Sunday, September 25, 2022

City of stormreach pdf download

City of stormreach pdf download

CITY OF STORMREACH PDF,City of Stormreach (Eberron Supplement)

Eberron - City of Stormreach - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Scribd is the world's largest social reading and publishing site Just add City of Stormreach of Chris Winnower to My Favorites. Embed City of Stormreach to websites for free. Check flipbooks from Chris Winnower. Upload PDF to create a flipbook Check Eberron - City of Stormreach from Joseph Nelson here. Like Eberron - City of Stormreach? Just add Eberron - City of Stormreach of Joseph Nelson to My Favorites. 06/07/ · City of Stormreach Pages: 1- 50 City of Stormreach CITY OF STORMREACH™ DESIGNERS ART DIRECTOR Keith Baker, Nicolas Logue, Kate 06/12/ · URBAN ADVENTURES Maw of the Devourer he was again transformed. K’shegla is now a unique aberration, a four-armed malenti with black eyes and Mid- to High-Level ... read more




Despite ousting a large majority of the pirates and smugglers, a few powerful smugglers, called Coin Lordstook advantage of the reduction in competition and became the first leaders of Stormreach. And, as Sharn was destroyed a number of times, so too has stormmreach area around Stormreach risen and fallen, though with more different races than with Sharn. Explore a city of untold adventures and intrigue. From Stormreach, pirates could easily recoup, as well as trade among other pirates. Kenneth rated it really liked it Jul 22, Currently, Stormreach is governed by five hereditary nobles. Franny rated it it was amazing May 27, Return to Book Page. Want to Read Currently Reading Read.


See this thread for more information. No stormrfach or quizzes yet. Duncan Usher-McGee rated it it was amazing Feb 04, There is more than one author in the GoodReads database with this name. Joey rated it really liked it Dec 09, Beholder Drow dark elf Githyanki Illithid mind flayer Lich. And, in good Eberron fashion, the particulars to what the history of the city is remains mysterious and, ultimately, up to the DM and party to decide. City of Stormreach is a supplement to the 3. Expert guides, legendary monsters, and drow and giant plots can all be found in this chapter. These supplements can enhance your enjoyment of Stormreach, but most of the details you need are provided in this book. H istory of Stormreach Stormreach is relatively small—its population could live in a single ward within Sharn—but it is a free city; for all intents and purposes, it is an independent nation with its own customs and traditions.


The Code of Galifar does not apply here, and the rulers of Stormreach consider themselves the equals of any king in Khorvaire. To understand the culture of Stormreach, one must look to its history. Stormreach is haunted by its past. The giants of Rushemé say that the region is cursed and point to the ruins of a half-dozen civilizations as proof. Scholars from the Library of Korranberg and Morgrave University have studied these ruins for decades and have created a simple map of the region. But many of the greatest secrets remain. Uncovering the truth is a challenge for adventurers—and a task that has already claimed the lives of hundreds. THE AGE OF DEMONS Much about this age eludes modern scholars.


The dominion of the demon overlords stretched across the face of Eberron. But where were those battles fought? What remains of that epic confl ict? Explorers have occasionally found traces of the past: the magic blade of a rakshasa warrior or a brass spire in the style of Ashtakala, citadel of the Lords of Dust. According to the storytellers of Rushemé, it was in this age that a curse was placed upon the land near the northern ocean. Some scholars believe that a terrible secret is hidden deep beneath Stormreach, below the most ancient ruins of the giants. THE AGE OF GIANTS Although some believe this land to be cursed, others have always been drawn to it. Researchers are still struggling to reconstruct the events leading up to the devastation of the primal giant cultures. What records have been recovered emphasize that the city played a critical role during the quori incursion and was a focal point for mystical research. Whether it was a creation of the giants or a force they were trying to tap into is unknown.


The defeat of the quori set the stage for the elf rebellion. Relics found in the jungles around Stormreach suggest a campaign of guerilla warfare lasting for centuries. This quiet struggle was punctuated by pitched battles. The Age of Giants came to an end in a wave of epic magic and dragonfi re. Other sections of the city were partially buried but otherwise left intact. Rulers: The Storm Lords. Founders: Yorrick Amanatu, Molou Lassite, Delera Omaren, Kolis Sel Shadra, Jolan Wylkes. The Library of Korranberg has records of a gnome effort to build an outpost in Stormreach sixteen hundred years ago. After mere months, a handful of survivors returned to Zilargo. The archaeological record suggests that a number of cultures found footholds in the region around Stormreach.


