Djinn: Difference between revisions

From MTG Wiki
Jump to navigation Jump to search
>The Squirle master
No edit summary
>The Squirle master
(Changed the text a bite less similar to the source material)
Line 1: Line 1:
On the plane of [[Rabiah]] live six types of supernatural beings. The common term for these beings is '''Djinn''', but since Djinn is both the name for all six of them AND the name of one specific group, the term '''Djinn Clans''' is used to avoid confusion. Most of the Djinn are only native to Rabiah, but they oft crossover to planes that have steady portals to Rabiah, such as [[Wildfire]] and [[Dominaria]].
On the plane of [[Rabiah]] live six types of supernatural beings: the True Djinn, Djann, Efreet, Nekrataal, Marid & Ghoul. Since '''Djinn''' is both the name for all six of them AND the name of one specific group, the term "Djinn Tribes" is used when talking about the six of them together and "True Djinn", to avoid confusion. Most of the djinn tribes are only native to Rabiah, but they oft crossover to planes that have steady portals to Rabiah, such as [[Wildfire]] and [[Dominaria]]. All members of the djinn tribes have the ability to shapeshift and most of them can fly.


The sorcerers that have the power to bind djinn are called [[Sahir]]. Although some djinn will grant wishes, the most common form of binding is to order that djinn to servitude. A djinn must be bound into a magical object-often a ring, lamp, cauldron or bottle-and must be weaker than its master. If it senses that it has an advantage, it will seize opportunity and attack the Sahir. Also, djinn are so powerful that some are able to break free after a certain number of days in slavery. Highly intelligent creatures, these spirits will remember the masters that treated them kindly and those that did otherwise. There are many djinn who seek the blood of [[King Suleiman]]’s followers, for his reign over ancient Rabiah led to the enslavement of seventy djinn-and Suleiman was no kind master.
The sorcerers that have the power to bind djinn are called [[Sahir]]. Although some djinn will grant wishes, usualy Sahirs bind djinn to have them in servitude for a longer time, not just until their wishes are granted. A djinn must be bound into a magical object such as a ring, lamp, cauldron or bottle, and must be weaker than its master<ref>Presumably this mean the djinn would have to have less willpower than their master, for what use is a djinn who is magically or phisically weaker than you?</ref>. A djinn will seize opportunity and attack the Sahir if it senses that it has an advantage. Also, some djinn are so powerful that they are able to break free after a certain number of days in slavery. They are highly intelligent and will remember the masters that treated them kindly and those that did otherwise. There are many djinn who seek the blood of [[King Suleiman]]’s followers, for his reign over ancient Rabiah led to the enslavement of seventy djinn, and Suleiman was no kind master.
 
All djinn can shapeshift and most can fly. Although many djinn take the forms of humanoids, they are by no means restricted to this form. Djinn have appeared as everything from worms (one of Suleiman’s most powerful djinn, [[Shamir]], took this form) to phoenixes, camels, and wild hounds.


=History=
=History=
Originally, the djinn were a race of nature, unbound to either good or evil. But when forces ordained that they choose a path between either light or darkness, the stage was set for a holy war between the rivaling factions of djinn.<ref>This war was originaly called the Jihad, but since Arabian Nights came out that term has become far more loaded than it was. Hence I'll refer to it by its other name, the Spirit War</ref>
Originally, the djinn were a race of nature, unbound to either good or evil. But when unknown forces made them choose between either light or darkness, the stage was set for a holy war between the rivaling djinn tribes.<ref>This war was originaly called the Jihad, but since Arabian Nights came out that term has become far more loaded than it was. Hence I'll refer to it by its other name, the [[Spirit War]]</ref>
 
Many of the true Djinn chose to either live life as wild elementals or to turn to the path of evil, most of the Djinn converted to the side of light. Completely converted was the Djann tribe, which followed the path of truth.
 
Of the four remaining tribes, three declared war on the light. First and foremost was the order of the Efreet, ancient archenemies of the Djann and inherently evil. These powerful djinn led on the other two tribes: the Nekrataal and the Ghoul.


The last order of djinn was the oldest, most powerful, and most individual. The Marids were allowed to choose their own path as they saw fit, though many turned to the aid of the Djann.
Most of the True Djinn decieded to remain neutral, altough some of them did join either the side of good or evil. Completely converted was the Djann tribe, which followed the path of truth. Of the four remaining tribes, three declared war on the light. First and foremost was the order of the Efreet, ancient archenemies of the Djann and inherently evil. The Efreeti led on the other two tribes: the Nekrataal and the Ghoul. The Marids, the oldest, most powerful, and most individual tribe, were allowed to choose their own path as they saw fit. Many turned to the aid of the Djann.


