Halfling Overview

  Halflings are a collection of small races that all have the same ancestors, the Suungkin (ground people).   Despite sharing ancestors the halfling races vary quite a lot. Some of their shared traits include their small size, their love of food, and their preference of living in the ground.
Manlings are the descendants of Suungkin that interbred with humans, Gnomes descended from Elves, and Dwarves descended from the Giants   Halflings include Manlings, Gnomes, and Mountain Dwarves    

Basic Information

Sub Species

Halflings are broken up into 3 primary sub species. Manlings, Dwarves, and Gnomes. Gnomes have a sub species of their own known as Gnoblings. They each vary quite widely, but are related quite closely.

Anatomy

All Halflings share the Suungkin as ancestors and are small humanoids that average between 3 to 4 feet tall, have a century long life span, and a surprisingly sturdy fortitude despite their size.
Manlings are the descendants of humans and like their forefathers they vary the most of all the halfling races. They weigh between 30 to 50 pounds.
Dwarves are the sturdiest and have broader builds than their cousins, they exhibit great strength despite their size and are covered nearly head to toe in thick curly hair. They tend to weigh 90 to 120 pounds.
Gnomes exhibit a slender frame, light bone structure and pointed ears. They also inherited the sharp minds and the nimbleness of the elves. They weigh between 20 to 35 pounds.  

Reproduction

Manlings

Manlings share many reproductive traits with humans. They mature in their late teens, often bear multiple single child pregnancies over their lifetime and have the most interbreeding viability. Manlings tend to maintain a large family structure, staying with their parents until they find a mate themselves and set out to make their own family.

Dwarves

The reproduction of Dwarves is somewhat surprising to the other races. Dwarven females resemble Dwarven males so closely that other races have begun to believe that Dwarf children are simply born out of stone. Dwarves physically mature the fastest of the Halflings, being able to bear children around 15 years of age. Dwarf females rarely give birth to more than one child in their life and it is common for Dwarf males to have different mates at different stages in their lifetime.

Gnomes

Despite inheriting many physical traits from the Elves, the Gnomish life cycle is the most like their Suungkin ancestors. Gnomes mature in their early twenties, typically mate for life, and ALWAYS, bear triplets. Gnome triplets are entirely different in personality, mental capacity, and minute physical details such as hair color, skin pigment, and eye color. The triplets all develop at the same exact rate for the first three months, at which point if the infants are kept together a process known as "the conversion" occurs. One will die and the other two will begin to exhibit the third child's traits, such as each surviving twin having one eye the color of the third, or having simultaneous mental or physical "tics" that the third child had. If one child is separated from the other two before this time it begins to change into what is called a Gnobling. The other two become identical in every way and grow up normally. If all three Gnome children are separated from one another before "the conversion" they all end up becoming fatally sick and eventually dying before they reach the age of 1.

Gnoblings

Gnoblings are the rare mutated children of gnomes that were separated from their siblings before the conversion could occur. These gnoblings are usually functioning reproduction wise, but their offspring have a 98% sterility rate. Gnobling females that are capable of reproducing typically become gnobling matriarchs, whose whole life is almost entirely dedicated to producing more gnoblings. Gnoblings, similar to their gnome predecessors always give birth in multiples of 3. Unlike gnomes however, gnoblings do not have the conversion, are not limited to just triplets and have a rapid gestation period of 3 months. It is not unheard of for a goblin matriarch to breed 4 or 5 times a year, leading to a massive explosion in gnobling population, very quickly.

Culture

Despite their differences all halflings share an enjoyment in food, music, dancing, storytelling and above all else, ale. Festivity in general is a staple in all Halfling communities.

Manlings

Manlings culture tends to revolve heavily around their core ideal: family. A manling will often spend their entire life in the same town, village or city they were born in. Even when they move away from home to start their own family, it is usually only just down the road or across town. Manlings have a very minimalistic culture that revolves around providing for, and enjoying the company of their family. This kind of upbringing leads to most Manlings being very trusting and friendly, happily willing to give to others.

