Showing posts with label Arabian Nights. Show all posts
Showing posts with label Arabian Nights. Show all posts

Thursday, October 3, 2013

Jeff Crunch: Veiled Dancer/Sultana Sworn

by Jeff Harris



Veiled Dancer/Sultana Sworn (Bard)

Whether it is the blazing day or cold night the desert is not as empty or silent as those not born to the dunes think.  Along with the bray of camels, the caravans that cross the sands travel to music by day and dance by night.  In the palaces of Pasha and Sultan, women of great beauty dance, their silk veils floating in time to their entrancing performance.  And in the pillow bedecked chambers of Sultana’s equally handsome men entertain their charges with poetry and stories along with displays of daring prowess, both artistic and martial.  These people are veiled dancers and sultana sworn, women and men of enticing appearance and stimulating intellect.  However all Pashas, Sultans, and Sultanas know these subjects have many uses beyond simple entertainment, and their rivals never forget this when attending their performances, as the unwary sometimes do not live to see the end. Regardless of whether these performances have darker motives or not, no guest of a desert noble would ever say that they are not one of the great pleasures a proper host can offer.

*As a note from the author, this particular archetype has been presented with different abilities depending on PC gender; this is simply to best represent the flavor of 1001 Arabian Nights.  It is perfectly acceptable to have a male veiled dancer or a female sultana sworn if you wish, as it does not affect class abilities, however you may wish to discuss this with your GM if you plan on using this archetype, as the somewhat sexual theme of some of the class abilities may lead to some uncomfortable or strange situations during your game.  This may well be more apparent if you do play a male veiled dancer or female sultana sworn.  However in keeping with Flying Pincushion stance, as long as no problems are caused at your table, feel free to go as far as you and your group want with this.  We at the Flying Pincushion of course welcome your feedback and thoughts on this and all of our work.     

                                                                                                                                                Respectfully,

                                                                                                            Jeffery B. Harris


 

Veiled Dancer (Bard)

Weapon and Armor Proficiency: Veiled dancers are proficient with all simple weapons, plus the scimitar, short bow, jambiya*, bladed scarf, and whip.  Veiled dancers are not proficient with any type of armor or shield.  Wearing such incurs the normal non-proficiency penalties and spell casting failure.

Diminished Spell Casting:  Veiled dancers subtract one spell per level from the number of spells they can cast per day.  If this reduces a number to 0 then the veiled dancer may only cast spells of this level if granted a bonus spell from high charisma.

Sneak Attack:  The veiled dancer receives sneak attack at 1st level and the damage increases by 1d6 for every three levels attained beyond first.  Thus 2d6 at 4th, 3d6 at 7th, 4d6 at 10th, etc.

Canny Defense:  When wearing no armor and not using a shield, a veiled dancer adds 1 point of Intelligence bonus (if any) per veiled dancer class level as a dodge bonus to her Armor Class. If a veiled dancer is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

This ability replaces Bardic Knowledge.

Bardic Dance:  A veiled dancer is able to manipulate the world around her and those in it through her dancing.  Using this bardic dance functions as bardic performance and can influence crowds and buff allies just as bardic performance.  Additionally while using this class feature the veiled dancer gains access to additional abilities, veils and gazes.  The veiled dancer’s bardic dance ability must be active for many of her other special abilities to function.

This ability replaces Bardic Performance.

Veil of Warding (Su):  The silk veils that are the trademark of a veiled dancer are for more than show, as their mystical dances seem to make them come alive.  When maintaining bardic dance a veiled dancer may cause one of her silk veils to act as if the silk to steel spell has been cast upon it.  This effect lasts one round per class level and may be used a number of times per day equal to 1 + your Charisma modifier.  Using this ability is a standard action.

This ability replaces Versatile Performance.

