TEXT: Backgrounds of Faerûn:
  Backgrounds of Faerûn:
  Backgrounds of Faerûn:
  Backgrounds of Faerûn:    
  The Small Folk
  The Small Folk
  The Small Folk
  The Small Folk
  Enrich your characters with this supplement containing backgrounds
  Enrich your characters with this supplement containing backgrounds
  Enrich your characters with this supplement containing backgrounds
  Enrich your characters with this supplement containing backgrounds
  for six of the Forgotten Realms gnome and halfling subraces: the
  for six of the Forgotten Realms gnome and halfling subraces: the
  for six of the Forgotten Realms gnome and halfling subraces: the
  for six of the Forgotten Realms gnome and halfling subraces: the
  hidden deep gnomes, the wily forest gnomes, the inventive rock
  hidden deep gnomes, the wily forest gnomes, the inventive rock
  hidden deep gnomes, the wily forest gnomes, the inventive rock
  hidden deep gnomes, the wily forest gnomes, the inventive rock
  gnomes, the ethereal ghostwise halflings, the friendly lightfood
  gnomes, the ethereal ghostwise halflings, the friendly lightfood
  gnomes, the ethereal ghostwise halflings, the friendly lightfood
  gnomes, the ethereal ghostwise halflings, the friendly lightfood
  halflings, and the sturdy stout halflings!
  halflings, and the sturdy stout halflings!
  halflings, and the sturdy stout halflings!
  halflings, and the sturdy stout halflings!
  
  Welcome To The Realms
  I
  n the "Backgrounds of Faerûn" supplement, we
  focused on the human kingdoms. In each of these
  smaller supplements, we investigate groups of the
  other races that inhabit the world. Thematically,
  they'll be grouped by family such as Dwarf, Elf, or
  Gnome.
   
  Each supplement will contain races both old and new, their
  equipment, their spells, and many other features for these
  races. Existing races will be given the regions they're native
  to with bonds for each. If you're picking one of these races,
  they're intended to work with the existing backgrounds in the
  Player's Handbook or with the backgrounds from the
  "Backgrounds Of Faerûn" supplement.
   
  If you use a new race, they'll include the race as well as a
  background specific to that race. Additionally, they'll come
  with extra content to help you get into the mindset of playing
  these rare and unusual races. As with the "Backgrounds Of
  Faerûn" supplement, the backgrounds for new races are
  intended to be mixed with another background or can be
  used as is.
   
   
  Remember to always check with your Dungeon Master if you
  wish to play one of these races. As this supplement contains
  no full backgrounds, you only need to replace your chosen
  background bond with the ones presented here. However as
  Backgrounds from the Backgrounds of Faerûn can be
  combined with existing backgrounds as well as the bonds
  presented here, we've reprinted the rules for combining
  backgrounds from the The Dwarven Kingdoms below.
   
  How To Combine Backgrounds
  Let's say you wanted to be an arctic dwarf but you wanted to
  combine the "Hunter On The Ice" background with the "Folk
  Hero" from the Player's Handbook.
   
  First, you would choose which of the two backgrounds you
  want to take the skill, tool and language proficiencies from.
  This is the background you also take your equipment from.
   
  Second, you choose which of the two backgrounds you want
  to take your feature from. Either the hunting dog companion
  from the arctic dwarf or the rustic hospitality that the folk
  hero enjoys.
   
  Lastly, you'll pick one trait, ideal, bond, and flaw, one each
  from either background table. For example, you could choose
  the folk hero trait and ideal, but use the arctic dwarf bond and
  flaw.
  On the "Backgrounds of Faerûn"
  The supplement "Backgrounds of Faerûn" is another title
  written by myself on the Dungeon Master's Guild. It's
  intended to be a supplment for the human dominated
  kingdoms of the realms and is otherwise the same as this
  book. It's not a books of racial specific backgrounds, as many
  cities in the Forgotten Realms allow all sorts of different folks
  from different backgrounds.
  If you don't own it, don't worry. The rules contained in each
  of these smaller supplements are more than enough to use
  for your characters.
  If you do happen to own it, then the rules here are easily
  combined with those rules. Instead of just having a "Halruaan
  Bounty Hunter", you could mix the Halruaa background with
  the star elf background and the folk hero background to have
  a star elf folk hero that's native to halruaa, with the bonds,
  traits, ideals, flaws, equipment and features of all three
  backgrounds!
   
