A race of Immaterim that dwell in the southern continents, Genies are divided up into several castes. Unlike Shades or Glories, Genies can not bind themselves to a living or nonliving object in order to influence the physical world.
Instead, a process known as 'anchoring' is used. Where they tie themselves to an inanimate object and use it as a sort of battery, rather than merging with it. Genies gain considerable power from such anchoring, but the process is complex, and carries certain risks, causing most outside the military or nobility not to bother.
As Immaterim, Genie's have no solid physical form, and instead are gaseous, though, because they are less attuned to ether than Shades and Glories, they are able to 'fake' solidity using magic, and shifting their vapor-states into seemingly solid bodies.
Marids, Jinn, Djinn, Ghuls, and Ifrits, are the various castes.
Marids are the highest ranking caste, and their vapor ranges from blue to silver or gray. Â Marids justify their high rank through occupying the vast majority of government and civil positions throughout their lands. They feel their responsibility's justify their privileges. Most marids grow up with a strong sense of duty, though at the same time,t hey have a tendency to feel wronged if someone challenges them too openly, as if the individual disagreeing with them were insulting them.
Marids seem to have a strange affinity for magics based upon metals and glass. Most marid spellcasters merely use their abilities to enhance their formidable melee skills, or to create constructs.
Jinn are the next caste, and are the most widespread of genies. They range from green to yellow mists in coloring. They are most often merchant lords and typically handle goods and their transport. They favor sand and wind based magic to help them move through the deserts more easily.
Jinn are fairly flexible culturally, since they find that helps them sell to more people. Jinn are also quite willing to start up businesses more for the sake of trade than love of whatever task they're performing. (if the locals won't trade with you, have part of your family set up shop in the same field and area and drive them out of business!)
Djinn: Most closely related to Jinn. The Djinn range from pink-ish purples to black in coloration. They're essentially middleclass, and fill a wide variety of jobs. Dijinn view much of the world in terms of 'how can I use this to advance'? And are sometimes viewed as a bit callous or deceitful by outsiders. Most stories of Genies 'twisting wishes' originate with Djinni tradesman or casters originate in travelers visiting Djinni settlements, though their malice is often exaggerated.Â
Djinn favor spells that draw on sand and earth, often focusing upon the rare gems of the deserts that they make their home. Those that work with these gems are among the wealthiest Djinn, that can rival Marid lords or Jinn merchants in influence.
Ifrit: The fiery underclass. These genie's have colors ranging from orange to bloody red. The ifrit are the lowest class of genie, though their social standing should not be confused with their aptitude in any regard. Ifrit are raised carefree, passionate, and artistic. Often seeing work merely as something they do to put food on the table, and then amassing a private collection of marvelous art or moving writings.
Ifrit see their fire magic as a way of entertaining people and often use it to accompany performances or accentuate their art. Few permit it to be used as a weapon, seeing this as a betrayal of their artistic principles.
Ghul: They're a bunch of soul and ether eating assholes that are not allowed near any civilized settlements because they're assholes. ALL OF THEM.
Their ice magic is feared because it represents the frigid chill of night and death in the desert. The Ghul could use it to bring significant water and life to the desert but are too destructive to ever seriously consider using it in such a way.