As quick and mercurial as the winds, as solid and reliable as stone, as unpredictable and dangerous as a wildfire, and as vigorous and intractable as the tides, the forces of the elemental planes have long fascinated the people of the Inner Sea, and the sentient creatures who embody them continue to evoke terror, wonder, and even desire. Geniekin are the inevitable manifestation of this allure: beings infused with the powers of air, earth, fire, and water. As their name suggests, most are descended from genies, though powerful magic and contact with planar forces can also produce geniekin. Five types of geniekin exist in the Inner Sea region; four of them represent one of the elements—ifrits embody fire, oreads embody earth, sylphs embody air, and undines embody water. A fifth type of geniekin, the sulis, embody all four elements.
In most of Golarion, geniekin are rare, forming small, unique niches within larger parent societies. They bond over shared experiences and shared language, or at least commiserate over hardships they experienced as social and literal outsiders in human culture. Where they gather in thicker numbers—often in neighborhoods in the cities of Osirion and Kelesh—geniekin tend to break apart along elemental lines, and develop unique cultures that blend their host societies and those of the genies from which they descend.
In Qadira and Kelesh, many geniekin either live as slaves or work as servants or laborers for Keleshite households, while others form small caravans to wander the deserts. Those who set out to make their own fortune must fight against the prejudices of their society to succeed. A few overcome these challenges and make comfortable lives for themselves, but these are the exceptions rather than the rule. Many end up living in slums or find themselves forced into a life of crime to survive.
Osirion’s rise in elemental activity has sparked a demand for those who speak the elemental languages, creating a much more hospitable cultural climate for geniekin looking to make lives for themselves. Oreads and ifrits can easily find work as guides and interpreters for caravans crossing the desert, and undines may make an easy living plying the waters of the River Sphinx. Only sylphs meet with prejudice with any regularity, and then only in the cities, where privacy is treasured and the sylphs’ inquisitive natures make them few friends.
In the deserts of northern Garund, a geniekin’s reception largely depends on her specific elemental ancestry. Almost all communities readily accept undines, who are thought to bring water to wells and rain to parched villages, and sulis’ charm gains them acceptance in most settlements. Most other geniekin, however, meet with superstition and distrust. Many find work with the alchemists of Thuvia, as these scholars see many parallels between their alchemical studies and the geniekin’s elemental natures, and value servants who aren’t afraid of being burnt by acid or scalded by flames.
The isle of Jalmeray is perhaps the most inviting region for geniekin. The westernmost of the Impossible Kingdoms readily accepts geniekin immigrants—if only because they enhance the nation’s mystique—and welcomes them to the island’s monasteries, either as disciples, scholars, or more mundane servants.
While all geniekin share some experiences as outsiders living among those not touched by elemental energy, a geniekin’s relationships with members of other races largely depend on her elemental affinity.
Oreads, for example, get along famously with dwarves. They respect elves and aasimars for their studiousness and devotion, and sympathize with the plight of halforcs and half-elves. Oreads have strained relationships with half lings, tieflings, and humans, whom they find overly excitable and brash.
Ifrits, on the other hand, find much in common with tieflings, with whom they share many physical characteristics. They get along poorly with dwarves, half-orcs, and half lings, who find their domineering personalities grating. Ifrits thrive on conflict, and often forge their strongest friendships with those they disagree with most passionately.
Sylphs find easy allies among half lings and gnomes, thanks to the natural curiosity the three races share. They often find it difficult to get along with dwarves, who consider them flighty, and elves, who find them invasive.
Undines prefer the company of other undines. They are not unfriendly toward other races, however, and their interests often overlap with nature-focused elves and gnomes.
Sulis share sympathies with halflings, as both races count slavery as a very serious concern in the Inner Sea region. They make easy friends among humans and half-elves, and often try to pass as these races when traveling in hostile lands.
Ifrits tend to be the least devout of the geniekin, and they usually restrict their devotion to fiery beings such as Moloch or Sarenrae, though their attitudes toward their chosen deities involves more respect and rough affection than submission to a certain god’s will. Undines and oreads, by contrast, are naturally spiritual and often quite devout, and many take vows as clerics, druids, monks, or other professions devoted to divine pursuits. Undine clerics favor Gozreh, though followers of Desna and Besmara are also common. Most oreads worship Irori or Abadar, though those oreads born in dwarven lands tend to worship Torag instead. Sylphs worship deities who encourage and sate their curiosity, finding themselves drawn to Desna for her association with dreams and travel, or, for those whose faith takes a darker cast, to Norgorber in his aspect as the Reaper of Reputation. Sulis often feel pulled toward many different faiths at once, and many adopt a patchwork belief system or a pantheistic mind-set.
Some geniekin find communion in the faiths of demigods, particularly the Elemental Lords or the Eldest of the First World, who better represent the geniekin’s primordial relationship with the world. A good number of geniekin believe that such devotion pays homage to their outsider ancestry, or that as manifestations of the elements they’re destined to find true purpose or power in these faiths.
While most geniekin are born to at least one human parent, geniekin of other humanoid races do exist. These geniekin resemble their humanoid parents in height and stature, but are otherwise indistinguishable from other geniekin of the same kind. A dwarf-born oread, for instance, stands shorter and more solidly built than a human-born oread, but displays the same stony exterior. Geniekin born from direct unions between humans and elemental beings (in the rare cases where these couplings can be safely performed) typically bear more pronounced elemental features, such as hair made entirely from f lames or mist.
