Secret of the Scarlet Door
Races of Abred
With the exception of Half-Orcs (who are replaced by half-firblog), most Standard D&D races are available; however, the nature of each race differs from its equivalent in FR.
Elves: Elves are known as the Danaan (folk of Dana) or Avonquost (first people) and come in four main varieties, Valinquost (high elves), Wylinquost (wood elves), Manaanquost (sea-elves), and Untenquost (Dark Elves). Dark Elves are not playable.
Game rules for elves are found below.
Danaan or Elf
Appearance: Physically similar to elves from the D&D 3.5 core rules, Danaan usually bear some physical mark of their particular glamour (see below for more detail on selecting a glamour for your PC). There is, also, more variation between the physical traits of danaan than among members of other races. All are roughly human sized, but some are slightly smaller or larger than humans. Hair color is often most unusual, even multicolored, and the same is true of skin and eye colors among these strange beings. Some danaan even display animal characteristics (e.g. tails or wings) though these are, without exception, vestigial or underdeveloped—i.e. winged danaan’s wings are too small to allow flight and clawed danaan’s claws are too short too serve as natural weapons.
Culture: Danaan PCs are generally rebels, outcasts, or simply youthful adventurers afflicted with wanderlust. As such, danaan PCs usually know (or remember) little of their peoples’ cultural practices, habits, or history due to the strict enforcement of the Mystery by elder danaans. The ancient code known as “the Mystery” is a strict commandment of total secrecy regarding danaan culture. One tenet of the Mystery involves an ancient ritual that blocks all memory of danaan culture from the minds of those danaan’s who choose to leave their peoples’ realms and wander in the world of man.
The Mystery also dictates other aspects of danaan relationships with other cultures. The rules of the mystery reflect an extremely insular, even xenophobic attitude toward non-danaans—for instance, marriages or breeding between danaans and non-danaans is a rigidly enforced cultural taboo among the danaan people.
Danaan Lands: Due to the strictly upheld dictates of the Mystery, little is known about the danaan lands.
Language: Danaan wanderers do not remember the written form of their language, though they are still able to speak in the complex, subtle language of their people. Non-danaan listeners have described the sound of this language as a blend between birdsong, a trickling river, and the sound of wind rustling in the treetops.
Danaan Racial Traits: +2 to one of the following attributes: Dexterity, Charisma, or Wisdom; -2 to one of the following attributes: Constitution or Strength
Danaan base land speed is 30 ft.
Low Light Vision as per elves
Immunity to magic sleep effects and a +2 to saves vs. enchantment spells or effects (as per elves)
Danaan PCs may also select one of the following Glamours (special magical traits) described below:
• Glamour of the Owl: +2 to listen, spot, and search checks and receive a free search check when passing by a secret passage. (This glamour is often indicated by large, even lucent eyes).
• Glamour of the Wolf: +2 to intimidate, survival, and balance checks and opponents receive a -2 to bullrush or intimidate checks made against this character.
• Glamour of the Fox: +2 to move silently, hide, and tumble checks and are considered to have taken 20 on hide and sneak checks as they move through moderate to dense woodlands. (This glamour is often indicated by fox traits [e.g. a fox tail] or dusky, shadowy skin and hair).
• Glamour of the Star: +2 to appraise, knowledge, and spellcraft, and bardic knowledge (if applicable). (This glamour is often indicated by birthmarks in the shape of celestial bodies [e.g. stars, moons] or eyes that change colors or glow subtly when the PC is deep in thought).
• Glamour of the Nymph: +2 to bluff, diplomacy, and disguise checks and opponents receive a -2 to sense motive checks to oppose a bluff check and a -2 to spot checks to see through a disguise. (This glamour is often indicated by almost otherworldly attractiveness and a tendency to naturally mimic the traits, habits, and characteristics of others).
Automatic Languages: Common and Danaan
Favored Class: Druid, Ranger, or Bard
Half-Elves: Half-elves are Faerie-Blooded humans in Abred, and faerie-blooded exist among each of the danaan peoples described above. The most common are the Wylinquost, the rarest are Untenquost. Faerie-blooded sometimes feel torn between the human and danaan spheres, but they find acceptance within the Rangers of the Norwald, also known as the Ravens because of their preference for dark hued clothing, a powerful organization comprised largely of half-elves.
