Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
D&D Older Editions
[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knightfall" data-source="post: 1380639" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>THE HALFLINGS OF HARQUAL</strong></span></p><p>There are three major races of halflings on Harqual: Hairfoot, Lightfoot, and Northchild. These halfling races are few and isolated from each other. Thus, they have completely different outlooks on life.</p><p></p><p><strong><span style="color: DarkOrange">HAIRFOOTS</span></strong></p><p>Hairfoot halflings are a fun-loving race of humanoids with hardened soles on their hairy feet. They are more likely to remain close to home than other halfling races and they are happiest when smoking a pipe, swapping stories, or taking care of their farmsteads. Sadly, competition with humans has left many hairfoot communities abandoned and the small humanoids either have been integrated into human culture or have moved into the Great Forest to live amongst the silver and forest elves. Hairfoots take this all in stride, however, as they adapt well to new situations.</p><p></p><p>Hairfoots in the Eastern Shores have had a hard time lately. The recent changes in doctrine in the Kingdom of Thallin means that, now, no hairfoots live within that kingdom's borders. Also, the corruption of the Knotwood has forced the abandonment of many hairfoot communities along the southern edge of the Great Forest. They have had too migrate farther south to Anoria, Izmer, Minar, and Wolffire. The strongest presence of hairfoots is in Calot, on the southwestern shore of Lake Qualitian. Here, hairfoots control nearly 40% of the land and farming industry. Calot is small but that's the way hairfoots like it.</p><p></p><p>Hairfoots have more of a presence in the western lands of Northern Harqual such as in the Aerie Holds, Barony of Poli, City-state of Halandra, County of Valeny, Monarchy of Avion, and the Onan Territories. However, these hairfoots have completely integrated themselves into human culture and most of their ancestral roots have been lost or forgotten. Hairfoots are very rare north of the Great Forest and Greystone Mountains.</p><p></p><p>Also, Hairfoots are almost never found south of the Great Expanse and those few encountered traveling those lands are either exiles or are traders looking for new markets for hairfoot goods. Hairfoots get along with lightfoots for the most part, but they have so little contact with them that most hairfoot-lightfoot relationships are based on individual interaction. While not unheard of, marriage between hairfoots and lightfoots is so rare as to be unique.</p><p></p><p><strong>Hairfoot Halfling Traits</strong></p><p>Hairfoot halflings benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">-2 to Strength, +2 to Dexterity, -2 to Intelligence, +2 to Wisdom. Hairfoots are quick on their feet and are highly intuitive, but they lack physical strength and rarely follow scholarly pursuits.</li> <li data-xf-list-type="ul">Small. As Small creatures, hairfoot halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.</li> <li data-xf-list-type="ul">Hairfoot halfling base land speed is 20 feet.</li> <li data-xf-list-type="ul">Low-light Vision. Hairfoot halflings can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</li> <li data-xf-list-type="ul">+1 racial attack bonus with slings or thrown rocks. Hairfoots are good at throwing rocks and using them in slings. Hairfoots don’t gain this bonus with other ranged weapons like lightfoots do.</li> <li data-xf-list-type="ul">+1 racial bonus to all saving throws. Hairfoots are highly capable of avoiding mishaps.</li> <li data-xf-list-type="ul">+2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.).</li> <li data-xf-list-type="ul">Hairfoot halflings are good with animals, self-sufficient, and stealthy. They receive a +2 racial bonus to Handle Animal, Move Silently, and Survival checks. Their keen hearing bestows a +2 racial bonus to Listen checks.</li> <li data-xf-list-type="ul">Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc.</li> <li data-xf-list-type="ul">Favored Class: Scout. A multiclass hairfoot halfling's scout class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +0.</li> </ul><p>[ATTACH]156533[/ATTACH]</p><p></p><p><strong><span style="color: darkorange">LIGHTFOOTS</span></strong></p><p>The lightfoot are the most stable race of halflings on Harqual. They dominate the lands of the Far South and have population numbers that meet if not exceed many of the other races in the southern lands. They are more numerous than hobgoblins, kitts, and even humans, regardless of the events of the time of The Transformation. That magical conjunction greatly changed the lands of the Nebral Peninsula by duplicating/teleporting the human cities of the Belin to Harqual from and alternate Material Plane. The mists of The Transformation caused many lightfoot communities to disappear into nothingness all across the Far South.