When the djinn of light sought to better themselves, the dark orders reacted violently. The leader of the efreets, the demonic [[Iblis]], sought to wipe out the converted djinn. He led an army of efreets, nekrataals, and demons against the djann and their human allies. The marids, however, intervened and the efreets were forced away. Their numbers were decimated but they have still retained much of their power today.
When the djinn tribes of light sought to better their position, the others reacted violently. The leader of the efreets, the demonic [[Iblis]], sought to wipe out the converted djinn. He led an army against the djann and their human allies. The marids, however, intervened and the efreets were forced away. As a result of this conflict the efreet are less powerfull these days than they once where, and the marid became rare and secluded.


With the power of the djinn fading away gradually due to the constant infighting, King Suleiman seized the opportunity to bind the spirits of Rabiah to his command. As he rose to power in the ancient days of the plane, he demonstrated his magical might-possessing treasures such as a serpent staff and cauldron, Suleiman’s greatest relic was his ring.
With the power of the djinn fading away gradually due to the constant infighting, King Suleiman seized the opportunity to bind the spirits of Rabiah to his command. As he rose to power he used a serpent staff, a cauldron and a ring to capture seventy djinn, although legend holds it they defied him every possible chance. The most powerful of his enslaved djinn was the True Djinn [[Shamir]], who took the form of a meager worm.


The ring of Suleiman was made of iron and copper. These two metals are of extreme power over the djinn-iron is the most powerful as it can bind the efreets, marids, ghouls, and nekrataals. Copper is used to subvert the djinn, djann, and marids. With his ring molded out of a mixture of these two sacred metals, Suleiman struck down the power of many djinn across Rabiah and forced them to do his bidding. Seventy djinn served him by building his palaces and doing his bidding, although legend holds it they defied him every possible chance.
Suleiman even managed to pass on his powers of binding to future generations by creating a magical pentagram that ensured that no djinn or efreet of Rabiah would fail to recognize his name and authority. On the plane of Wildfire however, the djinn tribes have taken control of the entire plane, which is currently being ruled by [[Emberwild Caliph]] [[Jan bin Jan]].
 
Suleiman even managed to pass on his powers of binding to future generations. With his magical pentagram, his legacy was ensured: that no djinn or efreet of Rabiah would fail to recognize his name and authority. The power of the djinn today is a broken pillar. Although the djinn are still the most powerful elementals of Rabiah, they are no longer unified. While the efreets and nekrataals wreak havoc on the unwary, more and more djinn are surrendering their power to pursue other ways. However, on Rabiah’s neighboring plane Wildfire, the djinn have taken control of the entire plane and now rule the volcanic realm. Many tribes of the djinn follow a king, the last being King [[Jan bin Jan]].


=The Six Clans=
=The Six Clans=
==Djann==
==Djann==
Djann
Djann
The benevolent djann are not necessarily constant friends of mankind, but they embrace light more than any other djinn. Djann are blood enemies to the efreets, nekrataals, and ghouls, and traditionally have defended those of pure denomination. They frequent desert oases, which is why they were the first to come into contact with humans.  
The benevolent djann are not necessarily constant friends of mankind, but they embrace light more than any other djinn. Djann are the eternal enemies of the efreets, nekrataals, and ghouls, and traditionally have defended those of they find pure. Since they often visit desert oases, they were the first to come into contact with [[humans]].  


Caravan traders are well-advised to respect these powerful spirits, who can hide or reveal oases to those they deem worthy (or unworthy). Djann often take the appearance of white camels or soldiers, disappearing occasionally into sand cyclones. They are menaced by ghouls, who attack unwary guests of the djann, or the djann themselves. Djann tend to stay out of cities.  
Caravan traders are respect these powerful spirits, who can hide or reveal oases to those they deem worthy or unworthy. Djann often appear as white camels or soldiers, disappearing occasionally into sand cyclones. They tend to stay out of cities and roam the deserts, which of brings them in conflict with the other desert-dwelling tribe, the ghoul.  


