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==Primer==
==Primer==
Do you have a love of all the simpler things in life? Good food, a pipe, a book, and a comfy armchair to relax in by the fire? You might be a Shireling! The information that follows is a short synopsis of the racial packet for the loveable Shireling race. Further information can be found in the full racial packet, but this is a good baseline to assist in general knowledge beyond mechanics. Shirelings are plain creatures, with a love of all the simple pleasures in life. While they tend to be on the lazier side, they are not afraid of hard work, if it means harder play later.  The idea of a comfortable and simple life is something that they have worked hard to develop, and those Shirelings who do not strive for simplicity are seen as “queer.” That being said, they are nimble and dexterous, and should they desire, can be effective with their hands, and thus make good tinkerers, crafters, and even rogues.  
This primer is a short description of the Djinn Born and is NOT an all-encompassing Lore/Racial Packet. Most of the information within can be considered general knowledge. The Djinn Born are by nature a secretive race and not much is publically known about them, and the little information spread may or may not be true. However, the following are considered as factual and some individuals may know more.


===History===
===The Djinn-Born===
Shirelings are one of the Youngest races to come from the Spark. They started appearing the same time as their distant cousins, the Gnomes, and were only around a short time before the Humans. They were around for, and participated in the wars with Entropy and the undead, and despite their small stature and peaceful nature, fought bravely and adeptly  in those times of danger and terror. During their “Wandering Days,” the time after leaving the Old Kingdom,  Shirelings demonstrated an easiness to adapt to the environments they visited and adopted the customs and languages of the peoples they were in contact with, but never truly felt the culture was fit to them.   In the Shires, they had settled with a closed and comfort-loving lifestyle; they were fond of an unadventurous life of farming, eating, smoking pipe-weed, socializing and merrymaking.
<blockquote>“Her eyes burned bright, cutting through the dark of night, and with a few words and a flick of her crimson wrist, the encroaching foot soldiers were rent asunder. Cinder, flame, ember and ash, the same fate befell all who challenged her will.
Scribed on a clay tablet Author unknown, Date unknown</blockquote>


===Aging===
Short bardic verse and fire side stories make up the bulk of what is known of the Djinn Born. Portrayed as both mighty heroic wizards bending the elements to their wills as well as fiends harnessing the power of the elements to tear civilizations down. The one constant is their mastery of stone, lightning, ice, and fire.
Even though they are one of the Youngest races,  Shirelings are a moderately long-lived race. It is not uncommon for a Shireling to live up to 130 years. Shirelings are considered to "come of age" on their 33rd birthday. This is a time of great celebration and many suitable aged Shirelings travel great distances to visit other Shires for this special occasion. Once a Shireling reaches around age 70, they are considered middle-aged. There are many important birthdays in a Shirelings life, but the two most important are when one comes of age at 33 and then later when one reaches 100.


===
Everyday Life and Family===
Some scholars and well-travelled adventurers know more; however, they seem to be keeping their knowledge to themselves.
Shirelings tend to value their family (close and extended) above most things. As a result of this, Shirelings are never far from a Shire for long. Besides, they would never let it be known that they missed a party or important life event. That being said, social stigma can extend through family, and if one Shireling is considered queer, it is not uncommon for the entire family to be seen as queer. So missing too many events or parties can even lead to your own family treating you differently.


As social creatures, most Shirelings do not travel alone, even from Shire to Shire, or nearby markets. They may travel short times with non Shirelings, but the urge to be among their own and return to a Shire doesn’t let them wander long.  
===History===
Scholars still debate how old the Djinn Born civilization is. Some say they have been around thousands of years, others believe they came to being around the same time as elves, other believe they are older still, perhaps as old as the world itself, but all believe them to be a very old race.


Young Shirelings rarely leave the Shire they are born in until they are considered old enough to travel, unless going with family.
Little is known about the Djinn Born history outside of a few general milestones. First is the Djinn Born sent a contingent during the past Dredd War and the War against the Shawdowvium. This was the most recent sighting of Djinn Born outside of the occasional delegation sent to noble houses of the races for political functions.


Shirelings prefer to live fairly simply. They will use the gadgets and gizmos of their tinkering cousins but nowhere to the degree and with as much enthusiasm as they do. Example: shirelings still till their land with a pony drawn till. 