But each of these settlements collapsed, and by the time humans came to the area, all that was left were ghosts and shattered stone. Scholars have confi rmed that the following groups inhabited Stormreach in the past thirty thousand years. The fi rst group to return to Stormreach was the giants, the ancestors of the modern giants of Rushemé see Guardians of Rushemé, page Thousands of years later, the sahuagin of the Thunder Sea came to Stormreach. The sea devils constructed an amphibious community in the flooded sewers of the original city.


Modern sahuagin will not speak of this fallen culture. Some scholars believe this silence is due to shame—that the old sahuagin were corrupted by a dark force below the city. Others assert that the sahuagin civilization was destroyed so long ago that the modern sahuagin simply know nothing about it. The sahuagin were ultimately driven from the city by a group of giants called the Fallen Stone. Evidence suggests they were either storm giants or some sort of amphibious stone giant—a missing link between the two species. The Fallen Stone was short-lived; following their victory over the sahuagin, they apparently fell prey to a plague that resisted all forms of magical treatment. Within a century, the region was abandoned again.


The next society that left a clear mark on the region was the thri-kreen. In the modern age, the mantisfolk are few in number and largely avoid human contact. The other cultures fell to battle or plague. As far as researchers have been able to tell, the thri-kreen culture came to an end instantaneously, as if the bulk of the thri-kreen population simply vanished. The fi rst Khorvairian humans to make landfall were pirates. They wanted an outpost to repair and resupply their ships, and the crumbling docks of Stormreach seemed a good foundation for such a hideout.


They found a city in ruins, marked by the civilizations that had come before. The pirates clashed with giants, drow, and sahuagin, but they were mysteriously spared the horrors that befell previous settlers. A century passed without plague or warfare, and the pirates prospered. They began searching for opportunities on the continent and discovered both relics in the interior and the power of kuryeva SX Over the years, piracy became an increasing problem in the Thunder Sea. House Tharashk saw the shiploads of dragonshards the pirates were capturing from the Riedrans and wanted to establish their own prospecting operations in the shattered land. Scholars and artificers seized the relics retrieved from the interior and wanted more.


But between harsh weather, the sahuagin, and the constant threat of piracy, travel was simply too dangerous. As Galifar turned its power toward the south, five of the pirate lords, now called Storm Lords, chose to work with the kingdom in exchange for amnesty and authority within the new city. Though it pained the king to work with pirates, the Storm Lords had invaluable knowledge and influence, and defeating the pirates would have been a costly campaign. The king agreed to the offer, and the Stormreach Compact paved the way for Stormreach as it is today.


This period can be the source of many adventures. Valenar warriors can search for ancestral relics, while kalashtar hunt for the defenses crafted during the quori incursion. Over time, these forces worked together to transform the pirate haven into the city of today. By and large, the city has been stable, with two notable exceptions. The Omaren Revolt: In YK, the Storm Lord Castal Omaren attempted to eliminate the other Storm Lords and seize control of the city. The coup failed. The Fire Storm: In YK, the city came under attack by the Battalion of the Basalt Towers, an alliance of fi re giants. In addition to physical force, the giants employed an artifact that called down meteor swarms upon the city; some of the craters from this confl ict can still be seen today.


The power of the Basalt Towers was broken, but some of the giants survived and recent reports from the interior suggest that they have rebuilt their forces. Today Stormreach is more prosperous than ever. The Last War brought new violence and trouble to the city, but Stormreach continues to grow with each passing year. Stormreach and THE LAST WAR The population of Stormreach has always included The Fire Storm was a terrifying time for the people of Stormreach immigrants from the Five Nations, many of whom retain fond memories of their distant homelands. Lady Kirris Sel Shadra maintains a low profi le, but people are always speculating about the power she wields in the shadows. People might love them or hate them, yet the Storm Lords are a common topic of conversation whenever people gather. Some stories are passed down over the generations. When people gather in Stormreach taverns, they typically tell tall tales, with each storyteller trying to top the one before. Languages: Stormreach is extremely cosmopolitan for its size.


The inhabitants not only deal with a steady influx of travelers and merchants from Khorvaire but also with drow, elves from Aerenal, giants, and sahuagin. Most Stormreachers learn at least one additional language. Beyond this, a number of words and phrases from other languages have fallen into the basic vocabulary. A Stormreacher might not speak Sahuagin, but he can certainly swear in it. No Justice: The Stormreach Guard serves the Storm Lords and their interests. The guards are a force to be avoided, not a source of security. They arrest and sometimes execute criminals, but only if this benefits the Storm Lords; no moral principle is at work.


