[Mini-Let's Read] City of Brass 2020

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Libertad
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[Mini-Let's Read] City of Brass 2020

Post by Libertad »

I’m still focused on Koryo Hall of Adventures, but I’ve started reading another book which I have some OPINIONS on, so I’m going to do a mini-review.

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For those not in the know, City of Brass' earlier incarnation was a city-based planar metropolis made during the final years of the 3.5 era, with some accompanying adventures. Back in the day I read it and found it very much my jam, but as of 2020 Frog God Games wanted to revamp it for 5th Edition and the OSR, along with expanding the adventures into a true level 1 to 20 epic Adventure Path. The City of Brass is ruled over by the Grand Sultan of the Efreet, who back in primordial times was a tyrant who among other things caused a civil war among the genie clans and rebelled against the gods. As to why the latter, he wanted to enslave mortals who the gods sought to appoint as masters of the universe. The once-scenic and nice City of Brass ended up his dominion ever since, and he's been pissed off ever since at life in general. He seeks to achieve godhood by invading as many worlds as possible and retrieving the soul of Sulymon, a mortal prophet who is believed necessary in restoring a shard of his former power.

The stuff relevant to the AP proper is that the Sultan is planning an invasion of the Material Plane via a Cult of the Burning One which worships him under the guise of a merciful god. They are infiltrating various lands under the guise of a new religion, recruiting among poor and disenfranchised groups. Once they get enough power, they foster civil war and invasions, seeking to raise a Caliphate of Flames across the Lost Lands.*

*which is the material plane setting of Frog God Games.

So yeah, things are gonna get PROBLEMATIC up in here!

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Frog God Games sought to hire a sensitivity reader/cultural consultant to tackle potentially contentious topics, although from my reading I’ve come to one of two conclusions:

1.) they more or less just ignored her besides one or two itty bitty things, because there’s still a lot of stuff in here that sets off alarm bells.
2.) this product was so damn racist it's practically unfixable, and what we have now is but a pruned version of something much worse.

And while it's an entirely separate book, I'm also reading the DM's Guild 5e conversion of al-Qadim, which more or less manages to do everything right so far that FGG did wrong. They hired actual Arabs to edit and do sensitivity reads, they de-emphasized things like non-evil slavery (although mamluks are still a thing), and replaced religious-specific mentions of Mosques/Imams/etc with more religiously neutral terms like shrine, temple, and priest. I dunno if I'll review that book, but it's interesting in contrasting the two as I read them.

The adventure kicks off in the Barony of Lornedain, a European-coded realm whose inhabitants have been kidnapped by slavers working for the Cult of the Burning One. Although it talks about other options, the PCs are presumed to be locals in the area, which kind of heavily implies that the party will be European-coded characters. This isn't the only time the AP will imply this assumption, either.

The local Baroness is actually in on this; she secretly converted to the Cult and has been using an eccentric local villager as a scapegoat. The PCs end up searching for the villagers, first through an underground series of caverns and eventually into the baroness' estate, where the PCs find evidence of her employment with said Cult.

The major means of the PCs being tipped off is finding the journal of one of the kidnapped farmers, who was a crusader part of a larger army who invaded the eastern lands of Numeda and looted their temples in the name of his gods. He saw a noblewoman among his number make a deal with an efreeti for 3 wishes, and has fearfully kept the knowledge to himself ever since.

So while the NPC in particular is rather ashamed of his past, the PCs are indirectly aided by a character who is basically a Deus Vulter.

Numeda is one of the middle eastern-coded nations that fell to the Cult early on.
Also, in one of the written missives to the baroness, a cultist speaks of a ‘caliphate of flames’ and the text describes the overall missive as the "gibbering thoughts of a true believer."


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But enough about coded Islamophobia, let's take a break to talk about bad game design in adventures!

PCs can gain a magic ring that gives them a fire elemental ally by the name of Qalb, whose father has been turned into a living geothermal battery by the City of Brass' Sultan and thus shares a common enemy against the Cult. It's rather cool, as he levels up in size and Hit Dice with the party and there are (so far) 2 scenarios which acknowledge NPCs reacting differently with him in the party. Although the adventure doesn’t take into consideration how population centers would react to the PCs taking such a creature within their boundaries, given it’s quite literally living flame. Qalb cannot be dismissed either by his own abilities or by the ring, so he's pretty much with the party at all times. And over the course of leveling up he can reach from Small all the way to Huge size, which presents maneuverability problems. The ring necessary to summon the elemental is hidden in warg shit as part of the cavern-based dungeon and won’t be found unless Detect Magic is used. There are multiple magical visions showing the PCs where to find the ring, which can result in backtracking and seems unnecessary.

There’s mention of a ledger in the traitor noblewoman’s house of selling kidnapped people to a boathouse near the city of Bard’s Gate. It explicitly references an adventure from the city sourcebook of the same name, and acknowledges that such an adventure is beyond the capabilities of the party at their current level and says that pursuing the lead will most certainly get them imprisoned and enslaved. Even though the kidnapped people were those who the PCs don't know and not the specific villagers who kicked off the quest, it's still a hook many gaming groups may want to jump on. Putting it there seems counter-intuitive. Granted they later get a hook of the kidnapped people they do know being taken to the city of Freegate, which is detailed in this book and the next area to visit after killing/imprisoning/etc the baroness.

Thus ends the first chapter of this AP, the next begins as the PCs visit the City of Freegate!

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The cultists’ new religion and establishment in Akados (the 'western' continent of the Lost Lands) has coded Islamophobia: mysterious groups from Libynos (the African/Arabia continent) showing up in foreign and poor neighborhoods of cities, their religion drawing in disenfranchised people, and building large spires as centers of worship. The Cult builds big structures known as Brazen Spires in cities where they establish power bases, using magic to erect them overnight. I cannot help but see comparisons to the minarets of mosques, which are also tall and spire-like. Freegate’s political leadership has been compromised with clones from a Mirror of Duplication, so the government seems blind to the worries of the indigenous populace, who "can’t believe the authorities are letting a new religion take root." One of the uncorrupted officials who directly invokes this opinion is meant to be a PC ally. Additionally the thieves’ guilds are worried about Libynosian customs, preferring staying a few months in jail to getting limbs chopped off, and can also be a PC ally due to this reason (along with wanting the Spires’ loot).

Random encounters include a sex worker desperate for money whose work has gotten harder due to the cults’ rising popularity (they offer sex, and food, and other stuff, for free), protestors invoking rights of free speech at the local forum being attacked by a mob of cultists, and said cultists causing chaos as they show off their newfound wealth by throwing money in the streets which causes a greedy mob to block up traffic.

The Cult of the Burning One is talked about as everything from a sinister group to local nuisances in-character. The sole positive trait is mentioned in-character that the cult has helped a lot of homeless people and beggars due to just giving away money and food for free, but also similar rumors of how suspicious it is in where this money's coming from and how the cult doesn't seem to spend outside the community.



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So the Spire proper is a dungeon crawl. The first floor level of the Burning Spire is called the Mosque of Adoration, where a giant burning head of the Grand Sultan of Efreet can magically enchant worshipers to praise and trust him. Guards at the ground floor are described as being from lands foreign to the characters, implying that the PCs can’t be Libynosian/from Numeda/etc. To further the "PCs are Western-coded" theme, some NPCs in the Burning Spire are from other lands in Libynos besides Numeda, such as Khemit (not-Egypt) and the Maighib Desert (not-North Africa), that were recruited into the Cult of the Burning One.

People are recruited via free food and sex, with enchanted doppelgangers who can shapeshift to fit peoples’ ‘heart’s desire.' The room of “Paradise,” the public-facing area that entices new worshipers, is quite orientalist in its descriptions: pools full of “visitors and nubile servants splashing playfully in the waters,” a platform where a quarter of performers “play music with an oboe-like instrument, a tambourine, a long-necked lute, and a dancing girl in a tight orange gown with brass cymbals on her fingertips,” people smoking “strange herbs from glass hookahs,” and doppelganger servants are dressed “in lewd attire consisting mainly of strings of pearls and beads of ruby, emerald, and sapphire bring plates of steaming meats and honey-dipped delicacies to the attendees.”