Historians say that 2000-3000 years ago or so the Djinn Born fought in a massive war with another race. The war reportedly spanned centuries before the fighting ceased. It is also rumored the Djinn Penned by Dan Dawson 2 Born ancestors fought amongst themselves frequently and ultimately a treaty was signed and the Senate was created to help bring the race together


===

Government And/Politics===
===The Four Major Houses===
Shirelings do not care much for laws and government beyond interpersonal, and thus were not present for the treaty or any of its proceedings. They were content to trust in the ones involved, and were excited for new land to travel, and eventually settle. Now, while part of the duchy their shire is in, they do not have to adhere to the policies and laws of that duchy. They are left to self-govern and do as they please, so long as they help provide some form of a tax, usually in the form of crops or pipe-weed, which is a shireling cultivation. This grants them protection by the military, and shirelings are free to join should they choose, though most do not care about government or politics, and do not like someone over them commanding them or controlling their actions.  They will, however, form militia and deputize, should the need arise, but are not fond of the idea, and due to their quiet nature, often go unnoticed by those with nefarious intent.  In general, they are considered to be upstanding citizens, and are regarded very kindly. 



Governing in each shire is usually an Elder council, where the oldest member of each family in the Shire is chosen to represent, and issues are brought to a vote in a democratic fashion, where the Chief, the elected head of the entire Shire, makes the final decision in the case of a tie. The Chief is also responsible for forming the militia should the need arise.
The Djinn Born Empire has four Major houses, each ruled by a Prince or Princess. There is no King or Queen within the Djinn Born Empire, but rather a tenuous joint rule by the four houses and the Senate. The names of the four houses are unknown, but most believe there is a royal house for each primary element. While individuals can be born into the Royal houses, they can also be disowned, conversely those who show great worth can gain status within the Royal houses as well. It is unknown if there are minor noble houses underneath the Royal houses.


===The Senate===
The Senate is made up of nobility. It is not that only the nobility are selected for the senate, but all senators are nobles. The exact power of the Senate is not clear given the four Royal houses. It is also unknown how one becomes a member of the Senate as there are members of noble birth, and those who attained nobility through deeds.


===

Special Occasions and Traditions===
===Requirements to Play a Djinn-Born===
Shirelings will find any excuse to have a party, and once a month, the entire Shire throws a party known as a Feastival. Missing a Feastival without a proper reason causes a very large uproar, and you will be the talk of the Shire, though a desire to miss the Feastival is as rare as a Shireling with shaved feet, as there is more food and ale and merriment than any other party around. 
For birthdays it is customary to give everyone that comes to your party a present.
As a restricted race, a player must gain approval to play a Djinn Born character. This is done by gaining approval of both the Djinn Born Race Marshall. Things needed before final approval is made.


Other special celebrations for Shirelings include Name Day, Wedding, Anniversary, Birthday,  Death Day, Coming of Age, Century Day, Any big Firsts, such as first feet hair, steps, words, drink, pipe, or anything they can make a cause to celebrate.
# Proven roleplaying skills. Roleplaying a Djinn Born is not for everyone.

Never give a Shireling a fruit upside down. It is an omen that says the person giving the fruit wishes for the person receiving the fruit’s roots to grow upside down and dry out.
# Approved Make-up.
# Approved costuming.
# Basic Character Concept and basic backstory
# Ability to keep things to yourself both IN and OUT of play.



A Shireling is always dressed nicely, and thus will always have on a vest, a corset, an apron, or suspenders, and weather permitting, a nice overcoat. While most Shireling dress is very similar, Shires from different Duchy’s tend to take on different cultural aspects of their land.  That being said, you will always see very plain clothing from Shirelings; homespun, organic fabrics, very earthy colors, and simple styles. Breeches or capris are bottoms for males, as long pants get caught in their foot hair. Females generally wear skirts, sometimes multiple layered, but also can be seen wearing the bottoms of their male counterparts. It is considered a social faux pas to ever be without a pipe and handkerchief.  
===Naming Conventions===
Djinn Born can have a wide range of names, normally they at least have a given name and surname. It is rumored Djinn Born find names starting with the letter ‘U’ as distasteful.


Shirelings are very polite and sociable creatures, and will often be the first to introduce themselves, and like to make friends with everyone they meet.  
===Age===
The life span of the Djinn Born is said to be hundreds if not thousands of years. As the Djinn Born have frequently return to their floating cities for long periods of time, it has been difficult for scholars to pin down a better life expectancy for these elemental beings.



