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==Great Wheel== Djinn are an arrogant breed, looking down on all races incapable of natural flight, but not a malicious one; despite their arrogance, they have a fundamental respect for the notion of freedom, like most airy [[elemental]]s, and are generally content to live and let live. On the Plane of Air, they dwell in isolated freeholds made of solidified clouds or floating islands of earth. Such a freehold consists of 6d10 "commoner" djinn, often with about one-third that number in [[jann]], as well as a staff of lesser air [[elemental]]s that function as servants, soldiers and laborers. The leader of a freehold typically calls itself by an Islamic noble title, and the loose society of the djinn centers itself around the more powerful members of their kind, called "Caliphs"; each caliph rules over all djinn estates within two days travel, and ultimately they report to the Great Caliph, the supreme ruler of their race who dwells in the Citadel of Ice and Steel. Such is the power of this Great Caliph that even the [[fey]] races indigenous to the Plane of Air offer the position respect or outright serve the current incumbent. Rumor has that even [[Sardior]], the god of the [[Gem Dragon]]s, has been known to visit the Great Caliph of the Djinn. Perhaps due to their arrogance, the djinn are frequently at war. On the Plane of Air, they regularly battle [[Cloud Giant]]s, [[Storm Giant]]s, and other airy [[elemental]]s. But their bitterest and most long-lasting feud is with a fellow [[genie]] race - not the [[Dao]] of the Plane of Earth, as you might expect (perhaps due to the fact each finds the other's environment nauseating if not terrifying), but the [[Efreet]]. This ultimately stems from their opposing personalities; though the djinn are an arrogant race, they respect individual achievement and hate slavery - djinn have servants, yes, but in the form of retainers who enjoy their position and respected for their aid. In comparison, the efreet are tyrannical, authoritarian, and love to enslave others. It's not unheard of for particularly driven djinn to undertake crusades or raids against efreet or dao to free their slaves and embarrass them, and [[lulz|they will cooperate in any attempt to embarrass or thwart their enemies]]. Djinn possess a number of magical abilities, mostly relating to illusions or low-level transmutations. Their iconic power is their ability to summon a whirlwind as a personal steed to carry them at speeds far faster than they can fly. These genies look like exceedingly tall, well-muscled men and women, always possessing attractive, noble-looking features. Their skin color ranges from pale blue to the more common olive-brown and dark tan of desert natives. Their eyes are usually brown, but there are also blue-eyed djinn, who are believed to be marked by Fate for great actions. (Blue also suggests increased powers of the evil eye, however.) Djinn dress in airy, shimmering silks, which are designed for comfort as well as to flaunt their musculature. Uniquely amongst the four "true" genies, djinn can't grant wishes at all - only the more powerful "Noble Djinn" have this ability, and they can only grant three wishes to a single individual in that individual's life. <gallery> <center> Djinn 1e.png Djinn MCV1.jpg genie MM 2e man.png 2e Djinni Female (LoF).png 2e Djinni Male (LoF).png Noble Djinni.gif Djinn & Efreeti 3E.jpg </center> </gallery> ===5e=== {{NotFunny Sourcebook}} Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature. Djinn rule floating islands of clouds covered with enormous pavilions or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. The djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air. The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly. A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djin11 resent the cruel wizards that have imprisoned their" kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.
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