==Djinn==
==True Djinn==
[[Image:Mahamoti_djinn.jpg|right|thumb|A typical Djinn. art by Dan Frazier]]
[[Image:Mahamoti_djinn.jpg|right|thumb|A typical Djinn. art by Dan Frazier]]
The true djinn are the most common of the djinn and the most influential. Closely related to the efreets, the djinn are divided into three groups: those who chose good (including those under King Suleiman), those who chose ferality and neutrality (the majority of the djinn), and those who chose evil. The first group is rapidly growing as many djinn relinquish their power to serve the light, but there are still many djinn in [[Dominia]] that choose to stay neutral in the holy war.
The true djinn is the largest of the djinn tribes. They are closely related to the efreets. A number of True Djinn have joined the two sides of the Spirit War, but most of them remain neutral. Many neutral djinn are still feral though, attacking anything in sight, which makes most people think they are evil nonetheless.


The evil djinn are the least in number. Many djinn are barbaric and criminal, but they are not necessarily aligned towards evil all the time. Most of the djinn remain wild. They have no given master (except those who are bound to magic-wielders) and alignment, and choose often to attack anything and everything. Many times have wild djinn wreaked havoc on a passing caravan or attacked a desert city.
Due to their overwhelming numbers, the True Djinn are the most influential of their kind and control much of Rabiah and all of Wildfire. The majority of djinn are aligned with [[blue]], draw their power off gold, and are vulnerable to copper and agate. Like all other Djinn they are capable of shapeshifting, but not with as much speed or treachery as the efreeti. They often live in windy and aerial regions, and many are able to fly either with natural or magical means.
 
Due to their overwhelming numbers, the djinn are the most influential of their kind and control much of Rabiah and all of Wildfire. The majority of djinn are blue, draw their power off gold, and are vulnerable to copper and agate. Djinn are capable of shapeshifting (although not with the speed or treachery of the efreet) and are the least magical overall. They often live in windy and aerial regions, and many are able to fly either with natural or magical means.  


===Emberwilde Djinn===
===Emberwilde Djinn===
Line 42: Line 32:
Not much is known about the <c>Ernham Djinn</c>, but they somehow made it to [[Otaria]].
Not much is known about the <c>Ernham Djinn</c>, but they somehow made it to [[Otaria]].
===Juzam Djinn===
===Juzam Djinn===
The <c>Juzam Djinn</c> are some of the most powerful djinn in Rabiah, second only to the mighty Serendib. Evil spirits that can be subdued with great difficulty, they often rebel against their masters, inflicting great damage on those foolish (or brave) enough to attempt to control them.
The <c>Juzam Djinn</c> are some of the most powerful djinn in Rabiah, second only to the Serendib Djinn. They can only be subdued with great difficulty and often rebel against their masters, inflicting great damage on the Sahir that attempts to control them.
===Kookus===
===Kookus===
[[Image:Kookus.jpg|right|thumb|Kookus. art by Scott Hampton]]
[[Image:Kookus.jpg|right|thumb|Kookus. art by Scott Hampton]]
Line 50: Line 40:
===Serendib Djinn===
===Serendib Djinn===
Serendib Djinn
Serendib Djinn
The <c>Serendib Djinn</c> are the most powerful of the Rabian djinn. Great, muscled spirits that are closely related to the Serendib Efreets, these djinn are cursed and exceedingly difficult to control. Although their most imposing side is their strength as heavy elementals of air, the Serendib Djinn are also extremely intelligent. Those bound to slavery have been rumored to grant wishes, but the inherent nature of the Serendib Djinn compels them to bring swift death to enemies and to waste the whole of Rabiah.  
The <c>Serendib Djinn</c> are the most powerful of the Rabian djinn. They are immensly strong and are closely related to the Serendib Efreets, but also cursed and exceedingly difficult to control. Although their most imposing side is their strength as heavy elementals of air, the Serendib Djinn are also extremely intelligent and have the ability to grant wishes.


==Efreet==
==Efreet==
The efreets are the second most common and the most dangerous of the djinn. Evil since ancient days, they have an implacable hatred toward the races of light and have constantly attempted to destroy the djann. Efreets are also called ifrits, and the name is pronounced “aye-freet”.
The efreets are the second most common and the most dangerous of the djinn tribes. Evil since ancient days, they have an great hatred toward the races of light and have constantly attempted to destroy the djann. Efreeti are also called ifrits, and the name is pronounced “aye-freet”. Most efreets draw their power from fire.  


Thriving in abandoned or desolate places, such as the [[City of Brass]], the efreets are very capable in shapechanging. They often appear as wild animals such as cobras, scorpions, and hounds, but have been known to tempt people in the form of beautiful women and soldiers.  
Efreeti thrive in abandoned or desolate places, such as the [[City of Brass]]. While most of the other tribes need some time to change their apearance, the efreeti are known to turn from an unimposing figure into a raging lion or worse in the blink of an eye. They often appear as wild animals such as cobras, scorpions, and hounds, but have been known to tempt people in the form of beautiful women and soldiers. Often they also take form of sand cyclones or tornadoes and ravage trough the deserts or Rabiah. They can also be seen on camels forged of sand and magic.


