Halflings

At A Glance

  Halfling are the youngest of the Elvenborne races, having only diverged from, theoretically, either from dwarves or humans in the last ten or so thousand years. This is still a hotly debated topic among Loremasters. They are known for their easy humor, robust appetites and incredibly welcoming nature, and are as much at ease in a cozy home or out on the open road. Their very nature has a tendency to disarm even the nastiest of situations, leading to there reputation as some of the best traveling companions. A halfing is only about half the size of a human, often weighing only a pound or so more than a human child. Halflings excel at the more refined arts of scouting and thieving, often able to solve puzzles and disarm mechanisms other haven't even seen.  

Halflings

No other race on Galdor can you find a people at once completely content to live safe comfortable lives, but also eager to take a dinosaur by the horns and ride into the very heart of the Savage Lands. This chaotic steak is often attributed to more than a touch of The Sister's blessings. In truth halflings are driven to explore, filled with an unrivaled optimism, an overflowing joy in life, and brave almost to a fault. Combined with an extremely lucky nature, they often survive their more harrowing feats and uncertain challenges by little more than the skin of their teeth. However it is not in their nature to admit what other might find foolhardy or reckless and often they brush of these fast and adrenaline filled feats of near disaster with not much more than a shrug or witticism. Their ability to find humor in any situation, no matter how dire, often allows halflings to almost enjoy the thrill of dangers that can surround them.   Halflings are very resourceful, imaginative and adaptable traits that mix very well with their luck and even better with their healthy dose of bravado. Their general good humor and nature often allowing them to see advantages even in failure. But this also comes with a lack of restraint, and they often constantly push and test the limits of themselves and those around them. With their sharp wits a halfling is likely to attempt to fast talk an Elven Noble or Challenge a J'tar to a test of strength, at times just to see what the reaction might be. It can be said that failure, or their harrowing and adrenaline filled near death experiences, can shake a halflings faith that the universe is really just there for their enjoyment.   While their curiosity drives them to seek out adventure, a halflings heart always yearns for hearth, home, and family. Their homes are comfortable, warm and large enough to allow them to play host to friends and family. Their belief in hospitality often leading to them offer a warm meal and comfy bed to road wary traveler, they place great personal value on their ability to entertain as the perfect hosts. Just like with their homes, when they travel they also prefer a certain level of creature comforts and luxuries. Providing them, their families and their guests with as many comforts as money can buy.   Physical Description: Halflings come in at just about 3 feet in height, making them appear to be Human or Elven children at a distance. Coarse tufts of thick hair cover their broad feet, which they often prefer to keep bare. Skin tones can vary between family clans and tribes but normally range from tanned reds toward the more olive complexion. Their hair often staying in the dirty blonde to lighter shades of brown, although it is not completely unheard of to see a halfling with true blonde, flame red or even black hair. Eye colors ranger through the greens to the darker browns, but never stray into the blues or grays. Slight points distinguish their ears, although not as tapered as an elves, the size is slightly larger proportional to a humans. For all their quirky attitudes towards life, often dress very functionally, not seeing the reason to waste time or money on more lavish costumes. Even halflings that have never left the farm often preferring to dress much like a traveler or adventurer.   Society: Halflings live anywhere they can find a comfortable climate, often staying away from tropical areas just as much as they tend to shy away from the frozen lands of the extreme north and south. Preferring a simpler and more comfortable existence, seeking to establish the perfect blend of safe haven and perfect place to plan their next adventure. Often halfling society is closely linked with human culture, the two races finding away to perfectly balance one another, working towards unified long term goals. There are several major clans of halflings that claim parts of Galdor as their homes.   Relations: Halflings prides themselves on their skills in stealth, slight of hand and acrobats, and they often make excellent thieves or dexterous performers. A task is only fun if it is challenging, and failure is only a temporary setback. Their reputations proceed them, a fact they either work to overcome or exploit, depending on their mood and needs. Although known form their humor and pranks, they don't often pursue the more dangerous and chaotic trickery the Gnomes or Narkin find so appealing. Although always curious and at times willing to harp on any lead or fragment of information, they are often not content in spending long amounts of time in contemplation or study. Restless much later in life than most other races, although often in old age they make excellent teachers and even Loremasters.   Alignment and Religion: Halflings are fiercely loyal to their friends and family first and foremost, and are willing to go to extremes in order to provide for others needs before their own. They place high value on the ancient laws of hospitality and sanctuary. They tend towards neutral and follow the local customs and laws, although this is more out of a sense of community than ethics. They do place a high value on personal freedoms and will often break or bend laws if they feel that they are unethical or downright wrong. Slavery above all else is a specifically distasteful practice, and even if local laws allow for it a halfling will go out of their way to free slaves and disrupt a slave trade. They often choose to follow The Sister or one of the Courtless Gods.   Adventurers: Driven by the need to explore, questions, and chronicle all the things of the natural wold halflings make excellent adventurers. They often make split decisions more based on their craving for new and rich experiences, rather than wasting a lot of time contemplating results. While completely willing to use their natural talents as thieves, be it a quick cut of a purse or a complex heist, they don't seek money for moneys sake. Instead they view it as a tool to make their lives a bit easier, even if that means greasing a few palms or tipping a little extra for just a bit more information. Their reputations as fast talkers and great hagglers often make them a valued and highly sought after edition to any party.   Male Names: Albus, Beck, Elkin, Lomn, Tobby, Vorne   Female Names: Adell, Jewel, Penny, Naili, Sky  

