# Chapter 4: Calimshan
*Source: Forgotten Realms: Adventures in Faerûn, p. 129*
> [!readaloud]
>
> Calimshan, the Land of Wonders, is a rich realm that hides many secrets and fosters competing powers. Ancient lore lies buried here. Genie clans scheme and sabotage each other. Merchants, assassins, monsters, ancient relics, and cabals are as integral to Calimshan today as they are entwined in its history. Here, adventurers protect caravans traveling across the desert, quest for ancient mysteries, seek fame and fortune, collaborate with genies, and master potent magic.
>
> Calimshan is surrounded on three sides by water and relies on naval power for trade and security. Though desert takes up a third of its territory, Calimshan has many valuable resources. The forest of Mir grows cedar trees for shipbuilding. Quarries in the Marching Mountains mine precious stones. The seas provide pearls, seafood, and trade. At the center of everything is the fabulous city of Calimport, where people the world over come seeking rare goods, wealth, prestige, and opportunity. Calimport's gleaming temples attract countless worshipers and pilgrims, and its libraries are among the greatest in Faerûn.
>
> While the highest authority within Calimshan is the ruling sultana, the most respected profession is that of a clever merchant. Calimshan relies on trade and innovation to maintain its status as one of the wealthiest and most inspiring nations in Faerûn.
>
> Magic is ever present in Calimshan, and many citizens know a spell or two. Genies have influenced life in Calimshan for centuries, and people dwelling in the desert, steppes, forests, and mountains of Calimshan rely on elemental magic to survive. Legends of genies further Calimshan's reputation as a land of wishes and miracles.
>
> Calimshan's recent embrace of Mechanical Wonders—first imported from the island nation of Lantan and innovated on by Calishite artificers and crafters—has transformed life in Calimport. Made of porcelain, the lightest woods, delicate metal, and canvas, these devices are used for everything from transportation and war to civil engineering and household chores. They allow Calimport and other cities to solve magical problems without relying on the genies' magic.
>
> Whether visitors take the long trek across the Calim Desert or sail into Calimport's walled harbor, they inevitably end up in the city's bazaars. There, the breezy, melodic tongue of Alzhedo intermingles with languages from across the Realms. Dragonborn, gnomes, humans, and others barter over wondrous and mundane wares, negotiating the price of services big and small, licit and illicit.
^27b

## Calimshan Campaigns
Use Calimshan to run adventures in a desert setting, to tell stories of powerful genies vying against each other for dominance, and to explore the streets of Calimport.
### Desert Adventures
The Calim Desert offers endless adventure in a challenging environment where heroes face blue dragons, gnolls, mummies, sphinxes, yuan-ti, and, of course, genies. In the desert, Heavy armor becomes a liability, sandstorms strike without warning, and starvation and thirst are constant dangers.
### In the Courts of the Genies
The four competing genie courts that dominate Calimshan outside Calimport provide fantastic magic and intrigue. Elder genies with centuries-old grudges and whimsical desires act as patrons for adventurers, who must carefully balance conflicting loyalties in between expeditions that take them all over Calimshan.
### A City of Wonders
Calimport is the seat of the sultana's power, a cultural melting pot, and a nexus for trade. Adventurers, thieves, scholars, shopkeepers, and nobles rub elbows in the Grand Bazaar.
> [!note] Deryan Kaya
>
> Deryan Kaya is an elderly rock gnome and the greatest inventor in the history of Calimshan. Deryan designed and built the first [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md), and her many rivals still imitate her designs. She is also a masterful painter, sculptor, physician, alchemist, musician, and poet. She lives in Calimport and is always eager to meet adventurers and send them on various errands.
^deryan-kaya

## People of Calimshan
The history of Calimshan reaches back almost ten thousand years. Epic poems describe the ancient forest of Keltomir inhabited by elves and giants, and detail how humans and dwarves found their way into this region. These tales recount the arrival and rise of the genies, describing their amazing feats, their many depredations, and their eventual fall.
Calimshan's diverse population includes aasimar, dwarves, elves, genies, humans, and tieflings. In recent decades, dragonborn and gnomes have become especially common and risen to influential positions in Calimport and the genie courts.
Calishites typically wear light, loose-fitting clothes, with a flowing headscarf held in place with a leather cord or decorative headband. This distinctive style protects the wearer from Calimshan's hot, arid environment. Calishites keep a traditional, curved dagger in their belt for utility and defense. The ornamentation and quality of the dagger, as well as how it is worn, indicates the wearer's status and position.
Calishites work hard to eventually work less, and they go to great lengths to secure comfort and relaxation. But while Calimshan is entering a new era of prosperity, not all Calishites are wealthy. Many beggars in the cities go ignored by bustling Calishites seeking their own prosperity. Calishites often say, "Fools fall the hardest. The wise stand up again."
The people of Calimshan are wary of neighboring realms such as Tethyr; Calishites consider them failed imitators of Calimshan's glory. Calishites appreciate the power and significance of other realms, but even the great city of Waterdeep is a newcomer compared to Calimshan's long history.
### Hospitality
Hospitality is important in Calimshan—a tradition as important as any religious rite. Born from the need to survive in the harsh desert, hospitality ensures a traveler can expect food, drink, and shelter from a host in exchange for providing company in an isolated environment. Hosts prepare kaethae, a hot beverage brewed from ground beans, and bastik kaktos, a delicacy made of the native Calim cactus.
However, the code of hospitality also implies guests should refrain from excess, and hospitality technically extends only to the home, tent, or camp. Wise guests refrain from impolite behavior and don't take advantage of their host; they know a troublemaking guest can be targeted for retribution as soon as they're outside the tent flap.
> [!note] Key Terms
>
> The following terms appear throughout this chapter:
>
> - - **Alzhedo.** Traditional language of Calimshan
> - **Bastik Kaktos.** Delicacy made from the Calim cactus
> - **Drudach.** Small neighborhood within a sabban
> - **Druzir.** Government administrator who manages a drudach
> - **Kaethae.** Strong, hot drink brewed from beans
> - **Khanduq.** Small, walled market found in a sabban
> - **Kochar.** Calishite nomads from the steppes
> - **Nallojal.** Calimshan's navy
> - **Sabbalad.** Ruler of a sabban
> - **Sabban.** Walled, gated district within a larger city ward
> - **Syl-Pasha.** The former title for Calimshan's ruler
> - **Zeraphi.** Calimshan's elite force of spellcasting warriors riding flying carpets
^key-terms
### Kochar
Much of Calishite culture—whether in the steppes, desert, or cities—is based around the traditions of Kochar, primarily human nomads who are scattered across Calimshan. Kochar have a strong culture of art, music, and dance, as well as an oral tradition recounting thousands of years of Calimshan's history. Kochar customs can be found in every Calishite city.
Kochar travel great distances each year to sustain herds of horses, goats, and cattle on the sparse steppe grasses. The nomads know the Calim Desert's oases, hazards, and landmarks. Each year, tribes gather in temporary tent cities to trade, share tales, engage in ceremonies, and set prices before venturing into the cities to sell their wares.
A common Kochar saying is "I am against my brother, my brother and I are against my cousin, and my cousin and I are against the stranger." This saying illustrates the hierarchy of loyalties and trust among Kochar. They consider other tribes outside their own to be cousins and those who are outside the tribes to be strangers. This is the heart of the Calishite ability to compete internally while uniting against a common foe.
### The Sultana's Reign
Calimshan has always been a place of fantastic magic, and for centuries genie overlords wielded that magic to rule over mortal servants. Even after the genies were overthrown, the rulers of Calimshan maintained the social structure imposed by the genies, albeit with themselves as rulers.
But a generation ago, Syl-Pasha Zengel rose to the throne. He discovered that a cabal of necromancers known as the Twisted Rune had been secretly directing Calimshan's fate for centuries. While Zengel sought out a powerful weapon to destroy the Twisted Rune, the cabal used the lure of arcane and royal power to convince Zengel's fourth son to assassinate him and the rest of the royal family. Only Zengel's fourth daughter, the young wizard Songal, escaped. With the aid of genies and her father's magic ring, Songal traveled to the floating towers of Magis Tor, where she claimed the *Staff of Life and Death*, a relic sacred to Kelemvor. She assembled an army of dragonborn and shattered the power of the Twisted Rune in an evening called the Night of Fleeing Shadows.
After claiming the position of sultana, Songal outlawed slavery in Calimshan, enacted many popular reforms, and initiated building projects throughout the realm. She named a chief adviser, assisted by a council of lesser advisers. Over the years, dissatisfied nobles backed by foreign powers have rebelled, but Sultana Songal has defeated each such effort, emerging stronger than before.
### Dragons Ascendant
Dragonborn were excluded from power in Calimshan by genies who viewed dragons as rivals. But dragonborn have long formed small communities or monasteries in Calimshan or traveled with or joined the Kochar.
During Sultana Songal's rise to power, many dragonborn rallied to her banner. On the Night of Fleeing Shadows, Songal's genie allies magically transported her dragonborn guard into the city, and the guard destroyed a dracolich that was one of the Twisted Rune's leaders.
Many dragonborn died for their kingdom and their sultana. In recognition of their loyalty and strength, Songal elevated some dragonborn to positions of power in Calimshan. Other dragonborn have since gravitated to genie strongholds, where they combine their innate powers with elemental magic.
## Genie Factions

Genies are formed when an immortal soul merges with raw elemental energy. Most reside on the Elemental Planes, but for millennia, genies of all sorts built mighty empires in Calimshan. Those empires collapsed long ago, but genies linger here nonetheless. When Songal rose to power, she formed an alliance with the genies. Genies have integrated into daily life, founding cities and resuming their ancient rivalries.
The genies of Calimshan divide into four competing factions. Efreet dwell in the desert city of Gozva Ka, also called the Shimmering Oasis. Their eternal rivals, marids of the sea, dwell in the coral palace of Maran Saya. Greedy dao in search of priceless gemstones carved a city called Olympus Dag in the Marching Mountains. Finally, the benevolent djinn float above the steppes in the cloud pavilions of Burin Bir. The factions, their rulers, and their rivals are summarized on the Genie Factions table.

### Life among Genies
Each genie settlement in Calimshan is ruled by a few noble genies with the power to grant wishes, assisted by dozens of genies of lesser power who hold important offices. Elemental magic is everywhere in these settlements, mimicking the conditions of the Elemental Plane from which the genies come. Many citizens of these cities are native to other planes or have special abilities that make them well suited to the unique environment of a genie palace. For example, the sandy streets of Gozva Ka are crowded with azers, infernal tieflings, and dragonborn with a brass, gold, or red heritage, all of whom easily tolerate the city's extreme heat.
