the stewards (
thestewards) wrote2018-12-09 07:45 pm
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faq

ON THE GAME
What genre of game is A Gentle Night?
The Black Jewels books are from the school of super edgy, over-the-top type of late 90s/early 2000s dark fantasies. The books feature such triggering content as rape, abuse, sexual content, slavery, and more. While A Gentle Night will not be going out of its way to highlight those triggering topics, they exist in the background of this world and are to some degree unavoidable.
A Gentle Night takes its cues from dark fantasy, but is largely soft apocalyptic in setting. The world is dying. People cling to the skeletons of a once-great civilization. The tone the game takes, whether hopeful or melancholic, whether optimistic or depressing, will be determined largely by the player base. As characters interact with the world, they can build it up—or tear it down.
Is adult content allowed in this game?
Yes. A Gentle Night is not a sex game. It is not trying to be a trauma conga line of horror, either. But as mentioned above, the source material is, at times, exceptionally dark and triggering. Players are invited to write whatever content they desire, but it must be locked if it merits an R-rating, properly tagged, and warned for. If you are uncomfortable with or triggered by rape, abuse, sexual content, and/or slavery, then A Gentle Night may not be the game for you. Due to the types of content mentioned, we require that all players be at least 18 years old.
Do I need to be familiar with the Black Jewels canon to play here?
No, not at all. As this game is set in the far future of the world, as Terreille is cut off from the other Realms, and as much is regarded as myth in the game world, all the lore you need to know is on the info pages. We've included all basic information in the FAQ and greater detail in supplemental pages. However, please do not feel that you need to know all of the supplemental information to app. Neither PCs nor players will be expected to know everything out of the gate!
Can I talk about this element of canon that isn't in the info pages?
We ask that you don't. Some canon elements have been removed so that they might be introduced later. Other elements may not ever appear in game.
Will there be large-scale events? When will they run?
There will be group events, and those logs will be posted the third Thursday of every month.
ON THE WORLD
WHAT IS THE GIST OF THE BLACK JEWELS WORLD?
The setting of the Black Jewels is a world that is divided into 3 separate but somehow connected Realms—Terreille, Kaeleer, and Hell. The living (and sometimes the dead) are in Terreille and Kaeleer while the dead occupy Hell. Though there are multiple races in the Black Jewels canon, they are divided into two main categories: the short-lived races (who have roughly the same life span as a normal human), and the long-lived races (who can live for thousands of years). A Gentle Night will not dive too hard into the various races.
While the distinction between the long-lived and short-lived races can be important, most of the human denizens concern themselves with who is Blood and who is landen. The Blood are those who can access magic, referred to in this world as Craft. Landens are those who do not have Craft and can never learn it. Originally, all humans in the Black Jewels world were landens. A very small percentage gained magic many, many thousands of years ago, and those people became the Blood. In game, only a handful of native characters are aware of this origin.
WHAT EXACTLY ARE THE REALMS?
More or less three worlds that mirror each other, layered one over the other, with a few similar landmarks between them. As we will only be dealing with the Realm of Terreille, you needn't worry about how the Realms function. Both Kaeleer and Hell are regarded by the locals as legends.
HOW SHOULD I UNDERSTAND TERRITORIES?
Think of Territories as countries. Within each Territory are Provinces (like the French provinces or American states) and within Provinces are Districts (often a single large city or a grouping of villages). Because of how few people live in Terreille now, Provinces and Districts are of little importance. The main action of the game will focus on the Territory of Hayll in Terreille, specifically the capital city of Draega.
CAN MY CHARACTER LEAVE THE CITY?
Yes. No one is trapped within Draega. However, Hayll is a dangerous place. Mercenary groups, wild men, and wicked covens desperate to survive make their homes beyond the walls, and they won’t hesitate to attack someone who might make a tasty meal or provide them with money.
