Genies
Genies are a proud and noble race of beings with powers far beyond that of any normal race. Despite their great power and long lifespans, the genies are still mortal beings and can be killed or die of natural causes. Despite their haughty attitude and splendor far above most other races, the genies are actually one of the youngest of races, with only demons and gnolls being created after them. This is because genies were actually prototype demons created by Kyvos in order to pitch his dark schemes to the devils. However, since the genies were not able to be controlled by the devils, it was planned for them to be enslaved by Kyvos in order to power magical forces. Although they were captured en masse, they eventually managed to break free of their confines and turn against Kyvos, fighting alongside the other gods as powerful troops to the end of the war.
However, despite fighting alongside the gods, they were still considered untrustworthy spirits. Since the genies were far more powerful than the primary races, they could cause great harm to the world if they decided to conquer others and rule as kings or even false gods. In normal times the True Gods would have merely kept a closer eye on the genies, but they were preparing to enter hibrenation and therefore had to use alternative methods. The genies were bound by an oath to protect the world and which would allow mortals to fight against them if they did not follow this path. Although agreed to at the time, the genies would eventually come to consider their vows as a great cruelty as well as being unfair, and resolved to break them. They still hold grudges against the True Gods due to this, as they believe the injustice of their vows has prevented their race from truly prospering. The methods in which the genies broke their methods would eventually lead to different populations and thus, the subraces. Ifrits are the genies who broke their promises immediately and wholeheartedly, enriching themselves with power at great cost. Becoming forces for evil, they sought to dominate the lands, before being captured by mages of the primary races en masse. Though the Ifrit managed to escape, thie conquests were fruitless and they retreated into the [tbd desert] to lick their wounds and fight Marids. The Marids, unlike the Ifrit, broke their bonds via apathy. Not caring particularly about mortals, they simply ignored their promises, though they didn't actively break them like the Ifrit. Instead, they amassed wealth and fortune, ruling the deserts through control of water supplies. However, as with the Ifrit, they eventually began to be captured and used for power, so they too retreated from the world. This left just the Djinn. The Djinn, unlike the other two subraces of genie, actually kept their promises at first. Though they remained chaotic, the djinn tried their best to protect those who did good, fighting against the Ifits and eventually the Marids as this became necessary. This led to much of the Djinn race being captured and enslaved by Marids and Ifrits. The Djinn continued to defend the races of the realm to the best of their diminished ability, but slowly came to regard those they protected were just as greedy and unworthy as those they fought against. The Djinn felt it was wrong to fight for those who cared naught for their efforts and abandoned their vows.
And so, with all the subraces of the genies having broken their vows, all of them were able to be fought via three main methods. First of all, genies all possess secret names which give the knower power to summon and control them, to an extent. This name can only be learned in very specific ways, and cannot be passed down to another by simply telling them the name. Additionally, genies are bound to the earth by salt and iron, and can be controlled in this way. It should, however, be noted that this causes the genie great pain and they only obey those who control them in this way out of fear. They may go against the orders of a master such as this out of hate, as they are not bound as with their name. The third, and most common way to bind a genie is via entrapping them in an object. Obviously the mythos of the lamp means that this would be the first thing that springs to mind, but a genie can be bound in any sufficiently magical and ornate chamber. The more powerful the genie, the more powerful the object of holding must be. However, it should be noted that a bag of inifinite size can hold a genie of infinite power, but only if it is also infinitely ornate, and impossible task. Always be wary of a genie proposing they be moved to such an object, as it is surely a trap.
The genie have three different subraces, each of whom are uniquely powerful. The Djinn are usually considered the weakest genie subspecies, and they are also the easiest to capture via entrapment. Djinn are, however, the least bound to the earth due to their air-based nature and are very difficult to capture using binding, as they can easily slip out of salt in particular and even iron given enough time. They are usually bound to Marids or Ifrits, which means they often seek out servitude to mortals in order to escape such conditions (since they are only loosely bound to their masters) as they can usually wriggle away after the mortal dies. The middle tier of genies are the marids, who have great connection to water. Marids are haughty and arrogant, but willing to bargain, so long as they feel they have the upper hand. Marids, being composed of water, are easier to capture with salt and iron than the other two species. However, Marids bound in such way will eventually manage to break free and usually celebrate by drowning their former masters. Marids are calculating, and are perfectly content to wait for the perfect opportunity to strike their enemies, fantasizing about their inevitable victory in the meantime. In opposition to the Marids, and the most powerful of genies are the Ifrit. Ifrit are beings of fire and have tempers and patience to match, always eager to strike their enemies and burn everything they love. Ifrits are more powerful than Marids, but due to the Marids' natural abilities and temperment perfectly countering them they are often put at a disadvantage. This is what prompted the Ifrit to begin ensalving Djinn as proxy warriors, but they cannot resist battle and still take to their field themselves on occasion. Ifrits are almost impossible to bind due to their great power, but fear it above anything. As beings constantly indulging their desires and whims, being at the mercy of another is horrifying to them. They, of course, have no such qualms about doing this to others.
