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Full Version: 004: THE BASICS - Reference
Devahn
The Races


Long Lived Races (Age up to 5000 years)

Eyriens
  • Appearance: Brown skin, gold eyes, black hair, large membranous bat wings
  • Males do not grow body hair
  • Names end with 'ar' for males and 'ian' for females
  • Home Territory - Askavi (Both Realms)
  • Aging - Eyrien’s age slowly with puberty coming around 550, and they are in their prime around 1500-2000 years old.
Hayllians
  • Appearance: Brown skin, gold eyes, black hair
  • Males do not grow body hair
  • Has reputations of being 'slicky' and 'sly'
  • Home Territory - Hayll, Terreille
  • Aging – Hayllian’s age slowly with puberty coming around 550, and they are in their prime around 1500-2000 years old.
Dhemlanese
  • Appearance: Brown skin, gold eyes, black hair
  • Males do not grow body hair
  • Home Territory - Dhemlan (Both Realms)
  • Aging – Dhemlanese’s age slowly with puberty coming around 550, and they are in their prime around 1500-2000 years old.
Medium Lived Races (Age up to 1000)

Dhun Na Aime
  • Appearance: Fair haired (silvery blonde to red and light brown), fair skinned (nearly all are pigmentally challenged), Eye color can be gray, blue, and green. Like the Dea Al Mon they appear slighter than the usual human but are just as strong and resilient.
  • In general they are very xenophobic with legends that speak of evil form the outside, very at home in the woods and dont lose their way in the fog.
  • Red haired and Green eyed Dhun are considered blessings from the darkness.
  • Home Territory - Dhun Na Aime
  • Aging – Members of this race age 10 times slower than those of the short lived races
  • NOTE: There can only be very young half-breeds of this race. The territory was closed until 20 years ago.
Dea Al Mon (Children of the Woods)
  • Appearance: Pointy ears, silvery/light colored hair, light colored eyes. They appear slighter than most humans but are just as strong and resilient.
  • Tends to avoid outsiders, very at home in the woods
  • Home Territory - Dea Al Mon, Kaeleer
  • Aging – Members of this race age 10 times slower than those of the short lived races
Centaurs
  • Appearance: Half horse, half man
  • Upper appearances may vary
  • Color may vary
  • Home Territory - Centauran, Kaeleer
Pixies
  • Appearance: Winged, small Blood
  • Overall appearances may vary
  • Home Territory - Philan, Kaeleer

Mixed Blood
  • Appearance: Varies. Tend to have the skin and hair color of their long lived parent
  • Home Territory - Varies (Both Realms)
  • Aging – Those of the mix blood age much like the medium lived races. There bodies grow quickly compared to the Long-lived races, but the tend to mature slowly.
Short Lived Races (Age up to 100 years)

Human
  • Appearance may vary
  • Home Territory - Challiot, Dena Nehele, Pruul, Raej, Shalador, Tacea, Dharo, Nharkhava, and Scelt.
Tigres
  • Appearance: Tiger stripes on face and body, claws instead of nails, padded palm and feet
  • Almost animalistic, uses drums to signal messages
  • Home Territory - Tigrelan, Kaeleer
Satyrs
  • Appearance: Half goat, half man
  • Upper appearances may vary
  • Home Territory - Pandar, Kaeleer
Glacians
  • Appearance: Light skin, blue eyes, blond/light colored hair
  • Well suited to cold climate
  • Home Territory - Glacia, Kaeleer
Challiotans
  • Appearance: Light skin, blue eyes, blond/light colored hair
  • Northern European and british isles. A Note Red haired Challiotans are considered touched by the misty lands across the sea and viewed with suspicion if not actually cursed.
  • Home Territory - Challiot, Terreille
Dena Nehelians
  • Appearance: Lighter skin, blue but also many with grey eyes, blond/light colored hair
  • Well suited to cold climate
  • Home Territory - Dena Nehele, Terreille
Shaladorans
  • Appearance: darker skin with browns and golds, dark eyes brown to deepest black with a fair number of green eyes also, black/brown colored hair
  • Well suited to a warm climate
  • Home Territory - Shalador, Terreille
Pruulians
  • Appearance: Very dark skin, vary dark eyes brown to deepest black, black/brown colored hair
  • Well suited to a hot dry climate
  • Home Territory - Pruul, Terreille
Raejians
  • Appearance: Anything
  • Raej is the great mixing pot of races and cultures. Anything goes.
  • Home Territory - Raej, Terreille
Kindred Races (Age up to 50 years)
Arachnian Spiders
  • Small spiders with golden shells
  • All natural Black Widows
  • All female
  • Rarely travel
  • Home Territory - Arachna, Kaeleer
Arcerian Tigers
  • White tigers
  • Larger in size than normal Tigers
  • Natural predators
  • Skilled at sight shields and air walking
  • Males does not live with females
  • Weight is nearly 800 pounds
  • Home Territory - Arceria, Kaeleer
Little Dragons
  • Man-sized small dragons
  • Colors/outer appearances may vary
  • Home Territory - Fyreborn Islands
Unicorns
  • Unicorns of varying colors
  • Long horn are very valuable
  • Fiercly territorial
  • Ruled by Warlord Prince/Queen mated pair
  • Home Territory - Sceval, Kaeleer
Other Animals
  • Blood animals of all races
  • Appearances vary
  • Fiercely loyal
  • Home Territory - All territories in Kaeleer


