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cap-tempete [2019/12/19 18:33] – ↷ Links adapted because of a move operation maitregobcap-tempete [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +/* À compléter Xen'Drik */
 +====== Cap-Tempête ======
  
 +<WRAP box bgblue fgblack 400px left :en>
 +{{:stormreach_docks.jpg|Port de Cap-Tempête}}
 +<panel type="default" no-body="true">
 +^ Localisation | [[Xen'Drik]]|
 +^ Gouverneur | Les [[Seigneurs des Tempêtes]] |
 +^ Population | 11,650|
 +^ Races       | 43%  [[Humains]]\\ 09%  [[Gnomes]]\\ 09%  [[Demi-Elfes]]\\ 08%  [[Nains]]\\ 08%  [[Orcs]] et [[demi-orc|Demi-orcs]]\\ 07%  [[Hobbits]]\\ 06%  [[Elfes]]\\ 02%  [[Changelins]]\\ 02%  [[Guerrier de Fer]]\\ 06%  Autres  |
 +^ Fondateur | Yorrick Amanatu, Molou Lassite, Delera Omaren, Kolis Sel Shadra, Jolan Wylkes.|
 +^ Devise | "S'élever au bord du monde."|
 +</panel></WRAP>
 +
 +**Cap-Tempête** est une petite ville frontalière situé sur la côte est de la Péninsule Diluvienne sur [[Xen'Drik|Xen'drik]]. Malgré sa faible population, Cap-Tempête est une ville importante de par sa localisation, permettant un accès facile aux voyageurs désirant visiter le continent perdue et servant également par la suite de centre d'échanges et de commerce pour ceux-ci. Cap-Tempête est connue par certains comme la "Cité des donjons" car elle a été construite au sommet d'une ancienne ville de la civilisation perdue depuis longtemps des [[Géants]].
 +
 +Cap-Tempête est une ville libre, c'est une nation indépendante avec ses propres coutumes et traditions. Le [[Code de Galifar]] ne s'applique pas ici et les dirigeants de Cap-Tempête se considèrent comme les égaux de n'importe quel roi de [[Khorvaire]]. Pour comprendre la culture de Cap-Tempête, il faut se pencher sur son histoire. Cap-Tempête est hanté par son passé. Née à l'ère moderne, la ville est une création humaine, mais l'histoire de la région remonte bien avant l'essor de la civilisation humaine. Les géants de Rushemé disent que la région est maudite et pointent aux ruines d'une demi-douzaine de civilisations comme preuve. Des chercheurs de la [[bibliothèque de Korranberg]] et de l'[[Université Morgrave]] ont étudié ces ruines pendant des décennies et ont créé une carte simple de la région. Mais bon nombre des plus grands secrets demeurent. Découvrir la vérité est un défi pour les aventuriers et une tâche qui a déjà coûté la vie à des centaines de personnes.
 +
 +===== Histoire =====
 +Cap-Tempête servait initialement de repaire aux pirates et contrebandiers qui attaquaient les navires traversant la [[Mer du Tonnerre]] vers le nord. À partir de Cap-Tempête, les pirates pouvaient facilement récupérer, ainsi que commercer entre autres pirates. En 800 AR, alors que le continent de Xen'Drik devenait un intérêt pour les érudits et les [[Maisons Marquées Du Dragon]], les maisons demandèrent au Roi de [[Galifar]] de nettoyer la zone des pirates et en 802 AR, les La marine [[Galifar]] avait fait son travail.
 +
 +Cap-Tempête was initially used as a hideout for pirates and smugglers who attacked vessels traversing the [[Mer du Tonnerre]] to the north. From Cap-Tempête, pirates could easily recoup, as well as trade among other pirates. In 800 AR, as the continent of Xen'Drik became an interest to scholars and the [[Maisons Marquées Du Dragon]], the houses petitioned the King of [[Galifar]] to cleanse the area of pirates and by 802 AR, the [[Galifar]] navy had done its job.
 +
 +
 +==== L'Âge des Démons ====
 +
 +Une grande partie de cet âge échappe aux érudits modernes. La domination des [[seigneurs démoniaques]] s'étendait sur tout Éberron. Il ne fait aucun doute que les rajahs [[rakshasa]] régnaient sur Xen'drik et que les dragons, les couatls et les [[titans]], les ancêtres mythiques des géants, s'y opposaient. 
 +
 +Mais où se sont déroulées ces batailles ? Que reste-t-il de ce conflit épique? Les explorateurs ont parfois trouvé des traces de ce passé : un lame magique d'un guerrier rakshasa ou une tour en laiton à la manière d'[[Ashtakala]], la citadelle des [[Seigneurs de la Poussière]]. 
 +
 +Selon les conteurs de [[Rushemé]], c'est à cette époque qu'une malédiction a été placée sur la terre près de l'océan du nord. Certains érudits pensent qu'un terrible secret est caché profondément sous Cap-Tempête, sous les plus anciennes ruines des géants.
 +
 +==== L'Âge des Géants ====
 +
 +Si certains pensent que cette terre est maudite, d'autres y ont toujours été attirés. Le titan [[Cul'sir]] fit de cette région le centre de son empire. De nombreux sages pensent que l'Empereur, la statue qui domine le port, est une représentation de Cul'sir lui-même, chargé de protéger la ville contre les démons du passé.
 +
 +Les chercheurs peinent encore à reconstruire les événements qui ont conduit à la dévastation des cultures géantes. Il est clair que les elfes vivaient parmi les géants Cul'sir, très probablement comme esclaves ; de nombreux outils et structures de cette période sont conçus pour être utilisés par ceux-ci. Les archives qui ont été récupérées soulignent que la ville a joué un rôle critique lors de l'incursion des [[Quoriens]] et était un point focal pour la recherche mystique de l'époque. Ces archives sont vagues sur ce que les mages de la ville recherchaient, mais font allusion à une formidable source d'énergie sous la ville. Que ce soit une création des géants ou une force dans laquelle ils essayaient de puiser est inconnu.
 +
 +La défaite des quoriens a ouvert la voie à la rébellion des elfes. Des reliques trouvées dans les jungles autour de Cap-Tempête suggèrent une campagne de guérilla qui a duré plusieurs siècles. Cette lutte dans l'ombre fut ponctuée de batailles rangées. Selon les contes des [[Tairnadal]], le grand héros [[Dyrael Morain]] a mené une attaque contre Cap-Tempête dans le but de « détruire le plus grand mal dans ces terres maudites ». Dyrael et ses forces, la plus grande armée d'elfes jamais vue, ont été anéanties, mais les Tairnadal honorent toujours sa bravoure et son sacrifice. De nombreux Valénar ont cherché les ossements de Dyrael ainsi que sa lame légendaire dans les champs au sud de Cap-Tempête.
 +
 +L'âge des géants s'est terminé dans une vague de magie épique et de feu de dragon. Comparées à une grande partie de Xen'drik, les ruines de Cap-Tempête sont bien conservées, son gardien colossal étant presque intact. D'autres sections de la ville ont été partiellement enterrées mais autrement laissées intactes. Ses habitants géants furent massacrés, mais certains sages pensent que les dragons ont hésité à s'occuper de Cap-Tempête, que pour une raison quelconque, ils avaient peur de libérer toute leur puissance contre la ville. 
 +
 +==== Les multiples colonies ====
 +La dévastation de Xen'drik a plongé un continent dans le chaos. Les archives archéologiques suggèrent qu'un certain nombre de cultures se sont implantées dans la région autour de Cap-Tempête au cours des trente mille dernières années. Mais chacune de ces colonies s'est effondrée, et au moment où les humains sont arrivés dans la région, il n'en restait plus que des fantômes et des ruines. Les érudits ont confirmé que le premier groupe à revenir à Cap-Tempête fut les géants, les ancêtres des géants modernes de [[Rushemé]]. Les gardiens du savoir de Rushemé disent que leurs ancêtres ont été saisis par le Du'rashka Tul, une folie meurtrière qui les a forcés à se retourner les uns contre les autres et a détruire leur nation.
 +
 +Des milliers d'années plus tard, les [[sahuagins]] de la [[Mer du Tonnerre]] sont arrivé. Ces démons des mers ont construit une communauté amphibie dans les égouts inondés de la ville d'origine. Les [[sahuagins]] modernes ne parle pas de cette culture déchue. Certains érudits pensent que ce silence est dû à la honte, que ces anciens sahuagins auraient été corrompus par une force obscure sous la ville. D'autres affirment que la civilisation sahuagin a été détruite il y a si longtemps que les sahuagins modernes n'en savent tout simplement rien. 
 +
 +Ces sahuagins ont finalement été chassés de la ville par un groupe de géants appelé les **Pierres Déchues**. Les preuves suggèrent qu'il s'agissait soit de géants des tempêtes, soit d'une sorte de géant de pierre amphibie, un chaînon manquant entre ces deux espèces. Les Pierres Déchues ont été de courte durée. Après leur victoire sur les sahuagins, ils sont apparemment devenus la proie d'un fléau qui résistait à toute forme de traitement magique. En un siècle, la région fut de nouveau abandonnée. 
 +
 +La prochaine société qui a laissé une marque claire sur la région furent les [[thri-kreen]]s. À l'ère moderne, ces homme-mantes sont peu nombreux et évitent en grande partie le contact avec les humains. Mais il fut un temps où des dizaines de milliers de thri-kreens habitaient la région, creusant des tunnels sinueux dans les fondations des géants et sculptant d'étranges monuments sous la ville. Le sort des thri-kreen reste l'un des plus grands mystères de la région. Les autres cultures sont tombées au combat ou à la peste. D'après ce que les chercheurs ont pu dire, la culture thri-kreen aurait pris fin instantanément, comme si la majeure partie de la population thri-kreen avait tout simplement disparu. Les thri-kreen refusent de discuter de leur histoire avec les humains, mais la réponse se trouve peut-être dans les profondeurs de Cap-Tempête.
 +
 +La [[bibliothèque de Korranberg]] possède dans ses archives des écrits sur un projet des [[gnome]]s pour construire un avant-poste à Cap-Tempête il y a 1600 ans. Après seulement quelques mois, une poignée de survivants sont retournés à [[Zilargo]]. Ils ont imputé leur échec à des géants hostiles, mais ces dernières années, le chercheur [[Hegan Del Dorian]] a avancé la théorie selon laquelle il s'agissait d'une couverture cachant ce qui s'était réellement passé. Il cite le témoignage écrit d'un marin qui parle d'une « obscurité qui s'emparait à la fois du corps et de l'âme ».
 +
 +
 +==== L'Âge de la Piraterie ====
 +
 +Les premiers humains de Khorvaire à toucher terre furent des pirates. Ils voulaient un avant-poste pour réparer et ravitailler leurs navires, et les quais en ruine de Cap-Tempête semblaient une bonne base pour un tel repaire. Ils trouvèrent une ville en ruine, marquée par des civilisations anciennes. Les pirates se sont affrontés contre des [[géants]], des [[drows]] et des [[sahuagins]], mais ils ont été mystérieusement épargnés par les horreurs qui ont frappé les colons précédents. Un siècle passa sans peste ni guerre, et les pirates prospéraient. Ils ont commencé à chercher des opportunités sur le continent et ont découvert à la fois des reliques et le pouvoir du Ungava.
 +
 +Au fil des ans, la piraterie est devenue un problème croissant dans la [[Mer du Tonnerre]]. Ce problème et les opportunités qu'offrait Xen'drik ont ​​attiré l'attention des [[maisons marquées du dragon]]. La [[maison Tharashk]] a vu les cargaisons de fragments de dragon que les pirates capturaient des Riedrains et a voulu établir ses propres opérations de prospection dans cette terre brisée. Des érudits et des artificiers ont saisi les reliques récupérées à l'intérieur des terres et en voulaient plus. Mais entre les intempéries, les [[sahuagins]] et la menace constante des pirates, voyager était tout simplement trop dangereux. En 800 AR, des représentants des Douze firent appel à [[Galifar]] pour mettre fin aux déprédations des pirates et pour établir un port en Xen'drik. Alors que Galifar tournait son pouvoir vers le sud, cinq des seigneurs pirates, aujourd'hui appelés [[Seigneurs des Tempêtes]], ont choisi de travailler avec le royaume en échange d'une amnistie et de l'autorité au sein de la nouvelle ville. Même s'il était pénible pour le roi de travailler avec des pirates, les [[Seigneurs des Tempêtes]] avaient des connaissances et une influence inestimables, et vaincre les pirates aurait été une campagne coûteuse. Le roi accepta l'offre et le [[Pacte de Cap-Tempête]] a ouvert la voie à Cap-Tempête tel qu'elle est aujourd'hui.
 +
 +==== L'Ere Moderne ====
 +
 +Aux termes du Pacte de Cap-Tempête, Galifar reconnaissait aux seigneurs pirates le droit de conserver leurs terres actuelles.
 +
 +En conséquence, les maisons aux marques de dragon ont dû travailler avec les Seigneurs des Tempêtes pour s'implanter sur [[Xen'drik]]. Au fil du temps, ces forces ont travaillé ensemble pour transformer ce refuge de pirates en la ville d'aujourd'hui. Dans l'ensemble, la ville a été calme, à deux exceptions notables près. 
 +
 +**La révolte d'Omaren** : En 890 AR, le Seigneurs des Tempêtes [[Castal Omaren]] a tenté d'éliminer les autres seigneurs et de prendre le contrôle de la ville, mais le putsch a échoué. La famille Omaren fut autorisée à conserver sa seigneurie mais a été contrainte d'offrir réparations et d'opérer sous des sanctions strictes, qui restent toujours en vigueur de nos jour. 
 +
 +**La Tempête de Feu** : En 946 AR, la ville fut attaquée par le [[Bataillon des Tours de Basalte]], une alliance de [[géants de feu]]. En plus de leur force physique, les géants ont utilisé un artefact qui a fait pleuvoir des nués de météores sur la ville, certains des cratères de ce conflit étant encore visibles aujourd'hui. Dans une curieuse tournure des événements, les géants de [[Rushemé]] se joignirent à la garde de Cap-Tempête et aux maisons pour repousser cet assaut, non par désir de protéger les habitants de la ville mais pour garder la ville hors des mains du bataillon. Le pouvoir du Bataillon fut brisé, mais certains des géants auraient survécu et des rapports récents de l'intérieur des terres suggèrent qu'ils ont reconstruit leurs forces. 
 +
 +Aujourd'hui, Cap-Tempête est plus prospère que jamais. Les maisons marquées du dragon augmentent leurs opérations et les tarifs sur le commerce apportent beaucoup d'or dans les coffres des Seigneurs des Tempêtes. Les érudits et les aventuriers viennent sur Xen'drik en nombre toujours croissant, et de nouveaux colons travaillent à établir des communautés au-delà de Cap-Tempête. La dernière guerre a apporté de nouvelles violences et troubles à la ville, mais Cap-Tempête continue de croître d'année en année.
 +
 +==== La Dernière Guerre ====
 +
 +Bien qu'ils aient juré allégeance à Galifar, Cap-Tempête et ses habitants multiculturels n'avaient aucune loyauté envers la couronne, et sont donc rester neutres tout au long de La Dernière Guerre, du moins dans les affaires politiques. Des années après la guerre, des hostilités résonnent encore sur les milices et les gangs de la ville, qui se sont développés sur des thèmes nationaux.
 +
 +La population de Cap-Tempête compte depuis toujours des immigrants des [[Cinq Nations]], dont plusieurs gardent de bons souvenirs de leur lointaine patrie. La ville n'a jamais été soumise aux Cinq Nations, mais les Seigneurs des Tempêtes ont donné leur fidélité à Galifar, en vertu de sa force, et craignaient qu'un jour vienne où le royaume de l'autre côté de l'océan enverrait ses flottes pour mettre leur ville sous son règne. Lorsque Cap-Tempête apprit que le roi Jarot était mort et que le royaume de Galifar s'était effondré dans une guerre civile, le Seigneur Lassite de l'époque offra un verre d'Ungava à quiconque voudrait porter un toast à la chute du royaume.
 +
 +
 +Cap-Tempête 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 Garda or  House Kundarak for security. Less affluent defectors can always find sanctuary by joining the Stormreach Guard. Whatever their flaws in protecting the  common people, the guards look after their own, and the Cap-Tempête Recruiters ask no questions; when a man picks up a guard’s sword, he leaves his past behind.
 +Despite Cap-Tempête’s neutrality, echoes of the Last War resonate through the city, where militias and gangs have arisen based on national themes. An adventurer who thinks the war is over might change his mind after clashing with Dannel’s Wrath or the Ninth Wands of Aundair (as long as the Storm Lords are not threatened, the Cap-Tempête Guard ignores sectarian  violence between immigrants). The Last War continues in Cap-Tempête 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 Cap-Tempête. Even in this land of new opportunities, adventurers should come face to face with the consequences of the war.
 +
 +
 +Cap-Tempête est resté neutre tout au long de la dernière guerre et est devenu un refuge pour les dissidents et les transfuges. La ville est un sanctuaire imparfait en raison de l'anarchie relative des rues, mais ceux qui disposent de fonds suffisants peuvent se tourner vers la Maison Garda ou la Maison Kundarak pour leur sécurité. Les transfuges moins aisés peuvent toujours trouver refuge en rejoignant la Storm-Reach Guard. Quels que soient leurs défauts à protéger les gens ordinaires, les gardes s'occupent des leurs et les recruteurs de Cap-Tempête ne se posent aucune question ; quand un homme ramasse l'épée d'un garde, il laisse son passé derrière lui.
 +Malgré la neutralité de Cap-Tempête, des échos de la Dernière Guerre résonnent dans la ville, où des milices et des gangs ont surgi autour de thèmes nationaux. Un aventurier qui pense que la guerre est finie peut changer d'avis après avoir affronté la Colère de Dannel ou les Neuvièmes Bâtons d'Aundair (tant que les Storm Lords ne sont pas menacés, la Garde Cap-Tempête ignore la violence sectaire entre immigrés). La dernière guerre se poursuit à Cap-Tempête d'une manière inédite à Khorvaire, qui surprend les visiteurs impliqués dans la guerre. Un ancien soldat pourrait subir des pressions pour aider une milice qui a des liens avec sa nation. Les réfugiés de Cyran pourraient tenir un personnage joueur responsable des crimes qu'elle a commis pendant qu'elle servait pendant la guerre. Un ancien compagnon pourrait se présenter avec un stratagème pour récupérer une cache au trésor perdue pendant la guerre, mais le soldat a été exilé et il a besoin de l'aide de ses anciens compagnons de guerre. La vengeance, le sectarisme et l'espoir sont tous des aspects de Cap-Tempête. Même dans ce pays de nouvelles opportunités, les aventuriers doivent faire face aux conséquences de la guerre.
 +
 +====== Leadership ======
 +Despite ousting a large majority of the pirates and smugglers, a few powerful smugglers, called Coin Lords, took advantage of the reduction in competition and became the first leaders of Cap-Tempête. Their descendants continue to govern over Cap-Tempête to this day. Currently, Cap-Tempête is governed by five hereditary nobles. A Harbor Lord oversees all harbor activities, while four Coin Lords maintain the rest of the city. Together, these five nobles are called the [[Seigneurs des Tempêtes]] .
 +
 +====== Groupes Influents ======
 +Although the [[Seigneurs des Tempêtes]] hold authority over Cap-Tempête, other nations and the [[Maisons Marquées Du Dragon]] have consulates and enclaves there. The [[Cinq Nations]] acknowledge Cap-Tempête, but none claim it as their own. Instead, they simply maintain business relationships with the Seigneurs des Tempêtes hoping to turn a profit on all that [[Xen'Drik|Xen'drik]] has to offer.
 +
 +The [[Maisons Marquées Du Dragon]], particularly [[Maison Lyrandar]], [[Maison Kundarak]], [[Maison Garda]], and [[Maison Tharashk]] have great sway in the city, and the Seigneurs des Tempêtes go to great lengths to make sure their presence remains.
 +
 +{{ cap-tempete.jpg}}
 +====== Guarde de Cap-Tempête ======
 +
 +Former criminals, soldiers, and Commun ruffians make up the bulk of the City Guard in [[cap-tempete]].   Regardless of their past members of the Cap-Tempête Guard have sworn allegiance to the [[Seigneurs des Tempêtes]] and now look to the best interests of the Coin Lords, as well as their own.
 +
 +====== Places of Interest ======
 +  * [[Circle of Visions]]
 +  * [[Delera's Watch]]
 +  * [[Maison Brunet Enclave]]
 +  * [[Molou's Distillery]]
 +  * [[Arène Rouge]]
 +  * [[Cap-Tempête Recruiters]]
 +  * [[Surrinek Riverboats]]
 +  * [[The Tents of Rusheme]]
 +  * [[Port d'En-dessous]]
 +
 +====== Notable NPCs ======
 +  * [[Les Rats d'Égouts]]
 +  * [[Ereg]]
 +  * [[Gaulronak]]
 +  * [[Hassalac Chaar]]
 +  * [[La Garde de Fer]]
 +  * [[Seigneurs des Tempêtes]]
 +  * [[Cap-Tempête Guard]]
 +
 +====== Marchants ======
 +Les gens de Cap-Tempête aiment marchander. Un commerçant facture généralement 5 à 10% de plus que les prix du marché pour ses marchandises. Voici une sélection de certains des fournisseurs les plus connus de la ville.
 +
 +  * **Antiquités, objets magiques et fourniture magiques**
 +    * [[xendrik:Le Pilon]] : Magasin de fourniture alchimique tenu par une famille de gnomes Zil expatriés.
 +    * [[xendrik:Les Splendeurs du Sud de Von Ruthvek]] : Curiosité de tout Xen’drik. Sélection limitée de d'objets magiques (max 12000 po.). Services d'identification d'objets magiques.
 +    * [[xendrik:La Citadel des Douzes]] : Sorts arcanique (jusqu'au niveau 5) et objets magiques (max 16000 po.)
 +  * **Divertissement**
 +    * [[xendrik:Bateau de Mr. Big]] : un casino fluvial ancrer en permanence.
 +    * [[xendrik:Arène Rouge]] : arène de combat.
 +    * [[xendrik:Ombres]] : le bordel le plus chic, discret et rentable de la ville.
 +  * **Guérison**
 +    * [[xendrik:Enclave Brunet]] : Sort de divin et de soin (jusqu'au niveau 5)
 +  * **Logis et nourriture**
 +    * [[xendrik:La Grande Maison]] : cette coentreprise de la [[Maison Phiarlan]] et de la [[Maison Normandin]] sert de taverne, d'auberge et d'espace de spectacle.
 +    * [[xendrik:l'Épave Noir]] : une taverne tapageuse servant une foule dangereuse.
 +    * [[xendrik:Le Repaire Félin]] : petite auberge offrant d'excellents services aux voyageurs accompagnés de familiers ou d'animaux de compagnie.
 +
 +  * **Armes et armures**
 +    * [[Cap-Tempête Forge]] : cet grande forge liée à la [[Maison Bombardier]] produit des biens pour la garde de Cap-Tempête. Se concentre sur la quantité plutôt que sur la qualité, mais des biens +1 sont généralement disponibles, des armes de plus grande valeur pourraient être fabriquées en prenant les dispositions nécessaires avec la Citadelle des Douze.
 +    * [[Fer Noir]] :Fer Noir est principalement une forge, mais on y vend également une variété de produits conçus pour les créatures de grande taille. C'est un centre de commerce avec les géants vivant dans la ville de tentes de [[Rushemé]], et il offre aux aventuriers un endroit pour les décharger des trésors de taille inhabituelle trouvés dans les ruines de [[Xen'drik]]. Cette forge appartenant à une famille de [[Goliath]] est dirigé par le maître forgeron [[npc:Hular]], l'un des meilleurs de la ville. Il peut produire des armures et des armes avec un bonus d'amélioration allant jusqu'à +2. Il dirige la forge efficacement, mais l'âge fait des ravages. Il prépare ses enfants à reprendre l'entreprise, mais sa plus jeune fille, [[npc:Solarca]], a hâte de vivre une vie plus remplie d'aventures. 
 +  * **Équipements d'aventuriers**
 +    * [[xendrik:Lieux oubliés]] : offre une grande variété de cartes bizarres et de matériel de cartographie comme par exemple une carte du fond marin de la Mer du Tonnerre pour 20 po; une "carte des stars" de Sharn indiquant leurs résidences pour 30 po ; une carte censée mener à une cité perdue dans la jungle pour 100 po ; et une carte douteuse de Kythri le Chaos Bouillonnant pour 200 po.
 +    * [[xendrik:Prospection Havulak]] : À quelques pâtés de maisons de la raffinerie Tharashk de Pierregrise, Prospection Havulak approvisionne des explorateurs et des prospecteurs depuis des années. La boutique propose des vêtements, des guides et des outils, et le propriétaire grincheux, un humain nommé Havulak, a toujours son opinion à donner sur les meilleurs chemins à travers de la jungle. 
 +    * [[xendrik:Le Voyageur Économe]] : concurrent de longue date de Prospection Havulak (réduit les prix d'Havulak de quelques pièces de cuivre, mais est souvent en rupture de stock), le Voyageur Économe (propriété de Mr. Économe) est un enchevêtrement de tentes, d'équipements et de bric-à-brac qui pourraient être utiles dans la jungle.
 +  * **Divers**
 +    * [[xendrik:Bec et Ongle]] : Seule entreprise de la [[maison Létourneau]] dans la ville, Bec et Ongle vend des créatures de l'intérieur du continent. Des rugissements, des hennissements et des cris émergent de ce vaste pavillon, et on y retrouve à l'intérieur des cages et des enclos abritant montures, bêtes féroces et animaux de compagnie exotiques.
 +    * [[xendrik:Davandi]] : Appartient au célèbre designer de Sharn, le gnome Tyzian Davandi. On y vend des vêtements de voyage "avec style". Ses tenues coûtent entre 105 et 300 po.
 +    * [[xendrik:Enclave de la Maison Tharashk]] : ce grand avant-poste fournit une foule de services dont des détectives,
 +
 +The Citadel of the Twelve: up to 5th-level spells, 16,000 gp limit on items; prices adjusted 5% in favor of the citadel, dropped only for high-ranking members of a dragonmarked house or PCs in house service.
 +As part of House Kundarak’s agreement with the city, Bastion de la Côte hosts the only official outpost of the Twelve on the continent. Soon after the dwarves acquired the land, they set to work on building the citadel, complete with offices for all the dragonmarked houses, with the largest offices reserved for those houses that did not already have enclaves in the city (all houses except Garda, Jorasco, Lyrandar, Phiarlan, Tharashk, and Kundarak itself).
 +With exploration of the continent’s interior playing such a vital role in Cap-Tempête’s economy, the citadel does a good business in selling both magic items and spellcasting services. Clients do have to deal with the limited availability of items and a 20,000 gp cap on their value. Only arcane spells of 5th level or lower are available, and only one person at the citadel is capable of casting 5th-level spells—a reclusive wizard named Toven d’Bombardier (N human aristocrat 1/wizard 9)—so a PC’s timing has to be right when seeking such magic.
 +The Storm Lords make a pretty penny on the taxation of citadel services, and House Kundarak takes its own cut in rent and security fees. To offset these expenses, the citadel charges an extra 5% for all magic items and spellcasting services, though this premium  is waived for high-ranking members of a dragonmarked house (including PCs who have a dragonmark  or the Favored in House feat).
 +After Toven d’Bombardier, the most accomplished spellcaster at the citadel’s disposal is Amilene Santor d’Sivis (LN female gnome expert 2/wizard 7). She spends most of her time next door, in the Kundarak enclave. If her services are needed or requested, however, she gladly pops over to help and maintains good relations with most of the other spellcasters at the citadel.
 +
 +
 +====== Traders ======
 +  * [[Rudolf Rightman]] Market South End
 +
 +====== NPC all others ======
 +  * [[Darren de Garda]] Soldier Maison Garda Enclave
 +  * [[Gela Pallas]] Soldier Maison Garda Enclave
 +  * [[Irian LongOmbre]] Soldier Maison Garda Enclave
 +  * [[Nolo Coppershine]] Loiterer Maison Garda Enclave
 +  * [[Osric Tendfire]] Loiterer Maison Garda Enclave
 +  
 +  * Ereg (NE male human expert 5/ranger 3): A retired hunter, Ereg has tracked many of the strange creatures of Xen’drik—the wilder the better. On one of his forays into the jungle, the hunter uncovered a book describing the foundations of the necromantic tradition that has since evolved into the Blood of Vol. Ereg is fascinated by the book and spends his days studying its tattered pages. See the Hunting Party adventure framework (page 102) for more information.
 +
 +  * Gaulronak (N male hill giant druid 6): The oldest inhabitant of the Tents of Rushemé, Gaulronak is a wizened, elderly giant who scours the nearby jungle for rare herbs and fruit. He sells his gleanings to herbalists and cooks from a tent near the city gates, and he also serves as the primary liaison between the Storm Lords and the giants of Rushemé. Gaulronak has come to understand the people of Cap-Tempête, and the giants respect his age and wisdom.
 +
 +  * Hassalac Chaar: This self-styled “Prince of Dragons” might well be the most powerful spellcaster in Cap-Tempête, but his reclusive nature makes it impossible to know for certain. Hassalac Chaar is a kobold who lives in a hidden complex deep beneath the city. The precise location of his lair is a mystery, since the only known entrance is an extradimensional portal that the kobold controls. Hassalac is fascinated with dragons and has amassed a vast assortment of maps, magic items, and even artifacts dating back beyond the dragon–giant conflict to the dragons’ war against the fiends. Hassalac’s vaults might contain wealth beyond measure, but they are also filled with deadly traps and lizardfolk guards. A kobold of neutral alignment, Hassalac is a sorcerer or warlock of at least 12th level. He claims to have the blood of dragons in his veins, and he might actually be a half-dragon or even a dragon who has chosen the form of a kobold to conceal his identity. Hassalac jealously guards his hoard and rarely leaves his lair, but he sometimes employs adventurers to retrieve relics from the interior of Xen’drik. Alternatively, Hassalac might already possess an artifact the party desperately needs, forcing them to bargain with the kobold—or to risk their lives trying to rob him.
 +
 +
 +  * The Storm Lords: The current Harbor Lord is Jonas Wylkes (CN male half-elf aristocrat 3/sorcerer 3), a young noble more interested in enjoying his wealth than maintaining a tight leash on the affairs of the harbor wards. The Coin Lords are Varen Lassite (male human), Yorrick Amanatu (male dwarf), Kirris Sel Shadra (female gnome), and Paulo Omaren (female human).
 +
 +  Of the four Coin Lords, one is a brilliant administrator wanted for murder in Sharn (LN expert 8), one is an outcast member of Maison Bombardier seeking redemption in the eyes of the house (NG artificer 6), one is a rakshasa agent of the Lords of Dust (LE sorcerer 5), one has sympathies with the Blood of Vol (LE expert 5/adept 2), and one is a mind seeded agent of the Dreaming Dark (LE expert 2/psion 8). It’s up to the DM to decide which is which (and which of the five options isn’t used).
 +
 +  The Storm Lords can call as needed on the Cap-Tempête Guard, the Garde de Fer, or the dragonmarked houses (for a price). Each also has his or her own agenda and maintains a secret network of operatives to accomplish tasks related to these goals. A new party of adventurers settling in Cap-Tempête could easily find patronage with one of the Storm Lords. Good-hearted PCs could be employed to interfere with the more sinister plans of the other lords.
 +
 +  * Cap-Tempête Guard: A typical member of the city militia (N human warrior 2) has chainmail armor, a heavy crossbow, a halberd, and a sap. Two to six members of the Guard comprise a typical patrol, depending on the neighborhood. If faced with overwhelming odds, guards retreat and report the incident. The Storm Lords might choose to leave well enough alone, to dispatch the Garde de Fer, or to contract with agents of House Garda or the Twelve to handle the situation.
 + 
 + Cap-Tempête NAMES
 +The settlers of Cap-Tempête came in search of new opportunities and the chance to leave the past behind. The city is thus a melting pot of cultures and races from across Eberron, and Cap-Tempête characters can draw their names from any culture on Khorvaire (dwarves with kalashtar names, elves with goblin names, and more). Many residents choose not to share their surnames with strangers, instead relying on titles or descriptive nicknames: Gurlav the Smith, Three-Fingered Ro, Patchcloak, and so on. Under most circumstances, prying for more information about someone’s name is considered to be extremely rude.
 +
 +
 +History of Cap-Tempête
 +
 +
 +Natives of Xen’drik
 +Xen’drik is a land of monsters. 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 Cap-Tempête, so travelers are likely to encounter these creatures at some point in their journeys.
 +Giants were once the dominant species of Xen’drik, and modern Cap-Tempête is built amid the ruins of a giant citadel. Many races of giants can be found across Xen’drik; those most frequently encountered in Cap-Tempête are the nomadic hill giants of the Tents of Rushemé. From their encampment southwest of the city, these giants trade with the city’s inhabitants. Stone giants and jungle giants occasionally pass through Rushemé; other types of giants are rarely seen and are often hostile when they are.
 +Drow are spread across the northern coast of  Xen’drik. Most of them shun Cap-Tempête 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. The sea devils are often seen in the city’s Harbor district, where a shrine to the Devourer rises from the water. Sahuagin respect the peace when they  are in Cap-Tempête, but wise travelers avoid antagonizing them.
 +
 +Thri-kreen are few in number, but a handful make their homes in the tunnels beneath Cap-Tempête and occasionally make their way to the surface. It is difficult but worthwhile to negotiate with the thri-kreen, for they are among the best guides to the city’s dungeons. Kobolds are relative newcomers to the region. Sometime in the last century, a few tribes of them crawled up from Khyber into the city’s lower regions. Largely savage, these creatures are seen as pests by people on the surface, and the Cap-Tempête Guard offers a bounty of 2 copper pieces for kobold hides.
 +
 +MANTISFOLK OF THE SHATTERED LAND
 +A thriving thri-kreen civilization once inhabited the area that became Cap-Tempête, yet much about the mantisfolk remains a mystery to this day. Determined to learn all he could about them, the gnome researcher Lohn Ender, from the Library of  Korranberg, traveled to Xen’drik and somehow managed to garner the favor of the thri-kreen, who allowed  him to study them from a respectful distance. This  research culminated in the publication of his findings, which immediately caused a stir within the academic community. In his report, known as the Ender  Disquisition, Ender presented the curious theory that the thri-kreen of Xen’drik exist simultaneously in Eberron and in Dal Quor, the Region of Dreams. The disquisition claims that this dual existence is the source of the thri-kreen’s baffling immunity to the Traveler’s Curse (SX 25), as well as their seemingly alien mindset and idiosyncratic relations with other humanoid races. For more information on the thri-kreen, see Expanded Psionics Handbook.
 +
 +
 +Population and DEMOGRAPHICS
 +Cap-Tempête is unlike any city in Khorvaire. 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 find their way to Cap-Tempête.
 +The city is small, but many residents take pride in it. A visitor to Sharn is likely to get lost in the teeming  masses. You’ll quickly get to know the people of Stormreach, and you’ll have a chance to meet even the most  important people of the city. Wander the market for a day, and you’ll likely see Lord Lassite. Take a week and you might know half the artisans, all the innkeepers, and the city’s magistrates—hopefully because you’ve been drinking with them and not because they’re sending you to L'Arène Rouge!
 +
 +The city is growing rapidly. According to a Korranberg census, the city had about nine thousand residents in 996 YK. Estimates suggest that more than two  thousand immigrants have joined them since then, and more are arriving every day. With the Last War at an end,  there’s been a groundswell of interest in the city. Refugees who lost their homes in Khorvaire come in search of a fresh start. Academics seek answers to Xen’drik’s mysteries. The dragonmarked houses see untapped potential in the lands beyond the city’s walls. 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. As a newcomer to Cap-Tempête, you’ll notice a wild diversity in the citizens’ wealth. Although none of the oldest families are nobles in the traditional sense, they have turned the treasures of their pirate ancestors into vast fortunes. The city’s unique opportunities lure dragonmarked heirs, nobles from the Five Nations, and explorers who have recovered great wealth from the continent’s interior. 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 Repos, the Marché, or the Temple  district. The Harbor district, Place des Serruriers, and Dannel’s Pride are best avoided after sunset. 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. Even before the Last War, many settlers were patriots who sought a place out of Galifar’s reach to practice their traditions. Now that the old kingdom is broken, this patriotic spirit is even greater. Many of the city’s wards have been settled by people of a particular nationality, and travelers are warned to consider that  when visiting; Thranes rarely receive a friendly welcome in the Karrn-dominated Pierrebroyée ward.
 +
 +
 +THE MANY FACES OF Cap-Tempête
 +Cap-Tempête is not easily defined. Visitors get different impressions, and only someone who resides here for a while sees its many faces.
 +City of Adventure: Perched at the edge of Xen’drik, Cap-Tempête is a haven for adventurers, explorers, and scholars ready to plunge into the jungle to discover its secrets. With the wild continent at its  gates, the city is the best launching point for an expedition into the interior.
 +
 +City of Diversity: Cap-Tempête is a haven for outcasts from around the world. Sarlonan refugees, Lhazaarites, Seren barbarians, warforged, halflings, shifters, drow, thri-kreen, and expatriates of all Five Nations make their home here or pass through. You  can find almost any kind of person, and many monsters, roaming Cap-Tempête’s streets.
 +
 +City of Dungeons: Dozens of civilizations have come and gone in the mighty ruins where the pirates made their home. Below modern Cap-Tempête, a ruined undercity extends deep into the earth, filled 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. One can enjoy even the most decadent delights in Cap-Tempête, even those forbidden in the world’s other great cities.
 +City of Oppression: Power in Cap-Tempête is concentrated in the hands of a few. The destitute are desperate, and laborers have no rights. There’s no justice here, and the only opportunity is what you make yourself.
 +
 +City of Opportunity: Anyone can become anything in Cap-Tempête. 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. The sky is the limit, and  the city’s ruins reach up to it. Just be sure they don’t crumble beneath you as you climb.
 +
 +
 +Architecture
 +Les quartiers de la ville ont chacun leurs propres styles, définis par leurs habitants et leurs occupations, mais ces quartiers sont toujours un méli-mélo de nouveaux bâtiments au milieu et au-dessus des anciens bâtiments et monuments de Cap-Tempête. 
 +
 +Les PILIERS
 +Cap-Tempête regorge de piliers brisés datant de l'âge des géants, et bien que peu soient encore debout, ceux qui le sont sont des points de repère importants. Ces piliers soutenaient autrefois les toits des habitations des géants ou décoraient l'extérieur de leurs temples. Maintenant, ils servent à d'autres fins. Certains ont été transformés en tours de guet, utiles pour repérer les incendies et diriger les pompiers. D'autres sont devenus tellement incrustés de cordes et d'habitations délabrées qu'ils ressemblent à un rocher couvert de moules. La plupart, cependant, sont devenue des sources de pierres pour paver les routes, réparer les murs de la ville et construire de nouvelles habitations.
 +
 +CERCLE DE VISIONS
 +Dispersés autour de la ville se trouvent douze anneaux de pierre, chacun rayonnant d'une aura modéré de magie d'illusion. Environ une fois par mois, une image programmée apparaît la nuit au centre d'un des cercles. Parfois l'image est belle, et parfois un géant mort depuis longtemps apparaît, dont le nom et l'histoire ne sont plus connus. D'autres fois, ces illusions sont dérangeantes, montrant des images que les gens croient être des avertissements ou montrant des endroits au plus profond de la jungle de Xen'drik qui auraient été des avant-postes des géants ou de leurs ennemis.
 +
 +RUINES FLOTTANTES
 +La magie de Xen’drik est légendaire, et la gloire du passé se retrouve encore aujourd’hui à Cap-Tempête. Les géants possédait un certain nombre de forteresses, manoirs ou tours flottantes. Le temps, les guerres et les catastrophes les ont brisés, mais leurs vestiges flottent encore sur place ou dérivent au-dessus de la ville, et parfois au-delà.
 +
 +Certaines de ces ruines restent utilisables, bien que délabrées, et quelques riches citoyens les ont revendiquées, les réparant et les reconstruisant. D'autres morceaux de maçonnerie flottants sont traités comme des îles, offrant un ancrage pour des constructions par des gens entreprenants. Sous quelques-uns des plus gros morceaux, des maisons de bois pendent dangereusement et sont accessibles par des cordes nouées et des échelles, qui peuvent être remontées, offrant aux habitants une existence sûre, bien qu'escarpé.
 +
 +Les ruines les plus pittoresques ont recueilli du guano d'oiseaux de mer jusqu'à ce qu'une ou deux graines soufflées par le vent germent, créant des îlots de plantes enchevêtrées. Une débauche de couleurs, les racines de ces îles flottent au vent.
 +
 +IMPERMANENCE PERMANENTE
 +Beaucoup de maisons à Cap-Tempête ont l'air temporaires : des tentes, des huttes et des cabanes. Les visiteurs sont toujours surpris de découvrir que bon nombre de ces shacks en bois de grève et tentes de toile ont été transmises de génération en génération.
 +
 +Surtout dans les quartiers les plus pauvres, la ville a une culture de ne rien gaspiller. Cela s'applique autant aux bâtiments qu'aux casseroles et poêles, vêtements et autres articles. De vieilles chaloupes sont monté sur les toits pour empêcher la pluie d'entrer, et les tentes sont rapiécées, cousues et superposées jusqu'à ce qu'elles soient aussi épaisses qu'un mur. Un bâtiment qui était autrefois un temple dédié à une divinité oubliée pourrait être transformé en brasserie, et par la suite les cuves de brassage pourraient être transformées en maisons.
 +
 +Rien n'est gaspillé : bois de grève, toile, peau, fanons de baleine, épaves et pierre. Les gens de Cap-Tempête font preuve d'une ingéniosité sans fin dans l'utilisation de matériaux qui seraient des déchets dans d'autres villes.
 +
 +
 +LES PASSAGES ÉTROITS
 +Il ne reste que peu de trace du plan d'urbanisme des géants. Chaque culture occupante l'a compliqué, et chaque effondrement a créé un nouveau chaos sur ce qui était autrefois une ville ordonnée. 
 +
 +Le déclin de la ville antique et le développement organique et non planifié de ses successeurs ont transformé les rues en un enchevêtrement qui change avec chaque vague d'immigrants, chaque inondation et chaque incendie. La ville est également reconfigurée par l'effondrement occasionnel d'égouts, de tunnels et de grottes en dessous.
 +
 +Le résultat pour les visiteurs est que, mis à part quelques rues larges que les Seigneurs gardent dégagées par décret, la ville est un ramassis de rues étroites en constante évolution.
 +
 +Il est facile de s'y perdre, surtout dans les quartiers résidentiels où l'aménagement est beaucoup plus compliqué que ne le laisse supposer la population de la ville.