  Art Credits
  Cover: Cottage and Hilly Landscape by Thomas Hand  
  Page 1: A Male Dwarf by Wellcome Collection 
  Page 3: Nisse d apres nature ill jnl fal by Jean-Noël Lafargue  
  Page 6: Meret the Gnome Rogue by Courtney Hilbig  
  Page 7: Sintel (Old Portrait) by David Revoy 
  Page 10: 4e_MM_halflings by Wizards of the Coast 
  1
  Backgrounds of Faerûn - The Small Folk
  
  Deep Gnome
  Souls Tough As Stone
  The deep gnomes are a secretive bunch. Understandingly,
  when your surroundings are either filled with those who prey
  or those who are prey, your society will adapt to be as hidden
  as possible. The svirfneblin have gotten very good at that.
  Svirfneblin are often between 3' and 3'9" tall, weighing
  between 40 and 45 pounds. Their skin is typically gray or
  brown and hair is usually white (although it rarely grows on
  males). Almost all deep gnomes have gray or black eyes.  
   
  Choose one of the regions use those bonds with the
  background you chose for your Deep Gnome character.
   
  Region: Blingdenstone (The Underdark), Deepearth (The
  Underdark), Mantol-Derith (The Underdark), and The Sword
  Coast North.
   
  Roleplaying a Deep Gnome
  Most deep gnomes fall into one of three
  categories: explorers, prospectors, or illusionists.
  These roles directly fit in how to prevent your
  home from being found, defend it if someone does
  manage to find it, and how to help your city grow.
   
  Sullen, but not depressed. Deliberate, but not slow.
  Happy, but not festive. All these things are traits
  that are easily attributed to the deep gnomes.
  Another trait many apply to the deep gnomes:
  dangerous.
   
  Blingdenstone Deep Gnome Bonds
  d6
  Bond
  1 Our home was occupied by drow and wererats. I push
  our kind towards uncharacteristic violence when we
  deal with those foes.
  2 The other races of the underdark don't appreciate good
  artwork. I like to leave small sculptures in empty
  tunnels in hopes to inspire others.
  3 We've lost our city once before, and since I like to be
  prepared, I search for new homes while I adventure.
  Just in case we are ousted once more.
  4 Ogremoch's Bane is a powerful force that affects earth
  elementals. I have a suspicion that more of these
  forces exist for other elements, I just need to find them
  to prove it!
  5 Deep underground, we can ferment mushrooms but I
  dream one day of trying ales from the surface world.
  6 Keeping our home safe is all I've ever known. If I
  adventure, it's always keeping that in mind. Gear I find
  might be best used there, or spells to cloak our cavern.
  Regardless, that is what keeps me moving forward.
  Blingdenstone is a city below the Sword Coast North.
  Deepearth Deep Gnome Bonds
  d6
  Bond
  1 We tried being secretive and defending our city
  without assistance, but it was only thanks to the
  humans that we have been able to reclaim our lands.
  Something I'll always respect their kind for.
  2 When the allies of Orcus had displaced us, I had
  thought all was lost. Now when I come across the
  undead, I show them what for!
  3 Bloodstones are the most beautiful gemstone I've ever
  laid eyes on. Anything I craft uses bloodstones
  somehow and if someone has bloodstones, I'll often try
  to trade for them.
  4 The surface dwellers are under a tyrants fist. When
  given the chance, I like to slip into town and leave
  small trinkets and even gemstones to help the
  common folk out.
  5 Our kin have always had a good relationship with the
  dwarves of Damara. Wherever I go, I like to extend
  extra courtesty to any dwarves I meet.
  6 The barbarians of the great glacier believe in the spirits
  of the land, air, and sky. Respect for nature is
  something I highly admire.
  Deepearth is a city below Damara.
  Mantol-Derith Deep Gnome Bonds
  d6
  Bond
  1 The black market of Mantol-Derith is a great way to
  acquire goods you can't get elsewhere. That's why I
  have a Zhentarim friend who keeps an ear out for me.
  2 While we have an uneasy alliance, the drow here still
  give me spine-shivers. There's one tall lady who
  particularly scares me, for she has specific interest in
  me.
  3 The duergar will never lie to you, but I doubt the reason
  is anything other than they lack the imagination to craft
  stories. Not me, I write everything down that happens
  to me. You never know if it'll make a great book!
  4 Down here in the grotto, there are many secrets. I even
  have a secret friend no one can know about. She lives
  deep in the waters around Mantol-Derith.
  5 I've met a few of the Myconids in my travels, and I
  sincerly believe their kind and ours should have a
  symbiotic relationship. Maybe I can even be the
  diplomat that gets the ball rolling.
  6 When Blingdenstone was taken back, the goldwhisker
  clan was scattered. I helped move many of them
  through Mantol-Derith, and was thanked by more than
  a few of them with the promise to pay me back later.
  Mantol-Derith is a city below the Sword Coast North.
  2
  Backgrounds of Faerûn - Deep Gnome
  
