top of page

OSR: Genies: "Your Wish, My Command"

seeroftheabyss
Sep 12
27 min read

Genie


Number Appearing: 1

Alignment: Varies depending on type

Languages: Lingua Franca plus three languages per Tier of Genie

Treasure: Gold, jewels, luxury goods, magic weapons, armor, wealth beyond measure


HD (Varies, See Below)

AR 1d4

Atk (Varies, See Below)

Mor (8+HD)

Saves (7+HD)


Flight: Genies can fly. They add +4 to their Initiative rolls and Defense rolls if they are flying. Genies can also hover in the air.


Innate Spellcasting: Genies have a number of Mana Dice equal to their HD. They can cast the following spells as an action. These spells do not trigger Chaos or Corruption, but their MD do burn out as normal. The spells a Genie will know depends on what type of Genie it is.


Tactics:

- Be arrogant, do not expect anyone can actually challenge you

- Stride up to the most powerful opponent and try to fight them in melee

- Only use spells if things get tricky


To customize a Genie, roll on the tables below:


How Strong is this Genie?


1d4

1- Pauper. This Genie has 5 HD. It can make 3 1d8 attacks on it's turn. It is among the lower ranks of its kind. It cannot grant wishes.

2- Great. This Genie has 6 HD. It can make 3 1d10 attacks on it's turn. It is a lower-ranked Genie, though it is still powerful. It cannot grant wishes.

3- Noble. This Genie has 7 HD. It can make 2 2d8 attacks on it's turn. It is an aristocrat, more beautiful and powerful than other members of its kind. This Genie can grant 1 wish* a year.

4- Royal. This Genie has 8 HD. It can make 3 2d6 attacks on it's turn. This Genie is one of the greatest of all creatures, high and glorious, rising above almost all other Genies. This Genie can grant 3 wishes a year.


What Element birthed this Genie?


1d3

1- Fire. The Genie is better called an Efreet. This Genie has skin the color of flame and the ravenous appetite of an inferno. It is immune to fire. Roll on the Efreeti table to see what it looks like.

2- Water. The Genie is better called a Marid. This Genie takes on the physical traits of the creatures from the deep blue of the seas. It can breathe underwater and can swim as fast as a shark. Roll on the Marid table to see what it looks like.

3- Air. This Genie is better called a Djinn. It is made of clouds and vapors, and has the ability to possess living creatures. Roll on the Djinn table to see what it looks like.

Efreeti:


All Efreeti are Immune to Fire Damage and know X of the following spells, depending on their rank. Pauper Genies know 5, Great Genies 6, Noble Genies 7 and Royal Genies 8.


Efreeti Spells:


1d8

1- Burning Armor

2- Fireball

3- Flaming Sphere

4- Flashpoint

5- Pyrophobia

6- Smother Flames

7- Sun Razor

8- Wall of Fire


All Efreeti spells can be found here.


To customize an Efreeti, roll on the tables below:


This Efreet...


1d6

1- Is tall and statuesque, with skin of super-heated metal that sears bare flesh at a touch. The Efreet is an absolute perfectionist and spends many hours every day having blacksmiths work on the metal of his body, to ensure it is a paragon of physical perfection.

2- Is made of bubbling lava, contained within a thin skin of hard stone. The Efreet's body is black basalt, but it has carved hair of pumice along with teeth and nails of glittering obsidian. It leaves drops of molten stone wherever it goes, which gradually cool to small stones.

3- It has a flesh body that is horribly burned, but these don't seem to hurt it. It is hairless, but disguises this fact by wearing elaborate wigs made of hair. The tips of its wigs are always smoldering, and burn to ashes when it is angered.

4- It is seemingly a construct, encased totally in armor that clicks and whirrs, occasionally releasing a blast of hot steam. This is just a shell however, as this Efreet is actually composed of nothing but pure flame.

5- The Efreet is made of ash-encrusted wood, a man of oak and cedar. Cutting him open will cause him to spill hot coals and embers, along with a blast of blistering heat, from within himself. He constantly emits small amounts of smoke, his hair and eyes formed of solidified smoke.

6- Has a body of glass, containing a swirling cloud of smoke and embers. The glass is hot to the touch, making the air around it ripple with heat. The Efreet's features are hard to make out, but it's eyes glow and when angered, smoke and fire pour from its mouth.


It lives in...


1d4

1- A massive brass yacht, sailing a sea of magma.

