуда она. Полурослик, ушедший на покой после жизни приключенца, может владеть множеством разнообразных вещей, такие как ложка из Сигильского Великого Базара, или сковорода, украденная с эльфийской кухни в Эвермите, грабли, подаренные свирфнеблинским торговцем грибами из Подземья, или чешуя белого дракона, добытая в его логове.   Разумеется, большинство владений полуросликов не настолько необычны по своему происхождению. Но даже полурослики домоседы стремятся собирать повседневные предметы, которые сыграли значительную роль в увлекательных моментах их истории (например: «Скалка, с помощью которой тетушка Хэтти прогнала багбира» или "Ботинки в которых Тимтом убежал от волков"). Полурослики считают, что предметы обладают неким "духом" - и чем более драматичная или невероятная история, тем сильнее дух предмета. Эта точка зрения побуждает их подробнее расспрашивать про предметы, которыми владеют представители других народов, и порой из-за таких вопросов они кажутся чересчур любопытными и надоедливыми для них.   Сохраняя историю. У страсти полуросликов к рассказыванию историй есть другой выход, в виде собраний, на которых собираются старейшины, или несколько рассказчиков пытаются превзойти друг друга в мастерстве рассказчика. Стать свидетелем повествовательного собрания полуросликов - великая удача для чужака, ведь старейшины умеют заворожить своими историями, как никто другой. История, со всеми её увлекательными деталями, рассказанная старейшиной, может заставить слушателей смеяться до упаду, затосковать по дому, держаться на краях стульев, мечтать о дальних берегах, затаить дыхание, либо улыбнуться до ушей.   Одними из самых часто рассказываемых историй затрагивают происхождение клановых имён полуросликов. Обычно, такие наименования происходят, поскольку в далёком прошлом полурослики главы семей совершали памятный подвиги или демонстрировали особые навыки, чьи имена со временем закрепились в истории. У таких кланов с знаменитыми именами, вроде Пещероходов, Свиноножек, Рыбкоптанов есть истории, рассказывающие о появлении их имён.  
Как Рыбкоптаны прозвище получили   Из тихих вод, Средь дремучих болот, Злодей подрос, лохматый, Тролль, прозвавшийся Шноблом Конопатым.   И пришёл он, как-то раз, поживиться детворой, Их тела забрать к себе домой, Зубы да когти свои почистить их костями, Да перемолоть их плоть с камнями.   Но в тот день, там рыбачил Полурослик, что храбрым был. Из рода Рыбкоптанов оказался он, Общим предком был для нас с тобою он.   Увидев Шнобла Конопатого в годах своих, Что копался в зубах кривых, Предвидел он, что смутьян злобный этот Всю семью его убьёт.   И в ту пору угрозы роковой, Рыбкоптан схватил леща одной рукой, И, держав за сивый хвост, метнул рыбищу эту Чрез ясную струю, подобно острому предмету.   Подобно раскату грома, юрко завиляв с десяток раз, Друзей своих, и семью свою он спас. Сразила рыба бедную скотину, Разорвав того наполовину. – “Рассказы Рыбкоптанов”, Автор: Харкин Рыбкоптан
    Скрытые у всех на виду   Несмотря на то, что полурослики по своей природе не являются уединённым народов, они умеют находить для своих поселений укромные места. Чтобы обычному путнику удалось отыскать такое поселение, ему потребуется невиданная удача и усердие, а иногда даже и этого не достаточно. Для тех, кто поддерживает мнение, что Йондалла активно защищает своих последователей от вреда, этот феномен объясняется очень просто - она приглядывает за их домами так же, как и оберегает их жизни. Вне зависимости от причин, по которым путешественники ищут деревню полуросликов, они не смогут заметить узкую тропу, что проходит сквозь куст, либо они заметят, что ходят кругами по одному и тому же месту, так и не приблизившись к цели. Следопыты, что сталкивались с полуросликами или жили среди них, знают об этом и поэтому учатся доверять своим инстинктам и прочим своим чувствам, не полагаясь своё зрение.   Обычная деревня полуросликов состоит из небольших каменных домов, с соломенными крышами и дверьми из дерева, либо норы вырытые в склонах с окнами, выходящими на цветущие сады, посаженные зёрна картофель. Поскольку в общине полуросликов обычно менее сотни жителей, то сотрудничество критично для выживания их общества, и каждый житель регулярно вносит свой вклад или предлагает свои услуги, благодаря которым поддерживает сообщество. К примеру, одна семья может обеспечить готовой выпечкой, а другая может чинить обувь или шить одежду. Обычно, полурослики из деревень не делают товары для внешней торговли, но любят торговаться, особенно с посетителями, у которых есть интересные для обмена вещи.   Жизнь, полная развлечений Полурослики редко задумываются оставлять свои деревни в безопасности, ведь у них есть все блага, которые они хотят: еда, выпивка, развлечения, семья, друзья и чувство удовлетворения после дня проведённого за хорошей работой. Когда они удовлетворяют все свои потребности, они успокаиваются, а многие из них превращают свою бездействие в форму искусства. У каждого полурослика есть любимое местечко, где они проводят своё время в бездействии — в тени большого камня, на лугу во время заката, или они расположились в укромном месте у дерева. Пока они не дремлют и не воображают себя, гонящимися за бабочками, они проводят время, занимаясь простой деятельностью, к примеру: вырезать трубку из ветки, плести пряжу в плотную веревку, или воспевать весёлую мелодию на заимствованной мандолине.   Серьёзные дела. Самые старшие жители общества полуросликов являются вожаками, хоть и у этой роли имеется особое применение. Старейшины клана не являются влиятельным лицом в традиционным смысле, их уважают, а к их словам прислушиваются из-за тех историй, которые они рассказывают. Их лучшие рассказы представляют практические знания в рамках мифической саги. Старейшина не может просто провозгласить: "Мы всегда должны быть готовы к нападению гоблинов". Напротив, этот совет он старается вписать в свою историю о том, как давным-давно одна из деревень смогла отразить нападение гоблинов, благодаря бдительности и готовности её жителей - и подобные истории как развлекают слушателей, так и учит их тому, как надо действовать, если гоблинские налётчики найдут их деревню.   Полурослики, в основном, не входят в планы воюющих стран. Их деревни имеют низкую тактическую значимость, и не особо предпочтимы злыми волшебниками или не являются объектом бесчинств тёмных сил. Единственными, кто постоянно угрожает поселениям полуросликов - это различные группировки, состоящие из орков или гоблинов, а иногда и голодный огр, либо прочие монстры-одиночки. А учитывая всё, что вы знаете об удаче полуросликов, эти случаи настолько редки, что о них говорят в течении нескольких поколений. Деревенская история о том как огр съел козлёнка, что принадлежал Фермеру Келлеру - предостерегающий рассказ, который будет повторяться и приукрашаться десятилетиями.   Домá вдали от дóма. Некоторые отдельные полурослики или семьи могут покинуть своё общество по многим причинам. Клан, вынужденный переселиться (возможно из-за вторгающихся существ или природного бедствия) может найти убежище или возможности в городе, вместо того, чтобы искать другое уединённое место в дикой местности.   В городе или крупном посёлке вероятнее всего уже имеется подобный район с мелким поселением полуросликов, а значит, что новоприбывшим сородичам найдётся место, которым они смогут назвать вторым, а может и вовсю новым домом. Зачастую, они присоединяются к прочим полуросликам, что открыли собственную лаву и поддержали любую инициативу, что создали их новоприбывшие друзья, заработав на своё жильё в качестве рассказчиков, пекарей, шеф-поваров или владельцев лавок.     Поселения полуросликов переживают войны, поскольку полурослики настолько раздражительны. Зачем завоёвывать кого-то, с кем вы не хотите иметь никакого дела.   =   =   Паршивые овцы   Хотя большинство полуросликов энергичны и смешны, как и в случае с любой другой расой, некоторые лица среди их общества могут быть непреклонными или ворчливыми, замкнутыми или подозрительными. Подобные черты могут появиться у того, кто в итоге полностью обратится ко злу - довольно очень редкий случай, но который случался настолько часто, что в каждом обществе существует по крайней мере один рассказ о подобном случае.   Полурослик, что встаёт на путь зла, обычно обрывает все связи с семьёй, друзьями и со своим поселением. Постепенно, со временем, полурослики, которые следуют тёмному пути, особенно те, кто нарушает слишком много клятв или причиняют боль другим полуросликам на этом пути, теряют защиту Йондаллы и других богов своего народа. Некоторые говорят, что разум этих полуросликов в конечном итоге становится помутнённым, и они превращаются в жестоких, параноидальных существ, страдающих от мучений и отчаяния.   Таблицы Полуросликов   В этом разделе приведён ряд таблиц, что окажутся полезными игрокам и Мастерам, решившие выбрать или случайно сгенерировать подробности о персонажах полуросликах или их деревень.   Черты характера полуросликов к6 черта характера   1 Вы стараетесь начинать каждый свой день с улыбкой на лице.   2 Не откладывайте на завтра то, что можете не делать никогда.   3 Вы сочиняете о своих друзьях песни, в которых восхваляется их храбрость и ум.   4 Вы крайне осторожны, всегда в поисках монстров и других опасностей.   5 Вы всегда видите светлую сторону в любой ситуации.   6 Вам нравится собирать сувениры, напоминающие о ваших совершённых приключениях.   Идеалы Полуросликов к6 Идеал   1 Храбрость. Вы пытаетесь доказать, что самое смелое сердце может содержаться в самом маленьком теле.   2 Дружелюбие. Вы уверены, что можете дружить с кем угодно или чем угодно.   3 Подающий надежды. Вы готовы жить жизнью приключений и рассказывать множество историй.   4 Оберегающий. Вы готовы защищать и оберегать невинных.   5 Честный. Ваша матушка учила вас, что нужно всегда говорить правду.   6 Азартный. Сможете ли вы украсть сумку спящего гиганта? Конечно же сможете!   Привязанности полуросликов к6 Привязанность   1 Безопасность вашей деревни превыше всего.   2 Нет ничего важнее друзей и семьи.   3 Вы сами выбираете дорогу своего жизненного пути и никто не смеет вам указывать.   4 Вы носите с собой семейную реликвию, с которой никогда не растаётесь.   5 Вы никогда не причините вред тому, кто слабее или менее удачлив вас.   6 Не важно как вы малы, вы всегда дадите отпор всяким задирам.   Недостатки полуросликов к6 Недостаток   1 Вы всегда суёте свой нос в не свои дела. 2 Вы очень беспокойны. Сидеть на одном месте для вас то ещё испытание.   3 Вы не можете отказаться от хорошего времяпровождения.   4 Вы не любите пропускать трапезу, и становитесь угрюмым и сварливым когда делаете это.   5 Вы восторгаетесь от блестящих штуковин и не можете устоять не "позаимствовав" их.   6 Вы никогда не берёте лишь один кусок, когда вы можете забрать целый торт.   Поводы для Приключений к6 Повод   1 Чистить картофель и пасти коз всегда было вам не по нраву.   2 Однажды вы заснули на плоту и проснулись возле человеческого города. Вы были так в восторге от странных достопримечательностей и вкусной еды, что даже забыли дорогу домой.   3 Всё началось с того, что вы воровали тыквы с соседних ферм, но дальше вы решили начать играть по-крупному и ушли из деревни.   4 Вы разговаривали с красивой феей в лесу, а потом очутились за тысячи миль вдали от дома.   5 Старейшина из вашей деревни поведал вам множество историй о том, как он был плутом и часть членом группы приключенцев. Истории настолько воодушевили вас, что вы решили по его стопам.   6 В ходе спора с другом вы решились на то, чтобы прыгнуть на спину спящего коня, который оказался пегасом. С тех пор ваша жизнь несётся на головокружительной скорости.    