Just outside the city walls are farms maintained by both Blood and landen. These are vigorously protected by everyone, as without them the city will starve. Beyond the farms are forests, and beyond the forests… Miles and miles of cracked and blasted land stretches in every direction. Here, the world is mean and cruel, and the survivors outside of Draega struggle to continue. Skeletons of old houses rot in the sun, and few animals larger than a mouse scurry across the dry ground. Birds fly overhead, but none of them land. PCs traveling over this land will get a sense of wrongness and discomfort, a hollow feeling in their hearts as if something important has been ripped from them but they cannot remember what it is.
Some influence jobs will send PCs out of the city, but if your character would like to pursue something specific, please reach out to us!
WHAT LANGUAGE DOES EVERYONE SPEAK?
Along with a basic understanding of Craft and Jewels, Fayura gave each Stranger knowledge of the common language (both written and spoken) shared by the people in Hayll. That's the language PCs will need to use to communicate to each other, and it is effectively a second (or third, or fourth) language. Characters retain knowledge of any language(s) they already knew and may also use those to communicate.
ON THE PEOPLE
WHAT, EXACTLY, ARE THE BLOOD?
Lore holds that the Blood are the caretakers of the Realms who, through some mysterious means, gained the ability to wear the Jewels and use Craft. No one in Terreille knows when or how the Blood separated from the landen people, and the landens in Terreille generally regard the idea that the Blood have some special significance as malarky. It's fair to say that some of the Blood see themselves as caretakers only in the sense that “caring” for the land expands their own power and importance by allowing them to own the land.
The Blood can come from any race, and their power is inherited. Landens and the Blood can have children together, but the child of that union is always half-Blood, never capable of wearing a Jewel and always an outsider among both Blood and landen societies. Two landen parents will never produce children who are Blood.
Every member of the Blood is born into a caste, something that is genetically determined and does not change after they’re born. This caste is indicative of specific abilities among females and a territorial temper among males. Because of their ability to wear the Jewels, the Blood have typically ruled in the Realms. For better or worse.
SO, WHAT ARE THESE JEWELS?
Anyone who is full Blood (that is, anyone who was not born from a landen and full Blood parent) can wear the Jewels. There are 13 different colors of Jewels, and each Jewel looks similar to a precious stone. A Green Jewel, for example, looks an awful lot like an emerald, and the Red looks like a ruby, but the two are impossible to confuse even for landens. Canon has its Special Exceptions, but for A Gentle Night, we’re sticking with the base 13. The Blood page has more on the Jewels and Jewel colors, but for now, remember that Jewel strength runs White as the weakest and Black as the strongest and represents how much power a particular Blood has at their disposal.
If Craft is magic, you can think of the Jewels as a Harry Potter-style wand with an attached battery pack. A Jewel stores power for the one who wears it and allows the wearer to cast complex spells. The color of a Jewel indicates how strong that Jewel is. The lighter in color a Jewel is, the less powerful it is. In terms of Harry Potter-style wands, this means a light Jewel such as the White might only be able to cast expelliarmus twice a day and will never disarm someone who wears a darker Jewel. Someone who wears a Red Jewel, however, could cast expelliarmus say 100 times per day, and can disarm anyone of their rank or lighter. This isn’t a perfect analogy as canon gives us no hard and fast rules about Jewel strength or what can be done with them.
To understand Jewel rank, think of power in the Black Jewels world as an uncovered well in the middle of a desert. The top level of this well is the White, and the water is warm, sandy, and not very thirst quenching. Just beneath that “layer” of dirty water is a layer that represents the Yellow. The water here is somewhat cleaner and a little cooler. This continues until you reach the level of the Black Jewel, the most powerful of the Jewels, where the water is pure, icy cold, and savagely refreshing.
WHY IS OPAL SO SPECIAL?
For two reasons. Canonically, the Opal Jewel can be considered both light or dark depending on who wears it. Sometimes, a person wears the Opal and it feels lighter to everyone around them. Sometimes, another person wears the Opal and it feels darker to everyone around them. Same Jewel, different depth of power depending on the person.
