Halflings
"Halflings - now there's a mixed bunch for you. There's all sorts, and the term halfling itself merely means that they're short and have some other qualities. Usually. Kind of a catch-all term for a number of the short races. Ought to include dwarves in the mix according to some of my kind. Many Shadarian cities have a halfling quarter - you can get good meals there, but as everything is scaled for shorter than elfkind, getting about is difficult. There's good and bad. Down in Nihon, they've got their yin-yang 'dualities' philosophy. They've also got the humble and goodnatured k'kree and the grandiose and sneaky kitsune as living examples of that sort of thing. Here in Shadar, you mainly run into the mouselings - who tend to be quiet 'in the background' sorts of folk. They tend to be good at crafts, lousy at the High Art, and fairly sociable. Though there are definitely exceptions."
-- Keian the Wanderer, "A Wanderer's Journal"
During the First Age Of Man there was a period (c. 2210-2430 aka the Genecraftor Period) where genetic engineers made many races for many purposes. The Dwarves were designed for heavy gravity, the L-vers (Elves) for low or zero gravity, the Goblinkin as cheap soldiers.
The races of Aramar in this, the Seventh Age Of Man, known as halflings largely originated from this period where this new science/art form had been perfected before it became lost in the Second Diaspora. This origin of the species is only known to a few within the two empires.
The races of Halfling have two major points in common. All are shorter than a human, about half to three-quarters the height of a human or a Delphins. All are anthropomorphic to some extent. Though originally created as slave races, this has become forgotten by all save some of the Reptine.
The Most Common 3 In Shadar
Mouselings are among the most
common and the most similar to the halflings of the Forgotten
Realms and similar lands. They are bipedal mice, with little
human features. Originally gene-crafted to be domestics, they
remain neat and tidy and dextrous. Most often found near dwarven
communities as the two are of similar size and the mouselings
appreciate the dwarves for their smithcraftery and fighting
prowess, while the dwarves find mouseling dexterity and fine
attention to detail of use. They were originally called something
else, but the term mouseling became popular during the reign of
Mannin Shades and has stuck. Mouselings are most often of the
Thief class by talent or skill, though not by actual practice.
There are a few mages among their number, though there has never
been a mouseling mage of better than Jaderank.
as for D&D Halfling. Add +2 to Alertness due to superior
hearing and +2 to Cooking skill if possessed.
Orahm were originally
engineered from ape stock to be mechanics and maintenence
workers. Over the centuries, they have become architects and
craftsmen of all stripe, though they remain mainly artificiers of
some kind. It is their niche, psychologically and physically, and
the non-skilled non-craftsman orahm is considered to be deranged
by the standards of their kind. Orahm are short but powerful,
with long arms and prehensile feet. They can be and are often
Thieves by the most simplistic pigeonholing, but they rarely
steal anything. In D&D terms, they most fit the niche for
Gnomes though they are better climbers and far less skilled at
illusions. Orahm rarely go in for the magical arts at all and
seem ill at ease with such things. There have been a few orahm
clerics, but these are few and far between.
treat as D&D Half-orc. Add Climbing skill as bonus
proficiency. Use halfling movement rates.
Kirrfolk call themselves
something different, but accept the term as an old phrase that
works well enough. Kirr was a tribal hero in their legends who
founded the race, and therefore the "people of Kirr" is
acceptable. The Kirrfolk themselves are short (about 5') tall and
thinly built feline anthropomorphs. Their fur is short and thick,
they have blunt non-retractile claws, a short muzzle, and a long
tail. Originally the race was engineered from cheetah, leopard,
human, and puma genes. They are a race of sprinters whose speed
is great but who tire easily. People of the Seventh Age attribute
the term "catnaps" to Kirrfolk who normally sleep for
periods of about one hour after every four awake. Kirrfolk tend
to be somewhat monomaniacals who change their obsession
frequently. They are most likely to become Rangers or Fighters,
favoring weapons where their natural speed and hand-eye
coordination can be most useful.
treat as D&D Elf with a Haste spell in operation. No
nightvision or weapon bonuses.