 +
 +
 +Pierre Ancienne
 +Les ruines visibles de la ville antique étaient autrefois des bâtiments ou des monuments importants. Beaucoup étaient protégés par de la magie et ont donc mieux traversé les millénaires que le reste. Les ruines les plus anciennes marquent les endroits où Cap-Tempête est le plus stable. Les géants connaissaient la terre et bâtissaient pour durer. Bien que d'anciennes structures puissent être cachées sous les plus récentes, elles perdurent.
 +
 +Dans les cavernes et les tunnels sous la ville, les ruines sont moins usées et plus intactes. Les habitants de la ville souterraine construisent autour et creusent des tunnels à travers ces ruines, agrandissant toujours la ville sous la ville. Dans le port se trouvent les ruines qui ont été récupérées par les vagues, infestées de sahuagins et pleines d'artefacts anciens.
 +
 +Là où se trouve les plus vieille pierres, les dirigeants de Cap-Tempête demeurent, leurs palais et manoirs construits sur les fondations les plus solides. Ils tirent leur légitimité autant des symboles des ruines que de leur puissance ou de leur richesse.
 +
 +LE GRÉEMENT
 +Cap-Tempête n'a pas été construit à l'origine pour la taille des gens qui y vivent maintenant. Ses bâtiments rappellent ce passé, de ses énormes drains à ses hautes marches et ses colonnes imposantes. Un humain ou un elfe, sans parler d'un hobbit ou d'un gnome, aurait du mal à grimper sur et autour de ces édifices s'il n'y avait pas "le gréement". Lorsque les citoyens mentionnent le gréement de la ville, ils font référence aux marches qui ont été taillées dans les pierres massives, aux échelles et escaliers en bois boulonnés ou appuyés les une contre les autres, aux filets et aux cordes nouées qu'ils utilisent pour grimper sur les ruines ou aux ponts de corde qui sillonnent la ville au-dessus des rues. Là où les cordes et les ponts sont particulièrement denses, des cabanes sont suspendues dans les airs, souvent sous une ruine flottante.
 +
 +Dalots
 +La ville doit son nom aux tempêtes qui frappent la côte de Xen'drik et qui submergent souvent la ville d'éclairs et de pluies torrentielles. Cette pluie n'était qu'un agacement pour les géants, une inondation pour les races plus petites n'est qu'une flaque d'eau pour un géant. De plus, l'énorme système d'égouts de la ville antique, ainsi que ses rues larges et ouvertes, permettaient à l'eau de pluie de s'écouler rapidement. Aujourd'hui, la ville est encombrée, ses rues remplies de tentes et d'étals de marchand. De nombreux drains sont bloqués par des ordures, et d'autres ont été scellés par les créatures qui se cachent dans les égouts. Malgré les efforts des Seigneurs pour nettoyer les drains, la plupart sont inutiles pendant une grande partie de l'année. Les quelques drains en état de marche coulent généralement comme des rapides, et le reste de l'eau de pluie de la ville s'écoule de la surface vers le port. D'une manière ou d'une autre, ce système de drainage aléatoire fonctionne. Premièrement, de nombreux bâtiments plus récents sont construits sur pilotis, ce qui permet à l'eau de pluie de s'écouler en dessous et cela maintient les bâtiments hors de portée de la vermine. Deuxièmement, lorsqu'un quartier est inondé, les résidents créent des canaux pour permettre à l'eau de s'écouler dans les rues voisines, et souvent dans le quartier de quelqu'un d'autre.
 +
 +Lorsque la pluie tombe, elle suit un réseau complexe de canaux improvisés, qui se rejoignent dans de larges rues qui alimentent en eau le port. Les habitants appellent ces rues des dalots, du nom des trous de drainage des navires. Les nouveaux colons sont parfois emportés lorsque l'eau coule rapidement, ne sachant pas qu'il faut se tenir à l'écart des dalots lors des orages plus violents.
 +
 +TÊTES EN PIERRE
 +Dans chaque quartier, des têtes de pierre sculptées s'appuient contre les murs, reposent dans les rues et vacillent sur des rebords. Autrefois faisant partie de statues perdues depuis longtemps, ces têtes ressemblent à des géants et ont une variété d'expressions et de coiffures. La plupart d'entre elles se regroupent en groupes de trois ou plus, bien que certains aient été déplacées, encastrés dans des murs ou simplement empilés. En raison d'un conte folklorique selon lequel elles portent une malédiction mortelle, très peu ont été détruites. Certains des habitants les plus âgés de la ville affirment que les expressions des têtes ont changé au fil du temps, reflétant les opinions des anciens géants sur la ville moderne et ses habitants. D'autres résidents déposent occasionnellement des offrandes sur les têtes et les débarrassent respectueusement de la mousse, du lichen et de la saleté.
 +
 +Position Précaire
 +Les quartiers riches tels que Havre-Tempête et Bastion de la Côte sont construits sur un sol solide et ont des rues relativement dégagées, mais d'autres quartiers sont truffés de dangers. Les tunnels et les anciens égouts se déplacent ou s'affaissent, les crues soudaines traversent pendant les tempêtes, l'humidité persistante fait pourrir les corde et le bois, et des cabanes, même celles qui ont survécu à des générations, s'effondrent soudainement. 
 +
 +
 +Figures d'autorité
 +Cette ville libre est gouvernée par les [[Seigneurs des Tempêtes]], un conseil héréditaire formé par les cinq familles qui ont fondé l'actuelle Cap-Tempête en 802 AR. Chaque famille surveille une région particulière de la ville et, ensemble, elles supervisent la plupart des industries. Un Seigneur exerce un pouvoir absolu au sein de la ville, gouvernant à la fois le commerce et la justice. Parce que les seigneurs s'équilibrent, ce pouvoir se transforme rarement en tyrannie. Tous les citoyens de Cap-Tempête respectent les Seigneurs des Tempêtes ou du moins leur influence sur la Garde. Les Seigneurs sont un sujet de conversation fréquent dans les tavernes et les salles communes de la ville, et Seigneur Jonas Wylkes et Seigneur Varen Lassite se mêlent souvent aux habitants de la ville. Gardez les yeux ouverts et vous pourriez en voir un!
 +
 +  * Seigneur Yorrick Amanatu, Seigneur du quartier du Repos et du Mur d'Argent. Un nain vénérable, le Seigneur Yorrick est l'un des fondateurs de la ville. Sa famille entraîne et organise la Garde de Cap-Tempête. Une vieille maxime dit : « Les Amanatu sont l'acier de Cap-Tempête ».
 +
 +  * Seigneur Varen Lassite, Seigneur de Lacroisé et du Marché. Les Lassites sont des maîtres brasseurs et parrainent fréquemment des festivals et des fêtes. En conséquence, le Seigneur Varen est facilement le plus populaire des Seigneurs des Tempêtes.
 +
 +  * Dame Kirris Sel Shadra, Seigneur de Garde-sud et de Vieille-Porte. Une famille de gnomes, les Sel Shadras maintiennent un profil bas contrairement au autres Seigneurs. Certains disent que les Sel Shadras ont des relations dans le monde souterrain de la ville, mais il serait imprudent de répandre de telles rumeurs.
 +  
 +  * Dame Paulo Omaren, Seigneur de Forgefeu et du quartier du Temple. Les Omarens sont les principales forgerons de la ville ; leur forge produit les armes et armures de la Garde Cap-Tempête. Lady Paulo est une jeune femme passionnée qui a revendiqué son poste actuel avec sa lame.
 +
 +  * Seigneur Jonas Wylkes, Seigneur supervisant le district du Port et le commerce maritime. Les rumeurs abondent sur la débauche de ce jeune seigneur.
 +
 +La loi et l'ordre
 +La seule justice à Cap-Tempête, c'est la justice que l'on se fait, ou la justice que l'on paie. Dans les rues louches de la ville, la magouille et le trafic sont des moyens légitimes de gagner sa vie. Les victimes de crimes violents sont blâmées pour leur propre sort par certains citoyens et sont une source d'amusement pour d'autres.
 +
 +Bien que des lois existent à Cap-Tempête, peu se donnent la peine des appliquer. La vraie loi du pays est simple : ne causez pas d'ennuis aux Seigneurs des Tempêtes. Vous pouvez souvent créer tous les problèmes que vous voulez pour quelqu'un d'autre. Tant qu'un crime n'a pas trop d'impact sur l'économie ou la sécurité de la ville, il est fort probable qu'il soit ignoré par les pouvoirs en place. Cela dit, si vous crossez les mauvaises personnes, vous pourriez rapidement vous retrouver du mauvais côté d'une épée d'un garde ou d'une lamebras d'un Garde de Fer.
 +
 +Le crime et les châtiments sont subjectifs dans Cap-Tempête. Vos connections et la personne avec qui vous irritez détermine les ramifications d'un crime. On peut cambrioler dix personnes le matin et en rire avec des membres corrompus de la garde de Cap-Tempête l'après-midi. Mais cassez la dent du cousin du Seigneur [[npc:Jonas Wylkes]] ou tuez un receleur qui travaille pour Dame [[npc:Kirris Sel Shadra]], et ces mêmes gardes vous battront à mort au milieu de la rue sans même dire bonjour.
 +
 +
 +===La Garde de Cap-Tempête===
 +Quiconque sait manier l'épée peut tenter sa chance dans la garde de Cap-Tempête. Votre passé n'est pas pertinent; tout ce qui compte, c'est votre volonté d'oublier les loyautés passées et de servir les Seigneurs des Tempêtes. En conséquence, le garde est un mélange de voyous, de criminels de guerre et de fugitifs des [[Cinq Nations]], d'anciens soldats toujours impatients de se battre et d'une poignée de personnes qui se soucient réellement de la loi. Ils patrouillent au hasard dans les rues et sont aussi susceptibles d'ignorer un crime que d'intervenir.
 +
 +Les gardes qui font de leur mieux pour faire respecter la justice trouveront plusieurs obstacles sur leur chemin. La corruption rampante dans les échelons supérieurs de la Garde rend les démonstrations d'héroïsme potentiellement menaçantes pour la continuité de l'emploi d'un garde. En faisant leur travail, ces gardes dévoués font pression sur leurs camarades pour qu'ils fassent de même, et la populace de la ville est beaucoup plus facile à duper lorsque personne ne sort des sentiers battus pour les aider. De plus, arrêter les criminels qui ont versé des pots-de-vin à des gardes de rang supérieur entraîne des conséquences désastreuses.
 +
 +Les gangs et les milices de la ville connaissent bien les limites de la Garde. Ils connaissent les endroits que les gardes évitent. Les Titans pourraient combatre les Marteaux Orageux dans les allées de la Fierté de Dannel, mais ils ne croiseraient jamais les lames au cœur du Marché. Le bon sens est la clé pour éviter une rencontre avec la Garde de Cap-Tempête ou le Garde de Fer; vous pouvez vous bagarrer librement dans la Place des Serruriers, mais gardez votre épée dans son fourreau dans le Quartier du Repos.
 +
 +MEET THE GUARD
 +Lacroiséing paths with the Cap-Tempête Guard is not unlike a random draw of Three-Dragon Ante; sometimes you get Bahamut, and sometimes you get the Fool. When the PCs cross paths with a patrol, use the following descriptions as inspiration. Sleepyhead (N male human warrior 1): This guard is either totally exhausted or just narcoleptic; he keeps dozing off while interacting with the party. Ladies’ Man (CN male elf expert 2): Armed with a lute, a crooked smile, and too much cologne, this guard joined up because he thinks the uniform  helps him attract women. If a comely woman is present, he tries to work his magic; otherwise he couldn’t  care less.
 +Drunkard (N male half-orc barbarian 1): This burly guard is deep in his cups, though he tries his hardest to feign otherwise. He misses salient details, chuckles at inappropriate times, and flies into a drunken tirade about how hard his job is if confronted about his condition.
 +
 +Faker (CE female half-elf rogue 2): This halfelf is not a guard at all. She bought her uniform from  an actual guard and tries her best to play the part. She wants the PCs to move along before her friends emerge from a nearby storefront with stolen loot.
 +
 +Little Tough Guy (CN male halfling barbarian 2): This little guard shoulders derision both from  his peers and criminals. As a result, he’s developed a mean streak to put a bulette’s to shame. He blames the PCs for anything bad that transpires and jumps up on  a barrel or chair to get in their face and poke them in the chest as he threatens and berates them.
 +Stomach Trouble (N male dwarf warrior 2): This usually competent guard devoured a plate of bad squid earlier and now has urgent need of an outhouse. He tries his best to hide his duress and attempts to resolve any matters as swiftly as possible.
 +By the Book (LN female human expert 3): Every year the city fells a few dozen trees to print a list of ordinances and edicts, and every year most guards toss their copies in the nearest fire. Not so with this one. She clutches it as if it were a spellbook, though no one is sure why she bothers since she can recite it from memory. She cites the PCs for every minor infraction (disturbing the peace, illegal munitions, reckless spellcasting) and fines them mercilessly (she is bribe-proof).
 +Starstruck (CG male human commoner 2/ warrior 1): This guard has heard all about the PCs’ recent exploits and is mightily impressed. He lets them off for any minor crimes and begs to join them. If refused, he sulks but remains a possible ally.
 +Fallen (LG female ex-paladin 5): This guard was a devoted scourge of evil until she took part in a massacre in the Last War. Ashamed of her misdeed, she believes that Cap-Tempête is the only place she belongs. But her devotion to good is unchecked, and she might aid a party in acts that serve a noble cause.
 +Dead (N male human): This guard stumbles toward the party, his mouth working but no words coming out. He collapses at their feet, his throat slit.
 +
 +
 +===La Garde de Fer===
 +Les aventuriers tapageurs et les lanceurs de sorts assoiffés de pouvoir ne craignent peut-être pas la garde de Cap-Tempête, mais la ville dispose d'une deuxième ligne de défense pour faire face aux menaces sérieuses : la Garde de Fer. Il s'agit d'une compagnie d'élite de soldats Guerriers de Fer, construits pour la bataille et assermentés au service de Cap-Tempête. Ces Fernés sont bien équipés, hautement qualifiés et totalement sans peur. Ils ne sont gaspillé dans de simples patrouilles, mais si la Garde ne peut pas gérer un problème, les Fernés sont déployés.
 +
 +Ces Guerriers de Fers forment une escouade d'élite au sein de la Garde de Cap-Tempête. Vétérans hautement qualifiés des Cinq Nations, les membres de la Garde de Fer rejettent les enseignements du [[Seigneur des Lames]] mais ont également tourné le dos aux habitants de [[Khorvaire]]. Malgré que ces fernés servent fidèlement les Seigneurs des Tempêtes depuis des années, beaucoup à Cap-Tempête les craignent. Certains disent même que les Seigneurs stockent des baguettes pour infliger des dégâts au cas où l'Garde de Fer se retournerait contre eux. L'Garde de Fer est dirigé par Steeljack (barde de guerre de personnalité masculine N 1/combattant 8), un orateur charismatique avec un don spécial pour inspirer ses partisans de guerre.
 +
 +These warforged form an elite squad of enforcers within the Cap-Tempête Guard. Highly skilled veterans from across the Five Nations, members of the Garde de Fer reject the teachings of the Lord of Blades but have turned their backs on the people of Khorvaire just the same. The warforged have served the Storm Lords faithfully for years, but many in Cap-Tempête still fear them. Some even say that the Storm Lords stockpile wands of inflict damage in case the Garde de Fer ever turns against them. The Garde de Fer is led by Steeljack (N male personality warforged bard 1/fighter 8), a charismatic speaker with a special gift for inspiring his warforged followers.
 +
 +The typical Garde de Fer guard (N warforged fighter 4) has the Adamantine Body feat, a heavy crossbow, a masterwork greatsword, a sap, two potions of repair moderate damage, and one potion of haste. If dispatched against a known threat (such as a PC wizard with a reputation for specific spells), guards are equipped with appropriate defensive potions and similar tools.
 +The Garde de Fer could oppose PCs who threaten the city, but they can also make an interesting encounter for warforged characters. The members of the watch want to start a new life for warforged on a continent where their people have never been slaves. Of course, this could simply be a front, with the watch secretly acting as agents for the Lord of Blades . . .
 +
 +Le garde Garde de Fer typique (combattant N warforged 4) a le don Corps adamantin, une arbalète lourde, une épée de maître, une sève, deux potions de réparation de dégâts modérés et une potion de hâte. S'ils sont envoyés contre une menace connue (comme un sorcier PC avec une réputation pour des sorts spécifiques), les gardes sont équipés de potions défensives appropriées et d'outils similaires.
 +L'Garde de Fer pourrait s'opposer aux PJ qui menacent la ville, mais ils peuvent aussi faire une rencontre intéressante pour les personnages forgeliers. Les membres de la montre veulent commencer une nouvelle vie de forgeliers sur un continent où leur peuple n'a jamais été esclave. Bien sûr, cela pourrait simplement être une façade, la montre agissant secrètement en tant qu'agent du Seigneur des Lames. . .
 +
 +
 +Investigateurs
 +L'indifférence de la garde de Cap-Tempête à de nombreux crimes signifie que les détectives indépendants sont en forte demande. Lorsque les gens veulent qu'une enquête soit menée sur un vol ou un meurtre et qu'ils ont de l'argent pour payer, ils peuvent engager un investigateur de la [[Maison Tharashk]]. Les citoyens qui n'ont pas les fonds nécessaires pour un héritier Tharashk peuvent se tourner vers des enquêteurs indépendants agréés par la [[Guilde des Investigateurs]].
 +
 +Ceux qui ont les compétences pour débusquer les criminels peuvent bien gagner leur vie à Cap-Tempête, à condition qu'ils restent en vie assez longtemps pour dépenser leur salaire. Dans une ville en proie au crime et à la corruption, quelqu'un qui chasse les criminels pour gagner sa vie ne peut survivre que grâce à des amis rusés et puissants. Attraper des criminels dans la ville revient à danser avec les démons que vous connaissez pour attraper ceux que vous ne connaissez pas ; la plupart des curieux concluent des accords avec des gangs et des fonctionnaires corrompus. Certains inquisiteurs promettent de mettre fin à toute affaire impliquant les Rats d'Égouts en échange d'informations sur les crimes de quelqu'un d'autre. D'autres se rapprochent de puissants chefs de milice, des maîtres d'écurie de l'Arène Rouge ou de la garde de Cap-Tempête dans l'espoir qu'ils offriront une protection lorsque des criminels viendront chercher à se venger.
 +
 +Those with the skills to ferret out criminals can make a good living in Cap-Tempête, provided they stay alive long enough to spend their wages. In a city plagued by crime and corruption, someone who hunts  criminals for a living can survive only through cunning and powerful friends. Catching criminals in the  city is a matter of dancing with the devils you know in order to catch the ones you don’t; most inquisitives make deals with gangs and corrupt officials. Some inquisitives promise to lay off any case involving les Rats d'Égouts in exchange for information about someone  else’s crimes. Others cozy up to powerful militia leaders, Arène Rouge stablemasters, or the Cap-Tempête Guard  in the hope they will offer protection when criminals come looking for payback.
 +
 +MAGISTRATES
 +Magistrates appointed by the Storm Lords (mostly gnomes of the Sel Shadra line) pass judgment over offenders. Summary justice is the rule, and the accused are nearly always found guilty. However, the city’s erratic sense of justice can occasionally work in  the accused’s favor; when crime runs rampant, general amnesties are occasionally handed down from the  Storm Lords for no other reason than to relieve the magistrates of their burdens. People guilty of minor infractions (petty theft, brawling, and the like) rarely go before a magistrate, assuming they paid off the Cap-Tempête Guard. If they do end up on trial, they are usually levied hefty fines  for clogging the wheels of justice as a result of not bribing a guard. Those who cannot pay a fine are subject  to exile; the lucky ones get put on the next boat to Khorvaire, and the unlucky are sent into the wilds of Xen’drik. The city has only two punishments for more serious crimes: death and L'Arène Rouge.
 +
 +Public executions are carried out in the Marché on Sar, the seventh day of the week. The executions have a carnival atmosphere and bring out families  in droves to take in the gruesome spectacle. The exact means of death is decided by the magistrates: hanging,  drawing and quartering, evisceration, flaying alive, and any other method that pleases the crowd.
 +
 +Storm Lord Kirris Sel Shadra oversees jurisprudence, an area viewed as a headache by the  other lords. The clever gnome manages to turn a tidy profit by sending violent criminals to L'Arène Rouge, receiving kickbacks from the stablemasters. The gold she receives is only one benefit. Strong ties with the Blood Council (particularly Malketh Zolark) allow Lady Kirris to borrow bloodbound— the ring’s greatest gladiators—when she needs their violent skills to deal with someone who dares to oppose her enterprises.
 +Criminals sentenced to L'Arène Rouge are given the chance to fight their way to freedom. Their status  can be appealed after a period of time set by the magistrate, and anyone who wins a title bout is automatically  paroled. PCs who commit, or are framed for, crimes might end up in the ring fighting for their freedom and survival.
 +
 +
 +
 +Crime
 +Cap-Tempête has Xen’drik’s treasures and resources at its finger tips. Where opportunity arises so does crime. The city is crawling with scam artists, thieves, murderers, and escaped felons from the Five Nations. Many come to the city looking for a new start in the Cap-Tempête Guard or to reinvent themselves as upstanding citizens. But most cannot leave their criminal tendencies behind and end up weaving new schemes, waylaying the unwary, and slitting purses or throats.
 +
 +The city is the perfect place to lie low after committing some horrible act in Khorvaire or to spend the  profits of a heist. Ill-gotten coin is as good as honest currency in Cap-Tempête, and criminals come here to launder large amounts of it or to sell stolen goods that are too hot for the fences of Khorvaire. Cap-Tempête is home to a large number of gangs and other criminal groups. On a successful DC 20 Knowledge (local) check, a character knows something about one of them.
 +
 +[[Les Rats d'Égouts]]: A vicious gang that dominates the  Harbor district. Their name comes from their fondness for trained dire rats, and for having said rats chew  off the faces of anyone who crosses the gangs. 
 +
 +
 +
 +
 +The Hollow Shards: An alliance of forgers and con artists spread across the city. Augurs, cartographers,  guides, and others can always turn out to be members of the Hollow Shards.
 +
 +
 +
 +
 +The Night Tide: The black market of Cap-Tempête, a source of many goods restricted under the  Code of Galifar.  The Quickfoot Gang: An organization supposedly coordinating the activities of many criminal  organizations in the city.
 +
 +The Shrouds: A street gang whose members walk the streets wrapped in crimson shrouds. Rumors say that their numbers include ghouls and zombies.
 +
 +The Titans: A gang of goliath brawlers, who frequently pick fights with the smaller races.
 +
 +===Milices===
 +Tout au long de l'histoire de Cap-Tempête, de nombreux groupes ethniques et religieux ont formé des milices, des gens prêts à défendre leurs amis et voisins de toute menace.
 +
 +Après avoir entendu des récits sur la dure justice des Épées de Karrn ou les actions violentes de la Colère de Dannel, les nouveaux arrivants à Cap-Tempête pourraient avoir l’impression que les milices représentent un manque de contrôle de la part des Seigneurs. De telles craintes ne sont pas fondées. Les Seigneurs des Tempêtes permettent aux milices d'exister par respect pour les diverses valeurs culturelles des habitants de la ville. Cependant, bon nombre de ces valeurs sont liées à de l'hostilité envers d'autres groupes ethniques, nationaux ou religieux. Un voyageur est donc conseillé de considérer ce qui suit et d'éviter les quartiers dominés par des forces hostiles.
 +
 +  * [[Épées de Karrn]] : Les épées de Karrn sont récemment apparues dans le quartier de Pierrebroyée de Garde-sud. [[npc:Drago Thul]], seigneur de guerre Karrn exilé , dirige ce groupe de vétérans endurcis. Les Épées ont cherché à alléger le fardeau de la garde de Cap-Tempête en maintenant l'ordre à Pierrebroyée. Que les voyageurs soient avertis que Drago est obsédé par justice et que de nombreuses infractions mineures négligées dans le reste de la ville. vol, agression mineure, comportement indécent, seront punies à Pierrebroyée.
 +
 +  * [[Chevaliers de Thrane]] : Ce groupe opère dans le quartier des Braises de la Vieille-Porte. Il est conseillé aux Karrns et aux adorateurs du [[Sang Divin]], des Sombres Six ou d'autres mouvements religieux exotiques d'éviter le quartier. Le commandant [[npc:Valen Vanatar]] pense que de telles croyances constituent une menace pour la stabilité des Braises et agit en conséquence.
 +
 +  * [[Les Neufs Baguettes]] : Basés dans le quartier Blanc de la Vieille-Porte et issus en grande partie de vétérans Aundairiens, ces soldats sont connus pour leur utilisation de la magie de guerre. De nombreux membres des Baguettes sont toujours animés par les passions de la [[Dernière Guerre]], et les Thranes, Karrns et Cyriens sont avertis d'être prudents lorsqu'ils voyagent à Blanc. Cependant, les Baguettes attaquent rarement les voyageurs à moins d'être provoqués.
 +
 +  * [[Colère de Dannel]] : Les marins ivres racontent parfois des histoires sur la Colère de Dannel. Selon leurs récits, cette milice cyrienne est basée dans la Fierté de Dannel du quartier de Lacroisé. Les gens disent que les Colériques utilise la violence comme un outil pour forcer les Seigneurs à fournir plus de territoire et de reconnaissance aux réfugiés Cyriens. Cependant, les Seigneurs et la garde de Cap-Tempête ne toléreraient jamais un tel comportement. Il est néanmoins conseillé aux voyageurs d'éviter la Fierté de Dannel.
 +
 +
 +Religions
 +Diversity is one of Cap-Tempête’s greatest strengths, and this is as true in matters of religion as in anything else. The city’s founders came from across Khorvaire, and over the decades, citizens have examined both the old ways of Khorvaire and the mysteries of Xen’drik. Cap-Tempête is therefore home to many faiths. For those who seek comfort in the traditional faiths, the Temple of the Sovereign Host can be found in the Forgefeu district. The Keep of the Silver Flame is found in the Temple district, along with Temple Row, home to an ever-changing array of  shrines. More adventurous travelers can take the traditional swim out to Shargon’s Talon in the harbor or  visit the Tents of Rushemé and watch one of the rituals of the ancient giant faiths. One can also try to observe a ceremonial bloodletting at the Temple of Vol in the Pierrebroyée ward, though the priests of Vol have little patience for tourists.
 +
 +The Art Scene
 +
 +Cap-Tempête is beyond boundaries. The Code of Galifar is a far-off murmur, and conventions of civility are  often thrust aside here on the savage shore. It is a place where artists break out of tradition and frequently turn their backs on mass appeal. For good and for ill, the city has no aesthetic elite looking down its nose at  unconventional artwork, and no royal decrees interfere with artistic vision.
 +
 +Patronage of art can be a lightning rail to status in Cap-Tempête. Many wealthy residents commission what they hope will be the latest masterpieces; others fund theatrical troupes whose performances would be  considered licentious, or even treasonous, in a Khorvairian playhouse.
 +
 +As a result, Cap-Tempête’s art scene is more vibrant  than is typical in a city of its size. Many artists, performers, and playwrights banished from Khorvaire  choose to spend their exile in Cap-Tempête, plying their  craft far from their enemies. Also, the city’s remoteness from civilization inspires local artists to pursuits most of their Khorvairian counterparts would  not imagine. The wealth of ancient sculpture, drow folksinging, and tribal dance offers the city’s artists a feast of inspiration. Today’s popular art is born of yesterday’s avant-garde, and for explorations into art’s outer limits, Cap-Tempête is hard to beat. The city is more than a haven for the avant-garde.
 +Bawdy burlesques performed nightly in Forgefeu  pander to the district’s exhausted and companionshipstarved laborers. Meanwhile the classics of the Five  Nations are brought to life in the extravagant Livewood  Theater. Elegant galleries throughout the Temple district and Repos cater to those with a taste for fine art,  offering up paintings and sculptures in classic styles. From cathartic tragedies, sometimes played with real blood, to stunning landscape paintings of Xen’drik’s interior, the city has something for most artistic palates.
 +
 +religions
 +La diversité est l'une des plus grandes forces de Cap-Tempête, et cela est vrai en matière de religion comme en toute autre chose. Les fondateurs de la ville sont venus de tout le Khorvaire et, au fil des décennies, les citoyens ont examiné à la fois les anciennes coutumes de Khorvaire et les mystères de Xen'drik. Cap-Tempête abrite donc plusieurs confessions. Pour ceux qui recherchent le réconfort dans les croyances traditionnelles, le Temple de la Souveraine Hostie se trouve dans le quartier de Forgefeu. Le Donjon de la Flamme d'Argent se trouve dans le quartier du Temple, ainsi que Temple Row, qui abrite un éventail de sanctuaires en constante évolution. Les voyageurs plus aventureux peuvent prendre la baignade traditionnelle jusqu'à Shargon's Talon dans le port ou visiter les tentes de Rushemé et assister à l'un des rituels des anciennes religions géantes. On peut aussi essayer d'observer une saignée solennelle au Temple de Vol dans le quartier de Pierrebroyée, bien que les prêtres de Vol aient peu de patience pour les touristes.
 +
 +La scène artistique
 +
 +Cap-Tempête est au-delà des frontières. Le Code de Galifar est un murmure lointain, et les conventions de civilité sont souvent mises de côté ici sur le rivage sauvage. C'est un endroit où les artistes sortent de la tradition et tournent souvent le dos à l'appel de masse. Pour le meilleur et pour le pire, la ville n'a pas d'élite esthétique qui méprise les œuvres d'art non conventionnelles, et aucun décret royal n'interfère avec la vision artistique.
 +
 +Le mécénat d'art peut être un paratonnerre vers le statut à Cap-Tempête. De nombreux résidents fortunés commandent ce qu'ils espèrent être les derniers chefs-d'œuvre; d'autres financent des troupes théâtrales dont les performances seraient considérées comme licencieuses, voire trahison, dans une salle de spectacle khorvairienne.
 +
 +En conséquence, la scène artistique de Cap-Tempête est plus dynamique que ce qui est typique dans une ville de sa taille. De nombreux artistes, interprètes et dramaturges bannis de Khorvaire choisissent de passer leur exil à Cap-Tempête, exerçant leur métier loin de leurs ennemis. De plus, l'éloignement de la ville de la civilisation inspire les artistes locaux à des activités que la plupart de leurs homologues khorvairiens n'imagineraient pas. La richesse de la sculpture ancienne, du chant folklorique drow et de la danse tribale offre aux artistes de la ville un festin d'inspiration. L'art populaire d'aujourd'hui est né de l'avant-garde d'hier, et pour explorer les limites extérieures de l'art, Cap-Tempête est difficile à battre. La ville est plus qu'un refuge pour l'avant-garde.
 +Des burlesques paillardes se produisaient tous les soirs à Forgefeu pour flatter les ouvriers épuisés et en manque de compagnie du quartier. Pendant ce temps, les classiques des Cinq Nations prennent vie dans l'extravagant Livewood Theatre. Les galeries élégantes du quartier du Temple et du Repos s'adressent à ceux qui aiment les beaux-arts, proposant des peintures et des sculptures de style classique. Des tragédies cathartiques, parfois jouées avec du vrai sang, aux superbes peintures de paysages de l'intérieur de Xen'drik, la ville a quelque chose pour la plupart des palais artistiques.
 +
 +THE ONYX FOUNTAIN
 +House Phiarlan protects and patronizes artists in Cap-Tempête based on their talent, not their political or ethical views. To this end, the house created the Onyx Fountain, a stronghold of studios, galleries, small recital halls, rehearsal spaces, and small theaters in the Temple district. The Onyx Fountain is named for the imposing fountain of glossy black stone at its entrance. The fountain’s waters flow into a dragon-shaped basin, and potent magic shapes the flowing waters into wings and scales upon the dragon’s back.
 +The Onyx Fountain is a warren of corridors, niches, and chambers, each of which is unique. One chamber houses an elaborate illusion of frolicking fey, dancing wildflowers, and talking animals in the Faerie Court. Another contains sculptures from the Dhakaani Empire, complete with a towering relief of the Graywall Mountains’ Six Kings monument (FN 68). Others are  filled with swirling spheres of emerald light and illusions of otherworldly beings whose translucent forms  slowly transform. Most of the building’s spaces are illuminated with multihued everbright lanterns. The Fountain is not just a refuge for artists and performers, but also a hive of intrigue. Performance spaces double as training rooms for House Phiarlan  agents honing the arts of stealth and infiltration. Acrobatic skill, a hypnotic voice, the ability to turn light and  shadow into allies and weapons, and an imagination capable of ingenious solutions to split-second crises are what make Phiarlan spies some of the best in the world.  The Fountain also hosts clandestine meetings masquerading as rehearsals or private performances.
 +
 +THE LIVEWOOD THEATER
 +The Livewood Theater is House Phiarlan’s preeminent  performance space in the city. Mostly offering up classics of Brelish, Aundairian, or Cyran playwrights, the  Livewood spares no expense and attracts sellout crowds to its amphitheater four days a week, Wir through Sar. The shows are often nostalgia works beating patriotic drums and offering exiles and expatriates glimpses of their distant homelands.
 +Epics from Thrane and Karrnath were performed in the past, but no longer. A few years ago, a large group of Karrns crashed a performance of Rainbow Serpents Rising. Bedlam and bloodshed ensued. Thranes  responded in kind two months later during the opening performance of Ride of the Rekkenmark. The Livewood’s  manager, Zarzalia Shol d’Phiarlan (NG female elf bard 5/dragonmark heir 1), has since banned patriotic plays from both nations.
 +
 +THE PLAYS OF KARKLOS IR’ILSIR
 +Karklos ir’Ilsir became an overnight sensation in Sharn when the production of his play Throne of Angels opened to rave reviews. His plays continued to astound audiences  and draw standing-room-only crowds for two years following. Theater fanatics waited with bated breath for  the release of each play and worshiped the playwright as if he were the son of the god Olladra herself. The worship bolstered Karklos’s urge to do more  than just satisfy his audiences, driving him to challenge them instead. By his third year as Sharn’s favorite playwright, his work took on a decidedly political  tone. At first, King Boranel ir’Wynarn and the Brelish court turned a blind eye to treasonous underpinnings in his work, in recognition of the playwright’s obvious brilliance. However, when Who Mourns? opened at the Sharn Opera House and riots broke out in the streets, King Boranel exiled Karklos.
 +Karklos found a new home in Aundair under the patronage of Queen Aurala ir’Wynarn. However, when his play Wine, Magic, and Moonlight opened with descriptions of the debauchery of “Queen Arielana’s” exiled son “Jurianos,” Karklos found himself on the  run again (for more about Prince Jurian, see Five Nations page 23). The playwright eventually stumbled onto the docks of Cap-Tempête.
 +No one patronizes his work now, and he toils in a cramped room in Repos, not far from the Drowning Sorrows Tavern. His plays see production on occasion but rarely draw a crowd.
 +In the past few months, a mysterious woman named Sarquala has taken an interest in Karklos. Her blazing red hair, cool emerald eyes, and elegance immediately captured his heart, and the two are nigh inseparable now. Sarquala whispers in the playwright’s ear as he works. As a result, he has written obscure plays about the wrongful imprisonment of a pantheon of immortal kings and their glorious return. Perhaps this is a harmless fancy of hers. Or perhaps she is an agent of the Lords of Dust or a devotee of the Dragon Below, and she is tailoring his works to glorify her fallen masters. Unfettered by mortal conceptions of time, rakshasa and illithid have both foreseen that Karklos’s works will someday be the most performed plays in human history.
 +
 +LA FONTAINE D'ONYX
 +La Maison Phiarlan protège et patronne les artistes de Cap-Tempête en fonction de leur talent et non de leurs opinions politiques ou éthiques. À cette fin, la maison a créé la Fontaine d'Onyx, un fief d'ateliers, de galeries, de petites salles de récital, d'espaces de répétition et de petits théâtres dans le quartier du Temple. La fontaine d'Onyx doit son nom à l'imposante fontaine de pierre noire brillante à son entrée. Les eaux de la fontaine coulent dans un bassin en forme de dragon, et une magie puissante façonne les eaux qui coulent en ailes et en écailles sur le dos du dragon.
 +La fontaine Onyx est un dédale de couloirs, de niches et de chambres, chacune étant unique. Une chambre abrite une illusion élaborée de fées gambadant, de fleurs sauvages dansantes et d'animaux parlants dans la cour des fées. Un autre contient des sculptures de l'empire Dhakaani, avec un relief imposant du monument des Six Rois des montagnes Graywall (FN 68). D'autres sont remplis de sphères tourbillonnantes de lumière émeraude et d'illusions d'êtres d'un autre monde dont les formes translucides se transforment lentement. La plupart des espaces du bâtiment sont éclairés par des lanternes multicolores. La Fontaine n'est pas seulement un refuge pour les artistes et les interprètes, mais aussi une ruche d'intrigues. Les espaces de spectacle servent également de salles d'entraînement pour les agents de la Maison Phiarlan qui perfectionnent les arts de la furtivité et de l'infiltration. Des compétences acrobatiques, une voix hypnotique, la capacité de transformer la lumière et l'ombre en alliés et en armes, et une imagination capable de solutions ingénieuses aux crises d'une fraction de seconde sont ce qui fait des espions de Phiarlan l'un des meilleurs au monde. La Fontaine accueille également des réunions clandestines déguisées en répétitions ou représentations privées.
 +
 +LE THÉÂTRE LIVEWOOD
 +Le Livewood Theatre est l'espace de représentation prééminent de House Phiarlan dans la ville. Proposant principalement des classiques de dramaturges brelis, aundairiens ou cyriens, le Livewood n'épargne aucune dépense et attire des foules à guichets fermés dans son amphithéâtre quatre jours par semaine, de Wir à Sar. Les spectacles sont souvent des œuvres nostalgiques battant des tambours patriotiques et offrant aux exilés et aux expatriés des aperçus de leurs patries lointaines.
 +Des épopées de Thrane et Karrnath ont été jouées dans le passé, mais plus maintenant. Il y a quelques années, un grand groupe de Karrns s'est écrasé lors d'une représentation de Rainbow Serpents Rising. Bedlam et effusion de sang s'ensuivirent. Thranes a répondu en nature deux mois plus tard lors de la représentation d'ouverture de Ride of the Rekkenmark. Le manager de Livewood, Zarzalia Shol de Phiarlan (NG femelle elfe barde 5/dragonmark héritier 1), a depuis interdit les jeux patriotiques des deux nations.
 +
 +LES PIÈCES DE KARKLOS du ILSIR
 +Karklos du Ilsir est devenu une sensation du jour au lendemain à Sharn lorsque la production de sa pièce Throne of Angels s'est ouverte à des critiques élogieuses. Ses pièces ont continué d'étonner le public et d'attirer des foules debout pendant deux ans. Les fanatiques de théâtre attendaient avec impatience la sortie de chaque pièce et vénéraient le dramaturge comme s'il était le fils du dieu Olladra elle-même. Le culte a renforcé l'envie de Karklos de faire plus que simplement satisfaire son public, le poussant à les défier à la place. À sa troisième année en tant que dramaturge préféré de Sharn, son travail a pris un ton résolument politique. Au début, le roi Boranel du Wynarn et la cour de Brelish ont fermé les yeux sur les fondements de la trahison dans son travail, en reconnaissance du génie évident du dramaturge. Cependant, quand Qui pleure ? ouvert au Sharn Opera House et des émeutes ont éclaté dans les rues, le roi Boranel a exilé Karklos.
 +Karklos a trouvé une nouvelle maison à Aundair sous le patronage de la reine Aurala du Wynarn. Cependant, lorsque sa pièce Vin, magie et clair de lune s'ouvrit sur des descriptions de la débauche du fils exilé de la «reine Arielana», «Jurianos», Karklos se retrouva à nouveau en fuite (pour en savoir plus sur le prince Jurian, voir Cinq Nations page 23). Le dramaturge finit par trébucher sur les quais de Cap-Tempête.
 +Personne ne fréquente son travail maintenant, et il peine dans une pièce exiguë à Repos, non loin de la Drowning Sorrows Tavern. Ses pièces sont parfois mises en scène mais attirent rarement les foules.
 +Au cours des derniers mois, une mystérieuse femme nommée Sarquala s'est intéressée à Karklos. Ses cheveux roux flamboyants, ses yeux émeraude frais et son élégance ont immédiatement capturé son cœur, et les deux sont presque inséparables maintenant. Sarquala chuchote à l'oreille du dramaturge pendant qu'il travaille. En conséquence, il a écrit des pièces obscures sur l'emprisonnement injustifié d'un panthéon de rois immortels et leur retour glorieux. C'est peut-être une fantaisie inoffensive de sa part. Ou peut-être est-elle un agent des seigneurs de la poussière ou une dévote du dragon d'en bas, et elle adapte ses œuvres pour glorifier ses maîtres déchus. Libérés des conceptions mortelles du temps, rakshasa et illithid ont tous deux prévu que les œuvres de Karklos seraient un jour les pièces les plus jouées de l'histoire humaine.
 +
 +BLOODBORNE PLAYERS
 +
 +A small troupe of young elves known as the Bloodborne Players offers the darkest theatrical fare in  Cap-Tempête. Most of their performances lack any  narrative but instead assail the audience with haunting illusionary images and morbid displays of lifelike  brutality and violence. Even their more conventional plays culminate in a horrific blood sacrifice enacted with the aid of stunning illusionary magic . . . or so most spectators believe.
 +Although most of the sacrifices are fake, some are quite real. In these gruesome shows, usually before small audiences, the victim is eviscerated on a dais, and the heart and head are ripped and hewn from the body shortly thereafter. Mostly these victims are captured or duped bystanders, who believe it will all be an illusion. But on occasion the troupe holds secret performances for its most loyal fans, one of whom volunteers to be  sacrificed, believing his or her soul will gain immortality and glory.
 +
 +The leader of the Bloodborne Players, and always the actor wielding the sacrificial blade, is a rail-thin and black-haired elf named Vortras (NE male elf cleric 5), who sports an aberrant dragonmark. The backstage master of visual effects is his cousin Dammerund (CE male elf illusionist 5), though the two could easily be twins. These twisted elves believe the act of blood sacrifice, fused with the emotional outpouring of the enraptured audience, grants them great power. If this belief is true, the elves might have stumbled onto a secret of the ancient Qabalrin elves (SX 52). One thing is certain: Vortras seeks pages of the sanguineous tome (SX 153) and similar works on Qabalrin sacrificial rites. Many suspect the troupe is connected to the Blood of Vol or the Shrouds, yet the Bloodborne Players have recently clashed with both.
