- +2 Dexterity, +2 Charisma, –2 Strength: Lightfoot Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
- Small: Lightfoot Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Lightfoot Halflings have a base speed of 20 feet.
- Fearless: Lightfoot Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
- Halfling Luck: Lightfoot Halflings receive a +1 racial bonus on all saving throws.
- Keen Senses: Lightfoot Halflings receive a +2 racial bonus on Perception skill checks.
- Sure-Footed: Lightfoot Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Well-Informed: Lightfoot Halflings receive a +2 to Knowledge(Local) checks.
- Weapon Familiarity: Lightfoot Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
- Languages: Lightfoot Halflings begin play speaking Common and Cadecian. Lightfoot Halflings with high Intelligence can choose bonus languages from the following: Thallan, Asidari, Rashemi, Goblin, Gnoll, or Alzhedo.
Asidar is an ancient empire that has been historically ruled by the most powerful wizards among its populace. The empire of Asidar has survived more than one cataclysm of a worldwide proportion, and has seen its reach shrink noticeably. Asidar once claimed control over most of what is now Elysia and Umur, and the entirety of the Empyrean Isles. As such, many Asidari ruins and relics can be found strewn throughout the Northwestern nations.
The seat of Asidari power is found in Gelonde, which is considered one of the world’s premiere historical sites. Founded at 0 AR, the city of Gelonde is ancient even when compared to its neighboring cities. The Asidari Calendar was begun on the day of the city’s founding, and it is by this event that all historical events are referenced.
Asidar has a hierarchical government, which is ultimately ruled by a powerful council of wizards known as the Elder Synod. This council traditionally holds eight seats for the eight schools of magic, with each seat being occupied by the premier user of that school’s brand of magic. Arcane supremacy is determined through the use of ancient rituals and trials that are held in high secrecy by the Synod.
Asidar is peopled mostly by High Elves, who have lived within the Ardent Vale and its surrounding environs for countless centuries. Humans and gnomes, as well, make up significant portions of the population. The recognized language of Asidar is elven, and its alphabet is the same.
The Asidari are prideful of their nation’s rich and glorious history. Even the youngest and the most mundane of Asidar’s population are schooled in the arcane arts, and, as such, even the most simple servents are in command of simple spells to aid in their work.
The current Elder Synod has declared a strict neutrality in the civil war of its neighboring state of Elysia, and will not allow any of the nation’s populace to directly aid either of the Elysian warring factions.
The Asidari are a nation that, in the past, has been prone to expansion and conquest. Of late, however, the Asidari people have become weary of warfare and have gone to great lengths to avoid conflict with any of its neighbors. There are certain members of the Elder Synod, however, who do not agree with this recent turn in politics, and are openly rebellious and belligerent towards their ‘uncouth’ neighbors.
The worship of Ilmis, known in Asidar as Nellenwe, is widespread throughout Asidar. Danasaer, the elven god of music and culture, is also commonly worshiped, though Danasaer is actually an aspect of Enwel.
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