HALFLINGS

The halflings are the largest group of nomads on the face of Meth'iir. They range into many parts of the world, but their largest populations are located on the Sea of Grass. They hold the borders of the great grassland to be theirs, though others are free to travel the borders and paths set by them. Those that stray too far from the paths, however, do have a tendency to disappear. Though the halflings are notably silent when such things happen, it is very much assumed that they are the ones responsible.


Most live on the grass their entire lives moving from place to place, ever staying in one spot for more than a couple of days. There are exceptions, of course, such as when a trade fair is designated, but these only occur at certain times and do not seem to meet any special criteria for date and time. When a fair is present, a gathering occurs at a location on the edges of the grasslands, and messengers are posted on the edges of the savanah so that all those who attempt entry, and are allied, can join them.

There is no definitive army among the halflings, but it is assumed that the bounderies of their realm are always watched. Few have been the incursions by armed foes that have not met stiff resistance, and the people of the savanah are rarely found unless they wish to be.

They are expert marksmen with their small bows and slings, and are very handy with small swords and daggers. In the grasslands they are able to blend in well enough that even the best elven hunters and trackers are hard pressed to find them even when close at hand.

This is not to say, however, that they are uncivilized or barbaric. Their rustic existance in the savanah is belied by their weapons, their jewelry and the manufactured goods they possess. It is not unknown for them to possess enchanted blades, amulets, and rings, though the source of these items has never been divulged.

They have dometicated several different animals, but utilize various breeds of dogs to good effect. Dogs act as guards, trackers, and in certain tribes even as mounts. The dogs have been bred for specific purposes, but seem almost intelligent in the way they act with their masters, understanding many simple commands. A dog, or group of dogs, will assist their master in almost anything, and have been known to attack vastly superior numbers of attackers when their master has been killed, and even track down those that were responsible across half a continent.

Many are the times that one of them grows too weary to continue travelling or is hurt or maimed in some skirmish. When this happens a ceremony is performed for them, similar to the ceremony performed for the dead. The idea behind this? Better to be 'dead' than to slow down the tribe. The tribe survives in being mobile, and those who slow it down risk everyones life.

The following morning, you will not find anyone willing to acknowledge that the person is alive, whether they remain at the camp or not. Even harder to understand, the one who is to be left is even less willing to acknowledge the tribes existance.

They sometimes 'leave' in small groups and as the tribe moves on the 'dead' gather what few 'gifts' were left for them, then begin the process of heading off to their destintion, Dea Gevasa Suntari, The City of Death.

Few visitors can say for sure where in the vast grasslands that the city resides, but it has been the intended destination of the halfling 'dead' for thousands of years. Who originally built the city is unknown, though some say it was the work of dwarves who first came to this part of Meth'iir. The halflings only know that it once housed thousands of their race, and many thousands more of other races as well. At some point there was a vast devastation to the city, for many parts of it were destroyed, according to some ancient texts.

They travel yearly, each tribe, to the city for unknown reasons, where it is assumed they trade with the dead. This is assumed to be where they find their enchanted items, but it is unknown as to how the city itself would develop such things. Maybe, in the future, there will be a 'dead' halfling willing to impart this information, but to date there hasn't been one.