 +
 +MAZRATH THE MAKER
 +In a Harbor district alley, a filthy sign sways over a ramshackle storefront and proclaims the name of the proprietor within: Mazrath the Maker. Inside is an incongruously clean gallery filled with beautiful marble sculptures of such majesty that they could have been sculpted in Syrania, the realm of angels.  The artist behind these works is Mazrath, a limping old elf with milk white eyes as blind as a grimlock’s.  He coaxes wonders from blocks of marble, carving them entirely by feel, and creates gods and angels from clay pottery with the caress of his well-worn hands. Mazrath did not always spend his days creating. There was a time when his skillful hands lent their talents to endings instead. Before the Shadow Schism within House Phiarlan in 972 YK, Mazrath was called Tyrellin Paelion d’Phiarlan (LN male elf rogue 6/  shadow hunter 5) and was the favorite uncle of Lord Tolar Paelion d’Phiarlan (Dra 82). Tyrellin maintained a spy network so vast it reached the upper echelons of every dragonmarked house and plumbed the deepest dungeons and darkest alleyways across Khorvaire. When a strike force of Thuranni assassins came for him in the night, Tyrellin slew them to the last, but not before a sword slash stole his sight. Now the old elf toils in his gallery, but rumor has it that his ears still hear more than most eyes see. Little goes on in Cap-Tempête that Mazrath does not know, and a shadowy network still reports the goings-on of the powers behind the Five Nations, as well as every move his enemies make in the Emerald Claw, House Phiarlan, and House Thuranni. No one knows if he plans vengeance, but for the time being, the blind elf is certainly a brilliant sculptor.
 +
 +Festivals and Diversions
 +Life in Cap-Tempête is hard. The day-to-day struggle to survive the city’s corrupt politics and rampant crime can break the spirit of the hardiest citizens. Festivals are not only relief from the grit and grind of life; they are also key to the survival of the city by helping its citizens keep their spirits up. Public executions are grand events, as are the revelries hosted by Storm Lord Varen Lassite every few months. Religious groups observe the same holidays as their counterparts in Khorvaire. But a few festivals, described below, are unique to Cap-Tempête.
 +
 +JOUEURS TRANSMIS PAR LE SANG
 +
 +Une petite troupe de jeunes lutins connue sous le nom de Bloodborne Players offre la cuisine théâtrale la plus sombre de Cap-Tempête. La plupart de leurs performances manquent de narration mais assaillent plutôt le public avec des images illusoires obsédantes et des démonstrations morbides de brutalité et de violence réalistes. Même leurs pièces les plus conventionnelles culminent dans un horrible sacrifice de sang exécuté à l'aide d'une magie illusoire époustouflante. . . ou alors la plupart des spectateurs croient.
 +Bien que la plupart des sacrifices soient faux, certains sont bien réels. Dans ces spectacles horribles, généralement devant un petit public, la victime est éviscérée sur une estrade, et le cœur et la tête sont arrachés et taillés du corps peu de temps après. La plupart de ces victimes sont des passants capturés ou dupés, qui croient que tout cela ne sera qu'une illusion. Mais à l'occasion, la troupe organise des performances secrètes pour ses fans les plus fidèles, dont l'un se porte volontaire pour être sacrifié, croyant que son âme gagnera l'immortalité et la gloire.
 +
 +Le chef des Bloodborne Players, et toujours l'acteur brandissant la lame sacrificielle, est un elfe mince et aux cheveux noirs nommé Vortras (elfe mâle NE 5), qui arbore une marque de dragon aberrante. Le maître des effets visuels dans les coulisses est son cousin Dammerund (illusionniste elfe mâle CE 5), bien que les deux puissent facilement être jumeaux. Ces elfes tordus croient que l'acte de sacrifice sanglant, fusionné avec l'effusion émotionnelle du public ravi, leur confère un grand pouvoir. Si cette croyance est vraie, les elfes pourraient être tombés sur un secret des anciens elfes Qabalrin (SX 52). Une chose est certaine : Vortras recherche des pages du tome sanguin (SX 153) et des ouvrages similaires sur les rites sacrificiels de Qabalrin. Beaucoup soupçonnent que la troupe est liée au Blood of Vol ou aux Shrouds, mais les Bloodborne Players se sont récemment affrontés avec les deux.
 +
 +MAZRATH LE FABRICANT
 +Dans une ruelle du quartier du port, une enseigne sale se balance au-dessus d'une vitrine délabrée et proclame le nom du propriétaire à l'intérieur : Mazrath le Créateur. À l'intérieur se trouve une galerie d'une propreté incongrue remplie de belles sculptures en marbre d'une telle majesté qu'elles auraient pu être sculptées en Syrie, le royaume des anges. L'artiste derrière ces œuvres est Mazrath, un vieil elfe boiteux aux yeux blancs comme du lait aussi aveugle que ceux d'un grimlock. Il cajole des merveilles à partir de blocs de marbre, les sculptant entièrement au toucher, et crée des dieux et des anges à partir de poterie d'argile avec la caresse de ses mains bien usées. Mazrath ne passait pas toujours ses journées à créer. Il fut un temps où ses mains habiles prêtaient plutôt leurs talents aux fins. Avant le Schisme de l'Ombre au sein de la Maison Phiarlan en 972 YK, Mazrath s'appelait Tyrellin Paelion de Phiarlan (LN male elf rogue 6/ shadow hunter 5) et était l'oncle préféré de Lord Tolar Paelion de Phiarlan (Dra 82). Tyrellin entretenait un réseau d'espionnage si vaste qu'il atteignait les échelons supérieurs de toutes les maisons marquées par des dragons et sondait les donjons les plus profonds et les ruelles les plus sombres de Khorvaire. Lorsqu'une force de frappe d'assassins Thuranni est venue pour lui dans la nuit, Tyrellin les a tués jusqu'au dernier, mais pas avant qu'un coup d'épée ne lui ait volé la vue. Maintenant, le vieil elfe peine dans sa galerie, mais la rumeur veut que ses oreilles entendent encore plus que la plupart des yeux ne voient. Peu de choses se passent à Cap-Tempête que Mazrath ne connaît pas, et un réseau ténébreux rapporte toujours les allées et venues des puissances derrière les Cinq Nations, ainsi que chaque mouvement de ses ennemis dans la Griffe d'Émeraude, la Maison Phiarlan et la Maison Thuranni. . Nul ne sait s'il projette de se venger, mais pour l'instant, l'elfe aveugle est assurément un brillant sculpteur.
 +
 +Fêtes et divertissements
 +La vie à Cap-Tempête est dure. La lutte quotidienne pour survivre à la politique corrompue de la ville et à la criminalité endémique peut briser l'esprit des citoyens les plus endurcis. Les festivals ne sont pas seulement un soulagement du trac et de la routine de la vie ; ils sont également essentiels à la survie de la ville en aidant ses citoyens à garder le moral. Les exécutions publiques sont de grands événements, tout comme les réjouissances organisées par Storm Lord Varen Lassite tous les quelques mois. Les groupes religieux observent les mêmes fêtes que leurs homologues de Khorvaire. Mais quelques festivals, décrits ci-dessous, sont uniques à Cap-Tempête.
 +
 +THE BURNING TITAN
 +Once a year on Therendor 1, to emerge from winter’s cold embrace and hasten into spring, the city’s residents construct a titan of wood, wicker, and oil atop the cliffs  east of the House Lyrandar Shipyard. The titan represents the ancient kings of Xen’drik, who were burned  away in dragonfire. The building of the titan takes six  days and is itself a time of great revelry. Most of Forgefeu’s workers get the entire week off to help, House  Phiarlan supplies entertainment around the clock, and dozens of casks of gin are consumed by the builders. The titan is set aflame at sundown on Therendor 1, and an all-night celebration of wild dancing and drinking ensues, with many revelers wearing dragon masks. The giants of Rushemé find the festival a distasteful display but shoulder the unintentional insult graciously.
 +
 +PIRATE’S MOON
 +This spring festival, on Dravago 20, commemorates the death of pirate lord Jaldrin Arekarn, whose descendants would have been among the Storm Lords if he had had any. During the city’s beleaguered early days, Jaldrin turned back assaults both from Xen’drik’s interior and from rival captains who sought to seize the port for themselves. Jaldrin and his beloved, the dread captain Kilen Razorheart, engaged an entire armada of pirate vessels in the harbor. They broke the invading fleet but were both mortally wounded by a traitor’s arrow as they embraced in victory. The two fell overboard, their bodies never found. Now, on the anniversary of their victory and demise, the citizens  of Cap-Tempête celebrate in their honor, hurling offerings into the sea in the hope that the Devourer will  consume the offerings instead of feasting on the two captains. Pirate’s Moon is also the festival of love in Cap-Tempête, a time of blossoming romance.
 +
 +THE ANNUAL GAMES
 +Every summer, from Nymm 1 to 14, L'Arène Rouge holds an open tournament in which anyone—zealous fans, adventurers, layabouts—can enter the arena to prove their mettle. The games go on for two weeks, and champions earn their weight in gold, as well as bragging rights, and the chance to join a stable as a bloodbound (see page 99).
 +
 +SHACKLEBREAK
 +The Storm Lords are descended from pirates, and the city was once a lawless haven for the scum of the seas. In memory of its roots, Cap-Tempête reverts to those days of bedlam once a year on Aryth 1. On that day, no crimes short of murder and arson are punished, and most of the Cap-Tempête Guard take the day off. Chaos reigns in the  streets, and it is heightened when the Storm Lords grant amnesty to a large number of criminals, who are released  from their cells at L'Arène Rouge. Droves of revelers vandalize storefronts, pick fights, dance in the streets around  bonfires, and more. Most citizens wear masks to conceal their identities. Opponents of this festival believe it is a minor manifestation of the Du’rashka Tul curse (SX 53) and that it could eventually destroy the city.
 +
 +OTHER EVENTS
 +Sporting events are well attended in Cap-Tempête. Rubble Race: The city’s tremendous ruins and floating rubble provide obstacle courses for occasional rubble races, spectacles of acrobatic skill. Racers charge through the city vaulting fruit stands, ascending broken  pillars, racing along giant walls, and traversing floating rubble to reach the finish line. The danger of the  races, and the tricks the racers play on each other, draws spectators who are less interested in the races’ outcomes than in seeing death-defying leaps and deadly falls. Tournaments of Might: Every week in the Harbor district, the Wavecrest Tavern holds its famed arm wrestling tournament, drawing contestants from across the city to test their strength. Winners receive 10 gp and free drinks for the rest of the evening.
 +
 +LE TITAN BRULANT
 +Une fois par an sur Therendor 1, pour sortir de l'étreinte froide de l'hiver et se précipiter vers le printemps, les habitants de la ville construisent un titan de bois, d'osier et d'huile au sommet des falaises à l'est du chantier naval de la maison Lyrandar. Le titan représente les anciens rois de Xen'drik, qui ont été brûlés dans le feu du dragon. La construction du titan prend six jours et est elle-même une période de grandes réjouissances. La plupart des ouvriers de Forgefeu ont toute la semaine de congé pour aider, la maison Phiarlan fournit des divertissements 24 heures sur 24 et des dizaines de fûts de gin sont consommés par les constructeurs. Le titan s'enflamme au coucher du soleil sur Therendor 1, et une célébration toute la nuit de danses et de boissons sauvages s'ensuit, avec de nombreux fêtards portant des masques de dragon. Les géants de Rushemé trouvent que le festival est un étalage déplaisant mais assument gracieusement l'insulte involontaire.
 +
 +LA LUNE DU PIRATE
 +Cette fête printanière, le 20 Dravago, commémore la mort du seigneur pirate Jaldrin Arekarn, dont les descendants auraient fait partie des Storm Lords s'il en avait eu. Pendant les premiers jours assiégés de la ville, Jaldrin a repoussé les assauts à la fois de l'intérieur de Xen'drik et des capitaines rivaux qui cherchaient à s'emparer du port pour eux-mêmes. Jaldrin et sa bien-aimée, le redoutable capitaine Kilen Razorheart, ont engagé toute une armada de navires pirates dans le port. Ils ont brisé la flotte d'invasion mais ont tous deux été mortellement blessés par la flèche d'un traître alors qu'ils s'embrassaient dans la victoire. Les deux sont tombés par-dessus bord, leurs corps n'ont jamais été retrouvés. Désormais, à l'occasion de l'anniversaire de leur victoire et de leur disparition, les citoyens de Cap-Tempête célèbrent en leur honneur, lançant des offrandes à la mer dans l'espoir que le Dévoreur consommera les offrandes au lieu de se régaler des deux capitaines. Pirate’s Moon, c’est aussi la fête de l’amour à Cap-Tempête, une époque de romantisme florissant.
 +
 +LES JEUX ANNUELS
 +Chaque été, du Nymm 1 au 14, L'Arène Rouge organise un tournoi ouvert où n'importe qui, fans zélés, aventuriers, fainéants, peut entrer dans l'arène pour prouver son courage. Les jeux durent deux semaines et les champions gagnent leur pesant d'or, ainsi que le droit de se vanter et la chance de rejoindre une écurie en tant que lié au sang (voir page 99).
 +
 +BREAK
 +Les Storm Lords sont des descendants de pirates, et la ville était autrefois un refuge sans foi ni loi pour la racaille des mers. En souvenir de ses racines, Cap-Tempête revient à ces jours de chahut une fois par an sur Aryth 1. Ce jour-là, aucun crime à part le meurtre et l'incendie criminel n'est puni, et la plupart des gardes de Cap-Tempête prennent une journée de congé. Le chaos règne dans les rues, et il est exacerbé lorsque les Storm Lords accordent l'amnistie à un grand nombre de criminels, qui sont libérés de leurs cellules à L'Arène Rouge. Des foules de fêtards vandalisent les devantures des magasins, organisent des bagarres, dansent dans les rues autour des feux de joie, et plus encore. La plupart des citoyens portent des masques pour dissimuler leur identité. Les opposants à ce festival pensent qu'il s'agit d'une manifestation mineure de la malédiction Du'rashka Tul (SX 53) et qu'il pourrait éventuellement détruire la ville.
 +
 +AUTRES ÉVÉNEMENTS
 +Les événements sportifs sont bien fréquentés à Cap-Tempête. Course de décombres : les énormes ruines et les décombres flottants de la ville offrent des parcours d'obstacles pour des courses de décombres occasionnelles, des spectacles d'habileté acrobatique. Les coureurs chargent à travers les stands de fruits voûtés de la ville, escaladent des piliers brisés, courent le long de murs géants et traversent des décombres flottants pour atteindre la ligne d'arrivée. Le danger des courses et les tours que les coureurs se jouent les uns les autres attirent des spectateurs moins intéressés par les résultats des courses que par les sauts défiant la mort et les chutes mortelles. Tournois de puissance : Chaque semaine dans le quartier du port, la taverne Wavecrest organise son célèbre tournoi de bras de fer, attirant des concurrents de toute la ville pour tester leur force. Les gagnants reçoivent 10 gp et des boissons gratuites pour le reste de la soirée.
 +
 +ARM WRESTLING AT THE WAVECREST
 +Player characters can participate in the inn’s famous tournaments of might to win the prizes: 10 gp and free drinks for the evening.
 +Arm wrestlers sit at a wooden table, their hands strapped together (to prevent slipping). Before the match begins, the arm wrestlers can make opposed Intimidate checks while the referee, a grubby goblin named Granks, straps their hands (the loser of the check takes a –2 penalty on the first round’s Strength check). On Granks’s mark, the contest begins. The victor is the first one to slam his or her opponent’s hand down, moving it in 30-degree increments. The starting point is 90 degrees from the tabletop. Each round, the contestants make opposed Strength checks, with the loser’s hand moving 30 degrees toward the tabletop. If the higher result exceeds the lower by 10 or more, the loser’s hand moves 60 degrees. If the higher result exceeds the lower by 20 or more, the loser’s hand moves 90 degrees, which might not be an immediate victory if the loser of this roll won rolls before.
 +
 +Any PC entering the competition faces the following competitors in turn.
 +
 +1. Bredoln Laranak: This hulking dwarf is broader in the shoulders than he is tall. Hailing from the Mror Holds, Bredoln (CG male dwarf expert 5, Strength 17, Intimidate +12) finds the wild atmosphere  of Cap-Tempête more to his liking. He is a master of intimidating the opposition with a cold hard stare and a practiced facial twitch. After the match, his stony face immediately softens and he laughs heartily, even buying the PC a drink whether he won or lost.
 +2. Quinton Debly: An unlikely competitor in the contest, Quinton (CN male gnome fighter 2/adept  4, Strength 20, Intimidate +9) fools most of his opponents because of his short stature. He removes his robe  before the match, revealing a heavily muscled frame that puts most humans to shame. His faith in Dol Dorn makes him especially skilled in contests of strength. Before the match, he prays, casting bull’s strength on  himself (included in his Strength score). At the beginning of the second round, he uses his Strength domain  granted power to add 4 to his Strength for that round. If Quinton wins, he immediately leaps onto the table, flexing his biceps for the roaring crowd.
 +3. Goragga: A laborer in Graystone, Goragga (N female ogre barbarian 2, Strength 22, Intimidate +8) is remarkably clever and charismatic for an ogre. She joined the Tharashk workforce out of a desire to see distant lands and enjoys meeting newcomers in taverns. She studies her opponents over the course of an evening; she can rage only once and wants to be sure to save it for her most able challenger. When raging, her Strength increases to 26 for 7 rounds.
 +
 +BRAS DE FER AU WAVECREST
 +Les personnages joueurs peuvent participer aux célèbres tournois de force de l'auberge pour gagner les prix : 10 po et des boissons gratuites pour la soirée.
 +Les lutteurs sont assis à une table en bois, les mains attachées ensemble (pour éviter de glisser). Avant le début du match, les bras de fer peuvent effectuer des tests d'Intimidation opposés pendant que l'arbitre, un gobelin sale nommé Granks, leur attache les mains (le perdant du test subit une pénalité de -2 sur le test de Force du premier tour). Sous la marque de Granks, le concours commence. Le vainqueur est le premier à claquer la main de son adversaire, en la déplaçant par incréments de 30 degrés. Le point de départ est à 90 degrés du dessus de table. À chaque tour, les concurrents effectuent des tests de Force opposés, la main du perdant se déplaçant de 30 degrés vers la table. Si le résultat supérieur dépasse le résultat inférieur de 10 ou plus, la main du perdant se déplace de 60 degrés. Si le résultat le plus élevé dépasse le plus bas de 20 ou plus, la main du perdant se déplace de 90 degrés, ce qui pourrait ne pas être une victoire immédiate si le perdant de ce jet a gagné avant.
 +
 +Tout PC entrant dans la compétition affronte tour à tour les concurrents suivants.
 +
 +1. Bredoln Laranak : Ce nain imposant a les épaules plus larges que la taille. Originaire des Forts de Mror, Bredoln (CG mâle nain expert 5, Force 17, Intimidation +12) trouve plus à son goût l'ambiance sauvage de Cap-Tempête. Il est passé maître dans l'art d'intimider l'opposition avec un regard dur et froid et une contraction faciale pratiquée. Après le match, son visage de pierre s'adoucit immédiatement et il rit de bon cœur, offrant même un verre au PC, qu'il ait gagné ou perdu.
 +2. Quinton Debly : Un concurrent improbable dans le concours, Quinton (combattant gnome mâle CN 2/adepte 4, Force 20, Intimidation +9) trompe la plupart de ses adversaires à cause de sa petite taille. Il enlève sa robe avant le match, révélant une silhouette fortement musclée qui fait honte à la plupart des humains. Sa foi en Dol Dorn le rend particulièrement habile dans les concours de force. Avant le match, il prie, se lançant sur lui-même la force du taureau (incluse dans son score de Force). Au début du deuxième tour, il utilise son domaine de Force accordé pour ajouter 4 à sa Force pour ce tour. Si Quinton gagne, il saute immédiatement sur la table, fléchissant ses biceps pour la foule rugissante.
 +3. Goragga : Ouvrière à Graystone, Goragga (N femelle ogre barbare 2, Force 22, Intimidation +8) est remarquablement intelligente et charismatique pour un ogre. Elle a rejoint la main-d'œuvre Tharashk par désir de voir des terres lointaines et aime rencontrer de nouveaux arrivants dans les tavernes. Elle étudie ses adversaires au cours d'une soirée ; elle ne peut faire rage qu'une seule fois et veut être sûre de la garder pour son challenger le plus capable. Lorsqu'elle fait rage, sa Force passe à 26 pendant 7 rounds.
 +
 +=====DISTRICTS ET QUARTIERS=====
 +Comme de nombreuses villes, Cap-Tempête est divisée en district, chacun avec un caractère distinct, et certains de ces quartiers sont encore divisés en quartiers. Certaines nationalités, maisons marquées du dragon et types d'entreprises ont tendance à se regrouper dans les différents districts. Cap-Tempête est une ville frontière avec une importante population de passage (plusieurs milliers au-delà de ses 11 650 habitants). Pour ces voyageurs, la ville est un point de départ pour explorer l'intérieur du continent ou pour faire fortune dans les donjons de la ville, et les entreprises de la ville sont heureuses de les satisfaire.
 +
 +La plupart des citoyens sont heureux de prendre l'argent des visiteurs, que ce soit par des moyens légitimes ou illégitimes. De nombreux autochtones escroquent leurs clients tant qu'ils peuvent, profitant de leur méconnaissance de Cap-Tempête et de Xen'drik.
 +
 +
 +====LACROISÉ====
 +Population : principalement des immigrants de la [[Brelande]] et de [[Cyre]], ainsi que la plupart des orcs et demi-orcs de la ville.
 +Atmosphère : bondé avec un air de gloire fanée.
 +Entreprises : étals de rue, industries artisanales et la raffinerie Tharashk. Limite de 1 000 po.
 +Personnalités clés : [[npc:Durgran'Torrn]], [[npc:Kurn d'Velderan]], [[npc:Miraan]] et [[npc:Rusila du Clarn]].
 +
 +Lacroisé est en pleine effervescence. Ses rues principales mènent aux autres quartiers de la ville, ce qui en fait un lieu de passage très fréquenté. Au-dessus des rues pendent des ponts de corde entre les ruines et les endroits où les gens ont construit leurs maisons précaires.
 +
 +Avec un accès à cinq autres quartiers, Lacroisé relie presque autant la ville que le Marché. Pour la plupart des habitants de Cap-Tempête, Lacroisé est un endroit que l'on traverse en allant ailleurs, mais c'est aussi le lieu de résidence des expatriés Brelons et d'un grand nombre de réfugiés cyriens. Comme beaucoup passe par Lacroisé, ses marchands ambulants et ses enfants entendent parler d'un bon nombre de choses, faisant du District un bon endroit pour obtenir des informations lorsqu'on êtes prêt à se séparer d'une petite pièce. Les gens ici sont souvent pauvres, mais ils sont aussi fiers de leur héritage.
 +
 +<ifauth @admin><alert type="warning">
 +OVERHEARD IN CROSS
 +“Hey, Mister, where did you get that axe? Is it magic? Have you ever seen a dragon? Did you kill it? Where are you from? Can you cast spells?”
 +
 +“Apples! Get your apples! Pickled apples, sweet and tangy. Good for you sailors, and good for a treat! Spiced, pickled apples! A delicacy, green or red, sweet or sour. Get your pickled apples here!”
 +
 +“Things can happen, things can happen all the time. You can’t trust these people or the Guard; they’re not like us. We can protect you. We wouldn’t stiff a countryman like yourself. All we require is a little donation from time to time, like a tax paying for a city watch. Only we’re better than the regular watch. What do you say?”
 +</alert></ifauth>
 +
 +===La Fierté De Dannel===
 +/* Dannel's Pride */
 +
 +Un petit morceau de Cyre survit dans la Fierté de Dannel. Autrefois une petite communauté, le quartier déborde maintenant de réfugiés. C'est un lieu de nostalgie et d'espoir pour les cyriens, mais aussi un lieu de colère et de regret. Lorsque Cyre existait encore, le quartier était à l'origine un avant-poste commercial établi par des marchands et des diplomates cyriens. Puis vint la Dernière Guerre et le Deuil. Aujourd'hui, l'avant-poste commercial d'origine est le cœur de ce que les habitants du quartier appellent Petite Cyre, une ombre de leur patrie. Le quartier est remplie de pauvres et de désespérés.
 +
 +Bien que plusieurs habitants ne possède rien, ils font tout ce qu'ils peuvent pour recréer leur patrie perdue. La communauté paie des sommes exorbitantes pour acheter des reliques cyriennes, tout en négligeant leurs besoins quotidiens. De plus, trop de gens vivent dans des endroits trop petit avec trop de fierté mais aussi trop d'espoirs déçus. L'ombre du Jour du deuil remplit le quartier de désespoir et d'indignation, et les gangs et les milices s'en nourrissent. Les Marteaux Orageux, dirigés par [[npc:Miraan]], sont un gang visible et grandissant, tandis que [[La Colère de Dannel]] se renforce dans l'ombre et se prépare à prendre une vengeance sanglante pour son pays déchu.
 +
 +===Pierregrise===
 +/* Graystone */
 +
 +Pierregrise est le couloir principal entre le marché et le port, et le quartier est dominé par la raffinerie Tharashk en son centre. Le quartier compte peu d'habitants, ses principales structures étant la raffinerie et ses entrepôts et autres bâtiments de soutien, y compris les dortoirs pour les ouvriers humains, orcs, demi-orcs et occasionnel géants de la raffinerie.
 +
 +===Saltire===
 +Saltire est devenu un quartier résidentiel pour les personnes qui ne s'identifient pas à une nationalité ou à une maison. Ils possèdent la plupart des étals de rue de Lacroisé et entretiennent un quartier inhabituellement calme pour un arrondissement aussi animé. Ils n'ont rien à prouver, mais ils sont parfois poussés à protéger les leurs lorsqu'ils se heurtent à des gangs et des milices des autres parties de la ville.
 +
 +===Les Créneaux===
 +/* The Sloths */
 +Cœur de la communauté brelonne de Cap-Tempête, Les Créneaux regorgent d'opportunistes, ainsi que d'idéalistes cherchant à établir un peu de leur pays sur Xen'drik.
 +
 +De nombreux tailleurs travaillent dans Les Créneaux, fabriquant des vêtements légers qui conviennent mieux au climat de Cap-Tempête que bien d'autres styles. Lentement, ses tailleurs sont en train de créer ici un style unique à la ville, un style de tissus encore plus légers, renforcés pour plus de solidité et couvrant aussi peu que possible.
 +
 +
 +==LIEUX CLÉS==
 +  * Les Pâtisseries de la Ruche : En utilisant du miel des ruches des Dédales de décombre, le stand de nourriture les Pâtisseries de la Ruche fabrique des gâteaux miniatures, qui sont si appétissants que les gens recherchent activement la pâtisserie lorsqu'ils traversent Les Créneaux. Le boulanger et propriétaire, Sulman (humain), entend beaucoup et voit encore plus, lui donnant un métier parallèle de vendeurs d'informations.
 +
 +  * Consulat Brelon : Pendant des décennies, la Brelande a maintenu un consulat au cœur des Créneaux. Avec sa peinture écaillée et ses volets de travers, le consulat était un bâtiment majestueux qui a connu des jours meilleurs. Le consul actuel est Dame [[npc:Rusila du Clarn]]. 
 +
 +  * Raffinerie de la maison Tharashk : Un monde enfumé, dangereux et bruyant en soi, la raffinerie Tharashk domine Pierregrise. L'orc [[npc:Durgran'Torrn]] supervise les ouvriers de la raffinerie, qui rafinent les fragments de dragon extraits de l'intérieur de Xen'drik. Depuis la petite enclave de Tharashk rattachée à la raffinerie, [[npc:Kurn d'Velderan]] dirige les opérations de la maison dans la ville.
 +
 +Le Dédale de décombre
 +Stone is rarely quarried in Cap-Tempête, instead being recovered from the ruins. Stone blocks are broken up and reused in some places. Le Dédale de décombre, on Saltire’s northern edge, is one. Many street children play in the site, making their own tunnels in the rubble. A few of them are dedicated to becoming explorers and adventurers and are trying to hone their skills. 
 +
 +
 +Le Dédale de décombre
 +La pierre est rarement extraite à Cap-Tempête, mais récupérée directement des ruines. Le Dédale de décombre, à la limite nord de Saltire, est un de ces endroits servant de carrière. De nombreux enfants des rues jouent sur le site, creusant leurs propres tunnels dans les décombres. Quelques-uns d'entre eux se consacrent à devenir des explorateurs et des aventuriers. 
 +
 +<ifauth @admin><alert type="warning">
 +One of these, twelve-year-old Cadroc (NG male human warrior 1), is quite capable for his age and leads a small band of like-minded children. He might fixate on a PC as an idol; though this behavior could be annoying, Cadroc could be a useful and loyal hireling.
 +
 +ADVENTURE HOOKS
 +• A trader arrives in Cap-Tempête with a Mournland artifact that has some significance to the people of Dannel’s Pride. They can’t afford it, but in their  desperation to get it, they are willing to pay adventurers and lie to them, painting the trader as a thief.  The Cyrans try to convince the heroes to board the trader’s ship to “recover” the artifact.
 +• In the Sloths, adventurers stumble into the middle of a standoff between a group of corrupt guards and members of the Marteaux Orageux (page 73). Both were attempting to mug the same merchant, and now they are fighting over the spoils. Neither has any sympathy for the people of the ward. Will the PCs interfere?
 +• Cadroc’s young “adventurers” have vanished, and their parents are beside themselves with worry. Cadroc has led his group into some tunnels beneath Le Dédale de décombre because he heard adults complain about the rats down there causing trouble. Something bigger than a rat lurks there, though, more than Cadroc can cope with alone.
 +</alert></ifauth>
 +
 +
 +====FORGEFEU====
 +Population : Principalement humaine, ainsi que la plupart des fernés de la ville.
 +Atmosphère : Sérieux, efficace et pragmatique.
 +Entreprises : Mercenaires et forgerons. Limite de 4 000 po (dans la plupart des endroits).
 +Personnalités Clés: [[npc:Greigur de Garda]] et [[npc:Maru Sakhesh]].
 +
 +Forgefeu n'est pas calme, pas du tout. Le martèlement des forgerons, le choc des armes contre boucliers et armures, le grondement des chaudières, tout cela fait de l'endroit une tempête de bruit métallique. Ce n'est pas calme, mais les gens y sont silencieux. Les gens d'ici ne gaspillent pas leurs mots; ils vaquent à leurs occupations avec une efficacité sinistre. Forgefeu est le quartier le plus reconstruit et réorganisé de la ville, où les preuves de l'ancienne cité sont presque toutes disparues. A chaque fois que la ville a été repeuplée au cours des siècles passés, ce quartier a été un point de départ ; il y a de l'eau propre, un sol stable et des structures plus récentes.
 +
 +Aujourd'hui, Forgefeu est dominé par la [[Maison Garda]]. Les effectifs de la maison sont modestes, mais ses employés sont nombreux. Les compétences martiales sont très prisées à Cap-Tempête et dans Xen'drik, de sorte que la [[guilde_des_epees_certifiees]] et la [[guilde_des_defenseurs]] de la maison font des affaires d'or. Même un simple fan de la matraque peut gagner un salaire alléchant en travaillant en ville ou en accompagnant des expéditions dans la jungle. Les mercenaires de Forgefeu remplacent la Garde de Cap-Tempête et protègent les expéditions et les explorateurs. Ses forges et boutiques achètent, vendent et réparent le matériel utilisé par ces mercenaires, ainsi que par les aventuriers.
 +
 +
 +House Garda Enclave
 +
 +Forgefeu
 +
 +==LIEUX CLÉS==
 +  * Auberge de l'Enclumefeu : L'Auberge de l'Enclumefeu est la taverne de prédilections des ouvriers de Forgefeu. Ici, ils recherchent un peu de paix et de tranquillité loin des aventuriers « tape-à-l'œil » et des exigences de la Maison Garda. Les ouvriers travaillent dur et l'aubergiste, [[npc:Brom Grimbound]], ne tolérera pas que quiconque les harcèle dans leur seul refuge.
 +
 +  * Enclave de la Maison Garda : L'enclave de House Garda est un donjon perché de l'autre côté de la rivière en face de la ville. Le côté nord de Forgefeu n'est pas protégé par des murs, la maison Garda y a donc construit son donjon, offrant une protection là où il n'y en avait pas. Seuls les clients respectés et les héritiers ont accès au donjon central, qui peut sembler vide. Ici, les visiteurs des Cinq Nations peuvent séjourner, superviser les Épées Certifiées et négocier des accords loin de la populace locale. L'enclave est dirigée par le redoutable [[npc:Greigur de Garda]], et les visiteurs sont accueillis par [[npc:Bereschel de Garda]]. Son sang l'appelle au combat et à l'aventure, mais ses devoirs envers sa maison la font agir comme une hôtesse glorifiée dans l'enclave. Elle passe son temps à parler aux capitaines mercenaires, à négocier des accords et à agir comme un visage public pour la maison. Son irritation à ce sujet se transforme parfois en une explosion impolie.
 +  
 +  * Armes dent de dragon : Les aventuriers et les mercenaires ont besoin d'armes, et ce magasin d'armes par excellence de Forgefeu les fournit. Dragon Tooth Arms dépense beaucoup d'argent pour s'assurer d'avoir un quasi-monopole sur les armes magiques les plus puissantes achetées et vendues dans la ville. Les armes avec un bonus d'amélioration de +1 peuvent être achetées ici pour 10 % de plus que le prix habituel. Toute arme peut être vendue pour 40 % de son prix de vente, jusqu'à un maximum de 10 000 po.
 +
 +Dragon Tooth Arms
 +Adventurers and mercenaries need weapons, and this store, the preeminent weapon shop in Forgefeu, provides them. Dragon Tooth Arms spends a great deal of coin to ensure that it has a near monopoly on the more powerful magic weapons bought and sold in the city. Weapons with an enhancement bonus of +1 can be purchased here for 10% over the usual price. Any weapon can be sold for 40% of its market price, to a maximum of 10,000 gp.
 +
 +Knowledge (local) DC 18: With the right connections, adventurers can purchase weapons with  an enhancement bonus of +2 or +3. The price is still increased by 10%.
 +Fare Trades
 +A general store and pawnshop near Hammersmith’s Inn, Fare Trades often makes unfair trades, contrary to its name; exchanges should always be modified in favor of the merchant. The store’s saving grace is its proprietor’s willingness to trade for almost anything.
 +The Foundry
 +Often when people refer to the Foundry, they mean the foundry itself and the many forges that cluster on the streets around it, including the Cap-Tempête Forge. More metal is cast in the Foundry than anywhere else in the city, and the neighborhood’s metalworkers, weaponsmiths, and armorsmiths produce excellent work. The bulk of the goods go to the Cap-Tempête Guard and House Garda, but the Cap-Tempête Forge also sells weapons to other buyers.
 +The Foundry is close to a small dock on the river, owned by the Omaren family and heavily used by House Garda. It allows small ships to dock and load and unload goods. The Foundry requires ore to feed its hunger, and this comes from House Tharashk’s mining operations outside the city. A few dockworkers land highly desired jobs unloading ore and ingots. This work is handed out by lottery every time a ship comes in.
 +
 +
 +Connaissance (locale) DD 18 : Avec les bonnes connexions, les aventuriers peuvent acheter des armes avec un bonus d'amélioration de +2 ou +3. Le prix est encore majoré de 10%.
 +Échanges tarifaires
 +Magasin général et prêteur sur gages près de Hammersmith's Inn, Fare Trades fait souvent des transactions déloyales, contrairement à son nom; les échanges doivent toujours être modifiés en faveur du commerçant. La grâce salvatrice du magasin est la volonté de son propriétaire d'échanger presque n'importe quoi.
 +La fonderie
 +Souvent, quand on parle de la Fonderie, on entend la fonderie elle-même et les nombreuses forges qui se regroupent dans les rues qui l'entourent, dont la Forge Cap-Tempête. Plus de métal est coulé dans la fonderie que partout ailleurs dans la ville, et les métallurgistes, armuriers et armuriers du quartier produisent un excellent travail. L'essentiel de la marchandise va à la Garde Cap-Tempête et à la Maison Garda, mais la Forge Cap-Tempête vend également des armes à d'autres acheteurs.
 +La fonderie est proche d'un petit quai sur la rivière, propriété de la famille Omaren et très utilisé par la maison Garda. Il permet aux petits navires d'accoster et de charger et décharger des marchandises. La fonderie a besoin de minerai pour nourrir sa faim, et cela provient des opérations minières de la maison Tharashk en dehors de la ville. Quelques dockers décrochent des emplois très convoités en déchargeant du minerai et des lingots. Cette œuvre est distribuée par tirage au sort à chaque arrivée d'un navire.
 +
 +Hammersmith’s Inn
 +
 +Hammersmith’s Inn is favored by the district’s mercenaries, ex-soldiers, and adventurers. Despite being rough  and ready, the inn is hospitable and, like the rest of the district, has a sober atmosphere. Veterans of the Last War come here to drink away their sorrows and commiserate with friends, and enemies, made during that conflict.
 +
 +Auberge de Hammersmith
 +
 +Hammersmith's Inn est apprécié des mercenaires, ex-soldats et aventuriers du quartier. Malgré sa rudesse, l'auberge est hospitalière et, comme le reste du quartier, dégage une atmosphère sobre. Les vétérans de la dernière guerre viennent ici pour boire leurs chagrins et compatir avec des amis et des ennemis, créés pendant ce conflit.
 +
 +Le Clou Rouillé
 +La renommée du Rusty Nail est sa provision pour les goûts des forgeliers, fournissant des mélanges d'huiles et de fluides alchimiques qui peuvent être ressentis comme des sensations agréables par eux (certains forgeliers sont préoccupés par les effets à long terme de la consommation de ces concoctions douteuses). Le Clou sert donc un flux constant de forgerons et de leurs amis, souvent des aventuriers qui ont de l'argent en réserve.
 +
 +
 +Rusty Nail
 +The Rusty Nail’s claim to fame is its provision for the  tastes of warforged, providing blended oils and alchemical fluids that can be felt as pleasurable sensations by them  (some warforged are concerned about the long-term effects of consuming these dubious concoctions). The Nail therefore serves a steady stream of warforged and their friends, often adventurers who have spare coin.
 +
 +Cap-Tempête Forge
 +Standing in the Foundry’s shadow, this is the main outlet for the goods produced in Forgefeu. Regular and masterwork arms and armor are always available, though exotic weapons are sometimes hard to get. The Cap-Tempête Forge purchases goods at 40% of list value, to a maximum of 10,000 gp.
 +Knowledge (local) DC 18: By talking to the right people, adventurers can purchase weapons or armor with a +1 enhancement bonus. Resale value is raised to 50%.  Favored in House DC 20: Members of House Cannith work with the Cap-Tempête Forge, so an heir of the  house who succeeds on a DC 20 favor check can make arrangements to purchase weapons or armor with a +2 or +3 enhancement bonus. It takes a week to fill such an order.
 +
 +Temple of the Sovereign Host
 +The city’s oldest temple of the Sovereign Host was founded in Forgefeu, before the Temple district was established. Mercenaries often visit the temple to make offerings to Dol Dorn or Dol Arrah. The temple’s  high priest is Maru Sakhesh. Many visitors are surprised when they see that the temple is dedicated to an  unusual variation of the Host, discussed on page 80.
 +ADVENTURE HOOKS
 +• An independent mercenary company is presenting competition to the Blademarks by undercutting their fees. House Garda intends to eliminate this rival, an act that could result in open or covert violence. Adventurers could be caught in a brawl between the two groups or hired to help with a strike against one of them.
 +• A shipment of exotic metal destined for the Foundry  has vanished beneath the waves, attacked by sahuagin. A reward is offered for the metal’s recovery.
 +
 +• The tunnels beneath Forgefeu are particularly labyrinthine and deep. Regular work is available to those willing to sweep through the tunnels and sunken buildings, clearing out trouble.
 +
 +
 +The Harbor
 +Population: Humans and half-elves, who are outnumbered by visitors of other races.
 +Character: Bustling and dangerous.
 +
 +Businesses: Shipping, crime, taverns, and fishing. 3,000 gp limit.
 +
 +Key Personalities: Storm Lord Jonas Wylkes, Berrigan Enge, Harbormaster Zin, Lord Katanavash, Maeran
 +
 +Mendyrian, Thaera, and Three-Fingered Thad.
 +It stinks here. All harbors stink, but this—this is something special.  All of Cap-Tempête’s great sewers, pipes, and drains lead, ultimately, to the harbor. The effluent doesn’t seem to worry the wildlife;
 +
 +
 +Forge de Cap-Tempête
 +A l'ombre de la Fonderie, c'est le principal débouché des produits fabriqués à Forgefeu. Des armes et armures régulières et de maître sont toujours disponibles, bien que les armes exotiques soient parfois difficiles à obtenir. La Forge Cap-Tempête achète des marchandises à 40% de la valeur de liste, jusqu'à un maximum de 10 000 po.
 +Connaissance (locale) DD 18 : En discutant avec les bonnes personnes, les aventuriers peuvent acheter des armes ou des armures avec un bonus d'altération de +1. La valeur de revente est portée à 50 %. Favorisé dans la Maison DD 20 : Les membres de la Maison Cannith travaillent avec la Forge de Cap-Tempête, donc un héritier de la maison qui réussit un test de faveur DD 20 peut prendre des dispositions pour acheter des armes ou des armures avec un bonus d'amélioration de +2 ou +3. Il faut une semaine pour remplir une telle commande.
 +
 +Temple de l'Armée Souveraine
 +Le plus ancien temple de la Souveraine Hostie de la ville a été fondé à Forgefeu, avant la création du quartier du Temple. Les mercenaires visitent souvent le temple pour faire des offrandes à Dol Dorn ou Dol Arrah. Le grand prêtre du temple est Maru Sakhesh. De nombreux visiteurs sont surpris lorsqu'ils voient que le temple est dédié à une variante inhabituelle de l'Hostie, dont il est question à la page 80.
 +CROCHETS D'AVENTURE
 +• Une société mercenaire indépendante fait concurrence aux Blademarks en réduisant leurs honoraires. La maison Garda a l'intention d'éliminer ce rival, un acte qui pourrait entraîner une violence ouverte ou secrète. Les aventuriers pourraient être pris dans une bagarre entre les deux groupes ou embauchés pour aider à une grève contre l'un d'eux.
 +• Une cargaison de métal exotique destinée à la Fonderie a disparu sous les vagues, attaquée par des sahuagins. Une récompense est offerte pour la récupération du métal.
 +
 +• Les tunnels sous Forgefeu sont particulièrement labyrinthiques et profonds. Un travail régulier est disponible pour ceux qui souhaitent balayer les tunnels et les bâtiments engloutis, en nettoyant les problèmes.
 +
 +
 +Le port
 +Population : Humains et demi-elfes, qui sont plus nombreux que les visiteurs des autres races.