Shirelings have a sort of reverence towards the ancient races, as over time, Shireling history has included them less and less, so they seem mysterious and elegant.


===Where Are You From?===
There are three major floating cities within the Djinn Born Empire: Driix, Estranium, and Vy’Alrik.


Hearth magic is the most common magic for Shirelings, as the idea of warmth, comfort, and home is very engrained in them, and Hearth Arts relies on, and bolsters those aspects. The idea of necromancy is so foul and awful to Shirelings because they have seen its effects firsthand, and it goes against the warmth of home and hearth, and so you will never see a Shireling use it.
 

* Driix is a city of industry.
* Estranium is the home of the Trivium Elementa, a Djinn Born school of magic.
* Vy’Alrik is home to the djinn Born Senate.


Shirelings, if able, have 11 meals per day:
These cities reportedly have smaller satellite districts that float around them. The great floating cities of the Djinn Born are a marvel of magical prowess, one can only imagine what other wonders lie inside.


# Coffee
===Picking an Element===
# Breakfast
Djinn Born by their nature are elemental. As such anyone playing a Djinn Born must choose a primary element. This will not only impact the makeup requirements but also the role playing aspect as well.
# 2nd Breakfast
# Elevenses
# Lunch/Luncheon/Mid Meal
# Sweets
# Afternoon Tea
# Beer and Pretzels
# Supper
# Dinner
# Dessert  


===Locations===
Basic guidelines for the elements are as follows:
Shires are often located near rivers or flowing streams of water, where land is fertile for growing crops, mainly pipe-weed, a Shireling cultivation that has grown popular in the kingdoms. The biggest shires are located in Aldierman, The Queenslands, Berowick, and Valenwood. Edomere has too many boats, which Shirelings are not fond of due to their attachment to the earth, and Durenmyr is too hot for the pleasant and comfortable climate Shirelings enjoy.  Sudomir has too harsh of a government and lifestyle for the Shirelings to enjoy, and the threat of Orc invasion is vastly unappealing for a people who enjoy lazing about without concern for the outside world.


===Drawbacks and Flaws===
# Air: Thoughtful, distant, sometimes aloof, emotional
Due to their smaller size, Shirelings are not known to be great warriors, and tend to fall to more dexterous trades and weapons. They also are not as sturdy or tough as others, due to their lifestyle, so they are not able to take as many hits, and are generally not as strong. Additionally, weapons are not prevalent and thus martial training and comprehension is rare, at best. 
# Fire: Cleansing and damaging, quick to anger, slow to forgive
# Ice/Water: Adaptable, go with the flow, easy going, can seem emotionless/cold
# Stone: Stoic, strong, rigid in their opinions, slow to anger


A Shireling is always polite and mannerly, to a flaw. They are always the first to introduce themselves, and greet strangers like friends. This may lead to uncomfortable situations when a Shireling goes above their station unknowingly, or approaches someone who seems friendly from a distance, but may not be so to the shireling.
''''Choose your element according to what you can roleplay.''''


===Costuming===
Djinn Born understand each element has its place, and maintain the ability to cast any element; however, this doesn’t not mean an Ice Djinn Born will cast fire all the time. As a rule, they would prefer to cast the elements they are most in line with, but would be more than willing to cast fire, lightning, or stone when the situation called for it.
A Shireling is always dressed nicely, and thus will always have on a vest, a corset, an apron, or suspenders, and weather permitting, a nice overcoat. While most Shireling dress is very similar, Shires from different Duchy’s tend to take on different cultural aspects of their land.  That being said, you will always see very plain clothing from Shirelings; homespun, organic fabrics, very earthy colors, and simple styles. Breeches or capris are bottoms for males, as long pants get caught in their foot hair. Females generally wear skirts, sometimes multiple layered, but also can be seen wearing the bottoms of their male counterparts. It is considered a social faux pas to ever be without a pipe and handkerchief.  


A shireling will never be seen in platemail, as it is too heavy and unwieldy to move around in. Leathers are preferred for those who wear armor, but even that is rare, as many do not have a need, or simply run from danger. It also tends to clash with their usual, plain attire, and thus is not worn.
===Djinn-Born Lore Packet===
Lore Packet can be received in play by learning the appropriate skill, or by being approved to play a Djinn Born Character.