Gangs and Militias: Groups described as gangs are typically criminals driven by selfish desires. Militias are armed groups based on political or religious ideology. Often they are supported by the inhabitants of their wards, who perceive them as a source of stability and vigilante justice. Whether they support or despise them, Stormreachers are familiar with the gangs and militias in their home wards. A staggering array of strange creatures can be found in its wilds, from the beelike abeil to the cunning yuan-ti. A few monstrous races have a strong presence in or around Stormreach, so travelers are likely to encounter these creatures at some point in their journeys. Stone giants and jungle giants occasionally pass through Rushemé; other types of giants are rarely seen and are often hostile when they are.


Most of them shun Stormreach and its inhabitants. However, a few drow exiles have found their way to the city, and others have chosen to abandon their old ways and settle among humanity. Sahuagin have a strong presence in the Thunder Sea, and most captains make deals with them to ensure safe passage. Sahuagin respect the peace when they are in Stormreach, but wise travelers avoid antagonizing them. Thri-kreen are few in number, but a handful make their homes in the tunnels beneath Stormreach and occasionally make their way to the surface. Kobolds are relative newcomers to the region. Largely savage, these creatures are seen as pests by people on the surface, and the Stormreach Guard offers a bounty of 2 copper pieces for kobold hides. Stormreach remained neutral throughout the Last War and became a haven for dissidents and defectors. The city is an imperfect sanctuary due to the relative lawlessness of the streets, but those who have sufficient funds can turn to House Deneith or House Kundarak for security.


Less aff luent defectors can always find sanctuary by joining the Stormreach Guard. The Last War continues in Stormreach in ways unseen in Khorvaire, ways that surprise visitors who were involved in the war. A former soldier could be pressured to help a militia that has ties to his nation. Cyran refugees could hold a player character responsible for crimes she committed while serving in the war. An old companion could show up with a scheme to recover a treasure cache lost in the war—but the soldier has been exiled, and he needs his old war buddies to help.


Vengeance, bigotry, and hope are all aspects of Stormreach. Even in this land of new opportunities, adventurers should come face to face with the consequences of the war. This research culminated in the publication of his fi ndings, which immediately caused a stir within the academic community. For more information on the thri-kreen, see Expanded Psionics Handbook. Even if an expedition does not go directly through the city, explorers will probably use the city as a stopping point to replenish supplies or hire guides. Even adventurers who prefer pulp action over global intrigue have much to gain from making friends in Stormreach. Sages and stranger folk, such as Katanavash page 62 , can provide rewards to adventurers willing to reveal their discoveries. If PCs have the urge to adventure but have no goal in mind, Stormreach always has patrons looking for capable swords to risk venturing into the shattered land.


The Tip of the Iceberg: With ancient dungeons below every street in Stormreach, characters in search of adventure and treasure never need to leave the city. The world beneath the city is fi lled with traps, treasures, monsters, and more. If the PCs desire a dungeon crawl, Stormreach can offer it. Echoes of the Last War: The Treaty of Thronehold keeps tensions in check in Khorvaire, but anything goes in Stormreach. Home to war criminals, dissidents, and soldiers who wish to keep the war alive, the city offers many opportunities for adventures based on the Last War. Characters could start a new movement or fi ght one that already exists, such as the Swords of Karrn or the Brelish antimonarchists. Political intrigue can occur in any city in Khorvaire, but in Stormreach it can occur out in the open. Mingling with Monsters: With giants, drow, sahuagin, and others, Stormreach is home to more monsters than any other city outside Droaam. Beyond this, Stormreach offers chances to associate with humans whom many would describe as monsters.


When characters come to the Black Freighter for a tankard of ale, they might find a knight of the Emerald Claw, a priest of the Blood of Vol, and one of the Inspired having a discussion with a cultist of the Dragon Below or an Aurum Concordian. Stormreach is a neutral city, and justice is in the hands of the individual. Characters should also fi nd it easy to make a reputation and to cross paths with other major players in the city. PCs can meet gang and militia leaders, dragonmarked viceroys, and the Storm Lords themselves. Player characters are remarkable people, and in Stormreach that gets noticed. This is only the beginning. Hundreds of adventure paths crisscross Stormreach, some of which are discussed in detail in this book. Merchants have limited funds, and selections of magic items and services are restricted. They would have a difficult time destroying the Boromar Clan in Sharn; the criminal organization is simply too large, too influential, too entrenched.


