In my recent thread, I have explored the potential origins of Athasian “genies,” though I largely refrain from calling them this. The term “genie” itself presents an unwelcomed and distasteful shift in tone, style and flavor, though statistically I mean them to be almost totally unchanged from 2nd Edition. In my explanatory short story (linked above), in one language they are collectively called enochol, the “imprisoned summmoned ones,” to reflect my theory.
Elemental Creation Theory of Athasian Genies: In short I have proposed that the enochol, as it were, were once elemental spirits, but that in times immemorial, the first of them were created by forcefully compelling them to spiritually fuse with composite material from the Prime Material Plane. Accomplished against their will be a great power, they could not truly shed these composite bodies, save for in death. No longer inhabiting forms of pure earth, air, fire or water, they instead now existed in impure bodies composed of mixed elements, which caused them pain and spiritual discomfort (much as we poor mortals experience the world). Their bodies might be stronger as a result, and by being so intimately fused to varying elements of the Prime Material Plane they might display great powers to affect the physical world, but also their spirits were now anchored to these unnatural forms, and unlike normal elemental spirits, they might learn to fear death. Upon its shell being destroyed, an elemental spirit might quickly enough recover and form a new elemental body upon its home plane, but for the enochol, the destruction of their composite forms might break their spirit completely. Should they survive at all, it would be as a mere echo and shadow of what they once were, and take a very great time to recover, if they ever could. And being slain and thereby cut from the Prime Material reality to which they had been fused, they would forget all the temporal knowledge they may have learned in their life.
Spiritual Theory of Athasian Genies: In this theory I have posited a rather cruel explanation of the enochol. It would not be a pleasant state of being, and though arguably often more physically powerful, they would likely be considered more cursed and unfortunate beings in the understanding of elemental beings. In my proposed legendarium, indeed there was an initial brood of such beings, but the nature of their creation does not preclude the creation of more such beings in latter days, though such creations would almost certainly be looked upon as an evil or at least very hard thing, and not something any normal elemental would want for itself. Indeed their creation might twist their spirits to an evil or at least capricious nature, thereby explaining the moral alignments of Athasian genies. The nature of their creation makes them artificial beings to a large extent, though I would say this is not entirely accurate. Their bodies being originally inspired by speaking people (humans, demi-humans), their animating spirits might in time adopt sexes and passions, and modify their forms to be male and female, and thus be able to create offspring. But such offspring would be animated by extensions of the original animating spirits, and drain the parents of spiritual power that could only very slowly recover, but yet also thereby expand by yet further offspring. This theory would put some restraint on the number of these beings, but also speak to a strong spiritual unity they might have, as their animating spirits might very well extend to many of their kind, spread across the Elemental Planes and beyond. But this would only be a spiritual unity, for their thoughts and memories would be tied to their bodies, though perhaps they might empathically feel those to whom they are spiritually linked, despite any distance or planar boundary.
Appearance and Culture of Athasian Genies: Athasian genies should appear quite different, in my opinion. Though made of physical substances not necessary aligned with the spiritual element, the starved nature of the Elemental Planes should be reflected in how they look. Brutalist bodies are likely. The genie cultures of the standard D&D setting would also be shorn away, and I would expect little to nothing of clothes. Whatever culture they do have, which is probably quite primitive if much exists at all, it would likely be reflective of their parent Elemental Plane. Their superiors, should they have any, would likely be great Elemental chiefs, or else clan chiefs among their own kind. Possessing the “limited telepathy” as traditionally ascribed to genies, I am not sure they would even utilize language in any normal way we could easily understand, though given permanent physical bodies, perhaps older clans may have developed fascinating if brutal languages to compliment their limited telepathic powers.
Powers of Athasian Genies: I would say their powers are much as typically ascribed to them in the standard texts. They would be very powerful. The great change of course would be their inability to grant wishes, this being wholly inappropriate to Dark Sun. I deal with this below.
Regarding psionics, as elemental beings they should have none, nor do I think they would ever develop any. Though should they be telepathically attacked, any normal psionic attacker would risk burning, crushing, drowning or suffocating his mind, and otherwise potentially driving himself mad or worse, as should be standard when telepathically engaging with an elemental (I have developed tables for this, and utilized tables from Ravenloft regarding madness).