Two Praetors (Freegate's military officers) can be freed from the Burning Spire’s dungeons, and if escorted out will gather troops to lead an assault on the Spire to destroy it immediately. The adventure discusses what happens if PCs try to assault the complex openly (hundreds of cultists rally to defend it) but doesn’t say what happens if the Praetors lead the assault or what must be done to sway the city over to this (most of the leadership has been cloned/replaced). There is discussion on various ways of destroying the Spire, so credit where credit is due.

The adventure ends when the PCs find out where the cult's been sailing from, the nation of Numeda across the sea in the continent of Libynos. From here the adventure opens up into a pseudo-sandbox where the PCs (in addition to fighting the Cult of the Burning One) have to find 4 elemental stones which can help them get to the City of Brass.


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The Isle of Sarmad Yazdg-or is an optional dungeon crawl in the Sea of Bhaal chapter. It is a temple dedicated to Hecate whose oracles are born with the ability to see visions when consuming lotus leaves that are ordinarily poisonous to others. Despite being a Greek goddess, there are small hints at the inhabitants being Arab-coded, such as having musical instruments specific to Middle Eastern and North African cultures . Although they are rather mercenary and sell their services to all manner of political power players, they are aligned at the moment with the Cult of the Burning One.
In addition to the extra seats and pews, this voluminous chamber also holds a small area on the north end dedicated to musical instruments, which are often used during ceremonies. In addition to the usual sitars, flutes, and drums, a number of mizwad (a type of bagpipes), mizmar (horns), riqq (hand drums), and sagat (hand cymbals) can be found.
One of the senior priests has a concubine by the name of Al-Sheera, and is found “scantily clad and chained by her ankle to the bed.” She is helpful to the PCs who free her given her abusive treatment, marking her as the first good-aligned Arab-coded NPC in the adventure path...who is a sex slave.

During a brief trip to the Elemental Plane of Air, the PCs can meet a cloud giant and djinn who are Arab-coded NPCs, with the names Imlaq and Caliph Omar. They are helpful to the party, although the cloud giant is of ill intent and stole Omar’s castle in his absence. So besides the sex slave, the only other “good guy Arab” so far in this AP is distinctly non-humanoid.

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When the PCs get to Numeda, they find it in the middle of a civil war with one side backed by the Cult of the Burning One and the other side being remnants of the former king’s government. Like in Freegate, the Cult offered relief and succor to the beggars and the poor of the streets. The text later refers to them as “brainwashed citizens (seeking to) exact vengeance on their perceived former oppressors with the help of burning dervishes, hariphs, and monsters from the City of Brass itself.” The capital city of Kirtius, which houses the bulk of the adventure, has a crime-ridden Foreign Quarter full of the largest numbers of loyalists to the Cult and more (and unique) random encounters. The cultist patrols are led by an Imam of Fire, further codifying the “Cult of the Burning One = Islam” subtext. And also a bit of “you can’t trust foreigners wherever you go” vibe.

There are Good Guy Arab-coded characters here; 2-4 are named characters, but there's several dozen nameless resistance movement scouts and soldiers. The book mentions that the former government had holy orders of paladins who worshiped Anumon, a Lawful Neutral god with good tendencies. There is the surviving prince of the former kingdom now kept as a hostage, and Sir Muniq who is a knight leading a band of resistance members. And two princesses who are sex slaves of the ruling efreeti emir.

The adventure 'concludes' once they defeat said emir, who may grant them a wish in exchange for sparing his life. Said wish can help return the rest of the missing villagers, although the AP still gives PCs motive to continue the fight. Soon after, the Sultan of the Efreet manages to steal the soul of Sulymon, the immortal prophet who was instrumental in defeating the Efreeti so long ago. As Sulymon was favored by Anumon, a god in charge of shepherding souls to the afterlife, said god is pissed off enough to stop doing his job until things are set right. This causes the Material Plane to crawl with undead specters all over the place.

Thoughts So Far: When it comes to tabletop RPGs and the Arab/Muslim world, it's inevitable that there's some degree of orientalism or coming in from an outsider's perspective and getting things wrong. Still, I think there's something to be said in intent and how much said writers try. Al-Qadim, for all its faults, does have Arab/Middle Eastern/Muslim fans, and at the time was written in a liberal "well-intentioned white guy" sort of way. And there are some writers who just do the surface level stuff (genies, deserts, camels, etc) that are still very stereotypical and orientalist, but don't automatically indicate ill intent or xenophobia. And then, there are books like City of Brass.

The AP is awash in coded prejudices, from the "East vs West" implications, the evil religion infiltrating not-Europe being strongly Fantasy Islam, having an Arabian Nights flair but the PCs are very much expected to be European-coded, the overall dearth of non-villainous Arab-coded NPCs, Frog God overall being a problematic publisher, other Lost Lands material which has had subtle and blatant racism.
For the last part, read my Northlands review, particularly the latter half involving Native American Trolls and an Ottoman-coded invading empire worshiping a Babylonian death god.

In the interests of fairness, I'd like to note that Northlands had an initially inclusive setting, and the original creator helped write up the first half of the AP. But after that he had to work on other projects and the Frog God Games core staff got to work on it, which was a stark contrast to the earlier material.

It all adds up to paint a very unpretty picture.

I may or may not continue this mini-F&F if there's enough interest. Right now I'm focusing on Koryo Hall of Adventures and some others after this, but as these are just brief initial readthrough impressions they're quicker to do.
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Re: [Mini-Let's Read] City of Brass 2020

Post by The Adventurer's Almanac »

This is a way cooler read than most of the other stuff you've done lately. I'd absolutely love to see more of this, efreet are badass.
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Re: [Mini-Let's Read] City of Brass 2020

Post by Thaluikhain »

The Adventurer's Almanac wrote:
Wed Jun 09, 2021 2:26 pm
This is a way cooler read than most of the other stuff you've done lately. I'd absolutely love to see more of this, efreet are badass.
Second that. Also, it might just be me, but a review of something full of flaws seems more interesting than one of something more decent. Not sure why, maybe avoiding awful is more important than hitting great.
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Re: [Mini-Let's Read] City of Brass 2020

Post by Libertad »

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Book 2

Well I just read all of Book 2 yesterday and today, and since I’m on a roll I may as well talk more about City of Brass! So what’s interesting about this section of and the next Book is that these parts existed in the original 3.5 version, so a lot of the material is converted to 5th Edition along with new art. Out of curiosity I checked the product’s main authors, and they’re the same two people who did the 3.5 Edition way back when.

Notes on the BBEG: I will first admit to an error in the previous post. The current Grand Sultan is not the original instigator of the rebellion who was cursed by the gods. That was Iblis, a noble genie appointed by Sulymon (who was a genie at the time) who eventually misused his power. Sulymon later cast out his dark half to avoid repeating his past errors of judgment, which took the form of the Grand Sultan. This new evildoer violently overthrew the Sultana of the City of Brass, who was a fair and just ruler. There are some who believe that the current ruler is Iblis reincarnated, which the Grand Sultan encourages for propaganda purposes. And is also why he wants to capture the soul of Sulymon, who is the greatest threat to his rule.

In regards to this, in traditional Islamic theology Iblis is an entity who rebelled against God and occupies a similar role as a hellish entity tempting mortals to sin. Also in the City of Brass and the Lost Lands, Lucifer is an exiled archdevil seeking to reclaim his throne in Hell. He made an alliance with the City of Brass’ ruling Sultan, and his Cathedral of the Lightbringer is one of the more significant evil religions in the Upper City.

So let’s get to Book 2, which shares the same name as the product as a whole. It covers the City of Brass proper and the outlying environs of the Plane of Molten Skies. Sitting at a triangular crossroads between the Elemental Planes of Air, Earth, and Fire, it is an ideal planar trading point among the inner planes, its terrain consisting of varying shades of parched rocky expanses with stronger elemental influences the closer one gets to any of the respective borders.