The most dangerous aspect of every efreet is its unpredictability. The efreets are legendary for being able to turn in a second from an unimposing figure into a raging lion or worse. Most efreets draw their power from fire.
Efreeti can be warded off by prayer or the materials iron and ruby. All efreeti native to Rabiah can fly, although some of their descendants on other planes have lost this ability.  
 
Efreets can be warded off by prayer or the word of god, but iron is a favorite amongst travelers of the desert, for these spirits often roam Rabiah in the form of sand cyclones or tornadoes. They can also be seen on camels forged of sand and magic. All ancestral efreets of Rabiah can fly, although some of their descendants have lost this ability. In addition to iron, ruby is also a powerful charm against efreets.


===Ifh-Biff Efreeti===
===Ifh-Biff Efreeti===
the <c>Ifh-Biff Efreet</c> are spirits of the higher air. True to their nature, they are capricious and although not as powerful as many others of their kind, have the ability to release windstorms on opponents. (note: the name has no Arabic significance, but rather comes from Richard Garfield’s childhood)
the <c>Ifh-Biff Efreet</c> are spirits of the higher air. They are capricious and although not as powerful as many others of their kind, have the ability to release windstorms on opponents.  


===Junún Efreeti===
===Junún Efreeti===
The <c>Junún Efreet</c>i are among the worst of their kind. They incite madness in their victims or, even worse, possess the unwary or those too weak to resist them by locking eyes. The Junun appear as great, purple skinned elementals that glow like phoenixes and are adorned with heavy gold jewelry. They are dependent on reward for loyalty and survival. The name Junun means “possession”. They are similar to the Manjun Efreeti, and might actualy be these same.
The <c>Junún Efreet</c>i are among the worst of their kind. They incite madness in their victims or, even worse, possess the unwary or those too weak to resist them by locking eyes. The Junun often take the shape of great, purple skinned elementals that glow like fire and are adorned with heavy gold jewelry. Once bound by a Sahir, that demand regular rewards, not only to remain loyalty, but also to survive. The name Junun means “possession”. They are similar to the Manjun Efreeti, and might actualy be these same.


===Serendib Efreet===
===Serendib Efreet===
[[Image:Serendib_efreet.jpg|right|thumb|A Serendib Efreet. art by Anson Maddocks]]
[[Image:Serendib_efreet.jpg|right|thumb|A Serendib Efreet. art by Anson Maddocks]]
The <c>Serendib Efreet</c> are prime examples of the viciousness of their kind. Air elementals found primarily in Rabiah (and not limited to the [[Island of Serendib]]), the Serendib Efreets are distinguished by their double mouths, jeweled foreheads, and hooked left hand. This comes from ancient days, when a malicious Serendib Efreet bargained with a planeswalker and won the gift of destroying anything on Rabiah by putting it into one of his mouths after shrinking it with his deformed hand. Although he was stripped of his power eventually, the efreet’s enchantments passed on to others of his kind, so that today no efreet has such power, but each of the Serendib has the hand, jewel, and double mouths of their progenitor.
The <c>Serendib Efreet</c> are among the most viciouss of their kind. They are air elementals found all over Rabiah (thus not limited to the [[Island of Serendib]] from which they take their name) and are distinguished by their double mouths, jeweled foreheads, and hooked left hand. This was not always so, but ages ago a Serendib Efreet aided a [[planeswalker]] in exchange for the ability to destroy anything on Rabiah by putting it into one of his mouths after shrinking it with his deformed hand. Although he was defeated by a [[Bird-Maiden]] and one of the [[Flying Men]], the efreet’s enchantments passed on to others of his kind.


Serendib Efreets are very powerful for their kind. They however are profane and very cunning, cursing those that dare summon them and enjoying the pain of foe and friend alike. Those sorcerors who can bind a Serendib Efreet to an object-usually a bottle-are well advised to avoid using the efreet too often, for it eventually turns on any master, especially if it senses weakness.
The Serendib are among the most powerful efreeti. They are profane and very cunning, cursing those that dare summon them and enjoying the pain of foe and friend alike.