2- In chambers cut out of the rock of an active volcano.

3- In a temple of glass and metal in the middle of a scorching desert.

4- In a mine that is host to a coal seam fire that has been burning for decades.


It is served by...


1d4

1- Salamanders, lizard-like creatures with blazing hot skin, enabling them to shape metal with their bare hands.

2- Enkindled, creatures of living fire contained in shells of fired clay.

3- Constructs made of metal or stone, each one powered by a coal ignited by the Efreet's own flame.

4- Charred Men, humanoids who have been slow-cooked in magical ovens that make them resembled burned meat.


How does it amuse itself?


1d6

1- War. It plots the conquest of foreign lands.

2- Bloodsport. It delights in watching slaves, beasts and paid fighters clash in the arena.

3- Intrigue. It schemes against other Efreet, seeking to defeat them in intricate games of politics.

4- Dueling. It encourages it's servants to duel visitors and will invent insults an excuse to challenge someone to a duel. The honorable may be spared, the cowardly or those who behave shamefully are killed.

5- Destruction. It has artisans create beautiful things for it, preferably flammable ones. Then it destroys them.

6- Carnal Pleasures. The Efreet keeps a large harem of women, girls and other things it desires. It will occasionally visit them for nights of exquisite debauchery. The harem also serves as a hotbed for scheming and intricate plots, all of which serve to keep the Efreet entertained.


What do they use to show off their wealth?


1d4

1- A harem of beautiful bed-slaves and concubines, one of every nation and race the Efreet have conquered.

2- A vault of masterwork weapons and armor, polished and maintained but never used.

3- An exhibit displaying the crowns of slain or defeated kings

4- A dozen ornate torture devices, each one a work of cruel majesty. Despite their beauty, they are perfectly functional.


What treasure does it display?


1d6

1- The Sun Scroll. A golden scroll that allows the user to access all the knowledge of the Sun. 1/Day, the user may ask the scroll a question and the scroll will reveal the answer to them. The scroll can reveal the truth about anything that happened under the Sun (during the day, where sunlight could reach). Things that happened in rooms without sunlight, at night or deep underground remain concealed to the Sun.

2- The Dragon Mask of Ya-Shan. A beautiful mask of red, rose and white gold, this mask allows the user to assume the form of a Dragon for 1 hour a day. The Genie values it mostly for the fact that Ya-Shan only ever made one mask for each creature he wished to become.

3- Vanquisher, the Butcher's Blade. A huge, two-handed blade once wielded by a hero, this sword grows more dangerous the less armor the user wields. It also can only be wielded by it's rightful wielder. This is not as useful as it seems, as you become it's rightful wielder by killing the previous one and taking the sword off their corpse. The rightful wielder of the blade is a guest of the Efreet, either in a guest room or dungeon, depending on how the Efreet feels and what bargains it may have made.

4- Cyprilla, the Healing Tree. An ordinary peach tree with a cutting from a celestial tree grafted onto it, this tree produces mystical peaches that, when consumed, cure disease, regenerate limbs and restore health.

5- The Brazen Bitches. A pair of brass-plated statues of shapely women with the heads of dogs, these constructs are animated by evil spirits, who are bound to the statues. The Bitches are skilled in combat and pleasure and will serve any master who can dominate them. However, they must be fed life force, either by allowing them to kill living creatures and devour their energy or via feeding off their master. Be wary however, for if the Bitches feel a master has grown weak, they will attack and attempt to kill him.

6- The Chair of Agonies. A metal chair with built-in restraints, when someone sits in this chair the restraints will automatically trap them in place. The master of the Chair can then command it to inflict sensation upon them. The Chair can simulate any form of sensation, from pleasurable to agonizing. These sensations feel realistic, but do not actual damage, though they can cause psychological damage, depending on what sensations are inflicted.

source unknown
source unknown

Efreeti are different from other Genies in that they actually seem to like interacting with each other. They form societies, organizations and hierarchies where multiple Efreeti will work together, with some serving under the others. Some may take this as proof as the fact that Efreeti are less proud than other Genies. This is partially correct, but also misses the point that Efreet are generally vicious, cruel and manipulative.


They form hierarchal organizations not just to leverage their power more effectively and accomplish greater works, but also to amuse themselves. Efreet love political machinations, schemes, elaborate plots and conspiracies. They become subordinates to others of their kind just for the pleasure of trying to unseat others of their kind and squabbling among each other. This is one of their favorite ways to spend eternity.