  Sword Coast North Deep Gnome
  Bonds
  d6
  Bond
  1 The surface world is no place for a proper Gnome, but I
  have to admit that the people here are much friendlier
  than the Underdark. I've even come to find love up
  here, in the daylight.
  2 As a craftsgnome, Silverymoon has been one of my
  greatest sources of inspiration. However, I look
  towards other cities of the coast, to grow as an artist.
  3 In Waterdeep, I met a fortune teller who spoke of a
  great treasure hidden near great danger. The details
  were light, but I'm sure there's something to the
  fortune.
  4 My family all reside along the triboar trail. I've worked
  long and hard to ensure we settled into a safe location
  within the North, but a shadow lags behind me. A
  hidden foe from my past. I now travel to find who they
  are and what they want but most importantly: to keep
  them away from those I love.
  5 Of all the surface cities, Luskan feels most like home.
  My kin have the skills to survive in the Underdark, and
  Luskan gives the greatest chance to ply those skills.
  6 Gnomes are not known for being good sailors, but
  there's something about the sea that calls to me. Being
  a sailor is all I want to do with my life.
  Sources
  The Deep Gnome is a subrace for Gnome that can be found
  in the Elemental Evil Player's Companion published by
  Wizards of the Coast.
  Mushroom Cap  
  Helmet, uncommon
   
  This oddly shaped hat resembles the cap of a
  mushroom, but for the deep gnomes it blends in
  perfectly with the wilds of the underdark. However,
  gnomes on both the surface and underdark find the
  magical benefit to be far more valuable than simple
  camouflage.
  Once per day, as a bonus action, the wearer can
  transform into a mushroom of your size. Minor
  physical damage to the mushroom doesn't harm
  you, but its partial destruction or a change in its
  shape (to the extent that you no longer fit within it)
  ends the effect.
  3
  Backgrounds of Faerûn - Deep Gnome
  
  Forest Gnome
  Diminutive Defenders Of Nature
  A rarely seen branch of Gnomekind, the forest gnome are
  impossibly shy and reclusive. Preferring to live a quiet
  comfortable life, forest gnomes become adventurers only
  when their hidden lives are threatened. 
   
  Choose one of the regions use those bonds with the
  background you chose for your Forest Gnome character.
   
  Region: Aglarond, and the Great Dale.
   
  Roleplaying a Forest Gnome
  With the aid of nature and illusions, forest gnomes
  enjoy a quiet life of solitude. Days are spent
  crafting, gathering food, or merry making with their
  clan.
  While not quick to become an adventurer, when
  pushed they are both brave and hard working.
   
  Aglarond Forest Gnome Bonds
  d6
  Bond
  1 In the Yuirwood, I met the most unusual being. An elf,
  with a light that stayed near their forehead. Not a word
  was said, and yet I've never been so inspired by beauty
  before.
  2 I lost my family when I was young and unlike most of
  my kind, I grew up in Relkath's Foot and consider
  myself a defender of Algarond. I love this country and
  the people who live here and will defend it onto death.
  3 The wild Yuir elves were our allies. I carry on and share
  the knowledge of their gods, in hopes that with enough
  faith, perhaps they can be restored.
  4 Illusions that are native to our kind are simple tricks,
  but we mean no harm. Unfortunately, sometimes
  others wish to harm us. I have come to Aglarond to
  learn the ways of magic, so I might ensure that if force
  is required, my people have it.
  5 The sea of fallen stars is vast and varied. But it's also
  filled with danger. Which isn't to say nearby Thay isn't
  also dangerous. Actually all around us is danger, but
  thankfully safe Aglarond is always my home.
  6 The forests of Aglarond are full of beauty and secrets. If
  someone wishes to harm these fantastic realms of
  magic, I will stand before them and answer "Not
  today."
  Great Dale Forest Gnome Bonds
  d6
  Bond
  1 The druids and rangers of Lethyr are nice enough, but
  they guard the Mucklestones. I do find portals so
  interesting, I'd love to try it sometime.
  2 The firward mountains house horrific monsters,
  dangerous drow, and even worse. From our corner of
  the Rawlinswood, everything feels so safe but I worry
  for the people of the Great Dale. They aren't hidden like
  us.
  3 I visit Mauberg's Oak from time to time. The treants
  there are nice. But last visit, I heard a voice talking to
  me. It seems the Oak itself wants me to plant an acorn
  I found far away for it.
  4 The dalesfolk are slow to trust strangers. We mostly
  keep away from them but with my tricks, I think I've
  made a few friends. My family, on the other hand,
  thinks I'll lead them to our home.
  5 My clan is my family. There is nothing more important
  to me than my clan.
  6 Nature, all nature, is wonderful. From the good things
  like small furry animals, to the bad things like wyverns.
  All of it needs respect and protection.
   
