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11-27-1997, 01:31 PM #1Patrick McCormickGuest
Neil Barnes wrote:
> I'm curious to see
> what people think.
> Any ideas?
> (And before anyone asks, I make a regular habit of doing things in my
> campaign before I think them through. :)
Well, I don't see any reason why genies should be changed in any way for
Birthright. It sounds like you want them to stay the way they are.
If you did want to change something, perhaps the genie isn't really a true
genie, but more like a curse ersheighlin (
11-28-1997, 03:15 PM #2Neil BarnesGuest
On Thu, 27 Nov 1997, Patrick McCormick wrote:
> Well, I don't see any reason why genies should be changed in any way for
> Birthright. It sounds like you want them to stay the way they are.
I want them changed a bit - not enough to loose the Arabian flavour,
but enough to give them a slightly new spin.
> If you did want to change something, perhaps the genie isn't really a true
> genie, but more like a curse ersheighlin ( Who knows, maybe that is similar to how genies were meant to be created in
> general (without the blood thing of course).
I seem to remember that in (unofficial) Islamic cosmology Genies are
fallen angels who rebelled with Iblis out of jealousy of humans. There's
no exact distinction between dealing with Genies and demons, and an
orthodox Muslim wouldn't do either. In general Genies are less
Malevolent than Demons, being more Malicious. A genie would tend to
twist wishes in uncomfortable rather than fatal ways I suppose.
> If you could explain more about what kind of genie it is, maybe I could help
> you more.
Well, it's pretty much a Djinn.
Here's my thoughts so far:
Genies/ Djinni/ Ifrits are elemental spirits that are partially bound
the Cerilia after being exiled from their home planes for some
unspecified reason. (Within the overarching AD&D cosmology assume that
they're normal Genie-kind exiled from the Elemental planes.)
They can only survive in places of great magical power. Thus they either
inhabit distant out of the way places such as the mountains of the
Drocandragh, (essentially only provinces with a source rating of 7 or
above) or magic items, with a strong elemental connection. Many of these
items were created by Ibrahim el-Arassi (an ancestor of the saviour of
Khinasi) as prisons for the more malevolent amongst the genies, whom he
bound into the items.
They can be compelled to serve the owner of a Genie Prison, carrying out
three tasks. While unable to grant wishes, they can draw upon their
quite considerable powers to do so (since this is the only chance bound
genies get to use their abilities, they're actually quite eager to carry
out tasks for their masters, even if they're not too happy about
Each genie is tied to one of the four elements, and genies of Eath & air
are more skilled at creating, while fire & water genies are more skilled
at destroying things. However each genie can still perform most forms of
task, it's just that they'll be less effective at tasks outside their
areas of speciality.
Genies can do lots of things, including possessing the ability to travel
instantaneously just about anywhere, detect magical energies and a few
Genie tasks cannot change anything about a person - they cannot increase
stats, provide invulnerability or anything else.
Umm. Stats later, maybe.
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