===Wildfire Efreeti===
===Wildfire Efreeti===
Line 78: Line 66:
==Ghoul==
==Ghoul==
[[Image:Khabál_ghoul.jpg|right|thumb|The only true Ghoul ever printed. art by Douglas Shuler]]
[[Image:Khabál_ghoul.jpg|right|thumb|The only true Ghoul ever printed. art by Douglas Shuler]]
Also known as ghul, the ghouls are the lowest order of djinn. The Inhabitants of deserts, wastes, and shadowy areas of the Rabian cities, the ghouls tend to either eat enemies or the dead.  
Also known as ghul, the ghouls are the lowest order of djinn. They live in deserts, wastes, and shadowy areas of the Rabian cities. They draw power off the dead.  


Despite being very intelligent, they are driven by baser instincts and act like wild animals when seeking food. Although they are seen as wretched creatures, the ghouls are highly superstitious and consider hospitality very important. Those ghouls offered salt will refuse to harm the giver and his household. Ghoul disguise themselves regularly as pilgrims or travelers, and attack their hosts if not shown the proper hospitality.  
Despite being very intelligent, they are driven by instincts and act like wild animals when seeking food. Ghouls are highly superstitious and consider hospitality very important. Those ghouls offered salt will refuse to harm the giver and his household. Ghoul disguise themselves regularly as pilgrims or travelers, and attack their hosts if not shown the proper hospitality.


Ghouls also prey upon individuals and small groups, attacking them openly. Fights between ghouls are common over the victim, and many ghouls will also seek out grave sites for food. Powerful ghouls can shapeshift into vultures and follow lower ghouls to battlefields and dying travelers. Because they prey on those who cross the great sands of Rabiah, the ghouls are archenemies of the djann. Diabolical sorcerers seeking to control ghouls will use cat’s eye talismans; however, the far more common approach against ghouls is for travelers of the Rabian deserts to bring iron with them. Ghoul draw power off the dead.  
Ghouls prey upon individuals and small groups, attacking them openly. Fights between ghouls are common over the victim, and they will also seek out graves and eat the corpses when no other food presents itself. Powerful ghouls can shapeshift into vultures and follow lower ghouls to battlefields and dying travelers. Because they prey on those who cross the great sands of Rabiah, the ghouls are archenemies of the djann. Sahirs seeking to control ghouls will use Cat’s Eye talismans; however, the far more common approach against ghouls is for travelers of the Rabian deserts to bring iron with them.  


Many creatures with ghoul in their name or even in their creature type have been printed, but only <c>Khabál Ghoul</c> is a ghoul of the Djinn Clans. In the [[Arabian Nights]] expansion [[Wizards of the Coasts]] used the term "Ghoul" like it is used in Arabian tradition, but after that set they have been using "Ghoul" like it is used in the western tradition. While in Arabian tradition a ghoul is indeed a wandering spirit, in theWest the term is pretty much synonymous with [[Zombie]].
Many creatures with ghoul in their name or even in their creature type have been printed, but only <c>Khabál Ghoul</c> is a ghoul of the djinn tribes. In the [[Arabian Nights]] expansion [[Wizards of the Coasts]] used the term "Ghoul" like it is used in Arabian tradition, but after that set they have been using "Ghoul" like it is used in the western tradition. While in Arabian tradition a ghoul is indeed a wandering spirit, in theWest the term is pretty much synonymous with [[Zombie]].


==Marid==
==Marid==
[[Image:Marid.jpg|right|thumb|The only Marid ever printed. art by Susan van Camp]]
[[Image:Marid.jpg|right|thumb|The only Marid ever printed. art by Susan van Camp]]
The marids are the oldest tribe of djinn and the most respected. Although they are isolated and few in number, these spirits are the most powerful djinn on Rabiah. There is a legend that a marid was the first djinn of Rabiah and that all others came from him.
The marids are the oldest tribe of djinn and the most respected. Although they are isolated and few in number, these spirits are the most powerful of the djinn tribes. There is a legend that one of the marid was the first djinn of Rabiah and that all others came from him.  
 
Masters of weather, wind, and water, the marids tend to live near the coast and travel in great waterspouts. Most of the marids have left the mortal plane, choosing to abstain from the holy war between the rival factions of djinn. Those that have remained draw their earthly power from water.


They are archenemies of the Ghouls, Efreets, and Nekrataal. Throughout the wars of the Djinn, it was the Marid that prevented the spirits of darkness from winning.
Masters of weather, wind, and water, the marids tend to live near the coast and travel in great waterspouts. Most of the marids have left the mortal plane, choosing to abstain from the holy war between the rival djinn tribes. Those that have remained draw their earthly power from water. Marids often appear as old men, porpoises, or horses, leading travelers to wise courses.  


