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What do the PCs find in a City of the Jann?

Celebrim

Legend
I could see using the four elemental stones together as showing that, depending on how it's spun. The idea that they mastered all four and use all four together could imply that the mixture of all four is stronger than the individuals. Especially if used in a stealth insult fashion, as outlined above, towards lines of just one element.

That Quickleaf called out opals as being especially prized means, I think, that he's way ahead of you on this, since the medieval magicians especially prized opals because they thought they were on account of their multiple colors, the joining or fusion of gems of every other color and so shared in the power of every other sort of gemstone.

Sort of like how the Jann would see themselves.

Likewise I think he called out rust colors because rusts are formed by mixing earth and air (to opposing elements). Also rust as a color is a sort of brown, and browns are formed by mixing all the pure colors together.

I missed rust trying to think of composite elements, but I can definitely imagine 'antiqued' metal with rust or patina on it as being prized by the Jann.

Quickleaf's worldbuilding in this thread is so good, that the biggest challenge for me is trying to think of anything that he hasn't already thought of for himself in greater detail.
 

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Celebrim

Legend
Hanifah Milaff Aibnat Tanin: Hanifah Tanin “the Coiled Madam” (Jann Half-Dragon Sor14) is the result of a dalliance between of a Jann Lord and a shape-shifting Dragon. She is known for her shape-shifting ability and her fondness for smoking opium, cannabis, tobacco and more exotic narcotics from an ornate hookah – the smoke of which she is always wreathed with. She dwells deep in the more run down portion of the Souk, in sumptuously decorated apartments in the basement beneath an opium den of ill repute. From there she runs her empire of petty thieves, from which she derives her other title “the Sheikha of the Alleyways”. Few are the cutpurses, pickpockets, hookers, sharpers, touts, beggars, con artists or footpads that dare ply their trade in the Souk without paying a tithe to the Coiled Madam, lest living smokes come to choke the breath from their lungs in their sleep. Few orphans or urchins that escape the slave takers or the press gangs that impose the water debt on trespassers, escape her clutches, for they must rely on her for protection. Besides being the foremost kidsman in Qaybar, she is fence of stolen information, who will pay handsomely for a valuable secret, and has a hand in many of the more unsavory institutions of the city. It is dangerous to negotiate with the Coiled Madam however, for she is not above using her wiles upon the unwary, and she enjoys befuddling the minds of visitors with narcotic smokes. Those who lose their powers of concentration, soon are subject to Hanifah’s enchantments and charms, and find themselves saying, signing documents, and doing things not at all in their interests.

Nabil Abdul-Rahman Bey Suleijan (“Nabil Bey Suleijan”): One of the wealthiest and best liked merchants of Qaybar, the Bey Suleijan is known for being scruplously honest and fair in all of his dealings, but still being cunning and perceptive enough to get the better of anyone especially if they try to cheat him. He is considered the finest haggler in Qaybar, and is also generally agreed to lay the finest table, and it is not unusual to see him in the markets haggling for various delicasies. The Bey Suleijan is a jovial emmensely fat Jann with a long fine white beard, who prefers to dress in white silks and cloth of gold. In his youth, the Bey Suleijan was a very well travelled Jann, who had dined in each of the great courts of Genie-kind, and in many of the grandest mortal courts. Now he is in a state of semi-retirement however, and seldom leaves the city, leaving the acquisition of goods to sundry grand-children and servants that work under his direction. He has a fondness for stories, and he will both listen to and tell stories with equal eagerness, and he is one of the best informed brokers of information in the city. Little transpires within Qaybar that some inkling does not reach his ears. But the greatest vice of the Bey Suleijan is food and his banquets are legendary throughout the city for more reasons than one. Not only is his provender of the finest quality and the most exotic nature, but over the years the Bey Suleijan has by careful consumption of small doses of poison built up an immunity to nearly every sort of plant and animal toxin, and at times when he is distracted he forgets to remind his guests of the potential hazards of his table. Thus, no small number of visitors have been poisoned by apparent accident, sharing a dish of raw blowfish or sautéed amanitas or a sauce made from the skin of poisonous tree frogs with their host. By all appearances such occasions greatly distress the Bey Suleijan, though some do wonder whether he is in some way avenging himself on some who have offended him. Be as it may, no invitation to a banquet by Bey Suleijan is ever refused, though those that attend always take the precaution of bringing the strongest antidotes and antitoxins that they can provide themselves with - just in case. It is said that Nabil Bey Suleijan is one of the few friends of Khahil Al Marbi, and certainly he is the only merchant of the city with which he openly does business.
 
