Editions of Dungeons & Dragons
Several different editions of the Dungeons & Dragons fantasy role-playing game have been produced since 1974. The current publisher of D&D, Wizards of the Coast, produces new materials only for the most current edition of the game. Many D&D fans, continue to play older versions of the game and some third-party companies continue to publish materials compatible with these older editions. After the original edition of D&D was introduced in 1974, the game was split into two branches in 1977: the rules-light system of Dungeons & Dragons and the more complex, rules-heavy system of Advanced Dungeons & Dragons; the standard game was expanded into a series of five box sets by the mid-1980s before being compiled and revised in 1991 as the Dungeons & Dragons Rules Cyclopedia. Meanwhile, the 2nd edition of AD&D was published in 1989. In 2000, the 3rd edition, called Dungeons & Dragons, debuted; the 4th edition was published in 2008. The 5th edition was released in 2014; the original D&D was published as a box set in 1974 and featured only a handful of the elements for which the game is known today: just three character classes.
The rules assumed that players owned and played the miniatures wargame Chainmail and used its measurement and combat systems. An optional combat system was included within the rules that developed into the sole combat system of versions of the game. In addition, the rules presumed ownership of Outdoor Survival, a board game by then-unaffiliated company Avalon Hill for outdoor exploration and adventure. D&D was a radically new gaming concept at the time, it was difficult for players without prior tabletop wargaming experience to grasp the vague rules; the release of the Greyhawk supplement removed the game's dependency on the Chainmail rules, made it much easier for new, non-wargaming players to grasp the concepts of play. It inadvertently aided the growth of competing game publishers, since just about anyone who grasped the concepts behind the game could write smoother and easier to use rules systems and sell them to the growing D&D fanbase. Supplements such as Greyhawk, Eldritch Wizardry and Gods, Demi-Gods & Heroes, published over the next two years expanded the rules, character classes and spells.
For example, the original Greyhawk supplement introduced the thief class, weapon damage varying by weapon. In addition, many additions and options were published in the magazines The Strategic Review and its successor, The Dragon. An updated version of D&D was released between 1979 as Advanced Dungeons & Dragons; the game rules were reorganized and re-codified across three hardcover rulebooks, compiled by Gary Gygax, incorporating the original D&D rules and many additions and revisions from supplements and magazine articles. The three core rulebooks were the Monster Manual, the Player's Handbook, the Dungeon Master's Guide. Major additions included classes from supplements like assassin, monk and thief, while bard and ranger, which had only appeared in magazine articles, were added to the core rulebooks. Supplements for AD&D included Deities & Demigods, Fiend Folio, Monster Manual II, Oriental Adventures and Unearthed Arcana, the latter of which compiled material published in Dragon magazine, others.
While AD&D was still in the works, TSR was approached by an outside writer and D&D enthusiast, John Eric Holmes, who offered to re-edit and rewrite the original rules into an introductory version of D&D. Although TSR was focused on AD&D at the time, the project was seen as a profitable enterprise and a way to direct new players to anticipate the release of the AD&D game, it was published in July 1977 as the Basic Set, collecting together and organizing the rules from the original D&D boxed set and Greyhawk supplement into a single booklet, which covered character levels 1 through 3, included dice and a beginner's module. The booklet featured a blue cover with artwork by David C. Sutherland III; the "blue booklet" explained the game's concepts and method of play in terms that made it accessible to new players not familiar with tabletop miniatures wargaming. Unusual features of this version included an alignment system of five alignments as opposed to the three or nine alignments of the other versions.
