Post by David on Jun 29, 2006 13:18:38 GMT -5
Howdy folks,
Just a heads up, but I've been doing a fair amount of research on genies/jinn/djinn/efreet/ifrit/marid/etc lately. Much of this info is either cryptic or clearly influenced by modern game design. There also seems to be a general reluctance of Islamic sources to discuss these beings as they are still accepted as reality in this religion (at least as real and tangible as angels are to most Catholics). Anyway, here are a few things I've come up with...:
Yes, the djinn are free-willed beings made of smokeless fire and the breath of God. As such, they have abilities which, to humans, seem magical but which merely are due to their nature. In fact, there are abilities which humans have which equally confound "djinn-logic". All that said, and thanks to the later European works of literature, what we have in the game are NOT very accurate representations of djinn. Djinn and ifrits (efreet) are valid, but marid are really just rebellious giants and dao were made of whole cloth in order to emulate the Greek construction of the Four Elements. Djinn really have issue with earth and stone (since unlike us, it is NOT part of their nature -- and they can't figure out why we have such a problem with fire, since it's not harmful to their nature), so earth-genies really don't work from a truly-Muslim perspective. True, you could argue that Solomon sought out djinn dwelling in "earth, air, fire, and water" but this text, even if based on Jewish and Islamic mysticism of the time, post-dates Mohammad and further was written from a European viewpoint. Heck you could argue that djinn "hiding in earth" were in "nooks and crannies" and not actually within the stone or earth as they would hide within water or flames.
My solution?
Well, short of a complete rewrite of all sentient-elemental and genie-esque aspects of the game system (including the structure of the elemental planes, a couple of gods, all five types of genie, the sha'ir class, and lots of elemental magics), I'm just gonna go with Dnd's version of genies (gen, jinn, djinn, efreet, dao, and marid). I would, however, like to expand the abilities of genies a bit, so that whatever sourcebook has the most power wins (even picking and choosing between books for the best collection). Supposedly, a single djinni can build a castle or temporarily detour a river -- feats outside the scope of any genie without a wish. So, and in keeping with a gen's power to "fetch" spells, a djinni (or efreeti, dao, marid, etc [note, the last two names don't shift, like other, real Arabic names do!]) can perform well beyond the Dnd parameter's of its abilities to accomplish fairytale-like, non-combat endeavors. In addition, djinn and greater genies can ALL polymorph at least once per day into a "realistic" form (a human or animal or other non-fantastic, animate, living form similar to a druid) but bearing some slight trace of its true nature (eyes, color, etc).
In case you're wondering what the point is of going into this detail -- well, many PCs either have had dealings with genies and therefore "know" their abilities (Tyris=Flare, Kara, Mandar, Moorak, Bart, Taarna, etc) or are from a culture (Zakharan) where they're at least somewhat familiar with all this. My goal is to put genies more on par with demons and dragons and therefore have them be less similar to "ogres with magic powers" or "minotaur that grant wishes". I also want to explain myself and give folks a glimpse into some of the cool stuff I came up with.
Thoughts?
Just a heads up, but I've been doing a fair amount of research on genies/jinn/djinn/efreet/ifrit/marid/etc lately. Much of this info is either cryptic or clearly influenced by modern game design. There also seems to be a general reluctance of Islamic sources to discuss these beings as they are still accepted as reality in this religion (at least as real and tangible as angels are to most Catholics). Anyway, here are a few things I've come up with...:
Yes, the djinn are free-willed beings made of smokeless fire and the breath of God. As such, they have abilities which, to humans, seem magical but which merely are due to their nature. In fact, there are abilities which humans have which equally confound "djinn-logic". All that said, and thanks to the later European works of literature, what we have in the game are NOT very accurate representations of djinn. Djinn and ifrits (efreet) are valid, but marid are really just rebellious giants and dao were made of whole cloth in order to emulate the Greek construction of the Four Elements. Djinn really have issue with earth and stone (since unlike us, it is NOT part of their nature -- and they can't figure out why we have such a problem with fire, since it's not harmful to their nature), so earth-genies really don't work from a truly-Muslim perspective. True, you could argue that Solomon sought out djinn dwelling in "earth, air, fire, and water" but this text, even if based on Jewish and Islamic mysticism of the time, post-dates Mohammad and further was written from a European viewpoint. Heck you could argue that djinn "hiding in earth" were in "nooks and crannies" and not actually within the stone or earth as they would hide within water or flames.
My solution?
Well, short of a complete rewrite of all sentient-elemental and genie-esque aspects of the game system (including the structure of the elemental planes, a couple of gods, all five types of genie, the sha'ir class, and lots of elemental magics), I'm just gonna go with Dnd's version of genies (gen, jinn, djinn, efreet, dao, and marid). I would, however, like to expand the abilities of genies a bit, so that whatever sourcebook has the most power wins (even picking and choosing between books for the best collection). Supposedly, a single djinni can build a castle or temporarily detour a river -- feats outside the scope of any genie without a wish. So, and in keeping with a gen's power to "fetch" spells, a djinni (or efreeti, dao, marid, etc [note, the last two names don't shift, like other, real Arabic names do!]) can perform well beyond the Dnd parameter's of its abilities to accomplish fairytale-like, non-combat endeavors. In addition, djinn and greater genies can ALL polymorph at least once per day into a "realistic" form (a human or animal or other non-fantastic, animate, living form similar to a druid) but bearing some slight trace of its true nature (eyes, color, etc).
In case you're wondering what the point is of going into this detail -- well, many PCs either have had dealings with genies and therefore "know" their abilities (Tyris=Flare, Kara, Mandar, Moorak, Bart, Taarna, etc) or are from a culture (Zakharan) where they're at least somewhat familiar with all this. My goal is to put genies more on par with demons and dragons and therefore have them be less similar to "ogres with magic powers" or "minotaur that grant wishes". I also want to explain myself and give folks a glimpse into some of the cool stuff I came up with.
Thoughts?