Demon-Dead/Guardians(Till they fade back to Darkness)


Demon-Dead
  • Retains appearance of before death
  • Children are called Cildru Dyathe
  • A violently killed female is a Harpy
  • May need to drink blood to retain strength
  • Home Territory - All Territories, Hell
Guardians
  • Retains appearances of back when they were fully alive
  • Mostly resides in Ebon Askavi or Hell
  • Not quite alive, but not quite dead
  • May need to drink blood to retain strength
  • Home Territory - All Ebon Askavis, and all of Hell
Devahn
Long-Lived
Lifespan of 5000 years
Appears : Actually in years
1-12: 1-12 - Birthright between 8 and 10
12-15: 12-60
15-18: 60-500
18-22: 500-1300 - Age of Majority/Offering is between 800 and 1000
22-25: 1300-1700
25-27: 1700-2200- Prime
27-30: 2200-2600
30-40: 2600-3200
40-Death: 3200 to 4000/5000(?)

Short/Long-lived Mix (half and half)
Lifespan: 2500
Appears : Actually in years
1-12: 1-12 - Birthright between 8 and 10
12-15: 12-30
15-18: 30-250
18-22: 250-550 - Age of Majority/Offering is between 250 and 350
22-25: 550-825
25-27: 825-1150- Prime
27-30: 1150-1325
30-40: 1325-1720
40-Death: 1750 to 2500

Medium/Long-lived Mix (half and half)
Lifespan: 3500
Appears : Actually in years
1-12: 1-12 - Birthright between 8 and 10
12-15: 12-45
15-18: 45-375
18-22: 375-900 - Age of Majority/Offering is between 375 and 525
22-25: 900-1250
25-27: 1250-1750- Prime
27-30: 1750-2000
30-40: 2000-2350
40-Death: 2350 to 3500

Medium Lived
Lifespan: 1500
Appears : Actually in years
1-12: 1-12 - Birthright between 8 and 10
12-15: 12-20
15-18: 20-150
18-22: 150-260 - Age of Majority/Offering is between 150 and 200
22-25: 260-375
25-27: 375-500- Prime
27-30: 500-900
30-40: 900-1300
40-Death: 1300 to 1500

Short Lived
Lifespan: 150 years
Normally

Notes:
One must be at least 18 to make their offering.
Age of Maturity is between 18-25 years of age.
Devahn
Castes


Males:

Blood Males - Refers to any Blood male who does not wear Jewels. A Blood Male can perform basic Craft but cannot reach the level of the Jewels. Blood Males are not guaranteed a Jewel at their Birthright Ceremony as other castes are; they can receive any Birthright color of Jewel though. A Blood Male can also try again to receive a Jewel, once he is older, by making the Offering to the Darkness. The darkest Jewel a Blood Male without a Birthright Jewel can receive at the Offering is Yellow. If a Blood Male does receive a Jewel, he becomes a Warlord, if not he remains a Blood Male. They very rarely rise to the "killing edge" and never experience rut. Blood male (with a low case "m" in male) is also a general term for all males of the Blood. The need to serve has been bred into Blood males since the dawn of their time. They cannot be emotionally whole with out it. A strong love-bond can ease the hunger for service; all Blood males need one or the other. All males of the Blood (whether they wear Jewels or not) can serve Coven or Court, or enter into personal service. A strong Jeweled Blood male may rule territory in the absence of a Queen, or in service to his Queen.

