Djinn

DJINN RACE GROUP


Djinn are part of the Enchanted race group. Copy and paste in-world to join:

secondlife:///app/group/c0ba461a-6471-2ba8-d0b8-ad177cf7b555/about


DJINN LEADER


See the Enchanted group for any leadership information. You are free to make your own unofficial House of Djinn, according to the unofficial grouping rules.

DESCRIPTION


Djinn are supernatural spirits made of a “smokeless and scorching fire,” often invisible to the naked eye. They have permanent residence in the astral plane in Kaf (Qaf), a realm of emerald mountains surrounding the physical world. They can be good, evil, or neutral to the plights of other beings. Most modern lore places their origins in the Middle East, though western Djinn can be found as well. The power of the Ascension stone and other axis mundi renders them visible, drawing them from their normal spirit realm.


They can live anywhere, though prefer remote places such as deserts, ruins, and tunnels. Many new homeowners are surprised to find that their house is occupied by a Djinni. They like to sit in the shadows and are more active when the dark comes. Djinn can be found often in marketplaces, and some superstitions hold that it is never a good idea to be the first person to enter a market or the last to leave it, lest a Djinni find them.


They generally are attached to a place or an item. Finding a Djinn's reliquary may grant the finder power over the Djinn. Many Djinn do make their homes in antique lamps, reportedly due to an affinity for shiny things. However, reliquaries may be anything from antique oil lamps to empty pop bottles. Djinn guard the identity of their reliquary closely, and take every effort not to have it fall into someone's possession or get destroyed.


They regard themselves as the rightful rulers of the world and look down on narrow-minded agendas. They also have a certain dislike against humans, as humans were the first to discover their reliquaries could be possessed in order to control a Djinni. The Djinn claim to be the first sentient beings and that they originally shepherded humanity and taught them gifts on how to survive.


King Solomon was said to have a ring that he used to brand Djinn as slaves and bind them to the first reliquaries. In 950 BC, Djinn nobles led an assault against King Solomon. Some ancient Djinn remember what it meant to be at war with humanity, with heavy losses tallied on both sides. Eventually, Djinn retreated back to Kaf, coming only to the earthly plane as long as their race could remain hidden. Even today, the relations between the Djinn and humanity are stressed.


Djinn have a complex society that is centered around their cities in Kaf. Each city is ruled over by a caliph, usually a very old and powerful djinn, who answers to an amir, who represents the Sultanate, the central government of the Djinn. The cities usually squabble among themselves, but most conflicts are fought out by proxies in the earthly plane. Djinn consider becoming indentured to a mortal a fate worse than death.

APPEARANCE

 

Djinn have a true form and a false form. Their true form is an unmasked version of themselves. Djinn choose whether or not they wish to remain hidden or take on a false form, which looks very much like a regular human.


The false form may hold hints of their true race, such as pointed ears or glowing eyes, but generally appear to be "normal", whatever that means in Ascension.


True forms of Djinn are usually blue, purple, or green-skinned, though they may even be colorless. Ifrits tend to be bright orange or yellow in color, representing their association with fire. They usually have pointed ears and glowing eyes. Some may have sharp teeth or talons. They may wear Middle Eastern garb in their true forms, or what people would think of when they hear "genie" (though don’t call them that -- it’s considered demeaning). Depending on type, they may be slender and graceful or muscle-bound and powerful.


Djinn transformation is unlimited outside of combat. They will be weaker in their false forms, and may transform if a combat situation arises, though this should be done fairly and no transforming in the middle of a fight.

RELIQUARY


Djinn have the ability to turn into smoke when they enter or exit a container, called transubstantiation. This process occurs when the heat from a djinn body's ignites with the oxygen in the air giving the illusion of smoke. Space in a bottle to a djinn is very much like a room in a house for which they still retain djinn power and are able to make their stay comfortable for themselves.


Djinn can exit their reliquary at any time they choose, and are not obligated to appear when bidden. The old lore about rubbing a lamp to make the genie emerge is complete rubbish, as any good Djinni would stay well inside their hideout until after the pesky mortal leaves. Djinn unlucky enough to have had their reliquary seized may emerge when their master rubs the lamp (or whatever they reside in), but it is allegedly merely to stifle the noise of greasy hands squeaking along their beautiful home.


