Ifrit

Overview
Ifrit are mortals who experience the influence of a fire elemental on their ancestry through one of many ways. In many cases, ifrit are directly descended from efreeti, fire veela, salamanders, azer, or fire mephits, or received a blessing or curse directly from them at birth that resulted in a transformation of their very essence. In others, the presence of a phoenix, fire wysp, magmin, lava weird, fire elemental, or thoqqua during the life of a forebear or their time in the womb may manifest in an ifrit child. Finally, reckless magical experimentation involving any of the aforementioned elemental creatures may cause a rash of local ifrit births as an unintended consequence. Regardless of how an ifrit comes about, however, they are almost always lively, intense, and impulsive, equally creative or destructive in their heedless rush towards their next goal.

Lavasouls, or magma ifrits, embody fire's nature as a consuming, changing element. With limitless creativity and a near-complete disregard for the moral compasses and judgements of others, they are expected to be geniuses and maestros, all prodigies before their time, but ones that will inevitably ask for some great cost or terrible payment from the society that they call home. The stereotypes of lavasouls depicts them as unhinged eccentrics who see far into the future but value nothing in the present, forward-thinking revolutionaries who speak truth to power, or sociopathic iconoclasts who are willing to sacrifice those around them for their ambitions.

Sunsouls, or solar ifrits, embody fire's nature as a light-giving, attention-grabbing beacon. Fueled by unflagging determination, sunsouls become the passionate center of movements or groups that align with their personal ideals, continually renewing the energy and courage of all who they call friends. They are expected to be individualistic and gifted leaders, orators, and potentially martyrs for the powerful beliefs that drive them. Stereotypes paint sunsouls as comforting, accepting luminaries, dangerous demagogues who command cults of personality, and peddlers of false promises that never had any chance of coming true.

Standard Racial Traits

 * Ability Score Modifiers: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
 * Type: Ifrits are outsiders with the native subtype.
 * Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
 * Base Speed: Ifrits have a base speed of 30 feet.
 * Languages: Ifrits begin play speaking Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Defense Racial Traits

 * Energy Resistance: Ifrits have fire resistance 5.

Magical Racial Traits

 * Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Senses Racial Traits

 * Darkvision: Ifrits can see perfectly in the dark up to 60 feet.

Society
Ifrits are able to form surprisingly stable societies, though as soon as they grow larger or more advanced than small subsistence settlements, they tend to become embroiled in constant power struggles. Even when ifrits live among other races, they have great difficulty understanding how other creatures can deny their orders or, even worse, attempt to order them around - after all, if the ifrits act according to their impulses, why doesn't everyone else obey the ifrit's urges too? As such, most ifrits who have any interest in living with other races seek out positions of power with utmost haste, all the better to grant them the freedom to act as they please. Many ifrits accomplish this without much issue, due to their high energy and charming personas, maneuvering their position to best ensure that nobody can stop them from following their impulses - ironically, this results in a relatively high proportion of ifrits in legal and law enforcement positions. Those who refuse to compromise their own freedom set out on their own, becoming nomads and wanderers with a reputation for thrill-seeking.

Religion
Ifrits as a whole tend to avoid organized or doctrinal religion, as they see little difference in being ordered around by a mortal and being ordered around by a deity. The most frequent exceptions tend to include Vicenta Salcedo and Petya Naumov, who encourage them to express themselves and constantly seek out new experiences, although some also revere Ketar Mozog, whose social niceties allow them to retroactively frame any impulse-driven activity as a premeditated and thoughtful choice. Those ifrits who find themselves wandering through nature more often than roads sometimes turn to Fa'qamuu Twice-Heavenbound, seeing in the sun an expression of themselves, or Nothing Left of Quibatus, who had been telling them all along that relying on the goodwill and cooperation of others was a strict and limiting endeavor.

Relations
Ifrits are jealous of the high esteem granted to aasimar, tieflings, aphorites, and ganzi, and take unrivaled pleasure in exercising power over them. In most cases, the aasimar and tieflings are happy enough, aphorites ignore them, and ganzi eagerly follow, resulting in a slow increase in the ifrit's frustrations.

Changelings are usually accidentally accepted among ifrits, as the ifrits don't pick up on the strangeness of changeling actions.

Dhampir and suli find ifrits to be presumptuous and rude, not only due to their lack of respect but also due to the crass dares and taunts they deliver.

Vishkanya and kitsune find ifrits to be lovely friends and companions for the exact same reasons.

Drelmans find ifrits to be passionate and fun as equals, though the fiery race quickly violates boundaries if given any amount of power.

Nagaji and hobgoblins seem almost eager to grant ifrits positions of power, although the hobgoblin reputation for violence makes ifrits hesitant to accept.

Dwarves find ifrit to be irritatingly capricious and incapable of true craftsmanship, while duergar almost never interact with ifrits at all - truthfully, duergar do not care much about what ifrits do, but ifrits find the gray dwarves' very existence to be a horrific mistake.

Drow and ifrits get along famously, and the dark elves' capacity for emotional understanding is usually the only way for an ifrit to ever begin engaging in self-reflection of their impulsive natures.

Fetchlings are equally fast friends with ifrits, whose presence makes their journeys more interesting.

Elves rarely consider ifrits as individuals, instead thinking of them as fire itself - this results in distant relationships, but such arrangements are often comfortably dramatic enough for both participants.

Ghorans, grippli, and lizardfolk likewise associate individual ifrits as being akin to fire, but the danger that this poses to their lives and livelihoods far outweighs any sort of respect or reverence that may be otherwise appropriate to a living natural phenomenon.

Gnomes and halflings can get along well with ifrits, with the gnomes' obsessions being sufficently unique to catch and hold ifrit interest, and halfling festivals being second to none. However, ifrits tend to quickly wear out their welcome among halflings, and their outlandish and fickle behaviors are frowned upon outside of parties.

Parmans, who view ifrits as curiosities and exotic displays rather than people, share such opinions.

Kobolds are easily charmed by ifrit wits, but as soon as they figure out that an ifrit has gained power over them, they explode in an outburst at this 'betrayal,' which may or may not be accurate.

Orcs and skinwalkers appreciate that ifrits are in tune with their instincts, but the ifrit tendency to gather attention and glory often works against an otherwise inconspicuous skinwalker who would like to stay out of the spotlight.

Oreads are content to let their ifrit companions come and go as they will, knowing that they have little choice in the matter, but find that newly-met ifrits are insufferable on a level that they can barely express.

Sylphs, despite having much in common with ifrits, have an aversion to the race that transcends time and logic, and the two are nearly destined to be at odds.

On the other hand, the placid-faced undine are excellent influences on the wild ifrits (and vice versa), and any sort of relationship between the two is bound to result in growth and good things.

Ratfolk, living in tight-knit communities, tend to dislike the individualistic bent of ifrits and send them on their way.

Vanara don't like that aspects of ifrits any more than ratfolk, but instead aim to trick ifrits into understanding the needs of others through pranks, fables, and their own reciprocal behavior.

Tengu find ifrits to be consummate protagonists who refuse to give up or take no for an answer, and eagerly listen to their bragging as if it were unequivocal truth.

Finally, goblins love few things more than fire, and ifrits trace their immediate ancestry to nothing else than that. The goblins themselves entertain (and enable) ifrits by encouraging them to follow their dreams and impulses, no matter what, because surely nothing bad will ever result from such a thing.