The races of geniekind have a reputation for carrying off mortals to serve as slaves in the cities and palaces of the Elemental Chaos. Few mortals realize, however, that being the slave of a genie is far from an unpleasant existence. These servants lead lives not much different from those of the common workers, servants, soldiers, and artisans found toiling in and around the castles and palaces of nobles in the world. Even the most ordinary genie—whether dao, djinn, efreet, or marid—fancies itself a great lord with a high and royal title. It regards the everyday business of administering its estates and overseeing its property to be a task utterly beneath its attention. Instead, these genie overlords leave most of their affairs in the hands of a select caste of trusted, loyal slaves known as janissaries.
Some janissaries are part of a genie’s household staff and have little freedom to travel, but most large genie cities and realms are host to a whole class of janissaries who are considered slaves of the throne, rather than of a particular genie. Most such janissaries serve as elite soldiers, city officials, or highly valued artisans and engineers. They are allowed to own property, bear arms, travel, marry, and engage in whatever pursuits they like, although most are guards or bureaucrats in the ruler’s service. Adventuring janissaries usually come from this group and are free to do as they please—until a high-ranking genie commands a service from them. It’s not unusual for janissaries to venture into the mortal world on various errands, then stay on to seek their fortunes when their original mission is completed.
Although janissaries are often rich, comfortable, and entrusted with great authority, they are still subject to the whims of their genie masters. Goodnatured genies, such as djinns and marids, treat their janissaries well and bestow honors and offices on servants who show cleverness, reliability, and efficiency. Daos and efreets, on the other hand, are cruel and overbearing, so they naturally value servants who use brutality and viciousness when attending to their duties. In most realms janissaries enjoy at least some legal protection against poor or capricious treatment, but in return they are expected to police themselves stringently and to comply with any order or request a genie gives them. Janissary Starting Feature (1st level)
: You gain a +5 power bonus to Endurance checks against environmental dangers. Add Primordial to the languages you can read, write, and speak.
You also gain the janissary charge power. Janissary Level 5 Feature (5th level)
: You gain a +2 bonus to Bluff, Diplomacy, and Insight checks made against creatures that have the elemental origin. Janissary Level 10 Feature (10th level)
: You gain a +2 power bonus to saving throws against charm effects and fear effects.
Janissary Attack Janissary Charge
You hurl yourself into battle, threatening your enemy and preventing it from moving easily.
Encounter Elemental, Weapon
Standard Action Melee 1
Effect: You gain 5 temporary hit points, and then you charge an enemy. If your charge attack hits, the target is slowed until the end of your next turn.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
Janissary Utility 2Janissary’s Shield
You call upon elemental force and shape it around you to protect nearby allies from attack.
Encounter Aura, Elemental
Minor Action Personal
Effect: You activate an aura 1 that lasts until the end of your next turn. Allies in the aura gain a +2 power bonus to all defenses. Choose acid, cold, fire, lightning, or thunder. While in the aura, you and your allies have resist 5 to that damage type.
Janissary Utility 6Janissary’s Mist Form
You briefly transform yourself into mist, dust, or ash, giving you the ability to pass over or through obstacles.
Encounter Elemental, Polymorph
Standard Action Personal
Effect: You assume mist form. While in this form, you are insubstantial, and you gain a fly speed or swim speed (choose one) equal to your speed. You cannot attack while in this form, but you can move at full speed while squeezing and do not grant combat advantage for squeezing. The form lasts until the end of your next turn or until you to end it as a minor action.
Janissary Utility 10Janissary Zeal
You invoke elemental power to renew your vigor and strength.
Encounter Elemental, Healing
Minor Action Personal
Effect: You can spend a healing surge, and you gain a +2 power bonus to attack rolls until the start of your next turn.
Published in Heroes of the Elemental Chaos, page(s) 50.