So I posted some revised versions of the classic fantasy elf/dwarf/halfling trio on some other boards. I felt that the classic presentations were ill-suited to Weird Fantasy as-is, so I redesigned their societies with a flair for the macabre.
Halflings
This is how you mend clothes, Casie. This is how you know when the pie is ready to be taken out of the oven. This is how you know which plants are safe to eat. And this is how you use hemlock to poison any troublesome big folk.
Halflings are a mostly rural folk of farmers. They have not been known to have any expansive empires, storehouses of treasure, or any other grandiose displays of power and wealth. They do their best to keep out of sight and out of mind in the world outside their communities, discouraging contact with the ‘big folk’ beyond what is absolutely necessary. Even the halfling merchants take pains to conceal their tracks, forging new identities and creating half-truths and stories of their kind to keep outsiders in the dark.
While they put up a front of being courteous and unassuming, the reality is that halflings are deathly afraid of the world. They tell stories to their children of what happened to those foolish enough to venture into the dark and forlorn wilderness outside their shires, of the grisly fates of halfling communities who lived among the humans and elves. The world is a cruel place, and the big folk are all too happy to dominate those smaller and weaker. The specifics are lost to history, but it has happened time and time again that the halflings aren't about to give them another chance. Open warfare is impractical, so they rely upon more subtle affairs to keep people out of their shires.
Halfling culture is very insular and collectivist. It is taught that every person is responsible not just to their immediate family, but their community as a whole. The society is shame-based, meaning that productive and loyal members are rewarded with love, affection, helping hands, and compliments. Those who are lazy, rebellious, or otherwise fall outside their assigned roles have this affection withdrawn. Compliments turn into passive-aggressive insults, nobody has time to help, and repeat offenders are shunned and ignored in almost every aspect. Nobody talks to, listens, or helps them in any way, except to chastise and gossip about them within earshot as though they weren’t there (“I can’t imagine why Casie is being so selfish and rebellious. I thought his parents raised him better than this!”). The shunning ends when they redeem themselves in the community’s eyes with good work and a sincere apology. And those who still resist are sent to ‘leave’ on an errand, or just disappear.
Almost every halfling from birth is trained in the arts of deception: how to alter their gait to evade trackers, how to conjure up new dialect and slang to confound others, how to be polite and ingratiating to outsiders without coming off as ‘too nice.’ When patrols and scouts spot outsiders heading into town, they send a message back to the community, usually the elders or a town council. Word spreads fast, and everyone gets ready to adopt their new roles and duties to deal with the intruders. Fellow halflings are given the benefit of the doubt, but others are potential dangers. Bandits, refugees, travelers, it doesn’t matter: all of them are unsuitable for living in the shires, and cannot remain if their seemingly idyllic rural life is to be preserved.
‘The big folk’ are treated courteously by the halflings, who come off as more than a little fearful of their size. Villagers within earshot casually insert ‘news of the day’ and tales relating to strange goings-on, disappearances, of wicked folk and monsters said to be lurking in the shadows of the night. When night comes, the halflings enact a series of strange noises, costumes, and knocking over objects, not so much as to be overt but enough to make the outsiders worried. Ideally, the outsiders will leave and not return, spreading tales of the strange hamlet as a warning to others. Goody two shoes and would-be heroes are hailed by the community and given free food and lodging, only to be poisoned and murdered at a time most convenient.
Halfling shires, as a result, have a reputation in human lands as a rural places besieged by weirdness and monsters hidden in the dark. Most humans feel sorry for the halflings, having to live in constant fear. Bad things which happen to humans in halfling lands are always blamed upon the monsters. “You knew the risks,” people always say.
Halfling adventurers are outcasts, usually those too individualistic, anti-social, or shameful to continue living in the deceptive, roundabout daily drama of shire life. Those who do not leave of their own accord are often sent on an incredibly difficult ‘errand’ by the town (which is almost impossible to fulfill). Even outcast halflings are loathe to reveal their people’s secrets to outsiders unless absolutely necessary. They know that such action will almost surely lead to the oppression and destruction of his people, and much more prejudice and distrust on an individual level as a result.
Adventure Ideas:
Something’s Not Right: When PCs travel through halfling villages, emphasize the sereneness. Farmers appear happy, food is good and plentiful, and everyone’s polite and unafraid of the heavily-armed and strange people traveling around town. Mention something off every so often:
A child playing ball outside accidentally calls his mother by her real name and not her ‘outsider title’, and the rest of the family is taken aback before regaining their composure.
The shopkeeper just happens to have a new set of clothes on sale sized for ‘big folk.’ Down the road outside of town, a human-proportioned horse-drawn cart lies abandoned.
An Acceptable Loss: Monsters are terrible and foul, but they do have a knack for scaring people away. A foul beast’s lair is located near a halfling shire, and the community is blessed with few outsiders as a result. Problem is, the halflings believe that the monster feeds upon flesh, and sacrifice one of their own every year in an elaborate festival to the ‘sacred cave.’ The town holds a lottery to see who must go, and must forevermore leave the community for their new home. The halfling chosen managed to escape, and now he’s on the run from his own friends and family. He runs into the PCs on the road while in pursuit.