Halfling

The curse moved once more. This time from the Humans to the Dwarves. Half the size of humans and slightly shorter than dwarves, the dwarves gave birth to further stunted offspring. These new arrivals to the Ak'teshi slave population would be mocked as ‘half-humans'. To the giants, they were neither as strong as dwarves. Nor as proficient in combat as humans.   These 'halflings' were not seen as useful by the slave masters until their aptitude for cultivation and farming was discovered when escaped halfling slaves were found living among sprawling fields of farmland in otherwise inhospitable, isolated corners of the empire. Ak'tuin sent them to work the farms and fields of the empire. From now on, all future halflings born to dwarven slaves were to be turned into farmers under supervision from their masters.
  Creatures of many races and cultures are embroiled in struggles that flare up across the world. Other folks survive in the face of all this turmoil by keeping a low profile and avoiding the wars and other depredations that keep the outside world in a state of flux. Halflings have survived by remaining largely unnoticed by the aggressive powers of the world. They are exceptions in a world wracked by conflict; peaceful folk who have found niches for themselves away from the battles and rivalries that fill the lives of the larger folk.  
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied "luck of the halflings" in action. When a halfling is in mortal danger, it seems as though an unseen force intervenes. Halflings believe in the power of luck, and they abide by a great number of superstitions that they believe bring good or ill fortune. They attribute their unusual gift to the favor of Elenwin, believing that, now and then, the divine will of the saintly spirit tips the balance of fate in their favor.   The diminutive halflings stand about 3 feet tall and are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Innocense of Halflings

Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the world.   One such hypothesis cites a legend that speaks of a document containing ancient Demonic writings; a series of essays spanning centuries. Among the many arcane and mundane topics addressed in this tome, the Demons set down thoughts regarding the power of innocence. They recounted how they had long observed the halfling race, watching as the chaos of the world swept around them and left their villages untouched. While dwarves and humans struggled, fought, and spilled blood to expand their territory, the demons noted that the halflings dwelled in a state of placid disregard, uncaring of the events of the world. They remarked on how the halflings enjoyed the simple pleasures of the moment, such as food and music, family, and friendship, and how they seemed to desire no more than that. The writers concluded that the halflings' seemingly innate ability to sidestep turmoil and ill fortune could in fact be a special boon of nature, in recognition of the value of protecting the halfling's worldview and ensuring that their unique place in the cosmos will be forever preserved.

Friendly to a Fault

Halflings easily warm to creatures of other races that don't try to do them harm, in large part due to the lack of guile that goes along with their innocent nature. Appearance doesn't matter; what counts is a creature's character, and if halflings are convinced of a creature's good intentions, they respond well. Halflings would welcome a green-skin with a good heart into their community and treat it as politely they would as a dwarven visitor.
This openness doesn't extend all the way to naivete. Halflings won't be taken in by merely a promise of good intentions, and their instinct for self-preservation makes them wary of any new "friend" that doesn't come across as genuine. Although they might not be able to define the feeling, halflings sense when something isn't quite right, keeping their distance from a questionable individual and advising others to do the same. This aspect of the halfling mindset accounts for what other races characterize as courage. A halfling about to enter the unknown doesn't feel fear as much as wonderment. Instead of being frightened, halflings remain optimistic, confident of having a good story to tell when it's all over. Whether the situation requires a rogue slipping into a dragon's den or the local militia repelling a green-skin attack by refusing to yield, halflings surprise larger folk again and again with their unflappable nature.

Live for Today

Throughout recorded history, halflings have never sought to expand their reach beyond the borders of their isolated communities. They live their lives satisfied with what the world has to offer: fresh air, green grass, and rich soil. They grow all the food they need, taking pleasure in every poached egg and piece of toast. Halflings aren't known for great works of literature or elaborate written accounts of their history. Scholars who study their behavior speculate that halflings realize that the past is a story that can only be retold, not changed, and the future doesn't yet exist, so it can't be experienced. Only by living in the moment can one appreciate the wonder of being alive.

Life as a Halfling

On the surface, halflings are simple folk, but those who have lived with them know there is much more to the lives of these small folk than meets the eye. The members of a halfling community have a set of shared values and purposes, whether they are tucked away in a hillside burrow or occupying a neighborhood of their own in a city or town dominated by another race.