As noted above, the majority of the genie population resides within the [tbd] desert on Ærellion. One came occasionally find Ifirts outside the confines of that desert, and there are a number of Djinn on Ifyrial as well. Marids are lazy, and so they usually don't go to explore new lands, but sometimes they crop up in unepected places due to being summoned. This goes for the other two subraces as well, although Ifrits and Djinns don't tend to stay static after being released from a summoner's contro. Thus, there are genies on pretty much every continent at this point, though they are quite rare on most.
However, despite fighting alongside the gods, they were still considered untrustworthy spirits. Since the genies were far more powerful than the primary races, they could cause great harm to the world if they decided to conquer others and rule as kings or even false gods. In normal times the True Gods would have merely kept a closer eye on the genies, but they were preparing to enter hibrenation and therefore had to use alternative methods. The genies were bound by an oath to protect the world and which would allow mortals to fight against them if they did not follow this path. Although agreed to at the time, the genies would eventually come to consider their vows as a great cruelty as well as being unfair, and resolved to break them. They still hold grudges against the True Gods due to this, as they believe the injustice of their vows has prevented their race from truly prospering. The methods in which the genies broke their methods would eventually lead to different populations and thus, the subraces. Ifrits are the genies who broke their promises immediately and wholeheartedly, enriching themselves with power at great cost. Becoming forces for evil, they sought to dominate the lands, before being captured by mages of the primary races en masse. Though the Ifrit managed to escape, thie conquests were fruitless and they retreated into the [tbd desert] to lick their wounds and fight Marids. The Marids, unlike the Ifrit, broke their bonds via apathy. Not caring particularly about mortals, they simply ignored their promises, though they didn't actively break them like the Ifrit. Instead, they amassed wealth and fortune, ruling the deserts through control of water supplies. However, as with the Ifrit, they eventually began to be captured and used for power, so they too retreated from the world. This left just the Djinn. The Djinn, unlike the other two subraces of genie, actually kept their promises at first. Though they remained chaotic, the djinn tried their best to protect those who did good, fighting against the Ifits and eventually the Marids as this became necessary. This led to much of the Djinn race being captured and enslaved by Marids and Ifrits. The Djinn continued to defend the races of the realm to the best of their diminished ability, but slowly came to regard those they protected were just as greedy and unworthy as those they fought against. The Djinn felt it was wrong to fight for those who cared naught for their efforts and abandoned their vows.
And so, with all the subraces of the genies having broken their vows, all of them were able to be fought via three main methods. First of all, genies all possess secret names which give the knower power to summon and control them, to an extent. This name can only be learned in very specific ways, and cannot be passed down to another by simply telling them the name. Additionally, genies are bound to the earth by salt and iron, and can be controlled in this way. It should, however, be noted that this causes the genie great pain and they only obey those who control them in this way out of fear. They may go against the orders of a master such as this out of hate, as they are not bound as with their name. The third, and most common way to bind a genie is via entrapping them in an object. Obviously the mythos of the lamp means that this would be the first thing that springs to mind, but a genie can be bound in any sufficiently magical and ornate chamber. The more powerful the genie, the more powerful the object of holding must be. However, it should be noted that a bag of inifinite size can hold a genie of infinite power, but only if it is also infinitely ornate, and impossible task. Always be wary of a genie proposing they be moved to such an object, as it is surely a trap.
The genie have three different subraces, each of whom are uniquely powerful. The Djinn are usually considered the weakest genie subspecies, and they are also the easiest to capture via entrapment. Djinn are, however, the least bound to the earth due to their air-based nature and are very difficult to capture using binding, as they can easily slip out of salt in particular and even iron given enough time. They are usually bound to Marids or Ifrits, which means they often seek out servitude to mortals in order to escape such conditions (since they are only loosely bound to their masters) as they can usually wriggle away after the mortal dies. The middle tier of genies are the marids, who have great connection to water. Marids are haughty and arrogant, but willing to bargain, so long as they feel they have the upper hand. Marids, being composed of water, are easier to capture with salt and iron than the other two species. However, Marids bound in such way will eventually manage to break free and usually celebrate by drowning their former masters. Marids are calculating, and are perfectly content to wait for the perfect opportunity to strike their enemies, fantasizing about their inevitable victory in the meantime. In opposition to the Marids, and the most powerful of genies are the Ifrit. Ifrit are beings of fire and have tempers and patience to match, always eager to strike their enemies and burn everything they love. Ifrits are more powerful than Marids, but due to the Marids' natural abilities and temperment perfectly countering them they are often put at a disadvantage. This is what prompted the Ifrit to begin ensalving Djinn as proxy warriors, but they cannot resist battle and still take to their field themselves on occasion. Ifrits are almost impossible to bind due to their great power, but fear it above anything. As beings constantly indulging their desires and whims, being at the mercy of another is horrifying to them. They, of course, have no such qualms about doing this to others.
As noted above, the majority of the genie population resides within the [tbd] desert on Ærellion. One came occasionally find Ifirts outside the confines of that desert, and there are a number of Djinn on Ifyrial as well. Marids are lazy, and so they usually don't go to explore new lands, but sometimes they crop up in unepected places due to being summoned. This goes for the other two subraces as well, although Ifrits and Djinns don't tend to stay static after being released from a summoner's contro. Thus, there are genies on pretty much every continent at this point, though they are quite rare on most.
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