</p><p></p><p>Even with this grievous loss, lightfoots continue to thrive. From Mt. Song and Bandontown on the Nebral Peninsula to Zafira and Woodhold on the Varan Peninsula, the lightfoot are found everywhere in the Far South. From Selquin and Osebye in the west to Jyl and Waile in the east, the lightfoots thrive.</p><p></p><p>Lightfoots are the most urban of all the halfling races on Harqual; although, they do tend to wander from city to city in nomadic wagon trains, like gypsies. However, these families also own property in many of the Far South’s cities and communities. When a lightfoot gets too old to travel then he or she retires to his or her favorite community and settle down to raise the next generation of lightfoots. These lightfoot elders are highly respected.</p><p></p><p>While lightfoot halflings tend to be distrustful of humans and goblinoids, for the most part, they have good relations with kitts, the Torin, the rakasta, and rockwood gnomes. There are many communities in the Far South where lightfoots are more numerous than humans. In these communities, things are built to Small size and Medium-sized equipment cost as much as three times more than normal, unless you can find a rakasta trader willing to sell Medium-sized items. (Then it only costs twice as much.)</p><p></p><p><strong>Lightfoot Halfling Traits</strong></p><p>Lightfoot halflings have the exact same racial traits as listed for Halflings in the D&D Player's Handbook v.3.5, except for the following additions and changes:</p><ul> <li data-xf-list-type="ul">+1 racial attack bonus with all ranged weapons.</li> <li data-xf-list-type="ul">Racial Feat: Lightfoot halflings gain the Urban Tracking feat from Unearthed Arcana as a bonus feat at first-level.</li> <li data-xf-list-type="ul">Lightfoot halflings can use Knowledge (local) untrained.</li> <li data-xf-list-type="ul">Automatic Languages: Halfling and Suar. Bonus Languages: Dwarven (Torin-dialect), Elven, Gnome, Goblin, Kitt, Orc, and Rakasta.</li> </ul><p><strong><span style="color: darkorange">NORTHCHILD HALFLINGS (A.K.A. ICEFOOTS)</span></strong></p><p>Northchild halflings, also called icefoots, are nearly indistinguishable from their hairfoot cousins. What gives them away, besides their savage appearance, is the fact that the hair on their feet covers the whole foot. Also, Northchild halflings tend to wear their hair unkempt and long like the human barbarians they sometimes live amongst.</p><p></p><p>Icefoots are very rarely encountered anywhere south of the Greystone Mountains. They do not feel comfortable in the southern lands and a person would have to force an icefoot to go south of the Great Expanse. They are happiest living wild off the land but will trade with barbarian friendly lands such as MaShir and Acheos. They often travel and settle with human barbarians but do have their own traditional homelands as well. The largest of these homelands is the Icefoot Woods of Ahalgot in the west, but there are also icefoot bands as far north as the Desinon Forest, as far to the east as the Lands of the Nashee, and as far south as the Cold Barrens of the North.</p><p></p><p>It is rumored that a sub-race of Northchild halflings might live farther north amongst the islands of the North Sea. These ‘mythic’ icefoots are said to be able to walk on top of snow and ice as easily as a silver 'wild' do across the flat plains of the Northlands. Some believe they can magically pass through solid ice, as per the arcane spell, passwall.</p><p></p><p><strong>Northchild Halfling Traits</strong></p><p>Northchild halflings benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">-2 to Strength, +2 to Dexterity, +2 to Constitution, -2 to Charisma.</li> <li data-xf-list-type="ul">Small: As Small creatures, icefoots gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.</li> <li data-xf-list-type="ul">Speed: Base land speed is 20 feet.</li> <li data-xf-list-type="ul">+1 racial bonus on attack rolls with thrown weapons and slings.</li> <li data-xf-list-type="ul">+1 racial bonus to all saving throws. Northchild halflings are highly capable of avoiding mishaps.</li> <li data-xf-list-type="ul">+1 racial bonus on saving throws against cold effects and a -1 racial penalty on saving throws against fire effects. These adjustments apply to cold and fire effects from any source, whether magical or mundane.</li> <li data-xf-list-type="ul">+2 morale bonus to saving throws against fear. (This bonus stacks with the icefoot's +1 bonus to saving throws in general.)</li> <li data-xf-list-type="ul">Cold Endurance: Icefoots gain Cold Endurance (see page 47 of D&D Frostburn) as a bonus feat.</li> <li data-xf-list-type="ul">Skills: Northchild halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks. Also, they are taught to survive in the wild from a young age. Thus, they gain a +2 racial bonus on all Survival checks.