CHAPTER 2HALFLINGS44does a halfling go without his music. Someone in the campis almost always playing a tune, and while the caravan is onthe road, singing, whistling, and humming make the tripmore pleasant. Favored instruments among halflings includelutes, lyres, horns, and small drums, as well as more exoticstring and percussion instruments acquired at some pointin their travels. Their best-known compositions are merrytunes that draw listeners into dancing. Among their ownpeople, however, songs <strong>of</strong> the open road and laments for thedeparted that can draw a tear from even the most stoic eyeare equally prized.Though most halflings have a talent for acting, they producevery few plays because such forms <strong>of</strong> entertainmenttend to consume resources while doing little to mend wagons,accrue wealth, or cook dinner. Impromptu skits, however, arequite popular within certain caravans, and less than flatteringrepresentations <strong>of</strong> other races <strong>of</strong>ten add to the frivolity.Among the most important arts in a halfling communityis storytelling. Halflings write down practical information,such as supply lists and transaction records, but they rarelytake the time to record legends or gossip. The oral traditionis stronger in the halfling race than almost any other, andalmost every halfling is an accomplished storyteller. Tellingtales around the campfire has been a tradition among travelinghalflings for as long as anyone can remember, and thefrequent turnover in caravan personnel ensures that thereare always new tales to hear. Though in many cases the talesamount to little more than gossip, word <strong>of</strong> important eventsspreads quickly through the halfling race from caravan tocaravan. Halflings have a deep respect for the oral traditionand thus attach an absolute minimum <strong>of</strong> embellishmentto the original tales. Thus, a tale spread from one end <strong>of</strong> acontinent to the other will be substantially the same as whenit was first told.Several times each year, a number <strong>of</strong> caravans gather ina prearranged location for a storytelling fair. They holdcontests for the best tales and the best renderings, and theypresent cash prizes as well as accolades to the winners. Theseweek-long events also feature craft booths, trained animalacts, feasting, and other forms <strong>of</strong> entertainment. Outsidersare welcome, but few ever attend, put <strong>of</strong>f by the prospect <strong>of</strong>so many thieves and con artists gathered in one place.TECHNOLOGY AND MAGICMost halflings believe that magic is great for driving <strong>of</strong>forcs, entertaining outsiders, and dealing with the occasionalemergency. In the long run, though, technology is <strong>of</strong>tenmore practical and more reproducible. After all, just abouteveryone who makes a wagon wheel goes about it the sameway, and if you studied a wagon wheel long enough, you couldprobably get a good idea <strong>of</strong> how to make one. In contrast, twospellcasters may cast the same spell in entirely different ways,and no one—not even experienced wizards—can figure outhow to reproduce a spell just by seeing its effect.The study <strong>of</strong> magic is a niche activity in halfling communities.Everyone appreciates having a few wizards, sorcerers,and clerics around for emergencies, but their usefulnessis limited in daily life. Magic items, however, are anothermatter entirely. With only minimal instruction, anyonecan use many items <strong>of</strong> power; those that are not needed canbe sold for good prices. Thus, spellcasters who travel withhalfling caravans <strong>of</strong>ten find themselves pressured to eithercreate magic items or find something productive to do withtheir time. Most halflings who pursue such classes also haveother pr<strong>of</strong>essions that are more useful to the community ona day-to-day basis.Halfling spellcasters rarely do research, and they displaya preference for magic <strong>of</strong> the illusion, transmutation, andconjuration schools. Abjurers and diviners are also relativelycommon, while necromancers are practically unknown. Arcanespellcasters usually travel with their clans, but each usuallyhas a wagon <strong>of</strong> his own; most halflings find it prudent to givewizards and sorcerers a wide berth in case <strong>of</strong> accidents.Halfling technology focuses primarily on practical itemsand transportation. Small, portable items are favored so thatthey can easily be carried in wagons or on one’s person. Anyitem that makes daily life easier or can get a caravan out <strong>of</strong>trouble is <strong>of</strong> great interest to a halfling band. Heavy, bulkyitems and equipment are <strong>of</strong> little interest to halflings unlessthey can see a way to sell such items at a handsome pr<strong>of</strong>it.The legend that claims halflings invented horseshoes isprobably false; halflings use goats more <strong>of</strong>ten than horses.Still, that bit <strong>of</strong> lore does speak to the depth <strong>of</strong> the halflings’passion for transportation-related equipment. Goat carts,oxcarts, mine cars, boats, gliders, and all other kinds <strong>of</strong> conveyancesare fascinating to halflings, and they have improvedon most <strong>of</strong> the traditional designs.Animal