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Species ・ Races

Dhaebru : Version #152

A mysterious, though surprisingly peaceful, dark entity. Not hostile unless threatened, surprisingly social, surprisingly gentle and curious.

 

Basic Information

Species Name
 Dhaebru

Sometimes known as or mistaken as:
Shadow Wraith, Void Spirit, Shade, sometimes mistaken for Demons or Shadow People. They don't have connections to either and aren't truly wraiths, spirits or shades. They are a class of their own.

Dhaebru are a sapient and highly social eldritch creatures of shadow, spectral in nature. They are always seen robed in dark, tattered robes and usually have armor on as well, of varying designs depending on the individuals and their origin. The robes and armor are connected to a special amulet they wear on a  collar-like necklace that settles around their neck. This amulet has a direct connection to the Dhaebru's core, and can not be removed. Dhaebru are highly social beings, and hate being alone. If deprived of the company of another Dhaebru, they will gravitate towards any living thing, sapient or not, and cling to any company they can. They get extremely depressed and upset when they are alone for too long.

Dhaebru have two types. The smaller variety are the commonfolk of the species, simply called Dhaebru. They are roughly human sized, and the most commonly seen type. They regularly leave the Outer Realms, wandering various worlds seemingly at random. They are most often seen in the lands surrounding the portal to their world, usually marked by an obelisk of strange dark crystals. Dhaebru can be be spotted regularly wandering worlds that have a strong magical presence, but are not hostile unless threatened. They are most likely to slip away back into the Outer Realms, where they are safe. They have pale eyes gleaming out from beneath their hoods, and often throw off a spectral fog when startled, giving them cover to escape harm. Dhaebru are curious, but shy. If they can not get to safety, they will attack and they make short work of most physical beings.

The larger variety is known as a Warden. Wardens are tall and powerful Dhaebru, known for their impressive stature, some individual reaching up to 12 feet or 3.6 meters tall. Wardens are protectors and leaders by nature. They are highly territorial, so it's rare to find more than one Warden within a sect unless one of them is a juvenile, or they are closely related, such as siblings or parent and child. Wardens rarely leave the Outer Realm. They are usually pretty calm, and can be downright lazy, but if you threaten their sect, they can kill even a heavily armored physical beings with little to no effort. Fortunately, most Wardens prefer to frighten off a potential threat, but if the threat returns, they don't take chances. Wardens are surprisingly maternal and have a tendency to be very possessive. If their sect is not threatened, a Warden is usually peaceful and will simply observe, but when attacked their true power shows. If a Warden wants to kill you, it's going to kill you, no questions about it.

Dhaebru are not to be mistaken with wraiths, demons, shadow people or ghosts. While they are wraith like, they are not true wraiths and they are not from the Infernus like demons. They are eldritch beings from a realm beyond the edge of reality. They have a large amount of strange Eldritch influence to them, but this is stabilized down by their robes and is the reason they wear them. The robes protect the Dhaebru from the world around then, but also protect the world from their otherworldly aura.

They are mysterious creatures, and not many have had real contact with them. Regular Dhaebru are shy and skittish by nature, and most physical beings are terrified of them due to their dark appearance and power. They are also known to show up when dark magic is afoot. While they are attracted by the dark magic due to instincts to investigate and prevent harm, many associate them with it, and blame them for it. They have a dark and frightening reputation, meaning very few people truly know much about them.

They are known to clash with a group of dangerous individuals known as the Order of the Eclipse. The Order are a mysterious and dangerous cult that once existed to protect humankind but twisted into something dangerous with an obcession for dark power. They actively hunt Dhaebru for their cores, which are used in their dark rituals. Most Dhaebru will attack and kill a member of the Order on sight, or turn tail and run.

Lore and History

The Outer Realm, the Dhaebru Homeworld


Dhaebru reside in an alternate dimension of sorts known as the Outer Realm. This strange and hostile realm serves as a barrier and buffer between the Eldritch Realm and Midworld, though this knowledge has long since been lost. Nobody knows where it came from anymore, not even the Dhaebru. Many feel they may have come from somewhere else, but such knowledge is lost to time. It's common for Wardens to try to figure this out, but not much headway has been made, as if something about their past was buried or lost a long time ago. Some feel it was on purpose, as Dhaebru have always liked to keep their history written down, down to the name of each member born to the sect, and the date of their death should they die.