This Basic Set was popular and allowed many to discover and experience the D&D game for the first time. Although the Basic Set is not compatible with AD&D, as some rules were simplified to make the game easier for new players to learn, players were expected to continue play beyond third level by moving on to the AD&D version. Once AD&D had been released, the Basic Set saw a major revision in 1981 by Tom Moldvay, followed by the release of an Expert Set written by David Cook, to accompany the Basic Set, extending it to levels 4 through 14, for players who preferred the simplified introductory ruleset. With this revision, the Basic rules became their own game, distinct both from original D&D and AD&D; the revised Basic rules can be distinguished from the original ones by cover colors: the Basic booklet had a red cover, the Expert booklet a blue one. Between 1983 and 1985 this system was revised and expanded by Frank Mentzer as a series of five boxed sets, including the Basic Rules, Expert Rules, Companion Rules, Master Rules (black, supporting levels 26 through 3
Eberron is a campaign setting for the Dungeons & Dragons role-playing game, set in a period after a vast destructive war on the continent of Khorvaire. Eberron is designed to accommodate traditional D&D elements and races within a differently toned setting. Eberron was created by author and game designer Keith Baker as the winning entry for Wizards of the Coast's Fantasy Setting Search, a competition run in 2002 to establish a new setting for the D&D game. Eberron was chosen from more than 11,000 entries, was released with the publication of the Eberron Campaign Setting hardback book in June 2004; the campaign setting book was written by Baker, Bill Slavicsek, James Wyatt. In June 2005, the Eberron Campaign Setting book won the Origins Award for Best Roleplaying Game Supplement of 2004. A new version of the Campaign Setting was released in June and July 2009 to bring the setting to the new 4th edition of D&D. Released were a Player's Guide, a Campaign Guide, an Adventure. In February 2015, the online feature "Unearthed Arcana" provided an unofficial update for the 5th edition.
The official update for 5th edition, Wayfinder's Guide to Eberron, was released on July 23, 2018. One of the most obvious differences between Eberron and generic D&D is the level of magic. High-level magic, including resurrection spells, is less common than in most other settings. However, low-level magic is much more pervasive provided by the Dragonmarked houses. Many cities have magical lanterns throughout the streets. A continent-spanning magical "lightning rail" provides high speed transportation. Alignment is more muddied than in other official settings. Evil beings of traditionally good races and good beings of traditionally evil races are encouraged. However, the situation arises in the campaign world that oppositely aligned characters will side with each other if a threat looms over all, both good and evil characters will infiltrate each other's organizations for purposes of espionage. Religion is less clear-cut; the pantheon of Eberron does not make itself overtly known. The existence of divine magic is not evidence of the gods, as clerics who worship no deities but instead follow a path or belief system receive spells.
A cleric can actively work against their own church and continue to receive spells. As a result, religion is a matter of faith. Unlike in many other 3rd edition D&D settings, a cleric does not have to be within one step of his deity's or religion's alignment, is not restricted from casting certain spells because of alignment; the setting adds the artificer. Artificers are spellcasters focusing on magical item creation. Artificer infusions focus on temporarily imbuing objects with the desired effects. For example, instead of casting bull's strength on a character, an artificer would cast it upon a belt to create a short term magical Belt of Bull's Strength. Artificers have access to a pool of "craft points" which act as extra experience points for use in creating magical items without sacrificing level attainment; this pool is refilled when the artificer gains levels, or by draining power from an existing magical item. Eberron introduces a new non-player character class known as the magewright, an arcane caster who has a limited selection of low-level spells.
The existence of magewrights is part of the reason for the prevalence of low-level magic in Eberron. To try to create a pulp setting, Eberron uses "action points" that allow a player to add a six-sided die to the result of rolls made with a twenty-sided die. Characters receive; the Eberron Campaign Setting includes feats which grant additional uses for action points, such as allowing a player to add an eight-sided die instead of a six-sided die, or spending two action points to grant your character an additional move or standard action. Certain class features with uses per day, like a barbarian's rage ability, a cleric's turn/rebuke undead ability, or a druid's wild shape ability, can be used again by spending 2 action points; the final use for action points is to spend one to stabilize a dying character. The world of Eberron contains 7 continents; the setting takes place in Khorvaire, the most populated continent. Humans are the most populous race in Khorvaire, living in the area known as the Five Nations.
