Halflings


THE PEACE OF HALFLINGS

I. Of Halfling Origins
II. Of the Halfling Sub-Races
III. Of Halfling Language and Culture
IV. Of Hairfoots
V. Of Stouts
VI. Of Tallfellows
VII. Of Mixed Bloods
VIII. Of the Halflings of Lindon
IX. Of the Halflings of the Fairdells
X. Of the Halflings of the Empty Lands
XI. Of the Halflings of Yonglath
XII. Of the Halflings of Emeran
XIII. Of the Halflings of the Neutral Territories
XIV. Of the Halflings of the Free Coast
XV. Of Halflings of Minar and the Aloen
XVI. Of Other Halfling Communities
XVII. Of Legends

I. Of Halfling Origins

Little is known about the beginnings of the halfling race. Halflings do not have great civilizations for the most part, nor do they keep histories except as folktales and legends. Despite this lack of knowledge, however, it is clear that halflings were, at one time, much more wild than they are currently. These early halflings spread their race over much of Rhean, most likely secretly--no doubt the cause of some early human legends. These halflings do not seem to have been more warlike or aggressive than their modern kin, but probably found a nomadic lifestyle more survivable than being settled in one place. These early wanderings led to the various sub-species of halflings. It is clear that sometime in these pre-historic days the halflings first began worshipping their deities, but other than various myths which are rather doubtful little is known of the beginnings of this relationship.

II. Of the Halfling Sub-Races

Hairfoots are that race of halflings that is most common in central Rhean, in Lindon and the Fairdells. Hairfoots live and work closely with men, and seem to have a natural skill in dealing with "big folk".

Stouts are a bit shorter and stockier than their Hairfoot cousins. They are found in the West, in the Neutral Territories and Aloen Forest. They have always been friendly with dwarves, and are best of the halflings at working stone and metal.

The Tallfellows, as their name suggests, are slightly taller than a typical Hairfoot. They are found in southern Rhean, in the area of the Estates of the Eagle Knights. These halflings are more warlike than most, and are also best at wilderness skills. They are said to be friendly to Sylvan Elves.

It should be noted that halflings do travel, and so these areas describe only where the sub-race is numerous and dominant. It is possible to find members of each sub-race in other areas, as well as individuals of mixed descent.

All halflings receive a +1 to dexterity and a -1 from strength. In addition, all halflings receive a +1 to magic and poison saves for every 3« points of constitution.

III. Of Halfling Language and Culture

Each halfling sub-race has its own language. However, these are only used within each sub-race's dominant area, and only between halflings; other races learn a halfling tongue only rarely. In fact, other races rarely appreciate that there are three distinct halfling languages. In addition, halfling nature means that an individual isolated community may have a dialect that is nearly distinct enough to be called a language. This being the case, nearly all halflings that ever leave their village learn another language. In game terms, adventuring and merchant halflings receive a free language proficiency, in addition to their own version of "halfling".

As mentioned earlier, halflings were originally a shy, nomadic people who settled only where other races did not dwell. They have become much more settled and pastoral over the years, until now a common halfling may never go more than a few miles from home. In fact, halflings often believe that those who enjoy travel and adventure are a "bit queer" or that they had an "odd bringing up". Still, the ancient nomadic blood of the halfling still runs strongly in some families, and, although these lines may get a bit of a reputation, they are often invaluable to a community, as they most often take up life as merchants.

Adventuring halflings are a bit odder still. To the halfling mind, they give up the warmth and comfort of home for a dubious promise of treasure and fame. Even so, retired halfling adventurers will be accepted into a community eventually, provided they throw good parties and tell good stories.

Most halfling communities are organized around the family. Halfling family names tend to translate into their occupation or where they originated from. If two families have similar jobs in one community, the more recent arrival will take a name of something related to the occupation, like Plowman for a farmer or Badgers for a ditch-digger. Halfling occupations do generally stay in the family this way, and even if the occupation changes, the name does not need to (although it can). If a young adult starts an occupation, he keeps his name until he marries or moves to another community. Even in these cases, he is entitled to keep his name (unless he moves and another family already uses it). Typically, names are only changed if the occupation is completely new top the community or if it is old, but the family with the name has died out.