Walk & Riddle - The Secret Life of Halflings by James Jacobs; (Dragon #285)   Although halflings are perhaps one of the most sociable races, here are many aspects of halfling society that are overlooked or misunderstood by others. Most halflings live in semi-nomadic groups known as commonwealths, and they strive for lives of comfort and happiness. Of course, there are always exceptions ...   Birth & Childhood Family is the most important value in halfling society, so the birth of a child is cause for great celebration. A pregnant halfling is coddled and showered with gifts during her term, which lasts for about eight months. During childbirth, the mother-to-be is sequestered in her home and attended by a halfling midwife (usually a cleric of Yondalla). It is considered unlucky for men to stay in the house during a childbirth; husbands, fathers, and sons stay with other family members until the child is born.   Responsibility for raising the child does not fall on the parents' shoulders alone. All members of the commonwealth are expected to share these responsibilities. Thus, the infant quickly grows to recognize and trust the entire community, while at the same time the parents are still able to carry on their other responsibilities with little interruption.   Halfling infants are not named until they learn to speak. Until this time, the parents refer to their child only by such loving nicknames as "Scout," "Sprig," or "Dandelion." When the child does learn to talk, the commonwealth's religious leader is immediately called to the house. The cleric performs three rituals on this day. First is the Ritual of Speech, in which the priest anoints the child's tongue with holy water. The cleric then stands vigil over the child until it falls asleep, at which time she performs the Ritual of Silence, during which the cleric burns special incense and prays wordlessly over the slumbering child for approximately an hour. When the child eventually awakens, the parents are summoned so that the cleric can perform the Ritual of Self, in which the cleric records the name of the parents in the Book of Names. Under this, the cleric records the given name of the child, as provided by the parents. Each commonwealth keeps a separate Book of Names; their religious members keep this book safe and secure. It is widely believed that the loss or destruction of a Book of Names indicates that the community has only a few years left before it dissolves or is destroyed through some disaster.   Adolescence, Apprenticeship & Worldwalk As halfling children grow, they are allowed to indulge their imaginations and curiosities about the commonwealth; the adults in town keep an eye on them and remain ready to intervene if they begin toying with something dangerous. Often, an older brother, cousin, or unmarried sibling of the parent serves as a guardian during this time. A young halfling's choice of play, friends, explorations, and personality all factor into the field of work to which he is assigned during the Masters' Fair.   Not all of a young halfling's life is play, however. When halfling children reach the age of five, they are expected to help with minor chores around the village, such as food preparation, farming, building maintenance, tending livestock, and so on. The child's parents attempt to present such chores in an entertaining venue so the child doesn't grow bored with the work. Often, these chores serve to educate the child as well, further preparing the young halfling for the results of the Great Choice.   Most halflings opt to remain within their home commonwealth and take up a career path. Every summer, halfling communities hold a Masters' Fair (see Festivals). When a halfling decides to take up such a profession, he is allowed to spend the time between his Great Choice and the next Masters' Fair as he sees fit; if time permits, it is not unusual for halflings to go on short tours of the world beyond the commonwealth. Those halflings born in the summer months often feel somewhat cheated that this "vacation" is shortened, but there is really nothing that can be done. For this reason, halfling parents often attempt to plan pregnancies so that childbirth occurs in the late summer or early fall, to afford their child the maximum amount of time between their Great Choice and the Masters' Fair.   Once a halfling is accepted by a Master during the Masters' Fair, most of his free time is consumed as he is taught the skills of his chosen trade. This period of education usually lasts five years. Most masters go to great lengths to make their lessons entertaining as well as educational; after all, what bores the student likely bores the teacher. Upon achieving a journeyman's skill level in the career path (as judged by the master), the halfling is given a choice: He can stay on with his master as an assistant, or he can establish his own place of business.   Some halflings make the Great Choice to go on a worldwalk; these folk lead radically different lives from those who stay and take up a more sedentary profession. A halfling who announces a worldwalk is expected to pack up his belongings and leave the community within a week of his Great Choice. This is often a somber time, as friends and family say their goodbyes and help with the preparations. Worldwalks last for variable periods, but they usually comprise a decade or so. During a worldwalk, a halfling simply wanders where he wills. As he wanders, he picks up skills, tales, and knowledge. When he feels that he has spent enough time seeing the world, the halfling is expected to return to his commonwealth and teach what he has learned. Most halfling adventurers begin their careers as a result of a worldwalk. The return of a worldwalker is celebrated with the Homecoming festival.   Typical Gifts Gift-giving is an important skill in halfling society. Often, the type of gift one bestows on another during a birthday or other event can dramatically influence relations between families. The value of a gift is not nearly as important as its practicality. A farmer given a heavy golden plow encrusted with gems should feel slighted, for example, if it was just as easy for the one bestowing the gift to give a good steel plow. Gifts should not only be functional and practical, they should reflect the relationship between giver and recipient. It wouldn't be proper for a halfling woman to give a beautiful doublet to a halfling man she was not romantically involved with, but it would be perfectly acceptable to give the same halfling a nice sturdy belt or pair of boots.   One special category of gift is the homecoming gift. When a halfling is worldwalking, she is expected to pick up a small trinket for each of her friends and family members back home. These gifts should be easily transportable, since the halfling must carry them with her until she returns home. At the same time, they should reflect some part of the halfling's travels and her relationship with the intended recipient. Functionality, in this instance, isn't as important as something that is exotic and unusual.   As a final note, the act of re-giving gifts is a sure way to earn the ire and disrespect of the recipient, especially if the gift given was one the recipient previously gave to the giver. Halflings who re-give gifts soon find that they start receiving gifts that are embarrassing, offensive, or even dangerous. In fact, it is better for such "gift recyclers" to not give a gift at all.   Festivals Halflings love to organize and participate in festivals. These events are usually day-long affairs and often draw visitors from throughout the commonwealth. It isn't unusual to see members of other races participating in halfling festivities. Some festivals are thrown for no reason other than to have a festival, but there are several that are more important to halfling society.   Birthfest: A Birthfest consists of a day-long celebration of the birth of a newborn halfling. When a child is born, the midwife presents the child to the village on the following morning. The mother and father are sequestered in their homes for a day while the rest of the commonwealth celebrates with feasting and dancing. Although they officially last for only the day of the birth, it isn't uncommon for a Birthfest to carry over into a second or even a third day.   Birthday: These events are always grandiose affairs that last for an entire day. The lucky halfling is allowed to spend the morning relaxing in his home as he sees fit. At noon, the halfling's friends and family arrive to escort the celebrant to the village square for a grand feast. The birthday halfling is expected to give a short speech during the feast. Practical jokes, riddles, and surprises are often incorporated into such speeches. After this, the halfling enjoys a shower of gifts from his friends and family, followed by more feasting, dancing, music, and even stage productions. Often, dramatic or important events of the birthday halfling's life are the subjects of these productions.   Great Choice: A halfling's 20th birthday is known as the Great Choice; it symbolizes the beginning of the halfling's transition from child to adult. These birthdays shame all others in regards to production and festivities. During the halfling's birthday speech, he is expected to announce his plans for the future: whether he intends to remain in the village and take up a career path, or whether he intends to embark on a worldwalk.   