Southeast is the small continent of Aerenal, ruled by elves. Due south is the jungle continent of Xen ` drik, once ruled by an empire of giants, it is now wilderness, with some areas under tribal dominion of the drow. Further south of Xen'drik is Everice, a continent-sized sheet of ice covering several land masses. Frostfell is an unexplored land of ice in the north; the other two main continents are Argonnessen. The world of Eberron has twelve moons. Siberys, the Dragon Above, is the name given to the planetary rings. Khyber, the Dragon Below, is the name given to the underworld, is similar to the Underdark in many other settings. According to the creation story, the world wa
Races of Faerûn
Races of Faerûn is an optional supplemental sourcebook for the Forgotten Realms campaign setting for the 3rd edition of Dungeons & Dragons. This book centers on the races which inhabit Faerûn, the fictional continent where most of the Forgotten Realms setting is set, giving detailed information on the histories of the races in the Realms, their languages, relations to other races, culture and so on, and much to the delight of players, it gave detailed information on how to play the races as characters. Races explored were the major races dwarves, gnomes, half-elves, half-orc, halflings and planetouched, as well as minor races, centaurs, kir-lanan, lycanthropes, shades and yuan-ti, the various subraces of each of the races. A handful of new feats, magic items, prestige classes, monsters are given; the book does not detail all of the races in the Forgotten Realms setting. Some other races which are known to inhabit it, including gnolls, thri-kreen, fey, ogres, sahuagin and numerous others, are left out, as well as a lot of the human ethnic groups and a few elven subraces.
Races of Faerûn was designed by Eric L. Boyd, James Jacobs, Matt Forbeck, published in March 2003. Cover art is by Greg Staples, with interior art by Dennis Calero, Dennis Cramer, Mike Dutton, Wayne England, Jeremy Jarvis, Vince Locke, David Martin, Raven Mimura, Jim Pavelec, Vinod Rams, Adam Rex. Eric Boyd explained that for this project, "Rich Baker assigned individual races to each designer; the project was given a unified look and feel by the in-house design staff to resolve any differences among our approaches." Matt Forbeck noted that, as a freelancer, "I had no contact with my co-writers. I dealt with Sean Reynolds and Rich Baker instead, they drew up the book's outline and parceled out the individual pieces. Although I don't like books written by many isolated people, the structure of this book leant itself to that kind of approach." James Jacobs explained that he "came in at pretty much the tail end of the design process to work on two chapters, so I ended up designing in my own little bubble.
I'd turn in my work to Sean Reynolds, he'd go through it and fix all the stuff, broken, I'd go over it again. Once everyone had their pieces of the book all done, R&D got to go through and make sure that the pieces all fit together nicely." In May 2003 Races of Faerûn landed on the Amazon.ca bestseller list at number 42. Wizards.com page Wizards.com art gallery
Three Hearts and Three Lions
Three Hearts and Three Lions is a 1961 fantasy novel by American writer Poul Anderson, expanded from a 1953 novella by Anderson which appeared in Fantasy & Science Fiction. Holger Carlsen is an American-trained Danish engineer who joins the Danish resistance to the Nazis in World War II. At the shore near Elsinore, he is among the group of resistance fighters trying to cover the escape to Sweden of an important scientist. With a German force closing in, Carlsen is shot – and finds himself transported to a parallel universe, a world where northern European legend concerning Charlemagne is real; this world is divided between the forces of Chaos, inhabiting the "Middle World", the forces of Law based in the human world, in turn divided between the Holy Roman Empire and the Saracens. He finds the horse of a medieval knight waiting for him; the shield is emblazoned with three lions. He finds the clothes and armor fit him and he knows how to use the weapons and ride the horse as well as speak fluently the local language, a archaic form of French.
Seeking to return to his own world, Holger is joined by Alianora, a swan maiden, Hugi, a dwarf. They are induced to follow the attractive elvish Duke Alfric of Faerie, who in fact plots to imprison Holger in Elf Hill, where time runs differently. Holger learns that his lover in a forgotten past life, is his ultimate adversary, they escape and, after encountering a dragon, a giant, a werewolf, reach the town of Tarnberg, where they are joined by a mysterious Saracen called Carahue, searching for Holger. Based on the advice of the wizard, Martinus Trismegistus, they set out to recover the sword Cortana; the sword is in a ruined church, guarded by a nixie, cannibal hillmen, – most dangerous of all – a troll. While on this perilous quest and Alianora fall in love with each other. However, Holger avoids physically consummating this love – though Alianora wants him to – as he intends to return to the 20th Century world he came from, but with the perilous Wild Hunt on their tracks and Alianora pledge their love and he promises, if surviving the ordeal ahead, to remain always with her.
