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

Celebrim

Legend
The Three Wise Beasts of Qaybar
Each of the three wise beasts of Qaybar is a talking animal of great sagacity (18 Int, 18 Wis), that is accorded much honor in the city. (Each of the wise beasts is truly a legendary creature and so should be able to take legendary actions.) Each is allowed a seat at the Court of Elders, and allowed entrance to the palace of the Emir. It is not considered proper even for the Emir to deny them admittance to the court of the Emir, but they may not enter without first seeking audience and being announced. They are particularly sought out as fair arbiters to resolve disputes between masters and their beasts or pets, and customarily spoken too as peers even by those of high rank. Any attack or insult made toward the three wise beasts would be treated very much as if the person insulted or attacked a venerable and highly respected citizen. The exact nature though of the three wise beasts is up for debate. Some believe that they are genie that have voluntarily taken animal form. Others believe that they are the victims of some bizarre curse. Still others believe that they are natural animal spirits, others celestials sent by gods for the protection of the beasts of Qaybar, and others that they are simply extreme examples of the strange magic that pervades Qaybar and causes all beasts that enter into it gain the power of speech.

Mufti Littlecloud: Mufti Littlecloud is a large tawny colored desert fox. She is the youngest of the three wise beasts, having already lived at least 10 times the natural lifespan of a fox, and having been recognized as an elder of the city for six decades. She is considered the kindest of the three wise beasts, and the one most likely to produce an agreeable result for both parties. She is a 5HD animal, having all the powers of a 5th level rogue and all the spellcasting ability (but not class abilities) of a 5th level druid. She wears about her neck a gold collar with lapis luzi and garnet stones, which acts as a ring of protection. She favors the clever, the witty, and the poor and oppressed and disfavors those who are cruel to their servants or other inferiors or who got into trouble out of their own stupidity and greed. She will not rule against someone who abided by the letter of their word in order to play a trick. She is acknowledged a teacher in all masters relating to the desert, earth, and fire and is favored by fire and earth genasi as a judge. She loves mice, and bits of sweetbreads. It is well known she greatly dislikes cats of all sorts, and rules against them harshly even to the point of being unfair. She does not mind being invited to salons or banquets, and may sometimes be found amongst high society.

Mufti Yabon Al Rish: Yabon Al Rish is a large and venerable raven, whose sable feathers are now streaked with gray. He has been the longest acknowledged of the three wise beasts, having already lived at least 20 times the natural lifespan of a raven and been acknowledged as an elder of the city for more than three centuries. He is considered the most scrupulously fair of the three wise beasts, and the one most likely to consider the particulars of the law and the precedence of the collected elders. He is an 8HD animal, having all the powers of an 8th level rogue, and all the spellcasting ability (but not class abilities) of an 8th level druid. He wears a slender gold chain around his neck, with a medal for service to the city given to him by the Emir himself. He favors the truthful, the forthright, and those that give honest appraisal. He is not subject to flattery, and he cares not for the art with which a person speaks. He favors those that labor diligently, and he disfavors any who try to gain through deceit. He will not rule against those who preformed an honest service with the expectation of reward. He is acknowledged a master in all masters relating to avians, the wind, and the weather and he also has great knowledge of spirits and the undead. He likes Littlecloud as a companion, but doesn’t respect her as a judge, and they have a mild animosity as a consequence. He prefers meat that has been slightly dried by the desert wind, and the heads of cattle to eat, but prefers to sup in private. He as a great abhorrence for vultures and a great fear of cats. His brood is numerous in the city, and he can sometimes be seen lecturing a great flock of them. He suffers no vulture to enter into the city, and sometimes wars have been observed between his brood and flocks of vultures. For this reason, the soldiers of the Emir may sometimes shoot vultures as unwanted beasts, but never harm ravens. He accepts no invitations to public events, but has been known to attend funerals and is said to be friend of Vizier Attia.

