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

On the question of the Jann Vizier, I am not entirely sure which sort of division or graduation into ranks you intend to use. In 1e AD&D as you may know, the Jann had three classes of exalted leaders, the Sheiks and Emirs with greater HD, and the Viziers with additional spellcasting ability. In later editions, those three divisions tend to get lumped together in various ways, with Sheiks sometimes playing the part of both greater HD and additional spellcasting ability. In any event, Sheik Salib is meant to be a Sheik, whereas Bey Suliejan is meant to have the powers of a Vizier. Beyg Kattan on the other hand, having her position through marriage, was not intended to be a Vizier, but certainly could be. While I'm on the subject of rank, I've been using quasi-Arabic naming conventions and diverse middle-eastern ranks as if they were part of the same feudal culture in true D&D fashion. I'm pretty sure though that in actual middle-eastern practice, the honorific follows after the last name rather than before it. So Nabil Bey Suilijen should properly be Nabil Suliejan Bey. My thinking is that most English hearers are going to find the proper mode of address confusing, and so I'm actually placing it according to my homebrew's fashion modifying the last name just before the last name, so that the short form of address becomes "Bey Suilijen" (Sir Suleijin or perhaps Squire Suleijin). Alter that to be more appropriate "cultural appropriation" "Suilijen Bey" if you prefer.

I've been using the AD&D division (Janni / Janni Sheikh or Emir / Janni Vizier) in my own writing.

I laughed at your comment about "more appropriate cultural appropriation." I've been blending Arabian and Persian nomenclature with my own works on the jann, so I think "Bey Suleijan" fits in just fine.

On a related subject, I'm not entirely sure how 5e deals with NPC classed individuals. Virtually every character I've not given a combat hint to is intended to function as a low level Expert on top their usual crafting ability as a Jann, since these are leaders in their respective trades and functionally some of the most skilled crafters on the Prime Material Plane. 5e doesn't seem to have much granularity when it comes to skills, and certainly seems to consider the skills of NPCs to be something not worth commenting on. I presume that you just call out particular Jann as having proficiency in certain skills/tool use, and certain proficiency bonuses without necessarily increasing HD? Intrigue and overcoming it doesn't seem to be much of a 5e thing as of yet.

Yeah, I've always sort of done my own thing with D&D's various editions when it comes to intrigue. I have 5e stats for Janni / Janni Sheikh or Emir / Janni Vizier / Great Ghul. Ad-libbing proficiency with various skills or tools is easily done and tweaked for individual jann. If I need more complex stats for a jann with class levels (e.g. the PCs go on a scouting mission with Lalla Kanaan), I'd need to do that on my own since 5e doesn't have a template system for classes, but it's easy enough.

You are a man after my own heart. I'm personally a huge fan of fairy tale NPCs, but some people find them off-putting. I'll come up with something, and I'll probably have to drop my pet NPC Jasper into Qaybar as it is definitely his sort of town and could not paaaawwssibly stay away from anywhere sooo very fashionable and interesting.

Indeed! I'm absolutely adoring your NPC design. Inspired stuff :D Include Jasper by all means!

I think I'll not touch your power brokers directly and leave the Malik and other concepts to you, but if that's as far as you've got I'll spend some time thinking about who other than Sheik Salib has real power and not merely wealth or influence.

I will write up those four power brokers, no problem.

I'm seriously going to need to put this down at some point and go back to planning my own campaign, but as I said, I've always had a weakness for the Jann and now I have to settle in my head what sort of city they might have.

I've enjoyed your ideas greatly and intend to use them. Feel free to stop whenever you want. When I finish my city design, encounter tables & map, I will post a rules-neutral PDF including all your NPCs that you can use in your game. And others too!

EDIT: What I've done for each of your NPCs is include a "tagline" like so (gender race / class levels + occupation / alignment / roleplaying trait)... If anything looks out of place to you (e.g. some of these are probably Neutral Good in alignment), let me know and I'll edit it...

1. Maktab Al Rasam
♂ janni / mandala artist / N / elusive

2. Khalil Al-Marbi
♂ janni / amphibian breeder / N / secretive

3. Gamali Al-Zuhur
♂ janni / botanist & poisoner / N / well-mannered

4. The Coiled Madam
♀ half-dragon janni / sorcerer 14, criminal mastermind & information broker / NE / duplicitous

5. Bey Suleijan
♂ janni vizier / semi-retired merchant / N / bon vivante

6. Ibn Natn
♂ great ghul / wizard 9 / NE / greedy for arcane lore

7. Hadiya Rafidah Kassis
♀ janni / master brick maker / N / taciturn

8. Ayah Lujain Samaha
♀ janni / glassblower / N / flirtatious but at arm’s distance

9. Lalla Kanaan
♀ janni / ranger 6, aswaran / N / taciturn

10. Sheikh Salib
♂ janni sheikh / aristocrat 15, veteran / N / grizzled

11. Beyg Kattan
♀ janni / bard 6, socialite / N / erudite matchmaker

12. Kawaja Deeb
♂ makhluqtin (ooze genie) / clay merchant / N / crude humor

13. Wazir Al-Saqui
♂ noble qorrashi (ice genie) / rogue 8, emissary / N / frigid

14. Munir Haik
♂ janni / alchemist / N / introverted stutterer

15. Shifa Haik
♀ janni / alchemist / N / be-shadowed beauty

16. Mash’al the Publican
♂ fire genasi / innkeeper / N / manic focus

17. Rafi Baz
♂ janni / clerk & militia leader / N / misguided
 
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Ha. I'm amazed by how generous you've been regarding alignment to my crew of ruffians and murderers compared to how I see them. :D