  Feywild Variant
   
  Forest gnomes live in harmony with the world
  around them. Gnomes that live in the feywild are
  no exception.
   
  To make a Feywild Gnome, simply add the
  following trait to your Forest Gnome. As usual,
  consult your DM to make sure this variant is
  allowed in their game.
   
  Fey Ancestry: You have Advantage on Saving
  Throws against being Charmed. Magic cannot put
  you to sleep.
   
  Sources
  The Forest Gnome is a subrace for Gnome that can be found
  in the Player's Handbook
  4
  Backgrounds of Faerûn - Forest Gnome
  
  Rock Gnome
  Grand Tinkerers
  When someone says "gnome", most folk of the realms picture
  a rock gnome. Famous for their tinkering with clockwork
  automatons, their weird "science" approach to investigating
  the world around them, and their dangerous black powder
  projectile weapons.  
   
  Choose one of the regions use those bonds with the
  background you chose for your Rock Gnome character.
   
  Region: The Dalelands, the Great Dale, Lantan, Thesk, the
  Western Heartlands
   
  Roleplaying a Rock Gnome
  Inquisitive, curious, and inventive are typical traits
  of a rock gnome. They have a tendancy to enjoy
  whatever is happening, particularly if they find it
  fascinating.
  Sometimes this fascination is described as being
  the equivalent of a child like wonder.
   
  Dalelands Rock Gnome Bonds
  d6
  Bond
  1 Oh the dales are simply wonderful. The sheer variety
  and number of people means that whenever I need test
  subjects, a little gold and I can have fifty volunteers.
  2 The archendale has the largest and mightiest military.
  It's here that I design and construct weapons of war for
  use against our foes.
  3 Harrowdale is the oldest of all the dales, and thus has
  the most interesting stuff around it. From ruined
  castles, to ancient dungeons, it's an explorer's dream!
  4 Featherdale, technically part of Sembia now although
  folk here don't treat it any differently than before, is a
  quiet place. A place where a gnome can rest their feet.
  5 The High Dale is important, strategically, to the realms.
  My duty and honor has brought me here, but my skill
  will be put to the test. I only hope I can survive this
  crucible.
  6 There's no place more famous in the dalelands than
  Shadowdale, home to grand heroes. I settled here to
  find myself, and like those heroes, hopefully find my
  place in the world.
  Great Dale Rock Gnome Bonds
  d6
  Bond
  1 Sometimes luck isn't with us, and we end up doing bad
  things. I ran with more than a few groups of bandits in
  the Great Dale. Now I hope that world stays in my past.
  2 The druids of the Great Dale are infamous for their
  defense against evil. They are my greatest inspiration in
  my adventures.
  3 Farming was all that I knew until my farm was burned
  by bandits. I lost everything, and with nothing left to
  lose I've turned to getting justice in these wild lands.
  4 The paladins of Tyr in Uthmere did all they could to
  comfort the people of the great dale when things were
  at their worst. The spellplague is over, but I've taken
  responsibility to pass that kindness forward.
  5 Never turn your back on anyone. That's what I've
  learned from my time here. The only kindness the Great
  Dale has given me is showing me how to survive on my
  own.
  6 In my dreams a cyclopean tomb surrounds me. There's
  a ruin deep within the forests of the Great Dale that
  calls to me: Val-Murthag.
  Lantan Rock Gnome Bonds
  d6
  Lantan Bond
  1 Tales tell that Lantan has not sunk, but instead vanished
  to places unknown. I want to know the truth.
  2 An atomaton was given as a gift to a dwarven lord long
  ago. I want to see what it will take to get it back.
  3 The source of magic has fallen several times in the
  past. I seek out a way to prevent that from ever
  happening again..
  4 Lantan may still stand but I'd rather build New Lantan, a
  safer place to carry out our good work.
  5 I have a blueprint for a mechanical beast as large as an
  ancient dragon but it'll take a dragon sized horde to
  finance.
  6 The secret of magicless portals was discovered the day
  Lantan fell. I'll do anything to learn that secret.
   
