Agon tells you everything you need to know about the City of Brass.
Summary of City of Brass:
Type: Elemental realm.
Size and Shape: Walled metropolis surrounded
by a sea of fire; bounded.
Gravity: Elemental buoyancy.
Mutability: Normal.
Fire Affinity: Attacks with the fire keyword gain a +1 bonus to the attack roll, and attacks with the cold keyword deal half damage (ongoing cold damage is not affected).
The capital city of the efreets, the City of Brass is the marketplace of the universe, where virtually anything can be bought or sold.
Population: Approximately 500,000. Efreets form the upper class of the city, with only a handful of dis- graced members standing outside the noble caste. Other residents include salamanders, archons, azers, genasi, fire giants and titans, demons, and other intel- ligent elemental creatures, as well as a smaller number of visitors and immigrants from the natural world. Roughly two-thirds of the city’s residents are slaves.
Government: Bashumgarda is the Lord of the Efreets, ruling the city from his Charcoal Palace.
Defense: An entire caste of slaves are born and raised as soldiers to defend the City of Brass against incursion from the wider Elemental Chaos and the Abyss. These include archons, azers, and salaman- ders. A corps of fanatical efreet warriors called the Unquenchable patrol the Charcoal Palace. The city guard, housed in the Ashlarks district, consists primar- ily of archon and salamander soldiers.
cater to travelers from across the Elemental Chaos and other planes beyond. Guests are advised to keep a close eye on their valuables and be wary of con art- ists, but little risk of death or enslavement exists.
Supplies: Commoner’s Market; Street of Steel in the Keffinspires; Marlgate warehouses; Pyraculum bazaar. Anything can be bought in the City of Brass. The Commoner’s Market in the district of Avencina is an ideal place to secure both ordinary and exotic goods of a nonmagical nature. The Keffinspires district is home to most of the city’s smiths, who make and sell magical and mundane items including weapons and armor. The warehouses of the Marlgate district hold goods brought from across the planes for trade in the city, and the bazaars of Pyraculum offer the greatest diversity of high-quality goods.
Temples: The City of Brass is hostile to worshipers of the deities. It houses no public temples to any gods. The primordial known as the Fire Lord, Imix, has an opulent temple in the Furnace called the Eternal Flame Pavilion. Residents of the city are strongly encouraged
Inns and Taverns: The best place for visitors to to offer praise and gratitude to the lord of the Charcoal find food or lodging is the district of Iskalat, near the Palace in large shrines located in each district.
As for the Keening Delve (repated from above):
The Keening Delve:
The vast basalt plate on which the City of Brass stands is threaded by an ageless and endless series of tunnels cut through a great mass of blood-red rock, as intro- duced in Manual of the Planes. The Keening Delve is
a labyrinthine warren of ruined tunnels and caverns threaded by an endless shrieking wind—according to legend, the echoing scream of a primordial slain in the Dawn War. In the heart of the Elemental Chaos, Haemnathuun fought against Bahamut, Bane, and Ioun, and was slain. Countless centuries later, the wind that is his dying breath has scoured his former citadel into ruin.
The Keening Delve is a place of madness and mystery now inhabited by slaads, demons, elemen- tals, and other foul creatures. Great treasures are said to be lost there, including artifacts and magic from the Dawn War. Some say that Haemnathuun’s living heart still beats at the center of this labyrinth, patiently awaiting the chance to be reborn.
The caverns and chambers of the Keening Delve share the following common features. Illumination: Except as indicated in the encounter descriptions, there is no light in any of the caverns of the Keening Delve.
Walls, Floors, and Ceilings: Passageways in the delve run from 6 to 10 feet high; caverns and chambers are typically 20 to 30 feet high. Walls, floors, and ceilings are all rough stone, even in areas that were clearly once finished chambers. There are numerous areas on the map where passageways are so narrow that Medium creatures must squeeze to gain access.
Blood Rock: Areas of mottled red-black stone across the cavern floor are blood rock, infused with the energy of ancient battles fought here. These patches of stone do not stand out unless the charac- ters make specific attempts to discern them (a DC 28 Perception or Arcana check). A creature standing in an area of blood rock scores a critical hit on a natural die roll of 19 or 20.
Keening Wail: The Keening Delve rings out constantly with the shriek of a wailing wind. The ever-present din of this keening wail bestows a –10 penalty to Perception checks made in the Keening Delve and makes it impossible for creatures to com- municate using speech at a distance of more than 10 squares.
Apart from this, you know next to little about the factions inside the City of Brass apart from what Bahamut told you. Your collective knowledge only reaffirms what Bahamut has told you.
Any other questions, or are you ready to head for the Elemental Chaos?