Halfling Species in Toriel | World Anvil

Halfling

Anyone who has spent time around halflings, and particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, it seems as though an unseen force intervenes. If a halfling falls off a cliff, her britches will snag on a root or a sharp outcrop of rock. If a halfling is forced by pirates to walk the plank, he will catch a piece of flotsam and use it to stay afloat until he is rescued.   Halflings believe in the power of luck, and they abide by a great number of superstitions that they believe bring good or ill fortune. They attribute their unusual gift to the favor of Yondalla, believing that, now and then, the divine will of the goddess tips the balance of fate in their favor (or gives it a hearty shove when the occasion warrants).  

Culture

Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature.   One such hypothesis cites a legend that speaks of a document containing ancient elven writings — a series of essays spanning centuries. Among the many arcane and mundane topics addressed in this tome, the elves set down thoughts regarding the power of innocence. They recounted how they had long observed the halfling race, watching as the chaos of the world swept around them and left their villages untouched. While orcs, dwarves, and humans struggled, fought, and spilled blood to expand their territory, the elves noted that the halflings dwelled in a state of placid disregard, uncaring of the events of the world. They remarked on how the halflings enjoyed the simple pleasures of the moment, such as food and music, family, and friendship, and how they seemed to desire no more than that. The writers concluded that the halflings’ seemingly innate ability to sidestep turmoil and ill fortune could in fact be a special boon of nature, in recognition of the value of protecting the halflings’ worldview and to ensure that their unique place in the cosmos will be forever preserved.  

Superstitions

Halflings might perform the following actions, among many others, to ward off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:  
  • A spring is a sacred place full of good luck. Take a moment to pause and reflect in such a place, or stop for a quick snack.
  • Set flowers in your cap or hair to protect against evil faeries.
  • When the hair on your neck stiffens or the skin on your arm looks like a plucked chicken, know that Charmalaine is near — and heed her warning.
  • Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight.
  • If you step on a butterfly, you’d best not leave the safety of your house for three days.
  • Always keep a fairy circle on your left when you pass by, and be sure to tip your cap. Never enter or stand in the center of one.
 

Friendly creatures

Halflings easily warm to creatures of other races that don’t try to do them harm, in large part due to the lack of guile that goes along with their innocent nature. Appearance doesn’t matter; what counts is a creature’s fundamental character, and if the halflings are convinced of a creature’s good intentions, they respond well. Halflings would welcome an orc with a good heart into their company and treat it as politely they would as an elf visitor.   This openness doesn’t extend all the way to naiveté. Halflings won’t be taken in by merely a promise of good intentions, and their instinct for self-preservation makes them wary of any new “friend” that doesn’t come across as genuine. Although they might not be able to define the feeling, halflings sense when something isn’t quite right, keeping their distance from a questionable individual and advising others to do the same.   This aspect of the halfling mind-set accounts for what members of other races often characterize as courage. A halfling about to enter the unknown doesn’t feel fear as much as wonderment. Instead of being frightened, the halfling remains optimistic, confident of having a good story to tell when it’s all over. Whether the situation requires a rogue slipping into a dragon’s den or the local militia repelling an orc attack by refusing to yield, halflings surprise larger folk again and again with their unflappable nature.   Throughout recorded history, halflings have never sought to expand their reach beyond the borders of their isolated communities. They live their lives satisfied with what the world has to offer: fresh air, green grass, and rich soil. They grow all the food they need, taking pleasure in every poached egg and piece of toast. Scholars who study their behavior speculate that halflings realize — consciously or otherwise — that the past is a story that can only be retold, not changed, and the future doesn’t yet exist, so it can’t be experienced. Only by living in the moment can one appreciate the wonder of being alive.  

Life as a Halfling

On the surface, halflings seem to be simple folk, but those who have lived with them or who have had a halfling in their company know that there is much more to the lives of these small folk than meets the eye. The members of a halfling community have a set of shared values and purposes, whether they are tucked away in a hillside burrow or occupying a neighborhood of their own in a city or town dominated by another race.   As do many other races, halflings enjoy accumulating personal possessions. But unlike with most other races, a halfling’s idea of value has little if anything to do with monetary concerns. A typical halfling’s most prized possessions are those that have the most interesting stories attached to them. Indeed, entering an elderly halfling’s home is much like opening a book of tales. Every nook and cranny contains some quaint curio or another, and its owner is more than happy to tell the story of where it came from. A halfling who has retired after a life of adventuring might own mementos as diverse as a spoon from Nicodranas Great Bazaar, a pan pilfered from an elven kitchen in Megima, a rake received as a gift from a mushroom tender in the Underdark, and the scale of a wyvern acquired from its lair.   Of course, most halflings’ possessions aren’t so exotic in origin. But even a stay-at-home halfling strives to collect everyday objects that played a significant role in an exciting story (such as “the rolling pin that Aunt Hattie used to chase away a bugbear” or “the shoes that Timtom wore when he escaped from the wolf”). Halflings believe that an item has a “spirit” of its own — the more dramatic or incredible its story, the stronger its spirit. This outlook prompts them to ask probing questions about the possessions of other folk they encounter — queries that can make them seem nosy to those who don’t understand where they’re coming from.   The halflings’ penchant for storytelling has another outlet, in the form of gatherings in which an elder holds court or several tale-tellers try to outdo one another as they pass on their experiences. Witnessing a halfling storytelling session is a rare treat for an outsider, for halfling elders can spin a yarn like no one else. A tale with all the trappings told by an elder can cause listeners to howl with laughter, long for home, sit on the edges of their seats, dream of far-off shores, choke up with emotion, or smile from ear to ear.  