  Gnome Alchemy
   
  Red Wriggler (2 gp)
  A popular prank in Lantan, the red wriggler is a
  specially treated strip of red fabric. When wet, it
  becomes slimy and writhes in place for 1d6 rounds
  before vaporizing into a cloud of acrid yellow
  smoke.  
  5
  Backgrounds of Faerûn - Rock Gnome
  
  Thesk Rock Gnome Bonds
  d6
  Bond
  1 My time in Thesk has taught me one thing: forgiveness.
  Our walls and soldiers held back the hordes that would
  destroy the realms. Now, their descendants are my
  neighbors and people of honor that I trust deeply.
  2 It's my way not to judge magic users before seeing
  how they use their power. Those from Thay and
  Aglarond both share the art but they use it differently.
  3 The real power in Thesk is the Shadowmasters, a
  thieves guild. That sort of prestige is deeply,
  powerfully, what I strive to attain.
  4 My tinkering is highly valued here in Thesk, there are
  few who can craft such intricate clockwork as I.
  5 They come from far away, but the people of Cormyr will
  always be considered our allies. That sort of friendship
  between nations gives me hope that anyone can make
  an ally out of anyone, and that good and evil are just a
  matter of perspective.
  6 Although to outsiders, Thesk seems a unified nation of
  merchants, there's actually a tangled web of nobles,
  merchants, secret gatherings, and hidden gangs. It's
  that chaos I seek whenever I'm afar, to feel more at
  home.
  Western Heartlands Rock Gnome
  Bonds
  d6
  Bond
  1 Near the fields of the dead, safely within Elturgard of
  course, I work my alchemical practices to find new
  ways to combat undead.
  2 Berdusk is an excellent home for myself. Aside from
  being a port with access to many rare materials used in
  my crafts, most evil stays away from it as the harpers
  are famous for stopping evil quickly here.
  3 The hellriders of Elturel, and the light of the
  Companion, protect us from undead. Not that my trust
  isn't with them but I'll continue working on my design
  for a mechanized soldier to fight the undead with.
  4 Once nearly destroyed, Scornubel is a wonderful city,
  sprawling and beautiful. The people of this city love
  their entertainment, something I've learned can earn
  me enough coin to be comfortable.
  5 I moved to Triel under the invitation of the lord here.
  His concern that their proximity to the fields of the
  dead might impact their grain supply. I am to find new
  ways to grow bountiful crops in more compressed
  areas.
  6 Beregost is ruled by an iron fist in law, and the flaming
  fist in actuallity. Surprisingly, this arrangement hasn't
  been too tough on the population, but I'm always
  looking for more comfortable cities to settle down.
  Sources
  The Rock Gnome is a subrace for Gnome that can be found
  in the Player's Handbook
  6
  Backgrounds of Faerûn - Rock Gnome
  
  Ghostwise Halfling
  The Silent Defeated
  Ghostwise halflings fought against the other halfling races
  long ago. Their leader was slain and the surviving members
  of their clan ran away to the forests of the realms. Savage in
  battle, ghostwise halflings desire nothing more than
  absolution for the sins of their forebears. Until they've atoned
  properly, they shall forever hold an oath of silence.  
   
  Choose one of the regions use those bonds with the
  background you chose for your Ghostwise Halfling.
   
  Region: Chondalwood, Forest of Amtar, Methwood
   
  Roleplaying a Ghostwise Halfling
  With outsiders, you never speak aloud. Instead, you
  rely on your telepathic communication and art to
  express yourself.
  In general, even with their own kind, Ghostwise
  halflings carry emotional burdens unknown by the
  rest of their kind.
  The mirthful cheery halfling most folks of the
  realms know are a bright mirror to the tortured soul
  of the ghostwise.
   