Neither wizardry nor priestly ability are possible for Athasian genies to develop. These beings I think would remain effectively classless, and if their spirits grow great and powerful in your mind, simply increase their HD, and for the unique among them, consider a few enhanced and/or additional powers.
Another difference between standard campaign genies and the Athasian variety should be their planar travel abilities. Ultimately being simply elemental spirits fused to composite material bodies, like elementals, these beings do not inherently possess the ability to travels planar boundaries. I would say they can travel between the Inner Planes, including the Ethereal Plane, but that Athasian genies cannot of their own power travel to and from the Prime Material Plane. They must be summoned by some outside power. And unlike elementals, who inhabit prime material elemental shells when conjured upon Athas, a Dark Sun genie’s spirit does not return to its native plane when the summoning spell is complete. Bound as they are to composite elements and fused inescapably to their bodies, they do not return to the Elemental Planes when the summoning spell is complete, nor do they have the power to do so on their own.
Though not the subject of this post, the exception to this planar travel restriction are the jann, or as I have dubbed the Dark Sun variant, the da’jan. Being inherently bound and linked to both the Elemental and the Prime Material Planes, their existence is a continuous link between these realms of existence, and they may travel across such boundaries as traditionally described (of course excepting the Astral Plane… this is Dark Sun, after all).
Genies and Wishes in Dark Sun- Alter Reality: As others have before, I propose the use of the classic 7th level “illusionist” spell alter reality, or as you see fit greater alter reality (9th level, you write it!), instead of the classic wish. I further propose that these be limited, probably to one to divorce ourselves from overused magical number three, and set within much longer bounds of time between the use of such powers. Such en exercise of power would certainly tire Dark Sun genies greatly, and they might have to retire for a period of hours, days, or longer, recharging in their aligned elemental plane, to be able to appropriately recover. I would also suggest that the nature of the alter reality be tied to the Elemental Plane of the implementing genie. For example, a fire genie could alter reality to create a new rampart for a castle, but perhaps it might be made of smoldering basalt summoned from nearby rock formations. For your convenience, alter reality from AD&D follows below:
Alter Reality (illusion/phantasm, conjuration/summoning)
Level: 7
Range: unlimited
Duration: special
Area of Effect: special
Components: special
Casting Time: special
Saving Throw: special
Explanation/Description: The alter reality spell is similar to the seventh level magic-user limited wish spell. In order to effect the magic fully, the illusionist must depict the enactment of the alteration of reality through the casting of a phantasmal force, as well as verbalization in a limited form, before the spell goes into action.
Though very parallel with the traditional limited wish, by labeling the Athasian genie’s power “alter reality”, it anchors the effects in the illusionary and/or temporary sphere. What is created is limited, or at least will not last. In theory, the spiritual power of the genie is exercised in the fullest to create alter reality effects, drawing what power it must from its corresponding Elemental Plane. As to why elemental spirits cannot normally employ alter reality effects themselves, it is because they are not intimately and inherently bound to material matter, as fire genies, for example, are tied to brass, rock and other heavy substances. It allows them a link and intimate control over composite elements beyond the simple four primal elements, and is why they can “alter reality” to some degree.
Below, I offer proposed new definitions, by genie sub-race and type, for their alter reality capabilities.
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Earth Genie (ar’grest, “iron hearts”): at 18th level of ability, alter reality once/month (heavy fatigue, rest: 1 week), or greater alter reality once/year (severe fatigue, rest: 1 month)
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Air Genie (yarokol, “sky summoned”): yarokol have an array of illusory and conjuration abilities which substitute for the ability to alter reality
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Fire Genie (er’ker’chol, “fiery copper summoned”): at 15th level of ability, alter reality once/day (moderate fatigue, rest: 1 hour), or greater alter reality once/month (heavy fatigue, rest: 1 week)
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Water Genie (oro’rol, “ocean wave lord”): at 26th level of ability, alter reality once/year (severe fatigue, rest: 1 week)
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Greater Ar’grest: at 24th level of ability, alter reality once/day (moderate fatigue, rest: 1 turn), greater alter reality once/month (heavy fatigue, rest: one week)
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Greater Yarokol: at 20th level of ability, alter reality once/month (heavy fatigue, rest: 1 week), greater alter reality once/year (severe fatigue, rest: one month)
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Greater Er’ker’chol: at 16th level of ability, alter reality thrice/day (light, moderate, then heavy fatigue, rest 1 round, 1 turn, 1 hour), or greater alter reality once/day (heavy fatigue, rest: one hour)
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Greater Oro’rol: these beings lack any ability to alter reality
It should be noted that I would propose the Athasian enochol (genies) are definitely not easily compelled to “grant” alter realities. Using such power takes a great deal of their spiritual energy and vast attention to detail, and short of micro-managing their minds through domination or the like, or certain psionic enchantments such as enslave elemental, it would be very difficult to forcibly compel them to alter reality. Deliberate errors, faults and malignancies might be woven into reluctant use of their power to alter reality. And unlike the wish abilities of traditional genies, note that there is no limit on enochol using their alter reality powers for themselves. Lastly, though similar, the alter reality is not a wish spell, and its effects may be dispelled normally at the listed casting level of the responsible enochol.
