Djinn Species in Alvez | World Anvil
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Djinn

Scheherazade
Scheherazade by Valentine
Scheherazade, Djinn Consort to the Sultana of Iram, Guardian of the 1,001 Nights.

Basic Information

Anatomy

The Incursion of Mount Qaf was unlike the Tear, leaving the Djinn unstable as they were left in the Bleed. Lost in the swirling maelstrom of Hud, the Djinn possess no physical bodies and exist slightly out of phase with the rest of the world. Left untethered, they are dissipated into a chaotic, semi-sapient formless masses of magical energy. These "lost" djinn, by choice or circumstance are the Seventh Tribe, The Boundless. The remaining 6 tribes are the Bound  

The Bound

  To maintain their level of existence, a Djinn must bind itself to a vessel, either animate or inanimate, that acts as its physical anchor to Alvez. While typically out-of-phase with Bediz senses, manifested djinn take on the characteristics of their vessel, reflected in colour, ornamentation or features. Djinn are capable shape shifters, and can alter this manifestation, a projection of their true, invisible forms. They can easily change form, shape and corporeality at will, but tend to maintain some inherent traits reflecting their self-projection that remain unless conscious effort is made to hide these with truly illusory features.   Bound djinn typically take on a roughly humanoid appearance, although specifics of size, colour and features may vary greatly. Djinn are capable of compressing themselves down to physically fit within their vessel, or can tower high above the average Bediz. While some possess the skin tones of the Bediz, many can appear in vibrant shades of red, blue, green, purple or a myriad of other colours.   Many djinn, while capable of manifesting a pair of humanoid legs, instead choose to manifest their lower bodies in different ways. Most commonly, this manifests as a tail-like connection, wide at the waist and narrowing to a point, which physically anchors them to their vessel. This appearance is especially prominent in Djinn living outside of Iram and with inanimate vessels.   Djinn connected to animate vessels, such as snakes, scorpions, spiders and lizards, typically leave little physical evidence as to which specific and easily crushed entity they are attached to, instead manifesting themselves with only an imperceptible thread of magical energy linking them to their vessel. Such djinn may appear with the lower bodies of scorpions, snakes (often mistaken for the Margot ) or other animals, or take on a bipedal form with the feet and legs of these creatures.   While rare, some djinn may take on other features of their animal hosts, such as claws, animalistic faces or eyes. These are most common, but still rare, in the remote desert tribes. In their most common form, however, most have humanoid upper bodies, with sharp features and pointed ears, slightly larger than those of the Bediz, but similarly oriented.  

The Boundless

  Unbound Djinn are chaotic, semi-sapient forces of magical chaos, Fis and Druidecht, powerful, but undirected. Even Vessel Djinn regard the boundless as little more than rabid animals or forces of nature, lacking personality and true agency or awareness. The boundless are not without bodies, but they are dispersed taking the form of sandstorms, waterspouts or wildfires.

Genetics and Reproduction

Djinn can copulate among themselves, but are also capable of producing offspring with other Tuath of Alvez. To accomplish the latter, the djinn will possess a consenting vessel. The Djinn's partner engages in sexual activities by themselves or with another partner. During this experience, the possessed individual is entirely unaware of their surroundings. This can result in pregnancy with similar ratios to the partner's species.   Half-Djinn offspring, known as Bilqis, are carried to term with the normal gestation of the partner's species, largely indistinguishable from a normal pregnancy.

Ecology and Habitats

The Djinn can exist fully on the slopes of Mount Qaf, but otherwise are constantly being pulled in all directions by the wild flow of the Hud around them. To protect themselves against this magical torrent, they must anchor themselves to a vessel. These vessels, while protected by the djinn's power, remain mortal and destructible. As a result, Djinn typically will take great care to protect these vessels, setting up their homes in desolate, dark places, safe from both the elements and trespassers. 4 of the djinn tribes keep the locations of their settlements a closely guarded secret.   The Djinn of Iram, however, live more openly among the Bediz, using physical pieces of Mount Qaf to turn the city itself into a "vessel", allowing them to move freely through the city. These djinn still require their own anchors, but rely on social convention and Bediz allies to maintain the safety of their vessels, rather than physical distance and warning others away.  

