Friday, July 31, 2020

Best of the Web - Whither the Dungeon? Wormy

The Alexandrian has a post called Whither the Dungeon? – The Decline and Fall of D&D Adventures that points out how modern versions of D&D no longer actually explain how to run a dungeon crawl or draw up a dungeon. Something I hadn't noticed but find fascinating. The game became with people teaching each other how to play because the rules were such a mess, and now they've sort of gotten back to that.

I ran across this again and don't remember if I linked it before so I figured I'd do so again. The A Collection of Dave Trampier's Wormy. Dave Trampier's art was amazing. At some point he had issues with TSR and wanted nothing to do with the hobby. I don't really know what happened but he was super-talented and that really shows in the wormy comics.

Tuesday, July 28, 2020

Thoughts on Encumbrance

5E Encumbrance is ridiculous, so much so that I suspect nearly everyone house rules or hand waves it. I've read a few of the variants around the blogsphere and thought I'd post my own.

Encumbrance

Instead of tracking weight, we take bulk into account. Each character can carry a number of items. An item easily held in one hand counts as one item, an item that requires two hands counts as two items. Some rather big items such as plate armor or a backpacks full of stuff might count as 3 or 4. Regarding smaller items, if you could hold 12 arrows in one hand that's one item.

Ones load is divided into categories Lightly Encumbered and Heavily Encumbered.
  • Light Load - Carrying a number of items equal to your STR or CON, whichever is lowest. 
  • Heavy Load - Carrying a number of items equal to your STR or CON, whichever is highest. In addition to being slower (see below) all skills, saves, and checks are Disadvantaged while Heavily Encumbered.
For example a character with 8 CON and 12 STR. 8 Items or less is lightly Encumbered, 9-12 items is Heavily Encumbered, and 13 items is just too much.

Movement from LoTFP
Load
Movement Turn
Exploration
Movement per Round
Combat
Movement per Round
Running
Miles per day
None
240
80
240
48
Light
180
60
180
36
Heavy
120
40
120
24

Note: for some reason in my notes I had half the values used by LoTFP but both 5E and LoTFP use a 6 second round (at least I think they do) so I'm not sure why. I decided to restore them to LoTFP speeds for now.

Carrying Items

All weight isn't equal. Some items aren't removed, other items are consumed, and of course treasure is added. So loads are generally split into two categories:
  • Things you wear - Not just clothes but armor, and weapons on your belt, shield on your arm, etc. This rarely changes much and really, seriously, be kept to the Lightly Encumbered level.
  • Things you carry - These are the things you'll dump if forced to run away! Typically includes backpacks, sacks, and satchels. These might even be dropped prior to each and every battle (which allows for a quick escape, but also means losing your gear). Grognards might pay hirelings to carry this stuff on their behalf.

Size Categories

Sizes are useful for comparison sake and because adventurers are likely to end up dragging dead friends around. Creatures come in five basic size categories
  1. Small (rats and dogs) (4-12 Items)
  2. Medium (Halfling to horse) (12-130 Items)
  3. Large (Really big bear, moose) (131-160 Items) 
  4. Huge (Rhino, Elephant) (161-250 Items)
  5. Massive (Dinosaur) (251-300 Items)
Humanoid size can be approximated by averaging CON and STR, I think.

Other Notes

  • Satchels and sacks are easier to drop than backpacks. Players should be encouraged to divide their loads into stuff they are willing to drop and stuff they won't drop except in an emergency.
  • Satchels and sacks are easiest to access in a rush. Food and coins can distract pursuit. Oil pots can be lit and thrown. Players should be encouraged to consider this sort of thing lest they be forced to remove a backpack and dig through it during an emergency.
  • Beasts of Burden can handle heavier loads. Instead of the highest and lowest between CON and STR a Beast of Burden adds CON and STR together to determine their Heavy Load. Beasts of Burden have no Light Load.
  • Where to put all of this stuff while they drink in a tavern is something the GM should consider as well. At some point paying the Silversmith guild in order to use their safe, or finding a Goblin Bank starts to make sense and can drag the characters into the factions of a settlement.
  • 1000 gp = 1 item (assumes a sack or small chest). The weight and bulk of 1000 gp worth of coins is roughly the same no matter what denomination of coins comprise the pile. A pile of gold will be small and heavy, a pile of copper coins will be a lot of lighter coins. It mostly evens out.