Masters' Fair: Once each summer, all of the local halfling families get together for the Masters' Fair. These events take place in an open area in the approximate center of a halfling commonwealth; the exact date of the fair is decided by the fair's organizers. A Masters' Fair usually lasts for three days. On the first day, any halflings who have decided to take up a career path since the last Fair visit the many Master Booths that encircle the central feasting grounds. These booths are run by various craftsmen, hunters, farmers, scholars, and military professionals. This day allows young halflings to see and experience what various jobs and crafts entail; those who have made their Great Choice to become craftsmen approach the Masters they would like to work for and present their skills. The day ends in a feast, of course. During the second day of the fair, the Masters retire to the Masters' Paddock, an enclosed area where the various craftsmen decide on which halflings to take on as apprentices or students. The other visitors to the fair spend the day playing games (Most of which involve the throwing of stones), feasting, and relaxing. On the third day, the participants of the fair are invited into the Paddock and the Masters announce who they have decided to accept as apprentices and students. While rare, it occasionally happens that a particularly unlucky halfling is not accepted by any of the Masters he petitioned. In these cases, the halfling is generally expected to follow his mother or father's trade. More often, these rejected halflings leave their commonwealth to become knaves (see Commonwealths and Outsiders).   Homecoming: When a halfling returns to his family from a worldwalk, the family throws a great feast and festival called Homecoming. The returning halfling regales his kin with tales of his experiences during his worldwalk and passes out gifts to his friends and family. After a homecoming, a halfling is allowed a few weeks to settle back into a sedentary life before he is expected to take up a profession related to what he has learned.   Weddings: Halfling weddings invariably occur early in the morning and are held outside whenever possible. Unlike most other halfling festivals, weddings are small and quiet affairs. Generally, only immediate family members and close friends of the bride and groom are invited. The wedding ceremony itself is performed by a cleric chosen by the bride's family, and It takes place in a location chosen by the family of the groom. These short ceremonies involve a brief blessing of the union by the cleric, an exchange of marital vows and wedding rings, and a shared drink of wine from a blessed chalice. After this, the bride and groom are pronounced husband and wife. The couple then retire to a private place of their choosing to consummate the marriage while the Joining Festival is prepared.   Joining Festival: While halfling weddings are small and quiet, the Joining Festival that occurs the evening of the wedding day is anything but. Like birthdays, Joining Festivals attract visitors from miles around, and they often last late into the night. Celebrants typically arrive much earlier than the bride and groom; in some cases the celebration begins before the wedding ceremony. For this reason, Joining Festivals are always held somewhere other than the location of the actual wedding ceremony. The bride and groom traditionally appear at sunset amid fanfares of music and fireworks; the wedding feast begins not long thereafter. This feast is a grand potluck; all of the dishes are prepared and brought by the guests. These "food-gifts" often become quite competitive, and the creator of the dish chosen to be the tastiest by the bride and groom is often rewarded with gifts from the couple's families. During the feast, the bride and groom take part in a "wine-bond," in which they actually make a bottle of wine that is sealed and set away to be imbibed on their 25th anniversary. Joining Festivals officially last until midnight, at which time the bride and groom retire to their home. The other celebrants often stay on until morning.   Final Birthday: On what would have been a deceased halfling's first birthday after his death, the family and friends hold a final birthday celebration. This celebration is filled with feasting and tales of the life of the deceased, and it is generally a pleasant, if bittersweet, occasion. The deceased's possessions are given away to family members and friends during this celebration. In cases where the deceased did not prepare a will, the spouse, siblings, and parents do their best to decide who should get what; often, the intervention of the Council is required (see Justice and Politics). It is considered a grave insult to Yondalla and the spirit of the deceased to attempt to resurrect a halfling who has had his Final Birthday.   Halfling Sex Roles Halfling societies don't separate male and female roles to the extent found in most other cultures. Both sexes are found performing similar tasks and working in similar professions in most halfling commonwealths. Nevertheless, there are certain professions that are almost always favored by a specific sex. Legal professions, such as barristers and judges, are almost always held by male halflings. On the other hand, most professions that interact with the outside world, such as translators, merchants, and messengers, are favored by female halflings.   In family life, parents of both sexes act as care-givers for children. The parents usually split the responsibilities as to who cares for the child and who provides lessons and education in early stages; which parent assumes which role depends on their specialties or professions.   Adulthood Upon returning from a worldwalk or achieving journeyman skill in a chosen career path, a halfling is expected to become a supportive member of the commonwealth. Her skills should complement those of others, and her aid should be lent freely as appropriate. Not all of the jobs a halfling is expected to perform for the family fall under her specialty. For example, a carpenter might be asked to help clean up after a festival, or a baker might be called upon to aid in plowing a new field. Work is more or less shared equally by all members of the community.   There are six career paths common in most halfling commonwealths. Of these six, the military career path is generally thought of as the least enjoyable. Although halflings love excitement, meaningless danger and violence with no more opportunity for wealth or happiness than can be gained otherwise are unpleasant. In some commonwealths, the military path is absent altogether; such communities often rely on the goodwill of their neighbors for defense. The six career paths are:   Military (soldier, scout, tactician)   Craft (carpenter, baker, smith)   Entertainment (minstrel, dancer, actor)   Service (merchant, barrister, messenger)   Agriculture (brewer, shepherd, farmer)   Academic (sage, scribe, engineer)   Each of these career paths affords ample opportunities for advancement and success. Services rendered to other halflings are almost never paid for in coin. Before any action is taken, the halflings involved agree on how the provider is to be compensated; usually, a good meal is all that is necessary. Sometimes, a halfling offers her own skills or goods as payment; for example, a farmer might reward a carpenter with a winter's supply of grain in return for the construction of a sturdy fence.   Many halflings do not keep money in their homes or on their person. After all, it's only necessary when one travels outside of the commonwealth, and for many halflings this simply never occurs. For those halflings who find it necessary to travel beyond the commonwealth, there is the Commonwealth Treasury, a pool of funds kept safe by the Council that is made freely available to travelers. Those who borrow money from the Treasury are expected to take only what they need. The Treasury itself is kept filled by the sales of goods and services to communities outside the commonwealth.   Halfling Professions There are no real social classes in halfling society aside from age. As halflings grow older, they often change their professions to account for their increase in knowledge and decrease in vigor. Venerable halflings generally retire from their profession altogether. It should be noted that halflings rarely become weaponsmiths, armorers, bowyers, or similar craftsmen. They generally live in peaceful regions where such skills are not in demand; when they are needed they secure these skills from neighboring towns or cities. While it isn't unknown to encounter a halfling of a profession normally associated with a younger age, it is indeed rare to encounter a halfling working in a profession normally associated with an older age. Here are common professions or societal roles for halflings of differing ages.   Old aged: alchemist, barrister, judge, sage, storyteller.   Middle aged: apothecary, architect, bookbinder, brewer, engineer, tactician, translator.   Adult: actor, artist, baker, carpenter, cartwright, dancer, farmer, merchant, messenger, minstrel, poet, scout, shepherd, smith, soldier, swineherd, tanner, teamster, weaver, wheelwright.   Courtship & Marriage In halfling society, courtship is often a subject of endless gossip. There is no formalized procedure regarding courtship for halflings. Love happens where it will. Arranged marriages puzzle halflings to no end, and they are the subject of endless jokes and comedic bawdy songs. Idle courtships are fairly common between young halflings before they make their Great Choice. These courtships are usually kept secret and can become quite passionate. Festivals (particularly birthdays) are notorious for spawning such courtships. Nevertheless, they generally last no more than a month and usually end when one or both of the lovers becomes bored with the other, or when gossip about how serious the relationship is growing reaches the lovers. For most young halflings, nothing is more terrifying than marriage. Adults find this behavior entertaining, and they often tease younger halflings in love.   Once a halfling becomes an adult, this attitude begins to change. Courtships no longer have the secretive qualities they had in youth. The lovers are much more open about their affection for each other and spend as much time as they can together; most of these courtships end in marriage within a year.   