</li> <li data-xf-list-type="ul">Automatic Languages: Barbarian, Halfling. Bonus Languages: Common, Dwarven, Elven, Giant, Gnoll, Goblin, Kitt, Orc, Waracou, and any one additional regional 'barbarian' language. (The most common is called Waracou.)</li> <li data-xf-list-type="ul">Favored Class: Barbarian. A multiclass Northchild halfling's barbarian class does not count when determining whether she suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +0.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 1380639, member: 2012"] [COLOR=DarkOrange][B]THE HALFLINGS OF HARQUAL[/B][/COLOR] There are three major races of halflings on Harqual: Hairfoot, Lightfoot, and Northchild. These halfling races are few and isolated from each other. Thus, they have completely different outlooks on life. [B][COLOR=DarkOrange]HAIRFOOTS[/COLOR][/B] Hairfoot halflings are a fun-loving race of humanoids with hardened soles on their hairy feet. They are more likely to remain close to home than other halfling races and they are happiest when smoking a pipe, swapping stories, or taking care of their farmsteads. Sadly, competition with humans has left many hairfoot communities abandoned and the small humanoids either have been integrated into human culture or have moved into the Great Forest to live amongst the silver and forest elves. Hairfoots take this all in stride, however, as they adapt well to new situations. Hairfoots in the Eastern Shores have had a hard time lately. The recent changes in doctrine in the Kingdom of Thallin means that, now, no hairfoots live within that kingdom's borders. Also, the corruption of the Knotwood has forced the abandonment of many hairfoot communities along the southern edge of the Great Forest. They have had too migrate farther south to Anoria, Izmer, Minar, and Wolffire. The strongest presence of hairfoots is in Calot, on the southwestern shore of Lake Qualitian. Here, hairfoots control nearly 40% of the land and farming industry. Calot is small but that's the way hairfoots like it. Hairfoots have more of a presence in the western lands of Northern Harqual such as in the Aerie Holds, Barony of Poli, City-state of Halandra, County of Valeny, Monarchy of Avion, and the Onan Territories. However, these hairfoots have completely integrated themselves into human culture and most of their ancestral roots have been lost or forgotten. Hairfoots are very rare north of the Great Forest and Greystone Mountains. Also, Hairfoots are almost never found south of the Great Expanse and those few encountered traveling those lands are either exiles or are traders looking for new markets for hairfoot goods. Hairfoots get along with lightfoots for the most part, but they have so little contact with them that most hairfoot-lightfoot relationships are based on individual interaction. While not unheard of, marriage between hairfoots and lightfoots is so rare as to be unique. [B]Hairfoot Halfling Traits[/B] Hairfoot halflings benefit from a number of racial traits: [LIST] [*]-2 to Strength, +2 to Dexterity, -2 to Intelligence, +2 to Wisdom. Hairfoots are quick on their feet and are highly intuitive, but they lack physical strength and rarely follow scholarly pursuits. [*]Small. As Small creatures, hairfoot halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. [*]Hairfoot halfling base land speed is 20 feet. [*]Low-light Vision. Hairfoot halflings can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]+1 racial attack bonus with slings or thrown rocks. Hairfoots are good at throwing rocks and using them in slings. Hairfoots don’t gain this bonus with other ranged weapons like lightfoots do. [*]+1 racial bonus to all saving throws. Hairfoots are highly capable of avoiding mishaps. [*]+2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.). [*]Hairfoot halflings are good with animals, self-sufficient, and stealthy. They receive a +2 racial bonus to Handle Animal, Move Silently, and Survival checks. Their keen hearing bestows a +2 racial bonus to Listen checks. [*]Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc. [*]Favored Class: Scout. A multiclass hairfoot halfling's scout class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +0. [/LIST] [ATTACH]156533[/ATTACH] [B][COLOR=darkorange]LIGHTFOOTS[/COLOR][/B] The lightfoot are the most stable race of halflings on Harqual. They dominate the lands of the Far South and have population numbers that meet if not exceed many of the other races in the southern lands. They are more numerous than hobgoblins, kitts, and even humans, regardless of the events of the time of The Transformation. That magical conjunction greatly changed the lands of the Nebral Peninsula by duplicating/teleporting the human cities of the Belin to Harqual from and alternate Material Plane. The mists of