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Table of Contents

Introduction 2 The People 2 Clans 6 Government & Justice In The Shires 9 Language 11 Of The Telling of Tales 13 Music of the 15 Of Pipesmoke 16 Home 17 Money & Hade 18 High-Level Characters 19 The Master: A Halfling Sub-Class 19

Credits: Design: Ed Greenwood DUNGEONS & , and D&D are registered Editing: John Fitzgerald trademarks owned by TSR, Inc. Product Manager: SamplePRODUCT fileS OF YOUR IMAGINATION and the TSR logo are Coordinators: Bruce Heard, Karen S. Boomgarden trademarks owned by TSR, Inc. Cover Artist: Distributed to the book trade in the United States by Random Interior Artist: Artie Ruiz House, Inc., and in Canada by Random House of Canada, Ltd. Graphic Design: Stephanie Tabat, Dave Sutherland, and Distributed to the toy and hobby trade by regional distributors. Dennis Kauth Distributed in the United Kingdom by TSR UK Ltd. Cartography: Dave Sutherland, Dennis Kauth, and , , . , , c p . • This module is protected under the copyright laws of the United „ u n ci States of America. Any reproduction or other unauthorized use 1 ypography: Betty fclmore of the wrkten matcria] or artwork herein is prohibited without the express written permission of TSR, Inc. Dedication This one's for Grandma and Aunt Clara. See? There still are magic kingdoms. ®1988 TSR, Inc. All Rights Reserved. Printed in U.S.A.

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ISBN 0-88038-592-8 9232 iNtRODUCtiON Welcome to the Players Guide To The about it; just run off and have fun. When Shires will only act stupid or innocent Five Shires. This book contains informa- ye stop having fun, come home." when performing plays in taverns or tion for both players and DMs, but unlike halls. Halflings are generally straightfor- the larger DM's booklet, these pages will "Clje People ward, honest folk. concentrate on information role-playing Halflings are a proud people, but they The inhabitants of are D&D® game players will need to bring a are also sensitive to the needs of other almost entirely (96 percent) halfling. The halfling player character to life. creatures which share their land. They do remainder are humans, dwarves, and not consider themselves superior to other The existing rules of the DUNGEONS , mostly ambassadors and traders, races or to those who have different & DRAGONS® game cover the mechan- and are almost always to be found in the beliefs, unlike the human tribes of the ics of creating a halfling player character. large settlements of the Shires. Emirates of Ylaruam who distinguish Follow them; except for a special subclass Humans are the most likely non-hin known as the Master, this booklet makes between True Believers and Unbelievers. races to be found outside such settle- Halfling pride is not exhibited by being no changes to the existing rules. Instead, ments, either as solitary peddlers travel- the culture and essential nature of half- haughty, or quick to find insult, or by dif- ling the roads, or solitary mages living in ficult behavior toward others. lings are explored. towers. Such magic-users, always Lawful For players who don't want to play a in alignment, are welcome by local hin Hin take pride in their own survival halfling character but do want to adven- clans if they live peacefully, have few visi- through centuries of persecution, and in ture in The Five Shires, your DM will tell tors from outside the Shires, and aid local their deeds and accomplishments. The you how hin treat non-hin (halflings call hin with their magic. In return, they history of hin society is recorded in the themselves hin). If your non-halfling receive the peace and protection of the tapestries of the various hin clans. character is going to begin play in the hin in the beautiful countryside of the Hin tend to be curious and inquisitive, Shires, if he was born or raised there or Shires. though not in a pushy or very obvious has lived there for some years, read the manner. "All things pass the eyes of one rest of the book. Unless your character has who watches and blinks not with impa- some problem in perceiving the world or Sifce' of tience," goes a very old hin saying. Hin has lived a life of enforced isolation, most are always interested in learning more or all the information in the other sec- Due to their stature and disposition, half- about the world around them. In youth, tions of the book will have become appar- lings are often thought of as childlike, all halflings go through "yallara," a time to your character just by living in the unimportant in terms of international of finding themselves, an essential part of Shires. warfare and diplomacy, and mentally this learning. A hin will never be so set in Halflings who live or travel outside the immature; happy, innocent, fun-loving, his ways that he will be blind to possible Shires may not be able to celebrate all the uncaringSample, and stupid. file trouble or resist new ways or inventions, customs of hin in the Shires, but all who Racial stereotypes are always false, but regardless of age or station. The continual play halflings should be aware of these they