Race and Cultures: Halflings in Aertrea | World Anvil
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Race and Cultures: Halflings

Race: Halflings

Halflings have long survived on Aertrea through the use of their intelligence and a knack for going to ground just before the real bad weather hits. They have faced extinction many times, but have always managed to come out the other side, battered and bruised but alive. Halflings, as a race, also don’t tend to make enemies like other peoples do. While they and goblins and kobolds will never be allies, their enmity does not match the zeal of the hatred between dwarves and orcs or high elves and drow. Halflings also tend not to rise to the top of power, influence, and wealth, making them less of a target. Halflings, historically, still would face persecution and sometimes open conflict with others seeking their lands, as they are often prime agricultural areas.
  Halflings of the modern era have taken these survival tricks to whole new levels. Most Halflings community are now mobile. With no “homes” to tie them down, they are free to leave areas where trouble maybe brewing. Halfling groups also tend to be very “poor looking” and help spread the idea that Halflings have nothing but “junk” and aren’t worth robbing or bothering. Such groups also go to great lengths to disguise their true potential and appear very non-threatening.
  Not all Halflings have taken to the migratory life style. There are still small pockets of agriculturally based communities throughout the world. They tend to be located in rural areas, near centers of power and protection. In other areas, Halflings have been fully integrated into cultures of other races. There is a small but prosperous population of Halflings who enjoy full citizenship in the Arcadian Empire. A larger group of Halflings live among the humans of the Shai River Valley. In the valley, most cultural groups do not even distinguish Halflings as different from humans in many circumstances. There are also groups of Halflings in the Tranquility area under the protection of the High Elves there, small groups in Marble, and some few live as peasants in the Kingdom of Timbal. Such Halfling communities are protected by their “march wardens”.
  The majority of Halflings have come to live in roving bands or “families” that travel throughout the North, Arcadia, and to a lesser extent, the South. While generally friendly towards each other, they are both rather competitive.
   

Halfling, General

Physical Appearance: Halflings are between 3-4 tall and weigh 30-50 lbs. They look like proportionally smaller humans with slight fey features (mostly seen in the pointy ears). Facial hair does not appear on males until late in life and most are clean shaven.
Aging: Halflings can easily live 500 years or more.
Location: throughout the northern and southern continents
Religious Tendencies: any, most common Yondalla and Celestian
Racial Templates: Aasimir, Tiefling,
Cultures Available: Rovers, Riverfolk, Shai River Valley,
  Ability Modifiers: +2 Dex, -2 STR
Special Abilities: 
  • Small, 
  • Base land speed 20, 
  • +2 racial bonus to climb, listen, jump, handle animal, knowledge geography, move silently, 
  • +1 racial bonus on all saves, 
  • +1 racial bonus to hit with thrown weapons and slings, 
  • Skill focus profession or craft feat (pick any one at character creation),

Favored Classes: Rogue, sorcerer
Bonus Class Skill: sleight of hand
Bonus Languages: Pick any one
Cultural Feats: 
Starting Gold Adjustment: +5%  

Halfling Culture: The Rovers (Halfling)

General Description: The Rovers operate in groups of a few dozen up to a few hundred whom are all considered the same “family” but, are in fact, several different families who have traditionally traveled together. The different families travel different routes, often passing by the same areas every year, or every few years. Most operate as craftsmen, tinkers, merchants, foragers and hunters for the most part, although many also operate as traveling entertainers. The various families occasionally meet, sometimes planned or traditional meetings, and sometimes by accident. This is an opportunity for families to change groups (rare), for marriages (some arranged some not), for trading of information and goods. While such meetings sometimes include heated competitions between the groups, there is seldom open conflict. These groups are ruled by the “rules of the long road” which are series of traditions that guide Rover behavior. For the most part, the oldest family makes the rules and leads the way on their traditional routes, everyone else is a guest and most respect their territory. The Rovers are also known in most lands as thieves and most communities lock windows and doors when the Rovers are in town. Of course, they also flock to the Rover’s wagons for goods, gossip, and often, entertainment. Some of the Rover’s reputation is earned, as many do practice “crafts” that involve stealth, but they seldom rob from the common folk
  Religious Tendencies: Yondalla and Celestian
Replacement Favored Classes: Rogue, Beguiler
Cultural Feat Additions: Scout FeatsRules- Feats: Scout Feats
Additional Bonus Class Skill: Any knowledge geography
Starting Gold Adjustment: +5%
 

Halfling Culture: River Folk (Halfling)

General Description: The River Folk live a similar mobile existence as the Rovers, however, they are less dependant on other peoples and tend to stay in the same areas longer and range over less areas. Riverfolk live on floating barges in several of the major rivers and lakes of the north. The barges are each named after the family that owns and maintain them. Most group together, physically lashing their barges together to form small, Halfling islands. They often anchor in one spot for a few weeks or months. They maintain themselves via fishing, foraging, and trading. The Riverfolk tend to visit the same areas at the same time each year, generally traveling south in the winters and north in the summers. They are usually on good terms with local communities, although sometimes local fishermen are at odds with the small folk over fishing territory and rights. The Riverfolk include many fine craftsmen who sell wares to the locals in exchange for grain and other foodstuffs. They also are canny merchants, buying in one area and selling in another. Among the poor who live along the river, the Riverfolk are also a source of healing and magics. The Riverfolk are excellent creators of water craft.
  Aging: Halflings can easily live 500 years or more.
Location: Primarily the north, some in Shai and Arcadia, found on large rivers and lakes.
Religious Tendencies: Druidic, some Mare, Celestian, and Yondalla.
Favored Classes: Rogue, Ranger
Cultural Feat Additions: None?
Additional Bonus Class Skill: Use rope
Starting Gold Adjustment: +5%
 

Halfling Culture: Shai River Halfling (Halfling)

General Description: The Halflings of the Shai River Valley are almost fully integrated into both rural and urban Shai life. While still a majority, Halfling families can be found throughout the Empire, living side-by-side with the humans. They are not concentrated into racial pockets. There is no official distinction that any of the major institutions of Shai make between humans and Halflings. The two groups do not intermarry but are otherwise on equal footing. For this reason, please see the Shai River Valley Empire entry for humans for cultural information and cultural feats.
  Location: Shai River Valley
Replacement Favored Classes: Rogue, Monk
Replacement Bonus Class Skill: Move Silently
Bonus Languages: Shai (common Dialect)
Cultural Feat Additions: Psionic Feats,Rules- Feats: Psionic Feats
Starting Gold Adjustment: +5%

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