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Quickleaf

Legend
That Quickleaf called out opals as being especially prized means, I think, that he's way ahead of you on this, since the medieval magicians especially prized opals because they thought they were on account of their multiple colors, the joining or fusion of gems of every other color and so shared in the power of every other sort of gemstone.

Sort of like how the Jann would see themselves.

Likewise I think he called out rust colors because rusts are formed by mixing earth and air (to opposing elements). Also rust as a color is a sort of brown, and browns are formed by mixing all the pure colors together.

I missed rust trying to think of composite elements, but I can definitely imagine 'antiqued' metal with rust or patina on it as being prized by the Jann.

The fashion question was interesting, because I realized it wasn't something I'd written yet, but the ideas were so vividly in my mind...

Absolutely, you picked up on my inspirations spot on. I was looking at gemstones like opal & rainbow obsidian that carry multiple colors, and also those that have associations with travel/protection for travelers.

And the rust/patina were inspired by that underlying theme of "elemental union" (e.g. where water meets earth/metal). I could also see saffron robes, like those worn by Tibetan monks, worn by jann as a symbol of fire and air.

Quickleaf's worldbuilding in this thread is so good, that the biggest challenge for me is trying to think of anything that he hasn't already thought of for himself in greater detail.

I'm very flattered. To be honest, I was really impressed by your "mystical travelogue" view of the city, and your NPCs have a lot of richness to them. :)

I'll be developing this more over the holidays, but I think I have a brainstorm of Qaybar's locations by district...

Al-Badia’s Gate
Bazaar
Bathhouse
Caravanserai
Teahouse
Beast Towers
Budayeen
Temples of the Cold Elemental Gods
Colleges
Alchemist’s Guild
Arcanium of Jafar al-Samal
College of Cartography
Temple of the Great Gods
Court of Shedus
Saluqi Racetrack
Crafters
Eternal Deluge
Floating Gardens
Garden of Steams
Tree of Life
Garrison
Temple of Vataqatal
Jarmik’s Gate
Hall of Chests
Mosque of the Thirsty Jann
Odiferous Trades
Smokehouse
Palace
Residential
Scribes
Aviary ?
 

Celebrim

Legend
Places in Qaybar

Plaza of the Vanquished Flame: This small plaza is dominated by a tall pillar, upon which rests a cage of metal and glass. Inside is a large crystal urn, which holds an ever burning flame. According to popular history, an efreet lord of a particular evil and foul disposition, who has been imprisoned within the urn as symbol of the Jann's liberation from bondage More partisan Jann when passing the pillar spit maledictions at it, with hopes for the urn's occupants eternal suffering. It is said that if anyone could open the urn, that the occupant would be required to fulfill three wishes for the one who released him. However, any attempts to claim such wishes have failed disastrously, owing to large number of lethal magical traps which protect the urn, and the general unwillingness of most of the inhabitants of Qaybar to see such attempts succeed. Some more cynical Jann doubt the urn contains anything at all, and believe the whole thing is just as sham designed to promote nationalist feeling and weed out inhabitants with some pro-Efreet sentiments. As one of the best lit areas of the Souk on dark nights, it is a place of congregation for those seeking refuge from the shadows or loneliness, and many taverns and public houses line the sides of the plaza.

The Well of the Washed Wound: In the days when Qaybar was ruled by Efreet overlords, a gate to allow embassies and traffic between allies the Nine Hells and the Efreet Lords of Qaybar was created, in the form of a vertical shaft which descended into the nether planes which was in those days called 'Well To The Hells'. After the revolution, this gate was dispelled, and the bottom of the well blocked with many layers of stone, and the whole cleansed with great effort and filled with holy water, lest the Efreet's allies use the portal to undermine the new regime. To secure these arrangements, three Hound Archons agreed to watch over the well with an eternal vigilance, so that it might not provide access to the Prime Material plane for invading fiends. The well is now capped with a dome of stained glass, and its guardian's take care that no foul or unclean thing ever is allowed to touch the sacred water within lest its pollution weaken the cities defenses. The archons have been known at times to bring a silver dipper of the well's water to beggars or other supplicants who show no trace evil in their disposition and grant such aid as they are able, but they generally are suspicious and gruff toward all who interrupt their duties. From time to time, the well becomes polluted from below - an event instantly detected by its guardians - showing that there are still forces at work that wish to reopen the old gate. After which, the water must be cleansed and blessed anew. Once per year, those of good will within the city, assemble to renew protections upon the glass dome and the water within.