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In spite of sounding barren, the book has spared no expense in populating it with interesting characters and encounters. Although the Grand Sultan is the undisputed ruler, there are various factions within and without the City who for various reasons wish to see him overthrown, and the PCs can gain their trust and assistance in various ways. Or they can kill them instead and loot their lairs for treasure. It’s a nice sandboxy feel, and being one of the extraplanar variety, the factions range from a treacherous vizier, an imprisoned angel of Anumon who will raise 10,000 undead janni to assault the city, a formian queen who believes that dust is the essence of chaos and is building giant war-ant mechas to assault the city, an ancient dust dragon biding his time until the City experiences upheaval to fly in and lay waste to the Sultan’s palace, a group of salamander insurgents making use of illusory cloaks to move about unhindered in the City, and so on. There’s even some cool neat encounter locations, such as rare airship merchant and pirate fleets near the Plane Air border, a hidden tomb to Anumon that contains a secret watering hole to the Elemental Plane of Water, and the tower of Abdul Alhazred. The Cthulhu crossover NPC is an insane archmage who can give the party a bound balor servant if they retrieve his spellbook from the Great Repository (a dungeon-library) within the city...or randomly go insane and try to kill them.

The City itself has a great high magic feel appropriate for a planar metropolis, with various events and scenarios indicating that the PCs, mighty as they are, are still just mere specks in an impossibly vast multiverse full of unimaginable beings. Random encounters in the city can just as easily include a lich as a visiting Commoner, and even the Commoners are a cut above the common cloth, with references to the Hardy/Greater Commoner stat blocks in the bestiary appendix which are basically Commoners with more Hit Dice. Fiends, dragons, and archmages can be encountered going about on errands and running shops selling exotic wares and services. Even more “mundane” shops have fanciful touches, such as a teahouse whose signature beverages are magically enchanted with random effects, and patrons make a game of seeing who’ll be rendered into a foolish and ridiculous fate by the tea first.

City of Brass, Book II, is a definite highlight in comparison to the preceding set of chapters; when rid of the “swarthy religious fanatics taking over the West” angle, it really shines as an entertaining place to go on adventures. Another thing in its favor is that due to the Middle Eastern theme, there’s a lot more Arab-coded NPCs around, and while there’s plenty of bad guys (it’s a Lawful Evil dictatorship) there're many such characters who are not. One of the potential faction leaders against the Sultan is led by Chufa um Sophanie, the second cousin of the former ruling Sultana and meant to be an explicit “good guy” option. Her stat block is unfortunately not present in the text, a likely oversight.

Sounds good, right? Well in spite of the above positives, the kind of content I criticized in the last post still shows up way too often. I also can’t help but notice the bulk of Arab-coded allies who aren’t evil or have ulterior motives for aiding the party are women, even in Book 2.

Very early on in the Plane of Molten Skies chapter is something peculiar, with an abandoned palace of a long-dead king by the name of Kush. The building contains inscribed poetry telling of the king’s fate.
The main entry hall is a long, wide chamber with a ceiling 30 feet from the floor. Every square inch of stone is inscribed with poems decrying the fate that befell Kush, commenting on his hubris for thinking he could defeat the army of Sulymon, the prophet of Allah, the All-Mighty Creator. In the next room, a long table that would have been truly majestic in better days awaits travelers. There are no seats around it.
Allah is referenced but once and nowhere else in the book, implied to be the god Anumon. Dahish, a trapped angel the PCs meet elsewhere on the Plane, states that “there is no god but the All-Creator and Sulymon is his prophet,” which strengthens the “Allah is Anumon” implication. I checked the 3.5 version, and noted that this is the same case in that book as well.

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The City of Brass and the surrounding environs are a very sexist society, with discrimination heavily weighted against women. There is a nomadic group of humans outside the city named after Kush, and are known for breeding prized fireproof horses. They are violently misogynistic, where women are to be utterly obedient, and “any transgression is enough to warrant death at the hands of a Kush male.” There are other inferences of sexism against women in the sections and one instance of homophobia in the city proper. The Grand Sultan declared that among the burning dervishes,* sheikhs can only have spouses of the opposite gender, but concubines can be of any gender. Granted that’s mentioned further on in Book 3, but wanted to raise it here as it’s a related issue.

*a race of jann who pledged their loyalty to the Grand Sultan in exchange for unique powers.

Slavery is omnipresent, although in regards to sexual slavery such characters are disproportionately women. There’s a brothel known as the Purple Veil with male and female slaves hooked on drugs to keep them docile and dependent, and text for a notorious slave-training building says that “many of the slaves and daughters of deposed nobles who find themselves in the Bazaar of 1,000 Sins need some training before being turned loose upon the unsuspecting masses who throng to the bazaar.” In the Lower City, there are dancing girls and sex slaves in a rough and tumble brothel known as the Flame Maiden’s Voyage, the former described as dancing to Middle Eastern instruments (buzak, daff, and tablah (sic) music) and the latter being “of average beauty but are well treated.” The book mentions this being a good place for PCs to hide out if they attract too much attention. There’s 2 more brothels of significance in the Lower City: one has night hags in disguise who drug and rob patrons, while the second has youthful slave women who cater to well-to-do non-efreeti residents of the city.

It’s not just background material, either. In a location on the Plane of Molten Skies, the PCs can run across a fire nymph, whose sister was kidnapped by a dragon and sold into sexual slavery in the Purple Veil. If they help her out they can get magic items as a reward. While this event was in the original 3.5 book, looking back on my last post I’m starting to notice a theme of “helpful women NPCs to rescue from sexual slavery” as a recurring element.

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There’s some rare uses of Middle Eastern/North African terms in the text, although in some cases looking them up they’re applied inaccurately. Or in a way that a sensitivity reader would catch. For example, casbah is used as a term for generic buildings when it was traditionally used for a fort, watchtower, or town square. The term harem is repeatedly used to infer an area of sexual delights rather than the traditional term of a woman’s quarters for a building. For one example, “Harem of the Bound Dancer” is an S&M brothel that caters to clients of all genders.

There’s a residential complex in the Lower City known as the Ubaydulah Tower, and it has a full-page gridmap which indicates it being of some importance to the module. Granted it’s also housing Chufa um Sophanie’s rebel groups, which may explain why. It rents exclusively to women, and men are not allowed beyond the first floor. This was made so by the former Sultana, the building originally fashioned as a domestic violence shelter for women escaping from abusive and misogynistic homes. The book notes that there’s many such women in need, given that the current Sultan has a “predilection for cruelty toward the opposite sex.” They are all practitioners of a singular religion whose name and/or deity is not mentioned, but it has some specifics: they conceal their identities behind veils in public, “which is proper behavior for a traditional, upstanding woman of their particular religious sect.” They also view goblinoids and non-cleric spell casters as abominations, and view celestials/fiends/fey/elementals in general as untrustworthy. It also says if they had their way, arcane casters would be stoned to death on sight. There’s some coded Islamic aspects, such as washing feet before entering the tower, and a public mosque that leads prayer services by a misogynist preacher:
This temple is part of the tower’s west side. A tall minaret rises from the outer wall, its hammered bronze bulb-shaped dome coming to a point just above the tower’s roof. Though a public mosque, few traditional men come to it during prayer or other services because of its connection to the all-female residence next door. As such, the floor in the prayer hall is more often than not deserted. Women, according to tradition, may worship from the upper galleries, of which there are seven in order to accommodate them all. Male guests of the women sometimes come to the mosque to pray, though not very frequently and usually then just to impress the women. If word gets out a man does pray in the mosque, he is quickly stigmatized.

The holy man who presides over prayer services is an ancient dwarf named Pudush bin Duba (emeritus chaplain1) from the outlying territories, an ultra-conservative who approves of the Ubaydulah ladies’ lifestyles. Women, in his backward-thinking mind, should neither be seen nor heard. Living in the tower keeps them from tempting the males of the city, which is a good thing, according to his doctrine.
In Book 2 there’s also a Mosque of Smoke, whose vapors grant divination visions as part of its services. But looking at its interior dome for the first time can drive people permanently insane.

Of the 3 mosques encountered so far in this Adventure Path, 2 have deleterious enchantment effects and 1 is operated by someone with backwards gender views. They are not places of safety and inspiration, but ones of mind-breaking and regressivism.

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There’s mention of magic item pricing in general, but besides some sample prices for a few specific items this doesn’t really work for 5th Edition which has no magic item price lists by default. The related text is copy-pasted from the 3.5 book with minimal changes, like Knowledge (Arcana) being replaced with Arcana. On the other hand, there’s a weapon’s market which has sample rules and prices for three pretty cool advanced technomagic siege weapons: a Magic Missile Ballista, a Shattering Ram (battering ram that casts the Shatter spell), and War Golems that have lightning guns and cannons which shoot Fireballs or Cones of Cold. They’re ridiculously expensive, but they’re a cool inclusion and I wanted to see more stuff like this.

