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Janissary

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 geniewhether dao, djinn,
efreet, or maridfancies 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 genies 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 rulers service. Adventuring
janissaries usually come from this group and are
free to do as they pleaseuntil a high-ranking genie
commands a service from them. Its 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.

Creating a Janissary
A janissary might come to hold many different offices
and perform a number of duties, but an adventuring janissary is, first and foremost, a warrior who
helps make up the core of a genies entourage or
army. Therefore, most such janissaries are fighters,
warlords, battleminds, or other characters who are
expressly suited for military service. Genies have

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little patience for characters who show devotion to


entities other than themselves, so it is unusual to
find cleric or paladin janissaries. However, wizards,
sorcerers, warlocks, and swordmages are almost as
common as martial characters among the ranks of
janissaries. Skilled spellcasters are highly prized as
guards and advisors.

Starting Feature
A janissary is tattooed, branded, or otherwise marked
to indicate the individuals special status. The mark
is placed on the face, the scalp, or the hands, and is
not meant to be concealedgenies arent interested
in whether janissaries can pass without notice in
mortal lands, although most people in the natural
world wouldnt recognize a janissarys mark as a sign
of ownership or associate it with a genie. Not only
does this mark identify the janissarys owner, it often
serves as the focus for an elemental blessing that protects its bearer against the environmental dangers of
the Elemental Chaos.
You and your fellow janissaries are noted for your
iron discipline, selfless courage, and unmatched
fighting spirit. Janissaries are proud of their traditions and highly motivated to live up to their masters
expectations. Leading the way into battle fills your
heart with pride and zeal.
Benefit: 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 Charge

Janissary Attack

You hurl yourself into battle, threatening your enemy and


preventing it from moving easily.
Encounter F 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.

Additional Features
Level 5 Feature Genie society is fractious at
best, since even the most even-tempered genies are
inclined to harbor petty jealousies and grudges for
centuries. Janissaries are recognized as parties who
can be relied upon as go-betweens in genie relations.
Even the most vicious efreet hesitates before attacking a janissary messenger, because an attack on the
servant can be viewed as an attack on the janissarys
master, who might be an important genie. Consequently, janissaries gain a great deal of experience in
approaching genies and other elemental powers with
proper courtesy.

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JANISSARY

Benefit: You gain a +2 bonus to Bluff, Diplomacy,


and Insight checks made against creatures that have
the elemental origin.

Level 10 Feature Janissaries judge themselves by the quality of the service they render. Like
members of any elite order or martial society, they
strive to be worthy of their comrades respect, regardless of the consequences to themselves. Although
it is not quite true that they are without fear, this
extraordinary sense of service provides a measure of
protection against effects that might break or control
lesser warriors.
Benefit: You gain a +2 power bonus to saving
throws against charm effects and fear effects.

Optional Powers
Most janissaries regard themselves as soldiers,
embracing military discipline and training tirelessly
with their chosen weapons. Janissaries are not dedicated to the raw stuff of the elements in the same
way that other elemental heroes are. Compared to
elementalists or shairs (see Chapter 3), janissaries
only scratch the surface of elemental power, but their
elemental abilities provide them with potent defenses
and supernatural vigor in times of need.

Level 2 Utility Power Having trained as


an elite guard in a genie palace, you are expected to
defend your masters from the indignity of personal
assault. Your elemental power gives you the ability to
shield nearby allies for a short time.
Janissarys Shield

Janissary Utility 2

You call upon elemental force and shape it around you to protect
nearby allies from attack.
Encounter F 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.

Mark Behm

Level 6 Utility Power Any warriors


who hope to fight amid the hazards of the Elemental Chaos must find ways to overcome all sorts of
obstacles. Your mist form is a minor elemental transformation that allows you to turn your body into
streaming smoke, sand, dust, or similar particles,
then fly or swim in this insubstantial form for a
moment.

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Janissarys Mist Form

Janissary Utility 6

You briefly transform yourself into mist, dust, or ash, giving you
the ability to pass over or through obstacles.
Encounter F 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.

Level 10 Utility Power Experienced


janissaries can call upon the power of the elements to
heal their wounds and lend power to their attacks.
Janissary Zeal

Janissary Utility 10

You invoke elemental power to renew your vigor and strength.


Encounter F 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.

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