The parents of the bride and groom are responsible for organizing the wedding, and this often turns into a friendly competition as each tries to outdo the other. A halfling wedding consists of two separate events; the wedding itself and the Joining Festival that follows. Both of these events are described under Festivals. As part of the marriage ceremony, the younger halfling assumes the family name of the elder, and the two are welcomed as new sons and daughters by both families involved. The couple has complete control over which family they decide to settle down with; typically it is with the family of the elder of the couple.   Halflings have an uncanny knack for finding mates who are loyal, dedicated, and true. Adultery is quite uncommon in halfling society, and when such affairs are exposed, they are quickly forgiven and forgotten. If a second affair comes to light (this is very rare), the jilted halfling has the option to forgive again or to press for divorce. Divorces are quite scandalous in halfling society, and they are dealt with as quickly and quietly as possible. A neutral barrister or judge attempts to settle the matter, and the guilty party is usually urged to leave the commonwealth. The victim of the infidelity is allowed to remain in the commonwealth, but often the other halflings harbor unfriendly views against someone who could drive his spouse to such extremes as to cause a divorce. The two families of the divorced couple grow apart, and hostilities might flare as each blames the other for causing it. There really is no winner in a halfling divorce.   The death of a spouse is a far more common event than a divorce, though no less tragic. In any case, a halfling who has lost a spouse to death or divorce becomes a widow. Widows are expected to remain unattached romantically for at least six months so as to avoid possible charges from the other family of infidelity to the lost spouse's memory. Once this period of mourning has passed, the halfling is free to court and marry again. In practice, however, few halflings who lose a spouse ever find love again; most of them spend the rest of their lives alone and bitter. A halfling's passion is difficult to slay, and once gone is even more difficult to rekindle.   Families Unlike most other races, halflings do not possess ancestral homelands. They are a race of wanderers and nomads. Halflings live together in family units. In this case, a family can be quite large, often consisting of up to a dozen different units related by blood or marriage that have banded together for safety. The immediate family (parents and siblings) is referred to as a "birth family," and it usually consists of two parents and around four children. A standard family of halflings can number in excess of a hundred individuals. In halfling society, the family unit is the most important factor; no member of a family is more important than another.   Age brings respect in halfling families. The eldest members of a family are often turned to for advice in times of need, and their decisions are acted upon without question. This dedication to their elders is expected of all members of a family. Disobeying an elder is strictly forbidden, except in cases where the elder is obviously not in his right mind. The punishment for disobeying an elder varies both according to the difference in age between the two and the age of the disobedient halfling. Young children are taught from an early age to respect and obey their older siblings, just as their older siblings are taught to obey the older members of the family. All halflings are keenly aware of their age rank in a family, and this leads to bitter rivalry between halflings of similar ages.   Just as halflings are expected to share their skills and knowledge freely with other members of their family, so too is material wealth shared without question. If a farmer breaks a hoe he can simply wander over to a neighbor and take his hoe to finish his work, assuming the neighbor wasn't using the hoe to begin with. Likewise, should a halfling need money to go to a human town for supplies he could not procure from his neighbors, he is free to take this money from either his family or his neighbors as he can. Unfortunately, it is difficult for many halflings to wrap their minds around the concept that other races do not share with such frequency. Common is the startled halfling who doesn't understand why he was thrown in jail simply for taking the pretty bracelet he saw in the merchant's window. This concept of sharing is the primary reason for the commonly held misconception among non-halflings that all halflings are thieves.   Halfling Encampments Halfling caravans are often forced to set up temporary campsites on the road when there is no village or nearby civilized accommodations. In such cases, halflings organize their wagons into a tight circle in some easily defended area, such as in a narrow valley or atop a hill. If the caravan carries wagon shields, these reinforced oak blocks can be quickly set up to form a low (5 feet high) wall that can provide additional defense. Halflings train from young ages on how best to set up a caravan encampment each member of a traveling group is responsible for one specific task, and when the command to encamp is given they fall to their duties with delight. Races and competitions on who can finish their tasks first are popular and serve to tighten the efficiency of the process. A typical halfling caravan can set up a fully defended encampment in less than 5 minutes. Tales are often told of one group of halflings who had so perfected the art that they could set up in less than 30 seconds, but no halfling can truthfully attest to seeing such a feat accomplished.   Weather permitting, the travelers sleep under the stars inside the wagon circle. If rain precludes this, the interior of the circle is sometimes covered with several large strips of waxed canvas that are affixed to the wagons on the edges and propped up with poles in the middle, giving the encampment the look of a huge tent. Guards are always posted in wilderness or dangerous areas. Typically, three watches of three halflings apiece are posted; guard duty is swapped out each night so that everyone eventually pitches in.   Commonwealths Halfling families are semi-nomadic. They settle down in a particular region that strikes their fancy only to uproot and move along. All birth families are expected to maintain wagons and pack animals to move at the drop of a hat. Strangely, this lifestyle does not mean halflings live in wagons or tents or temporary structures. Rather, halfling families tend to form what are known as "commonwealths."   A commonwealth can consist of up to a score of separate families, although usually they number about ten. The families of a commonwealth lay claim to many dozens of square miles in area; this region usually encompasses the lands of other allies such as humans or gnomes. Scattered throughout a commonwealth are different halfling villages composed of permanent structures and comfortable warrens carved into hillsides. Often, these villages are incorporated into existing settlements founded by other races for convenience. It's easier to conduct trade with outsiders when you're neighbors.   When a family moves, it is normally along an established track between two of these villages. Generally, a commonwealth contains twice as many villages as families. While this means that several villages remain uninhabited, it insures that there is always a place for a family to go. Upon settling into a new village, a halfling family spends several days or even weeks repairing structures and getting things in order. It isn't uncommon to find that humanoids (usually kobolds or goblins), bandits, or monsters have moved into these empty village sites; in these cases, the soldiers and military-minded family members decide whether it's better to force the squatters out or simply choose a different site to claim. Sometimes a family decides to settle in an area that has no pre-established village; in this case, they work together to build homes and buildings for all of their members as quickly as possible.   In times of need, the various halfling families band together to lend support to each other. This occurs most often in times of war but also during natural disasters and other destructive events.   A commonwealth that decides it is no longer welcome in an area might decide to band together and set out as one unit to find a new place to live. These mass exoduses of halflings are rare, but when they occur they happen with astonishing speed. Over the course of a single night, it is possible for every halfling in a 100-square-mile area to pack up and leave for greener pastures.   As an interesting aside, it isn't unknown for a halfling family to contain non-halfling members. Orphans, foundlings, and other wayward children of all races are often adopted into halfling families if they seem friendly or in need of help. Such individuals usually grow up with attitudes quite similar to their halfling kin, despite the fact that they are obviously human, elf, lizard-folk, and so on. Halflings have even been known to befriend animals and intelligent beasts such as pseudodragons, blink dogs, shocker lizards, and the like; such adopted creatures are treated as equals in the family.   Another interesting fact about halfling society is that they easily adapt to the social structures of other races. A halfling family that settles near or in a village or city inhabited by members of another race develops traditions and values similar to that race over a period of several months (assuming they do not leave). They maintain their love of festivals and optimistic attitudes, but other qualities rapidly take on the tone of their neighbors. Most halflings live in human lands so they get along well with humans and are usually considered friends and allies. A halfling family that settles near elves becomes more enthralled with nature and magic. A halfling family that settles near a dwarven clan becomes militaristic and possibly somber. Stories are told of halflings who settle near orcs or other goblinoids and become savage or downright evil.   Finally, it should be noted that not all halflings live in families. A large number of halflings, for whatever reason, have utterly abandoned this lifestyle. Known to other halflings as "knaves," these individuals are subjects of sadness, despair, scorn, or even hatred from family halflings. Knaves usually left their home for a worldwalk and decided that life among humans, elves, dwarves, or whatever suited them better than life with their own kind. More rarely, they are halflings who have been exiled due to divorce or some heinous crime. Rarest of all are the halflings who left their villages because they simply despised their kin. These halflings often become criminals, assassins, or worse, and they often work to bring pain and suffering to their happier kin for reasons only they understand.   