(Predominantly Lawful Neutral)
Government: The Westwind Borough is ruled by a collection of representatives from a variety of guilds. The most urbane of the three halfling boroughs, the bureaucracy of the Westwind Borough can be daunting at times to their cousins. Westwind has the most outlined code of laws and has adapted many of their policies from other nations in the Isles. The government is responsible for the security and wellbeing of the people. The leadership of the guild council rotates on a yearly basis to ensure that no single guild receives too much clout. Most members of the government are selected on their own merits, though some nepotism does exist.
Economy: The Westwind halflings are experts at manufacturing and industry, and the mountainous regions where they live are rich in precious ores and metals. As a result they export a good deal of finished product and import most of their foods from their neighbors. Westwind halflings tend to be innovative and creative in their crafting, often leading to new inventions or variations of commonly existing items. Like their Vinehearth brothers, they are also remarkably curious about the outside world and often trade for books and schematics of foreign technology.
Religion/Spirituality: The Westwind are the least spiritual of their kind, and tend to get caught up too much in the issues of their daily lives to spend a lot of time in worship. Like their Boldsky brothers, they too believe they descended from the mountain and pay some homage to the spirits of the island. A few churches exist in each of their cities, though their congregations are small. The Westwind halflings spiritually believe in merits and hard work, which can sometimes make them appear humorless or grim. Most Westwind halflings put great stock in putting forth their best effort for everything they do.
Lifestyle: Westwind towns most resemble cities on the other islands, with homes made of brick and mortar in tightly knit communities surrounded by walls. Their homes tend to be large, often containing an entire extended family and sometimes more. All citizens are affiliated with one of the guilds of Westwind Borough, which determines what their lot in life will be and what training they will receive. There is some flexibility to switch guilds, but for the most part these affiliations are set by the leaders. Westwind halflings work hard all day, but they know the value of relaxation just as well.
Diplomacy: The guilds of Westwind are the most connected with the outside world, creating as many trade alliances as they can (primarily with New Arcanus and Celsia). Their voice on the Whitefang Tribunal is usually in favor of opening more of their lands to foreign interests and expanding trade which is commonly countered by their Vinehearth counterpart. They have adopted the Far Isles Trading Coalition’s policy when it comes to privateers from their own borough, though they have no jurisdiction over the rest of their kind and some of their people who seek to escape the life of the guilds still turn to privateering as an attractive alternative.
Military/Defense: Westwind’s military is bolstered by more refined tactics and a hearty belief in a growing halfling presence in the Isles. They especially enjoy designing and employing new forms of artillery, often backed by arcane magic.
Variants: Westwind halflings have the following racial variants:
- -2 strength, +2 dexterity, +2 intelligence. Westwind halflings are nimble and educated, but their slight stature makes them weaker than other races.
- Unyielding: Westwind halflings receive a +2 racial bonus on saving throws against tiring and sickening effects. This replaces the Fearless racial trait.
- Urbane: Westwind halflings receive a +2 racial bonus to appraise and sense motive checks. This replaces the sure-footed racial trait.
- Weapon Familiarity: Vinehearth halflings are proficient with light crossbows and treat any weapon with the word “halfling” in its name as a martial weapon. This replaces halfling standard weapon familiarity.
Prominent Figures:
- Magister Rico Vanhorn (LE, Wizard): The current leader of the Magister’s Guild and the leader of Westwind’s guild council. He is crafty and often thinks the other boroughs are short-sighted.
- Orkav Bladecatcher (LN, Fighter): The current head of Westwind’s armies, Orkav is responsible for the defense of the Borough. He is loyal to his people and has been to many foreign nations.
- Wendara Goldrice (NG, Bard): Westwind’s presence in Halfer’s Cove, she represents the Merchant’s Guild. Fun-loving and street-savvy, she sometimes dreams of going out to sea.