For our purposes in-game, the Opal is equivalent to canon powers. If your character wears the Opal, they will be able to use their powers to their full extent as they would in their canons. If the character wears a Jewel lighter than Opal, that capacity diminishes. Using their powers and abilities requires more effort to do less. If the character wears a Jewel darker than Opal, they’ll find they can do more, they tire less quickly, and their abilities are more powerful. They’ll also find they’re hungry constantly and will eat considerably more.
Keep in mind the hierarchy of Jeweled power. Your character's ability might have the strength, duration, and potency of a canon skill with the Opal, but someone who wears the Green is still more powerful. If your character can cause someone to see visions and wears Opal, someone who wears the Green will find it easier to shrug off or see through those visions.
HOW WILL WEARING A JEWEL IMPACT CHARACTER ABILITIES?
The Jewels that player characters receive act as a reservoir of power for both canon abilities and Craft. This means that when a character uses their powers, they're drawing on the strength in their Jewel, not whatever might canonically feed their abilities. If they wear a Jewel lighter than Opal (Purple Dusk and up), then they have less of a reservoir to draw on. If they were darker than Opal (Green and down), they have more of a reservoir. If they wear Opal, nothing changes.
Precisely how characters are impacted by these limits or boosts is up to you as a player. The mods may make suggestions or adjustments as needed to ensure the setting doesn't break.
THE BLOOD GET TWO JEWELS?
Indeed they do. The Blood receive their Birthright Jewel when they are children during the Birthright Ceremony. The second Jewel is their Jewel of rank and, as the Blood say, represents their adult strength. The thought here is that as you grow older, you grow stronger, so you get a second Jewel to contain all that additional power.
The Jewel of rank is obtained through the Offering to the Darkness and is usually (but not always) darker than a Birthright Jewel. Someone can walk out of their Offering with another Jewel that is exactly the same color as their Birthright or one up to three levels darker. We're never given exact details on what happens during the Birthright and Offering—only that they typically happen at altars (sort of a church), that the Jewels simply appear before the person trying to obtain them, and that the Offering specifically takes from sundown to sunup.
No one knows where the Jewels come from.
ARE THE JEWELS MEANT TO BE WORN?
Yes, they are. Jewels can be cut and polished by a jeweler into wearable jewelry. Each Jewel is large enough to be cut into a necklace and a ring (traditionally worn on the right hand). Some will opt to have their Jewels set in different ways, such as into cuff links or earrings.
DO THE BLOOD KEEP THEIR BIRTHRIGHT JEWEL OR IS IT TRADED IN AT THEIR OFFERING?
They keep it. The Blood can use both their Birthright and their Jewel of rank until they die or are, for whatever reason, broken.
AND MY CHARACTER CAN GET THESE JEWELS?
Short answer: yes.
Longer answer: Upon answering the Queen's summons, characters will gain the equivalent of a Birthright Jewel (more on how a Birthright is decided can be found in the On Applying section of the FAQ and the App page). Just like it does for the Blood, this Jewel will act as a reservoir of power for the character's canon abilities and will enable any character to learn Craft (the Blood’s version of magic, though calling it magic to anyone native to the world will get you a funny look). Through the course of the game, characters may, just like the Blood, make an Offering to the Darkness to try and obtain a Jewel of rank. The Offering page has more detail on that process.
COOL! BLACK JEWEL, HERE I COME.
Well… no. Due to the insane power of the Black and the Ebon-gray, those two Jewels will not be in A Gentle Night. In canon, one wielder of the Black Jewel literally erases an entire nation—all the people, signs of their civilization including art and discoveries, and even the land itself from all three Realms. Overnight. For IC game purposes, no one in Terreille has worn the Black or Ebon-gray for at least 5,000 years, and most everyone thinks those two Jewels are a myth.
CAN I STEAL SOMEONE ELSE'S JEWEL?
In theory, yes, you can physically take someone’s Jewel and walk away with it. But Jewels are a fundamental aspect of the person who wears them. The original owner can use Craft to summon that Jewel right back. Taking someone’s Jewel would be a massive betrayal of trust, require incredible effort to even attempt, probably wouldn’t work out, and would be massively dangerous to the thief. Trying to steal Prince Verim’s Jewel, for example, would likely end with him turning the perpetrator into an impressive red smear over all available surfaces.