The Transformation caused many lightfoot communities to disappear into nothingness all across the Far South. Even with this grievous loss, lightfoots continue to thrive. From Mt. Song and Bandontown on the Nebral Peninsula to Zafira and Woodhold on the Varan Peninsula, the lightfoot are found everywhere in the Far South. From Selquin and Osebye in the west to Jyl and Waile in the east, the lightfoots thrive. Lightfoots are the most urban of all the halfling races on Harqual; although, they do tend to wander from city to city in nomadic wagon trains, like gypsies. However, these families also own property in many of the Far South’s cities and communities. When a lightfoot gets too old to travel then he or she retires to his or her favorite community and settle down to raise the next generation of lightfoots. These lightfoot elders are highly respected. While lightfoot halflings tend to be distrustful of humans and goblinoids, for the most part, they have good relations with kitts, the Torin, the rakasta, and rockwood gnomes. There are many communities in the Far South where lightfoots are more numerous than humans. In these communities, things are built to Small size and Medium-sized equipment cost as much as three times more than normal, unless you can find a rakasta trader willing to sell Medium-sized items. (Then it only costs twice as much.) [B]Lightfoot Halfling Traits[/B] Lightfoot halflings have the exact same racial traits as listed for Halflings in the D&D Player's Handbook v.3.5, except for the following additions and changes: [LIST] [*]+1 racial attack bonus with all ranged weapons. [*]Racial Feat: Lightfoot halflings gain the Urban Tracking feat from Unearthed Arcana as a bonus feat at first-level. [*]Lightfoot halflings can use Knowledge (local) untrained. [*]Automatic Languages: Halfling and Suar. Bonus Languages: Dwarven (Torin-dialect), Elven, Gnome, Goblin, Kitt, Orc, and Rakasta. [/LIST] [B][COLOR=darkorange]NORTHCHILD HALFLINGS (A.K.A. ICEFOOTS)[/COLOR][/B] Northchild halflings, also called icefoots, are nearly indistinguishable from their hairfoot cousins. What gives them away, besides their savage appearance, is the fact that the hair on their feet covers the whole foot. Also, Northchild halflings tend to wear their hair unkempt and long like the human barbarians they sometimes live amongst. Icefoots are very rarely encountered anywhere south of the Greystone Mountains. They do not feel comfortable in the southern lands and a person would have to force an icefoot to go south of the Great Expanse. They are happiest living wild off the land but will trade with barbarian friendly lands such as MaShir and Acheos. They often travel and settle with human barbarians but do have their own traditional homelands as well. The largest of these homelands is the Icefoot Woods of Ahalgot in the west, but there are also icefoot bands as far north as the Desinon Forest, as far to the east as the Lands of the Nashee, and as far south as the Cold Barrens of the North. It is rumored that a sub-race of Northchild halflings might live farther north amongst the islands of the North Sea. These ‘mythic’ icefoots are said to be able to walk on top of snow and ice as easily as a silver 'wild' do across the flat plains of the Northlands. Some believe they can magically pass through solid ice, as per the arcane spell, passwall. [B]Northchild Halfling Traits[/B] Northchild halflings benefit from a number of racial traits: [LIST] [*]-2 to Strength, +2 to Dexterity, +2 to Constitution, -2 to Charisma. [*]Small: As Small creatures, icefoots gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. [*]Speed: Base land speed is 20 feet. [*]+1 racial bonus on attack rolls with thrown weapons and slings. [*]+1 racial bonus to all saving throws. Northchild halflings are highly capable of avoiding mishaps. [*]+1 racial bonus on saving throws against cold effects and a -1 racial penalty on saving throws against fire effects. These adjustments apply to cold and fire effects from any source, whether magical or mundane. [*]+2 morale bonus to saving throws against fear. (This bonus stacks with the icefoot's +1 bonus to saving throws in general.) [*]Cold Endurance: Icefoots gain Cold Endurance (see page 47 of D&D Frostburn) as a bonus feat. [*]Skills: Northchild halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks. Also, they are taught to survive in the wild from a young age. Thus, they gain a +2 racial bonus on all Survival checks. [*]Automatic Languages: Barbarian, Halfling. Bonus Languages: Common, Dwarven, Elven, Giant, Gnoll, Goblin, Kitt, Orc, Waracou, and any one additional regional 'barbarian' language. (The most common is called Waracou.) [*]Favored Class: Barbarian. A multiclass Northchild halfling's barbarian class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +0. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
Top