But they could eliminate the Bilge Rats or the Swords of Karrn in Stormreach. The Battalion of the Basalt Towers page is preparing to launch another major offensive against the city, and the Storm Lords need a small team to deliver a critical preemptive strike. Seems a simple task, and the price is right. What could go wrong? Aging Storm Lord Yorrick Amanatu seeks a magical artifact said to restore youth. Storm Lord Paulo Omaren makes a counteroffer, promising rewards and influence if the adventurers give Lord Yorrick a cursed relic instead.


Someone is murdering the Ninth Wands page If the characters are Aundairians, they will be asked to help. If they are enemies of Aundair, they might be framed for the murders. Storm Lord Paulo Omaren hires the adventurers to investigate House Kundarak and to discover what lies beneath the Tower of Kol Korran. Can the PCs stop the situation without the loss of innocent life? A devastated Riedran expedition bound for Dar Qat SX 20 stumbles into Stormreach, bearing a cursed artifact from the Dal Quor invasion. The Swords of Karrn page 77 and the Knights of Thrane page 75 are fi ghting an escalating war of retribution. Mercenary work can be found with either side, though investigation reveals a third party is pitting the two factions against each other. Adventurers discover a Tairnadal crypt in the dungeons beneath the city. Naleen Lassite, daughter of the popular Storm Lord Varen Lassite, has been kidnapped, and the PCs have been framed for the crime.


A thri-kreen approaches the party and indicates that they should follow him, but he will not speak. If they follow, he leads them to a powerful monster lurking in the undercity. But what drew the mantis warrior to the PCs? A magical infection is spreading through the city. Is it an ancient curse triggered by unwise explorers or an arcane weapon being tested by the Dragonhawk page 76? Jirian Zayne page 63 has been poisoned within the Keep of the Silver Flame, and the venom resists all magical healing. A group of powerful Khorvairian benefactors offer the party nearly unlimited resources to uncover the true identity of the individual called the Dragonhawk page One or more of the adventurers are arrested on trumped-up charges and sentenced to a week in the Red Ring page Something has driven the undead court of the Shrouds page 72 to madness.


Now waves of elf ghosts and wraiths assault the surface world, howling in rage. An unlikely gang of drow, sahuagin, and thrikreen warriors threaten to disrupt the power balance in the city. Who could possibly create, or control, such an alliance? I have an eye for fresh fi sh. Well, let me be the fi rst to welcome you to Stormreach, friends! Oh, him? Never ye mind, just step right over him. Passed out drunk most like. or dead. Ya smell that? Defi nitely dead. Not to worry, just step over here out of his stink so we can get better acquainted. Right this way—oops! Is it already Zor? There we are! Off the piers and in one piece too! Well I suppose any city can be.


Just between you and me, Old Larkom Snidd went lurking there last week. think it was Larkom at least, hard to tell with his face chewed clean off and his body all bloated. Corpses is like sponges in the sea water, ya know. Anyhow, what were I saying? Some come for freedom, others chase dreams of adventure, and many travel to the remote city as a last resort. Unless the player characters grew up in Stormreach, how they fi nd their way to this city of vice and peril can be an adventure in itself. A PLACE TO LIE LOW No city is more suited for ducking the law than Stormreach, where the Storm Lords spurn any attempts by the Five Nations to enforce the Code of Galifar within their domain. Built on piracy, the city rewards those with a taste for crime. Or perhaps most crimes simply seem trifl ing compared to the villainy here. PCs who have troubled pasts, whose deeds bring agents of the law hard at their heels, might choose Stormreach as an escape. And those who are branded as outcasts elsewhere can walk in the open here, with no fear of persecution.


If the PCs are framed for a crime, Stormreach is a place for them to lie low and gather their wits and resources before returning home to prove their innocence. Stormreach is also an ideal place to spend illgotten loot. No one cares here how you came by your coin. PCs laden with dirty gold will fi nd no port more ready to take it. In a city of pirates, all tender is legal. The city is the perfect place to launder money as well. Those with an interest in bringing their disreputable fortunes back to the Five Nations can cleanse them in the mire of Stormreach. Just be sure not to purchase cleverly masked knockoffs peddled by the Hollow Shards, lest you exchange your gold for garbage. The city is the gateway to the shattered land, and below its streets, in the dark places once presided over by lost civilizations, lie untold treasures. Many are drawn to Stormreach like moths to a fl ame, and often with the same result. The city does not suffer the foolhardy lightly. Still they come by the hundreds to make corpses for porters to drag from the streets.