Genie rulers treat mortal citizens in varying ways. Genasi—humanoids who trace their ancestry to the Elemental Planes—act as intermediaries between a city's population and genie rulers. (Genasi are described in "Mordenkainen Presents: Monsters of the Multiverse"). Djinn enforce few laws, welcoming travelers from many lands and reveling in new experiences. Life in the marid city of Maran Saya is also relatively easy, as long as residents acknowledge marid superiority and have a charming story to tell. But the mines of Olympus Dag groan with unfortunate people laboring on behalf of the dao, and the efreeti rulers of Gozva Ka are malevolent and cruel.
### Genie Plots and Schemes
The genie factions reluctantly acknowledge the supremacy of Sultana Songal. They largely avoid Calimport and don't interfere with the sultana's agenda. Instead, they scheme against each other. They hire spies in the courts of their rivals, enrich their fabulous palaces in contests of extravagance, and humiliate each other in sporting and social events. Sometimes these rivalries spawn lightning-fast raids of extraordinary violence, but genies refrain from all-out war. Any serious disruption of daily life in Calimshan by a genie faction would draw the sultana's ire, and she could bring three genie factions together to ruin the other.
One thing that could return genies to supreme power in Calimshan is the [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md). All genies covet the [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md), but [Biha Babir](/3-Mechanics/CLI/bestiary/npc/biha-babir-fraif.md), ruler of the marid city of Maran Saya, is obsessed with recovering it.
## Mechanical Wonders
As genies returned to Calimshan, Sultana Songal felt her power threatened by genies' magic, which tamed the heat of the desert, brought forth water, conjured the world's richest treasures, and controlled the weather. Songal felt that, for her dynasty to survive, the people of Calimshan needed to be able to solve problems both magical and mundane without resorting to genies' magic. She found the solution in the imagination of a brilliant gnome inventor named Deryan Kaya.
### The Great Inventor
Deryan Kaya is a gnome inventor, artist, musician, and polymath. Although she studied under some of the greatest minds in Faerûn, including technologists from the nearby island nation of Lantan, she primarily taught herself through extensive research and tireless experimentation. A relentless optimist, she dreamed of a future made better by advances in magic and science.
Deryan envisioned a world where ordinary people could rely on machines to solve everyday problems, where citizens of Calimshan were freed from repetitive labor and dangerous tasks. In the world of Deryan's imagination, magical machines handled life's drudgery, leaving every individual free to pursue a life of creativity, education, and personal enrichment.
But such miraculous machines wouldn't invent themselves. Deryan had designs, but she didn't have the time, wealth, and workshop required to make these dreams a reality. This, however, is exactly what the sultana offered to provide.
### The First Wonders
Songal set Deryan up with a workshop, assistants, and the raw materials and tools she required. Deryan and her team presented the first prototype [Mechanical Wonder](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md)—a human-shaped construct she named Ado—at the sultana's court a year later. Ado was a machine animated by magic: made of the lightest wood, its limbs connected with delicate silver joints, and its porcelain head adorned with lamp-like eyes. Ado couldn't speak, but it could obey instructions, delighting the sultana with simple antics like running in place, juggling, and counting on its fingers. When one of the sultana's courtiers nearly choked on a plum pit, Ado wrapped its arms around the choking victim, gave a short and sudden embrace, and popped the pit onto the table.
Ado's debut was explosive. Within weeks, rival workshops organized to copy and improve on Deryan's innovation. Within a few years, countless varieties of *Mechanical Wonders* were available, primarily in Calimport but slowly spreading to other cities in the realm. In addition to humanlike wonders like Ado, inventors designed small flying wonders capable of delivering mail and other packages, household machines to perform chores like cleaning and yard maintenance, and wonders that assist disabled citizens, replacing lost eyes or enhancing mobility.
### Mechanical Wonders Today
When a citizen of Calimport needs groceries, they clip a list of the necessary items to a wind-up drone, give it directions to the market stall, and leave payment in an attached basket. The wonder's corkscrew rotor flies it to the grocer, who reads the list, collects their fee, loads the basket, and sends it back home. [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) do laundry, change bedsheets, walk pets, and perform manual labor. Calishites with disabilities might rely on *Mechanical Wonders* for assistance with everything from travel to obtaining medications.
Many wonders are surprisingly affordable, their prices kept low through fierce competition between rival workshops. Sultana Songal gives away assistive wonders for free. Conversely, Calimport's wealthiest citizens are always looking for ways to conspicuously display their wealth for everyone to see, and some of them have commissioned workshops to build fantastic submersibles, flying machines, and other novelties, but such inventions are beyond the reach of most Calishites. The sultana's military has deep pockets, and her generals supplement the army and navy with mechanical soldiers and mounts known as nimblewrights.
[Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) are widespread only in Calimport, where they are carefully assembled by artisans. In other cities along Calimshan's southern coast, *Mechanical Wonders* are uncommon but not especially novel. Calishites outside these places have heard of *Mechanical Wonders* and might have seen them but have no real experience with them. Outside Calimshan, *Mechanical Wonders* are the province of scholars, eccentrics, and adventurers.
### Mechanical Wonders in Play
[Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) are described in "chapter 8" of this book; see the "Dungeon Master's Guide" for general information about magic items.
For a character visiting Calimport, acquiring a *Mechanical Wonder* is as simple as visiting a workshop, inspecting its inventory, and paying the seller's price. *Mechanical Wonders* and their prices are further described in "chapter 4" of "Forgotten Realms: Heroes of Faerûn".
## Desert Survival
The Calim Desert has defeated many unprepared travelers. Regardless of season, day temperatures in the desert routinely exceed 100 degrees Fahrenheit. Individuals who live or travel in the desert always keep water supplies and avoid wearing Medium or Heavy armor. Many creatures that inhabit the desert have ties to the efreet of Gozva Ka.
If you're running an adventure in the Calim Desert, consider tracking Rations and water. The desert is one of the most inhospitable regions in Faerûn, and tracking such resources reinforces its exceptional nature.
### Travel
The advice in this section builds on the discussion of travel in the "Dungeon Master's Guide", customizing the information there for the Calim Desert's supernaturally harsh environment.
#### Weather
During each stage of a journey in the Calim Desert, you can determine the weather by rolling on the Calim Desert Weather table. Roll **`1d20`** three times to determine the temperature, the wind, and the precipitation.

| dice: 1d20 | Wind | Precipitation |
|------------|------|---------------|
| 1–10 | None | None |
| 11–15 | Light | None |
| 16–19 | Strong | None |
| 20 | Sandstorm | Heavy rain |
^1-wind-precipitation
#### Journey Challenges
Wise travelers cross the desert by night and sleep during the day. This allows a creature to avoid the effects of extreme heat.
> [!quote] A quote from Deryan Kaya
>
> The desert is the soul of Calimshan. Like the soul, it is beautiful, lonely, and easily taken for granted.
##### Foraging
Water is difficult to find in the Calim Desert. Characters who successfully forage for water find a number of gallons equal to 1 plus their Wisdom modifier.
##### Obstacles
You can use the Calim Desert Encounters table later in this chapter to create obstacles for a journey through the desert. The "Monster Manual also lists monsters appropriate for a desert habitat."
### Environmental Effects
"Chapter 3" of the "Dungeon Master's Guide" details the effects of extreme heat and strong wind. But the Calim Desert poses additional dangers.
- [Calim Sandstorm](/3-Mechanics/CLI/traps-hazards/calim-sandstorm-fraif.md)
#### Mirage
A mirage is a visual illusion especially common in deserts. In the Calim Desert, both nonmagical and magical mirages appear.
- [Nonmagical Mirage](/3-Mechanics/CLI/traps-hazards/nonmagical-mirage-fraif.md)
- [Magical Mirage](/3-Mechanics/CLI/traps-hazards/magical-mirage-fraif.md)
### Hazards
The Calim Desert poses many dangers to adventurers. For example, you can use the rules for quicksand pits in the "Dungeon Master's Guide". Additional hazards are detailed below.
- [Lightning Strikes](/3-Mechanics/CLI/traps-hazards/lightning-strikes-fraif.md)
- [Sinkhole](/3-Mechanics/CLI/traps-hazards/sinkhole-fraif.md)

> [!note] Lightning Sand
>
> When the magical lightning of the Calim Desert strikes sand, it melts the sand into an elaborate lightning-like shape made of glass. These objects, known as "lightning sand," lie buried in the sand after the strike to be unearthed by explorers and treasure hunters.
>
> Merchants in the bazaars of Calimport grade pieces of lightning sand on their clarity, shape, and magical luminescence. A small and cloudy piece of lightning sand with no branches is equivalent to a 10 GP gemstone; a larger, clearer specimen with many branches shimmering with light is worth as much as a 5,000 GP gemstone.
^lightning-sand
## Calimshan Gazetteer
> [!gallery]
> 
> 
Calimshan is a land shaped by magical struggle. The mighty genies Calim and Memnon might be gone, but they've left behind blistering deserts, towering mountains, and impenetrable forests. Genies continue to dwell here, and many mortals rely on genies' magic and patronage to survive.
Over thousands of years, the people of Calimshan have adapted to life in this land. Brilliant cities have been built in the fertile lands along the sea, and the steppe nomads known as Kochar continue to live as they always have, observing strict traditions that help them survive a dangerous realm.
Calimshan can be broadly divided into five geographical regions:
Northern Border. Fortresses line the Tethyrian border to deter incursions.
Calim Desert. Caravans criss-cross the legendary Calim Desert, home to powerful efreet.
Central Steppes. The steppes are the ancestral home of Kochar, Calimshan's steppe nomads.
Southern Coast. Calimshan's great cities line the fertile southern coast; marids dwell off shore.
Forest and Mountains. In the east, djinn, dao, and secretive people make their lairs.
### Northern Border
Calimshan shares its northern border with the realm of Tethyr. Another of the so-called Lands of Intrigue, Tethyr is famous for royal backstabbing and conspiratorial plots. The sultana deters military aggression from Tethyr with a line of strong fortresses well garrisoned with experienced troops. To the west, Memnon is a major hub of trade.
#### Fort Agis
Also known as Memnonnar Citadel, Fort Agis sits north of the Agis River. Hundreds of [Guards](/3-Mechanics/CLI/bestiary/humanoid/guard-xmm.md) and a dozen [Mages](/3-Mechanics/CLI/bestiary/humanoid/mage-xmm.md) maintain this post. Always watchful for activity from both Tethyr and the ruins of Memnonnar, this fortress is key to Calimshan's defense.
Blue and brass dragons emerge from the desert or the ruins of Memnonnar to harass caravans traveling to or from Fort Agis. The fort's cautious human commander, Najm Saleh (Medium, Chaotic Good [Spy Master](/3-Mechanics/CLI/bestiary/humanoid/spy-master-xmm.md)), is seeking solutions that won't compromise the fort's security.
