Hernán Conde de Boeck, “Djinn of the Desert”

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Hernán Conde de Boeck, “Djinn of the Desert”
I'm learning more about AI, and it struck me how specific you have to be with your instructions to get the outcome you want. For example, if you set up a robot to make world peace and it decides the best way to do that is to wipe out all humans. No war if there's no one to fight, right?
This concept has existed for a very long time. We just used the idea of magic (like fairies or djinns) as the force carrying out the instruction instead of robots. That's where the phrase, "Be careful what you wish for," comes from.
It makes me wonder about language and meaning. In any language, there will be some specific concepts you can never fully describe. Usually, it's not a problem or even noticeable, but sometimes it can have big consequences. Like in a Shakespeare play where a misunderstanding causes someone to die.
It just seems like yet another thing humans do. We create a way to communicate, realize it has limitations, and then push hard on that concept and see what we can imagine will happen.
Showing you 🫵 my favorite 😌 magi rarepair 🫶
Furfur x Focalor 💥‼️
North African witchcraft
I've been considering delving into Quranic workings lately for curses and hexes
Hi! Just found this IF and just wanted to pop in and say that this is SUCH an interesting concept and I'm super excited to see more of the lore and get to know the pack more! Sure hope choosing MC over an expanded territory and getting essentially bossed around by djinn will not have dire consequences haha (lord knows my MC will at least feel extra guilty about that)
I hope you're doing great and will have as much fun continuing writing as reading the demo was! Cheers!
Ahh, thank you! Every ask like this makes my desire to write even stronger <3
You have little to worry about the territory. I will make it clear in game, but the Djinn master kinda played himself. Because werewolves hugely prefer the countryside as territory, with huge ground to hunt, but the djinns don't know that because they know next to nothing about werewolves.
Bela would have accepted the offer if it was posed in a conciliatory manner, but bargaining with a werewolf? They'll hold a grudge. A huge grudge. If the djinns even dare to put a finger outside the city, Bela's going to personally rip them apart limb by limb for what they did to MC
"You! You can’t just walk in here! This is a crime scene!”
“That would explain the dead bodies, then,” she replied. He blinked dumbly, and she sighed. Wasting good sarcasm was annoying.
– P. Djèlí Clark, A Master of Djinn
Fanon Species of Hazbinverse
Djinn
Sources of Original Concept: Pre-Islamic Persians and Islamic Belief
Djinn are Hellborns whose physical forms are made of a combination of 'steam' of liquid mana, smoke/mist, and metallic pieces containing the fire as their 'hearts'. Djinn's hearts usually take the form of oil lamps, lanterns, bulbs, glowsticks, kettles, or metallic vessels with hollow interiors with patterns and their names written on them.
The birth of Djinn is caused by liquid mana and sparks of fire interacting in the vessels those become the hearts. The spirit is formed when enough liquid mana is vaporized and smoke infused with mana's essence. Djinn don't have infancy period but starts as a child, which they grow by wisdom they earn and constant and efficient consumption of fuels and/or magic forces.
Due to Djinn's physiology, they could not harm or be harmed by physical assaults(except by their hearts/vessels being destroyed to a certain level of damage) but were highly skilled in magic, yet easily assaulted by offensive magic as well. All Djinn have an element represented by their color; Red-Pure Magic, Orange-Fire, Yellow-Air, Green-Earth/Life, Blue-Water, and Purple-Aether. Orange Djinn are fragile to water, Yellow Djinn are fragile to strong wind or explosion, Green Djinn are fragile to fire, and Blue Djinn are fragile to toxins or contaminated with oil and set on fire. Red Djinn areusually the strongest, yet easily manipulated by magic and can be killed by magic-canceling gadgets or weapons. Purple Djinn, however, arethe weakest yet can not be truly killed without being destroyed, usually being viziers or wisdom-related figures for their 'masters'.
Warp Dwellers
Sources of Original Concept: Game Workshop's Warhammer and Warhammer 40K
Warp Dwellers is an umbrella term for the species under the same Genus those can be divided into four sub-genus/species clusters. Their origin is believed to be from beyond the seven rings but in the same layer with hell, which possibly sharing ancestry with imps.
The four catalogues are Gorereapers, Poxxers, Entorros, and Daemosii. Their are sorted by certain characteristics and bloodlines, while offspring between different sub-genii are infertile.
Gorereapers' traits are having blood red skin, high muscle-to-fat ratio, got bones-based spikes on their shoulders and limbs, and having larger horns. Poxxers are identified by their yellow/green sickly hue, blood and organs festered with various pathogens which some cases may kill non-Poxxers, and having odor issues. Entorros' signs are multiple eyes and/or pairs of arms(or being a cyclopean by birth), blue or crystalline skin complex, and feathers-like hair, while Daemosii are noticed by their pink-magenta skin, tentacles-like hair, and lightweightness for their sizes.
Some of the Warp Dwellers and Imps gave birth to fertile offspring, which are usually considered being imps. However, the sub-genus usually affected the hybrid's personalities, for examples, Gorereapers with anger issue and impulsive emotions, Poxxers with 'intoxicating' and slow-thinking behaviors, Entorros with introvert and calculating nature, and Daemosii are tended to be extrovert and obsessive.
Necromorte Amberii "Feasters of Fear"
Sources of Original Concept: Stephen King's Macroverse
They are metamorphic beings started as larvae-like feeds or fear, flesh, and life force of Hellborns, Sinners, and Sentient mortal beings. They usually dwells in damp and dark places like abandoned buildings, caves, or sewers, being passive predators waiting for unfortunate victims found themselves in their domains. Their larvae form is not considered sentient as their intelligence is at best around Earth dogs, and being deaf and blind but sense surrounding by temperature, moisture, and fear instead.
After consumed and digested enough food, they will go into a deep and dark place where they hibernate and metamorphing themselves into a mature form. This stage of Necromorte takes a few years and they are unable to move themselves, being fragile to be destroyed or relocated. However, when they have reached their maturity, they will be stronger in both physical and intelligence term.
Adult Necromorte resembles an orb of orange light with eight sharp antenna-like limbs and 'fangs' which its brain and eye is are behind it. However, they can shapeshift into the victims it consumed with some adjustments by age, clothings, or mutated features to cause terror or combative uses. Necromorte usually hunts the marginalized and/or the outskirt sinners or weaker hellborns like imps or toddlers succubi/incubi few times a year, while most of the time is spent on hibernation and healing.
Necromorte's weaknesses are electrocution(revert them to original forms), alchemy-made pesticides(could blind, confuse, or irritate them, or even kill them if being strong enough) and magic-based attacks. Angel weapons also had been proven lethal on them, as they avoid hunting around extermination periods.
I have so many ideas, and so little time and just two arms and eyes... For once I'm a lil jealous of Djinns because of their four arms just imagine how many drawings i can finish in one sitting? Though the only problem would then be that i need another phone and more pencils and sketchbooks.