This is more a case of proofreading, but the Maw of Righteousness among the Sultan’s Law section is discussed repeatedly as a place where those convicted of capital offenses are sentenced to death. There’s mention of Smoldering Judges who track down the guilty and call down the wrath of the gods upon the guilty in this section, and a sidebar mentions that said Judges are independent mercenary lawmen who are attacked on sight by the Sultan’s burning dervishes. The text is not clear if the Judges hang out and try to assassinate prisoners being escorted to the Maw, which seems a moot point, or are part of the Maw’s system, which seems like an odd oversight.

Thoughts So Far: I can surmise this chapter as being one step forward, one step back. It’s a lot more of an entertaining read than Book 1, but it introduces a host of new problems, most notably institutional misogyny. Granted, it’s a Lawful Evil city, the Grand Sultan is himself a misogynist who makes the laws such a way, and having bigoted bad guys in an RPG setting is not necessarily a flaw in and of itself. But it’s the kind of thing you shouldn’t spring on gaming groups without warning. Furthermore, in contrast to the earlier dog whistles, it mirrors a lot of anti-immigration and far-right talking points. While the gender roles of Lornedain, Freegate, and Numeda haven’t been elaborated on, the City of Brass’ patriarchy and their stance as an invading foreign force of Islam and Arab-coded characters is not unlike propaganda that justifies bigotry and discrimination against immigrants from North Africa and the Middle East:

Foreign religions that help get beggars back on their feet and administer to disenfranchised groups only do so for ill intent. The poor people who flock to them are simultaneously too loose and foolish with their money but also under suspicion for not spending it outside their community. The marginalized who attend their services cannot possibly have any legitimate grievances against the status quo: they must be brainwashed, their mosques training centers for a secret military invasion of western lands. They claim to be a religion of good, but are in fact led by a hellish entity bearing a horned crown. They’re after our women. Meanwhile their women must be rescued from servitude and will be grateful to us for doing so, while also illustrating and describing in lascivious detail their ordeals. But their men? They can’t be trusted; if they're allies they have ulterior motives.

Any of these things on their own can be brushed off as unintentional errors, small blips of bad judgment and mistakes. But the repetition of such material makes it look more and more intentional.
Last edited by Libertad on Thu Jun 10, 2021 5:21 am, edited 2 times in total.
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Re: [Mini-Let's Read] City of Brass 2020

Post by Libertad »

The Adventurer's Almanac wrote:
Wed Jun 09, 2021 2:26 pm
This is a way cooler read than most of the other stuff you've done lately. I'd absolutely love to see more of this, efreet are badass.
Thaluikhain wrote:
Thu Jun 10, 2021 2:25 am
Second that. Also, it might just be me, but a review of something full of flaws seems more interesting than one of something more decent. Not sure why, maybe avoiding awful is more important than hitting great.
I mean, the Gaming Den's strong suit is definitely in favor of blasting crap to smithereens, and it's been a while since I reviewed something awful, so I can see how it's a refreshing change of pace. I tend to avoid reviewing terrible books if only b/c it feels more draining to do so, although I realize that being more big-picture and breezy vs a chapter by chapter analysis helps move things along a lot. That being said, for every in-depth discussion I can have on City of Brass' cool dungeon crawls, there's like half a dozen or so entries on "Sex slaves to rescue and fap to" or "holy shit this was this written by /pol/?!" that keep cropping up again and again.
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The Adventurer's Almanac
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Re: [Mini-Let's Read] City of Brass 2020

Post by The Adventurer's Almanac »

Oh no, that's the fun part. I unironically love this dumb pulpy shit, it sounds like a fun place to have some silly adventures in.
Does any of this actually build up towards possibly defeating the Sultan, or are we stuck with the usual status quo is god shit?
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Re: [Mini-Let's Read] City of Brass 2020

Post by Thaluikhain »

Libertad wrote:
Thu Jun 10, 2021 3:11 am
Slavery is omnipresent, although in regards to sexual slavery such characters are disproportionately women. There’s a brothel known as the Purple Veil with male and female slaves hooked on drugs to keep them docile and dependent, and text for a notorious slave-training building says that “many of the slaves and daughters of deposed nobles who find themselves in the Bazaar of 1,000 Sins need some training before being turned loose upon the unsuspecting masses who throng to the bazaar.” In the Lower City, there are dancing girls and sex slaves in a rough and tumble brothel known as the Flame Maiden’s Voyage, the former described as dancing to Middle Eastern instruments (buzak, daff, and tablah (sic) music) and the latter being “of average beauty but are well treated.” The book mentions this being a good place for PCs to hide out if they attract too much attention. There’s 2 more brothels of significance in the Lower City: one has night hags in disguise who drug and rob patrons, while the second has youthful slave women who cater to well-to-do non-efreeti residents of the city.
So...are all the sex workers slaves or night hags? Are the night hags pretending to be slaves? If so, they are drugging and robbing people who want to pay to rape slaves, and you could easily make them the heroines of a gratuitous sex and violence thing.
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Re: [Mini-Let's Read] City of Brass 2020

Post by hogarth »

Libertad wrote:For those not in the know, City of Brass' earlier incarnation was a city-based planar metropolis made during the final years of the 3.5 era, with some accompanying adventures.
You probably know this, but it's worth pointing out that the City of Brass was mentioned in D&D long before 3.5. It was even pictured on the back cover of the 1E DMG.
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Re: [Mini-Let's Read] City of Brass 2020

Post by Emerald »

hogarth wrote:
Thu Jun 10, 2021 11:59 am
Libertad wrote:For those not in the know, City of Brass' earlier incarnation was a city-based planar metropolis made during the final years of the 3.5 era, with some accompanying adventures.
You probably know this, but it's worth pointing out that the City of Brass was mentioned in D&D long before 3.5. It was even pictured on the back cover of the 1E DMG.
When he says "earlier incarnation" he's referring to the generically-titled 2007 adventure City of Brass that this version updates to 5e, not the in-game city.

But yes, the City of Brass does go way back; the "Plane of Molten Skies" region in this book derives its name from a mention in the 1e DMG description of the Codex of Infinite Planes, and I vaguely recall seeing some other nice callbacks to AD&D when I read the 3e version years ago. The tone of the adventure may be pretty sketchy, but the authors do at least know their planar lore.
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Re: [Mini-Let's Read] City of Brass 2020

Post by WalkTheDin0saur »

Since it sounds like this module is a pile of right wing talking points, there is between a 100 and 120% chance that those night hags are supposed to be Cardi B.
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Re: [Mini-Let's Read] City of Brass 2020

Post by Libertad »

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Book 3

This section of the book is sort of a “sandbox adventure path,” detailing various locales of importance in the City of Brass and how the people and events within can help bring about the downfall of the Grand Sultan. The book infers here and in earlier points that the PCs may join him and serve under his rule, although the vast majority of the AP’s events and choices take the opposite stance. No compelling in-character reason is provided either, besides...well, assuming that the PCs just choose to do so? Not even an argument along hte lines of “this planar empire is so impossibly vast that concession to the enemy will save more lives in the long run.”

Book 3 is separated into 15 chapters, the vast majority derived from the original 3.5 book. There’s three new chapters provided, which are the Freeman’s Tower, Cathedral of the Lightbringer, and Ard’s Sanctuary. Two chapters were originally part of Book 2, detailed as locations in the City of Brass to visit, but have been placed here as mini-adventure chapters. The chapters are all technically optional and can be done out of order, although most are Tier 4 (17 to 20th level) with three being listed as Tier 3 (11th to 16th level). I haven’t crunched the numbers to see if said adventures can bump the PCs up 6 levels on their own, although I presume the many encounters on the Plane of Molten Skies and random encounters are designed to help with this. Almost all of them being dungeon crawls certainly helps as well. Each chapter has sample hooks for why the PCs may go there, along with relevant factions and what they plan to do with the MacGuffin treasure/person that is the object of the quest.