Superstitions & Beliefs Halflings worship a sizable pantheon of deities, but the most popular religion is the worship of Yondalla the Protector, the creator of the halfling race. Every commonwealth contains at least three clerics of Yondalla. Often, these clerics are also elders in positions of leadership. Religious ceremony infuses much of a halfling's life: Quick prayers to Yondalla before eating, before going to bed, and before undertaking risky tasks are common. This religious aspect to halfling life is never intrusive, though. Most halfling villages in a commonwealth include a small shrine dedicated to Yondalla and the halfling gods. In some cases, a particularly important shrine is tended by a permanent staff of clerics. Halfling clerics are expected to tend and care for shrines and churches, but they are not expected to live solitary lives of chastity and loneliness. A halfling cleric lives her life just as other halflings do, in the company of friends and family. Druids are also relatively common in halfling society. Halfling druids tend to be hermits, though, and live alone in the wilder areas of a halfling commonwealth. Often, a halfling druid is sought by locals to help with a problem with predatory animals or similar situations. If it can be avoided, the halflings prefer to leave their druids alone, as they can be temperamental and unpredictable.   In addition, halflings often take on the worship of neighboring religions common in the lands of neighboring races. This seems to be an extension of their social adaptability. Worship of Yondalla is usually not displaced except in cases where these other gods have values and beliefs in opposition to that of the Protector. It isn't unusual to see halfling clerics of gods like Ehlonna, GarlGlittergold, Fharlanghn, or Obad-Hai serving in churches alongside clerics of Yondalla. A standard halfling attends religious services once a week. Beside Yondalla, they don't usually worship one deity in preference to another, but rather they worship the deities who have clerics in their family or commonwealth.   Halflings are naturally optimistic; they believe that, no matter how grim or horrible a situation might be, things work out for the best if one just keeps a good attitude. This attitude plays a large part in allowing halflings to resist fear, both natural and magically induced. Halflings are strong believers in luck, but they also believe that good luck comes to those who don't worry about things too much. Excessive worry leads to bad luck. Although they can be hard workers, halflings prefer to relax and watch the world go by. They believe that an overworked person is more prone to anger and that too many overworked individuals in one place lead to unpleasantness like wars. Halflings take joy in the little things in life. A powerful halfling warrior is more likely to be proud of (and indeed, more likely to be remembered for) growing the biggest squash in her commonwealth rather than for slaying a dragon.   Collections One of the most unique aspects of halfling life is their obsession with collections. Almost every halfling has at least one collection; truly ambitions halflings might have a dozen separate collections. Halflings with similar collections often engage in intricate trades to optimize their collection, and like-minded collectors often compete with others for the most complete collection of a specific subject. Envy of another's collection is in fact the most common cause for crimes and violence in halfling society. Someone who willfully steals from or sabotages another halfling's collection is prosecuted quickly; such criminals usually face exile from the commonwealth.   Listed below are several common collections. As a general rule, a collection of 20 or more unique entities is considered standard, a collection of 50 or more impressive, and a collection of over 100 unique entities nothing less than amazing. A halfling who has several large but incomplete collections is not awarded the prestige of a halfling with a complete (or nearly complete) single collection.   Halfling villagers: Pressed flowers and plants, insects, pretty rocks and stones, animal claws, bones, seeds, arrowheads, throwing stones.   Halfling adventurers: Coins, steins from taverns, stones from different cities, gems, monster teeth, potions, magic wands, spell components, throwing stones.   Values, Arts & Skills Halflings value honesty, cheerfulness, and creativity over everything else. Stubbornness is viewed as a character flaw, and individuals displaying such traits often find themselves the butt of numerous insults and practical jokes when in halfling company. A halfling avoids lying to other halflings but does not observe the same level of politeness in the company of those they deem crude, depressing, or dull.   The halfling language is unique in that it is rarely, if ever, written in permanent form. Halflings have a strong oral tradition. The history of a commonwealth is recorded in numerous entertaining stories and parables that halflings memorize at a young age. These stories are told again and again at festivals, after dinner, or whenever someone is listening. Halflings never seem to grow tired of hearing the same story they've heard a hundred times before, but the best stories are those that have never before been heard. Homecoming festivals are naturally the greatest time for such stories, and a halfling returning from worldwalk often talks himself hoarse over the course of one long night of stories.   Also popular among halflings is the art of trading insults. Close friends create and perfect insults, then try them out on each other, honing their skills for a day when they might be needed. Insult matches are often held to determine guilt or liability in times of dispute (see Justice & Politics). Crude insults, while entertaining, are not considered as potent or powerful as a subtle insult that cuts to the quick. To a halfling, the perfect insult is one that makes little or no sense at the time of delivery, but several hours later (hopefully while the victim is trying to go to sleep) the true nature of the insult is realized. An insult that does its damage long after delivery is both safe and lasting.   Halflings enjoy playing games of all sorts, both indoors and outdoors. Games are usually a prominent feature of most halfling festivals, and are generally overshadowed only by the feasting. Of all the types of games halflings play, none are more popular than stonethrowing games. There seem to be an infinite number of variations on this type of game, but most of them revolve around hitting a moving target from a distance with a hurled rock. Halflings collect stones that are particularly well suited for throwing and refuse to use other stones in competition. A popular variant of the simple "hit the moving target" version is a game known as "skipping." In this game, a halfling stonethrower must hit a designated target by skipping or bouncing a hurled stone off of other targets. The most accomplished skipping players can hit targets that are out of sight or around corners by bouncing their stones off of other rocks. Another popular variation of the game is called "hit the birdy," in which one halfling attempts to hit a target while the competitor tries to deflect his stone with a stone of his own.   The one skill in which almost every other race agrees that the halfling the master, though, is cooking. Halfling recipes are rarely written; they are taught from parents to children orally and are jealously guarded secrets. Halflings constantly try to improve their personal dishes in attempts to keep ahead of the inventions of their neighbors. Often, a family of halflings holds a feast simply to show off a single new recipe. Stories are told of unique halfling recipes that create magic foods that have magical effects; if this is true, the secrets of such recipes could make those halflings in the know wealthy. Unfortunately, knowledge of a magical recipe is worth more than any amount of gold for most halflings, and many end up taking their secrets to the grave.   Halfling Cooking Some enterprising halfling alchemists also become great chefs, as the two practices share much in common, and as halflings enjoy their food and drink so much. Only a few have the skill and funds necessary to prepare these potent recipes; those who do quickly become famous and proud icons of their commonwealth. These cook-alchemists have taken their recipes to the next level, creating astonishing fare with interesting side effects.   Each of the recipes below is given an Craft (alchemy) DC rating; this is the number required to prepare the item successfully without also making it into a delicious culinary masterpiece. Alchemists with the Profession (cook) skill who want to make the items tasty as well as useful must also make such a Profession (cook) skill check at the same DC. Failing this second check doesn't mean the alchemy item doesn't work, only that the imbiber might have to choke it down to get the beneficial effects.   Halfling Trail Bread (DC 11): This recipe produces ten servings of spicy, dry bread. A serving eaten with water provides sustenance equivalent to a normal meal. The truly amazing thing about these vittles is that they remain fresh for three months, making them excellent rations for those on the move or as stockpiles against sieges or famines. Unfortunately, the ingredients for trail bread are rare, making them a bit expensive. Cost: 50 gp. Weight: 1 pound/serving.   Grondiel's Chicken Soup (DC 21): This recipe produces six servings of thick, hearty soup that remain fresh for a day. Those who eat a serving of this soup gain a +4 alchemical bonus to any Fortitude saving throw made to resist catching any disease during the next 8 hours. Cost: 70 gp. Weight: i pound/serving.   Moonmoss Pudding (DC 30): This recipe produces one serving of sweet fruity pudding that actually glows in the dark. Moonmoss pudding is a favorite of many halfling children. This pudding provides a short-lived boost of energy for hour after it is eaten, granting a +1 alchemical bonus to Initiative checks made during this time. Moonmoss pudding stays fresh for a day. Cost: 150 gp. Weight: 1 pound/serving.   