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Races - Chapter 1 - Halflings

Halfing Subraces

There are three halfling subraces--the Hairfoot, the Stout, and the Tallfellow. These three subraces exist almost everywhere halflings are found, frequently in mixed communities. Hairfeet are by far the most numerous of these three subraces, making up about 75% of most worlds' halfling population, with Stouts about 15% and Tallfellows only about 10%. Rumor persists that the original stock from which these three derive still exists in remote deep forests, but no sighting has ever been reliably confirmed; if a few rare feral halfling clans do survive in odd corners, these "wild halflings" guard their privacy so carefully as to be virtually undetectable by members of any other race. In most cases, these so-called "wild halflings" are probably Hairfeet, Tallfellows, or Stouts whose homes have been destroyed by war or some other disaster and have reverted to a primitive ancestral lifestyle.

All halflings, whatever their subrace, are highly resistant to magic and poisons; for every 3 1/2 points of health, a halfling gains +1 to his or her saving throws vs. spells, rods, staves, wands, and poisons. Halflings also enjoy exceptional agility, gaining +1 to all their attack rolls involving missile weapons. Surefooted and stealthy, they are able to move very, very silently, giving them an excellent chance to surprise opponents (wearing metal armor naturally negates this ability). Finally, halflings are quick to pick up languages; in addition to their own language and the common tongue, most halflings will know at least a few words of gnome, elf, dwarf, goblin, and orc (the actual number of additional languages known being determined by the character's Knowledge).

The Wanderings of Littleman

"Now, Littleman set to work, and gathered his people together, and showed them how to outsmart their enemies, frightening most away and banding together to defeat the rest. Soon there was a small village along the riverbank. True to her word, Yondalla showered her blessings upon them and gave them a comfort and contentment they had never known before. There was enough to eat, and safe places to sleep; friends to visit, and a fire in every home.
"That was the greatest of all her gifts, the greatest treasure to show her love for her new people: the hearth you'll find today, my sprouts, in every halfling home, no matter how humble, no matter how small. Its fire kept the halflings warm, and cooked their food, and brightened their burrows, a constant reminder of Yondalla's gifts.
"So great was their love of their new life that most of Littleman's people wanted to remain always beside their hearths, till the Bad Old Days faded to a distant memory, a reminder to help them cherish their new way of life all the more." The venerable ancestor coughed for a moment, and took another sip of her potent tea. Sighing contentedly, she leaned back in the soft chair. Kepli had climbed into her lap, and she patted the youngster's head absently.
"And what of Littleman, Grandmother? Did he settle down with the rest?" demanded Pedderee, sticking out her tongue at her privileged brother.
"Well, strange to say, all the changes that had come over his fellow halflings, changes he'd caused, didn't affect Littleman much. He was the same merry scamp he'd always been, and when he'd finished the task Yondalla had set him would have gone back to his old carefree ways, had she not had other plans for him.
"Yondalla was well pleased with her Littleman, and wanted him to do the same for halflings everywhere as he'd done for those of the Green Fields. And Littleman, he was full of wanderlust, and agreed, thinking it'd be a fine thing to travel the world and see all there was to see. So he set out on his travels, and for years he went from forest to forest, anywhere there were any of our people, and showed them how to put their fear aside and make places for themselves in the world alongside the Big Folk. And when he was done with that, Yondalla showed him how to travel the paths to other worlds, paths known only to the gods.
"So Littleman went on his way, traveling to all the worlds that were, looking for the scattered homes of our people. He noticed how people are more apt to like those who have a lot in common with them, so when he found some of our folk living nearby settlements of the Big People, he taught them how to adopt some of the Big People's ways. If he found some of the small people living in a deep forest ruled by elves, by the time he left a village of Tallfellows prospered in a nearby forest glen. Where a few families had been driven into the hills not far from a dwarven underground city, a homestead of Stouts sprang up.
"And everywhere he went, Littleman found humans. It seemed that humans could live anywhere. Even in those days their numbers were far greater than those of the dwarves or elves. He watched the humans carefully, for of all the Big Folk they seemed the closest to the small folk in nature. He saw them in many guises, in many places. Whereas the elves kept to their forests and the dwarves their mountains, humankind dwelt in temperate plains, amid lofty mountains and forbidding glaciers--even in steaming jungles and parched desert. Most of the places Littleman found any of our people dwelling, their nearest neighbors were human farmers or pioneers. Hence the Hairfeet came into being, and the long friendship between our folk and the Big Folk begun."
"And Littleman, Grandmother? Surely Yondalla rewarded him for all his work?" wondered Calkin.
"Aye, lad, that she did--but in her own way, and her own time. For a very long time Littleman traveled the worlds, meeting new people and seeing strange and wonderful sights, marvels beyond belief. Many of the folk in the villages he founded invited him to stay with them, but always he refused and set out again to see what lay beyond the next bend in the road.
"Then one day he climbed a hill and looked down into a valley, and it seemed to him that he'd never seen a fairer sight. A shady river wound its way along through well- tended fields surrounded by friendly forest. It was a small village of our folk, and just as Littleman was thinking how he'd like to sit along that riverbank and fish, he saw that it was the very river he used to fish in all those years ago! He found his old burrow, kept clean and snug all the time he'd been away by his neighbors, and sat down contentedly by his own hearth once again. He'd come back to his own home at the end of all his wanderings, and if he's not gone away I 'spect he's there still."
Silence settled over the room, and the children wondered if the old halfling had fallen asleep--so comfortable did she seem, sunk in her chair by the fire. This time it was Pedderee who dared to ask the question.
"Grandmother . . . is it true that you yourself traveled the Wide Sea once . . . and even into the skies, and beyond?" A twinkle of firelight reflected from a half-opened eye--an eye that gleamed with delightful memories.
"Aye, child . . . that I did. And a fine time I had of it, too! But that's a story that'll have to wait for another time."

