Clan Type Plane Origin
Afarit Mortal Else World Mephit
Orc Mortal Else World Afarit
Nokken Mortal Else World Afarit
Norog Mortal Else World Afarit
Leshy Mortal Other World Orc
Gremlin Mortal Other World Nokken
Formorian Mortal Other World Norog
Qarin Mortal Dream World Orcs
Marid Mortal Dream World Nokken
Athach Mortal Dream World Norog


The Efreets are one of the nine Tribes of Mortals created by the nine Clans of lesser Immortals in the final years of the Dawn War. The Afarits, the first of the Efreet Clans, were created by the Mephits in Limbo, the Celestial Echo of Chaos and Madness, also known as the Else World or Outer Verse. The Dawn War came to an abrupt end with an event that came to be known as the Sundering, when the first mortal was killed on the soil of the Natural World.

The Primal Spirits of the Ethereal Sea, the plane that connects all of the Worlds of the Celestial Opposition and is sometimes referred to as the Spirit World, tore through the Celestial Echos wailing a furious dirge, and unleashing their wrath. Everything changed in that moment including the Afarits, some became the first Ifrits, beings much more powerful than the Afarits they had been before. Others simply changed into something different than before, these were the first Orcs, Nokkens, and Norogs. Eventually some of the Ifrits became so powerful they began demanding tributes and worship, and they changed yet again, becoming the first Shaytans, God like beings who now rule over the Else World. In there thirst for more destruction they sent their minions out to spy and wage war on neighboring Echoes.

Orcs, Nokkens, and Norogs sent to Arcadia, the Celestial Echo of Life and Creation, also known as the Other World or Dawn Wild, became the creatures now known as Leshys, Gremlins, and Formorians. Those who were sent to Archeron, the Celestial Echo of Dreams and Desires, also known as the Dream World or Dream Heart, became the creatures now known as Qarins, Marids, and Athachs.

Religion: Many Efreets still worship the Primordials, the Creators of the beings who would eventually create their own creators. Ancestor worship is also quite popular among Efreet Clans, leading to some of the more legendary ancestors ascending to godhood, becoming new Shaytans. Some choose to worship in cults to the Old Ones or Primal Spirits, while others may turn to some ancient Divinity.
Language: The Efreeti language is descended from Elemental, which itself descended from Primordial, and all share the same runic alphabet. Afarits and Ifrits speak Efreeti, while Orcs, Nokkens, and Norogs will typically speak Orcish, a less refined version of Efreeti. The other Clans of Efreet tend to speak either.
Names: Efreeti sounds like a mix of Slavonic, Semitic, Celtic, and Greek Languages, so names taken from those language groups are all appropriate. Surnames are typically two words combined that have significant meaning to that family. Many Efreet will go by the Common pronunciation of their surname when not in their homelands.
Adventurers: Efreet adventurers tend to be those who want more out of life than they were offered in their homelands, or perhaps have been exiled from their homeland never to return. Others may be looking for a challenge or new way to live. Efreets are known for being wild and unpredictable companions.
Relations: Efreets are naturally long lived, but very few live long lives due to their way of life. They also do not need food and water the way other Clans do, instead surging off the destruction they wreak on those around them, which is why they can make their homes in such inhospitable places constantly raiding their neighbors.
Afarit: They are typically isolationists, fond of late night raids when least expected.
Orc: They are fiercely territorial and will raid their neighbors any chance they get.
Nokken: They are suspicious of others and choose to live in watery seclusion, and will attempt to lure any trespassers to an early and watery grave.
Norog: They are deeply hostile to anyone intruding on their territories, typically raiding when the conditions are at their worst for their neighbors.
Leshy: They are isolationists who do not take kindly to strangers in their territories, using ambush and trickery on all that enter uninvited.
Gremlin: They are sneaky and reclusive, preferring to rely on ambushes and traps, often sneaking into neighboring territories to play pranks, which usually means breaking whatever they can find.
Formorian: They are combative and greedy, always seeking to enlarge their territories, making life near them a constant struggle for dominance
Qarin: They often share their territories with others, but hidden, always listening.
Marid: They are proud and arrogant, believing a life under their rule is the best their neighbors could wish for, and will often attack without warning or provocation.
Athach: They are a very reclusive people, doing whatever they must to remain hidden and safe.

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