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The Halfling Families

Humans build their grand marble roads, in the hopes of binding the Dream into shape forever. The Families find this amusing in its way, since the Dream has been bound by river-song for ages. Marble sinks into bigs, is buried under desert sands, is swallowed by the sea, but that’s no failing of marble. Heavy stones and heroes age and fade, as they’re meant to. Great ages and their heroes are often misremembered, and that’s no failing, either. The success lies in the story existing - it’s legends that bind the Dream into one coherent world. It’s legends that will outlast all of us, if we’re lucky. And the Families are.

The Families forge their empire out of water. Where most see the river-singers and halfling scouts as fearless, friendly folk? Those in the know can find fences for their stolen goods, dealers of banned substances, forgers of documents, information brokers, and an elaborate, discreet banking system. The Families work for coin, of course, but also trade in good stories along the way, either told or lived.

Stories last. People don’t. In order to remember the truths that outlast the storytellers? The Families acquire capital and pieces of history. Rare heirlooms, magical items, and artifacts are collected and put on private display by the family elders. The Families have many tales known only to them - tales of daring themes, dragonslayers, doomed lovers, and the keys to many mysteries. These secret tales are proof of kinship, and their secret twists and turns form the basis of much of the modern thieves’ cant.

The Families are living vessels of culture and history, and kindly sponsor great lives in their adventures. They’re also a mob of ruthless killers, opportunists, and rabble-rousers if that would make for a better story. Stories bind the Dream together, but not all stories have a happy ending. At least not for heroes.

Cautionary tales last longer than most. One way or another? So do the Families.

Motto. “Rivers run.” People remain true to their natures, or at least to the narratives they’re living out. Change is costly, and it ought to be. The Families don’t expect surprises, and don’t offer them for cheap.

Beliefs. The original halfling Families and their “kinfolk” of many races keep to a simple, shared code:

  • Family comes first. Wealth is well and good, but the tales of punishment for traitors long outlive the fortunes of those who betray the blood.
  • Stories come second. Not everything can be about profit. To keep things interesting, everyone should get the chance to raise the stakes - once.
  • Save some songs for last. Never tell your best tales too early. Keep secrets long enough to get the most impact from the reveal. And our stories? Are only ever told to those of the Blood.

Goals. The Families strive to preserve communities, cultures, heroes, and histories of the Dream in immortal song. This includes the villains. One should strive to make legend songs of their own and to get rich in the process. Undermine the dry, unchallenged legacies of the in favor of lasting twists and turns.

Typical Quests. Typical quests for the Families tend to involve their illicit affairs, playing a secondary role in an unsuspecting stranger’s growing story, collecting the ‘real’ story behind an item (and the item itself, as evidence), and many dubious joint-venture expeditions with other powers or peoples.

"Rivers run."

Type
Illicit, Syndicate
Alternative Names
Kinfolk (not Kin), River-Singers, The Syndicate

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