However, the decision would be taken out of his hands. Once the sword is recovered, Holger discovers he is the legendary Ogier the Dane, a champion of Law, he vanquishes the forces of Chaos and is transported back to his own world, right back to the battle in Elsinore – and with a burst of superhuman strength, vanquishes the Nazi troops and enables Bohr to escape and play his part in the Manhattan Project. The magical forces involved have no consideration for the hero's love life, leaving him stranded away from his beloved Alianora. Wanting to return to the other world, he seeks clues in old books of magic, his enduring affinity with the medieval world in which he met her is expressed by a decision to convert to Catholicism. The novel is a pastiche of interwoven stories, it draws on the corpus of Northern European legends, including Ogier the Dane, the Matter of France, Arthurian romance, Germanic mythology, traditional magic. It uses related literary sources such as Edmund Spenser's The Faerie Queene, William Shakespeare's A Midsummer Night's Dream, Robert Burns's Tam o' Shanter, Mark Twain's A Connecticut Yankee in King Arthur's Court.
It shows influence of J. R. R. Tolkien's The Hobbit with references to Mirkwood and wargs, it has some similarity to C. S. Lewis's the Witch and the Wardrobe; the dividing line between the Empire in the West and threatening Faerie to the East seems to mirror the Cold War dividing line between the West and East blocs, running through the real Europe at the time of writing. Holger appears as a minor character in Anderson's A Midsummer Tempest, where he is seen in a mysterious "Inn Between the Worlds" - having managed at last to leave the 20th century and wander the various alternate timelines by using the spells from a Medieval grimoire, but having little control over where he would get and a small chance of locating the one he wants. At the inn he encounters Valeria Matuchek - a character from another Anderson book, Operation Chaos who instructs him in the sophisticated scientific magic of her world and giving him a better chance. In addition, Holger appears in the tournament at the end of Heinlein's The Number of the Beast.
In 2014 Harry Turtledove wrote, as his contribution to Multiverse: Exploring Poul Anderson's Worlds, edited by Greg Bear and Gardner Dozois, a short story entitled "The Man who Came Late". The story takes place thirty years after the events of Three Lions. Altogether it has taken Holger Carlsen that long to get back to Alianora: first, magic took him to Nazi-occupied Denmark in 1943, where he was a member of the Resistance; when at last they come face to face, it is too late. When he had not come back from his battle, had disappeared from the face of the Earth, Alianora was heartbroken - but e
J. R. R. Tolkien
John Ronald Reuel Tolkien, was an English writer, poet and academic, best known as the author of the classic high fantasy works The Hobbit, The Lord of the Rings, The Silmarillion. He served as the Rawlinson and Bosworth Professor of Anglo-Saxon and Fellow of Pembroke College, from 1925 to 1945 and Merton Professor of English Language and Literature and Fellow of Merton College, from 1945 to 1959, he was at one time a close friend of C. S. Lewis—they were both members of the informal literary discussion group known as the Inklings. Tolkien was appointed a Commander of the Order of the British Empire by Queen Elizabeth II on 28 March 1972. After Tolkien's death, his son Christopher published a series of works based on his father's extensive notes and unpublished manuscripts, including The Silmarillion. These, together with The Hobbit and The Lord of the Rings, form a connected body of tales, fictional histories, invented languages, literary essays about a fantasy world called Arda and Middle-earth within it.