Warlord - A Warlord is any Jeweled male who does not belong to the other hierarchical levels, equal in status to a witch. Warlords are born Blood Males and become Warlords once they receive their Jewel. They rise to the Killing Edge only when greatly provoked and go into rut only a few times in their lifetime.

Prince - A Jeweled male equal in status with Healers and Priestesses, one step lower than a Black Widow, one step higher than Witches and Warlords. A Prince is born into his caste, and thus is guaranteed a Jewel, but not what strength the Jewel may be. He must go through the Birthright ceremony and make the Offering to the Darkness to receive his Jewel. Princes are more aggressive and territorial than Warlords are, and are thus quicker to anger and rise to the Killing Edge. They experience the rut once or twice a decade.

Warlord Prince - A Jeweled male higher in status than a Black Widow, but lower than a Queen. Warlord Princes are the highest ranked, and also most rare, male caste. A Warlord Prince is born into his caste, and thus is guaranteed a Jewel, but not what strength the Jewel may be. He must go through the Birthright ceremony and make the Offering to the Darkness to receive his Jewel. The most territorial and sexual males of the Blood, they are extremely aggressive and dangerous. Warlord Princes have the strongest need to bond in service and/or love-bond. They rise to the Killing Edge quickly, easily and without warning. Warlord Princes go into rut once or twice a year. A strong Warlord Prince can rule a territory in the absence of a Queen.

Females:

Blood female - Mostly refers to any Blood female who doesn’t wear Jewels. Blood Females can do all basic Craft but cannot reach the level of the Jewels. Blood Females are not guaranteed a Jewel at their Birthright Ceremony as other castes are; they can receive any Birthright color of Jewel though. A Blood Female can also try again to receive a Jewel, once she is older, by making the Offering to the Darkness. The darkest Jewel a Blood female with no Birthright Jewel can receive at the Offering is Yellow. If a Blood Female does receive a Jewel, she becomes a witch. If not she remains a Blood Female. Blood Females can serve Coven or Court, or enter into personal service. Also a general term for all females of the Blood, used as Blood female rather than Blood Female.

witch - A Blood female who wears Jewels but isn’t a member of the other hierarchical levels. This can also refer to any Jeweled female. A witch is born a Blood Female and becomes a witch once she receives a Jewel, either at her Birthright Ceremony or Offering to the Darkness. A witch will sometimes specialize in a particular side of the Craft such as hearth or garden. Witches can serve in Covens (such as the Coven of the Hourglass, the "Guilds" within the Realms) or Courts, or enter into personal service.

Healer - A witch who tends physical wounds and illnesses, born with the instincts to comfort and heal. They are higher in status than a witch or Warlord, equal to Priestesses and Princes. Healers have the strongest ties to the Body. They are the doctors, nurses, midwives, and even veterinarians in Blood society. Healers are highly respected amongst the Blood for they will often sacrifice their own health/safety to heal others. Healers can serve Covens or Courts, or enter into personal service, though often they will set up a practice of their own. All Healers must have at least one Jeweled male in personal service to her, in order to ensure her safety and protection.

Priestess - A witch who cares for altars, Sanctuaries, and Dark Altars; they are the most spiritual of the female castes, leading the celebrations during holidays and ceremonies. Equal in status with Healers and Princes, Priestesses have the strongest ties to the Self or Soul. A Priestess witnesses handfasts and marriages, performs funeral rites and offerings, and provides spiritual counsel for her community. Every Priestess can serve in an Altar, Coven, or Court, or enter into personal service. All Priestesses must have at least one Jeweled male in personal service to her, in order to ensure her safety and protection.

