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Ifrit

Ifrit (plural: Ifriti) is a jinn of the Realm of Fire. Ifrit tend to be arrogant, combative, and mercurial in nature. On their home realm they tend to gather in small nomadic tribes centered around a powerful warlord. The tribes never stay together for any length of time as warlords fall to more powerful rivals. The difficult nature of the ifrit means that even the most powerful warlord can rarely control more than a thousand ifriti.

Asad Al-Aziz, the most powerful ifrit, counts nearly 1300 ifriti who serve under him at any one time. He has gained so much power that he has created his own demi-plane upon the Elemental Plane of Fire where he rules from a vast city made from solid fire.

Esideor

The Esideor are the eternally hated enemies of the ifrit. The esideor are not creatures native to the Realm of Fire, but rather come from a land far deeper in the Shadow Lands. Appearing as large spiders with a deep black-blue carapace they are incredibly strong spirits who prefer to strike from the shadows. Their elusive nature made it difficult for the ifrit to even notice them until it was too late - too many ifrit had been enslaved to the esideor.

For hundreds of thousands of years the esideor enslaved the ifrit - sending them to other Shadow Lands to help the esideor conquer them. When the ifrit finally freed themselves they hunted the esideor across the shadow lands - enslaving their once masters. They killed those esideor they wish - and enslaved others for their amusement.

Fate

Ifrit Good Extra
Physical Stress 3
Mental Stress 3
Scale Medium(2)
Skills
Good(+3): Elements (Fire)
Fair(+2): Fight, Provoke
Average(+1): Deceive, Physique, Athletics
Aspects
Embodiment of Fire
Towering and mighty
Primordial
Wings of smoke and flame
Stunts
Flight: Use Athletics for aerial movement/maneuvers
Create Fire: Create fire even in cold/wet environments
Extreme Conditions: +2 defense vs. fire-based attacks
Extreme Habitat: Survive in fiery environments
Firewalk: Fire for near-instantaneous sprints between contiguous areas of fire
Herculean Strength: +2 to lift and carry

Pathfinder