 +Caractère : Animé et dangereux.
 +
 +Entreprises : expédition, crime, tavernes et pêche. Limite de 3 000 po.
 +
 +Personnalités clés : Storm Lord Jonas Wylkes, Berrigan Enge, Harbourmaster Zin, Lord Katanavash, Maeran
 +
 +Mendyrian, Thaera et Thad à trois doigts.
 +Ça pue ici. Tous les ports puent, mais ça, c'est quelque chose de spécial. Tous les grands égouts, tuyaux et drains de Cap-Tempête mènent, ultimement, au port. L'effluent ne semble pas inquiéter la faune;
 +
 +OVERHEARD IN FORGELIGHT
 +“Up until two years ago, we would have stuck a blade in one another on sight. Now we drink and share stories and laugh and salute fallen comrades on all sides of the Last War. Yet here we are, still fighting things. We can’t stop.”
 +
 +“Wizards—phooey! Let me tell you about wizards. Cowards, the lot of ’em! Hidin’ behind spells, flouncin’  around in their robes like they own the place, actin’ like they’re better ’n us. I hate wizards, never done an  honest day’s work in their lives. All that readin’, fillin’ their heads with junk. Never trust a man who reads! It ain’t natural. Now, buy a veteran a drink, eh?”
 +“If I point you out, come to the front, and you’ll be admitted through the gate to the docks for unloading. If you kick, punch, bite, or throw anything at any of the people being brought through, you’ll be escorted to the gates of Forgefeu and thrown out. Clear?”
 +
 +there’s plenty of fish on sale for a hungry traveler. You’re just not sure that you’d want to eat them.
 +Away from the chaos and business of the harbor, the city rises uphill and in from the shore. From down here it looks as if toy soldiers have come to life and settled in a ruined city, and above it all stands a great statue, staring out to sea, a beam of light shining up from its outstretched hands. Like every other part of Cap-Tempête, the Harbor district is built on the bones of the past. The city ever was and ever will be a port, and time and tides have pushed the harbor farther and farther into the city, as neighborhoods have sunk or been washed away.
 +The harbor is Cap-Tempête’s lifeblood, for the city relies on trade and its status as a free port, where  rules are lax as long as you have enough coin. Without the harbor, Cap-Tempête would be stranded and  quickly die. Aside from taverns and a few shops, most of the district’s businesses concentrate on loading and unloading vessels and storing cargo.
 +For the visitor, the Harbor district is a cold plunge into Cap-Tempête. The city’s corruption, competing powers, and ancient mysteries all have examples here. Some travelers disembark and then book passage back to Khorvaire as quickly as they can. Some never leave, thrilled at the city’s liveliness and danger, while some disappear—until fishers pull their bodies from the harbor.
 +KEY LOCATIONS
 +Crypt of the Guard
 +The Crypt of the Guard was built a hundred years ago to honor the dead of the Cap-Tempête Guard. This turned out to be a backhanded compliment; traitors were buried alongside heroes, and the crypt was built too close to the water.
 +Lack of upkeep and regular water damage make the crypt an unpleasant place to visit, and it has been raided by Emerald Claw necromancers in need of undead muscle. Guards today try to save enough money to be buried elsewhere, so the crypt has become the pauper’s option.
 +Dagoward’s Apothecary
 +If you’re after healing potions, antitoxin, or a healer’s kit in the Harbor district, you have one option: Dagoward’s Apothecary. Some say Nalia Dagoward (CN female human adept 5; Heal +10) has used underhanded methods to run competitors out of the district.  Nalia’s prices are low, but you get what you pay for. She has 2d4 potions of cure light wounds and 1d4 potions of cure moderate wounds, and her prices are 10% below list. But there is a 10% chance that a potion will be half strength. She has enough beds for three people to get bed rest, at 1 gp per night.
 +The Emperor
 +On the cliffs above the harbor stands a great statue, palms together and with a great beam of light rising from its outstretched hands. Scholars believe this is a statue of Emperor Cul’sir from the Age of Giants. Although  the general populace has no idea who Cul’sir was, everyone refers to the statue as the Emperor. It radiates an  overwhelming magical aura, and despite many wizards’ efforts to discern its purpose, it remains a mystery.
 +
 +ENTENDU DANS FORGELIGHT
 +"Jusqu'à il y a deux ans, nous nous serions enfoncés une lame l'un dans l'autre à vue. Maintenant, nous buvons et partageons des histoires et rions et saluons les camarades tombés de tous les côtés de la dernière guerre. Pourtant, nous sommes ici, toujours en train de lutter contre les choses. Nous ne pouvons pas nous arrêter.
 +
 +« Sorciers, ouf ! Laissez-moi vous parler des sorciers. Lâches, beaucoup d'entre eux ! Se cachant derrière des sorts, flottant dans leurs robes comme s'ils possédaient l'endroit, agissant comme s'ils étaient meilleurs que nous. Je déteste les sorciers, je n'ai jamais fait une journée de travail honnête dans leur vie. Tout ça en lisant, en leur remplissant la tête de bric-à-brac. Ne faites jamais confiance à un homme qui lit ! Ce n'est pas naturel. Maintenant, offrez un verre à un vétéran, hein ? »
 +"Si je vous signale, venez devant, et vous serez admis par la porte aux quais pour le déchargement. Si vous donnez des coups de pied, des coups de poing, mordez ou lancez quoi que ce soit sur l'une des personnes amenées, vous serez escorté jusqu'aux portes de Forgefeu et expulsé. Clair?"
 +
 +il y a beaucoup de poisson en vente pour un voyageur affamé. Vous n'êtes tout simplement pas sûr de vouloir les manger.
 +Loin du chaos et des affaires du port, la ville s'élève vers le haut et depuis le rivage. D'ici, on dirait que des soldats de plomb ont pris vie et se sont installés dans une ville en ruine, et au-dessus de tout se dresse une grande statue, regardant la mer, un faisceau de lumière brillant de ses mains tendues. Comme toutes les autres parties de Cap-Tempête, le quartier du Havre est construit sur les os du passé. La ville a toujours été et sera toujours un port, et le temps et les marées ont poussé le port de plus en plus loin dans la ville, alors que les quartiers ont coulé ou ont été emportés.
 +Le port est la pierre angulaire de Cap-Tempête, car la ville repose sur le commerce et son statut de port franc, où les règles sont laxistes tant que vous avez suffisamment de pièces. Sans le havre, Cap-Tempête serait bloqué et mourrait rapidement. Hormis les tavernes et quelques boutiques, la plupart des entreprises du quartier se concentrent sur le chargement et le déchargement des navires et le stockage des marchandises.
 +Pour le visiteur, le quartier du Havre est une froide plongée dans Cap-Tempête. La corruption de la ville, les pouvoirs concurrents et les anciens mystères ont tous des exemples ici. Certains voyageurs débarquent puis réservent leur passage vers Khorvaire aussi vite que possible. Certains ne partent jamais, ravis de l'animation et du danger de la ville, tandis que d'autres disparaissent, jusqu'à ce que les pêcheurs retirent leurs corps du port.
 +LIEUX CLÉS
 +Crypte de la Garde
 +La Crypte de la Garde a été construite il y a cent ans pour honorer les morts de la Garde de Cap-Tempête. Cela s'est avéré être un compliment détourné; les traîtres ont été enterrés aux côtés des héros, et la crypte a été construite trop près de l'eau.
 +Le manque d'entretien et les dégâts d'eau réguliers font de la crypte un endroit désagréable à visiter, et elle a été attaquée par des nécromanciens de la griffe d'émeraude qui ont besoin de muscles morts-vivants. Aujourd'hui, les gardes essaient d'économiser suffisamment d'argent pour être enterrés ailleurs, de sorte que la crypte est devenue l'option du pauvre.
 +Apothicaire de Dagoward
 +Si vous recherchez des potions de guérison, de l'antitoxine ou un kit de guérison dans le quartier du port, vous avez une option : l'apothicaire de Dagoward. Certains disent que Nalia Dagoward (adepte humaine CN 5 ; Guérison +10) a utilisé des méthodes sournoises pour chasser les concurrents du district. Les prix de Nalia sont bas, mais vous en avez pour votre argent. Elle a 2d4 potions de soins légers et 1d4 potions de soins modérés, et ses prix sont inférieurs de 10 % à la liste. Mais il y a 10% de chances qu'une potion soit à moitié concentrée. Elle a suffisamment de lits pour que trois personnes puissent se reposer au lit, à raison de 1 gp par nuit.
 +L'empereur
 +Sur les falaises au-dessus du port se dresse une grande statue, les paumes jointes et un grand faisceau de lumière s'élevant de ses mains tendues. Les érudits pensent qu'il s'agit d'une statue de l'empereur Cul'sir de l'âge des géants. Bien que la population générale n'ait aucune idée de qui était Cul'sir, tout le monde se réfère à la statue comme étant l'Empereur. Il dégage une aura magique écrasante et, malgré les efforts de nombreux sorciers pour discerner son objectif, il reste un mystère.
 +
 +Hammer and Chain
 +Across the square from the Riedran consulate, the Hammer and Chain is a capable armor and weapon shop. Locals go to Three-Fingered Thad for cheap repairs and reclaimed goods, but the Hammer and Chain provides more upscale services, including masterwork armor and weapons.
 +
 +Harbormaster’s House
 +Harbormaster Zin oversees the day-to-day minutiae of running the harbor for the Harbor Lord. Everything that is beneath the lord’s notice is run through Zin, a middle-aged and overworked halfling.
 +
 +Zin’s house is large and is partly a public building, where captains pay their dues, get charts, or make  arrangements for their cargo. The house commands a good view of the harbor, allowing the harbormaster to keep an eye on the docks.
 +
 +Leaky Dinghy
 +The Leaky Dinghy is a rotting, rat-infested, creaking mess of a tavern in the area of the docks called Fisher’s Folly, an unsafe mishmash of rigging, fishing boats, and huts that is home to many of the city’s fishers.  A hangout for sailors, fishers, and thrill seekers, the Dinghy persists only because of the love its  patrons have for the place, keeping it alive despite the best efforts of storm and rot to destroy it. The tavern’s survival against storms has become an occasion for celebrations, with parties being held in the swaying structure during the severest storms.
 +
 +Sahuagin come to the Dinghy looking to be hired as guides for ships crossing the Thunder Sea, and the tavern offers dishes specifically for these sea devils. Adventurous members of other races, and the extremely drunk, sometimes give this food a try, but the raw and wriggling nature of the meals leads to very distressed stomachs.
 +
 +OVERHEARD IN THE HARBOR
 +“Hello, sailor. Fresh off the boat, are you? Why not come with me and spend some of that hard-earned coin? You look like you need a rest, and I know just the place, right down this alley . . .”
 +
 +“You so much as look at Aida again, and the next time we take you for a little dip in the harbor, you’ll be wearing iron shackles chained to a rock. Are we clear? Good lad.”
 +
 +Marteau et chaîne
 +De l'autre côté de la place du consulat de Riedran, le Marteau et la Chaîne est un magasin d'armures et d'armes compétent. Les habitants se rendent à Three-Fingered Thad pour des réparations bon marché et des biens récupérés, mais le Hammer and Chain fournit des services plus haut de gamme, notamment des armures et des armes de maître.
 +
 +Maison de la Capitainerie
 +Le capitaine du port Zin supervise les détails quotidiens de la gestion du port pour le seigneur du port. Tout ce qui échappe à l'attention du seigneur passe par Zin, un hobbit d'âge moyen et surmené.
 +
 +La maison de Zin est grande et est en partie un bâtiment public, où les capitaines paient leurs cotisations, obtiennent des cartes ou prennent des dispositions pour leur cargaison. La maison offre une bonne vue sur le port, permettant au capitaine de garder un œil sur les quais.
 +
 +Canot qui fuit
 +Le Leaky Dinghy est un gâchis pourri, infesté de rats et grinçant d'une taverne dans la zone des quais appelée Fisher's Folly, un méli-mélo dangereux de gréement, de bateaux de pêche et de huttes qui abrite de nombreux pêcheurs de la ville. Un lieu de rencontre pour les marins, les pêcheurs et les amateurs de sensations fortes, le Dinghy persiste uniquement à cause de l'amour que ses clients ont pour l'endroit, le gardant en vie malgré les meilleurs efforts de la tempête et de la pourriture pour le détruire. La survie de la taverne contre les tempêtes est devenue une occasion de célébrations, avec des fêtes organisées dans la structure oscillante pendant les tempêtes les plus violentes.
 +
 +Les Sahuagins viennent au Dinghy dans le but d'être embauchés comme guides pour les navires traversant la mer du Tonnerre, et la taverne propose des plats spécialement pour ces démons marins. Les membres aventureux d'autres races et les personnes extrêmement ivres essaient parfois cette nourriture, mais la nature crue et frétillante des repas conduit à des estomacs très affligés.
 +
 +ENTENDU DANS LE PORT
 +"Bonjour marin. Fraîchement débarqué du bateau, n'est-ce pas ? Pourquoi ne pas venir avec moi et dépenser une partie de cette pièce durement gagnée ? Tu as l'air d'avoir besoin de repos, et je connais exactement l'endroit, juste au bout de cette ruelle. . .”
 +
 +« Tu n'as qu'à regarder Aida encore une fois, et la prochaine fois que nous t'emmènerons faire un petit plongeon dans le port, tu porteras des chaînes de fer enchaînées à un rocher. Sommes-nous clairs ? Bon gars."
 +
 +Lighthouse
 +
 +On a small rocky island in the harbor stands Stormreach’s lighthouse, another remnant of ancient giant  architecture and magic. Believed to be almost as old as the Emperor, the lighthouse’s gleaming crystal slowly turns, casting its light out to sea and then across the city. Strangely, the lighthouse building does not contain any rooms or stairs, being made of solid stone, except for the ground floor and cellars. These chambers have been claimed by Eldamir Fallowcrest, who maintains them as his private haven and library. He is paranoid in his defense of his books, and though he allows visitors to examine them one at a time, he hovers over their shoulder. At the first sign of trouble, he locks down the library and activates traps to secure his collection. Riedran Consulate
 +
 +A short walk from the Wavecrest Tavern, the Riedran consulate is home to the Inspired consul, Lord Katanavash,  and his staff.
 +
 +Shargon’s Talon
 +The city’s temple to the Devourer, Shargon’s Talon is a stone tower jutting from the harbor. Two priests preside over its rituals: an elf and a sahuagin. See The Cult of the Devourer, page 82, for more information.
 +
 +Thaendyr’s Rest
 +Combining the functions of consulate, inn, and  temple, Thaendyr’s Rest is the city’s little piece of Aerenal. Located near the wall between the Harbor district  and the Graystone ward, the Rest caters to Aereni and their companions and is run by the elf Thaera. Maeran Mendyrian is the resident Undying Court priest and de facto consul. See page 61 for more information.
 +
 +Underharbor
 +Sloping out beneath the waves of the harbor lie just as many ancient ruins as in the city proper. Obscured by seaweed and covered in mussels and barnacles, these ruined arches and buildings provide homes for sahuagin  and other creatures of the deep. This makes many citizens nervous and leads the dragonmarked houses and the  Cap-Tempête Guard to keep a wary eye on the harbor.
 +
 +Waterworks
 +Looming over the mouth of the Koronoo River that flows into the harbor, the Waterworks are a mix of ancient sewerage and more recent pipes, the largest of which dumps effluent into the harbor. Behind the pipes and steam vents stand sealed iron doors, which lead into the kobold-infested sewers.
 +The giants built everything big, and the vaulted sewer system is no exception. As one travels deeper and deeper into it, it gets older and, eventually, ties into the buried buildings of the old city. The deepest tunnels are home to things more dangerous, and more disturbing, than kobolds.
 +
 +Phare
 +
 +Sur une petite île rocheuse du port se dresse le phare de Stormreach, un autre vestige de l'ancienne architecture géante et de la magie. Considéré comme presque aussi vieux que l'empereur, le cristal étincelant du phare tourne lentement, projetant sa lumière vers la mer puis à travers la ville. Étrangement, le bâtiment du phare ne contient aucune pièce ou escalier, étant en pierre solide, à l'exception du rez-de-chaussée et des caves. Ces chambres ont été revendiquées par Eldamir Fallowcrest, qui en fait son refuge privé et sa bibliothèque. Il est paranoïaque dans sa défense de ses livres, et bien qu'il autorise les visiteurs à les examiner un à la fois, il plane au-dessus de leur épaule. Au premier signe de trouble, il verrouille la bibliothèque et active des pièges pour sécuriser sa collection. Consulat de Riedran
 +
 +À quelques pas de la taverne Wavecrest, le consulat de Riedran abrite le consul inspiré, Lord Katanavash, et son personnel.
 +
 +Serre de Shargon
 +Temple de la ville dédié au Dévoreur, Shargon's Talon est une tour de pierre qui s'avance du port. Deux prêtres président ses rituels : un elfe et un sahuagin. Voir Le Culte du Dévoreur, page 82, pour plus d'informations.
 +
 +Le repos de Thaendyr
 +Combinant les fonctions de consulat, d'auberge et de temple, Thaendyr's Rest est le petit morceau d'Aerenal de la ville. Situé près du mur entre le quartier du port et le quartier de Graystone, le Rest s'adresse à Aereni et à leurs compagnons et est dirigé par l'elfe Thaera. Maeran Mendyrian est le prêtre résident de la Cour Immortelle et consul de facto. Voir page 61 pour plus d'informations.
 +
 +Sous-port
 +En pente sous les vagues du port se trouvent autant de ruines antiques que dans la ville proprement dite. Obscurcis par les algues et couverts de moules et de balanes, ces arches et bâtiments en ruine abritent des sahuagins et d'autres créatures des profondeurs. Cela rend plusieurs citoyens nerveux et amène les maisons aux dragons et la garde de Cap-Tempête à garder un œil attentif sur le port.
 +
 +Aqueduc
 +Dominant l'embouchure de la rivière Koronoo qui se jette dans le port, les aqueducs sont un mélange d'anciens égouts et de conduites plus récentes, dont la plus grande déverse les effluents dans le port. Derrière les tuyaux et les évents de vapeur se trouvent des portes en fer scellées, qui mènent aux égouts infestés de kobolds.
 +Les géants ont tout construit en grand, et le système d'égout voûté ne fait pas exception. Au fur et à mesure que l'on s'y enfonce, il vieillit et finit par se rattacher aux bâtiments enfouis de la vieille ville. Les tunnels les plus profonds abritent des choses plus dangereuses et plus dérangeantes que les kobolds.
 +
 +HARBOR DISTRICT CHARACTERS
 +Aida (NG female human commoner 2): Aida works  in the Wavecrest Tavern. Sweet and lovely, she is considered too good for the place. Many of its patrons,  who are otherwise gruff, make it their job to look out for her. Aida seems destined for better things but is content to remain at the Wavecrest providing a friendly face for new arrivals to the city. Gods help anyone who oversteps the line with her in front of the inn’s regulars!
 +Baudry Cartamon (CN male human expert 3/rogue 2): A greasy, fat scoundrel of a man, Baudry Cartamon likes to fancy himself an underworld kingpin, but he is nothing of the sort. A dishonest merchant, an amateur smuggler, and an inexperienced thief, Baudry has delusions of grandeur and can often be found with kindred spirits in the Wayward Lobster. Every feud with another petty criminal he believes to be a vendetta, every deal he makes is a matter of life and death. Some get taken in by his act, and he has a gang of similarly egotistical thugs, as well as the ear of a few new arrivals who believe his nonsense. So far the Bilge Rats have let him live, most likely as a source of amusement.
 +Berrigan Enge (LN male half-elf aristocrat 2/ expert 2): A distant cousin of the Wylkes family, Berrigan Enge has secured a profitable position aiding the Harbor Lord in dealing with duty on goods making their way from the harbor to market— a position that affords him many opportunities to skim some coin for himself. Berrigan takes a very hands-on approach to his job, preferring to hire help only on rare occasions. He is often seen at the Harbormaster’s house.
 +Capshaw the Crier (CG male halfling commoner 2/bard 2): Capshaw the Crier is engaged in an endless—and largely ignored—struggle on behalf of Cap-Tempête’s poor people. From his shack near the Leaky Dinghy, Capshaw has long tried to undermine the power of the Storm Lords and the dragonmarked  houses, through propaganda leaflets and less-thanflattering tales told by his self-appointed town criers.  As more visitors listen to them, Capshaw might lose his status as a mere nuisance and become a serious concern to the city’s powers. He and his criers might soon be in for trouble, something a “champion of the people” like Capshaw would welcome.
 +Gimcrack the Sly (N male human expert 1/rogue  1): Gimcrack thought to make a small fortune smuggling luxuries into Cap-Tempête from Khorvaire for  the expatriates in the city. It was a sound plan, but  he fell afoul of Berrigan Enge. By the time Berrigan was done taxing him, he didn’t have enough  gold left to buy passage home, let alone to invest in exotic items to take back to double his money. All but destitute and reduced to working on the docks, Gimcrack drowns his sorrows in the Wavecrest Tavern and dreams of working for, and joining, the Storm Lords.
 +Lord Gerald Goodblade (CN male human rogue 2): “Lord” Gerald Goodblade is nothing of the sort; his title is the result of his skill at lying about himself. When visitors first arrive in Cap-Tempête, Gerald’s “good name” is likely to be one of the first things they hear about, thanks to his practice of paying off street urchins, beggars, and other poor people to talk him up to new arrivals. He makes his living fleecing newcomers, selling stolen goods, and sponsoring minor acts of theft and grave robbing. His latest scam involves some nice-looking but poorly made swords, which he tries to pass off as magical. He offers them as a reward to those willing to do some of his “little tasks.”
 +Tattered Alice (N female human commoner 1): Tattered Alice lingers in Fisher’s Folly, near the Leaky Dinghy, living on scraps and the odd coin from a sympathetic passerby. Tearing at her clothes  with her nails, she shouts dire warnings and prophecies. Awakening dark gods, plagues of sea devils, a  conspiracy by the Storm Lords to poison the water supply—these and other dark portents have passed her lips.
 +Tattered Alice is unusual for a prophet; so far as anyone has been able to tell, not one of her dire predictions has come to pass. Strangely, the district’s fisherfolk take this to be a mark of divinity, that she somehow prevents these terrible futures. Some come to see her simply to be reassured that none of these dire things will happen.
 +Three-Fingered Thad (N male dwarf expert 3): Three-Fingered Thad can be found throughout the city but most often in the Harbor district, where his somewhat clumsy smithing skills and crude but serviceable weapons and armor are appreciated for their inexpensiveness. He sells reclaimed and repaired arms and armor from a stall, as well as doing a little tinker work. He seems to lose fingers with distressing frequency, leading to bets in the more disreputable taverns about when he will lop off another one.
 +
 +PERSONNAGES DU QUARTIER PORTUAIRE
 +Aida (NG femme roturière humaine 2): Aida travaille dans la taverne Wavecrest. Douce et charmante, elle est considérée comme trop belle pour l'endroit. Beaucoup de ses clients, qui sont par ailleurs bourrus, se font un devoir de veiller sur elle. Aida semble destinée à de meilleures choses mais se contente de rester au Wavecrest, offrant un visage amical aux nouveaux arrivants dans la ville. Les dieux aident quiconque outrepasse la ligne avec elle devant les habitués de l'auberge !
 +Baudry Cartamon (CN homme expert humain 3 / voleur 2): Un homme graisseux et gras, Baudry Cartamon aime se faire passer pour un caïd de la pègre, mais il n'en est rien. Marchand malhonnête, contrebandier amateur et voleur inexpérimenté, Baudry a la folie des grandeurs et se retrouve souvent avec des âmes sœurs dans le Wayward Lobster. Chaque querelle avec un autre petit criminel qu'il croit être une vendetta, chaque accord qu'il conclut est une question de vie ou de mort. Certains se font prendre par son acte, et il a une bande de voyous tout aussi égoïstes, ainsi que l'oreille de quelques nouveaux arrivants qui croient ses bêtises. Jusqu'à présent, les rats de cale l'ont laissé vivre, probablement pour s'amuser.
 +Berrigan Enge (LN mâle aristocrate demi-elfe 2/expert 2) : Cousin éloigné de la famille Wylkes, Berrigan Enge a obtenu une position avantageuse en aidant le seigneur du port à s'occuper des droits sur les marchandises qui se rendent du port au marché - un position qui lui offre de nombreuses occasions de gagner de l'argent pour lui-même. Berrigan adopte une approche très pratique de son travail, préférant embaucher de l'aide uniquement en de rares occasions. On le voit souvent chez le capitaine du port.
 +Capshaw le Crieur (CG mâle hobbit roturier 2/barde 2) : Capshaw le Crieur est engagé dans une lutte sans fin - et largement ignorée - au nom des pauvres de Cap-Tempête. Depuis sa cabane près du Leaky Dinghy, Capshaw a longtemps essayé de saper le pouvoir des Storm Lords et des maisons marquées par des dragons, à travers des tracts de propagande et des histoires peu flatteuses racontées par ses crieurs publics autoproclamés. Au fur et à mesure que de plus en plus de visiteurs les écoutent, Capshaw pourrait perdre son statut de simple nuisance et devenir une préoccupation sérieuse pour les pouvoirs de la ville. Lui et ses crieurs pourraient bientôt avoir des ennuis, ce qu'un «champion du peuple» comme Capshaw apprécierait.
 +Gimcrack the Sly (N male human expert 1/rogue 1): Gimcrack pensait se faire une petite fortune en passant en contrebande des produits de luxe à Cap-Tempête depuis Khorvaire pour les expatriés de la ville. C'était un bon plan, mais il s'est heurté à Berrigan Enge. Au moment où Berrigan avait fini de le taxer, il n'avait plus assez d'or pour acheter le passage à la maison, et encore moins pour investir dans des objets exotiques à reprendre pour doubler son argent. Presque démuni et réduit à travailler sur les quais, Gimcrack noie son chagrin dans la taverne Wavecrest et rêve de travailler pour les Storm Lords et de les rejoindre.
 +Lord Gerald Goodblade (CN male human rogue 2): "Lord" Gerald Goodblade n'est rien de tel; son titre est le résultat de son habileté à mentir sur lui-même. Lorsque les visiteurs arrivent pour la première fois à Cap-Tempête, la «bonne réputation» de Gérald est probablement l'une des premières choses dont ils entendent parler, grâce à sa pratique de payer les gamins des rues, les mendiants et autres pauvres pour le parler des nouveaux arrivants. . Il gagne sa vie en escroquant les nouveaux arrivants, en vendant des biens volés et en parrainant des actes mineurs de vol et de pillage de tombes. Sa dernière arnaque implique des épées jolies mais mal faites, qu'il essaie de faire passer pour magiques. Il les offre en récompense à ceux qui souhaitent accomplir certaines de ses « petites tâches ».
 +Alice en lambeaux (N femme roturière humaine 1): Alice en lambeaux s'attarde à Fisher's Folly, près du Leaky Dinghy, vivant de restes et de la pièce de monnaie étrange d'un passant sympathique. Déchirant ses vêtements avec ses ongles, elle crie de terribles avertissements et prophéties. L'éveil de dieux sombres, des fléaux de démons marins, un complot des Storm Lords pour empoisonner l'approvisionnement en eau - ces présages et d'autres sombres sont passés sur ses lèvres.
 +Alice en lambeaux est inhabituelle pour un prophète; pour autant que quiconque ait pu le dire, aucune de ses terribles prédictions ne s'est réalisée. Étrangement, les pêcheurs du district considèrent cela comme une marque de divinité, qu'elle empêche d'une manière ou d'une autre ces terribles avenirs. Certains viennent la voir simplement pour être rassurés qu'aucune de ces choses terribles ne se produira.
 +Thad à trois doigts (expert nain mâle N 3) : Thad à trois doigts peut être trouvé dans toute la ville, mais le plus souvent dans le quartier du port, où ses compétences de forgeron quelque peu maladroites et ses armes et armures rudimentaires mais utilisables sont appréciées pour leur faible coût. Il vend des armes et des armures récupérées et réparées dans un étal, ainsi qu'un petit travail de bricolage. Il semble perdre des doigts avec une fréquence affligeante, ce qui conduit à des paris dans les tavernes les plus peu recommandables sur le moment où il en coupera un autre.
 +
 +Wavecrest Tavern
 +Despite no longer being at sea, Sigmund Bauerson runs a tight ship at the Wavecrest Tavern. The Wave crest is, unusually for the area, a drinking hole of good repute and some class, despite being a little rough around the  edges. The inn hosts a popular arm wrestling tournament each week (see page 27).
 +
 +The Wavecrest was built atop caves beneath the  current waterline, and someone listening at the floorboards can hear the water surging beneath. A short  while ago, a cave-in cut off the inn’s cellar from these caves, but it is only a matter of time before subsidence opens them up again.
 +
 +Wayward Lobster
 +On the south side of the Koronoo River, not far from the Waterworks, the Wayward Lobster is a carousing place for those who fancy themselves scoundrels. The tavern’s clientele—pickpockets, smugglers, burglars, and people who plan crime but never commit it—is afflicted with delusions of grandeur. Under the influence of gin, they devise elaborate schemes, only to forget them the next morning. Still, a few actual crimes have been hatched in the tavern.
 +
 +ADVENTURE HOOKS
 +• Baudry Cartamon is onto the scam of the century. While he was drunk in the Wayward Lobster one  night, he is sure he overheard some smugglers whispering about sneaking out of the city with some rare  artifacts gathered from the jungle. What if those artifacts were intercepted? Baudry remembers the warehouse the smugglers mentioned. Now he just needs some muscle to collect the goods.
 +• Someone has done something to deeply upset the sahuagin, who are making dangerous noises about “the return of that which was taken.” Only they seem  reluctant to mention what that thing is, due to religious taboo. Until the dispute is sorted out, ships  dare not leave or enter the harbor. And sahuagin are seen at night, stalking Cap-Tempête’s streets. A bounty on the thing in question is set by the Storm Lords as they prepare for the worst.
 +• The Waterworks have ceased working. Only a trickle comes out of the main drainage pipe, and the sewers  in the rest of the city are backed up. As unglamorous as it might seem, the sewers need exploring, and  something down there is hungry.
 +
 +The Marché
 +Population: Mostly humans and dwarves.
 +Character: Lively, industrious, and thriving.
 +Businesses: Buying and selling almost anything. 6,000 gp limit.
 +Key Personalities: Calynden d’Lyrandar, the Storm Lords, and Valexa Von Ruthvek.
 +Here broken arches and fallen columns are covered with awnings and surrounded by market stalls. The twisting, improvised streets are crammed with people, most of them visitors, making their way through the city and stopped at every turn by hawkers trying to sell them one thing or another.
 +
 +Three great buildings loom over everything in this quarter: Falconer’s Spire, with airships docked against it; the bazaar, a gigantic tent  sheltering the city’s great open-air market; and the Lorsmarch Palace, center of the Storm Lords’ power.
 +
 +This is the heart of the city. Here all the city’s struggles, opportunities, and dangers are gathered and intensified. You can feel it in the air,  and soon something is going to change. The Marché is the natural center of this city sustained by legitimate and illegitimate trade. The  Lorsmarch Palace, the seat of the Storm Lords’ collective power, is here, near the shops and stalls that  are the foundation of the city’s economy. The district has always been the city’s most defensible, and the older parts of the palace date back to the age of the pirate kings.
 +Centuries ago, the Marché was not the center of the city. Coastal erosion has shifted the center to this point, which appears to have been a temple district  in the Age of Giants. Remnants of those days are abundant: carved stone heads, a circle of visions, towering  pillars, and ancient tunnels that have been turned into basements for many of the district’s buildings.
 +For adventurers, the Marché is the best place  to resupply or to sell whatever goods they have discovered in the continent’s interior. Although goods can  be expensive here, the Marché is the only place to buy or sell many things.
 +KEY LOCATIONS
 +The Bazaar
 +Patched and re-dyed again and again, the gigantic red tent that covers Cap-Tempête’s bazaar dominates the Marché and can be seen from almost every part of it. Inside is a mess of walkways, smaller tents, and market stalls, all lent a reddish glow when sunlight shines through the tent overhead.
 +Here the traders would sell their own mothers for a handful of coins and compete enthusiastically with one another for customers. Only the most wily vendors last in the bazaar, so while the merchandise is good quality, buyers can expect to pay more than usual and are sometimes fleeced.
 +
 +DENIZENS OF THE BAZAAR
 +Everyone’s selling something in the bazaar. If the PCs want to browse some random stalls and tents, roll 1d10 and consult the following:
 +
 +1. The blind half-orc crone at this stall sells statuettes of her clients’ faces. She feels their faces with her  weathered hands and then carves amazing likenesses of them in soapstone or wood. Each statuette costs 1 gp and takes the crone about 1 hour of work.
 +2. Roars, neighs, and squawks emerge from this expansive pavilion. The only House Vadalis business in the city, Tooth and Nail sells creatures from the continent’s interior. Inside the tent, cages and pens hold potential mounts and guardian beasts, as well as exotic pets. Members of the Handlers Guild keep the creatures from biting each other and the house’s customers.
 +3. The gnome Hanruli sells tapestries at this stall. Uncannily, her tapestries all feature images of the PCs in horrific circumstances. One shows a black tower by a stormy sea, with one of the PCs impaled on the iron fence below the tower. The second shows a PC being ripped to pieces by the many maws of a hydra in a swamp. The third shows a PC as a vampire feeding on a family member or friend, while a shadow-obscured figure looks on in the background. The last shows a PC in a loving embrace with a beautiful male or female, who clutches a curved dagger poised to stab the PC in the back. Hanruli claims that her inspiration comes from her dreams, and she is just as disturbed by the PCs’ resemblance to her models as they are.
 +4. The portly goblin who runs this booth sells spices from across Eberron. Fernian firepeppers (SX 54) and many other exotic flavorings are available for purchase. He also cooks up plates of squid with his spices and sells them for 5 cp to 2 sp, depending on the spices used. His six children, each more homely than the last, help him cook, and he tries to pawn them off  on prospective mates (“He cooks good!” or “She’ll take care of you!”). The squid is delicious.
 +5. A halfling peddler named Ilgargo Reddlin offers beautiful stones and shells polished by the sea. He is a simple man and collects pieces for their color; one of his treasures might be an undervalued  ioun stone or a piece of ancient rubble that holds a terrible curse.
 +6. A beautiful gnome named Ridara runs this fragrant stall, where she sells all manner of candles and incense. Everything from sandalwood incense sticks to candles that burn with multicolored flames line her tables. She has a limited supply of incense of meditation and one candle of invocation (chaotic good).
 +7. The elf Garay Gyriaz runs Garay’s Games, a small wooden shop offering the finest in games, including Conqueror, Dragonhunt, Engagement, and Three-Dragon Ante. Specialty versions of the games—carved from livewood, obsidian, or silver—are available for wealthy gaming enthusiasts.
 +8. A famous designer from Sharn, the gnome Tyzian Davandi runs Far Davandi, which sells glamer weave outfits. The outfits cost between 105 and 300 gp.
 +9. A human boy is selling strips of bloodstained cloth. He collects the blood of criminals killed in public executions. Apparently, there is a market for these grisly trophies. The boy charges between 1 sp and 1 gp, based on the amount of blood and the notoriety of the criminal.
 +
 +
 +
 +
 +
 +
 +Falconer’s Spire
 +Falconer’s Spire rises high above the Marché, even taller than the Lorsmarch Palace and the great tent that covers the bazaar. A great blue-inlaid edifice, the spire acts as a docking station for airships and as the enclave for House Lyrandar, overseen by Calynden d’Lyrandar (page 66).
 +
 +Lorsmarch Palace
 +One of the largest buildings in the city, the Lorsmarch Palace—also called the Throne of Storms—is the Storm Lords’ seat of power. Diplomats and other high-profile visitors meet with the lords here, and their magistrates administer justice within the palace’s chambers. Public executions are held in the square at the base of the palace steps, one of the few places in the city where members of the Cap-Tempête Guard can always be found. The Storm Lords are said to keep much of their wealth in vaults beneath the palace, instead of trusting it to House Kundarak. If these vaults exist, they must be heavily guarded.
 +
 +Molou’s Distillery
 +Molou’s Distillery produces most of the Ungava drunk in Cap-Tempête and across southern Khorvaire. Ungava is a potent gin made from the berries of Xen’drik’s Ungava bush (SX 23). Recently the distillery has started  selling sooka, a form of Ungava with a touch of dreamlily. This concoction is even more calming and addictive than Ungava, making it the ruination of those not  blessed with a strong will. The distillery has a taproom where the dedicated drinker can get Ungava straight from the tap. Storm Lord Varen Lassite often throws parties at the distillery, and the taproom is the center of these wild storms.
 +
 +Old Catacombs
 +Near the wall shared with Dannel’s Pride, the Old Catacombs were once used as a sanctuary and prison by  servants of the Silver Flame. Long before humans came to Cap-Tempête, this fallen tower was built by giants. Parts of it project above the street, but most of the old building is buried. Five years ago, the catacombs were overrun by undead. Many of them were destroyed, but enough remained that the lower levels were sealed with wards and stone to contain the evil, and the upper levels were abandoned. Secrets remain in the catacombs for those prepared to brave the darkness.
 +
 +Phoenix Tavern
 +A half-subterranean drinking hole, the Phoenix Tavern is built into the district wall southwest of the Lorsmarch Palace. The tavern is favored by criminals and dissidents and is stuffy year-round. A group of minstrels performs weekly here, and many of the tavern’s regulars sing along.
 +
 +Steam Tunnels
 +Steam tunnels run under much of the city and have  vents and pipes that are especially visible in the Marché, where they emerge from the ground in alleys  and run alongside buildings before descending back into the earth. The workings of the tunnels and pipes are a mystery to all, despite many expeditions to try to understand them.
 +
 +Cap-Tempête Recruiters
 +Characters handy with a sword and willing to follow the Storm Lords’ orders without question can easily find a place in the Cap-Tempête Guard. The pay is 3 sp per day (6 sp for officers); many guards supplement their income by accepting bribes. Anyone who joins the Guard and completes the three-month training has all past crimes wiped away; most change their names to reflect this new beginning. The Storm Lords have extradited criminals before, but they stand by the Cap-Tempête Guard. As long as guards serve the lords faithfully, they can leave their pasts behind.
 +
 +
 +MARKETPLACE CHARACTERS
 +Nat Gann (CN male human expert 2/rogue 2): Nat  Gann can be found in the bazaar performing acrobatic tricks with a pole to earn some coin from amused  passersby. Nat makes considerably more money as an information hunter for inquisitives and various powers  in the city. Few spots in the rigging and ruins of Stormreach are beyond Nat’s agility and cleverness to reach.
 +
 +Because he has worked for both sides in various conflicts, he’s bound to offend someone sooner or later.
 +
 +Yannick Drumdoom (NE male dwarf expert 1/adept 2): His wild eyes peering out from his tangled hair and beard, Yannick Drumdoom lingers near the Old Catacombs. Smeared with ashes, Yannick has devoted himself to the Keeper, god of death, and beats his drum day and night, reciting the names of the dead and collecting tokens from tombs to keep their spirits closer to this world. He is clearly insane and makes passersby uncomfortable.
 +
 +Von Ruthvek’s Splendors of the South
 +The best-known antiquities dealer in Cap-Tempête, Valexa Von Ruthvek (N female gnome magewright 8/loremaster 5) is an expert on the city’s past and its surroundings. Her shop is like a museum, with a wide  array of magic items and other curiosities. She sponsors occasional expeditions into the continent’s interior and has begun to receive funding from a group of  anonymous benefactors, whom she only knows through intermediaries. The one condition put on the funds is that each expedition must go deeper into the wilds than the ones before it.
 +Valexa has a somewhat random selection of magic items in stock, with values of up to 8,000 gp. She casts identify for 125 gp. She typically purchases magic items for half their given value.
 +Diplomacy DC 30: Valexa’s favored clients gain access to special services. She sells magic items with a value of up to 12,000 gp and casts remove curse or divination for 500 gp.
 +ADVENTURE HOOKS
 +• Valexa Von Ruthvek is sponsoring an expedition deep into Xen’drik in an attempt to find an artifact  called the Vessel of the Infinite Sea. Von Ruthvek’s mysterious benefactors do not want the artifact returned  to her, fearing she might divine their purpose from it. They have dispatched agents to steal the item from the adventurers once they have recovered it.
 +
 +• Hular wants his daughter to get “this adventuring nonsense” out of her system, so he has set aside some money  to hire adventurers to take her out on an adventure, bribing them to make it difficult and unpleasant in the hope that it will put her off adventuring for life.
 +• While exploring the bazaar, the adventurers witness a potion vendor’s stall burst into flames. The fire will spread rapidly unless someone stops it!
 +
 +Vieille-Porte
 +Population: A mix of races, mostly of Aundairian and Thrane descent.
 +Character: Orderly but sly.
 +
 +Businesses: Food markets, magewrights, smallscale agriculture. 1,000 gp limit.
 +
 +Key Personalities: Jorian Thiel, Surrinek, and Valen Vanatar.
 +
 +You’d heard that Vieille-Porte was one of the oldest and most significant parts of the city, but passing through it doesn’t give you that impression. Vieille-Porte seems too ordered and polite, too clean and safe. Contrary to its name, this area feels newer than the rest of the city, and the people  seem as if they’re in a city of their own, far from the chaos in the neighboring districts.
 +
 +Compared to the rest of the city, Vieille-Porte is in good order, with rubble cleaned up and many buildings sporting new coats of paint. In the Age of Giants, the district housed the city’s main inland gate, the ruins of which loom over the westernmost part of the district. In recent decades, Vieille-Porte has become the home of expatriate communities from Aundair and Thrane and is considered a model district by the Storm Lords.
 +
 +However, under its respectable face, the district contains intrigues between its militias—the Knights of  Thrane and the Ninth Wands—and other power groups in the city.
 +
 +EMBERS
 +
 +Braises is the center of the Thrane presence in Stormreach. Its residents keep to themselves for the most  part, united by their faith and by a desire to make their home a refuge from the wildness in so much of the city. Even the Thrane dissidents here retain much of their national pride and dedicate themselves to the neighborhood’s welfare. If anyone tries to cause trouble in the ward, the Knights of Thrane, led by Valen Vanatar (page 75), do not stand for it.
 +
 +WHITEWASH
 +Blanc is home to Aundairian expatriates, who have a reputation for aloofness and one-upmanship. They certainly do take pride in their ward. Over the centuries, a considerable amount of magic has been woven into it. More everbright lanterns flicker here than anywhere else in the city, and the district takes its name from a centrally located magic fountain that allows people to instantly clean clothes there. A team of magewrights use prestidigitation to keep the district itself clean. The Aundairians are largely peaceful, but if pressed, they will not hesitate to call on Jorian Thiel and the Ninth Wands (page 76).
 +
 +OVERHEARD IN THE MARKETPLACE
 +“Dastard! Just another cup, one more cup of Ungava. That isn’t going to bankrupt you; you’ve got vats of the stuff! You can spare me one cup, can’t you? Hey, mister, spare an old salt a few coins to buy a drink?”
 +“I don’t know how the darned things work or what they’re for. All I know—all I care about—is that the bloody pipe has started blowing steam through my  house. Everything’s wet and hot, and the wood’s warping. I want to know what the Guard, what the Storm  Lords, are going to do about it!”
 +“Thief! Stop her! She’s got my coin purse! Grab her! Don’t let her get away! Oh wait . . . no, here it is. My mistake. I do apologize—wait, it’s empty! Somebody stop her! She’s got my money!”
 +
 +KEY LOCATIONS
 +Surrinek Riverboats
 +Surrinek (N female shifter expert 3) has a near monopoly on the river taxi business, which extends down the Koronoo River to the harbor. She allows the riverboat captains who work under her to operate  almost autonomously, as long as they divide the available customers equitably. The captains’ boats range  from gondolas to barges. Surrinek runs the business from a stilted hut over the river. Boats can be tied up at its base and are left there when they need repair.
 +
 +The ablest captain on the city’s waterways, Surrinek grew up in Cap-Tempête and knows the river and  harbor like the back of her hand. She is a source of information if she can be persuaded to part with it; flattery is as much a weakness for her as coin.
 +
 +The Candlelight
 +The Thrane-dominated Braises ward is short on places to drink, but it has plenty of places to eat. The Candlelight is  one of the best, specializing in Thrane desserts. It has private rooms for customers who have a little spare coin and  a desire to discuss things away from curious ears. These rooms are often used by Thranes harboring secrets, either shameful deeds from the Last War or heretical beliefs they feel they cannot share with their neighbors.
 +
 +ADVENTURE HOOKS
 +• Something is hiding in the Koronoo River and has  been attacking Surrinek’s captains and their passengers. River travel has come to a standstill when the sun  is not in the sky, inconveniencing passengers and cutting into Surrinek’s profits. The captains have promised free river travel and some gold to anyone who can  get to the bottom of the mystery, which the Cap-Tempête Guard is brushing off as bad luck and superstition.
 +
 +• A saboteur has corrupted the magic of the Blanc well, and it now spews out stinking filth instead  of cleansing water. Although most of Cap-Tempête  regards this event as comeuppance for the Aundairians’ arrogance, the ward’s residents are not amused  and will pay good coin to have the culprit found. The Ninth Wands have had no luck so far.
 +
 +• Back in Thrane, one of the cardinals in Flamekeep is  convinced that the heresies of Cap-Tempête are greater than anyone suspects. He is looking for people to  infiltrate some of the private societies at the Candlelight to gain the proof needed to convince the Keeper  to restore order in this far-flung place.
 +
 +Repos
 +Population: Humans mixed with halflings and some other races.
 +Character: Unhurried and beautiful.
 +Businesses: Healing, funerary services, various shops. 6,000 gp limit.
 +Key Personalities: Alhaura d’Jorasco and Iriakan d’Jorasco.
 +As you pass beneath the great arch, covered in flowering creepers, and enter Repos, you are surrounded by the sweet scent of blooming flowers. Here the ruins, plant life, and new buildings seem harmonious, one flowing into the next. Even the floating rubble—fragments of long-forgotten majesties—play their part, covered in blooming plants and small trees. Because of its many majestic ruins and large amount of floating rubble, sages believe Repos was the wealthiest part of the ancient city. They know it was later the seat of power for giant chieftains and pirate lords. These  past glories now exist only as monuments and graveyards: the tombs of pirate captains, the mausoleums of  giants, the wreckage of old thrones. Today the district is devoted to healing and funerary rites. For adventurers and explorers, Repos is a place where they can recover their strength and equip themselves, and the ancient tombs beckon, elaborately warded but rich with treasure. Sometimes subsidence destroys one tomb but reveals another, and old dangers emerge into the realm of the living.
 +
 +Havre-Tempête
 +The Havre-Tempête ward is the city’s wealthiest. Most of the Storm Lords maintain houses here, whether small retreats or mansions. The ward is surrounded by walls covered by flowering creepers and is almost a miniature city, with its own shops and a group of the Cap-Tempête Guard assigned to patrol its streets day and night. These guards keep their eyes on “riffraff” from other parts of the city and run them out at the first sign of trouble.
 +
 +OVERHEARD IN OLDGATE
 +“All I’m saying is the Karrns are living around that temple of Vol day in and day out, and I’ve yet to see them come to any harm. I mean, sure, they’re a scowling bunch, but they haven’t all been devoured by demons or raised as the walking dead either, have they?”
 +“Five copper will get you most places, and much faster than you can walk through those streets at this time of  day. That’s five copper for all of you. What do you say? Hop aboard.”
 +“It’s too clean here—everything gleaming like it was new. This is a city of ruins, and they’ve completely spoiled the atmosphere by scrubbing the grime off the stones. How are you supposed to appreciate how ancient this place is if moss and lichen isn’t on everything?
 +
 +KEY LOCATIONS
 +Coldwake Pond
 +Coldwake Pond is a deep body of water near the great gate  that leads into Havre-Tempête. The pond—a cistern in centuries past—is much colder than other bodies of water in  and around the city. Every day mist rises from the pond as warm, damp air meets its iciness. Speculation is rife about what causes the pond to be so cold.
 +
 +Delera’s Watch
 +There are more dead than living in Repos, and their necropolis is Delera’s Watch. Named after the tomb of  Delera Omaren, one of the city’s founders, the necropolis is the resting place for Storm Lords, pirate captains,  and wealthy explorers. The pirate tombs are filled with traps and wards, and undead guardians are prepared to stop robbers from frustrating the dead pirates’ attempts to take their wealth and treasure maps with them.
 +
 +As a burial site, this land is very old. The necropolis’s hillocks are all burial mounds from the Age  of Giants, and below the surface lie sepulchers and bone-filled pits. Despite constant efforts to stop them, undead often rise from these dark places, and stories abound of catacombs where mummified corpses have lain undisturbed for more than forty thousand years.
 +
 +Using the land around Delera’s Watch as a makeshift graveyard, generations of poorer citizens have,  depending on their cultures, buried their dead in simple graves or left corpses out for scavengers to devour. This hodgepodge of grave markers and bone piles is like a moat around the stately tombs and sarcophagi of Delera’s Watch itself.
 +
 +Drowning Sorrows Tavern
 +
 +Not far from the Garden of Repos, the Drowning Sorrows Tavern is a good place to go to heal the  wounds of the heart. The drink is cheap, the company is friendly, and the tavern is airy. The proprietress, Bula O’Loarima, provides a shoulder to cry on and a  listening ear, following the tradition laid down by her predecessor, Camellia Khan, who was famous for being able to get people to spill their troubles within moments of meeting her.
 +
 +Empty Handed
 +Troy Alzander does his best to make sure that nobody leaves his store without buying something; he believes it is bad luck if they leave empty handed. The store has various tools, artworks, and knickknacks. If someone is about to leave without buying anything, Troy tries to sell a 1 cp trinket as a last resort.
 +
 +OVERHEARD IN RESPITE
 +“Sure, it seems nice here with all the flowers and the pretty ruins. Trust me, though, wherever there are rich folks there’s power, and power means there’s something ugly going on. The prettiest toadstools and insects are also the most poisonous.”
 +“I’m here every morning for a dip. Coldwake is the only place in all of Cap-Tempête where the air is actually  fresh and crisp. I take a dip in there every single day, without fail. It keeps me tough, healthy, and strong.” “Repos is the only decent part of this benighted city. This, my dear fellow, is civilization and decency.  Everywhere else in Cap-Tempête is barbarism or excessive patriotism, and beyond the walls are only animals.  I never leave Repos if I don’t have to.”
 +
 +
 +Knowledge (local) DC 20: Troy has a small supply of minor wondrous items—typically Quaal’s feather tokens— that he will sell if a person knows to ask.
 +
 +Feather’s Fall Apothecary
 +
 +Ostensibly this is an apothecary, run by Salar and Quolish, a pair of ambitious halflings whose moneymaking  schemes often fall flat. The apothecary is their only real success, but it also acts as a store for whatever remains after their latest get-rich-quick plan has foundered. They have a wide selection of potions duplicating the effects of spells of 2nd level and lower.
 +Diplomacy DC 30: The duo keeps a handful of potions holding 3rd-level spells. These are reserved for customers who make a good impression on them. A customer who has participated in one of their schemes must succeed on a DC 20 Diplomacy check, rather than DC 30.
 +
 +Garden of Repos
 +
 +The Garden of Repos is a multitiered garden maintained by the Healers Guild. A sanctuary from the  city’s clamor, the fragrant garden is a favorite place for quiet walks and romantic rendezvous.
 +
 +Each of the garden’s three tiers is home to a different type of plant. The top tier, which sees the most sun,  is used for flowering plants from Xen’drik and other continents. The second tier is used for plants that require less light and less heat than those in the top tier. This means plants and trees from more temperate parts of the world. The third and lowest tier harbors winter plants and mushrooms. This is the least-visited part of the garden, where garden tools are stored in stone sheds that were once tombs, which are rumored to connect with the undercity.
 +
 +House Jorasco Enclave
 +An ancient building renovated in recent decades, the  House Jorasco enclave is built on the district’s highest point, looking down the slope toward the gate that  leads into Dannel’s Pride. The building is filled with plants and flowers, perfuming the air and giving the rooms a feeling of life. At night, the enclave’s windows glow with a soft blue light cast by everbright lanterns.
 +The enclave’s main healer is a cleric of Olladra, Alhaura d’Jorasco (LN female halfling cleric 9). In addition to her ability to cast raise dead, the house possesses an altar of resurrection (ECS 261) for use on behalf of favored clients. However, strange events sometimes accompany the use of powerful necromancy in Cap-Tempête. In a handful of cases, foreign spirits have seized the bodies  of those being raised. When Jorasco sought to resurrect the Storm Lord Delera Omaren, the risen warrior  cried out in the tongue of the giants and killed dozens  with lightning before she was returned to the grave.
 +Another time, a pack of marut inevitables appeared after a member of the Wayfinder Foundation (page 130) was raised. The outsiders slew the adventurer and devastated the enclave before vanishing. Today, Jorasco healers use augury before performing major necromancy. But divinations can fail, and at the DM’s discretion, resurrection might bring surprises. Alhaura is eager to find an answer to this mystery and will sponsor any expedition that promises to solve it.
 +Beside Alhaura, the enclave maintains a staff of lower-level adepts and experts, who can cast healing  spells and provide long-term care in the enclave’s bedrest wing. Healing potions are also for sale, though  supplies sometimes run low because of demand from the Cap-Tempête Guard and other major clients. The enclave is managed by Iriakan d’Jorasco (NG male halfling barbarian 1/expert 6). A recent immigrant from the Talenta Plains, Iriakan is eager to improve the house’s influence throughout Cap-Tempête and offers bargains to adventurers who help him with this goal.
 +
 +House of Wizardry
 +A few doors down from Empty Handed, this magic shop is crowded, filled with gnomes and halflings offering spellcasting services and magic items to the  highest bidder. Every nook and cranny hosts a magewright or minor wizard. More an indoor market than  a shop, the sellers often find themselves competing with one another. The selection of spells available on any given day is up to the DM, but can include wizard spells of 2nd level or lower or magewright spells of 3rd level or lower.
 +
 +Diplomacy DC 30: A skillful negotiator can often play the competitors against one another, resulting in a 10% price reduction.
 +
 +Open Palm Inn
 +Haddie Malewud likes to keep her inn a restful place, and the Open Palm, next door to the House Jorasco enclave, is first and foremost a place to stay. The inn’s ale is some of the worst around, but the food and beds are among the best in Cap-Tempête. Haddie loves mothering her guests, something that even the most embittered like, even if they refuse to admit it.
 +
 +ADVENTURE HOOKS
 +
 +• Repos’s undead problem seems endless; when one undead creature is destroyed, another rises within days.  In newer tombs, traps and wards are as much to keep the undead within as they are to keep tomb robbers out. House Jorasco believes that something within Delera Omaren’s tomb is preventing the dead from resting in peace. Only recently have the means been found to open the tomb’s great door. Someone needs to venture within and put an end to this plague of undeath.
 +• Someone is meeting sun-hating representatives from the undercity in the Garden of Repos. The Storm  Lords want this investigated to the fullest extent; it could represent a threat to the city and to their dominion.
 +• The herbalists of Repos regularly bring back plants from the continent’s interior for examination. This time they have brought back something dangerous, something that is growing rapidly and corrupting the  Garden of Repos’s other plants, making them poisonous or carnivorous. Brave volunteers are needed to venture within before the entire district is overgrown.
 +
 +Mur d'Argent
 +Population: Primarily dwarves in Bastion de la Côte and humans and elves in the rest of the district.
 +Character: Rough and bawdy in Place des Serruriers, driven and serious in Bastion de la Côte.
 +Businesses: Banking, diplomacy, messaging, gladiatorial fighting, locksmiths, pawnshops, security.
 +Key Personalities: Amilene Santor d’Sivis, Handlon the Brick, Korbek Ghedin d’Kundarak, Margheta Tuvodni, and Toven d’Bombardier.
 +
 +Mur d'Argent is a place of stark contrasts. One half, called Locksmith  Square, is alive with color and abuzz with activity, from street performers and peddlers to the comings and goings of locals and visitors alike.
 +
 +The sounds of haggling and laughter, as well as cheers and screams rising from L'Arène Rouge, dominate the air here. Bastion de la Côte is the square’s silent neighbor. A pervasive sense of gravitas, of orderliness, fills this dignified half of Mur d'Argent—a reminder of its neighbor’s boisterous character. Of all the city’s districts, Mur d'Argent is unique in its  layout. Other districts, such as Vieille-Porte and Garde-sud, have cultural divisions, but only Mur d'Argent is  physically divided. And as new arrivals are quick to sense, the two halves could scarcely be less alike. Place des Serruriers, the district’s western half,  plays host to some of the most notorious personalities and establishments in the city, including the Red  Ring and the shattered land’s most upscale brothel, Shadows. The eastern half of the district, in contrast, is both a paragon of restraint and a monument to dwarf ingenuity. Dubbed Bastion de la Côte, this ward lies entirely outside the walls of the old city and was built from the ground up by the engineers of House Kundarak.
 +
 +Mur d'Argent gets its name from the peculiar coloration of the walls that surround Place des Serruriers. The  walls are massive, reaching some 60 feet into the air, but the distinctive silver sheen covers only the sides facing the square. As a result, the entire square is reflected back at itself everywhere one looks, and though the reflections aren’t mirrorlike in their clarity, they do serve to surround the area in a mildly disorientating cast, making lights seem more spread out (which in turn generates more shadows) and colors appear brighter. This curious design is found nowhere else in the city and helps lend the square its vibrant character. The name is doubly appropriate, since Mur d'Argent is easily the wealthiest district in the city. This is not  due to the success of the businesses in Place des Serruriers but rather to the vast holdings of the Bastion de la Côte dwarves and their prosperous cousin among the Storm Lords. Bastion de la Côte is also the seat of international diplomacy in Xen’drik and houses both the Citadel of the Twelve and the Kundarak bank, which secures the wealth of almost every important figure in the city.
 +
 +Bastion de la Côte
 +The easternmost portion of Cap-Tempête is easily the city’s most unusual subdivision. A massive trench in the ground once demarcated the eastern border of the old city and today marks the start of Bastion de la Côte, the domain of House Kundarak. When the dwarves first arrived in force, they found no substantive construction to the north and east of the trench, though they found nothing wrong with the land itself. It was as though previous civilizations intentionally chose to stay away from the plot of land, despite its prime location along the region’s eastern coast. Sensing opportunity, the dwarves approached the Storm Lords with a proposal to purchase the undeveloped land from the city outright. With the help of their allies in the Amanatu family, the deal went through, and House Kundarak immediately set to work on the two massive stone bridges that today link the ward to the rest of Mur d'Argent.
 +
 +House Kundarak owns every inch of Bastion de la Côte, from the harbor to the south to the river mouth in the north. The agreement with the city affords the house a number of perks that other houses cannot claim, chief among them being the right to turn away even the  Cap-Tempête Guard at their gates. Despite this apparent loss of power, the Storm Lords have all profited  from House Kundarak’s presence, and all seem to appreciate the legal loopholes created by having such a reservation in their midst.
 +
 +Place des Serruriers
 +Cap-Tempête’s most infamous ward, Place des Serruriers is home to many of the city’s more colorful and popular attractions. The Marché is the hub of activity during the day, but Place des Serruriers takes over at night. Although other districts, such as Repos and the Temple district, offer good food or an evening’s entertainment, many sailors, laborers, and adventurers would rather spend their leisure time near L'Arène Rouge, where the atmosphere is riotous and the prices are low.
 +
 +Many craftspeople maintain shops here, from cobblers to locksmiths. The ward’s name arose in the modern  city’s early days when the Kandars, a family of dwarf locksmiths who curried favor with the Amanatu family, established their business by the great silver walls.
 +
 +KEY LOCATIONS
 +
 +THE MAGIC OF ELDRED’S POOL
 +Eldred’s Pool is a major artifact. Casting detect magic reveals an overwhelming aura of abjuration radiating  from it, while detect psionics (EPH 91) reveals an overwhelming aura of psychoportation (if the DM prefers,  the pool’s aura can be detected only by detect magic or  detect psionics, not both). The pool is immune to magical and psionic effects and is indestructible. It weighs  several tons.
 +Although the pool does not circulate the water that collects within it, any liquid dumped into it is purified instantly, a process that removes all the liquid’s toxins, bacteria, and supernatural qualities. Many locals, therefore, collect their water at the pool.
 +
 +The pool’s most powerful effect, however, remains unknown to most. The pool is a powerful bane against extraplanar  creatures (any creature that has the extraplanar subtype). Every time such a creature sees its own reflection  in the pool’s water, it must immediately succeed on a DC 30 Will save or be sent back to its plane of origin (this effect has a caster level of 20th). Even extraplanar creatures possessing another creature—such as the quori who possess the Inspired—are torn from their hosts and sent home on a failed save. The Riedran consul, Lord Katanavash, is aware of the pool’s power and warns fellow Inspired to avert their eyes from it.
 +
 +Eldred’s Pool
 +Most long-time residents of Cap-Tempête know their city was a thri-kreen colony centuries ago, but almost no traces remain. The mysterious thri-kreen relic at  the center of Place des Serruriers is one of the few remnants of that time. Locals refer to it as Eldred’s Pool,  after a sage who garnered notoriety for his fascination with and later hatred of the object. Historians relate that Eldred was an antiquities scholar who arrived in Cap-Tempête in the early years of the first Storm Lords’ reign. The arrival of a wizened bookworm in this pirate boomtown was made all the more strange by his immediate obsession with the centerpiece of Locksmith  Square. Reports came in about how he was paying individuals of low character to conduct experiments for  him, from attempting to carve pieces off the thing to bringing him samples of the water that collected within its basin. Eldred’s tale culminates in him approaching the Storm Lords with a demand that they destroy the object without delay. When asked why, legend tells that his only reply was, “Because it endangers us all.” In the absence of corroborating evidence, the Storm Lords refused and sent the “mad” scholar on his way. Within a day, Eldred had vanished without a trace.
 +
 +Eldred’s Pool resembles a circular fountain seemingly carved from a single piece of a dark green stone.
 +
 +It measures 24 feet in diameter, with an outer rim that rises 2 feet off the ground. At the center of the pool sits  the object’s most unusual attraction: a sculpture depicting two six-limbed figures standing back to back. Each  figure balances on one leg, and the first of two pairs of arms meet in the center of each figure’s torso, palm flat against palm, as if in prayer. Each figure’s other two arms are raised skyward, palms to the sky, as if hefting a great weight, and each one’s head is a shiny stone that seems bowed low, as if in supplication.
 +
 +House Kundarak Enclave
 +
 +The House Kundarak enclave is the most secure structure in the city. For those who know of the Kundarak  penchant for security, this comes as no surprise. The two bridges that span the Mur d'Argent trench deposit visitors at the enclave’s entrance, which is marked by three small guardhouses. Two guard towers look down on the main entrance, with another three towers spread around the enclave’s walls. Kundarak guards are posted at the towers day and night. Each main entrance guardhouse typically contains four dwarf fighters, each wearing banded mail, and two iron defenders (ECS 287). Guards will admit only those with appointments, though they make exceptions for the Storm Lords, members of any dragonmarked house, and anyone having business with the Citadel of the Twelve. In the latter case, the guards escort visitors both to and from the citadel.
 +
 +The enclave is composed of a central keep and several  outbuildings, all of which are surrounded by a 20-footwide moat filled with water. As a full-round action, guards  inside the enclave can turn a winch that retracts the four bridges spanning the moat, and if there is a serious threat to the enclave, a living cloudkill (ECS 293) can be instantly released on the enclave’s west side. This creature was retrieved from the Mournland at great expense, and the guards are nervous about its presence.
 +
 +The enclave’s residents, all dwarves sworn to House Kundarak, venture regularly into the city for business and pleasure but rarely without at least one armed guard, and often with two or three, especially if the dwarf is a banker or other house official. If necessary, the dwarves can get by inside the enclave for quite some time; it has ample food stored and plenty of living space to take care of its residents for a month at least. If residents need healing, they can turn to Margheta Tuvodni (N female dwarf warrior 1/cleric 9), a priest of Kol Korran. She also oversees many of the enclave’s day-to-day operations. Most visitors to the enclave come for its bank, which is an architectural beauty. Three stories of stone walls gilded with silver and gold, the bank is renowned for the slaughterstone eviscerator (MM3 160) that stands watch over its main lobby. Many suspect that somewhere beneath it, watching over the vault, is its twin.
 +
 +House Lyrandar Shipyard
 +House Kundarak’s arrangement with the Storm Lords transferred all undeveloped land on the city’s eastern edge to the house. Even though the dwarves have taken advantage of this, much of the land to the north and south of the Kundarak enclave remains undeveloped. Not ones to let a business opportunity slip by, the Kundarak dwarves offered to lease a strip of land on the harbor to House Lyrandar so that a shipyard could be built. House Lyrandar happily agreed to the deal. The shipyard is still under construction, but already a few ships have been completed there. The arrangement has been profitable for both houses and has served to increase the overall standing of House Lyrandar within the city.
 +
 +OVERHEARD IN Mur d'Argent
 +“See that dwarf? The one coming down the walk just now? Don’t let the funny hat and gold-gilt cloak deceive you: He’s a Kundarak, and there’s a reason he walks the streets of Cap-Tempête with only one bodyguard.”
 +“Oh, I’ll gladly take that bet, I will. If you think that a prancing june bug like Rossart has a chance against a powerhouse like Mourning Mikah, you’re an even bigger fool than I took you for. Mikah’s one of Kolos’s stable, and a veteran Ringer to boot.”
 +
 +“You honestly think that knocking over Shadows is the way to make a name for yourself in this town? Your name might be Durko the Deathless out here,  among us street scum, but in there, it’s just a nickname—one that’s apt to get you killed, or worse. Trust  me, you want no part of them elves. And if Spider finds out you were even contemplating such a thing, it won’t matter: You’ll be Durko the Dead by sunup. Is that clear enough, or do I need to paint a picture for you?”
 +
 +The Titanswalk
 +A massive gatehouse connects the shining silver walls at the southwest corner of the district, and all visitors from Lacroisé and Repos must pass beneath its stone archway. Beyond this entryway lies a raised path, set between two rows of mammoth statues. Local historians theorize that  the gatehouse, called the Titanswalk (or simply the Walk to locals), was once the site of pomp-filled processionals. The statues themselves are awe inspiring, rising just high enough for their heads to be glimpsed over the high silver walls. Each of the seven statues is believed to represent a significant figure in the history of the giants, though not even giant historians know the figures’ names.
 +
 +Tower of Kol Korran
 +If Bastion de la Côte can be likened to a fortress, then the Tower of Kol Korran is the unbreachable keep within. The tower is the most secure structure in the city, and House Kundarak has taken every precaution to ensure that it stays that way. The dwarves even removed the tower from direct view, surrounding it with a massive circular wall several feet thick. A lone gatehouse near the Kundarak enclave is the only means of entering the tower’s courtyard, and the gatehouse and its doors are covered in protective wards.
 +Nobody outside House Kundarak knows what goes on inside the tower. Whatever it is, locals know it has little to do with the god Kol Korran. In the months after the tower’s construction, followers of Kol Korran would approach the tower, seeking to offer prayers there, only to be turned away by guards. When asked to clarify the tower’s purpose, the guards confirmed that it was no house  of worship but an extension of the enclave, where important matters of house policy and security could be tested.
 +
 +The agreement the house had made with the city forbade any interference from the Storm Lords, and the enclave’s presence in Cap-Tempête—outside the reach of the Korth  Edicts—forbade any interference from the other dragonmarked houses. Some burglars could not resist testing  the tower’s security, but each one disappeared soon after, never to be seen or heard from again.
 +
 +ADVENTURE HOOKS
 +
 +• Place des Serruriers is a notorious haven for pickpockets. When one of the PCs is robbed, the trail leads to  Shadows. This could be the start of a romance with the exotic pickpocket or a gateway into one of House Thuranni’s schemes.
 +• A riot breaks out in Place des Serruriers following a terrible upset in L'Arène Rouge. Depending on how the  PCs handle the situation, they could gain the friendship of the Amanatus and the Cap-Tempête Guard or  the enmity of anyone they injure in the riot.
 +• Someone is willing to pay an astounding sum if the PCs can penetrate the security of the Tower of Kol Korran. He won’t reveal his identity; is he a member of the King’s Citadel, a rival house, or House Kundarak itself? Any investigation of Kundarak’s affairs is a dangerous business—especially if the job is a setup from the start.
 +
 +Garde-sud
 +Population: Mostly human with a majority of Karrns.
 +Character: Paranoid and dangerous.
 +Businesses: Small market stalls, cottage industries, laborers for other districts. 1,000 gp limit.
 +Key Personalities: Berrinessa, Drago Thul, Gaulronak, Harysh, and Captain Smargat.
 +As you pass through the gates and enter Pierrebroyée, the air takes on a different feel. People glower at you from doorways or shutter their windows. Children stop playing their games, and only street vendors look you in the eye. These people seem more taciturn than usual for Karrns, but why?
 +Citizens from other districts move quickly, as if eager to be away from here. They seem a little fearful, and that gives the residents some measure of pride.
 +With only the Koronoo River between it and the jungle, Garde-sud is exposed to the wilds. Over the centuries, the district’s older buildings have been dismantled to provide other districts with building material, and only fragments remain of the great wall that used to defend this stretch of the city’s southern face. Across the river, the Tents of Rushemé lie ready to trade with the city. Garde-sud is home to those not afraid to live on the edge, whether pariahs, poor people with no choice, or those who have dealings with giants. Among these people  are many settlers from Karrnath. The freedom to worship the Blood of Vol openly has drawn many Karrns to  the city, and the Last War sent its share of expatriates. Justice here is rough, enforced by the Swords of Karrn under the leadership of Drago Thul (page 77). If the Storm Lords think they need to intervene, they  are more likely to send in House Garda mercenaries than the Cap-Tempête Guard, which would be outmatched by the Swords.
 +
 +
 +OVERHEARD IN SOUTHWATCH
 +“You think you get any say what goes on in Pierrebroyée? We get to say what happens in Pierrebroyée, nobody else, just us. Now, we’re going to dock a finger to remind you. Every time you look at the stump, remember who’s really in charge.”
 +
 +“It’s not too scary living near those great big lummoxes. Some nights, special nights I guess, just as the  sun sets, they sing in their own language. The sound moves right through you—so deep but so beautiful.”
 +“Have you seen my cat? He’s a tabby tomcat, mackerel colored. Probably run off to the Ship’s Cat again. Anyone would think he belonged to that shifter rather than me! What’s the use of a genuine ship’s cat getting fat and lazy on table scraps in an inn, I ask you?”
 +
 +
 +Pierrebroyée
 +Pierrebroyée is the heart of the Karrnathi influence over Garde-sud. Festivals and holidays from the homeland are celebrated here with exuberance, and the ward’s Karrnathi residents regard themselves as separate from the city’s other citizens. The militia known as  the Swords of Karrn enforces order, and between Karrnathi pride and what amounts to martial law, Pierrebroyée is essentially a city within the city.
 +
 +SUMMERFIELD
 +Karrns might dominate much of Garde-sud, but they  are not the only settlers within the area. The Summerfield ward contains a large amount of the district’s  housing, and many of the residents are not Karrns. The ward has a mix of poor people who cannot afford to live elsewhere, or choose not to squeeze into an overcrowded district such as Lacroisé, and well-to-do explorers and pirates who would rather live in the open than with the wealthy folk of Repos. Summerfield is therefore welcoming to almost anyone, and many of the residents do not take kindly to the Swords of Karrn throwing their weight around in this ward.
 +
 +TENTS OF RUSHEMÉ
 +The Tents of Rushemé stand a short distance from the mutually agreed-upon border of Cap-Tempête. Amid the tents, nomadic tribes of giants come together to trade with one another and the people of Cap-Tempête, to be close to their ancestral city, to perform their rites, and to hire on as guides into the continent’s interior.  Gaulronak (N male hill giant druid 6) is the oldest and most respected giant residing in the encampment. An herbalist, he often sells jungle herbs and plants to cooks and healers. He serves as the main liaison between the giants of the tents and the Storm Lords. Of late, he has become more and more preoccupied with the city’s vision circles. Many see him as a simple wanderer, but he is an important spiritual leader among his people; see page 111 for more information.
 +
 +Although Hular and the other goliaths at Fer Noir (page 37) have some of the closest relationships with the giants, others have managed to forge relationships with them. The giants make the rules among the tents, but the Cap-Tempête Guard keeps a close watch on them; Rushemé is largely peaceful, but the physical might of the giants is enough to make the Storm Lords nervous.
 +
 +KEY LOCATIONS
 +The Black Freighter
 +A shiplike tavern on the Koronoo River, the Black Freighter is run by Captain Smargat (CN male human ranger 3/ fighter 5) and is known for its dealings with the Order of the Emerald Claw. See page 85 for more information.
 +The Ship’s Cat
 +A tangle of densewood twigs that have been thatched together, the Ship’s Cat is an inn run by Harysh (NG female shifter ranger 1/expert 5), who has a reputation for honor, hospitality, fairness, and discretion. This makes her a valued intermediary for many. The inn takes its name from Harysh’s dozen cats, which share  the place with guests. Familiars and animal companions receive excellent care at the inn, as long as they do  not raise the resident cats’ hackles. For another aspect to Harysh, see page 156.
 +
 +CHARACTERS IN THE TEMPLE DISTRICT
 +Seld the Gray Sister (N female gnome rogue 5): Deep in the Temple district, hidden in plain sight among the crowds, can be found Seld the Gray Sister. This gnome is acknowledged by various groups in the city as a master spy, but none claim that she works for them and none are  entirely sure whom she works for. She seems well sponsored, rich enough to buy up snippets of interesting  information from any who have them for sale and able to sponsor thefts and other works of espionage, though the pattern to these purchases, if any, is inscrutable.
 +The God Man (CN male human adept 4): Temple Row has more than its share of wild-eyed mystics, but one in particular stands out. Waking from a fever, the  person now known as the God Man claimed knowledge of forgotten gods and set about commemorating  them. A homeless wanderer, he sleeps in Temple Row’s shrines and carries lost gods upon his body in the form of tattoos and dolls. Every so often he adds a new god to his personal pantheon, from Abassa, goddess of pear cider, to Zelthanon, god of cocked dice.
 +Tydameira the Loveforged (N female personality warforged fighter 4/bard 1): Tydameira spent much of her time in the Last War serving with humans, and she became intrigued by love. She likes to study any manner of romantic interactions that she can. This has led her to work at the Pink Conch as a bouncer. Despite her considerable combat skills, Tydameira has rejected Steeljack’s invitation to join the Garde de Fer (page 117); she wants to be among humanoids and has little interest in her own kind.
 +
 +Temple of Vol
 +The Blood of Vol operates openly within Pierrebroyée, and its temple is the main place of religious observance for the ward’s Karrns. Congregants call the temple Rosewood, after the crimson ivy that covers it, and are led by the priest Berrinessa (N female human adept 9), a quiet herbalist. The temple occupies an old ruin, its rituals performed amid broken pillars and statues of the past. Despite Cap-Tempête’s laissez-faire approach toward religions, the presence of the Blood of Vol does cause uneasiness in other districts. Remaining within Pierrebroyée gives the temple a measure of protection from its enemies. See page 81 for more about the Blood of Vol in Cap-Tempête.
 +ADVENTURE HOOKS
 +• Something is stirring up the giants at the Tents of Rushemé. They have thrown up a wooden palisade around their camp, and loud arguments can be heard from behind it. The arguments involve a new tribe that came out of the jungle a few days ago with a carved icon. Understandably nervous, the Storm Lords want to send someone into the camp to ascertain what is going on and to defuse the situation if possible.
 +
 +• The Swords of Karrn have gone too far and have executed a member of the Cap-Tempête Guard, openly  defying the Storm Lords. An attempt by the guards to restore order ended with the Swords routing them. In addition to turning to House Garda for  help, the Storm Lords seek adventurers to help restore order in the ward.
 +
 +• In Pierrebroyée, the remnants of the city wall are riddled with tunnels and chambers that descend into the  earth. Some show signs of a catastrophe in the past,  a force that destroyed the wall from underground. A recent mudslide has revealed a deeper set of tunnels. Perhaps they hold the answer to what happened.
 +
 +
 +Temple District
 +Population: A mix of many races, with more humans and elves than any other.
 +Character: A confusion and profusion of sound, color, theater, and religion.
 +
 +Businesses: Entertainment, accommodation, religious services. 6,000 gp limit.
 +
 +Key Personalities: Jirian Zayne, Morian Shol d’Phiarlan, and Zarzalia Shol d’Phiarlan.
 +Your senses are assaulted on all sides by the overwhelming presence of
 +this part of the city.
 +
 +Sight: Bright colors, pennants, entertainers dressed like color-
 +blind magpies, swooping arches, green leaves, and colorful lanterns.
 +
 +Smell: The tang of spices on the wind, the hint of incense and oils
 +from the temples.
 +
 +Sound: Temple adepts calling passersby to worship, hawkers drawing attention to their sweetmeats and savories, bards plucking at their  instruments, actors calling out the merits of their plays, and, booming over all of it, the performance in the Livewood Theater.
 +
 +Standing at the fork of the Koronoo River, the Temple district is the heart of entertainment and worship in the city. Because of the abundant groundwater here, the district is subject to more subsidence than other parts of the city, its stone buildings cracked and its cobbled streets uneven. Aside from the city walls and the stone banks of the Livewood Theater, few ancient structures remain. New buildings are crafted out of wood, many of them out of livewood. The district’s architecture is marked by arches and domes, intermingled with trees festooned with paper lanterns.
 +When House Phiarlan arrived in the city, the giants’ amphitheater—now the Livewood Theater—was a major attraction to them, so they established their enclave here. Nearby are various entertainment venues, accommodations for visitors, and many shrines.
 +
 +OVERHEARD IN THE TEMPLE DISTRICT
 +“Praise not the greater gods; they do not need your prayers. Spare a thought instead for the little gods, the ones to whom we all pray but whose names we do not know. The ones who keep our food warm, our feet shod. Praise the little gods! Praise Humoona, goddess of lemon zest. What would your sweet cakes be without her?”
 +“But hark, you hear that sound? The faint blowing of the wind where once there was a storm. Once a gale could determine the direction of the wind, but this?  No arrow could find the mark, but perhaps a mark could find the arrow . . .”
 +“Ladies and gentlemen, if I might speak to you of the Pink Conch’s advantages for a moment. Our services are refined, our men and women unmatched, and our discretion limitless. And at the Conch, there is no  theatrical subterfuge, as you might find at the Livewood Theater. No, here what you see is what you get.  And I’d wager we have much you’d like to see.”
 +
 +KEY LOCATIONS
 +Bogwater Tavern
 +The Bogwater Tavern, despite the name, is at the higher end of the entertainment market. Built open to the sky, it is protected from the rain by colorful awnings. Here customers can listen to bards’ tales, away from the district’s bustle.
 +Golden Wing Inn
 +The Golden Wing Inn is popular among younger immigrants finding their way in the city. Relatively spartan and reasonably priced, the Golden Wing is partly underground and smells of damp earth. Though cheaper lodging is available in the district, the Golden Wing has the advantage of being a safer place, its staff having no patience for customers getting their pockets picked or being cheated at cards or dice.
 +House Phiarlan Enclave
 +House Phiarlan’s enclave is a buttressed stone building next to the river. The first time it was built, it sank into the boggy ground. The second time, it was built on the same ground and endured. Rumors persist that the first attempt was not a mistake but a way of sinking part of the enclave underground so that much of the house’s business would be away from prying eyes. Viceroy Morian Shol d’Phiarlan oversees the house’s interests in Cap-Tempête. See page 67 for more information.
 +Keep of the Silver Flame
 +The Keep of the Silver Flame was intended to serve as a mighty ministry that would bring the light of the Flame to this savage land. The Flamic architects showed their usual persistence in creating this stone building, sinking great pillars into the boggy ground and then topping it with a spire of stone and silver. The priests of the temple, led by Jirian Zayne, do not sell their services, though they aid the faithful of the Flame at no charge. For more about the Silver Flame in Cap-Tempête, see page 79.
 +Livewood Theater
 +Managed by Zarzalia Shol d’Phiarlan, the Livewood Theater (page 25) is the largest theater in the city.
 +Object Desire
 +Across the street from the House Phiarlan enclave, this small magic shop benefits from its association with the house. The shop specializes in theatrical illusions, signs, scenes, and sounds and mostly caters to the needs of the wards’ performers. The shop stocks a few  wondrous items and wands that fit this theme (maximum value 6,000 gp). Panlamin Felwrought (N female  elf wizard 5) is particularly noted for her prowess with illusions and is much sought after by theater groups.
 +Onyx Fountain
 +A hive of small performance spaces, rehearsal rooms, and studios, the Onyx Fountain (page 24) is House Phiarlan’s training ground—for stage performance and intrigue.
 +The Pink Conch
 +Less expensive than Shadows, the Pink Conch is a comfortable and discreet brothel. The Conch claims that “what you see is what you get,” that the house does not employ changelings or use illusions in its work. Whether this is true is an open question. Many of the men and women who work at the Conch are also actors in the district’s theaters.
 +Temple Row
 +A jumble of shrines and stalls selling devotional knickknacks, Temple Row is a bazaar of religion. Most of the street’s priests, prophets, and charlatans make appeals on behalf of the Sovereign Host, but it is not unusual for representatives of the Dark Six or even the Dragon Below to preach among them.
 +Vestrii’s Arms
 +Near the Keep of the Silver Flame, Vestrii’s Arms caters to the customer who wants a weapon but doesn’t want to  show it. The shop makes a variety of concealable weapons, particularly ones that a performer might want:  juggling balls or clubs that sprout blades, iron-bound flutes, sword canes, and the like.
 +
 +ADVENTURE HOOKS
 +• Brawls between the Knights of Thrane and the Order of the Emerald Claw are common in the district, but the civilian faithful of the Blood of Vol are spared this violence. Tonight, though, a Seeker of the Blood has been stabbed to death and dumped in the river. The residents of Pierrebroyée blame the Knights of Thrane, who indignantly deny responsibility. If the real culprit cannot be found, even the Garde de Fer might not be able to contain the trouble.
 +• A new play is making the rounds. Never performed, the script itself is causing a fuss. Titled Rough Weather, it is a bawdy comedy that makes most of its jokes at  the expense of the Storm Lords. The lords are offering a considerable reward to anyone who can find  and stop the printing of the script and bring the playwright into custody.
 +• The Livewood Theater is having problems with its halfling, gnome, and dwarf workers and audience  members because a human was recently cast as Lothar in a production of Globach and Lothar. The  problem is that Lothar is traditionally a halfling, and the theater plans to make the human actor look like one through magic. Shorter actors have walked out in protest. Zarzalia Shol d’Phiarlan is at her wit’s end and needs help to break the strike, one way or another.
 +
 +URBAN LEGENDS
 +Every city has its share of rumors, whispers, and tales of dread. Below are a few commonly circulated ones in Cap-Tempête. It’s up to you to decide if they have any truth in them.
 +The Blood Devil: The only oath that means anything to a pirate is one sworn in blood. To this day, many Cap-Tempêteers swear kinship and seal business contracts with a blood oath. It is widely held that a person who breaks such an oath becomes the prey of a hulking red-skinned monster, with a gore-drenched mane and a mouth full of sucking leeches. The Blood Devil hunts down oath breakers and drinks every drop of their blood, “since they obviously don’t value it highly, breaking oaths sworn by it and all.”
 +
 +Demon Glass: Old salts whisper of an enormous glass sphere that was discovered in the giants’  ruins long ago. The sphere was shattered by accident, unleashing a host of imprisoned demons, which devoured the explorers and moved on. But some demons remained trapped in the sphere’s fragments, which are supposedly scattered throughout the city to this day. Urchins collect this glass, unaware of its evil, and sell it to glassblowers and artisans, who melt it down to craft windowpanes, mirrors, and trinkets. Sometimes a person who stares into  the dusky glass sees a hideous fiend, which reaches out and pulls the person inside its prison. People often mysteriously go missing in Cap-Tempête, some vanishing from behind locked doors. Whispers of “demon-gazing” are often the only explanations for these disappearances.
 +
 +Night Hunters: A drow tribe resided in the ruins of Cap-Tempête before an unknown fate turned it into dust and memory. Today, the city’s more superstitious citizens believe that the spirits of the drow chieftains sometimes march in the dead of night, a host of their bravest warriors leading the way. The haunting call of a bone flute heralds their approach. Anyone who does not bow before the chieftains is decapitated, the heads carried off to the realm of the dead. When wind whistles through the city’s streets at night, more than a few Cap-Tempêteers recoil from the sound and drop to their knees in fear.
 +
 +The Skin Shucker: Supposedly murdering indigents and visitors who are unlikely to be missed, the  Skin Shucker shucks off a victim’s entire suit of flesh using barbed tentacles, which he keeps concealed in his open chest cavity. He collects the skins and wears them at night. They say he lives somewhere near fly-infested slaughterhouses in Forgefeu.