At the least though, for the sake of some diversity, Wazir Al-Saqui the faithful but cold-hearted operative is intended to be LN, Gamali Al-Zuhur the poisoner who is not who he first appears to be is CE, and "Tip Top" the street gang cult leader with his own internal twisted code not grounded in reality is CN. No one on the list I imagined as NG, but you might could make an argument for Bey Suleijan whose is generous and scrupulously honest to the letter of his word as LG (depending on how you judge his manslaughter) and Sheikh Salib whose caustic language and battle scars might actually armor a well-intentioned, kind, and sensitive heart at CG (depending on whether you think he's as bitter on the inside as the out).

However, I'm generally happy with both at a more ambiguous N as well. I'll just say that everyone on the list is quite capable of killing someone, and most of them have killed someone - often treacherously. As I see them in my head these are proud, arrogant, secretive and if they need to be very nasty characters, who are used to facing off against dark powers and making hard choices.

As far as the rest goes, I never said Maktab Al Rasam was a Jann...

If that suits what you want to make of his mysterious nature and background and you have some plan for him, but internally I had him as an immortal Dark Stalker Bard 13 assassin type who is deeply involved in protecting the city's secrets. You didn't think he was just painting protective runes all over the city just for fun, did you? Maktab is intended to go from being this obscure funny little harmless seeming artist who gets you in trouble with the residents because you made the faux pas of trying to talk to him or stepping on his artwork, who you can push around and who seems afraid of his own shadow, to the guy who is trying to balk or kill you if you mess with the cities ancient secrets very fast. Maktab kills efreet spies dead, in the dark where you can't here them scream. Maktab hunts Khayal. Ibn Natn's 'people' give Maktab wide birth. Ibn Natn is more afraid of Maktab than the Emir. Secrets and all. ;)
 

More inhabitants...

Vizier Jalal Abdul-Shahid al Din Jalouf (“Vizer Jalouf”): Vizier Jalal is one of the senior advisors to court of the Amir, and the Royal Architect (Jann Vizier, Exp6; additionally the Vizier is functionally a self-made Tasked Genii Architect, with all the spell powers thereof in addition to those normal to a Jann Vizier). He is principally responsible for seeing to the cities defenses, a job which he takes with the utmost seriousness. Regarding military architecture, the construction of siege engines, the engineering of lethal traps, and the employment of magical weapons, there is very little Vizier Jalouf does not know. Single minded to a fault, Vizier Jalouf cares only about improving the cities defenses against any possible assault, and although he will listen attentively and politely to other conversation, it tends to go in an ear and out the other if it doesn’t touch on the cities defenses. Objections will be meet with an apologetic shrug that while it may be true that what the speaker says is important, whatever task that the Vizier is currently bending his mind toward is of equal importance. Vizier Jalouf is always in a hurry, but is never overtly rude or snippy – merely vaguely annoyed and condescending when interrupted. Only a direct and self-evident attack on the city as a whole or proof of a looming invasion will cause him to alter his timetables, but only because of changes in priority regarding the cities defenses. Despite these faults, Vizier Jalouf has a habit of having foreseen and already prepared for whatever emergency arises, having already installed the lethal death trap in the very tunnel that the threat now uses, or having prepared lethal spells that have lain concealed for decades that are triggered by the very actions the enemy now undertakes, or having prepared an undetected secret passageway from this very room in the event of this exact emergency. Vizier Al Jalouf is an aged, dignified, tall but thin and seemingly frail Jann with long silver-grey hair and a short well trimmed beard of the same color. He is fastidious about his appearance, and dresses in robes of blue and bronze. He wears a silver chain of office bearing the seal of the royal architect, and has with him at all times, a cane which serves as a measuring rod and prop, a plumb bob, a square, and a divider – which he produces from within his voluminous sleeves. He is often accompanied by a secretary who carries a roll of papers with designs and architectural drawings, as well as whatever other tools the Vizier has laden him with. Although he would never admit it in these terms, even to himself, Vizier Jalouf considers himself the most important person in the city, and that the office of the Emir exists only to supply the Royal Architect with the materials that he so obviously needs as well as to attend to minor affairs like the receiving of ambassadors that would otherwise take up too much of his time.