Also found primarily in Shadar:
The Most Common 3 In Nihon
Tallf are halflings from
another dimension, a group that was encountered during the
Delphins spelljamming days. They are slender elflike beings about
half the height of an elf, with thick manes of (usually) dark
hair. Though one can occasionally be found in a city and acting
civilized, most prefer a more simple and nomadic lifestyle as
hunter-gatherers. They are tough and wily fighters who use pack
tactics and savagery to survive. Their classification is most
often as Barbarians. Some tribes have also been known to worship
dragons, which most dragons find embarassing at the very least.
Their gender is subject to change based on a number of external
triggers.
(use halfling stats.)
K'kree view the Thri-kreen as
sort of a wayward big brother. While their numbers are not great,
they are commonly encountered throughout Nihon. K'kree are
insectile humanoids in appearance, very thin and covered in a
smooth hard chiton that forms a natural armor. They are very
law-abiding and disciplined, and they normally emit a faint
perfume that denotes mood in a way that mandibles and bug eyes
cannot. The most commonly encountered k'kree is a
cleric/psionicist with their philosophical path being Hevrig. The
major reason for their low numbers is a universal lack of
ambition within the species.
(Use halfling stats. no nightvision but has 360degree vision.
Natural AC equivelant to studded leather.)
Spirit Folk is the term for three seperate subraces that are accounted as halflings by many. Aasimar, tiefling, and genasi all fit into this category. Aasimar are those descended from the children of angels and beings of light. Tiefling are those descended from the children of demons and beings of darkness. Genasi are those whose ancestry contains one of an elemental nature. The numbers of each subrace are small, but together they form at least 5% of Nihon's total population.
Other notable halfling breeds in Nihon:
| Race | Fi | Ra | Th | Bard | Eng | Cl | Sp.Cleric | Druid | Wiz | Sp.Mage | Sorc | Psi | Barbarian |
| Bunjarian | 4 | na | na | na | na | 4 | na | na | 4 | na | na | 4 | na |
| Burrower | 6 | 9 | 9 | na | 9 | 12 | 14 | 14 | 6 | 6 | 9 | 9 | na |
| Kaeru | 4 | na | 4 | 4 | na | 9 | 9 | 4 | na | na | na | 9 | 9 |
| Kenku | 9 | na | 4 | 9 | 9 | 9 | 12 | 12 | 9 | Elem(A) 14 | 9 | 9 | na |
| Kirrfolk | 9 | 14 | 9 | 12 | 6 | 9 | 12 | 9 | 9 | 9 | 12 | 6 | 12 |
| Kitsune | 9 | 9 | 15 | 9 | 4 | 4 | 12 | na | 4 | Illus 14 | 9 | na | na |
| K'kree | 12 | 6 | 15 | na | 16 | 16 | 16 | 9 | 9 | 9 | na | 16 | na |
| Lupine | 14 | 14 | 9 | 9 | 7 | 12 | 12 | 16 | 9 | 9 | 9 | 7 | 14 |
| Mouseling | 9 | 7 | 18 | 12 | 14 | 12 | 12 | 5 | 9 | na | na | 12 | na |
| Orahm | 11 | 14 | 18 | na | 18 | 8 | 8 | 7 | 9 | 9 | 9 | 12 | na |
| Ottari | 7 | 9 | 12 | 12 | 4 | 9 | 9 | 9 | 4 | Summ 12 | 12 | na | na |
| Rakasta | 12 | 12 | 14 | 9 | 12 | 9 | 9 | 4 | 5 | na | 9 | 5 | 9 |
| Raptors | na | 6 | na | na | na | 4 | na | 6 | na | na | na | na | na |
| Tallf | 9 | 12 | 12 | 9 | 4 | 6 | 6 | 9 | na | na | 9 | na | 14 |
| Tarakne | 18 | na | 4 | na | na | 4 | na | na | na | na | na | 9 | na |
| Tengu | 18 | 9 | 9 | 7 | 4 | 4 | 4 | 4 | 12 | Elem(A) | 9 | 4 | na |
| Tortles | 14 | na | 7 | 4 | 14 | 16 | 16 | 8 | 16 | 16 | 9 | 16 | na |
| Weavers | 4 | na | 5 | na | na | 5 | na | na | na | na | na | na | na |