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=[[Warhammer Fantasy]]= [[File:Djinn warmaster.webp|thumb]] [[File:Djinn dreadfleet.webp|thumb|left|Arabyan ship from Dreadfleet powered by Djinn]] The presence of genies in [[Warhammer Fantasy Battles]] is one of those... "wiggly" areas. They ''do'' canonically exist, but the problem is that they are exclusively associated with [[Araby]]... which started out weak in the oldest iterations of the setting and steadily declined to mere cameos in the lore of other factions. What little is known about them is that they are [[elemental]] beings found in [[Araby]], whose local wizards use enchanted vessels to bind them to their will and command them in battle. Genies appear in the [[Warmaster]] gaiden game as an Araby unit, whilst [[Dreadfleet]] features one of the last ever canonical appearances of a genie in the form of Arabyan special character, [[The Golden Magus]], whose ship is visibly attended by two huge genies: one of fire preparing to attack an unseen enemy ship, and one of clouds and wind propelling the Magus' ship with its mighty breath. Most WFB lore instead likes to use the [[Lord of Change]], the Greater [[Daemon]] of [[Tzeentch]], in a role akin to the traditional asshole genie. For example, in one old Warhammer comic, an imprisoned [[Lord of Change]] was set free by three travelers. In "appreciation" for them setting it free, he would each give them a wish. The first wanted the ability to fly, and the Daemon turned him into a fly. When the two complained, it defended itself by claiming that he wasn't specific enough. So the second wished to live forever, and the daemon turned him into a vampire, which then forced the third companion, a Dwarf, to kill him. The dwarf, seeing that the Lord of Change would obviously screw over any wish it will grant, would then wish for the daemon to be imprisoned once again... if he were actually intelligent! [[Derp|Instead the dwarf had the brilliant decision of making a wish that he was worth his weight in gold]], [[FAIL|which worked just as about as well as you might expect since the daemon then turns him into a statue of solid gold.]] Meanwhile, over in [[Mordheim]], the mercenary Nicodemus was a wizard's apprentice who foolishly freed a bounded Lord of Change and then wished to be "the greatest wizard in the world". This caused him to start growing into a giant spellcaster, and he was forced to come to Mordheim for a steady supply of the wyrdstone he needs in his growth-retardant potion. There's even a fan adventure where he runs out of potion long enough to grow to the size of a ''real'' giant. ===WAP=== Naturally, the [[Warhammer Army Project]] went ahead and added genies in its depiction of a Warhammer Armies: Araby book. And unlike the Asuras from the [[Kingdoms of Ind]], they didn't just take [[daemon]]s and call it a day. Instead, they decided that since [[Warhammer Fantasy Battles]] was largely born out of [[Games Workshop]] ripping off [[Dungeons & Dragons]], they'd go back to those roots and they shamelessly stole the D&D genie list to pad out their basic reiteration of [[Oldhammer]] genie lore. All Genies have the special rules Monstrous Infantry, Magical Attacks, Unstable, and Ward Save (5+). They also have the special rule "Genie Binding", which means that rather than taking up a character slot in their own right, you ''must'' have a Sorcerer or Sorcerer Lord in your army as well, representing the [[wizard]]s who bring them into battle - a regular Sorcerer can bind one genie, and a Sorcerer Lord can bind two genies, at a cost of 95 points per genie. They don't start play openly, but instead their associated sorcerer can attempt to summon them by passing a Leadership test; on the plus side, you can resummon a "killed" genie as often as you like (save for that pesky cumulating -1 LD penalty for each time the genie was slain), but on the down side, if the sorcerer dies, the genie is immediately considered a casualty too! [[Dao]] are malicious genies tied to the element of earth, resembling powerfully muscled humanoids with earthen, sand or granite-colored skin and pudgy-fingered hands whose nails are made of lustrous metal. They're characterized as the simplest and most brutish of the genies, often cozened into service, but also renowned as the toughest. They have Movement 6, Weapon Skill 5, Ballistic Skill 3, Strength 4, Toughness 5, Wounds 3, Initiative 4, Attacks 3, and Leadership 7. They have Natural Armor (4+), and can cast Flesh to Stone (Lore of Life) as an innate Bound Spell, power level 5. [[Marid]]s are water genies, towering and beautriful, with ocean-colored skin that changes tone to reflect their mood, darkening as they grow angrier. Most have blue-black or dark grey hair, but watch out if you get a seafoam-white haired marid, because they are exceptionally strong-willed, independent and chaotic in temperament. Their particular talent is in absorbing and dispelling magic. They have Movement 6, Weapon Skill 5, Ballistic Skill 3, Strength 4, Toughness 4, Wounds 3, Initiative 5, Attacks 4, and Leadership 7. They have Magic Resistance (2), Immunity (Ice Attacks) and can cast Iceshard Blizzard (Lore of Heavens) as an innate Bound Spell, power level 4. [[Djinn]] are proud and sensuous genies of air, appearing as tall, noble-featured, well-muscled humans, who may have mundane Arabyan coloration or pale blue skin. Blue-eyed djinn are believed to be marked by fate for great actions. They have Movement 6, Weapon Skill 5, Ballistic Skill 3, Strength 4, Toughness 4, Wounds 3, Initiative 6, Attacks 3, and Leadership 7. They have Fly 10 and can cast Wind Blast (Lore of Heavens) as an innate Bound Spell, power level 4. [[Efreet]] are fire genies, and renowned as the most angry, vicious, and temperamental of all the genies, unless they manipulated by flattery or realize their summoner is legitimately more powerful than they are. Their physical description is literally just ripped straight from the pages of D&D. They have Movement 6, Weapon Skill 5, Ballistic Skill 3, Strength 5, Toughness 4, Wounds 3, Initiative 5, Attacks 3, and Leadership 7. They have Hatred, Flaming Attacks, Immunity (Flaming Attacks) and can cast Flaming Sword of Rhuin (Lore of Fire) as an innate Bound Spell, power level 5. {{D&D-Outsiders}}
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