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Post by Cassiel on Dec 9, 2008 18:20:43 GMT -1
((This is a Reference guide and is subject to change at any point in time.))
Firstly this is a tale that one should read cause it tells about the Djinn and what they are capable of:-
A tale of the Djinn
An old woman sits before what appears to a some kind of council.
"Some of us are righteous and some of us are… well… not; we each follow different ways. We know that we cannot frustrate the one’s design in the earth, nor can we frustrate it by flight. When we heard the call to guidance, we believed in it. That call has failed and our pact with the one’s design has fallen even if slightly so. We are the Djinni, the wishmasters, the evil that walks the earth free. All who find a Djinn will love and dispair.
With knowing this then you should also know of this:
The Djinn are not angels that have fallen. We were created from a smokeless flame of fire. The first recorded Djinn to be disobedient is Iblis. Disbelieving, disobedient jinn and humans are known as Shayateen a name that is simulacrum to Satan. If one is mentioning the Djinn purely of themselves, the are called Djinni. If one is mentioning the Djinn that live among mankind, they are called Aamar whose plural is Amaar. If one is mentioning the ones that antagonize the young, they are called Arwaah. If one is mentioning the evil ones that antagonize humans they are called Shaitan for the singular and Shayateen for plural. If they cause even more harm and become strong, they are called Ifrit. The ones who come at night are called the Ghul or Ghula. The Ghul has a connection to the embodied horror of death of the grave and the graveyard.
This where our story begins.
Throughout time, in every part of the world stories that can only be categorized as incredible are recorded every day. Lately it seems that there are many people who look at stories of the paranormal as flights of delusion and so they are either dismissed or ridiculed. This type of behavior creates a barrier for the investigator who truly wants to discover and reveal that this world is an incredible world of wonders and miracles.
The stories that could be told only if man would listen before his dying breath.
The world is not without beings of a magical nature that are not human. The Djinn are much like the more common Faeries in the Northern climes, they can populate the mountains, deserts, and oasis' of any country of their choice. Also like Faeries, the Djinn had no souls, and were once complete spirits of nature, created from smoke and fire. Though fewer in number in the once harsh climate of The Middle East, the Djinn are powerful forces with which to contend. Many travelers and caravans have been lost when the Djinn were not given their proper respect. Many mortals were taken as slaves(Shaitan), teachers(Jann), lovers(Jinn), and even some times food(Ifrit and Ghul).
The early Lords learned much from the Djinn, who had watched the sky from the time of the Pharaohs and knew the stars above as well as the desert below. By the time of Solomon, Djinn were more well known and no less than seventy were bound to his service by a special ring. Not many were left free of his rule and those that were female bedded him when he called, if not they were put to death.
With the rise of Kings and the spread of mortal domination, the lands of the Djinn were increasingly lost. The Djinn tribes could not hold back even the early incursions of the King and his followers. Fearing either destruction or the flight of all Djinn from the land of the mortals, the tribes held a great meeting in the Sacred Mountain. Here a great Jinn sheikh, set forth the great Choice.
He had had a vision in the desert, in which a great scythe in the shape of a crescent moon had split a great Djinni in half. In order to survive, he told the Djinn tribes they must side with the King, or against him. Only then would the tribes avoid the flight or destruction that they feared.
There was much debate over the vision, and the mountains were rocked by skirmishes between groups of the Ifriti tribe and those of the Marid. Finally, the leaders of the tribes agreed to decide, but only on a tribe by tribe basis.
The Jinn and their allies, the Jann, sided against the King that would own them or destroy them. The Shaitan and Ghul tribes sided with him, for they had been corrupted by demons hiding within the Ifriti, whose choice for evil and want of power was never in doubt. The sheikh of the small Marid tribe allowed the Djinni to decide as individuals, for the Marid are very proud and the strongest of the Djinni. Their choice, our choice is none of your concern, just know that we smaller in number and mighty when angered.
As the last choice was made, a God appeared before the council. “By your words and your deeds, you have entered into the realm of good and evil. With your choice you will carry a new responsibility, the responsibility of a soul. From now on, all the Djinn alive now and yet to be must decide upon their own salvation or damnation.
With a great rending of the sky, the God disappeared, and each Djinn felt as if a door opened, and another had closed.
Now it could be seen that each of those gathered in the council were not alive, pallid flesh cold as ice spoke of the revenge dished out by the collective Djinn against the king and his allies.