Walif Razin Haddad (“Mad Haddad”): Walif Haddad, or “Mad Haddad” both to friends and enemies, is one of the six young Jann who jointly lead an irregular militia called The Fire Bugs. In addition to the six Jann, the Fire Bugs number about two dozen disaffected burly young fire genasi, a rebellious ogre or two, and outcast human sorcerers with a penchant for fire magic. They are a mixed bunch, diverse in purpose and background, but united by the common feeling that those with fire elemental backgrounds are unfairly oppressed and disrespected in the culture of Qaybar. They vary from the loosely disgruntled that want great appreciation of their value, to outright fire partisans that point to the splendors of the City of Brass and believe the city would be greater were it under the rule of Sultan of the Efreet. The later make the former very nervous, and discussions over principles and purpose often start as impassioned oratory and end up to escalating to brawls where it is very fortunate that every in the room is resistant to fire damage to one degree or the other. For his part, Mad Haddad (Jann, Brb2) does not care much about politics – he just enjoys knocking heads. Mad Haddad is a broad shouldered and burly Jann of greater than average strength, with flame red curly hair that refuses to cover and dark bronze skin. He dresses in simple robes of red and brown that mark his relatively low station. He rarely works but when he becomes short of cash he works as a fire stoker in one of the larger factories for a time. He is a surprisingly hard worker when he cares to be, and has surprising craftsmanship of a sort in a diverse set of trades. Although not particularly bright, he is a good drinking buddy, holds no grudges, and has a knack of simplifying things down to their essentials - he serves a very important function in the leadership of the fire bugs of reminding the other members that it’s more fun to bash other people’s heads instead of each other. The Fire Bugs prefer to fight with their fists, but have an assortment of clubs, daggers, and chains about their person if it comes to more serious blows. They are fond of swaggering down the street and intimidating whomever seems likely – particularly non-genie kind- into giving them the right of way, bowing to them, forcing them to call the members by ludicrously grand titles, and generally humiliating themselves for the gang’s pleasure. The also enjoy brawling with rival youth gangs – at least when the numbers are in their favor – and occasionally carrying out defiant cts of petty arson from burning effigies in front of the homes of enemies, to collecting trash for bonfires in public spaces, to burning smoky signs on walls. The Firebugs gather in the basement of an innocuous public house in one of the more run down parts of the city, whose proprietor tolerates their presence and uses them to remove any unwanted trouble makers. Their symbol is a firefly, often drawn with a literal flame around it. They keep a giant fire beetle as a pet and mascot. Although they occasionally scuffle with the city watch, and there are at any time half again as many members of the Fire Bugs serving out criminal sentences of various sorts as are in the gang, no concerted effort is generally made by the Emir or his supporters to suppress the gang as a whole for fear such a confrontation would escalate to a conflict in the wider community. Various members of The Fire Bugs do however have connections to much more threatening fire partisan groups, and in the event of any serious disturbance known members will certainly be rounded up for questioning. Occasionally these more serious groups will call on The Fire Bugs to do petty dirty work, accounting them as disposable.

Vizier Kadar Abdul-Saad al Din Attia (“Vizier Attia”): Vizier Attia (Jann Vizier, Wiz7) is the royal soothsayer, astronomer, and magician, tasked with providing the Emir with the proper interpretation of dreams, omen, portents, and signs and reading the stars to determine the proper times to begin or refrain from beginning endeavors, and to foresee whether the coming year brings prosperity or ruin. Vizier Attia is a tall elderly Jann with walnut colored skin whose shiny silver turban covers his balding head. What hair his has remaining is long and white, and a long white beard extends to below his knees. His brow is wrinkled, and his eyes are deep set, blue, and very keen and penetrating. He dresses in light blue robes decorated with stars worked in silver thread, and wears a gold chain as a symbol of his office. He wields a staff of abjuration that also strikes as a +1 frost weapon. In private, he smokes a long thin pipe when he wants to sit and think. Although wise in lore, Vizier Attia is not a charming man, and dislikes being interrupted in his work especially by those he believes beneath him. He believes his duty is to the Emir alone, and prefers to keep his council otherwise and to avoid the politics and intrigue of the court. Such politics as he does have are of the solidly conservative sort. He hates Efreet and trusts Djinn. Vizier Attia’s most important duty is predicting the time and nature of transitions between the planes, so that the transition can be accomplished with the minimum disruption. About all other matters not touching his work, Vizier Attia is known to be quite forgetful and scatterbrained, so that it is of no use to invite him to banquets or celebrations, since even if he can be persuaded to agree to come, he will forget at the last minute. He is generally unable to take care of his personal affairs, and is even known on occasion to forget that something has not yet happened, and refer to things he has foreseen in the future as if they have already transpired. He is not hard of hearing, but he is very inattentive, and if a speaker waxes long his mind will wander. He sleeps at irregular hours and may fall asleep in a chair if he finds the talkl especially boring – which he generally will if it is about anything other than the most obscure and arcane matters. Vizier Attia has private and magically secured apartments within the palace, adjacent to the tallest and narrowest of the palace’s many towers, the Tower of Stars, from the top of which he conducts his nightly observations. Although Vizier Attia has been a life long bachelor in public, rumor among the servants is that he entertains a secret lover from the elemental plane of air whom he conjures as a companion.

