Advanced Dungeons and Dragons character creation, AD&D demihuman races: Halfling, Furchin
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Demihuman Introduction

Uldra

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  Furchin (Polar Halfling)

The Furchin subrace dwells in the coldest regions of Fälgorna, the tundras and aboreal forests of the northern most reaches of the continent. They have little contact with the civilized kingdoms west of the frontier, and share more in common with the human barbarian tribes than they do with other halflings.
The most distinguishing feature of this subrace is the full, long beard that mature males can grow. These beards are a matter of great pride and in older Furchin often extend as far as the waist.
Furchin halfling
Furchin halfling

Furchins resemble Stouts in both height and girth, though their average life expectancy (80 years) is considerably shorter, no doubt due to their harsher native environment. Hair and skin color vary widely, but tend to be pale, though eyes are usually dark. Those few Furchin born with green eyes are accorded much status--they are believed to be emissaries of the gods and are treated to a life of near royal privilege.
The sturdy Furchin have adapted admirably to dwelling in the coldest of environments. However, necessity has regulated the subrace to a nomadic life. Furchin tribes usually number only about 30 individuals who migrate overan extensive territory in search of game and fodder for their herds as the seasons change. They are skilled hunters and extraordinary storytellers.
In summer, they live in tents of leather and during the winter months they make small, domed shelters of ice. The race favors warm clothing, woven of animal hair or lined with fur. They regularly wear snowshoes and boots. Their equipment is usually made from leather, bone and ivory. Tribal leaders often wield metal weapons and tools acquired through trade with other races.
Having developed a number of specialized skills, the Furchin halflings are among the most adept of the demihuman races at surviving in a grueling environment--and seemingly have a good time doing so. In general, the Furchin are good humored people who enjoy practical jokes, funny stories and bawdy songs. Both parents care for the young with great tolerance and tenderness, teaching their children early on the secrets of surviving in the harsh arctic climate.
Strangers--especially those who bring gifts, objects for trade or interesting stories to tell--will be welcomed by the Furchin with warm hospitality. Although their lives are hard, they are an unselfish people and will treat visitors with kindness and generosity.
Members of this subrace are very proficient in specialized skills suited to their environment, some of which will carry over quite effectively into other locations. They are among the most patient trappers in the known world and skilled hunters, tanners and leatherworkers. Their characteristic boat is a miniature kayak, a virtually watertight shell of leather covering a sturdy bone frame. While typically only one member of a tribe is skilled at crafting these vessels, virtually all adult Furchin are adept at piloting them.
When hunting, the Furchin use leather slings for small game and harpoons for more formidable foes. In melee combat (which they avoid if at all possible), the Furchin use short handled axes and daggers. Because of their small numbers and an absence of potential foes, the members of this subrace are unused to war and have developed no tactics for fighting an organized formation of soldiers.
In the realm of hunting and stalking, however, the Furchin are second to none. Occasionally, a few furchin led by an experienced warrior will embark on a mission to slay some dangerous threat to the tribe--such as a band of yetis or a frost giant. Through clever use of terrain and diversion, as well as patiently planned and executed ambush, these halflings have been known to vanquish foes many times their own size. In this respect, obviously, they are not so different from their cousins who live in warmer climes.
Furchin halflings speak their own language and the Common Halfling tongue as native languages. They do not gain the usual bonus to learn the Trade Tongue but may expend skill points at first level to learn it. They may also expend skill points at first level to learn any barbarian human language, any dwarven language and the language of Uldras.
Furchin receive Cold-weather Survival and Hunting as bonus nonweapon skills. In addition, they receive a +4 bonus to saving throws versus cold-based attacks--magical and non-magical--in addition to their normal bonus for high Constitution.
Their nimbleness at evasion gives them a -4 bonus to Armor Class when fighting size large or larger creatures and a -2 bonus to Armor Class against attacks from man-sized creatures. The bonuses are not cumulative.
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