Mufti Mordantcord: Mufti Mordantcord is the strangest of the three wise beasts, and the most mysterious. He may be the oldest of the three wise beasts, but is second in seniority. Mufti Mordantcord is a great pit viper of enormous length – at least three times the length of even a tall Jann – but exactly how long he may reach is unknown for he has been known to change sizes and no one has dared ask him to lay out for a measurement. Mordantcord first came to attention two hundred years ago, when the elders arriving at sunrise found him seated upon the benches of the Court of Elders. The sight of the fearsome viper caused great consternation and disrupted much business and the traffic of the city, and the elders demanded the patrol of the city guard remove the great beast. None of the Ogrima had the courage to come near the monster at first, and some counseled that bows be fetched to attempt to slay the creature from afar. At last seeing how the caravans piled up outside the gate, and the possibility of a riot, one Ogrima drew his great scimitar and strode forward bravely to deliver a decapitating strike. But as he did so, Mordantcord drew up as to strike but instead hissed that if the Ogrima put away his sword, then upon finishing his duties, he would receive a reward that would make him both happy and unhappy. The Ogrima hesitated and then put away his sword, and Mordantcord then disappeared down a small hole beneath the benches which had hither been little noted. When the Ogrima had finished his duties, he learned that a long time friend had died of wounds suffered when a great wain had run lose in the streets, and that he was to be promoted to his position. Thereafter, none questioned the right of Mufti Mordantcord to be seated among the elders, but few are they that dare ask for his judgment nor do any of the elders sit within 10 paces of their colleague. Fortunately, Mordantcord comes only rarely to the court, and when he does, it is always before morning.
Mordantcord is considered the most capricious of the three wise beasts, and his judgments are the most harsh. Once, after two feuding caravan masters swore to accept his judgment as binding, halfway through the testimony of one of the parties, he simply struck one - injecting so much poison the man died on the spot - and said, “You’ll find that judgment completely binding.” Sometimes in the morning a person will be found dead in the Courtyard of the Elders, having been bitten by a giant snake. They are said to have “accepted the Judgment of Mordantcord”, and the saying has become a byword in the city for those that act rashly or suicidally. Mordantcord’s tastes are not as well known as the other wise beasts, and there is much speculation on his motives. Some say Mordantcord favors jilted lovers and hopeless cases. It is said he judges more harshly wielders of magical power, those with much learning, those with cruel tongues, and those that abuse their spouses or lovers. He seems to fear nothing, and cares nothing for food as the other wise beasts. Those who wish a judgment from him must be forward and ask what he needs, for he ignores any coin or valuable as worthless. If asked for an augury or divination, his requests for payment are always the most strange, but he has an especial and unusual interest in collecting memories. Mordantcord is a 20HD huge viper, with all the abilities of an 8th level rogue, and all the spellcasting ability of a Jann Vizier.
 