Chapter 16: Prologue Rahib al Tarsih Zafir, or simply Tarbish, is the Grand Vizier of the Grand Sultan, and while by no means good-aligned he’s had it up to here with the current rulership. He views the PCs as great patsies for his schemes, and disguises himself as an abasheen genie who wishes to overthrow the usurper for the glory of the former Sultana. Initially he won’t force the PCs to do his bidding, although if they refuse he’ll show up at later points determined by the GM, usually helping save the party’s bacon, and remake his offer. If they persist in turning him down, Tarbish will force them into servitude via a Greater Geas spell. This spell charms up to 6 people for 1 year, but it has a casting time of 1 minute, so that’s a lot of room for non-incapacitated PCs to realize something’s up. This chapter also details two artifacts, the Flask of Sulymon and the Carnelian Idol, which can be randomly placed somewhere in the later chapters with sample locations as two more ways of overthrowing the Sultan. The Idol can be used to free the trapped Angel Dahish detailed in the last post, while the Flask (lost by the Burning Dervishes sent to retrieve it) will summon Sulymon himself, but only in the presence of the Grand Sultan. Sulymon is a CR 28 elemental with legendary actions, 20th level spellcasting of a Clerical theme, along with some miscellaneous abilities such as maintaining two concentration spells, affecting double the volume/duration of cast transmutation magic, transforming into a tornado, etc.

Chapter 17: Ard’s Secret Sanctuary: A rather out of order chapter, this occurs when the PCs find out that the worshipers of Lucifer the Lightbringer may be acting against their interests. Lucifer and the Grand Sultan have a sort of alliance, although neither is under any illusion of it lasting forever and both secretly plot to take over each other’s domains. Lucifer was the former leader of Hell, but was cast out during a power struggle and thus has to build up his forces to reclaim his throne, and the weapons bazaars of the City are a great means to this end. Lucifer’s devotees can operate openly in the City, and Viceroy Ard is an archmage who serves as a counselor for the Lightbringer himself. His apartment also contains one of the captured villagers of Lornedain if they haven’t been wished to safety yet, along with two other prisoners. It’s a miniature dungeon crawl with a few devils, magical items, and enchanted mirrors which act as a limited teleportation network.

Chapter 18: the Shining Pyramid of Set: Thanks to an alliance with the Grand Sultan, the servants of Set have a floating ebon pyramid as headquarters and receive some preferential treatment in the City. The high priest has an artifact known as the Mask of Ankev which along with two other artifacts of the same named figure (located in the Grand Sultan’s Palace of Wonders museum) can turn someone into a lich. On its own the Mask grants a bunch of undead immunities and some necromantic abilities along with INT and AC bonuses. The Pyramid itself is a short dungeon crawl, pitting the PCs against various Egyptian-themed monsters and poison-using cultists. If the Pyramid’s treasures and functions are compromised, Set himself will be pissed at the Grand Sultan for letting this happen and visit 3 Biblical-style plagues upon the city (falling serpents, hellwasp swarms, and acidic blood rain) for a little over a week.

Chapter 19: the Freeman’s Tower: A new chapter and the longest one of the book if only due to several full-page maps, this is a towering tenement that serves as a cheap alternative to renting apartments in the City of Brass. Currently the place is in a state of chaos, as infighting among a gang known as the Scorpion League has consumed the first five levels. The Scorpions are humans and various monsters whose leadership came from a technologically-advanced material plane, and have access to modern automatic firearms, grenades, and even cybernetic grafts, all of which have rules for NPC and even PC use! As for the landlord Oruk, he’s gone whacko and styles himself as a Sword & Sorcery warlord, spending all his free days in the Great Wild, a pocket jungle demiplane full of prehistoric creatures. He only ever ventures back out to collect rent, and he hasn’t realized that the Great Wild is slowly intruding into the Freeman’s Tower. The PCs could side with any of the factions and even broker a deal with Oruk, who in spite of his newfound obsession is reasonable enough to conclude that the Grand Sultan will view the Great Wild as a threat to conquer. In a dramatic oversight, no stats are provided for Oruk, either as his own new NPC or using an existing NPC template. PCs can even become landlords of their own if they find a new home for Oruk and his creatures to live.

The Minaret of Screams: A Lovecraftian abomination was once lost and drifting, until it found the Plane of Molten Skies. Taking the shape of a creepy pseudo-organic tower, it placed itself in the City of Brass. It is used as a prison by the burning dervishes, who made a deal with the silaal* living in the Minaret to hold prisoners of value. The silaal extract information and fleshcrafting components via torturing the prisoners. The creatures beyond those mentioned include various ooze themed monsters and roving groups of madmen driven insane by the horrors within the Minaret. The “boss” of the dungeon is Samiij the Unclean, a priestly servant of Jubiex who fashioned a unique saddle to ride black puddings into battle, and a secret boss is the Minaret’s heart which if defeated will collapse the entire tower. As for why one would visit this place, it has a secret entrance into the Great Repository, and one of the captives is an efreeti nobleman who can tell the party about the secret passage or serve them for 1 year and 1 day.

*a race of torture-loving aberrations.

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Chapter 21: The Great Repository: This is one of the greatest libraries of the planes, the tallest structure in the entire City of Brass. Its surface is covered with the Laws of Horadin, an ancient king whose legal structure was written by efreeti and thus brought his empire to ruin. And the exterior walls themselves whisper, inflicting Wisdom damage on people who linger too close to them for too long. The text is indecipherable, but anyone who is capable of reading it aloud will bring devastation to the surrounding civilization. The library itself is filled with Scholars, cloaked figures who are both administrators and prisoners, and corpulent attendants who are their slaves. People don’t just go into the Repository and visit; they must either have an eye cut out by an Attendant, which one of the Scholars takes and the character sees through in order to learn the knowledge, or they can soul-swap their body with one of the Scholars for seven days. The Scholars are wicked beings who desire temporary escape and seek to commit sadistic crimes, and given that this has created the most amount of serial killers in the City the police slay anyone believed possessed. This means the Attendants (the smarter ones at least) try to be more subtle. On the other hand, a PC has more freedom of access in the Repository within their bodies.

The Repository has a “haunted library” feel of a dungeon, and there’s a page and a half worth of sample Tomes of High Knowledge serving as unique treasures. Books can provide all sorts of things, from spells to advantage/bonuses on checks to even unforeseen side effects if they contain forbidden knowledge. One such example is the Dreaming Scrolls, which tell of nightmarish entities from the Realm of Dreams that will soon infect the readers’ mind and pull such creatures into the real world via a 1% chance during every period of their research. There’s also a Scrying Bell which can be used to scry any event at any point in history albeit with a host of side effects, and a Hall of Contracts presided over by a Pit Fiend and Planetar who hate each other but act as judges for any legal argument that cannot be answered by all the laws in existence.

There are some small editing errors I caught. Tomes which can grant bonuses on scholarly fields are sorted by 3.5 Knowledge skills rather than 5th Edition’s, and there’s mention of an Epic Spell Seed which can be researched for Dahish to resurrect the army of undead janni. Epic Spell Seeds are a mechanic from 3rd Edition’s Epic Level Handbook, and thus don’t exist in 5th Edition, nor does City of Brass provide any sort of conversion notes for such magic. One of the books that could be found in the 3.5 version was the Tome of Horrors, and could grant a wide variety of Knowledge checks to identify monsters. It is absent in the current version.

As to why the PCs may visit, there’s a “blood room” that can divine the history and nature of the original owner, and the blood of the dead former Sultana can be found here. There’s also an ankle bone of Tlaunnech Tnek, a powerful dragon whose skeleton is in the Grand Sultan’s Palace of Wonders and will reanimate if whole again. Finally there are the trapped Builders, the immortal forms of the first humans who became aware of the existence of the gods, trapped in an everburning kiln. If freed they can call upon the gods to grant the party a Wish, can tell the party the Sultan’s true name, or read the Laws of Horadin and “bring down the apocalypse upon the City of Brass.” In this last instance the book mentions to look at the “Finishing Adventures” section at the end of the chapter for details on this...but nothing is provided. This was also the case of 3.5, although the older book had a “DM’s Guide to Repercussions” which illuminated what happened chapter by chapter. In this instance the apocalypse will destroy the entire Plane of Molten Skies, and provides an early end of sorts to the campaign whether or not the PCs flee in time.

