Djann (plane-touched) are individuals who can trace back in their ancestry and find, usually quite remote, an elemental influence. Most of the time djann heritage is dormant for generations and appear suddenly in the offspring of two humans. It is also possible to be a plane-touched djann if one of your parents is a djann. You must be the same type of djann as your parent if you are not born to two humans. There is no such thing as a half-djann. There are four types of djann (plane-touched) that correspond with their elemental type. These are air, earth, fire and water.
Although all four of the djann have their own characteristics, the stories of their ancestors are linked to one another, as is their reason for inhabiting Hyboria. Their story can be found here.
It is important to remember that djann and djinn are not the same thing. Djann are the human offspring of a djinn and a human. In nearly every instance, the ancestry is unknown to the family. The lore for the djinn is to help you understand what might be motivating your general demeanor and personality, but you will not have this information in character unless you discover your heritage and begin to research it. Even then, it will depend on your actions as to how much of this information you will be able to discover.
When designing your djann, you can use all, some or none of the traits because you can also inherit traits from your human parentage. You are, however, prohibited from using traits specific to a race that is non-human unless it is part of your djann heritage. What this means is that you cannot play an earth djann with white hair or blue skin. If you choose to use your human appearance traits, they must make sense for a human to possess.
Language Spoken: Regional
Djann Racial Kit: