Halflings Species in Fehr’gia | World Anvil
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Halflings

Halfling

The small, lovable people of the rolling hills of Rollich, halflings are happy-go-lucky and love nothing more than learning about new cultures and ideas. While many other races are taken aback by their hospitality, the halfling strut on, choosing kindness and warmth over bitter coldness any day. The saving grace of the halfling, though, is their unnatural luck, a gift from the god Shak-el-Shak. This luck, which always seems to chime in at just the right moment, protects their unguarded, naive species from those who would wish them harm.  

Animated Faces

The diminutive halflings, who stand at around 3 feet tall, survive in a large world full of terrifying creatures in two ways: by avoiding notice or, barring that, avoiding offense. Despite their small stature, they are inclined to be stout, typically weighing between 40 to 45 pounds. These lovely short folk appear relatively harmless, and in doing so, have managed to survive for centuries in the shadow of empires and on the edges of wars, avoiding any political strife throughout their existence.

 

The Olive Branch

Since the dawn of their creation, halflings were known as amicable companions. They were raised in lands where even the largest of fauna were peaceful and hospitable. Because of this safety, several tribes rose up quickly, working together perfectly. These tribes weren’t content to stay put, however, they had an odd fascination and curiosity of the new. As such, each halfling circle constantly explored new colors and sensations, until they each found their niche. From spiritualism to mysticism, halflings everywhere embraced the new discoveries and philosophies they found while traveling and studying. While other races were quite sedentary, especially in their formative years, it was the halflings that first traveled the world and brought cultures from across the land together. Slowly, their explorations would bring invaders and bandits back to their homelands, bringing danger to the once peaceful paradise. These invasive creatures could have easily destroyed the halflings had it not been for the boon of luck bestowed upon them.

Even such far places as The Reaches were not safe from the curiosity of the halflings, being discovered by a halfling known as Yareon. Yareon, luckily, would survive a tragic slip at sea, and eventually, he floated into the unique islands some years after the Great War. Eagerly embracing their unique way of life and culture, Yareon would bring these tales of mythical islands back home, speaking of those who lived peacefully alongside mystical spirits. These tales, which spread quickly, would eventually carry across the mainland and bring envoys and liaisons to The Reaches. Had it not been for Yareon’s impeccable luck and genuine curiosity, the world may have never discovered these mystical islands.

 

Embracers of the New

Halfling culture has majorly formed around three pillars of their society: materialism, spiritualism, and curiosity. While the bygone days of tribes have left halfling society, the concepts that guided those tribes have shifted into states, each embracing either one or two of these pillars. Despite the separation in their beliefs, they would come together forming a parliament where matters of importance are discussed in great halls. From farmers happily plowing the golden fields of their homeland to the scholars that study work from abroad, the halflings are well represented by their government. Furthermore, because the halflings were untouched by the Great War, they have secured an easy peace with the River Lily Empire, and as such, maintain their independent sovereignty. While some theorize this may be because of their lack of involvement, others believe this sovereignty comes from their complete lack of being a threat in any measurable metric. Even with seven states, the halfling parliament barely employs any military presence, and while halfling unity is tight knit, it is also lackadaisical. It is often joked by critics of the parliament that a bill pushed through will spend five decades in waiting, and five more decades caught in filibuster.

One of the most notable traits of halfling society is their fascination by lands afar. Not only does halfling society happily embrace other cultures in their entirety, they also integrate mannerisms and architectural structures from far and near to be fit for their own size. Interestingly enough, their accuracy is quite impressive, down to the smallest brick. Even a dwarf, one of the most critical of architecture, walking through Goldencrown would be hard pressed to find any flaws in their structure. The Reaches in particular are especially loved by halflings, with almost all halflings unanimously sharing an interest in those far away lands. Many port towns and even the capital, Swallows Grove, have adopted quite a bit from denizen culture. From building to farming style, a denizen tabaxi or aarakocra would feel right at home. As such, many denizens looking to move out into the mainland first stop in Rollich, smoothing the transition from their home to this new, bizarre world.

 

Halfling Names

Halflings are known to have a strange habit of adopting naming conventions from around the world. From goliath to human, easifan to even kobold, halflings are unafraid in adopting any name from any culture. However, a few halflings will choose instead to draw upon the ancient names of historic heroes for their children, slightly altering these monumental figures to endow the future with new, great heroes.

ability score increase: Your Dexterity increases by 2.
age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Halfling. Halflings are eager to share their language with any who would like to learn. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong.
race features:
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Subrace. Two types of halflings populate the world of Fehr'gia. Choose one of the following as your subrace.

Lightfoot Halflings

Lightfoots are the nimbler cousins of the stout halflings, with a propensity for pranks.

Ability Score Increase. Your Charisma increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Stout Halflings

Stout halflings are accustomed to lounging about, hardy, and welcome to drink.

Ability Score Increase. Your Constitution increases by 1.
Stout Resilience. You have advantage on saving throws against poison and resistance against poison damage.

Lifespan
150-250 years
Average Height
3 feet tall
Average Weight
40 lbs
Geographic Distribution
Related Organizations

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