Difference between revisions of "Halflings"

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Halflings are not "integrated" into human society in the traditional sense, but are allowed to exist there with relative autonomy under the [[Concord|Concord of the Highways]]. Both sides, more or less, have lived up to the [[Concord]], and there is minimal animosity between the groups in the modern day.
 
Halflings are not "integrated" into human society in the traditional sense, but are allowed to exist there with relative autonomy under the [[Concord|Concord of the Highways]]. Both sides, more or less, have lived up to the [[Concord]], and there is minimal animosity between the groups in the modern day.
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Halflings tend to organize and travel is small to medium size bands of several to several dozen families. In general, however, such bands can be classified as one of two types: [[Boat Tribe|Boat Tribes]] or [[Road Tribe|Road Tribes]].
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Boat Tribes tend to be smaller in size, and make their living as fishers, boatmen, and ferrymen on the rivers and sometimes even on the coast. They are comparatively settled: seasonally migrating ferrys or running regular delivery routes up and down the mainland's interior waterways.
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Road Tribes, on the other hand, can be anywhere in size from large to sprawling. In many ways, a larger band of road halflings might operate as a small village on mule back. They are allowed to maintain herds of grazing livestock under the [[Concord of the Highways]], and often set up exotic goods bazaars outside major cities. Some bands simply go the direction the wind takes them, while others travel a regular trade route, albeit one that might take several years or more to circuit.
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<b>Rule Information</b>
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At creation, Halflings should be either part of a [[Boat Tribe]] or a [[Road Tribe]].
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[[Boat Tribe]] halflings receive "Skill Focus: Swim" as a free feat.
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[[Road Tribe]] halfings recieve "Skill Focus: Diplomacy" as a free feat.

Revision as of 13:51, 16 February 2008

Halflings are nomadic, family-centered wanderers found throughout the known world. They are generally good natured, though mercurial. They are quick to laugh, to anger, and to forgive. Though they once possessed a homeland and language, both were lost during the Ubrekti Empire. Since that time, the Halflings have lived as wanders and over-land and river-boat tradesmen with no political organization, existing instead in matriarchal bands made up of several dozen families. Otherwise, Halflings do not interact with a larger racial community, except in passing or during irregularly called hearthwarmings.

Halflings are not "integrated" into human society in the traditional sense, but are allowed to exist there with relative autonomy under the Concord of the Highways. Both sides, more or less, have lived up to the Concord, and there is minimal animosity between the groups in the modern day.

Halflings tend to organize and travel is small to medium size bands of several to several dozen families. In general, however, such bands can be classified as one of two types: Boat Tribes or Road Tribes.

Boat Tribes tend to be smaller in size, and make their living as fishers, boatmen, and ferrymen on the rivers and sometimes even on the coast. They are comparatively settled: seasonally migrating ferrys or running regular delivery routes up and down the mainland's interior waterways.

Road Tribes, on the other hand, can be anywhere in size from large to sprawling. In many ways, a larger band of road halflings might operate as a small village on mule back. They are allowed to maintain herds of grazing livestock under the Concord of the Highways, and often set up exotic goods bazaars outside major cities. Some bands simply go the direction the wind takes them, while others travel a regular trade route, albeit one that might take several years or more to circuit.


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Rule Information

At creation, Halflings should be either part of a Boat Tribe or a Road Tribe.

Boat Tribe halflings receive "Skill Focus: Swim" as a free feat.

Road Tribe halfings recieve "Skill Focus: Diplomacy" as a free feat.