The Sea People

These paragraphs were cut from the final files as we’d decided to drop the detail of a possible Faerie version of the adventure as a replay option. It’s still potentially usable with the adventure as it stands, but more as a denouement than as an active scene.

The Sea People

If the characters successfully navigate the Twilight Void from the endless desert, the heat breaks as it gives way to the cool Mediterranean breeze of the North African coast. They then come upon a village of Berber fishermen, descendents of the same ones Emir Musa encountered after his expedition. The fishermen gladly offer them hospitality. The characters meet their chieftain, who speaks Arabic and several other languages, and who holds a lavish feast while he listens to the characters’ tale of their adventures. He is an educated man and well acquainted with the folklore of jinn. In fact, when the characters first approached, his people were unsure if they were men or wandering jinn, for on occasion an ‘afrit will wander in from the desert wearing a human guise.

Fishermen frequently draw up brass bottles in their nets, open them to gaze with wonder at the sight of the jinni, and cast them back into the sea. These bottles are curcubites (see Cradle & the Crescent). As previously mentioned, these are faeries that take the forms of bottles, thriving off of the vitality generated by the awe they inspire. Upon opening a Curcubite, a massive plume of vapor erupts, forming the smoky image of a giant ‘afrit crying out in repentance, lingering for a moment, then fading away. Bottles are then cast back into the sea, or misplaced and lost. A few of these bottles contain magic jinn, corresponding to one of the ‘afrit from the City of Brass. If the characters had returned to the mundane world through the Vestige tower of a jinni they befriended, perhaps it is linked to a bottle owned the chieftain. After the feast, the chief will present the characters with many gifts, including several brass bottles. These are likely just curcubites, but the Storyguide may choose to have one of them linked to one of the ‘afrit encountered in the City of Brass, as a hook for future stories.

If the characters left the city through the Marble Palace, the Sea People can still be used as a way to unwind after an intense adventure. Wind and weather can cause the desert trails to shift, leading the characters directly to the village. Sharing their tale with the chief is a good opportunity for players to recap what has happened, for the Storyguide to fill in gaps of missing information (using the chief as a mouthpiece), and for everyone to consider the long-term effects. It is also a convenient way to place a brass bottle in the hands of characters as a seed for a latter story.

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