Appearance:
Cousins
to the Dwarves, the Halflings are similar in that they are a race of short,
stout beings. They are typically 3 to 3 1/2 feet tall and weigh about 70
pounds. They usually have light tan skin and light brown or blonde hair.
Most Halflings have blue, or hazel-grey eyes. Their ears are slightly Elf-like,
pointed, though somewhat smaller. They are prone to laughter and smile
frequently, and they maintain a youthful exhuberance throughout their 150
year lifespans. Though Halflings maintain that there are distinct subraces
of their kind, outsiders cannot tell them apart and all Halflings are considered
'Halflings' by the rest of the Arr-Kelaanian races. |
Personality:
Halflings are a merry people fond of drink and food. They typically
eat five to eight meals a day consuming great quantities of stout ale.
It takes considerably more ale than any Human could consume to impair a
Halfling's abilities. Like Dwarves, Halflings enjoy music but their music
tends to be more simplistic and rarely more complicated than basic 'drum,
pipe, and fiddle' dance music. Halflings are fond of dancing, and typically
excel at acrobatic arts like tumbling and juggling.
Halflings typically have a lifespan of 150 to 200 years, maturing early and not suffering the afflictions of advanced age until late in their lives.
Though many make the mistake considering Halflings a race of harmless, soft, little people, Halflings were made by the Sovereign of the Earth with a core of strength as hard as granite. Though they seem merry, they understand the nature of war and train their animals to the stalwart and fierce in battle. Halflings recognized the drive to succeed in the early Humans and worked closely with them, teaching them and, in turn, learning from them. Humans and Halflings have the closest ties of all the races, and their nations have risen in power.
Lifestyle:
Halflings organize themselves into extended families or clans, much
like Dwarves, and all Halflings know their lineage and family history.
Fond of lightly wooded, rolling hills in the temperate regions of the world,
almost every Halfling clan has some ancestral estate on which they make
their home (usually a comfortable warren of burrows), and adventuring Halflings
can always return to their homeland and be accepted by his clan mates.
Halflings have a natural affinity with animals, and raise the finest horses, ponies, riding beasts, dogs, and cattle and on Arr-Kelaan. A Halfling can easily identify the quality of animals for sale. They can detect the subtle interaction of breeding and are able to follow desirous traits and flaws through many generations of animals. They are also highly skilled at training animals either as mounts or for combat. Halfling-trained war horses and war dogs are prized throughout Arr-Kelaan. Halflings are also excellent farmers, being able to raise more food from less acreage than other races.
Halflings are nearly silent when they walk, gaining surprise 1-3/d6 when alone or well out in front of a party of non-Halflings. All Halflings are equally competent with either hand, and most will fight with two small weapons at the same time (two Ehravels being most common). They also have great skills with thrown weapons (such as daggers) and slings and gain a +1 to their attack rolls and can make Called Shots at a penalty of only -2 when using such weapons.
They also have similar resistance to spells and poison that their relatives, the Dwarves (same bonuses to spell and poison saves). Halflings also have infravision to 30 feet.
Names and Language:
The Halfling tongue began almost identical to Dwarven, but was soon
lost as the Halflings joined the Human empires. Halflings no longer
have their own language, speaking the common language of their Human neighbors,
but they can all understand Dwarven.
Equipment:
Halfling equipment is nearly always simple and serviceable, usually
decorated with colored ribbon, polished stones, or polished bone. Nearly
all Halflings carry staves when they travel, mostly as walking sticks,
but also for defense and other ingenious uses. One thing no Halfling ever
has to worry about is shoes; they don't wear them. A Halfling's feet have
soles as tough as any leather and are covered in a thick, wooly hair that
protects them from the worst the elements can throw at them (for purposes
of cold or frostbite, consider a barefoot Halfling to be wearing heavy
boots).
Pantheon:
The most revered goddess of the Halflings is Tollondhra,
the child-like goddess of agriculture. Not only is she very similar
to them in stature, but she commands agriculture; the very thing that is
the heart of all Halfling society. Many Halflings also follow the
tenets of Sharra, goddess of good luck,
Mykke, the god of justice, and Beyurn,
the goddess of protection.
History:
Halflings were the second-born of the Sovereign of the Earth, created
with abilities to make full use of the fertile, pastoral plains or valleys.
Their development of agriculture in the Stone
Age made permanent settlements possible, fueling all later advancements
of society. They have the longest relationship with Humans, and have
had the closest ties to them such that their fortunes rose and fell with
that of the Humans.
Halflings were invaluable during the Dragon Wars as their communities
were never successful infiltrated and were able to stand fast when much
of Humanity slipped into chaos at the behest of the mighty dragons.
Many Human empires that refused to share their lands with the Halflings
were swept away during the Dragon Wars. Halfling communities formed
the anchors which held entire Human empires from dissolving into chaos.
Classes and Kits
Halflings may be fighters, druids, thieves, or fighter/thieves.
They favor kits that emphasize their higher dexterity such as acrobat
and swashbuckler.
Standard Abilities
| CON | Bonus |
| 4 - 6 | +1 |
| 7 - 10 | +2 |
| 11 - 13 | +3 |
| 14 - 17 | +4 |
| 18 - 19 | +5 |
| Feature To Detect | On 1d6 |
| Detect grade or slope in a passage | 1-5 |
| Detect new stonework | 1-5 |
| Detect sliding/shifting walls | 1-4 |
| Detect stonework traps and pits | 1-3 |
| Determine approx. depth underground | 1-3 |
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