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  1. #1
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    New Awnshegh: the Ifrit (long)

    Here's what I developed after thinking about genies in Cerilia. I'd love to
    hear your comments.

    The Ifrit

    "Tremble, o mortal cur, and choose what death shall befall you!"

    The Ifrit is a strange awnshegh that occasionally crops up in the lands of
    Khinasi. Little is known about his origins and early history, and there are
    several theories presented by Khinasi sages:
    1.The Ifrit was a powerful flame wizard who served Azrai at Deismaar.
    2.The Ifrit actually came from Djapar, where such creatures are rumored to
    be common. He then acquired his bloodline after slaying a scion of Azrai. A
    variation on this theory holds that the Ifrit is the creation of the Magian,
    which escaped to Cerilia, and which the Magian has come to retrieve.
    However, this is unlikely as the Ifrit has been seen in Khinasi for
    centuries, and the Magian came only recently.
    3.The Ifrit is actually the illegitimate son of Azrai and Basaïa. He was
    conceived by Basaïa who was secretly impregnated by Azrai, and she cast her
    horrible child away in disgust. The connection with Basaïa seems to be
    indicated by the Ifrit's affinity to fire and several blood abilities
    derived from Basaïa.
    4.An even wilder theory claims that the Ifrit was created when a scion of
    Azrai was slain near a fire source. The blood of Azrai fell on the fire,
    animating it and shaping it into a living creature.
    Which of the above theories is correct, if any, nobody but the Ifrit knows,
    and he isn't telling.

    As said above, the early history of the Ifrit is shrouded in mystery. Only a
    few ancient writings mention a terrible creature of destruction, which
    burned whole towns to the ground. Some historians believe that the Ifrit had
    some part in the destruction of the last remnants of the Masetian culture.
    The first real mention of the Ifrit comes from the time of el-Arrasi. It is
    said that the Khinasi liberator battled the Ifrit and almost killed it. In
    return for its life, the creature agreed to grant el-Arrasi three wishes.
    Since this was the time when el-Arrasi fought against Anuirean conquerors,
    his first wish was to gain aid against the Anuireans. The Ifrit set upon the
    foreigners' armies, devastating a large part of them, which allowed
    el-Arrasi to drive them away easily. Knowing that the Ifrit would just as
    eagerly devastate the Basarji army, el-Arrasi's second wish was "that the
    Golden City of Ariya and its people be safe from thy ravages until the Star
    of Basaïa falls." The Star of Basaïa, of course, means the sun, and the
    Ifrit is bound to obey this wish to this day. El-Arrasi's third wish was
    this: "That thee, foul spawn, be imprisoned in this bottle of iron to repent
    for your sins until such time as thee be released from thy confinement by
    opening the bottle." The Ifrit had no choice but to enter the presented iron
    bottle, which immediately turned jet-black from his foul spirit.
    El-Arrasi placed the bottle in the treasure chambers of Ariya, where it lay
    for centuries, and none dared to approach it. But one night, a brave (and
    foolish) thief stole into the chamber and made off with the bottle, thinking
    it magical and valuable. When the thief opened the bottle, the Ifrit
    immediately came out and slew his foolish savior. After that time, the
    awnshegh has been wandering around the Plains States of Khinasi, especially
    the Tarvan Waste, slaying all living creatures who happened in its path. He
    cannot approach the city of Ariya due to el-Arrasi's wish, but tends to stay
    away from most big cities in any case, as he fears blooded wizards (see
    below). The Ifrit isn't interested in ruling a domain, as he only wishes to
    slay mortals.

    Climate/Terrain: The Plains States/Khinasi
    Activity Cycle: Any, but prefers daylight so that he isn't so visible
    Diet: None, but enjoys bathing in flames
    Intelligence: 16
    Alignment: Lawful Evil
    Movement: 12, Fly 30 (B)
    Size: L (15')
    Armor Class: -1
    Hit Dice: 16 (100 hit points)
    Saves As: F16, W16
    THAC0: 5
    No. of Attacks: 2
    Damage/Attack: 5d8/5d8
    Special Att: Blood abilities, spells
    Special Def: Immune to fire
    Magic Resistance: 20%
    Morale: 18
    Blood: Azrai, great, 63
    Blood Abilities: Alertness, Bloodform (great), Detect Life (minor),
    Elemental Control (fire), Fear, Regeneration (only when immersed in fire),
    Travel (as Basaïa)
    Spells: Any the DM wishes, but most are fire-based; appropriate spells can
    be found in Al-Qadim accessory Arabian Adventures. The Ifrit casts spells as
    a 16th-level wizard.
    Other Abilities: Wish (special condition, see below). The Ifrit also doesn't
    show any signs of aging.