Strange growths of a black crystals that appear clustered with some floating under their unique eldritch power show entry and exit points and portals to the Outer Realm.  This is where the Dhaebru come and go from. It's extremely dangerous to physical beings to cross through, but Dhaebru can take people in there with them and protect them from the negative effects within.  The Outer Realm is generally comprised generally caves and corridors that seem to have no rhyme or reason. Almost like the ruins of an ancient infinite fortress. Lighting comes from various crystals, fungi, and some creatures that wander the corridors.  One can often tell where a Sect lives as that area is usually closed off with rooms carved in the strange anceitn dark stone the Shadow Realm is made of, often closed off so the Dhaebru can stay safe from the various creatures that wander their Realm.

Origins of the Dhaebru and Deepbloods
While Dhaebru do not know their own origin anymore, they were created alongside mysterious beings known as Aethyr by a pair of strange beings known as the Balance. The Balance was said to be a combination of Voidborn and Etherborn, a creature embodying both Light and Darkness.

Wild and untamed, but also sensitive and sapient, the strange entity felt that the physical realms and all they contained was a precious gem that needed to be protected and preserved, and observed that the fragile Midworld and all its varied and beautiful life could be damaged by the Aether and the Eldritch Void. They themselves could not directly interfere, as their powerful energy could do great damage no matter their intentions, so they found another solution. They set out to protect it, by creating two realms, as buffers and barriers between Midworld and the dangerous realms layered around it. They then populated these buffers with beings that would serve as guardians and protectors and keep the balance and protect Midworld.

Image of The Balance Goes Here

Below is a basic example of dimensional layering and how it works. The lines are uneven. Some worlds are in the middle, not touching either. Some are close to the Eldritch Void, and gateways to the Dhaebru's Shadowrealm appear, allowing Dhaebru to enter the world and wander about. Some are closer to the Aethyr, allowing gateways to the Aethyr's homeworld to appear, and allowing Aethyr to wander the land. Some are close to both, having both Aethyr and Dhaebru present.

Image of basic Dimensional Layering Goes Here

The Outer Realm is a bit like a buffer between midworld and the dangerous and unstable Eldritch Void. Dhaebru were meant to seek out any intrusions of creatures or volatile energies from the Eldritch Void, and call their Warden over to destroy them, while they seal up the rift. Dhaebru actually need to enter Midworld to feed on the magical energy present there; causing them to need to wander about regularly, and making them have need of their gateways wherever they appear. Their draw to the disruption of the fabric of reality is the reason they often show up when dangerous magic is afoot, as their instincts draw them to it and they want to put a stop to it if it starts causing damage. Aethyr did the same within the Aether, and the two beings together kept Midworld in balance. This did not last, however, as contention soon started between the two races. The Aethyr felt that they were better than the Dhaebru, and tried to treat them as slaves. The Dhaebru and the Aethyr fought, then eventually parted ways. The Aethyr retreated into their realm, while Dhaebru remained within the Outer Realm and wander Midworld from time to time. All of this went down a very long time ago, near the beginning of the Universe itself.

As for Deepbloods, a voidic entity interbred with a Dhaebru Warden several generations down the line, and a three hybrids were born of their union, known as the Deepbloods. When that Warden found their peaceful and natural end, the creature kept watch over the race, until another Warden caught their interest several generations later. This Warden, however, was a descendant of one of those original Deepbloods, and was power hungry. They wanted as pure an offspring as they could get because they felt that this bloodline was the origin of the Dhaebru race and wanted purity. When the child did not come out as they wanted, they killed the Void creature and abused the child, who eventually became the most evil being the Universe has ever known. This cruel being destroyed and stole the creatures power, and killed any Deepbloods they felt weren't pure enough, and all Deepblood are thought to be descended from this single cruel and vicious individual. As such, they have a very negative stigma, even among Dhaebru, who fear those who are of that bloodline, even if Deepbloods are very powerful protectors and are known to be extremely loyal, even moreso than a regular Warden.

Social Habits and Temperament

The temperament of a Dhaebru Warden differs with Deepblood Wardens, also known as Deepbloods. Deepbloods are noted for being slightly larger than regular Wardens, sometimes standing up to thirteen feet tall, and are noticeably more aggressive and unstable. While not evil, they have to keep a closer handle on their emotions as they have a berserk state that is brought on by extreme anger or fear. They are usually bulkier in appearance as well.

