Codex

Halfling

PeopleRacePlayable

Halflings possess an uncanny ability to thrive where others merely survive.

Type
People
Category
Race
Player Option
Yes

Halflings possess an uncanny ability to thrive where others merely survive. Their small stature grants them a unique perspective on the world—quite literally seeing it from a different angle than the tall folk. This has given them an almost supernatural knack for finding hidden advantages in any situation, turning disadvantages into opportunities with an ease that larger races find deeply unsettling. Each halfling culture has taken this adaptability to extremes, creating societies that flourish in conditions that would break other peoples.

That knack runs deeper than cleverness, and to see why means going back to how halflings were made, which is to say not the way other peoples were made at all. Gaea shaped the flesh-races. The druids cut the elves from wood and river-mud. Catastrophe forged others in a single hard stroke. Halflings answer to none of these. When Ezz flooded Alaria and most of it woke into the great forces that drive the world, a little of it caught and set in an emptier place: the unclaimed margin between settled peoples, the corner no one was looking at, the particular feeling of being overlooked that until then had belonged to no one, because no one had been small enough to live inside it. Ezz is thought and feeling made substrate, and it sets to the shape of whatever it pools in. Here it pooled in an absence and froze the way water freezes around a single flaw, all at once. What set was a people, and it has held that shape ever since.

So halflings are, as nearly as the world lets the words be literal, made of the gap. That is the quiet engine under the famous luck. A halfling is never wholly out of place because a halfling is the thing places forget to count, and the unclaimed advantage in any room is plain to them because they are themselves the unclaimed thing, reading its own kind. The taller peoples felt all this long before they could explain it, and they explained it badly: half a person, half-made, half-people. The slur is older than any of the reasons later given for it. It is also the one honest outside witness to where halflings come from.

They called us half-people before they could say why. They were nearer the truth than they meant to be. We are the half the world left out, and we have made a fine life of walking around in it. — a saying kept among the Nameless of the Hills of Dolor

Vitals

  • Size: Small
  • Height: 3.5-4.5 feet
  • Weight: 60-90 pounds

Heritages

  • Belenstrope — Noble merchant halflings of Erasnus who trade in influence, information, and generational social debts with the same precision others use for gold. See Belenstrope.
  • Fieri — Underground halflings beneath Hell Creek in Chimea who built a volcanic civilization from spite and molten stone, believing the fires below chose them over the soft surface folk. See Fieri.
  • Dengar — Swamp alchemists of the Phirexes who transform toxic bog materials into expertise, and celebrate survived disasters with the philosophy that the worse it gets, the better it was. See Dengar.
  • Wispen — Silver-skinned nomadic halflings whose bare touch absorbs the histories of objects; they are the greatest trackers and investigators in Grendenheim, weaponizing a burden others would call a curse. See Wispen.
  • Shailin — Yellow-eyed halflings of Sestros guided by daemon whispers from Talresses; they build cities for kings not yet born and maintain armies for wars not yet declared, aging strangely as their bodies argue about when they're supposed to be. See Shailin.
  • Windorf — Seafaring halflings who chart courses through possibility space rather than physical waters, trading luck itself as currency and storing fortune in whalebone dice. See Windorf.
  • WhitelingUndead halflings risen from extreme emotional turmoil who retain perfect memory but lose all empathy, haunting former communities and using shared recollections as weapons against those they once loved. See Whiteling.
  • Hookling — Halflings of the frozen wastes of Morelous who obsessively track every calorie and breath of warmth, and consciously switch between hibernative Conservation Mode and peak-performance Expenditure Mode. See Hookling.
  • Arinsfold — Colonial merchant halflings of the Greenwater Isles who built a wealthy mercantile empire on emptied land, govern through a Parliament of Flowers that decorates over merchant-council rule, and do not speak of who lived there before. See Arinsfold.
  • Nameless Ones — Desert halflings of the Hills of Dolor who took the "half-people" slur for their own, carry no family name, and reckon a person only by what they have done since the wells took them in. See Nameless Ones.
Game mechanics

Underfoot Advantage

Passive ability. Your unique perspective reveals opportunities others miss. Whenever you fail a skill check, you may immediately identify an alternative approach—the GM must tell you a different skill or method that could achieve a similar result with an equal or lower challenge number, or tell you there are no other methods.