Smoldering Gaze (Su):  The careful application of charcoal and other cosmetics, especially to the eyes, is another common trademark of the veiled dancer, as the eyes are the window to the soul, and a talented dancer can bring a man to his knees with just their sultry gaze.  While using bardic dance you may attempt as a standard action to use smoldering gaze to force a target who saved successfully against your fascination or distraction attempt to make a new save at -2.  You may only affect a given target with this ability once per 24 hour period. Using this ability is a swift action.

This ability replaces Well Versed.

Veil of Venom (Su):  At 4th level the veiled dancer while maintaining a bardic dance may transform one of her veils into either a green sting scorpion, scarlet spider, or a tiny viper.  As long as the target is affected by fascination or distraction they are considered flat footed against this ability and may be hit with your sneak attack damage as well while using this ability.  As the veil must be tossed onto the target before the transformation, a ranged attack is required that if successful deals 1 point of physical damage and the target must save against poison, the DC is determined by the creature chosen.  The range of this ability is 30 ft.  A veiled dancer may choose to change the veil back to its normal form as a free action, but can maintain the transformation for one round per two class levels as a maximum duration.  If the effect is maintained the creature attacks in subsequent rounds as a normal example of its type during the veiled dancers turn.  This ability may be used a number of times a day equal to 1 + Charisma modifier.  Using this ability is a standard action.

Bewitching Gaze (Su):  At 5th level the veiled dancers gaze becomes even more powerfully alluring.  While maintaining bardic dance the veiled dancer may attempt to affect one target that has been fascinated or distracted by her performance with the unnatural lust spell.  This functions in all ways as the spell, except the DC of the will save to resist this ability is equal to 10 + ½ your character level + your Charisma modifier.  You may only affect a given target with this ability once per 24 hour period.  Using this ability is a swift action.

This ability replaces Lore Master.

Veil of Burning Sands (Su):  At 6th level the veiled dancer may invoke the heat and grit of the desert through the magic of her veils.  While maintaining bardic dance the veiled dancer may use her veil to create a burning lash of sand.  This is a ranged attack that deals 2d4 slashing and piercing damage and 2d4 fire damage that has a maximum range of 30 ft. +5ft. per three class levels.  There are no range increment penalties to this ranged attack.  This ability is a standard action and may be used a number of times per day equal to 1 + your Charisma modifier.

This ability replaces Versatile Performance 6th level.

Unavoidable Gaze (Su):  At 10th level the veiled dancers gaze is so enticing that few can resist it.  While maintaining bardic dance a veiled dancer may attempt to completely enthrall a number of targets equal to ½ her class levels in this class. Each target must make a will save DC equal to 10 + ½ class level + your Charisma modifier.  If successful the target is only dazed for one round.  If the target fails however they are stunned for 1d4 rounds.  This is a standard action and as with all veiled dancer gazes this ability may only affect a given target once in a 24 hour period.  Using this ability is a swift action.

This ability replaces Jack of All Trades.

Veil of the Dust Devil (Su):  At 10th level the veiled dancer can channel the graceful spinning of her dance into her veils to then call upon the desert’s power.  While maintaining bardic dance the veiled dancer may either use her veils to summon a dust devil (use medium air elemental) or mimic the effects of the spell wind wall.  Either way the dust devil or spell effect last for one round per two class levels.  This ability may be used a number of times per day equal to 1 + your Charisma modifier.  Using this ability in either way is a standard action.

This ability replaces Versatile Performance 10th level.

All Consuming Gaze (Su):  At 11th level the veiled dancer’s gaze can make those it falls upon literally do the bidding of the dancer.  While maintaining bardic dance the veiled dancer may attempt to effect a target who is fascinated or distracted with the effects of the dominate person spell.  This ability functions in all ways as the spell save that the DC of the will save is 10 + ½ your class level + your Charisma modifier.  You may only dominate one target at a time, and as with other gazes you may only affect a given target with this ability once in a 24 hour period.  Using this ability is a swift action.

This ability replaces Lore Master 11th level.