The other main way Efreeti like to entertain themselves is through War. War is the greatest game to them, with so many factors and variables that even a relatively simple conquest can provide for months or years of entertainment. Efreeti will spend years or decades drumming up support for war, building armies, stock-piling weapons and supplies only for their games. They care nothing for those who will die, in the same way a chess player gives no thought to sacrificing a pawn to force the enemy's pieces into a vulnerable position.


They regard most other beings as beasts- clever beasts perhaps, but still nothing more than animals or tools. Then at the end, win or lose, the Efreet will sign the peace treaty and return to his own lands, determined to have even more fun next time.


Efreeti may come off as cold-hearted monsters but they do have emotions, they are famous for their towering rages after all, but these emotions are often explosive and fleeting. An Efreeti will be consumed by furious rage, slaughter a room full of slaves, then calm down and take tea as if nothing happened. An Efreet might become obsessed with a mortal, kidnap and seduce them and worship them for a few months, before politely discarding them and sending them on their way with a gift and no further explanation.


The one time Efreet are consistent is in their honor. To an Efreet, honor is all. Even if he hates you, an Efreet will keep his word if he made an agreement with you. He will try to trick or manipulate you, of course, but he will not break his explicit word. Efreeti honor is one of the thing they boast in, which is often why they are extremely unwilling to make agreements or promises, unless they are confident this promise will not be honored or they can weasel their way out of it, should the promise prove inconvenient.


The easiest way to anger an Efreet is to accuse him of lacking honor. He will have you killed and send your loved ones a gift to avenge this slight. The easiest way to please one is to flatter them for their brutality in warfare, their sexual virility or their pristine reputations.

source unknown
source unknown

Marid:


All Marid can breathe underwater and swim as fast as a dolphin. They know X of the following spells, depending on their rank. Pauper Genies know 5, Great Genies 6, Noble Genies 7 and Royal Genies 8.


Marid Spells:


1d8

2- Evaporation Vortex

3- Ocean Mother's Embrace

4- Rogue Wave

5- Undertoe

6- Water Breathing

7- Water Wall

8- Water Whip


All other Marid Spells can be found here.


This Marid...


1d6

1- Is counter-shaded, with a broad, sloping head and a mouth full of pointy teeth for catching fish.

2- Is covered in green-blue scales with webbed fingers and toes. Its' face is very human looking, aristocratic and handsome, but for the scales.

3- Instead of arms, has 1d4 tentacles emerging from each side of its torso.

4- It resembles a human, but pale as milk, with jaws like an anglerfish and eyes like a hatchet fish.

5- It is covered in thick plate like that of a crab, it has six legs and its lower body ends in a powerful tail.

6- It is covered in glossy, opalescent scales that shimmer in the sunlight, with a clear fin-like crest on its head and fin-like wings that unfold from its back. The clear membranes on its crest and "wings" refract the sunlight, casting rainbows across the surface of the water.


It lives in...


1d4

1- Inside a giant sea turtle, with part of the turtle's shell and body converted into rooms and living spaces.

2- In a palatial yacht, flying sails of a hundred colors.

3- In a coral castle beneath the waves.

4- In a pyramid of stone that occasionally rises above the waves, only to disappear back to the depths at irregular intervals (or when the Marid wills).


It is served by...


1d4

1- Mermaids. These fish-like dwellers of the sea are the primary rivals of humanity at sea, fighting with them over the rich waters along the coasts.

2- Gill-Men. These creatures are often thought of coastal barbarians, tolerated by humans and hunted by Mermaids. These are a tame tribe, serving the Marid as their god-king.

3- Dolphfars. A stable breed of beastmen, the Dolphfars are intelligent, hedonistic and polygamous.

4- Selkies. Technically humans, Selkies are humans who practice a type of folk-magic where they wear enchanted seal-skins that enable them to transform into seals.


How does it amuse itself?


1d6

1- Competition. The Marid loves to host competitions, fighting tournaments, sailing or chariot races, hunts for exotic beasts, whatever strikes it's fancy that day.

2- Art. The Marid either loves to make art or have art made of it. If the former, it will show you it's hundreds of self-portraits. If the latter, it will hire artists to immortalize it's perfection. If a famous artist doesn't want to come visit, the Marid will simply have him kidnapped.

