Firnoy
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.
Contents
Physiology
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. Halflings start to come of age around 20 and are considered adult by 25. Halflings typically live slightly longer than humans, the oldest said to have been 140 years of age.
Appearance
Halflings don't usually enjoy jewelry or extravagant colors, but prefer simple and functional clothes and footwear. Many Halfling laborers wear hats while at work. Adventurers are found wearing light armor and cloaks of wool or cotton.
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 ruling council. 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. Halflings, thanks to their overwhelming love for culinary delights, make the best chefs; it won't be uncommon to find a renowned Halfling chef in the employ of a human noble.
Since Halflings will party at the drop of the hat, the momentous occasions in life are especially good reasons for a crapulous celebration. Halflings have a Welcoming for the birth of a new child, giant wedding feasts wherein the entire village or town is invited, and a Departing wake for the deceased. Halflings usually mate for life and many have 1–5 children.
Relations
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 any of the races. Some men find Halflings laughable and dismiss them, but others realize what a boon they can be. Elves and Dwarves have no problem with the "little ones" (but some may find them rash) — Dwarves themselves being only slightly taller than Halflings. Malign Dark Elves consider Halflings as little more than an annoyance, but moral Dark Elves find them amicable comrades.
Motivations
The curiosity of Halflings is probably the driving force behind leaving the village. Their goals range from the simple (perform the greatest prank ever, throw parties to be remembered) to the nigh-unattainable (find the Rapier of Zif). Halfling adventurers would delight in any goal which would result in a hearty laugh or a great celebration.
Max Caps
Powers
- Lucky Stiff: Halflings have supernatural good luck. A Halfling can spent 2 MP to add a +1 bonus to any roll. This takes no AP to perform.
- 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.
- Natural Shepherds: Halflings take to farming and herding even more so. They receive a +2 bonus to Animal Control checks both on domestic and wild animals.
- Prodigious Fencers: When using rapiers or daggers, which are well-suited to Halfings' stature, they receive a +1 bonus on any rolls (Parry, Attack, Disarm, etc.) They say that a little of Zif's skill with the light sword made its way into their blood.
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Immortal Legacy |