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Cann (Para-Elemental Ice Genie)



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3.2 Cann (Para-Elemental Ice Genie)


From: DreamThiev@aol.com


Climate: Ice

HD: 9+2

Frequency: very rare

THAC0: 9

Organization: Khanate

No. attacks: 1

Activity Cycle: day

Damage/Attack: 4d5

Diet: Omnivore

Special attacks: See below

Intelligence: high to genius (13-18)

Special Defenses: See below

Treasure: Nil

Magic Resistance: Nil

Alignment: N

Size: L (12' tall)

No. Appearing: 1

Morale: Champion (15-16)

AC: 2

XP Value: 9,000

Movement: 9, fl 20 A, Sw 18



The Cann (plural Canni) are the genies of the Plane of Ice. They are pure white with blue veins showing through. They have silver eyes and no hair.


Combat:

Canni perform as 22nd level spell casters. They can call forth a Cone of Cold twice per day. They can Detect Alignment, Magic, and Create Illusions at will. They are capable of producing 100 gallons of near-frozen water every day. They can Walk on Water at will, and may call forth a powerful snow storm once per week.

They can carry up to 800 pounds with little to no effort on foot or flying. Double or more wait causes them to tire.
Habitat/Society:

The Khan of the Canni makes tight and restrictive rules, but rarely cares whether or not they are followed. When the Khan dies or is killed somehow the throne often goes empty for years before some one claims it, no one really cares.

Canni is lounge around the Great Ice Palace trying not to do too much. One of the more respected Canni has not moved more than three inches in a decade. The only thing they really care about is invaders, which they will all defend against.
Ecology:

Canni tolerate anything and everything as long as it does not make too much of a stir. They do not regard anything as equal, superior, or lesser to themselves. They are rarely summoned because it is hard to motivate them.


3.3 Tasked Genie, Voyager


From: Bernard.Delhausse@ulg.ac.be (Bernard Delhausse / CREPP)


Climate/Terrain: Any

Movement: 24, Fl 64 (A)

Frequency: Very rare

HD: 6

Organization: Khanate

THAC0: 15

Activity Cycle: Any

No. attacks: 1

Diet: Omnivore

Damage/Attack: d8 or by weapon

Intelligence: Normal(10-12)

Special Attacks: See below

Treasure: U

Special Defense: See below

Alignment: N (tends to CG / NG)

Magic Resistance: Nil

No. Appearing: 1-2

Size: L (9' tall)

AC: 2

Morale: Average(8-10)

Voyager genies once were djinns. They are believed to be some cross-breed between unknown flying creatures and messenger genies. Originally, they have served princes and sheikhs for official purpose. Now they serve all persons willing to travel or to exchange informations about foreign habits and weird customs. During their endless journeys, they have developed some features allowing them to travel faster and easier. They can walk and fly at high speed and their moves are not hindered by the terrain type. They walk as fast in the thickest jungle as if he was walking on a well-paved road. Only magical means, to which they have no particular resistance, can slow them and lower their movement rate. Their skin is pale blue, and it might appear translucent sometimes. They have white hair, pale blue eyes and nails. As they tend to dress in blue and white when traveling, they are not easily seen by land travelers (75% of not seeing them).


Combat:

For the above mentioned reasons, land-based attacks incur a -4 to hit. When avoiding magical land-based attacks taking a physical shape (cone, beam, ...), they are allowed a saving throw even if none applies normally, and save at +2 if a saving throw is permitted. These features only apply if the genie is flying at normal speed and if the attacks are land-based. They will always avoid direct combat, except if a fellow genie is concerned. In such case they first make full use of their magical abilities. Then, they attack gaining a -2 to their initiative roll due to their high speed. They always try to remain in the air as long as possible. The voyager genies also have the following spell-like abilities, each as if they were 11th level. They cast the following at will: Alter Normal Winds, Gust of Wind, Ride the Wind*, Murdock's Feather Flyer*, Tenser's Floating Disk, Traceless Travel, Wind Compass. Once per day, they have the possibility to cast: Aura of Comfort, Leomund's Tiny Hut, Teleport. And once per week they can cast Control Weather and Leomund's Secure Shelter. ( * = TOM spells)


Habitat/Society:

Curious, open-minded, generally friendly, polite and handsome, with a strong taste for endless talks, they roamed the Lands of Fate for centuries, meeting people, asking about their habits, customs and way of life. As such they are a source of quasi infinite knowledge, but they seldom share it. They tend to respect the etiquette, though they prefer meeting common people than kings. They dress very simply, and have many of different clothes with them so that they can always appear as if they were from the neighborhood. This is not, in their mind, intended to con people but to make them feel comfortable when dealing with the genies. They are a bit naive and can be fooled easily. In such cases, they do not learn fast and may rarely seek vengeance. In such case, it is only aimed at the person who tricked them. They do so in refined ways, making use of the knowledge they have acquired.


Ecology:

Voyager genies can often be trapped in genie prisons, because of their naive nature. They are then more than happy to get freed and often grant a wish that must take the form of a particular journey (remember this is just a one-way ticket). A well-known voyager genie prison is Abdol's Wine Jug. This is an item used normally to store wine, it is enchanted but does not radiate magic. It contains a couple of voyager genies 25% of the time. The jug is difficult to discern from a normal wine jug. The only difference is the presence of small holes near the top. They indicate the number of free journeys that the genie will grant. Sometimes, though, if well-paid the genie might wish to transport some adventurers for jewels, pearls, or art items. No dinars are accepted (no cheques and no credit cards too). A limited number of Abdol's Wine Jugs are still in use in Zakhara.

Though it has been said that originally voyager genies were djinns, it has been held by some sha'irs that djinns are voyager genies who are compelled to travel through the air. Some daos and marids have been perverted in the same way and have become voyager genies too, but only through their very element. It has never been proved that some efreetis have become voyager genies too. Some would say they are not handsome enough ...


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