Vessels

  Djinn residing in inanimate vessels can manipulate the space within to create a larger dwelling than can exist within the space, similar to the concept of Fae Silverkeys. A bottle or lamp, for example, can include anything from a large room to a palace or oasis, depending on the power of the Djinn and the energy they have available to them. Unlike Silverkey space, however, it is difficult, although not impossible, for an entity other than the controlling djinn to enter this extradimensional space. Djinn cannot move their own vessels, which is why many choose the less opulent, but more ambulatory animate hosts.   Djinn can temporarily move up to leagues away from their vessel, but grow weaker at further distances, constantly fighting against the buffeting Hud. A djinn may be severed from their vessel at extreme ranges.

Dietary Needs and Habits

Incapable of consuming pure Foyson like the Fae, the djinn must consume actual food and drink to maintain themselves. However, they prefer the taste and texture of decaying meat, moldy bread and rotten fruit.

Behaviour

Generally, the djinn are viewed as arrogant, confident and capricious, prone to displays of power and boasting. They are quite confident in their powers and often look down on their non-djinn neighbors, but can also prove themselves to be loyal and useful allies, especially to kin and those who aid their kin. The djinn can be generous or vindictive, clever or overconfident.   As a rule, they tend to be less flightly and more directed than the Fae, capable of focusing on the same task for centuries without concern or shirking of their assignment, although they may think a given task is beneath them.

Additional Information

Social Structure

The Djinn are a tribal culture, divided into 7 tribes, each lead by a singular king. These tribal groups are tight knit and remarkably well connected, even as individual djinn may reside alone across seemingly vast distances. Djinn make it a point to defend their kin and allies, avenging outsiders who have killed or injured one in their number with impunity.   The names and makeup of the tribes are not shared with outsiders, but it is surmised that one such tribe, under an individual called "The Paynim King" rules Mount Qaf. Two tribes reside in or near Bediz settlements, especially Iram of the Pillars, one openly, one in the shadows. Three have little organized contact with other Tuath, residing far from civilization. These are the Desert Tribes.   The final "lost" tribe is the Boundless, the djinn who have been lost to the torrent of the Hud. The Boundless seem to lack any organizational or social structure, but are considered a tribe by the others and referred to as such.

Facial characteristics

The average Djinn possesses slightly pointed ears, oriented vertically. These are a little larger than those of the Bediz, but much smaller than those of the Eladan.

Geographic Origin and Distribution

The Djinn are centered on Mount Qaf, a floating island made of Emerald in the center of The Shifting Sands. The vast majority of the Djinn live on the mountain, but others have spread beyond it for a multitude of reasons.   The Desert Tribes reside in the shifting sands, although some have found their way into Outremer and Slaver's Coast. Their are notable djinn populations in Iram of the Pillars and Pharos, but the majority seem to live in their own remote communities. Almost 95% of the known djinn population resides in Alkebulan, while the majority of the rest can be found, as individuals rather than population, in Maleth, the The Golden Sea and Asturias. Djinn appearing North of the Mor Kreizdouar is almost unheard of.

Average Intelligence

While the djinn pride themselves on holding centuries of knowledge and being far above the intelligence of the Bediz, this is in fact, not a universal fact. While the djinn can be immensely clever and knowledgeable, sometimes to the point of appearing omniscient, others have been tricked by simple fishermen.

Perception and Sensory Capabilities

Existing out-of-phase with Alvez, the Djinn do not possess the same sensory capabilities of corporeal creatures. Instead, they navigate and engage with the world via the Hud, sensing and following the flow of magical energy. This has the effect of them being capable of mimicking the use of sight and sound, but has some side-effects in touch, taste and smell.   The Djinn are highly resistant to sources of elevated heat or cold, or sharp objects, and are capable of handling all with little effort or damage to themselves. This same resistance however, can lead to harm, as they are slow to react to extreme heat or cold, making them especially susceptible to hot-burning fires.