3- Music. The Marid either loves to play or loves to hear music. If the former, the Marid will force you to listen to it play. No matter how bad it is, you must applaud. If the latter, the Marid has it's servants plan elaborate concerts and summon musicians and singers from across the world to entertain it.

4- Performance. The Marid loves the theatre and hosts hundreds of play-wrights, keeping them busy by making them put on constant performances for it. An excellent play will grant one riches and rewards, while bad reviews will lead to expulsion or worse.

5- Religion. The Marid has constructed a false religion around itself and has it's servants worship it. It also sends out missionaries to recruit new followers so that it will always be praised.

6- Hosting. The Marid loves to throw parties and only the best, most beautiful and most brilliant may attend. If invited, you should go. Not just because it would be rude to refuse, but because the gift bags often contain a king's ransom. Also, refusing a Marid's invitation is a good way to prompt it to seek revenge for slighting it.


What do they use to show off their wealth?


1d4

1- A pod of Orcas, tamed and cared for by the Marid's slaves.

2- A half dozen fountains, each one flowing with an expensive liquid, such as wine, healing potions, etc.

3- A garden of exotic land-dwelling plants, each one contained in a magically-sustained bubble of air.

4- A clockwork vehicle that is fully contained, allowing even the most sensitive of land-dwellers to move beneath the waves (a submarine).


What treasure does it display?


1d6

1- The Pearl of the Deep. A magical pearl that allows the user to transform any creatures around them into monstrous deep-sea entities that are forced to obey the holder of the Pearl. This effect also occurs involuntarily, automatically transforming any land-dwelling intelligent creatures within range of the Pearl's effects. The Marid has placed the Pearl in a warded case to prevent such an occurrence, though it may have such transformed beings on staff.

2- The Archimoroi. A mystical ship made of wood taken from an elderwood grove and enchanted by the Queen of the Naiads, this ship can sail not only through the seas, but also through the air, dreams and the Astral Sea. It will protect it's crew from any negative effects of sailing through such places, but you will still need a skilled crew and captain to navigate through such places. For example, an Outsider would be the best pick for a captain if sailing the Astral Sea.

3- Storm God's Scepter. A scepter allegedly belonging to the Mistress of Storms, this scepter can be used as club to bludgeon enemies. 3/Day, it can also fire a bolt of lightning at any creature within 100'. These lightning bolts do 4d6 damage, save for half.

4- Portagan's Helm. A crested helm that once belonged to a Mermaid Prince, this helm allows the user to 3/Day conjure up a cape of stinging tentacles that can be commanded to strike any creature within 10' of the user. The tentacles work in air and water, but are more effective in water, having double the range there.

5- Nephara's Boon. A magical charm made of carved alabaster, it grants the wearer the ability to 3/Day transform organic material into fish, as long as that organic material has no will of it's own. This means it works on corpses, dung or any product or item that came from a living creature. It can transform an amount of material that can fit into a bathtub or one discreet item (such as a dead tree). If the item in question is larger than a bathtub, it will instead become a pile of small fish, instead of one large fish.

6- Sea Croc's Carver. A knife made from the fangs of a great Crocodile Conqueror, this knife does more damage against reptilian enemies. It also makes the enemy of the Reptiles more favorable towards the wielder, namely the Birds and Mammals. However, reptilian creatures will automatically be wary of the wielder and will not regard the wielder as an ally unless he makes a powerful effort.

Marid are easily the most vain and self-absorbed of all Genies. While all Genies regard themselves as superior beings, Marid take this to the point of narcissism and arrogance, spending hours every day readying themselves for public appearances, applying make-up, choosing outfits with care and bathing in scented oils to make sure they always present the ideal image.


They love to commission art made to aggrandize them and fill their homes with portraits, sculptures and other depictions of themselves. Each one will have a story to tell and portray a different side of the Marid, which they will breathlessly explain to you.


Marids are also the laziest of the Genies. They regard any form of work as oppressive to them and spend all their time not preening lounging around, eating or idly socializing. The only time a Marid will ever work is to impress upon others its' magnificence. This most commonly occurs at one of their parties. The Marid are famous for throwing the best parties of all the Genies, hosting elaborate galas and balls.


These parties are just an another excuse to display their glory, so the Marid will not hesitate to spend lavishly, hiring the best chefs and entertainers, creating elaborate and often themed decorations and preparing bountiful gift baskets for those lucky enough to receive an invitation. This is also why many Marid are actually far less rich than they might appear, as they often squander vast amounts of capital on social peacocking.


