All 4 TN Janni 4 Amir 7 Suli
Air C G Djinni 5 Vizier 8 Sylph
Earth LN Shaitan 7 Pasha 13 Oread
Fire L E Efreeti 8 Malik 10 Ifrit
Water CN Marid 9 Shahzada 11 Undine
Nature: Race of creatures
Type: Outsider
Class: Material / "Worldly"
Worlds: Fernia, Risia, Lamannia, & Eberron

Genies are powerful spirits, part flesh and part living natural force. This status gives them human-like desires and powers over the elements.


Genies are mysterious and powerful humanoid-looking creatures associated with the four classical elements. Their true nature could be said to be a strange mix between mortal existence and being pure personifications or embodiments (like f.ex. angels or demons are). For while they are outsiders, and so are made and empowered by the nature of the outer dimensions, they are also conceived and born and grow up in the same biological way mortals do. Their bodies seem to be both a flesh-and-blood form, sustained by organs and blood, working in much the same way as natural creatures, and yet they are also "made out of" the power of the elements themselves.

As such, the five genie 'races' each have their own cultures and traditions, much like the humanoid races of the mortal world. They have their cities and kingdoms, they have families and lineages, they form relationships with each other and with outsiders, they are born and they die, and are in many ways the outsiders it is easiest for mortals to relate to and identify with. Genies aren't perfect representations of pure goodness or the force of evil itself, they aren't eternal beings in charge of abstract concepts. While each of them can be seen as an expression of the might and nature of one of the classical elements, they are at least less "cosmic" about it. And yet they are still immortals, as they do not die of old age.

In short, the four elements are at least more physical and worldly, which means that the genies who come from them are also closer to the material existence, in contrast to the more abstract, conceptual and eternal notions of good and evil, law and chaos, which is why the celestials and fiends in turn are more alien and strange to the human perspective.


The forms of all true genies correspond to the four elements:the air is ruled by the djinn, the earth by the shaitans, the waters and oceans by the marids, and flames by the efreet. Then there are the jann, who combine all four elements into a clear and balanced whole.

Traits & Biology

Genies are birthed much as many mortals — a rarity among the races of the planes. This speaks toward the strange heritages of the jinn race, being creatures part flesh and part elemental. Newly born genies rarely enter their existence alone but rather as twins or quadruplets, sometimes in litters as large as eight. These young genies grow into adults in a matter of years, far faster than creatures of the mortal plane. While djinn and efreet are fully grown by their 6th year, marids take 10 years to grow to adulthood, and shaitans and jann take 15. Genies seem to consider the longer periods of humanoid fertility a sign of inferiority, or at least laziness on the part of such simple creatures.

The sizes of genies are often relative, however. As genies age they grow larger and more powerful, typically gathering ever-greater magical and elemental power that often takes concrete, physical form. Upon reaching adulthood, the size and apparent age of a genie is a sign of his power. Thus, small, thin genies might be young or powerless, while larger genies might be comparatively inexperienced but always filled with elemental power.

As immortal beings, genies do not view death as an inevitability, but as a terrible crime or punishment. As their pride finds it hard to accept that a genie's end could be the result of a random accident or dumb luck, this means that when a genie dies it's because someone made it happen. It is always a direct action, something that someone did to the genie.

Legends say that when genies die violently, in feuds or battle, their ends are usually spectacular, with djinn departing as howling winds, efreet turning to smoldering columns of coals and ash that swiftly crumble, marids changing into fog and water that swiftly evaporates, and jann simply fading away. Supposedly only shaitans leave any real remains: strangely tubular bones of copper, iron, or even mithral, though few can prove that such metals truthfully come from the bones of genies. Other than this, it’s said that a dead genie leaves little trace.


Although few genies cooperate with one another — having little tolerance for beings as arrogant as themselves — certain races hold particular animosity toward one another, with regular hostilities breaking out between efreet and djinn.

Genies are all fond of servitors, steeds, and troops who can carry on their feuds for them. The types vary, but generally any elemental creature might serve a genie of the proper elemental type. In addition, some other monsters serve out of ancient loyalty, or are captured and tamed by the genies because of their powers.

Some savants believe there is no greater doom than to become enmeshed in the affairs of the genies. Jinn see things differently: all those who are not their friend must, perforce, be their vilest enemies. Although they enjoy civilized haggling over prices, terms, and quality for goods or services, they have surprisingly little patience for diplomacy, which involves meeting other creatures and pretending at equality or at least treating them with respect. Nearly all genies are extraordinarily proud, meaning that even the best-natured of their kind often come off as insufferable at best and insulting at worst. This arrogance often leads to intense feuds among genies as those of equal standing seek to prove their dominance.

Noble djinn, efreet, and marids can all grant wishes to non-genies, who bargain for such boons or otherwise compel these beings to use such great and dangerous magic. Considering the often selfish nature of many genies, the granting of wishes to lesser races seems unlikely at best. Genie wishes are generally honored as long as the wisher does not request too much. Braggarts, swaggering fools, and those who hold themselves in high regard irk the vast egos of most genies, who consider themselves to be doing the wisher a favor. The louder a wisher crows about his victory, the more inclined a genie is to undermine it

Courting & Relationships

Genies are proud and eager for recognition by their peers, enjoying the opportunity to show off to others of their kind their sumptuous garments, wildly improbable magical vehicles, and manors and palaces suitable for princes among princes. Their gifts are often illusory, but even so, the energies invested in creating silver robes of pure starshine, building cities amid a realm of fire, or carrying glacial sherbets from the mountains to the middle of vast deserts are considerable.

This extravagance is due primarily to the simple fact that female genies are relatively rare, comprising no more than roughly a third of the race of genies. The reasons for this are unclear. Whatever the cause, the effect is profound on genie mating customs, and female genies prove quite demanding of their male suitors. Female genies hold all the power in the mating game, with two or more suitors for every female hand, and eagerly exploit their prerogative to choose a mate.

Male genies eagerly strive to gain the attentions of the few female genies, and so prove boastful, loud peacocks always willing to dismiss other males. The only exceptions are efreet, who take to open warfare with other males to win the affections of their paramours — and ostensibly to reduce the number of living males.

Among the shaitans, marids, jann, and djinn, polyandry is quite common, with female genies keeping up to 4 husbands or consorts. This leads to frequent outbursts among jealous, feuding males, which is why the females prefer to keep their men busy with tasks: fetching pomegranates from distant lands, weaving enormous carpets of gold and red madder, or finding and harassing caravans that might pay bribes in perfume or silk.

For most such households, the female genie remains in her palace, and the males fetch and carry goods, expand her house, organize her servants, and fight her wars.

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