So I'm working on a home brew and Im using the standard d&d races and one of my own creation (which I will present last). Im revising the races to fit my setting, including changing racial traits to suit my needs. Some of the races will only really be the same in appearance rather then statistic and stereotypes. All racial traits presented are replacements of the normal traits. Please comment, offer advice, complaints thoughts etc....So to get the ball rolling I present to you my halflings!
Halflings:
Halflings are traveling traders, craftsmen, laborers and often swindlers and thieves.
Personality: Halflings personalities vary greatly. Halflings are usually cherry, often energetic and frequently out to make a profit. Halflings travel from settlement to settlement in tight nit clans, as such they tend not to form long lasting relationships outside their own clans.
Alignment: Halflings tend towards neutrality on the law and chaos axis and have no tendency on the good and evil axis.
Relations: Halflings are met with mixed emotions in human settlements. Halflings provide cheap labor and other services, however when halflings are in town things tend to disappear. Halflings hardly encounter the Seaborn elves. when they do it is in coastal settlements while the elves are stocking up on supplies, nether race encounters the other frequently enough to have issue or friendship with one and other. Halflings are met with similar attitudes as humans by the unborn elves. Gnomes tend to greet halflings with open arms since they tend not to own valuables worth stealing. Gnomes enjoy the low cost labor the halflings usually provide. The Durva understand the traveling tendencies of halflings but distrust their extreme friendliness and usually suspect them to be up to no good. The Kraas Dwarves view Halflings like they do most of the other races; Sacrifices to their Wyrm lords.
Halfling lands: Halflings have no land to call their own. They travel between settlements of other folk. It is written in ancient texts that Halflings used to share the Kraas mountains with the dwarves in long days past, but even if the halflings of current times still know the cause of their separation or what caused the dwarves to become Wyrm worshiping fanatics, they are unwilling to shed light on the issue.
Religion: Halflings tend to worship Tarla the god of trade and travel. Though worship is not forced and halflings may openly worship any non-evil god .
Adventurers: Halflings can become adventurers for many reasons. Sometimes the life of a traveling tradesman doesn't fit everyone, other times they are banished from their clans (though when this is the case the individual and the clan usually refuse to speak on it and it is usually considered insulting to ask)
A bit more flavor:
Halflings Travel in small clans, usually consisting of 50-100 of their kind, a small percentage of that being children and elderly. They stay close to their clan because their clan are the only folk they often get to know in their life of constant travel. When a Halfling is being raised it is watched for aptitude in certain skills. When the youngs skills are discovered, be they that of a craftsman, a laborer, or even a sneak, they are assigned to an elder of the clan who can mentor them in their future craft.
Once every five years all Halfling clans come together in the Targarian valley and hold a fair in honor of Tarla.. They offer their services at a slightly lower price and sell wares for slightly discounted prices, and even allow merchants and craftsmen of other races to set up stalls for a small fee.. If someone found something missing during a halfling visit to their town they could likely find it for sale at the fair, assuming it hasn't already sold (which is often the case.)
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Halfling Racial Traits:
+2 Dexterity, -2 Strength
Halflings are quick and agile and good with ranged weapons, but they are small and therefor not as strong as other humanoids.
+2 on Hide and Move Silently checks.
Halflings are adept at moving about undetected.
+2 racial bonus on appraise, or craft (any one type), or profession (any one type) chosen at character creation.
Halflings are traveling merchants craftsman and laborers.
+4 to saves vrs mind affecting spells.
Halflings have surprisingly slippery minds.
Next up (probably later this week) The Seaborn and Unborn elves, these aren't sea elves folks, but they aren't your mothers elves ether!
Halflings:
Halflings are traveling traders, craftsmen, laborers and often swindlers and thieves.
Personality: Halflings personalities vary greatly. Halflings are usually cherry, often energetic and frequently out to make a profit. Halflings travel from settlement to settlement in tight nit clans, as such they tend not to form long lasting relationships outside their own clans.
Alignment: Halflings tend towards neutrality on the law and chaos axis and have no tendency on the good and evil axis.
Relations: Halflings are met with mixed emotions in human settlements. Halflings provide cheap labor and other services, however when halflings are in town things tend to disappear. Halflings hardly encounter the Seaborn elves. when they do it is in coastal settlements while the elves are stocking up on supplies, nether race encounters the other frequently enough to have issue or friendship with one and other. Halflings are met with similar attitudes as humans by the unborn elves. Gnomes tend to greet halflings with open arms since they tend not to own valuables worth stealing. Gnomes enjoy the low cost labor the halflings usually provide. The Durva understand the traveling tendencies of halflings but distrust their extreme friendliness and usually suspect them to be up to no good. The Kraas Dwarves view Halflings like they do most of the other races; Sacrifices to their Wyrm lords.
Halfling lands: Halflings have no land to call their own. They travel between settlements of other folk. It is written in ancient texts that Halflings used to share the Kraas mountains with the dwarves in long days past, but even if the halflings of current times still know the cause of their separation or what caused the dwarves to become Wyrm worshiping fanatics, they are unwilling to shed light on the issue.
Religion: Halflings tend to worship Tarla the god of trade and travel. Though worship is not forced and halflings may openly worship any non-evil god .
Adventurers: Halflings can become adventurers for many reasons. Sometimes the life of a traveling tradesman doesn't fit everyone, other times they are banished from their clans (though when this is the case the individual and the clan usually refuse to speak on it and it is usually considered insulting to ask)
A bit more flavor:
Halflings Travel in small clans, usually consisting of 50-100 of their kind, a small percentage of that being children and elderly. They stay close to their clan because their clan are the only folk they often get to know in their life of constant travel. When a Halfling is being raised it is watched for aptitude in certain skills. When the youngs skills are discovered, be they that of a craftsman, a laborer, or even a sneak, they are assigned to an elder of the clan who can mentor them in their future craft.
Once every five years all Halfling clans come together in the Targarian valley and hold a fair in honor of Tarla.. They offer their services at a slightly lower price and sell wares for slightly discounted prices, and even allow merchants and craftsmen of other races to set up stalls for a small fee.. If someone found something missing during a halfling visit to their town they could likely find it for sale at the fair, assuming it hasn't already sold (which is often the case.)
.
Halfling Racial Traits:
+2 Dexterity, -2 Strength
Halflings are quick and agile and good with ranged weapons, but they are small and therefor not as strong as other humanoids.
+2 on Hide and Move Silently checks.
Halflings are adept at moving about undetected.
+2 racial bonus on appraise, or craft (any one type), or profession (any one type) chosen at character creation.
Halflings are traveling merchants craftsman and laborers.
+4 to saves vrs mind affecting spells.
Halflings have surprisingly slippery minds.
Next up (probably later this week) The Seaborn and Unborn elves, these aren't sea elves folks, but they aren't your mothers elves ether!