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    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
  • Store
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    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • Delsinar
        • Dirnor
        • Distisil
        • Donisil
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        • Istinis
        • Notirot
        • Sintison
        • Sournous
        • Taninor
        • Tifingor
        • Tornor
      • Primary Races >
        • Aqahartis
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        • Dark Elves
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      • Secondary Races >
        • Crysilin
        • Dragons
        • Fairies
        • Firingar
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Rootwalkers
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Elementals
        • Fifthala
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Sarcil
        • Sorosin
        • Thornsaldsarn
        • Tirronfin
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact
  • News
  • About
  • Online Content
    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • Delsinar
        • Dirnor
        • Distisil
        • Donisil
        • Elsinor
        • Istinis
        • Notirot
        • Sintison
        • Sournous
        • Taninor
        • Tifingor
        • Tornor
      • Primary Races >
        • Aqahartis
        • Avians
        • Dwarves
        • Dark Elves
        • High Elves
        • Humans
        • Orcs
      • Secondary Races >
        • Crysilin
        • Dragons
        • Fairies
        • Firingar
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Rootwalkers
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Elementals
        • Fifthala
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Sarcil
        • Sorosin
        • Thornsaldsarn
        • Tirronfin
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact

Genies

While hundreds of purely magical species exist across Calsin, only a small handful hold the distinction of being truly sentient. Though there is still some debate over whether or not genies fit that description, the ultimate conclusion of the Slave/Stock council (held at the wizarding academy and attended by hundreds of representatives from all countries) was that genies do possess a latent intelligence that renders them fully sentient beings. That said, genies are unique in that they have almost no free will of their own. Bound to a physical object (often a lamp, though mostly for convenience), they simply live to serve their masters, whether that be for good or evil.

The first known appearance of genies comes from the time of the vampire wars, or shortly after the death of Hinchipol. It is believed that the god's death is what caused all forms of magical creatures to be born, though this has never been proven. No one really knows if genies are born or if they die, as neither has never been observed and the genies themselves seem not to know.
In nearly all cases, genies seem to simply appear and bind themselves to objects, much like nymphs. For reasons unknown, they tend to bond to objects in ancient ruins or attics, places not often visited by explorers. After being found, the genies will serve whoever picks them up, granting "wishes," so to speak. In reality, they are tapped into the same magical field that humans can access, and can cast spells from that field in a similar, though more powerful, manner. After they've cast a certain number of spells, they vanish, either dying or simply connecting to a different object. Because of their power, genies are highly prized, and will often sell for thousands of gold pieces.

Height:
- Varied. Genies will often take on the form of whatever race currently has possession of them, but it doesn't necessarily have to. 

Unusual Characteristics:
- As shapeshifters, no one really knows what a genie's true form looks like.

Coloring:
- Various.

Lifespan:
- Various, depending on how much they are used. When discovered, the genie will inform their finder how many spells they can cast. This can vary, from as low as one to a known record of fifteen thousand. It isn't known if this number is a conscious choice that the genies make, or if it is out of their control. 

Magic:
- It is thought that a genie's true power could be nearly limitless, though it is believed that the genies will refuse to use their full power if the spell requested is particularly evil or world-altering.

Worshiped gods:
- Themselves. The genies quite often brag about their divinity, claiming no gods other than themselves.

Other notes:
- As noted above, genies have been considered full sentient. They can maintain complete conversations, offer insight on current events, and solve complex problems without the use of spells. However, they refuse to talk about the specifics of their species (hence all the unknowns above). Once again, it is unknown if this is a choice on their part or simply due to the fact that none of them can know.
- Despite having no known ties to the location, genies tend to only be found in the Vamsick Desert and Donitor. They can be found in ruins elsewhere, but those genies are far fewer in number and often less powerful.
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