They are attached to their reliquary. Lamps are indeed common, because they find them pretty and were relatively common in the heyday of the ancient Djinn. If the object is found, and the Djinn is currently away from the reliquary, they can be forced to obey the finder. They are not allowed to directly harm the finder of their reliquary at any time, though they can do so indirectly by getting a third person involved. They can only be set free by the finder of the reliquary, either voluntarily or through trickery, or by the death of the person. Though they do not grant wishes, they may do the bidding of the finder in order to regain their freedom. No summoning from great distances is allowed (unless a discrimen is used), but if they are within their reliquary at a given time, they may be awakened. There is nothing worse in the universe to a Djinni than being “owned” by another and unable to return to Kaf.


WISHES


Djinn do not grant wishes, and take offense to such nonsense asked of them. They may do the bidding of the owner of their reliquary, but they do have free will and can deny any request given them. Most, however, comply in order to try to bargain for freedom.


They do have a certain type of “emergency wish” (though they hate that terminology) called a discrimen. This is generally a very long word that the person can only utter in an absolute emergency to summon the Djinni from any part of the city in which they reside. Their owner must have their reliquary on them, and upon utterance of the secret word, the Djinni is alerted to their exact location. They must, however, still travel there through mundane means. (no teleporting).


SHIFTING


Djinn are occasionally able to focus all of their metaphysical energy into shifting into a mundane object. They can transform into almost any mundane object as long as they have seen and touched it in person. When Djinn are disguised as objects such as walls or statues, they are unable to speak or move until they transform back to their corporeal form. They are unable to transform into anything mechanical or electrical, or anything with moving parts, nor can they become any sort of weapon, as the potential for damage to their form is too great.


AGE OF CHARACTER


Players can choose to make their djinn up to 1500 years old, but much younger ages are recommended due to the difficulty in accurately portraying a being that has been around for that long (i.e. knowing the entire history of the world for 1500 years can be quite taxing to RP). Recommended age is in the mid-hundreds. If you do choose to make a very old djinni, make sure you’re very well versed in the events of the last two millennia. And bear in mind that age does not equate to power in our sim, so making an older djinni affords no enhanced strength bonuses. 

DJINN TYPES


JINN/JANN

Jinns are the basic Djinn class. They can be good or evil or in between. Their true forms tend to be blue, purple, or green, but can vary.


Unique Ability:

  • ⊱✦§Shards of the Djinn§✦⊰

The Jinn focuses, releases a burst of magic and forces it to become material- taking the form of a shard as large, thick and sharp as a standard dagger. Though it's usually just hurled at an opponent, it can also be wielded as a short-range, close-combat weapon for a short period.



IFRIT

Strength and cunning mark this class of Djinn. An ifrit is generally associated with fire, lives underground, and frequents ruins. They generally marry one another, but they can also marry humans. They are particularly susceptible to magic. Most often wicked and ruthless. True forms tend to appear "fiery".


Unique Abilities:
  • ⊱✦§Smoldering Glower§✦⊰

By staring into the person's eyes, the Ifrit enacts a subtle manipulation of the mind. If successful, the character will feel and believe they are in a blazing inferno. There will be no physical damage, the sensation is entirely in their head and is often used by the Ifrit simply to torment, or to end a confrontation swiftly.

  • ⊱✦§Blood of Fire§✦⊰

Ifrit blood burns like acid. Small amounts ingested act as a burning poison. Large amounts injected or ingested may cause spontaneous combustion.



MARID

Marids are often described as the most powerful type of jinn. The males particularly tend to be very muscled and large. They are quite proud of what they are. Traditionally, they are associated with water, and can often be found around it. According to folklore, they also have the ability to grant wishes to mortals if beaten in battle. While that is not necessarily true, defeating a Marid may earn the victor the loyalty of the Djinni.


Unique Abilities:
  • ⊱✦§Unmovable Waters§✦⊰

Using this ability, the Marid summons the power of the insurmountable tide and infuses it into its being. Its form becomes weightier, and near impossible to knock over. It can still be injured, and there is no pain tolerance involved, it simply makes them sturdier and incapable of losing balance.

  • ⊱✦§Seascale§✦⊰

The marid, when threatened, can manifest armor-like scales covering its body.



GHUL

In ancient Arabian folklore, the ghul is a fiendish type of Djinn that dwells in burial grounds and other uninhabited places. It may try to lure unwary people into abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, taking the form of the person most recently eaten.


Unique Abilities:

  • ⊱✦§Careless Trust§✦⊰

The Ghul often uses this ability in an effort to manipulate others, to have them stripped of their will and abide by the Ghul's wishes. It first causes the person to distrust all around them, then they will believe only the Ghul to have their best interests at heart. It works as a form of hypnotism.

