Halfling
A friendly, charmed people who take more to the quiet life than a world of adventure. Chipper, laid back, and mischievous, a Halfling adventurer is rare; but doubtless a sight to see.
Origin:
Like the other Origin Lines, the first Halflings were created by divine magic during the first few thousand years of the world’s existence. They were the eighth and final model to step foot on the world. Many theories surround the Halfling’s role as the final species to be created. Some attribute their divine luck to an intended superiority or finality with Halflings. Others believe their small stature indicates that they are meant to be lesser. Others simply believe they were created to fill space, and lack any real significance to their strange, laid-back habits.Many consider Halflings the ‘pets’ of the gods, due to behaviors examined and cataloged for years. Halfling settlements would often be protected by the gods. Halfling enemies and predators would often be smited. However, this favor the gods showed the Halflings rarely extends to trust. Rarely would a halfling receive the favor of the gods, divine prophecy, or the power to fight. This has led them to settle into a more passive role in the world. Many have compared this relationship to a cat and its owner.
Description
The Halflings of Tetraverium are relaxed, petite creatures. They traditionally stand small at 2 to 3 feet tall, and between 30 and 60 pounds. They have a lifespan of roughly one hundred and fifty years. Halflings on the mainland often take to fields and valleys, possessing fair skin and simple features. Other Halflings flock to the seas or mountains, often possessing more olive-toned or bronzed skin.Socialization
Halflings learned to accept the divine luck they had been blessed by relatively quickly. In the early days, when titans walked the earth and most mortal lineages lived in fear, Halflings were some of the first to build smaller societies and grow large families. They were often confused by the plights championed by their brethren. They seemed to find the world so dangerous - when, to Halflings, it wasn’t.After a few thousand years, the luck of Halflings became a famous quality, and was often abused. Most larger towns and cities were sure to court Halflings, either by offering them better deals or merging Halfling settlements into their own. In rural areas, this colloquial sentiment grew very prolific, with many making an effort to attract Halflings to their towns, and others mocking Halflings as ‘favorite children’ of the gods.
This adoption of Halflings into existing settlements was not always kind, or even consensual. Some more authoritarian or rigid rulers would ensare Halflings, either wielding soldiers to forcibly keep them in their homes or capturing them and locking them in prisons. Old legends tell of Elven rulers, trapping thousands of Halflings beneath the floorboards of their castles. Through a life of relative comfort, Halflings came to take on easier lives. They thrive in relaxation and through routine. They settle into local areas and cities. And they struggle to break from the mold and adventure. They are often perfectly content at home, living their everyday lives.
Halfling society, as a construct, doesn’t exist. Halflings are far too widespread to be very homogenous. However, traditions do linger. Stories travel from Halfling to Halfling, carried by traveling bands and storytellers. Halflings are natural performers, and there are many folk songs that have overcome the geographic barriers between them. Halfling fashion, Hallfing cuisine, and Halfling architecture does exist, but often varies from country to country. There is no one Halfling identity.
Living in Tetraverium
Halflings today are much like the Halflings of old; they populate all of Tetraverium, bringing divine luck to all around them.The majority of Halflings live in Selestia, in the Holy Kingdom and surrounding cities and countries.The old ways of entrapping, imprisoning, and even experimenting on Halflings are strictly forbidden through ‘the Lucky Laws’. However, many still work to get around this restriction. The Arzukan Empire in particular has faced many accusations of ‘imprisoning’ Halflings under false pretenses, in an effort to keep them in their towns and cities against their will. Others point to ‘Immigration Taxes’ imposed by areas like the Merchant’s Guild to the West, in an effort to keep Halflings in place through poverty.
While Halfling life is simple, a spark of divinity will always live within them. This can drive the most incredible Halflings to adventure, the majority to comfort, and the unlucky few to their doom.
Subraces
There are three Halfling subraces: Lightfoot, Stout, and Ghostwise.Stout Halflings often live closer to mountains or the coast. Harider than other Halflings, it is deeply uncommon to see a Stout Halfling leave home. Lightfoot Halflings take more to valleys and fields. They tend to possess more innate qualities of storytellers and performers. They are more likely to travel, and a bit more outgoing. Ghostwise Halflings are different - a lineage that sprung up in Gierelend, rumored to spawn from old experiments performed by the Elven Lords. They keep to themselves, never forming into casual society. They are quiet, careful, and often possess telepathic abilities. Some claim that the Divine Luck of Halflings is inverted for Ghostwise Halflings, bringing misfortune wherever they go as punishment for the work of the Elves.
Mechanics
When you choose Halfling as your species, you gain the following traits:
Ability Score Increase: You can increase one Ability Score by 2 and one Ability Score by 1.
Creature Type: You are a Humanoid.
Size: Your size is Small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave: You have advantage on saving throws against being frightened.
Nimble: You can move through the space of any creature that is of a size larger than yours.
Languages: You can speak, read, and write Common and Halfling.
Subraces: When you choose this species, you may select one of the following subraces:
You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest.
Creature Type: You are a Humanoid.
Size: Your size is Small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave: You have advantage on saving throws against being frightened.
Nimble: You can move through the space of any creature that is of a size larger than yours.
Languages: You can speak, read, and write Common and Halfling.
Subraces: When you choose this species, you may select one of the following subraces:
Lightfoot Halfling
Aura of Luck: When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest.
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