Halflings are somewhat "new" in Nurna, just like humans. And, as humans, they also claim to come from a sunken land. Their stories tell that they crossed the sea in order to reach their new home in Nurna, from one previosuly habited land, lost to a storm. If this sunken land of the halfling legends is Aztlan, or another continent, is not known. Whatever their origin, halflings now dwell in the tropical islands of Nurna: the Jade, Calima and Monsoon archipielagos, as well as some coastal zones like Valdivia or the the Fang Marsh. These sandy beaches and emerald jungles are well known by numerous tribes of small-sized fishermen, where they spend most of their lives. Is unusual to see them beyond their islands, but sometimes this adventurous race show up with their canoes and boats in civilized shores, looking for stories to tell when they come back home.
Civilization and Culture
Most halflings have names that sound like nicknames when translated. That's because they are actually nicknames. The name describes the character, thus, some halflings can change name when something in their lives makes another nickname necessary, or the old one becomes unnecessary. For instance, an ugly halfling might be called Kino ("Ugly" in Kanaloaori), but if he somewhat changes after a time and becomes extremely beautiful, his name will surely change to Ataahua ("Beautiful"). Some halflings might ever have two names. It should be noted that Kanaloaori (the language of the halflings) have three genders (male, female and neutral), but neutral names are not necessarily "unisex": some halflings define themselves as openly neutral-gendered, or even "as male as female, and as female as male". This kind of halflings are known as Mahu. On the other hand, Halfling family names are more respected. They simbolize clans by their totems, so Halflings treat their clan names with respect. Sometimes, some halflings might refuse to say it loud. Sample male halfling names: Ataahua ("Beautiful"), Atamai ("Cunning"), Haurangi ("Drunkard", also "Smelly"), Horo ("Fast"), Mataku ("Coward"), Mate ("Afectuous"), Ngoikore ("Weak"), Paakatokato ("Hopeless"), Pakari ("Strong"), Rata ("Friendly"), Tika ("Right"), Toa ("Hero") Sample female halfling names: Harakore ("Innocent"), Hauora ("Lively"), Kaha ("Powerful"), Maamaa ("Simple"), Maarohirohi ("Brave"), Manaia ("Precious"), Rangatira ("Sage"), Sisi ("Open to People"), Tere ("Swift"), Wahakahari ("Delightful"), Whakamaa ("Shy") Sample neutral halfling names: Aaio ("Peaceful"), Hoa ("Friend"), Ka-Neke-Tonu ("Evermoving"), Kino ("Ugly", also "Evil"), Mana-Tika ("Lawful"), Pai ("Good"), Pono ("Trustworthy"), Puutaiao ("Mystic"), Tino-Pookiikii ("Chaotic"), Tonu ("Everstill"), Tuhinga-o-Mua ("Thunderous" but also "Ravenous"), Tuumanaku ("Hopeful"), Whenua ("Mundane", also Earthly") Sample halfling clan names: Kiore ("Mouse"), Manu ("Bird"), Mokomoko ("Lizard"), Papaki ("Butterfly"), Pene ("Cock"), Puia ("Volcano"), Pupuhi ("Beetle"), Puru ("Bull"), Raakau ("Tree"), Toka ("Rock"), Toki ("Shark").
Major Language Groups and Dialects
The Kanaloaori language isn’t secret, but halflings are loath to share it with others. It is not written down in pictograms or letter, but in tattoos. Each curve, each sign, and each knot of the complicated halfling tattoos have a hidden message. And there are a lot of hidden messages in the body of any halfling. if their tattooing techniques are vast, their oral tradition, is even greater. Almost all halflings speak Aztlani to converse with the people when they navigate inland or for trading in ports.
Common Customs, Traditions and Rituals
TO TELL YOUR STORY, IS TO LIVE YOUR LIFE Halfings are a race separated by seas, but united by the art of telling stories and legends. Whether is music, tattoos, dance or crafted art, halflings have a culture based on living adventures and then be able to tell about them. All halflings live adventures, but they also make themselves sure to learn a way to tell ther stories later. If not, it is as if they had never experienced them. Racial Tradition rules: during Long Rests, halfling characters must spend at least 1d4 in a method of telling stories of their choose, either Acrobatics (for halfling dance or ritual combat) or Performance (for halfling sing or telling stories). It can also be achieved via Dexterity-based rolls and with the use of tatooing tools. The hours spent in this activity are subtracted of the hours of rest. Therefore, if he character have only 8 hours of rest, and the halfling spent more than 2 hours in his or her storytelling activities, the long rest will be considered short rest for the halfling (he won't restore spell slots, and won't recover his or her Hit Dice used in short rests before that). Not spending this time will be considered a violation of this tradition, and will risk becoming Tainted.
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