  • ⊱✦§Bone Crusher§✦⊰

These djinns require an additional ration of plain, raw, fresh bones everyday, regardless what else they have eaten. It depends on the player to determine how they will obtain the bones through IC means. This form of diet will provide the djinn with the capacity of most easily crushing bones with their bare teeth, applicable both in true and false form. 



SHAYTAN

Shaytan are exactly what they sound like: wicked tempters of the innocent, often twisted fiends seeking to corrupt everything in their path. They may do so outwardly, or with subtle sinister intent. They are chessmasters, loving a good game. Their true form generally appears consistent with their twisted ways.


Unique Abilities:

  • ⊱✦§Deepest Desire§✦⊰

The Shaytan use this ability most often to lure and ensnare the unsuspecting- to feed, or simply to toy with them. An image is projected into the person's mind of something they desire the most, when they look upon the Shaytan, it's the coveted person or object they will see.

  • ⊱✦§Djinn Tears§✦⊰
Tears of the Shaytan can be mixed in to drinks or given straight in order to induce varying levels of amnesia.

DJINN ATTRIBUTES


All Djinn carry these attributes, regardless of subrace. 


⊱✦§ AURA PERCEPTION §✦⊰

The ability to learn various qualities of a person through their aura. This is -general- knowledge about someone, their state of mind be it happy or sad and such. You will not be able to learn their name, kinks or their address and phone number, and as always OOC consent is key.


⊱✦§ CURSE OF THE DJINN §✦⊰

The ability to place a curse upon another player (with consent). It's often used when their vessel has been found/claimed, in order to try to get their freedom back. This curse when used causes severe confusion and may make the person very open to suggestion. ("You want to see me free, don't you?...")


⊱✦§ ELIXIR OF THE DJINN §✦⊰

This is not an actual elixir, it's the scent of the djinn, that leaves a mark in their vicinity if cast. This scent can be only picked up by other djinns, elementals and the mutants. It will not tell the identity of the djinn, just that one has been there.


⊱✦§ FLYING CARPET §✦⊰

When touching a rug with bare feet, they can cause it to rise and ride on it. They can take one person with themselves using this ability. It requires a lot of concentration and distractions will make the djinni lose control of the rug. It consumes a lot of energy, should be used sparingly.


⊱✦§ GIFT OF TONGUES §✦⊰

To all but selected listeners, the Djinni is speaking an odd and unknown sort of language (Djannti, the true language of the Djinn). Selected listeners are able to hear the translation of the words to English, however. Requires unbroken concentration and proximity to target.


⊱✦§ PURITY OF FORM §✦⊰

Highly resistant (but not immune) to toxins. Additionally, many types of injury that would leave permanent damage heals normally (e.g. burns). Not a get-out-of-injuries free card. You must take appropriate damage in a fight. This just means you will heal without permanent damage. No effective 'shortening' of healing time. Resistant to common toxins, but NOT immune as stated. Some effect would be expected from drinking an entire glass of arsenic.


⊱✦§ UNNATURAL ATTACHMENT §✦⊰

This is a bonding ritual that keeps all Djinn that have it intricately linked with their reliquary. If it's been found, damaged or taken, the Djinni will know, and can easily locate it- though all the usual Djinn rules apply. They can find it, but they will still be unable to injure the person who has it.


⊱✦§ WHIRL §✦⊰

The ability to call forth a sudden gust of wind that may serve as an extension of the Djinni, such as pushing a nearby person or throwing small items. The wind can only move things a normal person would be able to lift.


DJINN POWERS


Choose ONE of the following to use in addition to the race attributes listed above. 


⊱✦§ ENERGY HEALING §✦⊰

The Djinn is able to manipulate life energy to engage in healing. Read the healing guidelines. There is also also said to be magical healing properties to these Djinn's saliva.


⊱✦§ MAGE CLASS §✦⊰

Djinn that take this power are the magicians, mages, warlocks, and wizards of their kind. 

WEAKNESSES


Reliquary

Djinn are attached to their reliquary object, and if it is found, they must obey the finder. If it is damaged or destroyed, the Djinni loses all powers until they are able to perform another ceremony of attachment. 


Salt
Djinn are adverse to salt of all forms. It can be used to keep them at bay and can burn their manifestations. 

Loud Noises

Djinn hearing is well developed and they are very unsettled by loud noises. Depending on the level of noise and the duration, they may be simply driven off or affected so severely as to lose consciousness. 

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