Muhafiz Naim Raghid Abdul-Shahid Bey Tuma (“Muhafiz Tuma”, “Naim Bey Tuma”, or simply “Muhafiz”): Muhafiz Naim Bey Tuma is the hereditary Mayor or Governor of the Palace, and office that makes him one of the most senior servants of the Emir, and in charge over all of the servants and slaves that staff the Emir’s palace. Only the Commander of the Emir’s army and the Grand Vizier is of equal rank, and only they may approach the throne of the Emir without invitation – lesser Jann address the Bey Tuma as simply “Muhafiz”. The Muhafiz and his family have a small separate palace adjacent to that of the Emir. The current Muhafiz is a slightly plump Jann of average height, with almond colored skin, who covers his head in a turban of purple and blue, and wears ornate robes of many colors and cloth of gold. The Tuma are entirely devoted to the service of the Shahid family and to the Emir, and though they feigned and pledged loyalty to the usurper they set about to subtly undermine his regime. The Naim Bey Tuma is meticulous about all his duties and demanding – frequently interrupting the labor of an inferior to show him how to better perform it and scolding over the small flaw. Although he dresses and behaves ostentatiously, it is not out of pride in himself, but respect for the office and desire that the Emir of Qaybar be ranked and accorded with the other rulers of Genie kind of the first rank for the good of his people. Naim dotes on his wife Minah (described below), and is served by a Tasked Genii Messenger named Sadad Al Rih, which is continually flitting back and forth on errands with a ‘pop’ and a gust of wind. There is a strong grudge between the Malik and the Mahufiz, as the Muhafiz believes military service is for the stupid and the Malik is unimaginative simpleton unfit for his office – much less to be ruling in the place of the Emir. The Malik for his part believes the Muhafiz acted dishonorably during the reign of the usurper and believes him a Jann without fixed loyalty. The Muhafiz is desperate to discover the whereabouts of the Emir, but is in a fit of pique doing nothing to cooperate with the Malik, and the feud between the two threatens to bring the government to a stand still. Ironically, although the Muhafiz is exceptionally competent in his work, it is the Muhafiz who is a generally unimaginative man whose intellectual horizons seldom extend beyond the daily needs of the palace, and the extent of his action so far to recover the Emir is to have the palace thoroughly explored (in all the most obvious places) and to begin interrogate all the servants. The Bey Tuma is no great fighter (Jann Vizier; additionally, his devotion to duty has effectively made him a Tasked Genii Administrator, and he has all the spell powers of such in addition to those of a Jann Vizier), but he is acquainted with the many secret passages of the palace and is capable of disappearing almost instantly – and returning quickly with reinforcements. In the event that the young Emir is found dead, the Muhafiz will believe he has failed utterly in his duties, and in a fit of grief and rage transform into a Tasked Genii Slayer, killing everyone at hand and then single mindedly seek out all he believes to be responsible for the death.

Minah Al-Sahil Abdula-Shahid Beyg Tuma (“Beyg Tuma”): Minah Al-Sahil is a tasked Genie administrator of the Al-Sahil house, who was rescued from service to the Efreet (by way of the death of her master) and accepted service with the royal house of Qaybar, where she was appointed the chief royal tax assessor and collector. She overseas a staff of 20 clerks and tax collectors, including 5 Jann, and has 8 especially large and fearsome looking ogrima enforcers permanently assigned to her office to ensure her minions are given no trouble in her duties. She is meticulous in keeping records of all the cities finances, and takes care to see that every gate toll, property tax, sword tax, business license, slave tax, and import tariff is properly assessed and paid. She is normally accompanied by at least two of these enforcers as bodyguards in case someone holds a grudge. She may also draw upon the city guard in the event of serious trouble. Perhaps fortunately for Minah, taxes in Qaybar are comparatively light, owing to the great influence of the trading guilds and mercantile houses, and so deter much smuggling and tax evasion that would otherwise occur – though some engage in it seemingly out of principle and for the sport of it above even the desire for profit. Minah is comely fair skinned genii of above average height, whose faintly blue skin and towering mass of white hair that seems to move on breezes of its own betrays are ancestry as a djinn. While efficient and professional, polite, and as far as her duties allow, considerate and kind toward the needs of her inferiors, on all matters not touching the bureaucracy, she is – to use the modern term – functionally autistic and quite clueless regarding social matters and everything that might be termed “common sense”. Minah prefers to wear thin gowns and veils of diaphanous white and light blue silk more appropriate for a seraglio than the public portions of palace, and has no regard to modesty. Fortunately, her duties keep her largely out of sight, and her devoted husband, the Muhafiz, takes care that she dresses more appropriately for public functions. Naim and Mina Tuma make for a strangely appropriate pair. He is clearly devoted to her, even though her understanding of affection seems largely theoretical at times. She only married the Muhafiz because the young Emir told her it would allow the Muhafiz to perform his duties more efficiently, and she generally carries out the duties of being a wife and mother with the same care and attention – but detached emotion – that she carries out the performing of sums and the keeping of records. To make up for this, the pair employs a respectable older Jann woman as a wet nurse. Together, the two have six children of varying ages and variously displaying different traits of their mixed heritage to different degrees.
 