#### Fort Calim
Fort Calim, built on the ruin of an ancient dwarven fortress, keeps a garrison similar to that of Fort Agis. Recent excavations have revealed an extensive, unexplored complex below the fort. The increased activity prompted Tethyr to gather troops along the border, complicating the exploration effort. The fort's dragonborn commander, Gujlat Sabi (Medium, Lawful Evil [Warrior Veteran](/3-Mechanics/CLI/bestiary/humanoid/warrior-veteran-xmm.md)), is a brooding and calculating commander with a hatred of Tethyr.
#### Memnon
Memnon has many names: the City of Soldiers, the Desert's Gateway, and the Scarlet City. Originally the capital of the efreeti Memnon's empire, the city has been ruled by mortals for over six thousand years. A key port, it has been destroyed by invaders several times, but each time, rulers of Calimshan have rebuilt atop the ruins. Now, the city sits atop a low hill overlooking the Agis River.
##### Architecture
Nearly all the city's structures are built with distinctive red bricks made from mud found along the river. The door to each home and business is painted a single color to convey status or profession. For example, a red door is found at inns and taverns; while merchants use a yellow door; and a blue door indicates various services such as lawyer, scribe, or sage. Purple is reserved for magical occupations. Healing facilities use green doors.
##### Harbor
The city's fortified harbor has grown significantly over the last century, supplying food and imported luxuries to Calimshan's growing population. Two dozen ships from the sultana's armada anchor within Memnon's artificial harbor, whose stone walls extend from the river's bottom to ten feet above the waterline. The city's original harbor supports merchant vessels, while docks for local fishers extend in both directions along the city's shoreline.
##### Travel Hub
Caravans traveling to Calimport pause at Memnon to rest and prepare for the grueling journey across the Calim Desert. Crews sail their vessels here to relax, trade, and resupply, even if they plan to continue to Calimport.
Memnon is a hub for mercenaries, explorers, and other adventurers. The Order of the Gauntlet maintains a stout keep here, providing lodging for honorable warriors seeking work. The Trade Quarter fills a third of the city. During peak caravan seasons, visitors overflow the quarter, with many instead staying in tents outside the city at the base of its hill. Memnon's inns, taverns, and other entertainments are legendary among sailors and caravans.
Here, visitors to Calimshan can see [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) for the first time. There are mechanical bridges, clockwork messengers, and machines washing clothes at inns. Nimblewright soldiers stand attentively alongside humanoid guards at every city gate. Flying wonders patrol the harbor.
With so many travelers in the city, crime in the Trade Quarter can be rampant. As long as disturbances don't disrupt the flow of trade or spill over into other parts of the city, the city guard lets visitors settle matters among themselves. Disruption to trade or the tranquility of the city, however, is met with swift and severe justice.
#### Memnonnar
Ruins opposite Memnon across the Agis River are all that remains of the capital of the ancient kingdom of Memnonnar. [Fire Elementals](/3-Mechanics/CLI/bestiary/elemental/fire-elemental-xmm.md) and mephits roam the ruins, the stones of which are supernaturally warm. Efreet came to Memnonnar from the Plane of Fire through a portal deep beneath these ruins, and the many treasure seekers who frequent the site insist that the portal is active.
### Calim Desert
The Calim Desert was created by accident as a side effect of the tremendous magic used to imprison the noble genie lords Calim and Memnon into the [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md). Unstable magic plagues this land; rain rarely falls here and sandstorms arise suddenly.
#### Gozva Ka
Deep within the Calim Desert is the efreeti stronghold Gozva Ka, the Shimmering Oasis. Emulating the City of Brass, it's a place of scorching splendor. The city's polished stone walls and towers, standing over one hundred feet tall, brilliantly reflect the relentless sun. Domed roofs, adorned with intricate metalwork, crown nearly every structure.
The city is protected by powerful illusions and genies' magic; most travelers pass within a handbreadth of its walls and never know it is there. Only those invited into the city by Jaham ([Efreeti](/3-Mechanics/CLI/bestiary/elemental/efreeti-xmm.md))—the calculating ruler of Gozva Ka—or his council of elder efreeti advisers can pierce this magical veil.
The efreet of Gozva Ka plot against other genie clans and craft weapons, metalwork, and magic items. They encourage the use of fire magic among non-genies and gladly trade dangerous magic items to others, particularly those not wise enough to wield such items safely. Many creatures that thrive in desert heat dwell and work within the city, including azers, dragonborn, goliaths, and salamanders. Dwarves live there too, drawn by the opportunity to work at efreeti forges.
#### Miziltep
Commanded by the [Efreeti](/3-Mechanics/CLI/bestiary/elemental/efreeti-xmm.md) Narlahib, the floating fortress of Miziltep symbolizes the height of genie power. Its black, metal walls surround six towers, and the entire structure drifts where the efreeti commands. Narlahib is loyal to both the sultana and Jaham, ruler of Gozva Ka—a position that becomes uncomfortable when those two mighty individuals don't agree.
#### Trade Way
The Trade Way is an ancient highway of enchanted stone running from Memnon in the north to Calimport in the south. Tall, slender spires used to mark the edge of the highway. A few of these spires still glow with a calm, blue light at night, but most have been buried by the desert or reduced to rubble. The Trade Way is the most direct route across the desert and is preferred by most caravans. However, there are few oases along the Trade Way, and travelers are frequently accosted by mischievous fey or raiders.
### Central Steppes
Calimshan's Central Steppes are vast stretches of dry land where only the hardiest scrub brush and grasses grow. While natural springs and oases dot the land, locating them can be challenging for anyone unfamiliar with the harsh terrain. In addition to the lack of natural resources, this wild territory contain numerous dangers, including blue dragons and desert-dwelling wolves.
#### Kochar
Kochar nomads are the undisputed masters of this region. Before Sultana Songal took the throne, she had already spent time among Kochar, knowing they were a powerful force within Calimshan. As Songal solidified her rule, she met with considerable resistance from Kochar elders who resisted her authority. But the majority of the tribes saw value in the security and favorable trade agreements an alliance with the sultana offered.
Traditionally, each tribe was ruled by a chieftain, but for practical reasons Sultana Songal convinced the tribes to select a single ruler who represents the Kochar in court, while the chieftains became a council of advisers for the ruler. Each ruler serves only for five years, and the position rotates among the advisers, ensuring no one tribe dominates the others.
While the alliance has greatly improved trade across Calimshan, some Kochar still raid caravans or ignore Songal's edicts. Nevertheless, 20,000 Kochar riders answered Songal's call when a horde of goblins spilled out of the Marching Mountains in 1493 DR.
#### Burin Bir
The djinni city of Burin Bir, the Cloud Pavilions, drifts high above the steppes on magical clouds, following a meandering path between the Calim River and the Forest of Mir. Floating palaces drift in the city's wake.
Burin Bir's aerial architecture was designed for creatures that can fly. Doors can be found on any level of a building. Roads are few, and the city's sprawling markets are designed to be easily spotted from the air.
Djinn cherish rare goods from faraway lands—scrimshaw from Icewind Dale, for example, or ambergris from the Trackless Sea—and the genies offer unparalleled hospitality and entertainment. Visitors receive a warm welcome, and their tales are exchanged like currency, but the thin air leaves many Humanoid visitors breathless. Such challenges go unnoticed by most denizens of the city—including the occasional cloud giant or young dragon.
Burin Bir is ruled by a loose confederation of djinni families, each with its own leader. Currently, the jovial, laissez-faire Farnesslee ([Djinni](/3-Mechanics/CLI/bestiary/elemental/djinni-xmm.md)) is its ruler.
#### Keltar
Known as the City at the Edge of the Desert, Keltar is the largest city in Calimshan by area, straddling the Calim River. Waterwheels lining the shore power mills and industry, while irrigation networks support local farming. Three wide bridges connect the predominantly residential West Keltar with commercial East Keltar. West Keltar is full of two-story stone and mud-brick architecture, while East Keltar is a sprawling complex of animal pens, slaughterhouses, and tanneries separated by low walls and fences.
The tanneries are odorous—some caravanners claim they smell Keltar from a day away—but very profitable. Leatherworkers in Keltar are among the best in Faerûn. The sultana's knights ride on Keltari saddles. The city's industries also make it a bustling trade hub for the tribes living in western portion of the steppes, who bring their herds of cattle and goats to the city for slaughter.
The family of Keltar's current ruler, Atbey el Ashnar (Medium, Lawful Neutral [Noble](/3-Mechanics/CLI/bestiary/humanoid/noble-xmm.md)), traces its rule back almost two hundred years. The ruler commands a large army. Soldiers armed with pikes and muskets defend the city, while cavalry-archers—sporting their signature black armor emblazoned with the city's crest of the bull and goat—patrol roads and strike out into the desert. Within the city, powerful merchant families, guilds, and criminal networks compete for wealth and influence.
#### Rolawi's Traveling Bazaar
Rolawi is a [Djinni](/3-Mechanics/CLI/bestiary/elemental/djinni-xmm.md) noble who travels with other djinn in a caravan of magical elephants—all [Figurines of Wondrous Power](/3-Mechanics/CLI/items/figurine-of-wondrous-power-xdmg.md) (marble elephant). Rolawi roams the Central Steppes, establishing a sprawling bazaar in a different location every week. The bazaar also hides an entrance to Rolawi's demiplanar palace.
#### Zain Aleubur
Known among Kochar as Three Rivers City or Zain's Crossing, Zain Aleubur was founded by Zain the Blue, a skilled illusionist. Zain built a tower where Bakkal's Creek, Two Falls River, and the River of Ice meet and provided a ferry service.
Soon after, dwarf and dragonborn masons built a monumental bridge spanning all three rivers. The bridge drew trade and settlers, facilitating trade east and west across the steppes even as river trade continues between settlements in the Marching Mountains and cities along the southern coast.
Zain Aleubur has grown into a thriving city, recently famous for high quality, sapphire-blue pottery and tiles it exports across Calimshan, even decorating the throne room of the sultana. Zain's tower, now a magical academy, has been recently renovated, covered in the glistening blue tiles. The city's most respected resident is Kul-Berath (Medium, Lawful Good [Scout Captain](/3-Mechanics/CLI/bestiary/humanoid/scout-captain-xmm.md)), a human warrior decorated with runes he claims protect him from magic. Kul-Berath speaks many languages, and his knowledge of the land is matchless. He's often asked to draft contracts and negotiate disputes.
### Southern Coast
While Calimshan is well known for its desert, most of the population live in towns and cities along the fertile southern coast. Many travelers to Calimshan are surprised when they visit these cities, where fruit orchards are common, and rivers and streams wind between shade trees.
The Coastal Road runs along the west coast from Memnon to Teshburl, then along the southern shore to Calimport. While this route is safer than the Trade Way, the paved road is narrow, in disrepair, and frequently bound by the sea and tall cliffs. This makes it difficult to avoid toll stations and tax collectors posted along the road.