are based on perceptions of common observation of the world around also customs; they are essentials to the nature traits and may contain a kernel of truth. makes a hin difficult to surprise or dupe, of all halflings. As your DM reveals these Whereas dwarves are thought of as dour, as many individuals of other races have customs, look for the philosophies that grim, and taciturn, halflings are thought discovered to their cost. lie behind them. For example, the half- of as having a merry , and this is ling custom of The Dragging isn't really true. What is wrong is to think of hin as a Monale about killing ores, but about the desire to lightheaded, unimportant, simple race, While standing on the soil of The Five be free from oppression and help one's happy with their lot as pigs are happy in a friends. Shires, all halflings gain +2 to their mud-wallow. This view is incorrect, but morale and a + 2 bonus to Saving Throws First and foremost, a player who wants halflings are not the type to go to to breathe life into a halfling character against magical fear and similar magics about it. that work upon the emotions. Hin are must put aside notions of cute little pipe It is also wrong to view halflings as mis- smoking creatures who have quaint man- almost fearless in the defense of their own chievous children. Halflings in general land and folk; they are very willing to die ners and think of halflings as people. As have none of the wide-eyed innocence of old hin say to the young, "Begin then to protect their fellows. "Do what must human children and are far more respect- be done; the clan will remember," runs and learn. When ye have the hang of ful of the property and dignity of others. learning, ye will know just how little ye an old hin proverb. Although it is true that many of those hin This does not mean that hin will fool- have come to know and why it is good to who go adventuring and travel outside learn. But never worry about not know- ishly throw their lives away when retreat- The Five Shires enjoy both thieving and ing to fight later would better protect ing things. When that makes sense to ye, mischievously playing pranks, hin in the it'll probably be too late, so don't worry their fellow halflings, but it does mean DcNial that adventurers facing can 40-45 effect diverted 3O'-7O' away from A denial uttered within 30' of Black- expect aid from halfling children and target, or robbed of 3 dice of flame does not involve a hit point loss; ancients alike, not a lot of screaming and damage, depending upon the the Blackflame powers the denial (the flight. intent of the denying hin Blackflame loses some power; this is 46-49 effect robbed of all but token described more fully in the Dungeon DCNial effect (mainly visual); maximum Master's booklet). Only Clanmasters, possible damage dealt to all tar- Keepers, Witnesses, and Masters of 4th Halflings of 5 th level or higher have a gets is 2 hit points level or greater will know this until other special power known as "denial." A half- 50-53 effect negated completely; hin learn it by battlefield observation. ling can deny a single spell or magical charges still used, spells still lost For an example of play involving deni- item effect once every 24 hours simply by 54 or effect hurled back upon caster or al, see Bungo's Denial. Players should crying, "No!" and focusing his will into more wielder, for full effect remember that this isn't a miracle cure. thwarting the attack. This power will only Each halfling can only use it once per day work within The Five Shires, as it draws Possible Modifiers To A Denial Score: and it is often ineffective. on the inherent forces of the land. If the power being denied is that of an When a hin denies something, he artifact: -5. Bungo's Denial instantly suffers a 1 to 4 hit point loss. If the denying hin is defending his own This occurs even if the threatened attack, Bungo Greentoes, a 5th level halfling, individual home or clan stronghold, or a walks out of a tavern and sees a human such as a being raised, is not spot thoroughly and special to launched or was never intended. Hit in dark robes muttering and waving him: +2. his hands. The man is looking at one points lost this way can be regained If the denying hin is defending beings through normal rest. A hin who drains of Bungo's friends, Dlotho, and Bun- other than himself who are very dear to go assumes that whatever magic the himself of hit points in this manner will him or her: +4. perish but death does not affect the suc- wizard is going to unleash, it will be All of these Modifiers are cumulative, bad for Dlotho. cess or failure of the denial. and nearly all could apply to a single A hin can only deny magical things, (The player running Bungo informs Denial Score, given the right circum- the DM that Bungo will attempt to not purely physical threats such as mis- stances. siles or avalanches, and cannot deny deny the spell; note that the player The slaying or wounding of a hin in the need not correctly guess what the spell things of which he is unaware. Surprise or same round in which the hin is bending hidden attacks cannot be denied. An