And while impressing the commoners is a nice bonus, the real targets of these parties and spectacles are the other Marid and other Genies in general. Marid typically believe they are the most beautiful, powerful and splendid being the world and desire others to validate these beliefs. As such, Marid spent most of their time visiting each other's palaces, making back-handed compliments or veiled insults and exchanging perfectly polite (but very condescending) letters.


This is all done to establish one's rank and climb the social pecking order, much in the same way that Efreeti wage war on each other or mortal-led nations and boast of their achievements to each other. The Marid simply regard violence like that as boorish and unpalatable.


Now, as they are mostly a bunch of vain weirdoes who spend most of their time plotting how to host the most extravagant galas, most would assume the Marid are relatively harmless. However, this is a mistake. The Marid are almost totally amoral- they regard themselves as the most important standard of conduct. Any law outside of their own opinion, or one that contradicts with their own beliefs, can be disregarded. As such, Marid have very flexible morals when they need to. A Marid has no trouble convincing himself to have his guests cursed or murdered if they offend him, or using force to get what he wants.


If Flavio Articos doesn't want to perform for the Marid's guests, the Marid will have no trouble justifying his kidnapping and imprisonment until he agrees. If the King doesn't want to come to the Marid's birthday party, that's fine, the Marid will simply smuggle a cursed item into his wardrobe that slowly drives him insane. Of course, the Marid will remove the item in question if the King accepts (if he still can). Marids are also infamous for being easily insulted and for the actions they take to avenge themselves against those who have offended them, usually in the form of elaborate plots to humiliate, ruin or utterly destroy a person.


For this reason, the easiest way to offend a Marid is to somehow imply that (s)he is not the most beautiful, wise and powerful being in the world. They are easy victims of flattery. However, should they feel your praise false or be offended in some way, they will politely smile and offer you tea while plotting their revenge. Tread lightly when dealing with them, for you walk on the thinnest of ice.

Djinn:


All Djinn can control the weather within the local region they claim as their own. They know X of the following spells, depending on their rank. Pauper Genies know 5, Great Genies 6, Noble Genies 7 and Royal Genies 8.


Djinn Spells:


1d8

2- Dust Devil*

4- Fly*

6- Gust of Wind*

8- Wind Wall*


*see below for new spells


This Djinn...


1d6

1- Is a beautiful, muscular humanoid with blue skin and dark hair and eyes. It is tattooed with clouds of various colors, and these clouds flow across its skin, changing shape, size and appearing to cause various types of weather depending on the Djinn's mood (thunder and lightning when angered, tornadoes when furious, light and fluffy when happy, rain when sad, etc.).

2- Is ethereal, made of wispy white fog. Flows like water and floats like a balloon.

3- Composed of ice, with sharp talons and claws of the same material. Wears a cape of snowflakes trimmed in tiny storm-clouds, and leaves snow and slush wherever it goes.

4- Avian in appearance, with a hook-like beak and lustrous, colorful feathers. The Djinn's feathers are [1= Brown and white; 2= Red and yellow; 3= Blue and Green; 4= Black and White; 5= Red and Blue; 6= Green and yellow.]

5- The Djinn appears human, but has elegant wings. Resembles the common image of an Angel, but clearly is not one.

6- A hairless creature with huge, liquid eyes and long translucent claws. It's skin is a living star map, displaying the current view of the heavens from below. During the day, it's skin is blue and you can see the clouds passing across it. At night, it is black and you can see the stars shining and nebulae swirling. If it was naked, you could use it as a star chart.


It lives in...


1d4

1- A castle in the clouds (also made of clouds).

2- A floating island, kept in the air by powerful magic.

3- A mountaintop estate, with spires that breach low-floating clouds.

4- A glittering palace held aloft by a clever arrangement of enormous balloons.


It is served by...


1d4

1- Air Elementals. Bound in service, they most often take the form of transparent, mostly invisible humans, only really visible when carrying something solid or blowing away dust.

2- Featherfolk. The Djinn's servants come from one of the many tribes of birdfolk that inhabit certain loftier planes. They can resemble any bird, except vultures or owls.

3- Jann. An attempt to create more of their own kind, the Jann resemble Djinn, but are still mortal. They do possess greater aptitude for magic and beautiful forms, but are nothing compared to true Genies.

4- Humans. They wear crude wings made of enchanted feathers and wax. These enable flight, but are extremely delicate, especially around fire.


How does it amuse itself?


