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Wayfinder Halflings

Wayfinder Halflings sometimes sprout from their sister clan of Traderfolk, or have freed themselves of the Webs of Ethium, or are born into a small (by halfling standards) family of Wayfinders. What is always true of this mishmash of halflings is a sense of independence and guile at dealing with friend and foe alike. The runners of the Exploration League, an organization of diverse people driven to discover the secrets that the land of the Dycides has yet to reveal. Not necessarily knows for violence, they are known to be scrappy, and able to take care of themselves even in dire situations.  

Physical Description:

The largest of the halfling folk, they can get as tall as three foot eight inches. While definitely more lean than the Traderfolk, they vary more in width. They are also the furriest footed and think wearing a foot covering is tantamount to urinating in public. Most have a thick coat of dried mud on their feet that they consider a badge of honor. Usually they wear whatever clothing best suits them for a journey on the road, eschewing fashion for function.  

Society:

The Wayfinder’s Association in the semiformal meeting in high winter, held every three years in High Table, and many of the race find it worth attending. It is a symposium of other members of their people, a place to share stories, break bread, and possibly find someone to love. This is the closest thing the independent Wayfinders find to a culture of their own, and the meeting usually turns into a festival as the Tradefolk find a way to insert themselves into the organization. Otherwise the Exploration League is the much more normal meeting place for Wayfinders to meet with like minded individuals. Often enough the most updated maps of the world, or the exact borders of lands come from the quill of a Wayfinder mapmaker.  

Relations:

As the greater explorers of the land, many companies of Deep Dweller Half-Orcs, and Free-Peaks Dwarves associate themselves with the Exploration League and the Wayfinders. Often seeking the truth in old legends and stories, the Exploration League often works with local adventurers to unite in joint efforts to discover the unknown that whose who sit in cities never thought still existed in the Dycides. Wayfinders find Genieborn fascinating, as they link to the ancient world, and they hold Dhampir and Elves in regard for their experiences. While most find Wayfinders a curious oddity in the great array of people in the Dycides, everyone knows a Wayfinder by their side will find the most interesting, if not fastest way to a destination.  

Alignment and Religion:

Loving the land and all its potential Gozreh is a well-respected deity to the Wayfinders. Some rare few are seduced by Norgorber’s drive for secrets. Other wayfinders seek the blessings of Irori for his independence, Sarenrae for her patience, or Eratil for his straightforward nature. Many assume a Wayfinder’s wanderlust and independence is birthed of a Chaotic nature but the opposite is more often true. Wayfinders seek an organization to the world and understanding to it. This is why the Exploration League endures and the maps and guides of the Wayfinders are very precise and detailed.  

Adventurers:

Everyone needs a guide and Wayfinders make the best of any in the Dycides. Often filled with a thousand trivial tidbits of information about the world around them they are more likely to keep to themselves unless asked. Wayfinders see any job through even if they feel like the company on the road can wear on their nerves. Many Wayfinders take on roles as Rangers, Rogues and occasionally Gunslingers. They appreciate nature and would see it left alone more often than not, but they are not crusaders for it, for Wayfinders can see the forest and the relentless growth of civilization, and knows who the victor will be.  

Stats Block

Ability Score: (+2 Dex, +2 Wis, -2Str) Wayfinders are nimble and perceptive, but their size makes them weaker than other races.   Size: Wayfinders 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: Wayfinders are humanoids with the Halfling subtype.   Base Speed: Wayfinders are surprisingly swift and have a base speed of 30 feet.   Languages: Wayfinders begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Grippli and Orc.   Halfling Luck: Wayfinders receive a +1 racial bonus on all saving throws.   Wanderlust: Wayfinders love travel and maps. Wayfinders with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks.   Danger Detection: Wayfinders with this racial trait gain a +4 racial bonus on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap.   Underfoot: Wayfinders must train hard to effectively fight bigger opponents. Wayfinders with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves.   Low-Light Vision: Wayfinders can see twice as far as a race with normal vision in conditions of dim light.   Envoy: Wayfinders with a Wisdom score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level): 1/day—comprehend languages, detect magic, detect poison, read magic.  
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