Zumzum Cake (DC 25): This recipe produces one small buttery pastry with a minty aftertaste. A zumzum cake remains fresh for a week. A zumzum cake increases the body's natural healing rate. A person who eats a zumzum cake before going to sleep for 8 hours of non-bed rest regains hit points as if she had rested for a full 24 hours. Someone who eats a zumzum cake followed by 8 hours of bed rest regains hit points as if she had bed rest for a full 24 hours. Cost: 75 gp. Weight: 1 pound/cake.   Halfling Riddles While cooking, stonethrowing, insulting, and storytelling are all popular pastimes in halfling society, the art of riddling is the most popular of them all. Most halflings engage in long riddling contests with their best friends. One halfling asks another a riddle and waits for the correct answer. Any number of guesses are allowed, but no hints are given and no aid from others is welcomed or sought. A good riddle can keep a halfling thinking for days or even weeks. Elders often tell stories of riddles so cunning or complex that they drove halflings mad, and they warn youngsters to avoid asking riddles that they cannot answer themselves. A halfling who gives up can demand the riddle's answer from the questioner; this usually requires the stumped halfling to perform some sort of service for the winning riddler. If the riddler does not have an acceptable answer for the riddle, though, her reputation suffers greatly. halflings who ask riddles they themselves cannot answer too often are usually scorned and forced out of their commonwealth. Halflings sometimes try to purchase or sell goods simply by asking or answering riddles, so any halfling that expects to succeed in life had better work on keeping a fresh set of riddles in mind for emergencies.   Three common halfling riddles are listed below. For the most part, any halfling worth her salt has heard these riddles; they still sometimes work on humans and other races though.   Riddle: I have a mouth but cannot speak, lay on a bed but never sleep. Answer: A river.   Riddle: A goblin walked twenty miles into the woods to find me, stopped to look for me when he got me, then threw me away when he found me. Answer: A splinter.   Riddle: I've more heads than any hydra and more tales than the longest book. Answer: A sack of coins.   Justice & Politics Age is the most important factor in halfling society. The eldest member of a family is the most respected and venerated member, and the words of one's elders are to be obeyed without question. Nevertheless, there are times when the eldest member of a family cannot lead the family properly due to infirmity. To rectify this, the day-to-day leadership of a halfling village is placed on the shoulders of a patriarch or matriarch. This halfling is attended by a number of elder advisors (usually six, one representing each of the common career paths) who handle resolutions of conflicts and organize events that require input or effort from the entire family. Collectively, this group of halflings is known as the Council. Selection of new elder advisors is the patriarch or matriarch's responsibility; appointment to the office of elder advisor lasts for life. Selection of a new patriarch or matriarch is determined by the elder advisors, who select the best choice from nominations made by the family at large. Aside from the Council, there is no official ruling class in halfling society. Generally, a halfling's parents govern the offspring, administer punishment, and so on.   Halflings are fairly easy going when it comes to conflict. In fact, they generally try to avoid it wherever possible. Nevertheless, crime is no stranger to halfling commonwealths. For minor crimes (such as failing to hold up one's end of a bargain, refusing to do one's share of the work, or wasting resources), the offender's parents or elder siblings administer punishment. Usually, this involves enforced labor, confiscation of valued belongings, or religious penance. A halfling can prove his innocence either through quick wit or supporting evidence, or by challenging the accuser to an insult or riddling duel. Halflings believe that the guilty party in such a duel is wracked with remorse and thus quickly makes an error, exposing his guilt. More heinous crimes, such as sabotaging another halfling's collection of mead bottles, assaulting a halfling, arson, or banditry are always brought before the Council. Halflings accused of these crimes are usually confined to their homes while the Council members hear testimonies and view evidence. The accused can have friends and family argue for his innocence, but he cannot speak directly to the Council. Those found guilty of such crimes are required to right the wrong in some way, usually by giving belongings or volunteering their skills or the skills of their family and friends to fix what was done. In cases where a halfling repeatedly commits these heinous crimes, exile from the commonwealth might be recommended. An exiled criminal is allowed to take with him one pony and all the food and gear he and the pony can carry, and he must leave by sundown on the day judgment is passed. Those who remain in a village after exile quickly find that no one speaks with them and they are universally shunned. An exiled halfling who continues to harass locals is sentenced to true exile (see below). Truly devastating crimes such as murder and treason are exceptionally rare in halfling society, but they do happen. In such cases, the accused is kept imprisoned in an area where he can do no further harm and is guarded at all times by several soldiers. During this time, the Council hears testimony and views evidence as in lesser cases, but rarely does one come to the aid of a halfling accused of such a crime. Sentencing relies solely upon what the Council hears through testimonies of the victims. In ambiguous cases, the Council might call upon the aid of spellcasters to perform divination magic to clear matters up. A halfling found guilty of treason, murder, or a similar heinous crime is always sentenced to true exile.   True exile represents the height of halfling punishment. The guilty party is apprehended and escorted by armed guards to a distant point on the edge of the commonwealth and left with nothing but the clothes on his back. Any halfling who attempts to return while under true exile is treated as an enemy invader and might be attacked by guards. This is as close as halflings come to an actual death penalty, which they regard as barbaric.   Death & Burial Halflings do not cope well with death. When a member of a halfling family dies, close friends and family members spend a day in mourning, during which time they remain sequestered in their homes. Friends and well-wishers leave gifts and offerings of food on the doorstep of a house of mourning while the funeral is prepared. Sometimes, periods of mourning last for several days; in such cases, a Council member has to enter the house of mourning to encourage the family to come to grips with their loss and permit the funeral to proceed.   Once they have mourned the loss of their loved one, the deceased's family carries the body from the home to the site of the funeral (which is usually held at the closest shrine). In cases where no body is available, a valued possession of the deceased is substituted in its place. The funeral proceedings themselves are long, somber affairs during which the friends and relatives of the deceased recount stories and fond memories. When all have had their say, the body is blessed by a cleric and then transported by the family and close friends to a graveyard. Everyone helps dig the grave, and the body is interred without a coffin. A small pile of stones is placed over the center of the grave, and the deceased's name, date of birth, date of death, and a short epithet are carved on a large communal monolith that stands at the graveyard's center. Friends and relatives then depart while other attendees and clerics take care of filling in the grave. A single cleric stands guard over a freshly buried body for three days as a service to the departed soul.   After the funeral, if the deceased died of old age at home and among friends, the mourners have a grand feast. These feasts are designed to pick up the spirits of the mourners, and they are festive, bright, and cheerful events filled with storytelling, dancing, and games. If the deceased died of violence, pestilence, or other unnatural means before a full life was lived, this feast is often canceled. The mourners return to their homes and continue to mourn, often for many weeks.   On the deceased's next birthday, the family and friends of the deceased hold a Final Birthday celebration (see Festivals). Once this event comes and goes, the mourners are expected to come to grips with their loss. Those halflings who continue to mourn after this point quickly begin to annoy the others, and if the mourning continues might even find themselves the target of mean-spirited practical jokes. This apparent cruelty arises not from an actual desire to torment the mourner as much as it does from annoyance. After all, as long as the mourning continues, the other halflings in the community cannot forget their loss.   Halfling Adventurers Despite their domestic and relaxing lives, many halflings become adventurers. Most halfling adventurers are simply those who have just started a worldwalk; upon retiring from adventuring life they return to tell their kin what they have learned. Other halflings become adventurers to support themselves after having been exiled or on becoming a knave. Most tragic of all are those halflings whose families were killed by war, disease, or violence. These halflings are known as the "lost," and in cases where they are not adopted by neighboring families, they always seem to turn to adventuring as a way to come to grips with their tragic past.   Although halfling adventurers can be of any class, most are rogues or have at least some training as rogues. Their small size, natural grace, keen hearing, and natural skills with thrown weapons, climbing, jumping, and sneaking make them naturals. A halfling in a big city will often find that the jobs he is offered can be completed best with a rogue's skills. Also, the halfling's knack for avoiding mishaps often plays a huge part in completing a mission successfully. It can almost be said that halflings were born to be rogues.   All in all, halfling adventurers usually become a well-loved and valued addition to any adventuring party; their cheerfulness is quite infectious and often the only thing that keeps a wounded party from falling into despair.  