Revision as of 19:29, 20 February 2022


Related to the Djinn such as the genies of air and the efreeti of fire, these elemental beings are masters of Elemental magics.

Their keeps seem to float around many of the most extreme environments of the world. Deserts, volcanoes, arctic plains all are home, and in fact relished by the Djinn-born.

Djinn-born are very long lived, it is speculated they can endure for thousands of years powered by the magic they manipulate.

Makeup Requirements

Djinn-born must wear various prosthetics like horns or ears or both and should be made to look like the element they are closest to, or multiple elements if approved by a Marshall.

Djinn-born have full body make-up that must reflect the nature of the element they are closest to, or even multiple elements. So, a fire Djinn-born might have red skin with bright orange and yellow veins, brown or gray like dirt or even marble would mark a Djinn-born close to earth. Prosthetics are encouraged and may be used for a more elemental face. A Djinn-born’s hair is usually a dark color, but may be any color, or none.

As elemental beings, the Djinn-born can use prosthetics to add to their look. A player may want to have crystals or rocks coming out of their Djinn-born’s arms or head. Several looks can be achieved to give the feeling of being one with the elements.

Djinn-born tend to wear costuming of a flowing nature, often adorned with magical symbols or glyphs. They also often cover their bodies in bright magical runes.

Population

3 per 100 players in the game, with a minimum of 100 players before becoming available to play.

Profession Information

Preferred Professions: Sorcerer, Sentinel

Forbidden Professions: Marauder, Ranger, Knight of Valor, Knight of Darkness

Preferred Magic: Elemental

Forbidden Magic: Hearth and Necromancy

Affinities

Weapon: Sword Blade & Spear

Magic: Elemental

Production: Scribe

Skill Information

Special Skills: Resist Elemental (up to 5 times, plus any class Resists)

Special Masteries: None

Inherent Advantages:

Djinn-born have been exposed to the powerful elemental forces of their planar exile. Thus, Djinn-born may purchase the skill Resist Elemental up to 5 times regardless of their profession or any skill in Elemental magic, these are in addition to any their profession or spell column allows.

Djinn-born who learn Elemental as their primary magic gain a special bonus of an additional spell at each level of magic they have learned. For example, if a Djinn-born has a 4,3,2,1 primary elemental column they may cast 5,4,3,2 spells. These bonus spells MUST be an Elemental spell. (I.e. Fire, Ice, Lightning)

Their special knowledge of Ethereal magic allows Djinn-born to purchase the Elemental Arts skill for half skill point cost, rounded up.

Djinn-born are said to be so hearty they are immune to elemental damage. Though this is not quite the case they do become more in tune with the elements as they progress. This translates into a damage reduction verse Elemental attacks and spells of minus one (-1) per level of the Djinn-born, regardless of his or her profession. This does not apply to the base damage of a weapon such that a sword calling 10 magical fire would still do its base 10 magic against the Djinn-born. But the fiery breath of a hell hound would be reduced by this defense. (Example a 7th Level Djinn-born rogue who is hit by a 10 fire packet from a hell hound or an Ice Blast spell from an elementalist would only take three (3) points of damage from the attack.

Starting Djinn-born may buy the Nobility skill if they wish.

Inherent Disadvantages:

Djinn-born are completely unable to learn the Hearth Arts or Necromancy Arts skills.

In addition, a Djinn-born must pay an additional 1 skill point cost for each Spell Level purchased for any Terrestrial Art they can learn. (i.e. Knights of Strife now pay 3 for a 1st or 2nd level spell slot, 4 for a 3rd and so on.)

So powerful is the Djinn-born pull toward Elemental magic that it must always be their primary Ethereal Art, learned before Arcanist or Celestial.

Note: All Players wishing to start a Djinn-born must have achieved enough experience to be at minimum Level 15 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved.

Note: You must have a Marshall’s approval to play this race!��

Primer

This primer is a short description of the Djinn Born and is NOT an all-encompassing Lore/Racial Packet. Most of the information within can be considered general knowledge. The Djinn Born are by nature a secretive race and not much is publically known about them, and the little information spread may or may not be true. However, the following are considered as factual and some individuals may know more.

