Halflings

Daily Life

Though halflings oft adapt their ways to suit that of their neighbors, they do have their own distinct culture. In the mind of halflings, there are halflings, then there are 'neighbors'.

Economy

Halflings are excellent and shrewd merchants. Most clans have a subset that are wandering merchants and peddlers.

Languages

Halflings have two languages, the common halfling tongue (which can be taught to neighbors) and the language known as Shimmel, which is considered the halfling secret tongue. It is forbidden to teach Shimmel to neighbors.

Government and Religion

Halfling
Halfling culture is matriarchal in nature. All things are passed through the maternal line and the head of each clan is generally the eldest female. The matriarchs of the clans govern many aspects of daily life, including arranging marriages. It is not uncommon for a bride and groom to have never met each other prior to their wedding day.
Though the clans are lead by the women, it is the men that dominate halfling religious life. Only men can be priests. The halflings do not worship a god, but rather a concept of god. They believe that all the gods are simply aspects of Benesh, whom they believe to be God.
Halfling priests are more a governing body than an actual religious organization. Halfling laws are both simple and strict. The main and most important laws are:
Murder is forbidden
Theft is forbidden (note that the halflings do not consider taking from non-halflings to necessarily be theft)
Sexual immorality is forbidden
Eating flesh from a living animal is forbidden
One must adhere to societal laws or leave that society (Halflings obey the laws of their neighbors as a matter of course)
There are other laws that are as much custom as law. Many of these laws apply only to halflings and to dealings between halflings. An example is that halflings are forbidden to eat the flesh of dragons, but they would have no problem serving a dragon steak to a neighbor.
There are degrees of failure to abide by these laws, and they are treated differently. The worst degree is Pesha, which is a knowing and deliberate offense. The second is Avon, which is an offense committed when one is not wholly in one's right mind. The third is Chet, which is an offense committed unintentionally.

Warfare

The halflings are a peaceful people. If threatened by their neighbors, their most common response is simply to pick up and move on

Magic

Arcane casters are not common in the halfling clans, but they are not unheard of either. Halflings are adaptable, and generally willing to pick up whatever magics the neighbors are using.

In Shieldmeet

Halflings have trading centers in Shieldmeet, and were possibly the very first people to settle in the city when the dragon issued his invitation.

Relations with Other Nations

Due to their general willingness to adapt and get along with everyone, Halflings have no official enemies. Still, it is not unusual for them to be discriminated against and blamed when things go wrong.

Character Creation Info

Languages

Halfling, Shimmel

Feats

Alertness, Animal Affinity, Deceitful, Dodge, Investigator, Negotiator, Lightning Reflexes, Nimble Fingers, Dash, Communicator, Fey Heritage, Lucky Break, Yondalla's Sense, Born Follower, Badge of Bondage, Defensive Expert, Halfling Lore, Heir of Lendore, Mercantile Background - DM, Rapscallion, Rustic Charm, Artist, Cosmopolitan, Luck of Heroes, Mercantile Background, Silver Palm, Surefooted, Gift of Tongues, Nobody's fool, Oral History, Action Boost, Heroic Spirit, Boomerang Daze, Boomerang Ricochet, Master Linguist, Charming, Haggler, Lucky, Back to the Wall, Open Mind

Weapons

Blade - Retractable, Blowgun - Greater, Boomerang, Club, Crossbow - Repeating Light, Dagger, Dart, Dart Thruster, Goad, Hammer - Throwing, Hammer - Light, Javelin, Kama, Pick - Light, Quarterstaff, Rapier, Ranseur, Razored Shield, Sap, Scythe - Cresent, Shortbow, Shortspear, Skiprock, Sling, Sword - Two bladed, Sword - Butterfly, Sword - Short, Tonfa

Organizations

Seekers of the Spirit

League of Boot and Trail

Subtypes

Hill (Lightfoot)

• -2 Strength, +2 Dexterity
• Base land speed of 20 feet.
• +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
• +1 racial bonus on all saving throws
• +2 morale bonus on saving throws against fear
• +1 racial bonus on attack rolls with thrown weapons and slings.
• Favored Class: Rogue

Forest (Tallfellow)

• -2 Strength, +2 Dexterity
• Base land speed of 20 feet.
• +1 racial bonus on all saving throws
• +2 morale bonus on saving throws against fear
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen, Search, and Spot checks
• Automatic Searching: Passing within 5 feet of a secret or concealed
door entitles you to a free Search check, as if you were actively
looking for it
• Favored Class: Rogue

Shoal

• -2 Strength, +2 Dexterity
• Base land speed of 20 feet.
• +1 racial bonus on all saving throws
• +2 morale bonus on saving throws against fear
• +2 racial bonus on Listen checks
• +8 racial bonus on swim checks.
• Amphibious(Ex): You can breathe water or air equally as well,
without limitation.
• Favored Class: Rogue

Tundra

• -2 Strength, +2 Dexterity
• Base land speed of 20 feet.
• +1 racial bonus on all saving throws
• +2 morale bonus on saving throws against fear
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Jump, Listen, Move Silently, and Survival checks
• Favored Class: Ranger

Deep

• -2 Strength, +2 Dexterity
• Base land speed of 20 feet.
• +1 racial bonus on all saving throws
• +2 morale bonus on saving throws against fear
• +1 racial bonus on attack rolls with thrown weapons and slings.
• Stonecunning: +2 racial bonus on checks to notice unusual
stonework. Can find such by passing within 10 feet, and can find
stonework traps as a rogue can. Can intuit depth.
• +2 racial bonus on Appraise and Craft checks that deal with stone
or metal.
• Favored Class: Rogue

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