World of Amistade
Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, Halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, Halflings are cunning, resourceful survivors.
Nearly every community of any size larger than a village has at least a few Halfling residents.
Personality: Halfling society is hard to quantify, because Halflings can be divided into three groups: those who live among other races, those who live among other Halflings, and those who wander from place to place. Some Halfling families live their entire lives in one place, sometimes as part of a diverse racial community, and sometimes in a settlement populated almost entirely by Halflings. Others live their entire lives on the roads and byways of Amistade, never remaining in one place very long.
Nomadic Halflings prefer trouble to boredom. They are notoriously curious. Relying on their ability to survive or escape danger, they demonstrate a daring that many larger people can’t match. Nomadic Halfling clans wander wherever circumstance and curiosity take them. Nomadic Halflings enjoy wealth and the pleasure it can bring, and they tend to spend gold as quickly as they acquire it.
Halflings are also famous collectors. While more orthodox Halflings may collect weapons, books, or jewelry, some collect such objects as the hides of wild beasts—or even the beasts themselves. Wealthy Halflings sometimes commission adventurers to retrieve exotic items to complete their collections.
Physical Description: Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. Their skin is ruddy, their hair black and straight. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. They like to wear simple, comfortable, and practical clothes. A Halfling reaches adulthood at the age of 20 and generally lives to 150.
Relations: Halflings try to get along with everyone. They are adept at fitting into a community of humans, Dwarves, Elves or Lapin and making themselves valuable and welcome. Since human society changes faster than the societies of the longer-lived races, it is human society that most frequently offers Halflings opportunities to exploit, and Halflings are most often found in or around human lands.
Alignment: Halflings tend to be neutral. While they are comfortable with change (a chaotic trait), they also tend to rely on intangible constants, such as clan ties and personal honor (a lawful trait).
Halfling Lands: Halflings have no lands of their own. Instead, they live in the lands of other races, where they can benefit from whatever resources those lands have to offer. Halflings often form tight-knit communities in human or Dwarven cities. While they work readily with others, they often make friends only their own kind.
Halflings also settle into secluded places where they set up self-reliant villages. Halfling communities, however, are known for picking up and moving en masse to some place that offers a new opportunity, such as a new mine that has just opened, or to a land where a devastating war has made skilled workers hard to find. If these opportunities are temporary, the community may pick up and move again once the opportunity is gone, or once a better one presents itself.
Some Halfling communities, on the other hand, take to traveling as a way of life, driving wagons or guiding boats from place to place, and maintaining no permanent home.
Religion: The chief Halfling deities are Jackdaw and Little Bird. Little Bird promises blessings and protection to those who heed his guidance, defend their clans, and cherish their families. Jackdaw watches over individual villages, forests, rivers, lakes and so on. Halflings pay homage to these deities to ensure safe journeys as they travel from place to place.
Jackdaw is known to actively wander the lands of Amistade watching over Halflings and other good aligned races. Jackdaw is also known to actively intervene in maintaining Order and Chaos on Amistade. He is also know to gather or aid adventurers in overcoming great evil when it threatens Amistade or large communities.
Magic: Halflings tend to be generalists when it comes to magic, using a broad array of spells and magic items to make their travels—or their hearths—more pleasant. They are skillful clerics and sorcerers, but sometimes lack the discipline to become accomplished as wizards.
Because they’re almost always fighting foes who are larger than they are, Halflings favor spells that help them move around the battlefield and negate the physical strength of their foes. Expeditious retreat, fly, haste and various polymorph spells
Language: Halflings speak their own language, which uses the Common script. They write very little in their own language so, unlike Dwarves, Elves and other races, they don’t have a rich body of written work. The Halfling oral tradition, however, is very strong. While the Halfling language isn’t secret, Halflings are loath to share it with others. Almost all Halflings speak Common, since they use it to deal with the people in whose land they are living or through which they are traveling.
Names: A Halfling has a given name, a family name, and possibly a nickname. It would seem that family names are nothing more than nicknames that stuck so well they have been passed down through the generations.
Male Names: Alton, Antal, Beau, Borum, Cade, Chimon, Eldon, Garret, Hakon, Jamir, Kaleb, Karum, Lem, Liek, Lyle, Milo, Miro, Neg, Osborn, Rocur, Roscoe, Sumak, Wellby
Female Names: Amaryllis, Anafa, Bellis, Charmaine, Chandira, Cora, Eireen, Etune, Euphemia, Filiu, Giana, Jillian, Lavinia, Lidda, Lissa, Marra, Merla, Onaga, Piria, Portia, Rillka, Seraphina, Sistra, Sophone, Vaga, Verna, Yamra
Family Names: Brushgather, Goodbarrel, Greenbottle, Highhill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough
Adventurers: Halflings often set out on their own to make their way in the world. Halfling adventurers are typically looking for a way to use their skills to gain wealth or status. The distinction between a Halfling adventurer and a Halfling out on her own looking for “a big score” can get blurry. For a Halfling, adventuring is less of a career than an opportunity. While Halfling opportunism can sometimes look like larceny or fraud to others, a Halfling adventurer who learns to trust her fellows is worthy of trust in return.
Animals and Pets: Halflings make up for their small stature by domesticating some of the largest and most powerful hounds in Amistade. A towering human brigand has a hard time pushing around a Halfling traveler with a pair of loyal hounds at his side.
Halfling Racial Traits:
- +2 Dexterity, –2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
- Small: As a Small creature, a Halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Halfling base land speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
- +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
- Halflings are immune to the effects of witchwood.
- +2 morale bonus on saving throws against fear. This bonus stacks with the Halfling’s +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with a thrown weapon and slings: Throwing and slinging stones is a universal sport among Halflings, and they develop especially good aim.
- +2 racial bonus on Listen checks: Halflings have keen ears.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Lapin, Goblin, and Orc. Smart Halflings learn the languages of their friends and enemies.
Hit Dice: 2d8 (15 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 16 (+2 Dex, +4 natural) touch 12, flatfooted 14
Attacks: Bite +4 melee
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Scent
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 15 (+2), Dex 15 (+2), Con 17 (+3), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
Skills: Listen +3, Spot +2, Swim +3, Survival +2
Feats: Weapon Focus (bite), TrackB
Climate/Terrain: Any land
Organization: Solitary or pack (2–8)
Challenge Rating: 1
Alignment: Always neutral
The statistics here describe large, powerful hounds such as moorhounds.
Scent: Detect opponents within 30 feet. Exact location is not revealed, unless within 5 feet. Track by scent.
Skills: Hounds receive a +8 racial bonus on Survival checks when tracking by scent.