#### Almraiven
Located on Calimshan's eastern border, the city of Almraiven hosts the shipyard for the sultana's navy and merchant vessels, which relies on cedar from the Forest of Mir and cypress from the Spider Swamp. Although the city has a governor, the sultana's admiral has authority over naval matters.
Much of the swampland surrounding the city has been drained for farmland, but that's not enough to feed Almraiven's growing population, which still imports much of its food—as well as expensive Mulhorandi spices favored by so many in the city.
Magic items, especially consumable items like potions and [Spell Scrolls](/3-Mechanics/CLI/items/spell-scroll-xdmg.md), can be found in Almraiven's bazaars. The city is famous for its silk, which is used to create [Carpets of Flying](/3-Mechanics/CLI/items/carpet-of-flying-xdmg.md) and other magic textiles. Few know the silk is produced by [Araneas](/3-Mechanics/CLI/bestiary/monstrosity/aranea-fraif.md)—shape-shifting spider people. A few aranea merchants deal in this rare silk and protect its secret.
#### Manshaka
The large town of Manshaka is located on the southern coast of Calimshan between the Calim River and the River of Ice. Kochar herders from the Central Steppes bring livestock here for trade. Live animals are loaded onto ships to provide fresh meat during voyages or to sell in far-off ports. Camels, cattle, chickens, goats, wild prey, and even elephants can be purchased in Manshaka.
Manshaka boasts the largest arena in Calimshan, the Colosseum Triumphant, which hosts races of all types, sports matches, gladiatorial events, wizard duels, plays, and reenactments. Each winter, teams from across the realms compete in the Tournament of Legends for powerful magical pearls awarded by the ruler. The population of the city doubles in the weeks prior to the tournament.
Anyone can gamble on anything in Manshaka, and verbal contracts are considered legally binding. Local nobles and merchants hire scribes to follow them and record their dealings, as the crime of false witness is severely punished.
Manshaka merchants invest in high-risk caravans and businesses, but their terms can be severe. The Pearled Blades are assassins who enforce such contracts; they're infamous for traveling throughout Faerûn to collect a debt payment.
Historically, many of Manshaka's leaders have run afoul of such assassins. To correct this, Sultana Songal has appointed the silver dragonborn Irada (Medium [Noble Prodigy](/3-Mechanics/CLI/bestiary/humanoid/noble-prodigy-xmm.md)) to oversee the city as master of merchants. Irada quickly gained a reputation for fairness, survivability, and stone-cold retribution against would-be assassins. The city's most prominent merchants and nobles serve as her council. So far, her neutrality and the elite guard at her command have brought stability to the otherwise chaotic city.
#### Maran Saya
Sailors on the Shining Sea tell tales of a city found only by moonlight, a city whose vaults are filled with the spoils of countless shipwrecks. This city, deep beneath the waves, is the marid stronghold of Maran Saya, the Coral Palace.
Maran Saya's buildings are made from magically hardened coral and stone from the seafloor. The city, which surfaces or submerges at the whim of its ruler, is a three-dimensional labyrinth of causeways and tunnels. Flowing currents swiftly propel inhabitants and goods throughout the city along networks marked with glowing runes. Seafood and pearls traded in Calimshan have made Maran Saya wealthy; pearls, statuary, and gold artwork adorn the city's heart.
While the Coral Palace is inhabited by merfolk, sahuagin, and other aquatic creatures, relatively few air-breathing people live there. Air-filled chambers are provided for residents and guests who can't breathe underwater, and they survive the city's crushing depths by magic or the occasional [Mechanical Wonder](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md)—including clockwork submersibles constructed by the city's small enclave of industrious gnomes. Nearly every marid within the city has a lofty title of one form or another, a practice mimicked by the gnomes and other humanoids who dwell here.
Maran Saya is ruled by a noble genie and a council of elder marids known as grand advisers. The current ruler is [Biha Babir](/3-Mechanics/CLI/bestiary/npc/biha-babir-fraif.md), Sultan of the Undersea, Seeker of Shards, Wielder of the Elder Quindent. Biha Babir is a crafty ruler who wants genies to regain their lofty position as the absolute rulers of Calimshan. To this end, she's built a vast network of spies and agents who scour the realm for the [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md).
#### Nykkar
Groves of olive and date trees line the coast of Nykkar, the Isle of Memory. Farming families tend these orchards, raise animals, and try to avoid the island's griffons. The people of Nykkar repurposed the foundations of ancient buildings to build farmhouses and barns. Small sailing vessels bring supplies and carry jars of olives, olive oil, and dates back to Schamedar for sale, and Nykkar is also a haven for smugglers.
An ancient civilization once lived in the island's interior, but what remains of their mausoleums and catacombs is now wild and overgrown. Rumors tell of Undead and other horrors in the island's wild interior, and locals consider visiting it taboo.
A strong fortress with a harbor stands on the north side of the island. The isle's inhabitants avoid it, and smugglers don't go there; it is an outpost of the Necropolis of Nykkar (see below).
##### Lighthouse of Nykkar
The Lighthouse of Nykkar is a landmark of the Shining Sea on the southern tip of Nykkar. A monument to gnomish ingenuity, it stands 150 feet tall and is completely automated, the subject of endless modification and tinkering by the gnome community that lives north of the point. Its light is visible thirty miles away.
The gnomes of Nykkar also innovate new [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md). They keep no fortress or guard, relying on their inventions to deter pirates and other enemies.
##### Necropolis of Nykkar
Deep within the isle's interior lies the Necropolis of Nykkar. Sultana Songal gathered thousands of engineers and spellcasters to construct a harbor and fortress on the north end of the isle, then a broad, paved avenue to the isle's interior, and finally the necropolis itself. Thanks to magical assistance, the crew completed the project in a year. Hundreds of soldiers, knights, and warrior-monks—all dedicated to Kelemvor—defend the necropolis, fortress, and road.
Once the facility was completed, the Death Fleet of Kelemvor began their solemn mission: to bring the dead of Calimport to the isle. Kelemvorite morticians zealously protect the dead under their care, maintain the necropolis's library, and refine their embalming techniques.
Beautiful marble stonework adorns the necropolis's aboveground buildings, carved to depict scenes of death and the afterlife, including the gods in their homes across the Outer Planes. Belowground, endless tunnels are stacked high with the bones of Calishites, protected by traps, magic, and other hidden dangers.
#### Schamedar
Situated on the coast between Manshaka and Volothamp, the walled town of Schamedar is famous for its massive, white-stone temple to Waukeen. Merchant pilgrims visit to ask for the god's blessing and to gaze on Waukeen's *Golden Coin*, a relic that sits on sacred scales and sets the standard of coins in Calimshan.
The town also boasts a robust fishing industry and a bardic college. Every summer, Schamedar hosts a sailboat race to nearby Manshaka that coincides with the Tournament of Legends. The competition is fierce, and the race draws bettors from all over Faerûn.
#### Teshburl
On the western edge of the Calim Desert, the large town of Teshburl is Calimshan's western shipyard. Teshburl specializes in metal ships crafted by gnome and efreeti engineers. The red dragonborn Admiral Kuveti (Medium, Lawful Neutral [Warrior Commander](/3-Mechanics/CLI/bestiary/humanoid/warrior-commander-xmm.md)) is the city's ruler and commanding naval officer.
#### Volothamp
Volothamp, the Gem City of Calimshan, is situated on three adjoining plateaus that line the shore of the Shining Sea. Famed for its rich gem mines, Volothamp boasts wealth unrivaled throughout Calimshan. The position of ruler rotates every few months between the leaders of the appraiser, gem cutter, miner, and teamster guilds—a system designed to keep anyone from amassing too much power.
The four vaults of Volothamp are among the most heavily guarded and magically defended safeholds in Faerûn. In over nine centuries, they've never been breached.
> [!quote] A quote from Deryan Kaya
>
> I've designed a submersible to explore ruins off the coast. Now I need brave volunteers to test it. Are you brave?
### Forest and Mountains
The Forest of Mir and the Marching Mountains dominate eastern Calimshan. The sultana has little influence here; instead, dao and djinn conspire against each other. Both the forest and mountains house small, isolated communities built atop or among the ruins of ancient, long-forgotten civilizations.
#### Dallnothax
The drow settlement of Dallnothax lies beneath the Forest of Mir and was long dominated by worship of Vhaerun, a drow god dedicated to overthrowing his mother, Lolth, through violence and trickery. But clandestine trade with merchants in Almraiven has brought new ideas to Dallnothax, and a few other gods have shrines there now, including Eilistraee, Mask, and even Ilmater.
#### First Necropolis of Nykkar
In the shadows of the Marching Mountains rests the First Necropolis of Nykkar, a long-abandoned site where ancient Calishite nobility were buried. Now all that remains of this vast necropolis is a wind-blasted, unnaturally cold plateau littered with eroded stone slabs. Despite the best efforts of priests and necromancers, ghostly Undead haunt the plateau at night, and agents of the Cult of the Dragon scour the ruins for necromantic secrets.
#### Lost Ajhuutal
Long ago a wayward explorer discovered a ruined city beneath the Spider Swamp and wrongly judged it the lost city of Ajhuutal. The city remained a ruin for centuries before a community of shape-changing spiders called [Araneas](/3-Mechanics/CLI/bestiary/monstrosity/aranea-fraif.md) rebuilt it, reclaiming the city from the Spider Swamp through magically assisted engineering. The city is still noted on Calimshan maps as "Lost Ajhuutal" and is considered a foolish myth—which suits the secretive araneas just fine. The city now reaches deep underground. Priests of Lliira, the favored deity of araneas, conceal the city with an illusionary mist.
Having suffered from the activities of demons and adventurers, the araneas prefer isolation, but shape-changed araneas travel to Almraiven to trade silk for what the swamp and forest don't provide.
#### Magis Tor
Magis Tor is an enigmatic complex deep in the Forest of Mir. Four towers surround a fifth central tower, which floats thirty feet above the ground;
four covered archways connect the floating tower to the others. None of the towers have doors or windows, so entrance appears impossible. [Invisible](/3-Mechanics/CLI/conditions.md#Invisible), flying Constructs patrol the area.
Magis Tor is where Songal recovered the *Staff of Life and Death*. No one has been able to enter the complex since.
#### Myth Dyraalis
Deep within the Forest of Mir lies Myth Dyraalis, the Phantom City. Originally built by elves, the city is concealed by a mythal; only creatures that can trace their lineage to the Feywild can see the entrance to the city.
Now the city is inhabited by [Araneas](/3-Mechanics/CLI/bestiary/monstrosity/aranea-fraif.md), centaurs, elves, faerie dragons, gnomes, [Sprites](/3-Mechanics/CLI/bestiary/fey/sprite-xmm.md), and [Unicorns](/3-Mechanics/CLI/bestiary/celestial/unicorn-xmm.md). Portals to Arborea sporadically appear here. Mielikki is the city's patron god, although many citizens worship Silvanus.