Monday, July 27, 2020

Thoughts on Alignment

Sort of continuing from Friday's Best of the Web post, part of the Wizards of the Coat policies was to suggest a change in alignments so that these races are not always evil. I've always ignored Alignments for Player Characters but find them occasionally useful for NPC and monsters, still I'd never noticed the alignments changed over time.

Baddie Alignment Through the Editions
Race
1E
3E
5E
Drow Elves 
CE 
Usually NE
NE
Dueger Dwarves
LE 
Often LE
LE
Goblin
LE 
Usually NE
NE
Hobgoblin
LE
Usually LE
LE
Ogre
CE 
Usually CE
CE 
Orc
LE 
Often CE
CE

I find it especially interesting that 3E added Usually and Often to a number of alignments. I don't know if I read it somewhere or if I was just a rebel as a kid but I'd always assumed a race wasn't gonna be 100% all one alignment.

Friday, July 24, 2020

Best of the Web - WoTC Orcs and Drow

I should call this weeks post Worst of the Web. Wizards put a disclaimer on their legacy products that more or less called the bulk of their long-time customers crypto racists, then they partially backtracked. The complaints were about the following:
  1. Drow are racist because they are evil and also black skinned. This is nonsense since they are based on North Myths and despite the black skin they have nothing in common with any human culture that has ever existed. There is a detailed history of Draw that has nothing to do with any Earth cutlers. This claim is laughable and could only be made by someone with a Google Image search  knowledge of the subject. I have more of an issue with an underground race being black skinned rather than pale-white as nearly every animal that lives entirely underground eventually adapts to be super-pale and hairless, but that is another matter.
  2. The claim that the pseudo-Gypsy, the Vistani, in the Ravenloft setting are a bunch of stereotypes. The whole game is a bunch of stereotypes, it makes it easier to get your mind around things. They are Gypsies, it says it right there in the name, they are Vistani. They are all the stereotypes once attributed to Gypsies (fair or not) but they are not Gypsies. They are filling the role Bram Stoker gave to Gypsies, a role expected in Gothic Horror, but they are not Gypsies. When the actual Gypsy complain I'll still disagree, but I'll listen, until then someone being offended on behalf of another carries no weight.
  3. The last, and lamest is the claim that Orcs are racist because someone decided that some mythical gamers consider them black people because they have darker skin. I've never seen anyone treat Orcs that way, even when we were dumb kids in the 80s nobody went there. This is another case of second hand offense and in this case they are assuming the worst of a large number of their fellow gamers, assuming they are secretly racists. The evidence for this claim seems to come down to some of Tolkiens letters in which he describes his Orcs to a friend (I'm not sure who). He says they have the grossest features attributed to Mongols or something. This isn't saying Orcs are Mongols, and its certainly not saying they are blacks. Shorthand descriptions to a friend are not cannon in the actual books mind you. He spent more time and care describing the Orcs in the books. Also Tolkiens books are not the game. A lawsuit or two between TSR and the Tolkien estate made that clear. Orcs in D&D started as pig-faced, nothing like the Orcs in Tolkien, and nothing to do with any human race. Eventually they became green skins in Warhammer and I think Warcraft and others adopted that. No human cultures have green skin either. But still there are those ready to be offended on behalf of others and to make blanket statements bashing fellow gamers as racist which is pretty offensive and has created some ill will.
Personally I think Wizards is foolish for getting involved in all of this. They are going to chase away long term fans and are unlikely to gain any new gamers in the process. Nobody thinks Orcs or Drow are racist until someone goes to great effort to explain to them their strange theory that they are, and even then they probably only repeat the nonsense as a gag along the lines of "The Empire were good guys in Star Wars" type humor.