    The Ifrit seeks targets to slay with his Detect Life ability. Once he spots
    a suitable victim, the Ifrit appears before him in all his hideous glory,
    and bellows, "Tremble, o mortal cur, and choose what death shall befall
    you!" He then waits for the victim to choose the method of his death, and
    applies it. Clever PCs may be able to trick the Ifrit by choosing a valid
    method of death that is impossible for the awnshegh to apply. The Ifrit is
    quite cunning, though, so few creatures can outwit him in his game. For
    example, choosing to die of old age isn't going to work, since the Ifrit
    probably has a spell that ages the character within minutes.
    If the victim doesn't present a choice, or chooses to die in battle, the
    Ifrit attacks and fights with his full ability, utilizing spells and fists
    (he seldom uses weapons). And here comes the unusual part. If the characters
    issue a challenge to the Ifrit and manage to subdue him, or otherwise reduce
    him to a low hit point total, the Ifrit will offer to fulfill three wishes
    if his life is spared. It is not known why he does this - perhaps it was a
    geas placed on him by Basaïa in order to reduce the damage inflicted to the
    world by her offspring (if you subscribe to that theory). Only if his offer
    is refused will the Ifrit try to get away, either via teleportation spells,
    or via his Travel ability (using another spell to create the necessary
    fire). If the characters accept his offer, the Ifrit will grant them three
    wishes (collectively), but will try to pervert any wish to evil ends.
    And here comes the final unusual thing about the Ifrit. If a blooded wizard
    presents a bottle made of pure iron, and uses a carefully worded wish to
    order the Ifrit to enter the bottle, the awnshegh will be imprisoned in the
    container until it is opened again. This was what el-Arrasi did with his
    third wish. So the characters can save the land from the Ifrit's ravages if
    they are willing to sacrifice one of their wishes. Note that this
    information is not widely known, and the Ifrit certainly won't volunteer it.
    Although the records of el-Arrasi's deeds (including his encounter with the
    Ifrit) are available in any civilized Khinasi city, the characters might
    still need to do some research before they find out that it is possible to
    repeat el-Arrasi's deed, and especially that it requires a blooded wizard.

    ******************
    Aleksei Andrievski
    aka Solmyr, Archmage of the Azure Star
    Visit the Archmage's Tower at
    http://www.geocities.com/TimesSquare/Fortress/2198/index.html

  2. #2
    MANTA
    Guest

    New Awnshegh: the Ifrit (long)

    Congratulations. This Awnshegh is really nice!
    Great story (the most important in my opinion for an NPC to work)

    MANTA
    ip209007@ip.pt

    - ----------
    From: Aleksei Andrievski
    To: Birthright Mailing List
    Subject: [BIRTHRIGHT] - New Awnshegh: the Ifrit (long)
    Date: sexta-feira, 15 de maio de 1998 16:54

    Here's what I developed after thinking about genies in Cerilia. I'd love to
    hear your comments.

    The Ifrit

    "Tremble, o mortal cur, and choose what death shall befall you!"

    The Ifrit is a strange awnshegh that occasionally crops up in the lands of
    Khinasi. Little is known about his origins and early history, and there are
    several theories presented by Khinasi sages:
    1.The Ifrit was a powerful flame wizard who served Azrai at Deismaar.
    2.The Ifrit actually came from Djapar, where such creatures are rumored to
    be common. He then acquired his bloodline after slaying a scion of Azrai. A
    variation on this theory holds that the Ifrit is the creation of the
    Magian,
    which escaped to Cerilia, and which the Magian has come to retrieve.
    However, this is unlikely as the Ifrit has been seen in Khinasi for
    centuries, and the Magian came only recently.
    3.The Ifrit is actually the illegitimate son of Azrai and Basaïa. He was
    conceived by Basaïa who was secretly impregnated by Azrai, and she cast her
    horrible child away in disgust. The connection with Basaïa seems to be
    indicated by the Ifrit's affinity to fire and several blood abilities
    derived from Basaïa.
    4.An even wilder theory claims that the Ifrit was created when a scion of
    Azrai was slain near a fire source. The blood of Azrai fell on the fire,
    animating it and shaping it into a living creature.
    Which of the above theories is correct, if any, nobody but the Ifrit knows,
    and he isn't telling.

