Djinn-born
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
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.
History
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.
Aging
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
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.
Young Shirelings rarely leave the Shire they are born in until they are considered old enough to travel, unless going with family.
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.
Government And/Politics
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.
Special Occasions and Traditions
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.
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. 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.
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.
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.
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.
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.
Shirelings, if able, have 11 meals per day:
- Coffee
- Breakfast
- 2nd Breakfast
- Elevenses
- Lunch/Luncheon/Mid Meal
- Sweets
- Afternoon Tea
- Beer and Pretzels
- Supper
- Dinner
- Dessert
Locations
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
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.
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.
Costuming
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.