People of Luiren - The Hin Most folk who visit Luiren come away with a mixed sense of warmth and confusion. The halflings of this land are, happy and gregarious, but their customs and traditions seem more than a little strange to anyone from another land. On the coast, where the majority of their trade occurs, the halflings go out of their way to accommodate the Big Folk, building larger places for them to sit, eat, and sleep. Those living inland are just as happy to see humans, elves, half-elves, and dwarves as their kin on the coast, but about the best they can offer in the way of hospitality is a dry barn and a hot meal or two.   Races and Culture Though the hin can be found in almost every corner of Faenûn, they are considered visitors everywhere in the world except here. In the cities of the humans, halflings are often relegated to ethnic neighborhoods. In Luiren, however, the hin rule, and their culture reflects that fact. Few members of the other races stay in Luiren long - not because they are inherently unwelcome, but simply because they don't fit in - both literally and figuratively.   The three halfling subraces all look the same, though their manner of dress tends to differentiate them from one another. The typical hin stands about 3 feet tall and weighs between 30 and 40 pounds. She has dark brown or black eyes, ruddy skin, and straight, black hair. Once in a while, however, a child is born with fairer skin and curly brown or red-brown hair. Such a feature is always considered a good portent, and the hin say that such a child is "blessed by Brandobaris."   Halflings (Ghostwise) Very few ghostwise halflings still dwell in Luiren, and those who do live deep in the Lluirwood. These hin are rarely seen by visitors.   Halflings (Lightfoot) Though lightfoot halflings call Luiren home, they constitute only a small minority there because most of them departed the Lluirwood right after the Ghostwars. According to the tales passed down from parents to children, the lightfoots were unwilling to remain in close proximity to the sites of the massacres that had occurred during that conflict. Those few who stayed behind had little choice but to settle in with the stronghearts, trading in their nomadic ways for more sedentary lifestyles.   Lightfoot halflings are similar in almost every physical respect to their strongheart cousins. In fact, the only discernible difference between the two subraces is attitude. Lightfoot halflings tend to be jovial, almost carefree individuals, and their nomadic nature has never completely left them. In fact, the habit of frequent relocation within Luiren (see Life and Society, below) was instituted by the lightfoots to assuage their wanderlust without actually leaving their homeland, though this practice was later adopted by the stronghearts as well. Lightfoots immensely enjoy pets, and the typical lightfoot family keeps a large hound of some sort as both companion and protector. Lightfoots might not be quite as stodgy and dour as their strongheart cousins, but both groups have learned that the only way to convince the tall people to leave them alone is to fight back. The lightfoots used to just run away, but now they stand shoulder to shoulder with their strongheart neighbors when necessary.   Halflings (Strongheart) Of the three subraces of halflings native to Faerûn, the stronghearts are the most closely tied to Luiren, and the vast majority of them still reside in their native land. It was the stronghearts who first experienced the depredations of the ghostwise tribe during the Hin Ghostwars, and the stronghearts were the ones who insisted on seeing that grisly work all the way to its conclusion (see History of Luiren, below). After the Hin Ghostwars, the strongheart halflings chose to turn away from their previously nomadic existence, clearing the forest and settling the land now known as Luiren.   Though hot quite as dour and reserved as ghostwise halflings, the stronghearts are the most down-to-earth and practical of the three subraces. Whereas the lightfoots have never completely shaken off their desire for travel, most stronghearts are content to work their land, share their goods, and enjoy a pleasant evening in front of a hearth with a filled pipe. At the same time, the stronghearts have adapted well to the lightfoots' concept of a partially nomadic existence, and they occasionally pack up and shift to new locations (and as often as not new careers) without undue thought. The strongheart tribe has earned its name on more than one occasion from its members' fierce determination to stand strong in the face of adversity, to defend their homeland and protect their young, and to endure the hardships of the land. More than a few would-be invaders have been surprised by the unwavering determination of their strongheart foes.   Strongheart halflings prefer to dress in simple garb suitable for working in the fields or laboring in the city. A male strongheart typically wears loose pants stuffed inside stout work boots, with a sleeveless leather lace-up vest over a simple linen shirt. A female usually prefers a peasant dress, often with an apron, and a simple cap beneath which to tuck her hair. During inclement weather, a halfling of either gender wears a light cloak to keep out the damp. In addition, a typical strongheart takes along a good walking stick wherever she goes.   Life and Society The halflings of Luiren live a happy-go-lucky lifestyle that suits them well but causes some misunderstandings with other races. Teamwork is a major component of hin society, and just about every halfling worth his salt pitches in to help with whatever community project is at hand. The Small Folk have an innate understanding of the fact that no individual can get much done without cooperation from his fellows.   One unique aspect of Luiren's culture is the halflings' occasional desire to uproot themselves and relocate. A family might suddenly decide to move to another part of the same town, or even to a different city. Families often exchange the intensity of life in an urban center for the rural quiet of farm life, or vice versa. Such a relocation can occur several times in a halfling's life, and someone moves at least once per tenday in any sizable community. When a halfling moves, all his possessions are left behind - furniture, food, clothing, and even his job. All the neighbors pitch in to throw a special kind of going-away party, wherein everyone helps clean up the property to get it ready for the next tenants. The house does not stay empty for long, because whenever a hin family moves away, another soon arrives.   At any given time, a certain percentage of the abodes in any locale are vacant and, waiting for new occupants. Families visiting a town for the first time might spend a day or two checking out the vacancies before deciding which place (and furniture, and clothing, and job) are right for them. Outsiders find this behavior more than a little odd, but to the hin, it's as natural as a rainbow after rain.   Economy Most of Luiren's economy is based on agriculture. The hin export raw foodstuffs such as grains, vegetables, and citrus fruits, plus prepared foods such as cheese, brewed beverages, and baked goods (particularly pastries). They also offer a few handcrafted items, such as carved wood and fired pottery goods. A few farms, also specialize in livestock, so wool and hides are exported in small quantities.   The halflings do a substantial amount of trade with the gold dwarves of the Great Rift, exchanging their surplus foodstuffs for precious metals. Most of their remaining trade goods travel to market by ship, but few halflings have the temperament for sea travel, so they rely on merchants from other lands (primarily Durpar) to handle such trade for them. Because of this frequent business contact, certain inns and taverns in the coastal cities of Luiren, where the human merchant ships dock, offer human-size accommodations.   The remaining goods are taken overland by caravan to Dambrath. Great care is used on such trips because the halflings know their Crinti neighbors (and their long history of aggressive invasion) quite well. For that reason alone; the halflings choose to conduct their negotiations with merchants in Dunfeld traveling deeper into Dambrathan territory. Other caravans travel the road between Luiren and Estagund, though this route isn't a main trading path, since moving the goods by ship is usually easier, faster, and less dangerous.   The hin do not mint their own coins, since they have no need for them except to trade with outsiders. Inland, most hin feel no need for money, instead using a barter system to trade with one another when the need arises. Halflings who do not have cause to visit the coast or the border regions of Luiren can go months or years without seeing a minted coin. What little coinage does move through the coastal trading cities comes from other nations, primarily Dambrath and Durpar.   