Halflings typically have large families, and it is not uncommon to find several generations all living together in a large burrow. Head-of-family is joint, eldest married couple, but the eldest female is head-of-household and the eldest male is the head of the family's industry. Halflings typically enjoy their creature comforts, favoring good beds and baths, and always enjoying good food. They do not drink to excess, excepting certain Stouts who have picked up the tendency from dwarven neighbors. Halflings typically enjoy meads, sweet wines, and fruit liquors: beers should be thick and creamy, with a good head. Nothing harsh will be tolerated. They do not mind work with clear practical results, although they do not tinker or work for work's sake. Their relationships with their deities tend to be similar--prayers and services are casual but heartfelt.

IV. Of Hairfoots

Hairfoots average about 3 and 1/2 feet tall, but run up to 4 feet. They are normally 60-70 pounds in weight. Hairfoots enjoy games and are good at soft movements, surprising on a 1-6 on a d10 (if alone and in familiar surroundings). They do not use boats, and typically only use ponies for work. They are very fond of dogs. Hairfoots typically have brown or sandy hair and brown or hazel eyes. They live to be up to 150 years old.

Hairfoots make good thieves and fighters. They can be priests, but this is uncommon (only 1 or 2 per community). Hairfoots who wish to travel often join human armies, where they are trained as scouts. All hairfoots get along well with others--they automatically receive etiquette or local history and cooking (or other household skill) or a language (in addition to common and Hairfoot). In addition, hairfoots receive a +1 to charisma.

V. Of Stouts

Stouts are somewhat shorter than hairfoots--3 to 3 1/2 feet tall--and average about the same weight. They do not like ponies or other animals much, except for birds. They enjoy boating and swimming. They love crafts of all kinds and get along well with dwarves. Their hair is most often red or brown. They have green or brown eyes. Stouts live to be 180 years old.

Stouts receive a +1 to constitution, but must take a -1 to charisma. They can detect sloping passages 75% of the time and construction details 50% of the time. They have 60' infravision. Stouts tend to be somewhat bellicose, so many become fighters. They also have more priests than other halflings. All stouts receive automatic proficiency in pummeling or a craft proficiency. Stouts make take dwarven as a free language instead of common.

VI. Of Tallfellows

Tallfellows are the tallest of the halflings, averaging about 4 feet. They weigh about the same as hairfoots, being more slender. They love ponies and often raise and race them as humans do horses. Otherwise, they like cats. They do not generally swim. Tallfellows have had a more violent history than most halflings, and many at least learn to wield a spear and to ride. They are also known for mounted archers. Tallfellows have blonde or flaming hair, and blue or green eyes. They live to be about 160 years old.

Tallfellows make good fighters and scouts, receiving a +1 to perception. They can also be halfling guardians (Dragon 129). Tallfellows receive either tracking or riding (pony) as free proficiencies. Tallfellows may take sylvan elven as a language instead of a human tongue. Tallfellows can determine direction as direction sense.

VII. Of Mixed Bloods

Tallfellow/ hairfoot crosses are treated as one race or the other (choose or random). Tallfellow/ stout mixes receive proficiencies according to background. They receive a +1 to perception, a -1 to charisma, and 30' infravision. Mixed bloods can determine slopes as a stout and directionas a tallfellow. Mixes cannot be halfling guardians. Hairfoot/ stout mixes have 30' infravision. They receive a +1 to constitution. Proficiencies are according to background.

VIII. Of the Halflings of Lindon

IX. Of the Halflings of the Fairdells

X. Of the Halflings of the Empty Lands

XI. Of the Halflings of Yonglath

XII. Of the Halflings of Emeran

XIII. Of the Halflings of the Neutral Territories

XIV. Of the Halflings of the Free Coast

XV. Of the Halflings of Minar and the Aloen

XVI. Of Other Halfling Communities

XVII. Of Legends

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