Hairfoot

This most common of halflings is found throughout lands that have been settled by humans (with the notable exception of Krynn, where this role is filled by the Kender). They live much as humans do but prefer rural settings and villages to towns and cities. Their crafts tend toward the ordinary and practical--farmers, millers, innkeepers, weavers, brewers, tailors, bakers, and merchants are common in Hairfoot society.

Averaging about 3' in height, Hairfeet are slightly stockier in build than is typical for humankind. Their complexions run the gamut from pale to very dark, with hair color correspondingly blond to black and eyes that are brown or hazel. They rarely wear shoes (only in bad weather and bitter cold) and can be easily distinguished by the thick patches of hair growing atop each foot. They have no facial hair (besides eyebrows and eyelashes, of course). They wear brightly-colored, comfortable clothes, such as trousers and shirts or dresses, with a vest, jacket, hat, sash, or bonnet added as a flourish. Their faces are round and very expressive, often appearing child-like to humans.

Hairfeet are slightly longer-lived than humans, averaging 100 years--though a few patriarch and matriarchs have reached ages of 140 and beyond. Full adulthood is generally recognized at about 25 years of age.

Hairfeet are only moderately industrious, but they tend to make up in talent for what they lack in drive. A Hairfoot farmer may tend a small plot in the morning, for example, and spend the afternoon lying in the shade--yet his or her irrigation ditch will be so cleverly aligned that his or her field yields a crop equal to that of a much larger human- tended farm. A Hairfoot-woven tunic will have a finer weave and be less scratchy than a similar human product, thus fetching a considerably higher price.

Hairfeet are the halflings most closely integrated into human society. They will work for human employers or hire human laborers, and many a Hairfoot merchant has made his or her fortune by appealing to the human elite of a city's population. While they will dwell in buildings in human neighborhoods, Hairfeet do prefer to live among others of their own race (though not necessarily their own subrace) when this is possible.

A Hairfoot's preferred type of house is the combined above and below ground burrow. The upper portion is almost always wood-framed, with several doors and windows and a bright, airy feel--though the ceilings are typically no more than 5' above the floors. The lower portion will contain the fireplace and several small, cozy rooms. Lacking the time, property, or means to build a traditional home, however, a Hairfoot will cheerfully occupy a human house, a sheltered cave, or even a shack or tent. Wherever he or she lives, a Hairfoot will find a place to have a fire and gather for social conversation.

Table 5: Hairfoot Ability Scores

AbilityMinMax
Strength317
Dexterity819
Constitution1018
Intelligence618
Wisdom318
Charisma718

Ability Score Adjustments: -1 to Strength, +1 to Dexterity
Languages: Any one human language in addition to normal halfling tongues.
Infravision: No
Special Features: Hairfeet are very good at getting along with humans; this translates into a +2 bonus to all their Reaction Rolls involving human NPCs.


Stout

Stouts are not as common as their cousins, the Hairfeet, but they are nonetheless a populous and widespread subrace. They are about the same height as Hairfeet, averaging an inch or two below 3', but much stockier--indeed, a typical Stout weighs half again as much as the average Hairfoot! This girth is not all fat, however--Stouts are more muscular than any other halfling and tend to regularly best their kin in the wrestling contest that are a favorite Stoutish entertainment.

Ruddier in complexion than the other subraces, Stouts tend to blush easily when pleased or embarrassed and flush bright red when angry. Their hair color tends to be on the light side, with blonds and sandy reds predominating; their eyes are blue, grey, and green. Unlike Hairfeet and Tallfellows, male Stouts can grow some facial hair, although not full beards; usually it takes the form of unusually thick sideburns or muttonchops. Moustaches are rare, and the few able to grow them are often inordinately proud of their accomplishment.

