| Species | Djinni |
| Order | Djinni |
| Classification | Living Soul |
| Family | Shebvic |
| Sphere | Fate |
| Origin | Nogal made them from the threads of fate itself |
| Lifespan | 1,000 years |
| Habitat | Deserts islands, desert mountains, under the surface of the desert, abandoned places |
| Food | Bones and rotted flesh |
| Description | Djinn are usually invisible to normal mortals. When they take a form, it is often one of smoke and fire, wind, mists, sandstorms, or shadows. Other times they take the form of scorpions, cats, owls, onagers, black dogs, or serpents, or they take a human-like form with features of animas (cat claws, wings at their shoulders, heads of birds). When djinn take animal forms, they often look alike, but in human-like forms, they are always unique. They will never take any lupine features or look like a wolf. Their default form is their human-like form. |
| Procreation | With each other to create more djinn. |
| Esoterica | As beings of fate, djinn have an affinity for the arts of fate. They also wield damaskian powers, solar aether, wind aether, rubedian aether, infernal energies, mana, astral aether, mystery, the gates, symbolism, and karma. Flux and fortune are impossible for them to wield. |
| Special Powers | Djinn are usually invisible to normal mortals, but Aeonians and powerful mortals can often see them, and they are always visible to each other. When they choose to be visible to mortals, they take many forms (see above), which they also use with one another. When they appear out of nowhere before a mortal, the mortal must roll WIL not to be terrified. Djinn are much stronger and faster than humans and can fly. They can teleport vast distances (across a continent) once per year. If insulted by a mortal, they can possess them (WIL vs. WIL) for up to three days. If satisfied by a mortal, they can join with them in a binding contract to grant them powers and inspiration. These contracts take the form of talismans that can be transferred on to other mortals. If the terms of the contract are left unfulfilled, the djinni is bound to fulfill it even if their contractor is dead. Some rare mortals are granted the power to sense and speak to djinn by the Father of Fate. |
| Weaknesses | Djinn are weak to iron, which can bind or burn them and is often used to exorcise them when they possess someone. The bite of a wolf can make a djinni unable to be invisible--wolves often hunt and eat them. Fortune and flux energies can harm them. |
| Nations | There are four nations of djinn: the ifrit, or corrupted djinn; the marid, or rebellious djinn; the hinn, or loyal djinn; and the common djinn. Ifrits are corrupted by evil and serve demons, wielding infernal powers. The marid rebelled against the Father of Fate and made war with angels as well; they were outcast to islands and mountains and are more free. The hinn are those who remained loyal to the Father of Fate and gained inmortality. There are only a few of them left--the seven kings who rule each day of the week. And then common djinn, who are as described above. |
| Culture | On the fifth day of the week, the Father of Fate wove djinn from the threads of fate. The original djinn were worshipped by mortals as Divines, and the Divines were displeased, so they went to war with them. This divided the djinn into the five nations. Eventually, a mortal king bound 72 djinn and forced them to reveal to him their weaknesses, and in doing so, forced them to flee into invisibility, away from mortal eyes, until the prophets of the Father of Fate found them and made them interact again with mortals, if only on a temporary basis, so that they might be judged on the same basis as mortals in the eyes of the Divines. Djinn live lives similar to those of mortals, in small communities in the deep deserts. They are poets, philosophers, and soothsayers. They have communal councils that lead each community. They cherish their children, and if a mortla blunders and causes a djinni child pain, their parents will possess the mortal to punish them, even if it was an accident. Djinn envy mortal societies that are more open and connected, but have a deep ancestral fear or reconnecting to the world. |
| Notables | Dareevan, Djinni Manifest |
| Sample statistics | PRO 15 Intimidating appearance (WIL) |
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