Moreover, you can’t tap into the power of a Jewel that isn’t yours, anyway. And even if you could, stealing a Jewel darker than your own and attempting to use its power would certainly kill you.
I WANT TO KNOW ABOUT THE CASTES
We're glad you do! The Blood page goes into the castes in greater detail but for now a simple introduction: caste determines special skill (for females) and is an indication of temper and need to serve (for males).
The Blood are born into their castes, and signs of that caste are detectable through a Blood child's psychic scent (think mental fingerprint) as early as the toddler years. Caste cannot be changed by anyone or anything. Though the skills of one caste can be learned by those of another, the person not born into the caste will never be as skilled as the one who was. A Warlord Prince is always a Warlord Prince no matter how much Healing Craft he learns, and his psychic scent will never carry overtones of a Healer.
For males, caste is relatively straight forward. There are three castes: Warlord, Prince, and Warlord Prince, and the main identifier is their level of natural aggression and intrinsic need to serve. Insulting a Warlord might get you a snarl whereas insulting a Warlord Prince might get you rushed to a Healer, assuming he left enough of you to put back together.
Females have more castes: witch, Healer, Priestess, Black Widow, and Queen. These castes determine a natural specialty in the kind of Craft one practices. Healers will always be better at healing Craft than Black Widows or landen Medicos, but no one can repair a damaged mind like a Black Widow. The only exception to this is the Queen’s caste. No one can learn how to be a Queen. Males and females can learn to rule, but an agile political mind does not make a witch a Queen.
It is possible for females to be born into multiple castes but it is exceedingly rare. It happens, but not often. As of the start of the game, Councilwoman Abigail is the only known dual-caste witch in Terreille.
PAUSE, PAUSE. WHY DO YOU KEEP SAYING MALE AND FEMALE?
It's a canon thing. Blood typically use "male" and "female" as opposed to "man" and "woman", though the same does not hold true for landens. They think calling women "females" is a little pretentious and kind of insulting.
SO HOW DOES SOCIAL STRUCTURE WORK WITH ALL THIS JEWEL AND CASTE STUFF?
Carefully. A rich, Purple Dusk Jeweled Warlord Prince (whew what a mouthful) outranks a poor, Green Jeweled witch in caste and social standing, but if he pisses her off, she can put his insides on his outsides and there isn’t anything he can do to stop her because of her Jewel’s strength relative to his. However, his social status as a rich man might make her reconsider murder since the consequences might be more than she wants to deal with.
A Green Jeweled Warlord Prince will defer to a Summer-sky Queen because of caste, and it is in her interest to know how to manage his temper because her Jewels won’t help her if he decides to use his Craft on someone.
The Blood’s social structure is an incredibly fluid and complex dance of dominance and submission. Knowing when to yield will save your life, and knowing when to stand your ground may save someone else’s.
Can Blood males or Blood women who aren't Queens even hold positions of power?
Absolutely. Ruling a Territory is only one kind of power. While a Queen may be a Territory's executive power, she needs people who will act on her behalf and see her laws upheld on a local level. The Ebon Council, for example, is profoundly powerful (and led by a man), and they constantly seek to subvert and undermine Fayura's authority.
If only women are Queens, can a Blood male rule?
Yes and no. In the past, Queens have given strong Warlord Princes purview over large swaths of land within their Territories, but no male and no other caste can take the place of a Queen within a Territory. The Blood will often gravitate to female power before male power anyway, making it harder for males to be seen as leaders.
WILL MY CHARACTERS BE GIVEN A CASTE ALONG WITH A JEWEL?
No. Characters that are not born to this world will not have a caste. We do not want players to feel limited by the rigid structure of the Blood. However, if this proves to be of significant interest, we'll consider it.
THERE'S AN ENTIRE PRIESTESS CASTE AND STUFF ABOUT ALTARS. ARE THE BLOOD RELIGIOUS?