Veil of the Genie (Su):  At 14th level the veiled dancer can through her dance tap into even the realms of the genies and set them to task, if only for a short time.  While maintaining bardic dance the veiled dancer may call to aid her one genie, this must be a standard Djinni, Efreet, Marid, or Shaitan.  The genie remains for one round per two class levels and unless commanded to do something extremely contrary to their alignment, will willingly serve the veiled dancer.  This ability may be used a number of times per day equal to 1 + your Charisma modifier.  Using this ability is a standard action.

This ability replaces Versatile Performance 14th level.

Unearthly Gaze (Su):  At 17th level the gaze of a veiled dancer is simply irresistible to many.  This ability functions as all consuming gaze but it can affect a number of targets equal to ¼ of your class levels rounded down.

This ability replaces Lore Master 17th level.

Veil of the Desert’s Heart (Su):  At 18th level the veiled dancer is as much part of the desert as the desert is part of her, and she can summon that might to hand through her veils.  This ability works as veil of burning sands save for the following.  You may select within your range a number of targets equal to half your level rounded down, and each target is a separate attack roll.  Also the damage from this attack is 3d4 slashing and piercing and 3d4 fire.  You may use this ability a number of times per day equal to 1 + your Charisma modifier.  Using this ability is a full round action.

This ability replaces Versatile Performance 18th level.
 

 

Sultana Sworn (Bard)

Weapon and Armor Proficiency: Sultana Sworn are proficient with all simple weapons, plus the scimitar, short bow, long bow, jambiya, falchion, and falcata.  Sultana sworn are proficient with light armor and shields (except for tower shields).  Wearing such incurs no spell failure chance; spells from other classes are still affected by spell failure.

Diminished Spell Casting:  Sultana sworn subtract one spell per level from the number of spells they can cast per day.  If this reduces a number to 0 then the veiled dancer may only cast spells of this level if granted a bonus spell from high charisma.

Curves Cut Deep:  Sultana sworn may include the jambiya, falchion, and falcate along with the scimitar for taking and applying the Dervish Dance or Weapon Finesse feats.

Wide Bladed Defense:  When wielding a falchion or falcata and no shield a sultana sworn adds 1 point of Intelligence bonus (if any) per four class levels as a shield bonus to his Armor Class. If a sultana sworn is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

This ability replaces Bardic Knowledge.

Bardic Dance:  A sultana sworn is able to manipulate the world around him and those in it through his weapon augmented dancing.  Using this bardic dance functions as bardic performance, additionally in order to use this ability a weapon the sultana sworn is proficient with must be used in the performance, and can influence crowds and buff allies just as bardic performance.  Additionally while using this class feature the sultana sworn gains access to additional abilities, displays and oaths.  The sultana sworn’s bardic dance ability must be active for many of his other special abilities to function.

This ability replaces Bardic Performance.

Dazzling Display (Ex):  At 2nd level a sultana sworn may during a bardic dance use the dazzling display feat even if they do not otherwise posses it.  If the sultana sworn posses this feat, then the DC of the intimidate check is calculated as if the target posses two less hit dice than they actually do.  This ability may be used a number of times per day equal to 1 + your charisma modifier.

This ability replaces Versatile Performance.

Oath of the Admirer (Su):   At 2nd level a sultana sworn may during a bardic dance speak an oath of admiration about an ally, granting that ally a +1 bonus on will saves for one round per class level.  Additionally this ability, while active, allows the target of the oath to re-roll the first will save failed during the duration of the oath, the second result must be taken, even if it is worse.  You may only affect a given target with this ability once per 24 hour period.  Using this ability is a swift action. 

This ability replaces Well Versed.