Dwarves

Dwarven culture is much more rigid than that of their cousins. While a Dwarf outwardly prefers the security and peacefulness of isolation and personal material wealth, most live within a larger Dwarven collective such as an entire bloodline occupying an ancestor-owned home, or a company's barracks. Dwarven culture primarily revolves around personal honor, and the keeping of one's word. As they hold each other accountable, Dwarves tend to be very hard and skillful workers. Every Dwarf, Dwarf family, Dwarf clan, Dwarf company, and even Dwarven led governments each have a book of "grudges" where they keep track of any wrongdoings against them. Whilst personal grudge books are more of a simple log, being the "grudgebearer" of a collective of Dwarves is often a full time occupation, and revered title. Being placed into a book of grudges comes with significant social implications as Dwarves do not easily forget those that have wronged them and take grudges very seriously. Especially when the grudge involves bodily harm, or is done by any non Dwarf. Dwarves approach the settling of grudges very literally, if you are in a book for stealing a horse, to settle the grudge you are expected to give a horse of greater value for the trouble you caused. Dwarven grudges are so significant that entire Dwarf clans have been wiped out to settle a grudge. A history of exaggerated or false grudges nearly destroying several prominent clans have made even the writing of a grudge a serious and significant choice, required to be based on facts. There is an entire branch of government in Bollgo that revolves around justifying disputed grudges. This branch mostly goes unused because the result of a false, or exaggerated grudge is almost guaranteed to make it into the country's book of grudges, bearing a significant penalty to the stature of the losing party. By nature Dwarves are gruff, serious and to the point. Their grudge holding society has led them to be seen as petty and grumpy by the other races, but Dwarves are just as caring and several degrees more loyal than most realize.

Gnomes

Gnomish culture is built around the tragic beginning of a Gnome's life. It has led them to ground them selves in reality and look at the world around them from an intellectual perspective. While gnomes share a lot of commonalities with the manlings and their focus on family, Gnome families are not nearly as sprawling and populous. Knowing the potential dangers, as well as the physical and mental toll of raising their children Gnomes approach family, as well as life, in a very calculated manner. Gnomish Bloodlines often have traditions surrounding what to do during the process leading up to the conversion. These range from calculated infant choices, to religious rituals to the gods of death or life. Outside of that morbid frame of time, Gnomes are taught to appreciate knowledge, and the pursuit of it very early on in life. Due to this Gnomes tend to be very good scholars, clerks, business owners, and scientists. It is a very common thing for a Gnome to dedicate themselves to multiple hobbies, or to pick up multiple professions to fulfill their desire to learn. Despite their intellectual nature all Gnomes are drawn to nature, and get very distraught when they are away from it for long durations, both aspects leading them to be very avid, and willing travelers.

Gnoblings

Gnobling culture almost entirely revolves around gnobling matriarchs. Due to their volatile reproductive cycle, and their somewhat threatening nature gnobling broods are normally tracked down and their matriarch is sterilized when possible. Gnoblings typically arent so cooperative however, and complete eradication of the brood is often necessary. A long history of these policies have led to a very secluded life away from civilization for gnoblings that are part of a brood, protecting its location with their life if needed. Gnobling brood members are typically feral, and very hostile in nature. They tend to live out in dense wilderness such as forests, swamps, or mountain cave systems. Gnoblings isolated from a matriarch, while not welcomed with open arms, are mildly tolerated as long as they are registered as sterile. These gnoblings are identified with a tattoo on their left palm. Gnobling brood members are typically hostile,

Architecture

Manlings tend to prefer to live in the earth, building their homes in the rolling hills or the grasslands with only their main entrances and a window or two exposed.

Dwarves have an instinctual love of stone, and a preference for efficiency. They often choose to build their large ancestral homes within the depths of the mountains, carving them out of the rock itself. Dwarven architecture is very often adorned with the image of their ancestors, and laden with various gems and other precious materials.