If they  must make a statement I would suggest a statement saying "The problematic races in D&D are not problems as written unless one adds meta context to them o make them problematic. We recommend you don't add such meta context and don't make them problematic.  If you find this impossible don't use the problematic races at your table. 

Monday, July 20, 2020

Lifestyle Expenses

I like the idea of Lifestyle expenses but this also should be baked into the different races the way backgrounds are to tell you something about the race. The player should roll for their lifestyle during character creation. A series of tables will better show what I mean.

Hill Dwarf
2d6
Lifestyle
--
Wretched
01
Squalid
02
Poor
03-08
Modest
09
Comfortable
10
Wealthy
--
Artistocratic
Mountain Dwarf
2d6
Lifestyle
--
Wretched
01
Squalid
02-05
Poor
06-09
Modest
10
Comfortable
--
Wealthy
--
Aristocratic
High Elf
2d6
Lifestyle
--
Wretched
--
Squalid
--
Poor
01-05
Modest
05-06
Comfortable
07-09
Wealthy
10
Aristocratic

Wood Elf
2d6
Lifestyle
--
Wretched
--
Squalid
01-02
Poor
03-08
Modest
09-10
Comfortable
--
Wealthy
--
Aristocratic

Halfling (Stout)
2d6
Lifestyle
--
Wretched
--
Squalid
--
Poor
01-06
Modest
07-09
Comfortable
10
Wealthy
--
Aristocratic

Halfling (Tallfellow)
2d6
Lifestyle
--
Wretched
02
Squalid
03-04
Poor
05-06
Modest
07-08
Comfortable
09
Wealthy
10
Aristocratic

Half Orc
2d6
Lifestyle
01-02
Wretched
03-04
Squalid
05-07
Poor
08
Modest
09
Comfortable
10
Wealthy
--
Aristocratic

Human
2d6
Lifestyle
01
Wretched
02
Squalid
03-04
Poor
05-06
Modest
07-08
Comfortable
09
Wealthy
10
Aristocratic

A character may select to live a week at a higher level than their normal level, but not below. What happens when they are unable to afford their normal level is up to the GM (take out a loan, take up petty crime) but unhappiness and a feeling of desperation is likely. Possibly enough to risk their lives on an adventure.

If they spend too long at a lower level their own lifestyle expectations might drop a level as well.

Here is what the lifestyles mean according to the 5e srd.

Lifestyle Expenses per day
Price/Day
Lifestyle
Notes
--
Wretched
You live in inhumane conditions. Violence, and hunger follow you wherever you go. Other wretched people covet your gear, which represent a fortune by their standards. You are beneath the notice of most people.
1 sp
Squalid
Your lifestyle means you live in a desperate and often violent environment, in places rife with hunger, and misfortune. You are beneath the notice of most people. Most people at this lifestyle level are refugees of some sort.
2 sp
Poor
A poor lifestyle means simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
1 gp
Modest
A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
2 gp
Comfortable
A comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You associate with merchants, skilled tradespeople, and military officers.
4 gp
Wealthy
A wealthy lifestyle means living a life of luxury. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You are happiest when you have a small staff of servants.
10 gp
Artistocratic
You like to live a life of plenty and comfort. You have excellent lodgings, you dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility.

Friday, July 17, 2020

Best of the Web - OSR Logo, Resurrecting the Quantum Ogre

Some time ago there was a brew-ha-ha about the original creator of the OSR logo deciding didn't like some of the folks using the logo. Then MSJX created A New OSR Logo free of any restrictions. I guess I missed this when it came out so I thought I'd ad it here so i can find it again.