Marids often appear as old men, porpoises, or horses, leading travelers to wise courses. Copper, iron, and jade are all talismans used against marids.
Copper, iron, and jade are all talismans used against marids.


==Nekrataal==
==Nekrataal==
[[Image:Nekrataal.jpg|right|thumb|The only Nekrataal ever printed. art by Adrian Smith]]The Nekrataal are the horrendous accomplices of evil. They are amongst the oldest of the djinn, second only to the marids, and have the greatest lifespans. Living in swampy and magmatic regions, the Nekrataal are devoted to bringing plague and despair to the land. Capable of shapeshifting in their attempts to seduce mankind away from good, they have long opposed the good djinn. The Nekrataal is known to ride or become black camels, although they are more famous for appearing as beautiful men and women. As they are physically weaker than most other djinn, the Nekrataal use trickery and manipulation to accomplish their goals.  
[[Image:Nekrataal.jpg|right|thumb|The only Nekrataal ever printed. art by Adrian Smith]]
Nekrataal are the second oldest of the djinn tribes, and have the greatest lifespans. Living in swampy and magmatic regions, the Nekrataal are devoted to bringing plague and despair to the land. They are known to ride or become black camels, although they are more famous for appearing as beautiful men and women. As they are physically weaker than most other djinn, the Nekrataal use trickery and manipulation to accomplish their goals.  


Originaly Wizards of the Coast where going to name this type of Djinn "Sheitan", but none of them where printed in Arabian Nights. When several years later [[Visions]] was printed, there was a Sheitan in the set, but since WotC had by now discovered that the word "Satan" is derived from "Sheitan" they decieded to rename it to Nekrataal.
Originaly Wizards of the Coast where going to name this type of Djinn "Sheitan", but none of them where printed in Arabian Nights. When several years later [[Visions]] was printed, there was a Sheitan in the set, but since WotC had by now discovered that the word "Satan" is derived from "Sheitan" they decieded to rename it to Nekrataal.

Revision as of 14:20, 1 June 2006

On the plane of Rabiah live six types of supernatural beings: the True Djinn, Djann, Efreet, Nekrataal, Marid & Ghoul. Since Djinn is both the name for all six of them AND the name of one specific group, the term "Djinn Tribes" is used when talking about the six of them together and "True Djinn", to avoid confusion. Most of the djinn tribes are only native to Rabiah, but they oft crossover to planes that have steady portals to Rabiah, such as Wildfire and Dominaria. All members of the djinn tribes have the ability to shapeshift and most of them can fly.

The sorcerers that have the power to bind djinn are called Sahir. Although some djinn will grant wishes, usualy Sahirs bind djinn to have them in servitude for a longer time, not just until their wishes are granted. A djinn must be bound into a magical object such as a ring, lamp, cauldron or bottle, and must be weaker than its master[1]. A djinn will seize opportunity and attack the Sahir if it senses that it has an advantage. Also, some djinn are so powerful that they are able to break free after a certain number of days in slavery. They are highly intelligent and will remember the masters that treated them kindly and those that did otherwise. There are many djinn who seek the blood of King Suleiman’s followers, for his reign over ancient Rabiah led to the enslavement of seventy djinn, and Suleiman was no kind master.

History

Originally, the djinn were a race of nature, unbound to either good or evil. But when unknown forces made them choose between either light or darkness, the stage was set for a holy war between the rivaling djinn tribes.[2]

Most of the True Djinn decieded to remain neutral, altough some of them did join either the side of good or evil. Completely converted was the Djann tribe, which followed the path of truth. Of the four remaining tribes, three declared war on the light. First and foremost was the order of the Efreet, ancient archenemies of the Djann and inherently evil. The Efreeti led on the other two tribes: the Nekrataal and the Ghoul. The Marids, the oldest, most powerful, and most individual tribe, were allowed to choose their own path as they saw fit. Many turned to the aid of the Djann.

When the djinn tribes of light sought to better their position, the others reacted violently. The leader of the efreets, the demonic Iblis, sought to wipe out the converted djinn. He led an army against the djann and their human allies. The marids, however, intervened and the efreets were forced away. As a result of this conflict the efreet are less powerfull these days than they once where, and the marid became rare and secluded.

With the power of the djinn fading away gradually due to the constant infighting, King Suleiman seized the opportunity to bind the spirits of Rabiah to his command. As he rose to power he used a serpent staff, a cauldron and a ring to capture seventy djinn, although legend holds it they defied him every possible chance. The most powerful of his enslaved djinn was the True Djinn Shamir, who took the form of a meager worm.