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Locations in Qaybar

Piazza of the Bubbling Mud - Located in the heart of what is otherwise a more industrial sector of the city, the piazza of the bubbling mud is one of the more popular plaza's in the city with the lower and middle classes. The centerpiece of the courtyard are the famous Mud Fountains of Qaybar, a thermal feature left over from ancient times which in reality is a sort of natural mud pot or mud volcano. This feature has been contained within a great stone pool, with steps leading down into it, filled with hot mud. In the center of the pool is clay fountain built up by erupting mud, and sculpted at times by members of the potter's guild to give it fanciful forms. The mud in this portion of the pool is boiling hot and large bubbles form and explode in it, but near the edges of the pool it is but near scalding hot and can (just barely) be tolerated by human much as a very hot bath. Bathing in the mud is a popular pastime with certain members of the city, and visitors also come to bath in the mud, for it is attributed various healthful and beneficial properties - from killing parasites such as lice, to clarifying and beautifying the skin, to curing skin ailments or even leprosy. It is not uncommon to see many children of various backgrounds, races, and from families and clans which would not normally associate playing on the edges of the pool, and laborers in certain trades strip to essentials and bath in the pool in the cool of the early evening. Only the very wealthy - and especially those that make much of their ties to the Djinn - eschew the pool and the courtyard entirely. The plaza has been surrounded on four sides by arched and vaulted colonnades of fine stone, and the plaza has been tiled with multicolored tiles in various patterns. Vendors and hawkers of fruit and beverages set up small portable stands within the plaza in the afternoons, and some of the buildings round about have been converted to serve travelers and pilgrims: a small hospital that tends to the poor, a bathhouse that among other services covers clients in mud taken from the pool to those who feel public bathing beneath their dignity, and a public house and tavern. The guild hall of the Potter's Guild is also adjoining the plaza, and membership fees are used to ensure the courtyard remains fair to look upon and the fountains are not abused. This includes paying for two guards to keep order in the plaza, and the city watch also regularly patrols the courtyard to see no disturbances arise. In the middle of one side, between two buildings a small aqueduct carries water from other parts of the city and forms a cascade, beneath which bathers may clean themselves of mud. The muddy water then flows through a channel to guardians in another part of the city, which benefits from the silt so carried. When on the plane of fire, the pool becomes so hot that only a stout hearted Jann can endure it, and it becomes eventually baked hard and issues only hot air. On the plane of water it both cools and becomes much less viscous, and on the plane of earth it becomes so much thicker and heavy that it is difficult to pull oneself from the pool without aid. On the plain of air, the pool's fountains run only water, and the remaining mud settles beneath a layer of hot water and grows less and less until the pool is nearly clear. Most agree the fountains are of the best quality when on the Prime Material plane and so the use of the fountains is presently near its peak.

The Courtyard of the Oasis of Fire: The newest of the cities several wondrous plazas, the Courtyard of the Oasis of Fire was created about 2 centuries prior by a secret alliance of guilds of trades that practice arts related to fire - smiths and forgers, potters and brickmakers, and distillers and alchemists. The Courtyard was then a center of great controversy sparking several major riots and veritable war within the streets when the plans for it first came to public knowledge, forcing the Emir to intervene. After prolonged negotiation in secret council, the Emir reluctantly let his valuable but disgruntled subjects proceed with their plans, for hitherto it was highly illegal to practice certain sorts of fire magic within the walls of the city. The Courtyard of the Oasis of Fire is oblong in design, and was created when the aforementioned alliance secretly purchased buildings in one of the poorer and more neglected portions of the city and demolished those that did not accommodate their design. In the center of the courtyard is a wide and deep well, likewise oblong, filling much of the courtyard save for a wide boulevard that encircles it, with the edge of the well being boarded with a richly carved stone rail to keep passerby's from falling in. Within this well, about 10' below the surface of the street, is a pool of fiery lava kept hot by some arcane means. This pool is kept stocked with creatures from the elemental plane of fire, mostly a great chorus of small fire frogs, numerous fire lilies that produce colored flames, lava grass, a host of small fiery insects whose larva infest the pool, but also a few fire carp, and even a small flame serpent. So hot is the pool that the entire courtyard is heated like a great oven, so that beasts and humans and those not resistant to fire find it torturous to enter the plaza and deadly to remain long. A great column of hot air rises far above the plaza, and it is not unusual in the day to see great birds soaring on its currents high above. Though the plaza is quite hot by mortal standards, it is uncomfortably chill by the standards of the creatures that live in the pool, which quite confines them to the lava and the air immediately above it. Occasionally a few fire flies will rise like sparks or candle flames 5' above the level of the plaza, but most quickly dip down again to avoid being snuffed out. Owing to the poor neighborhood that the plaza was built in, at first it remained a refuge only for those in the city that enjoy fire and heat, but after the initial controversy died down, a strange thing happened. Because the plaza was uncomfortable to all but Jann, it soon became fashionable, in that the oasis of fire 'kept the riff raff out'. Young fashionable Jann began coming in parties at night, and it became a romantic thing to bring ones paramour to the decadent part of the city where the plaza was. To accommodate this sudden influx of wealth, the buildings around about the plaza began to cater more and more to the wealthy, and in consequence used this wealth to improve their appearance and make their businesses more attractive to the very well do to of society. Within a few decades, the plaza became a gentrified island within one of the cities poorer quarters. One of the cities finest accommodations for visitors without contacts, The House of Mash'al now adjoins the plaza, and their are a variety of purveyors of fine goods and wine and tea houses also along the plaza. Entrance to the plaza is through a number of covered arcades, with a series of baffles that serve to cause the air to wind about and cool to a mere desert blast on a very hot day. There is also a bathhouse offering hot baths for those that enjoy both heat and steam. On the outside of these arcades in several languages are words announcing the courtyard and the great heat within. The area though fashionable, still remains potentially dangerous, and cutpurses, ruffians and pick pockets able to tolerate the heat are known to hang out in the arcades or even in the plaza itself. Likewise, the controversy of the plaza has not wholly died, and occasional brawls still breakout here, and at times certain members of water factions vandalize the oasis by creating water within it, to the detriment of the wildlife that call it home. For these reasons, and perhaps others, a small guard is at all times kept in the plaza.