“Noble” Athasian Genies: As referenced, these beings might exist, but they are almost certainly not called “noble”. Such hit dice and powers would be indicative of the the might of the original spirit (greater elemental) that was imprisoned within the body. If part of a community, they might be called or at least thought of as “chief”, but they surely lack the hierarchy and advanced cultures of “noble” genies in the traditional AD&D universe.
Creating Enochol: According to my backstory, originally, in the depths of time, an elemental spirit of profound power residing in a Prime Material body on Athas created the first enochol as his servants, whom he exercised control over by the majesty of his power and the exercise of his tremendous will. Well before the time of magic of any kind, either clerical or wizardly, this mighty being accomplished the creation of the enochol by raw power, force of will, and using other methods and tools now largely lost. Regardless of intent, such creations were inherently acts of evil, as such creations were inherently unnatural and much like a curse to those elemental spirits that dwell within such bodies. It is something an elemental spirit, even if it were to wish it, could and would never do by themselves, to themselves.
I speculate more enochol could have been produced in later ages. The most likely to actually do this were the greater of the elemental spirits, which are those elementals on their home planes of enough power (hit dice) to actually cause the spiritual fusion with composite materials. For these beings no spells as such are required, but merely their power and force of will. The time and exact procedures I leave to your imagination, but I imagine they are not overly extensive, though they probably require the assistance of other elementals while the subject is subdued and fused into the shell of its new body.
In theory the bodies of enochol might vary widely, though the original enochol as created by Da’jan likely almost exclusively copied a humanoid template. But in later epochs the Unseen War on the Elemental Planes might have given the impetus to create all manner of monstrosities, though I speculate only the more evil (or desperate?) of the greater elemental spirits would have pursued the creation of such abominations.
Whatever the shape of their bodies, the materiel for such bodies would have had to be gathered, which on the Elemental Planes may have been more difficult than might be initially imagined. Then the spiritual fusion with this composite material may have taken place, forcing an almost certainly unwilling elemental spirit into a permanent bond with the material stuff. Saving throws likely would be involved, but if successfully subdued the process likely would have taken no longer than a single round per hit dice of the future genie. I suspect the hit dice of the creator would have had to be double the hit dice of the created enochol. Further, the hit dice of the elemental spirit would need to match the hit dice of the genie. For example, an efreeti, or er’ker’chol, being 10 hit dice, a subject fire elemental would require a 10 HD fire elemental spirit to inhabit it). Once complete, the process would of course be irreversible. And in the case of “noble” genies, only a “greater elemental” spirit could ever be used to create a “greater enochol,” and the creator would need to be a mighty being indeed.
I speculate that even the sorcerer-kings could not create these beings in and of themselves, but very high level character elements or PC spirits of the land might in theory be able to replicate the process, though why they would want to do so and the morality of such an act are another matter.
Controlling Athasian Genies: I think that sha’ir are inappropriate for Dark Sun, and would not entertain them in a campaign. Attempts to summon or control enochol would be even more dangerous than trying to conjure a standard elemental, and would require even more powerful magic than using simple conjure elemental spells. Only powerful magic such as the 7th level priest spell exaction might suffice, and even then the danger remains.