 +
 +
 +
 +
 +POWER AND POLITICS
 +Stormreach is governed by the Storm Lords, hereditary rulers whose pirate ancestors laid the foundations of the modern city. The Storm Lords wield the power of justice and hold the keys to the city’s coffers. But other powers move in Cap-Tempête as well. Over the last two centuries, many forces have taken an interest in the city. The dragonmarked houses, for instance, have begun expanding their influence beyond Khorvaire. For some, the city is a logical extension of their core business; for others, it  is a chance to establish operations outside the restrictions of the Korth Edicts. The Five Nations have no  authority in the city, but they are forces to be reckoned  with in the wider world, and they have their own interests in Cap-Tempête.
 +
 +All these factions have roles to play in a Stormreach adventure. Dragonmarked heirs might be drawn  into the schemes of their houses. Heroes of the Five Nations might be asked to serve the interests of their rulers, or they might turn to a consulate for assistance.  And the Storm Lords can be valuable allies or dangerous enemies for adventurers of any nationality.
 +
 +The Storm Lords
 +
 +Foreign Powers
 +Cap-Tempête is an isolated city on a dangerous and savage frontier. During the Last War, few nations felt a need to devote resources to the city. Only three nations have official representatives in Cap-Tempête: Aerenal, Breland, and Riedra. The influence of the Five Nations can be felt in Blanc, Braises,  Pierrebroyée, and Dannel’s Pride, but the most influential members of these communities are religious  leaders, respected artists, and militia commanders, not authorized ambassadors.
 +
 +
 +AERENAL
 +The Aereni prefer to avoid the chaos of Cap-Tempête whenever possible. The elf presence is based in a large densewood building in the Harbor district, near the wall shared with the Graystone ward. A leafy livewood sign bears the image of a golden mask above a fountain, along with the name Thaendyr’s Rest. The Rest combines the functions of temple, inn, and consulate. Rooms in the inn provide sparse but functional lodging; for a mere 8 cp per night, an Aereni traveler can get a bunk in one of the dormitory rooms and a simple, healthy meal. Thaendyr’s Rest has one private room with four beds, which is reserved for traveling sages; however, if it is available, PCs can rent it for 2 gp per night.
 +A shrine to the Undying Court occupies a room in the back of the first floor. The priest Maeran Mendyrian (LN male elf adept 8/expert 1) leads  religious services and also acts as the de facto ambassador for Aerenal in Cap-Tempête. Maeran is nearly  three hundred years old, and he has been serving in Cap-Tempête for over fifty years. He is well versed in the politics of the city and can be a valuable ally for an adventurer. However, he helps only Aereni, and even then only if their actions are in the interests of the Undying Court.
 +Thaera (LN female elf expert 3/wizard 3) is the current keeper of Thaendyr’s Rest. An elf of the line of Daelys, she has served at the Rest since she was thirty years old; now, at the age of 140, she has taken  the helm. Having spent much of her life in Stormreach, she is more comfortable in the city than most of  her kin. She devotes most of her life to the business of the Aereni, but she also finds the time to mingle with the people of Cap-Tempête and might attend feasts or festivals. Since Maeran rarely leaves the Rest, a chance encounter with Thaera is the best opportunity for non-Aereni adventurers to obtain an invitation into the Rest.
 +Under normal circumstances, only Aereni (and their companions) are allowed into Thaendyr’s Rest. This policy is enforced by the inn’s guardian, Chyn Mendyrian (LG male undying soldier urban rangerUA 8) and his animal companion, a mandrill (baboon)  named Faith. One of the few undying soldiers stationed beyond Aerenal, Chyn is an object of reverence for the local Aereni. His presence is a sign of  the difficulties the elves have had to overcome in the past, and daily services are held in the local shrine to sustain his deathless existence. Chyn rarely leaves the Rest unless he is tracking someone who has harmed one of the Aereni, but most of the Harbor thugs know the hideous warrior by reputation and leave the Aereni alone.
 +Adventure Hooks
 +• One of the Stillborn (ECS 218) wants to decipher the methods being used to preserve Chyn while he’s so  far from Aerenal. The guardian of the Rest is kidnapped, and Maeran charges an Aereni adventurer  to find the honored ancestor before his life force can be corrupted.
 +• Thaera approaches the adventurers when they are planning an expedition. The area they plan to pass through has an important role in the history of the line of Daelys, and she wishes to send Chyn with them to search for family relics.
 +• Maeran Mendyrian calls an Aereni adventurer to  the Rest. It seems that the Shrouds (page 72) are indeed the vanguard of an undead army lurking beneath the surface, and after decades of work, they  are on the verge of completing an eldritch machine.  There’s no time for Maeran to summon the Deathguard, and the machine cannot be allowed to activate or to fall into untrustworthy hands. Can the  adventurers defeat these ancient ghosts?
 +
 +BRELAND
 +When Cap-Tempête was founded, the king of Galifar established a consulate in the city. But as the age of  piracy came to an end and Galifar turned its attention elsewhere, the consulate became a position  with no true power. In 894 YK, the Brelish consul of Cap-Tempête was a lord named Kainen ir’Ranek. When word reached Cap-Tempête that Jarot was dead and that Wroann was defying her sister Mishann, Kainen was quick to act. Gathering the Brelish and  supplementing his forces with Garda mercenaries, he laid claim to the consulate. Neither Kainen  nor his successors ever managed to sway the Storm Lords to choose a side in the war, and none of the other Five Nations bothered to establish embassies in Cap-Tempête.
 +Breland has maintained a consulate in Lacroisé for decades but has had little influence. The consul serves at the pleasure of the Brelish parliament, and the post is currently held by Lady Rusila ir’Clarn (NE female human aristocrat 2/bard 1). She has no real authority in the city, but Lady Rusila has many friends among the Cap-Tempête elite. She goes out of her way to support political dissidents exiled from other nations and to show sympathy for Cyran refugees. Along each step of the way, she has sown doubts about the efficiency of the Wynarn family—the kings and queens whose flawed rule paved the way for the Last War. Lady Rusila is a supporter of the Brelish movement that hopes to replace the monarchy after King Boranel’s death (ECS 145), and as this turn of events comes closer to reality, the movement might use Cap-Tempête as a base of operations.
 +Lady Rusila has a keen eye for opportunity, and if she sees any gain for herself or her cause, she might help her fellow Brelish. She can provide emergency medical treatment using a wand of cure moderate wounds, but her connections are far more useful. If the PCs accept aid from Rusila, they’ll owe her a favor.
 +
 +Rusila ir’Clarn is a Brelish woman in her early thirties. She has long, dark hair; pale skin; and large violet eyes, which suggest elf or half-elf blood. Her voice is deep and smoky; she’s an accomplished singer with music from goblin dirges to Brelish ballads. Lady Rusila has a warm demeanor, but behind this mask she  is ruthless and cunning, willing to use poison, assassination, or any other means to accomplish her goals.
 +
 +Adventure Hooks
 +
 +• Lady Rusila ir’Clarn likes to move among the common people, and the party might encounter her  singing in a tavern or discussing the Last War with former soldiers. Members of Dannel’s Wrath (page  75) attempt to kidnap her; if the adventurers intercede, they earn her favor.
 +
 +• Members of the Swords of Liberty (FN 55) have come to Cap-Tempête. Lady Rusila wants to eliminate this  cell before it can cast a bad light on the antimonarchy movement, but she can’t risk publicly opposing  the Swords. If possible, she urges the player characters to eliminate this threat; otherwise, the party  might be caught in the middle of a struggle between the Brelish factions.
 +
 +RIEDRA
 +
 +The Riedran city of Dar Qat was established centuries before Cap-Tempête. Initially it dwarfed the  smuggler outpost, but Dar Qat remained stable while Cap-Tempête grew. For many years, the Riedrans simply ignored their neighbors to the north. Expeditions that arrived at the walls of Dar Qat were met with silence and closed gates.
 +As the Last War spread across Khorvaire, the Inspired extended a friendly hand to the Five Nations and the people of Cap-Tempête. An Inspired envoy arrived bearing gifts for the Storm Lords, asking that Riedran ships be allowed to dock and trade at Cap-Tempête. Now the painted sails of Riedran ships are a lovely if infrequent sight in the harbor, and Riedran merchants trade textiles,  dream lily, crysteel, and other goods for dragonshards and gold.
 +
 +The Riedran consulate is located in the Harbor district, not far from the Wavecrest Tavern. Most  Riedran sailors see Cap-Tempête as proof of all the horrible stories about humans beyond Riedra and prefer  to remain on their ships when in port. Merchants stay at the consulate for the minimum time required to transfer their goods; they leave the business of trading to the consul and his staff.
 +The Riedran consul is Lord Katanavash (LE male tsucora Inspired psion [seer] 9). Lord Katanavash can read objects and gaze into the past. He is studying Cap-Tempête, using his powers to discover facts about the city’s past. Like most Inspired ambassadors, he has no direct connection with the Dreaming Dark, and Dreaming Dark agents avoid any contact with him;  however, if it is truly necessary, he can provide support to Dreaming Dark operations.
 +
 +Lord Katanavash is a handsome and charismatic man, but he prefers his visions of the past  to the present and avoids social contact whenever  possible. Nonetheless, he has developed a reputation as a charming mediator and shrewd merchant  and has hosted a few gatherings over the years. His assistant and guardian Hope (LN female changeling  rogue 5/monk 3) is primarily responsible for coordinating those events. (If Races of Eberron is available,  Hope makes use of the changeling rogue substitution levels.) Hope has served the quori Avash all her  life, and she is fanatically devoted to her master. She is a brilliant negotiator and often assumes Lord Katanavash’s identity to deal with engagements he wishes to avoid. Only a dozen other people serve at the  consulate—four guards, six servants, and two administrative assistants—and all of them are aware of this  practice. They believe that Hope has been blessed by the consul and that in her next life she will be one of the Chosen hosts.
 +The Riedrans largely keep to themselves. There is  growing tension between the Riedrans and the halfgiants of Cap-Tempête, many of whom are descended  from the slaves of Dar Qat. Although the Riedrans have no interest in conflict, many among the Titans (page 73) believe that they should take vengeance on behalf of their ancestors.
 +Adventure Hooks
 +
 +• Lord Katanavash often walks about the city incognito to make full use of object reading and sensitivity to psychic impressions. During one of his strolls,  he passes by the party at precisely the moment he triggers an ancient trap set during the quori incursion. The adventurers and the ambassador are caught in an extradimensional deathtrap— can they use their combined skills to escape the deadly maze?
 +• When adventurers return from an expedition, Lord Katanavash contacts them and asks if he can use object reading on relics they have recovered. He is willing to pay them for this service (100 gp × average character level), or they can share in the knowledge he discovers.
 +• Any encounter with Lord Katanavash could turn out to be a meeting with Hope, who could become a rival or a romantic interest for a changeling PC.
 +
 +AUNDAIR
 +Most of the Aundairian expatriates and immigrants in Cap-Tempête live in the Blanc ward of Vieille-Porte. The nation has no official representative, but a few individuals are widely respected.
 +Duralt the Augur (N male gnome magewright 6) came with the first wave of settlers from Aundair, and he is considered to be the heart of Blanc. In his    youth he sold his services as an augur in the Marché. These days he stays in Blanc, living off his  savings and donations from those who come to him for advice. He might perform an augury for anyone he takes a liking to, but his strong common sense can be just as useful as his mystical talents.
 +Margana Sooth (NG female human expert 3/ magewright 1) is a painter and political dissident, banished from Aundair for criticizing the war. She is best known for her murals of Shadukar and the Crying Fields, and she is also an accomplished public speaker. Many of the people of Blanc disagree with her harsh criticisms of Queen Aurala, but she has a number of followers, and even her critics respect her skill with words.
 +Jorian Thiel is the commander of the Ninth Wands (page 76). Even though he has only recently  arrived in the city, many are impressed by the Aundairian soldiers and listen to what Jorian has to say.
 +
 +CYRE
 +
 +When Breland seized control of the Galifar consulate in 894 YK, some Cyrans wished to maintain  their nation’s ties to Cap-Tempête. Queen Mishann was concerned with the war and had little interest in the matter, but she allowed Lord Traven ir’Thavar to settle in Cap-Tempête with a band of merchants. There was no official consulate, but the Cyrans became an  accepted part of the community. Following the Darguul conquest of southern Cyre, a wave of refugees  crossed the Thunder Sea, seeking to escape the madness of war. Traven’s son Taraval devoted his family’s  fortune to buying up property and creating homes for the refugees, and Dannel’s Pride was born. Even then, the refugees were desperate, bitter folk, and the reputation of the Cyrans began to fade. Matters only became worse after the Day of Mourning. Since the  disaster, the population of Dannel’s Pride has skyrocketed with refugees seeking shelter. Most Stormreachers avoid Dannel’s Pride and consider it to be a  dangerous place.
 +The following people are respected within the ward.
 +Jalaine ir’Thavar (NG human aristocrat 2/ expert 1) is the granddaughter of Traven ir’Thavar. Her father spent his wealth in establishing Dannel’s Pride, and Jalaine shares her family’s home with two dozen refugees. Even though she no longer has gold, she shares her grandfather’s love of Cyre and is always searching for peaceful solutions to the problems of the refugees.
 +Fury is the leader of Dannel’s Wrath (page 75). He moves through the ward in many guises, searching for those who might join the Wrath. The old Cyrans  despise his actions, but he is an almost mythic hero to the younger refugees.
 +Miraan (page 73) commands the Marteaux Orageux gang. She is more of a public figure than Fury, and though many think she’s mad, those who follow her are staunchly loyal.
 +
 +KARRNATH
 +The Karrnathi immigrants are concentrated in the Pierrebroyée ward. Some families sought to escape the war. Others came when Kaius placed sanctions on the Emerald Claw and the Blood of Vol. Still others saw a challenge, believing that Karrnathi spirit could carve out success in this new world.
 +
 +With the arrival of the Swords of Karrn, Pierrebroyée has become almost a separate city within Stormreach. The people of Pierrebroyée take pride in the  order imposed by the Swords of Karrn; those who opposed the Swords found shelter in other districts. Influential people in the ward are described below. Berrinessa is a priestess of the Blood of Vol (page 81). Her personal charisma and wisdom have earned her the respect of the community, even from those who don’t share her faith.
 +Drago Thul is the commander of the Swords of Karrn (page 77). Though he is rarely seen in person, most residents of the district have a great deal of respect for Drago and his soldiers.
 +
 +THRANE
 +The Thrane settlers who sought to preserve their culture largely settled in the Braises ward, close to the Temple district. Although the Silver Flame is  the dominant faith of Braises, many of the inhabitants of the ward came to Cap-Tempête because their  beliefs were slightly out of line with official church doctrine; in Cap-Tempête, they are free to follow their own paths. Many—both followers of the Flame and agnostics—share the belief that the church shouldn’t have taken power from the Wynarn line, and this belief has resulted in the local temple being officially severed from Flamekeep. Therefore, the people of Braises love their ancestral homeland but maintain no close ties between the ward and Khorvaire.
 +Valen Vanatar is the leader of the Knights of Thrane (page 75) and a popular figure among the Wynarn loyalists.
 +Jirian Zayne (NG male half-elf adept 4/expert 3) is the senior minister at the Keep of the Silver Flame. Like his fellows, he has come to accept the variations in the faith of his flock, and he works to help all of them find the light. Jirian is kind and generous but frustrated by his inability to do more for the people of his ward.
 +
 +Dragonmarked Houses
 +Each of the dragonmarked houses has an agenda, and
 +that fact can lead to opportunities for adventure and intrigue. Some of the houses are only interested in catering to the inhabitants of Cap-Tempête; others have plans that stretch across Xen’drik.
 +Maison Bombardier
 +Leader: Channa Vown d’Bombardier (LE female human expert 1/artificer 6).
 +Other Notables: Toven d’Bombardier (N male human aristocrat 1/wizard 9).
 +Maison Bombardier has no true enclave in Cap-Tempête, but the house maintains a small facility within the Citadel of the Twelve and has developed strong ties with the Cap-Tempête Forge. Bombardier’s interest in Xen’drik has grown considerably over the last century because of the magical secrets that have been recovered from the interior; it’s thought the breakthrough that produced the creation forge was the result of Aaren d’Bombardier’s  travels in the depths of Xen’drik. The Bombardier workshop in the Citadel of the Twelve isn’t designed for  production; it’s built for research, focused on analyzing magic items and schemas recovered from the ruins  of the shattered land.
 +
 +The wizard Toven d’Bombardier directed Cannith operations in Xen’drik for the last twenty years.  However, in the wake of the Day of Mourning, Merrix d’Bombardier assumed control of the house’s southern operations. Merrix dispatched one of his personal protégés, an artificer named Channa of the Vown family, to take over the Cap-Tempête facilities and replace the majority of the staff with people loyal to Bombardier South. However, Toven d’Bombardier holds an  independent position within the Twelve and continues to work at the citadel in this capacity. Bitter tensions seethe in the citadel’s shadows, further fueled  by Toven’s interest in the Blood of Vol and Channa’s devotion to the Traveler.
 +Merrix has directed Channa to focus resources on the warforged, and Bombardier expeditions are directed toward finding docents, warforged components, ancient creation forges, or anything else that could further Merrix’s work in Sharn.
 +
 +HOUSE Garda
 +Leader: Greigur d’Garda (LE male human rogue 1/fighter 4/Garda wardenDra 5).
 +
 +Other Notables: Captain Birne (LE male human barbarian 1/fighter 4/occult slayerCW 2), Bereschel d’Garda  (LN female human aristocrat 1/fighter 2).
 +Mere mention of the name “Greigur” on certain streets in Cap-Tempête elicits either a sharp turn of the head or a suspicious furrowing of the brow from those nearby—and for good reason. Greigur, a member  of the feared Sentinel Marshals, is the head of the  House Garda enclave and one of the most powerful men in Cap-Tempête. A Karrnathi transplant, he  is a grizzled veteran of the Last War who delights in the capricious nature of “justice” in his adopted home. When a dangerous criminal is on the loose, the Storm Lords eventually come to Greigur, since they know that he will find the fugitive. What becomes of the fugitive will doubtless prove a lesson to others—all of which serves to make the city that much more secure.
 +Cap-Tempête lies outside the purview of the Korth Edicts, and this fact gives Greigur’s operation an edge that other Garda enclaves cannot match. With the bevy of religious and cultural tensions aflame in the city, only the longtime residents dare to entrust the security of their homes and businesses to the city guard, many of whom are former criminals. House Garda therefore does a booming business in Cap-Tempête, with the finer houses, shops, and almost every building in the Temple district paying out to Greigur for regular security assistance. Some whisper that Greigur, with all his military might, must aim to wrest control of the city from the Storm Lords someday, but such speculation is idle. Greigur is perfectly content to play both neutral party and dutiful house member, all the while amassing greater and greater wealth and—much more important—fear from the city’s residents.
 +Greigur’s tough exterior has one chink: He is in love, or the closest thing to love a man like him can hope to feel. Most of the city’s power players are aware  that Lady Paulo Omaren, the Coin Lord who oversees Forgefeu, is “in bed” with Greigur d’Garda,  but few suspect that this is the literal truth. The two recently began a clandestine affair, one that has resulted in the unforeseen development of genuine affection in Greigur’s cold heart.
 +As a result of this distraction, Greigur leaves much of the day-to-day operation to his right-hand man, Captain Birne, a former savage whom Greigur rescued from barbarism and raised like an adopted son. Sharing Birne’s distrust of magic and those who wield it, Greigur encouraged Birne’s studies and training specifically in that regard and now takes pride in how potent an adversary for spellcasters his protégé has become. Birne, a mountain of a man who stands almost seven feet in height, is fiercely loyal to Greigur and can often be seen standing off to one side of his lord, leaning menacingly on the hilt of his masterwork two-handed sword.
 +
 +HOUSE Normandin
 +Leader: Sorala d’Normandin (NG female halfling expert 9).
 +
 +Other Notables: Heren d’Normandin (CG male halfling bard 5).
 +
 +House Normandin has its seat in the Grande Maison in the Marché, the largest inn in Cap-Tempête. What the Grande Maison lacks in local flavor it makes  up for with its reliability, reasonable rates, and excellent entertainment. In addition, many of the inns  and taverns in the city are licensed by House Ghallanda, giving them the right to show the house’s seal  of approval on their trade signs. It’s up to the DM to decide which businesses pay dues to Normandin; if a tavern doesn’t have the Normandin seal, that fact should be a warning to potential customers.
 +Sorala d’Normandin manages the Grande Maison and Normandin interests in the city. She is an exceptional cook and tries to find some time each week to work her  magic in the kitchen. She’s a kind woman and excellent listener, and many people talk to her about their  troubles. If adventurers befriend Sorala, she might be able to provide them with crucial information—though she’ll only betray a confidence if she believes it’s in the best interests of everyone involved.
 +Heren d’Normandin is a bard trained in the songs and drumming techniques of the Talenta Plains. He’s often found performing at the Grande Maison, but he has another role in Cap-Tempête. Using his hat of disguise, he spends a lot of his time monitoring businesses licensed by Normandin, making sure that they are living up to the standards of the house. He has developed a number of undercover identities, in addition to making up new disguises on the spur of the moment. Over the course of his work, he hears many things; like Sorala, he could be an excellent source of information if someone earns his trust.
 +
 +HOUSE JORASCO
 +Leader: Iriakan d’Jorasco (NG male halfling barbarian 1/expert 6).
 +
 +Other Notables: Alhaura d’Jorasco (LN female halfling cleric 9).
 +
 +The Jorasco enclave in Repos always has a steady stream of clients. Cap-Tempête is a dangerous city,  and whether it’s magical mending or mundane treatment, there’s always work for healers. The enclave is  well supplied for such a small city, including an altar of resurrection, the cleric Alhaura, and three adepts of 7th–9th level, along with a number of experts trained in healing.
 +Alhaura and her adepts don’t follow any of the major religions of Eberron; their faith is an abstract devotion to the principles of life and health, a path common within Jorasco. Followers of this path have access to the Life and Healing domains, and NPCs of this path can prepare only abjurations, divinations, and spells with the healing descriptor. A DM using Miniatures Handbook might wish to make Alhaura a healer instead of a cleric.
 +In the past, Jorasco has been content with its revenue stream and has made few efforts to expand its  influence in the city. However, the new viceroy Iriakan is more adventurous than his predecessors, and he is determined to expand Jorasco’s role.
 +
 +HOUSE KUNDARAK
 +Leader: Korbek Ghedin d’Kundarak (see page 148).
 +Other Notables: Denza Ghedin d’Kundarak (N female dwarf rogue 5/silver keyDra 3), Yarik Ghedin d’Kundarak (N male dwarf fighter 5/stonelordCW 3).
 +Strong cases can be made for both House Garda and House Tharashk, but the distinction of the most powerful dragonmarked house in Cap-Tempête must likely fall to House Kundarak. The dwarves were among the first of the dragonmarked to arrive in force, and they have done very well for themselves ever since. They were the first to recognize the potential inherent in establishing an enclave in an area outside the purview of the Korth Edicts. Cap-Tempête proved the ideal environment for a house that specializes in banking and securities, since the demand for both is high in Xen’drik.
 +Beyond this, two things stand out as being most responsible for House Kundarak’s success. The first is its long-standing alliance with Yorrick Amanatu, the Storm Lord who oversees Mur d'Argent. A fellow dwarf and one of the wealthiest people in Xen’drik, Amanatu has acted in the house’s interests at almost every step of the way, especially during the negotiations that paved the way for House Kundarak’s greatest victory in the city: the establishment of Bastion de la Côte. Unlike the other dragonmarked house enclaves in the city, the dwarves actually own the land on which their enclave sits. With help from their cousin Yorrick, they successfully convinced the city to let them buy and build on the undeveloped land on the eastern edge of town. They made a number of concessions in the process (agreeing to host the Citadel of the Twelve, for example), but the deal ultimately benefits them. The house’s presence  provides substantial revenue to the city and to Yorrick in particular, and in the final analysis, House  Kundarak acts almost completely independent of the city’s authority.
 +These successes are largely the work of the Ghedin  bloodline, a family that suffers some measure of ignominy back in Khorvaire thanks to the dominance of  the Kundarak line there. The head of the Cap-Tempête enclave is Korbek Ghedin, the nephew of Lord Durdik Ghedin, the current patriarch of the Ghedin clan worldwide. A thoughtful and quiet person, Korbek is one of the most influential individuals in Cap-Tempête, but one would never know it by his behavior. He runs a tight ship and clearly sees a line of demarcation between his house and those outside it, despite his  willingness to serve all who call on its services. Publicly, he is known for being nearly humorless when it  comes to the security of his enclave, and rumors of would-be interlopers disappearing without a trace  circle throughout the city. Korbek is almost never encountered without Yarik, a hulking brick of a dwarf clad in mithral plate. Nobody knows just what Yarik’s title or role is (aside from guarding Korbek), but some dwarves whisper of his connection to House Kundarak’s paramilitary arm, the Ghorad’din. For more on the secrets of House Kundarak, see page 148.
 +
 +HOUSE LYRANDAR
 +Leader: Calynden d’Lyrandar (NE male half-elf aristocrat 7/dragonmark heir 5).
 +
 +Other Notables: Lazrea d’Lyrandar (CG female halfelf swashbucklerCW 3/expert 3).
 +
 +Cap-Tempête is a center for sea trade and a port that lies outside the restrictive Korth Edicts imposed by Galifar. House Lyrandar has always seen tremendous opportunity in Cap-Tempête, but its ambitions were held in check by the Harbor Lords. Despite being fellow half-elves, the Wylkeses obeyed the orders of the  king of Galifar and placed limits on Lyrandar expansion. But over the last thirty years, everything has  changed. With the development of the airship, Lyrandar raised Falconer’s Spire in the Marché. Lord  Lassite is open to Lyrandar persuasion, and the house uses the spire as its embassy and seat of business. The next shift came with the arrival of Calynden d’Lyrandar at the end of the Last War. In the past, Calynden served as a seneschal of Lyrandar. Some say that Matriarch Esravash sent Calynden to Cap-Tempête  because she disliked the old man’s cruel and calculating ways; others believe that Esravash is more cunning than she appears and that she sent Calynden  to extend her domain. Within Lyrandar, Calynden is known as “the Kraken” because he is deadly and powerful but never seen until he strikes. A masterful  negotiator, Calynden specialized in weather extortion during his time in Khorvaire—bargaining with  generals or farmers at times when the weather played a vital role, offering Lyrandar’s assurance that the weather would go their way—with the clear implication that it could be made otherwise. It’s possible that he is continuing this practice in Cap-Tempête; someone who can control the weather is a powerful force in a port city.
 +
 +Whether the assignment was intended as punishment or opportunity, many significant events have  occurred since Calynden’s arrival. Foremost among these is the mysterious death of Harbor Lord Graden Wylkes and the ascension of his son Jonas. The new Harbor Lord is far more pliable than his predecessor. Calynden showered young Jonas with gifts and galas, and in the process renegotiated the arrangements made with prior lords. Having finally secured the rights to the eastern peninsula, Lyrandar is in the process of building its own shipyard. Once complete, this facility could allow Lyrandar a level of freedom unprecedented under the Korth Edicts. Calynden also hopes to wrest the secrets of elemental binding from the depths of Xen’drik to build new galleons without relying on Bombardier or Zilargo; however, this plan is only a dream at present.
 +Many Lyrandar vessels pass through Cap-Tempête, and any heir in good standing can find simple lodging at the enclave. One of the most recognized captains is Lazrea d’Lyrandar, known both for her beauty and her  love of dueling with those who offend her. Lord Calynden has been using her to manipulate Jonas Wylkes,  and so far Lazrea has no objections to romancing the handsome Harbor Lord. However, if she discovers proof that Calynden was behind the death of Graden Wylkes, she could turn against him. Like many of the children of Lyrandar, Lazrea is a free spirit. If it turns out that the Kraken has dark plans, Lazrea could be a valuable ally to the PCs.
 +
 +House Lyrandar has two strong allies in Stormreach. The first is House Tharashk, which relies on  Lyrandar shipping to transport its dragonshards and  The Kraken has a way of dealing with his rivals   other goods to Khorvaire. Also, Lyrandar has spent decades cultivating relations with the sahuagin in order to ensure safe passage across the Thunder Sea. Sahuagin emissaries are often seen in the house’s harbor facilities, and Calynden frequently dines with sahuagin priests, conversing with them in their own tongue. Most likely, this alliance is simply a matter of business—something that gives Lyrandar an edge over independent captains. However, some in the house say that Calynden is one of the leaders of the Storm Front, a cult that ascribes the powers of the Mark of Storm to the Devourer and that advocates the conquest of Khorvaire. If this belief is true, Calynden’s hospitality might hide a dark purpose.
 +
 +HOUSE MEDANI
 +Notables: Culan Silvereyes (N male half-elf expert 4). House Medani has little interest in Cap-Tempête. The house has a single apartment in the Citadel of the  Twelve, and now and again the house sends a representative to the citadel to observe events in the city.  Typically, Medani heirs found in the city are either on direct assignment from Khorvaire, or else they’re free agents pursuing their own agendas. Although no Medani true heirs are in permanent residence, one man in Cap-Tempête has the Mark of Detection. Culan Silvereyes is an expatriate, expelled  from the house after he knowingly withheld information that caused the death of his employer. He is driven  by oracular visions (or so he believes), and these might cause him to seek out adventurers or act against them. Most of the time he works as a freelance inquisitive, with a knack for showing up at the moment when a prospective client decides to seek help.
 +
 +HOUSE ORIEN
 +Leader: Uskal d’Orien (NG male human expert 4).
 +
 +Other Notables: Rain d’Orien (N female human ranger 5/blade of OrienDra 3).
 +
 +Xen’drik lacks both lightning rails and major trade routes. Orien’s major financial interest in Cap-Tempête lies in arranging teleportation between the city and Khorvaire. Few travelers have the funds to afford such a trip (5,000 gp one way to Korth, Sharn, Passage, Korranberg, Fairhaven, or Flamekeep), but when the need for speed and security outweigh any question of cost, House Orien is there to answer the call.  The house operates out of quarters in the Citadel of the Twelve, under the capable hand of Uskal  d’Orien. Uskal plays many roles; he makes reservations for travelers, sees to the needs of Transportation  Guild members when they are in Cap-Tempête, and represents Orien in diplomatic affairs. Though the years are taking their toll on him, Uskal is a jovial and energetic man, with streaks of red remaining in his white beard and smile lines worn into his  cheeks. Uskal has no dragonmark, but he is a capable administrator.
 +In addition to his work as a travel agent, Uskal oversees four members of the Couriers Guild. Three of them make deliveries only within the city. Rain d’Orien is the exception. Orien has a reputation to uphold, and when deliveries must be made to Last Chance, Zantashk, or dig sites, those in need call on Rain. In addition to her own impressive talents, Rain has made a few contacts among the drow and the giants. But when she’s heading into unknown territory, Uskal hires guards to ensure that the delivery is completed. Garda or Tharashk mercenaries serve, but if an adventurer of Orien blood is around, Uskal always prefers to work within the house.
 +At least once every three days, an Orien heir who  has the Siberys Mark of Passage teleports to Stormreach from Khorvaire. The Transportation Guild  charges 5,000 gp for people to travel with an heir through use of the Siberys mark’s greater teleport ability. Even if there are no customers ready to be teleported to Khorvaire, the heirs teleport to Cap-Tempête with messages and packages for the Couriers Guild. The Siberys heirs can also arrive in response to contracts from Khorvaire, so there’s always a chance an heir will  be in residence at the citadel. However, unless wouldbe travelers make reservations with Uskal (requiring  a 10% nonrefundable deposit), they discover that the heir’s services have already been booked.
 +
 +Currently, three heirs run the Xen’drik teleportation circuit: Elari (NG expert 12/heir of Siberys  3), a young prodigy who enjoys talking with travelers about their journeys; Breyn (N rogue 4/expert 8/heir of Siberys 3), a house veteran who rescued a handful  of nobles in the Last War and who is not above accepting smugglers’ gold; and Dekker, who is not actually  an heir of Siberys but a rakshasa named Marishantar (LE rakshasa sorcerer 9). This fiend sports a bogus Siberys mark and uses the Silent Spell feat to conceal that it casts greater teleport rather than using the mark. Marishantar is a servant of Sul Khatesh, a rajah bound  beneath Aundair; this overlord has a number of followers hidden in House Orien and across Aundair.
 +
 +Marishantar has no direct ties to other rakshasas in Cap-Tempête. It serves the interests of Sul Khatesh and has no need to manipulate the Storm Lords or delve into the city’s mysteries. As a supposed heir of Siberys in the Transportation Guild, Marishantar has access to Khorvaire’s rich and powerful, and over the course of centuries, it has used its skills and spells to draw knowledge from its clients and to plant ideas.
 +
 +HOUSE PHIARLAN
 +Leader: Morian Shol d’Phiarlan (N male elf expert 6/illusionist 3).
 +Other Notables: Eiras Tialaen d’Phiarlan (N male elf bard 8), Zarzalia Shol d’Phiarlan (NG female elf bard 5/dragonmark heir 1).
 +
 +House Phiarlan has an economic interest in the Grande Maison in the Marché, but it maintains a separate enclave in the Temple district. There, Viceroy Morian Shol d’Phiarlan arranges entertainment for the taverns, inns, and theaters in the city. Although the Serpentine Table—Phiarlan’s espionage division—has operatives scattered in the city, Morian deals in the arts, not in intelligence. The eyes of the house study anyone who comes in search of secret services; if the job  is worthwhile and the resources are available, a Phiarlan agent approaches the prospective client to discuss  the deal. Morian doesn’t even know the identity of the Serpentine spymaster, though he’s certain that this agent works out of the Onyx Fountain (page 24).
 +Phiarlan heirs can always find lodging at the enclave, provided they are willing to perform for a few hours or share interesting news from the wider world. One frequent guest is Eiras Tialaen, a bard who has devoted his life to recovering lost artistic traditions of the ancient elves from the depths of Xen’drik. Tialaen was scarred in an accident in the jungles, but he hides his disfigurement beneath a layer of illusion. The bard could be a useful patron or ally for explorers, or a rival; a PC might want a magic item for its power, while Tialaen wants the relic for its artistry.
 +
 +HOUSE SIVIS
 +Leader: Amilene Santor d’Sivis (LN female gnome expert 2/wizard 7).
 +Other Notables: Wernor Lyrriman d’Sivis (NG male gnome expert 5/wizard 1).
 +House Sivis runs one of the smallest operations of any dragonmarked house in Cap-Tempête, but that’s not to say that it has no presence, thanks in large part to the  efforts of its ever-approachable leader, First Stonespeaker Amilene Santor. The Sivis gnomes maintain  no enclave per se in the city, but they have a space of their own outside the offices of the Citadel of the Twelve. Thanks to good relations with the dwarves, House Sivis keeps private offices inside the Kundarak enclave. These offices contain a message station (with two active speaking stones), the First Stonespeaker’s private office, and a small but valuable arcane library of which she is especially proud and the maintenance of which she oversees personally.
 +Most business of a mundane nature is conducted next door at the Sivis offices in the Citadel of the  Twelve, where the local Notaries Guild is headquartered. Legal services there are overseen by barrister  Wernor Lyrriman, an elderly but experienced attorney who specialized in international law in his youth and who is today the leading expert on the bureaucratic system of the Storm Lords (especially as it pertains to the workings of the dragonmarked houses).
 +Although the Hidden Word is technically a branch of the Notaries Guild, First Stonespeaker Santor keeps a tight rein on magical services, and all subordinates  must consult her before providing magic such as secret page or illusory script to those outside the house. (This stricture is rarely an issue, since only one other person in Cap-Tempête is capable of casting such potent magic on behalf of House Sivis.) Amilene rarely leaves  the confines of Bastion de la Côte, but she has garnered a citywide reputation for being cordial and approachable  in her space, and she enjoys being a neutral party in Cap-Tempête.
 +
 +HOUSE THARASHK
 +Leader: Kurn d’Velderan (N male human expert 5/ dragonmark heir 3).
 +
 +Other Notables: Durgran’Torrn (NG male orc barbarian 4/expert 3), Shurya d’Velderan (N female  human rogue 3/master inquisitive 5).
 +
 +Most people think of Tharashk as a house of inquisitives and bounty hunters, its members using their  marks to solve mysteries and track criminals. But the House of Finding makes far more money from prospecting than it does from its inquisitives, and over the last two centuries, Tharashk has taken the lead in exploiting the hidden resources of Xen’drik. Tharashk has established a number of mining camps beyond Cap-Tempête. Dragonshards are the common quarry, but Tharashk miners also sell iron ore and other precious metals to the Cap-Tempête Forge. It’s dangerous working a mine in Xen’drik, and many a crew has disappeared without a trace. But the money is good, and the flow of goods from Xen’drik has helped the young house prosper over the last century. Within Cap-Tempête, House Tharashk dominates the Graystone ward in Lacroisé. Even though a steady stream of traffic passes from the Harbor district to the Marché, the ward itself is almost entirely dedicated to House Tharashk. The massive refinery is one of the largest employers in Cap-Tempête, processing shipments of dragonshards and other goods brought up the Koronoo River. Many of the refinery workers are unmarked members of House Tharashk, but the refinery also employs locals and immigrants from the Shadow Marches, providing lodging in dormitories in Graystone itself; most of the one thousand orcs and half-orcs found in Cap-Tempête live in Graystone. Thanks to canteens spread around the dormitories, workers never need to leave the ward; however, many  enjoy drinking at the Harbor district taverns or watching the fights in L'Arène Rouge, and things can get  rowdy when a shift lets out at the refinery. Viceroy Kurn d’Velderan makes his home in the Tharashk enclave. The enclave is also where people can  go to hire inquisitives. Four bound Tharashk inquisitives work in Cap-Tempête, and their services are often  called on by those frustrated by the corruption within the Cap-Tempête Guard. Shurya d’Velderan is the best of them, and her prices reflect her skill; at a base rate of 100 gp plus 50 gp per hour, only viceroys, Storm  Lords, or others among the wealthiest of Cap-Tempête can typically afford her services.
 +Kurn d’Velderan is a busy man. He manages numerous mining camps and monitors activities within the city, which includes navigating diplomatic tightropes between the Storm Lords, dragonmarked houses, and other forces. He’s working to strengthen the presence of the Dragonne’s Roar, the division of the house that recruits mercenaries and laborers from the monstrous races. Under Kurn’s watch, House Tharashk has developed ties with the hill giants and goliaths. To date, the drow have shown no interest  in working with the house, but Kurn is always searching for new possibilities.  Kurn oversees the business of the house, but he doesn’t have the time or skills to direct the refinery. This is the work of Durgran’Torrn, an orc whose good humor is almost as boundless as his strength. Durgran is a gifted warrior who deals with any troubles or brawls at the refinery. He has the respect of the workers, and has even represented the house in L'Arène Rouge on occasion. Unknown to Kurn, Durgran is a devotee of the teachings of the Gatekeepers. Durgran is in Cap-Tempête to watch for signs of darkness and rumors of a daelkyr at work below Xen’drik. He speaks the Giant tongue and often accompanies Kurn on his  visits to the Tents of Rushemé. Durgran seeks out conversation with the giant workers at the refinery, and  he is becoming quite knowledgeable about the myths and stories of Rushemé. If a PC is a Gatekeeper or member of House Tharashk, Kurn might provide assistance—especially if it interferes with the plans of the Cults of the Dragon Below.
 +
 +HOUSE THURANNI
 +Leader: Lady Miravella Uruvai d’Thuranni (CN female elf necromancer 7/blood magusCAr 4).
 +Other Notables: Vaedin Uruvai d’Thuranni (LE male elf soulknifeEPH 6/assassin 3), Jaye Uruvai d’Thuranni (N male elf rogue 3/ ranger 2/shadow hunterDra 3).
 +Like Houses Medani and Orien, House  Thuranni has no public presence in Stormreach aside from a sparsely staffed office in  the Citadel of the Twelve. Unlike those houses, however, a substantial difference  exists between the house’s public presence and its private one. In truth, House  Thuranni is a force to be reckoned with in Cap-Tempête, having grown over a period of time and with the calculated precision that comes with the long-lived outlook of the elf race. The strength of House Thuranni today is the strength of rewarded patience,  the power of a long and systematic accumulation of knowledge. From Shadows, its  House Tharashk has had some trouble with its giant laborers   brothel in Place des Serruriers, Thuranni plays host to the wealthy and influential, visitors and locals alike. If a complete list of the place’s clients were to become public knowledge, its contents might come as a shock even to the most hardened Cap-Tempêteers. Through the brothel’s nighttime liaisons, the Thuranni “overhear” (read: extract) some of the deepest and darkest secrets and desires of their clients. Drunk on the finest spirits and their own passions, the citizens of Cap-Tempête let slip things of which they would normally never speak. Most of the time, they leave having forgotten ever doing so, but even when they  recall their indiscretions, they rest easy in the knowledge that the elves of House Thuranni won’t misuse  the information.
 +And they are right. The head of Thuranni in  Cap-Tempête, a powerful wizard named Lady Miravella, has more important matters on her mind. In  order to attend to them, she requires the freedom and anonymity that neutrality and innocuousness provide. More important, she needs the city’s wealthy  and powerful—the Storm Lords and the other dragonmarked houses in particular—to realize that she knows  as much as she does and yet still stays out of their affairs. This détente of sorts provides the very freedom that she and her family members require.
 +That is not to say that Lady Miravella shies away from the work for which her house is known; she accepts the occasional bid for assassination or other dirty work, but she chooses such jobs carefully and almost always turns down requests to rid the city of one of its most public or powerful figures. When she does take on such a job, she typically sends her nephew Vaedin, a gifted killer who never leaves a trace. Longtime residents have seen the results of his work,  however, and he is among the most feared individuals in town, though few even know what he looks like.  For internal security, she relies on her other nephew, Jaye, who is always on the lookout for the intrusive snoopings of House Phiarlan’s Serpentine Table and its many agents.
 +
 +HOUSE VADALIS
 +Leader: Tyris d’Vadalis (CN human male expert 2/ druid 5).
 +Other Notables: Khepra d’Vadalis (CG human female expert 1/ranger 2/scout 1), Rhomas d’Vadalis (N male expert 1/ranger 1).
 +No dragonmarked house has a smaller presence in Cap-Tempête than House Vadalis, but that situation is precisely how the local Vadalis head likes it. Where House Medani and House Orien distance themselves from affairs in Cap-Tempête, House Vadalis is entirely absent from city politics, having no enclave within the city proper. This absence is a calculated artifice.  House Vadalis does have an enclave near Stormreach, but its location allows the local house members  to maintain not only their policy of detachment, but their privacy and profitability as well. Near the  coast north of the city stands House Vadalis’s sprawling ranch, Blackbriar. Named for the curious plant  that grows wild in the region, Blackbriar is easily the largest private holding of any dragonmarked house in Xen’drik. Few know just how large it is, since rumor holds that the fields of blackbriar plants encircling the ranch expand and contract at the housemaster’s whim, but locals estimate its size at three hundred acres or more. According to the few who have been allowed to visit, the blackbriar grows higher and thicker the closer to the ranch one goes and is well over head-height when it breaks suddenly, revealing a dirt path that winds its way through rolling grassy  hills toward a central manor and several outbuildings. A house member greets would-be visitors near  the road from Cap-Tempête and, after grave warnings about straying too far, guides them through the  blackbriar personally. It is said that the briar itself refuses to allow anyone not sanctioned by the house to find the way through.
