In print, marids seem to be the least talked-about genies—djinn
are frequent allies; the efreet are frequent antagonists but their City of
Brass is a common planar destination; and 3.5’s dao had their terrible Great
Dismal Delve while Pathfinder’s shaitans have popped up in a number of
Darklands adventures. Which is a
shame for PCs, since marids are relatively benevolent, if as capricious as the
ocean itself.
As the Bestiary
notes, “[m]any marids become dancers, storytellers, performers, or other types
of artists,” when traveling—all careers that allow them to indulge their whims
and conceal their identities. Able
to travel the waters of the multiverse, they may be potential goldmines (er…oyster
beds?) of information. On their
own turf (coral castles and kelp forests, to be precise), they are gracious
hosts—largely since they can afford to be thanks to their natural power (CR 9,
the best of any genie, with shahzadas at CR 14), watery mastery, magical might
(though their wishcraft is weak), and the wealth of many worlds’ oceans at
their disposal.
That said, marids are impetuous, stormy, and can be quick to
anger, especially if insulted. And
those that do lean chaotic evil can bring powerful magic and allies to bear on
the situation, assuming they don’t drown offending parties outright.
A troupe of acrobats
has set up shop in Tailor Square.
One of their newest acts is a gymnast who does high wire acts, then
dives safely into a seemingly impossibly small barrel of water. She is actually a marid, and the acrobats
are high-level shadowdancers. They
are practicing for the heist of the queen’s rod of office and a tapestry depicting
a sea battle, both reputed to be magical.
A nation of tritons
wishes to repatriate back to the Plane of Water. The proposal outrages a sizable percentage of the marid shahzadas
(primarily because their royal leave was not asked, but they do have valid
concerns about the plane’s power balance being upset). Impartial mortal adventurers are sent
to find a tojanida memory keeper who may recall old treaties between the two
water powers; meanwhile piscodaemon and sahuagin insurgents seek to drive the
races to bloody war.
Adventurers stranded
on a desert island become pawns in an escalating game of risk and ruin
played by a marid gunslinger and a shark-toothed larabay bard (Isle
of the Shackles) who wants their skins for his drums.
—Pathfinder Bestiary
142
I’m on staycation!
I’ve never done one of these before, except Christmas breaks, so we’ll
see how this one turns out. I’m
going to try to keep up the posts, though.
More on genie culture, including marids (with bonus erroneous description of them) can be found in Pathfinder Adventure Path #21: "The Jackal's Price."
Any Al-Qadim/Planescape fans want to weigh in on how those
settings handled marids?
And yes, I’m as eager as you to figure out what’s up with
that marid gunslinger. Anyone
inspired to write a backstory?
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