Stormreach is a holy city for fortune hunters, explorers, and vagabonds. Those who have scratched its perilous underbelly and survived are part of an exclusive club. EVIL TO HUNT Stormreach—you will fi nd no greater den of villainy on the face of Eberron. Here war criminals with the blood of hundreds on their hands consort with dragonmarked scions, Storm Lords, and reputable merchants. Where evil hides, heroes dare. PCs might have to cross the Thunder Sea to fi nd a traitor whose actions nearly destroyed the Brelish crown, track down the hobgoblin who killed a sibling or dear friend, or fi nd the duplicitous changeling who ruined their lives.


Look along the harbor and consider what you see. A hill giant and a pair of House Tharashk orcs are loading dragonshards onto a House Lyrandar cargo ship. A goblin merchant haggles with a pair of elves from Aerenal. A dwarf dressed in the robes of the Sovereign Host and a human in the colors of the Silver Flame debate religion with a sahuagin priest draped in seaweed and bones. Adventurers, scholars, mystics—all can fi nd their way to Stormreach. The city is small, but many residents take pride in it. A visitor to Sharn is likely to get lost in the teeming masses. The city is growing rapidly. According to a Korranberg census, the city had about nine thousand residents in YK.


Estimates suggest that more than two thousand immigrants have joined them since then, and more are arriving every day. Visitors get different impressions, and only someone who resides here for a while sees its many faces. With the wild continent at its gates, the city is the best launching point for an expedition into the interior. City of Diversity: Stormreach is a haven for outcasts from around the world. Sarlonan refugees, Lhazaarites, Seren barbarians, warforged, halfl ings, shifters, drow, thri-kreen, and expatriates of all Five Nations make their home here or pass through.


City of Dungeons: Dozens of civilizations have come and gone in the mighty ruins where the pirates made their home. Below modern Stormreach, a ruined undercity extends deep into the earth, fi lled with ancient treasures and evils. City of Freedom: The Storm Lords do not bow to the Code of Galifar, and few substances and trades are illegal in their city. City of Oppression: Power in Stormreach is concentrated in the hands of a few. The destitute are desperate, and laborers have no rights. City of Opportunity: Anyone can become anything in Stormreach. A war criminal can rise high, and a beggar can crown himself king of a merchant empire here. Treasures lie below the streets. The opportunity to engage in illicit business is everywhere. Artists scorned elsewhere gain notoriety in the city, and outcasts from the Five Nations might become magistrates of a district tribunal.


Tens of thousands of years ago, a city built by giants stood on the same location. Sahuagin and thri-kreen communities also left their marks here. But the history of Stormreach is another matter. As trade flourished in the Thunder Sea, pirates from Breland, Cyre, Zilargo, and even the Lhazaar Principalities began preying on ships there. Piracy and smuggling grew ever more profitable in the region, and captains needed a base to resupply their ships. Smugglers established hideouts along the coast, but most were quickly destroyed by monsters or marauding dark elves.


The captains needed a secure refuge. Some claim it was Delera Omaren, pirate queen of the Thunder Sea, who laid the first stones of Stormreach. Others say it was Kolis Sel Shadra, the wily smuggler said to have a fleet of spectral ships. Whoever began the project, it soon became a joint venture, with many captains contributing resources in exchange for sanctuary. The walls of the giant ruins provided simple fortifications, and jungle predators seemed to shun the city. The outpost grew and prospered, as did piracy on the Thunder Sea. Delera Omaren and Korchan Amanatu left bloody wakes in the water, and emboldened pirates began preying on Zil, Aerenal, and Lyrandar shipping. The dragonmarked houses fi nally appealed to Galifar to bring an end to the piracy, and in YK the king took action. After a few battles fi lled with bitter losses on both sides, a gnome smuggler appeared in the court of Galifar. Kolis Sel Shadra was known by his reputation as the smuggler who had never lost a cargo.


He represented the four most powerful pirate captains of the Thunder Sea: Delera Omaren, Yorrick Amanatu, Molou Lassite, and himself. He offered a truce—if Galifar would grant these captains amnesty and authority, the four would use their influence to disperse the pirates. But he insisted on one condition: that he appoint a fifth lord who had his trust. There was much debate, but in time, the four captains—now called Coin Lords—agreed to grant the privateer Jolan Wylkes the title of Harbor Lord and for the fi ve of them to rule the city together as Storm Lords. Wylkes was a sailor, as opposed to the nobles who were fi rst suggested. He and his descendants held to their vow, and the Coin Lords lived up to their end of the bargain. For nearly two centuries, Stormreach has grown and prospered. There have been times of trouble—the Omaren Revolt in YK and the attack by an army of giants in YK—but the city perseveres. Today, with the great war over, Stormreach is stronger than ever.