1d6

1- Meddling in your business. The Djinn will politely ask you about yourself and probe you for information about your life. When you describe your problems to it, the Djinn will come up with a solution, often one impractical, inconvenient or reckless. The Djinn will want to help you, whether or not you accept or not.

2- Playing match-maker. The Djinn hates to see people lonely or sad, so he will find you a good match and try to pair you up together. He will insist you spend time with the person he picked out for you and will arrange so that you keep running into this person, no matter how much you protest.

3- Carnal debauchery. The Djinn do not have the appetites of the Efreeti, but they still do like to indulge. They are much more respectful and considerate of their partners though, which is nice. They are even more fickle, however. The mortal a Djinn loves today might be forgotten tomorrow. This is also where Jann come from.

4- Fighting Evil. The Djinn consider themselves the heroic type, who detest evil and wish to see it destroyed whenever it rears it's ugly head. When they see "Evil", they will round up their household and go out to destroy it. This can be genuinely heroic, but often it is destructive and unhelpful.

5- Hunting. The Djinn love to hunt exotic beasts, from young Dragons, giant birds to living storms. They will insist you come along.

6- Entertaining. The Djinn do not plan parties, as that is boring and unexciting. However, they do love to spontaneously entertain guests who come to visit them. The staff groan whenever this occurs, as even with magic, a six-course banquet cannot actually be conjured from thin air.


What do they use to show off their wealth?


1d4

1- A vast aviary of exotic birds, many that are magical, dangerous or both.

2- A huge collection of metal monoliths with holes cleverly cut into them so that when strong winds blow through them, they produce pleasant music.

3- A gallery of storms, each one shrunk down and sealed inside enchanted spheres of glass.

4- A collection of 3D dioramas made of precious metals and gemstones, each one depicting the landscape from a bird's eye view.


What treasure does it display?


1d6

1- The Wax Wings. A pair of wings made of eagle feathers and held together with wax. Enable the wearer to fly, but if the wearer takes fire damage, he must immediately save. On a failed save, the wings fall apart and cause him to fall.

2- The Happy Couch. An animated couch with the personality of an excitable dog, this sofa has the ability to walk around and sit still, pretending to be an ordinary couch. Whoever has the golden bracelet that bears it's control stone can command it to do anything a couch or dog could do, or to de-animate and act as an ordinary piece of furniture. It has enough charge to remain animated for 6 hours, after which it must wait until the next long rest to recharge.

3- The Toxic Trencher. A large wooden plate that, when food is placed upon it, causes it to become poisoned. The poison can replicate the effect of any poison the owner of the trencher wishes, with effects ranging from nausea, temporary impotence, paralysis or death. The trencher can be used 3/Day. The Djinn mostly uses this to secretly dose annoying guests with laxatives, for a giggle.

4- The Book of Bodies. A sketchbook that allows the user to draw a creature and take the form of the creature they drew. This does not change the creature's base stats, but it does grant them any abilities that their new form would grant, such as being able to fly if a form has wings, or breathe underwater if it has gills. The creature can remain transformed for up to 1 hour or until he wishes to turn back. The sketchbook can be used 3/Day.

5- The Water of Wisdom. A cursed pitcher that 1/Day can produce enough water for 1 creature to drink a full glass, or three creatures to take a sip. Any creature who drinks from this gains a 'Genius Point' which enables them to reroll any d20 roll based on memory, intelligence or skill roll. Used Genius Points are lost upon taking a long rest. If someone drinks the full amount, they gain 3 Genius Points instead. However, the pitcher is cursed and has a 1-in-6 chance of instead creating the Water of Mirth, which causes anyone who consumes it to become extremely energetic, positive and feel euphoric. Such people will behave like someone dosed up to their eyeballs on ecstasy and will be basically useless in any sort of serious situation. The Djinn likes to let people drink from it to see what they do.

6- The Mendacious Merchant. A stone figurine depicting a man in a robe holding up a gem. 1/Day, When placed on the ground and the command to "Wake" is spoken, the figurine transforms into a magical merchant who can buy and sell items for you. The Merchant will remain for 1 hour or until dismissed by the owner of the figurine. If attacked, he will run away. He has 4 HP. If he is killed, all of his wares disappear and all his money transforms into coppers (1d4*1d100). This also breaks the figurine, rendering it unusable. The Mendacious Merchant is surly and untrustworthy. He will try to deceive you, offering lower than normal prices when buying loot and overcharging for any item he sells. The items he has for sale are random and vary from day to day. Today he has 1d10 [1= Food; 2= 1d8 pieces of Magical Food; 3= 1d6 Potions; 4= 1d4+1 Scrolls; 5= Weapons; 6= 1 Magic Weapon; 7= Armor; 8= 1 piece/suit of Magic Armor; 9= Adventuring Supplies (torches, rope, fire-starters, etc.); 10= Luxury goods such as silk, gems, zebra hides, fine wine.]

