Quickleaf
Legend
I'm converting/creating an adventure for my players and it involves an extended/repeat visit to Qaybar, City of the Jann. The city is my own creation – a planeshifting, hidden, labyrinthine place of wonders.
My question is: What cool sites / sights / encounters do you imagine the PCs discovering in this City of the Jann?
The jann are the weakest of true genie-kind, composed of all four elements, and are often depicted as a proud otherworldly people, consummate desert nomads, or lackeys for mightier genies. They have powers including flight, water breathing, speaking with animals, invisibility, creating food/water, shrinking/reducing creatures and objects, and turning ethereal.
FR Wiki on "Janni": http://forgottenrealms.wikia.com/wiki/Janni
d20 SRD on Genies, Janni: http://www.d20srd.org/srd/monsters/genie.htm
EDIT: While the question is edition-agnostic, for the record we're playing 5th edition with high-level (11th+) characters.
[SBLOCK=Description of Qaybar]
Qaybar, City of the Jann
Qaybar is a magical city built by a tribe of jann ages ago when the Seal of Jafar al-Samal (used to bind genies, making sha'irs possible) was entrusted into their guardianship. Smoke and frankincense streams among its copper towers and silk banners. Alongside mortal servants, traders, and minor elementals, the statuesque robed and veiled jann trade in commodities rare and mystical. While guest hospitality is taken seriously by the jann who observe the bond of salt, newcomers will be greeted with furtive eyes, whispers in strange tongues, and concealed hand signs.
Jann of Qaybar. The jann of Qaybar differ from their nomadic brethren in the deserts of Zakhara. While they share common traditions (e.g. the bond of salt) and often ancestries, the jann of Qaybar could never be mistaken for human. Their eyes sparkle with otherworldly light, they stand head and shoulders above most men, their skin may take an unusual hue, and their voices may rumble with thunder or hiss with whispering wind. Additionally, they don't suffer from being away from the Material Plane for prolonged periods as do most jann. Their culture is based on trade. Magic items, spells, art objects, dreams, wishes, shadows… Everything has a price. The more attached a creature is to a particular thing, the more the jann of Qaybar covet it. Haggling is elevated to art-form, and a misstep can easily offend the jann (or perhaps they merely pretend in order to drive up their asking price). Despite this, a sealed transaction is considered sacrosanct; no jann of Qaybar would renege on a deal.
A Planeshifting City. The great spell (some would say curse) cast upon Qaybar causes it to planeshift every 20-25 years between the Planes of Air, Water, Earth, Fire, and Zakhara on the Material Plane. Where it will appear on a given plane can be predicted via astrology or geomancy. With each planeshift, the city undergoes a regime change as djinn, marids, dao, and efreet attempt to exert their will upon Qaybar through proxies, manipulation, or outright domination. Qaybar left the Plane of Fire and domination of the efreet a couple years ago, appearing in the desert between Zakhara's Pearl Cities.
A Hidden City. No teleportation or planeshifting magic may be used to reach Qaybar (akin to a forbiddance spell). However, finding the city via overland routes is made difficult as maps and merchant’s memories prove inaccurate, landmarks seems to change, and the desert seems to confound caravans bound for the city. Without find the path or attunement to a copper navigation disc unique to the jann, travel to Qaybar takes 2-3 times as long and tends to be fraught with sandstorms and other hazards.
A Labyrinth City. Designed as a labyrinth of towers, twisting streets and bridges, stairs stopping in mid-air, and secret passages, Qaybar is daunting to navigate without a guide or magic allowing flight. Many of its worked stone walls are mortared with gorgon blood, preventing even a dao’s passwall from working. And the silk banners above the streets prevent flying creatures from attaining an altitude higher than the banners. Thus, potential genie invaders must enter Qaybar on foot and capture it street by street.
A Wondrous City. Qaybar could never be mistaken for a common caravanserai or mortal city. Pomegranate, persimmon, and fig trees can be found growing by hanging gardens; their fruit is said to transport the eater’s mind to distant lands and oases. All beasts, upon entering Qaybar, gain the ability to speak and understand Common; many a merchant has been astonished to find their pack camel stubbornly refusing to take one step further until properly groomed and fed. And the bazaar boasts magical items and antiquities the likes of which are traded nowhere else (see DMG pg.130).
An Ethereal City. Qaybar exists as much on its current plane as it does in the Border Ethereal, where the ground level streets are shrouded in thick bluish mists and the minarets glow faintly against a sea of the cosmos. Special guardians and magical pathways known as the Masarat al-Jann are found in the mists. This is the spiritual heart of Qaybar, sought after by malevolent forces which assail the city with ether cyclones (seemingly common storms on the Material or Inner Plane). Jann alchemists and philosophers believe it is in the Border Ethereal where the Seal of Jafar al-Samal was hidden and where lies hope for the transcendence of the jann race into a form equal to other genies.
Dark Side of Hospitality. When outriders from the city find stragglers lost in the desert, they are brought back to Qaybar under the auspices of caring for the poor travelers. However, what may not be readily apparent is the “water price” the rescued individuals now owe to the Emir of the jann; such “fortunate souls” are expected to serve for no less than a year and a day. The jann look dimly on those who refuse their traditions.