Goading Display (Ex):  At 4th level the sultana sworn have learned that actions often do speak louder than even words.  While maintaining bardic dance a sultana sworn may attempt to use his weapon display to force a target to attack him.  This ability works similar to a cavalier’s challenge, if the target fails their save they compelled to attack the sultana sworn in melee.  Targets who are affected by this ability receive a -1 to their Armor Class vs. the sultana sworn’s attacks.  The DC of the will save to resist this ability is 10 + ½ your class level + your Charisma modifier.  Like the challenge ability, this ability remains in effect until the target is unconscious or dead, or the combat ends.  This ability may be used a number of times a day equal to 1 + Charisma modifier.  Using this ability is a standard action.

Oath of the Lover (Su):  At 5th level the sultana sworn’s oaths can move people to surprising acts of emotion.  While maintaining bardic dance the sultana sworn may attempt to affect one target that has been fascinated or distracted by his performance with the unnatural lust spell.  This functions in all ways as the spell, and the DC of the will save to resist this ability is equal to 10 + ½ your character level + your Charisma modifier.  As with oath of the admirer this ability can only affect a given target once in a 24 hour period.  Using this ability is a swift action.

This ability replaces Lore Master.

Disheartening Display (Ex):  At 6th level a sultana sworn knows that sometimes the fear of pain is more effective than simply attacking head on.  While maintaining bardic dance a sultana sworn may select a single foe he can see and who can see him and attempt to crush their will to fight by displayed prowess alone.  If the target of this ability fails a will save DC 10 + ½ your class level + your Charisma modifier they gain the staggered condition.  This condition lasts for one round per two class levels.  This ability is a standard action and may be used a number of times per day equal to 1 + your Charisma modifier.  Using this ability is a standard action.

This ability replaces Versatile Performance 6th level.

Oath of Vengeance (Su):  At 10th level the sultana sworn may speak an oath of vengeance for an injured ally. While maintaining bardic dance may select a target ally, if ally is hit in melee combat the sultana sworn gains a +1 bonus to damage on attacks against that foe for that round.  If an ally is hit by more than one foe, only the first attacker takes a damage bonus from the sultana sworn.  Additionally if the target of this ability is rendered unconscious or killed the sultana sworn is immediately granted an attack of opportunity against the foe who struck the blow.  The sultana sworn may take a 5 foot step (even if not normally allowed to do so) to make this attack, if they cannot reach the target with this movement, then the attack is wasted.  Making the oath is a swift action; the granted attack of opportunity is an immediate action.  You may maintain this ability for one round per class level.  You may only affect a target with this ability once per 24 hour period.

This ability replaces Jack of All Trades.

Deadly Display (Ex):  At 10th level the sultana sworn’s dance is a blur of steel, and while maintaining bardic dance may treat the weapon he is wielding as if he had the improved critical feat with it.  If the sultana sworn already has this feat, then they gain critical focus with the weapon they are wielding.  This ability lasts for one round per two class levels and does not stack with the keen weapon property.  This ability may be used a number of times per day equal to 1 + your Charisma modifier.

This ability replaces Versatile Performance 10th level.

Oath of Undying Loyalty (Su):  At 11th level the sultana sworn may speak an oath of undying loyalty.  This ability works like oath of vengeance except that each enemy that strikes the target of this oath in melee combat takes a damage bonus of +1 from the sultana sworn’s attacks in that round.  As with all other oaths you may only affect a given target with this ability once per 24 hour period.  Using this ability is a swift action.

This ability replaces Lore Master 11th level.

Cleaving Display (Ex):  At 14th level the sultana sworn can literally dance their weapons through multiple foes. While maintaining bardic dance you may gain the benefit of the great cleave feat.  This ability lasts for one round per two class levels and may be used a number of times per day equal to 1 + your Charisma modifier.

This ability replaces Versatile Performance 14th level.

Oath of Sacrifice (Su):  At 17th level the sultana sworn may speak an oath of their willingness to sacrifice themselves to protect another.  This oath works much like oath of vengeance and oath of undying loyalty save that when the target is struck the sultana sworn may chose to take half of the damage for the target.  If a sultana sworn chooses to take damage for the target in a given round, then all weapon or natural attack damage the target takes in that round is subject to this effect.  The sultana sworn must be within five feet of the target in order to use this ability.  A given target can be affected by the ability only once per 24 hour period.  Using this ability is a swift action.