Hack & Slash has a really good article called On Resurrecting the Quantum Ogre and Having Him Over for Tea, especially on giving players the info they need instead of playing that game of waiting for them to ask the perfect question. The article goes into the Quantum Ogre idea a bit. Its part of a series and maybe I don't entirely understand the Quantum Ogre but seems a bit of a purity test of sorts. The idea is overly broad and I demands things of a GMs that wouldn't even be known to the players. Yes you shouldn't remove player agency, and you shouldn't be a jerk , but that is no excuse for adding a bunch of extra unnecessary work which is what it sounds like in many of the examples I've read. For example two trails, players can pick one or the other, or they could go off-road. The GM has a new ogre mini and wants to use it. They might have the ogre in the toll house on one trail, and use the ogre at a bridge on other, and that filthy ogre might be bathing in the river if they go off the trail. Maybe that's three Ogres, maybe its one. Maybe the Ogre is in one spot on the outbound journey but he's in all three places on the way back to make sure that mini gets used. I'm not sure there is a whole lot of value to a GM creating unique encounters for each and every option as long as they are willing to adapt to players plans when they come across the encounter.

Thursday, July 16, 2020

Languages

I've never been happy with how languages were handled in games. I like the original game with "common". They didn't really describe common but the idea of a lingua franca glossed over most of the issues while leaving the idea that there are lots of languages out there available for court room intrigue and all that once you get out the dungeon.

So for my Axes & Arrows campaign I have the following languages.

Language Table
Language
Script
Notes
Common
Dwarvish
Common is a simplified version of Dwarvish used to assist in communications between Hill and Mountain Dwarf communities. The language has become the lingua Franca of the region. Even the Horde has picked up on the language to ease communications between vastly different Orc and Goblin tribes.
Dwarvish
Dwarvish
A really guttural and phgmey language. Hill  Dwarfs and Mountain Dwarves both speak Dwarvish but each have thick accents that are nearly impossible for others to understand. The Dwarvish script looks like Runes as they developed it carving on wood and into stone.
Elf
Elvish
Elvish is a musical language. The Elves are protective of it and snotty about mispronunciations so few learn the language and even fewer get practice in speaking with natives. Elvish is the language of Wizardy so most Wizards learn it.
Halfling
Elvish
The Halfling language is dead. Halflings adopted the Elvish script long go so their books can still be read, awkwardly, by someone who reads Elvish script.
Human
Many
Most humans have their own language(s) which is a babble of incomprehensible nonsense that they may use amongst themselves. Luckily nearly all learn Common.
Orc
None
The orcs never developed a written language which has held them back. The Common Tongue was brought to the horde by the traitors of House Duegar to enable the Orcs and Goblins and other member races of the horde to communicate. Roughly half of all Orcs and Goblins speak Common.
Thieves Cant
None
The Thieves Cant is a slang version of Common with a lot of Human and Orc words thrown in. The language is used by the thieves that work amongst the poor and the refugees in the Hill Dwarf settlements.
What this all means is all characters will speak Common, including half of the Orcs and Goblins and other humanoid monsters they encounter. This allows for parlay.

It also means that a Halfling cookbook looks a lot like an Elvish book and a Spellbook. The main difference *might* be the inclusion of drawings of the food. Halfling cookbooks can be very valuable but not of the same scale as a Spellbook.

No alignment languages. Alignment languages was a half-baked idea based off of Latin. Clerics and Druids don't need their own language.

Wednesday, July 15, 2020

Human Backgrounds

Humans

Humans appear in most Hill Dwarf settlements. Mostly they are mercenaries come to fight, either because they believe in the cause or they are looking for cash. The flood of humans has only increased recently as Dwarven law says any Dwarven treasure left unclaimed for 50 years is up for grabs, a well known law well known to treasure hunters who have counted down the years since the Grand Vault fell 50 years ago. The humans come in many racial types but they all share the same culture (for now, eventually I'd like a couple different human cultures represented).

