By Tooth And Claw Dragons
The Halfling

General Information;

A diminutive people of humanoid shape often gifted with intense nature magic. They tend to keep to their own towns, generally preferring a simple lifestyle, tending to their gardens. The affairs of other species are of little interest to them, but if forced into conflict, they will defend themselves with surprising tenacity. Halflings are split into different regional variants depending on the average climate in which they live.

Statistics;

Name:: Halfling

Average Lifespan:: 300 years

Average Height:: 3'2

Average Weight:: 60 pounds

Location Found:: Primarily Evylon, but also abroad.

*all statistics based on averages; extremes in any direction, or found in odd locations, are always allowed.

Subspecies

Notes;

Architecture Due to their ties with nature and earth element, halflings often accentuate anything they build with their magic. Homes are often covered in vines and flowers, have flowers and leaves sprouting from logs, or may be risen from the ground in shaped stone. Vegetation planted on top of houses are very, very common. However, they rarely - if ever - disturb the land around them in an overt way, and their cities almost never grow to the size many elf or human settlements may.

Inter-Variant Offspring Unlike many other races with variants, halflings are not adverse to marrying or pairbonding to those of other subraces; should a young halfling decide to take a partner from another area in their travels, they are encouraged to do so. Offspring of these couplings can share any mix of traits, and what village they return to reside in is decided by the couple themselves.

Species Friendships Halflings hold a special friendship with the faun, and often invite them to play music in their gardens, which results in beautiful plants and flowers. They are merry and kind, and as fauns are friends of the forest and the elves, trade is strong between halfling settlements and all who dwell beneath the forest's boughs.

Diet This is what this species, and any variants, may eat at any given time.

Common:

Alpine-
fruit, vegetables, cheese.

Forest-
fruit, vegetables, mushrooms.

Grasslands-
fruit, vegetables, grain.

River-
fish, fruit, vegetables.

Sand-
fruit, nuts, cheese.

Uncommon:

Alpine-
red meat, white meat.

Forest-
red meat, white meat.

Grasslands-
red meat, mushrooms, tubers.

River-
white meat, tubers.

Sand-
red meat, white meat, fish.

Rare:

Alpine-
grain, fish, tubers.

Forest-
fish, grain, cheese.

Grasslands-
fish.

River-
red meat, grain.

Sand-
tubers, mushrooms.

Overview:

It is said halflings can grow a garden anywhere, and there exists no evidence to disprove this. While halflings are omnivorous, they tend towards a more agrarian diet, preferring to grow their food instead of hunt it. However, the more adventurous members of halfling communities have no qualms about being more proactive when it comes to getting food.

Credits;

Species info credited to Nechesa, Fyfergrund and Verridith.

In-Depth Information;

Appearance Halflings are a small humanoid race of similar height to dwarves, though with more human proportions; as their name suggests, they are roughly half the size of the average human or elf. While their faces are similar to elves’, with oft-beautiful features, pointed ears, generally lacking facial hair, their usually bare feet are large, calloused, and may be hairy depending on their variant. A halfling’s chosen attire is simple, but made well to last. Skin color, eye color, and hair color range across the board, though some variants may have specific hues that is more common than others.

Alpine: Alpine halflings live in cold regions on high mountains, and are known to be the tallest of halflings at a maximum of four feet. They are thickset and burly, much different than their forest or grassland cousins, with hard features and fur that stretches from their feet up their calves. They most often can be found dressed in well-woven furs and other warm garments, specializing in their craft. Most wear boots despite their fur to protect their feet from frostbite. Males of this variant tend to have big, bushy beards and almost all have pale skin and pale hair.

Forest: Forest halflings are the most common type, and have the traditional appearance when one thinks of a halfling: human in shape, short, with somewhat larger feet and fine, sometimes beautiful features. While they only reach an average of three to three and a half feet tall, they are lean and willowy in build, and almost never have facial hair. All forest halflings go without footwear, and their feet often have hard calloused soles because of this. In garb, they prefer simple and very few - if any - wear jewelry.

Grassland: Grassland halflings, also called plains halflings, are a simple people that make their homes in the tall grasses of flatlands across the Realms. These halflings are the shortest of their race, have very little fur on their feet, and often can be found with long hair in a variety of styles. Most wear rough clothing, sewn from the hide of beasts they hunt, and may be considered savages by the rest of their race.

River: River halflings, called the 'fisherfolk' by the rest of their kind, are average-sized and middling of build. However, river halflings have no hair on their feet, sport no facial hair, and may have very slight, subtle 'webbing' between their fingers and toes to differentiate from other variations. They wear well-made clothes in dull colors, and are fond of feathers and shells as decorations.

Sand: Rarest of the halflings, these secretive people live deep in the desert sands. Their height and exact builds vary, but many are known to be lean to the point of looking skinny, made all the more evident by their choice in clothing. Most desert halflings enjoy wearing Ristellan garb, limited clothing with gold jewelry - others enjoy flowing silks and coverings to protect themselves from the sun. Almost all desert halflings are dark of skin, better to protect themselves from the ferocious sun.

Culture As a whole, halflings are a quiet and amicable people. They often detest violence and stay out of wars, trading with any and all who come their way. However, halflings have a few traits to its way of life that gives them not only a unique culture, but also differ via regional variant. All share an inborn love for nature.

Given their penchant for keeping to themselves, most halflings will opt to run from a dangerous situation, using their small stature and quick footwork to their advantage. However, if retreat isn’t an option, they will take up arms to defend themselves, preferring to use cunning and hit-and-run tactics with ranged weaponry of all kinds. If disputes arise amongst themselves, halflings have their own way of solving them that avoids violence. Any involved parties will steal from each other, each striving to be the one to steal something of greater value, after which the town’s council will decide who has proven to be the better thief, and settle the issue in the victor’s favor. This does not change no matter what regional variant has such a dispute.

