Not even Halflings themselves know for certain how or when they first arose, but it is widely believed that they are a race as old as Men. Indeed, they are physically very similar to Men, except for their height. As their name suggests, Halflings are just over half as tall as a typical Man.They are sometimes called "Hairfoots" because of the thick mats of hair that grow on the tops of their feet.
Basic Information
Halflings tend to be rather stout, by human standards. Halflings have large feet matted on top by thick hair.
Civilization and Culture
As for firstnames, Halflings do not have any noticable naming traditions. However, last names among Halflings commonly involve names that draw attention to their feet or (to the dismay of many Halflings) names that can be classified by other races as "cute surnames befitting of small-folk."
It is common practice, and socially acceptable, for Halflings to not wear shoes, since their feet are highly resilient to temperature change and the stray rock. For this reason, not many Halfling cobblers can be found in Thoroth.
Generally, Halflings reside in "holes" and burrow and dig. They are capable craftsmen, but are not friends of complex machines or magic. Their vices are few: six hefty meals a day, pipeweed smoking, and bright apparel.
Most Halflings enjoy the simple life of farmers, millers, and craftsmen. Workshops and sheds dot their territories, uniformly low structures, for the halflings hate towers and rarely build above the first story.
Halflings get along well with most any race except Orcs, whom they distrust and dislike outwardly. Because of their size and good humor, most other races cannot bring themselves to find Halflings threatening. Immortal races in general, Elves in particular, fascinate Halflings; and Halflings instictively show deference to anyone who fits this description.
RPG Datasheet
AG +6;
CO +6;
ME 0;
RE 0;
SD -4;
EM -2;
IN 0;
PR -6;
QU +4;
ST -8;
Appearance -5
Channeling 0;
Essence +50;
Mentalism +40;
Poison +30;
Disease +15
Body Development 0.6.5.4.3;
Arcane PP 0.5.4.3.2;
Channeling PP 0.6.5.4.3;
Essence PP 0.2.1.1.1;
Mentalism PP 0.2.1.1.1
Soul Departure 18 Rounds;
Recovery Mult. 0.5x
Languages 6;
Background Options 5
Resistance - Halflings' hands and feet are practically immune to extreme temperatures. Halflings receive +30 DB and RR bonuses versus heat and cold attacks.
Language: Starting Languages - Half-speech (S8/W6), Common-speech (S8/W6). Allowed Adolescent Development: Half-speech (S10/W10), Common-speech (S10/W10), High-speech (S8,W8), Grey-elvish (S8/W8).
Everyman skills: Caving (Halfling-holes), choice of any five skills within the Crafts category, Horticulture
Restricted skills: None
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