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hahf-ling
I am a Halfling : They are Halflings : It is Halfling : This is about the Halflings
Also known as Hobbings, Gold Dwarves, Wee Folk
The Halflings are a race of humanoids short in stature but stout in heart. Though a rustic and simple folk by nature, Halflings are curious and clever, loyal to friends and family, and brave (when they have to be). ​They are kin to the Noldor, but rather than dwelling in great halls of stone beneath the mountains, the "Gold Dwarfs" as they are sometimes called, took to the hills, forests, and rivers to make their homes beneath the shining sun. Their outlook is generally cheerful (if a bit simplistic and naive) and the big folk who neighbor their territories tend to regard Halflings as an amiable and good-natured race worthy of respect. Those who underestimate Halflings as simple farmers or rustics who can be conquered or swindled quickly learn that there is much more to Halflings than meets the eye.

NO PLACE LIKE HOME

There are few other places on the Sphere as warm and peaceful as Halfling townships. Even to outsiders, these places feel like coming home. In times of crisis, Halfling communities come together like no other, putting aside rivalries and quarrels for the common good. Their towns rarely grow larger than a few thousand individuals, though Halfling families tend to be quite large with an average of 8-10 children working the land on the sprawling family homestead. Some Halflings make their way to the big cities of other Mortals, working in trade or practicing a craft. Most are content to remain at home, however, living and dying in peaceful simplicity.

The LIFE of a HALFLING

Halflings are born after 8 to 9 months of pregnancy and sets of twins and triplets are not uncommon, especially in families with a history of such births. Like their Noldor cousins, Halflings tend to live long lives full of hard work and simple pleasures.
Child: Ages 4-16
Youth: Ages 16-40
Adult: Ages 40-100
Elder: Ages 100-120
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"We've no time for breakfast?! Friend...there's always time for breakfast."

UNCOUNTED AMONGST LEGENDS

​​While it is true that few great warriors, wizards, or heroes ever come from their ranks, Halflings have an inner strength and force of will unmatched by any other race. Most Halflings are content to spend their days working the land and leading uncomplicated lives in these peaceful communities. For some, however, the simple life simply isn't for them. These restless souls often find themselves regarded with suspicion by their fellow Hobbings, with a reputation as disturbers of the peace. Eventually (by way of their choice or their neighbors') such Halflings leave the quiet life behind and set out on the road, wandering wherever the road takes them in search of adventure.

BOUNDLESS HEART

It has been said that the Halfling spirit is incorruptible and while this is hardly true, there is something about the heart of a Halfling that is able to resist temptation and fear like few other Mortals can. Perhaps it is their pastoral upbringing, something of the purity in their homelands that touches the soul and lingers there. Perhaps it has less to do with the supernatural and more to do with their stout physiology. Whatever the case, it is quite difficult to keep a Halfling down or subject him to suffering for long. He will eventually find a way to resist and rebound with newfound strength.
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BOUNDLESS HEART

You can re-roll any dice that shows "1" when you roll a Save. You have Advantage to Save against Charmed, Terrified, and Stunned.

Advanced

You can use an Asset to unlock the Advanced version of Boundless Heart: You can re-roll any dice that shows "1" or "2" when you Save. You have Advantage to Save against Charmed, Terrified, and Stunned and are immune to one of these status effects (decide which when you gain this ability).
  • Deepfolk
  • Farfolk
  • Hillfolk
  • Icefolk
  • Plainsfolk
  • Riverfolk
  • Sandfolk
  • Seafolk
  • Swampfolk
  • Treefolk
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The Deepfolk are a small and obscure tribe of Halflings who dwell in caves and labyrinthine tunnels beneath the earth. While it's not uncommon for Halflings to make their home in hillside burrows, Deepfolk build their entire townships underground. They are accustomed to darkness, both physiologically and culturally, having rather small families and intimate circles of just a few friends or associates. Deepfolk are very secretive, serious, and taciturn. While they enjoy the pleasures of life as much as any Halfling, their predilection for privacy makes them uncomfortable in the spotlight or in large groups. While many Halflings prefer an evening of joyous dance and drink around the campfire, a Deepling would much prefer a glass of old port by the hearth and a good book, read in private.

Appearance

A Deepling is shorter than most Halflings at barely 3 feet high with skin of ashen grey or near black. They often have white or very light blond hair and eyes of blue, green, brown, silver, or gold with sharp features and pointed ears.

Homeland

Deepfolk live in caves and underground tunnels, building their townships underground. Most Deepfolk communities can be found scattered throughout Khyvar, Fal Gorsikha, and the Hemnyspek region. A few can even be found in the more remote parts of Neth'al Tuak. 