Given these dangers and the level of magic required, “genies of the lamp” and other tropes are not likely to be discovered on Athas, and are besides inappropriate to tone and style. They are however some of the closest beings to “fiends” and “angels” on Athas, and as far as mythos goes may help explain certain mythologies throughout the Tablelands. Likely the only powers mighty enough to with some regularity summon and effectively control such beings are the sorcerer-kings themselves, utilizing the aforementioned elemental enslavement psionic enchantment. But even this spell has its risks, and would likely be reserved for very special occasions, or to protect some very great treasure or secret, indeed.
Genie Culture in Dark Sun: Upon Athas, the four varieties of enochol must be quite rare, but not unheard of. Accidental summonings, and escaped enochol that have broken the magical bonds of their conjurers have surely resulted in lone genies wandering the lands of Athas. Almost certainly alone, and as discussed above unable to on their own power return to the Elemental Planes, they might get themselves into all manner of mischiefs and adventures. Some may not wish to return home at all, but many would likely seek out spellcasters and psionicists powerful enough to return them. For those who are able, some might even use their powers to present themselves as mortals, and even beget children with mortal lovers. Such children would be akin to genasi I think. Being fused to their material bodies, enochol, both on Athas and the Elemental Planes, do eventually degenerate and even die of old age. I shall not endeavor to create a chart to list their lifespans, but upon Athas they would likely live for a good many centuries before finally succumbing to old age. This would further be modified if they were children of other genies, for the greater the stretching of the original host spirits by number of children, the less long their lives will be. On the other hand, a created genie with an original elemental spirit inhabiting a single body (and therefore with no children) might live a millennium or more.
Upon the Elemental Planes, given our current poor understanding of those realms, as well as the almost complete lack of detail regarding the Unseen War, it is difficult for me to speculate on the lives of the enochol there. Subjective time passes twice as fast there (original Manual of the Planes, p. 23), so their lives will be shorter, but it is hard to say too much else for certain.
I speculate that in the Elemental Wars of the past there were efforts by darker and less scrupulous powers to attempt to breed these beings, so there indeed may be odd communities of these genies. Despite their greater power than most of the elementals, they are likely viewed as lesser beings (perhaps think of the lording Turks’ feelings regarding their servile Janissaries). With cultural and technological influence over the ages from Athas (and who knows where else?), and combined with their own ingenuity, they may have developed to some degree a simple material culture, but I envision simple villages and crude forts rather than the mighty City of Brass or the Citadel of Ten Thousand Pearls. There they may be ruled over by a local chief, perhaps numbering 4-6 dozen or so, and/or are the servants of a great elemental power or lord, where they are employed as mercenaries or workers. To such elemental masters they might even be slaves, and set by fear and common domination to guard, to soldier, or to toil.
But being unnaturally created and the creations of considerable cruelty, they are likely mostly unreliable servants and allies. The original genie creations may have long ago rebelled, and live as distant as they may from their would-be elemental masters. On the other hand they may have found new allies, perhaps in the form of unique elemental beings, or perhaps even in the form of character elementals and visiting planar travelers. It is not improbable that the ruvoka are their friends and senior counselors, at least to some of them, and able to provide healing and wisdom to the more receptive.
I do not think these Dark Sun genies would be bound to the morality provided them in traditional sources. Fire genies need not be as evil efreet, nor air genies good. A variety of morals might permeate a generally neutral tendency for all of them, but I think a second-class though proud and defiant tone might be seen in any genie settlement upon the Elemental Planes.
For PCs, likely the most dangerous Dark Sun genies would be the enochol recently made by the greater elemental beings that would still dare to make such things. Bound by force of will, awe, and terror to their service, these newer enochol would likely be treated as enslaved but elite guards, warriors, and servants. They might even be armed with unique and interesting weapons and armor. Heavy basalt breastplates might be worn by fire and earth genies who serve these masters, and water genies might wield lances of supernaturally hard and cold ice, etc. Our imagination could provide surely many more examples, and I have envisioned dread monstrous genie variants that might be used as great war machines and guard leaders. But these newer enochol would likely be in near fanatical service to their maker, if for no other reason than they fear such powerful beings.
Hopefully this has been a useful exploration for some of you gentlemen. Though I look for your comments, reviews, criticisms and suggestions, and will likewise look to include them, I am likely to go in this general direction with my implementation of “genies” into my Dark Sun universe. Typing this out has helped form and rarify my thoughts on the subject, and I look forward to experimenting with these concepts in game.