Genasi

In Heaven there are angels, in Hell there are demons, but in the world between, there are genies. Born from the natural forces of the world, they dwell now in the wild places outside of civilization. But once, long ago, they built the first cities the world had ever seen. And now that they are long gone, banished into the outer wilds, their children born from mortals still dwell in the land the genies once ruled.  

Genasi Traits

  Ability Score Increase: Your Constitution score increases by 2. Age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Size: Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Speed: Your base walking speed is 30 feet. Languages: You can speak Low Solar and Primordial. You may be able to read and write any of these languages, depending on your Background.   Air Genasi Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.   Ability Score Increase: Your Dexterity score increases by 1. Unending Breath: You can hold your breath indefinitely while you’re not incapacitated. Mingle with the Wind: You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.   Earth Genasi Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.   Ability Score Increase: Your Strength score increases by 1. Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement. Merge with Stone: You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.   Fire Genasi Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.   Ability Score Increase: Your Intelligence score increases by 1. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. Fire Resistance: You have resistance to fire damage. Reach to the Blaze: You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.   Water Genasi Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.   Ability Score Increase: Your Wisdom score increases by 1. Acid Resistance: You have resistance to acid damage. Amphibious: You can breathe air and water. Swim: You have a swimming speed of 30 feet. Call to the Wave: You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.  

History

In ancient days, soon after the Shamsar had been deceived into Hell by Lolth, a Dao by the name of Enmerkar seized a great many mortals and ordered them to build him a massive palace on the banks of the Pishon river. Enmerkar's new subjects built houses for themselves surrounding the palace, and then Enmerkar raised a large wall of Earth around it to protect this new agglomeration, which Enmerkar named Ur.   The people of Ur began ranging out with Enmerkar at their head, raiding far and wide, and seizing many slaves and much treasure. Seeing his success and newfound wealth, other genies began raising their own cities in similar fashion. Soon, cities ruled by genie lords could be found all along the banks of the Pishon and Gihon rivers. These cities grew and developed, and as they did so they warred with each other. Eventually, a series of empires emerged as certain cities managed to conquer other cities, and various cities carved out larger and larger domains over a period of several centuries. The last of these genie empires was the Empire of Lagash. The Lagashi, an efreeti people, controlled not only the lands of the genie lords, but a number of foreign lands as well. They gave their name to the entire land of their birth, and the land between the rivers is still known as Lagash.   However, genie power turned out not to be absolute. It was the Quanar who would prove to be their doom. For the Quanar learned the secret of spellcraft from the dragons, and used it to conquer the world. The discovery of arcane magic allowed Quanar wizards to fight the genies on equal terms. The rising Quanar and the falling Lagashi met at the Battle of Opis. The subsequent fall of Lagash would mark the end of independent genie rule, and the beginning of the Quanar Shahdom.   But though the Quanar drove out the genie monarchs, the mortal population of the land had been irrevocably changed by the centuries under their rule. For the genies had taken mortals as consorts, and those unions had born children, and those children had had children of their own. As a result, by the time of the Fall of Lagash, there wasn't a single person in the land who had no genie ancestry. And since they were visibly touched by the genies, the Quanar called them Genasi.   Though they had nearly exterminated their parents, the Quanar did not do away with the children. Instead, they allowed Genasi society and culture to continue as it had been. Only now, instead of answering to Genie monarchs, the people of Lagash answered to Quanar satraps. Under the light hand of their elvish conquerors, the Genasi endured, though they ceased to be the sole occupants of Lagash. The land between the rivers was incredibly productive and became the most prosperous province of the Quanar Shahdom. Under the Parthas Dynasty, a new city was established in central Lagash to serve as the new Quanar winter capital. It was called Ctesiphon by the Moon Elves, and for a time it was the largest city in the world. The ruins of Ctesiphon can still be found today, only a few leagues to the south of the Holy City of Al-Harq.   Over the many centuries since the Genasi of Lagash have known many conquerors: the Quanar, the Hetairoi, the Quanar again, the Elysians, the Quanar for a third time, and finally the Shamsar. They have never vanished, but they have become a minority in their own country. Though sizeable Genasi populations still exist in Lagash (particularly in the north) they are surrounded and enmeshed with populations from all over the known world. In particular, the Shamsar form the largest unified group, as it was in Lagash that The Emergence occurred. The Genasi community is also not uniformly Shamsari. Many have embraced the worship of Al-Shams, but there are many who practice Helionism, and some who still adhere to the old Quanar faith. Thus, how any given Genasi feels about the Khalifate can vary dramatically, and there are many Genasi who still dream of an independent Lagash, not ruled by genies, but by the Genasi.   Genasi of all Classes can be found in the Khalifate, but many Genasi gravitate to the Primal classes for obvious reasons. Genasi Rangers, Druids, Sorcerors, and Barbarians are all quite common. The Genasi also produce many non-Shamsari Clerics due to their religious diversity. As in any population, some inevitable turn to an outlaw life, and Genasi Rogues most definitely exist, though it should be noted that many unjustly characterize the Genasi as being inherently untrustworthy, which could not be farther from the truth. The Genasi are, at the end of the day, mortals. And like all mortals, they have the freedom to choose between good and evil.

Comments

Please Login in order to comment!