 +Blackbriar was established by a highly regarded druid named Mundir d’Vadalis, an avid naturalist who oversaw the house’s interests in Xen’drik during the Last War. In the final year of the war, Mundir received a new apprentice breedmaster named Tyris,  a young man who had gotten into trouble for allegedly conducting unauthorized breeding experiments  in and around his native town of Erlaskar. (Rather than ruin Tyris’s life, the head of the Erlaskar enclave opted to send the young man off to Xen’drik.)
 +Mundir was trampled to death in an accident shortly after the Treaty of Thronehold, leaving the fate of the Xen’drik enclave in doubt. Mundir’s daughter  Khepra pled valiantly for the right to head the operation, but her lack of experience in both breeding and  magic ultimately resulted in that critical responsibility falling to Tyris.
 +
 +Since taking over, Tyris has continued his former master’s policies for the most part, but he seems to be taking pains to make the house even more removed  from city affairs than before. It takes a rare occurrence to draw him out of Blackbriar, and one of his  first acts as house leader was to instruct Rhomas d’Vadalis, his agent in the Citadel of the Twelve, to assume oversight of Tooth and Nail (page 37), the one business in Cap-Tempête that House Vadalis has a direct interest in. Today, Rhomas deals almost exclusively with explorers and other visitors to Xen’drik (such as PCs). All who work for Tyris are sworn to secrecy about their activities, but some have implied that they were hired to capture exotic animals from the wilds of the continent’s interior on his behalf.
 +
 +Criminal Organizations
 +The ever-changing face of crime in Cap-Tempête is an ugly one. Unlike the situation in Sharn, no single  syndicate wields the awesome influence of the Boromar Clan, and no group is capable of the widespread  street terror Daask can bring to bear. In Cap-Tempête, gangs rise and fall overnight, replaced by ever leaner, hungrier, and more ruthless criminals who pick clean  the bones of dead gangs and assume their illegal business interests. Violent clashes between gangs consume  whole districts, until the better-armed local militia puts the hammer to both sides. These crackdowns are bloody, quick, and brutal, with no due process and no quarter given. Most residents of a district clear out before a militia crackdown for fear of being crushed in the chaos.
 +The clever gangs of Cap-Tempête’s mean streets know  the tricks of the trade, and they ride the waves of constant unrest. Strength means little in the city’s criminal  circles. Survival of the smartest is the unspoken law of the underworld, and nobody stupid stays alive for long. Some are stamped out by the law (especially those who challenge the Quickfoot Gang), but most are culled by their betters—left in the sewers with a knife in their back or sunk to the bottom of the harbor.
 +
 +THE FLEAS
 +Leader: Drifter (NE male human ghost rogue 4).
 +Turf: Harbor district, Lacroisé, the Marché, and Place des Serruriers.
 +Members: 40 fleas (1st-level experts of various races); Sear (NE female gnome expert 1/sorcerer 1); Tick (NE goliath barbarian 1/wilder 1).
 +Portfolio: Fraud, petty theft.
 +Tactics: Deception, stealth.
 +
 +Life is harsh on the streets of Cap-Tempête, and children grow up fast or not at all. A number of gangs  of feral children prey on strangers to the city. In the shadows of the city, a ghost watches the savage children and recruits the cream of this motley crop for his gang—a twisted family known as the Fleas.
 +The leader of the gang is a ghost named Drifter. He has the appearance of a human boy of ten years of  age, blackened and bloated from drowning. Despite his youthful appearance, Drifter is an old spirit and a skilled thief, and he trains his young protégés in the arts of stealth and deception.
 +Drifter does not discuss his history or reveal his true name, but most believe he was pushed into the harbor by a member of the Cap-Tempête Guard and that his bones are still drifting in the water. Drifter hates adults, and though he grudgingly allows his “family” to work with the older gangs, he always expels members once they reach adulthood.
 +Sear and Tick, two current high-ranking gang members, have developed significant supernatural abilities that make them formidable adversaries despite their age. Tick’s surprising physical and mental might  have proven the undoing of more than a few unsuspecting adults.
 +
 +The Fleas don’t claim territory. They move around the city, focusing their attacks on newcomers and travelers.
 +Fleas rely on their youthful appearance to distract and disorient foreign adults. A common ploy is for six to eight children to surround a traveler, begging and pleading for coppers or sweets; in the process, they use the aid another action to help one of their number use Sleight of Hand to cut the victim’s purse. If their guise is discovered, they scatter in all directions. Fleas also run simple con games on gullible foreigners. They are always looking for opportunities to scavenge or take advantage of others. If a group of adventurers engages in a battle in the streets, Fleas dart in and pluck loot from fallen foes while the heroes are still engaged in battle.
 +Even though they are children, the Fleas have seen more horrors than most adults. They have a maturity beyond their years, coupled with an innocent cruelty. They feel no remorse for their actions, and their only loyalty is to their adopted family. Because of their skills, Fleas advance to join adult gangs once they are old enough; as a result, other criminals watch over the Fleas or pay the Fleas to serve as decoys or lookouts.
 +The Fleas are typically homeless orphans. Drifter helps them establish safe havens around the city, hideouts they can slip into to escape pursuit. They make full use of their small size, and many of these holes are inaccessible to larger creatures. The gang has three primary dens, located in the Sloths, the Harbor district, and Place des Serruriers. At any given time, the members of the gang are split between two of these locations.
 +
 +The level of skill displayed by the Fleas is remarkable for children, reflecting Drifter’s strict training  regimen and the fact that he picks his recruits carefully. Fleas who survive long enough typically advance to become full rogues instead of experts. Most of the Fleas are Small creatures and take a –2 penalty to Strength.
 +
 +THE GOLDEN LIONS
 +Leader: Jacques the Hook (male human aristocrat 3/ rogue 2).
 +Turf: Forgefeu, Place des Serruriers, the Marché; based in Repos.
 +
 +Members: 30 Lions (an ever-changing mix of dragonmark heirs, aristocrats, sycophantic rogues, hangerson, and the occasional hired muscle).
 +
 +Portfolio: Assault, extortion, fraud, minor smuggling. Tactics: Financial coercion, political connections, violence.
 +
 +This gang is composed of the young members of Stormreach’s most respected families. Dragonmarked scions,  heirs to wealthy merchant families, and even the child of a Storm Lord or two are all counted among its crew. Most of these dandies think of the “gang” as a social club. On any given night, the Lions are just as likely to go out to a high-end tavern as they are to hit the streets  and bust heads. For a select few among the Lions’ upperlevel members, the gang is a training ground for the  vicious political wheeling and dealing they will eventually tackle at the helm of their family’s power. Rumors  assert that many of the Lions’ parents are members of the mysterious Aurum. Powerful families with deep pockets encourage their children’s involvement with the Lions. Some view the gang’s activities either as a sowing of their kids’ oats or a means of grooming them for a place in the Silver Concord when the time is right. Jacques the Hook’s father is a powerful shipping  magnate with a twenty-frigate fleet, which moves everything from Karrnathi nightwood ale and bitter cheese  to dream serpent hides and Aundairian magic items. Jacques’s adolescent violent tendencies developed into psychotic rage. After the boy beat one of his tutors at Morgrave University to death, his father thought some time off from formal studies and an education in Cap-Tempête’s underworld might temper Jacques. Instead, the young man’s violent nature flourished, and he rose quickly to the gang’s helm. Jacques’s moniker comes from his penchant for torturing people with a large silver hook.
 +The Golden Lions are not powerful by any means, but they command respect from other criminals for two reasons. The first is money. This gang is better financed than any other, with the possible exception of les Rats d'Égouts. The Lions’ weekly allowances alone from their gold-heavy families exceed what most gangs’ illegal businesses net in a month. Second, their enemies in the underworld fear the retribution that the Golden Lions’ parents could bring to bear if one of the gang members was maimed or killed.
 +The Lions engage in a range of crimes. Some enjoy irresponsible violence and their freedom to beat and maim their lesser members. Others focus on more sophisticated crimes, from blackmail and extortion to elaborate gambling schemes. When the Aurum comes calling, these Lions are likely to make the cut.
 +
 +THE SHROUDS
 +Leader: Whisper (female elf rogue 1/cleric 6).
 +Turf: The Shrouds operate from beneath the city and can strike anywhere in the city.
 +Members: 25 Shrouds (typically 2nd-level rogues), 6 wraiths, 12 elf zombies, and Rashade (a bodak).
 +Portfolio: Assassination, assault, extortion, hired muscle, murder.
 +Tactics: Intimidation, violence.
 +
 +Gliding through the streets in the dying red of twilight, draped in tattered funeral shrouds like wraiths,  these elves strike terror into the hearts of their prey. They are one of the oldest gangs in Cap-Tempête, having first appeared over fifty years ago. They have seemingly been destroyed a number of times during this period, only to rise again after a few years in the shadows. Like the Stillborn of Aerenal (ECS 218), members of the gang engage in ritualistic self-mutilation, using toxic alchemical substances to necrotize flesh and peeling away strips of their face with scalpels. The efforts they  put into their appearance do not go unrewarded. Business owners and merchants are occasionally willing to  stand up to other gangs who try to squeeze “protection” money out of them, but few are willing to stare down a rotting corpse, especially one accompanied by a true zombie or wraith.
 +Although extortion is their most common activity, the Shrouds also sell their services as hired muscle and  killers for hire, using their wraiths as incorporeal killers. Their leader is a loyal ally of the Quickfoot Gang  and refuses any contract that would put her at odds with the Quickfoot Gang’s leader. The Shrouds have also been known to murder people for no apparent reason; when the inquisitive Shurya d’Velderan was asked to investigate one of these deaths, she concluded that it was a ritual sacrifice—one piece in a grand ritual that might take a century to complete.
 +The Shrouds are familiar with a series of tunnels beneath the city and can move about unseen. Whereas many gangs confine themselves to a single quarter, the Shrouds can appear anywhere. As a result, they have come into conflict with les Rats d'Égouts, the Titans, and even the Knights of Thrane. Their affinity for undead would seem to make the Shrouds logical allies for the Blood of Vol, but the elves have shown little interest in working with the largely human Seekers of Pierrebroyée.
 +The members of the Shrouds include a number of undead that have the ability to create spawn. However, this ability affects only elves. Wraiths kill mortally wounded Shrouds to turn them into new wraiths; if this fails, the gang’s leader raises the dead Shroud as a zombie.
 +The Shrouds are a relatively small gang, but it’s possible that the visible Shrouds are merely the tip of  an iceberg. Most assume that the Shrouds are an offshoot of the Aereni Stillborn, but a far darker prospect  is that the Shrouds are the descendants of the original elf slaves who remained loyal to the Cul’sir Empire— which would mean that a dark court of wraiths and ghosts has remained hidden in tunnels below the city for thirty thousand years. Whisper and her allies, so the theory goes, are among the few living, corporeal elves of this line, and their sacrifices empower spells  cast in the depths. In this case, the horrible disfigurements of the Shrouds might not be caused primarily  by necrotizing chemicals, but rather by generations of inbreeding and exposure to negative energy.
 +The Shrouds are run by an unusually tall elf woman who calls herself Whisper. Nearly seven feet in height and incredibly long-limbed, Whisper is an imposing figure draped in perfumed shrouds. She is a priest of the Keeper, and her talents at intimidation are nearly as impressive as her deadly touch and ability to animate the dead. If it serves the needs of the story, Whisper could be considerably more powerful—especially if she is the emissary of an ancient undead court below Cap-Tempête.
 +Until recently, Whisper was inseparable from her brother, Rashade. A clash left him dead, but recently he was seen at his sister’s side again, this time fully shrouded in veils. They say his gaze alone strikes foes dead now.
 +
 +THE STORM HAMMERS
 +Leader: Miraan (LE female human rogue 1/warlockCAr 8).
 +Turf: Dannel’s Pride.
 +Members: 36 sorcerers, warlocks, and barbarians. A typical member of the Marteaux Orageux is 4th level, but given the nature of their abilities, it’s possible higher-level characters lurk among them.
 +
 +Portfolio: The Marteaux Orageux are completely unpredictable and engage in fraud one day and murder the  next. Any crime could be laid at their feet.
 +Tactics: Vary.
 +At a glance, the members of the Marteaux Orageux seem to have little in common. A few have the physique one  might expect of street toughs, but most seem to be typical commoners—bartenders, farmers, blacksmiths,  and the like—and many wear the clothes of these professions. But time spent in the company of the Storm  Hammers (were such an experience possible) would reveal the traits that they all share: an utter disregard  for law or morality, an inclination toward casual cruelty, and a seeming lack of concern for their personal  safety. The Marteaux Orageux are true sociopaths, monsters in human form more terrifying than any ogre or zombie.
 +The Marteaux Orageux claim to be survivors of the Mourning, the event that destroyed the nation of Cyre. The events they witnessed on the Day of Mourning were horrifying and gruesome, though the Hammers relate these tales with the same equanimity another person might use to discuss the weather. If these stories are  true, it would hardly be surprising for these people to have been driven mad by their experiences. But there might be more to it than that. The Hammers weren’t Cyran soldiers or wizards; most were simply commoners. But following the Mourning, they found themselves with new talents—dark magic and combat abilities born of simmering rage. Even though they are a relatively small gang, these abilities make the Marteaux Orageux a threat to much larger groups, and their full capabilities remain to be seen.
 +It might be logical to expect the Marteaux Orageux to sympathize with Dannel’s Wrath (page 75), but the Hammers are anything but logical. They have no interest in a new Cyre or a unified Galifar. Those who lacked the strength to survive the Mourning deserve nothing more than death. The Marteaux Orageux view themselves as the first children of a new generation. They saw the end of the world and survived, and now they see themselves as beyond any mortal law.
 +
 +The Marteaux Orageux are completely unpredictable. They are capable of acts of astonishing violence  and cruelty. Sometimes they seem to be motivated by greed, whereas at other times simple boredom drives them. The Marteaux Orageux have been touched by the Mourning, and some whisper that a darker force guides them—a sinister spirit that links them together, with a secret agenda that draws would-be members to Cap-Tempête.
 +
 +Miraan is the charismatic leader of the Hammers. Through the use of her devil’s tongue and charm  invocations, she is capable of causing considerable chaos without resorting to her deadly eldritch blasts. If threatened, she retreats using flee the scene. Rumor has it that she keeps a menagerie of living cantrips and other creatures of the Mournland in her hideout. Some believe that Miraan’s powers are far greater than she has revealed; she likes to claim that she is linked to the Mourning itself, and a DM looking for a recurring villain could increase her abilities with each encounter.
 +
 +THE TITANS
 +Leader: Jamraal Ridgebreak (male goliath psychic warriorEPH 4).
 +Turf: Garde-sud, Lacroisé, Harbor district.
 +Members: 20 goliaths, 3 ogres.
 +Portfolio: Assault, extortion, hired muscle, robbery.
 +Tactics: Intimidation, violence.
 +The Titans see themselves as the true children of Cap-Tempête, and all others as interlopers on their ancestral home (despite the fact that most goliaths are descended from Sarlonan slaves brought to Xen’drik by the Inspired). Their leader, Jamraal Ridgebreak, claims to be of stone giant heritage because of his gray skin and bald head.
 +The Titans tower over their foes and revel in their physical and psionic might. Still, for all their advantages, they lack the savvy to navigate the twists and turns of Cap-Tempête’s treacherous underworld. More often than not, the Titans end up being used in other crew’s schemes and not seeing a big cut of the profits. The goliaths don’t walk softly, and they attract far too much attention with their brutish tactics. The gang suffered badly at the hands of more than a few Guard crackdowns recently, and their enemies far outnumber their friends.
 +
 +THE NIGHT TIDE
 +
 +Cap-Tempête has a thriving black market, more expansive than most cities three times its size. The market  is called the Night Tide, a name dating from the days when smugglers came in with the night tide to sell their wares. Nearly everyone in the city relies on its services on a daily basis.
 +The constant influx of dragonshards, ancient  relics, and other treasures from the continent’s interior feed the underground market well. The luxuries  and amenities brought legally into the city and tariffed by the Harbor Lord cannot fully satisfy the residents’  demands. In the Night Tide, Brelish sausages and Aundairian fine wines can be purchased alongside Siberys  shards the size of a gnome’s head and sacrificial daggers used in blood rites over twenty thousand years ago. When the PCs are looking to buy illegal goods discreetly or fence loot from their latest adventure in  Xen’drik, the Night Tide is the way to go. The following persons work the Tide and can be found by any  interested buyers or sellers who make a DC 15 Gather Information check.
 +Baudry Cartamon: An obese human who wears his hair slicked back with a quart of whale grease, Baudry is a smuggler and a two-copper thief, though he thinks of himself as an entrepreneur. Baudry is interested in purchasing any treasure the PCs bring  back from the jungle, but he always tries to hoodwink them.
 +
 +
 +Three-Fingered Thad: A dark-haired dwarf who deals in weapons and armor, Thad is missing more fingers than he has left. Some believe he loses them in accidents with powerful magic weapons that come his way, but the wounds are self-inflicted. The dwarf maims himself as punishment for some dark sin in his past.
 +
 +THE QUICKFOOT GANG
 +
 +Cap-Tempête lacks an obvious equivalent to the Boromar Clan in Sharn; no single power dominates the  underworld here. But just because something’s not  obvious doesn’t mean it’s not there. Anyone who makes a successful DC 20 Knowledge (local) check has heard of a cabal hidden in the shadows of Cap-Tempête, a criminal fraternity known as the Quickfoot Gang. Quickfoot chooses one member of every significant gang or criminal guild to serves as a contact point; this mouthpiece is expected to turn over a share of his organization’s profits and to relay messages from the gang. As long as the tithes are paid, Quickfoot rarely takes action. However, groups that defy Quickfoot are targeted both by criminals and the Cap-Tempête Guard. It doesn’t take a genius to conclude that the leader of Quickfoot—a figure known to members as the Spider—is the Storm Lord Kirris Sel Shadra.
 +INDEPENDENT CRIMINALS
 +Not every criminal operating in Cap-Tempête is backed by a gang. Described below are two independent criminals the PCs might encounter.
 +Scaramar (NE male gnome rogue 5/assassin 7): High-priced and extremely efficient, Scaramar is Cap-Tempête’s premier hired blade and poisoner. The assassin is never seen with the same identity twice, and his elderly gnome servant is his only confidant and companion. The few people who even know he exists  assume that Scaramar is a changeling. In truth, Scaramar is the elderly servant, and the other “assassins” are  cat’s-paws the gnome uses, murders, and discards like garbage. Scaramar recruits up-and-coming killers with the same line every time: “I’m getting old, and I want to pass on my skills to a suitable protégé. Let me teach you all there is to know about assassination.” Scaramar trains his minions for a short time before sending them on their first mission. The gnome accompanies his protégé on the job to ensure that all goes smoothly. When the target is eliminated, the gnome murders his unwitting accomplice and searches for another. Scaramar has carefully plied his trade for years since his forced exile from Zilargo. Still, one of his protégés might escape him and seek the party’s help. Scaramar has a thousand enemies who want him dead. If the PCs can expose him or, better yet, kill the old gnome themselves, they can earn rewards from the many in Cap-Tempête who have lost relatives and partners to the assassin.
 +
 +The Stirge: The elite of Cap-Tempête pay thousands of gold pieces a year to ensure security for their  enclaves and manors, but one notorious cat burglar has found ways around every defense. This masked culprit is known only as the Stirge. More than a few suspicious souls have seen the incredible acrobatic performances of Nat Gann (page 38), dancing from pole to pole with the grace of a cat, and some whisper the acrobat is none other than the Stirge himself. The PCs might be hired to track down the Stirge by someone he burglarized, or they might hire the talented thief to acquire an item beyond their reach or to supply them with a detailed plan to infiltrate a stronghold.
 +
 +Militias
 +Whereas gangs like les Rats d'Égouts and Golden Lions are largely driven by greed, the militias of Cap-Tempête are bound together by political or religious agendas. Even as they fight against their enemies, most of the militias work to defend their wards from gangs and criminals. The people of Blanc are grateful for the presence of the Ninth Wands, and Pierrebroyée’s residents regard the Swords of Karrn with a mixture of fear and respect. Militias provide a DM with an opportunity to pull adventurers into the conflicts within Cap-Tempête and to draw on their ties to the Last War. If a PC wizard served in the Aundairian army, the Ninth Wands might appeal to her patriotism and demand her assistance in an upcoming strike against the Knights of Thrane. Dannel’s Wrath presents a dilemma for Cyrans; does their love for their fallen country justify their deadly acts? Beyond this, the militias also oppose criminal adventurers. The Cap-Tempête Guard won’t pursue a PC who kills a blacksmith. But if that blacksmith lives in Pierrebroyée, the Swords of Karrn avenge his death.
 +
 +The militias don’t provide a picture of the typical inhabitants of Cap-Tempête. Many of the soldiers  are veterans of elite units, and Drago Thul and the Dragonhawk were heroes of the Last War. Beyond the exceptional skills of their soldiers, the militias have the sympathy of the inhabitants of their wards, and this support can be a valuable weapon.
 +
 +DANNEL’S WRATH
 +Standard Militia: AL N, NE; 10,000 gp resource limit; Membership 120; Mixed (humans 83, half-elves 11, halflings 9, gnomes 8, changelings 6, dwarves 2, warforged 1).
 +Authority Figures: Fury (NE male changeling urban rangerUA 5/Cyran avengerFN 4). If the DM doesn’t have access to Unearthed Arcana or Five Nations, Fury should be a rogue 5/assassin 4.
 +Important Figures: Eston (NE female human artificer 7); Metrol (N male personality warforged fighter 5). Typical Members: N human warrior 2; N human rogue 2; N human ranger 2.
 +Base of Operations: Dannel’s Pride (hidden).
 +The Mourning killed over a million Cyrans and left hundreds of thousands of refugees. Many Cyrans aren’t willing to wait for Prince Oargev’s diplomatic efforts to bear fruit. Some want bloody vengeance against those they see as responsible for the destruction of their nation. The latter are the core of the group known as Dannel’s Wrath. Some are former soldiers from the Cyran army. Others are criminals or commoners brought together by their shared desire for revenge.
 +The stated goal of Dannel’s Wrath is to employ violence and terror to force the Five Nations to improve their treatment of Cyrans across the world. The leaders of the Wrath have stated that they will not stop until the  Cyrans are given a homeland once again. Many believe that Cap-Tempête fits the bill; these activists claim that Cap-Tempête and Xen’drik itself should be granted to the Cyran refugees. So far, Dannel’s Wrath has focused on vigilante justice against those who harm Cyrans, but there have been a few acts of public violence; as time goes on, they might begin using war magic in markets and taverns or taking similarly aggressive actions.
 +The members of Dannel’s Wrath are hidden among the massed refugees of Dannel’s Pride. The structure of the organization is intentionally vague, so even when the Cap-Tempête Guard captures agents of the Wrath, it’s hard to shut down the entire group. In addition, many refugees who aren’t part of the Wrath sympathize with the group and aid its members in small ways. Others, more cautious, fear that the Storm Lords might one day take action against the entire Cyran community in an effort to destroy the Wrath.
 +The local leader of the Wrath is a changeling named Fury. He maintains multiple identities within Dannel’s Pride, using a different face for every cell he works with. Once an infamous Cyran spy, Fury is  embittered by the loss of his family and is utterly ruthless; he believes that he is at war with every nation in  the world. The Royal Eyes of Aundair and the King’s Dark Lanterns both want to capture Fury so he can pay for his actions during the Last War.
 +
 +The woman known as Eston is another vitally important member of Dannel’s Wrath. An artificer of considerable skill, she produces the magic items used in Wrath  operations, including arcane explosives. Should Dannel’s  Wrath begin using fireballs in taverns and markets, capturing Eston becomes a priority. Eston won’t speak of her  past, but many believe that she’s an expatriate of House Bombardier and that she seeks vengeance on Bombardier as well as the Five Nations. The limited resources available in Dannel’s Pride restrict what Eston can create.
 +Dannel’s Wrath is the largest of the militias described here, and it has the easiest time rebuilding its losses,  since there are always more Cyrans looking for vengeance. In addition to acts of political violence, members  of the Wrath fight to protect the inhabitants of Dannel’s Pride, though they take pains to remain hidden. Righteous anger lies at the heart of Dannel’s Wrath. Most of the members of the Wrath were good people once; however, their desire for revenge and the pure madness of the Mourning have driven them to desperate  and amoral acts. They are not simple criminals or assassins. They are people who have suffered a terrible loss  and who have been pushed across a moral line by this loss. In their own eyes, they are on a quest for justice, and they believe that their actions help other Cyrans in need.
 +
 +THE KNIGHTS OF THRANE
 +Minor Militia: AL LG, LN; 10,000 gp resource limit; Membership 40; Mixed (humans 30, dwarves 4, half-elves 4, elves 2).
 +Authority Figures: Valen Vanatar (LG male human warrior 5/expert 2).
 +Important Figures: Taris Irvallo (LG female half-elf adept 4); Arrun Stone (LN male dwarf knightPH2 5).
 +Typical Member: LG human warrior 3.
 +Base of Operations: Braises.
 +When King Thalin of Thrane died, a popular uprising turned the people against Prince Daslin and ushered in the theocratic government that reigns today. The Knights of Thrane were the sworn defenders of the throne, and many were prepared to lay down their lives to defend the rights of their king. Daslin wouldn’t allow it, demanding that his soldiers obey the will of the people. Many did, and in Thrane the order now serves both Queen and Keeper. However, some simply couldn’t stomach the change. These knights turned their backs on Galifar and made their way to the expatriate community of Cap-Tempête. The Knights of Thrane seek to protect their own and to preserve the old values of Thrane. They see Braises as the last bastion of Thrane culture, and new  immigrants are pressured to conform to their traditions. Foremost among these is respect for the blood of  Wynarn and the royal family of Thrane. A knight begins every meal with a toast to Queen Diani and to the day when she holds her throne once more. Even so, most knights are followers of the Silver Flame and seek to live by the virtues of the Flame, which sets them apart from the secular Throneholder movement (FN 135). Faith is important to the knights and the people of Braises. But they believe that their faith—their dedication to the true principles of the Silver Flame—demands that they oppose the theocracy, which will inevitably tarnish the values of both church and state.
 +Despite the fact that most of the knights have never set foot in Thrane, they are passionately devoted to the idea of their homeland. This attitude leads the knights to take violent action against those they consider to be enemies of their state. Most of the knights are good people, and they won’t attack helpless innocents. But anyone who raises suspicions—such as former soldiers—might trigger violent action. The Swords of Karrn are seen as a threat, and the knights occasionally strike at Sword patrols. And if Dannel’s Wrath launches attacks across the city, the knights might conclude that all Cyrans are dangerous.  The knights are led by Valen Vanatar, the grandson of one of the original knights. Vanatar is a passionate man, easily stirred to action by perceived injustice  or a threat to Braises. Taris Irvalo is one of the few people in Braises who has a true connection to the Silver Flame, but she chooses to work with the knights instead of at the Keep of the Silver Flame. She is a gentle woman, and she tries to prevent Vanatar from engaging in rash action. The dwarf Arrun Stone is the last of the original immigrant knights. Arrun is a stoic individual who prefers to let Vanatar direct the knights, but he is the strongest among them and always at the forefront of any battle.
 +
 +THE NINTH WANDS
 +Minor Militia: AL N; 45,000 gp resource limit;
 +Membership 30; Mixed (humans 17, half-elves 6, gnomes 5, elves 2).
 +Authority Figures: The Dragonhawk (Elira Dawn) (NE female elf wizard 13); Jorian Thiel (N male human warmagePH2 8).
 +Important Figures: Blackwind Beleth (N female  human wizard 5); Tyrnan Thiel (N male human duskbladeCAr 5).
 +Typical Member: N human warrior 3/magewright 1 or N human wizard 3.
 +Base of Operations: Blanc.
 +
 +Aundair has long been the seat of the Arcane Congress and the focal point for mystical research within  Galifar. Aundair is the smallest of the Five Nations and lacks the industrial resources of Karrnath or Breland. During the Last War, the nation relied on arcane magic to offset these limitations.  As the war continued, King Aarott charged Arcanix to produce more efficient weapons of war. The  mages assigned to the Seven Stones project delved into the techniques of the daelkyr, the magic of the Age of Demons, and eldritch machines in the quest to end the  war. Their achievements were terrifying. Even Aundairians grew fearful of Arcanix, and young Aurala was  horrified when she learned that her own wizards were actively seeking to produce even deadlier effects. When Breland demanded the execution of the Seven Stones  mages as a condition for alliance, Aurala agreed, creating a rift between throne and tower that remains to  this day. Brelish envoys witnessed the executions of the seven wizards. That should have been the end of it. At the end of the Last War, Aundair released a number of its soldiers from service. Most dispersed to their families, but one elite infantry unit—the Queen’s Ninth Wands—traveled to Cap-Tempête. Over the course of the past two years, they have fought off gangs and criminals that threatened the people of Blanc, dealt with drunken adventurers, and clashed with the Knights of Thrane and the Swords of Karrn. To all appearances,  the Ninth Wands are Aundairian patriots with no interest in peace, soldiers who traveled to Cap-Tempête so they  could continue fighting the war.
 +The truth is more complicated. The Ninth Wands are still serving Aundair—or, more specifically, Royal Minister of Magic Adal ir’Wynarn. Not all of the Seven Stones wizards were executed. The greatest among them was a woman named Elira Dawn. Elira is one of the most gifted wizards Arcanix has produced, and she is a protégé of one of Arcanix’s other great wizards: Mordain the Fleshweaver. When Mordain learned of her scheduled execution, he contacted Minister Adal and provided a remarkable simulacrum of Elira. Adal approved of the work Elira had done for her country, and with his help the simulacrum was executed instead. Elira established a new life in  Cap-Tempête. To this day, she studies the ancient works of the giants and other powerful forces, waiting for the call to return to her beloved homeland.
 +Adal sent the Ninth Wands to Cap-Tempête to serve Elira. Only their commander, Jorian Thiel, knows the  true identity of this woman they have been sent to protect. The others know Elira only as the Dragonhawk.  They know that she is engaged in secret work on behalf of their nation, but most assume that she is simply an Arcanix researcher studying the Age of Giants. Elira spends most of her time in a Mordenkainen’s magnificent mansion. She moves the entrance around according to a schedule; Jorian knows where to find her, but the entrance is difficult for her enemies to track. Many people in Khorvaire would like to see her dead—not the least of which are King Boranel of Breland and Queen Aurala of Aundair. Along with Hassalac Chaar (page 89), she is one of the most powerful spellcasters in Cap-Tempête. However, thanks to her many enemies, she spends little time in public and rarely exercises her remarkable talents. It’s up to the DM to decide what discoveries she has made over the last fifteen years; does she have a vault of terrifying weapons ready for use when the war begins anew?
 +
 +The Ninth Wands are an elite military unit. The members know each other well and have developed group tactics. Each soldier carries an eternal wand; the officers carry two wands. Although most of these are low-power effects (color spray, ray of enfeeblement), a few higher-level wands are scattered among the platoon, including two eternal wands of dispel magic, an eternal wand of fireball, and an eternal wand of lightning bolt. The group’s greatest firepower is in the hands of its commander. Jorian Thiel is one of the top warmages to serve in the military, and he has even been offered a place in the Knights Arcane. He preferred to stay with his soldiers and in the service of Lord Adal. If it comes to open battle, he can unleash terrible power.
 +
 +THE SWORDS OF KARRN
 +Standard Militia: AL LN; 15,000 gp resource limit;
 +Membership 72; Mixed (humans 55, dwarves 17).
 +Authority Figures: Drago Thul (LN male human fighter 2/expert 4/legendary leaderHB 5).
 +Important Figures: Mordalyn ir’Tanar (LN female human aristocrat 4/fighter 3); Reng Nagel (LN male human wizard 6).
 +Typical Member: LN human fighter 4 or LN human warrior 6.
 +Base of Operations: Pierrebroyée.
 +
 +In many ways, the district of Pierrebroyée is a separate city within Cap-Tempête, and it is a city under martial law. Grim soldiers patrol the streets. One warrior wears Aundairian leather, another heavy Karrnathi chain. But both bear the same device on their tabards and shields: a greatsword crossed by two longswords, set against a field of black. These are the Swords of Karrn, drawn from among the deadliest warriors of the Five Nations.
 +The Swords defend the Karrnathi immigrants of Pierrebroyée, and many assume that the sympathies of the militia lie with Karrnath. This is a mistake. Instead, the Swords of Karrn are bound together by the teachings of Karrn the Conqueror, by a secret faith, and by their devotion to a man named Drago Thul—a person they wish to place on the throne of a new united realm.
 +Drago Thul is a brilliant military commander. He served Karrnath with distinction during the Last War. His common birth slowed his rise in the ranks, but his skill and his religious connections helped him overcome the limits of his birth. He bitterly opposed Regent Moranna’s Mror campaign, a prophetic act that earned him the favor of many soldiers. He also protested the use of undead and warforged; a student of Karrn’s teachings, he believed that both practices sullied the art of war.
 +When Kaius III began paving the way for peace and the Treaty of Thronehold, Drago Thul refused to lay down his arms. Kaius had no intention of letting the commoner commander interfere with his plans, and he ordered Drago’s execution. With the help of a small band of loyal followers, Drago fought his way to the coast and escaped to Cap-Tempête. There, Drago  declared that a thousand years had turned Wynarn blood to water. He would no longer serve any Wynarn king or fight to restore the nation of Galifar. It was time to create a new kingdom from the ashes of the old, following in the footsteps of Galifar I and Karrn the Conqueror. He called on the soldiers of all nations to abandon their weak rulers and flock to his banner. Cap-Tempête is a safe haven for the Swords of Karrn, but it is only a waypoint on their journey. Sword envoys are spreading across the Five Nations, sharing the words of Drago Thul with every veteran they can find. The group has less than a hundred members in Cap-Tempête, but it’s up to the DM to decide just how much influence Drago Thul has in Khorvaire. Perhaps no one is interested in his dreams of conquest. But it’s possible that thousands of soldiers spread across the Five Nations are ready for change, just waiting for Drago to return to Khorvaire.
 +For now, Drago remains in Cap-Tempête. He has transformed Pierrebroyée into a vision of his ideal state, imposing a rule even harsher than that of the Code of Kaius. Under the watchful eyes of his soldiers, Pierrebroyée is one of the safest places in Cap-Tempête. The Swords dispense harsh justice whenever the peace is disturbed; criminals might be beaten, maimed, or even killed. Occasionally the Swords venture outside Pierrebroyée in pursuit of enemies, but by and large they are content to police their territory. They have no respect for the Cap-Tempête Guard, and few guards enter Pierrebroyée without direct orders.
 +
 +The Swords of Karrn are one of the most dangerous forces in Cap-Tempête. Its members are drawn from  the elite forces of the Five Nations; they are not simply soldiers, but among the best soldiers Khorvaire has to offer. They are equipped with masterwork and magical equipment, and they react to challenges with a careful grasp of tactics. Despite coming from many nations, the soldiers are bound together by their faith in the Three Faces of War (see the sidebar) and the words of Drago Thul. The Swords enforce Karrnathi values, but they seek to bring back the old Karrnath of Karrn’s time. It’s not a case of holding one of the Five Nations over the rest: It’s wiping away the weak traditions of Galifar and returning to something pure.
 +Drago is a skilled swordsman, but his true talent lies in his strategic brilliance and his ability to inspire soldiers. If the legendary leader prestige class isn’t  available, he should be a fighter 3/bard 8, using oratory to inspire courage and competence in his troops.  Either way, his skills and feats focus on tactics and leadership as opposed to direct combat abilities. He  considers the use of undead in battle to sully the teachings of Karrn, but he has no issue with the basic faith  of the Blood of Vol, and he respects the local priestess, Berrinessa (page 81). He has engaged in negotiations  with emissaries of the Emerald Claw; he has no intention of becoming another pawn in Vol’s schemes, but  for the moment he can’t afford to oppose her. Other critical personalities among the Swords include the Aundairian war-wizard Reng Nagel, one of the few arcane casters among the Swords. The Ninth  Wands despise Reng and have tried to kill him on multiple occasions. Mordalyn ir’Tanar is the daughter of a  Karrnathi warlord who has abandoned her birthright to pursue Drago’s dream. Mordalyn is a diplomat as well as a warrior, and between her skills and her history she has helped Drago sway many from blind loyalty to the Wynarn line.
 +
 +KARRN THE CONQUEROR AND THE THREE FACES OF WAR
 +Karrn the Conqueror is a legendary hero. A thousand  years before the rise of Galifar, Karrn came a hairsbreadth from establishing a Karrnathi dominion  across Khorvaire. He was never defeated on the battlefield; it took the treachery of a trusted friend to bring  down the Conqueror. Even though Karrn died with his dreams unrealized, his actions and teachings left a mark on Khorvaire that can be seen to this day. He was a soldier first and foremost, but Karrn was also a spiritual man; he was one of the founders of the Three Faces of War, a sect devoted to the wise Dol Arrah, the brave Dol Dorn, and the cunning Dol Azur, known as the Mockery.
 +
 +Karrn the Conqueror is long dead, but his Analects of War is still studied in proud Rekkenmark and  the fledgling war colleges of other nations. In the shadows of these institutions, the Three Faces of War watch and guide the generals of the next age. Adepts  and initiates of the Three can be found in almost every army, with the notable exception of Thrane. This is a soldier’s faith. Its shrines are the battlefield and the rampart wall, and its blessings are blood and steel. Faith in the Three will not stop enemies from fighting; these are the Sovereigns of War, after all. But when two soldiers negotiate or meet in times of peace, the mysteries of the Three can provide a bridge and a bond between them. Even though he isn’t a spellcaster, Drago Thul is one of the most respected speakers of the faith, and this status has helped him sway soldiers of different nations.
 +The Three Faces of War is a variant sect of the Sovereign Host. Clerics of this faith can choose the halberd, longsword, or kama as a favored weapon (once this choice is made, it cannot be changed), and can select domains from those of Dol Dorn, Dol Arrah, or the Mockery.
 +
 +Religions
 +The people of Cap-Tempête come from many nations, and these immigrants and explorers brought their faiths with them. In addition to these traditional faiths, Cap-Tempête is home to many unusual religions. Close contact with the sahuagin and the giants introduced new ideas into the old traditions of humanity, and  religions suppressed in Khorvaire—such as the worship of the Blood of Vol and the Dark Six—are practiced  openly in Cap-Tempête. Almost any religion a Dungeon Master can devise could find its way to Temple Row. However, a few faiths dominate the spiritual landscape of Cap-Tempête. These are discussed below.
 +
 +THE CHURCH OF THE SILVER FLAME
 +The priests of the Silver Flame have always sought to spread their faith, and when word reached Thrane of the new city taking shape across the Thunder Sea, the cardinals were quick to send ministers and templars to the shattered land. A wave of Thrane immigrants  helped establish the keep now found in the Temple district. Keeper Tzandra had a vision of a ministry that would bring the Flame to the drow and the giants and a bastion that would hold back any darkness that might threaten the city.
 +Reality fell far short of the dream. Cap-Tempête was founded by pirates and smugglers, and the priests  of the Silver Flame received a cold welcome. Missionaries sent to spread the word to the dark elves rarely  returned, and by the time King Thalin of Thrane died, only a single minister and a handful of acolytes  were left at the keep. This proved to be another turning point for the Silver Flame in Cap-Tempête. After  long debate, they rejected the Keeper’s decision to assume control of Thrane. Both church and crown had roles to play, the priests explained, and it was a mistake for one to supplant the other; it would only lead the church away from its true purpose.
 +The Council of Cardinals was infuriated by this rebellion, but with the Last War in full swing, the  Thranes couldn’t afford to send new forces to this distant post. Instead, the city was formally severed from  Flamekeep. To this day, the keep receives no support from Thrane, and the faithful are warned to beware the words of these heretic priests. Now that the war is over, some believe that Flamekeep should reclaim the keep. However, the people of Braises stand behind their minister, and Keeper Jaela Daran is more willing to accept diversity than her predecessors had been; for the moment, Cap-Tempête has been left on its own. As a result, the Silver Flame has little power in  Cap-Tempête. Three priests serve at the keep: Minister Jirian Zayne (NG male half-elf adept 4/expert 3),  Acolyte Myla Flamesworn (NG female human adept 1/expert 4), and Templar Guin Silverblood (LG male human expert 3/warrior 3), a master archer who trains members of the congregation in the use  of the longbow. The keep is a sanctuary for the faithful of the Flame, and the priests of the temple are  glad to work with traveling paladins or clerics. But they learned long ago that they lack the strength to fight the darkness within or below Cap-Tempête, and they save their spells to protect those in true need of sanctuary.
 +Opposition to the theocracy is only one of the heretical beliefs found in Cap-Tempête. A number of the people who helped establish Braises came to pursue their unconventional traditions without fear of persecution. Others have adapted their faith over the course of generations in Cap-Tempête and exposure to legends of the past.
 +
 +He only speaks of it to his most trusted parishioners, but Guin Silverblood practices the traditions of  an ancient serpent cult, passed down to Guin’s father by a feathered yuan-ti. Although the values are similar to those of the modern church, this faith teaches that the Silver Flame was kindled by the sacrifice of the couatls in the dawn times; Tira Miron and the Keeper of the Flame are stewards who bring the light of the Flame to humans too limited to see the ancient force on their own. Guin has served as an intermediary for the shulassakar yuan-ti in the past, and this could serve as the basis for an adventure.
 +
 +THE TREASURES OF THE WYRM ASCENDANT
 +An adventurer who listens to the rumors of Stormreach (and makes a DC 15 bardic knowledge check or  DC 20 Knowledge [local] check) hears the tale of the hoard of treasures hidden beneath the Temple of the Sovereign Host. According to the rumors, this hoard includes two centuries of tithes combined with a vast array of draconic artifacts and relics recovered over  the decades. Stories speak of dragonscale armor taken off the corpses of Seren barbarians, magic weapons wielded by dragons in human form, and even a scale plucked from Aureon’s hide. The tales say that these treasures are protected by traps, dragon spirits, and terrible curses. But surely these are just rumors . . . aren’t they?