The Tourmaline Tower: This three sided tower of great height rises above the guildhalls and workshops of the glassblowers and glasscutters of Qaybar as an example of the pinnacle of their craftsmanship. The glassworkers of Qaybar are known for their ability to create glass which mimics the properties of more valuable gemstones, with the best examples being able to fool even well-trained eyes. The costume jewelry of the artisans of Qaybar, it's resin jewels and its cut glass, is held as without peer anywhere - as is its merchant's ability to pass fakes off for more valuable pieces. Even so, the very best pieces are esteemed highly enough to be considered works of art in their own right. Formed of great rough slabs subtly colored glass, carefully joined and supported by means that are closely guarded secrets of the guilds, the great tower rises above the surrounding city like a vast uncut crystal with bands of pink, yellow-green, smoky black, and pale lavender. When the sun light passes through the tower it casts strangely colored shadows on the city walls. Mystic rites of the glass guilds such as the elevation of members, the teaching of the guilds sacred and secret lore, and the yearly requests for blessing by patrons of fire, earth, and the arts, are held publically upon the stairless towers summit and more often within its shrouded base. Chipping pieces of the tower, something sometimes undertaken by visitors believing the tower to be a single massive gemstone, is considered in very bad form, and earns the fool an appropriately lengthy and painful lesson.

The Smoke Medina: The most dangerous portion of the city is the tangled medina that surrounds the open souk in the bazaar district and has fingers which seem to reach impossibly into many other quarters of the city, not all of which would seem to be adjacent. It's narrow dark streets that sometimes turn into tunnels as they pass underneath buildings twist unpredictably and are lined with small shops with wares which during the day spill out into the streets. During the day the streets are always filled with reeking odors and the smokes of small cook fires, lamps, and hookahs, which bewilder the senses and assault the nose with everything from the reek of offal, to sulfur, to cloves, cinnamon and saffron. But the most famous aspect of the smoke medina and the true reason that it gets its name is that every night at midnight, the buildings of the medina and the alleyways subtlety shift and twist, forming new paths and connections. Thus paths which the morning before or even the moment before led to familiar environs may lead to completely new portions of the city. The exact twisting's of the medina have so far as anyone knows never been mapped, but they do not appear to be completely random, for those born to the Medina seemingly have the knowledge to cope with the difficulty of awakening in a new city every morning, and are able to recognize the city as their own and find paths appropriately. Those not born to the medina however, frequently become lost, even those native to the city, and as such many avoid it and not only because of flies and unpleasant smells. Travel at night in the pitch dark alleys and tunnels after the shops are boarded up is to be especially avoided, and far more horrible fates than being robbed have been said to befall strangers that dare the medina near midnight. At night the alleyways become the lair of rats, and there are said to be run down sections of the medina which even the locals avoid, where charnel smell emanate from empty dilapidated homes, where the sky is seldom and then never seen, and where few or perhaps no paths return to inhabited stretches. Tales abound of mad-eyed travelers who disappear for weeks, only to return famished with hunger and thirst and feverish with horrors they claim to have escaped. Some few indeed disappear without a trace. The Smoke Medina is home to the lowest and poorest classes and castes of the city, including many of its non-Jann inhabitants as well as its most unsavory sorts. However in its back allies can be found amongst the many cons and scams some of the most exotic items for trade in the city, and many of its best deals, thus many a merchant will dare the medina particularly if they are engaged in some more illicit trade, following after the scent of profit.