Gnomes architecture is very function over fashion. Their building tendencies often revolve around protection, space, durability. Gnomes mostly use earthen materials such as clay to make bricks for their construction, leading to very similarly structured, drab buildings that are constructed in the ground. Gnomes typically do not mind the aesthetics of their buildings, as they construct them in ways to not disturb the natural beauty around them.

Halfling Traits

Manling Traits

The average basic Manling has the following traits

Attributes

Primary Attribute Manlings have control, and charisma as their primary racial attributes. They gain +2 to those attribute scores.
Racial Attributes
Manlings have no additional racial attributes.
Racial Attribute Penalties and Deficiencies
manlings have a -1 penalty to their knowledge and resolve attribute scores. These attributes are their racial deficiencies.

Health and Recovery

Maximum Health Bonus
Manlings have +2 to their maximum hp
Recovery Die
Manlings gain a D4 as their racial recovery die. They add one die to their pool at every odd character level (1,3,5,7, etc).
Natural Healing Factor Modifier
Manlings have a +2 to their NHF.

Size and Movement

Size
Manlings are considered small, regardless of their height and weight.
Base Walk Speed
Manlings have a base walk speed of 5 spaces (25 feet).
Additional Movement Types
Manlings have no additional movement types.

Proficiencies

Weapons
Manlings do not have any innate racial weapons, or weapon proficiencies.
Armor
Manlings do not have any innate armor proficiencies.
Skills TBD
Tools TBD
Languages Manlings' racial language is _______. They are proficient in speaking it. Manlings are also proficient in writing/reading suungscript.

Features:

These are the baseline racial features of the average manling. If you wish to replace one of the following features with another racial feature, talk to your GM. (negative features are typically not replaceable such as the monstrous feature.)
Legendary Hospitality
Your small stature, and hospitable nature lead others to be much more friendly and trusting with you. You may add your resolve modifier to any persuasion, or deception checks you make.
Second Breakfast
Manlings love for food is widely known. However it isnt just for fun, you grow hungry at twice the rate as the other races, but gain double the benefits of the meals you eat.
Hardly Noticeable
Manlings are inconspicuous enough to blend in with their surroundings with ease. They may attempt to hide any time they are lightly obscured, such as by weather, light foliage, or even by occupying the same space as a creature at least one size larger than them.
 

Dwarf Traits

The average basic Dwarf the following traits

Attributes

Primary Attribute
Dwarves have durability and resolve as their primary racial attributes. They gain +2 to those attribute scores.
Racial Attributes
Dwarves have strength and knowledge as racial attributes. They gain +1 to those attribute scores.
Racial Attribute Penalties an Deficiencies
Dwarves have -1 to their swiftness, instinct, and charisma attribute scores. These attributes are their racial deficiencies.

Health and Recovery

Maximum Health Bonus
Dwarves have +4 to their maximum HP.
Recovery Die
Dwarves gain a {D6} as their racial recovery die. They add one die to their pool at every odd character level (1,3,5,7, etc).
Natural Healing Factor Modifier
Dwarves have no bonus to their NHF.

Size and Movement

Size
Dwarves are considered small, regardless of their height and weight.
Base Walk Speed
Dwarves have a base walking speed of 5 spaces (25 feet).
Additional Movement Types
Dwarves have no additional movement types.

Proficiencies

Weapons
Light hammer, warpick, light crossbow, and warhammer are innate racial weapons for dwarves. They start with proficiency in one of these weapons, and gain twice the amount of progress when training to increase their proficiency in all of these weapons. Pike, maul, heavy crossbow, and dwarven phalanx bow are advanced racial weapons for dwarves.
Armor
Dwarves have innate armor proficiency with heavy armor.
Skills
Dwarves start with proficiency in the crafting, and resiliance skills. They gain twice the amount of progress when training to increase their proficiency in these skills.
Tools
See dwarven craftsmanship feature.
Languages
The racial language of the dwarves is dwarven. They are proficient in speaking it.

