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Traderfolk Halflings

The most plentiful branch of the halfling family, the Traderfolk love full bellies and creature comforts. Some few establish presences in the marketplaces across the Dycides. A Traderfolk’s ability to evaluate the value of an item is often set as the standard, and their multifaceted approach to business finds them well loved by the faithful of Abadar that have the greatest sway across the Dycides. Most people who associate with them notice a certain sense of luck around them, as they seem to find ways to make any situation work out in their favor. Most members of the Traderfolk tribe don’t stay in one place however, and they look to constantly be on the road, making new coin and deals anywhere they go. The Dycides people say, “Where the Halfling walks, droughts end and feasts begin.”  

Physical Description:

The stoutest and roundest of halflings, they usually top out at three feet and weigh between 35-40 pounds. Generally described as doughlings by the Lizardfolk, they see nothing wrong with a bit of pudge. Though most Traderfolk are shoeless, some have normalized foot wrappings and wear them when outside. Traderfolk tend to wear layers of finery whenever possible, and often choose a significant other based on the qualities of the fabric they wear to show status.  

Society:

Similar to the Grippli, but without the fear of an imposter Red Hand, the Traderfolk are well loved contributors to any community they set stakes into. Usually enjoying the often less desirable basement housing of cities, most Traderfolk homes are hard to find, which Traderfolk enjoy. They would much rather visit someone else’s home and have a delicious meal there (no skimping on the portions around big folk). This gives them the opportunity to make the connections needed for their line of work and judge the home owner’s status by the trinkets they choose to display.  

Relations:

The Grippli Riverfolk have a mixed relationship with the Traderfolk, seeing them as both rival and allies. When both the ‘dualfolk’ meet together it is either a blustery experience, or they are planning to set a new standard for exchange in the city to both group’s benefit. Seen as a good luck charm in many situations, they can sometimes find themselves working their ways into a variety of jobs in a community. They need their matriarch’s approval before they make most life decisions, occasionally, “Let me get back to mum on that,” or “Let me talk to the lady in charge,” is a stall tactic in negotiation. More independent Traderfolk break off from the clan and join the Wayfinders, if the wandering foot pulls them, and though some feelings can be hurt most wish them well.  

Alignment and Religion:

As their alignment is mostly Good, they spend time and coin worshipping Good deities. Though driven toward good trading and negotiation they are often very philanthropic. They put gold back into the cities that become their common haunts to not only build good will but to enjoy the faces on those big folk not expecting someone to look out for them. Though some Traderfolk can be swindlers, thieves and con artists, they are by far the less frequent and often find themselves caravan-less, which often develops into severe loneliness away from the their chatty relatives.  

Adventurers:

“Gold? Gold. Wonderful well minted Gold. Their Gold, Gold, Gold, and bits of Copper.”- A famous halfling song. Gold new and ancient draws the Traderfolk into the fray of adventuring. Most adventuring halflings try to find roles that don’t lead them in the middle of direct conflict where they might be grabbed by a willful roper or fiendish beast, they prefer the shadows if fighting from a distance. Taking roles such as Bards, Clerics, and Sorcerers are often comfortable, but the occasional Rangers exist among them. They can take on the skillset of a rogue, but usually not a thief, which their families would resent completely. Though some extrapolate in the end adventuring is sanctioned thievery, so it’s a moral grey area. Even among these round placid folk burn an inner fire to protect what homes and people they call friend.  

Stats Block

Ability Score: (+2 Dex, +2 Cha, -2 Str) Traderfolk are nimble and charming, but their small stature makes them weaker than other races.   Size: Traderfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.   Type: Traderfolk are humanoids with the Halfling subtype.   Base Speed: Traderfolk have a base speed of 20 feet.   Languages: Traderfolk begin play speaking Common and Halfling. Traderfolk with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Grippli, Necril, and Orc.   Adaptive: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.   Halfling Luck: Traderfolk receive a +1 racial bonus on all saving throws.   Festive: Once per day, a Traderfolk with this racial trait can grant an ally within 60 feet a +2 luck bonus on one skill check as a free action; this bonus can be applied after the ally’s check result is determined.   Weapon Familiarity: Traderfolk are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.   Keen Senses: Traderfolk receive a +2 racial bonus on Perception checks.   Acquisitive: Traderfolk with this trait receive a +2 racial bonus on Appraise checks. This bonus increases to +4 when used to determine the most valuable item visible in a treasure hoard.  
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