The Musalla of the Great Caliph: Not everywhere in the Smoke Medina is without honor. When the city was under the rule of the Efreet, the Jann partisans plotting against their masters relied on the mazes of the Smoke Medina for secrecy and evasion. The headquartered themselves in the humblest abode they could find and gathered allies and weapons. In these efforts they were assisted the most by emissaries of the Great Caliph of the Djinn, who say in the Jann an opportunity to stake at the power of his hated rival. After they achieved victory, the leaders of the rebellion decreed that the house that had been their sanctum and meeting hall should be converted into a shrine honoring the Great Caliph and the Djinn. The exterior of this building is unremarkable and the markings of its curtained entrance easily missed in the gloom, but the interior has been decorated with the highest craftsmanship available to the Jann. The main shrine is not large, but rises 60’ up to a domed and windowed cupula surrounding a skylight, and the entire chamber is lit with exquisite lamps and censers which burn with a most pleasing aroma. All the walls have been carved and adorned with delicate tilework of light blue and white, depicting winds blowing endlessly around the room. These winds are carefully designed so that their eddies form a script in the Auran language which circles around the walls of the building, praising the many virtues of the Great Caliph of the Djinn. The floor of the shrine is glass of the most translucent sort, placed several feet above an exquisite painting so that, unless the viewer makes careful note of the occasional stray parakeet dropping, the room appears to have no floor at all, but to float in the night sky. In the center of the shrine is a great censer of frosted glass about 4’ in diameter which floats magically about 7’ above the floor, and which forever releases a fragrant smoke. Small offerings of incense and spice or blessings and prayers written upon papyrus are placed in this censure. A caretaker is appointed to the shrine, and lives in small apartments off of the main chamber, and four smoke sylphs – or Enenra - serve as the caretakers staff. A small flock of multicolored parakeets are suffered to roost in the cupula and on the roof of the shrine, and their chirps, whistles, and songs, can be heard at most hours. A second small wing of the shrine, opposite the quarters of the caretaker, contains a small museum explaining the places history and honoring the Jann and Djinn fighters that once gathered here.
 
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Celebrim

Legend
More inhabitants of Qaybar

Mudriz Aladjabad Ibn Natn (“Ibn Natn”): The Ibn Natn is an inhabitant of Qaybar that most do not know exists, and those that do know would generally rather that they do not. While most inhabitants of Qaybar would tell you that the Smoke Medina is the worst quarter of the city, they are very far wrong. There is a worse place by far, spoken of rarely and in hushed tones lest speaking of it bring misfortune or unwanted attention. It goes by several names – the Charnel Quarter, the Empty Quarter, the Lost Quarter, and the Dark Side. It consists of lightless tunnels running beneath the ordinary city, and lost streets that no longer normally link up with the lighted part of the city except on strange days and times. Nonetheless, even on the best days, those with the right knowledge know how to find its concealed and foreboding entrances and how to pass through its usually locked gates. Mudriz Ibn Natn appears to be a Jann of exceptional height, with pale damp seeming skin the color of a maggot and fierce red eyes. He is always in a choking cloud of perfume to try to cover up his reek, which is evident when he speaks even at a considerable distance. He dresses in fine rust colored silks, and abundant jewelry – much of which is probably fake. A great turban of bronze colored cloth is always about his head, and robes which trail upon the ground – and consequently show the stains of offal and dung. He never uses his real name in introductions, and instead prefers various fanciful titles. He will use various glamours and magic to disguise his true appearance whenever he believes those he deals with are too unwise to penetrate such disguises. In fact, the Ibn Natn is a Great Ghul of exceptional cunning, age, and prowess among his kind (12HD, Wiz9). He rules the Charnel Quarter from a lavish court its darkest recesses, and commands a small army of unruly servitors – a dozen Ghul-Kin, two dozen ghasts, and a variety of even less pleasant creatures including wererats, nabussu and dretches that call Charnel Quarter home. Beneath his turban and robes are the ears and hooves of a wild ass, and his smile conceals a row of knife like teeth that decorate a jaw which can expand to terrible width. At night, his minions issue forth from their dank tunnels to fetch the uneaten food and uncollected dung of the city, and carry it back to their lairs where they allow its rot and putrescence to ripen before gorging and feasting upon the maggot filled horrors. For this reason, the charnel quarter is overrun with vapor rats, flies, biting flies, and robber flies – some of which are said to reach unusual and monstrous size. It is said by the most unsavory merchants that Ibn Natn is greedy for all manner of arcane lore, and though he is a most dangerous being to bargain with, he will trade secrets and all manner of stolen goods and unsavory favors for volumes of arcane lore. With these secrets, Ibn Natn hopes to unlock a weapon which will allow him to come out of the shadows and claim the throne of the city for himself.
 
