Species Halfling
Order Halfling
Classification Halfling
Sphere Luck
Origin Descended from dvergars
Lifespan 70-120 years
Habitat Temperate pastoral lands
Food Heavy human fare
Description Halflings stand between 3' and 4' tall. They have the same range of skin, eye, and hair color as humans, as well as body types.
Procreation Halflings reproduce sexually with other halflings. With other halfling nations, revels, footpads, and shellens, they reproduce, but the offspring follows the mother. Outside of these species, reproduction requires supernatural intervention.
Esoterica Halflings are beings of fortune. They can wield its arts, as well as those of poioumenon, yahas, flux, kor, symbolism, emotional resonance, hegnh, radiance, various heavenly lights, quaestus, parasitic energy, mystery, nommos, mijjit, various humors, spirits, qi, ancestral memory, Long Path, dumaqu, Foundation, euphotonia, cacophony, nourishment, waarheid, ailfaellam, iremia, curacion, most forms of aether (especially plains), banaru, euergasia, vile energy, dream energy, uafas, arnum, hunger energy, entropy, shadow, and thorn energy.
Special Powers Halflings are supernaturally nimble and quick.
Language Halflings usually have a knack for learning languages. They also have insights into language that allows them to use it creatively. Songs and poems are very common among them in many languages (often multiple languages in one work, with lots of wordplay). They also often develop a skill at taunting people because of their talent with words.
Fortune A halfling can sense fortune's winds, the flow of luck through the world, and many choose to follow it. If a halfling sleeps in a place where the flow of fortune is strong, they might catch fortune in their dreams and have good luck for a time. Their luck can turn if they stray from the path of the winds of fortune, but usually only to return to normal. It is rare for a halfling to have bad luck.
Weaknesses Doom energies can hurt them. If they do not maintain certain staples in their diets, they will lose their nimbleness and quickness.
Farming and Food

In most halfling communities, there are small farms where common staples are grown (beans, turnips, potatoes, peas, melons, apples, grapes, carrots, greens are most common). These common foods keep halflings nimble and quick no matter what shape their bodies are in. Thus, farming is important to their communities, making farmers very influential. Some halflings have no knack for language of mortals, but of plants. These halflings often use their powers to be master farmers. These master farmers are are honored by the community.

feasts

National Culture

Halflings live in pastoral communities run by a hereditary mayor, an appointed sheriff, and an elected council. Their communities are small, where everyone knows each other, and gossip is a very popular passtime. They trade with other nearby communities, including non-halfling ones when possible. Every community has a small group of constables to protect it, but in times of crisis, all halflings take arms to defend the community.

Children are raised in extended families. They are taught by their families the basics, how to use their various powers, and the various family crafts and traditions. Some are sent to local schools to learn specific subjects, but most are educated at home. When they turn 14, they are allowed to stop schooling and wander the world if they choose, but most wait. At 16, they are encouraged to start working, but still are educated and live at home. At 25, they are adults, and they usually set out to find some independence. Most do not stray far from home, however, unless they are taken by the winds of fortune or fall in love with someone from far away.

Every family has a matriarch who is usually the oldest woman. Her role is to tend to the education of the family, the bookkeeping, and settling disputes. They also have an elder (someone of any gender who is older than 90) who keeps the family history, advises the family on matters of defense and occupation, and guides the family politically. Sometimes the matriarch and elder are the same person, depending on circumstance. Each family has a small group of adults who organize the family's defense in times of crisis. One of these is usually also a member of the constabulary.

The mayor of every community is descended of a founding family for that community. This family usually owns the most land, controls the most farms, and has sway over all trade. The local families all pay taxes to the mayor's family, as the mayor is tasked with representing the community politically on a national level, negotiating on behalf of the community, and keeping up the local roads and bridges. The local sheriff is paid by the mayor. The mayor selects a candidate for sheriff every six years, and the local council votes on the candidate. If the candidate is not voted in by the council, the mayor has a week to find a suitable replacement, or the old sheriff remains sheriff. If the mayor puts forth the old candidate and the old candidate is not voted in, the council chooses a new candidate thay can be vetoed by the mayor. In rare cases of gridlock, a three week campaign is held where local members of the community can put forward their own candidates (including themselves). The council then must pick from this group, no matter what.

rare plantspeakers who become druids

thieves

Religion  
Outside View  
Notables  
Special Classes Elder, Matriarch, Constable, Plantspeaker, Druid, Thief
Estimated Population  
Sample Statistics

PRO
ATH
STR
AWA
WIL
ROG


Race Halfling
Over-race Halfling
Classification Halfling
Family N/A
Sphere Luck
Origin Eklem fashioned them by chance
Lifespan 70-100 years
Habitat Pastoral lands, usually
Food Normal human fare
Description Hallfings appear to be very short humans (about half-sized, 3' or so). They do, in fact, have hairy feet.
Procreation With each other for more halflings. With pseudohalflings, it follows the mother.
Magic One in a million have soul magic or heart magic. Mind magic, body magic, & void are possible. Faith is not unheard of.
Special Powers

A halfling is aflicted with wanderlust as a youth. During their travels, they pick up the languages of the places they visit, & by chance, a few souvenirs. If in trouble, a halfling has the ability, by chance, to insult a person with a taunt that will stun them.

They are very curious people & have very little fear.
Weaknesses By chance, sometimes, a halfling says the wrong thing during a taunt.
Culture During their youthful travels, halflings like to take risks. When they come home, though, they settle down to farm or fish or work & recount the tales of their youthful travels to their kids & grandkids.
Notables Yancy Shole, Guide; Ervin Caldwell, Priest of the Foundation
Sample statistics PRO 10
ATH 13
STR 8
AWA 10
WIL 10 Fear Resistance 16

ROG 12

Taunt 16
Learn Languages 13
Topic revision: r5 - 14 Nov 2020, SallyJaneBlack
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