The Madrasas of The Honorable Waifs of the Palace: Located on the palace grounds itself, the Madrasas of the Honorable Waifs of the Palace is a venerable and traditional institution whereby the Emir adopts into his household very young orphans or abandoned children of purely human blood and educates and cares for them. The Honorable Waifs are entitled to a suit of good clothing, a portion of the leavings of the Emir's table, and an education by the finest tutors including at times those that serve the Emir's family. The Waifs come from both genders and are segregated only in their private quarters adjacent to the Madrasas itself. They are attended to by nursemaids from the most reputable of families, often those with familial connections to the family of the Emir himself. The Honorable Waifs are given light duties within the palace and schooled in etiquette. Above all duty, citizenship and loyalty to the Emir are stressed. At about the age of 13, the Waifs are normally discharged with a blessing, a small purse of coin, and a letter of introduction attesting to their good character. Only those who have demonstrated the worst character and indiscretion despite strict discipline are discharged without these honors. Once discharged, many Waifs immediately apply for and often receive apprenticeships in one of the civil offices of Qaybar. Leaders of the scouts of the Emir's army often are promoted up from the ranks of the Honorable Waifs, and many posts in government are filled by them. Others decide to make their own fortune or gain apprenticeships in one of the cities many artisan guilds. There is much quiet speculation regarding the waifs in some quarters as to why the Emir would associate with such base born persons as human orphans, though most agree that whatever else it shows the good character of the Emir and his suitably magnificent munificence and mercy. Those in the highest councils of The Coiled Madam know that The Coiled Madam designs to place one of her own who would be loyal to her into the ranks of the Honorable Waifs, but the exact purpose of these schemes is known only to The Coiled Madam.

The Billet Yards: The passage of the city of Qaybar provides many unique economic opportunities. One of the most important of these is access to the Elemental Plane of Stone, with its seemingly infinite mineral riches. To fully take advantage of this resource, The Ancient and Arcane Society of Quarriers, Stone Cutters, and Stone Masons – more frequently called just the Stone Masons Guild - maintains a great storehouse of stone within the city. This storehouse is as large as a whole city block, and yet the great building is but the upper floor of several layers of equally vast spaces connected by shallow ramps and supported by natural pillars left in the stone. During the years in which the city rests on the Elemental Planes of Earth, explorers, dowsers, prospectors, and those able to communicate with the native inhabitants hurriedly seek out the most valuable seams of ore and stone in the small caves and stone layers surrounding the city. When suitable sources are found, a great many laborers are hired to assist the Guild in carving out and carting away such stone or ore as would be profitable. Sufficient ore and stone are carved out and laid away to supply a fully cycle of the cities journey and also to sell to merchants on other planes that find such stone rare and valuable. These excesses of stone are cut to standard sizes and stored in the billet yards. Because the Masons and many of their buyers believe stone cut directly from the Elemental Plane of Earth is dangerous to use, stone and bars of metal are laid up for a full cycle so that they are ‘seasoned’ and in this way any dangerous taint or traits in the stone removed by exposure to the other planes. The stone masons employ two tribes of stone giants, who have long been suffered to dwell in Qaybar, to rotate the stones to ensure they are perfectly and equally seasoned, much as lumber is seasoned on the Prime Material plane. These giants make their home in halls hewed out on the sides of the lower portions of the Billet Yards, and are seldom seen in the city save on feast days of the stone masons when they participate in their parades and sacred rites. The giants are largely well satisfied with their accommodations, as they are well fed from the tables of the masons and allowed to keep a certain portion of the ores and stone cut when on the elemental plane of earth for their own uses and profit. A few giants do however leave to join kindred thus keeping the population relatively stable. Seasoned stone is bought in lots by buyers in a counting house adjacent to the billet yards, and auctions of lots of rare stone and metal are frequently held there. The Ancient and Arcane Society of Quarriers, Stone Cutters, and Stone Masons also have their Guildhall – a building of great magnificence displaying stones of every color – adjacent to the billet yards, but only paying members and visiting recognized masters of the craft are allowed to see the splendors within, and observe their arcane and mysterious rites.
 
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[MENTION=4937]Celebrim[/MENTION] I meant to put a wink ;) after saying that I felt some of your NPCs were Neutral Good. They are clearly a group of very dangerous contenders in Byzantine contenders. I love it.