breeding and training is also an essential part<strong>of</strong> halfling technology because animals power many <strong>of</strong> thehalflings’ conveyances and provide food for the caravan.Halflings have developed breeding to a science and canreliably produce animals with more meat, greater speed, ormore endurance than those raised by most other races.Upgrades in transportation, food preservation, medicinesand tonics, and other technology <strong>of</strong> interest are quickly passedfrom one caravan to another—and to human, dwarf, gnome,and elf communities as well. Even technology that did notoriginate among the halflings spreads quickly once they gethold <strong>of</strong> it.LOVELove is a vital part <strong>of</strong> life, and halflings enjoy it to the fullest.They are devoted to their families; the affection betweenchildren and parents, siblings, spouses, and extended familymembers such as grandparents and cousins is deep andunyielding. So great is the halfling devotion to family thattwo halflings who meet for the first time are likely to spendhours comparing genealogies to figure out how they mightbe related. Should a familial relationship be discovered, nomatter how remote, the two treat one another like long-lostsiblings—at least until one does something perfidiousenough to sour the relationship.
Halflings are as eager to experience romantic love as anyother humanoids. To them, romance is just another greatadventure that may bring weal or woe. Infatuation is commonamong halflings, and since <strong>of</strong>fspring frequently result fromsuch liaisons, lovers typically formalize their relationshipsas soon as possible. Romantic relationships betweenmembers <strong>of</strong> the same caravan or clan are discouraged butnot strictly forbidden.Two levels <strong>of</strong> marriage exist within halfling society.Handfasting is the most common method <strong>of</strong> formalizinga relationship within a halfling community. Only the twolovers and three witnesses <strong>of</strong> their choice need be presentto complete this ritual. The lovers’ hands are usually boundtogether with leather thongs; these are removed, knottedtogether, and presented to the couple at the end <strong>of</strong> theceremony. The lovers speak their own vows, which usuallyconsist <strong>of</strong> a promise to look out for one another’s welfare andremain faithful for as long as love lasts. Handfasted couplesare entitled to their own wagons. If neither party alreadyowns a wagon, one is built by the community at the earliestopportunity and presented to the couple as a gift. Until then,such a couple usually lives in the wagon <strong>of</strong> one or the other’sparents. Handfasted couples are expected to live and worktogether as long as they feel affection for one another.Some handfastings last for decades, and a few last forlife. Often, though, because halflings are intensely curiouscreatures, one partner becomes interested in someone else,or perhaps one wishes to leave for an extended period to goadventuring or join another caravan; and sometimes argumentssimply poison the couple’s love. In such cases, couplescan end their handfasting with a brief ceremony in which theknotted cords they received earlier are untied before threewitnesses and presented to the now-separate individuals.Children <strong>of</strong> such a couple live with whichever parent wantsthem. If both do, a child can choose if he or she is old enoughto speak; younger <strong>of</strong>fspring remain with their mother unlessshe refuses them.The second level <strong>of</strong> formalization is true marriage. Marriagesare much rarer than handfastings and cannot occurbetween members <strong>of</strong> the same clan. Most marriages occurmuch later in life than handfastings, after the lovers havehad a chance to live together as a handfasted couple andbecome certain <strong>of</strong> their love. Some couples never take thisstep at all, content to remain handfasted for their entire lives.A marriage is conducted by a cleric and sparks a week <strong>of</strong>celebration in the entire community. Most married couplesalready have wagons, but those who do not receive themfrom the community, just as handfasted couples do. A newlymarried couple is showered with gifts, and both husbandand wife are instantly accorded the position <strong>of</strong> elders withinthe community.The primary difference between a wedding and a handfastingis that a wedding is for life. The halflings involved maynot dissolve the union, and any attempts to separate or strayresult in the expulsion <strong>of</strong> the guilty party or parties from thecommunity. Thus, marriage occurs only between halflingswho are quite certain <strong>of</strong> their ability to weather the storms <strong>of</strong>a relationship. Though true marriages occasionally go sour,the parties usually learn to resolve their differences and livetogether in (relative) harmony.ReproductionHalflings reach maturity at the age <strong>of</strong> 20, and both genders arecapable <strong>of</strong> reproduction for approximately 40 years thereafter.The gestation period is seven months, a little shorter than that<strong>of</strong> a human. Female halflings rarely give up working, adventuring,or pursuing their usual activities while pregnant, atleast until the last month or so. Halflings with infants