  With permission from your Dungeon Master, the
  Ghostwise is a subrace of halfling that gains the
  following benefits:
  Ability Score Increase. Your Wisdom score
  increases by 1.
  Silent Speech. You can speak telepathically to any
  creature within 30 feet of you, provided you share
  a language. You can only speak with a single
  creature at a time in this fashion.
  Chondalwood Ghostwise Halfling
  Bonds
  d6
  Bond
  1 We survive the Chondalwood. Every day is a struggle,
  moving as nomads to stay ahead of one threat or
  another. But it's a burden we carry, for we must.
  2 To support the Eldreth Veluuthra is a worthy cause. If
  we help them erradicate the human presence in our
  forest, perhaps this can be a stepping stone towards
  other great actions.
  3 Even in our mobile villages, I am an outsider. I choose
  to live separate from my fellow halflings, and yet I
  follow them. The sin of my blood pushes me ever
  forward.
  4 Breaking free of the bonds of our past, I work from
  within our tribe to try and convince others that we are
  not culpable for what happened so long ago. Maybe if
  enough follow me, we can travel to find other
  ghostwise halflings and do the same.
  5 Living in harmony with the forest has brought me great
  inner peace. Every day I work with the forest to make it
  a brighter place, and every day I feel just a little bit
  lighter in my step.
  6 Our sins are nothing compared to the evil of the Yuan-
  ti that hide within the forest. I prove myself by
  thwarting their actions.
  Forest of Amtar Ghostwise
  Halfling Bonds
  d6
  Bond
  1 The forest is rife with gnolls. I figure for every 10 of
  them, it needs to be worth at least a part of my soul
  debt to the halfling gods.
  2 With the guidance of Trinculo, the dragon, we have
  learned a more moderate way of life. To let go of the
  past and to fill our actions with meaning.
  3 At the edge of the forest is Elveswatch, a hideous
  fortress city of drow on the surface. We assist groups
  wanting to assault this city by helping them move
  through the forest without notice.
  4 As mysterious as it is, the Gate of Iron Fangs is
  forbidden, for delving there could make the demons
  inhabiting it aware of our presence. Still we keep a
  watchful eye over it for invaders.
  5 The Maurvurr take little interest in our comings and
  goings, but those sorcerers and wizards gather vast
  amounts of power. Should they use it unwisely, they
  will answer to our blades.
  6 Earning our atonement means doing good in the world.
  Here in Amtar, we assist the Trunadar with fighting any
  drow that sticks their head out of the ground.
  7
  Backgrounds of Faerûn - Ghostwise Halfling
  
  Methwood Ghostwise Halfling
  Bonds
  d6
  Bond
  1 The return of Unther has put my people into a bind: we
  assisted the dragonborn of Tymanther because we
  wanted to do good for the world. With Unther, the
  nations war and not every Ghostwise supports
  Tymanther.
  2 A nation at war, we halflings have been offered special
  positions within the Untheric army, provided we can
  ride our owls and fire our bows at former dragonborn
  allies.
  3 The horrific chosen of Tiamat, Skuthosiin, once tried to
  subjugate my folk. Once Medrash destroyed the fiend,
  we were free. I now travel, to do good as Medrash
  would do.
  4 While not allowed in their ranks, the Vel'Nikeryma are
  allies to us halflings. We provide reports about the
  region surrounding the forest for them. They bring us
  information about deeds to clear our souls.
  5 An ancient city that once belonged to the Turami was
  said to be in our forest. Having searched nearly every
  inch, I've come to the conclusion it must be hidden by
  magic. I adventure to find a way to locate the hidden
  city.
  6 The fey of the forest told us that should we prove
  ourselves worthy, our tribe is welcome into their cities
  in the feywild. I am a champion for that cause,
  adventuring to prove our worth.
  Sources
  The Ghostwise Halfling can be found in the Sword Coast
  Adventurer's Guide.
   
  The Nightgliders
  Many Ghostwise clans keep and raise Giant Owls
  (Monster Manual p327). Each clan has their own
  ceremonies for elevating a halfling to Nightglider
  status, but all clans consider it to be an honor.
  Nightgliders defend the borders of Ghostwise
  territory, acting as both soldier and scout.
   
  Nightglider Saddle (250 gp)
  A nightglider saddle is strapped carefully to their
  giant owl and to the rider. While quick releases
  allow the rider to dismount with just a bonus
  action or as a reaction to their mount being
  attacked or killed, the rider is otherwise locked into
  place and cannot be forcibly dismounted.
  Locking into a saddle takes 1 minute, or 5
  rounds if assisted.
   