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Post by Cassiel on Dec 9, 2008 18:26:29 GMT -1
The Good Djinn
Jinn
The most populous of the Djinn tribes who have sided with Good, the Jinn accepted the Prophet before any of the other tribes. They have also been the most active in associating with humans and sahir. It has happened that they have also become the least magical, especially outside their Holy Land. The Jinn have sought to become faithful followers of god, and may visit a mortal’s house of prayer on very special holy days. They also enjoy discussing the Law, and the gods and will often invite a learned religious scholar of any faith to come and debate with them. There are however famous renegades, who have sided with the forces of evil and corrupting men away from the path of good. It is said that many Jinn travel on carpets that fly, and live in places where the wind never stops. Some can change their appearance to a smoke or mist, a huge eagle, or a strong man or woman.
Jann
The Jann tribe have been more conservative in their approach to humankind, but have embraced good for the most part. They are the most individualistic of the Djinn, yet have almost exclusively sided with the followers of the Prophet in times of danger. The Jann were among the first Djinn that humans came in contact with, for they consider an oasis as perhaps the most beautiful place that exists. Caravans suffered or prospered at their hands, for it is said they could hide an oasis from those who had previously mistreated them or shown disrespect. Powerful Jann can still take the form of a camel, generally white, and travel slowly between oasis under their control. They occasionally will disappear in a cyclone of sand. Their greatest enemies are the Ghul, who lurk in the desert to strike at unwary guest of the Jann, or at the Jann themselves on their travels. Jann will only rarely be found in cities, though many are said to have palaces at their favorite oasis. They often appear as a whirlwind of sand, or as a soldier in order to conceal themselves.
Marid
The Marid are the Djinn of legend; they are the fewest in number among the Djinn, the longest lived and the strongest when it comes to the Djinn magic and ways. It is said that a Marid was the first Djinn, and his brothers began the other tribes. Marid are solitary beings, and often live near the coast or islands all to themselves. They are masters of the weather, and sailors are careful not to anger these Djinn. They can be seen traveling across water as a waterspout and have been known to wreck ships with the wind and waves they can cause. Many Marid delay their Choice until late in life, staying out of the struggle between good and diabolical powers. Indeed, many Marid left the mundane world as a result of the Council, choosing to leave rather than side with the two contesting powers. Iblis, the ancient leader of the Ifrit, is said to have a great hatred of the Marid. Legend says that it was the Marid that prevented the Ifrit and the Shaitan from destroying the Jinn in a great battle after the Council of Choice. A marid may appear as a wise older being while on land, a porpoise at sea, or a horse, leading travelers to wise courses. The Marid are the least any should try to contest with but they are fantastic Allies.
The Evil Djinn
Ifrit
The Ifrit were among the most numerous of the tribes, and the most violently opposed to good. Their main homes are in abandoned or desolate places. They seek the violent death of their enemies, and it is rumored that the Old Man in the Mountain of Baron is part Ifrit, or has them as allies. Iblis was their great leader who was corrupted by a demon, and led his tribe away from good. He nearly destroyed the Jann and many of their human allies in a great battle in the mountains south of Habidad. Only with the intervention of the Marid were the Ifrit with their Shaitan and demonic allies defeated. The Ifrit lost most of their host in the battle, though even today they are among the most powerful of the Djinn, (coming in second to that of the Marid,) with allies both demonic and mundane. They may appear as a soldier, or a great dog. The Ifrit often move across land as a great tornado of dust, or on magical camels made of sand and evil magic. They may also strike as giant serpents or scorpions spitting fire.
Shaitan
The Shaitan are the oldest tribe after the Marid. They are also the one of the longest lived of the Djinn, with many of their number reaching Elder age. Their home is in the mountains where even the rock and water are hot. They are masters of deception, and can disappear in a cloud of smoke, traveling on clouds of hot air from place to place. They are well known for their pride, and many had human worshipers and slaves in the times before the Prophet. The Shaitan are also the most adept at manipulating the pride of man to turn him away from good. Shaitan often seek out a human who is righteous in order to achieve greater glory in turning him away from that path, seeing that to be a great feat. These evil Djinn often appear as beautiful women or men, but will retain some part of an animal's form on their body. They often appear as smoke or a jackal, and will use disease as a weapon in many instances. They are often seen as or riding black camels.
Ghul
The Ghul are the most base and depraved of the Djinn. Wholly corrupted by the Infernal powers, these Djinn are at times uncontrollable, driven mad by desires and evil forces that are now part of their nature. The Ghul stalk the trackless wastes of the desert and prey upon the living and the dead. They may only eat what they have killed or what dead creature has not had the name of a god spoken over it. They are very intelligent, but can behave as animals when in a crazed lust for food. They are very superstitious and consider their hospitality to be inviolable. If offered salt, they will not attack the individual who offered the salt, or his household. Being creatures of the desert, they are bitter foes of the Baduw, and will at times work with the Dhabi. However, fights often erupt between the creatures over the victim. The Ghul often appear as pilgrims and join caravans, then fall upon their hosts if they are not treated with due hospitality. They will also openly attack individuals or small groups. Many Ghul seek out grave sites, and will devour the newly dead or retrieve them for evil sahir or other diabolical masters. The Elder Ghul can actually change themselves to vultures, and follow their mundane cousins to battle fields and dying travelers.