Illustration by Russ Nicholson
1d6
Ideal
1
Faith. I trust that my God Lord Gax will guide my actions. I have faith that if I work hard, things will go well.
2
Fame. Through adventuring I'll become famous and someone people want to know.
3
Progress. Backwards and antiquated ways should be updated or we'll never persevere.
4
Freedom. I hate to see anyone enslaved or imprisoned and will take great risks to free prisoners of the horde.
5
Fairness. Unfair rules are meant to be broken. Unfair fights are meant to be joined.
6
Greater Good. I'm willing to do some bad things if it leads to the correct results.

1d6
Bond
1
I'm willing to risk my life to prove the value of humans in the alliance.
2
I care for my family and will risk all to provide for them.
3
I love the alliance despite the imperfections and will die to preserve it.
4
I believe in honor and will not break my codes no matter what.
5
I'm loyal to the Guild that was both father and mother to me.
6
I am faithful and comfortable knowing my soul will be cared for after death.

1d6
Flaw
1
I put way to much trust in authority, I know it, but can't help it, and this war is too important for petty rebellions.
2
I'm a religious zealot and will do just about anything the Clerics of Gax say. 
3
My family is everything, and I'll do anything to protect or advance the family.
4
I like the good things in life and I'll take whatever risks are necessary to afford living like an Aristocrat, even for awhile.
5
I can't hide it, I'm very proud of everything human, especially our position as the shield of the Alliance.
6
I don't trust authority at all and will at least consider doing the opposite when given orders. It's a problem, I know.

Acolyte (From Ba5ic)
You have spent your early life in the service of the God Lord Gax. You have been ordained and are vested with the power to perform (non-magical) sacred rites and services for worshipers.
Proficiencies: Insight, Religion
Equipment: A holy symbol, a prayer book or prayer beads, vestments, a set of common clothes, and a pouch containing 15 gp
Perks: The respect and limited support (meals, place to sleep) from those who share the same faith. The character and companions can expect free healing and care at a temple of the faith

Apprentice (From Ba5ic)
You have spent your early life as a slave in one of the Wizarding Schools hoping for your opportunity.
Proficiencies: Arcana, one language
Equipment: A bottle of ink, a quill, 10 sheets of parchment, a set of common clothes, and a pouch containing 10 gp
Perks: You are a member of a Wizarding School and can rely on certain benefits this membership provides. You have access to Guild Halls and the research capacities that they provide as well as being a place to meet potential patrons, allies and hirelings. Your Wizarding School also has political clout, so the character will be protected from unjust use of the law and has access to political figures.

Merchant
You grew up working for one of the Merchant houses. Dwarves are great craftsmen and miners but they are terrible at selling their wares and human merchants have stepped into that gap making everyone a lot of money by brining products where they are wanted.
Equipment: A set of scales, a set of common clothes, a set of travel clothes, and a pouch containing 150 gp
Perks: You are an Apprentice member of the Merchants Guild and can rely on certain benefits. You have access to the Guild Hall and can get low cost loans if necessary. The Merchants Guild also has political clout, so you will be protected from unjust use of the law and has access to political figures.

Thief (From Ba5ic)
You spent your early life in one of the gangs that dominate the foreign sections of Dwarven Vaults.
Proficiencies: Stealth, Thieves’ tools, Thieves’ Cant
Equipment: A crowbar, a set of dark common clothes with a hood, and a pouch containing 15 gp
Perks: You have a reliable contact who can liaison with other criminals and their organizations. Thieves’ Cant is a secret language that thieves know that allow them to identify each other and secretly communicate while in public.

Soldier (From Ba5ic)
You spent your early life in battle guarding the walls and fighting the horde and protecting refugees and such.
Proficiencies: Athletics, Intimidation
Equipment: An insignia of rank, a trophy taken off a battlefield, a gaming set, a set of common clothes, and a pouch containing 10 gp
Perks: You have military rank that will be recognized by other soldiers. Soldiers will recognize your authority and defer to it if of a lower rank. You can invoke their rank to requisition simple equipment or horses for temporary use. You can usually gain access to military encampments or fortresses where their rank is recognized.

