Halfling

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Halflings are small humanoids who are nomadic and family-centered wanderers found throughout the Mainland. They are almost always gregarious and 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 wanderers and over-land and river-boat tradesmen with no unifying political organization or permanent settlements but have still spread all the way across the Mainland.

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, which allows them free passage, grazing lands, and taxation exemption in exchange for neutrality and non-currency tributes. Both sides, more or less, have lived up to the Concord, and there is minimal animosity between the groups in the modern day, but occasional disputes about land ownership, taxation, or travel rights can occur. Halflings are of no Nation, but exist in every Nation and can be found in every major settlement and along every road and waterway larger than a scratch on a map all the way down past the end of civilization to the far South.

Tribes

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 based on their : Boat or Road.

Boat Tribes

Boat tend to be smaller in size, and make their living as fishers, boatmen, and ferrymen on the rivers, canals, 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. They are renowned ropemakers and some Halfling hemp is also grown and sold for medicinal and intoxicating purposes.

Road Tribes

Road Halflings 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.

Ghost Tribes

Ghost Halflings are less than a coherent subgroup and more a motley collection of outcasts and weirdos (which, for Halflings, is a high bar), they're known for liking cats more than dogs and generally otherwise being completely incomprehensible. Many groups were formed from refugee bands that originated during the Calamity though some clans claim older formation.

Hands

The Hand are an ancient set of cross-tribal groups that are tremendously important in Halfling culture and society. Five of the six Hands date back to the breaking of the Wolfen-Khan and the assimilation of the Halflings. According to their own lore, the Hand are the descendants of the Halfling nobility of old, but most non-Hand Halflings greet such claims with extreme skepticism. These societies transcended the old blood and clan lines and helped bring cultural unity to the scattered Halfling bands. Membership in these societies is very selective: perhaps one in ten halflings belong to a Hand. It is also a great honor and members of a Hand are usually respected members of a tribes' leadership. Each Hand has their own criteria and processes for selecting new members.

  • Blue Hand - known as thriving grey marketeers and smugglers who often settle in conflict zones and assume control of abandoned infrastructure.
  • Green Hand - abandon both road and boat and retreat into isolated wilderness settlements and migratory druid raves. The druid circles of the Green Hand are the other major spiritual leadership of the Halflings along with the Alexandrian faith of the White Hand.
  • Red Hand - dog riders and harriers and ship captains.
  • Gold Hand - the diplomats and long term-planners who keep everyone moving on time. The planners of Carnival circuits and trade routes that may take years to fully circuit. Officially the group in charge of paying the tribute for all halflings under the Concord and keeping all the Nations in compliance.
  • White Hand - Halflings dedicated to the Alexandrian Church. While the other Hands have existed since the pre-Ubrekti times, the White Hand only came into existence after the formation of the Church. In the time of the Demi-Pantheon clerics were members of all Hands. Alexandria's Corollary (though actually authored by Steros Merroand in FI times) allowed halflings to take positions in the church without abandoning their tribal affiliations. Not all Halfling clerics are members of White Hand and some members of the White Hand are not clerics but serve the Church in other ways.
  • Black Hand - The Black Hand do not operate openly, and are not even spoken of openly by the superstitious. They are said to be a tribe of poisoners, infiltrators, and assassins who act as intelligence network-slash-vigilante assassin guild that lives embedded among the five Hand tribes.


Smaller subgroups such as the Indigo Hand exist just to work the connections between the larger Hands and short-term working groups made of various Hand and local tribal leaders are common, especially in the planning of large festivals and hearthwarmings


Rule Information

5E: There is no halfling language. Instead, halflings may choose one bonus human, demihuman, or monster language. They also receive the standard language of their origin, but few halflings would ever consider themselves a real citizen of any country. Available sub-races are Boat Halflings who tend to be more sedentary and stick to the rivers, canals, and lakes or the Road Halflings who tend to be more nomadic and constantly traveling along the roads and trails between settlements or the peculiar Ghost Halflings.

(Ability scores may be changed per "Customizing Your Origin" from TCE)

  • Boat Halfling Stats:
    • +1 Constitution
    • You have advantage on all checks made to swim and to hold your breath.
  • Road Halfling Stats: (As PHB Lightfoot)
  • Ghost Halfling (As SCAG Ghostwise): may require prior GM approval


Halflings of Note