Chapter 22: City of the (Dead) Sultana: This abandoned section of city is warded so that any efreeti who passes its gates is struck by a disintegrating ray, and as such no citizen of the City of Brass willingly ventures forth. Ambient magic makes it impossible to fly or climb over it, so one must pass through a guardian Demon Gate monster (and can be bypassed by keys in possession of Tarbish). The place is full of good-aligned guardian constructs and beautiful gardens among ruins. There’s a giant jade colossus in the likeness of the former Sultana, which can be activated by at least one of two artifacts located in this place. Said colossus will go on a rampage in the City, and PCs with access to True Resurrection (and manage to convince the guardians of their pure intentions) can bring the Sultana back to life. She will escape to the Elemental Plane of Air, seeking safety under her family.

Chapter 23: The Circus of Pain: Whether sold into slavery, lured by money, or on a quest for the chapter’s MacGuffin, the Circus of Pain is a giant colosseum full of various deadly games. One of the Lornedain villagers is here as a gladiator, who managed to survive so far through natural talent. The place has a rather whimsical feel. Vendors sell Eyes of the Eagle (cheap ones permanently attach to one’s face) for people to get better looks, illusionary screens act as magical Jumbotrons, and vendors sell snacks from Bags of Holding. There are many games here along with relevant rules, ranging from typical gladiatorial fights and chariot races to remote-controlled golem fights and Dodgeball played with a lime-hardened brain enchanted with a touch-range Power Word Kill. Beyond saving the villager, the current arena champion is the other major hook: the titan Hezoid. He can only be faced by gladiators who earned a name for themselves, and was sold into slavery by the Grand Sultan after foolishly challenging him to combat. Hezoid is currently enchanted and bears an artifact maul which can be used to destroy the Great Ziggurat. He can be defeated the old-fashioned way, but if presented with the Mymyr Stone (obtained from the KhizAnah bank) he will break free of the charming magic and go on a rampage. If he survives he will lend the PCs the Maul of Hezoid for a year.

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Chapter 24: Cathedral of the Lightbringer: This mini-dungeon is another new addition to the 5e book. Lucifer has a bit of an obsession with the City of Brass; he was banished from there by Sulymon and the god Anumon during his fall from heaven, and while he is seemingly an ally of the Grand Sultan he still views the city as rightfully his. The Lightbringer’s worshipers thus act behind the scenes to gradually weaken the Sultan’s rule, and can be a potential faction for the PCs to ally with. Additionally, the Church houses Phosphorus, an artifact sword once wielded by Lucifer that can serve as a powerful weapon.

The Cathedral appears all smiles and happiness to bypassers, with lush gardens and Rococo art of utopian serenity, but crossing past the gate warps the illusions into their hellish realities: blood-fed thorn bushes feeding on corpses and artwork portraying grand civilizations built upon legacies of death and domination. There are various traps keyed to affect Lawful Good characters, but paladins of all alignments are immune and can bypass several locks and traps. The main foyer has a priest demand visitors get on all fours as they approach the altar, spitting on the images of good-aligned deities painted into the floor as they do so. This is a blasphemous act that can result in a caster with a godly power source to lose a level and prepared spells, and the Satanists will attack anyone who doesn’t pay Lucifer the proper respect. There’s also an Aura of Temptation surrounding the Statue of Lucifer, tempting PCs with idyllic visions that can all be theirs if they sign over their immortal soul. If a PC accepts willingly, they may gain a variety of effects, from dying and being risen as a devil in Infernus (Lucifer’s plane in exile) or becoming a lich or paladin/death knight of the Lightbringer.

Chapter 25: the KhizAnah: This central bank is a well-secured fortress which even the gods use to store valuables. It has a bevy of conventional guardians and traps as well as ambient magical wards and enchantments to ensure security. Every employee and slave are enchanted with unique geas spells that make them forget the contents of the vaults and their locations, and attempting to gain access to their thoughts hits the mind-reader with a Feeblemind. Safety deposit boxes are kept in interdimensional spaces, and Canisters of Holding with Arcane Locks are used to transport contents to and from the Great Vault. There are also trapped false treasure vaults full of worthless items, and gnomish engineer slaves can be helpful if freed and their geas spells removed.

Beyond the obvious thrill of a bank heist, PCs may visit the KhizAnah if given a deposit box number as a reward by a patron or to retrieve the Mymyr Stone. This magic item is a sentient artifact capable of solving the most complex mathematical calculations, which the bank uses in lieu of a ledger. It can also be used to break Hezoid out of his enchantment or to activate the Juggernaut of Kil Kath Kesh (again, also in the Palace of Wonders). It also has a few limited-per-day use divination spells. There’s also a Durbakke of Wakefulness, which if played by a Bard can be used to reverse the maddening effects of the Great Repository’s whispering walls.

Chapter 26: the Underbasin: This mini-dungeon crawl is accessible only via large iron grates in the Lower City’s Basin. It has been repurposed by a cult of Orcus secretly operating in the City of Brass, who have the body of Ashur Ban, the former Sultana’s husband. The corpse is in a tomb whose ambient abjurations have yet to be dispelled by the cult. There’s also a model of the City of Brass here, projecting real-time illusions of the Grand Sultan, every efreet, and nearly every citizen along with accurate maps of places like the Ziggurat of Flame. Touching a model can teleport a user to the area touched. The usefulness of this place is obvious, although PCs who manage to gain the trust of Chufa Um Sophanie will have her tell them about the Underbasin’s rumored location.

Not present in the 5e version but present in the 3.5 version was a sidebar talking about how to resurrect Ashur Ban and what happens if the PCs do this. He will only allow himself to be returned to life by a Lawful Good or Lawful Neutral cleric, and only if his wife has also been resurrected. He will tell the PCs some backstory of how the Grand Sultan usurped the throne and promises to bring a great army to assault the City of Brass if the Ziggurat of Flame is destroyed.

Chapter 27: The Secret Tomb of Rah’po Dehj: This upper city apartment belongs to the lich Ra-po Dehj. Said person is a lich whose true name is Jhedophar (read it backwards) and is one of Book 3’s quest-givers. Unlike the other patrons he entertains no grand political ambitions, being more a thief who wants to collect rare magic items for his own research purposes. His apartment contains a Hall of Portals leading to the Plane of Shadow, a tributary of the River Styx, and a section of the Astral Plane containing a jackal-headed statue with a set of golden scales containing Jhedophar’s phylactery. Each area has a trial and guardian to obtain a magic item of value to Jhedophar, including said phylactery.

This place feels like it’s detailed just to be detailed. Jhedophar apparently is a character from earlier Frog God Games works, and there isn’t much reason for the PCs to seek out the apartment on their own or at the behest of another faction beyond them becoming suspicious of his motives and tracking down one of his minions.

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Chapter 28: The Ziggurat of Flame: So far Book 3 has been overall...inoffensive. Just good clean high-level fun in an open-ended series of adventures in a planar metropolis. Well, such times must come to an end. Buckle up everyone, the worst is yet to come!

The Ziggurat of Flame is a huge multi-level structure, whose confines are only partially detailed in the adventure. The dungeon is separated into three areas: the private Temple of the Sultan, accessible only by those who speak the Sultan’s true name while entering through the body of Nar al Nar. Nar is the imprisoned lord of all fire elementals and the father of Qalb al Nar (or “Sparque”). He can be freed if the Ziggurat is destroyed, or if Qalb is present at which point Nar overcomes his various imprisoning enchantments. He allies with the party for a raid on the dungeon before returning with Qalb to the Plane of Fire, promising to come to the party’s aid during their hour of greatest need.

The other sections of the Ziggurat include the City of Burning Dervishes, the Mosque of Light, and the Foundries. They’ve been mentioned before, and they show up frequently as mooks throughout the adventure path, but the Burning Dervishes are a tribe of janni who were the first to pledge loyalty to the Sultan and almost entirely destroyed the religion of Anumon. In exchange they were given the secrets to the Heart of the Flame, which is located in the Mosque of Light, a large structure in the Ziggurat. The Foundries are the lowest level, home to azer slaves fueling the machinery and craftwork of the City of Brass. And finally the Mosque of Light, and our final Mosque in this Adventure Path, houses the Heart of Flame. It is the source of the Burning Dervishes’ powers and life force, and every day they kneel down on mats and pray in the direction of the Flame. If they’re on another plane of existence they pray towards the rising sun instead. This is a veiled reference to the Kaaba, the physical structure Muslims pray to, and the Salah, the five daily prayers, the first of which is performed at sunrise.