New Djinn Spells:


Dust Devil

----------------------------------------------------------

R: 30' T: open space D: [dice] rounds


A swirling vortex of air, similar to a mini-tornado, forms within range. The caster can move the mini-tornado up to 30' each round. Any creature or object that comes within 10' of the object must save or be sucked into it. Objects are automatically sucked up, unless they are extremely heavy or bolted down. Creatures can also make a STR check with a DC equal to 10+[dice] in order to resist being sucked up.


Things sucked up by the mini-tornado are moved along with it, but have a [dice]-in-6 chance of being flung out of the vortex each round, being thrown in a random direction. Creatures or objects thrown take 2[dice] damage if they fly through open space and land on the ground, or 1/2[sum] if they slam into something hard, like a tree or wall. Creatures or objects captured by the mini-tornado automatically fall to the ground when the spell ends.


Fly

-------------------------------------------------------

R: touch T: [dice] creatures D: [dice] minutes


[dice] creatures you touch gain the ability to fly for the duration. Affected creatures gain a flying speed equal to their walking speed. They can also hover in the air for the duration.


Gust of Wind

--------------------------------------------------------------

R: 30' T: creature or object D: one action


The caster creates a powerful gust of wind that moves in one direction, affecting a 5' wide line. Any creatures within this line must succeed on a save or a STR check with a DC equal to 10+[dice] to avoid being thrown backwards. Creatures that fail their save are thrown backwards [dice]*10'. Loose objects are automatically moved in the direction the gust is moving. Creatures or objects thrown take 2[dice] damage if they fly through open space and land on the ground, or 1/2[sum] if they slam into something hard, like a tree or wall.


If cast with 3 or more [dice], the DC to avoid being moved is 5+1/2[sum] or [sum], whatever is higher.


Wind Wall

------------------------------------------------------------

R: 50' T: A line up to 10*[dice]' long D: [dice] rounds


The caster creates a wall of wind up to 10*[dice]' long and 10+[dice]' high. The wall can be any shape, as long as it is one continuous path along the ground or another surface. The wall disperses gases, fogs and airborne particulates near where it is. Projectiles fired at those behind the wall either automatically miss as the wind knocks them wildly off course (arrows, crossbow bolts, etc) or receive a penalty equal to [dice] to hit (missiles, bullets, etc). Larger projectiles such as flung boulders are unaffected by the wall.


Additionally, those within 10' of the outside of the wall when it first appears must save. On a failure, they are blown backwards and take [dice] damage if they are in an open space, or 1d8+[dice] if they could be blown backwards into something hard enough to damage them (rocks, a tree, a person with a spear, etc). Those who attempt to get close to the wall from the outside must also save or be blown away and take [dice] damage.

Djinn are the most free-spirited of the Genies, most embodying their element. Djinn do what they please when they wish. Though the Efreeti often seem quixotic, they are the essence of consistency as compared to Djinn. Djinn behave like children let loose in a candy store- the world is an endless toybox full of wonders and they have to play with everything.


A Djinn may welcome you as a friend, then a day later challenge you to a duel, then ask you to marry it tomorrow. Djinn do not use logic except when necessary, they are entirely in the thrall of their passions and emotions. A Djinn will weep over a sick person, lash out in fury at a servant who displeased it, then apologize profusely and heal that person.


If Djinn are consistent in one thing, it's that they think of themselves as righteous heroes who oppose tyranny and oppression. Sometimes this means that a Djinn will kick-start a slave revolt, then get bored when fighting a war isn't all glorious calvary charges and run off to seduce the baker's wife. Other times a Djinn will kidnap all the judges in the City because punishing criminals is violating their liberty.


Djinn always want to do the "right thing", but they often have very strange perspectives about what the "right thing" is. They often surround themselves with yes-men who tell them whatever they want to hear, a challenging task when your Lord's opinions change on an hourly basis, or simply ignore any protests from their companions that disagree with their intended plans.