Stouts favor sturdy garb, commonly made of well-cured leather. They prefer practicality to appearance, and thus the members of a community tend to dress with an almost drab sameness. However, a Stout will try to make a point of having a brightly colored outfit of exotic material (such as cotton, wool, or, rarely, silk), for use on special occasions. They often wear boots, which are really more like thick moccasins that offer good protection from the rocky or marshy ground typically under Stoutish feet.

These halflings tend to segregate themselves from human society more than do Hairfeet, preferring the company of dwarves. Stouts and dwarves mix very readily, and their communities will often be located near to each other. Military and defensive alliances between the two races are common, and prosperous trading is also the norm.

Stoutish villages will generally be in hilly or rocky regions near good fishing waters and well-watered fields. They are the only halflings with any affinity to mining, but they are quite good at it and will often develop a bustling business from the excavation of minerals. Stouts can also be skilled jewelers, stone-masons, builders, smiths, boatmen,and carvers. They are lackluster farmers at best, except where mushrooms are concerned, and as merchants they excel primarily at selling the products of the above trades.

Preferring underground habitation more than any other halfling subrace, a Stout will typically live in a fully-excavated burrow. He or she will have several round, shuttered windows placed in a few walls to let in light and air, but the overall place will be cooler, darker, and somewhat damper than a Hairfoot home.

The most industrious of halflings, a Stout can accomplish a great deal of work in a short time. They make doughty soldiers, and their infravision (60' range) gives them a great advantage in night-fighting. They are skilled swimmers and boatmen and have used small, slender canoes with great effect in night attacks against larger vessels.

With a typical life expectancy of more than 130 years, Stouts are not considered adults until they reach 30 years of age. The eldest of the race have been known to exceed two centuries in age.

Table 6: Stout Ability Scores

AbilityMinMax
Strength517
Dexterity819
Constitution1019
Intelligence618
Wisdom318
Charisma518

Ability Score Adjustments: -1 to Strength; +1 to either Dexterity or Constitution
Languages: Any dwarven tongue in addition to the normal starting languages for halflings.
Infravision: Yes (60')
Special Features: Stouts have a 75% chance to detect sloping passageways and a 50% chance of determining direction when underground.


Tallfellow

This subrace of halflings is not so common as the Stout or Hairfoot but exists in significant numbers in many areas of temperate woodland. Averaging a little over 4' in height, Tallfellows are slender and light-boned, weighing little more than the average Hairfoot. They wear their hair long, often topped by a small brightly-colored cap. The longest-lived of all halfling subraces, Tallfellows have an average life expectancy of 180 years, with the eldest exceeding 250 years. Like Hairfeet, Tallfellows shun footwear. Their characteristic foot-fur is somewhat sparser and finer than that of their cousins.

Tallfellows favor woodland shades of brown, yellow, and green and have developed several vibrant shades of the latter color through unique dyes. They enjoy the company of elves, and most Tallfellow villages will be found nearby populations of that sylvan folk, with a flourishing trade between the two peoples.

Preferring to live above ground, Tallfellows often dwell in spacious houses of wood, with many windows. Indeed, the ceiling of a Tallfellow house will typically be nearly 6' above the floor! Though the house will often have a cellar, this will be used primarily for storage. However, during days of hot summer Tallfellows will often retire to their underground chambers for a long evening's conversation and sleep.

Tallfellows display the greatest affinity toward working with wood of any halfling. They make splendid carpenters (often building boats or wagons for human customers), as well as loggers, carvers, pipesmiths, musicians, shepherds, liverymen, dairymen, cheese- makers, hunters, and scouts. They are better farmers than Stouts (although not as good as Hairfeet) and more adept than any other subrace at harvesting natural bounties of berries, nuts, roots, and wild grains.

The only halflings who enjoy much proficiency at riding, Tallfellows favor small ponies. Indeed, many unique breeds of diminutive horse have been bred among Tallfellow clans: fast, shaggy-maned, nimble mounts with great endurance. In a charge, of course, they lack the impact of a human-mounted warhorse; nonetheless, Tallfellow companies have served admirably as light lancers and horsearchers during many a hard- fought campaign.

On foot, Tallfellows wield spears with rare skill. They are adept at forming bristling `porcupine' formations with these weapons, creating such a menacing array that horses and footmen alike are deterred from attacking. This is one of the few halfling formations capable of standing toe-to-toe with a larger opponent in the open field.

Table 7: Tallfellow Ability Scores

AbilityMinMax
Strength317
Dexterity819
Constitution1018
Intelligence618
Wisdom719
Charisma518

Ability Score Adjustments: -1 to Strength; +1 to either Dexterity or Wisdom.
Languages: Any one elven language in addition to the normal halfling starting languages.
Infravision: No
Special Features: Like elves, a Tallfellow can recognize a secret door on a roll of 1 on a d6. All Tallfellows receive a +2 bonus to surprise rolls when in forest or wooded terrain.