Deepbloods are extremely rare, and the unique bloodline is only passed on from Warden to Warden. There aren’t many left, and they trace their lineage back as far as Dhaebru records go. Deepbloods are not evil or hostile by nature, but they are more aggressive and territorial and can be more dangerous if provoked. Deepbloods have Voidborn blood in them, though it's been diluted greatly over time. Deepbloods are larger and more powerful, and do have some slightly different and amplified abilities originating from being descended from true Eldritch beings. ​

Normal Wardens are territorial and protective, fierce fighters if provoked but generally placid and observant otherwise. If you encounter one and show you are not a threat, they are surprisingly friendly. Wardens aren't easily frightened. They are very watchful and protective, and can be possessive.

Regular Dhaebru are surprisingly skittish and generally will only attack if cornered or heavily provoked. They're curious and social, and if you show you aren't a threat they are very likely to approach you to try to learn more about you.

Their native language consists deep and ancient version of Eldritch speech. This strange language is far too much for most mortal minds to handle. One could compare it, somewhat, to Black Speech from Lord of the Rings to a point, but not inherently evil. As such, most Sects will learn the most commonly spoken language of the surrounding inhabitants to avoid confrontation.

Dhaebru have very dark and unsettling voices. They have a ghostly echo and seem to come from all around at once. They are deep and dark, having a soft growl behind their tones. Entirely unsettling to anybody not used to it. While they are capable of snarling, hissing and growling, Common Dhaebru rarely do this while Wardens are known to do this when defending their Sect or confronting other Wardens.

Dhaebru are highly social creatures. They do not like to be alone, and get quiet and upset without companionship. A sect usually has one Warden who is the Sect's Kral, or Leader, several Guardians, Dhaebru who protect the sect and are higher ranked, but still ranked lower than the Warden, and 30-50 common Dhaebru. Some larger sects have a lower ranking Warden or Sub-Warden who is subordinate to the main Kral, but still high ranking. This is fairly rare, as sub wardens are usually siblings or children of the head Warden. They are very territorial so most Wardens part ways to found their own sect, though older Wardens will sometimes take in and teach younger ones. Wardens usually go to start sects of their own when they come of age, but some will remain as a lower ranking Warden in their parent's sect.

Guardians can be told apart from regular Guardians by the symbol on their chestplate. While common Dhaebru have a lighter purple symbol on their chestplate, Guardians have it in gold. Wardens tend to have lighter colored robes with hints of red, and brighter chestplates with golden symbols. Aside from the color of the chestplate symbol color differing from common Dhaebru, Guardians look exactly the same.

Sects usually consist of 30-50 Dhaebru and one Warden, but never number more than a couple hundred. Sects consisting of more than a hundred members are very rare.

The symbol on the chest plate usually identifies what Sect a Dhaebru belongs to.

While many people fear Dhaebru, their main purpose is to protect and balance and thus are not hostile unless attacked.  Dhaebru are surprisingly nurturing and gentle beings, and prefer to avoid conflict. They are very curious and fond of gathering information. Sect Wardens often have libraries and journals, and common Dhaebru are known to bring anything of interest back home. Temperament can vary between Wardens and common Dhaebru. Dhaebru are highly social, and truly hate being alone.

Wardens: They rarely leave the Shadow Realm unless one of their Sect calls out for help. They are vicious when threatened and will attack savagely to protect their Sect. They have fiercely protective instincts, and these come out around anybody the individual cares about. This can sometimes translate to guarding belongings or areas, and can even shift to being aggressively territorial. Because of this, there is usually only one Warden occupying one area, and any others are usually related, such as siblings or offspring. Wardens are usually calm and collected, but can become very temperamental given the right circumstances. They are known to grumble and growl when annoyed or irritated.

Shown below are two Dhaebru Wardens in a territorial dispute! Illustration by Jagal on FurAffinity

Common Dhaebru: They frequently leave the Shadow Realm to explore or keep an eye on things. Dhaebru are not fond of confrontation, and much prefer to run away from trouble, or call out to their Warden for help. Dhaebru are generally curious, but a bit flighty and very cautious. When threatened, they flee. If cornered, they attack in self defense. If the threat is big, they for help, and attack in groups. If you stay still and let a Dhaebru approach you, you can generally interact with one once they realize that you aren't a threat. When they feel safe and calm, Dhaebru are friendly and will likely shower you with questions, and if you let them, they can get very touchy feely. 