Belenstrope — Merchant's Bloodline

Passive ability. Your merchant heritage grants you an instinctive understanding of trade. You gain the following benefits:

  • You start with merchant contacts in three settlements within 100 miles of your starting location. When you visit these settlements for the first time, you automatically know one buyer or seller there (GM determines which good they trade and their level)
  • When searching for buyers or sellers, you need only half a day instead of a full day
  • When meeting a buyer or seller, you may roll the trader level die twice and take the higher result
  • You have advantage on all presence checks when negotiating prices or establishing trade agreements
  • Once per settlement, you may ask the GM: "What good here would be most profitable to buy/sell?" The GM must answer with one good that has at least moderate surplus or demand

Fieri — Hatred's Forge

Passive ability. Your burning resentment literally ignites your surroundings. Whenever you take damage from an enemy, the air around you heats up—the next attack you make causes your weapon to glow white-hot, applying one level of burning to any creature you hit until the end of the round. This heat builds: each time you're damaged in a round (max 3), the weapon deals an additional level of burning. Additionally, you're immune to the burning condition.

Dengar — Swamp Harvester

Passive ability.

Your deep understanding of swamp alchemy grants you the following benefits:

When harvesting components from any swamp creature or plant, you harvest components one level higher than normal (maximum level 5). Additionally, you can find alchemical value in any swamp material—even mundane swamp plants and creatures provide level 1 components with the "neutral" tag when harvested.

You can incorporate swamp materials to enhance any alchemy lab. By spending a day gathering materials in a swamp, you improve an alchemy lab by one level for your use only (maximum level 5). This enhancement lasts until you leave the area.

Your tolerance for toxic work environments is legendary. You succeed automatically on all checks to harvest components (no risk of damaging materials), and you have advantage on all alchemy crafting checks.

Wispen — Psychometric Echo

Passive ability. Your touch reveals the hidden history of objects. By spending a minute in skin contact with an item, you experience its most emotionally significant moment from the last year. For particularly important objects, you might see further back (GM's discretion). You can also track anyone who has touched an object in the last 24 hours—you know their general direction and distance (within a mile).

Shailin — Daemon Whispers

Major ability. Talresses whispers secrets to you. Once per day, you may ask a yes or no question about the immediate future (next 10 minutes) and receive a truthful answer. You may use this ability additional times each day, taking a level of mental vulnerability each additional time you do so. Vulnerability resets after a long rest.

Windorf — Fortune's Current

Passive ability. You've learned to sense and manipulate probability streams. At the start of each day, roll 3d6 and keep them—these are your "fortune dice." Whenever you or an ally within 30 feet makes any roll, you may replace one die in their roll with one of your fortune dice (before or after seeing the result). Once used, that fortune die is spent. Additionally, you always know the exact odds of success for any game of chance, and can sense when someone is cheating at gambling. When you roll maximum on a fortune die, immediately roll another fortune die to add to your pool.

WhitelingUndead Fortune

Passive ability. You are undead. You don't need to breathe, eat, drink, or sleep. You are immune to poison and disease. Healing magic harms you (take damage instead of healing), but you can spend hit dice to heal during a short rest by consuming flesh. You have disadvantage on all social rolls with living creatures who know what you are. Fortune works differently for you—when you use Underfoot Advantage, instead of finding alternative approaches, you identify the most harmful possible interpretation of any situation. You may force this dark reading onto others: once per day when a creature within 30 feet succeeds at a roll, you may have them fail instead as their fortune abandons them.

Hookling — Metabolic Modes

Passive ability.

You have mastered the ability to consciously regulate your metabolism between two distinct states. Before taking a long rest, you may declare which mode you will wake up in. Switching between modes represents a significant biological shift that takes a full rest cycle to complete.

Conservation Mode: Your body operates at maximum efficiency.

  • You need only 1 food ration per week (instead of 7)
  • You do not need to sleep, though you do not heal hitpoints
  • Your heart die is treated as one size smaller (minimum d4)
  • You have disadvantage on all might and agility checks
  • Your movement speed is reduced by 10 feet

Expenditure Mode: Your body burns hot and fast for peak performance.

  • You need 3 food rations per day (instead of 1)
  • You must sleep at least 14 hours per long rest
  • Add +1 to all skill checks
  • Your movement speed increases by 10 feet
  • Remove two ranks instead of one when you succeed on your sleep check
The Codex of Alaria