Game rules for Faerie-blooded may be found below.
Faerie-blooded characters usually look basically human and those who survive usually live undetected among human beings. Faerie-blooded characters invariably possess a “tell-tale,” however, related to the glamour they select, and usually they must keep this hidden if they wish to live long among humans. Common tell-tales include vestigial or underdeveloped animal traits (e.g. wings or tails), oddly colored eyes or hair, or unusual birth marks.
Faerie-blooded characters are the result of a forbidden union between a danaan and a human (or, more rarely, a danaan and a halfling or gnome). Such unions are strictly forbidden by both races, and, as such, faerie-blooded characters usually fall into one of two categories: outcasts and those unaware of their unique lineage. Faerie-blooded are not common enough to have a unique culture of their own and instead usually live either as humans or, far more rarely, as danaans.
Faerie-Blooded Racial Traits:
Immunity to magic sleep effects and a +2 to saves vs. enchantment spells or effects (as per half-elves)
Faerie-blooded base land speed is 30 ft.
Low light vision (as per half-elves)
One glamour—choices are the same as those for Danaan, but faerie-blood only receive a +1 to the relevant ability checks (and opponents only receive a -1 to opposed checks [if applicable])
Faerie Blood: For all effects related to race, a faerie-blooded character is treated as a danaan.
Automatic Languages: Common and Danaan
Favored class: Any.
Firbolg (Replace Half-Orcs):
A conquered people, the firbolg keep mainly to themselves, dwelling in exile from the rest of the world in caverns deep beneath the earth. When firbolg do wander to the surface—which happens quite commonly, human reactions to these folk vary widely, ranging from loathing, to fear, to shaky acceptance. Gnomes and Halflings respond to firbolgs in much the same way that humans do, but tend to show firbolgs more acceptance (and sometimes fear) due to a lack of historical contact. Occasionally, humans and firbolg cooperate, and occasionally even mate willingly, thought the circumstances of trysts between the two races are more commonly tragic in nature and offspring are often abandoned and orphaned at an early age.
Danaan and dwarves do not often treat firbolgs so kindly. In ancient times, the danaan exiled the firbolg to a small kingdom on the eastern edge of the isle of Avon-Brynn, and while the two people achieved a shaky alliance, danaans usually regard firbolg who wander into danaan lands as trespassers and enemies. Dwarves generally detest firbolg as they detest all giant races, though as with any cultural tendency there are exceptions to this rule.
The small number of danaans dwelling in the world today makes the presence of firbolgs aboveground a more common occurrence than it was in ages past. Larger human settlements to the south often employ firbolgs as laborers or foot soldiers, and the rumors say that firbolgs have even begun to encroach upon the northern forests where some small number of danaans are said to dwell.
Game rules for Half-firbolgs may be found below.
Half-Firbolg Racial Traits:
Use the half-orc template but please apply the following changes:
Replace “Orc Blood” with “Giant Blood” and Orcish language with “Firbolg”
Gain a +4 to strength, a -2 to intelliegence, and a -4 to Charisma (half-firbolgs are truly frightening creatures to smaller races).
Gain a +6 racial bonus to intimidate checks.
All information above TM and © Chris Hall 2008-2012
Dwarves: Dwarves are of two types, the Halgaar (mountain dwarves) and the Feldgaar (Hill Dwarves or Steppe Dwarves). All dwarves ultimately hail from the Stonehold Mountains, but the Feldgaar broke away from the mountain-home long ago to live as nomads, and the two groups have developed distinct and separate cultures.
Halflings: Halflings are known as “Brindlings” in Abred, and most hail from Brindle Hollow, the hub of halfling culture. Halflings are fond of song and merriment, and as such many work as filids (bards) travelling the land and regaling others with their music.
Gnomes: Gnomes are rare in Abred, but those that do make their way into the wide world away from the clandestine, ancient gnome stronghold of Dunn-Dunnkle thrive on their natural wit and arcane talent.
Humans: Humans on Abred are a diverse and eclectic group, subsisting through various and divergent lifeways, much as they did on earth in ancient times.
All information above TM and © Chris Hall 2008-2012