How do you feel about Maktab Al Rasam being a khayal (shadow genie from 3e Tome of Magic) instead of a dark stalker? I think it might fit the whole theme a bit better, and maybe explains his fleeting appearances – because as a khayal he'd have Shadow Dependence, meaning he couldn't survive outside the Plane of Shadow / Shadowfell for more than a week at a time. Also, what would you place his alignment as? CN?

And wrote up the leader of the Zahranis...

The Vurzug Framadar (“Grand Vizier”)
♂ half-fiend janni vizier / rogue 9, terrorist leader (Zahranis) / LE / devious & uses euphemisms

Vurzug Framadar Aturpat ibn-Adurnesh served the former warlord Al-Zahran as head of the Framadar, ruthless secret police that rooted out dissidents to Al-Zahran’s efreet-sponsored rule and assassinated the old royal family. It is whispered that Aturpat exceeded even the old warlord in cunning and was the true power behind the throne. Standing a willowy seven-and-a-half feet tall, Aturpat rises head and shoulders above other jann and his ageless skin appears a light shade of violet-red. He wears kohl around his brooding mismatched copper and orange eyes, and his gaze alone has been known to hypnotize even giant cobras. Despite being a formidable foe himself, Aturpat’s true genius lies in his ability to mobilize the burning sentiments of those whose prosperity went up in flames with Al-Zahran’s death. A true demagogue, Aturpat’s skill with spoken word is unnerving, lending credence to the rumors that he was sired by a devil. His mastery of language is so great that Aturpat can deliver flawless innuendo commanding his followers to commit the most heinous and yet remain blameless himself in the eyes of truth-telling magic.
The Zahranis are efreet-sympathizers who yearn for the "halycon days" of rule by flame and steel. Their numbers are comprised of jann who served in the Framadar, arms traders who prospered under the efreet, disenfranchised fire genasi, and human mercenaries who went unpaid during the uprising. After the death of Al-Zahran during the popular uprising that led to the city’s planeshift to the Material Plane, many Zahranis fled Qaybar, either returnign to their efreet masters or scattering across the desert as raiders. Only a small group remain hidden in Qaybar’s budayeen (red light district), where they operate like a terrorist cell, undermining the disorganized government with acts of sabotage, raiding, and subterfuge. Their safehouse is a ruined armory buried during an earthquake long ago; it lies under a sympathetic hookah and lamp vendor’s shop, and it is here the Zahranis treat with the Brotherhood of True Flame and stockpile weapons awaiting the day that Qaybar again shifts to the Plane of Fire.
 

[MENTION=4937]Celebrim[/MENTION] I meant to put a wink ;) after saying that I felt some of your NPCs were Neutral Good. They are clearly a group of very dangerous contenders in Byzantine contenders. I love it.

How do you feel about Maktab Al Rasam being a khayal (shadow genie from 3e Tome of Magic) instead of a dark stalker? I think it might fit the whole theme a bit better, and maybe explains his fleeting appearances – because as a khayal he'd have Shadow Dependence, meaning he couldn't survive outside the Plane of Shadow / Shadowfell for more than a week at a time. Also, what would you place his alignment as? CN?

I meant him as CN, yes. It's your campaign, so you should figure out which secrets are hidden and which rumors you want to be true. If you move him to being a Khayal, I think he moves from being sympathetic to being unsympathetic, as the Khayal have more obviously nefarious designs, which is fine but I've a penchant for foes that are sympathetic or which switch sides. But, you may have plots within plots and plans within plans. Do what seems best for your needs. Leaving the mysteries up to you is part of the reason I don't resolve them in my write ups. The other reason, is it reduces the spoilers should any future player peruse the thread.
 

I meant him as CN, yes. It's your campaign, so you should figure out which secrets are hidden and which rumors you want to be true. If you move him to being a Khayal, I think he moves from being sympathetic to being unsympathetic, as the Khayal have more obviously nefarious designs, which is fine but I've a penchant for foes that are sympathetic or which switch sides. But, you may have plots within plots and plans within plans. Do what seems best for your needs. Leaving the mysteries up to you is part of the reason I don't resolve them in my write ups. The other reason, is it reduces the spoilers should any future player peruse the thread.

Hmm, I see where you're coming from. I'll leave him as a "dark stalker (?)" and include that bit you wrote up about his sand mandalas being protective runes.
 


[MENTION=4937]Celebrim[/MENTION] Here's the collected work-to-date on Qaybar! I'll eventually get everything into this PDF.

Cool. How professional. I'd recommend doing a lot of editing, especially when it comes to quoting me. ;) In particular, I note that canonically, Jann only live 300 years. I thought they lived at least 10 times that long, so you may need to change some of my NPC descriptions to allow for more mortal lifespans. Also, I've added a bit of information to the The Muhafiz entry.

You have Courtyard of the Vanquished Flame in two locations. Is that because it is straddling a border, or is that an oversight?

Debating where to place the Piazza of the Bubbling Mud & the Courtyard of the Oasis of Fire...