#### Olympus Dag
The dao fortress of Olympus Dag is embedded within the rugged cliffs of the Marching Mountains. Most travelers assume the stone village in the valley below is Olympus Dag, but the actual stronghold is located high in the sheer rock faces above the village, its entrances concealed through cunning construction, illusions, and the mists of the valley.
Inside the city, spiraling columns that mimic the horns of mountain goats support high caverns carved by dao artisans. Here, skilled crafters create intricate jewelry, artwork, metal tools, weapons, and armor. The fortress's stone surfaces are adorned with meticulously inscribed calligraphy depicting the dao's history and might.
Olympus Dag is ruled through a hereditary line of stone nobles. The current stone noble, Zabargad ([Dao](/3-Mechanics/CLI/bestiary/elemental/dao-xmm.md)), is famous for her calm demeanor and piercing green eyes. Dwarves, goliaths, and dragonborn work alongside dao artisans. They serve as security for the stronghold, mine the veins of precious ore that run deep beneath the city, and sell the dao's fantastic creations to visiting merchants.
#### Skyship's Glade
Skyship's Glade has hosted many wizardly fairs but is most known as a docking spot for flying ships from Halruaa. The djinni cloud city of Burin Bir visits frequently, hovering here for days before drifting back across Calimshan.
> [!gallery]
> 
> 
## Calimport Gazetteer
Calimport is the oldest, and by many measures the greatest, city in Faerûn. A nexus of trade, culture, and sophistication, it has gained even more prominence in recent years with the rise of Sultana Songal and her patronage of the city's inventors and artificers. Citizens of Calimport now rely on Mechanical Wonders to solve their daily problems, instead of seeking the patronage of capricious genies.
Visitors from across Faerûn—and indeed from planes and worlds throughout the multiverse—crowd the streets and markets of Calimport. Genies are allowed to enter only if they swear an oath of obedience and nonviolence to the sultana.
The city is divided into a few distinct sections:
- - **Docks and Seawall.** Calimport's docks house the sultana's navy as well as countless trade vessels.
- **Calimport Wards.** The city is divided into seventeen distinct neighborhoods,
- **Muzad.** Beneath the city lies a bewildering maze of underground tunnels.
## Docks and Seawall
Calimport's harbor is vital to the city's prosperity. The colossal seawall protecting the harbor was constructed long ago by genies. The wall rises 20 feet above sea level and is 30 feet thick at its summit; its base reaches down more than 200 feet to the harbor bottom and gradually widens to 150 feet thick. Fortified garrison houses line the top of the wall, while gatehouses can close the harbor with heavy steel chains.
The harbor handles hundreds of vessels at a time and is divided into several sections. The Armada Ward houses the sultana's navy, the Dock Ward handles commercial shipping, the Harvest Ward services fishing ships and other local traffic, and the Hook Ward is for shipbuilding.
By a decree of the sultana, ships docking in Calimport are expected to hand over books, scrolls, or other written material; only personal correspondence and business records are exempt. If the Grand Library doesn't have a copy of the book or scroll, the manuscript is copied, and documents are eventually returned. The Grand Library's scribes work with magical assistance, but it's not unusual for ships to be delayed in port as their passengers wait for books to be returned.
## Calimport Wards
Calimport is divided into the following wards.
> [!gallery]
> 
> 
### Armada Ward
The Armada Ward contains garrisons, armories, and warehouses supplying Calimport's navy, the Nallojal. Only military vessels are allowed to use the harbor here. Security is tighter than in most other wards, and officials watch for foreign spies and saboteurs. Unless a person has official business or direct connections with a high government official, they are generally not permitted entrance.
### Caravan Ward
Those who enter Calimport from the Trade Way pass through the Caravan Gate: a pair of massive iron doors 30 feet tall, 20 feet wide, and 1 foot thick. Both doors bear the symbol of the sultana: two crossed scimitars under a gold coin. Although each door weighs over 150 tons, their design is so perfect they can be opened or closed by a single person. Mounted knights patrol along the Trade Way for many miles beyond Calimport, accompanied by the Zeraphi, an elite force of spellcasting warriors on flying carpets. A garrison of city guards watches the gate, supported by large and imposing nimblewrights.
Following tradition, gate guards greet everyone who enters the city and give them water. Everything surrounding the Caravan Gate conveys the strength, power, and hospitality of Calimport.
Inside the gates, the Caravan Ward is dusty and crowded with beasts of burden, tents, and travelers. The bureaucracy managing the Caravan Ward is extensive, running offices, inns, taverns, and shops that cater to visitors.
In addition to permanent auction houses and bazaars, impromptu markets and auctions spring up in minutes, only to disappear as soon as coins and goods have been exchanged. Most goods here make their way to the Grand Ward before spreading throughout the city.
### Dock Ward
The Dock Ward is known in Calimport as the Ward That Never Sleeps, and this ward has more taverns, inns, and warehouses than anywhere else in the city. Inside the protective seawall, dockworkers labor day and night, offloading and loading ships.
### Emerald Ward
This ward's tall, vibrantly colored, ornately decorated, and domed buildings are one of the first signs of Calimport's magnificence when visitors approach the city from the north. The Emerald Ward's proximity to the Caravan Ward makes it convenient for affluent merchants, and this is home to many of Calimport's social climbers.
### Grand Ward
Trade is the heart of Calimport, and the Grand Ward is the epitome of trade. The Grand Ward connects to most wards in the city and has more shops and markets than the others. Items from all over Faerûn can be found here, particularly in the Grand Bazaar: a marvel of commerce embracing multiple city blocks filled with wide, open buildings topped by domes and decorated with arches.
Local and traveling merchants rent space in the Grand Ward to sell their wares. Merchants lay down carpets or erect open tents to sell textiles, glassware, spices, imported food, magic items, and much more. The wealth of goods and bustling crowds of people make this a paradise for merchants, buyers, and pickpockets.
### Hammer Ward
The Hammer Ward is the home of Calimport's armorers, blacksmiths, and weaponsmiths. Every day, the ringing of hammers can be heard throughout the ward. Neighborhoods within the Hammer Ward are patrolled by their guilds, and the guildhalls are fortified armories. The most outstanding features of this ward are its two massive foundries, which produce the finest steel in Faerûn.
### Harvest Ward
This ward harbors the city's many fishing vessels. As the number of trade ships has grown, the walls of the Harvest Ward have extended to accommodate smaller local vessels. Besides the harbor, the Harvest Ward contains numerous granaries and supply warehouses for the city. The Ward's easternmost edge contains a live animal market and pens for newly arrived livestock.
### Hill Ward
The Hill Ward used to be known as the Crypt Ward, and it housed the city's dead. But after millennia of burials, there was no more room and most of those buried here were long forgotten. To create space for new graves, dirt was piled atop older burials. During Calimport's infrequent storms, bones would wash into the streets.
After consultation with the church of Kelemvor, Sultana Songal established the Necropolis of Nykkar on the Isle of Memory and ordered the Crypt Ward to be repurposed. Priests of Kelemvor supervised the exhumation, identification, and transport of millennia of Calimport's dead onto black ships that carried them to Nykkar. These ships, the Death Fleet of Kelemvor, continue their mission today, serving the city's newly dead.
Now the Hill Ward is a home for Calimport's working class, who have filled the old ward with tall buildings, broad streets, and markets. The Hill Ward's high elevation means the people here live above the wealthy elite of other districts—a fact locals credit to the sultana, whom they revere as a hero of the working class.
### Hook Ward
The Hook Ward contains Calimport's shipyards and associated warehouses. The navigators', seafarers', and shipwrights' guildhalls are within the Hook Ward. Because some of the shipyards specialize in military vessels for the sultana's navy, the Hook Ward also has a strong military presence.
Temples and shrines dedicated to numerous deities of the seas, including Umberlee and Talos, can be found in the Hook Ward. Sailors visit these shrines in an attempt to soothe these temperamental deities. Priests at these temples heal wounds, remove curses, and sell Holy Water.
### Jewel Ward
The Jewel Ward is home to Calimport's gem cutters, jewelers, perfumers, lace makers, and high fashion designers. Some of the most delicate [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) are crafted here. It is rumored that much of Calimport's illicit trade in weapons, poisons, and magic is discreetly conducted within this ward.
### Khanduq Ward
A khanduq is a small, walled market at the center of a city district, and the Khanduq Ward boasts many such markets. The homes that surround these markets belong to the city's less affluent crafters and merchants, and the bottom floor or two is usually reserved for a workshop or storefront. The streets of the Khanduq Ward are narrow, bustling, and crammed with makeshift stalls.
### Maker's Ward
The Maker's Ward is home to skilled crafters, artificers, and makers of the city's *Mechanical Wonders*. The ward houses a significant gnome population. The sultana regularly tours the workshops of the Maker's Ward, reviewing the latest innovations and selecting some for military use or special placement within her palace.
The ruler of the Maker's Ward is a rock gnome named Deryan Kaya. A larger-than-life figure among Calimshan's artisans, merchants, and nobles, Deryan can't walk down the street without being recognized and interrupted by passersby, so she usually travels over the city in an ornithopter of her own design.
### Palace Ward
The wealthiest and most affluent Calishites own luxurious homes and villas in the Palace Ward. Several nations and city-states maintain embassies here, under the watchful eye of the Dragon Guard, the sultana's elite personal guard of dragonborn warriors.
Taverns and bathhouses in the Palace Ward serve as gathering spots for the city's elite, while theaters provide entertainment. Important visitors and mercenaries hired to protect nobles stay in the ward's luxurious inns. City servants and *Mechanical Wonders* sweep the streets clean from the dust that blows in from the Calim Desert.
The Palace Primordial stands among the ward's most opulent buildings. This magnificent structure hosts visiting genies and their retinue. Its chambers have been magically altered to suit the preferences of genies of all sorts, but the sultana's spies have allegedly infiltrated the palace staff.
The sultana's palace complex sits high atop the mesa at the heart of the Palace Ward, above all but the Hill Ward. Luxurious gardens surround the enormous, white-domed palace, which is visible from anywhere in the city. Ambassadors from the Lords' Alliance and Purple Dragon Knights have permanent quarters in the complex. In an emergency, the palace can be sealed off from the rest of the city and further protected by layers of magical wards. Wells and gardens provide food and water. The palace and its gardens are well protected by the Dragon Guard.
### Quill Ward
Calimport's prodigious papermaking and bookbinding industry is centered in the Quill Ward. The most prominent feature of the ward is the Grand Library, located atop a hill at the ward's eastern end. The head of acquisitions at the Grand Library is an [Efreeti](/3-Mechanics/CLI/bestiary/elemental/efreeti-xmm.md) scholar named Azriq, who has a perfect memory and can recall the name and location of every manuscript the library contains. A trusted adviser to Sultana Songal, he dreams of reading every book in Faerûn, and he's the only genie in Calimport not required to swear the Sultana's oath.