Yes and no. There is no formalized religion among the Blood (or the landens). However, the Blood do have some consistent beliefs. All the Blood revere the Darkness to some degree, and while neither characters nor writer ever bother to define exactly what the Darkness is, the Blood believe they are born from the Darkness and return to it when they die. This belief does not extend to landens.
This belief appears in a handful of phrases the Blood regularly use: Mother Night, may the Darkness be merciful, and becoming a whisper in the Darkness (meaning someone has died).
There are also the legends of Witch: a female who isn’t just a witch, but Witch, who is crafted from the hopes and dreams of the Blood. How seriously anyone takes the myth depends on who you talk to.
All that said, altars, Sanctuaries, and Dark Altars are primarily places of peace and meditation for the Blood and are tended by Priestesses. You don't go to one to confess your sins or listen to sermons, but you may go to might seek spiritual guidance or a place for quiet contemplation. Altars are commonly the site for the Birthright and Offering Ceremonies.
ANYTHING ELSE I SHOULD KNOW ABOUT THE BLOOD?
Generally speaking, due to the castes, the nature of Warlord Princes, and varying Jewel strengths, the Blood have developed a complicated set of social rules that they have largely forgotten in Terreille.
Oh, and they have no law against murder.
HOW DO BLOOD AND LANDENS INTERACT?
In a word: poorly. The power wielded by the Blood carries a psychic weight the landens generally find oppressive. Historically, the Blood have held all the social and political power in the Territories such that it’s not only their Craft that the landens find oppressive.
A landen can fall back on the same social strictures that the Blood use to manage each other provided they know what those strictures are. Most don’t and so most die, and while the Blood might not have a law against murder, the landens certainly do.
Okay, back up a second. You mentioned dead people at one point, what's up with that?
Oh, yes, we did. Bear with us for now: we want to introduce that later in game.
WHAT ABOUT LANDENS?
Landens are the non-magical people of Terreille, and they vastly outnumber the Blood. They live, work, and behave much like modern humans, aside from the fact that they regularly brush up against the wildly temperamental Blood. Their society is not as volatile as that of the Blood, nor is it as dangerous, but it has become unstable from centuries of war.
In Draega, that seems to be changing in part because of the broken power structure of the Blood and because of the opportunities created by new technology.
Landens largely regard Blood society as strange and violent, and often think of them as particularly vicious, unwanted pests. While some are curious about Craft, they don't revere Queens the way the Blood do, and all of them (except the Hunters Guild) give Warlord Princes a wide berth.
Why are any of the intricacies about Blood society relevant to the PCs?
By wearing a Jewel, PCs have become a part of Blood society, even if the Blood find the PCs very, very strange and their lack of caste a little alarming. By no means will anyone (either in-world or OOCly) expect the PCs to seamlessly integrate into the world overnight, but the Blood will expect them to figure it out.
Dealing with the Blood, as many landens know, can be a difficult and dangerous endeavor. Knowing that male temper stems from a need to serve and protect means knowing how to redirect an angry Warlord Prince. Understanding that Blood females are always considered dominant in a social situation when all other things is equal means not insulting the wrong person.
WHAT ARE THE MAJOR FORCES IN DRAEGA?
The Guilds in A Gentle Night represent the landen interests and their desires to no longer be slave to the whims of the capricious Blood. The Ebon Council represents those of the Blood who believe that only a return to the old ways can save Terreille. Queen Fayura believes that saving Terreille can only happen if the Blood and landens work together.
Why should PCs care about these forces if they can go home?
There’s always the possibility that Fayura lied about being able to send the PCs home, or that she didn’t lie but overestimated her own abilities.
Soon enough, PCs will discover that her request isn’t cut and dry. They can’t save the world in a day and then return to the world they left. The land itself is dying, and whatever hope the people carry is wrapped in a grimly pragmatic view that even if they can’t stop the end of days, they can try to go out well. The Blood view landen optimism about the saving graces of technology as misplaced, and the landens are convinced the Blood’s insistence on a return to the old ways are outdated and tired. Moreover, no one entirely believes that either of these things will prevent their extinction, and they quarrel relentlessly about which side has the right of it.