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Post by Cassiel on Dec 9, 2008 23:43:56 GMT -1
Push Disney’s impression of the Djinn out of your mind for a minute.
Art of Magic: + Granting wishes and Twisting them in the process. (For Example I wish to be Rich and Powerful, Wish granted but now you are the head of the Colombian Cartel and the US Military have cracked down on your operation.) + Shape shifting (Into a maximum of three natural animals) + Healing the broken (This is a lengthy process and takes three weeks to heal what would naturally take five months this skill is separated into three Minor Medium and Greater healing) + Raising the dead. (Within reason; they cannot be dead more than three days. Uses only by the Marid) + Glamour (Change their appearance masking themselves from those looking for them in a particular appearance.) + Communicate with Animals. (They can talk to the animals they are closest to and those they can change into the shape of) + Elemental Control (Only one of these and the sub elements that fall from it.) + Weather Control (Or a form of Elemental control. Depending on the tribe is if it is possible) + Flight + Prophesy + Invisibility + Enchanting Music (Those with the gift of song can sing and enchant those listening into a gaze.) + Enchanting of objects (You know those objects in Disney’s Beauty and the Beast; the moving part not the talking.) + Possession (One of the greatest powers of an Older Djinn is to possess a human being. It is possible for an Older Djinn to take over the mind and actions of a human if the Djinn can lock eyes with the target. Practiced by the Ifrit mostly but it is not unheard of in the tales of the Djinn that the Marid have been able to do such in the days of the great wars between the Prophet and the King.)
Age and Djinn
*Djinni age very slowly and do not have children unless they are child bearing age which is different for each tribe but usually none under the age of 900-1000 (puberty) have children also the Age of a wedding. They do not marry nor do they have children with humans. *Depending on the Tribe is how great their magic is and how many of them there are. In order they fall Marid (Strongest in Djinn magics few and far between) - Ifrit (Strong because of their Demonic likes but there are also Few the war changed their numbers) - Shaitan - Jann - Ghul - Jinn ((lets give a raito 1:1:3:4:5:6 this is not the actual number of them but the order in which their power is to their population.)) *As Djinn age, they become more powerful, and, in addition to increasing their ability in Astral magic, many gain or develop new natural magic abilities; further explained in this section. *For the first 150-200 years they are still baby/ toddler/ young child like and are usually protected in a tower far from the reaches of humans to protect them from slavery. *At 500 years Djinn are young teens just coming into their first magic, the Djinn at this age have three skills one including the ability to change into ONE and only one animal within their Tribal limitations. Their Wish Granting is also another skill and they usually fail in this in every way possible. (Jack wishes for a sandwhich he gets turned into a Sandy Witch) Only when they have perfected these three skills are they mentally capable of gaining more. It usually takes 500-800 years to perfect the first three arts of a Djinn and many times in this time while finely honing their skills they are captured by humans and killed by those whom seek to punish the Djinni for ruining their wish not taking into account the age of the Djinni; only their tricky ways. *Minor Healing is not a skill that one learns until they are 1400, it heightens every 200-300 years depending on the amount of use. *Raising the Dead is a Chiefly Marid skill and only a Marid of the elder years 5000+ and those of the sheikh line are able to perform this. * Possession is Mostly an elder Ifrit skill though the Sheikh of the Marid Tribe used such on the Prophet when talking through him to Solomon the King. (Mefesto is the only Marid known to use this skill.)
