Kender and the new 3E Halfling by Kipper Snifferdoo

In Third Edition Dungeons and Dragons Wizards of the Coast made numerous changes and improvements to many things. Among them was the changes made in the Third Edition Halfling. Anyone that’s ever played a halfling in Advanced Dungeons and Dragons understands the contrast between the old and new halfling. Some people have stated that the new halfling is finally a “real halfling” or a “gamer’s” halfling”, or that the new halfling is finally worth playing after the “ridiculous, weak and puny” halflings of old. What they fail to realize however is that the New Halfling is essentially a kender in halfling clothing. Most of what the new halfling is based on is actually information on the kender race from the DragonLance Saga. This article will describe the new third edition halfling and their relation to kender.

The Old Halfling
Before we can understand the significant difference between the old halfling and the new halfling we must first have a description of the old halfling to compare them to. The previous version of the Dungeons and Dragons halfling was based heavily off of the Hobbit race from Tolkien’s Lord of the Rings. They were short plump people, with round bodies, round ears, curly hair, and hairy feet. They also preferred to go shoeless most of the time.

They had a very cheery disposition, were dependable and industrious. They were known for being a quiet and peaceful race that usually kept to themselves, living happily in their burrows and keeping to the comforts of their homes. Even though they were reserved halflings could be very conversational and friendly, getting along with many of the races. They also had a great love of material comforts, riddles, and homespun stories. They were not overly brave or ambitious.

Halfling were highly resistance to all sorts of magic and poisons. They were skilled with thrown weapons and slings, and were highly dexterous. So the thief was the preferred class because of their natural dexterity and love of material objects.

Physical Description
The 3E halfling now has the physical description of the kender race. They are still short, standing no more than three and a half feet tall, but halflings now have thin lean bodies, weigh around 40 pounds and have pointed ears. The hair is gone from their feet and they usually wear shoes. Unlike kender that have a wide variety of hair and eye colors, halflings have brown eyes and straight black hair. Halflings wear comfortable clothing, where kender tend toward brighter even garish colors.

Personality
The most noticeable change in the 3E halfling comes in the personality. Here is where you will find the true kender within the Third Edition halfling.

(Curiosity)
Halflings are now intensely curious. This trait comes directly from the kender race. Previously halflings were content with their lot in life and were creatures of comfort and habit. They did not go out of their way to pry into other peoples business or belongings unless there was something to gain for themselves in it. Now they are interested in everything around them. Kender take this curiosity to an extreme and halflings seem to have a milder case of it.

(Fearlessness)
They previously enjoyed a bonus for all saves against magic and poisons. This is now gone and in it’s place is a +1 bonus against all saving throws in general. On top of that they receive an additional +2 morale bonus that stacks with their +1 against fear. This added protection against fear is a nod towards the near immunity kender enjoy against fear. It’s not as powerful as the kender’s resistance, but it’s enough to get them in trouble.

(Collecting)
Halflings have a particular love for collecting things that is slightly different from kender. They collect groups of things. Button collections, mug collections, pressed flowers, animal claws and other various odds and ends. Where halflings concentrate on one type of object, kender usually collect whatever they can get their hands on.

(Taunting)
Evidently, the new halfling loves to trade insults now. This concept comes directly from the kender races ability throw taunts at enemies. Once again, kender take the art to an extreme and get special reactions when taunting, but halflings only love to trade insults as a hobby, much like they like to trade riddles.

(Handling)
Yes, believe it or not. The third edition halfling subscribes to the concept of handling. If there was anything that set kender apart from the other races it was the idea that they had a failing to understand the true value of property. And this is the biggest change in the 3E halfling from it’s predecessor. Halflings have community treasuries that a halfling will receive funds from when traveling out beyond their commonwealth and into the lands of other races. While living within the halfling society halflings do not carry money because they don’t need it. They trade in services and non-monetary objects (such as rare finds for their collections). They even freely borrow items from their friends and neighbors as long as it is not being used. Among halfling you’ll find that it’s even typical to discover them taking an object of value and then swearing that they just didn’t think anyone was using it at the moment, and actually meaning it! I suppose if there is a difference in this concept from halflings to kender it’s that over time halflings can learn to curb this impulse when they have been arrested enough times for taking things.

Society
The halfling society is no longer the “lets sit in our comfy borrows and relax” type of society. In many ways it mirrors the kender concept of society. One change, mentioned above in handling, is that property is more community based. Borrowing without asking for a shovel or tea set is commonplace and expected.

(Festivals)
The halfling society is a happening place, just like kender communities. Halflings love parties. Among them they have 3 different types of birthday parties, (including one after you’ve died). The festivals (or as kender call them “moots”) are almost always community based, involving the extended families and close friends. They are held very often, so any visitor into a commonwealth is bound to find that they are invited to one when they visit and get the impression that halflings are always holding them (which they are).

(Worldwalk)
This is the halfling concept of Wanderlust. There comes a time around their 20th birthday when a halfling must make a choice to pursue a profession within their commonwealth or to choose the Worldwalk. On Worldwalk a halfling travels the world for roughly a decade learning new skills, finding new treasures and experiencing the world first hand. When they return from Worldwalk they are expected to teach the halflings of their commonwealth the skills they have learned and relay the experiences they encountered.

Differences between Halfling and Kender
With so many similarities you might wonder if there are any differences between the two races. The differences between them are much fewer than used to exist between the races. To begin with an evil kender has never been known to exist, and while halfling are usually a good race they do have the option to be evil. In fact halfling gangs are definite problem in many large cities. You would be hard pressed to find a group of true kender that would form a gang intent on theft and extortion. The gang mentality is prevalent in halfling society.

The Commonwealth communities of halflings are the first unique idea on halflings that I have seen. They have communities that are nomadic. These halfling communities follow established travel routes and migrate over months and years. This change coincides well with the idea of the Worldwalk, but is a complete opposite of the previous version of the halfling. Strangely enough kender actually settle down and have stationary communities.

Worldwalk is a choice for halfling, but not for kender. Kender have a physical and emotional need to travel the world. They have a forced Worldwalk. Giving halflings a choice for their Worldwalk allows users to select from the type of halfling that is closer to the hobbit. It gives them a choice to play the reluctant hero role.

Riddles are another difference. Halflings have retained their love of Riddles and have festivals dedicated to Riddle challenges. Some differences are even resolved with Riddle challenges. The contestant that stumps the other proves themselves correct in the dispute and is declared the winner.

Mentoring is a tradition that is tied to a Festival known as the Master’s Fair. Where halfling craftsmen and women set up booths and inquiring young halflings visit each booth to find a profession they would like to take part in. The kender race is much less organized in their approach to mentoring, where young kender are introduced through friends and family or simply are allowed to wander the streets of the city or village looking for something interesting to take part in.

I think getting an “infusion of kender blood” is probably the best thing for halflings since their creation. It truly makes the new halfling race multi-faceted and much more interesting to role-play. The creators have taken the best of both the kender and hobbits and have designed a race that is broad enough yet defined enough to get a wide range of player characters from. The kender found in halflings clothing has spiced up a once “weak and puny” player character race.

 

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