There is acceptance to be found here, too, for those who come from the fringes. Among the Blood, there is little that is considered taboo or morally contemptible. Among the landens, no one questions innovation for innovation’s sake. Perhaps, for some PCs, this will be a new start and a new home. Perhaps, for others, it is merely a stepping stone along the longer journey of life.
ON CRAFT
WHAT IS CRAFT?
Basically magic. The Blood can use the power in their Jewels to do pretty much anything they please. All the Blood can be easily observed using Craft for tasks large and small as a way to bleed off excess power. The darker the Jewel someone wears, the more likely they are to use Craft for things as simple as stirring their coffee or opening blinds. It is necessary that they expend power in this way in order to maintain an internal balance. While canon does have some special categories, we are not limiting Craft to just the things the books directly talks about.
Does Craft replace my character's canon power?
No, but your character's Birthright Jewel may impose new limits on your character's power. Tony Stark won't be able to build a new arc reactor in Draega if he needs one, but he could probably figure out how to power his Iron Man suit with his Jewel. With the White, that power won't last long. Maybe he'll figure out how to combine Jeweled power and landen tech to create a new power source!
Harry Potter will find the strength of his spells constrained by his Jewels, too. If he wears the White, he might only be able to cast a handful of spells in a day as opposed to the number he was capable of casting in his home world. If he wants to pour all of his Jewel power into one spell, he will be tapped out until the Jewel replenishes.
Characters with reality bending and gamebreaking powers will find that they cannot use those abilities in Terreille. The mods trust that players will not abuse this, but will step in if they have to. No one should be creating black holes over the city for fun.
Can I make up my own spells?
Yes. By and large, the mod team expects that players will not abuse this privilege and that they will use their better judgment when using Craft.
ARE ANY POWERS GOING TO BE NERFED?
Craft can't bring people back from the dead. As such, the mod team asks that players nerf abilities that allow for resurrection. Any abilities that recharge a magic pool simply won't work.
Hey, what about that internal balance you mentioned?
Because the Blood continually use Craft and their bodies act as a sieve for power, they need a lot more calories to get them through the day. Using too little power from the Jewels causes that power to build up, but using too much causes the body to consume stored fat and muscle mass in order to help fuel Craft. Completely draining one’s Jewels or needing to pull hard on what power the body contains can have direct and severe consequences on the body, and the same will be true for PCs.
ON TECHNOLOGY
What kind of tech does Draega have?
Technology in Draega is consistent with that of the early 1920s. There are radios and telephones (Far-casters), electricity (elektriline power), and the Guilds are working on cars (autocars). But this is fantasy and sufficiently advanced technology often looks like magic, so don’t be surprised if the landen Guilds trot out some anachronistic tech.
What's a Far-caster?
Far-casters are the landen equivalent of the modern cellphone. Because the Blood can communicate psychically, it became obvious to the Tinker Guild early on that landens needed a way to communicate across vast distances as well. Far-casters can send text messages as well as handle voice-only or full image communication between individuals. Far-casters can be used like radios as well, and even the Blood use Far-casters to listen to news reports as well as daytime programs. Ranging in size from large and bulky to small and hand-held, Far-casters can be found as speakers playing music in restaurants and homes, delivering the news in shops, or used to facilitate private, personal correspondence. The Far-casters are capable of sending messages that anyone can access, or they can be filtered to specific individuals or groups. For example, the Ebon Council maintains its 'group chat' that only they can access.
My character brought tech with them. Will it work?
As long as it doesn't run out of battery, yes. At that point, it's up to your character to figure out where to get that power. If it breaks, they'll need to figure out a way to fix it.
Can my character help the landen Guilds create new technology?
Yes. Feel free to create small items that won't have world-changing repercussions can be created as often as you'd like. For instance, if your character wants to help the Guilds invent a hairdryer, you can do that. Technology that would have massive impact (such as the Transport Guild's autocars) should run through the mod team first.
ON APPLYING
What are the game and cast caps?