This ability replaces Lore Master 17th level.

Indomitable Display (Ex):  At 18th level the sultana sworn’s displays of weapon skill have reached their zenith.  While maintaining bardic dance this ability provides the bonuses of both the deadly display and cleaving display class features.  Thus the sultana sworn may take advantage of both the improved critical and great cleave feats.  This ability lasts for one round per two class levels and may be used a number of times per day equal to 1 + your Charisma modifier.

This ability replaces Versatile Performance 18th level.

Wednesday, October 2, 2013

Mishelved: 1001 Arabian Nights

Intro by Frank Gori
City of Glim by John Karatovic

Admittedly this week's theme was an axcuse to introduce you to some work I had from John Karatovic for a few months now. I was and still am working on a world building project that this city will be a part of called Celtris.

Celtris is a land where Orcs rule a large portion of the northern continent and opperate like Imperial Rome, if Rome had skyships and was a little more bloodthirsty. Glim is in the Southern continent hidden in the sands of a vast dessert that also includes various slavers and a clan of wily blue dragons.

When I read this I felt transported back into another tale of wonder similar to the flavor of the Thousand and one Nights, without furth hyperboyle enjoy...





The City of Glim
 
Hidden in the vast desert sands, the secret city of Glim has existed as a paradise for the imaginative and the bold. Glim is an impossible city, surrounded by sand for weeks, and far from any natural source of water. Yet, the people of Glim not only survive, they thrive and this is due to the unique nature of the city. When the gods died, Glimmera a goddess of dreams and creation fell from the heavens and crashed into the vast desert. Her body decayed, and her bones turned to sand which weft its way across the world.

The sand called to people in their dreams, artists and craftsmen, architects and dreamers, from all races across the great continent. Over time they left their homelands and began a long pilgrimage following their dreams ever towards the harsh desert. The first to arrive were four wizards of immense power Altus the Conjurer, Suleivo the Evoker, Sinna the Illusionist and Shahas the Transmuter. These four sensed the immense power in the sand and inspired by it worked together to create the city. At first they used their own magic, but fearing it would take too long began summoning mighty genie kind to aid in the task. As payment the genie-kind would be treated as partners forevermore in the city of Glim.

As the dreamers arrived they found a sparkling city built of glass and stone, glittering spires and impossible arches. At the centre of it all, four mighty palaces dedicated to the wizards surrounding the well of dreams. It is from this well that Glim draws its power. For within is the sands of Glimmera capable of providing inspiration (or madness) to any who consume it.

In the hundreds of years since Glim’s founding more dreamers have found their way to the city, and those that live there have had children of their own. The original conclave of wizards began bloodlines of their own, whether bred true with humans or mixed with some genie blood matters little there are no bastards in the nobility of Glim. The nobility provide the important resources the people need to live, the vast quantities of magically conjured food and water, the raw materials for building and repair, the magically lit fires for forges and heat at night and the powerful winds to keep back the sandstorms which always threaten to bury Glim, or worse steal away the sands of Glimmera. Now it is rare for a noble of Glim to have formally studied magic, most merely bind themselves to a family genie and use their magical bond to conjure and create.

Those not of the noble houses are usually called dreamers, and their prize for living in Glim is a taste of Glimmera’s Sand. For someone with a powerful ability to dream and imagine Glimmera’s Sand is not only narcotic it is capable of bringing imagination to life. These dreamers are capable of conjuring Eidolons from their deep subconscious. These Eidolons are a reflection of their creator, hideous eidolons are often the result of a broken or twisted mind, while beautiful and elegant eidolons are often a reflection of someone pure of spirit. The Eidolons’ personalities also reflect some part of the summoner, an eidolon built from the summoner’s base and brutish hunger might appear as a hulking juggernaut with a massive gut and all-consuming maw, while an eidolon representing a summoner’s morality might appear as a sweet and cherubic angel who often chides her master for straying from the moral path.

