Legends of Belariath


Halflings are a small and understandably shy breed of people growing normally no more than three feet tall and looking for all intents and purposes very human. They can appear a bit rotund around the belly, having a good solid culture built in wine making and forest crop cultivation. Halflings tend to live in secreted away communities that can be near to impossible to find. They are a long-lived race, and not war born in the least. Given the opportunity, a Halfling will use his or her great agility and cunning to avoid contact with the taller races more out of respect of differences than of size.

If forced to encounter another taller race, a Halfling is not something to be discounted due to their size or easily frightened nature. What they may lack in height or strength, they make up for in cunning and wiliness. Halflings prefer staves and daggers over large and ungainly weapons, and prefer to catch an opponent unsuspecting by ducking between the legs and slicing the Achilles tendon, rather than fighting head on. However, once a halfling feels secure enough to approach or even speak to another race, it is very difficult to get them to shut up I mean, cease in sharing their vast wisdom of the ages.

Character Creation

Starter Classes: Mage, Ranger, Bard, Thief, Druid, Warrior, Healer, Artisan, Entertainer, Laymen

Advanced Classes: Hierophant, Mist Raider, Earth Mage, Water Mage

Starting Stats:

Basic Stats 2 4 4 2 6 2 7


Halflings are aptly named, for they are a perfect half-size replica of most humans and some half-elves. Ranging anywhere from two to three feet in height, their limbs are proportioned much the same as any full size race, with a penchant for rotund or curvy midsections. Hair and eye color runs the gamut of nature's choices, while skin tone also ranges from healthy pale colors to sun-touched browns and tans.

It's understood by their smaller frames that physical strength is not built into the Halfling's make-up; however, what they lack in brawn they make up for in adroit frames and cunning intellect. That and the temerity that they often display when forced into a confrontation has produced in the past some very laudable schemes and outcomes. Do not be fooled by these tiny individuals, even though they do not deliberately seek out a fight, much less with other races, they are not to be underestimated just because of their underwhelming height.

Society and Culture

Halflings are an exceptionally diverse people now known to be living in lands as wide-spread and varied in terrain as even the Human tribes, but where their culture is concerned certain paradigms near always prevail. Whether living in ground-level hovels that seamlessly blend with the rolling green hills of their pasture-lands or in the sand-sunken tents and soft-lit caves of their desert dwellers, one ideal state of being is the primary goal wherever and whenever Halflings gather: Comfort.

Zealotry and idealism are words, with which they're largely unfamiliar, 'cause' a word whose usage is almost exclusively reserved for a flippant single syllable response to the question 'Why?' Halflings don't fight in wars, Halflings don't build vast cities or monuments to their own greatness, and though some will try and convince you Halflings of ancient times saved the world in the name of Good and Righteousness, any Halfling will happily tell you that's a steaming heap of nonsense. "Why?" you might ask. "'Cause." would be the answer.

A warm bed, a full belly, socks without holes and all for as little hard labor as possible is the absolute ideal for your average Halfling, and so it's easy to understand why they're looked upon as one of the more pleasant, easy-going races, considering their nirvana is a warm inn with plenty of hot stew. Still, though 'xenophobic' certainly isn't the word for them, they're very protective of their comfort, and so have reservations about proving too hospitable to outsiders in their own homes. It's frequent that they'll build their communities to resemble natural features of the land to avoid too much notice, and it's now believed they existed in hiding for perhaps many thousands of years before introducing themselves to the other races.

Comfort does not come free however and often needs to be defended, a thing which Halflings do not fail to understand, even if most find it distasteful. Thus, though having no real concept of things 'Military', Halflings do often train their strongest and more muscle-minded children as Warriors, and many of their communities have magical leanings, teaching the brightest amongst them in spell-craft. Reason tends to prevail when Halflings gather in groups, and thus most who set out from their communities for the wider world do so with a wholesome, sensible morality. Those living in exile or simply too long from home are watched close by the wise, however... as given too much time and circumstance a Halfling's perception can become rather twisted as to what it is that makes them 'Comfortable'.


Easily Overlooked:
Being exceptionally small comes with a whole host of disadvantages, either in a fight or with something as simple as seeing over the bar without stacking tomes on a stool. Being tiny does come with some perks however, Halflings having the uncanny ability to elude the notice of others when they choose. Functioning much like the 'lurk' spell, a Halfling employing this ability and holding quite still will be extremely difficult to notice, even by those seeking them out... though it cannot be used to escape notice already acquired.

Gift of Gab:
Halflings are incredibly social creatures, and as such have a knack for conversation that few can match. Quick of tongue and sharp of ear, its particularly difficult to put one over on a Halfling, even with the powers of magic on your side. Any attempt to influence a Halfling's speech through a magical ability (lie speak, truth speak, ect.) must be followed by a roll of 1d10. If the caster doesn't score a six or above, the spell has no effect on the Halfling, though the caster will have no reason to believe this is the case.


The Unfed Flounder:
If one thing is universally known about Halflings, its that they absolutely love to eat. Some might regard their perpetual snacking between feasts as evidence of gluttony; and its true, some Halflings do push the habit well beyond the requirement, which results in a portliness some consider a characteristic of their kind. That doesn't mean this near constant eating is anything but necessary, however... Halflings possessing in spite of, or perhaps because of their small stature an incredibly fast metabolism. As a result Halflings do not handle captivity well at all, needing a great deal more sustenance than your average kidnapper or jailer is willing or even able to provide. Its not at all uncommon to find a jailed Halfling malnourished and near death after serving only a three day sentence.

Very Small!:
Few comprehend just how difficult it is to stand at no more than three feet. Though within their own communities its a non-issue, as soon as a Halfling sets out for the wider world and starts interacting with the other Races they realize the outside world was certainly not built with them in mind. From mounting your average stool to actually seeing over the bar... from struggling to earn the attention of a busy tender to figuring out what in the hells to do with a tankard of ale twice the size of their head. The examples are countless, and the Halflings know it... they've been counting a long while, after all.

Disabilities and Their Mechanics
Type: Attack Defense Init
CloPhy RanPhy CloMag RanMag CloPhy RanPhy CloMag RanMag
Sight -30% -100% -30% -100% -30% -30% -30% -30% -50%
Hearing N/A N/A N/A N/A -25% -25% -25% -25% -25%
Speech N/A N/A -100% -100% N/A N/A N/A N/A N/A
Hands/Arms*** -25% -25% -50% -50% -25% -25% -25% -25% -20%
Legs/Feet*** -25% -10% -25% -N/A -25% -20% -25% -25% -25%
* Attack/Defense Enchantments are not effected, penalties apply to base stats.
* Those temporarily blinded in one eye will receive half penalties for blindness to all attacks.
** All penalties are cumulative.
*** Penalties are cumulative per limb.
* Those temporarily blinded in one eye will receive half penalties for blindness to all attacks.