AGN has a total character cap of 60 and a cast cap of 5. Canons that have significantly different universes and no crossover with others will be considered standalone. For example, MCU will be considered separate from the comicverse, various Spider-Man properties, and The Gifted but not separate Agents of Shield or Agent Carter.
OCs are currently capped at 10.
What types of characters do you allow?
Canon characters, canon OCs such as Bioware protagonists and MMO OCs, and your own original characters. We ask that you do not app AUs, CRAUs, or canon BJT characters. We may open up the application to OCs created specifically for the world if there is a large interest.
We ask that you only app from canon materials that have been available for at least 30 days.
How do apps work?
The app page and RNG for Jewels will remain available all month. Apps will be processed in order received if there are open slots on the 3rd Thursday of every month until all available slots are filled. Once an app is accepted, we will give 2 days for a response before moving to the next app. Revisions will have 3 days to submit.
If a player finds a character is not working for them in the setting, they may apply for free swap once.
Are duplicate characters allowed?
As long as the characters are from different canon sources, yes. We will accept two Tony Starks, one from the MCU canon and one from comic canon, but not two MCU Tony Starks. The same is true of canon OCs like Bioware protagonists.
How many characters can I play?
Two.
Why do you RNG for Jewels?
For the fun of it, mostly. We have two options: one is RNG, and one is for the gambling-averse.
► Try your luck with RNG. The mods will roll 3 random numbers from 1-10, representing the Jewels from White to Red. You may ask the mods to reroll any one of these if you are unsatisfied with your options, but once you've rerolled you must select from the three options provided. This will become your character's Birthright Jewel.
► Opt to take any Jewel from White up to Opal as the Birthright without rolling.
A character may later choose to make an Offering to obtain a Jewel of rank up to three levels darker than their Birthright.
Remember: if your character wears the Opal, they’ll be able to use their canon powers with no drawbacks and no enhancements. Any Jewel lighter than Opal, and they’ll have to deal with limitations. Any Jewel darker than Opal, and they’ll suddenly find themselves capable of more.
Why bother with RNG if I can get up to Opal without risk?
The Gray can only be obtained as a Jewel of rank through RNG, and a strong Birthright Jewel is nothing to sneeze at! One of the Blood who wears the Birthright Red and the Gray as a Jewel of rank will have considerably more power at their disposal than someone with the Green for their Birthright and the Gray as their Jewel of rank.
Or, y’know, you might just like to gamble!
What can my character bring with them?
What is physically on them that they can carry at the time Fayura knocks on their skulls. If Tony Stark is in his Iron Man suit, that will come. If he’s in his car, that won’t. Mecha and vehicles won’t be showing up in Draega.
Canon hammerspace abilities, powers, and/or items will also follow this rule. Characters will find, upon waking up in Draega, that they have on them items from hammerspace that they could carry and the hammerspace itself is gone. But! Don't worry. The Blood have their own version of hammerspace that the characters will have access to.
Are canon updates allowed?
Unfortunately, no. Due to how characters are brought to Terreille, they cannot be sent home and then return. The mods understand that canon updates are important to players, however, and depending on the course of the game, events may align such that canon updates will be possible in the future through a universe-appropriate mechanic.
Okay what happens to my character upon arrival?
Characters wake up in the Queen’s Residence and are invited to dinner with her, her Steward, Master of the Guard, and Consort (should all four be available). The residence is large enough to accommodate all the PCs, but they will get the impression that the Queen’s court would very much like for them to get out of the Residence, find a job, figure out how their unique talents can help the city, and maybe take over a building to use as a home.
All characters wake with a basic understanding of Craft, the power levels of the Jewels, and knowledge of the castes so they don’t go out and pick a fight with the wrong person and end up dead, but if they want to learn more, they’ll need to ask around.
IF MY CHARACTER DIES, IS IT PERMANENT?
As far as your character is concerned, yes. Observant players may note that there is an in-universe way to put off the final death. While we don’t want to add too much detail as we hope to introduce this through ingame plot, we will say that death is not a revolving door and after the first chance, there may not be another.
ERRATA
Why is all this jargon capitalized?
Capital Letters are Magic. Presumably also for maximum Edge.