Suleiman even managed to pass on his powers of binding to future generations by creating a magical pentagram that ensured that no djinn or efreet of Rabiah would fail to recognize his name and authority. On the plane of Wildfire however, the djinn tribes have taken control of the entire plane, which is currently being ruled by Emberwild Caliph Jan bin Jan.

The Six Clans

Djann

Djann The benevolent djann are not necessarily constant friends of mankind, but they embrace light more than any other djinn. Djann are the eternal enemies of the efreets, nekrataals, and ghouls, and traditionally have defended those of they find pure. Since they often visit desert oases, they were the first to come into contact with humans.

Caravan traders are respect these powerful spirits, who can hide or reveal oases to those they deem worthy or unworthy. Djann often appear as white camels or soldiers, disappearing occasionally into sand cyclones. They tend to stay out of cities and roam the deserts, which of brings them in conflict with the other desert-dwelling tribe, the ghoul.

True Djinn

A typical Djinn. art by Dan Frazier

The true djinn is the largest of the djinn tribes. They are closely related to the efreets. A number of True Djinn have joined the two sides of the Spirit War, but most of them remain neutral. Many neutral djinn are still feral though, attacking anything in sight, which makes most people think they are evil nonetheless.

Due to their overwhelming numbers, the True Djinn are the most influential of their kind and control much of Rabiah and all of Wildfire. The majority of djinn are aligned with blue, draw their power off gold, and are vulnerable to copper and agate. Like all other Djinn they are capable of shapeshifting, but not with as much speed or treachery as the efreeti. They often live in windy and aerial regions, and many are able to fly either with natural or magical means.

Emberwilde Djinn

The Emberwild Djinn are ruled by the Emberwild Caliph and are themselves the rulers of the fire-based plane of Wildfire. They also have much influence in the Jamuraan nation of Suq'Ata, since there are natural portals between the two of them.

Ernham Djinn

Not much is known about the Ernham Djinn, but they somehow made it to Otaria.

Juzam Djinn

The Juzam Djinn are some of the most powerful djinn in Rabiah, second only to the Serendib Djinn. They can only be subdued with great difficulty and often rebel against their masters, inflicting great damage on the Sahir that attempts to control them.

Kookus

Kookus. art by Scott Hampton

Kookus is a type of Djinn from the Jamuraan moutains. The local goblins have taken the job onto themselves of containing them. These goblin are also responsible for their very goblinish name, which is pronounces Cook-Us.

Ravnican Djinn

Pure Ravnican Djinn are tremendously powerful and infact deemed to dangerous to exist accoring to the Guildpact. Around the time of the deca-millenial the few pure Ravnican Djinn still alive have become forced labourers on the poles. Human/Djinni Hybrids with far lesser powers are employed by the Izzet.

Serendib Djinn

Serendib Djinn The Serendib Djinn are the most powerful of the Rabian djinn. They are immensly strong and are closely related to the Serendib Efreets, but also cursed and exceedingly difficult to control. Although their most imposing side is their strength as heavy elementals of air, the Serendib Djinn are also extremely intelligent and have the ability to grant wishes.

Efreet

The efreets are the second most common and the most dangerous of the djinn tribes. Evil since ancient days, they have an great hatred toward the races of light and have constantly attempted to destroy the djann. Efreeti are also called ifrits, and the name is pronounced “aye-freet”. Most efreets draw their power from fire.

Efreeti thrive in abandoned or desolate places, such as the City of Brass. While most of the other tribes need some time to change their apearance, the efreeti are known to turn from an unimposing figure into a raging lion or worse in the blink of an eye. They often appear as wild animals such as cobras, scorpions, and hounds, but have been known to tempt people in the form of beautiful women and soldiers. Often they also take form of sand cyclones or tornadoes and ravage trough the deserts or Rabiah. They can also be seen on camels forged of sand and magic.

Efreeti can be warded off by prayer or the materials iron and ruby. All efreeti native to Rabiah can fly, although some of their descendants on other planes have lost this ability.

Ifh-Biff Efreeti

the Ifh-Biff Efreet are spirits of the higher air. They are capricious and although not as powerful as many others of their kind, have the ability to release windstorms on opponents.

Junún Efreeti

The Junún Efreeti are among the worst of their kind. They incite madness in their victims or, even worse, possess the unwary or those too weak to resist them by locking eyes. The Junun often take the shape of great, purple skinned elementals that glow like fire and are adorned with heavy gold jewelry. Once bound by a Sahir, that demand regular rewards, not only to remain loyalty, but also to survive. The name Junun means “possession”. They are similar to the Manjun Efreeti, and might actualy be these same.

