Halflings in the Steel Realms

Steel Realms

Halflings of the Steel Realms
@RP Impact:
Cultural Stigma: As a mixed race, they suffer Weak stigma outside The Noble East; Their Stigma Offset(s) are > charming, curious, useful

Individual circumstances around Social Dealings will override any absolute predisposition.

Point of View (POV)

Defining Experience: The dominant, pervasive culture of the race/species that evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).

Experience:

@RP Impact:

Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.

Further Race/Species Details


i20™ Race/Species Details

i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.

Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.

Are you using Best Practice guidelines? (ask your Game Master)

This corresponds to the HALFLING ( Race/Species)
The following aspects deviate from or add to the base race, though may also vary by setting, back story, and/or cultural experience; ‘Baseline’ values are just average/defaults to be used * without specific reference checks. *

Common Cultural Experience

The character comes from an area which has a dominant culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits).
> This inherits from: None.

This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (optional). Adjustments are noted as specific Attributes or Attribute Group(s).

  • Adjustments: +1 Charisma, -1 Strength,
  • Minimums: Charisma 10, Perception 10, Sanity 11, Intuition 10
  • Maximums: Strength 17
Open Cultural Experience

Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available.

Remining CP to spend on Features:


Shared Physiological Details

The following elements reference game details that are physically part of every character of this race/species:

iCore iCore™ Race/Species Details


Culture and Society

Flight of Fancy: Close to the cultures of their Skraeling kindred, they possess a strong sense of fanciful style and constant humor. Constant invoking or irony, sarcasm or jokes; especially laughing at their own jokes. Bright colors, adopting a posh or crude accents/manners (sometimes to mock and ridicule), hum and whistle a lot. Talk or refer in third person to themselves. Though amusing, shopkeepers, guardsmen, crafters, bureaucrats and the like have no patience for such obvious superficial things and often become irritated and have a negative reaction. A common merchant saying is that “A halfling never knows when bartering is done.”

Think of combining the comedians Jim Carey, Robin Williams, Jonathan Winters, Richard Ayoade, and Dave Atell.

Faith and the Divine

The halflings as a race have no set faith. By default, most make up an a-la-cart menu from the Wylde Horde, The Rimbus (faerie earth-spirits; Uorfek), Rempheros (dead faith of the Bronzemen) and other more obscure and esoteric offshoots of mainstream doctrine.

The Afterlife: Really, the halflings dont care much. If pressed, most will say its “just like here, but better!” Thinking too far into the future is not really something they are terribly interested in – much like their Skraeling kin. Most would love to believe the game of life never really ends, the rules just change as you go from one square to another.

Origins

Halfling are the result of the original blessing of the Tear Gift of Ezrilus, interbreeding the Skraeling and Human stock.

Locations

Halflings have a unique temperament (shared with their Skraeling kin) that, while welcome in small doses, most find irritating and annoying. For this reason, they have congregated together in scattered smaller communities, or in three places especially in the realms.

Free States: The halfling folk are not especially fond of tight laws, and “bowing and scraping” to lords. They band together for defense and to have a place where they are safe. They use terrain as barriers to these “Free States” (Freeholds) that keep outsiders from making easy inroads. At the edges of the states, they trade, conduct diplomacy, and keep many active scouts, called “Freewardens“, on the lookout for incursions by other races and forces outside their casual outlook. In several places they are under a formal charter of a Protectorate and there they are protected as a Duty Station for the High King’s Army.


Ecology

Other References

Realm's Aptitude Powers: Divine, Occult, and Psychic