Symbiotic and Parasitic organisms

The Djinn cannot exist on their own outside of the boundaries of Mount Qaf, and will be dispersed in the chaotic Hud that buffets them. To survive, they must attach themselves to a vessel, which can be inanimate or animate. These latter may be simple creatures, such as snakes, scorpions or lizards, or they may be sapient Tuath, most commonly Bediz.   Djinn can copulate with consenting partners of other species, producing half-djinn offspring, Bilqis.   Djinn may also possess unwilling vessels, retaining control by force of will until driven out in an exorcism. This is typically done as an act of self-defense or revenge against an assailant of an ally or tribesman.

Civilization and Culture

Average Technological Level

Djinn are responsible for the creation of Iram of the Pillars, built around stabilizing elements of Mount Qaf, allowing the djinn to live freely without fear of dispersal. As a result of this marvel, they are prized as architects, engineers and builders and sought out by the wealthy and powerful across Alkebulan.

Major Language Groups and Dialects

Djinn writing is similar to that of Ubar, but each letter is written separately, unlike the flowing calligraphy of the Bediz counterpart.

Common Taboos

Djinn practice a variation of Rune-Magic, and cannot enter, possess, or pass through objects marked with specific runes. These are often used to prevent possession by djinn, trap a djinn within a particular vessel or facilitate their passage through a location.   Djinn, entities of pure magic, are especially susceptible to Fis. Holding the names of an individual djinn grants the holder immense power over the djinn, even by the standards of the Fae. As a result, Djinn are especially protective of their names, especially the written form.   While not sharing the allergy to iron of the Fae, the Djinn are unable to move iron under their own power. A small iron rod, for example, can completely immobilize a djinn, pinning them beneath it.

History

Alvez was created by the Tear, when the previously parallel universes of Bedouar and Faerie became merged. A similar incursion, leading to the creation of the Shifting Sands, occurred when a fragment of the Djinn World, Mount Qaf was pulled into Alvez. Unlike the Tear, the worlds pulled away from each other, averting a larger calamity, but leaving thousands of Djinn stranded in Alvez.   The Djinn, poured out of Mount Qaf to secure strongholds against the storm of Hud, conquering large parts of the Shifting Sands. One Tribe made an alliance with a small Bediz kingdom, creating the Caliphate of Ubar and its glorious capital, Iram of the Pillars.  

Displaced Spirits?

Some have equated the Djinn with the concept of Genius Loci, the spirit of a place, linking them with the similar concepts to the Fisher Kingdoms, the Boudic and others. If these theories are correct, the Djinn may not be as alien to Alvez as common understanding holds, but rather are genius loci detached and cast off from places that formerly existed prior to the tear.

Interspecies Relations and Assumptions

For the most part, the Djinn do not seek out the company of the other peoples of Alvez, keeping to themselves in remote communities. At times, however, they will interact with their neighbors as individuals or on a larger community level. This may take the form of surreptitious influence and possession, or open trade and communication.   Djinn, both the Boundless and those with vessels, are often utilized as spies and assassins.  
  • Bediz
  • Of the Tuath of Alvez, the Djinn have the most contact with the Bediz. The two peoples make deals, live together in communities, and even enter into romantic relationships with each other. Offspring of a sexual encounter between a Djinn and a Bediz are called Bilqis.   Formal marriage between Bediz and Djinn varies based on which of the seven tribes the djinn belongs to. Some encourage this union, others strongly discourage and at least one expressly forbids them.
    Conservation Status
    It is difficult to ascertain the true numbers of the djinn found in Alvez, for a variety of reasons: The isolationist policies of Mount Qaf, the reclusive nature of the remote desert tribes, and the nature of the Boundless.   It is presumed that the Boundless make up the largest "tribe" of the Djinn, followed by Mount Qaf and the desert tribes, although little is known about the numbers of either group. Estimates of both places numbers in the thousands, while the tribes that reside in Iram and other Bediz settlements number in the high hundreds.
    Body Tint, Colouring and Marking
    The djinn are a colourful people, possessing a wide range of skin tones and hair colours. Some have skin tones found in the Bediz, while others have more striking shades of reds, blues, purples and greens. While hair colour is similarly varied, djinn hair is typically found in darker hues.
    Geographic Distribution
    Related Ethnicities

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