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Celebrim

Legend
Jasper the Talking Cat: Some account Jasper the fourth wise beast of Qaybar, but he has never tried to take a seat in the court of elders – even though he is often seen stretched out lazily on flat, stone surfaces, that offer him a vantage point. There is little doubt however that if he did take a seat in the court of elders, that it would be accepted as his right by the city's elders, for his fame in the city – though perhaps not out of the city – is great. Jasper appears as a great silver grey tom cat, with very lush fur, and bright blue eyes. If it is the same cat reoccurring in story, then he has lived at least 300 times the normal life of a cat and may be much older. Every cat of the city gives way for him, and he is often seen with a great crowd of admiring females stroking their muzzles against his sides. He is as fond of milk as a little kitten, and also of fresh fish. However much he likes to beg, that he is a hunter of great renown is not doubted, for he has been seen carrying rats as big as himself and calming stripping the skin off of deadly desert vipers. He is fond of conversation, but is said to be very droll, with the mannerisms of a noble of the most jaded tastes and equally quick to take offense. He is very subject to flattery, and greatly mollified by it – the prettier the better. He evidently believes no flattery goes too far. Those persons that he likes, he insists pet him, or as he puts it, “worship me” – and they receive his gratified rumbling purr. Those that he dislikes, he gives very sharp and painful scratches that invariably fester and are slow in healing. To offend Jasper is also to offend every cat of the city, for word of the insult to the cat that is evidently their chief spreads as fast as lightning. Jasper differs from every other cat in the city in that every other cat in the city is as vain as a Marid regarding bestowing titles on themselves, and the lowest alley cat insists that they are a lord of some sort and suzerain over some part of the city. Jasper however lays claim to no title, and simply introduces himself as Jasper. Many centuries ago, in the time of the first emir, before his fame was very great, it was discovered that a great gray stray cat had entered into the court of the Emir without either permission or being announced, and was observing the proceedings of the court. The penalty for any creature to come into the court when the Emir is seated without being announced is death, so one of the guards drew his sword to slay the cat. The cat took no particular interest in this, but instead calmly said in a voice that carried through the court, “It is the right of every cat to come and go as he pleases.” At just that moment, a tiny white kitten hurtled through a door to the Emir’s private apartments, pursued closely by the youngest daughter of the Emir, and a horrified nursemaid who could only stand at the threshold. All the court were stunned into inaction, and the guard stood frozen with sword upraised. Upon pouncing on the kitten, the young daughter held it up the squirming kitten to her father quite innocently and said, “Kitty!” At that moment, the Emir declared true what the cat had spoken, that it was the right of cats to come and go as they please, and so to this day any cat may enter the court of the Emir unannounced and unhindered. Though it is said that the cats of the court hold their own council in this matter, and determine for themselves which cat ought to exercise this right – for any stray that comes to the court is certain to receive a thrashing to the base of his ears and beyond. From that time, Jasper was known in Qaybar as, “He who comes and goes as he pleases.”, and he is still most commonly referred to as “Yadhhab kama Yasha” in the city. Since the time of the first Emir, owing to his declaration, the esteem of cats in the city has increased, so that rare is the household that does not keep at least one cat. Once a pair in a quarrel asked Yahdhab kama Yasha for a judgment, but the cat replied, “Only a fool does not listen to the advice of a cat, but only a fool accepts the judgment of one.” This has also become a saying in the city, meaning, “Ask for wise council, but keep your own.” It became in time a tradition to not harm cats in the city, following after the example of the Emir. Once a Jann baker of elaborate confection was contracted to provide for a great banquet, forcing him to work many later hours. It happened at the time that there was a tom cat near his home serenading female cats with his horrid yowls, so that it drove the sleep-less baker to the point of rage. In a fury at the second night of such treatment, the Jann flew into the alley and laid ahold of the cat. He then tied a cord around the neck of the cat and hung the cat from his eves, before retiring to bed. The following morning, the neighbors of the baker discovered the baker, or rather what was left of him, having been devoured in his bed by a great swarm of rats. Not long after this, it was made the law of the city that no one in the city may harm a cat. Those that find they are over run with cats, pay for them to be trapped and taken out of the city. The motives of Jasper are not well known, and few have ever been in his council. But Jasper would appear to believe that cities exist, indeed the very idea of cities and the very motivation for their being, is to provide a proper place of residence for cats. He is concerned only with the affairs of cats, but has been known at times to consider the safety of the city the right and proper concern of cats. It is said that Jasper at times comes and gives secret council to the Emir, and it is said by Jasper that Al Zahran died because he did not respect the council of cats. It is believed in the city that cats are spirit wise, and able to detect the presence of evil spirits and curses, and of unclean things and the undead. They are often used as watchers for these things. The people of Qaybar also say that the Sultan of a Efreet has no use for cats, and is the poorer for it.
(Notes: Jasper is a legendary 19HD house cat, with a 22 in all ability scores, except dexterity which is a 30. He has all the abilities of a 19th level monk, a 19th level druid, and a 10th level rogue (assassin). He can planeshift as a genie at will, but with pinpoint accuracy, arriving always where he wishes to be. As such, by no means is Jasper's territory limited to Qaybar. He may be found in any large cosmopolitan city, although in ones where cats don't normally talk, he is likely to be more circumspect. Jasper is immortal. If Jasper is killed, you may assume that he has simply lost one of his 9 lives - 8 more to go. In truth, Jasper is the DM's pet and a plot device. He has any ability not otherwise listed that is useful for him to have at the time. It’s possible that Jasper is a god. If he is not, then it is certain that he at least thinks he is. Jasper pretends to know everything. Whether or not he actually does is an open question. Jasper is properly roleplayed as if Oscar Wilde was an ur-cat embodying perfectly everything people expect of a cat.)
 
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Celebrim

Legend
How fares the project? Made any progress?

The Miracle District - While not a true district of the city, the so called Miracle District is one of the more famous features of the city. Inhabitants of the city generally do not refer to the Miracle District itself, referring instead to an area of the specific ward that the district lies within, or to one of the streets that run through or flank it. The name itself is a misnomer given to it by travelers, and marks one as a foreigner to use it. When inhabitants themselves refer to it as a whole, they slyly refer to it as 'Uptown'. The Miracle District is actually an arc of high value desirable property that extends across several city wards, beginning in the College Ward near where the Hanging Gardens intersect the Palace, and running in arc through the Beast Tower Ward and into the Southern residential section almost to the cities tip. The Miracle District is distinguished from the rest of the city primarily for the greater height of its towers, and so is famous largely because it stands out above the rest of the city in a fashion that is awe inspiring to the lesser races of the Prime Material Plane. While the average building of Qaybar stands about 35 to 45 feet high, and encompasses two or three floors, the towers in the Miracle District commonly reach as high as 150' above the ground and have as many as nine (above ground) levels. From a distance, they seem even taller, owing to their construction on a ridge of higher ground than the surrounding, and the domes and minarets that crown the towers gleam during the day of gold and glazed tile, and at night with ethereal streamers of eldritch light. The Miracle District is relatively narrow, consisting essentially of two blocks of buildings on either side of a central avenue, and to a lesser extent to the blocks of buildings to either side of this main area where those buildings reach to - or nearly to - the heights of the towers of the great households of the city. This avenue merits special note, for it is in fact the most unique feature of the district, being not one avenue but three very different streets, stacked one atop the other at differing heights.