​Appearance: It varies very little. The style of the armor and robes does vary by individual and sect a bit, and the main difference is between the larger Warden type Dhaebru, and the smaller common type Dhaebru. Dhaebru vary the most in their personality and energy signature. They are hard to tell apart, but if you get to know one well their individuality comes out strongly in how they behave, speak, and their individual quirks and habits. The shape of a Dhaebru's eyes vary, as well as their mouth and even face shape to a point. These features are inherited. Deepbloods tend to have sharper features and fierce, narrow eyes that glow more intensely than regular Wardens. 

Emotion and expression
They have emotions very much like humans, though they do show some things differently. They also react slightly differently to some emotions as well. While they do have expressions, most of their emotion is shown in a combination of their body language and the movement of their shadowy aura and the shadows around them. When frightened or nervous, their shadows coil up beneath their robes, and extreme panic can cause the shadows around them to quiver, for example. When angry, their shadows flow out and darken, growing more voluminous and when happy, they waver and flow softly. Looking at their face can give some clues to how they are feeling, but watching their shadows and how they move is the biggest indicator. While it can take some time to get to know a Dhaebru, once you know one their emotions read like an open book.

Relationship with Other Races
Cautious, usually peaceful. Dhaebru tend to keep their distance. They aren't overly fond of humans most of the time, as some humans have found that their cores are useful and hunt them. Others attack Dhaebru on sight out of fear, which has resulted in a lot of tension. Some Dhaebru, even, will attack and kill a human if they discover their gateway, as it leads directly to their home. They feel that the human is a threat in these cases. They react similarly to any race that they have tension with. Longer lived races, such as Fey, are more reserved so confrontations aren't as common, but some young Fey do go after Dhaebru since they are considered creatures of darkness. Darkness is considered bad and evil to many races. This has made many consider the calm and docile shadow creatures as a threat. Wilder races without the concept of “Darkness is Evil” thing in their heads get along great with Dhaebru. One example is the wild, social and friendly Kivuuli. Their temperament is somewhat similar, which results in Kivuuli and Dhaebru getting on quite well. Both races are highly social. When gateways to the Shadow Realm are found in Kivuuli territories, the Dhaebru and Kivuuli are usually amiable towards eachother. Kivuuli often consider the local sect as a part of their colony, and will viciously attack people who hurt the Dhaebru. The Dhaebru will return the favor if their Kivuuli allies are attacked. The alpha female and the Warden are usually close allies. Some Kivuuli Colonies have been seen with Shadowkin kits, which says that Dhaebru do occasionally crossbreed with them. Red eyed Warden Shadowkin are more common among Kivuuli than any other race, which seems to point to the possibility that mating between the alpha female Kivuuli and the Dhaebru Wardens is fairly common. Kivuuli are also able to pass through the gateways safely and easily. 

 

Various reactions from a group of Dhaebru stumbling across a human.

Anatomy and Physiology

Species Type: Spectral, Energy-Based though they can take a semi-Physical form

Average Height
Common Dhaebru: 6’5
Warden: 10-12 feet

Average Weight
Spectral, they weigh no more than their robes and armor. Wardens weigh more, as their larger forms also have larger robes and armor. 


Diet
Dhaebru feed on ambient magical energy with a high preference for darker energies, or its liquid form of dark mana. Mana, or Magical Energy, generates naturally in any physical world that has magic, but not in the Outer Realm, their home. As such, Dhaebru come to Midworld to feed, and are often found in areas with a lot of magic. Dhaebru tend to bring energy back for their Warden. They don't learn how to feed on their own until they are roughly three to five years old, and until then a parent feeds them energy. If no Dhaebru is available to give them energy, a shadeling can be fed Dark Mana and do just fine.

Dhaebru Anatomy and Features
Dhaebru have two 'stomachs' - One takes in energy and converts it to the type of energy the Dhaebru can use.

Their second 'stomach' is an energy reservoir, where all usable energy is stored. It can be compared to the social stomach of various eusocial insects. They can share energy with eachother through their cores. Common Dhaebru use it to bring energy back to their Warden. The Warden stores a great amount of energy, and if the Sect is unable to get to Midworld, the Warden can sustain a sect of around 20 Dhaebru for up to a week.

​They usually consists of their core, and their shadowy body which is fluid and vulnerable, unless robed. The robe protects the Dhaebru from the world, and in the case of Wardens protects the world from the negative effects creature with connections to the Eldritch Realm can pose. This is especially true for Deepbloods. 

