1. Races

Ifrit

"My grandfather was fire. Not a metaphor. Actual fire. It makes family reunions complicated."
— Zara Emberheart, alchemist

Ifrits carry the blood of efreet or fire elementals — beings of raw flame whose legacy manifests in mortal descendants as hair that flickers at the edges, skin that runs warm to the touch, and a temperament that burns through patience the way their ancestors burned through everything else. They are passionate, impulsive, creative, and exhausting to be around for extended periods — which they'd find offensive if they held grudges long enough to remember them.


Physical Description

Ifrits look human with the saturation turned up. Skin in shades of brass, bronze, or deep red. Hair that shifts between auburn, orange, and actual flickering flame — sometimes literally, in moments of strong emotion. Eyes like embers — red, gold, or orange, sometimes with visible heat-shimmer. They run warm to the touch, and in cold climates they're the person everyone wants to stand near but nobody wants to argue with.

Society

Ifrits are born into human communities and tend to make an impression early — usually by accidentally setting something on fire during a tantrum. They grow up fast, learn to control the heat (mostly), and either channel their intensity into a craft or become the kind of person who leaves scorch marks on conversations as well as furniture.

In Molthune, ifrits gravitate toward the foundries, where their heat tolerance is a professional asset rather than a social liability. In Qadira and Osirion, where efreet blood is better understood, they find more acceptance — though "acceptance" in those regions often means "someone else wants to use your talents."

Relations

  • Humans: Fascinated and cautious. Ifrits are magnetic — literally warm, emotionally intense — and most humans learn that getting close means occasionally getting burned.
  • Dwarves: Professional respect. Dwarves understand fire as a tool. An ifrit at the forge is a peer, not a curiosity.
  • Mul (Iron-Blood): The Sootward foundries bring ifrits and mul into close proximity. It's one of the few relationships where an ifrit's heat is a feature, not a bug.
  • Sylphs: The classic elemental tension. Fire and air — they feed each other and destroy each other in equal measure.

Alignment and Religion

Ifrits lean Chaotic — rules feel like cages, and cages burn. Sarenrae, The Dawnflower (the sun, redemptive fire) and Gorum, Our Lord in Iron (passion, battle) both appeal. Some worship no god at all, viewing their elemental heritage as its own form of divinity.


Racial Traits

Ability Scores+2 Dexterity, +2 Charisma, –2 Wisdom
TypeOutsider (native)
SizeMedium
Speed30 ft.
LanguagesCommon, Ignan. Bonus: Aquan, Auran, Dwarven, Elven, Gnome, Terran

Core Abilities

  • Fire Resistance: Fire resistance 5.
  • Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma as 2 higher for all sorcerer class abilities.
  • Spell-Like Ability: Burning hands 1/day (CL = character level).
  • Darkvision: See in the dark up to 60 feet.

Adventurers

Ifrits adventure because sitting still is physically uncomfortable. A foundry worker who discovered their fire does more than melt iron. An alchemist whose experiments kept getting "too interesting." A performer whose act became real during a bar fight. Common classes include Alchemist, Sorcerer (elemental), Magus, and Bard.