Halflings are both small in stature and small in quantity in the Red Venom Plains. There are very few Halfling communities in The Land, and many continents are devoid of them entirely. The Red Venom Plains has several types that are atypical to other worlds. Halflings are typically welcome in all communities, and are often blended with Human society as equals. Many consider Halflings to have the best culinary skills of any race.

Halflings generally live to be between 70 and 100 years old, and often find a place to settle from their young adulthood until their death. Halflings follow maturity patterns of Humans. They are typically between 3’ and 4’, and weigh between 50 and 90lbs. Halflings tend to be stocky, but can be as varied in appearance as any Human. Curly hair and rounded cheeks are very common features in Halflings, but there are few other defining features besides their height.

Halflings that are Chaos Seeds will be accepted in many places across the Red Venom Plains, as many Halflings wander in search of their ‘Hearth’, or their retirement place. Halflings have several subclasses that determine their specific powers; four are listed here as starting options.

Coin Halfling

More commonly referred to as ‘Coinlings’ or ‘Tradelings’, Coin Halflings are the most commonly found Halflings of a specific type. They control markets across many cities, and managed to keep commerce flowing through dark times. They are crafty, adaptive, and sharp with their negotiating skills, but spend their coins on good experiences instead of saving them. 

Physical Description: Coin Halflings do not vary in physical appearance from the average Gnome, with no special variation in height, weight, hair or eye color. They tend to dress in a manner befitting their local community, as they assimilate so well to others.

Attribute Bonuses: +1 to Charisma, +1 to Luck, +4 to Any per level.

Starting Affinities: +50% to Deception, +50% to Entertain, +50% to Trade.

Starting Languages: Common, Gnomish.

Resistance Bonuses: 10% Dark Magic

Magical Bonus: +1 Damage on Dark Magic spells that have damage dice

Vision: Normal

Trait: Lucky Day: If you roll a Skill Check and dislike the result, you can reroll it with the same modifiers. Once used, this power cannot be used again for 24 hours.

Quickmount Halfling

Commonly found in the lawless town of Elswear, Quickmount Halflings have an early life of beast taming and bounty hunting. Stealthy, Agile, and with a keen sense of nature, Quickmount Halflings tend to have a special connection to beasts, both as companions and mounts. Many have adapted to that lifestyle, with physical training from youth to handle beasts of all styles.

Physical Description: Quickmount Halflings are generally taller than the average Halfling, and tend to be stronger, though not as broad as a Dwarf. An early life spent in the wastelands south of Elswear tends to give them a tough and grizzled expression, and their faces lack the jubilant expressions of typical Halflings.

Attribute Bonuses: +1 to Dexterity , +1 to Constitution, +4 to Any per level.

Starting Affinities: +50% to Animal Empathy, +50% to Riding, +50% to Survival, +50% to Traps.

Starting Languages: Common, Orc.

Resistance Bonuses: 10% Death Magic, 10% Earth Magic

Vision: Nightvision

Trait: Lucky Day: If you roll a Skill Check and dislike the result, you can reroll it with the same modifiers. Once used, this power cannot be used again for 24 hours.

Nomad Halfling

Nomad Halflings go by many names – some refer to them as simply “Sciulli”, a legendary Halfling that first let his people to wander; others call them “Scavenger Halflings”, as their natural instincts for survival give them exceptional scavenging skills. While their names may vary,  Nomad Halflings are a race of superstitious, community driven wanderers that are often mistrusted and subjugated to the lower fringes of society. Many communities, including other Halflings, will not allow Nomad Halfling communities within their city limits; they are often forced to establish camps outside a city’s walls. 

Physical Description: Nomad Halflings have darker skin than most Halflings, and is often olive in tone. Their hair is often black and they decorate themselves with piercings and tattoos. They dress in colorful outfits with many hidden pockets, and often wear veils to hide their faces.

Attribute Bonuses: +1 to Agility, +1 to Constitution, +4 to Any per level.

Starting Affinities: +50% to Balance, +50% to Entertain, +50% to Scavenging, +50% to Survival.

Starting Languages: Common, Sciulli

Resistance Bonuses: 10% Death Magic

Magical Bonus: +1 damage to all magical Death spells that roll damage dice.

Vision: Nightvision

Trait: Lucky Day: If you roll a Skill Check and dislike the result, you can reroll it with the same modifiers. Once used, this power cannot be used again for 24 hours.