Yet even in spite of this often destructive behavior, Djinn are the least malicious of all Genies, if only because their generally positive outlook makes it harder for them to justify hurting random creatures or taking their possessions. That being said, sometimes the kindness of the Djinn are just as destructive as the cruelty of the other kinds of Genie.


The easiest way to offend a Djinn is to claim that it's in some way, not a hero or a righteous soul. However, do not show them disrespect, for while Djinn like to think of themselves as heroes, they have the emotions of a summer storm. If a Djinn kills you, it might feel bad afterwards, but that won't do you any good, now will it?

source unknown
source unknown

Deep Janeen:


The Deep Janeen are the Genies of the Earth. I would write something about them, but Patrick Stuart, who created this version of them, already did a far better job on these then I can. Check out this post or the book he authored, Veins of the Earth.


by Dan Piraro
by Dan Piraro

Bound Genies:


All this supposes, of course, a Genie that is free. A Genie that is bound is an entirely different beast.


Depending on the length of the time the Genie has been imprisoned or bound, the Genie may still be holding out for it's freedom to be restored, or it may seek to destroy its' would-be master as an act of petty revenge. Genies will not necessarily twist your wishes, unless you have angered the Genie or it has no faith that you will release it.


To free a Genie from its' servitude is the greatest gift you can grant them, and if you do so, you will have a steadfast ally in that Genie, for such a debt can never truly be repaid. But if you were cruel to a bound Genie and it has the opportunity to make you suffer, its' revenge will be apocalyptic.


by Jesper Ejsin
by Jesper Ejsin

Genie Plot Hooks:


1d10

1- The Prince of a Kingdom has been arrived to a Marid's party. Unfortunately, the Prince died in a hunting accident a couple of months ago. The King is terrified that the Marid will curse him if the Prince doesn't attend. Fortunately, one of the party members happens to bear a striking resemblance to the Prince...

2- A consortium of merchants hire the party to try and stop the raiders who keep attacking their caravans. Unfortunately, when you arrive at their trading hub, you find out the merchant consortium dealt primarily in slaves. The raiders are actually liberators who are led by a Djinn, who is working to liberate the slaves and make them into an army. The situation is going to boil over into a full-blown uprising, one that the slaves cannot win. The Djinn doesn't really understand this, nor would it really care if it did.

3- There have been a lack of Orc raids for several months now, a very concerning fact. The party are hired to investigate this and find out if a new Warlord is attempting to consolidate the tribes under one banner. If so, they are asked to assassinate him. However, when they arrive they find instead an Efreet who is uniting the Orc Tribes to him through a mixture of war, magical might and bribery. Once he has done this, he will turn his new army on the player's favorite kingdom. Find a way to stop him.

4- An Efreet has become infatuated with a Dragon and wishes to court it. However, the Dragon refuses it's advances. You are thus hired by the Efreet to go and bring the Dragon to it, by whatever means you require. The Efreet will pay you once you return. 5- A poor woman contacts you for help. Her husband was kidnapped by an Efreet, who allegedly owed him (or his father) a debt and now insists that the debt be paid. The man was too scared to understand, so the Efreet kidnapped him and plans to hold him until the debt is paid. Please bring the man back, alive. For bonus points, the debt is something grisly, like seven murders, five stolen jewels or one hundred slaves. The Efreet will keep it's word, just in the most vicious way possible.

6- A local warlord has become monumentally more powerful because a Djinn has decided to help him, as he convinced the Genie that "If the land has one king, there will be less violence." Also, the Djinn really likes the idea of being a heroic warrior. Find a way to separate the warlord from his new patron before he enslaves the whole land.

7- A Marid hires you to recruit the famous artist Juliano Silva to sculpt it in marble. If he refuses the Marid's offer, the Marid will ask you to kidnap him and bring him back to the Marid's palace.

8- As above, except you must rescue the artist, after some less scrupulous adventurers kidnapped him.

9- A wealthy merchant's son has just died under mysterious circumstances. He remembers offending a Marid years ago. Go and plead with the Marid to forgive the merchant, or protect his family from the Genie's vengeance. Note for the Referee: should the players stop a Marid from taking revenge, they will become it's next targets.

10- A Djinn asks the party to acquire a rare artifact for it. The artifact is cursed and very dangerous to anyone around it, thus why it is unclaimed. The Djinn wants you to bring it to it, so it can display it as a novel conversation piece.


Comments


bottom of page