Between 1951 and 1955, Tolkien applied the term legendarium to the larger part of these writings. While many other authors had published works of fantasy before Tolkien, the great success of The Hobbit and The Lord of the Rings led directly to a popular resurgence of the genre; this has caused Tolkien to be popularly identified as the "father" of modern fantasy literature—or, more of high fantasy. In 2008, The Times ranked him sixth on a list of "The 50 greatest British writers since 1945". Forbes ranked him the 5th top-earning "dead celebrity" in 2009. Tolkien's immediate paternal ancestors were middle-class craftsmen who made and sold clocks and pianos in London and Birmingham; the Tolkien family originated in the East Prussian town Kreuzburg near Königsberg, where his first known paternal ancestor Michel Tolkien was born around 1620. Michel's son Christianus Tolkien was a wealthy miller in Kreuzburg, his son Christian Tolkien moved from Kreuzburg to nearby Danzig, his two sons Daniel Gottlieb Tolkien and Johann Benjamin Tolkien emigrated to London in the 1770s and became the ancestors of the English family.
In 1792 John Benjamin Tolkien and William Gravell took over the Erdley Norton manufacture in London, which from on sold clocks and watches under the name Gravell & Tolkien. Daniel Gottlieb obtained British citizenship in 1794, but John Benjamin never became a British citizen. Other German relatives joined the two brothers in London. Several people with the surname Tolkien or similar spelling, some of them members of the same family as J. R. R. Tolkien, live in northern Germany, but most of them are descendants of recent refugees from East Prussia who fled the Red Army invasion and subsequent ethnic cleansing. According to Ryszard Derdziński the Tolkien name is of Low Prussian origin and means "son/descendant of Tolk." Tolkien mistakenly believed his surname derived from the German word tollkühn, meaning "foolhardy", jokingly inserted himself as a "cameo" into The Notion Club Papers under the translated name Rashbold. However, Derdziński has demonstrated this to be a false etymology. While J. R. R. Tolkien was aware of the Tolkien family's German origin, his knowledge of the family's history was limited because he was "early isolated from the family of his prematurely deceased father".
John Ronald Reuel Tolkien was born on 3 January 1892 in Bloemfontein in the Orange Free State to Arthur Reuel Tolkien, an English bank manager, his wife Mabel, née Suffield. The couple had left England when Arthur was promoted to head the Bloemfontein office of the British bank for which he worked. Tolkien had one sibling, his younger brother, Hilary Arthur Reuel Tolkien, born on 17 February 1894; as a child, Tolkien was bitten by a large baboon spider in the garden, an event some think echoed in his stories, although he admitted no actual memory of the event and no special hatred of spiders as an adult. In another incident, a young family servant, who thought Tolkien a beautiful child, took the baby to his kraal to show him off, returning him the next morning; when he was three, he went to England with his mother and brother on what was intended to be a lengthy family visit. His father, died in South Africa of rheumatic fever before he could join them; this left the family without an income, so Tolkien's mother took him to live with her parents in Kings Heath, Birmingham.
Soon after, in 1896, they moved to Sarehole a Worcestershire village annexed to Birmingham. He enjoyed exploring Sarehole Mill and Moseley Bog and the Clent and Malvern Hills, which would inspire scenes in his books, along with nearby towns and villages such as Bromsgrove and Alvechurch and places such as his aunt Jane's farm of Bag End, the name of which he used in his fiction. Mabel Tolkien taught her two children at home. Ronald, as he was known in the family, was a keen pupil, she taught him a great deal of botany and awakened in him the enjoyment of the look and feel of plants. Young Tolkien liked to draw landscapes and trees, but his favourite lessons were those concerning languages, his mother taught him the rudiments of Latin early. Tolkien could write fluently soon afterwards, his mother allowed him to read many books. He disliked Treasure Island and The Pied Piper and thought Alice's Adventures in Wonderland by Lewis Carroll was "amusing but disturbing", he liked stories about "Red Indians" and the fantasy wor
The Lord of the Rings
The Lord of the Rings is an epic high fantasy novel written by English author and scholar J. R. R. Tolkien; the story began as a sequel to Tolkien's 1937 fantasy novel The Hobbit, but developed into a much larger work. Written in stages between 1937 and 1949, The Lord of the Rings is one of the best-selling novels written, with over 150 million copies sold; the title of the novel refers to the story's main antagonist, the Dark Lord Sauron, who had in an earlier age created the One Ring to rule the other Rings of Power as the ultimate weapon in his campaign to conquer and rule all of Middle-earth. From quiet beginnings in the Shire, a hobbit land not unlike the English countryside, the story ranges across Middle-earth, following the course of the War of the Ring through the eyes of its characters, not only the hobbits Frodo Baggins, Samwise "Sam" Gamgee, Meriadoc "Merry" Brandybuck and Peregrin "Pippin" Took, but the hobbits' chief allies and travelling companions: the Men, Aragorn, a Ranger of the North, Boromir, a Captain of Gondor.