Piazza is probably in Odiferous Trades and the Courtyard is probably in the back of the Caravanserai district, both of which are looking a bit empty anyway. But the Piazza could also go over near the Brickmakers, or if they share a common border lie on edge between them.
 

The Forum of the Philosophers: The forum of Philosopher’s is a courtyard located near the palace and the college district, which is entered through archways in the middle of all four sides. Around the courtyard there are tiers of stone benches, as with a stadium or ball court. The floor of the courtyard is sand, which is groomed every morning. Large pavilions of blue and white cloth are erected over the stone benches to provide shade. By ancient tradition, no one can be held accountable for any words that they speak in the forum of philosophers. No subject is forbidden, provided that the speaker cast no aspersions on the character of the Emir, or on the Grand Caliph of the Djinn, or on the god Oghma to which the forum is sacred and whose priesthood tends to the forum every morning and blesses it. The forum is a meeting place for the lorewise of Qaybar, and a place to present novel ideas, scholarly thesis, philosophical treatises, and new poems. Those who wish to give political speeches or debate ideas gather in the forum, as do tutors and lecturers who are in need of pupils. Sometimes, if there is unrest in the city, the Emir will send out one of his Viziers to explain the reasoning of the Emir publicly in the forum, and debate with his critics. The very poor also come to the forum, both to receive a free education if they have the aptitude, but also because Jann lecturers often produce food and drink both for the benefit of their audience and to attract a larger one. There are often two or more debates or orations going on at all times of the day in the forum, and sometimes arguments go on far into the night. Bargains and verbal agreements are never made or solemnized in the forum, for such bargains even when made with oaths cannot be enforced according to the laws and traditions of the city, and anyone asking the scholars gathered their to bear witness will only be laughed at and directed to the court of the elders. Nonetheless, although it has been known to happen from time to time, few of the city try to cheat even strangers in this manner, for it is said that though the city may not find oaths binding, the gods hear and may not respect the traditions of a mere city – even one as great as Qaybar. During the reign of the usurper, the tradition that no words could be held against the speaker in the forum was honored more in the breach than the observance, as the secret police frequented the forum and hauled off those who argued against the present policies. Even the priesthood of Oghma was persecuted, and so eventually the forum stood empty save for the secret police. These actions greatly enflamed the opinions of the muftis, uluma, imans, priests, scholars, wizards and sages of the city against the regime, and it no doubt contributed to its speedy downfall that almost all of the brightest minds and the greatest workers of wonders of the city became united in common cause against Al Zahran. For left to their own devices, these persons prove endlessly quarrelsome over even the smallest matters, and cannot be united on anything at all.

The Court of the Elders: A small plaza on the main thoroughfare, just inside Jarmik’s Gate before the main marketplace is entered; the court of the Elders is oldest and most traditional place to conduct business in Qaybar. It is lined on two sides with stone steps much like a stadium, which are covered from the sun and elements by ochre pavilions of cloth. There in the morning, the elders of those that are acknowledged Muftis and Ulama and leaders within the city take seats. Those that have disputes with their neighbors will bring them before these honored persons and voice their complaints, and then the elders will judge between them and give them council on resolving their differences. In this manner, the case does not have to be brought before a judge, and the dispute settled without recourse to violence. Elders may also be called upon to arbitrate disputes between family members or spouses. Sometimes, the two parties will swear to the elders that they will find the elder’s arbitration binding. Elders do not formally demand coin for their services, but to give a small amount “for the use of your family” or “for the cost of your burial” is considered customary and polite (and what is polite in Qaybar is effectively mandatory), and the most respected arbiters are so sought after that the effectively well-paid professionals and may turn away individuals whose demeanor does not suit them or who have not paid well in the past. The elders at the gate also act as public witnesses and hear and witness the swearing of oaths, promises of betrothal between families, and verbal contracts between parties. The will also notarize documents, and often younger scribes or students of the Mufti’s are on hand to record and document contracts. Those wishing auguries or divinations performed will also come to the Court of the Elders. For these services however it is customary to negotiate a price before the elder whose augury is desired will perform the necessary ritual. These prices are often not in coin, but small services or deeds that the beneficiary swears to perform or particular needs the elder has that he wishes to see taken care of. It is also possible to hire one of the elders to serve as a lawyer, but owing to the dignity of their position an elder of the city will not agree to take on a case unless they believe the cause is just or at least serves their personal interest. As with performing auguries, the price of an elder legal council is often not payable in coin. A great deal of shouting occurs in the Court of the Elders, for often several plaintiffs will be voicing their case at once and must also be heard over the bustle of the street. After noon as the courtyard heats up, the most of the elders – especially those that have already heard many cases - typically retire for the day, and the Court of the Elders begins to take on more the character of any public space in Qaybar. But at least some elders, those who have not yet heard much business or have no other affairs, will remain till nightfall to hear out serious disputes which cannot wait for the morning. At night the plaza is largely abandoned, and is not considered a safe or decent area to lurk in. To take a seat in the Court of Elders without having first been recognized and acknowledged by the existing elders as one deserving of such an honor is a great faux pas, and if the person who does so is not worthy then it will offend all the elders of the city and rumor of it will quickly turn much of the city against the offensive upstart.
 
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Into the Woods

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