  Sawfoot Trap (750 gp)
  A mechanical trap designed to wound and slow
  those caught within it. Once set, the trap requires a
  DC 14 Perception roll to notice. It can be disabled
  with a DC 15 Dexterity (Thieve's Tools) check.
  Those stepping onto the trap take 1d10 piercing
  damage and their speed is halved. The trap typically
  is chained to another object. The chain typically
  requires a DC 15 Strength (Athletics) check to
  break.
  At the start of each of the trapped creature's
  turns, the creature suffers an additional 1d6
  piercing damage. Once freed, their speed remains
  halved until they take a long rest.  
  8
  Backgrounds of Faerûn - Ghostwise Halfling
  
  Lightfoot Halfling
  Explorers Of Life
  Lightfoot halflings are often thought to be scatter brained or
  abscent minded. Nothing is further from the truth, for their
  kind prefer to explore and revel in all the new things
  surrounding them. They are easy going, light in emotion, and
  rarely carry grudges. 
   
  Choose one of the regions use those bonds with the
  background you chose for your Lightfoot Halfling.
   
  Region: Wandering, Luiren.
   
  Roleplaying a Lightfoot Halfling
  Lightfoot halflings are friendly, helpful, and always
  interested in trying new things and meeting new
  people. Incouragable in their curiosity, they tend to
  enjoy the pleasures of the world around them and
  share that with others. One is more likely to meet a
  generous halfling than a greedy one.
   
  Wandering Lightfoot Halfling
  Bonds
  d6
  Bond
  1 I've wandered far in my life. But no matter where I go,
  there's always another horizon to cross.
  2 Stories from all over the realms talk of the evil of orcs,
  goblins, and worse. Some say these are just stories to
  scare others, but I hear a call for help!
  3 Everywhere in the realms, there's something new.
  Some new threat, some new miracle. But best of all,
  every nation has food you've never tried!
  4 Wanderlust grips our kind tightly, but hearing of the
  return of our homeland has given me appreciation for
  home. One day, I might wander back.
  5 The sword coast is a place where many can make
  fortunes, but I love the southern empires where a few
  can become true kings.
  6 I've heard the east is supposably unapproachable. I've
  travelled everywhere and never found that to be the
  case, but I'll check it out anyway.
   
   
   
   
   
   
   
   
   
   
   
  Luiren Lightfoot Halfling Bonds
  d6
  Bond
  1 Many of my kin have gone mad, waiting decades for
  the waters to go down. Now that they have, we're not
  the same, we've no desire to wander. We enjoy boating
  even!
  2 Out homelands are now an entirely different place from
  what they were long ago, with new ruins to explore.
  How often does that happen, new ruins?!
  3 Now that Luiren is back in order, our bordering nations
  should be visited to see what's changed with them. I'm
  one of these diplomats!
  4 Beluir was destroyed in the past, but always rebuilt. But
  even once it's restored, there's always work to be done.
  5 I thought our homelands lost. Now that they've
  returned, I'm returning to them as well. I've learned a
  lot about the foods of the other nations in the realms,
  time to introduce them to my kin.
  6 I've never really felt an attachment to Luiren, home is
  where your heart is. Still, it's nice to know where you
  came from.
  Sources
  The Lightfoot Halfling can be found in the Player's
  Handbook.
   
  Luiren Shortbow 
  Shortbow, legendary (requires attunement)  
   
  Luiren is famous for shortbows rewarded to heroes
  for their duty to the country. Arrows fired from this
  bow add +1 to attack and damage rolls.
  In addition, targets with half cover gain no
  benefits against your attacks made with the bow.
  Targets behind three quarters cover only gain the
  benefits of having half cover against your attacks
  made with the bow.
  Finally, once per day you can attack a foe behind
  total cover. Doing so causes your arrow to teleport
  to an adjacent square to your target, attacking from
  that location. You need to have seen the target at
  some point within the last minute for this to
  function, as long as they are on the same plane of
  existence as you, and anything in their area
  preventing teleportation causes this ability to fail.
  This ability recharges each day at dawn.  
  9
  Backgrounds of Faerûn - Lightfoot Halfling
  
  Strongheart Halfling
  The Good Folk
  For as wide spread and filled with wanderlust that the
  lightfoot halflings are known for, the stronghearts are
  dedicated and prefer familiarity. Other races often
  stronghearts as the best friends you can make, reliable and
  true.  
   
  Choose one of the regions use those bonds with the
  background you chose for your Strongheart Halfling.
   
  Region: Relocated, Luiren.
   