The Street of Lanterns - The lowest of the three streets that run through the center of the Miracle districts, the Street of Lanterns is roofed by the great stone and concrete vaults that support the high boulevard above it. The street is about 40' broad, but narrows regularly to but 30' broad where it must pass between pairs of stone pillars. Because of the roof and the great height of the surrounding buildings to either side, the Street of Lanterns is always cloaked in shadow and has the appearance very much of a tunnel. To alleviate this oppressive darkness, various citizens owning property in the district have hung from the vaults, or on ropes strung between the buildings, a number of colored glass lanterns holding everburning flames, and these cast multicolored lights onto the street even on dark nights. On feast days sacred to the various guilds of the city, the Street of Lanterns and the High Boulevard above are quite common parade routes, and at all times the Street of Lanterns makes a convenient access into the city for great wains and carts that might otherwise suffer from the congestion of other streets with the many stalls and vendors that line those ways. There are relatively few shops along the Street of Lanterns, and mostly they serve darker trades, crafts, and customers although these shops quite unlike those in the smoke medina are not grubby and mean, but caterer to wealthy purveyors and connoisseurs. For example, one of the cities finest purveyors of tobacco and pipes has an entrance on the Street of Lanterns, as does the city’s most respected purveyor of shadows and shades of things. Far darker things are on sell in the basement, though at least – not openly – anything overtly illegal. Often these shops occupy only the first floor and basements, and are not connected to the manors, guildhalls, colleges, and the like operating on the higher floors. There are likewise relatively few entrances to buildings, and those that there are seldom used and heavily fortified, being mostly entrances used to receive bulk goods and large items, stables or dens for beasts, or postern gates through which the householder might be forced to retreat in extremity. Owing to the poorer pickings and the gruff behavior of the teamsters and drovers that pass through on this street, there are relatively few beggars, pickpockets, and street performers that utilize The Street of Lanterns, but such that do are generally the dregs that have been cast out of more attractive areas: lepers begging for healing, madmen, demi-humans, tieflings, chaond, and various eccentrics. Roughly every hundred yards along the street is a steep spiral staircase that winds up the interior of a small tower and allows access to the high boulevard above. These are cramped and seldom used by locals and never by Jann. Not content with such accommodations, several building owners have constructed their own staircases of various sorts to provide more convenient access. Some of these are narrower even than the public ones, but a few are broad and designed to convey traffic to some establishment’s doorstep.

The High Boulevard – The High Boulevard is located immediately above the Street of lanterns, resting atop stone and concrete vaults, roughly 45 feet above the ground below. The Boulevard is about 30’ broad, and is flanked in many places by trees which are planted in containers of soil either on the street itself, or in gardens built into the buildings on either side. The center 20’ or so of the Boulevard is paved with flagstone, but the outer portions are often small well tended grass lawns. Where the street passes over intersecting streets, there is a high guardrail of carved stone to prevent accidents. Running off perpendicular to the High Boulevard are many nameless ‘alleyways’, which are really but glorified balconies, connecting the High Boulevard to lesser homes and establishments to either side. Some of these side streets are provisioned with their own stairs to provide access to the main surface streets below. In a few places, balconies were planned which were never built, or were built but removed, or collapsed from the stress of shifting over the centuries. The result is that off to either side of the High Boulevard there are often stairs that lead up to nowhere, or balconies that end where stairs should be, but were only a perilous drop to the city below remains. Natives of the city now these places and avoid them, local Jann ignore the missing architecture and simply fly between them, but they can be quite confusing to visitors and much superstition – mostly false - has grown up around these stairways. Nonetheless, at least one of these stairs, one that does not appear on every night, does in fact connect to the Smoke Medina in violation of the normal laws governing space and adjacency. Even among locals the ways of this stair are not well known though, owing to the few that would use it.
The lowest towers and buildings in the Miracle District connect to The High Boulevard by way of broad patios or even courtyards on their roofs, and the main entrances to smaller towers are found here. But it is far more common that the great homes along the boulevard have their smaller servants entrance at this level, to allow for deliveries or the entrance and egress of the homes lesser inhabitants.
Various shops catering to the most high end clientele line The High Boulevard – confectionaries, tea shops, public houses, boutiques, haberdashers, florists, perfumers, alchemists, tailors, portrait painters, jewelers, purveyors of small exotic pets, and so forth. Many magical baubles of an ordinary sort can be purchased here and the quality is generally consistent – you are unlikely to buy something that will kill you without being properly forewarned - but most locals prefer to do most of their shopping in the bazaar where prices are more negotiable and true bargains are to be found.
The High Boulevard sees almost entirely foot traffic, and bringing a cart or steed upon it without very good cause is considered quite rude. The diversity of creatures that can be seen upon the High Boulevard is quite great, rivaling that of some planar cities and is second in the city only the Grand Bazaar. Elves, aasimaar, Jann, genasi, human lords, traveling wizards, and the occasional genie from foreign lands can be found here enjoying the pleasures of the city. The highest ranking members of the guilds of beggars, buskers, and thieves stake out territories along the Boulevard, to avail themselves of the wealth on display. Jugglers, ventriloquists, clowns, workers of illusion, minstrels, contortionists, acrobats, tamers of beasts and the like entertain passers by in hopes of a consideration or the chance at a contract. So intense can be the rivalry for patrons among the buskers and beggars, that it is not unknown for knives to be employed and bodies to be tossed over the rail when backs are turned and the two guilds are quietly great and hated rivals.