Features:

These are the baseline racial features of the average dwarf. If you wish to replace one of the following features with another racial feature, talk to your GM. (negative features are typically not replaceable such as the monstrous feature.)
Little Mountains
You are considered one size larger when determining what weapons you can use, your carrying capacity and the weight you can push, drag, or lift. In addition your speed is not reduced by wearing heavy armor and you have advantage on any saves that resist forced movement. Any time you receive forced movement, the distance is halved if possible. Moving you by sources such as being grappled and moved, or dragged by a rope, etc. has the movement hindered on top of the normal penalties.
Legendary Grudges
You have been wronged, and that will always be fresh on your mind. Choose a number of creatures that have wronged you in your past to put in your book of grudges. You may add your resolve modifier to persuasion, deception, intimidation, and insight checks against creatures that are the same race or species as a creature in your book of grudges. You may add your resolve attribute score instead when making applicable checks against the specific creatures in your book of grudges. Work with your GM on what creatures are appropriate and how many you could realistically have. A good starting point is with humanoid creatures, and to have as many as the character level you are starting the campaign at. These grudges end when an appropriate amount of retribution has been achieved, this is determined by you or your GM.
Dwarven Stubbornness
You may add your durability modifier to your will save calculation
Dwarven Tradesmanship: Dwarves pride themselves on their early integration into the work force. From before they can even form full sentences they begin being taught the various trades. You may choose an origin feature from the Dwarven Racial Features list. Alternatively you may______________________________________ depending on your chosen artisan's tools you gain one of the following:
  • Jeweler's tools: You are skilled in accurately appraising precious metals and gems. You are never more than 10% off of the base value of one of these items, and with a DC 15 WIS check you can see through even the best of fakes.
  • Mason's tools: You have much experience in the construction process. You can accurately determine durability of any structure, and with a DC15 WIS check can find the primary support structures and any weaknesses in a building.
  • Smith's tools, or Tinkerer's tools: You have crafted and repaired many an item, and know how to use the materials available. You may spend 1 hour returning basic functionality to any broken item as long as you have the required tools and it isnt missing key pieces. With a DC15 WIS check you may grant a +1 damage, AC, or "charge" of an item as you spend one hour of work sharpening, polishing, or refurbishing it. This effect wears off after the next combat.
  • Brewer's supplies or Cooks utensils: You know a fine recipe when you see it. You can tell any ingredients of a drink or dish as long as you have tasted them before and with a DC15 WIS check you can tell if food or drink is foul or poisoned by sight or smell.
  • Cartographer's tools: Years of mapmaking has lead you to learn the secrets of the trade. You can accurately transcribe any route you have taken in the last 7 days onto paper with contextual details. With a DC15 WIS check you can find the signature of any map and determine if they have any hidden information on it. The secrets may require a cypher or translator to read.

Gnome Traits

The average basic Gnome has the following traits

Attributes

Primary Attribute
Gnomes have knowledge as their primary racial attribute. They gain +2 to that attribute score.
Racial Attributes
Gnomes have swiftness, and control as racial attributes. they gain +1 to those attribute scores.
Racial Attribute Penalties and Deficiencies
Gnomes have a -1 penalty to their strength and durability attribute scores. These attributes are their racial deficiencies.

Health and Recovery

Maximum Health Bonus
Gnomes have no bonus to their maximum HP.
Recovery Die
Gnomes gain a D4 as their racial recovery die. They add one die to their pool at every odd character level (1,3,5,7, etc).
Natural Healing Factor Modifier
Gnomes have no bonus to their NHF.

Size and Movement

Size
Gnomes are considered small, regardless of their height and weight.
Base Walk Speed
Additional Movement Types

Proficiencies

Weapons
Gnomes do not have any innate racial weapons or weapon proficiencies.
Armor
Gnomes do not have any innate armor proficiencies.
Skills
Gnomes start with proficiency in the comprehension, and aptitude skills. They gain twice the amount of progress when learning to increase their proficiency in these skills.
Tools
TBD
Languages
The racial languages of the gnomes are gnomish, and elven. They are proficient at speaking both, and are proficient in reading/writing elven and suungscript.