orvery young children <strong>of</strong>ten choose to halt their roaming fora few seasons, picking a good camp or a permanent halflingsettlement (or even a human town) until the youngsters area little older. Not all roaming halflings do this, though; somefamilies never leave their caravans.Halflings are adept at avoiding trouble, and halflings withsmall children especially so. Despite the perils <strong>of</strong> disease,weather, monsters, and orc raids, roughly eight in ten childrenreach maturity.HALFLINGS AT WARHalflings rarely declare war on others—after all, winningmight mean becoming tied down with property. In the sameway, having no lands and few goods <strong>of</strong> their own means thathalflings have little need to defend their belongings. No onestarts a war just to take a few dozen wagons, though otherraces may fight long and bloody conflicts over pieces <strong>of</strong> landthat are <strong>of</strong>ten quite small. Having little to lose and no interestin a permanent home frees a halfling to enjoy life in waysthat other races can never appreciate.Halflings are certainly not pacifists, however, and <strong>of</strong>tenfind work as mercenaries in the wars <strong>of</strong> others. Their smallsize and aptitude for sneaking makes them excellent scouts,and their high Dexterity and racial bonus with thrownweapons makes them valuable in units employing rangedweapons. Though halflings have no fear <strong>of</strong> melee combat,they are prudent enough to avoid it when possible. Halflinginfantry units are rare, though halfling cavalry can be surprisinglyeffective due to the halflings’ aptitude with animals andtheir penchant for doing the unexpected on the battlefield.All halflings learn to use slings and javelins well before theyreach maturity. Many also learn how to use short swords andthrowing axes, as well as certain exotic halfling weapons suchas skiprocks and war slings. A halfling’s first line <strong>of</strong> defense isusually a ranged weapon. Should an enemy get close enoughfor melee combat, the longsword or short sword is the mostcommon choice.DEATHThe much-vaunted halfling fearlessness extends even todeath. Most halflings view death as simply the next greatadventure. Though they do not court it, they take no pains toavoid risk, nor do they resort to necromancy or other magicalmeans to stave <strong>of</strong>f death.CHAPTER 2HALFLINGS45
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CHAPTER 4OTHERRACES96Illus. by S. B
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Table 4-1: The CentaurHit Base Atta
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CHAPTER 4OTHERRACES100nomadic gnoll
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CHAPTER 4OTHERRACES104of the humano
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CHAPTER 5PRESTIGECLASSES108Shadowda
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CHAPTER 5PRESTIGECLASSES112the foll
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CHAPTER 5PRESTIGECLASSES114Entry Re
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CHAPTER 5PRESTIGECLASSESIllus. by J
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CHAPTER 5PRESTIGECLASSESLUCKSTEALER
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CHAPTER 5PRESTIGECLASSES132Table 5-
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CHAPTER 5PRESTIGECLASSESfriendly—
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CHAPTER 5PRESTIGECLASSES138small fe
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CHAPTER 5PRESTIGECLASSES140ranger.
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CHAPTER 6CHARACTEROPTIONS146Conditi
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CHAPTER 6CHARACTEROPTIONS148If the
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CHAPTER 6CHARACTEROPTIONS160Table 6
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Class SkillsRaptoran fighter substi
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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CHAPTER 7EQUIPMENTAND MAGIC166anoth
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CHAPTER 7EQUIPMENTAND MAGICTable 7-
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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2nd-Level Ranger SpellWoodland Veil
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WOODLAND VEILIllusion (Glamer)Level
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CHAPTER 8CAMPAIGNS INTHE WILD178THE
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILD182(lo
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CHAPTER 8CAMPAIGNS INTHE WILD184Ski
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CHAPTER 8CAMPAIGNS INTHE WILD186Tab
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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APPENDIX19261 Guards are needed to
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2THE CLIFFThe Rifinti dwelling lies
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supplies for craftwork. Lamps fuele
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Nae’fidrim: Female owl companion;
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Creatures: A cleric is always on du
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cloak of elvenkind, oil of magic we
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aptoran contraries. If visitors can