The Jinns
Origin
The Jinns were the creatures made by the Creator before he’d make the descendant races. Jinns are made of smokeless fire.
The Jinns are almost like the descendant, they have feelings, they love, they hate etc. The difference between a Jinn and any descendant is that Jinns are part of both the unseen realm and the realm descendants live in. They can appear visually in front of a descendant by swifting itself into the colour spectrum of lightwaves, that way the Jinn becomes vulnerable to physical damage, aswell by the environment.
There are two different types of Jinns, the good Jinns and the bad Jinns. Each Jinn has his own characteristics making them special in their own ways, but no Jinn is able to harm descendants in direct ways, unless they feed the Jinn with a lot of fear.
Jinns’s strenght grow from the fear of descendants empowering their abilities aswell.
From the beginning they’ve kept a close relationship with each descendant race, they developed a love towards the farfolk race, most of the Jinns living around the desert.
They’ve firstly came into dirrect contact with descendants when they were summoned, through a specifid ritual, Jinns have the ability to appear as mythical creatures.
Physical Description
Lifespan
Jinns being made by smokeless fire, they do not know their age, although they begin at 35 years, aging as a Jinn allows the Jinn’s strenght grow little by little. Jinns’s bodies have different colors, their form can be of a human, dwarf, orc or elf, they do not wrinkle or show any type of aging process even tho the Jinn ages, the skin color is the only thing that makes the age of a Jinn guessable, by aging the skin of a Jinn gets darker and darker colour until the day they die, in which the Jinn becomes visible to every descendant surrounding and turns into ashes.
Jinns prefer to stay around heating places, into the mountains around the deserts or live literally in the same city descendant live. They have no problem staying near lava or even touching it as long as they are not into the visible realm of descendants, making them physically vulnerable.
The lifespan of a Jinn ends at the age of 350 years.
Subtypes
Ifrit
Ifrit is the strongest Jinn of all, his appearance strike fear into the hearts of descendants and even Jinns. He is made out of the purest form of smokeless fire. He is the father of all demonic Jinns.
Ifrit is one of the strongest servant of Iblees, his branch of Jinns serving Iblees into deceiving the poor souls of descendants. The Jinns serving Ifrit are often related with dark magic, summoned by dark mages to fulfill their will as long the dark mage offers a sacrifice. Often the dark mages sacrifice living descendants to Jinns from Ifrit’s branch to fulfill their will, but sometimes souls are requested by the Jinns appearing in mythical forms to the dark mage, to fulfill its will.
Ifrit has no end as long Iblees lives, his appearance in the visible realm is terrifying and extremly rare.
Strenghts and weaknesses
Once the Jinn is feeded with enough fear, he can possess the descendant in cause. The possessing process is a very dangerous process for both Jinn and the possessed. If the person possessed gets damaged, so does the Jinn, the scars never healing, meaning if the person possessed dies, so does the Jinn.
Once in the visible realms, the Jinns can be damaged but not killed unless it is with a weapon forged and blessed by a cleric.
The damage a Jinns takes in the visible realms are healed once returning to the unseen realms, but once struck by a weapon forged and blessed by a cleric, the scars will remain with the Jinn forever.
In the unseen realms Jinn’s bodies are gaseous but once swifting into he visible realms their bodies become flesh and bones, as every descendant. Their bodies have a reasonable amount of muscles, helping Jinns in direct combat.
They cannot provoke a direct combat, but if they are attacked, they can defend themselves and even harm the attacker, the only time a Jinn is able to directly attack someone is after they’ve been feeded with enough fear by that person. If they are near Thanhium or any toxic material in the unseen realm, they wont feel any effects, but if they are close to toxic materials in the visible realm, they will suffer the same effects as the descendants.
Jinns gain strenght in the night time, specially if there is a crescent moon.
Mental Description
Although the Jinns are powerful begins, they have the do have the same perspective of life as the descendants have, they share the same feelings with descendants, making them more comfortable to reveal themselves. They do have their own attributes tho, Jinns are more sensitive than humans and they do not show that. If a Jinn gets extremly sensitive he can turn himself to the branch of Ifrit. But there are good Jinns, if you show them love and compassion they will reward you with safety and loyalty.
Once a Jinns trust a descendant enough, he can attach himself to the descendant, making the descendant his impera, the Jinn would listen to the orders of his impera till the end of times.
If a Jinn falls in love with a descendant he’d fall into madness once realising their fate cannot be together, he’d side with Ifrit but will never do harm to the person he loved and its loved ones.
If a Jinn sees a person he cares of suffering, he’d do anything to help that person, even if it would mean to die for it.
Jinns can be affectionate beings but if they feel betrayed they will do all kinds of bad things to that person, until he is satisfied with a sacrifice.
They are not able to learn any type of magic or art that requiers a [MA].
Abilities
Each Jinn has its own special ability, they can only have only one special ability.
List of abilities a Jinn can possess:
- Flying
- Casting Fire (pure fire)
- Strenght of an olog
- Shape shifting
Flying allows the Jinn to travel faster throught the world, at an incredible speed.
Casting Fire makes the Jinn able to release pure fire.
Strenght of an olog makes the Jinn strong as an olog.
Shape shifting allows the Jinn to transform itself into a mythical creature. Once shifted to an animal, they take the attributes of the animal. Their common tongue becomes will be at the same level an olog would have.
Redlines
Physical Redlines
Lifespan Redlines:
- Jinns age faster than descendants, each year passing by counts as 3 years for a Jinn.
- The skin of a Jinn gets darker as he ages.
- From 250 years, the Jinn starts feeling the aging process
- At 300 years, a Jinn would be too old to use his abilities.
Subtypes (Ifrit):
- To be chosen by ST.
- Can be played only by ST.
Mental Redlines
- Jinns are most likely to develop depression.
- They attach themselves to descendants easily.
- They seek the love of descendants.
Abilities Redlines
- Abilities used in the visual realm have a cooldown:
1. Flying can be done only during events and only by staff members playing as Jinns.
2. Casting Fire drains the Jinn of energy as they are made of fire, casting fire for longer than 10 minutes will result in nausea, stomachache and vomit. If you use the fire longer than 15 minutes you die (PK). After you use the fire you will have a 7 minutes cooldown. The power of the fire is the same as a voidal mage t4.
3. Strenght of an Olog can be used only when the Jinn goes rogue. A Jinn will go rogue when his loved one is in great danger.
4. You may shift only as animals you’ve seen and where your imagination takes you to (Kraken, Dragons or any big sized mythical creatures are not allowed), once shifted you can shift back in 15 minutes. You will have to wait 20 minutes to shift as another being. Shifting back to the normal stage will give the jinn nausea.
Only 10 people may get their CA’s accepted!
If someone does not roleplay on his Jinn persona for an entire week he will have his Jinn persona deleted, allowing someone else to apply!