Features

Deepfolk characters get ONE of these Features: 
Able Bodied
Bookworm
Chessmaster
Creature of the Night

Gift For Subtlety
Inconspicuous
Survival Instinct
Uncanny Senses

Resources

Deepfolk start the game with 5 Supply and have 50 Crowns worth of Armaments.
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Few enough Halflings ever wander from their pastoral homes that those who choose to dwell among the other races can be considered a people group unto themselves. Farfolk are so named for their adventurous spirits, which lead them far from the safety of Halfling homelands and into the dangers that lay beyond. The Farfolk are genetically diverse, their ancestry comprised from those brave enough to leave home behind and find a place among the big folk. Apart from a shared biology, a love for all things new,  and a sense of adventure, there isn't much that links Farfolk together culturally. They are a wildly diverse group that eagerly adopts and adapts to the mindset of whatever people they happen to live among. Wherever the wind blows, the feet of a Farling may soon follow.

Appearance

As they are the children of Halfling adventurers from many different tribes, Farfolk are wildly diverse in their appearance, combining the various features and colorations of skin, hair, and eyes from the many variations of Halfling.

Homeland

Farfolk live among other races of Mortals, and have a sense of wanderlust that rarely allows them to stay in one place for too long. Farfolk can be found primarily in large population centers like Aldegan, Cardinia, the Wynderwood, and Sundar.

Features

Farfolk characters get ONE of these Features: 
Adventure Is My Middle Name
Entertainer
Escape Artist
Jack of All Trades

Manual Dexterity
Nose for Trouble
Polyglot
Well-Traveled

Resources

Farfolk start the game with 10 Supply and have 25 Crowns worth of Armaments.
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Nestled amidst the rolling hills and amber glens, in the peaceful and pastoral places, one may happen upon the townships of the Hillfolk, a jolly and simple people who love good food, good company, and good stories. Though generally warm and hospitable, Hillfolk are also quite insular, prone to suspicion about the outside world and its ways. Their remote settlements rarely see much traffic from traders or travelers who don't go out of their way to visit the Hillfolk, so such visitors are always received with more than a little caution (though no self-respecting Hilling would ever dare to show anything but a kind smile and a warm welcome on the surface). In fact, Hillfolk are averse to anything that shakes them from their comfortable routines, shunning opportunities for adventure and gossiping ruthlessly about any who partake in such chaotic frivolities.

Appearance

Hillings appear to be short (3 to 3 1/2 feet) humanoids with pointed ears, warm smiles, and kind eyes of brown, blue, grey, or green. Their wavy hair is usually brown, though shades of blonde and red are not unusual. Most are stocky and a bit plump from their laid-back lifestyle.

Homeland

Hillfolk live in remote pastoral regions, tucked away from the busyness and dangers of bigger folk. One may find their townships among the more remote areas of The Wynderwood, Aldegan, Cardinia, Odain, and Hemnyspek.

Features

Hillfolk characters get ONE of these Features: 
Artisan
Bureaucrat
Everyone's Best Friend
Gift of Gab

Inconspicuous
Mind for Business
Storyteller
Team Player

Resources

Hillfolk start the game with 10 Supply and have 25 Crowns worth of Armaments.
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In the furthest northern and southern reaches, where the ground is frozen and the skies roll with grey, snow-ladden clouds, one may find the Icefolk, masters of the wintery domain. Icefolk live in small, close-knit communities consisting of a few families. They are typically led by a chief who leads the hunt and oversees the day-to-day practical matters and a shaman who leads the village spiritually and contends with local spirits on the tribe's behalf. Icefolk lead a mostly peaceful existence hunting seal and whale, fishing, and gathering from the land what they need to survive. An Iceling is likely to spend her whole life in tribal simplicity, never encountering an outsider or thinking to leave her village. Those who depart for the world outside are considered dead by their tribe; such individuals only leave for exile or are forced into adventure due to the most dire of circumstances.

Appearance

Icefolk are short and sturdy, standing at around three and a half feet of grit and resolve. They have dark skin, black hair, and blue, grey, or brown eyes which are angular and almond-shaped. Most dress in heavy furs adorned with shiny stones and the teeth of their prey.

Homeland

Icefolk may be found in the northernmost or southernmost tundra environments, where they live in small communities of homes built from available materials. Places like Cyrre Calnón, The Eastmarch, and Frostalfe are home to Icefolk.