Ba5ic game at DriveThru. ba5ic OGL License. The only game that really did something with Backgrounds so credit where credit is due.

Tuesday, July 14, 2020

Half Orc Backgrounds

Half Orc

The name half orc is a misnomer, they are physically all Orc but are not culturally part of the horde. Half Orcs no longer worship Chaos Demons or seek to destroy everything at the whims of Dark Elf or warlord masters. Now they live uneasily in Hill Dwarf settlements, often taking on dangerous tasks to prove themselves to their new allies.

Illustration by Russ Nicholson
1d6
Ideal
1
Life is depressing, and dangerous so I drink, don't judge.
2
I'm angry a lot and have been banned from most taverns for fighting.
3
I've been a member of the thieves guild for some time but keep that connection private.
4
Power. Only through gaining personal power can I implement the changes I know must happen.
5
Honor. I do what I say I'll do and don't like, although frequently nobody believes me.
6
Protecting my battle brothers is my top priority.

1d6
Bond
1
I now worship the Dwarven God Lord Gax.
2
My Clan, what's left of it. I'll do anything for them and to a lesser extent for the other Half Orc refugees.
3
Helping the Humans who gave me a chance instead of killing me outright as their Dwarven brethren demanded, that is who I feel bonded to.
4
Stopping the Horde before they do any further damage. 
5
Treasure, I'll only risk my life for wealth and security.
6
My purpose in life is the destruction of the Dark Elves that mislead my people into worship chaos.

1d6
Flaw
1
Love fresh meat, Halfling meat to be honest, but I can control myself.
2
I was a major player in the fall of X Vault. I live in fear I'll be found out.
3
I have horrible manners and hygiene, big shock, I'm an Orc.
4
I don't really like Elves or Dwarves. Halflings and humans are alright though.
5
Although I no longer worship the Chaos Gods I still sacrifice to them from time-to-time just to be safe.
6
Irrational hatred for the Horde and I've ignored more than one order to retreat because of my rage.

Apprentice Shaman (From Ba5ic)
You spent your early life in the pursuit of knowledge and power from the Chaos Lords. That fell apart when you left the Horde.
Proficiencies: Any two languages
Equipment: A book of esoteric lore in one of the languages the character knows, a set of common clothes, and a pouch containing 15 gp
Perks: You begin the game with knowledge of the location of an object of great magical power.

Assassin  (From Ba5ic)
You spent your early years training as a killer and spy, expert at taking out guards at night.
Proficiencies: Disguise, Poison, Thieves’ Cant
Equipment: A set of fine clothes, a disguise kit, a vial of poison and a pouch containing 15 gp
Perks: You know how to get in contact with any thieves guild and can gain information and job offers. You can expect help hiding from authorities if on guild business.

Barbarian  (From Ba5ic)
You spent your early life living in the wild and off the land.
Proficiencies: Survival, one language
Equipment: A staff, an animal trap, a trophy from an animal the character has killed, a set of traveller’s clothes, and a pouch containing 10 gp
Perks: A keen sense of landmarks and geography. You can always recall the general layout of any given area. In the wilderness, you can always find food and water enough to fend for yourself.

Thief  (From Ba5ic)
You spent your early life in one of the gangs that dominate the foreign sections of Dwarven Vaults.
Proficiencies : Stealth, Thieves’ tools, Thieves’ Cant
Equipment: A crowbar, a set of dark common clothes with a hood, and a pouch containing 15 gp
Perks: You have a reliable contact who can liaison with other criminals and their organizations. Thieves’ Cant is a secret language that thieves know that allow them to identify each other and secretly communicate while in public.

Warrior  (From Ba5ic)
You spent your early years in battle looting, pillaging, and killing with the horde before you finally slipped your post and worked your way to the other side.
Proficiencies: Gaming, Intimidation
Equipment: A trophy taken off a battlefield, a gaming set, a set of common clothes, and a pouch containing 10 gp
Perks: You have military rank that will be recognized by other Half Orcs who will recognize your authority and defer to it if of a lower rank.