 The Wards of Glim

Glim is separated into roughly four wards these wards are divided roughly by their proximity to the Well of Dreams. Those furthest from the well usually have the least access to the sands of the well, while those closer have greater access.

The Outer Ward – Mirage Ward

Glim has no walls to defend itself from attack from greedy and destructive outsiders who live in a world of scarcity and base need. Instead the city’s greatest defences are its isolation in the middle of a vast desert and the grand mirage. The grand mirage causes the city to constantly shift on the horizon, causing those who seek Glim without the aid of dreams and divinations to become hopelessly lost in the desert as they follow their easily deceived eyes. Furthermore 8 white towers exist along the compass points of the city. These are called the wind towers , and they work to divert the all-consuming sandstorms of the desert around the city leaving those inside protected from the harsh skin flensing grit.

Life in the Mirage Ward:

Life in the Mirage Ward is probably hardest for most, as the supply of Glimmera’s Sand here is thinnest. Many new dreamers who come to Glim often camp in the Mirage Ward, living inside the massive tent city that seems to be expanding ever outward even past the wind towers. Nothing is as it seems in the mirage ward, and the constant moving of the tent city makes streets confusing. There are many unscrupulous individuals in the Mirage Ward always trying to make easy money from new dreamers, the petty and small minded will stay a long time in the Mirage Ward chasing their small dreams of profit and power. Those who live in tents outside the range of the wind towers are the unluckiest of all, for when the sandstorms come they are at best buffeted by the powerful winds of the wind towers that protect the city, and at worst flensed and buried alive in the desert sand.

Key Locations:

Posha’s Camel Emporium:

Posha is a rotund man who dreamed of being a powerful merchant. So strong were his dreams that he stole 23 of his father’s finest camels and stole off into the desert with them. At night he dreamed of a glittering city that would welcome him with open arms. Eventually he found his way to Glim, where he started a lucrative camel breeding operation. Posha often says: “I understand that a man who can summon beasts has little need of a camel, unless of course he needs a beast to work for more than 10 minutes?” Posha has since expanded to selling tents and lodging to new dreamers, as well as providing guides and mounts for those who wish to ride into the city in style.

The House of Secrets:

Not all creatures in the city believe Glim to be a paradise. The House of Secrets is home to a group of jealous spellcasters who have lost their inspiration. These conjurers believe their dreams have been stolen from them by the sands and they are incapable of creating anything new. They have turned to summoning Divs (anathema to Genie-kind) in an effort to steal the inspiration of the city’s greatest dreamers and nobles and either destroy them or pervert them for their own uses.

The Pool Ward

In the desert water is life, and this is just as true for the secret city of Glim. The pool ward is a ring of water that surrounds the inner circles of the city, dotted with island homes and bristling with sails. Those that live in the pool ward enjoy relaxing in the many bath-houses and taverns. Everyone from the city incapable of creating their own water with magic comes to the pool ward in order to refresh themselves and their water supply. The water is created by Marids and spell-casters in the 4 pump-houses around the city. These casters work in shifts to provide enough water daily for the city. The Pump Houses also send waste in the sewers beneath the city where it is poured into vast empty caverns that are sealed by the Shaitans when filled.

Life in the Pool Ward

A strange mix of bustle and serenity defines the Pool Ward. Those on the shores of the ward are busy getting water to drink, and clean and cleanse themselves, while those on the islands and boats relax and enjoy themselves. Aquatic species that somehow survive the trek across the desert often make their homes in the pool ward  and make their voices heard in the city via the breath-taking coral embassy. Those that work in the Pump Houses have long days of spell-casting in order to meet the daily water quotas that always seem to be rising. Controlled by the powerful Shahas House, the Pumps are a place of constant work where shifts are long and seem to get longer. Eidolons capable of creating water via magic use their abilities most of the day and are thankful when their absent-minded owners finally sleep so that they may wink out of existence and rest. Summoners with aquatic eidolons make their homes in the Pool Ward out of necessity, either taking a home on the pool’s shores or living in one of the many house barges.

