The Jan are the Fae Kiths of the Mythic East – the lands of North Africa, Arabia, Persia and India. To the European Fae, they are the Paynim or sometimes “genies”. The Shattering came to their realms early on, with the devastating conflicts of the Crusades and the Mongol Hordes. Their Resurgence began in 1979, with the Iranian Revolution.

Ifrit are the self-styled lords of the Jann, claiming suzerainty over the Fae of Africa and Arabia similar to the Sidhe. Like the Sidhe they are compelling, tempestuous creatures, proud to the point of arrogance but romantic by temperament and suddenly swayed to laughter, tears or anger.

These Jann are birthed by human dreams of glory, grandeur and power. They are the archetypal sheikhs, sultans and emirs. While the Eshu tread the long desert trails, the Ifrit are lords of the oases, presiding over dazzling chimerical pavilions, turreted citadels and leafy garden paradises.

The particular Birthright of the Ifrit means they surround themselves with human Retinues whose dreams they make real. Many humans seek out the Ifrit looking for the legendary “three wishes” of the genies and, once enchanted, these wishes can come true, or turn into nightmares, according to the temperament (or whim) of the Ifrit.

This close connection to humanity means the Ifrit do not suffer from “Banality’s Curse” like the Sidhe – instead, they are far more vulnerable to the madness of Bedlam. The irony of their Frailty is that, though they can conjure chimerical paradises, they cannot live in them for long. Many Ifrit through themselves into the banality of mortal life, but always seeking out leadership, competition and the opportunity to win glory – many become soldiers or mujahedeen, some become gangsters or businessmen, policemen or protesters. They are drawn to humanity’s dreams, which are battling to be made real in the crucible of the Middle East.

Many Ifrit have found there way into Western societies, especially through the Palestinian diasporas, the Turkish mafia or the political émigrés of Iran, Iraq and Libya. The European Fae have memories of them as the Saracen Knights and Moorish Princes of romance and legend, but they’re in for a shock at just how well the Ifrit have adapted to the pace and danger of modern life.

Appearance: Ifrit appear as beautiful men and women of Middle Eastern descent, dressed in silks, turbaned or veiled. Their burning eyes give away their nature as does the nimbus of fire and light that burns around them and flickers across everything they touch.

Lifestyles: Ifrit adore luxury and power and surround themselves with the best and the most beautiful. Mercenary soldier, mafia boss, oil tycoon, black market dealer and political exile are ideal occupations.

  • Childlings are drawn to the streets, invariably build a gang of similarly high-spirited youths around them, and lead their Retinues on wild adventures. Even Dar el-Salam (Seelie) Ifrit are drawn to the life of street thieving and rooftop chases; the Dar el-Harb (Unseelie) become diminutive gangster bosses leading miniature crimewaves
  • Wilders model themselves on the great heroes of Arabia and Persian romance – Rustum, Hossein, Sindbad, Sheherazahd – and prefer war and love above all other arts. They still maintain close-knit gangs of loyal followers, but are more likely to be criminal mobsters, terrorist guerrillas or mercenary captains
  • Grumps are more settled and like to enjoy the spoils and treasures they have won in their youth. They surround themselves with luxury and conduct more stately, Machiavellian battles across auction houses, boardrooms and courtrooms to humiliate or bankrupt their enemies.

Affinity: Actor


Power of the Wish (Sahar): Ifrit can birth chimera from human wishes and dreams. Must humans can only birth one chimera but Dreamers can birth several (typically three, hence the legend). By rolling Manipulation+Kenning at a difficulty equal to the mortal’s Banality, with each success the Ifrit can create one dot in the Chimera Background for the mortal. Separating these chimera from the mortal dreamer destroys them, unless the mortal is Enchanted and persuaded to share them or give them up. Many Ifrit live in chimerical palaces or own chimerical treasures that have been dreamed by one of their followers.

Using the new Wassailing rules, allow Ifrit to create a wassail without having to Muse or Ravage a Dreamer. So long as the Dreamer states their “wish”, the Ifrit can roll to reap Glamour and turn it into a wassail. Glamour reaped this way cannot be used for any other purpose.

Charisma (Farah): Farah is the supernatural charisma of the Ifrit, allowing them to add one dot to their Charisma trait (even if this exceeds 5) and never botching a Leadership or Persuasion roll. In addition, the Ifrit’s affinity with fire means they experience -1 difficulty with the Pyretics Art or fiery applications of the Primal Art.


Bedlam’s Curse (Majnoon): Ifrit are creatures of passion and divine madness and can easily be devoured by the dreams they inspire. They are much more vulnerable to Bedlam and begin each Story in First Threshold Bedlam.

Quotes: O my beloved, think not of tomorrow, but fill the cup and before we descend, as Fate will have it, into the dust, let us burn so bright as to be worthy of a song

Background: Title

The Jann have developed their own noble ranks, based on Arabic, Ottomon and Persian titles:

Basic: You are a Bey or Faaris
●● Minor: You are a Sheikh (Sheikha if female) or Khan (or Khanum)
●●● Useful: You are an Emir (or Emira, if female)
●●●● Significant: You are a Shah (or Shahbanu if female)
●●●●● Incredible: You are a Sultan (or Sultanah if female)


Tales of New Camelot Jon_Rowe