act is.) Bungo, who had begun to run for- his or her will to a denial does not cause ward while pulling at his belt-knife, of denial takes all of a hin's attention in the denial to be ruined or wasted; it will the round in which it is voiced, and is stops and yells, "No!" hurling his will have full Sampleeffect with no alteratio file n of the at the wizard. The act leaves him weak effective for that round and the following Score. round only. and trembling. Bungo sits down very For example, assume NPC hin of suddenly on his well-padded funda- unknown abilities who are attempting a ment. (Bungo loses 2 hit points for his DcNial "Cable denial to have scores of 14 in both Intelli- denial, on the DM's roll of a d4.) The DM must determine the effect of gence and Wisdom; their Score will be The spellcasting is completed. The each denial attempt in accordance with ld20 + 28. wizard directs his spell, a lightning the situation. The halfling's wisdom and Denial attempts cannot be combined. bolt, triumphantly at the unwitting intelligence added together give the DM If two or more hin all attempt to deny the Dlotho. Dlotho's current lady friend, a base for any denial attempted; add this same attack or effect, all will lose hit Jatha, who is walking with him, hears to the roll of ld20, and consult the table points, but only the most effective score is the muttered end of the spell, turns below: considered. The results are not cumula- her head, and sees the wizard. She, tive. too, cries her denial. Score Result A denial is a very personal thing; most (Bungo has 14 intelligence and 13 less hin will not speak of it. No hin can be wisdom; the player rolls ld20 for a than 30 denial fails compelled to use denial, even by a Keep- score of 11; the combined total is 38. 30-35 effect robbed of either 1 round of er. The NPC Jatha is assumed to have a 14 duration or 1 die of damage Magical item charges are drained and in both intelligence and wisdom, and 36-39 effect diverted 10'-30' in random spells are lost even if they are utterly the DM rolls a 5; her total is 33. Only direction, or robbed of 2 dice of negated by denial. A hin never knows Bungo's score—the higher one — damage, depending on what the how effective his denial will be, before or takes effect. A modifier of +4 applies hin using denial was attempting during exercise of it; the DM will inform players of what occurs in every case. M-B-0-W^ yallaua

ning in adolescence, when hin go they survive and return to the Shires to both Jatha's score and Bungo's, through a process of finding themselves. makes the halflings of that peaceful land because Dlotho is dear to them; Bun- Such yallaren halflings usually go on a surprisingly well-informed as to the go's final score is 42.) rampage of adventure, doing anything nature, details, and happenings of the Bungo was attempting simply to "just forSample the fun of it," filejoining weird wide world. negate whatever unknown spell the causes, societies, and clubs, and often A halfling encountered anywhere in wizard was casting. Thus, the only traveling to the farthest reaches of the the Known World, of any age and result the DM can apply to the spell is world. This is brought on by the essential appearance, may as a result reveal an robbing it of 3 dice of damage; the nature of hin, not by clan or peer pressure astonishing variety of knowledge and 1 lth level wizard's bolt does 8d6 dam- or decree. Yallara ends only when a half- experience. Hin may also leap feet-first age, not Ild6. Jatha is not hit by the ling discovers what he really wants to do into somebody else's adventure without bolt, but her denial attempt drains her in life. For some, this may take sixty years warning; player characters in a tight spot of a full 4 hp (on the DM's roll of Id4); or more; for others, only three or four sea- may well receive unexpected aid from a Bungo sees her moan and fall limply sons. yallaren. Adventurers who survive such to the road. Dlotho, trailing smoke, aid are full of colorful tales about the follows her earthward. The round carefree, reckless enthusiasm of halflings, ends, with Bungo wondering if he can who will all too often attempt anything. get off his behind and reach the wiz- Most adventurers and halflings traveling ard before the next spell slays him. We far from the Shires are yallaren. Yallaren leave Bungo in suspense. are willing to try almost anything that Social doesn't seem likely to result in certain There is no social standing based upon death. They are interested not only in try- wealth or birth in The Five Shires. Half- yallana ing many different lifestyles and profes- lings vary in wealth and influence, and so sions themselves, but in observing others do their clans, but every hin has his place This is perhaps the most important part all around them. Yallasen are thus 'gung within his clan and it is this standing that of a halfling's life. The yallara or "wild ho' adventurers, and the rich variety of affects how a hin is treated by other hin. time" is a restless period, usually begin- experience they relate to their clans if The Five Shires has no recognized nobili- ClaNS

ty. There is also no slavery in The Five Shires, but there are clanless folk; hin Faith, order, and clear aims are good ClaNS who are outcast or orphaned or recent things, but there should be limits to such The central focus of hin life in the Shires is immigrants who know not their clan and beliefs. When others are hurt, deprived, the clan. Clans tend to have up to 1,500 or have not been adopted by a hin clan. enslaved, or compelled to direct their so members, all of whom are related and By human standards, almost all half- lives in certain strict manners because of have the same last name. Hin within a clan lings of the Shires are commoners in that one's religion, that line has been crossed. who also happen to have the same first they work dilig A halfling will fearlessly tell even a cleric ently at such professions as name are distinguished by the use of nick- so; the support of some Immortal or other hunting, farming, and fishing. Almost names, which are very common among is no excuse for one's own excessive all are comfortable; although the halfling halflings. Hin also use "son of —" and actions. and his clan may not be rich in terms of "daughter of —" phrases, which most An outsider traveling in the Shires will coins, they do not suffer from want. Even hin are used to having uttered with their be treated with good-natured politeness own names from birth. For example, a uately housed, poor hin tend to be adeq by most encountered hin because that is halfling who is known simply as "Rory" clothed, and fed without stint or short- the nature of most hin. Bullies and brag- in Karameikos will be called "Rory age, and most own weapons and some garts will soon wear out this warm and Runnerguts-son-of-Dluth-Alehill" in the finery. easy welcome and will discover that half- Shires. lings are also open and direct of speech far Land in the Five Shires is clan property Clan influence, and a halfling's per- more than humans are. Wasteful extrava- or common property, although individ- sonal reputation as a successful and cou- gance and ostentatious wealth perplex or ual hin may own small areas at the plea- rageous adventurer, should have great disgust hin rather than impress. Visitors sure of a Sheriff. Non-hin, such as human bearing on whether the halfling is consid- who insist on strange manners or who wizards may also be granted such rights— ered for any of the military or civil offices openly pass judgement upon individuals enough land for a walled keep and a small of the Shires. A DM who carefully and conditions within the Shires will be farm to support it, but rarely more. emphasizes and follows the importance looked down upon, not deferred to. How halflings regard the social stand- of clans in halfling life will succeed in Social standing in the Shires is earned, ings of others is a similar affair. A hin is making a halfling PC something truly not conferred or held by right, although utterly unimpressed by a title of Court different from a "short human with spe- eccentricity is considered the right of all. Lord, Baron, or even Duke or King, cial powers" in campaign play. unless the person bearing the title is per- The social standings of clan members sonally impressive or his known deeds are will be examined in the next section. All worthy of respect. Battle ranks are some- clans are considered social equals, FOUNtMNQ A ClaN what different; a Captain or General of although Sampleclans vary widel filey in wealth, Clans are founded only rarely, usually by another nation will be obeyed or treated size, and actual influence. There are individuals of great fame and accom- with deference by hin, depending on many strong rivalries between clans but plishment who take a new clan name they whether they are allies or foes, but this nowadays these are friendly contests have invented or have acquired during treatment is probationary; if said Captain between equals, not bitter feuds. their adventures. This name cannot be or General turns out to be a weak or unscrupulous character, the respectful treatment accorded him will end forth- with. Halflings resident in other lands will respect the ranks, protocol, and authori- ties of those lands, but within the Five Shires such ranks are regarded with toler- ation, not awe. Halflings venerate elders but regard most religious behavior with head- shaking bemusement. This bewilder- ment is particularly strong in cases such as in the Emirates of Ylaruam where such behavior involves cruelty to others, une- ven hospitality, or treatment of folk sim- ply because of belief. They also view with disdain hardships visited upon anyone in the name of a creed. ClaNS the same as, or very similar to, the name ClaN "Capestuies influences. of an existing clan. If a clan founder is not Halflings are taught when very young fecund, the clan will stay small for some Around the walls of the Great Hall, and that defacing a clan rune, or using it with- generations and may well die out. hanging in banners from its rafters, are out permission of the relevant Clanmas- By tradition, there can be no more tapestries depicting important events in ter, is a terrible