Places in the Pool Ward

The Fountain of Love

A fine wine bar frequented by lovers and hopefuls. The Fountain of Love is quite popular the Pool Ward for the exquisite wines that are specially shipped in via ring gate. The fountain is leading a quiet revolution in Glim, and that idea is authenticity. Magically conjured foods, drinks and pleasures are but mere shadows compared to the authentic and real thing. Magul Ago, the bar’s owner works to convince people that instant gratification is robbing the city of inspiration and that by removing perspiration from the equation the city is dooming its citizens to die dreamless.

The Ooze Cave

While constructing the vast sewer system the glittering city would require Shaitan stone-shapers uncovered a sealed cave filled with vile and putrescent oozes. The oozes overcame the shaitans through sheer numbers and then slowly began moving into the sewerage system. The teeming and thronging oozes will eventually find their way into the Pool Ward proper at which point they may taint the entire water supply dooming the population of Glim to die of thirst if the spell-casters of the Pumphouses can’t make up the difference.

The Glass Ward

Towers of Glass and Steel in improbable shapes and angles define the Glass Ward, controlled by the Suleivo family, the Glass Ward is the most prestigious location for a dreamer to live outside the Palace Ward itself. Rarely do the denizens of the Glass Ward leave their glittering homes, instead they stay in their glittering tower homes and indulge themselves on narcotic pleasures. Down at the bases of the towers are the glassworks, powered by djinn-fire the glass works turns the sands of the desert into so much of the glittering city. Furthermore the Sands of Glimmera can be worked into powerful magic mirrors, and shard weapons capable of damaging not just a body but a psyche. The djinn are thus the weapon-smiths of Glim working in their blazing forges for the Altus family they are bound to.

Life in the Glass Ward

Indulgent and dangerous are the two words that best describe life in the Glass Ward. Many of the city’s lesser nobility and more powerful dreamers make their homes here and as the middle and upper classes increase in size space is rapidly becoming the scarcest commodity in Glim.  The instability of the over-indulged upper class has created an atmosphere conducive to duels of honor. Such duels are not mere physical confrontations but rather contests of psyche, ego and wit. As such while a physical battle takes place between summoner’s eidolons the summoners themselves are in a battle of quips just as important, lives are spent cheaply and the nobility are quick to crawl into any open space like rats in an overclogged pipe. Yet few artificial wonders can compare to the towers abundant artistic beauty. Delicate glass sculptures decorate the corners of the buildings and some have noticed Glass Gargoyles roosting along some of the more ornate towers.

Locations in the Glass Ward

Champion’s Spire

This beautiful octagonal structure made of glass and steel has a mighty claw atop it reaching for the sky. Inside the claw is a vast arena wherein the greatest of the Glass Ward’s duellists carry out their summoner’s battles. The battles are heavily wagered on within the city, and its said some of the greatest treasures change hands during the Spire Finals. During the season those participating in the Spire tournament must battle opponents in djinn crafted arenas. Only winners have the right to live in the apartments in the Champion’s Spire.

The Shattered Tower

The greatest tragedy to befall Glim was the shattering of Benjazi Tower. Few know what exactly happened that fateful night, but reports claim that some manner of fire and ice magic was used in some manner of battle before the tower suddenly cracked and shattered sending shards all over the city and injuring hundreds. Those inside the tower were all killed in a combination of magical energy and glass related trauma. Now the shattered tower is a haunted place, and few dare enter that cracked and broken tower that juts from the city like a broken bone. Rumors say that stained glass golems wander the ruins, and swarms of razor sharp glass bats bleed out any who attempt to enter, but still others believe the great treasure of the Benjazi Summoners still lies in their vault still somewhere in the Shattered Tower.