The work was intended by Tolkien to be one volume of a two-volume set, the other to be The Silmarillion, but this idea was dismissed by his publisher. For economic reasons, The Lord of the Rings was published in three volumes over the course of a year from 29 July 1954 to 20 October 1955; the three volumes were titled The Fellowship of The Two Towers and The Return of the King. Structurally, the novel is divided internally into six books, two per volume, with several appendices of background material included at the end; some editions combine the entire work into a single volume. The Lord of the Rings has since been translated into 38 languages. Tolkien's work has been the subject of extensive analysis of its origins. Although a major work in itself, the story was only the last movement of a larger epic Tolkien had worked on since 1917, in a process he described as mythopoeia. Influences on this earlier work, on the story of The Lord of the Rings, include philology, mythology and the author's distaste for the effects of industrialization, as well as earlier fantasy works and Tolkien's experiences in World War I.
The Lord of the Rings in its turn is considered to have had a great effect on modern fantasy. The enduring popularity of The Lord of the Rings has led to numerous references in popular culture, the founding of many societies by fans of Tolkien's works, the publication of many books about Tolkien and his works; the Lord of the Rings has inspired, continues to inspire, music and television, video games, board games, subsequent literature. Award-winning adaptations of The Lord of the Rings have been made for radio and film. In 2003, it was named Britain's best novel of all time in the BBC's The Big Read. Thousands of years before the events of the novel, the Dark Lord Sauron had forged the One Ring to rule the other Rings of Power and corrupt those who wore them: three for Elves, seven for Dwarves, nine for Men. Sauron was defeated by an alliance of Men led by Gil-galad and Elendil, respectively. In the final battle, son of Elendil, cut the One Ring from Sauron's finger, causing Sauron to lose his physical form.
Isildur claimed the Ring as an heirloom for his line, but when he was ambushed and killed by the Orcs, the Ring was lost in the River Anduin. Over two thousand years the Ring was found by one of the river-folk called Déagol, his friend Sméagol fell under strangled Déagol to acquire it. Sméagol was hid under the Misty Mountains; the Ring gave him long life and changed him over hundreds of years into a twisted, corrupted creature called Gollum. Gollum lost the Ring, his "precious", as told in The Hobbit, Bilbo Baggins found it. Meanwhile, Sauron took back his old realm of Mordor; when Gollum set out in search of the Ring, he was tortured by Sauron. Sauron learned from Gollum. Gollum was set loose. Sauron, who needed the Ring to regain his full power, sent forth his powerful servants, the Nazgûl, to seize it; the story begins in the Shire, where the hobbit Frodo Baggins inherits the Ring from Bilbo Baggins, his cousin and guardian. Neither hobbit is aware of the Ring's nature, but Gandalf the Grey, a wizard and an old friend of Bilbo, suspects it to be Sauron's Ring.
Seventeen years after Gandalf confirms his guess, he tells Frodo the history of the Ring and counsels him to take it away from the Shire. Frodo sets out, accompanied by his gardener and friend, Samwise "Sam" Gamgee, two cousins, Meriadoc "Merry" Brandybuck and Peregrin "Pippin" Took, they are nearly caught by the Black Riders, but shake off their pursuers by cutting through the Old Forest. There they are aided by Tom Bombadil, a strange and merry fellow who lives with his wife Goldberry in the forest; the hobbits reach the town of Bree, where they encounter a Ranger named Strider, whom Gandalf had mentioned in a letter. Strider persuades the hobbits to take him on as their protector. Together, they leave Bree after another close escape from the Black Riders. On the hill of Weathertop, they are again attacked by the Black Riders, who wound Frodo with a cursed blade. Strider leads the hobbits towards the Elven refuge of Rivendell. Frodo falls deathly ill from the wound; the Black Riders nearly capture him at the Ford of Bruinen, but flood waters summoned by Elrond, master of Rivendell, rise up and overwhelm them.