So the Burning Dervishes aren’t an organization; they are an entire race of janni. In fact the City of Burning Dervishes lists children as noncombatants, who can be found in homes and chambers of their City. In the original 3.5 version the children had no stat blocks beyond “10 HP,” but in 5e they now do as CR 1 lawful evil fiends.

Furthermore, the destruction of the Mosque’s Heart of Flame is one of the hooks for eroding the Grand Sultan’s power base, performed via the Maul of Hezoid with the aid of a specific azer slave with intimate knowledge of the artifact’s structural weaknesses. Once destroyed, not only will the Ziggurat start to collapse, “every single burning dervish suddenly and violently combusts until nothing is left but ash and memories.”

I’d like to note that while not omnipresent, the City of Brass has listed certain actions as being evil and/or blasphemous, possibly affecting a character’s alignment and the relationship with their deity/warlock patron/etc. One such example is in a Middle City establishment where smoking tobacco made of sentient beings is an evil act. And I earlier mentioned the blasphemous spitting in the Cathedral of the Lightbringer.

So is this act of widespread genocide an evil action, one the book warns about one way or the other? It doesn’t say. On the contrary, City of Brass only focuses on the immediate effects to the Sultan’s rule and the civil war it causes as the Azer and other factions rise up from the power vacuum.

Some of you may already see it, but the adventure is telling us something very ugly. So far the Fantasy Islam aspects of City of Brass have been more or less confined to the Cult of the Burning One. An evil organization to fight and free people from, as opposed to a race that includes noncombatants. The Burning Dervishes entry goes hard against this, and the adventure doesn’t shy away from portraying them as very much a people whose powers are inborn, have families, and have divisions between warrior and civilian. And yet, the adventure’s major means of reducing the Sultan’s power in this chapter is basically killing all of these Not-Muslims, children including, by destroying their Not-Kaaba.

The cosmic enormity of such actions aren’t dwelt upon, or discussed on a moral level. But the adventure has plenty of personal alignment consequences to spare on smoking corpse-cigars and spitting on holy paintings.

Chapter 29: the Pagoda of Devils: This multi-level tower is home to the Order of Devils, an organization who honors the archdevil Geryon of Hell’s orthodoxy and thus makes them enemies of Lucifer’s forces. It has a bit of an East Asian feel, with martial arts style enemies both human and fiendish, with encounters taking place in dojos and obstacle courses filled with traps. The Pagoda’s leader, Pang Goy, is one of the Sultan’s advisors, so his death can indirectly harm his rule.

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Chapter 30: Tower of the Grand Vizier: This chapter is one of the possible “endings” for this adventure path. It is the lair of Tarbish, and the PCs may come here after realizing he's the Vizier and thus suspect the worst, or maybe after overthrowing the Sultan they realize they may end up replacing him with another evil. Or any other number of reasons.

The Tower is a short dungeon crawl with various prisoners who can be turned against Tarbish if freed: a cloud giant worshiper of Pazuzu, undead mages who via ritual have their spell slots transferred to the Vizier when he casts spells, a halfling adventurer who was given to said cloud giant as a dancing girl slave, and a Harem of the Six and Sixty-Six made up of succubi and alu-demons who would love to be freed but would also be fine with energy draining intruders.

Come on, you had to know this trope would return at some point!

The Vizier will try to persuade any intruding PCs by revealing how he secretly detests the Sultan, and has been uncomfortable with the various alliances with otherworldly power players into the City such as the cults of Lucifer and Set. The adventure has two options for the DM to pick depending upon if he’s truthful or lying; if the former he’ll ally with the characters and even battle the Sultan openly if the PCs seem to be winning. Otherwise he’ll do anything to save his neck before turning the party over to the Sultan at the earliest convenience.
The End? wrote:Should they defeat Rahib and completed any number of the previous adventure locations within Tales of Brass, the characters have likely gathered sufficient allies and mighty artifacts to challenge the Sultan of Efreet1. If they choose this route (and who’s kidding whom right?) and make a last great heroic stand versus the Sultan’s remaining loyal legions, the outcome could very well create a great shift in the cosmic balance and place the heroes on the path of legends. How this turns out is entirely up to you. The Palace of the sultan of efreet is detailed in Chapter 31 and a good summary of his entourage is given there.
So yeah, there’s no “default ending,” final battle, or adventure resolution in this AP. How the PCs confront the Sultan and how things shake out is up to them. Given the open-ended nature of this high-level adventure and the many magical items and alliances gained, this is understandable.

Chapter 31: The Palace of the Grand Sultan of Efreet: This details the stronghold of the City of Brass’ ruler, and it is appropriately end-game in the level of opposition. Beyond legions of fire giants, efreeti guards, and burning dervishes (who may not be around after the Ziggurat quest), there’s also named entities such as an ancient red dragon, chief torturers, and randomly-generated members attending the Sultan’s Court. There are also many servants both free and unfree, some of whom can hold their own even if technically noncombatants.

If they haven’t been wished free, the final Lornedain villager is a servant in the Palace of Concubines, and once freed the PCs gain 10,000 experience for rescuing the last of the prisoners. Given that they could’ve all been freed long ago, I feel that this XP award should’ve been mentioned far earlier in the text. And naturally there are various generic and named concubines, some willing servants and others not-so-willing who can help out the PCs in return for freedom.

Other interesting places in the Palace include:

A network of Farm World Gates linking to entire planes of existence dedicated to feeding the Sultan’s extraplanar empire.

The Palace of Wonders museum that houses (among other things) the incomplete skeleton of Tlaunehc Tnek and the Juggernaut of Kil Kath Kesh, both of which have full stats and can be used to cause some havoc.

Al-Batani’s Wondrous Machine, an irreplaceable model of the known universes and planes of existence. The machine houses the soul of its creator, who can answer questions about events pertaining to the universe via a successful Deception/Persuasion check, and traps trigger on a failed save. Given that the text mentions that efreeti auto-pass the roll, what is preventing the Sultan from finding the PCs if they grow too big of a nuisance. The Flask of Sulymon is specifically warded from any kind of scrying as an explanation, but if the Grand Sultan plays 20 Questions he can easily narrow down the party’s hiding spots.

The Sultan’s Sanctum, which contains a well-concealed Codex of Infinite Planes which he’s in the process of researching.

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There’s a half-page description of guidelines for PCs fighting the Sultan. If Sulymon is summoned, the Sultan will focus all of his efforts on capturing him alive so that he can sacrifice him in a ritual to become a greater god. But if Sulymon is slain, he will devote every moment of his existence to destroying the responsible party, for all of his plots of divine ascension are now in ruin. If the Sultan is defeated and Sulymon lives, the prophet will absorb him back into his soul and call for Anumon to take him to the afterlife. The god will give whatever story awards the DM deems appropriate to the party at this time.

And that’s it! There’s some suggestions on further adventures in the City of Brass and beyond, although nothing in-depth. It would’ve been nice to at least have some write ups on how the City of Brass’ power structure, and the ripple effects it causes in the Multiverse beyond, would change based on who ends up ruling and other events during Book 3.

Appendices: There are 5 appendices which take up the last third of City of Brass. The Bestiary provides the vast majority for page count, and the following appendices provide new magic items, mundane items & diseases, spells, and 101 adventures and encounter seeds.

If this book has a definite high point, it’s the Bestiary. This section is chock full of new NPCs and monsters, many of which are easily portable to other sorts of games. The section for Humans and the Like has a treasure trove of generic NPC types. You know how core 5e only had an Archmage as the highest-CR opposition of human(oid)s? Well here we have stats for Archpriests, Grand Master Assassins, Hierophants (druids), Master Bards, Master Illusionists, and Master Thieves for high-level opposition of other class types! We also get a wide variety of other pseudo-class stat blocks spanning a wide variety of CRs, from Fallen Paladins to Eldritch Archers to Sorcerers and more. And of course we have NPC stats that don’t key to any class in particular but represent a wide variety of archetypes.