 +
 +THE SOVEREIGN HOST
 +Xen’drik is a hard land, and in the early days of Cap-Tempête—before the Cap-Tempête Compact and the arrival of House Jorasco—divine magic often meant the difference between life and death. Luckily for the sailors who followed the faith, priests of the Sovereign Host were on hand to help them . . . for a share of their ill-gotten gains. When the city was founded, a temple to the Sovereigns was established in the district of  Forgefeu, a location chosen for its security and its proximity to the fighting folk of Cap-Tempête. This temple is easily identified by the Octogram symbol above its gate. The icons within the temple depict the gods in draconic form, using the shapes described on pages 68–69 of the EBERRON Campaign Setting. Mosaics depict images of these dragons in battle with fiends. Even though the priests of the temple worship the Sovereigns, their faith is slightly different from the common tradition of the Five Nations; they follow a path known as the Church of the Wyrm Ascendant.
 +
 +According to this doctrine, the dragons are the children of Eberron and Siberys. Once they defeated the  children of Khyber in the Age of Demons, the greatest among them were blessed by Eberron and Siberys   and drawn up to the heavens to watch over all mortal creatures. The priests of the Wyrm Ascendant are fascinated by dragons and seek to acquire artifacts and relics—magical and otherwise—related to dragons. One of the ways in which church doctrine differs from the faith of the Five Nations concerns the afterlife. The priests of the Wyrm believe that those who serve the Sovereigns and build a hoard can literally buy their way into the heavens, joining the Sovereigns on a transcendent plane as heavenly dragons.
 +In practice, there is little difference between the rituals of the Wyrm Ascendant and the common faith of the Sovereigns. The priests invoke the Sovereigns by  their traditional names, and while they speak of ascension and depict their gods as dragons, little about the  faith is truly alarming; a warrior who has scant knowledge of religion could sit through a service and not  realize that anything was amiss. Clerics use the traditional domains and favored weapons. One obvious difference, however, is the greed of the priests. Graft and  avarice are accepted values of the Wyrm Ascendant, since every dragon must have his hoard. Provided that they share their gains with the church coffers, it’s taken for granted that priests capable of casting divine magic perform their miracles in exchange for gold or treasures. There is no set rate for this; the costs from the Player’s Handbook can be used as a guideline, but a priest can always choose to charge more if the customer can afford it. This isn’t a business—it is a holy tradition of the Wyrm Ascendant. People in need of healing are  better served by the Jorasco enclave, but other clerical services can be bought at the temple if the price  is right.
 +Powerful priests are rare in Cap-Tempête, but the church of the Wyrm Ascendant has always produced strong spellcasters. The high priest of the temple is Maru Sakhesh (NE male human cleric 10), and his chief acolytes are Cael Duryn (NG male elf adept  8) and Tania Drake (NE female human cleric 6). Sakhesh is a cruel but charismatic man, and he has brought a considerable fortune to the temple coffers  during his tenure. He was killed by a band of adventurers in 997 YK, but the Jorasco healers were able to  raise him from the dead; since that incident, he tends to be somewhat suspicious of wanderers. Cael Duryn is the kindest of the priests, though he still believes in the doctrine that miracles have their price. Tania  Drake is young for a cleric but has displayed remarkable talent; she is ambitious and hopes to replace  Sakhesh as high priest once her powers have grown.  To this end, she is very interested in recovering draconic artifacts from the wilds of Xen’drik. She has  conducted extensive research into the giant–dragon war, and she could be a valuable—if unscrupulous— ally for adventurers.
 +
 +The primary temple of the Sovereign Host is dedicated to the Wyrm Ascendant, but shrines to both the  Sovereigns and the Dark Six are scattered throughout  Temple Row and across the city, in forms both traditional and untraditional. Maru Sakhesh is the highestlevel divine spellcaster willing to sell his services, but  there might be a few adepts hidden among the experts and commoners who populate Temple Row.
 +
 +THE BLOOD OF VOL
 +Outside of Karrnath, the religion known as the
 +Blood of Vol is rarely practiced in the open in the Five Nations as a whole, and it is actively persecuted within the borders of Thrane. Yet Cap-Tempête lies outside the purview of the Five Nations. Seekers here live and worship without fear of reprisal. Xen’drik is the only true home that many Seekers can or will ever know. As a result, the faith has grown disproportionately popular in Cap-Tempête. Its adherents practice openly (and often with great pride) and are granted every protection under the law, which is to say that the Storm Lords have accepted the religion’s presence. It even  has a public temple of its own, located in the Pierrebroyée ward of Garde-sud. Called Rosewood by its  congregants, the temple sits within the skeleton of an ancient ruin. To save on cost, the builders worked the construction of the new building into and around the ruins of the old, and when they were finished, covered the entire structure in rosevine, a rare crimson-hued ivy from Xen’drik’s interior. In game terms, the plant grants the entire building a massive coat of vine armor (SX 136).
 +
 +The Blood of Vol isn’t an especially hierarchical faith in Cap-Tempête, and its adherents largely  worship on their time and terms.But it still requires someone to lead rites and maintain Rosewood for the congregation. These duties fall to a quiet herbalist named Berrinessa (N female human adept 9). The local Karrns think very highly of Berrinessa and are  fiercely protective of both her privacy and her wellbeing. (One widely circulated story relates how thugs  once tried to mug her and were, for their temerity, promptly stoned to death by half the population of Pierrebroyée.) Just about anybody who has been in  Pierrebroyée for more than a day knows that if anything untoward should befall Berrinessa, the entire  ward could very well erupt in violence. Although Berrinessa is certainly the most public Seeker in town,  the three most influential keep their true religious leanings to themselves. Foremost among these is the Seeker who sits among the ranks of the Coin Lords (see page 58). After that  comes Lady Miravella Uruvai (CN female elf necromancer 7/blood magusCAr 4), the head of the local  Thuranni enclave, and Toven d’Bombardier (N human aristocrat 1/wizard 9), a Cyran who led his house in  Cap-Tempête until Merrix d’Bombardier sent a representative to depose him. All three of these figures keep  their faith a closely guarded secret. They never appear at Rosewood, even though the faith is practiced openly in the city. They try to discredit or destroy anyone who makes noises about their being connected to the faith in any way.
 +
 +SEEKERS OF Cap-Tempête
 +The following is a partial list of the prominent members of the Blood of Vol in Cap-Tempête. When referring to this list, the DM should keep two things in mind: First, not all of these figures attend services at Rosewood, and second, this list is not common  knowledge or even something that could be discerned with a bardic knowledge or Knowledge (local)  check. At the DM’s discretion, a Gather Information check might set the PCs on the right path (though not necessarily provide any concrete proof), and the individuals for whom this is a possibility are marked as such with an accompanying DC for the roll. If no  DC is indicated, then no roll will reveal that character as a Seeker.
 +
 +Berrinessa (N female human adept 9), temple head at Rosewood (DC 10).
 +Captain Drigh (LN male human warrior 1/fighter 4), captain in the Cap-Tempête Guard (DC 25).
 +Toven d’Bombardier (N male human aristocrat 1/ wizard 9), mage of the Citadel of the Twelve.
 +Lady Miravella (CN female elf necromancer 7/blood magusCAr 4), head of the Thuranni enclave.
 +??? (LE expert 5/adept 2), one of the four Coin Lords of Cap-Tempête (identity unknown).
 +
 +THE CULT OF THE DEVOURER
 +Those who seek proof of the exotic nature of Cap-Tempête need look no farther than the harbor, where a slender stone tower rises out of the water. Its shape is more reminiscent of a stalagmite than a worked building, but the continual flames illuminating its narrow windows suggest otherwise. This is the temple of the Devourer, known to the locals as Shargon’s Talon. Followers of the Sovereign Host occasionally make sacrifices to the Devourer when natural disasters threaten, but the congregation of the Talon places the Devourer above  all other gods. The doctrine of this sect holds that it was the Devourer alone who defeated the fiends of the first age, and that the force of this battle raised the lands above the sea. The faithful are taught to embrace the fury of nature, preparing for the time when the Devourer will scour the earth and draw all back beneath the waves. The holy texts also speak of devouring the strength of fallen foes; though it’s possible to read these literally, most of the faithful would never go so far as to practice cannibalism.
 +One of the more unusual aspects of the cult of the Devourer is the fact that emissaries from the local sahuagin often participate in the sacred rituals. These priests consider humans to be flawed cousins, stripped of scale and weak of lung, but they pity these humans and consider it an act of charity to help them find the right path.
 +Members of this sect are expected to be skilled swimmers, and although some take rowboats out to the Talon, swimming the distance is considered an act of devotion.
 +Although the Devourer is the primary deity of this sect, the faithful are also taught to respect the Fury. Clerics can choose their domains from either deity, and the favored weapon of the sect is the trident. The two high priests of the sect are the sahuagin Khalaash and the elf Seryssa. Neither sells spellcasting services, and the extent of their mystical abilities—if any—remains a mystery.
 +
 +THE CULTS OF THE
 +DRAGON BELOW
 +The Cults of the Dragon Below can appear anywhere, and collapse with equal ease. The cults are driven by madness, and any mad preacher can find a place on Temple Row. However, two forces reappear time and again, with new cults rising to replace those that have fallen. The first of these forces is known as the Scar that Abides (page 156). Those who follow the Scar know almost nothing about the being they worship beyond  its name; they are driven by terrible dreams and schizophrenic visions, which advocate cruel and homicidal  behavior. Worshipers of the Scar are terrified of their god and might kill others in the hope of holding the visions at bay.
 +The second is Belashyrra. Anyone who makes a DC 20 Knowledge (the planes) check recognizes this as the name of one of the mightiest of the daelkyr. Belashyrra is said to be responsible for the creation of the beholders, and he is known as the Lord of Eyes. Members of his cult speak of eyes watching in the darkness and from the depths. It might be that Belashyrra’s psychic powers can touch the mad all the way from Khorvaire. But it’s also possible that Belashyrra is no longer trapped beneath Khorvaire. Some among the Gatekeepers fear that although the seals keep the daelkyr trapped in Khyber, they do not prevent creatures from moving within the depths; if this is true, the Lord of Eyes might now be building up forces beneath Xen’drik. This possibility would  seem to be confirmed by the Umbragen, a subterranean drow tribe that was recently attacked by a host  of aberrations, although it’s always possible this army is commanded by a powerful mind flayer or beholder and not a daelkyr lord.
 +In either case, the Cults of the Dragon Below appear and disappear without warning. They might be temporarily driven from the city, but madness can always strike anew.
 +
 +THE FAITHS OF RUSHEMÉ
 +The giants of Rushemé are a loose coalition of nomadic tribes. They are united in their worship of Rushemé, the all-encompassing spirit of the land. However, they believe in gods that stand above Rushemé, mighty beings who laid the foundations of the world using  the bones of bound fiends. The Guardians of Rushemé focus on the spirits of the earth, but a few priests  among the giants still seek to placate the gods above. Many lesser spirits feature in the giant pantheons, but four stand out.
 +Ouralon Lawbringer, who gave up his shadow in exchange for knowledge of magic and who shared that knowledge with the titans of Xen’drik. In the present day, the Guardians of Rushemé claim that Ouralon was in fact consumed by his shadow and that those who work arcane magic are equally doomed.
 +Rowa of the Jungle Leaves, the goddess of life and nature. Rowa is much beloved, but she is given to fits of passion that can drive her into a rage. As a result, storms, wildfires, and other natural disasters are attributed to “Rowa’s wrath.”
 +Banor the Bloody Spear, the god of the hunt and of the role of the giant within the natural world. Ouralon is the lord of law and magic. Rowa is the goddess of the wild. Banor is the bridge between the two, the guide who shows civilized people how to live in harmony with nature. When giant fights giant, Banor takes on the aspect of war, but it is a role he plays with great sorrow.
 +Karrak the Final Guardian, the Keeper of the Dead. The giants say that Karrak measures each life at the moment of death, considering past deeds and the unfulfilled destiny of the soul. He saves the worthy souls from disappearing into the greater whole of Rushemé, preserving them in his realm until they are needed on Eberron once again.
 +The missionaries of the Sovereign Host claim that these are just different names for Aureon, Arawai, Balinor, and the Keeper, with aspects of Dol Dorn, the Shadow, and the Devourer woven in. And indeed, giant priests can choose from the domains and favored weapons of these deities, though priests of Rowa and Banor often become druids. Regardless of this, the giants of Rushemé point out that their traditions are older than human civilization, and that if anyone is confused about the nature of the divinity, it’s more likely to be humanity than giantkind.
 +
 +CHILDREN OF THE DEVOURER?
 +The doctrine of the Devourer maintains that one must consume an enemy to understand him and that through this act it is possible to take his strength and his knowledge. Perhaps this is only legend. Or perhaps the priests of Shargon’s Talon are not humans or elves, but rather a variant of the malenti. When a member of the congregation is deemed worthy, he is brought to the top of the Talon and devoured by a sahuagin acolyte, which takes on his form and his memories. It  is up to the DM to decide whether the newborn malenti combines the skill ranks of sahuagin and victim, or if he merely has sufficient memories to pass as the victim. Alternatively, the victim must be a willing participant in the process, giving his life in the belief that he will live on in the new form. In either case, this event could  form the basis of an adventure, should a Devourerworshiping acquaintance of the adventurers suddenly  become a cold fish.
 +
 +THE TRAVELERS
 +“Beware the gifts of the Traveler.” That proverb dates back to Sarlona, and every culture that worships the Traveler has a variation. It’s a simple premise: A stranger’s gift might hold hidden danger, and seeming  good fortune might have unforeseen consequences. Those who worship the Traveler take a different view. They see their deity as the Sovereign of innovation, change, and evolution. Innovation always has a price, and evolution is a struggle in which only the strong survive. But the Travelers respect that, and they believe that only this chaos can produce an ideal world. The cult of the Traveler has had followers in Cap-Tempête since the days of the giants. There were Travelers among the gnomes who settled the land only to vanish, and Travelers among the smugglers. The cult has a following within Maison Bombardier, and this sect is especially strong in Xen’drik. Many within the house believe that the inspiration that led to the creation of the warforged was a gift of the Traveler, as demonstrated by the troubles presented by the new  race. These Bombardier faithful believe that more wonders are to be found in Xen’drik—challenges that will  test humanity to its limits, and beyond. Followers of the Traveler are scattered across the city. They’re hidden in the dragonmarked houses, among the gangs, and possibly even among the Storm Lords. This faith is a secret, and they have no shrine at Temple Row. But within one of the many inns of Cap-Tempête hides a temple to the Traveler. It’s up to the DM to decide which of the city’s inns holds the shrine; nothing about it suggests its true nature. Whichever inn it is, the staff and the customers are devoted to the Traveler, and they make it their mission to change the life of any travelers who pass through their doors. Change is the gift of the Traveler, and it comes with opportunity and danger. Adventurers who  come to the Traveler’s inn might overhear a conversation offering a chance for adventure. They might find  an old map hidden in a crack in the floor, or have a chance encounter with a former comrade-in-arms or a long-lost relative. A merchant might offer a chance to purchase a powerful magic item. It might be that nothing happens at the inn itself, but that shortly after the visit the adventurers are framed for a terrible crime. Only one thing is certain—when one crosses the threshold of the Traveler’s inn, change is inevitable.
 +
 +THE TITANS
 +Although the faith of the Four and the path of the Guardians are common religions among the giants, another tradition often goes unnoticed by strangers. The giants frequently make burnt offerings of food and precious substances. Visitors assume that these gifts are intended for one of the four deities, but this is a mistake; these offerings are gifts for the titans. According to myth, the titans were the first giants of Xen’drik. They were beings of tremendous power and wisdom, and the first to master Ouralon’s gift of magic. Despite their power, the titans weren’t immortal. In time they grew old and death loomed, and because of their cruel and wicked ways, they knew  Karrak wouldn’t preserve them and Rushemé would destroy them. Using fearsome magic, they escaped their doom, projecting their spirits to a realm beyond life and death. There they wait, searching for a way to return. The giants of Rushemé believe that the titans will destroy their stunted descendants if they return, and the sacrifices are intended to keep the titans content in their distant realm. It’s rumored that some among the giants can actually contact the titans and make bargains with them; if true, this claim could be the basis for pact magic from Tome of Magic, with the titans as the vestiges bound beyond life and death.
 +
 +Order of the EMERALD CLAW
 +To those who know the Order of the Emerald Claw as merely an outlawed group of extremist Karrns, the city of Cap-Tempête seems far removed from the organization’s interests back in Khorvaire. In truth, however, the order’s activities and schemes take it all over the globe. Since Xen’drik is of great importance to the lich queen Vol, the order considers it important too. The Emerald Claw has been in Cap-Tempête since the city was a little more than a hideaway for pirates and other criminals. Nevertheless, it didn’t develop the semipublic presence it has today until the closing years of the Last War, when the local power structure had fully settled out.
 +Today, the order has agents of every kind placed at every level of Cap-Tempête society (and possibly among the Storm Lords themselves; see the sidebar). The organization maintains an incredibly complex and secure hierarchy, and those doing the order’s bidding in the city are ignorant of the schemes and identities of their own confederates. Only when it suits their superior’s needs do these agents’ paths cross, and then only under tightly controlled conditions. Despite all the security, it’s an easier proposition to get hold of a member of the order in Cap-Tempête than almost anywhere on Khorvaire. After all, they have a public meeting place, the existence and location of which is a mere DC 15 Gather Information check away for a character.
 +
 +THE BLACK FREIGHTER
 +It’s common knowledge that if one has business with the Emerald Claw, the Black Freighter is the place to go, and equally common knowledge that one probably shouldn’t go looking for a fight there. Not only will the numerous fanatical warriors of the Claw gladly accommodate, but so will the Karrnathi militia, who don’t take kindly to troublemakers intruding on their territory, and the various and sundry other Karrns who patronize the tavern.
 +Known to locals as simply “the Freighter,” the Black Freighter was built atop a piece of unusual architecture left behind from when the thri-kreen ruled the area that would one day become the city of Cap-Tempête. It sits in the water in Garde-sud, and despite its reputation outside that district, hosts a packed house every time it opens its doors. The base of the structure—the piece of thri-kreen architecture—is a vaguely hull-shaped piece of almost indestructible, yet strangely buoyant, green stone. The bar was built inside and atop this “hull,” and all visitors must walk a plank (which is withdrawn every dawn when the bar closes) to gain admittance.
 +Technically speaking, the order has no claim over  the establishment. But everyone knows that its proprietor is friendly to the order’s cause and membership at  best, and an involved and important part of the order’s Cap-Tempête operation at worst. A ribald and garrulous seadog named Smargat runs precisely the sort of place that would appeal to Karrnath’s criminal element. The food is the traditional cuisine of working-class Karrns, the drink flows steady and cheap, and the air is thick with Karrnathi verse, from the most raucous sea shanty to the most somber of ballads that stoke the fires of nationalism in the heart of every Karrn.
 +
 +THE BLOODY COIN
 +The mystery of which one of the four Coin Lords is sympathetic to Vol remains an exercise for the DM to determine, based on the needs of the campaign; the aim of this book isn’t to spoil the fun in that particular regard. In the event that the DM does decide to place Vol’s tendrils amid the Storm Lords, he must decide what sort of impact the scenario has on the greater story of the city. In order to decide that, he has to answer two questions.
 +Which of the Coin Lords is it? Each Coin Lord has a unique set of motives and resources and each will likely respond to personal feelings on the faith in different ways than the others. If the DM decides it is Paulo Omaren, a female human with a powerful ally at the local Garda enclave, then  a different set of doors open for Vol and her various local agents than if the Seeker turns out to be  Yorrick Amanatu, the dwarf with long-standing ties to House Kundarak.
 +What is the extent of the Coin Lord’s attachment? If the DM decides that the Coin Lord is serious about Vol, then the lich queen has a directly manipulable friend in a very high place in the city. If, however, the character’s interest is largely private or unexplored, that fact will more subtly alter the scope of the effect on the broader issues of city finance and politics. Regardless of whom the DM decides to place into the role, or even to what extent the character is willing to further Vol’s agenda, it’s important to remember that no Coin Lord would be so foolish as to truly and seriously jeopardize his or her own standing in the city, regardless of other ties. In all cases, the DM should take care to characterize the chosen Coin Lord’s dealings appropriately.
 +
 +Captain Smargat
 +Even though his “ship” is nothing more than a tavern on the water, Smargat likes to play up the theatrical element of his establishment and has a tendency to refer to himself as captain. His demeanor might be disarming, but only the most foolhardy would believe the proprietor of the Black Freighter utterly  ignorant of the Emerald Claw’s activities in Stormreach; even so, some might be surprised to learn just  how involved he really is. The order uses Smargat’s presence and reputation as a double blind, playing on the natural suspicions of its enemies to dismiss a figure as public as Smargat as anything but a pawn. Order superiors do keep the details of specific plans and missions secret from Smargat, but this is done mostly to protect him. What he does accomplish for the order goes above and beyond what even the most suspicious of Cap-Tempêteers would expect, given the circumstances. Running the Black Freighter is a greater service  to the order than most would assume. Smargat especially enjoys the rumor that his tavern is capable of  unmooring and sailing itself downriver, since the truth is entirely the opposite: The original piece of thri-kreen architecture was built into and affixed fully to the river bed. Secret hatches connect it to the ruins beneath the city, and Smargat uses them to move agents of the order at all hours of day and night. So although the Freighter appears as a “false” headquarters for the Emerald Claw, it’s actually much closer to a real base of operations for the order (or at least the hub that connects several different bases of operations). And as if running the Freighter wasn’t enough, Smargat also assists in both dirty work and coordinating other agents of the order throughout the city. His distinctive tricorn hat is a hat of disguise, and Smargat’s superiors have used its power to great effect over the years. For his part, Smargat is all too thrilled to help and considers it an honor to be asked to perform any function, no matter how small, for the Emerald Claw.
 +
 +The White Raven
 +Smargat’s superior in the Emerald Claw, and the closest thing the order has to a single leader in Cap-Tempête, is a notorious figure known on the Cap-Tempête streets as the White Raven. The name comes from the pet bird that’s almost always seen perched on or near its  master, and which is sometimes sent to either presage its owner’s arrival or pass along a silent message.
 +
 +In truth, the White Raven is just a person with a real name (“Dedrick Beynar”), but to call him ordinary would be overstating the case. Beynar is a shrewd and experienced arcane investigator sworn to the service of Vol herself. Beyond this, he is a master swordsman and his notoriety in certain circles is due in no small part to the infamy he’s garnered through the growing account of his many successful duels. Once he has accepted and begun a duel, nothing short of a direct command from Vol will make him stand down or offer mercy to his opponent. Beynar looks older than he is, having gone prematurely gray, and he prefers to accentuate both his maturity and notoriety by dressing in hand-tailored suits of white linen stitched with darkweave. Beynar might be the boss where the rank and file of the Emerald Claw are concerned, but even the  White Raven does the bidding of another. He carries with him an amulet given to him by Vol herself,  and it acts as both a focus for her scrying magic and a means by which she can communicate with him over great distances. He doesn’t know that Vol has provided Lady Miravella, the head of the local House Thuranni enclave, with the means to make use of the  amulet as well. The elf keeps tabs on Beynar’s activities without his knowledge, though she does not abuse  the privilege.
 +For more on the White Raven and House Thuranni, see page 152.
 +
 +DEDRICK BEYNAR, THE WHITE RAVEN CR 11
 +Male human expert 1/hexbladeCW 5/kensaiCW 6
 +LE Medium humanoid
 +Init +4; Senses Listen +8, Spot +8
 +Languages Common, Draconic, Giant
 +AC 20, touch 14, flat-footed 17; Dodge, Mobility, deflection hp 102 (12 HD)
 +
 +Fort +6, Ref +7, Will +11; arcane resistance +3, mettle Speed 30 ft. (6 squares)
 +Melee weapon rapier +17/+12 (+19/+14 against humans) (1d6+4/15–20, 1d6+6 plus 2d6 against humans)
 +Space 5 ft.; Reach 5 ft.
 +Base Atk +9; Grp +10
 +Atk Options power surge
 +Special Actions hexblade’s curse (2/day)
 +Hexblade Spells Known (CL 2nd):
 +1st (1/day)—disguise self, expeditious retreat
 +Abilities Str 12, Dex 18, Con 16, Int 15, Wis 14, Cha 16
 +SQ ki projection, familiar (white raven)
 +Feats Combat CastingB, Combat Expertise, Dodge, Elusive TargetCW, Mobility, Weapon Finesse, Weapon Focus (rapier)
 +Skills Bluff +11, Concentration +14, Craft (alchemy) +5,  Diplomacy +10, Disguise +6, Forgery +5, Gather Information +10, Intimidate +8, Knowledge (arcana) +7,  Knowledge (history) +3, Listen +8, Move Silently +8, Ride +9, Sense Motive +7, Search +6, Sleight of Hand +9, Spellcraft +5, Spot +8
 +Possessions +3 humanbane keen deflectingCW rapier (signature weapon), +2 glamered darkleaf chain shirt, deck of illusions (minus ace of spades), ring of mind shielding, Emerald Claw amulet, identification papers (three different sets), “Klausz” (the familiar)
 +Arcane Resistance (Su) Dedrick has a +3 bonus on saving throws against spells and spell-like effects.
 +Hexblade’s Curse (Su) Twice per day, Dedrick can curse a visible foe within 60 feet, bestowing a –2 penalty on attack rolls, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. Will DC 16 negates. Any spell that removes or dispels curses ends the effect instantly.
 +Mettle (Ex) If Dedrick makes a successful Will or Fortitude save against an attack that would normally have a  lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect.
 +Power Surge (Ex) As a move action, Dedrick can make a DC 15 Concentration check to gain a +8 bonus to Strength for 3 rounds. Each time after the first that he calls upon this ability in a 24-hour period, the check DC increases by 5.
 +Withstand (Ex) Dedrick can make a Concentration check in lieu of a Reflex save to avoid taking the full effect of any area spell.
 +Hook “I distrust a close-mouthed man. He picks the wrong time to talk and says the wrong things.”
 +
 +CAPTAIN SMARGAT CR 8
 +Male human ranger 3/fighter 5
 +CN Medium humanoid
 +Init +6; Senses Listen +6, Spot +6
 +Languages Common, Giant
 +AC 18, touch 12, flat-footed 16; Dodge, Two-Weapon Defense
 +hp 68 (8 HD)
 +Fort +10, Ref +6, Will +6
 +Speed 30 ft. (6 squares)
 +Melee +1 flail +9/+4 (1d8+6) and
 ++1 flail (1d8+4)
 +Space 5 ft.; Reach 5 ft.
 +Base Atk +8; Grp +11
 +Atk Options Power Attack, favored enemy monstrous
 +humanoids +2
 +Abilities Str 16, Dex 15, Con 17, Int 11, Wis 14, Cha 12
 +SQ wild empathy
 +Feats Dodge, Endurance, Improved Initiative, Iron Will, Power Attack, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (flail), Weapon Specialization (flail)
 +Skills Appraise +3, Bluff +6, Escape Artist +4, Gather Information +7, Intimidate +6, Knowledge (local) +2, Listen +6, Move Silently +5, Sense Motive +7, Spot +6, Survival +7
 +Possessions two +1 flails, +2 chain shirt, hat of disguise
 +Hook “You better be sure you’re in the right establishment, mate.”
 +
 +Other Patrons
 +AND ENEMIES
 +None of these secret forces have an active presence in Cap-Tempête, and it’s possible that they aren’t present  at all. But any of them could be lingering in the shadows, and any of them could serve as a valuable ally or  dangerous foe.
 +
 +THE AURUM
 +The Aurum claims to be a society for wealthy students of history. As such, it is hardly surprising that it maintains a small Grande Maison in Havre-Tempête, where experienced explorers are invited to speak about their experiences. Jaris Cantar (NE male human aristocrat 3/rogue 3), a shipping magnate who runs a trading fleet under license to Lyrandar, owns the lodge. Cantar has a great interest in drow relics, especially those tied to  the Sulatar or Umbragen cultures, and pays a premium price—at least 10% more than an adventurer  would get in the Marché—for such things. Cantar has deep pockets, and he might be willing to finance expeditions into the interior for a share of the goods reclaimed on the trip.
 +Three members of the Platinum Concord reside in Cap-Tempête, including Jaris Cantar, and twelve  members of the Gold Concord. Most are entrepreneurs or collectors, interested in the opportunities  that lie in the interior; others are the descendants of the pirate captains bullied into submission by the first Storm Lords. Next to Cantar, the most influential  voice is that of Guldan Soldorak (LE male dwarf aristocrat 4/warrior 2), a gold baron from the Mror Holds  who settled in Cap-Tempête to indulge his fascination with the sahuagin. Guldan is an expert on sahuagin history and has amassed a fascinating collection of relics from the depths. Recently he has joined the Cult of the Devourer (page 82); if a malenti were to take the place of the Platinum Concordian, it would give the sahuagin an influential voice on land.
 +The Aurum has another weapon in Cap-Tempête, the gang known as the Golden Lions (page 72). Many of the gang’s members are children of Aurum families; Jacques the Hook is actually Jacques Cantar.  Adventurers could easily be employed by a Concordian, but if they become an obstacle, they might be “fed  to the Lions.”
 +
 +THE CHAMBER
 +Dragons avoid Cap-Tempête for many reasons, from ancient evils hidden in the depths to the possibility of powerful traps left behind from the dragon–giant war. The Chamber wants to keep an eye on the city, but it typically uses human agents to accomplish this goal. If adventurers earn the trust of the Chamber, they might be called upon to serve in Cap-Tempête. Missions for the Chamber could involve battling the Lords of Dust, disarming threats left behind by the ancient giants, or exploring the depths to monitor what lies below. If the adventurers have no connection to the Chamber, they could run afoul of Chamber agents when their innocent dungeon crawls threaten to release an ancient evil.
 +
 +THE DREAMING DARK
 +The Devourer of Dreams and the other members of the Circle of Night wish to learn more about the war between the giants and the quori of the past. What weapons and defenses did the giants develop during this conflict? What can they learn about the last age of Dal Quor, before the rise of the Dreaming Dark? Are their traps in the city that could capture quori? Could there be prisoners from the last age—quori spirits that have been bound for almost forty thousand years?
 +
 +The lords of the Dreaming Dark are master manipulators, and any gang, militia, or other organization in  the city could be twisted into serving their agenda. On the neutral ground of Xen’drik, the Dreaming Dark doesn’t have to be as subtle as it does on Khorvaire. It won’t allow its activities to be traced to the Riedran consulate, so Lord Katanavash isn’t privy to the plans of the Circle. But if necessary, the lords can bring a strike team of Inspired assassins to Cap-Tempête or the wilds of Xen’drik; Lord Katanavash can truthfully say that such people have no connection to his government.
 +
 +THE LORDS OF DUST
 +The Lords of Dust consist of a loose alliance whose  members pursue the interests of their bound overlords. Three of the Lords of Dust are mentioned in  this book.
 +Kashurashan (page 58) is an observer; it has been watching the region for tens of thousands of years  and expects to watch for thousands more. As a permanent resident and bored immortal, Kashurashan  has a number of little games afoot. Gangs, militias, and individual criminals could all be pawns in  Kashurashan’s schemes, and drawing adventurers in just adds to the fun. If the true nature of the fiend is revealed, it could cause a power vacuum in the city; is there an heir to fill the void?
 +
 +Marishantar (page 67) is a tourist who has no longterm interests in Cap-Tempête; it just passes through on  assignment. However, it is always interested in making  contacts, and if adventurers draw attention to themselves, Marishantar might make an effort to befriend  them . . . looking forward to the day when it can use this connection in the service of Sul Khatesh.  Lorishto has a clear, active agenda, and adventurers might be brought into conflict with the fiend. The  schemes of Lorishto are described on page 156.
 +
 +SECRET SERVICES
 +The Last War is still being fought in Cap-Tempête, on however small a scale, and the Five Nations certainly want to know what’s afoot. However, the Storm Lords don’t care for spies from the Five Nations, and if Kirris Sel Shadra identifies Dark Lanterns, Royal Eyes, or other agents, she quickly arranges an accident for them. As a result, these secret services maintain a low profile. Assignments on behalf of a secret service could involve the kidnapping or assassination of dissidents  or war criminals; the theft of an artifact believed to be vital to national security; or the disruption of a group deemed a treat to one of the nations of Khorvaire, such as the Swords of Karrn or Dannel’s Wrath. Such an assignment is a good way to make powerful friends in Khorvaire, but also carries the risk of making deadly enemies in Cap-Tempête.
 +
 +THE PRINCE OF DRAGONS
 +Quite a few powerful spellcasters live in Cap-Tempête. The Dragonhawk of Aundair and Lady Miravella d’Thuranni have skills to rival any wizard in Sharn. But it’s said that the greatest mage in Cap-Tempête isn’t a human, elf, or gnome. The bards of Cap-Tempête sing of a mighty sorcerer who lives in a hidden lair deep below Cap-Tempête, surrounded by gold and ancient treasures. Tales are told of the heroes and thieves who sought to match wits with the Prince of Dragons, and  of the corpses they left behind. These stories are tributes to the mightiest mage of Cap-Tempête—the kobold  who calls himself Hassalac Chaar.
 +Hassalac claims that the blood of dragons flows through his veins, empowering his magic. Perhaps this is  the truth. He might be a remarkably skilled kobold sorcerer. Or he could be a half-dragon, a disguised dragon,  or even a rakshasa who enjoys the deception. Even his level of skill is a mystery. From the stories it’s clear that he is a sorcerer of at least 12th level, but he could be considerably more powerful than that. At the end of the day, Hassalac is a plot device. If it suits the needs of the story, he might be the most powerful mortal sorcerer on Eberron. On the other hand, he could be running an elaborate hoax, using his isolation and the artifacts in his hoard to mimic magic and convince people that he has far greater powers than he actually does. Whatever the truth about Hassalac’s powers, a few solid facts have been established. His lair is hidden somewhere beneath Cap-Tempête. The only way to reach it is through a teleportation gate located in Place des Serruriers—and only Hassalac can open this gate. He lives in a maze of tunnels protected with deadly wards and patrolled by magically enhanced lizardfolk and bound elementals. Hassalac is fascinated with dragons, and he has amassed a vast assortment of relics dating back to the dragon–giant conflict and even to the dragons’ war against the Overlords of the Age of Demons.
 +Hassalac jealously guards his hoard and rarely leaves his lair. He might employ adventurers to help him expand his hoard. Alternatively, Hassalac might already possess an artifact the party needs: Can they bargain with the prince, or will they risk their lives to try to rob him?
 +Other adventures could turn on the true nature of the Prince of Dragons. When the PCs learn that both the Chamber and the Lords of Dust want Hassalac dead, will they choose a side and help with the assassination? Or will they try to find out what makes the kobold such an important target?
 +
 +
 +
 +
 +NOTABLE FEATURES
 +Cap-Tempête is filled with businesses catering to the needs of explorers and adventurers. An overview of shops and services is provided later in this chapter, but a few locations are especially noteworthy. The map of Cap-Tempête on page 17 notes the locations of most of the following features.
 +
 +Circle of Visions (Area 9): Shattered statues and monoliths are spread throughout Cap-Tempête, their symbolic meaning lost on contemporary viewers. One statue might show a humanoid figure holding a knife in one hand and a snake in the other. Another monolith is simply a massive arm reaching toward the skies. Among the strangest of the giant ruins are the twelve rings of standing stones scattered about the fringes of Cap-Tempête. Their function and operation is unknown, although each radiates an aura of faint illusion magic. About once a month, a programmed image appears at night in the center of one of the circles. Sometimes the image is a simple one (a fluttering dove, a crashing wave, a flowering fruit tree, and so on). Other times, the images are more disturbing—a menacing quori or a sinister ziggurat deep within the jungle. So far, no one has been able to determine the pattern or purpose of the mysterious images. Are they simply works of public art left over from the Age of Giants, or are they relaying some ongoing communication or prophecy?
 +Citadel of the Twelve (Area 8): All the dragonmarked houses have an interest in the magical secrets hidden in Xen’drik. This outpost of the Twelve is located on the edge of the city. In addition to serving as a resource for explorers, the citadel is the best place to seek magic items and spellcasting services. Visitors can purchase arcane spells of 5th level or lower, as well as magic items with a 20,000 gp purchase limit. Services and goods are always top quality, but this comes at a cost: prices for spellcasting and magic items are priced 5% above normal. This premium is waived for high-ranking members of a dragonmarked house (including dragonmark heirs) or for PCs in the active service of a house.
 +Delera’s Watch (Area 7): Crypts and catacombs are hidden throughout Cap-Tempête, but most of the ruined city’s notables are buried in the district of Delera’s Watch, named for one of the first Storm Lords. Aside from the tomb of Delera Omaren, this neighborhood includes the crypts of a number of famous smugglers of old Cap-Tempête. Naturally, tales abound of how these legendary pirates were buried with treasure maps, powerful magic items, or journals detailing the location of sunken merchant ships. Even on their deathbeds, the pirate captains were suspicious and paranoid, and their crypts remain guarded by traps, magical wards, and (it is whispered) undead guardians. Stories abound of a subterranean necropolis of the giants beneath Cap-Tempête, where mummified corpses have lain undisturbed for more than forty thousand years. Whether these tales hold any truth remains to be seen, for any entrance to these catacombs is well hidden.
 +House Jorasco Enclave (Area 14): House Jorasco’s Healers Guild maintains what is essentially an urban hospital a short distance from the harbor. Jorasco adepts provide healing at the standard rates (ECS 121). Alhaura d’Jorasco (LN female halfling cleric 9) is the highest-level spellcaster in the enclave. In addition to Alhaura’s ability to cast raise dead, the house possesses an altar of resurrection (ECS 261) for use on behalf of favored clients. However, strange events sometimes accompany the use of powerful necromancy in Cap-Tempête. In a handful of cases, foreign spirits have seized the bodies of those being raised. When Jorasco sought to resurrect the Storm Lord Delera Omaren, the risen warrior cried out in the tongue of the giants and killed dozens with lightning before she was returned to the grave. Another time, a pack of marut inevitables appeared after a Wayfinder was raised. The outsiders slew the adventurer and devastated the enclave before vanishing. Today, Jorasco healers use augury before performing major necromancy. Divinations can fail, though, and at the DM’s discretion, resurrection in Cap-Tempête might bring surprises. The local baron is Iriakan d’Jorasco (NG male halfling barbarian 1/expert 6), who is trying to improve the house’s standing in Cap-Tempête by making the enclave more and more indispensable.
 +Molou’s Distillery (Area 6): A smelly distillery with cracked cisterns and patchwork metal tanks, Molou’s makes Ungava, a potent gin made from the berries of Xen’drik’s Ungava bush. Ungava is popular both in the coastal cities of southern Khorvaire and with sailors at sea, making the distillery one of the city’s largest employers. Less reputable captains promise their otherwise surly crews a tot of Ungava every day, because Ungava drinkers are a docile lot.
 +Molou’s has a taproom where drinkers can have their Ungava straight from the tanks. Only those with debilitating cravings for the drink spend much time here, though; the sickly-sweet odor of the fermenting liquor drives most patrons away. Molou’s regulars include a number of failed prospectors and adventurers, many of whom saw things in the jungle that only Ungava can help them forget.
 +
 +
 +
 +Cap-Tempête Recruiters (Area 12): Characters handy with a sword and willing to follow the Storm Lords’ orders without question can easily find a place in the Cap-Tempête Guard. The pay is 3 sp per day (6 sp for officers), but many guards supplement their income through graft and bribery. Anyone who joins the Guard and completes the three-month training camp has all past crimes wiped away; most change their names to reflect this new beginning. The Storm Lords have extradited criminals before, but they stand by the Cap-Tempête Guard. As long as members of the Guard serve the lords faithfully, they can leave their pasts behind.
 +Surrinek Riverboats: A shifter named Surrinek runs a passenger riverboat service, with skiffs crisscrossing Cap-Tempête’s numerous canals and branches of the River Koronoo. A typical riverboat holds eight Medium passengers (or equivalent cargo). Hiring a riverboat costs 5 cp regardless of the number of passengers. Surrinek runs a skiff herself, so she is at the office only in the early morning. The riverboat captains are taciturn toward longtime Cap-Tempête residents (a starting attitude of indifferent) but sarcastically contemptuous of newcomers (a starting attitude of unfriendly). However, if PCs can improve a captain’s attitude to friendly, that captain serves as a guide to Cap-Tempête, answering questions and offering advice (such as where to shop for weapons, which city guard sergeant can be trusted, what time of day the elemental galleons unload passengers, and so on). If the PCs improve a captain’s attitude to helpful, the captain acts as a full-fledged informant, providing rumors about events in the city. A friendly riverboat captain is also willing to spend at least part of each day on standby, waiting to serve the PCs.
 +Temples: The largest houses of worship in Cap-Tempête can be found in the Church Ward, a plateau to the southwest of the main city. This is dominated by the keep of the Silver Flame, established a little over a century ago as an outpost for the missionaries the church sends into the depths of Xen’drik (a program that, to date, has met with little success). A host of smaller temples, churches, and shrines are scattered across the ward and the city. An explorer who looks hard enough can find shrines dedicated to numerous deities—some using the familiar names of the Sovereign Host or the Dark Six, others cloaked behind strange shapes or titles.
 +The draconist sect reveres the Sovereign Host but worships them as ascended dragons. In addition, a small but thriving local cult follows the traditions of the sahuagin. Just beyond the city walls are stone altars where the giants come to venerate Rowa of the Jungle Leaves, Banor the Bloody Spear, Ouralon Lawbringer, and Karrak the Final Guardian. Human priests of the Sovereign Host claim that these deities are variations of Arawai, Balinor, Aureon, and the Keeper. The giants of Rushemé retort that they have worshiped their pantheon since before human history began and that the humans have misnamed the gods and wrongfully fear Karrak.
 +Most of the numerous shrines and sects in Cap-Tempête are managed by experts and adepts—characters skilled in diplomacy, oratory, and theology, but not necessarily powerful spellcasters. Characters seeking to purchase healing are best served by the House Jorasco enclave.
 +The Tents of Rushemé (Area 2): Named for one of the first giants to peacefully deal with the Cap-Tempête pirates, the Tents of Rushemé are home to a shifting assortment of nomadic giants who come to trade with the settlers of the modern city. The giants are generally peaceful, and their tents are outside the city grounds, so the Cap-Tempête Guard does not interfere in anything that transpires there. While it is imperative to keep a civil tongue while in Rushemé, those willing to deal with the giants can acquire inexpensive trade goods, strange relics, and useful information.
 +
 +Idée quete : 
 +The Cul’sir giants were master wizards and artificers, capable of producing artifacts and eldritch machines. Many wonders are hidden beneath the city, along with terrible tools that must be kept out of villains’ hands.
 +Valenar warriors can search for ancestral relics, while kalashtar hunt for the defenses crafted during the quori incursion.
 +
 +
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 +
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 +{{tag>["Xen'drik"}}
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