crime. Non-hin visiting than a Hundred Clans; a player character the history of the clan and great deeds of the Shires will have to learn this the hard halfling should not be able to found his clan members. Clan Seniors work on way, if they lack sense. or her own clan unless at least one of the these tapestries constantly; they are care- present clans is wiped out. This extinc- fully preserved and tended, but never ClaN AfcVaNC€M€Nt tion must be known and certain to at least altered or restored if damaged. The old- two halfling Sheriffs — and of course the est tapestries may well hang in tatters, In every clan there are differing ranks; hin wishing to found a new clan must although the Seniors, carefully schooled clan advancement is more important to have had nothing to do with the fall of by their grandparents as their grandpar- most post-yallara hin than anything else the clan that has disappeared. were before them, can tell a visitor in life. Certainly almost all post-yallara exactly what scenes are depicted in detail Most clans have existed for centuries. hin living in The Five Shires will be of this and at length on the now-vanished When possible, clans tend to settle and opinion. Clan advancement is measured weaves. remain in certain areas of the Shires. In in points just as is character experience. the past this has not always been possible, The DM must keep track of such points due to the many invasions of The Five ClaN Loyalty (Influence Points) for all PC halflings, and should remember that NPC hin will Shires, but left to their own devices, half- For players and DMs who wish to take lings move about little. rise within their clans as well. A halfling advantage of it, the possibility of making can rise within his clan by the achieve- halflings truly memorable as player char- ment of greater influence or of rank, StRONQljOlfcS acters lies in their deep devotion to, and although the two are obviously connect- Offices involvement in the ongoing betterment ed. of, their clans. A halfling of the Shires Clan strongholds are usually small but who draws his or her own clan rune (these defensively strong castles, surrounded by appear in the clan summaries on iNf 1U€NC€ the farms and homes of the rest of the the back of the main Shires map, each Influence is gained as the result of the clan. At the center of each stronghold is a with its respective clan), even if it is only proper (wise, understanding, judicious, Chamber of the Ancestors. Within it are in a puddle of spilled beer on a tavern and kind) exercise of powers of rank, and kept trophies (famous weapons and tabletop, does so with reverence. To a hin the doing of good and great deeds. Good belongings) of dead clan members, and a of The FivSamplee Shires, the clafilen is all that is deeds include aiding others of your clan Crucible of Blackflame. The crucible is important in life. Nothing short of magi- and, of lesser importance, other hin, and tended by the Keeper and 2-8 Witnesses. cal compulsion or similar mental control great deeds are high adventures outside The position of Keeper is hereditary, but will ever make any halfling knowingly act The Five Shires which add to the glory, Witness is a position awarded by secret to the detriment or harm of his own clan. safety, or prosperity of hin. Influence may vote of the Clan Elders to hin especially Nothing. This moral principle can lead to also be gained by experience in the mili- esteemed by their clan. In such votes, the some interesting adventures if a DM is so tary defence of the Shires, conducted two highest-ranking clan members, the inclined. within its borders. Keeper and Clanmaster, each have a veto. Surrounding the Chamber of the Yallaren are effectively exempt from Great influence allows a halfling to Ancestors are the High Halls of the Clan. this overriding loyalty. They are usually speak and act within his own clan as if one These include the Chamber of the Coun- far from the Shires and are always in the rank higher than he has achieved. Any cil of Elders, the apartments and throes of questioning everything about deed may well result in the awarding of audience-chamber of the Clanmaster, hin life, society, and the Shires. Yallaren that rank, whereupon influence builds and the Great Feasting Hall of the Clan. or not, the support and love of clan is from the amount normal to the new rank Such halls are usually great lofty cham- deep and instinctive in every halfling who upwards again. bers with galleries, able to hold nine hun- has known clan kinship. Attempts to dred hin or more. By tradition the Great magically compel a halfling to betray or EaUNlNQ iNf lUCNC€ Hall of a clan must at all times be able to work against his clan are definitely "con- trary to the victim's nature" as far as The player of a halfling should contin- comfortably hold all living members of ually be reminded of the importance of the clan. charm magics are concerned. The DM should bear in mind the usefulness of the the character's clan to the character. Just hin ability of denial in evading such as a character earns Experience Points, he also accumulates Influence Points in