CHAPTER 2HALFLINGS60Donta muden sito Donta likin menli—grunti la danko. “Findinga gullible person is like finding a purse in the road—takeit quickly and move on.” Fortune can come in many forms, somake the best <strong>of</strong> your opportunities. Still, don’t hang aroundin one place waiting for more. If you wait on the road foranother purse to drop, you’ll eventually be run over. Likewise,if you stick around after conning someone, you’ll certainlybe caught.Kendit hilto pintith ento nitli. “A lie is a spear with a pointat each end.” It can be useful to tell a lie once in a while, butlike a two-headed spear, it can skewer you if you push it intoo hard.Rundo enka rindo, endi likni supa, la mento illli nitka sento. “Awheel’s rim is round, but its spokes are straight, and neitheris any good without the other.” This saying is a reminder thatdisparate elements can work together to form a useful whole.Paditma sinti bimini nibit, endi paditnim sinti latamin. “Abird in the hand means a morsel on the table, but a bird inthe bush means song in the morning.” These words remindthe listener that some efforts might produce inferior resultsin the long run. Sometimes it is best to let things developbefore acting.Sobenit rill modot allin vento fimit soga. Wenlit modit gimlitvemit fimil nodoti. “Pity the farmer who curses the rain becauseit might spoil the hay. Yesterday he cursed the droughtbecause it was spoiling the roots.” This saying is a warningagainst seeing the cloud around every silver lining. It is alsoa jibe toward sedentary folk.HALFLING LETTERINGThe Halfling alphabet consists <strong>of</strong> twenty-two characters anduses the Common script. Since so little is written down inHalfling, few studies have been done on how its renderingdiffers from Common.NAMINGUnlike dwarves or elves, who bear their names with pride,halflings do not attach great importance to names. Althougha halfling does not change her clan name (unless it becomesadvisable to do so in order to avoid difficulties), she may useand discard several names over the course <strong>of</strong> her life as hercircumstances and perspective change.Each halfling name consists <strong>of</strong> one or more name fragments(from Table 2–2) and possibly an earned name (from Table2–3). When combining two halfling name fragments, an “o”or “ee” is frequently added between them. Female halflingTable 2–1: Halfling Name Generatord20 Result1–3 Roll once on Table 2–2.4–9 Roll twice on Table 2–2.10–13 Roll once on Table 2–2 for a first name and twicefor a last name.14–18 Roll twice on Table 2–2 for a first name and twicefor a last name.19–20 Roll twice on Table 2–2 for a first name and twiceon Table 2–3 for an earned name.Table 2–2: Sample Halfling Namesd% Name Meaning01–03 Arv Badger, fearless, fierce04–05 Baris Curse, fool, hapless, unlucky06–08 Brand Adventurous, bold, courage, hero09–10 Bren Black, cold, dark, night11–13 Cal Curious, joker, quest, riddle14–15 Chen Beard, hairy, handsome, warm16–18 Cyrr Defender, elder, strong19–20 Dair Playful, rascal, thief21–23 Dal Home, provider, shield24–25 Deree Brother/sister, squire, stout26–28 Dric Donkey, lazy, pony, stubborn29–30 Eere Deer, high, jumping, tall31–33 Essel Arrow, bow, fleet, flying34–35 Fur Comfortable, common, heritage, snug36–38 Galan Burrow, earth, field, house39–40 Gen Bargain, diligent, merchant, trader41–43 Gren Baker, cook, feast, green, plenty44–45 Ien Blue, clean, sweet, water46–48 Illi Big, deity, greatest, power49–50 Indy Beautiful, forest, kind, woodland51–53 Iss Festive, gala, happy, village54–56 Kal Cunning, fox, prankster57–58 Kep Child, small, young59–61 Kin Dance, dancing, fire, quick62–63 Li Bard, legendary, story64–66 Llalee Food, happy, hearth, home67–68 Lur Hard, stone, white69–71 Mel Lad/maiden, playful, wild72–73 Opee Cheese, lasting, timeless, yellow74–76 Ped Cherry, copper, red77–79 Pery Flower, love, loyal, romance80–82 Penel Crafter, merit, valuable, weaver83–85 Reen Peaceful, peacekeeper, sheriff, warrior86–88 Rill Farm, farmer, food, life89–90 Royl Divine, eternal, immortal91–92 Sheel Air, clouds, rainy, weather93–95 Thea Feet, honor, proud96–97 Ur Deadly, final, judge, stern98–99 Wort Brown, herb, silent, mushroom100 Yon Father/mother, teacher, wiseTable 2–3: Halfling Earned Namesd% Named% Name01–02 Bones51–53 Moon03–05 Caller54–56 Nimble06–08 Cloak57–58 Quick09–10 Earth59–60 Reed11–12 Eye61–63 Shadow13–15 Fast64–66 Silver16–18 Foot67–68 Skin19–20 Glen69–71 Sly21–22 Glitter72–74 Small/Little23–24 Gold75–76 Smooth25–26 Hand77–79 Stout27–29 Heart80–82 Strider30–32 Hill/hillock 83–85 Sun33–34 Hollow86–87 Swift35–37 Honor88–89 Thistle38–40 Laughing90–91 Wanderer41–43 Leaf92–93 Warm44–45 Lightning 94–96 <strong>Wild</strong>46–47 Man/Lady 97–98 Will48–50 Meadow99–100 Whisper
names sometimes double the last consonant and add an“-a” (thus, Furgren becomes Furgrenna). If you don’t like aparticular combination, try adding an “a,” “i,” or “y” betweenthe name fragments, or add “-en” or “-enna” to the end. Notevery combination <strong>of</strong> name fragments will sound right; if youcan’t make a particular name work, try to create one with asimilar meaning.The definitions for halfling names sometimes end up beingno more than a list <strong>of</strong> pleasant things. Calopee might mean“cheese and riddles” and still be a well-respected halflingname. Of course, it might also mean “the timeless quest”—orit might mean both. Halflings enjoy playing with their names’definitions and might decide to change a definition just toconfuse a friend or member <strong>of</strong> another race.Earned names are descriptors or titles given to individualsafter some important or heroic event. Although these nameswere once given in the halflings’ native tongue, they arenow usually in the Common tongue due to the