Black Widow - A witch who heals the mind, weaves the tangled webs of dreams and visions, and is trained in illusions and poisons. Black Widows are considered to be the most dangerous and sexual of the Blood female castes. Equal in status to none, Black Widows answer only to Queens, Warlord Princes, and other Black Widows of a darker Jewel rank. Black Widows have the strongest ties to the Mind and the Twisted Kingdom. Although a Black Widow is apparent at birth, and they may show some signs in childhood, they do not truly have the Craft or physical traits of a Black Widow until the onset of puberty. Such traits are increased empathy, lucid or prophetic dreaming, the snake tooth under the right ring finger along with the ability to naturally produce venom, immunity to many poisons and venom, and a slight change in physic scent. Every Black Widow must train and serve at her territory’s Coven of the Hourglass; she can also serve in a Court or enter into personal service, or have a private practice. All Black Widows must have at least one Jeweled male in personal service to her, in order to ensure her safety and protection. A strong Black Widow can rule territory in the absence of a Queen.

Queen - A witch who rules the Blood. She is considered to be the land’s heart and the Blood’s moral center; she is the focal point of their society. They are the highest ranked females and most rare of all the castes. Queens tend to the land, being the only ones who have the Craft to heal the land after it has been damaged or tainted. They have the strongest ties to the Land/Earth and the Blood itself. Queens are born with the instinct to protect their land, territory, and people. All Queens must have at least one Jeweled male in personal service to her in order to ensure her safety and protection. A Queen’s very strength, psychic scent, and nature will draw strong males to her, from which she chooses her court. A Queen may serve in another’s Court, and this is common for light Jeweled Queens. Also, young and strong Queens may serve in another’s to gain experience. To make a claim to rule a territory, a Queen must have a Court consisting of at least 12 Blood males, made the Offering to the Darkness, and be of at least 20 years of age. To confirm the position, a majority of the other ruling Queens in that Territory must acknowledge her. If a Queen challenges another or more than one Queen vie for the same throne, a general election is held. A Queen can rule a Township, District, Province, or Territory. They may as well hold a small, independent, non-ruling court.
Taken from Wikipedia



Social Status


These are the social status available for a character, ranked from highest to lowest.
  • Rulers (Territory)
  • Aristocrats (Either born aristocrat, or became aristocrat by becoming part of a Territory Queen's Court)
  • Soldiers and/or Guards
  • Merchants/Traders
  • Entertainers
  • Commoners (People who work for others. They make up most of the Blood soicety )
  • Slaves (No social status at all. Are regarded as "non-man".)
Devahn
The Jewels


Most members of the Blood are gifted with a Birthright Jewel. These can be cut or uncut. Cut Jewels are Jewels that are thought to have been used before, and may come already set into jewelry. Uncut Jewels are unused, and are hence more powerful than their cut counterparts Uncut Jewels come directly from the scales of Lorn himself. Through the Offering to the Darkness, the Blood can earn Jewels up to three levels darker. Tapping into these deeper or darker reservoirs is called "descending", (e.g. Birthright White could descend to Rose) and darker stones allow for more potent magic.

The Blood can channel magic without possessing a stone, but their Jewels store reservoirs of power not otherwise available to them. The darkest Jewels one can receive for a Birthright is Red. The Birthright ceremony is performed at an altar, usually by a Priestess, and occurs in early childhood. The Offering to the Darkness occurs at the end of puberty into early adulthood.

The darker a Jewel the more power it holds which in turn can be used by its wearer. This means that a dark Jewel shield would be able to hold out against a lower Jewel attack. However, members of the Blood can link their powers together to overcome a higher Jewel wearer if need be.

The colors of the Jewels are, in ascending order:
  • White
  • Yellow
  • Tiger Eye
  • Rose
  • Summer Sky
  • Purple Dusk
  • Opal ** (The line between the Lighter Jewels, and the Darker Jewels.)
  • Green
  • Sapphire
  • Red
  • Gray
  • Ebon Gray
  • Black

Birthright Ceremony
(The Jewel you start out with.)

The Birthright Ceremony is preformed around the maturity level of age 7, or children in the first grade in real life. This is a special time in the society of the Blood. Not only is it the first step to the power they will wield when they are adults, it is also the time were the father is being recognized by the mother.

Offering Ceremony
(Your Adult Jewel)

Unlike the Birthright Ceremony, the Offering is a personal journey into the darkness. There isn’t usually a big flair or event, but personal family may come to stand vigil over the altar while it happens. The Offering Ceremony always last from sunset to sunrise. Note: The Blood can only descend (move up in strength) three jewel ranks. I.E. A white jewel can descend and receive a Yellow (1 rank), a Tiger Eye (2 ranks) or a Rose (3 Ranks).
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