The Swaying Way – The Swaying Way winds this way and that above – but not necessarily directly above - the High Boulevard. It connects the tallest towers of the Miracle District at the height of about 90 feet above the ground. The swaying way is less a street than it is a series of slender arches and suspension bridges of various unrelated constructions - some of which are supported by magic. They are generally no more than 10’ wide and often quite a bit less, and have no rails. No stair way reaches up to The Swaying Way – those that would use it must fly to reach it or risk a dangerous climb up one of the towers that would certainly be trespassing and probably looked on as being dubious and suspicious. The Swaying Way primarily serves the function of allowing a Jann to land and approach on foot in a dignified, visible and non-threatening fashion before attempting to enter into someone else’s property. Many of the great homes of the city have patios, verandas, and grand entrances at this level, and expect visitors above the rank of what they would consider baseborn servants to enter here. As with the High Boulevard, there are branches off of the swaying way to connect towers which are not directly along its path. Virtually no one but Jann use the Swaying Way, and there is no traffic to speak of on it. In the early evenings, some families of Jann stroll along the Swaying way to get a bit of air and take in the sunset. It is also considered a proper venue for young Jann early in their courtship to get a bit of privacy, as it is easy to get beyond earshot, avoid undesirable company, but always in public view. Young lovers and those with newly arranged marriages who wish to become acquainted with their spouses to be dally on the bridges in the early evening.

The Square of the Whirling Wind: The Square of the Whirling wind lies on the High Boulevard where the High Boulevard crosses above Lampwright Street, near the edge of the Beast Towers district. It consists of an enlarged platform along the High Boulevard, 100’ on a side, and ringed with small bitter orange trees. In the center of this platform is a ring of stone and a pillar, carved with the shapes of insects, such as might be a fountain in a more ordinary square. Out of this fountain however rises not a plume of water, but a whirlwind some 10’ in diameter and rising 60’ into the air – above the level of the Swaying way which skirts it to one side. As a consequence, there is always a breeze within the courtyard, and any light object not attended to is likely to be swept along the ground until it is sucked up in to the whirlwind with great force. Young and daring Jann make a game at times of hurling themselves into the whirlwind, upon which they are carried up to a great height by it – and with luck and a bit of skill – ejected forcefully from the top. This game is almost invariably fatal when played by any being that cannot fly, and it is dangerous even for the Jann, for if it two jump in too closely together they are dashed violently against each other. In other respects, the Square of the Whirling Wind is quite like the rest of the High Boulevard. The square beneath the Square of Whirling Wind is called the Lantern Court.
 