Everything Has a Story

Halflings enjoy accumulating personal possessions, but unlike most other races, a halfling's idea of value has little if anything to do with monetary concerns. A typical halfling's most prized possessions are those that have the most interesting stories attached to them. An elderly halfling's home is like opening a book of tales. Every nook and cranny contains some quaint curio or another, and its owner is more than happy to tell the story of where it came from. A halfling who has retired after a life of adventuring might own mementos as diverse as a spoon from the Gemstone Bazaar in Duunhollow, a pan pilfered from a demon's kitchen in Ambrosia, and the scale of a White Dragon acquired from its lair.   Of course, most halflings' possessions aren't so exotic in origin. But even a stay-at-home halfling strives to collect everyday objects that played a significant role in an exciting story, such as "the rolling pin that Aunt Hattie used to chase away a bugbear" or "the shoes that Tim-tom wore when he escaped from the wolf". Halflings believe that an item has a "spirit" of its own; the more dramatic or incredible it's story, the stronger its spirit. This outlook prompts them to ask probing questions about the possessions of another folk they encounter; queries that can make them seem nosy to those who don't understand where they're coming from.   The halflings' penchant for storytelling has another outlet, in the form of gatherings in which an elder holds court or several tale-tellers try to outdo one another as they pass on their experiences. Witnessing a halfling storytelling session is a rare treat for an outsider, for halfling elders can spin a yarn like no one else. A tale with all the trappings told by an elder can cause listeners to howl with laughter, long for home, sit on the edges of their seats, dream of far-off shores, choke up with emotion, or smile from ear to ear.   Some of the most often-told tales concern the origin of a halfling clan's name. Generally, such appellations come about because in the distant past, a halfling matriarch or patriarch performed a memorable feat or displayed some amazing skill that led to a name that stuck. Clans with evocative names such as the Cavecrawlers, the Hogtrotters, and the Fishskippers all have a story to be told about how they came to be.

Halfling Society

Although halflings aren't reclusive by nature, they are adept at finding out-of-the-way places to settle in. It takes a combination of luck and persistence for an ordinary traveler to find such a place, and often that's not enough. For those who subscribe to the idea that Elenwin actively shields her worshipers from harm, this phenomenon is easily explained; she looks out for their homes just as she protects their lives. Whatever the reason, travelers might look for a halfling village, but fail to notice a narrow path that cuts through the underbrush, or they find themselves traveling in circles and getting no closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight.   A typical halfling village is a cluster of small, houses with thatched roofs and wooden doors, or burrows dug into hillsides with windows that look out onto gardens of flowers, beans or potatoes. Since a halfling community usually has less than a hundred members with the exceptions of Kinston, Elmshire, and Dunmeril, cooperation is critical to their society, and each resident performs regular chores or offers benefits that support the population. One family might provide baked goods, while another one cobbles shoes or knits clothing. Generally, halflings in a village don't produce goods for sale to outsiders, but they do love to trade, especially with visitors who have interesting items to swap.   Halflings rarely consider leaving the security of their villages, because they already have all the comforts they could want; food, drink, laughter, family, friends, and the satisfaction of doing a good day's work. When all their necessities have been taken care of, halflings take it easy, and many of them find a way to turn idleness into an art form. Every halfling has a favorite spot for doing nothing; in the shade of a large stone, on the fringe of a sun-dappled meadow, or nestled in a comfy crook high in a tree. When they're not dozing off and dreaming of chasing butterflies, halflings spend time on simple creative activities, such as whittling a pipe from a branch, braiding yarn into a thick rope, or composing a jaunty tune on a second-hand mandolin.   The oldest members of a halfling community are its leaders, although that role has a special application. A clan's elders aren't authority figures in the traditional sense; they are respected, and their words are heeded, because of the stories they tell. Their best tales deliver practical knowledge within the framework of a mythic saga. An elder doesn't simply announce, "We must be always ready for a green-skin attack." Instead, that advice is delivered in a story about how a village long ago turned back a green-skin invasion, which both entertains the villagers and teaches them what to do if green-skin raiders find the village.   For the most part, halflings aren't the targets of warring nations. Their villages are of little tactical value, nor are they likely to be coveted by evil wizards or to become the object of wrath for some dark force. The only enemies that a halfling village must watch for on an ongoing basis are roving bands of green-skins, and the occasional hungry Hill Giant, Ogre, or other solitary monsters. And, as halfling luck would have it, these incidents are so rare that a single one might be talked about for generations. In one village, the story of the ogre that ate Farmer Keller's billy goat is a cautionary tale that will be repeated and embellished for decades.

Strongheart Halflings & City Life

An individual halfling or a family might leave its community behind for a number of reasons. A clan that is forced to relocate (perhaps because of invading creatures or a natural disaster) might decide to seek refuge or opportunity in a city or town, rather than trying to find another secluded spot in the wilderness. A city or a large town is likely to have a halfling neighborhood already, meaning that newcomers have a place to go that they can call home. Often, they join other halflings who have set up shop and support whatever enterprise their newfound friends have created, making a living as storytellers, bakers, chefs, or shopkeepers.   Some halflings adapted to life in dwarven cities and societies over the span of centuries, and tend to be stouter than the folk who wander the fertile valleys of
Meyland. Strong of body and strong of heart, these halflings are most often referred to as 'Stronghearts', a moniker reflective of their possible dwarven blood. Stronghearts tend to be more sedentary folk, preferring their homely existence in rural farming communities.

Bad Apples

Although most halflings are energetic and jovial, as with any other race individuals among them can be dour, curmudgeonly, standoffish, or suspicious. Such traits might appear in someone who ends up turning fully to the cause of evil; an event that is rare in the extreme, but has happened often enough that every community tells at least one story of this sort. A halfling who turns evil usually severs all links to their family, friends, and village. Slowly, over time, halflings who pursue a dark path, especially those who break too many oaths or hurt other halflings along the way, lose the protection of Elenwin. Some say that the minds of these halflings eventually become twisted, and they turn into cruel, paranoid creatures wracked by misery and despair.