And so the population grows and the city expands. Moreover, transients steadily flow through—hundreds of merchants, sailors, explorers, and others who remain for a few days before passing on to the next port of call. Although none of the oldest families are nobles in the traditional sense, they have turned the treasures of their pirate ancestors into vast fortunes. Menial laborers mingle with them, along with war refugees, especially Cyrans. The Storm Lords are working to find gainful employment for them and other unfortunates, but this will take time. For now, wealthy visitors are advised to take their evening entertainment in Respite, the Marketplace, or the Temple district. The city was established by people from across Khorvaire, from the Shadow Marches to the Lhazaar Principalities, so immigrants from the Five Nations have always made up a large part of the population.


Now that the old kingdom is broken, this patriotic spirit is even greater. BROKEN PILLARS Stormreach is full of broken pillars of various degrees of antiquity, though few remain standing. Those that do are significant landmarks. Now they serve other purposes. Some have been turned into watchtowers, helpful in spotting fi res and directing fi refi ghting efforts. Others have become so encrusted with ropes and ramshackle dwellings that they resemble a rock covered in mussels. Most, however, have suffered the fate of being quarried for stone to pave roads, patch city walls, and build new dwellings.


CIRCLE OF VISIONS Scattered around the city are twelve stone rings, each radiating an aura of moderate illusion magic. About once a month, a programmed image appears at night in the center of one of the circles. Sometimes the image is lovely, and sometimes a long-dead giant appears, whose name and history are no longer known. Over the centuries, enterprising artificers have used the retain essence ability to try to tap into the power of these objects. This is a mistake. An artificer who taps into this energy immediately takes 4d6 points of damage and must succeed on a DC 15 Fortitude save or fall unconscious for 1 hour. The city had a number of f loating fortresses, mansions, and towers in past centuries. Time, war, and disaster broke them, but remnants f loat in place or drift in patterns above the city, and sometimes beyond.


Some of the ruins remain serviceable, albeit ramshackle, and a few wealthy citizens have claimed them for their own, patching and rebuilding them. Other floating chunks of masonry are treated like islands, built upon by enterprising people. Under a few of the larger chunks, wooden homes hang perilously and are reachable by knotted ropes and ladders, which can be drawn up, affording the inhabitants a secure, if precipitous, existence. The most picturesque ruins collected seabird guano until a windblown seed or two germinated, creating islands of tangled plants. Visitors are surprised to discover that many of these driftwood huts and canvas tents have been handed down from generation to generation. Especially in the poorer districts, the city has a culture of making do, patching up, and never throwing something useful away.


This applies as much to buildings as it does to pots and pans, clothing, and other items. Old rowboats are built into roofs to keep the rain out, and tents are patched, stitched, and layered over and over until they are as thick as a wall. A building that was once a temple to a forgotten deity might be turned into a brewery and then a storehouse, and fi nally the brewing vats might be capped off with conical roofs and turned into houses, surrounded by the temple ruins. Nothing is wasted: driftwood, canvas, hide, whalebone, flotsam, and stone. The people of Stormreach show endless ingenuity in their use of materials that would be rubbish in other cities. THE NARROWS The ancient city was laid out according to a plan devised by the giants, but few signs of that plan remain.


Each occupying culture has complicated it, and each collapse has wrought new chaos upon what was once an ordered city. The city is further reconfi gured by the occasional collapse of sewers, tunnels, and caves beneath it. The people of Stormreach have built around the ancient giant ruins The upshot of this for visitors is that, aside from a few broad streets the Storm Lords keep clear by decree, the city is a mess of narrow and ever-changing streets. Many were protected by magic and have therefore weathered the millennia better than their neighbors. The oldest ruins mark the places where Stormreach is most stable. The giants knew the land and built to last; although ancient structures might be hidden beneath newer ones, they endure.


In the caverns and tunnels beneath the city, the ruins are less worn and more intact. In the harbor lie the ruins that have been reclaimed by the waves, infested by sahuagin and full of ancient artifacts. THE RIGGING Stormreach was not originally built for the people who live there now. For much of its history, it was occupied by giants, and its buildings recall that past, from its enormous drains to its high steps and towering columns. Or they mean the nets and knotted ropes they use to scramble over the ruins or the rope bridges, high above the streets, that crisscross the city. Where the ropes and bridges are especially dense, shanties are suspended in the air, often from the underside of a floating ruin.