Thus far, the hin have adamantly refused to allow the Red Wizards of Thay to proliferate in their homeland. To date, the Thayans have inquired several times about the possibility of establishing an enclave in Beluir, and each time, the mayor - with the solid backing of both the citizens and the leaders of the clergy - has steadfastly refused. The hin feel that no good can come from allowing the wretched Red Wizards to get a toehold in Luiren, and their attitudes aren't likely to change anytime soon.   Law and Order The hin of Luiren have few laws and many customs. Strictly limiting the actions of a people who are whimsical and mischievous by nature - who acknowledge an avowed rascal in their pantheon - would be nigh-impossible task. Nonetheless, the halflings manage to regulate themselves enough to prevent most serious offenses against society. When a native of Luiren commits a minor offense, the miscreant usually just receives "a good talking-to" and an admonition to straighten up and fly right from an older, wiser halfling. When an outsider stirs up trouble, the halflings' often find creative ways to turn the crime back on the criminal. For example, a con artist might find himself duped into losing his own coin as well as what he gained through his cheating ways, or a thief might wake up to discover that he's been moved in the middle of the night - minus his belongings - to the middle of nowhere.   The halflings recognize that there are a few truly bad apples in every barrel, and that if left unchecked, an exceptionally villainous individual can cause quite a mess. When such a situation occurs, the hin call on a local marchwarden (see Defense and Warcraft, below) to administer justice. Though halflings are generally jovial and prone to forgiving slights, they can deal with serious threats quite firmly, as evidenced by the Ghostwars. When hin law catches up to a murderer, he shouldn't expect much more than a quick execution.   In any rural community in Luiren, two rather informal councils of village elders handle most of the governing. The menfolk assemble on the front Stoop of the largest communal building (usually a taproom or general store), and the womenfolk gather around the baking table inside. These two groups discuss the situation's facing the community and decide on the proper way to handle any problems. Usually, the most respected and/or prominent citizen in the community presides over the dual meeting as mayor or wise woman, though occasionally a marchwarden assumes the role of leader. This individual listens to all arguments and counterarguments and, if the gathering cannot come to a consensus, hands down a decision for dealing with the situation at hand.   In Luiren's urban centers, the governing body is more formal. During each of the five seasonal holidays, anyone who wishes a voice in the government comes to the central square (or the marketplace or the green in front of the mayor's office) to participate in discussions on the issues that concern the community. These debates address all pertinent topics, including whether or not the current mayor is handling the situation well enough to continue serving. More often than not, unless a real crisis occurs or the current mayor has decided to uproot and move to a new place for a while, that part of the discussion lasts only a few moments and consists of a few toasts, some good-natured jokes at the mayor's expense, and a quick verbal vote before the real celebrations begin. Should a change of leadership be in order, the citizens might spend an hour or two hearing various prominent citizens speak before a vote is called. At that point, whichever hin is elected takes over management of the town or city.   The mayor is responsible for the city's day-to-day public operations, but he usually delegates such tasks to other halflings who he knows can get the job done. A halfling settlement often collects a minimal tax to help defray the costs of running the city, but the tax rates are usually very low. The marchwardens, with the aid of a few volunteer city guards, deal with any trouble that erupts, whether caused by halflings or outsiders. Few humans who have spent a night or two in a halfling-sized prison cell are eager to do so again.   Defense and Warcraft Along the boundaries of the nation - specifically at the edges of the forests - loosely organized group of halfling protectors known as marchwardens is constantly on the lookout for threats. The marchwardens are volunteers who understand the need to be vigilant and have the necessary skills to handle trouble. The rest of the population genuinely appreciates the marchwardens, recognizing them as Luiren's first line of defense against enemies.   For such a small people, the hin are surprisingly ferocious when it comes to defending their homes and land. They do not make a habit of going to war, but they are perfectly capable of rising up and organizing a defense against other nations or monsters that arrive with conquest on their minds. Marchwardens are quite effective at motivating and guiding militia forces of halflings against larger opponents, and many an invading army has discovered that such a force is good at guerrilla tactics, especially in regions heavy with wooded thickets. Since almost every side of Luiren is screened by forest, such tactics almost invariably work to the halflings' advantage.   Defense of the coast is a bit trickier for the halflings of Luiren. Only a few of the Small Folk are truly comfortable on the ocean, so hin warships are few. Instead, the folk of Luiren find honest, trustworthy human corsairs and offer them a regular cut of trade profits in exchange for patrolling the coastline. Those few halflings who do take to the sea often sail with this independent "navy." Though halflings might seem silly and flighty to members of other races, they are good judges of character and have little trouble distinguishing trustworthy sea captains from those who would try to take advantage of them.   Religion As a rule, halflings prefer to venerate the entire hin pantheon, recognizing the value that each deity brings to the overall religious experience. The stronghearts and lightfoots of Luiren, however, often choose to favor some deities over others. Arvoreen has the most ardent following, since the natives of Luiren find the tenets of the Vigilant Guardian most in keeping with their line of thinking about how to protect their land. Many clerics of the Wary Sword serve in positions of political power, as mayors or even marchwardens.   After Arvoreen, Yondalla is the most popular deity among Luiren folk. The halflings view her focus on home and security as wise and useful, and they welcome her notions of tradition. In addition, a sizable faction of hin - especially druids and rangers who live on the fringes of civilization - choose to venerate Sheela Peryroyl.   Most of the settled halflings who have remained in Luiren are curious, if not troubled, by the teachings of Cyrollalee the Hearthkeeper, who urges her followers to earn the respect of other peoples by establishing a hin nation. After all Luiren is already such a nation, and its citizens do not understand why the goddess would suggest otherwise. While few hin go out of their way to discredit such views, they believe that this concept bears careful watching.   Although every halfling offers up some lighthearted respect to Brandobaris, few who live in Luiren truly venerate the trickster deity. All hin understand that Brandobaris's outlook and antics reflect a part of their nature, but the older and wiser individuals also understand the limitations of such behavior. Nonetheless, every halfling knows by heart the legend of how Brandobaris helped the halflings found Luiren in the dawning days of Faerûn, and almost every hin offers an occasional prayer of thanks to him for granting the race its clever and cunning nature.   Adventurers The hin certainly do not object to the presence of adventurers in their lands, and in fact, their tradition of hospitality demands that they welcome such visitors, as long as they don't cause any trouble. The hin tend to be a little more cautious about wizards and sorcerers than they are about other adventurers, since proximity to Halruaa and Durpar has made the halflings wary of powerful arcane spellcasters who use magic excessively. Likewise, priests of dangerous or evil deities are unwelcome inside Luiren's borders, but other clerics are permitted to visit, so long as they do not attempt to proselytize to the locals.   The hin know that most out-of-towners come to Luiren not to see them, but to explore the dangerous places along the fringes of civilization. This suits the halflings just fine, since adventurers usually return from their quests with coin to spend on goods and services, and they might actually defeat a dangerous monster or two along the way. The halflings gladly let the adventurers keep half of everything valuable that they bring back from the depths of the forests, swamps, and mountains.

 
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