Halfling Adventurers

Everything about halflings, from their small stature to their easy demeanor, makes them unlikely candidates for taking up a life of adventure away from home. Yet every generation produces a handful of exceptional individuals who defy conventional wisdom and seek their fortunes in the wider world.   Opinions vary on what compels some halflings to leave home and set off over the farthest hill to explore the unknown. The simplest explanation is that some folk are born with an overabundance of curiosity. Some point to the stories told by the elders that inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first stop for many of these plucky souls is a faraway city where they hope to find some like-minded companions.

Lightfoot Halflings & Fancy Feet

A halfling's potential for adventuring usually manifests early in life. When a child first wanders away from the village, seemingly by accident or one day hops on a log and tries to set off down the river, the parents are concerned but not alarmed. They attribute these acts of rambunctiousness to an elder's stories and almost all children outgrow this tendency to put themselves at risk. But if one persists in these antics, the other villagers say the youngster has "fancy feet."   The term refers to the persistent urge to wander beyond the boundaries of the community. Each village has its own way of coping with this phenomenon. Some elders, especially those who once had fancy feet themselves, just shrug, smile, and say it is the way of things. Nevertheless, well-meaning villagers might try to dissuade a youngster from leaving the community. Other villages are much more supportive of those who demonstrate the urge to adventure, likely because some of their elders have gone into the world and returned to tell about it.   A halfling stricken with wanderlust may not necessarily become an adventurer later in life, but will enjoy the tales told by village elders and may experience a desire to explore nearby lands, then grow out of such desires as time progresses. Because of this, many halflings of this nature tend to migrate to the towns and settlements of other, friendly races, becoming the most commonly encountered halflings throughout the world. These halflings are sometimes referred to by the taller races as Lightfoot halflings, and are most comfortable living alongside other cultures, even adopting their cultural practices, right down to their deities.

Legends in the Making

Halflings who take up a life of adventure are emboldened by the stories told by their elders-tales of halfling heroes slinking through human cities, plundering dungeons laden with treasure, and being received in the hall of a dwarven king. Each new would-be hero hopes to have adventures that merit exciting stories of their own, to inspire and delight new generations for years to come.   Of course, not every journey into the world involves risking one's life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or living with the dwarves for a few years as an apprentice. From the point of view of a halfling villager, going anywhere beyond the home is an adventure, and anyone who does so must have a fine story or two to tell upon their return. Even on a dangerous mission, halflings find enjoyment all around them. If it's raining, a halfling is playing in the puddles; in a stiff wind, a halfling might fly a kite instead of seeking shelter.

Halfling Names

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
  Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

Halfling Traits

Halfling Traits

As a halfling, you have the following traits.

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Age. Halflings mature at the same rate as humans and live slightly longer. On average, they live about 110 years.
Alignment. Most halflings tend towards lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Trade-tongue and Halfling.

Lightfoot Halfling

As a lightfoot halfling, you have the following traits

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Warm Belly. During a short rest, you may spend 1 hour preparing a delicious meal to feed up to 6 people, using any ingredient of your choice. Those who eat of the meal gain temporary hit points equal to half your level.

Strongheart Halfling

As a strongheart halfling, you have the following traits.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Darkvision. Living in the darkness of solid shelters, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   
Genetic Ancestor(s)
Lifespan
110
Average Height
3'
Average Weight
40 lb.
Notable Halflings

Halfling Superstitions

Halflings might perform the following actions, among many others, to ward off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
  • For a safe journey through a forest, leave a few seeds or a cloverleaf for Elenwin.
  • A large silvery squirrel could be Elenwin in disguise. Be on your best behavior and offer a treat when you see her!
  • Springs are sacred places full of good luck. Take a moment to pause and reflect in such a place, or stop for a quick snack.
  • Set flowers in your cap or hair to protect against evil faeries.
  • When the hair on your neck stiffens or the skin on your arm looks like a plucked chicken, know that Elenwin is near and heed her warning.
  • Put a frog under your cap to bring good luck, but not for too long, or it's bad luck for a fortnight.
  • If you step on a butterfly, you'd best not leave the safety of your house for three days.
  • When you plant a row of turnips or radishes, be sure to bury a nice round stone for Elenwin at the head of it, and she'll help bring you some big fellers!
  • Always keep a faerie circle on your left when you pass by, and be sure to tip your cap. Never enter or stand in the center of one.

Avid Conversationalists

Being rural folk, even in their towns, the Halflings are earthy types who enjoy good food, strong drink, a good smoke, and conversation that would turn anyone's ears blue. Expressive to a fault, Halflings think nothing of discussing their aunt’s nightly business with perfect strangers in complete detail "just to pass the time, y’know". They love a good chat and strangers are welcomed by farmers along the roads as long as they bring gossip, coin, or lunch. Or preferably all three.

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