Dhaebru have the ability to manifest tendrils of shadow that can manipulate objects, and are often used when their hands are full. They can either be solid and able to handle things or immaterial, resembling eddies and always moving tendrils of smoke flowing from beneath their robes. They are much darker and surround the Dhaebru’s body when unrobed, and resemble smooth black tentacles. They appear beneath the robe when the Dhaebru is robed. 

When robed, their body somewhat mimics the body of a physical creature. It allows them to enjoy the senses of a physical creature, eat, or even breathe if they want to. Some will even take on the habits of physical creatures even if they don’t need to, such as yawning, stretching, or sighing. Dhaebru need to sleep, robed or unrobed. When they do, they lay down, close their eyes, and go entirely still. They do not breathe, or snore, or make any sound and can be mistaken for dead by one not familiar with them. A dead Dhaebru fades away leaving nothing but their robe, armor, and collar like thing with the gem on it. If the Dhaebru is still there, they aren't dead. They are simply asleep. 

When robed, an injured Dhaebru will bleed. It’s pure black in color, and will fade away after a while as it goes back to energy. A healthy Dhaebru can heal with a bit of rest if they retreat before they get severe injuries.

When killed, their core can be caught and stabilized before it winks out. Warden cores last longer. Common Dhaebru cores generally appear like small dark orbs with a purple shimmer, softly pulsing like a heart. Warden cores are almost prismatic and pearlescent, with a shimmering glow. They also pulsate like a heartbeat. They are sometimes called a Cosmic Fragment. They have all six of the primordial aspects, Earth, Air, Fire, Water, Order and Entropy. As such, a Warden can pull any aspect from their core by taking those sources and carefully weaving them together. This is part of the reason Wardens are so much more powerful, as they can do a lot more with this core within them. The Core of a Warden is highly sought after, and those with ill intentions are known to invade the Outer Realm for the purpose of killing one for their core.

While it's fairly uncommon for them to do it, Dhaebru are fully capable of eating when robed. When Dhaebru do decide to eat, it’s just for fun and a different experience. They do so to explore the flavors and sensations that food can provide. Aside from being pleasurable, it has no real benefit, though they can sometimes get a little energy from it. When they eat, their insides will break the food down into its component aspects, which is further broken down into the primal aspects. The solid parts of this food simply passes out the other end, just as it would with a physical being. Their body will adjust to accomodate this when it happens.

All of the senses a physical creature has work for a robed Dhaebru. They can see, hear, taste, smell, and feel. When robed, this closely mimics how human senses work. When unrobed, they do not taste or smell, and their other senses work differently. The robe makes them more “human” in a sense. It does not imprison a Dhaebru; in fact, many feel that despite the small inconveniences it causes, it frees them to do and experience more. They like their robes and would become defensive and angry should one try to take them away. 

Dhaebru robes are energy based much like them and are connected to the Dhaebru in such a way that they are directly influenced by the Dhaebru that wears them. A sick or weak Dhaebru has duller, more tattered robes, though all Dhaebru robes are naturally tattered. The reason is often attributed to their dark and chaotic nature, though it could just be an aesthetic choice that just became a normal part of the enchantment. Either way, Dhaebru have worn robes for as long as the race can remember and it is considered highly taboo not to wear robes, even deep in the Outer Realms when nowhere near Midworld. They are very sensitive about nudity, and even if they trust you deeply you will never, ever see one without their robes on. This is such a big part of them, they'll often become distressed, frightened or worried if they see a physical being undressing.

Without their robes they are completely spectral, but also extremely vulnerable. Their robes serve to constrain their form down to a more basic shape, allowing them to better interact with the world around them but it also protects them.  Unrobed, light causes damage that can quickly lead to death. They have to expend a lot more energy to interact with anything or touch anything if they do not at least have the “Collar” on. The “Collar” shown in their unrobed appearance gives some measure of protection, but is not nearly as effective as the full robes. The “Collar” is what identifies the Dhaebru and allows them to manifest their Robe and Armor. It is often embued with a tracking spell. This allows Dhaebru to find each other within a sect, or call out to their Warden when in danger.

The Robe’s constraining abilities makes them semi physical in a sense, allowing them to stand in light and survive, as well as protecting their core. The cons are that it keeps them in this semisolid form, and allows them to become vulnerable to physical weapons. They are also able to eat solid food, if they want, and able to enjoy things that physical beings are able to enjoy. Once bound to the Dhaebru, the robe becomes a part of them. The armor is separate, and given to them upon coming of age, becoming integrated with their robes and amulet. This can be removed, but is also bound to their core. The armor depends on the individual sect, but is usually dark purple, with bits of red for Wardens, and golden trimming for both. Dhaebru’s sect and adds additional protection from physical damage. The style of the robe and armor can vary depending on the individual sect of Dhaebru. The Sect’s symbol appears on the chestplate.

