Difference between revisions of "Halflings (Greyhawk)"
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Halflings in Greyhawk are less nomadic than in other worlds. While individual halflings often travel extensively, as a people they are rather static. Traveling halflings often feel an urge to return home as they grow to middle age. Halflings enjoy sharing experiences with other people and often involve themselves heavily with humans, living a full life as the sidekick or companion to a human before "retiring" to family life among halflings. Many halfling communities contain such "retired heroes", which can come as a great surprise to anyone who would molest them. Promiscuous (and infertile) with other races, halflings are notoriously faithful among themselves. | Halflings in Greyhawk are less nomadic than in other worlds. While individual halflings often travel extensively, as a people they are rather static. Traveling halflings often feel an urge to return home as they grow to middle age. Halflings enjoy sharing experiences with other people and often involve themselves heavily with humans, living a full life as the sidekick or companion to a human before "retiring" to family life among halflings. Many halfling communities contain such "retired heroes", which can come as a great surprise to anyone who would molest them. Promiscuous (and infertile) with other races, halflings are notoriously faithful among themselves. | ||
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+ | == Cultural Traits == | ||
+ | Friendly, Outgoing, Accepting. | ||
==== Real-World Models ==== | ==== Real-World Models ==== | ||
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==== Alignment ==== | ==== Alignment ==== | ||
Among themselves, halflings are almost universally lawful good. Halflings welcome strangers, never steal from each other, and form tight-knit communities. Such communities rarely have or need written laws as the mores of society is ingrained into every individual. A halfling among strangers is a completely different matter. Some become hellions and go wild with gleeful abandon, while others remain law-abiding and good tough they often find peculiar laws and edicts confusing and choose to ignore them. | Among themselves, halflings are almost universally lawful good. Halflings welcome strangers, never steal from each other, and form tight-knit communities. Such communities rarely have or need written laws as the mores of society is ingrained into every individual. A halfling among strangers is a completely different matter. Some become hellions and go wild with gleeful abandon, while others remain law-abiding and good tough they often find peculiar laws and edicts confusing and choose to ignore them. | ||
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==== Practices ==== | ==== Practices ==== | ||
− | Gender equality, | + | Gender equality, Inter-species sex, Voyeurism. |
==== Taboos ==== | ==== Taboos ==== | ||
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Halflings have their share of sorcerers, beguilers, druids, bards, and clerics. Wizards are rare among them, but do exist. Halflings like to make wondrous items and potions; other magics are generally traded for or simply stolen. | Halflings have their share of sorcerers, beguilers, druids, bards, and clerics. Wizards are rare among them, but do exist. Halflings like to make wondrous items and potions; other magics are generally traded for or simply stolen. | ||
− | + | == Pantheon == | |
Halflings have their own pantheon, little known to bigger folk. It is led by Yondalla, mother of the halflings. | Halflings have their own pantheon, little known to bigger folk. It is led by Yondalla, mother of the halflings. | ||
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||Sheela Peryroyl|||Lesser|||N|||Agriculture, Weather|||Plant, Air, Family|||Halfling | ||Sheela Peryroyl|||Lesser|||N|||Agriculture, Weather|||Plant, Air, Family|||Halfling | ||
+ | |} | ||
+ | |||
+ | == Traits == | ||
+ | '''Childish (Racial):''' You look childish. You ignore size, and age modifiers to disguise yourself as a child of a Small, Medium, or Large humanoid. If you are masquerading as a human child, you also ignore race modifiers. | ||
− | + | '''Perfect Servant (Racial):''' When in a setting where servants or orderlies would be expected, you get a +4 trait bonus to Disguise checks to appear as a servant or orderly. You gain a +1 trait bonus on Profession (Valet). | |
+ | |||
+ | '''[http://www.d20pfsrd.com/traits/race-traits/providential-passenger Providential Passenger]''' | ||
+ | |||
+ | '''[http://www.d20pfsrd.com/traits/race-traits/successful-shirker-halfling Successful Shirker (Racial)]''' | ||
+ | |||
+ | '''Well-Informed (Racial):''' ''You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it.'' You gain a +2 trait bonus to Diplomacy checks when gathering information and Knowledge (local) checks to know gossip. One of these skills (your choice) is always a class skill for you. |
Revision as of 13:18, 7 August 2012
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Halflings in Greyhawk are less nomadic than in other worlds. While individual halflings often travel extensively, as a people they are rather static. Traveling halflings often feel an urge to return home as they grow to middle age. Halflings enjoy sharing experiences with other people and often involve themselves heavily with humans, living a full life as the sidekick or companion to a human before "retiring" to family life among halflings. Many halfling communities contain such "retired heroes", which can come as a great surprise to anyone who would molest them. Promiscuous (and infertile) with other races, halflings are notoriously faithful among themselves.
Cultural Traits
Friendly, Outgoing, Accepting.
Real-World Models
Danish (or a parody thereof).
Alignment
Among themselves, halflings are almost universally lawful good. Halflings welcome strangers, never steal from each other, and form tight-knit communities. Such communities rarely have or need written laws as the mores of society is ingrained into every individual. A halfling among strangers is a completely different matter. Some become hellions and go wild with gleeful abandon, while others remain law-abiding and good tough they often find peculiar laws and edicts confusing and choose to ignore them.
Practices
Gender equality, Inter-species sex, Voyeurism.
Taboos
Bondage, Promiscuity (with other halflings).
Family
Conventional. Family is counted by the burrow, not by lineage; whoever stays home inherits the family name and property.
Magic
Halflings have their share of sorcerers, beguilers, druids, bards, and clerics. Wizards are rare among them, but do exist. Halflings like to make wondrous items and potions; other magics are generally traded for or simply stolen.
Pantheon
Halflings have their own pantheon, little known to bigger folk. It is led by Yondalla, mother of the halflings.
Name | Rank | Alignment | Sphere | Domains | |
Yondalla | Greater | LG | Halflings, Diplomacy, Safety | Charm, Community (Family), Protection, Travel (trade), Trickery | Halfling, Elder |
Arvoreen | Lesser | LG | Defense, Warriors | War, Protection, Courage | Halfling |
Brandobaris | Demigod | N | Theives | Trickery, Luck, Travel | Halfling |
Cyrrollalee | Lesser | LG | Trust, Protection | Family, Wealth, Protection | Halfling |
Sheela Peryroyl | Lesser | N | Agriculture, Weather | Plant, Air, Family | Halfling |
Traits
Childish (Racial): You look childish. You ignore size, and age modifiers to disguise yourself as a child of a Small, Medium, or Large humanoid. If you are masquerading as a human child, you also ignore race modifiers.
Perfect Servant (Racial): When in a setting where servants or orderlies would be expected, you get a +4 trait bonus to Disguise checks to appear as a servant or orderly. You gain a +1 trait bonus on Profession (Valet).
Well-Informed (Racial): You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. You gain a +2 trait bonus to Diplomacy checks when gathering information and Knowledge (local) checks to know gossip. One of these skills (your choice) is always a class skill for you.