The Djinn-Born

“Her eyes burned bright, cutting through the dark of night, and with a few words and a flick of her crimson wrist, the encroaching foot soldiers were rent asunder. Cinder, flame, ember and ash, the same fate befell all who challenged her will.” Scribed on a clay tablet Author unknown, Date unknown

Short bardic verse and fire side stories make up the bulk of what is known of the Djinn Born. Portrayed as both mighty heroic wizards bending the elements to their wills as well as fiends harnessing the power of the elements to tear civilizations down. The one constant is their mastery of stone, lightning, ice, and fire.

Some scholars and well-travelled adventurers know more; however, they seem to be keeping their knowledge to themselves.

History

Scholars still debate how old the Djinn Born civilization is. Some say they have been around thousands of years, others believe they came to being around the same time as elves, other believe they are older still, perhaps as old as the world itself, but all believe them to be a very old race.

Little is known about the Djinn Born history outside of a few general milestones. First is the Djinn Born sent a contingent during the past Dredd War and the War against the Shawdowvium. This was the most recent sighting of Djinn Born outside of the occasional delegation sent to noble houses of the races for political functions.

Historians say that 2000-3000 years ago or so the Djinn Born fought in a massive war with another race. The war reportedly spanned centuries before the fighting ceased. It is also rumored the Djinn Penned by Dan Dawson 2 Born ancestors fought amongst themselves frequently and ultimately a treaty was signed and the Senate was created to help bring the race together

The Four Major Houses

The Djinn Born Empire has four Major houses, each ruled by a Prince or Princess. There is no King or Queen within the Djinn Born Empire, but rather a tenuous joint rule by the four houses and the Senate. The names of the four houses are unknown, but most believe there is a royal house for each primary element. While individuals can be born into the Royal houses, they can also be disowned, conversely those who show great worth can gain status within the Royal houses as well. It is unknown if there are minor noble houses underneath the Royal houses.

The Senate

The Senate is made up of nobility. It is not that only the nobility are selected for the senate, but all senators are nobles. The exact power of the Senate is not clear given the four Royal houses. It is also unknown how one becomes a member of the Senate as there are members of noble birth, and those who attained nobility through deeds.

Requirements to Play a Djinn-Born

As a restricted race, a player must gain approval to play a Djinn Born character. This is done by gaining approval of both the Djinn Born Race Marshall. Things needed before final approval is made.

  1. Proven roleplaying skills. Roleplaying a Djinn Born is not for everyone.
  2. Approved Make-up.
  3. Approved costuming.
  4.  Basic Character Concept and basic backstory
  5. Ability to keep things to yourself both IN and OUT of play.

Naming Conventions

Djinn Born can have a wide range of names, normally they at least have a given name and surname. It is rumored Djinn Born find names starting with the letter ‘U’ as distasteful.

Age

The life span of the Djinn Born is said to be hundreds if not thousands of years. As the Djinn Born have frequently return to their floating cities for long periods of time, it has been difficult for scholars to pin down a better life expectancy for these elemental beings.

Where Are You From?

There are three major floating cities within the Djinn Born Empire: Driix, Estranium, and Vy’Alrik.

  • Driix is a city of industry.
  • Estranium is the home of the Trivium Elementa, a Djinn Born school of magic.
  • Vy’Alrik is home to the djinn Born Senate.

These cities reportedly have smaller satellite districts that float around them. The great floating cities of the Djinn Born are a marvel of magical prowess, one can only imagine what other wonders lie inside.

Picking an Element

Djinn Born by their nature are elemental. As such anyone playing a Djinn Born must choose a primary element. This will not only impact the makeup requirements but also the role playing aspect as well.

Basic guidelines for the elements are as follows:

  1. Air: Thoughtful, distant, sometimes aloof, emotional
  2. Fire: Cleansing and damaging, quick to anger, slow to forgive
  3. Ice/Water: Adaptable, go with the flow, easy going, can seem emotionless/cold
  4. Stone: Stoic, strong, rigid in their opinions, slow to anger

'Choose your element according to what you can roleplay.'

Djinn Born understand each element has its place, and maintain the ability to cast any element; however, this doesn’t not mean an Ice Djinn Born will cast fire all the time. As a rule, they would prefer to cast the elements they are most in line with, but would be more than willing to cast fire, lightning, or stone when the situation called for it.

Djinn-Born Lore Packet

Lore Packet can be received in play by learning the appropriate skill, or by being approved to play a Djinn Born Character.