The Djinn weaknesses as it stands the same for all
-Like the Fae they and all without exception have a weakness to Iron. This is a deathly weakness it turns them into nothing but a normal human. Many times a weakened human by illness, just by being near iron in it’s true form does this. Their directive magic is also dispelled by Iron. -The Djinn are not Immortal and do and can be killed by man made weapons. They are tough and hardy to blows but they are not as tough as a demon or an angel. They are for the most part ageless and some can appear as either gender through most stick to one in particular. -The Ifrit, Ghul and Shaitan cannot touch hold be close to anything holy and will cower from hallowed ground. -The Marid, Jinn and Jann cannot under any circumstances intentionally cause harm to a living creature. They can however push you away. If you so happens to fall down a hill then off a cliff they are not to blame. (Loophole- should you imprison them then your life is not your own, your life becomes theirs on thier freedom.) -Nether can kill a living being by a wish (Vampires are actually a loophole but can be argued that they are living. At most times the Djinn will argue with himself on that topic. There is a personal Loophole to this, should a person imprison a Djinn the Djinn is capable of killing the one that did so.) -By a learned man they can be bound into his service via a man made object. -By knowing their true name the person now becomes master of the Djinni to which their name is known. They are in the service of the human until the human then dies. (If the human passes the name onto another the agreement between the Djinn and the Human is then null and the Djinn is granted a new name and Freedom unless the name is guessed again.) -They cannot upset, or hinder in anyway ‘The One’s’ design. (The One = God) -They cannot Flee the Earthen realm to heaven they aren’t permitted. However the Ifrit are banished to hell quite often through they themselves cannot flee there like demons. Nor can they actually visit the realm of the Fae as they are not Fae either. They also cannot create a Realm apart from the other’s or the Earthen realm as that would upset the design of the one -Naturally a Djinn (Good or Evil) would seek to hide their presence for if they are found out they would be hunted by the greediness of man and their need for their wishes to be granted.
Imprisoned / Imprisoning a Djinn
Firstly this is not recommended if you wish to make wishes. Striking a deal with one is a better way to go than binding them to a man made object.
First Rule of Summoning - Never, Never, NEVER, summon something that you are not sure you can banish from your presence. A Djinni is not a pet.
Imprisoning- To bind a Djinni you need a Sahir ( someone with knowledge ) a personal possessions ( from the Djinni ), to create a ‘Talisman,’ you need to know the name of the Djinn.
Talisman- A man made object made by your own hands should be used even if it is just a glass bottle hand painted by yourself. The form of the Talismans, the best suited are - rings, scabbards, bags, Glass bottles.
Djinni belong to tribes ,so again you need to know the name of the tribe in order to create the talisman, the Diabolical ones are Shaitan,Ifrit & Ghul - use for them Rubies, Iron, Emeralds or Cat's Eye. The good tribes - Jinn, Jann & Marid - use Jade, Copper, Agate or Obsidian.
Using Iron to corner the Djinn one offers the bottle or object as an escape while chanting “Come into this and your freedom will be given after three wishes are granted.”-English version of course one would have to be able to speak the old languages long forgotten although English may work- A symbol must then be painted upon the bottle to keep the Djinn inside. Star of David for the Ifrit, Ghul and Shaitan. A Crescent Moon for the Jinn and the Jann and a Crescent Moon with a five pointed star for the Marid (the star is to keep the Marid from turning evil but this is new knowledge only learned in the past 50 years or so.)
Keeping the Djinn in the Talisman is very dangerous ,he is not bound to you ,he is bound to the Talisman. A bound Djinni’s Wishes are always without fail not what you wished for exactly.
After the third wish is granted the Djinni is free (this is not Disney there is no Alladin and the Djinni’s name isn’t Genie he will not return to his lamp.) Depending on the Djinn would be your punishment for imprisoning them.
If he/she frees himself/herself from the Talisman and he will do everything in his powers to free himself even before the third Wish is granted; he can kill you without remorse! Aside from this there are punishments that the Djinn can dish out...
~ Ifrit- Removes your children from the world by eating them for the years of service even if you have none at the moment of his freedom. He will wait till you do and you are attached to them if you are old and dying without children then he will eat you alive that would give you some years left. ~ Ghul- Will remove your loved ones and friends by haunting you and making sure that no one wants to be around you ever. ~ Shaitan- Makes sure your freedom is removed and you are imprisoned if only for a couple years. Or they will bring diseases to those around the wisher.
~ Marid- (If they have not become an Ifrit as imprisonment usually has this effect on the Marid.) they will give you five-seven years to wallow in your bounty and wishes then remove them and leave you with less than you had when you first met them. ~ Jinn and Jann- As they hold an alliance between them they also hold the way in which they handle human enslavers. Depending on their treatment they will choose the punishment, either removing the wishes or twisting one further. Before vanishing.
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Post by Cassiel on Dec 15, 2008 21:46:20 GMT -1
Three Rules .:. Three Wishes
1. Absolutely no Killing of any living person or thing. (No wishing for someone to drop dead however after your third wish you just might by the Djinn's design.) 2. Absolutely no Upsetting the Design of the world. 3. Absolutely no Messing with the Free will of another (No Wishing for someone to fall in love with you.)
A few Named Djinn: Aesmodeus, Ameer, Demagus, Mefesto, Baraka, Ayishah, Asiya'Balqis, Ashraf, Baheera, Ghaniyah, Badr al Din, Dhul Fiqar, Farooq, Ghassan.
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