This rain was merely an annoyance to the giants; a flood to the smaller races is but a puddle to them. Today, the city is cluttered and congested, its streets fi lled with tents, market stalls, and boarding houses. Many drains are blocked by rubbish, and others have been sealed by the monsters that lurk in the sewers. Somehow this haphazard drainage system works. First, many newer buildings are built on stilts, which lets rainwater flow beneath and keeps the buildings out of the reach of vermin. As rain falls, it follows a complex network of improvised channels, which run together onto broad streets that feed the water to the harbor.


Stormreachers call these streets scuppers, after the drainage holes on ships. New settlers are sometimes washed away when the water flows rapidly, not knowing to keep clear of the scuppers during heavier storms. STONE HEADS In every district, carved stone heads lean against walls, lie in the street, and teeter on ledges. Once a part of long-lost statues, the heads resemble giants and have a variety of expressions and hairstyles. Most of them cluster in groups of three or more, though some have been towed away, built into walls, or simply piled up. Because of a folktale that they bear a deadly curse, very few have been quarried.


Other residents occasionally lay offerings on the heads and reverently clear them of moss, lichen, and dirt. UNSAFE FOOTING Wealthy neighborhoods such as Stormhaven and Coasthold are built on solid ground and have relatively clear streets, but other neighborhoods are riddled with hazards. Tunnels and ancient sewers shift or subside, fl ash floods crash through during storms, persistent humidity rots rope and wood, and shacks, even those that have survived generations, suddenly collapse. The next plank in the bridge might break, the rope might snap, or the tarp might be more mold than tarp—as you discover when you put your weight on it. A uthority Figures This free city is governed by the Storm Lords, a hereditary council formed by the five families that founded modern Stormreach in YK.


A Storm Lord wields absolute power within the city, governing both trade and justice. Because the lords balance each other, this power rarely turns into tyranny. All citizens of Stormreach respect the Storm Lords—or at least their influence over the Stormreach Guard. Keep your eyes open and you might see one of them! The current Storm Lords and their families are described below. Lord Yorrick Amanatu, Coin Lord of Respite and Silverwall. His family trains and organizes the Stormreach Guard. The Lassites are master brewers and frequently sponsor festivals and feasts. As a result, Lord Varen is easily the most popular of the Storm Lords. Lady Kirris Sel Shadra, Coin Lord of Southwatch and Oldgate. A family of gnomes, the Sel Shadras maintain a low profile for lords of the city. Victims of violent crime are blamed for their own fate by some citizens and are a source of amusement for others.


Though laws exist on record in Stormreach, few bother to enforce most of them. You can often make all the trouble you want for someone else. Crime and punishment is subjective in Stormreach. Whom you know determines what you can get away with, and whom you anger determines the ramifications of a crime. However, I think making a sane default behavior for all controllers will be a better solution for all of us. I have been encountering the exact same problem, and experimented around for a while even opened another issue before I discovered this thread. I have found out another workaround that could solve the problem even easier. And I'm currently working on that. Dragon Magazine First Issue - June ; Final Issue - Sept print , Dec digital. Dungeon Magazine First Issue - Sept ; Final Issue - Sept print , Dec digital.


Posted by: lacilacilevitase Widget HTML Atas. City Of Stormreach Pdf Download 06 Dec, Post a Comment. Link to this page: Sandstorm Free Download Posted by 3 years ago Archived Complete List of DnD 3. Everything is in Alphabetical Order by source set. Resident evil 4 mobile edition download Monster Manual III Monster Manual IV Monster Manual V Oriental Adventures Planar Handbook Player's Handbook I Player's Handbook II Psionics Handbook Races of Destiny Races of Stone Races of the Dragon Races of the Wild Rules Compendium Sandstorm Savage Species Song and Silence Spell Compendium Stormwrack Stronghold Builder's Guidebook Sword and Fist Tome and Blood Tome of Battle Tome of Magic Unearthed Arcana Weapons of Legacy 3.