  Roleplaying a Strongheart Halfling
  Stronghearts are known for their incorruptable
  spirit. Where lightfoot halflings tend to wander,
  stronghearts try to make themselves a home.
  Adventuring stronghearts will bring bits of home
  with them, specifically items that bring them great
  comfort.
  Often considered lazy or slow, stronghearts are
  more likely comfortable and enjoying their
  surroundings.
   
  Relocated Strongheart Halfling
  Bonds
  d6
  Bond
  1 The loss of our homelands was devastating. Luckily for
  me, our dragonborn allies in Tymanther welcomed us
  with open hearts.
  2 The richest of Estagund keep me comfortable, but this
  will never be home.
  3 Helping those poor souls in Dambrath fight off the
  Crinti and Drow has always felt meaningful, but one day
  I hope to return to my home, to Luiren.
  4 It's been a long journey, but the sword coast called to
  me and now I've made a very good life for myself.
  5 Calimport. It was supposed to be a horrible,
  overcrowded, heathen state. Instead, I've found enough
  luxuries, I'm not sure if these are humans or halflings!
  6 Of all the realms, Cormyr is where I call home. Security,
  excellent food, and most importantly, Sembian wine!
  It's like a little bit of Luiren came with me.
   
   
   
   
   
   
   
  Luiren Strongheart Halfling
  Bonds
  d6
  Bond
  1 Staying with my people was the most important event
  in my life. There's nothing more important to me than
  home.
  2 I adventure to bring security to Luiren, defeating evil
  afar before it can reach our shores.
  3 Pirates once were a plague upon Luiren. While still a
  problem, we've learned how to manage with them. I
  travel afar to teach others what we've learned.
  4 My family was all farmers, before the spellplague and
  sundering. Now we're all fisherfolk! I dream of
  travelling far to catch exotic fish.
  5 Our distant kin, the Ghostwise halflings, were self-
  exiled after the Hin wars long ago. Considering recent
  events, I'd like to try and be an ambassador to repair
  relations with them. We need all the allies we can get.
  6 During our exile, the closest thing relations we held to
  a race other than our own was the mer folk. Their
  kindness taught me that striking out to help others is a
  worthwhile cause.
  Sources
  The Strongheart Halfling can be found in the Player's
  Handbook as the Stout subrace.
  10
  Backgrounds of Faerûn - Strongheart Halfling
  
  Legal
  Legal DUNGEONS & DRAGONS, D&D, Wizards of the
  Coast, Forgotten Realms, the dragon ampersand, Player’s
  Handbook, Monster Manual, Dungeon Master’s Guide, D&D
  Adventurers League, all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards
  of the Coast in the USA and other countries. All characters
  and their distinctive likenesses are property of Wizards of the
  Coast. This material is protected under the copyright laws of
  the United States of America. Any reproduction or
  unauthorized use of the material or artwork contained herein
  is prohibited without the express written permission of
  Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton,
  WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
  Emile-Boéchat 31, 2800 Delémont, CH. Represented by
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK.
  11
  Backgrounds of Faerûn - Legal
  
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  Inside you'll find resources to help you roleplay a
  gnome or halfling from many of the regions in
  gnome or halfling from many of the regions in
  gnome or halfling from many of the regions in
  gnome or halfling from many of the regions in
  gnome or halfling from many of the regions in
  the Forgotten Realms. 
  the Forgotten Realms. 
  the Forgotten Realms. 
  the Forgotten Realms. 
  the Forgotten Realms. 
     - 3 Gnomish Backgrounds
      - 3 Gnomish Backgrounds
      - 3 Gnomish Backgrounds
      - 3 Gnomish Backgrounds
      - 3 Gnomish Backgrounds     
     - 3 Halfling Backgrounds
      - 3 Halfling Backgrounds
      - 3 Halfling Backgrounds
      - 3 Halfling Backgrounds
      - 3 Halfling Backgrounds     
     - 2 Sub-race variants
      - 2 Sub-race variants
      - 2 Sub-race variants
      - 2 Sub-race variants
      - 2 Sub-race variants     
     - 5 New Items
      - 5 New Items
      - 5 New Items
      - 5 New Items
      - 5 New Items     
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  Other supplemts from this line:
  Other supplemts from this line:
  Other supplemts from this line:
  Other supplemts from this line:
  Other supplemts from this line:     
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn      
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms      
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms      
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk      
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh      
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes     
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations      
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms     
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk      
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light      
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Backgrounds of Faerun/Backgrounds of Faerun - The Small Folk.pdf