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Quickleaf

Legend
[MENTION=4937]Celebrim[/MENTION] I adore your NPCs! Nabil Bey Suleijan leaps off the page and is just begging to be used in a dinner negotiations encounter over simmering blowfish stew. :) And I especially like how you made a connection between him and al-Marbi! Awesome! Thanks! I'll absolutely be using this in my game.
 

Celebrim

Legend
[MENTION=4937]Celebrim[/MENTION] I adore your NPCs!

Ok, good. I'll concentrate on NPCs then. I normally churn out vast quantities of these sort of things for my own game, most of which invariably go unused. I've got another half-dozen in mind I haven't written up.
 

Quickleaf

Legend
Ok, good. I'll concentrate on NPCs then. I normally churn out vast quantities of these sort of things for my own game, most of which invariably go unused. I've got another half-dozen in mind I haven't written up.

Your ideas and execution are top notch. If I was near Colombus, I'd love to play in one of your games. :) I am going to focus on the sites/locations and mapping; even though I'm running with [MENTION=42582]pemerton[/MENTION]'s idea of it being polymorphic, I am going to try to assign some districts and organize the adventure sites by district. Also working on the encounter tables...hopefully I can incorporate some of your wonderful NPCs into the mix.
 

Celebrim

Legend
Hadiya Rafidah Kassis - Hadiya is a tall Jinn with pale clay colored skin who gathers her very long brown hair tastefully beneath an earth colored scarf, but leaves her arms shockingly bare. Both of these decisions are based more on practical concerns than fashion or ideology, for Hadiya is the head of the Royally Chartered and Sacred Alliance of Brick Makers, and is an acknowledged Master of her trade, and so well acquainted with clay and mud of all sorts. Since the majority of structures in the city are made of fired brick or are supported within by fired brick, there is a great call for the trade of the Beyg Kassis and her colleagues, and great honor in the work. Hadiya's arms are as muscular and powerful as all but a very few male Jann, and she has a polite but forward demeanor in public quite far from the simpering languid women of the fashionable salons. She is considered quite comely and well-formed by even the most critical of observers, but her bulging biceps, far from demure personality, and high station intimidate even the most confident of suitable suitors, and she suffers fools, fops, and rakes poorly. Rumor has it that she has a paramour among the Dao, but whether the rumor is true or slander composed by some rival or embarrassed suitor is not commonly known. When about her trade, she wears an apron of dragon leather, and arms herself with a pliant cord of some unknown metal that once was the scourge of an Efreet taskmaster. With this, she dispenses discipline to her sometimes unruly mixed crew of water genasi, earth genasi, and especially her quarrelsome fire salamanders and enslaved fire elementals. Hadiya is proud of her fire and earth heritage, and will accept no slights against them, but she's equally a fierce Qaybar partisan and Jann nationalist. Although they are frequently at odds over policy and often wroth with each other, there is a great measure of mutual respect between the Lalla Kassis and Sheik Salib.

Ayah Lujain Samaha - Ayah Samaha is considered the finest glassblower in Qaybar, famed equally for her her well formed panes and her delicate ewers and containers. Any alchemist of the city with the necessary funds prefers "a real Samaha" for his alembics, distilling tubes, and measuring cylinders, and the glazers and formers of stained glass windows equally prefer her work. So high is the demand for her art, that she may turn away whatever commissions do not suit her, and still live quite comfortably and practice her art continually. Ayah is a wand slender, graceful but surprisingly powerful Jann with much admired radiant chocolate brown skin and large shadowy eyes. She dresses in saffron and brown, and goes about unveiled. When not at work she prefers to decorate her face with powder and thin gold foil in the forms of delicate insects. She has many suitors and enjoys flirtation, but never has publically taken a lover or accepted any serious overtures of courtship, preferring to devote herself at present to her craft.

