Djinn

The Djinn are a rare, ancient race of fire elementals present in Rathnir and Eldham desert regions.
== Biology ==
The Djinn are composed of sentient flame, resultantly making biological sex difficult to determine due a lack of defining organs between sexes.
=== Physiology ===
Structurally, the Djinn has only a single internal structure within its combustion-body, that being what Djinn refer to as the "spark". The spark acts as the center of a Djinn's consciousness and the source of fuel that maintains its outer body of fire. Djinn believe their spark to be sourced from "Eternal Flames", yet no historical evidence has verified the existence of such flames. Contrary to this, a Djinn spark is unable to be suffocated like a normal flame, remaining present even under the depths of the ocean. Conversely, Djinn flames external from the spark can be removed via elemental forces such as the wind, rain and/or submerging in bodies of water alongside other methods that would extinguish regular fires. For an individual Djinn, the loss of this flame is deeply detrimental, being akin to an animal losing limbs, and part of the brain-structure, as the spark itself does not allow sentience without additional fire-tissue. Resultantly, Djinn seek to prevent the loss of flame through encompassing the body in enchanted fire-resistant material similar to the exoskeleton of insects. This led to the perception of Djinn as largely hooded, androgynous cloaked figures.
=== Communication ===
Due to lack of physical vocal cords or other traditional organs, Djinn communicate amongst themselves and others through a form of rudimentary telepathy. This communication allows for only the expression of words and concepts associated, which the recipient percieves as their native language. To the average individual, a Djinn's voice is percieved as a familiar, usually deep tone, absent of monotony, with a somewhat unplacable accent. However, this is dependent on the capacity of higher-brain function with the recipient, as animals do not appear to display responses applicable to the reception of a command, such as with dogs. However, paradoxically, a dog would sit when told in studies, suggesting that this speech is transmitted as its base concept, which is then reinterpreted by the receiver. It appears that Djinn are unable to use this ability of telepathy to manipulate the concioussness or extract information, however.
=== Lifespan and Procreation ===
Since Djinn longevity is solely dependent on the preservation of the spark, Djinn are considered functionally immortal, living for hundreds to thousands of years at a time, with some djinn allegedly living for multiple eons according to legend. However, it has been determined that over long periods of time, Djinn flames become increasingly fragile, thus the loss of flame content becomes far more of a risk for elder Djinn in later age. Resultantly, few Djinn can be considered truly immortal, since their definition of living is co-dependent on retention of flame-tissue. Since flame-tissue cannot be remade from a sole spark, its loss in entirety amounts to a definitive death as a Djinn is resultantly unable to perform advanced cognitive function without said tissue.
Djinn procreation remains a largely mysterious undertaking, since traditional biological reproduction is impossible. Djinn allege that the process relies on the intermingling of two djinn sparks within an eternal flame, fragments of these sparks merging to create a new elemental. However, due to the lack of evidence for said flames, alongside a declining Djinn population with a nonexistent birth-rate, this could be considered hearsay.
== Culture ==
=== Beliefs and Relationships ===
Due to Djinn extended lifespans and fundamental fragility, the needs and desires for conflict are very rare amongst Djinn, usually being found within the younger Djinn (0-650 years constituting Djinn youth demographics). Resultantly, the Djinn culture is centered about the pursuit of music, literature, architecture, craftsmanship, philosophy and history of both their people and those that they have met during their many years of existence. Djinn pacifism is a large central tenet of Djinn culture in part adopted due to the fragility of a Djinn's existence and also due to their small population in the modern day (with approximately 1-2 million Djinn remaining across the entirety of Eldham and Rathnir combined).
The forming of interpersonal relationships between Djinn is a fundementally slow process, taking place over the passage of years rather than weeks or months for humans and other races. This is largely due to a Djinn's differing perception of the passage of time, with longer lifespans meaning that weeks or even years are considered the blink of an eye to an ordinary Djinn. This is particularly dramatic amongst the isolated elder Djinn, whom are known to be in effective hibernation for centuries at a time as they ponder intellectual quandaries in isolation from the outside environment. However, this becomes less apparent for Djinn who choose to integrate themselves more closely with humanity and other races, as adjustment takes place to become more acquainted with the common perception of the passing of time. 
Due to the scarcity of Djinn within the worlds of Eldham and Rathnir, Djinn often attempt to form strong, long-lasting relations with each-other in the attempt to care for their race. Their reputation as largely amicable lovers of the arts and craftsmanship lead to a following in many corners of the world, and when combined with a lengthened lifespan, allow for Djinn to accumulate a large amount of wealth, respect and influence within their area of residency. This leads to Djinn oftentimes being found to be leaders of cities, or senior members of governments, if not outright royalty in cases.
=== Modern Interpersonal relationships (Djinn-to-Djinn) ===
Due to their nature as beings without any identifiable sex, Djinn largely adopt a genderless perspective regarding their social roles. It is difficult to determine how modern-day Djinn interact amongst themselves socially, due to their reclusive natures and exceedingly limited numbers.