Dhaebru do use the bathroom... sort of. The energy they take in, their inner workings cleanses and purifies, and the energy they do not use is passed in a liquid form, though it dissipates after a bit and returns to the ambient energy around them. Amusingly enough, this expelled energy is very useful for a lot of Spellweavers, and is commonly called "Dhaebru's Essence" when in reality... it's basically just their version of pee.


Dhaebru Illnesses
While incredibly rare, there are things that can disrupt their energy. This causes a Dhaebru to become very sick. When a Dhaebru becomes ill, they sleep a lot, are lethargic and a bit cranky, often sore and in pain, and their energy can feel discordant and wrong.  They often have quivers and tremors, and like to curl up somewhere dark to be alone in their misery. They can be quite vocal about complaining about this, if one bothers them. Any illness one may be afflicted with usually clears up on its own as long as the Dhaebru gets plenty of rest and spends a lot of time around something to harmonize their energy, but in severe cases, such as damage to their core, it can grow severe enough to kill the Dhaebru.

A very sick Dhaebru can experience violent energy spikes. While Dhaebru are usually cool to the touch, when they get really sick, the energy conflicting can cause them to actually put off heat, similar to a bad fever. 

While pregnancy can cause a Dhaebru to throw up, how illness can cause it much worse. Normally, vomiting is caused by carrying, taking in the wrong sort of energy, or eating more physical food than their insides can handle. Minor illness can cause this as well. In this case, just the first "stomach" empties, a mix of half-converted energies, often with a bit of dark mana as well. When minor, vomiting comes with very little warning, and they usually just heave once and that's it.

When seriously ill, however, their energy reservoir can end up with the wrong sort of energy due to conflicts. This causes them to heave repeatedly and bring up their internal energy stores. They bring up significantly more in this case, and it happens repeatedly.  Like a human with a severe stomach bug or food poisoning, it leaves a Dhaebru weak and exhausted from loss of energy, and can even lead to their death if severe enough.

Dhaebru do not give off clear signs when they are going to vomit, like physical beings do. It's really hard to tell if one is going to, but the main sign to watch out for is a strange 'pressure' as their energy gets all out of sorts. This can feel like a heavy feeling of impending dread, a dark energy. They may also become restless and begin to pace, though they will usually usually curl up and lay down somewhere dark and cool. When they show these signs, it is best to keep something that can absorb and stabilize the energy nearby, as the discordance can be dangerous if not stabilized and taken care of. While it will usually fade away on its own, too much can stick around and cause problems. Even so, the dark energy dissipating can cause an unpleasant pressure for a time. Because it's simply energy, there is no smell.

Abilities
They can move through shadows, somewhat like teleporting. They are able to do this robed, as their robes are magically bound to them. They are rarely seen unrobed as they are highly vulnerable outside of their own world. 
They can let out a horrible shriek that can make one become paralyzed in terror. Amped up, this can cause temporary deafness and blindness.
They cast a spectral fog, which they can hide in, allowing them to escape danger.
Powerful magical projectiles, balls of darkness that damage, daze, and confuse their attacker. It can also cause temporary blindness.
When comfortable or happy, or comforting loved ones, especially shadelings, Dhaebru purr. It sounds like a soft, dark rumble and is oddly relaxing despite their frightening appearance. The sound of their purring lets out the more peaceful side of their power, and can lull a person to sleep. Even a frightened human child can be calmed and lulled into sleep by a Dhaebru's purr.

Reproduction and Life Cycle

Mutations and Variations

Dhaebru are not physical creatures. No mutations or variations other than the design of their individual robes, and the difference between common Dhaebru and Wardens, have been observed.

Deepbloods could be seen as a variation, but this seems to simply be a certain bloodline.

Other Information

Other
Dhaebru, despite their dark nature, love to lay in the sunlight when they are robed. The warmth is comorting and feels really good to them. It can feel uncomfortable on their bare 'skin', but when they are shielded by their robes, the robes absorb the warmth of the sun and make the Dhaebru feel really good. They love warmth! They'll even fall asleep sometimes, lulled by the smells, sounds, and feelings of being out on a nice day.

Dhaebru are comforted by soft, ambient light.

Their armor protects their Core. The Core is what forms their being and houses their soul.