Grasp of the Emerald Claw Heart of Nightfang Spire Lord of the Iron Fortress Red Hand of Doom Return to the Tempe of Elemental Evil Scourge of the Howling Horde Shadows of the Last War Shattered Gates of Slaughtergarde, The Sinister Spire, The Speaker in Dreams, The Standing Stone, The Sunless Citadel, The Voyage of the Golden Dragon Whispers of the Vampire's Blade 3. Desert Sands Drow of the Underdark Fang, Beak, and Claw Ghosts of Aniel, The Haunting Lodge House of Harpies Into the Frozen Waste Manifesting: A Tale Ministry of Winds, The One Last Riddle Sea Witch, The Secret of the Windswept Wall, The Self-Fulfilling Prophecy?



Released in the final months of 3rd edition, City of Stormreach is an odd product. Monster Manual, City of Stormreach, all other Wizards of the Coast product names, and their.. in a single ward within Sharn—but it is a free city; for all. The book builds on plots. Leadership Despite ousting a large majority of the pirates and smugglers, a few powerful smugglers, called Coin Lordstook advantage of the reduction in competition and became the first leaders of Stormreach. Their descendents continue to govern over Stormreach to this day. FromI fell into the computer games industry.


Despite ousting a large majority of the pirates and smugglers, a few powerful smugglers, called Coin Lordstook advantage of the reduction in competition and became the first leaders of Stormreach. And, as Sharn was destroyed a number of times, so too has stormmreach area around Stormreach risen and fallen, though with more different races than with Sharn. Explore a city of untold adventures and intrigue. From Stormreach, pirates could easily recoup, as well as trade among other pirates. Kenneth rated it really liked it Jul 22, Currently, Stormreach is governed by five hereditary nobles. Franny rated it it was amazing May 27, Return to Book Page. Want to Read Currently Reading Read. See this thread for more information.


No stormrfach or quizzes yet. Duncan Usher-McGee rated it it was amazing Feb 04, There is more than one author in the GoodReads database with this name. Joey rated it really liked it Dec 09, Beholder Drow dark elf Githyanki Illithid mind flayer Lich. And, in good Eberron fashion, the particulars to what the history of the city is remains mysterious and, ultimately, up to the DM and party to decide. City of Stormreach is a supplement to the 3. Obsidian Portal has a lot of really cool features that use JavaScript. JavaScript is currently disabled. Jason Griffith rated it it was amazing Apr 03, Wed Adams rated it really liked it Feb 02, Ignacio rated it really liked it Sep 29, This page was last edited on 14 Juneat JM rated it liked it Sep 22, Wizards of the Coast.


The Five Nations still acknowledge Stormreach under the original terms of the treaty with Galifar, but none claim stormmreach as their own. This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.


Skip to content. AJDAR MARJANE SATRAPI PDF. This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish. Cookie settings ACCEPT. Privacy Overview This website uses cookies to improve your experience while you navigate through the website. Privacy Overview. Necessary Always Enabled.



City Of Stormreach Pdf Download,Complete List of DnD 3.5 Source Books

You may be offline or with limited connectivity. Download 06/07/ · of adventure and treasure never need to leave the city. Stormreach’s history includes occupation by sahuagin, the psionic thri-kreen, and giants whose knowledge of magic Dungeons & Dragons Rulebook Collection Ebook torrent free downloads, Shared by:kooler Eberron/Adventurer’s Guide to blogger.com MB Eberron/City of. From 12/09/ · City Of Stormreach Pdf Download 'D' Oxford English Dictionary, 2nd edition (); 's Third New International Dictionary of the English Language, Unabridged (); Check Eberron - City of Stormreach from Joseph Nelson here. Like Eberron - City of Stormreach? Just add Eberron - City of Stormreach of Joseph Nelson to My Favorites. 06/12/ · Put the power of personal attention to work for you. We're different than other investment firms ... read more



In addition to selling excellent goods, the smiths are happy to prepare people to deal with the Rushemé giants. As trade flourished in the Thunder Sea, pirates from Breland, Cyre, Zilargo, and even the Lhazaar Principalities began preying on ships there. Contact us. This creature was retrieved from the Mournland at great expense, and the guards are nervous about its presence. The laborers work hard, and the innkeeper, Brom Grimbound, will not put up with anyone pestering them in their one refuge. And so the population grows and the city expands.



I take a dip in there every single day, without fail. A building that was once a temple to a forgotten deity might be turned into a brewery city of stormreach pdf download then a storehouse, and fi nally the brewing vats might be capped off with conical roofs and turned into houses, surrounded by the temple ruins. Can you cast spells? Public executions are grand events, as are the revelries hosted by Storm Lord Varen Lassite every few months. Nothing is wasted: driftwood, canvas, hide, whalebone, flotsam, and stone. Off the piers and in one piece too!

No comments:

Post a Comment