Maysoon Lubadah Kanaan ("Lalla Kanaan", "Mulazima Kanna", or "Maysoon the Ice Lalla") - Maysoon Kanaan is an officer among the aswaran (Jann, Rgr6), noted as being one of if not the best archer in Qaybar. She is a pale skinned Jann with unusual frost grey hair and opalescent eyes, who has earned the nickname the "the Ice Lalla". She prefers to dress in pale blues and sand colors, and in public goes about veiled and cowled. Fierce and taciturn, Kanaan is not well liked, but she is respected and feared. She harbors an unquenchable hatred toward the Efreet, and does not hide her pleasure at slaying enemies of the city. Fitting her personality, she is armed with a large icy burst composite bow +2. No one in the city would dare admit that her nickname is a result of her personality rather than this weapon. Most that know the Ice Lalla would not imagine she has a softer side, but she has a great affection toward her pet hunting eagle which she dotes on almost like it were a child. She also is firmly in the political camp of the Bey Salib, whom she treats like a beloved father. He in turn allows her to address him as 'Uncle', and shows a tenderness of speech toward her quite unlike his famously acidic tongue.

Sheik Abdul Rayib Bey Salib ("Abdul Bey Salib", "Skeik Salib", "the Bey Salib", "Old Thunderer") - Abdul Bey Salib (Jann Sheik, Ari15) is a veteran of the revolt against the Efreet, and one of Qaybar's most seasoned and feared fighters. A former commander of the garrison, Sheik Salib is nominally retired from the post, but is still highly respected by all of Qaybar's fighting forces and his military advice is held in the highest regard. Sheik Salib lives in his own fortified Palace which is continually drenched by an eternal rainstorm, surrounded by many servants and the few family members that tolerate his presence continually. As a staunch supporter of the Marid and Djinn, he despises anything to do with fire and only tolerates earth as a necessity - going so far as to abstain from cooked food or distilled beverages to show his scorn for the Efreet and anything to do with them. In a culture that prizes itself on always observing at least the forms of politeness, Sheik Salib is known for his forthright and acidic tongue, which is never far from finding a curse or an obscenity to punctuate his observations. Nonetheless, owing to his reputation and prevailing manners, virtually everyone in the city responds to this blistering assault by ignoring it, and continues to observe every small nicety whether out of fear or a feeling that answering in kind is beneath him. Although he never tires of complaining of his failing health and strength, no one in the city doubts that he is not still a swordsman of great prowess and skill. He goes even in the marketplace clunking about in highly weathered sea green full plate armor and carrying a large two handed curved keen falchion +3 with a pearl pommel, both of which - he claims - were forged without the aid of fire. He has a train or cape of living water which responds to his commands. Except when going to battle, he goes about unhelmed - revealing his heavily scarred bald pate. One side of his face is badly burned, and he is blind on that side - he covers his destroyed eye with a black patch. If ever he was handsome, there is no remaining trace of it and he seems to take delight in his hideousness. To evade the rays of the sun, he is accompanied on such excursions by two water genasi slave girls, who hold canopies above his head.

Azma Nazaa Beyg Kattan - The Beyg Kattan is a the wealthy widow of a famed memory merchant of noble linage, who died as a result of an unfortunate alchemical experiment. Their union produced no heir, and the Beyg Kattan has never remarried. The Beyg Kattan is still a very beautiful woman, ageless and graceful, with flawless almond skin, a great mass of black hair tied up in ribbons and covered with a diaphanous shawl that extends to her ankles. She wears many layered dresses, embroderied and decorated with small gem stones and pearls. She prefers subtle colors such as white, pale yellow, and pale pink. In her youth, she was said to be a singer and a dancer of some reknown (Jann, Brd6), but in her present station she does not perform - at least not publically. Rather, the Beyg Kattan is known now for the quality of her salon and the company she keeps. She is famed for inviting the finest scholars, researchers, artisans, poets, composers, and philosophers - both mortal and immortal - to have tea or dine with her, and hosting them in the most elegant and refined fashion. She possesses great erudition, a keen and penetrating mind, and a gift at making the most socially awkward feel at ease. Whomever she speaks to feels as if she were keenly interested in their work, a knack only enhanced by the fact it is often true. Invitations to her salons are thus highly prized, often with surprising results, for the Beyg Kattan's reputation extends beyond the walls of Qaybar into unexpected places and one never knows quite whom they are going to meet - though the Beyg Kattan is a fair enough judge of character to generally avoid inviting two rivals to the same party. Likewise, her introductions are considered to be worth more than gold, for to be found by the Beyg Kattan, and deemed suitable to introduce in high society is almost a sure ticket to success. Many romances have also begun in her salon, and she has a reputation as a matchmaker. Although it is not worth her reputation to invite someone unsuitable to a party, she is not above extracting favors from those of lower station whom she could aid, and above all she expects to be repaid with contacts.

