Wyvern:
General characteristics and biology: Wyvern's are two legged serpents with a long span of two wings, standing at a height of 2 meters. These creatures are the result of Sliph experimenting on himself. The wyvern has a acidic, toxic blood that become gaseous upon injury.
Wyvern's have sharp dagger like teeth in powerful jaws, however the deadly fact is their venom glades that excrete in each bite. This venom is highly corrosive and yet is still a neurotoxin, it melts nerve endings over the course of time if treatment is not sought.
These creatures however, can molt into a humanoid form. Only their serpentine eyes, sharp dagger-like teeth, and patches of scales to give hint to their bloodline. Even though they are considered creatures Wyvern's are highly intelligent and are in fact sentient.
At one time they were the dominating culture, before Sliph's magical stasis enraptured the planet.
Society and Reproduction:
Wyvern's live in solitary clans. Each establishing hunting grounds and small underground citadels. Deception and tact are the two virtues of their society, wars being more psychological than actual military action in their race's younger eras. With a life-span in line with the Maird, its only a factor of their culture that most Wyvern's rarely make it past the eariler twenty, tending to die in another cloak and dagger conflict. While the world is in stasis a change had already been underway, a stable single clan has been established and in alliance with the Marid. It had been eons since then, over should the world be awakened the Wyvern's world return the universe under their current single clan and leader.
Wyvern's lay eggs filled with an acidic sac, that the embryo devourers for development, wyvern fathers looking over the egg clutches of their mates to ensure they survive to hatching.
Djinn sub-races:
Afreet:
General characteristics and biology:
These sentient mineral gems push the boundaries of what is considered life. You see, you might not even know it was alive. Because they have the inexplicable ability to gather fire around them as give it endless fuel, thus they act as guardians of fire. Afreet are intelligent but not exceedingly so, they simply are driving by their desire to cultivate their fire into what they consider their life long art. Of all the Djinn sub-races they are the least intelligence and endowed, unable to take even human form, sometime Afreet are used more like tools and slave labor than anything else. Threat of candle duty is effective for other Djinn to keep them under control. On note though, Afreet can affect the emotions of biological races. They can cause passionate emotions to rise in them on mere whim.
Society and Reproduction: Afreet originate from a gas giant that has dense high pressure atmosphere. Additionally, this gas giant orbit close enough to its star to have an orbiting cycle of seventeen days. The high pressure coupled with the intense temperature of being so close to its star have created a phenomena called "Boiling Water Ice". You see, due to the pressure technically all the matter on the homeworld is frozen over, yet the temperatures causing them to boil as well. The Afreet that live on their origin planet live in the most inhospitable parts of it collecting gaseous and colorful fires for their lifetime "art"
Each Afreet belongs to a originating Parent Gem. These Parent Gem are incredibly massive and never leave the homeworld. The Parent Gems of the Afreet are dim and mildly intelligent, contending their life to collecting their flames without a care for its young. The Parent Gem will shed a layer of its "skin" once every earth decade, creating thousands of new Afreet. The parent Gem being unable to communicate with its colony of young, although if it could it wouldn't care to.
Ghoul:
These sentient gems have not been seen for such a long time that even the Marid consider them legend. In reality when Sliph put the planet at the center of their homeworld, not a single parent gem was sent to the surface of the artificial gas giant. This Djinn sub-race bends light around its gem, and has the strange ability to make shadows solid. Usually would have been seen in a humanoid of solid shadows, the Ghoul were highly intelligent trouble-makers. Since they had the same low need of food as anyone other Djinn sub-race, the Ghouls simply enjoy manipulating others using their ability to bend light to create elaborate illusions and to conceal themselves.
Marid:
http://shatteredplanes.com/forum/index.php?topic=4596.0