Many of the buildings within this ward, including the Grand Library, are magically protected against fire. Skilled scribes throughout the ward work tirelessly to copy texts for preservation or sale. The guilds of the Quill Ward are exacting in their standards and teach scribal magic to make the process faster and more reliable.
### Steel Ward
The Steel Ward is home to Calimport's military and strategically located next to the Palace and Armada Wards. Its outer gates open toward the Trade Way so the army can quickly respond to threats outside the city.
In the center of the ward is a magically sustained lake used to water the army's mounts. An expansive training ground surrounds the lake. But the real landmark floats over the lake: the Sky Tower, a levitating twelve-story stone tower capped with a blue dome that is the headquarters of the Zeraphi, an elite force of warriors who ride [Carpets of Flying](/3-Mechanics/CLI/items/carpet-of-flying-xdmg.md).
The current general of the Zeraphi is Saif the Mighty (Medium, Chaotic Good [Pirate Captain](/3-Mechanics/CLI/bestiary/humanoid/pirate-captain-xmm.md)), a human who fought alongside Songal against the Twisted Rune. In the years since, he's been the hero of many battles. Saif is among Calimport's most charismatic bachelors and is rumored to be the sultana's secret consort.
### Temple Ward
Calimport's largest and grandest temples and shrines are located in the Temple Ward. Various faiths attempt to outdo each other in the magnificence of their holy places, using precious metal, domes, soaring spires, elaborate stonework, and stained glass. Most faiths are welcome in Calimport, although the worship of a few evil deities is banned, prompting their followers in the city to perform their rites in secret.
The largest and most luminous temple, the Temple of a Thousand, houses beautiful statues depicting deities from all over Faerûn, grouped together according to the plane on which each god resides. This is a popular site of worship for Calishites and pilgrims alike.
### Wizard Ward
The Wizard Ward is the seat of the Guild Arcane, Calimport's mages' guild. Towers, academies, shops, libraries, and homes line the ward's narrow, meandering alleyways. [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) clean the streets and run errands, while strange magic can be seen in windows and on rooftops. The Plaza of Oranges—a long, wide park suitable for quiet relaxation and the occasional arcane duel—fills the north end of the ward. This ward includes a Thayan enclave staffed by Red Wizards and their guards.
While many Calishites know a spell or two, any serious practitioner of arcane magic wishing to conduct business in the city must join the Guild Arcane and pay annual dues. This includes students and faculty at the ward's many magical academies. The guild sets the price for arcane services and magical items and ensures all transactions are carried out safely and according to the law.
The heads of the magical academies report to the ward's ruler. Every five years, they present a list of suitable candidates for the post of grand adviser, and the sultana selects her grand adviser from among these candidates. The current grand adviser is the silver dragonborn Perak (Medium, Lawful Good [Archmage](/3-Mechanics/CLI/bestiary/humanoid/archmage-xmm.md)), a specialist in divination. Tall and fluent in many languages, Perak stands out in any crowd and enjoys daily walks through the ward, where she befriends newcomers and renews old acquaintances.
> [!gallery]
> 
> 
## Muzad
Over the millennia, disasters have destroyed large sections of the city. When this happens, it's often easier to build on top of the rubble than to clear it, in the process burying ruined homes, streets, and entire neighborhoods. But these ancient ruins survive beneath the streets of Calimport, and sometimes construction uncovers pockets of Calimport's long-forgotten past. Citizens with nowhere else to live take refuge in this undercity, which is called the Muzad.
Those who dwell in the Muzad have dug new tunnels that lead to the surface or connect to additional underground sections, expanding the region. The heart of the Muzad runs from the Emerald Ward through the Jewel Ward, but smaller pockets exist throughout the city, connected by narrow, winding, and dangerous tunnels. Although everyone in Calimshan knows the Muzad exists, few know how extensive it's become.
Cults, organized criminals, the Zhentarim, and assassins make extensive use of the Muzad, and the word "muzad" has become synonymous with any underground or illicit activity. The residents of this unofficial ward are careful not to draw the attention of surface dwellers or the ire of the city guard; criminals who threaten to draw too much attention are dealt with swiftly by their peers and rivals.
The Muzad hosts the Shadow Bazaar, a roving underground market operated by the Night Wisp gnome crime family. Drow from the Forest of Mir also maintain an unofficial embassy in the Muzad, where they trade drow poison, duergar weapons, and other rarities from the Underdark for [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) and Calimport luxuries.
### Sewers
Calimport has had two sewer systems over its lifetime. The original Old Sewers were destroyed long ago. Most of these tunnels were walled off or filled in, but miles of them survive and are now part of the Muzad.
The New Sewers channel the city's waste to the Shining Sea. Unlike the Old Sewers, the New Sewers are smaller, distinct sewer systems maintained by each ward.
While not prestigious, the hardworking Sewer Worker's Guild includes some of the best-paid and best-trained employees in the city. The guild includes ooze wranglers who use [Gelatinous Cubes](/3-Mechanics/CLI/bestiary/ooze/gelatinous-cube-xmm.md) to keep the sewers free of clogs and dangerous critters. However, adventurers are sometimes employed to deal with more dangerous threats, including [Carrion Crawlers](/3-Mechanics/CLI/bestiary/monstrosity/carrion-crawler-xmm.md), [Ghouls](/3-Mechanics/CLI/bestiary/undead/ghoul-xmm.md), and the occasional [Otyugh](/3-Mechanics/CLI/bestiary/aberration/otyugh-xmm.md).
> [!quote] A quote from Deryan Kaya
>
> I once designed a mining vehicle with a forward-mounted drill. But when I realized the machine could be used to bore into Volothamp's treasury, I destroyed the plans for it. I think. Actually, now I can't remember...
## Calimshan Stories
Calimshan is a place of wonders and opportunities. The following themes are common in Calimshan adventures.

### Danger in the Desert
The archetypal adventure in Calimshan involves entering, crossing, or trying to live in the magical but unrelenting Calim Desert. In this inhospitable land, mighty efreet rule from the shimmering oasis of Gozva Ka, and the flying fortress of Miziltep is a constant threat. Any adventurer who enters the desert must reckon with efreet and their power.
Despite these threats, the desert provides travelers reasons to brave its dangers. Caravans bound for Calimport keep to the Trade Way, but smaller settlements and oases create a network of less-traveled routes. Shifting sands hide tombs and crumbling towers where forgotten magic lies buried. Dunes cover cities, leaving them as nests for blue dragons. Criminals and other desperate individuals hide in the desert. The "Monster Manual" includes a list of monsters suitable for desert encounters.
### Life among the Genies
The influence of genies is ever-present in Calimshan outside of the major cities. Adventurers eager to acquire genies' magic, however, will need to seek out those rare genies with the power to grant wishes. To find such genies, characters must travel to genie palaces in the desert, in the mountains, deep under the sea, or floating above Calimshan's eastern forests. Before granting any wishes or other magic, however, these genies will send adventurers on missions to gather intelligence on rivals, punish or scheme against enemies, and enforce the genie's commands.
Djinn make excellent patrons for a party of adventurers. Chaotic and whimsical, some djinn enjoy when adventurers interpret their commands in creative ways or wander off on unrelated quests. You can model a djinni patron on Nafas, the caretaker of the Infinite Staircase (mentioned in the "Dungeon Master's Guide" and detailed in the adventure anthology Quests from the Infinite Staircase).
The courts of other genies are more perilous. Adventurers might successfully negotiate with a marid through flattery and good storytelling skills, but dao are pitiless in their pursuit of wealth, and the tyrannical efreet are even worse. Instead of serving such genies, adventurers might enter cities ruled by dao and efreet on raids or spying expeditions.
Early adventures among the genies pit the characters against Elementals and Humanoids who serve the genies. The first camp includes [Aarakocra Aeromancers](/3-Mechanics/CLI/bestiary/elemental/aarakocra-aeromancer-xmm.md), [Gargoyles](/3-Mechanics/CLI/bestiary/elemental/gargoyle-xmm.md), mephits, [Merfolk Wavebenders](/3-Mechanics/CLI/bestiary/elemental/merfolk-wavebender-xmm.md), and salamanders, while the second group includes bandits, cultists, mages, nobles, performers, pirates, scouts and spies.
### All Roads Lead to Calimport
Adventures in Calimport place the characters in the greatest city of Faerûn. The characters might be locals who were born in Calimport and grew up in its markets. Other characters might be strangers, hailing from elsewhere in Calimshan or from far-off lands like the Sword Coast or Dalelands.
Urban adventures differ from traditional dungeons in important ways. See "Urban Adventures" in chapter 6 of this book for general advice. Furthermore, Calimport differs from other cities in the way magic is ever present. Illustrate this by allowing [Commoners](/3-Mechanics/CLI/bestiary/humanoid/commoner-xmm.md) met in the city to cast a cantrip or two, especially cantrips that have little use in combat, such as [Elementalism](/3-Mechanics/CLI/spells/elementalism-xphb.md), [Mending](/3-Mechanics/CLI/spells/mending-xphb.md), or [Spare the Dying](/3-Mechanics/CLI/spells/spare-the-dying-xphb.md).
Another way to emphasize the magical nature of Calimport is by including plenty of consumable magic items such as potions and [Spell Scrolls](/3-Mechanics/CLI/items/spell-scroll-xdmg.md) in adventure rewards. This allows characters to constantly discover new magic, but that magic is quickly used up or bartered away to obtain key items or secure allies.
Wealth flows freely in Calimport. Characters can readily buy magic items and spellcasting services, and the sultana is so rich that you can embellish your Calimport adventure with any fantastical element and simply say, "The sultana pays for it." This includes lavishing fantastic rewards on your characters. But fortune is fickle, and characters shouldn't get too attached to this surplus of money and magic.
Explain the ephemeral nature of wealth and magic in Calimport to your players so they know what to expect and don't get frustrated. Reassure them that while they might occasionally suffer cataclysmic bouts of bad luck, when their treasure is stolen overnight by thieves or wished away by a genie rival, the next windfall is never far around the corner, and by morning they might have a brand-new fortune.

## Calimshan Conflicts
Calimshan is a divided land. In the cities, the people are served by sophisticated [Mechanical Wonders](/3-Mechanics/CLI/items/mechanical-wonder-fraif.md) and protected by the fair and just laws of Sultana Songal. But outside the cities—in the desert, mountains, or forests, and on the windy central steppes—Calimshan's people look to genies' magic to survive.
### Exploring the Environment
In many ways, the greatest and simplest challenge found in Calimshan is the environment itself, especially the Calim Desert. When characters explore Calimshan, they pit themselves against quicksand, lightning strikes, sandstorms, and more.