Khawaja Misbah Al Tami Deeb ("Kawaja Deeb") - Misbah Al Tami Deeb is a rare Makhluqtin, that is a genie of a tribe native to the para-elemental plane of ooze, who styles himself a Khawaja - or an Honored Master amongst the people of Qaybar. Little is known of these rare people even to the Jann, so whether he has this title among his own kind is not known. The Makhluqtin are believed by most scholars to be the result of some union between Marids and Doa. Such suggestions cause Misbah Deeb to quiver with suppressed rage, and he is quick to assert that his people are the the native spirits of their home and not mixed blood interlopers at all - whatever logic and evidence may assert. Khawaja Deeb is somewhat short for a genie, standing at about 7' height, but of reasonable height among the Jann. He is also about as broad as he is tall, with stumpy thick arms and legs ending in fat digits. His chin and belly have many rolls and folds, and shake gelatinously whenever he moves. His skin is a dark grey color, like the thick mud at the bottom of a pond, and continually glistens with moisture. He dresses in short breeches, simple sandals, a sleeveless vest, and a tasseled fez, preferring green colors but his clothes are always stained. This appearance, were he a Jann would mark him of such low birth as to be beneath regard in even moderately respectable circles, but Khawaja is by demonstrable power no Jann but be being of the elemental planes. Between this and his claim of rank, the Jann of Qaybar reluctantly accept him as a social peer - regrettable though this may be. Aside from his stature, Kawaja Deeb is a very wealthy merchant, and however lightly he regards his displaying his wealth, his resources are considerable and his importance to the economy great enough that few would dare offend him. Kawaja Deeb is a clay miner and merchant, employing scores of workers, owning many slaves, and bringing to the city laden wagon loads of clay of every sort - from the heavy brown clays from which come fired bricks, to the pale fine grained clay that forms the cities famous porcelain. When deprived of access to nearby clay by the city's constant motion, no one is more reliable than Kawaja Deeb at keeping the supply of clay steadily flowing. And when one requires or desires clay with special properties, no one is better at finding it. Although he's tolerated among the upper class of Qaybar, he is well liked by the more common classes. Although he insists on being addressed at all times as a superior, he otherwise has few airs, he is free with his money, and his tastes run to the common. He is a great lover of beer - by the barrel - and of simple food, especially stewed vegetables, of which he can consume whole cauldrons of a time. If the food is slightly spoiled it is no barrier to his appetite, and mold and mushrooms he delights in as a connoisseur. He laughs often and loudly, often at himself. He is no great conversationalist, is frequently rude without meaning to be, and cares to talk at length about little except the virtues and glories of muck and ooze, clays and slime, and wonders of acids. But he is greatly entertained by crude jokes and risqué stories, and content to listen to such fare.
 
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Celebrim

Legend
I've got questions about how you envision the whole planeshifting city thing working.

According to the text, the city just got back from the elemental plane of fire. This seems like a hugely important fact. How can a city of hanging gardens and magical fig trees, with silk banners shading the streets, manage on the plane of fire with its essential features unchanged? Wouldn't everything but the stone burn slam up? Every tree and blade of grass would whither to ash. Every stream, spring, pool and fountain would dry up. Glass would run like water, and paint would leap into flame. All those talking animals and tamed beasts would have long ago been BBQ. Was Qaybar an entirely different city in form when on the Elemental Plane of Fire? Or does Qaybar bring with it some sort of bubble that mitigates the whole "We're not in Al Kansas anymore." thing.

On a related note, I kinda had in my view of history...

Long, Long Ago: The Jann are subjugated by the Efreet
Some time After: The Jann revolt, many Jann become wanderers
Some time After: Qaybar is formed, as refuge for the Jann and center of their power.
Since Then: Qaybar has been planeshifting around, occasionally returning to the plane of fire and sometimes resisting sieges

But your time line seems to imply...

A Short Time Ago: Qaybar was dominated by the Efreet
A Short Time After That: It planeshifts away, and now the Jann are temporarily free, but...
A Century Hence: They'll probably be dominated by the Efreet again

This latter conception, if it and not my earlier conception is correct, changes almost everything. Please clarify how this works.
 

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