The Well-Ward

Four mighty palaces with designs obviously inspired by the elements of the four genie-kind surround the Well of Dreams. Here the four houses of the founders make their homes, conduct their business and attend the affairs of the city. At the well itself begins a line that wends and winds its way all the way to the edges of the city, for those who came to Glim for the merest taste of Glimmera’s Sand. For even just a small taste is said to make even the wildest dreams come true. The line is enforced by the founders genies and eidolons and it is through the understanding that only patience will allow a pilgrim to taste of the sands that keeps those in the line from rioting. It can take a matter of weeks for a petitioner to get a taste of the sand after joining the line. Petitioners are fed, and watered via minor magics it is considered one of the greatest traditions of the city to care for petitioners who take the role that traditional beggars would in lesser cities.

Life in the Well-Ward

For the four ruling houses, life is political. Each of the houses seeks to manoeuvre around the other and gain ascendancy, but when one house does seem to get the upper hand over another house, two more seem to be ready with a reaction. The most powerful in the ruling houses bind or make deals with genie-kind in order to retain services or magic. Otherwise the nobility create elemental themed eidolons to help them with their duties. While a life of public service is an important part of Glim’s nobility, so is the right to partake of the well more regularly than the standard petitioner. For the nobles there are no lines. For the petitioners, the Well-Ward is the last stop on a long pilgrimage to be free of the dreams and nightmares that call them across all lands. Once a pilgrim has tasted of the Sand their perception is forever changed and the concept of the real or the authentic becomes sophistry. To one who has tasted the sands what is imagined is what is real, and thus the boundaries of the real are bent just slightly every time another tastes the sand.

Locations in the Well Ward

The Well of Sand

The well itself is an impressive sinkhole, adorned by an elegant set of shaitan carved stairs. Petitioners follow these stairs to the bottom of a massive carefully carved cave at the bottom of which is a layer of what at first appears to be quicksand. Though as a mortal mind approaches the quicksand begins to take a different shape often reflecting someone a petitioner has lost. The well speaks to the petitioner and determines the pilgrim’s worthiness. Those that taste of the sands are usually granted a single wish, although others become permanently altered by the sand and become summoners able to summon forth their subconscious to the world. Like a dream the questions the well asks are forgotten soon after, and it is very rare for any petitioner to be allowed a second taste by either the nobility or the sand.

The Hanging Gardens of Altus

These mighty gardens hang in massive stone bowls which are suspended by impossibly large thick chains. The Altus family makes their homes in the Hanging Gardens, within each of which miniature ecosystems flourish around the Altus homes. The Altus family have an enclave of druids that tend the hanging gardens called the gardeners of Glim, protecting these precious ecosystems and keeping them balanced around the masterfully constructed homes and palaces. Lately Haltore, the smallest of the gardens has become stricken with a tree blight. The other gardens might follow, which is a major problem for the city as the hanging gardens are the greatest food-bowl in Glim.

 Secrets of Glim

Here are some possible Secrets for a GM to use if he is running a game set in Glim.

The Genies who serve the nobility of Glim were all once servants of Glimmera and seek to manipulate the mortals into raising their lost goddess who once employed the djinn as crafters of mighty dreams indeed.

Shard weapons are capable of temporarily damaging the bond between summoner and eidolon, but rumours tell of a mad eidolon who has a shard of such potency that it can permanently cut a mortal off from the dreaming entirely, turning such an individual into a horrid automaton. This eidolon seeks to free others of his kind and band against their creators for wasting their potential.

Divs have started infiltrating Glim, they seek a way of transforming all that has been built to dust in the wind. Their opening gambit is to sabotage the wind towers, so that when the next sandstorm hits complete chaos breaks loose as the petitioners desperately attempt to seek shelter in the glass towers.