    As said above, the early history of the Ifrit is shrouded in mystery. Only
    a
    few ancient writings mention a terrible creature of destruction, which
    burned whole towns to the ground. Some historians believe that the Ifrit
    had
    some part in the destruction of the last remnants of the Masetian culture.
    The first real mention of the Ifrit comes from the time of el-Arrasi. It is
    said that the Khinasi liberator battled the Ifrit and almost killed it. In
    return for its life, the creature agreed to grant el-Arrasi three wishes.
    Since this was the time when el-Arrasi fought against Anuirean conquerors,
    his first wish was to gain aid against the Anuireans. The Ifrit set upon
    the
    foreigners' armies, devastating a large part of them, which allowed
    el-Arrasi to drive them away easily. Knowing that the Ifrit would just as
    eagerly devastate the Basarji army, el-Arrasi's second wish was "that the
    Golden City of Ariya and its people be safe from thy ravages until the Star
    of Basaïa falls." The Star of Basaïa, of course, means the sun, and the
    Ifrit is bound to obey this wish to this day. El-Arrasi's third wish was
    this: "That thee, foul spawn, be imprisoned in this bottle of iron to
    repent
    for your sins until such time as thee be released from thy confinement by
    opening the bottle." The Ifrit had no choice but to enter the presented
    iron
    bottle, which immediately turned jet-black from his foul spirit.
    El-Arrasi placed the bottle in the treasure chambers of Ariya, where it lay
    for centuries, and none dared to approach it. But one night, a brave (and
    foolish) thief stole into the chamber and made off with the bottle,
    thinking
    it magical and valuable. When the thief opened the bottle, the Ifrit
    immediately came out and slew his foolish savior. After that time, the
    awnshegh has been wandering around the Plains States of Khinasi, especially
    the Tarvan Waste, slaying all living creatures who happened in its path. He
    cannot approach the city of Ariya due to el-Arrasi's wish, but tends to
    stay
    away from most big cities in any case, as he fears blooded wizards (see
    below). The Ifrit isn't interested in ruling a domain, as he only wishes to
    slay mortals.

    Climate/Terrain: The Plains States/Khinasi
    Activity Cycle: Any, but prefers daylight so that he isn't so visible
    Diet: None, but enjoys bathing in flames
    Intelligence: 16
    Alignment: Lawful Evil
    Movement: 12, Fly 30 (B)
    Size: L (15')
    Armor Class: -1
    Hit Dice: 16 (100 hit points)
    Saves As: F16, W16
    THAC0: 5
    No. of Attacks: 2
    Damage/Attack: 5d8/5d8
    Special Att: Blood abilities, spells
    Special Def: Immune to fire
    Magic Resistance: 20%
    Morale: 18
    Blood: Azrai, great, 63
    Blood Abilities: Alertness, Bloodform (great), Detect Life (minor),
    Elemental Control (fire), Fear, Regeneration (only when immersed in fire),
    Travel (as Basaïa)
    Spells: Any the DM wishes, but most are fire-based; appropriate spells can
    be found in Al-Qadim accessory Arabian Adventures. The Ifrit casts spells
    as
    a 16th-level wizard.
    Other Abilities: Wish (special condition, see below). The Ifrit also
    doesn't
    show any signs of aging.

    The Ifrit seeks targets to slay with his Detect Life ability. Once he spots
    a suitable victim, the Ifrit appears before him in all his hideous glory,
    and bellows, "Tremble, o mortal cur, and choose what death shall befall
    you!" He then waits for the victim to choose the method of his death, and
    applies it. Clever PCs may be able to trick the Ifrit by choosing a valid
    method of death that is impossible for the awnshegh to apply. The Ifrit is
    quite cunning, though, so few creatures can outwit him in his game. For
    example, choosing to die of old age isn't going to work, since the Ifrit
    probably has a spell that ages the character within minutes.
    If the victim doesn't present a choice, or chooses to die in battle, the
    Ifrit attacks and fights with his full ability, utilizing spells and fists
    (he seldom uses weapons). And here comes the unusual part. If the
    characters
    issue a challenge to the Ifrit and manage to subdue him, or otherwise
    reduce
    him to a low hit point total, the Ifrit will offer to fulfill three wishes
    if his life is spared. It is not known why he does this - perhaps it was a
    geas placed on him by Basaïa in order to reduce the damage inflicted to the
    world by her offspring (if you subscribe to that theory). Only if his offer
    is refused will the Ifrit try to get away, either via teleportation spells,
    or via his Travel ability (using another spell to create the necessary
    fire). If the characters accept his offer, the Ifrit will grant them three
    wishes (collectively), but will try to pervert any wish to evil ends.
    And here comes the final unusual thing about the Ifrit. If a blooded wizard
    presents a bottle made of pure iron, and uses a carefully worded wish to
    order the Ifrit to enter the bottle, the awnshegh will be imprisoned in the
    container until it is opened again. This was what el-Arrasi did with his
    third wish. So the characters can save the land from the Ifrit's ravages if
    they are willing to sacrifice one of their wishes. Note that this
    information is not widely known, and the Ifrit certainly won't volunteer
    it.
    Although the records of el-Arrasi's deeds (including his encounter with the
    Ifrit) are available in any civilized Khinasi city, the characters might
    still need to do some research before they find out that it is possible to
    repeat el-Arrasi's deed, and especially that it requires a blooded wizard.

    ******************
    Aleksei Andrievski
    aka Solmyr, Archmage of the Azure Star
    Visit the Archmage's Tower at
    http://www.geocities.com/TimesSquare/Fortress/2198/index.html

    'unsubscribe birthright' as the body of the message.
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