Thoughts on a Shire Reeve
by James WalkerOther races looking at Halfling settlements will be at best amused, and likely contemptuous, of the 'defences'. It will be clear that the smials of the Little Folk are death traps, completely indefensible.
And not realise that that is the point. They aren't there to be defended.
The combat abilities of the Halflings exceeds that of any other race. 90% invisible in undergrowth, minimum dex of 9 and a +1 to all missile attacks means that any attackers can be exterminated long before they approach the actual settlements. The orchards and vineyards can be pruned so that the Big Folk are visible above the greenery, easy targets. Between the orchards will be fields of grain or 'taters', allowing clear killing zones for smaller invaders, such as kobolds. The grain and taters allow the Halflings to brew whisky and vodka. While these can be drunk* their real use is as flammable liquids. The hobbits will use a simple tactical plan: fire normal arrows, if that doesn't drop an opponent use silver arrows, if that doesn't work shift to flaming oil, and finally use Holy Water.
The Little Folk will be firm believers in the Maxim: "flying soldiers are skeet". Also, while short bows are convenient, crossbows will be kept for use against anyone smart enough to stay out of the range of the bows. Brave halflings might be assigned to fire across hidden units at flying opponents to draw them in, so they fly over the concealed archers.
The only real threat the shires face is from burrowing monsters – ankhegs, creatures of elemental earth, and so forth. This is where the burrows come in.
If the hobbit holes and dug facing one another across a narrow valley, then the archers can fire across the valley into the smials! An ankheg seeking an easy meal will find itself in a killing zone, attacked by archers across the river. Earth creatures cannot cross the stream; and if the halflings cannot kill the invader, the hobbit holes are full of flammable materials, they can be ignited to burn the invaders.
Finally, any Shire will have at least one Alchemist. With no magical abilities of their own, the Halflings need the supply of potions. Heroism is particularly valuable, stacking with their racial bonuses, and allowing the Sheriff to exceed his racial level maximum. Ideally, they would also jointly fund a Magist with other Strongholds; in return for a small fee, the Shire gains any deceased who are reincarnated as Halflings.
*citation needed