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Celebrim

Legend
Ghazi Abdul Bitar (“Beater Batter”) – Ghazi Abdul Bitar is the current President of The Chimeras, a club or organization that is part informal militia, part secret society, and part street gang. The Chimeras are the largest such organization in the city, loosely numbering nearly a hundred members and having several hundred former members. Anyone who is of the lower classes who works in a trade, and who knows a member of the Chimeras, is eligible to join. Entry in to the Chimera’s is supposed to occur shortly after the person is recognized as an adult in the city (13 for humans, 24 for Jann) and entered into an apprenticeship. Induction is by invitation and made by way of a secret ceremony, fashioned loosely after the initiation ceremonies of the guild, but conducted by older members of the gang but with less ceremony and more of what might be rightly described as hazing. Members are to remain in the guild until they have completed their apprenticeship and entered into full standing with their respective guild, at which point they are expected to put down their more childish loyalties. However, former members still often retain fondness for their time in the Chimeras, and often work to see that membership is passed down along familial lines, and former colleagues in the Chimeras are often as not colleagues in the guilds, political parties, secret societies and adult militias that make up Qaybar’s social life. Members of the Chimera’s are most drawn the teamsters, porters, stokers, fullers, beast tamers, wheel and cart wrights, drovers, knackers, brewers, ashers, rope makers, and to a lesser extent from the masons and smiths. Membership and loyalty to the organization is most often found amongst those of the lowest classes having less esteemed professions in their various guilds, so that if for an example an apprentice alchemist is in the Chimeras, likely he is apprenticed to low end maker of lacquer, paste, glue, varnish and paint, rather than a more esteemed trade like distiller of dreams, perfumer, or potion brewer. Some talking beasts are also granted membership in the Chimeras by special dispensation of the members, if the beast comes to their attention and is well liked by all.
Leadership of the Chimeras is by election, and Ghazi Abdul Bitar has held the office now for five years – a considerable period by the measure of the office. He is a well liked wrangler of dire camels and teamster of dire oxen, with broad shoulders and exceptional strength, as well as dashing smile, square jar and cleft chin that make him handsome and even charming if one is able to ignore the musky reek of beast that comes from his frequently unwashed body. Despite his fairly young age, Ghazi Abdul Bitar is an accomplished brawler (Jann, Ftr2) both with his fists and the heavy truncheon he carries with him. He is known on the streets by an endless variety of sing-song plays upon his family name, such as “Bitter Biter”, “Bitar the Biter”, “Bitar the Batter”, “Beater Bitter”, and most often “Beater Batter”. These nicknames however he tolerates only from his friends and acquaintances, and such familiarity offered to him by someone he knows not is likely to earn a beating if possible and at least enmity if that seems unwise at the moment. Although he is well liked, there is growing discontent in some portions of the Chimeras that Ghazi does not voluntarily step down from his position and leave the Chimeras, seeing has he has been a member 11 years now and has by all rights completed his apprenticeship. Ghazi Abdul Bitar for his part, is not anxious to ‘grow up’ nor to change his circumstances. He sees no clear future ahead of him, has no special love of his trade, and no girl has yet won his heart. He has not yet a desire for any family other than his brothers and sisters in arms. Indeed, as the son of an abusive father and mother of often dissolute habits, his time in the chimeras has been one of singular happiness in his otherwise unpleasant and unhappy life. As such he is dithering and waiting, hoping for some sign that will point him toward a happier future. In the mean time, rivals in the gang plot to hold a special election to ought him, or wonder if not someone should challenge him to his position by way of a duel of some sort. So far fear and respect of their leader is keeping such options off the table.
The Chimeras size and esteem in the community is balanced by the fact that they are mostly easy going and unfanatical in their character. While the Chimeras band together for mutual protection from the dangers of the streets, most members think of the Chimeras as being a last sort of great game before entering into adulthood, and so do not take it completely seriously and do not seek out trouble. Only the hardened core of their membership regularly brawls. Compared to similar organizations, the Chimeras are largely apolitical though owing to the classes and castes they draw from and their diverse racial make up, their members are most commonly associated with the Neutrality party, and to a lesser extent with the Transcendence and Equality parties. This divergence of opinion within the ranks is also a reason why the Chimeras lack the fanatical character of some of their rivals. Still, the Chimeras have such sheer numbers, and such strong ties to outside organizations by way of numerous former members, that they are when their tempers come up, a force to be reckoned with. If united in purpose they can cause such a riot that even the city guard would give way and the streets would be unsafe until the Emir intervened to bring about order.
The symbol of the Chimeras is (obviously) the Chimera, whose multiple heads symbolize to the club unity despite diversity of background. Many members have tattoos secreted on their person and some even have chimeras embroidered into their clothing. Former members often commission chimeras to be incorporated into the artwork of their establishments, or painted on the outside of their buildings, as a way of signaling to current members that the establishment is a welcoming and safe space for them. The gang traditionally meets in the loft of a stable in the beast towers, but they have numerous bolt holes and gathering places.
 
