1. Races

Halfling

Demeanor: Halflings generally dislike direct confrontation, partly due to their status as the smallest of the civilized races. Natural wanderers, Halflings have no true homelands, preferring instead to journey from place to place. It is rare for a Halfling to settle down in a single location for more than a mere handful of years. Amiable and outgoing, Halflings are fast friends with many of the civilized races. Their adoration for travel also sees a number of Halflings excel as traders. Many will establish a place of business that connects them with other adventurers and travellers for the sole desire to hear tales of their travels. 

Appearance: The smallest of the civilized races, Halfling males stand approximately 3’ in height, with females ranging a few inches shorter. Halflings run the gamut of body types, being anywhere from slender to overweight.

Lifespan: Halflings tend to live between 100 and 150 years of age, with very few reaching 180 years old.

Culture: Halfling societies are most often structured around a Nomadic culture. Those Halflings that have finally settled down often prefer the Underhill culture. Longfield is considered the home of these people and there are a large number of settlements and nomadic groups in that area.

Other: They are famed for their long bows (short bows) and more importantly their skill with them.  This was put to good use during the final battle where several thousand halflings stood with their bows on the flanks and reigned down death on the enemy.

Religion: Halflings follow the Eldar Pantheon of gods as the human races do.

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Character Generation

• Pick one of the following ability focuses: Communication (Bargaining) or Dexterity (Stealth).

• Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable). 

• Intrepid. When you have the Frightened condition (See Chapter 2: Basic Rules), the penalty you take to all ability tests is –1, rather than the normal –3. 

• You can speak and read Halfling and the Common Tongue.

• Select two additional benefits from the Halfling table. Selecting an ability increase counts as both your benefits. Alternatively, the GM may allow you to roll twice to gain two random benefits (roll 2d6 and add them together). 

Halfling
Benefit2d6
Ability Bonus: +1 Perception
2
Steady: When you have any degree of the fatigued condition, you can still take the run or charge actions and you can still move at full speed.3
Focus: Communication (Persuasion)
4
Focus: Dexterity (Initiative)
5
Focus: Willpower (Courage)
6
Ability Bonus: +1 Communication
7-8
Focus: Perception (Hearing)
9
Focus: Strength (Climbing)
10
Ability Bonus: +1 Dexterity
11
Ability Bonus: +1 Accuracy
12