[/SBLOCK]
My question is: What cool sites / sights / encounters do you imagine the PCs discovering in this City of the Jann?
The jann are the weakest of true genie-kind, composed of all four elements, and are often depicted as a proud otherworldly people, consummate desert nomads, or lackeys for mightier genies. They have powers including flight, water breathing, speaking with animals, invisibility, creating food/water, shrinking/reducing creatures and objects, and turning ethereal.
FR Wiki on "Janni": http://forgottenrealms.wikia.com/wiki/Janni
d20 SRD on Genies, Janni: http://www.d20srd.org/srd/monsters/genie.htm
EDIT: While the question is edition-agnostic, for the record we're playing 5th edition with high-level (11th+) characters.
[SBLOCK=Description of Qaybar]
Qaybar, City of the Jann
Qaybar is a magical city built by a tribe of jann ages ago when the Seal of Jafar al-Samal (used to bind genies, making sha'irs possible) was entrusted into their guardianship. Smoke and frankincense streams among its copper towers and silk banners. Alongside mortal servants, traders, and minor elementals, the statuesque robed and veiled jann trade in commodities rare and mystical. While guest hospitality is taken seriously by the jann who observe the bond of salt, newcomers will be greeted with furtive eyes, whispers in strange tongues, and concealed hand signs.
Jann of Qaybar. The jann of Qaybar differ from their nomadic brethren in the deserts of Zakhara. While they share common traditions (e.g. the bond of salt) and often ancestries, the jann of Qaybar could never be mistaken for human. Their eyes sparkle with otherworldly light, they stand head and shoulders above most men, their skin may take an unusual hue, and their voices may rumble with thunder or hiss with whispering wind. Additionally, they don't suffer from being away from the Material Plane for prolonged periods as do most jann. Their culture is based on trade. Magic items, spells, art objects, dreams, wishes, shadows… Everything has a price. The more attached a creature is to a particular thing, the more the jann of Qaybar covet it. Haggling is elevated to art-form, and a misstep can easily offend the jann (or perhaps they merely pretend in order to drive up their asking price). Despite this, a sealed transaction is considered sacrosanct; no jann of Qaybar would renege on a deal.
A Planeshifting City. The great spell (some would say curse) cast upon Qaybar causes it to planeshift every 20-25 years between the Planes of Air, Water, Earth, Fire, and Zakhara on the Material Plane. Where it will appear on a given plane can be predicted via astrology or geomancy. With each planeshift, the city undergoes a regime change as djinn, marids, dao, and efreet attempt to exert their will upon Qaybar through proxies, manipulation, or outright domination. Qaybar left the Plane of Fire and domination of the efreet a couple years ago, appearing in the desert between Zakhara's Pearl Cities.
A Hidden City. No teleportation or planeshifting magic may be used to reach Qaybar (akin to a forbiddance spell). However, finding the city via overland routes is made difficult as maps and merchant’s memories prove inaccurate, landmarks seems to change, and the desert seems to confound caravans bound for the city. Without find the path or attunement to a copper navigation disc unique to the jann, travel to Qaybar takes 2-3 times as long and tends to be fraught with sandstorms and other hazards.
A Labyrinth City. Designed as a labyrinth of towers, twisting streets and bridges, stairs stopping in mid-air, and secret passages, Qaybar is daunting to navigate without a guide or magic allowing flight. Many of its worked stone walls are mortared with gorgon blood, preventing even a dao’s passwall from working. And the silk banners above the streets prevent flying creatures from attaining an altitude higher than the banners. Thus, potential genie invaders must enter Qaybar on foot and capture it street by street.
A Wondrous City. Qaybar could never be mistaken for a common caravanserai or mortal city. Pomegranate, persimmon, and fig trees can be found growing by hanging gardens; their fruit is said to transport the eater’s mind to distant lands and oases. All beasts, upon entering Qaybar, gain the ability to speak and understand Common; many a merchant has been astonished to find their pack camel stubbornly refusing to take one step further until properly groomed and fed. And the bazaar boasts magical items and antiquities the likes of which are traded nowhere else (see DMG pg.130).
An Ethereal City. Qaybar exists as much on its current plane as it does in the Border Ethereal, where the ground level streets are shrouded in thick bluish mists and the minarets glow faintly against a sea of the cosmos. Special guardians and magical pathways known as the Masarat al-Jann are found in the mists. This is the spiritual heart of Qaybar, sought after by malevolent forces which assail the city with ether cyclones (seemingly common storms on the Material or Inner Plane). Jann alchemists and philosophers believe it is in the Border Ethereal where the Seal of Jafar al-Samal was hidden and where lies hope for the transcendence of the jann race into a form equal to other genies.
Dark Side of Hospitality. When outriders from the city find stragglers lost in the desert, they are brought back to Qaybar under the auspices of caring for the poor travelers. However, what may not be readily apparent is the “water price” the rescued individuals now owe to the Emir of the jann; such “fortunate souls” are expected to serve for no less than a year and a day. The jann look dimly on those who refuse their traditions.
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