Halfling (Dungeons & Dragons)
The halfling is a fictional race found in the Dungeons & Dragons fantasy role-playing game. Halflings are similar to about half their size; the original Dungeons & Dragons included hobbits, but the game began using the name "halfling" as an alternative to "hobbit" for legal reasons. The hobbit first appeared as a player character class in the original 1974 edition of Dungeons & Dragons. In earlier editions of D&D, halflings are inspired by Tolkien's hobbits, being diminutive, furry-footed home-bodies with a penchant for dwelling in hollowed out hillsides and a racial talent for burglary; the "halfling" appeared as a player character race in the original Player's Handbook. The halfling appeared in the original Monster Manual, which described the halfling subraces of hairfoot and tallfellow. A number of halfling subraces were presented as character races in the original Unearthed Arcana; the halfling appeared as a character class in the Dungeons & Dragons Basic Set, Companion Rules, Master Rules.
The halfling appeared as a character race in the second edition Player's Handbook. The hairfoot halfling, the stout halfling, the tallfellow halfling appeared in the Monstrous Compendium Volume One, Monstrous Manual; the Athasian halfling for the Dark Sun setting first appeared in Dragon #173, appeared in the Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr and Dark Sun Campaign Setting and Revised. Several halfling sub-races were detailed as player character races in The Complete Book of Gnomes and Halflings, including the Athasian halfling, the furchin; the halfling appeared as a character race in the third edition Player's Handbook, in the 3.5 revised Player's Handbook The lightfoot halfling, the deep halfling, the tallfellow halfling appeared in the third edition Monster Manual, the 3.5 revised Monster Manual. The jerren, a race related to halflings, appeared in the Book of Vile Darkness; the lightfoot halfling, ghostwise halfling, the strongheart halfling for the Forgotten Realms setting were detailed in the Forgotten Realms Campaign Setting, in Races of Faerûn.
The aquatic halfling, the arctic halfling, the desert halfling, the jungle halfling, the halfling paragon, the water halfling were detailed in Unearthed Arcana. The halfling appeared as a character race in the fourth edition Player's Handbook and the Essentials rulebook Heroes of the Fallen Lands; the halfling appears in the fourth edition Monster Manual. The halfling was included as a player race in the 5th edition Player's Handbook. Two subraces were introduced with it: the lightfoot halfling and the stout halfling; the Player's Handbook suggests using the statistics of the lightfoot halflings to stand in for the hairfeet halflings and tallfellow halflings of the Greyhawk campaign setting, as well as using the stout halflings to represent the strongheart halflings of the Forgotten Realms. The Dragonlance campaign set has a different race that fills the niche held by halflings, known as kender, they are immune to fear if magically generated. Described as having a "communal" outlook on property ownership, they are known to wander off while still holding, looking at, or after pocketing an item that catches their fancy.
They do not consider this stealing, but rather only think of it as borrowing the item. Kender have a tendency to discard items for what they deem more valuable, at the time of acquiring a new item if they need more space in their pouches. In Eberron, introduced in 2004, halflings are more removed from the Tolkien versions. In this world, halflings are a wilderness-loving barbarian race that uses domesticated dinosaurs as mounts. Although they are nomadic and clannish and thus viewed as barbarians by other races, these halflings are still adept at fitting in with civilized peoples when they leave their prairie homes; some halflings give up their nomadic lifestyle to settle in human cities, but retain strong ties to their heritage. In the Dark Sun setting, the wiry halflings exceed 3½' in height and live in shaman-ruled settlements in the jungles beyond the mysterious Ringing Mountains. Halflings are the oldest race on Athas. Most of them became barbaric cannibals, while a handful of them inhabited the Pristine Tower