Halfling Village

A typical halfling village is a cluster of small, stone houses with thatched roofs and wooden doors, or burrows dug into hillsides with windows that look out onto gardens of flowers, beans or potatoes. Cooperation is critical to their society, and each resident performs regular chores or offers benefits that support the population. One family might provide baked goods, while another one cobbles shoes or knits clothing. Generally, halflings in a village don’t produce goods for sale to outsiders, but they do love to trade, especially with visitors who have interesting items to swap.   Halflings rarely consider leaving the security of their villages, because they already have all the comforts they could want — food, drink, laughter, family, friends, and the satisfaction of doing a good day’s work. When all their necessities have been taken care of, halflings take it easy — and many of them find a way to turn idleness into an art form. Every halfling has a favorite spot for doing nothing — in the shade of a large stone, on the fringe of a sun-dappled meadow, or nestled in a comfy crook high in a tree. When they’re not dozing off and dreaming of chasing butterflies, halflings spend time on simple creative activities, such as whittling a pipe from a branch, braiding yarn into a thick rope, or composing a jaunty tune on a second-hand mandolin.   Although most halflings are energetic and jovial, as with any other race individuals among them can be dour or curmudgeonly, standoffish or suspicious. Such traits might appear in someone who ends up turning fully to the cause of evil — an event that is rare, but has happened often enough that every community tells at least one story of this sort.  

Characteristics

Physical features

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they are inclined to be stout, weighing between 40 and 45 pounds.   Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.   Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.  

Mental traits

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.   Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.  

Subraces

Ghostwise halfling

Ghostwise halflings are the rarest of the hin. Blessed with telepathic ability, those halflings tend to isolate themselves.  

Lightfoot halfling

Lightfoot halfling can easily hide from notice, even using other people as cover. They're inclined to be affable and get along well with others. Lighfoot have spread the mot and are the most common in the Lightfoot Kingdom or Verdan.  

Lotusden halfling

Long tied to the natural heart of the forests, these halflings have adapted to live synergistically with the chaotic laws of the wilds.  

Stout halfling

Stouts halfling are descendants of a mixed-dwarf bloodline, such as the queen of the Lightfoot Kingdom, Tulia Greyhard. Stout halfling are hardier than average and have some resistance to poison.  

Tallfellow halfling

Tallfellow Halflings are the descendants of a mixed-elf bloodline. They are slightly taller than their cousins, averaging a little over 4’ in height. Tallfellows are even more slender and lightboned however, weighing little more than the average Lightfoot. They enjoy the company of elves, and most Tallfellow villages will be found near Syngorn, an elven city-state, with a flourishing trade between the two peoples.  

Names

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.   Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby   Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna   Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough  

History

Genesis

The tale of the creation of the halflings, a race known for their affinity for trickery and luck, revolves around their patron deity, Brandobaris, the Trickster God.   Brandobaris was originally a god among humans, known for his cunning and audacity. One day, he hatched a daring plan to outwit Surtur, god of fire giants. Brandobaris successfully infiltrated Surtur's hoard, which contained exquisitely crafted artifacts of immense power. In an audacious heist, Brandobaris managed to steal from the hoard, causing Surtur to erupt in fury.   In his rage, Surtur cursed Brandobaris and all his followers, shrinking them down to the size of half-men. However, Brandobaris, true to his nature, took this drastic transformation lightly, even finding humor in it. Many gods, including Charmalaine and Cyrrollalee, saw the curse as unjust, especially for Brandobaris's devoted followers.   In an act of solidarity and sympathy, Charmalaine and Cyrrollalee decided to stand with Brandobaris and his followers. They willingly shrank themselves down to the size of halflings and bestowed their divine blessings upon the transformed humans. These blessings included the gifts of luck and joyfulness to assist them in navigating the challenges of their newfound existence.  

Nomadic Tribes

The halflings were originally small nomadic tribes that experienced minimal impact from the Nexus Overflow. However, the event did result in the emergence of a few talented mages, one of whom played a crucial role in establishing a safe haven for their people. Concealed from the rest of the world and blessed with innate luck, the halflings thrived in this protected environment. Their peaceful existence continued until the outbreak of the Great Extinction, during which they allied themselves first with the gnomes and later with the verdan in order to safeguard their community.  

Great Extinction

After the Great Extinction, numerous halflings, like other mortal beings, disappeared, and the land became barren and unforgiving. This compelled the halflings to alter their migratory patterns. Instead of their traditional seasonal migrations, which they followed to adapt to changing seasons, they now only migrated once a year. This adjustment aimed to help them endure the harsh winter by attempting to cultivate crops rather than relying solely on local fruits.   The subsequent Draco-Giant War left the halflings in a transitional state—nomadic, yet not as mobile as they had been in the past. They began to rely on trade during the winter months and practiced agriculture during the summer.   Following the Draco-Giant War, numerous realms emerged, and maritime trade routes began to flourish. This rendered the halfling economy less competitive, compelling them to settle further. Additionally, the realms they traversed were dissatisfied with the lack of control over these nomadic populations, citing security and taxation concerns.   Over time, successive generations of halflings gradually accepted a sedentary lifestyle, especially with the assistance of the already-established gnomes and verdans. Together, they formed the Lightfoot Kingdom.

General Information
Scientific name
Homo floresiensis
Geographic Distribution
Lightfoot Land
Languages
Common, Halfling  
Physiologie
Average Lifespan
150 years
Size
Small
Average Height
81‒100 cm
Average Weight
14‒16 kg
 
Others

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