Halflings Species in Stadupglod | World Anvil
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Halflings

The hamlet was a bustle of activity, with a hundred halflings doing a hundred different things with graceful organization. The air smelled like freshly baked bread, ozone, and paranoid sweat. I stepped lightly.  
  • 17th of Platinum, Year 67
  • Civilization and Culture

    History

    Halflings have no representation on the Forge Council, and usually withdraw from the rest of the city into small neighborhoods called “hamlets” that function as their own communities, independent as possible from the laws of the outside world. The average size of such hamlet is a few hundred halflings, and usually produce some kind of good they then sell to the rest of races in the city. Most halflings worship a huge pantheon of community deities that have been passed down from the immortal times, the largest such pantheon in the city. Many communities have their favored god, however, and usually devote that god’s “day” to a feast and festivities. Halflings are split into two subraces: Gilt, and Russ.   Giltlings- The ex-immortals, usually found in adventuring companies or as very successful traders. They have golden skin, bright blond or sandy brown hair, and most have blue eyes. These halflings are skilled musicians and master storytellers, fond of telling of their adventures when they were immortal. They also are more adventurous than their mortal born cousins, choosing to live apart from the hamlets and among the other races. The Giltlings are also known for their incredible luck in avoiding danger or finding treasure seemingly on accident, which can sometimes lead to a feeling of resentment toward them among the less lucky Russlings.   Russlings- The mortal born, they make up most of the populations of the hamlets, choosing community over adventure or wealth. Their skin is pale brown, they are thin, and usually have dark brown or black hair and green eyes. These halfling are more religious, suspicious, and paranoid than their Gilt counterparts, but are usually shrewd business owners and much harder workers.They are fiercely loyal to their families and villages and will react with aggression if an outside force threatens their community. Russlings are also famous for their incredible cooking, with most being adept cooks or bakers. Many halfling hamlets run successful bakeries, taverns, or general stores, though more often than not they use the space illegally.   A Russ, or Gilt halfling that betrays or hurts their village is branded with the mark of “Streetkin” and exiled from all halfling communities, and you better believe the word gets around fast. Many Streetkin face discrimination from even outside halfling culture, as many see such a punishment as a reliable indicator of the bearers lack of character. As a result, most Streetkin are driven to the Undercity or into the Oldroads, living lives outside the law.
    Halfling Traits:   Ability Score Increase: Your dexterity score increases by 2.   Speed: Your speed is 25.   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.   Languages: Common, Halfling.   Gilt:   Ability Score Increase: Your Charisma score increases by 1.   Songs of Old: Whenever you make an Charisma (Performance) check related to telling stories, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Luck of the Golden: When you would take damage, you may roll a d10 and add half you level, rounded down, and subtract that from the damage taken, you may not use this ability again until you finish a long rest.   Russ:   Ability Score Increase: Your Constitution score increases by 1.   Home-Cooked: You are proficient with Cook’s Utensils. Hard Workers: You have advantage on you rolls made during downtime to determine your living costs.   Paranoia: You have advantage on saving throws against being Charmed, and advantage on (Wisdom) Insight checks to determine if you are being lied to or otherwise misdirected.
    Lifespan
    150 - 250
    Average Height
    about 3 feet
    Average Weight
    around 40 pounds

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