There have not been many documented cases of Djinn meeting in the modern day. It is beleived that the most recent occurence took place during one of the Ashuran Dominions some 2000 years ago or more. Only two Djinn are known of at present, making understanding their relationships difficult.
=== Burial ===
The Djinn dead are treated with extreme reverence amongst their culture. Since the Djinn spark is considered to be an embodiment of the soul, a Djinn who has been reduced to their spark is kept in lavish underground necropoli to be away from the forces of nature that might scatter them to the winds. Djinn sparks are kept within intricately carved amphora in alcoves in the necropolis, wherein the fragments of consciousnesses are known to recount fragments of conversation to each-other on rare occasion. There has never been a recorded occasion of a non-Djinn being allowed to enter the premises of the necropoli, with trespass, destruction or theft of any item from these structures being considered the most sacrilegious act that one could perform to a Djinn or their race.
== History ==
Djinn history is largely fragmented and contradictory, due to much of the surviving Djinn race being isolated from each-other and thus recounting their own individual histories that fundamentally differ from each-other. However, some central events within their history do overlap within the average recollection of their history. The nature of the longevity of Djinn lead many to believe that much of the tales of their history come from many hundreds of thousands of years ago, if not a few million years in the past in extreme cases.
=== The Origin of the Species ===
According to common belief, Djinn hypothesize that the first Djinn were forged from the first flame ever created, known as the "Prime Light", "Ulburnr" "Ra-ul-Maat" and many other different names. These first Djinn were able to use part of their sparks to forge "Eternal Flames" where later Djinn were born from, sacrificing themselves to do so. However, the newborn Djinn were unable to create "Eternal Flames" with their own sparks, and thus became reliant on pre-existing flames to procreate. Djinn therefore hold reverence for celestial bodies such as the Sun and Stars, which are believed to be congregations of sparks from the Prime Light that did not receive the blessing of sentience, instead hanging in the heavens for all time. The presence of this belief has led many to adopt heliocentric belief systems.
=== The Djinn Golden Age ===
The Djinn believe that after a time, innovations began that lead to a massive renaissance in architecture, literature, art, music and science. This led to the creation of the large majority of Djinn settlements and necropoli found in the modern day by excavators. Djinn argue that they were the pioneers of the sacred obelisks used by other races such as the Dune Elves that founded desert regions, with many being dead and buried. It must be noted that this claim cannot be proven or verified by either Djinn or Dune Elf contemporary historians. 
Djinn structures tap into dimensions such as the "Kmm-eynfr" or colloquially known as the Nether for both maintenance and for the purposes of transportation across large distances without the use of thaumatergical methods (i.e. magic). The fruits of the Djinn Golden Age are particularly apparent in Eldham, with floating isles being prevalent in some regions, Djinn peoples beleiving to be remnants of Golden Age cities and monuments. 
However, the increased opulence of Djinn cities and nations at this time led to envy from others, Djinn and non-Djinn alike. Additionally, thousands of years of prosperity led to an increasing inaction amongst the leading Djinn caste, resulting in generational disconnects between those of the younger, more impulsive ar-driven Djinn and the ruling classes. This led to civil war and foreign raids in Djinn states, known as the "Great Strife". The Great Strife brought an end to the Djinn Golden Age, and marked a period of decline that led to an obliteration of nearly 95% of the Djinn population.
=== The Great Strife ===
The Great Strife began with younger Djinn rebelling in smaller villages and towns, declaring independent states, which went unchallenged by the negligent ruling classes. Resultantly, Djinn in cities began uprisings, storming government structures and defacing buildings and assaulting officials. Resultantly, cities mustered their garrisons against the Djinn insurgents, executing many via creation of wind currents after stripping them of their cloaks. Their sparks were buried in earth rather than interred in necropoli, sparking mass outrage.
This led to violent rioting and the creation of dedicated militia and rebel organisations which openly warred against Djinn states, aided by foreign tribes and peoples. The fighting resulted in the destruction of the great Djinn cities and rebel strongholds in turn, to the extent that the cycle of violence seemed unending. Great forests burned under the fires of Djinn, oceans boiled from the heat of great armies marching over its surface and vibrant plains blackened and turned barren. 
At some point at the climax of this rampant destruction, a great spell was cast with the shattering of many Djinn obelisks, calling forth a flood of untold proportions. This change saw the rise of new continents, oceans, deserts and other biomes, burying the Djinn sparks beneath the soil. The great eternal flames were lost, and the Djinn survivors became cold and alone, surrounded by the half-buried fragments of their once-great civilization.
=== The Modern Day ===
Modern-day Djinn live in largely disconnected communities, with many being the only member of their species in a given city. They primarily focus on reclaiming the lost culture of their past, while seeking to avoid the calamities that befell their race occurring again for those under their purview or residing beside them. Many Djinn now find contentment in the idea that they are shepherding those standing atop the long-cold ashes of their civilization to a brighter future. 
