Halfling



Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can’t match. While not considered to be separate races, there are certainly two distinct types of Halflings. Khorvaire (civilized) Halflings, and Talenta Halflings. Except where noted below, the following entries are for the Talenta Halflings.

Physical Description
Halflings typically stand about 3 feet tall, and weigh only 30-35 pounds. Skin color ranges from a dark tan to ruddy, and eye color is typically black or brown. Their hair is usually black, and falls straight. Males often wear long sideburns, but beards are rare and mustaches almost unheard of. Halflings are considered adults at the age of 20 and usually live into their second century.

Lands
The Talenta plains are located in what was the northeastern section of Cyre. They are bordered to the west by the mournlands and lake Cyre, to the south and east by the Blade Desert, to the north-east by the Ironroot mountains, and to the north by Karnnath. The Halflings have lived on these lands for as long as any can remember, although before the influx of humans into Khorvaire they ranged across a much larger area of lands than they do today.

The plains are mostly grassland steppes, but there is an unusual variety of wildlife. The most notable are the dinosaurs that roam the planes, ranging in size from similar to a small dog to as large as an elephant. Halflings will typically domesticate these dinosaurs, using them as mounts for riding while traveling or hunting.

Politics
The Halflings of Talenta are nomadic and tribal by nature. On all of the plains, there is only one permanent community - Gatherhold, which is maintained by House Ghallanda and visited and used by all tribes occasionally but permanently occupied by none. Tribes can range in size from as few as fifty to as many as a thousand or more.

Halflings hold all members of a tribe to be of equal worth, and also of all tribes to be equal. Tribes tend to elect a leader, called a Lath, to make decisions for the tribe as a whole. The Lath only has power as long as he has the trust of the tribe, and a new Lath can be elected at any time.

A Lathon would be a leader of leaders, with the ability to speak for all tribes. There is, and has been, only one of these. Lathon Halpum, who was elected to speak for the Halflings at the Thronhold negotiations on behalf of the Halfling tribes.

They also have no prejudices against any of the other races, with the exception of Valenar elves who virtually every tribe has had a skirmish with. Valenar elves are viewed as enemies for trying to encroach on Halfling lands, but also with respect for their fighting skills.

However, because of their isolation, and distrust of civilization, few Talenta Halflings have learned the languages of other races. Even when they have learned some language, they often don't learn or refuse to use names for objects, preferring to refer to them by a descriptive phrase instead.

Dragonmarks
Halflings may carry one of two dragonmarks:

The Mark of Hospitality, carried by House Ghallanda. This house is based out of Gatherhold on the Talenta plains, although it does do a majority of its business elsewhere on Khorvaire.

The Mark of Healing, carried by House Jorasco. This house moved its headquarters to Karrnath in order to be closer to the greater number of people that needed its services.

Society
Halflings have always been nomads and hunters. As such, Talenta Halflings are taught riding, fighting, hunting, and tracking almost from birth. All Halflings are considered hunters, in addition to whatever other duties they may have within the tribe.

As such, hunting is seen almost as a spiritual event. Even common daily events are often considered in terms of hunting, predator, and prey. Halflings also have a special mask that they wear before setting out on a hunt. Donning the mask is almost ritualistic in itself, and when wearing it, they try to become one with the hunt, not speaking except with whistles and hand signals. It is also used to help hide their sense of self, so that their spirit may bond with that of their dinosaur mount.

Talenta Halflings rarely follow any of the common organized religions of Khorvaire. Besides the spirituality of the hunt itself, they also honor the spirits of their ancestors and the souls of their dinosaur mounts. The honor they feel for their ancestors is more a sign of respect than any actual belief that the spirits are still present. However, in battle, every Halfling hopes to unite their spirit with that of their mount's, so that together they will be something greater, and that the spirit of the Halfling may be proven as worth as that of their dinosaur is already known to be.

The Talenta Halflings tend to own very few possessions. Being nomadic, they must by necessity keep only what they or their mounts can carry. But even then it is minimalist. Even the largest of the Halfling tribes can strike camp and be on the move within ten minutes of deciding to do so. What possessions they do own tend to be ornately decorated, often with geometric shapes, or pictures that tell a story.

Khorvaire Halflings: Khorvaire Halflings tend to fit in with whatever civilization their living in. Many have been gone from the plains for generations, and do not know anything more about them than anyone else living outside them.

Khorvaire Halflings tend to put a strong emphasis on the value of friendship, to the point of considering close friends to be family, and loyalty to family and friends. Some of their nomadic heritage does show, in that the still place value on readiness and self-reliance, and tend to place little value on personal possessions.

Racial Traits

 * +2 Dexterity, –2 Strength
 * +1 size bonus to Armor Class
 * +1 size bonus on attack rolls
 * +4 size bonus on Hide checks
 * +2 racial bonus on Jump, Listen, and Move Silently checks.
 * +1 racial bonus on all saving throws.
 * +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
 * +1 racial bonus on attack rolls with thrown weapons.
 * Lifting and carrying limits are three-quarters of those of a Medium character.

Enhancements
See Halfling enhancements