And the new monsters are also up to snuff. Quite a bit of them are converted versions of 3.5 monsters, including some from the Epic Level Handbook such as the Shape of Fire and Ha-Naga. And a lot of these monsters (and NPCs) have been uploaded to the 5e SRD, so if one good thing came out of City of Brass it would be this useful gaming resource.

As much as I’d like to cover the other appendices, I’m feeling pretty tapped out after this review, and I feel that I covered this products’ most salient points.

Final Thoughts: There is no doubt that a lot of work went into writing up the City of Brass. It even has the same authors from the original version nearly 15 years ago, so it’s clear that the book had an enduring place in their hearts. The artwork is gorgeous, and there’s some downright creative adventure ideas and locales. The Great Repository is perhaps my favorite, and even back in 2007 the concept of books as treasure with game mechanics for imparted knowledge was a pretty rare one. And is still rather rare today, spellbooks excepted. City of Brass had the potential to be a great and memorable campaign, and could have been the equal of Wizards of the Coast and Paizo’s work’s, if not more.

I say could. Although not omnipresent, there are clear cases where City of Brass was blind idiot-translated from one game system to the other, with aspects of rules referenced that no longer exist in the current system. Several consequences of the adventures, such as the XP reward for the missing villagers placed way in the back or the utterances of the laws of Horadin, are not elaborated on, or missing, or otherwise have aspects not accounted for.

But beyond these editing mistakes and oversights is another black mark against the book. One cannot read City of Brass without feeling the rather explicit xenophobic overtones that bleed throughout the work. Taken on its own original 3.5 version, it may have been easier to brush aside as the aspects of a campaign set in a Lawful Evil dictatorship. When I first got City of Brass, I was in my early 20s. Like so many books of its size I never read it in full, instead using it as a sourcebook to skim ideas from by paging through its contents and settling on chapters of most interest to myself, which can explain why I may have forgotten or passed over entries such as the Ziggurat of Flame.

But now in doing an in-depth read, such material cannot be so easily ignored, especially when the parallels to bigoted rhetoric and conspiracy theories in Book 1 of the new 2020 version are so up front and center. They show that the writers haven’t really changed in 14 years; in some cases, like statting up the Burning Dervish children, they seemed to have gotten even worse. Changing the adventure to excise such content will be a lot of work on its own, given the number and frequency such material appears. And that’s on top of the other work a DM will need to do to fix any other problems mentioned earlier, along with those little tweaks necessary to tailor an adventure to the players.

City of Brass may not be one of the worst adventure paths I’ve read, on a mechanical or game balance level. But in terms of the rhetoric espoused both overtly and covertly, it most certainly is. It cannot be salvaged without dwelling in the muck or removing parts of it to use in a better campaign, like the aforementioned Bestiary.
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Libertad
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Re: [Mini-Let's Read] City of Brass 2020

Post by Libertad »

Thaluikhain wrote:
Thu Jun 10, 2021 7:46 am

So...are all the sex workers slaves or night hags? Are the night hags pretending to be slaves? If so, they are drugging and robbing people who want to pay to rape slaves, and you could easily make them the heroines of a gratuitous sex and violence thing.
You've put far more thought into this than the writers did. As far as I can tell they're just meant to be an encounter location/adventure hook. They're actually working for a Ha-Naga who has a treasure trove full of stolen goods. And yes, their converted Ha-Naga is just as Epic Level as that monster was in 3.5.
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The Adventurer's Almanac
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Re: [Mini-Let's Read] City of Brass 2020

Post by The Adventurer's Almanac »

Libertad wrote:
Sat Jun 12, 2021 1:17 am
You've put far more thought into this than the writers did. As far as I can tell they're just meant to be an encounter location/adventure hook. They're actually working for a Ha-Naga who has a treasure trove full of stolen goods. And yes, their converted Ha-Naga is just as Epic Level as that monster was in 3.5.
That's a real shame. Half of the appeal to adventuring in a location with fucked up slave culture or a society built on oppression is telling everyone they're wrong and swinging your giant PC dick until people treat each other with respect and decency. You'd think people would build that sort of thing into adventure paths by now - there should always be an option to flip the table and it should be accounted for by the authors.

EDIT: Wait, holy shit. Lucifer the Lightbringer?! Ruler of Hell? Literally the biblical Lucifer? Am I not up to scratch on my D&D lore or what the fuck? Is this because they stopped doing biblical references after 3e? I can just casually walk around the City of Brass and see this dude flying around?
Oh my god, Lucifer has an apartment. I can go to Lucifer's apartment and it's a dungeon crawl. This module is great.
Libertad wrote:
Sat Jun 12, 2021 1:17 am
There are many games here along with relevant rules, ranging from typical gladiatorial fights and chariot races to remote-controlled golem fights and Dodgeball played with a lime-hardened brain enchanted with a touch-range Power Word Kill.
Holy fucking shit. I would pay real money to see all of that.
Last edited by The Adventurer's Almanac on Sat Jun 12, 2021 1:53 am, edited 1 time in total.
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Re: [Mini-Let's Read] City of Brass 2020

Post by Libertad »

In the 3rd Edition monster book the Tome of Horrors, Lucifer was statted up as a CR 39 archdevil whose stat block was a ridiculous length. He got all the abilities of a 20th-level cleric among other things. He got converted to other systems in later versions of said Tome, which has Swords & Wizardry (OSR) and 5th Edition versions now.

Since Asmodeus was the ruler of the Nine Hells in core D&D, the text alluded to Lucifer being the former ruler cast out by him. Albeit said lord and plane were not directly mentioned, likely for OGL reasons.
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Re: [Mini-Let's Read] City of Brass 2020

Post by The Adventurer's Almanac »

Libertad wrote:
Sat Jun 12, 2021 1:49 am
In the 3rd Edition monster book the Tome of Horrors, Lucifer was statted up as a CR 39 archdevil whose stat block was a ridiculous length. He got all the abilities of a 20th-level cleric among other things. He got converted to other systems in later versions of said Tome, which has Swords & Wizardry (OSR) and 5th Edition versions now.
Damn. I can find the Tomb of Horrors, but not the Tome of Horrors...
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Re: [Mini-Let's Read] City of Brass 2020

Post by WalkTheDin0saur »

Unfortunate political overtones aside, this take on the City of Brass sounds really cool. It's rare to find high level adventures that feel "epic" and seem like they could work with high level caster PCs. The fact that we could join forces with actual Lucifer is just icing on the cake.
Finally there are the trapped Builders, the immortal forms of the first humans who became aware of the existence of the gods, trapped in an everburning kiln.
Was this in the 2007 version? I got a massive Dark Souls vibe from the Duke's Archives Grand Archives Grand Repository and especially this line.
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Re: [Mini-Let's Read] City of Brass 2020

Post by Libertad »

WalkTheDin0saur wrote:
Sat Jun 12, 2021 7:12 pm
Unfortunate political overtones aside, this take on the City of Brass sounds really cool. It's rare to find high level adventures that feel "epic" and seem like they could work with high level caster PCs. The fact that we could join forces with actual Lucifer is just icing on the cake.
Finally there are the trapped Builders, the immortal forms of the first humans who became aware of the existence of the gods, trapped in an everburning kiln.
Was this in the 2007 version? I got a massive Dark Souls vibe from the Duke's Archives Grand Archives Grand Repository and especially this line.
The Builders and their backstory existed in the original 2007 version. In that one they were mere 20th-level Experts, but in 5e they have their own unique stat blocks. CR 8 humanoids that cast and Turn Undead and use Divine Intervention as 14th-level clerics.

It's actually rather weird. I saw a review of the 5e book and also a video interview with one of the authors, and they do a bad job at selling the more interesting parts of the setting. In both cases they just talked about Book 1 and a bit of Book 2, but no mention of the open-ended "overthrow the Efreet with epic-level planar allies/artifacts."

Interview

Review, Part 1

Review, Part 2

The 3.5 version had hardly any reviews either, so stuff like the Builders have been more or less unmentioned on the 'net for a decade and a half.

Edit: I found one more review of it. The person is similarly vague, only covering broad brushes of the campaign. But he does show off the book while flipping through it and talks a bit more about the planar adventures parts.
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