Ba5ic game at DriveThru. ba5ic OGL License. The only game that really did something with Backgrounds so credit where credit is due.

Monday, July 13, 2020

Halfling (Tallfellow) Backgrounds

Halfling (Tallfellow)

Halfling society collapsed long, long ago, and Tallfellow are the Halflings that learned to live in a symbiotic community with the High Elves. Tallfellow earned their keep as cooks, cleaners, and farmers as well as occasional scouts and messengers. Cooking for the High Elves means making wine and cooking a vegetarian diet. The Tallfellow adapted to this somewhat drab diet by heavy use of spices and sauces that even non Elves have learned to appreciate. This culinary additions have made the Tallfellow very popular in High Elf society, as well as making the Tallfellow themselves a bit thin.

Illustration by Russ Nicholson
1d6
Ideal
1
Unity. I think we must act as one to defeat the horde.
2
Efficiency. The most efficient way is the best way. I'm always trying to find the most efficient way to do things.
3
Elegance. I'm not particularly elegant myself but strive to be more so and really fall for those that are.
4
Safety. I'm not exactly a coward but my self-preservation instinct is pretty strong. 
5
Empathy. It makes me sad when I see others in pain. I want to help. This does not really apply to the horde as they've brought so much anguish already that we're all better without them.
6
Be prepared. I believe in thinking ahead and being as prepared as possible.

1d6
Bond
1
I care for the High Elves. They don't get enough credit for closing the multi-dimensional gates and cutting the Horde off from the multiverse. That was a huge effort and must have been a difficult decision.
2
Ponies. I love horses as well but it's a bit uncomfortable riding them. Amazing animals, I'll ride an equine any chance I get.
3
I place my family above all. That is my Halfling family, the High Elf House we've worked for for generations is second. All others are far below.
4
I was raised in the temple after my parents were slain. I'm eternally grateful.
5
If I had to pick anything it would be beer. Our Stout cousins make an amazing beer. That and ales. Great ales. And the food. Living with Elves it was all vegetables all the time. They eat like horses. Since trying the food prepared for Hill Dwarves, well I guess I've become a hedonist and I'll do what it takes to afford it all.
6
My spouse is amazing and I'll do anything to keep them happy and secure, including risk my life.

1d6
Flaw
1
I've lived with Elves and don't really like them.
2
I can't cook but because or Race pride I tend to lie about it.
3
I overcompensate for minimal size with overconfidence, ridiculous overconfidence.
4
I pick pockets compulsively, although I usually put the items back. Its not about the thing so much as the thrill and challenge
5
Don't really care for food or drink, food is fuel, and I eat because I must not because it's enjoyable. Of course nobody believes me.
6
Eating the food we prepare for the Elves makes me gaseous and my urine really smells.

Bard  (From Ba5ic)
You grew up in an Order of the Pantheon of the Old Faith, Halflings branch, reformed. As such you spent your time learning to become a performer, entertainer, and keeper of stories entertaining and informing taverns and town squares.
Proficiencies: History, Performance, Musical Instrument
Equipment: Musical instrument, a costume, a book containing an epic poem, and a pouch containing 15 gp
Perks: You can always find venues to perform. As long as you performe, room and board of a modest or comfortable standard are free.

Burglar  (From Ba5ic)
You spent your early life scouting out Vaults the horde had captured, providing maps and intel to the Dwarven Houses looking to reclaim their birthright. This has taught you some useful skills.
Proficiencies : Stealth, Thieves’ Cant
Equipment: A pouch containing 150 gp
Perks: You have a reliable contact within the Thieves Guild. Thieves’ Cant is a secret language that thieves know that allow them to identify each other and secretly communicate while in public.

Ba5ic game at DriveThru. ba5ic OGL License. The only game that really did something with Backgrounds so credit where credit is due.