Genasi Species in Esau | World Anvil
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Genasi


In Esau there are six elements - Earth, Wood, Air, Fire, Void and Water.
~ The Void element goes unspoken by, for fear of being stolen away by the Void Elementals and forgotten after speaking it three times within their life time - only Jinx Fey can aid in removing the risk ~

The Genasi are the offspring of genies and mortals. Genasi inherit something from both sides of their dual nature. They often resemble humans, however have unusual skin colours (red, orange, green, jade, blue, wooden, deep black, or shades of gray), and there is something of their element about them. The elemental blood flowing through their veins manifests differently in each Genasi, often as magical power.

The Genasi has a natural resistance to the Element of their type. They have a natural armour increase of 1.

Each of the six element has Elementals and Genasi of that type. Genasi of mix elements are less common but do occoassionally occur.
Show spoiler
like Aqua on the Northern Isle

Many Genasi were treated as outcasts and in some areas taken as slaves. The correct treatment of their kind is still debated greatly, especially within Malnax and Tucalyos.

Within the Human race were the Vikings, who the first to realise how easy it was to turn the different Genasi against each other. The Vikings had been, along with other Human, Elves and Dragonborn, the first to take the Genasi people as slaves.

Little is written on The Genasi Skirmish, only small pieces and art by Cordites Tun.
Many Genasi have the tattoos of slaves on the back of their necks with a thick line through it to show they have become free.

In the East Quarter of Jeyton City is The Den, where Genasi lived in slums.



AIR GENASI

Air genasi are proud of their heritage and their connection to The Plane of Air - sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air Genasi who don’t live in cities favour open lands such as plains, deserts, and high mountains.
Air Genasi typically have light blue skin with flecks of white, 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 pecular patterns in their flesh or grow crystals from their scalps.
Languages = speak, read, and write Common, Auran and Primordial
Ability Score Increase = Dexterity score increases by 1.
Unending Breath = Air Genasi can hold their breath indefinitely while not incapacitated.
Mingle with the Wind = Air Genasi can cast the levitate spell once with this trait, requiring no material components, and regain the ability to cast it this way when finish a long rest. (Constitution is the spellcasting ability for this spell.)



EARTH GENASI

Earth Genasi are more withdrawn, and their connection to The Plane of Earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders. They have strong ties to the Land (Old man Land). Many Earth Genasi live underground, where they can be in their favoured element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.
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, muted 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.
Languages = speak, read, and write Common, Primordial and Terran
Ability Score Increase = Strength score increases by 1.
Earth Walk = Earth Genasi can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone = Earth Genasi can cast the pass without trace spell once with this trait, requiring no material components, and regain the ability to cast it this way when finish a long rest. (Constitution is the spellcasting ability for this spell.)



FIRE GENASI

Some other humaniods are afraid of their connection to The Plane of Fire. Also, Fire Genasi often get themselves into difficulty with their fiery tempers. Like their Air Genasi cousins, they sometimes flaunt their perceived superiority over common folk. However, they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations.
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.
Languages = speak, read, and write Common, Primordial and Ignan
Ability Score Increase = Intelligence score increases by 1. Darkvision = They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Their ties to The Plane of Fire makes their darkvision unusual: everything they see in darkness is in a shade of red.
Reach to the Blaze = All Fire Genasi know the Produce Flame cantrip. Once they are 3rd level, they can cast the Burning Hands spell once with this trait as a 1st-level spell, and regain the ability to cast it this way when finish a long rest. (Constitution is the spellcasting ability for these spells.)



WATER GENASI

Water Genasi almost all have some experience aboard or around sea vessels. They can make excellent mariners and fishers. Like Earth Genasi, Water Genasi prefer quiet and solitude; the wide shores are their natural homes. Their connection to The Plane of Water means they are more go-with-the-flow in nature - they tend to go where they want, do what they want, and rarely feel bound to anything. Once made a loyal friend are extremely so.
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 colour. 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.
Languages = speak, read, and write Aquan, Common and Primordial.
Ability Score Increase = Wisdom score increases by 1.
Acid Resistance = Water Genasi also have resistance to acid damage.
Amphibious = They can breathe air and water.
Swim = They have a swimming speed of 30 feet.
Call to the Wave = They know the Shape Water cantrip. When they reach 3rd level, they can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and regain the ability to cast it this way when finish a long rest. (Constitution is your spellcasting ability for these spells.)



WOOD GENASI

The Wood Genasi are long-living with a giving and protective nature - natural enemies of the Culpan "Guilt-Givers". They are outwardly hardy and strong - rely on defensive tactics. They are not actually Tryants or Treefolk, although they have many similarities. They tend to live small settlements and are unlikely to move far from where they were born and raised. They like to eat tree/bush grown fruits, nuts and berries. Their connection to The Plane of Wood gives them are sense of belonging to something greater.
They look to have bark for skin and busy hair is like leaves or moss. A Wood genasi speaks in baritone, rough voices as if drawn up from the deep roots of a tree.
Languages = speak, read, and write Common, Sylvan and Primordial
Ability Score Increase = Constitution score increases by 1.
Damage Vulnerabilities = Fire
Damage Resistances = Bludgeoning, Piercing
Conditions Immunities = Wood Genasi are immune to sleep effects.
Speak with Trees = can communicate with any tree or bush as though using a Speak With Plants spell.
Warp Wood = in a range of 60 ft, the Wood Genasi can cause a wooden object to bend and warp, permanently destroying its straightness, form, and strength. They can warp one small non-magical object. Actions taken using a warped object are made with disadvantage.
A warped wooden shield or armour has its bonus to Armor Class halved. Alternatively, a Wood Genasi can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been reshaped by this spell or by other means. (At Higher Levels = a Wood Genasi can cast this spell on larger objects. A Medium object at 3rd level; a Large object at 6th level, a Huge object at 10th level, and a Gargantuan object at 14th level.)
Awaken a Tree = Creates an Awakened Tree - An awakened tree is an ordinary tree given sentience and mobility by the awaken spell, or similar magic.



