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Djinn

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Once benevolent, now servants of fate. 

 

 

Born by the blood of the Faerin, these once mortal creatures are said to be entrapped by an ancient curse bestowed upon them by a Necromancer.  The Necromancer loved her Faerin subject so dearly until the day he betrayed her heart. In turn, her tongue betrayed him and a great deal of the Faerin that ever crossed her path. She would enchant a relic and if his sins were true and he were to touch it, this would banish his souls from the physical plane for eternal servitude. The Faerin harnessed the artifact and was then seized within. At every invocation, he was to fulfill her wishes and he would for thirty days, pleading for release as he was to live in constant darkness until each awakening. However, after moon had waned, his abilities too weakened and he was no longer valuable to the Necromancer who had grown selfish and powerful from his services. In her wickedness, she would take his relic into the depths of an abandoned cavern so that he would spend the rest of his days in darkness. Before she abandoned him to birth many other Djinn for her power hungry ambitions, she left him the key to his freedom: Only when the evil would flee his heart and by an act of kindness would he ever be liberated from his curse. Yet the longer the Djinn dwelled in his solitude, the greater his darkness would fester. For this, many who stumble upon the artifact holding a Djinn will often be met with malice, as these ancient creatures remain in a constant realm of shadows, fear, isolation. 
For players, the Djinn can only be propositioned for all of three wishes and this can only be achieved once the player has learned of the Djinn's true name. Many Djinn willingly gift their titles just to experience a day in the physical plane where as others will refuse as they know their state to be inevitable. Djinns can be bribed with granted time, worldly goods and kindness or false hope. 

*Players who choose to play the Djinn may only physically manifest by the will of another player. This can be constant or temporary. The Djinn's fate lies in the other players hands. At the beginning of a Djinn's summoning with any one player who learns the Djinn's name, you will be limited to 30 in character days before your character is again trapped into the artifact. Once the Djinn's name is revealed, the Djinn may come and go from it's place of rest as it pleases during this time frame. However, if the player in possession of the Djinn's relic desires the Djinn to rest, they have the power to banish it from the physical plane. If the Djinn is ever released from it's relic, your character will then take on the stats and abilities of the Faerin. 

Physical Appearance

In physical form, the Djinn appear similar to their previous Faerin bodies. They do not stand above six feet in height and fashion pointed ears. However, the cast of their skin is tinted blue with unique markings across the flesh. Their nails are lengthy and tapered, their eyes glowing like gems against starlight and the ends of their tresses feathery. Surrounding their frames is an aura which can be compared to cerulean smoke. When summoned without a name, they dither in a translucent state between that of physical and spiritual embodiment. 

Lifespan

Djinn do not live nor die. They are spirits temporarily granted physical forms at summoning's. Only when the Djinn is released will it then take on the lifespan of a Faerin. Their fate is entirely dependent on the player which summons the Djinn. 

 

Common Locations

 

 

 

 

 

 



Reproduction
 

Even when physically manifested, Djinn are unable to reproduce nor replicate another Djinn, as they are born only through the curse of an expert Necromancer.


Starting Factors

Alignment: Chaotic Neutral/Evil

Personality: Deranged and spiteful at most greetings, oftentimes desperate or solemn.   
Recommended Class: Wizard, Warlock. (Any player to start with a recommended class will receive an additional +1 proficiency bonus on listed class abilities. Djinn may not play the class of a Necromancer.)
Unique Abilities
1. Conjure Desire- The Djinn can grant any three wishes of the subject who summons them. (This can be a physical object, modifier, gold, weapon or sensation approved by the mod team. Mana Cost: 5
2. Transcendence - The Djinn is able to travel from the physical plane to the astral plane as to observe another person at any given time. Should any travel through the astral plane at the same time as the Djinn, the Djinn has the ability to cut the spiritual tethers of that subject, permanently separating the soul from the physical body, killing the target. (This can only be used once in combative occurrences. Mana Cost: 10
3. Manipulate Elements - In the face of elemental magic, the Djinn can alter the elements around them. (Turning fire into water, redirecting the air, bending the terrain, etc. Mana Cost: 10.)
4. Immortality - The Djinn can not be killed. (However, a banishment spell or the keeper of it's artifact may rid of the Djinn.)
5. Conjure Dream - The Djinn can grant any illusion to all people when summoned. (Mana Cost: 8)
6. Masquerade - When physically summoned, The Djinn can mimic any other physical body for one hour. (Mana Cost: 5)

HP: 0 
Damage: D6
Armor: 0 
Dexterity: 0 
Intelligence: 10
Mana: 20 + D20*

*Per each summoner of the Djinn, Mana does NOT replenish for unique abilities. Use these wisely. If the Djinn does not have enough mana to grant the third wish, the time between the summoner and Djinn will terminate early.
 

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Thedas

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Gisla

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