== Technologies and Legacy ==
The remaining Djinn allege that the legacy technology from their countless millennia of innovation during the Golden Age and Great Strife resulted in an almost godlike mastery of their surroundings. The most prominent example of this technological mastery can be found in floating Obelisks dotted about the Aurlûnor Velande and its desert regions in rare cases. The vast majority of these Obelisks are feared buried beneath thousands of years of sediment due to various mechanical failures resulting in the loss of their abilities to function effectively. 
=== Obelisks ===
Djinn Obelisks are theorised to be the precursor or grandfather technology behind the Azeral Obelisks, which were used to terraform larger environments into suitable habitiats. However, from an outside perspective, this appears erroneous, as due to availiable information on the Djinn physiology, there would be little need for a Djinn to transform a local environment due to their clothskin exoskeleton. Resultantly, archeologists and theorists are left with the belief that said technology served a greater purpose, as hinted by Djinn folklore of the Great Strife. Discovered Obelisks so far have retained the capacity for passive hovering above thier local environment with no visible powersource. Closer inspection by individuals have found intricate symbols engraved within panneling and outer casing of these Obelisks, yet there have not been efforts to deconstruct the technology.
=== Golems and Automata ===
Djinn external from necropoli enclaves discuss the presence of monolithic automata guarding the entombed sparks of deceased Djinn spirits. According to history, during the period of proper Djinn civilisation these automata took up various multipurpose functions within society, such as the maintainance of the environment and infrastructure, analytical or explorational functions, or even security roles. Golden Age Djinn Golems are supposed to have not been one single body, but a whirling shapless form made up of innumerable automata smaller than the width of a human hair. Discovered instances of these Golems have been rare, since most surviving iterations are theorised to remain within the Djinn necropoli. Djinn themselves appear to only be in possession of lower-tech models from before or after the Golden Age, which are static bodies that have limite modifications suited for their purposes.
=== Theroised Energy Sources ===
Due to the sheer manpower or mystical energy required to maintain such automata, it is theorised that Djinn technology employs some form of extradimensional power siphoning or other passive force generation. The energy efficiency required for passive energy intake on a level equivalent to the brief Huitican rocket programme would be equivalent of 40% efficiency, which current efforts by modern civilisations have not acheived. According to rumour, the Raajjyn technique of nether threshing may be an avenue of exploration that could explain the source of these structures' power.
=== Mystical capabilites ===
Recent descoveries and accounts of Djinn spellcasting indicate the species to utilise a complex and modular method of spellcasting relying on the creation of exact definitions of the focus of their spells. The method of casting supposedly relies upon the definition of the method of casting (i.e. what is being affected) and the definition of the effect (how an object is being affected). Due to immense potential for a misspell, these spells manifest in casting processes as geometric mandalas, which the Djinn seemingly modify in design to alter the definition of a spell. Creation of linguisitic catch-all terminologies which are subliminally defined enable Djinn to utilise these spells rapidly in combat with little potential for error. However, more complex spells in terms of application and effect seem unable to utilise these lignuistic concepts.
The use of wards to protect against harm is another common Djinn technique, which also requires usage of precise definitions of the harming object or force for the spell to acheive protection. Both Djinn spellcasting and wardmaking rely on the availiability of mystical energies to fuel the casting of these spells. Much of this energy is taken from stores such as the Djinn's body or repositories from jewels or, in the case of Golden Age societies, the Gilded Obelisks due to theri abilities to create dimensional rifts to extract power.
In some cases, spells were imprinted in symbol form onto objects to allow for a more precise and continuous casting of a giver spell without the need for a dedicated spellcaster. This is often seen in the Obelisks and other discoveries.
=== Unreliability of Information ===
The logical implications of such technology exisiting within Djinn society imply vast mystical and technological mastery in every avenue of daily life, from creation of sustenance to defence and offensive technologies. Yet the absence of the discoveries of technolgies that can be utilised by current-day society is indicative of some-sort of foul play. Given absentia of major finds of Djinn civilisation outsided from a few inactive hovering Obelisks, it follows that some group of individuals, perhaps even Djinn themselves, seek to prevent the proliferation and reverse-engineering of such technologies by current society.
== Known Djinn ==
There only two Djinn that are known to exist in the current day, both of them primarily residing within Rathnir. Amongst themselves, they have adopted a form of informal titling regarding their relation to each sphere of the world. 
=== Spyral Ulburnr, Djinn of the West ===
Spyral Ulburnr is known as the Djinn of the West due to their primary residences being within Syltor and Nandor respectively. They have intervened in numerous events relating to that sphere, known amongst locals as a harbinger of impending catastrophe, and a figure seeking to prevent it.
=== Rasana, Djinn of the East ===
Rasana is known as the Djinn of the East, apparently a title bestowed upon them by Ulburnr upon the two meeting in person. Rasana is known for their residency in Lirgal.
Category:Races
Category:Traveler's Era