Difference between revisions of "Gen"

From Ardrana

m (Fix link)
m (Fix link)
 
Line 1: Line 1:
−
'''Gen''' are small elemental [[genie (creature)|genie]]s who willingly serve as magical familiars to the sha'’ir. Sha'’ir cannot work magic without them, as gen are the creatures responsible for seeking out the magic which a sha'’ir wishes to use, searching through the Elemental Planes for pockets of elemental and other magic to power their master’s' spells. The various gen are also called wind gen or djinnlings, sand gen or daolani, sea gen or maridans, and fire gen or efreetikin.
+
'''Gen''' are small elemental [[genie (creature)|genie]]s who willingly serve as magical familiars to the sha'ir. Sha'ir cannot work magic without them, as gen are the creatures responsible for seeking out the magic which a sha'ir wishes to use, searching through the Elemental Planes for pockets of elemental and other magic to power their masters' spells. The various gen are also called wind gen or djinnlings, sand gen or daolani, sea gen or maridans, and fire gen or efreetikin.
  
 
Gen resemble the province they represent.
 
Gen resemble the province they represent.
Line 5: Line 5:
 
* Wind gen are small air sprites with bluish skin and white hair. They are unnaturally thin and their skin seems almost transparent in bright light. Their color and mood are sometimes related to the weather; a wind gen before a storm turns dark grey and fidgety, a wind gen on a beautiful calm day is quiet and pale blue.
 
* Wind gen are small air sprites with bluish skin and white hair. They are unnaturally thin and their skin seems almost transparent in bright light. Their color and mood are sometimes related to the weather; a wind gen before a storm turns dark grey and fidgety, a wind gen on a beautiful calm day is quiet and pale blue.
  
−
* Fire gen are miniature fire spirits with ebony skin and long, flame-red hair. Their fingers end in long, reddish claws that they wiggle constantly. They are hyperkinetic —-- getting a fire gen to sit still is impossible. Fire gen are also pyromaniacs and must be tightly controlled to prevent them from playing the arsonist.
+
* Fire gen are miniature fire spirits with ebony skin and long, flame-red hair. Their fingers end in long, reddish claws that they wiggle constantly. They are hyperkinetic -- getting a fire gen to sit still is impossible. Fire gen are also pyromaniacs and must be tightly controlled to prevent them from playing the arsonist.
  
 
* Water gen are small water spirits with greenish skin and bluish eyes and hair. Their hair is often wet and matted with seaweed or tangled with bits of flotsam. They are graceful whether in or out of water. They enjoy decorating themselves with pearls, shells, and other treasures of the sea.
 
* Water gen are small water spirits with greenish skin and bluish eyes and hair. Their hair is often wet and matted with seaweed or tangled with bits of flotsam. They are graceful whether in or out of water. They enjoy decorating themselves with pearls, shells, and other treasures of the sea.
Line 11: Line 11:
 
* Sand gen have tan skin and jet black hair, and their bodies are squat enough to resemble globes with limbs. They tend to move with a certain clunky weight. They care nothing for gems and jewelry except insofar as they are tasty.
 
* Sand gen have tan skin and jet black hair, and their bodies are squat enough to resemble globes with limbs. They tend to move with a certain clunky weight. They care nothing for gems and jewelry except insofar as they are tasty.
  
−
All gen are short, a maximum of 1' tall. When appearing and disappearing to fetch and return with spells for their masters, they fade into their element. Sand gen sink into the floor, fire gen slow down and fade like dying coals, wind gen disappear like a sudden breeze, and water gen either dissolve into the nearest body of water or evaporate into the sky.
+
All gen are short, a maximum of 1 foot tall. When appearing and disappearing to fetch and return with spells for their masters, they fade into their element. Sand gen sink into the floor, fire gen slow down and fade like dying coals, wind gen disappear like a sudden breeze, and water gen either dissolve into the nearest body of water or evaporate into the sky.
  
−
''Note: Gens originally appeared in this form in the [http://www.amazon.com/exec/obidos/ASIN/1560763701/johnshelprous-20 Al-Qadim Monstrous Compendium] supplement for the AD&D game from TSR. Their use here is for the purposes of providing context for the campaign only.''
+
''Note: Gens originally appeared in this form in the [https://www.amazon.ca/Monstrous-Compendium-Al-Qadim-Appendix-Tsr/dp/1560763701 Al-Qadim Monstrous Compendium] supplement for the AD&D game from TSR. Their use here is for the purposes of providing context for the campaign only.''
  
 
[[Category:Beings of the Inner Planes]]
 
[[Category:Beings of the Inner Planes]]

Latest revision as of 21:50, 16 July 2026

Gen are small elemental genies who willingly serve as magical familiars to the sha'ir. Sha'ir cannot work magic without them, as gen are the creatures responsible for seeking out the magic which a sha'ir wishes to use, searching through the Elemental Planes for pockets of elemental and other magic to power their masters' spells. The various gen are also called wind gen or djinnlings, sand gen or daolani, sea gen or maridans, and fire gen or efreetikin.

Gen resemble the province they represent.

  • Wind gen are small air sprites with bluish skin and white hair. They are unnaturally thin and their skin seems almost transparent in bright light. Their color and mood are sometimes related to the weather; a wind gen before a storm turns dark grey and fidgety, a wind gen on a beautiful calm day is quiet and pale blue.
  • Fire gen are miniature fire spirits with ebony skin and long, flame-red hair. Their fingers end in long, reddish claws that they wiggle constantly. They are hyperkinetic -- getting a fire gen to sit still is impossible. Fire gen are also pyromaniacs and must be tightly controlled to prevent them from playing the arsonist.
  • Water gen are small water spirits with greenish skin and bluish eyes and hair. Their hair is often wet and matted with seaweed or tangled with bits of flotsam. They are graceful whether in or out of water. They enjoy decorating themselves with pearls, shells, and other treasures of the sea.
  • Sand gen have tan skin and jet black hair, and their bodies are squat enough to resemble globes with limbs. They tend to move with a certain clunky weight. They care nothing for gems and jewelry except insofar as they are tasty.

All gen are short, a maximum of 1 foot tall. When appearing and disappearing to fetch and return with spells for their masters, they fade into their element. Sand gen sink into the floor, fire gen slow down and fade like dying coals, wind gen disappear like a sudden breeze, and water gen either dissolve into the nearest body of water or evaporate into the sky.

Note: Gens originally appeared in this form in the Al-Qadim Monstrous Compendium supplement for the AD&D game from TSR. Their use here is for the purposes of providing context for the campaign only.