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[5e] QL's Al-Qadim Game
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<blockquote data-quote="Quickleaf" data-source="post: 6959908" data-attributes="member: 20323"><p>Well, there are a couple of plots I have cooking for this. However, I'm also incorporating material from your PC backgrounds into it as well, so I don't want you to think you can't use some wonderful idea just because it doesn't clearly hook into one of my plots. Anyhow...</p><p></p><p>1. The Brotherhood of True Flame - These guys are the main villains, at least on the face of things, and while I'm making them a bit more nuanced than the monolithically evil secret society depicted in the Al-Qadim books, they still be evil. They forcibly convert flame mages to their cause, they persecute sea mages (and just about any other flavor of mage), they have their hand in politics and trading, and no one really knows what their end game is beyond "control the use of magic in Zakhara."</p><p></p><p>2. Return of Qaybar, City of the Jann - Qaybar is a "wandering" city that shifts between the 4 Inner Planes and the Material Plane on a 101-year cycle, and it has recently returned to the Material Plane. It's significant on several levels: Qaybar is a powerhouse magically/politically/militarily (armies of jann!), potentially disruptive to the House of Sihr (the existing jann tribe in the High Desert), a place where ambassadors from the genie courts & secret societies come to wheel and deal, and according to some mages the last place where the Seal of Jafar al-Samal (which myth says makes genie-binding possible) was kept millennia ago.</p><p></p><p>3. Political troubles among the desert tribes / Pearl Cities - This one is sort of in the background, but it is most focused on PCs who call Tajar, City of Trade, their home like Akilah & Najiyah, who are both advisors to the Sheikh of Tajar. Basically, there are people dissatisfied with the way the Sheikh - who was once an al-Badia (desert dweller) - is city-fying his kin, and this is a microcosm of a larger issue facing the Grand Caliph.</p><p></p><p>4. The Efreet - While all genies will play a part in the adventures, the efreet are going to take a significant role at some point. I don't want to give away too much, and a lot will depend on how you all approach the scalding labyrinthine politics of the City of Brass.</p><p></p><p>Now, all that said, if you have a backstory that involves sea monsters and a mutinous crew, I definitely have places where I can fit that in.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6959908, member: 20323"] Well, there are a couple of plots I have cooking for this. However, I'm also incorporating material from your PC backgrounds into it as well, so I don't want you to think you can't use some wonderful idea just because it doesn't clearly hook into one of my plots. Anyhow... 1. The Brotherhood of True Flame - These guys are the main villains, at least on the face of things, and while I'm making them a bit more nuanced than the monolithically evil secret society depicted in the Al-Qadim books, they still be evil. They forcibly convert flame mages to their cause, they persecute sea mages (and just about any other flavor of mage), they have their hand in politics and trading, and no one really knows what their end game is beyond "control the use of magic in Zakhara." 2. Return of Qaybar, City of the Jann - Qaybar is a "wandering" city that shifts between the 4 Inner Planes and the Material Plane on a 101-year cycle, and it has recently returned to the Material Plane. It's significant on several levels: Qaybar is a powerhouse magically/politically/militarily (armies of jann!), potentially disruptive to the House of Sihr (the existing jann tribe in the High Desert), a place where ambassadors from the genie courts & secret societies come to wheel and deal, and according to some mages the last place where the Seal of Jafar al-Samal (which myth says makes genie-binding possible) was kept millennia ago. 3. Political troubles among the desert tribes / Pearl Cities - This one is sort of in the background, but it is most focused on PCs who call Tajar, City of Trade, their home like Akilah & Najiyah, who are both advisors to the Sheikh of Tajar. Basically, there are people dissatisfied with the way the Sheikh - who was once an al-Badia (desert dweller) - is city-fying his kin, and this is a microcosm of a larger issue facing the Grand Caliph. 4. The Efreet - While all genies will play a part in the adventures, the efreet are going to take a significant role at some point. I don't want to give away too much, and a lot will depend on how you all approach the scalding labyrinthine politics of the City of Brass. Now, all that said, if you have a backstory that involves sea monsters and a mutinous crew, I definitely have places where I can fit that in. [/QUOTE]
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