I haven't written this up yet.
Should your players arrive here by accident, make things up as you go along, using the following as guidelines:
Omnatia is a seaport on the world of Delta. It is on the edge of the Thoqmian Empire, the capital of which is Thoqmaxar.
The city of Omnatia is of chaotic alignment, and is thoroughly disreputable. It is loosely based on Casablanca (the film, not the real-life city). It is a larger city than Thoqmaxar.
There is a Winter Palace and a decadent aristocracy, so it also has more than a touch of Tsarist Petrograd. Tsars? Shahs? Does it matter? Surely any player character worth his salt is going to want to storm a Winter Palace.
Omnatia is the home of the Thoqmian Navy - the Thoqmian Empire is the only desert power which has (or needs) a navy. The head of the navy is the Emir, an aristocrat who is slightly less decadent than his compatriots. (Emir is the word from which Admiral is derived.) Most of the officers are mercenaries from Atlantis.
For reasons even I don't fully understand, Omnatia also has a sizeable Odinist immigrant community. The city's standing army, and the Thoqmian Empire's elite troops, are drawn from this community, which is of generally chaotic good alignment.
Thoqmaxis have a reputation for being lazy and dishonest, and apart from the Odinist minority this is mostly true. The general alignment of Omnatia, along with the rest of the Thoqmian Empire, is chaotic evil.
Three languages are spoken in the city: the desert tongue spoken in Thoqmaxar and elsewhere, the ancient Greek dialect spoken in Atlantis, and the vaguely Icelandic language of the Odinists. Educated residents are fluent in all three.
Inns include the Admiral of the Blue, the Girl in the Clouds, the Saint and Sinner, the Gully-Gut and the Iron Cow.
The Admiral of the Blue is generally chaotic good in alignment and caters largely for the Odinist lower classes. Severe drunkenness is prevalent, if not actually normal.
The Girl in the Clouds is generally chaotic good to chaotic neutral in alignment. It is actually a brothel, catering for the upper middle class, but it also has rooms for long-term hire and a bar. Female companionship is included in the price of a room.
The Saint and Sinner is generally chaotic neutral in alignment. It caters for the lower middle class and, despite being visually unimpressive, serves the best meals in Omnatia.
The Gully-Gut is generally chaotic neutral to chaotic evil in alignment. It caters for the upper classes. Despite the high prices, the food is nothing special, but the entertainment is exotic and includes belly-dancers. It is also where assassins hang out when looking for custom.
The Iron Cow is generally chaotic evil in alignment. It is primarily a casino, but unlike most casinos it also offers accommodation. Although it caters for the upper middle class trade, the accommodation is somewhat spartan. The Iron Cow is depressingly close to the prison.
Casinos include the Golden Dragon, the Ancestral Goldmine, the Morlock's Spiral, the Hungry Diplodocus and the Sea Giraffe.
The Golden Dragon is the most up-market casino in Omnatia and the one at which stakes are highest. Its owner and manager, Knodess Tinallesef, boasts that the house can detect any form of cheating, magical or otherwise. It is not an idle boast. The Golden Dragon is also a meeting-point for spies: employed spies go there to exchange information, and freelance spies go there to look for jobs.
[AD&D-Specific] Knodess Tinallesef, human male, born on Delta. Str 10 Dex 18 Con 8 Int 14 Wis 14 Cha 14. Align NE Hp 42. Height 5'10", weight 159 lb. Illusionist, level 13.
The Ancestral Goldmine is about the third most up-market casino in Omnatia.
The Morlock's Spiral is just a name. If player characters come here, make things up as you go along.
The Hungry Diplodocus is just a name. If player characters come here, make things up as you go along.
The Sea Giraffe is one of the less salubrious casinos. The management are not all that good at spotting cheating; the customers may be another matter entirely.
Even in the absence of anything prepared, it is easy for adventurers to have adventures in Omnatia provided that you remember one simple rule: Spies mostly spy on other spies.
It does not take a lot to set spies charging around the city doing the things spies do, such as eavesdropping on one another, feeding one another misinformation, and bumping one another off in dark alleyways. If one of them hears a rumour of something (military plans, new secret weapon, or anything else that comes to mind) then before long all of the spies in the city will know that something is up.
The secret plans (or whatever) do not even have to concern the player characters. For example, spy A knows that spy B has the secret plans, so tells spy C that the player characters have them in order that A can get to B before C does. C then chases after the player characters. Spy D, who is spying on spy C, sees C watching the player characters, and deduces that the player characters must also be spies and have something worth spying on. Before long, the player characters have a whole alphabet of spies after them.
Even if the player characters survive, next time there are any secret plans in the city, the spies will be after them again, because that's what they did last time.
Although educated Omnatians speak the Common Tongue fluently, this is not the norm. Give the players just enough hassle about making them understood to be mildly irritating, without causing them serious problems.
There will, in due course, be adventures in Omnatia for people looking for them. However, as long as this party is just passing through, it will not have any troublesome encounters.
If the party includes the spy from the Atlantean Secret Police, she delivers her message without any problems and reaches 2nd level.
If the party visits a casino, characters with gambling proficiency make a small profit and those without gambling proficiency make a rather larger loss.
If the party includes dancing-girls from Xukry's show and stays at the Gully-Gut, the party members may, on watching the belly-dancing, think they could do better. They are probably right. If they insist on demonstrating this, it could lead to trouble. (Adventure hook for un-written-up adventure.)
If the party stayed at the Girl in the Clouds, the Caliph took a fancy to the young woman he spent the night with and asked her to join his harem. She accepted. You have to find space for her on the flying carpet. She is probably a 0th level human, but might be a 1st level character of any class requiring charisma, and might even be half-elven if you want to introduce a female half-elven player character at this point.
If the party is still looking for adventurers, there are plenty to be found in Omnatia. If you want to take the opportunity to introduce another player character or two, now would be a good time.
If you want to introduce several new player characters at this point, that is possible too: they will not all fit on the flying carpet, but they can follow by caravan and arrive in Agvhazar a week or two after the Caliph and the carpet. Have them arrive whenever is most convenient for the plot.
If the party includes the spy from the Atlantean Secret Police, or if the party visits the Golden Dragon, some of the potential recruits will be spies or heavies. Spies can be almost any character class. Heavies are usually fighters but sometimes thieves.
There will be several Odinist volunteers. Most of these will be fighters (mostly male, but some female) with berserker tendencies ranging on a scale from mild to fanatical. There will also be a few clerics (male and female in equal numbers), at least as berserk as, if not more so than, the fighters. There may, in addition, be a few half-elves, typically fighter-cleric-mages and cleric-rangers.
Although there are such things as Thoqmaxi thieves, they are generally lazy and will not trouble a party sticking to the safer parts of the city. If you specifically want to introduce a thief character at this point, a Thoqmaxi thief on the run from the authorities will join the party. (The Thoqmaxi authorities are just as lazy as the thieves, so it does not take much running to get away from them.) Half-elven multi-classed thieves are also just about possible - explaining how they come to be in the city is your problem, not mine.