Serendib Efreet

A Serendib Efreet. art by Anson Maddocks

The Serendib Efreet are among the most viciouss of their kind. They are air elementals found all over Rabiah (thus not limited to the Island of Serendib from which they take their name) and are distinguished by their double mouths, jeweled foreheads, and hooked left hand. This was not always so, but ages ago a Serendib Efreet aided a planeswalker in exchange for the ability to destroy anything on Rabiah by putting it into one of his mouths after shrinking it with his deformed hand. Although he was defeated by a Bird-Maiden and one of the Flying Men, the efreet’s enchantments passed on to others of his kind.

The Serendib are among the most powerful efreeti. They are profane and very cunning, cursing those that dare summon them and enjoying the pain of foe and friend alike.

Wildfire Efreeti

The Wildfire Efreeti are the main servants of the Emberwilde Djinn, who use them as emissaries to Suq'Ata.

Ghoul

File:Khabál ghoul.jpg
The only true Ghoul ever printed. art by Douglas Shuler

Also known as ghul, the ghouls are the lowest order of djinn. They live in deserts, wastes, and shadowy areas of the Rabian cities. They draw power off the dead.

Despite being very intelligent, they are driven by instincts and act like wild animals when seeking food. Ghouls are highly superstitious and consider hospitality very important. Those ghouls offered salt will refuse to harm the giver and his household. Ghoul disguise themselves regularly as pilgrims or travelers, and attack their hosts if not shown the proper hospitality.

Ghouls prey upon individuals and small groups, attacking them openly. Fights between ghouls are common over the victim, and they will also seek out graves and eat the corpses when no other food presents itself. Powerful ghouls can shapeshift into vultures and follow lower ghouls to battlefields and dying travelers. Because they prey on those who cross the great sands of Rabiah, the ghouls are archenemies of the djann. Sahirs seeking to control ghouls will use Cat’s Eye talismans; however, the far more common approach against ghouls is for travelers of the Rabian deserts to bring iron with them.

Many creatures with ghoul in their name or even in their creature type have been printed, but only Khabál Ghoul is a ghoul of the djinn tribes. In the Arabian Nights expansion Wizards of the Coasts used the term "Ghoul" like it is used in Arabian tradition, but after that set they have been using "Ghoul" like it is used in the western tradition. While in Arabian tradition a ghoul is indeed a wandering spirit, in theWest the term is pretty much synonymous with Zombie.

Marid

The only Marid ever printed. art by Susan van Camp

The marids are the oldest tribe of djinn and the most respected. Although they are isolated and few in number, these spirits are the most powerful of the djinn tribes. There is a legend that one of the marid was the first djinn of Rabiah and that all others came from him.

Masters of weather, wind, and water, the marids tend to live near the coast and travel in great waterspouts. Most of the marids have left the mortal plane, choosing to abstain from the holy war between the rival djinn tribes. Those that have remained draw their earthly power from water. Marids often appear as old men, porpoises, or horses, leading travelers to wise courses.

Copper, iron, and jade are all talismans used against marids.

Nekrataal

The only Nekrataal ever printed. art by Adrian Smith

Nekrataal are the second oldest of the djinn tribes, and have the greatest lifespans. Living in swampy and magmatic regions, the Nekrataal are devoted to bringing plague and despair to the land. They are known to ride or become black camels, although they are more famous for appearing as beautiful men and women. As they are physically weaker than most other djinn, the Nekrataal use trickery and manipulation to accomplish their goals.

Originaly Wizards of the Coast where going to name this type of Djinn "Sheitan", but none of them where printed in Arabian Nights. When several years later Visions was printed, there was a Sheitan in the set, but since WotC had by now discovered that the word "Satan" is derived from "Sheitan" they decieded to rename it to Nekrataal.

When 9th Edition came out, the creature type of Nekrataal was changed to Human Assassin. This implies that the Ninth Edition Nekrataal is the human in the picture and that he calls himself Nekrataal. Orriginally the neon-bug by his neck was the manifestation of the Nekrataal.

Notes

  1. Presumably this mean the djinn would have to have less willpower than their master, for what use is a djinn who is magically or phisically weaker than you?
  2. This war was originaly called the Jihad, but since Arabian Nights came out that term has become far more loaded than it was. Hence I'll refer to it by its other name, the Spirit War