“Zombies? Minotaurs? Those things don’t scare me at all. But a howling halfling warrior charging you on a clawfoot raptor? Most terrifying thing I’ve ever seen.” —Sir Danton ir’Lain, Brelish knight
The halflings of Eberron began in the east of
Khorvaire, and nomadic tribes still wander the
Talenta Plains. However, many halflings followed their
dragonmarked houses into the lands to the west, and they’ve been a part of the
Five Nations since before the rise of Galifar.
In Eberron, halfling subraces represent personal aptitude as opposed to genetics. Most halflings are
lightfoot, especially in the
Talenta Plains, but
stout halflings can be found in any community. Ghostwise halflings are extremely rare; in the
Talenta Plains they are considered to be touched by the spirits and often become respected druids, while in the
Five Nations they are generally seen as oddities.
Halflings carry two
dragonmarks.
House Jorasco carries the
Mark of Healing and dominates the business of medicine.
House Ghallanda holds the
Mark of Hospitality and runs inns, hostels, and taverns across
Khorvaire.
Halflings can be found in every city in
Khorvaire. Quick and charming, halflings are often found as merchants, politicians, barristers, and bards. Of course, these same talents are useful for grifters and other criminals.
Most notably, the halflings of the Boromar Clan are the most powerful criminal organization in
Breland. They are based in
Sharn, but their influence can be felt across the nation and even in the distant city of Stormreach. If you decide to play a halfling rogue—or any character with a criminal or charlatan background—you should decide if you have a connection to the Boromar Clan, and discuss this with the GM. You could be a freelance operative who occasionally gets jobs from a Boromar underboss. You could have a cousin in the Boromar Clan, who occasionally pulls you into their problems. Or you could even be the reluctant heir of a powerful Boromar leader; you’ve gone on the run rather than taking your place in this criminal empire, but someday your past may catch up with you.
As a
Talenta halfling of the
Talenta Plains, a critical question is why you’ve left the
Plains. Perhaps you served as a mercenary scout in the
Last War and you’ve remained with the comrades you met in the conflict. Maybe your tribe was wiped out by a foreign enemy—
The Aurum, the
Order of the Emerald Claw and you are traveling the wider world in search of information and revenge.
Perhaps you’re guided by the spirits, who send you whispers and visions driving you on your adventures. You could be an official envoy of your tribe seeking allies in the world, or simply sent to learn more about the lands beyond the plains. Are you amazed by the wonders of the
Five Nations and their everyday magic, or do you take the world of the big folk in stride? The
Talentan Halfling Quirks table in the side panel provides ways to reflect your outsider perspective.
Dinosaurs play an important role in
Talentan culture. How does this affect you? Do you have a clawfoot companion? As a druid you can assume dinosaur forms; as a monk you could use fighting styles based on different dinosaurs. Likewise, in playing a Beast Totem barbarian or Circle of the Shepherd druid, consider replacing the traditional totems with the following.
Bear: Hammertail (ankylosaurus)
Eagle: Glidewing (pteranodon)
Wolf: Clawfoot raptor
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