Halflings
Although the Halflings appear to be a single people, they are divided into River, Road and Island branches. Grain, postal, caravan and insurance networks are the common infrastructure that even large states must rely on.
Canonical record
Halflings inhabit vast networks ranging from small counties to intercontinental shipping markets.
- River Halflings: Mill, grain, bank and river transport. - Road Halflings: Caravan, mail and neutral news network. - Island Halflings: Fishing, insurance and maritime trade.
A house is more than a building, it is a community that shares the same table and road responsibility. Great powers protect Halfling counties not because of their military power but because of their grain and credit networks.
Halfling Caravan Negotiator
Small humanoid (Halfling), usually neutral disposition
Defense 14 (leather armor)
Hit Points 38 (11d6)
Speed 7.5 m.
Saves Turn +5, Snow +5
Skills Insight +6, Persuasion +7, Deception +5, Perception +4
Senses passive Perception 14
Languages Common Tongue, Halflingish and two trade languages
Threat 2 · Experience Award 450 • Proficiency Bonus +2
Features
Lucky. When you roll a natural 1 on an attack, ability, or saving roll, re-rolls the dice.
Brave. Has advantage on saves against fear.
Table Assurance. Creatures within 10 feet that are allies of the Mediator gain +1 to their Charisma saves.
Actions
Multi Attack. The Negotiator makes two attacks with a sling or short sword.
Slingshot. Ranged Weapon Attack: +5 to hit, range 9/36 m., one target. Hit: 5 (1d4 + 3) crushing damage.
Debt Reminder (Recharge 5–6). A creature within 40 feet makes a GM 13 Charisma save. If unsuccessful, he cannot attack the Mediator directly for 1 minute; Repeats the save at the end of each round. The effect ends when the target takes damage.