Despite the varied appearances, geniekin all share one unique feature: they are extradimensional beings housed in f lesh and bone. Like humans, they must still eat and sleep (though their unusual physiology allows them to consume unusual foods, such as an undine’s taste for seawater), and like most mortals their souls and physical bodies are separate and distinct. But geniekin souls are alien things shot through with elemental power. They gravitate naturally to their own elements and channel such magic as easily as a human might sing or paint. Likewise, their powerful souls resist many magic spells designed to bend the humanoid will, and impart them with instinctual knowledge of ancient tongues.
Ifrits: When elemental fire infuses a humanoid, the result is a creature embodying both the creative and the destructive nature of living f lame. Ifrits count efreet, salamanders, or fire mephits among their ancestors, and inherit these creatures’ passionate personalities, fierce tempers, and sometimes contradictory behaviors. For this reason, many races find them fickle or capricious.
Sulis: Also known as suli-jann, sulis are geniekin touched by all four elements, most often the result of humans interbreeding with jann. Crossing two or more elemental bloodlines may also produce a suli, who will then possess an affinity for only those particular elements. Sulis are the most humanlike of the geniekin, though they possess an unearthly charm and intensity that hints at their elemental ancestry.
Sylphs: Sylphs are born from unions with djinn, invisible stalkers, or air mephits, from whom they inherit the f lightiness and curiosity of creatures of elemental air. Sylphs are always on the move, driven by a deep wanderlust, and they spend their lives unnoticed as they spy and eavesdrop on the people around them. They call this hobby “listening to the wind,” and for many it becomes an obsession.
Undines: Undines inherit flexible attitudes and emotional control from the marids, tritons, or water mephits from whom they descend. Touched by elemental water, undines are unusual among geniekin in that they often form communities of their own kind, and thus are the most stable of all the geniekin in terms of their familial and social bonds.
At first glance, oreads’ love of quiet and solitude seems not to mesh well with the rough-and-tumble life of the explorer. But whether alone or alongside allies, oreads must face many dangers in the wild places of the world they love and seek to protect. Oreads are goaloriented to a fault, and an oread’s pilgrimage may take him far from his secluded home and deep into a life of excitement and danger, often alongside valued companions. Though the rocklike geniekin can indeed be aloof, it is a fool that conf lates the oread love of tranquility with a total rejection of civilization and friendship.
Undines are easily the most settled of the geniekin, but they—like water—need to f low and explore, traveling to new places and squeezing their way into the tiniest cracks. Mysteries, untrodden paths, and unvisited islands all pick at the vivid undine imagination, as do the mysteries of the seaf loor and lakebeds hidden from sight by an element they embrace but cannot breathe.
Like sylphs and ifrits, sulis most often adventure to seek out new experiences, but gregarious sulis embrace the opportunity to meet new people rather than uncover new information or witness new vistas. For most sulis, the chance to travel to distant, exotic lands proves just as tempting a lure as riches or power. Their deep empathy can also motivate sulis to action, taking up arms against all manner of threats, from monsters to wouldbe conquerors to governments that enslave their own people.
Geniekin on Golarion
Geniekin are most often found in areas where genies dwell, such as Casmaron, Qadira, and northern Garund. Though geniekin live throughout these regions, some areas may be home predominantly to a specific type of geniekin.
Osirion is home to a relatively large number of geniekin, and all types of geniekin can be found there with little difficulty. Ifrits are most often found in the deserts of Qadira and in Katapesh, where they are favored as slaves due to their exotic appearances and abilities; they are also found with some regularity in areas of volcanic activity. Oreads are common in Kelesh and northern Garund, and many migrate to study at Jalmeray’s monasteries. A surprising number of oreads are born to the dwarves of Janderhoff. Sylphs tend to be born and live in northern Garund, especially in those areas adjacent to the Eye of Abendego, and many a skillful explorer of that eternal storm counts the djinn among her ancestors. Undines favor coastal areas, and appear as far north as the River Kingdoms with some regularity. Sulis are more common in Casmaron, born to the clans of nomadic jann who live there.
Names
Geniekin names come from their parent culture, meaning most of of Garundi and Keleshite origin.
Sylphs’ natural curiosity drives them to learn as much about the world as they can. For some sylphs, this means seeking out ways to travel to the Elemental Planes to discover more about their elemental heritage. Others instead explore Golarion’s secrets, delving deep into its ancient histories. Over time, many sylphs grow bored with their current surroundings, and head out onto the road craving novelty more than any great truth. Similarly, some sylphs devote many years of their lives pursuing a single thread of research only to, on a whim, drop everything for the excitement of the open road.
Like the all-consuming elemental f lame that defines ifrits’ heritage, these geniekin are driven to take in everything they can, wrest the most out of their lives, and move through challenges with speed and passion. They seek out novel experiences, and often assume the mantle of adventurer not for money or some noble cause, but simply for raw excitement. As age and wisdom teach them the discipline to channel their volatile natures, they may seek more productive or lucrative outlets for their energy, especially as their natural impetuousness can earn them enemies in more traditional societies if it isn’t contained.