Subraces

Halflings were a single race without subraces prior to leaving the Conclave. After leaving the Conclave, halflings settled in different locations. Each of these places developed different cultures to support their respective industries. The different subraces of halflings have adapted to those cultures and industries with different natural talents for each subrace.

Rock: Rock Halflings live in Crafterton and have a deep love for technology. Clockwork machines of all kinds originate from Crafterton along with simple potions and household magical items. A broom that sweeps on its own, a bar of soap that never runs out, these and many more are inventions that were first made by Rock Halflings. They also have sensitive noses that make them excellent alchemists and cooks. Besides more exotic technology, Rock Halflings are also often adept at using forges, tannery equipment, carpentry equipment, and other tools of craftsmen in Cimmeria.

City: City Halflings live in Nomingburg and are the most athletic of halflings. Tracy’s original intention was for Nomingburg to be home to many survivalist guilds. The guilds would push halfling civilization further into the eastern regions of goblin controlled territory. Unfortunately after Tracy’s death the guilds focused inward in a power struggle for dominance of the city. The survivalist guilds became assassins guilds. While most halflings in Nomingburg aren’t assassins, the value of physical ability and sneaky natures have leaked into the general populace.

City Halflings are physically larger than other halflings. They stand an inch or two more on average. Their stronger builds allow them to jump longer, climb faster, and throw further than other beings of their size. They also have a greater ability to hide and move silently through shadows. Many other clandestine talents are common in City Halflings such as escaping bonds or lifting items from people’s pockets. Nomingburg is a dangerous place to go without a well-secured coin purse.

Forest: Forest Halflings roam Cimmeria in caravans or live in small villages dotted across the landscape. Forest Halfling caravans are responsible for much of the intercity trade of Cimmeria, carrying goods and valuables across the region. Some caravans also act as traveling entertainment, providing circus acts, songs, and plays to different communities. A vanishing number of Forest Halflings are homeless thieves. They steal as much as they can, then move on before the local law enforcement can punish them. These delinquent vagabonds have created a bad reputation for all traveling halflings. Many Forest Halfling caravans are treated with suspicion regardless of their intentions.

Forest Halflings have many talents related to thriving in the natural world. Their homes in isolated villages or routines on the road make living off the land essential. Each Forest Halfling has some ability to communicate with animals, either through intuition or actually speaking the language of a particular species such as moles, foxes, or sparrows. Minor magical feats are common as well, with many Forest Halflings knowing a few cantrips to assist in cooking, foraging, or hunting. Forest Halflings talent for nature magic and love for comfort makes them a true integration of the wilds and civilization.

Deep: Deep Halflings split off from the surface halflings at an unknown time. They adapted to the darkness below the Earth somehow. Deep Halflings can now see in the dark. The change process below the surface also granted them remarkable resistance to magic. Living beneath the earth requires tunneling as well as mining and smithing to make the required tools for tunneling. Deep Halflings have become experts at those tasks. Some say they even rival the dwarves in their knowledge of the forge.

Living in the Underdark has instilled a character of ruthlessness in Deep Halflings. Surface halflings admire the beauty of all living things, but Deep Halflings are quick to extinguish any activity, object, or life that they feel is useless. The struggle to survive below the Earth makes Deep Halflings focused on only what they need. Art is rarely seen in Deep Halfling towns and music rarely heard. All actions are taken for the betterment of one’s self or the town. This mirthless life makes many question whether the origin of Deep Halflings is natural or if something more sinister is involved.

If you were paying close attention to the different races of Cimmeria you would notice that gnomes are one of the “Big D&D Races” that is absent. I didn’t feel that gnomes were sufficiently different from halflings to have them be separate races. Gnomes still exist statistically in Cimmeria with the Rock Halfling subrace intended as a stand-in for typical gnomes and the Deep Halfling as a stand-in for Svirfneblin. Gnome also still exists as a word within Cimmeria, but it is used as a pejorative term for halflings of all kinds.

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen) Setting the Stage, Campaigns for D&D and Other RPGs

I interviewed Daniel, my cohost of the Tabletop Community Spotlight! Daniel created his own setting called Ithasen with an in-progress wuxia TTRPG system called Metanoia to go along with it. Ithasen has a spiritual force known as Ren that pervades the world. Ren is a magical manifestation of the user's, or Rennim's, will upon the universe. Rennim that cultivate their will grow stronger and capable of more amazing feats as the concentrate their power and force of personality.Within Ithasen there are seven lineages of people that decide what type of Ren they can use. Anamor use conversion Ren. Elkyr use flux Ren. Janim use elasticity Ren. Nyl use influence Ren. Okoi use recurrence Ren. Haqol use harmony Ren. Finally, Daruner use use coalescent ren. The two races lineages that drive unique politics in Ithasen are the Daruner and the Haqol.Daruner children absorb the Ren talents of both their parents, becoming a perfect blend of Daruner and another lineage parent. Through this mixing, a Daruner family could potentially include all other lineages within itself. This power has placed Daruner as the nobility of Ithasen.Haqol's power of harmony allows them to amplify the Ren powers of others. This puts Haqol in a vulnerable position as unscrupulous people will do anything to incorporate Haqol lineage into their bloodline. Haqol have experienced something akin to a genocide as their lineage has been consistently absorbed by other lineages and diluted over the centuries.There's a whole lot more than that so strap in!Daniel has a fully setup GitHub Wiki for information on Metanoia and Ithasen that you can explore.There's a Metanoid Discord server you can join to discuss the rules and setting with other fans.The occasional musing on TTRPGs can be found on Daniel's blog, Tabletop Discourse.GoCorral YouTube Channel for watching the Tabletop Community Spotlight.Vote in the CRIT Awards! Voting is open until August 23rd.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen)
  2. 85 – Medical Doctor D&D (Justin and Oops! All Healers!)
  3. 84 – Horseback Riding D&D Camp (Michael and SaddleSnaps)
  4. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  5. 82 – Tarot Ghosts (George and Fears & Fortunes)