Features:

These are the baseline racial features of the average gnome. If you wish to replace one of the following features with another racial feature, talk to your GM. (negative features are typically not replaceable such as the monstrous feature.)
Light of Foot
Gnomes are incredibly light on their feet regardless of their physical frame. They do not leave tracks in any terrain, running while unarmored or in light armor does not make noise and can walk on surfaces as if their weight was halved. When you receive forced movement you must double the distance.
Gnomish Brilliance
You may put extra planning into your actions during combat. You may increase the ap cost of any action type by 1 AP to add your knowledge modifier to any roll the action requires (attack roll, skill check, saving throw, etc) even if the roll already uses it.
Perfect student
When you make a training or learning roll, you may replace the result of the d20 with your knowledge score. In addition any time you do any training or learning that uses a training aid such as a scroll, manual, teacher, etc. You gain double the bonuses of any training aides you used.

Monstrous and Other Halflings

Gnoblings

The average basic gnobling has the following traits

Attributes

Primary Attribute
Gnoblings have swiftness as their primary racial attribute. They gain +2 to that attribute score.
Racial Attributes
Gnoblings have control, and knowledge as their racial attributes. They gain +1 to that attribute score.
Racial Attribute Penalties
Gnoblings have a -1 in their strength, and resolve attribute scores. These attributes are their racial deficiencies.

Health and Recovery

Maximum Health Bonus
Gnoblings have no bonus to their maximum HP.
Recovery Die
Gnoblings gain a D4 as their racial recovery die. They add one die to their pool at every odd character level (1,3,5,7, etc).
Natural Healing Factor Modifier
Gnoblings have no bonus for their NHF.

Size and Movement

Size
Gnoblings are considered small, regardless of their height and weight.
Base Walk Speed
Gnoblings have a base walk speed of 6 spaces (30 ft).
Additional Movement Types
Gnoblings have no additional movement types.

Proficiencies

Weapons
TBD
Armor
Gnoblings have no innate armor proficiencies.
Skills
Gnoblings start with proficiency in the survival skill. They gain twice the amount of progress when learning to increase their proficiency in that skill.
Tools
TBD
Languages
The racial language of the gnoblings is gnobbish. They have proficiency in speaking it.

Features:

These are the baseline racial features of the average gnobling. If you wish to replace one of the following features with another racial feature, talk to your GM. (negative features are typically not replaceable such as the monstrous feature.)
Monstrous
The "unnatural" origin, savage, pest-like life style, and aggressive behavior of your people causes most to consider you monstrous. You have advantage on intimidation skill checks, or rolls to frighten people, and disadvantage on other communication linked skill checks. Some people may even consider you a threat on sight. Gnomes are particularly sensitive to gnoblings. Crafty Savagery
{Can craft low tier weapons from random things like branches, quickly. Can also "repair"/salvage broken equipment with little or no materials (becomes usable, but is less effective than an actually repaired item). } Life finds a way
{(can roll to ignore result of death, or wound?) (extra recovery dice?) (something that represents some weird otherworldly ability to avoid being dead or something that represents boundless and chaotic energy)}                        

Traits

The average exhibits the following traits:

Attributes

Primary Attribute

Racial Attributes

Racial Attribute Penalties

Racial Attribute Deficiencies

Health and Recovery

Maximum Health Bonus

Recovery Die

Natural Healing Factor Modifier

Size and Movement

Size
are considered medium, regardless of their height and weight.
Base Walk Speed
Additional Movement Types

Proficiencies

Weapons

Armor

Skills

Tools

Languages

Features: These are the baseline racial features of the average human. If you wish to replace one of the following features with another racial feature, talk to your GM. (negative features are typically not replaceable such as the monstrous feature.)