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Celebrim

Legend
Naflah Basimah Sabr Hanania (“Naflah Sabr Hanania”, “Rip Tide”): Naflah Basimah Sabr Hanania is the true name of the infamous criminal known as “Rip Tide”. “Rip Tide” is the head of a small informal militia called The Liberators, which she rules over by force of her considerable personality. Naflah is the younger daughter of a great and noble house of the city, famed for their skill as potion makers and vintners – whose wines are said to be more magical than their alchemical droughts. As a younger daughter in a house with many children, whose tastes were decidedly bookish, and whose tongue was decidedly sharp, she was not deemed particularly marriageable material and has been indulged to be left to her own devices – which her parents believe to be largely academic in nature. In fact, Naflah has shaped around herself what amounts to a cult, with her as the cult leader. Although a few of her closest friends within the The Liberators know her true identity, by the use of masks and her own natural magical talents as a shape-shifter (Jann Vizier, Sor4), she has concealed the true identity of “Rip Tide” from the larger public sufficiently that even divination has yet to reveal the true name of this “public menace”. Indeed, the vast majority of the city believes Rip Tide to be male, owing to Naflah’s tendency to use magic to alter her appearance when she must be seen. Naflah is a lithe willowy Jann woman with dark blue eyes and slick black hair, who is fond of accentuating her faintly blue tinged skin with blue body paint and makeup, and favors various dark blues for garments. She is normally cowled and masked, except in private and not in character. In character, she is more often than not male, although this charade is not maintained when only amongst her allies. In public, when not appearing as “Rip Tide”, she affects the demeanor of an innocent and slightly bumbling overgrown child, whose childish tastes are matched only by her devotion to frivolous books and esoteric debates. She pretends to have no interest in politics whatsoever, and would rather discuss particulars of astronomy or poetry. In character, she is a dangerous and magnetic individual, with the surety of a fanatic, who is not to be lightly trifled with.
The Liberators number about a score of fighters and are composed of disaffected elves, water genasi, and a few Jann - mostly students who were schoolmates of Naflah. They believe that Efreet influence on Jann culture is sinister, widespread, and unfortunately not well recognized - and must be rooted out – by violence if necessary. They would certainly seek action against The Brotherhood of the True Flame if they could penetrate its secrets, and are at all but open war with The Fire Bugs. The Liberators began about 15 years ago as a semi-independent group that resisted the puppet government of the Efreet, and staged various acts of defiance – and some would say terror – against any fire aligned being that fell into their grasp. Although initially seen as simply Qaybar partisans, their activities have continued even after the death of Al-Zahran and the return of Qaybar to the relative safety of the Prime Material plane. In particular, they believe that slavery is Efreet work, and that it is time that slavery is outlawed in Qaybar - a view that is considered quite radical and makes many uncomfortable, including at least some slaves. They have a waged a two pronged campaign first against anyone that they feel harbors secret pro-Efreet sentiment, whom they view as traitors deserving only of death, and to free slaves from their chains. The first sentiment, however lawless, is one that has widespread sympathy in the city. The second however prompts much debate as to the actual mechanics of said liberation even were it to be reasonably considered or acknowledged as an ultimately good end. What good is it to a slave to cast them out of their house and shelter? Without property of their own, wouldn’t their new lives be little different than their old ones, differing only now in the lack of security that comes from being a houseless hireling? It is not at all clear to many that the hireling would not be as exploited as the slave, differing only in that they might take the false choice to leave with nothing so as to be exploited elsewhere. And what of the very young or very aged? If deprived of their status as slaves, then they would be valued only according to their utility, and would have no employment. Many point to the fact that the slaves of wealthy and noble households live better lives than the poor and indigent of the city, and if clever and hardworking often arise to high station. These would argue that there is no shame in being a slave to the Emir or similarly great household, and are not slaves of great houses sometimes masters and overseers over free persons? Is slavery then so bad? And should not the masters, who have paid fair sums in good faith for their property, not be provided with recompense for their losses? Who would pay these sums? And what of the animals of Qaybar, most of whom are the property of houses? If they lose the dignity of slaves and the safety of having owners in the city, aren’t they likely to be simply carted off to become dumb brutes outside the cities confines? Since most of these are considered open questions, which reasonable persons regardless of viewpoint might quarrel over, The Liberators hard fanatical and sometimes violent line draws little sympathy, often derision, and sometimes outright horror. It must be said that some of this derision might be warranted, for not every attempt to liberate someone from the state of slavery has gone smoothly or produced the desired outcome. The Liberators are still in the process of figuring out the logistics of freedom themselves. Unlike some of the other informal militias that draw disaffected youths to them, the liberators are all about business, and do not brawl for pleasure. They are extremely secretive, with codes and hand signs for communicating with each other subtly, and will die rather than betray their comrades – especially their leader.
Naflah does have some friends in the city, both when presenting as her real self and when in the character of “Rip Tide”. Her family is friends with the Salib, and are often guests in the house of the Sheik. She is also on speaking terms with Beyg Tuma, whose mannerism Naflah subtly mimics to aid in creating her public disguise as the airy intellectual bookworm. As “Rip Tide”, she has some quiet support from within the Equality Party, and at least some members there of would turn a blind eye to any activities of the Liberators and a few would aid them if they could. Likewise, “Tip Top” does not completely agree with her, but admires her as a fellow idealist and ally in the same cause. He is also one of the few persons outside her circle of friends that knows “Rip Tide” is female, although he will not divulge this information. An informal truce exists between The Chimney Sweeps and The Liberators, and The Chimney Sweeps will not work against The Liberators and vice versa. And, although he secretly abhors their cause, Wazir Al-Saqui has made contact with “Rip Tide” and pretends admiration and a desire to support and further their efforts. Thus, “Rip Tide” believes she has an ally in the Wazir, but does not yet trust him sufficiently to reveal her true identity.
 