Just before they come of age officially at twenty years, halflings of all variants will usually undertake some sort of adventure and travel for a year or two before returning to their town or village. Because of their relationship with fauns and elves they tend to be drawn to those settlements, learning crafts they would not otherwise know. Most halflings come of age around twenty years, and are often welcomed back to their homes with great parties and feasts. Halflings will take any excuse they can to throw large parties, involving music, dancing, and feasts made with their home-grown produce.

A halfling’s garden is their pride and joy, and when not sharing produce for celebrations, they tend to protectively hoard whatever they grow. In different climates, these gardens differ greatly, and these differences can be found below.

Alpine: Those that dwell in the mountains are a hardy people, somewhat more distrustful of other races than their brethren. They often grow things out of crystals and minerals instead of plants, though those more gifted in magic may aspire to cultivate flowers that can survive the extreme cold, such as pansies, catmint, and crocus.

When an alpine halfling officially comes of age, they receive their very first, cobbler-made pair of shoes specifically crafted to fit their feet. These events are always cause for great celebration, and involve the whole town.

Forest: Traditional to an extreme, forest halflings enjoy nature more than any other halfling subrace. They are welcoming and kind, enjoy visitors (it gives them an excuse to throw a party), and cultivate vast gardens wherever they live. Most share these gardening duties throughout the village, and render large amounts of produce to store and eat at any time. All forest halflings are vegetarian, and detest the killing of nature's animals.

Grassland: Joyous and easygoing, the hunters of the plains are somewhat at odds with their forest cousins; they enjoy meat, and would rather grow flowers and trees than vegetables and fruit. Their homes and gardens are often decorated with pelts, bones, and skulls. Most other halflings see them as savage and barbaric, though they will tolerate them to some degree at parties and feasts should two villages come together.

River: Most fisherfolk are adept anglers, and their towns and villages prosper off of the fish they catch, sell, and cook. Closer to the ocean, they may combine their fishing efforts with sales of shell and riverstone jewelry, though they never venture farther than a delta.

Amusingly, river halflings are not great sailors, and often have few boats moored near their settlements. Instead, they prefer to fish upon the banks and may swim out to use spears. Each village keeps a record of the largest fish caught, and should a halfling break that record, it is cooked and shared in a great feast with celebrations that last for days on end.

Sand: Very little is known about the culture of sand halflings; they actively avoid strangers, and do not often interact with anyone not of the desert. However, they share a kinship with the sol'tera of Ristell, and even those located in deserts in other Realms may still worship Azcen.

Abilities Not only are halflings fast on their feet, they are also able to be completely silent when they wish. Coupled with excellent vision and nimble fingers, they make for highly skilled marksmen, often practicing with short bows, blowguns, throwing knives, bolas, or whatever ranged weaponry they prefer. Their natural gifts also make them wonderful craftsmen and women; it is not unusual for them to be tailors, weavers, or cobblers, though cobblers are often held in very high regard.

They are avid gardeners, and it is not uncommon for them to be able to read the earth and weather with uncanny precision to plan the most efficient garden layout or house foundation. Their houses are always constructed with whatever natural materials are suitable and abundant in the area, ranging from stone to sod, and anything in between. Their houses are always built to preserve the natural lay of the land, leading to dwellings that twist and turn, rising along the sides of hills instead of cutting into them.

Magically, most halflings are gifted with nature-based earth magic. Other magical affinities and traits can be found in the variants below.

Alpine: Those that dwell in the high mountains have the weakest of nature magic in the halfling race. However, they are also the strongest in other elements - namely fire and ice, though others may be noted. They are strong but not fast, and have a good resistance to bitter cold.

Forest: Forest halflings have the strongest nature magic, but often nothing more than that. They are swift, hardy, and intelligent, but otherwise rather average in their abilities.

Grassland: Fastest of the halfling variants, and often gifted with air magic in addition to their earth element. Most, if not all, grassland halflings have a strong weather sense, and may be consulted by surrounding races to predict the supercells or tornadoes so common and destructive to their homes.

River: Often gifted with strong water magic in addition to the nature element most halflings have, fisherfolk are also skilled swimmers. They may hold their breath underwater for a much longer time than many humanoid races, and can see very well in the dark.

Sand: Sand halflings have very little in the way of nature magic, but the earth element they are blessed with works with both sand and rock very, very well. They are resistant to heat and do not need to drink water for long periods of time to survive.

Species Origin;

Creation Year: 1020. Realm of Origin: Evylon.

On rare occasions, Evylon’s chaotic energies bring about advantageous changes in those affected by the Realm; such is the case with the halflings. Originally, they were humans like any other. It was their misfortune, however, to have settled in a rather dangerous part of the Realm, and they were forced to keep on the move constantly to avoid danger.

As time passed, they found themselves growing smaller, but quicker, and more agile. As they grew ever smaller with each passing generation, they began to find it was easier and easier to both avoid whatever dangers might threaten them, and to build dwellings that nothing large enough to threaten them could fit in.

Dubbed halflings when they next encountered normal-sized humans, they took the name for themselves, and wore it proudly as they settled where previously they were forced to flee, turning their small stature to their advantage. Indeed, they were prosperous enough that humans and even elves came to rely on them for foodstuffs when their own crops failed.

In the following centuries, they adapted so well to life on Evylon that they gained a reputation as almost carefree wanderers in their youth, and level-headed homebodies in their later years, extraordinarily resilient despite their short stature and lack of any great magics.

Name: N/A. Location: N/A. Status: N/A.

This species did not have an Ancient First.


subspecies

No subspecies have been discovered for this species yet!