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Halfling

Halflings differ little in outlook and general lifestyle in Sturth as they do in many other D&D worlds. However, certain differences mark them as unique from their other depictions:  
  • The typical Sturthan halflings are a joyous and carefree lot, a recent derivation of the lineage of gnomes who used to live in simple villages. But upon the seas, halflings have taken to much darker dealings. Today, halflings are known as the heads of large criminal syndicates, networks that span multiple galleons of the fleet. As such, the subraces of halflings carry new names: nimble halflings run cons and typically are the smaller and faster of the bunch, while whisper halflings control large networks of spies, their stockier forms less suited for street hustling.
  • Though halflings run many of the criminal organizations in Sturth, not all halflings ascribe to these activities. Some are actively fighting to improve their people's reputation, though it is largely a losing battle.
  • Now settled in Respite, the halfling syndicates have wasted no time setting up a land-based criminal underground that already has wormed its way into every corner of the city.

Motivations

Most halflings are either active participants in their century-spanning criminal empires or desperate defenders of their people's honor. Still, there exists the odd halfling who has no interest in such things and takes after their people's simple roots of a slow and gentle life.

Playing a Halfling

  Halflings are functionally identical to those found in D&D Beyond.   For the halfling variants, use the lightfoot halfling stats for a nimble halfling, and the stout halfling stats for a whisper halfling.

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