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Quickleaf

Legend
[MENTION=4937]Celebrim[/MENTION] I've been working on the city map and also making everything a bit more cohesive and more organized. I have 45 pages of information on Qaybar now!

You mention the Equality, Neutrality, and Transcendence parties... How are you picturing each of these? For example, I understand that the Transcendence party is embodied most strongly by the Alchemist's Guild who believe jann have potential equal to or greater than other genies due to their composite elemental natures. But what are Equality and Neutrality about?
 

Celebrim

Legend
[MENTION=4937]Celebrim[/MENTION]You mention the Equality, Neutrality, and Transcendence parties...

Informal factions or coalitions of the city's citizens generally and power brokers specifically. More or less, a tool for me to think about what different people in the cities believe in.

How are you picturing each of these? For example, I understand that the Transcendence party is embodied most strongly by the Alchemist's Guild who believe jann have potential equal to or greater than other genies due to their composite elemental natures.

Yes. Additionally, the Transcendence Party tends to hold that they ought to at least work toward holding Sovereign status on the Prime Material Plane as their 'natural right', in the same way that the lords of the Djinn, Efreet, Marid, and Dao claim to be the rightful rulers of their planes. Or in other words, the Transcendence Party envisions uniting the nomad tribes, and forcing human neighbors into vassalage and becoming a real political power. The transcendence party doesn't have a lot of support, but does enjoy considerable support among the cream of Qaybar society.

But what are Equality...

The equality party wants greater rather than less equality between the Jann of the city and its other inhabitants. Some go so far as to suggest real political power ought to be in the hands of a council, or even an elected body. They are a relatively marginal party with little in the way of support at the level of the Sheiks, but are quietly popular for obvious reasons among the cities human inhabitants. The Liberators are the radical extreme wing of the Equality party.

...and Neutrality about?

The neutrality party says that the best way for Qaybar to ensure it's independence is to not throw its support behind any of the elemental powers, but to maintain strict neutrality toward all four of them. They believe the city's generally warm relations with the Caliph has the result of further antagonizing the Grand Sultan, and that peace with the Grand Sultan is unlikely so long as they represent a potential bastion of Djinn influence. They likewise hold that as long as citizens are loyal, it shouldn't matter what their elemental background is. The neutrality party is quite popular among the city's lower and middle class, and has some backing among the Sheiks.

Note that the three above groups have quite a bit of tension among them. In particular, the Transcendence party and the Equality party would tend to be at odds over the question of the worth of non-Jann citizens, whom the Transcendence would naturally see as logically second class (at best). The Neutrality party is basically OK with the Jann ruling Qaybar to greater and greater heights of power, but would much rather trade with neighbors than conquer them. And so forth.

I was thinking at some point of providing representative sheiks for all the cities various political factions (I think there are like 10 I've thought of). Probably no time soon though, as I'm way behind on my own campaign writing.
 

TBeholder

Explorer
Makes sense. But why not consider variants of the planar philosophical factions?
Adapted for the Jann ways of life in general and Inner Planes in general, of course. After all, the Inner planes obviously differ from the Outer, and both removed enough for the local branches to retain differences and invite specialisation.
But also, while the Lady forced many factions to be lumped together in Sigil, faraway branches that have their own bases are not obligated to follow - which includes the Jann and most likely their long-term contacts.
 

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