Features

Icefolk characters get ONE of these Features: 
Animal Kinship
Iron Fortitude
Jack of All Trades
Poker Face

Sense of Direction
Storyteller
Survival Instinct
Tough As Nails

Resources

Icefolk start the game with 5 Supply and have 50 Crowns worth of Armaments.
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Making their homes among the sun-drenched plains and lowlands, the Plainsfolk tend to have more interaction with big folk than most other tribes of Halflings. Due to this proximity, Plainsfolk tend to take up as artisans and traders, bringing much wealth to their communities. Their settlements tend to be larger and better appointed than those of other Halfling tribes and there is little to-do surrounding the comings and goings of big folk into and out of the township. In fact, many Plainsfolk live for a time in the cities of those they settle near, establishing business connections or trying to make a name for themselves outside their rural birthplace. It is not surprising then that many Halflings who become adventurers are Plainsfolk who simply took one step too many out their front door.

Appearance

Plainsfolk have tan to dark brown skin, eyes of blue, green, hazel, and brown, and often wear a bright, happy expression. Their thick, curly hair is most often black or dark brown, though some have blonde or red hair. Their ears point from their heads at a downward angle.

Homeland

Like their namesake suggests, Plainsfolk make their homes on the plains, not far from the outskirts of other Mortal settlements. One can find large Plainsfolk towns in regions like Odain, Aldegan, Ofelia, Sundar, and the southern reaches of ​Karganón.

Features

Plainsfolk characters get ONE of these Features: 
Artisan
Freerunner
Grace & Charm
I Know a Guy

Mind for Business
Natural Athlete
Polyglot
Well-Traveled

Resources

Plainsfolk start the game with 10 Supply and have 25 Crowns worth of Armaments.
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An odd and nomadic people, the Riverfolk are practitioners of folk magic and wise in the ways of soothsaying. They are a reticent and enigmatic people who are wary of outsiders, always cautious and a bit paranoid. Their communties are private and insular and Riverfolk are considered strange among other Halflings. The Riverfolk settle along the banks of winding rivers, following the water's course in their wanderings as they subsist on fishing, hunting, and gathering what they can from the land. Mortals who live near the wandering Riverfolk often seek them out for their talents in magic, either for healing, good luck charms, or fortune telling. However, most Riverfolk are reluctant to perform feats of magic for money or favors, believing their gifts to be a sacred trust between them and the land, a power to be used only in dire need.

Appearance

Riverfolk are slightly taller than other Halflings with long faces, thin frames, large bulbous noses, and prominent pointed ears. Their hair is often black, dark blue, or brown in color with eyes of blue, green, grey, or brown and skin darkened by the sun.

Homeland

The Riverfolk are a nomadic people who settle along the banks of a particular river, gradually following the water's course as time goes by. Temperate regions like Aldegan, Cardinia, Odain, the Wynderwood, and Sundar have large populations of Riverfolk.

Features

Riverfolk characters get ONE of these Features: 
Able Seaman
Arcane Prodigy
Mystic
Nature's Ally

Nose for Trouble
Prescient
Sense of Direction
Strong Swimmer

Resources

Riverfolk start the game with 5 Supply and have 50 Crowns worth of Armaments.
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While other Halflings make their homes among gentle hills and pastures, the Sandfolk claim the sun-soaked deserts as their own. Building their townships into the sides of sand dunes, these hardy and practical people are well-known for their skill in trade and their nose for treasure. Sandfolk are famed miners, possessing a keen sense for where the earth will yield its treasures, and they trade frequently in gems, metals, and firedust with the nearby big folk. While this talent for mining has brought much trade and prosperity to Sandfolk townships, it also comes with a certain degree of unfriendly attention from those who believe they can take what they want from the "helpless" Halflings. Those who believe such a  thing are sorely mistaken as the Sandfolk are just as skilled using weapons as they are at making them. 

Appearance

Sandfolk have dark skin and aqualine features with kinky hair of brown and black. Their eyes are bright and determined, shining vibrant shades of blue, green, yellow, and light brown. They often wear ritual piercings or tattoos to denote social status and family of origin.

Homeland

Sandfolk homes are built into the sides of sand dunes or rocky desert crags near mineral deposits. One can find Sandfolk all over the Sphere, particularly in the regions of Simbala, Arhona, Ho-Shen, Sundar, Cal Vanol, and even Ath'al Sho.

