Halflings, or Hernow, are an often-over-looked people who, after fleeing their burrow-nests in the Wealdlands, have avoided the brunt of [[Men|Manfolk]] oppression through the inconspicuousness granted by their small size and timid nature. Halflings have incredibly sensitive hearing due to their huge rounded flappy ears which they constantly twitch and articulate. Their bulbous black eyes betray little to no expression and are very wideset, like those of a rabbit or deer. Halflings also have large feet and hands covered in thick fur, which prevents them from wearing shoes or gloves. Despite this, they cannot grow beards, only bushy sideburns. In addition, halflings are herbivores who cannot digest or chew meat due to their flat, chisel-like teeth. While halflings often integrate into [[Men|Manfolk]] cultures and find work as farmers, gardeners, or herbalists, they keep secret their own language and traditions, refusing to reveal the meaning of the *[[Languages|Hernowek]]* runes they commonly tattoo on their faces. Halflings possess the following traits:
- **Age:** Halflings can live up to two hundred years if they remain unnoticed by larger creatures.
- **Young-middle aged:** 16 + (1d6 x 1d6) years.
- **Old:** 70 + (1d8 x 1d10) years.
- **Size:** Halflings are the smallest of the Children of [[Alor]], averaging 2 – 3 ft and 20 – 30 lbs.
- **Puny:** You have Disadvantage on Strength checks (excluding melee attack and damage rolls).
- **Small:** You cannot wield large [[weapons]] such as greatswords, polearms, and long bows. You require two hands to use longswords or similar moderately sized [[weapons]] (they do not gain the usual +1 damage bonus for doing so, if applicable).
- **Inconspicuous:** You gain Advantage on Dex (Stealth) checks.
- **Herbivore:** You cannot eat meat and gain Advantage on checks related to plants.
- **Herbalist:** You can spend 1 hour foraging for plants to create a balm which restores hit points equal to 1d4 plus your level.
- **Lucky:** Your starting [[Luck]] and AC increase by 1 (the AC bonus is lost if using Heavy [[armour]]). In addition, your PC allies within sight or hearing increase their [[Luck]] by 1 (does not stack).
- **Sounds of Skovarn:** You gain Advantage on Perc (Detection) checks that rely on hearing.
| 1d20 | Male Name | 1d20 | Female Name |
| ---- | --------- | ---- | ----------- |
| 1 | Anaoc | 1 | Ordguydel |
| 2 | Jago | 2 | Tedha |
| 3 | Kaswallon | 3 | Guencen |
| 4 | Blejan | 4 | Onguen |
| 5 | Gloyn | 5 | Eseld |
| 6 | Winwaloe | 6 | Medguistl |
| 7 | Myghal | 7 | Braya |
| 8 | Breock | 8 | Elisaued |
| 9 | Piran | 9 | Meonre |
| 10 | Talan | 10 | Ciwa |
| 11 | Steren | 11 | Bryvyth |
| 12 | Euny | 12 | Eia |
| 13 | Frioc | 13 | Wenna |
| 14 | Mabyn | 14 | Anaguistl |
| 15 | Gratcant | 15 | Iudprost |
| 16 | Marrak | 16 | Breaca |
| 17 | Neot | 17 | Merjarel |
| 18 | Ungust | 18 | Guenbrith |
| 19 | Ryd | 19 | Redigon |
| 20 | Ilcarthon | 20 | Tanguistl |