influence <strong>of</strong>human culture. A halfling character might acquire an earnedname during game play or start the game with an earnedname. An earned name can be randomly determined byrolling twice on Table 2–3, or you can choose one to matcha character’s personality.HALFLING CARAVANSAND TOWNSMost halflings spend their lives wandering from place toplace, with lengthy stops wherever they find pleasure andpr<strong>of</strong>it. Most <strong>of</strong> this traveling is done by wagon in caravans,but some is by boat.A campsite is chosen based on the length <strong>of</strong> the proposedstay. A site for a one-night stay should be defensible, have asizable clear space for wagons, and provide some water andgrazing for the animals. It should also be free <strong>of</strong> obviouspredators and preferably out <strong>of</strong> sight <strong>of</strong> hostile forces suchas orc bands. In addition to the above, a site for a longer stayrequires a good water source, abundant hunting, wood forfires and for wagons, and plenty <strong>of</strong> wild roots and berriesfor gathering. Halflings rarely worry about replanting whatthey have taken; they simply move on when resources runlow and trust to nature to replenish the land over time.Selection <strong>of</strong> a site for a permanent settlement is something<strong>of</strong> a serendipitous process because it depends largely on thecharity <strong>of</strong> those who own the land. Defense, water, wood,food, and grazing lands are all desirable, but halflings learnto make do with the lands to which they receive rights. Thebest lands have not only the basic resources but also rawmaterials for various crafts.A permanent halfling settlement is described below asboth a reference for DMs looking to design their own andas a location for use in a campaign that features halflings.HALFLING ECONOMYWithin a halfling community, most commerce is done on abarter system; halflings do not like to carry large amounts <strong>of</strong>money in their wagons, feeling this makes them attractivetargets to bandits. Since most halfling caravans operatelike extended families anyway (and some are, when theclans are closely related), this system comes naturally toits members.However, halflings do regularly trade with outsiders, andthey do accumulate money. On rare occasions, halflingswithin the same caravan may pay one another in money forgoods or services, but such transactions are frowned upon.Money is usually reserved for commerce with outsiders.Halflings sell their goods and services and accumulatecash reserves to tap when needed. They deposit most <strong>of</strong>their cash with a “banker,” a settled halfling either in alarge human city or in a permanent halfling town. Thoughsome bankers use or invest money in a depositor’s absence,most leave it buried, hidden, or safely cached on theirproperty, knowing that the depositor can ask for all <strong>of</strong> itat a moment’s notice.Halfling communities do not mint any coins <strong>of</strong> their own,though they do sometimes melt down recognizable treasureand form it into jewelry or gold bars. Halflings know the value<strong>of</strong> all other cultures’ currency, and bankers can change onecurrency to another for a small fee.EXAMPLE SETTLEMENT:FANTA’S MEADOWFanta’s Meadow is situated on a forty-acre piece <strong>of</strong> meadowlandadjoining several farms in a rural area populatedby humans. A stream cuts through the southern half <strong>of</strong> themeadow, providing water for the crops the halflings chooseto grow and for their orchards. The soil is rich, and aboutone-fourth <strong>of</strong> the land is naturally wooded. A rocky ridgestretches along the northern side <strong>of</strong> the property.The town was named for the halfling clan leader whonegotiated its use. The land was deeded to the halflings inperpetuity by a grateful human wizard for whom the halflingsdid a great favor.The business section <strong>of</strong> Fanta’s Meadow consists <strong>of</strong> twolong, rambling, two-story buildings that stretch for a quartermileand more on either side <strong>of</strong> a wide main street. Thesestructures house a number <strong>of</strong> shops, all <strong>of</strong> which connectwith one another. A customer can literally walk throughtwo dozen shops without leaving the shelter <strong>of</strong> the building.Crafting areas, such as forges and ovens, <strong>of</strong>ten extendoutdoors, behind the row <strong>of</strong> shops. The proprietor <strong>of</strong> eachshop can fence goods related to his or her craft.Toward the south end <strong>of</strong> town is an immense open areawhere caravans can park. At either end <strong>of</strong> this area are tavernsthat have a few rooms for rent.The ridge on the north side <strong>of</strong> town contains numerous burrowshollowed out from the stone and secured with woodendoors. A few <strong>of</strong> the townspeople live in these undergroundhomes, but most live in rooms above their shops. Most <strong>of</strong>these burrows belong to traveling halflings who come hereto stay during seasons <strong>of</strong> inclement weather. The typicalburrow consists <strong>of</strong> a kitchen, a living room, a family room,CHAPTER 2HALFLINGS61
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no elf could predict which memory w
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CHAPTER 5PRESTIGECLASSESLUCKSTEALER
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CHAPTER 5PRESTIGECLASSESfriendly—
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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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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 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