#### An Exploration Arc
This campaign focuses less on specific villains and more on traveling the breadth of Calimshan, exploring its wonders and risking its many hazards.
##### Levels 1–4
The characters first enter the Calim Desert when they're hired to recover a book from a library built by Lethchauntos (see "The Lost Library of Lethchauntos" in chapter 7). They can continue to explore the desert in "Calim Crossing" and "The Dallabad Curse," both in this chapter.
##### Levels 5–10
Future adventures might take the characters to extreme environments beyond the desert. They might risk the Spider Swamp and meet mysterious [Araneas](/3-Mechanics/CLI/bestiary/monstrosity/aranea-fraif.md), explore the fallen magic of Myth Dyraalis, or travel the steppes and befriend Kochar nomads. Between adventures, they enjoy the glittering cities along Calimshan's southern coast.
### Genie Factions
#### Goals of the Genie Factions
Calimshan is home to four genie factions that conspire against one another while also seeking to restore genies to prominence and overthrow Sultana Songal. Characters might ally themselves with one of these four factions, or they might serve Sultana Songal and work to keep the genies quarreling among each other. The sultana is safest when the genie factions are intriguing and conspiring against one another, too busy to focus their attention on her.
Each of the genie factions has one opposing faction they consider an enemy; the two other factions are rivals. (See "Genie Factions" earlier in this chapter.) Factions spy on other factions and work to overshadow or humiliate their rivals, and factions take any opportunity to harm or even destroy enemy factions. A faction might temporarily ally with a rival, but such an alliance is tenuous and ends when either faction sees a weakness or opening they might exploit.

#### A Genie Faction Arc
A conflict between the characters and one or more genie factions might follow this broad outline.
##### Levels 1–4
Before traveling to remote genie palaces, the characters might come to the sultana's attention by doing good deeds in Calimport. You can use "Gods Long Forgotten" in this chapter. Once they've come to Songal's attention, she recruits them to be her agents in the endless intrigues against the genies.
##### Levels 5–10
The characters travel to Burin Bir, Gozva Ka, Maran Saya, and Olympus Dag as secret agents of the sultana, meeting genies and learning their ways. You can use "The Calimemnon Conspiracy" in this chapter to bring the four factions together and introduce the [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md).
##### Levels 11–15
Now that the Calimemnon Crystal has been found, the party must defend it against genies who want to seize it and destroy it, releasing the genies trapped inside. Songal might ask the characters to keep the Artifact in their Bastion.
> [!quote] A quote from Deryan Kaya
>
> For millennia, the people of Calimshan turned to genies to make their wishes come true. My Mechanical Wonders can't grant wishes. But they can give you leisure, peace of mind, and time to pursue your dreams. Is that not your wish?
## DM's Toolbox
This section provides tools useful for adventures in Calimshan.
### Renown in Calimshan
You can use the renown rules in "chapter 3" of the "Dungeon Master's Guide" to track the characters' relationships with the four genie rulers and Sultana Songal.
#### Genie Factions
Characters earn renown with the four genie factions of Calimshan by providing advice and entertainment at a ruler's court, performing dangerous missions for the ruler, or embarrassing or humiliating the ruler's rivals. Track renown for each of the four genie factions separately.

#### Sultana Renown
Sultana Songal likes adventurers and welcomes them in her court. Characters earn renown with her by succeeding at tasks she gives them; being generally likable and entertaining at court; and exhibiting Calishite virtues, including generosity, hospitality, and a respect for scholarship and lore.

### Calimshan Bastions
The adventure "The Dallabad Curse" later in this chapter details Dallabad Oasis, a potential Bastion for characters. Dallabad Oasis is in the Calim Desert but is close to Calimport, facilitating a campaign that embraces both the desert and the city. Alternatively, you could move the oasis detailed in "The Dallabad Curse" to the Central Steppes of Calimshan.
A Bastion in the Dallabad Oasis might look different than one in other parts of Faerûn. Bastion facilities in the oasis might be housed in pavilions and tents positioned around natural springs and lakes, shaded by date palms and connected by trails and paths. This doesn't prevent the party from protecting their Bastion with defensive walls, as detailed in "chapter 8" of the "Dungeon Master's Guide".
#### Bastion Events
The Bastion Events table in the *Dungeon Master's Guide* describes random events that affect a Bastion. You can tailor these events to Calimshan as follows.
##### Attack
Attacks on a Bastion in the Calim Desert likely come from [Bandits](/3-Mechanics/CLI/bestiary/humanoid/bandit-xmm.md), [Gnoll Warriors](/3-Mechanics/CLI/bestiary/fiend/gnoll-warrior-xmm.md), or [Elemental Cultists](/3-Mechanics/CLI/bestiary/humanoid/elemental-cultist-xmm.md) in service to an [Efreeti](/3-Mechanics/CLI/bestiary/elemental/efreeti-xmm.md). Alternatively, the Bastion might have aroused the ire of a blue dragon.
##### Criminal Hireling
A criminal hiding in the desert might be wanted by dao, djinn, or marids. If their crimes were committed in Calimport, they might instead be a spy for one of the sultana's many enemies.
##### Extraordinary Opportunity
The Bastion might open its gates for travelers, providing generous hospitality to all. Word spreads of the characters' generosity, and caravans begin to regularly stop there to rest and socialize.
##### Friendly Visitors
Desert visitors come to the Bastion to avoid dealing with the cruel efreet of Gozva Ka or the bewildering streets of Calimport. They return to the desert when their task is done but might have interesting news or adventure hooks to share before they go.
##### Guest
Agents of the sultana and genie ambassadors make excellent guests.
##### Magical Discovery
Appropriate discoveries for Bastions in the desert include [Potions of Animal Friendship](/3-Mechanics/CLI/items/potion-of-animal-friendship-xdmg.md), [Fire Breath](/3-Mechanics/CLI/items/potion-of-fire-breath-xdmg.md), or [Resistance](/3-Mechanics/CLI/items/potion-of-resistance-xdmg.md) and [Spell Scrolls](/3-Mechanics/CLI/items/spell-scroll-xdmg.md) of [Elemental Weapon](/3-Mechanics/CLI/spells/elemental-weapon-xphb.md), [Heat Metal](/3-Mechanics/CLI/spells/heat-metal-xphb.md), and [Protection from Energy](/3-Mechanics/CLI/spells/protection-from-energy-xphb.md).
##### Refugees
Refugees might be fleeing devastation caused by the flying fire fortress of Miziltep, escaping the wrath of a recently awakened [Dracolich](/3-Mechanics/CLI/bestiary/undead/dracolich-xmm.md), or simply abandoning a settlement beset by drought or famine.
### Encounters in Calimshan
You can roll on the Calim Desert Encounters table when the party travels through the desert.
> [!embed-table]- Calim Desert Encounters
> 
When the characters explore Calimport, you can roll on the Calimport Encounters table.
> [!embed-table]- Calimport Encounters
> 
## Calim Crossing
*Brave the dangers of the Calim Desert*.
- **A Location (Calimshan) Adventure for Level 3 Characters**
- **Situation.** Shezar Han, a human merchant (Medium, Neutral Good [Commoner](/3-Mechanics/CLI/bestiary/humanoid/commoner-xmm.md)), must take his caravan from Memnon to Calimport, a weeklong journey of over 150 miles. But his guards are monsters in disguise intending to lure the caravan to its destruction.
- **Hook.** Shezar hires the characters to escort his caravan to Calimport. He offers each character 100 GP now and another 100 GP when the caravan reaches its destination.
### Encounters
This adventure takes place over a week as the caravan follows the Trade Way south across the desert. The caravan includes dozens of camels carrying precious goods, but Shezar's prize possession is a [Brazier of Commanding Fire Elementals](/3-Mechanics/CLI/items/brazier-of-commanding-fire-elementals-xdmg.md), which he keeps packed away on his camel.
Shezar has hired eight guards aside from the characters; he doesn't know they're [Jackalweres](/3-Mechanics/CLI/bestiary/fiend/jackalwere-xmm.md) in humanoid form. Their leader is named Thukir. Thukir and the other jackalweres work for a [Lamia](/3-Mechanics/CLI/bestiary/fiend/lamia-xmm.md) named Selim who covets Shezar's magic brazier. Shezar assigns Thukir and the other guards to remain with the caravan every day while the characters scout the path ahead.
#### Desert Encounters
Each day, as the characters scout, roll on the "Calim Desert Encounters table". The characters spot any encounters from far off, so they can flee from threats too dangerous for them to handle and redirect the caravan along a safer route.
#### Jackalwere Treason
The "guards" keep to themselves and avoid interacting with the characters. Thukir does the talking for the group. The jackalweres maintain their deception for as long as possible, but if they sense the party is onto them, they try to ambush the party one night in camp. Use the "Caravan Encampment map" in appendix B of the "Dungeon Master's Guide" for this encounter, replacing the wagons with bundles of goods offloaded from the caravan's camels.
#### Sandstorm
On the fourth day, a furious Calim sandstorm (see "Environmental Effects" earlier in this chapter) approaches the caravan. The characters can seek shelter for the caravan or, failing that, shelter in place. If the jackalweres haven't yet been revealed, they try to steal the brazier. Should the jackalweres get the brazier toward Selim's tower (see below).
#### Selim Strikes
The [Lamia](/3-Mechanics/CLI/bestiary/fiend/lamia-xmm.md) Selim lairs in a desert tower near the south end of the Trade Way. On the second-to-last night of the journey, Selim sneaks up to the camp and steals the brazier. If the jackalweres haven't yet been confronted, they join with Selim to seize the camp. Shezar begs the characters to recover the brazier from the lamia.
#### Selim's Tower
Use the "Wizard's Tower map" in the Dungeon Master's Guide for Selim's lair. The tower entrance on level 1 is guarded by a [Warrior Veteran](/3-Mechanics/CLI/bestiary/humanoid/warrior-veteran-xmm.md) and their pet [Lion](/3-Mechanics/CLI/bestiary/beast/lion-xmm.md). Replace the central chamber on level 2 with a pool housing a [Water Weird](/3-Mechanics/CLI/bestiary/elemental/water-weird-xmm.md) Selim has imprisoned. Selim is on level 4, along with a [Fire Elemental](/3-Mechanics/CLI/bestiary/elemental/fire-elemental-xmm.md) he's summoned using the brazier.
#### Conclusion
When the party brings Shezar safely to Calimport, he pays them the promised reward and gives them the magic brazier, insisting it has brought him nothing but woe and misfortune.
## Gods Long Forgotten
*Pacify a quartet of troublesome deities.*
- **A Location (Calimshan) Adventure for Level 4 Characters**
- **Situation.** Calimport's Temple of a Thousand includes the Forgotten Wing, a space devoted to deities who are no longer worshiped. Some of the gods memorialized there don't want to be forgotten and cause chaos to remind the world they exist.
