DJINN

By Benjamin Goldstein (bag4j@darwin.clas.virginia.edu) (27 October 1995)

Djinn are a kith which tend to congregate around the Middle east. They are all very interested in knowledge, religion and poetry. Many of them are almost desperate to live with other kith, and will even live with redcaps or pooka (unseelie) if they need to. Their desperation comes from the fact that (according to legend) they were cursed to be intangible to the "real world." Myths and legends, both Djinni in origin and mortal in origin tend to indicate that they were not always intangible.

Most of these Kith are Muslim, but some are Zoroastrian, Christian, and Jewish. To these Kith, faith is an art form. Art is problematic, except for art which can be memorized. Religious poetry seems to be a favorite among these kith. Whole Djinn cities are made chimerically in the desert. These cities always contain mosques (cities may be an exaggeration depending on the number of Djinn in the world, towns or villages may be more accurate.). Djinn have just come to The United States (though some have been affiliated with House Liam for centuries) to purge it of its disregard of religion.

History: the Djinn have lost most of their history due to the fact that they were once regular fae without the incorporeal aspect. They suppose that about 300-400 C.E. (A.D.) they became cursed and they think that they were the inspiration for Mohammed's revelations. They have only recently gotten any reliable information of the Sidhe. Due to the lack of information the Djinn have called their "Unseelie," a rare group, Shaitans (Satans) These Shaitans are not unseelie-like in the general sense. They try to put temptation before mortals to encourage them to do wrong, and then encourage them to become more willful about doing this. The Shaitans often find that a good system of denial is almost an art and can experience a near epiphany. (treat as epiphany with a difficulty of nine).

Appearance: Mortal seeming is invisible to all, and cannot effect the real world, unless the Djinn's banality is used to become "real" (lasts 1/60th as long as Mists) Their fae seeming seems normal, but faded, with noticeable dust/fire/water flowing around them.

(note: if you do not use the banality as the measure of "age" then the Grumps are the most common of fae.)

Seemings

Childer: almost transparant, these childer stay childer for very long. They start learning the prayers, and are very rarely bad.

Wildings: More opaque (can't see through them), these children are rarely seen without some religious instrument, or thinking of poetry.

Grumps: are very rare, most kith don't become this old, and childers often think that all grumps are hundreds of years old. They tend to be seen around religious or irreligous communities, trying to convince aothers to be more religious.

Lifestyles: Always trying to convince another to be more moral, but often very lonely, due to lack of contact with most anything. They tend to stay in one particular area, but move if they see reason. Most make Hajj once in their lives, whereas they relieve new respect and love.

Affinity: actor and element both act as affinity.

Birthrights and frailties

Since they are invisible and cannot affect the "real world" these many advantages and disadvantages are implied.

The subconscious: These kith have all learned to tell mortals information subconsciously. Thus if they say something around a mortal it will usually bounce around in the mortal's head and will eventually lead to something.

Side effects: difficulty. +1 or more to convince mortals to do something (simple commands are lower penalties i.e. go away is a +1; inspiring someone to Islam is often a +4 or so.) No unaware human can prepare willpower defenses against this suggestion. When talking to non-mortals, these fae cannot botch any empathy, leadership, subterfuge, or theology roll. When looking at mortals and figuring out motives no roll can be botched.

Ravaging is impossible, but every time art is inspired it is both made by the Djinn and by the mortal, such that the Djinn's two attributes -1 are doubled with a difficulty of 8 if five successes are gained then a point of permanent glamour is gained.

The learning: All Djinn have +1 dot to intelligence, wilder have +2 dots and Grumps +3 dots. Intelligence can exceed five but all charisma rolls are -1, -2, and -3 for each respective age group.

Banality: These kith are virtually unaffected by banality and have +1 success (assuming success) with every cantrip affecting mortals (and prodigals) to the maximum of bunk level successes. They are unaffected by dauntain and steel has no effect on them. Furthermore, in general more than five warning signs of bedlam makes a danger of Bedlam.

Special note

When the Nature realm is chosen, Djinn see it as the element realm which they specialize in.

1) Dust: includes all gound dirt rock, etc. (but not lava)

2) Mist: includes liquids and gasses (but not steam)

3) Fire: includes steam and lava (other things may be taken from the first to dots into this one.)

Note: these three are fully applicable to the level 5 nature

4) Organic matter (includes fungus, but not plants) Note excluding fungus, this is like the first dot of nature.

5)Life, excludes sentient life.

They also have a chimerical art which is not very well advanced (only since the curse have they had it)

* Create simple objects

Actor: N/A
Fae: makes fae objects (does not work with fae 1,2,5)
Element: makes raw elements/ chimerical animals
Prop: Makes objects
Scene: Makes scene (not applicable for one dot)

1 success = brick size
2 = toaster size
3 = monitor size (large monitor)
4 = human size
5 = elephant size

**: This makes more complicated chimerical items: the animals can live and the objects can have effects.

Quote: You are not following the true path of Al-lah, (Optional: hey wait where are you going)

Outlook

What little contact the Djinn have had has left some biases (in order of commonality)

Eshu: These Kith are too fond of general stories. Don't they know that a religious story is the best story.

Pooka: What is their God? They must believe in Loki or something. They are too undisciplined in their faith.

(other middle east kith if there are any)

Assamites: Al-Lah does not desire blood of disbelievers; he requires belief, even if they do not follow the laws from the Quran at least from other (Al-kitab) books can follow him.