VOID GENASI

Less are known of the nature of the powerful Void Genasi, many people are frightened by their ties to The Plane of Void. Void Genasi can be absent-minded, hording tendencies, thoughtless, emotionless and/or intentive.
Void Genasi are short, stoat creatures with nearly pure black or monochrome colours, shadow-like skin, with dark eyes (that are luminescent in the dark) and are hard to look at directly. They have the ability to slip like a shadow and make people forget they ever appeared. They tend to be collectors, absent-minded and less emotional in nature. They have a natural bonus to stealth and intimidation. Their voices sound like a whisper in an ear, or an echo.
Languages = speak, read, and write Common, Primordial and Ignan
Ability Score Increase = Dexterity score increases by 2.
Breathless = no need to breathe, and can survive in hard vacuum.
Void Resistance = resistance to psychic damage. As a bonus action, Void Genasi expend one corrupted Hit Die to gain resistance to necrotic damage for 1 minute.
Darkvision = They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Their ties to The Plane of Void makes their darkvision unusual: everything you see in darkness is in a more varied shades of monochrome.
Reflective = Reflects spell back at castor.
The Void Beckons = As a bonus action, Void Genasi can teleport up to 30 feet to an unoccupied space that they can see. They can expend one Hit Die to deal thunder damage equal to their Constitution modifier + their current number of those Hit Dice to all creatures within 5 feet of the Void Genasi when they vanish, or when they reappear. Void Genasi can use this feature once, and regain use of it when they finish a short or long rest.
Non-being = When Void Genasi teleport, they can choose to delay their arrival. Void Genasi can expend one Hit Die to delay their arrival by up to 1 minute. They can expend additional Hit Dice to further delay their arrival. (Void Genasi can do this once per Short Rest.)
Void Burst = Within 60 feet of Void Genasi create a 10 ft radius, small explosion of aetherial (something that is fragile, or something that is light and airy) energy centered on a point within range strikes out at all creatures within a 10 foot radius of that point. Affected creatures must make a Dexterity saving throw. On a failure, the creatures take 3d6 force damage. They take half damage on a successful saving throw. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, this spell deals an additional 1d8 force damage.
Modify Memory = Within 30 feet, targeting one creature withi9n sight line of a Void Genasi, for up to 1 minute, a Void Genasi can attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If the Void Genasi is fighting the creature, it has advantage on the saving throw.
On a failed save, the target becomes charmed by the Void Genasi for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear the Void Genasi. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, the Void Genasi can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes.
Void Genasi can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. Void Genasi must speak to the target to describe how its memories are affected - it must be able to understand the language for the modified memories to take root. Its mind fills in any gaps in the details of their description. If the spell ends before they have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. (The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
At Higher Levels: If a Void Genasi casts this spell using a spell slot of 6th level or higher, they can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Forget = Requires touch of 1 minute to cast this spell, choose one event, place, person, or otherwise that the Void Genasi know about, and they cause the target to forget parts about it, or all of it. This can range from removing specific details, to simply wiping all reference to it from their mind. A target unwilling to forget may make a Wisdom saving throw to resist the effects of this spell.

Basic Information

Growth Rate & Stages

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. Wood genasi live up to 200 years longer.

Civilization and Culture

Naming Traditions

Genasi names related to their element:-
AIR = Aria, Aura, Dawn, Drift, Float, Flow, Gasp, Glide, Gust, Hiss, Hover, Mist, Mystral, Sky, Soar, Storm, Whirl, Wind, Zephyr, ...
EARTH = Amber, Clay, Crystal, Diamond, Geode, Hill, Iron, Mire, Pepple, Quagmire, Quarry, Rubble, Sand, Sapphire, Silver, Stony, Terra, Topaz, ...
FIRE = Ash, Blaze, Blister, Boil, Coal, Crisp, Ember, Flame, Flicker, Kindle, Lava, Roast, Scorch, Steam, Swelter, Tinder, Torrid, ...
WATER = Bay, Bayou, Brook, Burn, Cove, Drip, Geyser, Hot, Heat, Lake, Ocean, Pool, Rain, River, Spinkle, Splash, Steam, Wave, ...
WOOD = Aspen, Baobab, Branch, Conifer, Forrest, Hazel, Laurel, Magnolia, Moss, Rimu, Oak, Oakley, Olive, Pine, Teak, ...
VOID = Abyss, Bare, Barren, Blank, Chasm, Clear, Desolate, Empty, Gap, Gulf, Hole, Lacuna, Lapse, Non, Nothing, Nugatory, Null, Space, Vacant, Vacuum, ...


REFERENCE
+ Genasi race
+ Updated Genasi race
+ Genasi names

Geographic Distribution

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