Difference between revisions of "Firnoy"

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==Adventures==
 
==Adventures==
 
The curiosity of Halflings is probably the driving force behind leaving the village.  Halflings will sometimes travel in small groups of close friends, but occasionally tag along individually with a group of "bigger folk".  Due in part to their happy-go-lucky demeanor, Halflings can get along well with [[Men]], [[Dwarves]], and [[Elves]].
 
The curiosity of Halflings is probably the driving force behind leaving the village.  Halflings will sometimes travel in small groups of close friends, but occasionally tag along individually with a group of "bigger folk".  Due in part to their happy-go-lucky demeanor, Halflings can get along well with [[Men]], [[Dwarves]], and [[Elves]].
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==Powers==
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* '''Lucky Stiff''': Halflings have supernatural good luck.  A Halfling can spent 3 magic points to add a +1 bonus to any roll.
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* '''You Must Be This Tall to Ride''': Halflings, because of their small stature, cannot ride horses effectively (though ponies or donkeys serve just fine) and cannot wield certain large or difficult weapons with ease. For instance, a human scythe would be too much for a Halfling, but if one were constructed Halfling-size, that would be just fine.
  
 
{{Races Navigation}}
 
{{Races Navigation}}
  
 
[[Category:Races of Burning Destiny]]
 
[[Category:Races of Burning Destiny]]

Revision as of 20:17, 13 December 2007

Legend holds that in a divine fluke, the Halflings were created by Zif. Like their maker, they put a great deal of faith in luck. Halflings are amiable creatures and enjoy celebrations, good food and drink, jokes, and friendships. They tend to live slightly longer than humans, the oldest having been said to be 140 years.

Appearance

Halflings are right short, usually 3' to 4' tall. They're often portlier than Men, with bright eyes and slightly pointed ears. Hair, eye color, and skin tone in Halflings range greatly, but most have curly hair.

Personality

Few love a good laugh as much as a Halfling. Halflings are even likely to laugh at a great practical joke at their own expense. Most Halflings have an insatiable curiosity that often lands them in trouble; older Halflings are seen as busybodies and gossips by youths. Halflings are easily excited and sometimes quick in speech. Many Halflings are quick learners and very insightful, especially with age. Their small stature and simple demeanor make them less noticeable in a crowd than a human.

All Halflings will wager bets on anything convenient.

  • "I'll bet ya sixpence the sun don't go down today."
  • "You're on!"

Habitat

Halflings live in cozy wooden and earth cottages grouped into villages and small towns. Halflings usually abstain from big groups; you'll never find a halfling city.

Society

Halflings typically exist politically within human domains. Their towns are run by a mayor and often a council of elders. Many Halflings take to farming and animal care, but some enjoy the life of a merchant which goes well with the Halflings' tendency to collect useless items. Scholars and mages are very, very rare among Halflings.

Max Caps

Adventures

The curiosity of Halflings is probably the driving force behind leaving the village. Halflings will sometimes travel in small groups of close friends, but occasionally tag along individually with a group of "bigger folk". Due in part to their happy-go-lucky demeanor, Halflings can get along well with Men, Dwarves, and Elves.

Powers

  • Lucky Stiff: Halflings have supernatural good luck. A Halfling can spent 3 magic points to add a +1 bonus to any roll.
  • You Must Be This Tall to Ride: Halflings, because of their small stature, cannot ride horses effectively (though ponies or donkeys serve just fine) and cannot wield certain large or difficult weapons with ease. For instance, a human scythe would be too much for a Halfling, but if one were constructed Halfling-size, that would be just fine.