Features

Sandfolk characters get ONE of these Features: 
Able Bodied
Artisan
Badass
Fearless

Iron Fortitude
Mind for Business
Student of War
Tough as Nails

Resources

Sandfolk start the game with 5 Supply and have 50 Crowns worth of Armaments.
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If there was ever skepticism about the resilience and adaptability of the Halfling race, one need look no further than the Seafolk to dispel all doubt. Whether through some enchantment or an accelerated course of evolution, centuries of life on the sea have taught these folk to live both above and below the waves. They settle among the island chains and shallow reefs of the Sphere's great oceans, often sharing a home with Cyreans and other sea-faring races. Seafolk are a light-hearted and relaxed people, open to new ideas and welcoming of change. They get bored easily and are always cracking jokes, making friends, trying new things, and generally shaking things up.
Seafolk Halflings may use an Asset to acquire Water Freedom or may trade Boundless Heart for Water Freedom during character creation.

Appearance

Seafolk have aqua-green skin with shimmering scales that are only visible when wet. They have handsome features, long pointed ears, and dark, wavy hair of black, brown, or deep red. Their eyes are often grey, brown, blue, green, or aqua.

Homeland

Seafolk inhabit the island chains, coasts, and shallow reefs of the Sphere. Some may even be found within the great lakes or inland seas, though most prefer the ocean. They can be found throughout Astora, Orin's Chain, Kinreath, Corsica, Shima, and Domigas Algoa.

Features

Seafolk characters get ONE of these Features: 
Able Seaman
Comic Relief
Everyone's Best Friend
Fearless

Gift of Gab
Jack of All Trades
Manual Dexterity
Strong Swimmer

Resources

Seafolk start the game with 10 Supply and have 25 Crowns worth of Armaments.
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Some believe the Swampfolk are cursed. Others say it is centuries of ignorance and inbreeding that have led to their current state. Whatever the case, the Swampfolk are an eccentric and cantankerous tribe who make their homes deep in the swamps and wetlands, far away from the prying eyes of other Mortals. Amont other Halflings, there is much speculation about what the Swampfolk do out there in the bogs. Some say that they traffic with demons or make deals with insane Medicon for power and protection. Whispers about the comings and goings of the Swampfolk tend to keep less adventurous travelers far from the rickety stilt-cities of the Swampfolk, which suits them just fine; Swampfolk are notoriously aggressive towards outsiders and fiercely protective of their many secrets.

Appearance

Swampfolk are almost goblinoid in their appearance, with sallow faces, wide noses, and long pointed ears. They have dark hair of black or brown, beady eyes of green, blue, grey, brown, and even black, and skin ranging in color from greyish blue to ghostly pale.

Homeland

The Swampfolk call the bogs, marshes, and wetlands home, building their thatch-roofed huts up on stilts with homes connected by rickety wooden planks and makeshift bridges. One can find Swampfolk towns in Karganón, The Yerwood, Aldegan, and Cardinia.

Features

Swampfolk characters get ONE of these Features: 
Creature of the Night
Escape Artist
Gift for Subtlety
Iron Will

Killer Instinct
Never Bullshit a Bullshitter
Nose for Trouble
Sneakthief

Resources

Swampfolk start the game with 5 Supply and have 50 Crowns worth of Armaments.
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Far into the woods, where the shadows grow long and beasts fear to tread, one may find the villages of the Treefolk nestled in the upper branches of the ancient trees. Unlike other Halflings who live in the gentle lands beyond the tree line, the Treefolk are warriors, born and bred to defend the wilderness from despoilers from outside as well as the spreading corruption and deepening shadows within the wood itself. Treefolk are suspicious and savvy, never taken by surprise. And while they are not overtly hostile towards outsiders, few ever manage to penetrate the Treefolk's outer defenses, let alone see the sprawling, interconnected treehouses that comprise the inner sanctum of a Treefolk village. The Treefolk have few dealings with outsiders, and even these are always on their terms. As such, little of their customs or way of life is known to those outside the insular tribe of warriors.

Appearance

Treefolk are small and light of build, even for Halflings. They have tan skin, stern, sturdy features, and dark hair of brown, black, or occasionally dirty blonde. Their piercing eyes are usually brown or red, though some have eyes of greyish blue.

Homeland

One can find the Treefolk deep within many large, ancient forests, where they act as wardens of the wood. Their treehouse villages can be found deep within the forests of Aldegan, Ofelia, The Yerwood, Karganón, and even the upper reaches of Fal Gorsikha.

Features

Treefolk characters get ONE of these Features: 
Able Bodied
Freerunner
Lightning Reflexes
Nature's Ally

Sneakthief
Student of War
Survival Instinct
Uncanny Senses

Resources

Treefolk start the game with 5 Supply and have 50 Crowns worth of Armaments.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C