Clans

  Brier Runners: Claiming the vast expanse of grasslands and sparse forests of the southern reaches of the Wilderlands Brier Runners are renown for theor natural settlements. Often picking shallow shires or the slight nooks afford by foothills to claim as their own, they then build into the landscape rather than upon it. Their excellent abilities as gardeners allowing them to often create hedge walls of natural vegetation as a means of protection around their small settlements. These barriers often featuring either thorn covered or entangling plants in order to better protect their them. As a side effect Brier Runners often grow up in and among massive thorny plants, learning to dodge and play in their natural walls even as the learn to walk. They have a reputation for the ability to avoid traps and entangling situations, and are often seen as master rogues when they venture into the world.   Brier Runners receive a +2 to Knowledge(Nature) and +2 to Escape Artist, their favored class is Rogue.   Veil Striders: The Singing Stones stand as a solemn reminder of the horrors that Galdor suffered during the reign Lady Serena, the Countess of Strektven. Set in place to separate and contain the Vampire Courts. These mammoth stone pillars covered in glowing blue runes pulse as if in sync with some titanic heart, empowered to support the Rose's Veil. However it has been a thousand years since the ritual was completed and the Stones are ever weakening. It is around these stones that the Veil Striders choose to make their home, the origins of this enigmatic clan is lost to the mists of history. Whether they are the only surviving descendants of a lost garrison or if the stones they protect are the product of halfling magics isn't known. These questions pale in comparison to the job this clan has claimed, they travel the length of the line in a yearly cycle caring for and maintaining that fortresses that encircle each of the Singing Stones. This nomadic existence is difficult and often see the Veil Striders clashing with the lesser powerful undead that can slip through the Veil. They are known for their ferocity in battle, often seen as a side effect of living so close to the undead realms, producing a stunning number of barbarians and twin weapon style rangers.   Veil Striders receive a +2 to Heal and a +2 to Survival, their favored class is barbarian.   Moon Singers: Hospitality, with a twist; learn to play to the crowd, even if just to distract them from their purses. Bards, thieves, mystics, performers, legendary story tellers, and musicians are all titles the Moon Singers proudly claim. This nomadic clan of halflings further subdivide themselves into several extended family tribes, which have spread to almost every corner of Galdor. They maintain large caravans preferring to follow the bardic troupe traditions, often coming into a town center or to the outskirts of a small village simply to entertain. Often only seeking payment in the small comforts: a hearty meal, good stout drink, or their favorite a story they haven't heard. Almost all Moon Singers become adventurers when they come of age, it is a right of passage within the clan to venture out and collect new tales and stories, before either returning to your home tribe or joining another caravan.   Moon Singers receive +2 to Perform(Instrument) and a +2 to Slight of Hand, their favored class is bard.   Marsh Stalkers: Halflings with an affinity for living in Delta, Swamp and Marsh Regions.   Shoal Rats: Halflings that live near the sea, or make a life out of sailing.   City Dwellers: Most halflings are simply considered city dwellers, they have spread to every village, town, port and city that humans also claim as home. City Dwellers receive +2 to Craft(Any) and receive and extra Language for free. Favored class Rogue.  

Random Starting Ages

Adulthood Intuitive 1 Self-Taught 2 Trained 3
20 years +2d4 years (22 - 28 years) +3d6 years (23 - 38 years) +4d6 years (24 - 44 years)
  1. Includes: barbarians, brawlers, oracles, rogues, and sorcerers.
  2. Includes: bards, blood garden assassins, cavaliers, fighters, grenadier, gunslingers, paladins, rangers, summoners, veilwalker and witches.
  3. Includes: alchemists, artificers, bio-thaumaturges, clerics, druids, inquisitors, magi, monks, spy and wizards.

Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2 ft. 8 in
+2d4 in.
(2 ft. 10 in. - 3 ft. 4 in.)
30 lbs.
+(2d4 lbs.)
(32 - 38 lbs.)
Female 2 ft. 6 in.
+2d4 in.
(2 ft. 8 in. - 3 ft. 2 in.)
25 lbs.
+(2d4 lbs.)
(27 - 33 lbs.)

Racial Traits

 
  • Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
  • Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
  • Base Speed: Halflings have a base speed of 20 feet.
  • Languages: Halflings begin play speaking Common(Low Galdorian) and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Defense Racial Traits:
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Feat and Skill Racial Traits:
  • Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Offense Racial Traits:
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Attitudes toward Other Races   Humans : The Easiest to get along with. It is common for Halflings to live and work closely with humans.   Dwarves : Good and Loyal Friends. Great for Adventures and Getting into trouble with.   Elves : Stoic and Stuffy, hard to work with. Although they can make good Adventuring partners.   Gnomes: Fun, But also Dangerous. Eccentric and Chaotic, like playing with a firecracker.   Delvarians: Elves, with more steps.   Illaan: Much like Humans, easy to get along with, good to work with.   J'tar: Big and intimidating. But fun to run circles around.   Kosan: Stoic, Small and Oddly Disciplined. How does that make sense?   Narkin: Either the best of friends, or the largest of Rivalries.   Nimra: Angry, Grumpy, Kitty.   Lithani: Fun, Exciting, Kitty!   Wyrsi: Big and Intimidating, but super fun and mysterious. Good for Adventures.   Arconian: Grumpy and boring. Scaly-kind too worried about looking "scary" to be much fun.   Elekin: Weird, but in a fun ask them 20 questions way.

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