- **Hook.** The characters are visiting the temple when screams of panic and fleeing patrons signal a crisis. The high priest of the temple slams the doors to the Forgotten Wing and breathlessly asks the characters to investigate.
### Encounters
Use the Temple of a Thousand map earlier in this chapter for this adventure. Four wayward deities are causing the disturbance in the Forgotten Wing. Each deity was represented in the temple by a statue; the deities have manifested in these statues, which have transformed into monsters. Most can be talked down through social interaction or tests of skill. The deities are as follows:
- **Motanwe.** Motanwe is a hunting god once revered by an extinct tribe of steppe nomads. He manifests as a Large stone statue of a horned humanoid (use the [Helmed Horror](/3-Mechanics/CLI/bestiary/construct/helmed-horror-xmm.md) stat block). He is [Indifferent](/3-Mechanics/CLI/variant-rules/indifferent-attitude-xphb.md) to the party but is angrily grieving his long-dead people. He admires warriors and those with hunting skill.
- **Nimbus.** Nimbus is a god of the sun who resents being overshadowed by, or even considered an aspect of, Lathander. Nimbus manifests as a flying orb of light three feet in diameter (Celestial, Chaotic Good [Empyrean Iota](/3-Mechanics/CLI/bestiary/miscellaneous/empyrean-iota-xmm.md)). Nimbus responds to hopeful, optimistic people and being shown it can still be relevant or useful.
- **Korus.** Korus is a deity of music who manifests as a Celestial [Performer Maestro](/3-Mechanics/CLI/bestiary/humanoid/performer-maestro-xmm.md). Korus's music is stately and formal, out of current fashion. Korus loudly insists artistic skill is the only true measure of a person's value but really just wants to inspire people again.
- **Sholoban.** Sholoban is a deity of knowledge, riddles, and magic. She manifests as a [Couatl](/3-Mechanics/CLI/bestiary/celestial/couatl-xmm.md). Sholoban knows deities fade in time and is resigned to her fate, but she wants to make sure mortal society has learned something from her time as a god. She engages in riddle contests and tests of ancient lore with knowledgeable characters.
- **The Hukh.** The Hukh is a mysterious, hungry deity propitiated only by blood and sacrifice. It manifests as a [Shadow Demon](/3-Mechanics/CLI/bestiary/fiend/shadow-demon-xmm.md). The Hukh lurks in the shadows and avoids the party, fighting if a character approaches. Other deities fear the Hukh and won't help the characters defeat it, but they're relieved if the characters destroy it.
#### Conclusion
If three of the five deities are propitiated or destroyed, the surviving deities return to their enshrined locations in the Forgotten Wing and vanish, leaving only inanimate statues. The high priest thanks the characters with a [Decanter of Endless Water](/3-Mechanics/CLI/items/decanter-of-endless-water-xdmg.md) and 100 GP each.
## The Dallabad Curse
*Drive off the ghost that haunts an oasis.*
- **A Location (Calimshan) Adventure for Level 5 Characters**
- **Situation.** A mind flayer named Yharaskrik has survived a sojourn on the Astral Plane and returned to the Dallabad Oasis, not far from Calimport.
- **Hook.** Caravans have used Dallabad safely for decades. But in recent months, anyone stopping there has been attacked by Undead and other strange creatures. A Kochar council hires the characters to make Dallabad Oasis safe again.
### Encounters
The adventure includes the following encounters.
#### Exploring the Oasis
Use the Dallabad Oasis map on this page. Each time the characters enter a distinct area of the oasis, roll on the Oasis Encounters table, rerolling duplicates.

#### Ghost of Khorin Soulez
Khorin was a human merchant and swordsman who once ruled Dallabad Oasis and secretly employed Yharaskrik. But Yharaskrik betrayed him, and Khorin was killed by an assassin named Artemis Entreri. Khorin's [Ghost](/3-Mechanics/CLI/bestiary/undead/ghost-xmm.md) haunts the oasis. He hates Yharaskrik but obeys the mind flayer out of fear. He begins [Indifferent](/3-Mechanics/CLI/variant-rules/indifferent-attitude-xphb.md) to the characters and might give them information, but if ordered by Yharaskrik to fight them, he will.
#### Yharaskrik
The [Mind Flayer](/3-Mechanics/CLI/bestiary/aberration/mind-flayer-xmm.md) Yharaskrik spies on the characters but flees immediately when spotted, relying on four [Intellect Devourers](/3-Mechanics/CLI/bestiary/aberration/intellect-devourer-xmm.md) to cover its escape. The mind flayer moves to its lair and calls the ghost of Khorin Soulez to its side. Yharaskrik defends its lair, where it experiments on the desiccated corpses it finds in the sand.
> [!note] Learn More **About** Artemis Entreri
>
> The assassin Artemis Entreri, nemesis of Drizzt Do'Urden, appears in the *Legend of Drizzt* novels and comics, as well as many video and board games.
^learn-more-about-artemis-entreri
> [!gallery]
> 
> 
#### Conclusion
Once Dallabad Oasis is safe, the Kochar council rewards the characters with 500 GP each and urges them to remain in Dallabad Oasis to keep it safe. The characters can use the oasis as their Bastion.
## The Calimemnon Conspiracy
*Save the realm from destruction.*
- **A Location (Calimshan) Adventure for Level 8 Characters**
- **Situation.** Ambassadors from the four genie factions of Calimshan come together for a three-day festival in Calimport. But while the city is distracted, Biha Babir learns the location of the [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md). The characters must stop her from acquiring it and freeing the genies trapped within.
- **Hook.** Sultana Songal asks the characters to go the festival as her agents and make a good impression on the ambassadors each genie faction has sent to the festival.
### Encounters
The festival takes place at the Palace Primordial, which is divided into distinct buildings for [Dao](/3-Mechanics/CLI/bestiary/elemental/dao-xmm.md), [Djinn](/3-Mechanics/CLI/bestiary/elemental/djinni-xmm.md), [Efreet](/3-Mechanics/CLI/bestiary/elemental/efreeti-xmm.md), and [Marids](/3-Mechanics/CLI/bestiary/elemental/marid-xmm.md). Use the Palace Primordial map earlier in this chapter. Each day of the festival, the four genie ambassadors host magnificent feasts in their respective palaces attended by humanoid and elemental followers. Each ambassador competes to provide the most fantastic entertainments and sumptuous dishes.
Each day, the characters can decide whether they linger at a feast, mingle with attendees, watch the various entertainments, or engage in some other activity. Each character has the opportunity to earn renown with one of the four genie factions by making a positive impression on one of the four ambassadors—a potential Renown Score increase of 1 per character per day. None of the genie ambassadors can cast the [Wish](/3-Mechanics/CLI/spells/wish-xphb.md) spell. The genies are as follows:
- **Adviser Elçin.** Elçin is a Djinni who is intelligent and aloof. She is [Indifferent](/3-Mechanics/CLI/variant-rules/indifferent-attitude-xphb.md) to the characters, watching them carefully and probing for information on Sultana Songal.
- **Prince Sadir.** Sadir is a [Hostile](/3-Mechanics/CLI/variant-rules/hostile-attitude-xphb.md) Dao envious of his fellow genies. He tries to trick the characters into embarrassing or humiliating the other ambassadors.
- **General Nirmalya.** Nirmalya is an Efreeti and [Indifferent](/3-Mechanics/CLI/variant-rules/indifferent-attitude-xphb.md) to the characters. She enjoys revelry and demonstrating her magical powers. She is quick with compliments but equally quick to anger.
- **Sovereign Firtina.** Firtina is a Marid with many titles, but his favorite is Sovereign of the Seventh Wave. He is proud, whimsical, and [Hostile](/3-Mechanics/CLI/variant-rules/hostile-attitude-xphb.md) to the characters. Firtina is an old rival of Biha Babir.
#### Uninvited Guests
On the second day of the festival, the feast is infiltrated by a [Vampire Nightbringer](/3-Mechanics/CLI/bestiary/undead/vampire-nightbringer-xmm.md) named Eshku, who is accompanied by two [Vampire Spawn](/3-Mechanics/CLI/bestiary/undead/vampire-spawn-xmm.md). The vampires are members of the Twisted Rune, and they've come to kill the characters. If the characters defeat the vampires, their Renown Score with each of the four genie factions increases by 2.
#### The Festival Ends
At the conclusion of the three days festival, attendants spot a falling star, landing in the Calim Desert; the "falling star" is the [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md). Determine which character has the highest Renown Score with any of the genie factions. The ambassador from that faction becomes [Friendly](/3-Mechanics/CLI/variant-rules/friendly-attitude-xphb.md) to the party and confides to them that the meteor is actually the Calimemnon Crystal. The ambassador can't allow any of their rivals to get the Artifact, so they give the party a [Spell Scroll](/3-Mechanics/CLI/items/spell-scroll-xdmg.md) of [Teleport](/3-Mechanics/CLI/spells/teleport-xphb.md) and ask the party to acknowledge the ambassador's assistance to Sultana Songal.
#### Hunting for the Crystal
The Calimemnon Crystal crashed to the ground like a meteor, breaking through into subterranean tunnels that subsequently flooded. Use the "Volcanic Caves map" in the "Dungeon Master's Guide" for this part of the adventure, replacing lava with dark, icy water. Each of the three largest pools is guarded by one of the following groups:
- A [Gray Slaad](/3-Mechanics/CLI/bestiary/aberration/gray-slaad-xmm.md) and a [Red Slaad](/3-Mechanics/CLI/bestiary/aberration/red-slaad-xmm.md)
- A [Green Slaad](/3-Mechanics/CLI/bestiary/aberration/green-slaad-xmm.md) and a [Blue Slaad](/3-Mechanics/CLI/bestiary/aberration/blue-slaad-xmm.md)
- Three **Red Slaadi**
The [Calimemnon Crystal](/3-Mechanics/CLI/items/calimemnon-crystal-fraif.md) lies at the bottom of one of the pools (your choice).
#### Final Confrontation
When the characters find the Calimemnon Crystal, [Biha Babir](/3-Mechanics/CLI/bestiary/npc/biha-babir-fraif.md) arrives and tries to take it from them. On Initiative count 20 of the second round of combat, the ambassador who helped the party at the end of the festival appears to help fight Biha Babir.
#### Conclusion
Once the party recovers the Calimemnon Crystal, they'll have to decide what to do with it. If they reveal all that's occurred to Sultana Songal, she rewards each of them with 10,000 GP in coins and gems, then asks for the Artifact. She intends to hide it somewhere safe. Alternatively, the characters might decide to keep the Artifact for themselves. Regardless, the genies of Calimshan won't stop trying to acquire it!