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| + | /* À compléter Xen' | ||
| + | ====== Cap-Tempête ====== | ||
| + | <WRAP box bgblue fgblack 400px left :en> | ||
| + | {{: | ||
| + | <panel type=" | ||
| + | ^ Localisation | [[Xen' | ||
| + | ^ 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 | " | ||
| + | </ | ||
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| + | **Cap-Tempête** est une petite ville frontalière situé sur la côte est de la Péninsule Diluvienne sur [[Xen' | ||
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| + | Cap-Tempête est une ville libre, c'est une nation indépendante avec ses propres coutumes et traditions. Le [[Code de Galifar]] ne s' | ||
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| + | ===== 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, | ||
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| + | 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, | ||
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| + | ==== L'Âge des Démons ==== | ||
| + | |||
| + | Une grande partie de cet âge échappe aux érudits modernes. La domination des [[seigneurs démoniaques]] s' | ||
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| + | 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' | ||
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| + | Selon les conteurs de [[Rushemé]], | ||
| + | |||
| + | ==== L'Âge des Géants ==== | ||
| + | |||
| + | Si certains pensent que cette terre est maudite, d' | ||
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| + | 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' | ||
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| + | 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' | ||
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| + | 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' | ||
| + | |||
| + | ==== Les multiples colonies ==== | ||
| + | La dévastation de Xen' | ||
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| + | Des milliers d' | ||
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| + | Ces sahuagins ont finalement été chassés de la ville par un groupe de géants appelé les **Pierres Déchues**. Les preuves suggèrent qu'il s' | ||
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| + | 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' | ||
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| + | 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' | ||
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| + | ==== L'Âge de la Piraterie ==== | ||
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| + | 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]], | ||
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| + | Au fil des ans, la piraterie est devenue un problème croissant dans la [[Mer du Tonnerre]]. Ce problème et les opportunités qu' | ||
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| + | ==== L'Ere Moderne ==== | ||
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| + | Aux termes du Pacte de Cap-Tempête, | ||
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| + | En conséquence, | ||
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| + | **La révolte d' | ||
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| + | **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' | ||
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| + | Aujourd' | ||
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| + | ==== La Dernière Guerre ==== | ||
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| + | Bien qu'ils aient juré allégeance à Galifar, Cap-Tempête et ses habitants multiculturels n' | ||
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| + | 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' | ||
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| + | 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 | ||
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| + | 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' | ||
| + | Malgré la neutralité de Cap-Tempête, | ||
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| + | ====== 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]] . | ||
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| + | ====== Groupes Influents ====== | ||
| + | Although the [[Seigneurs des Tempêtes]] hold authority over Cap-Tempête, | ||
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| + | 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. | ||
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| + | {{ cap-tempete.jpg}} | ||
| + | ====== Guarde de Cap-Tempête ====== | ||
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| + | Former criminals, soldiers, and Commun ruffians make up the bulk of the City Guard in [[cap-tempete]]. | ||
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| + | ====== Places of Interest ====== | ||
| + | * [[Circle of Visions]] | ||
| + | * [[Delera' | ||
| + | * [[Maison Brunet Enclave]] | ||
| + | * [[Molou' | ||
| + | * [[Arène Rouge]] | ||
| + | * [[Cap-Tempête Recruiters]] | ||
| + | * [[Surrinek Riverboats]] | ||
| + | * [[The Tents of Rusheme]] | ||
| + | * [[Port d' | ||
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| + | ====== Notable NPCs ====== | ||
| + | * [[Les Rats d' | ||
| + | * [[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. | ||
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| + | * **Antiquités, | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * **Divertissement** | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * **Guérison** | ||
| + | * [[xendrik: | ||
| + | * **Logis et nourriture** | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
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| + | * **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, | ||
| + | * [[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]], | ||
| + | * **Équipements d' | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * **Divers** | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
| + | * [[xendrik: | ||
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| + | 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 | ||
| + | After Toven d’Bombardier, | ||
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| + | ====== Traders ====== | ||
| + | * [[Rudolf Rightman]] Market South End | ||
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| + | ====== 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 | ||
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| + | * 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. | ||
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| + | * 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, | ||
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| + | * Hassalac Chaar: This self-styled “Prince of Dragons” might well be the most powerful spellcaster in Cap-Tempête, | ||
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| + | * 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). | ||
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| + | 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). | ||
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| + | 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. | ||
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| + | * 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. | ||
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| + | 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, | ||
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| + | History of Cap-Tempête | ||
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| + | 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, | ||
| + | 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, | ||
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| + | 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. | ||
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| + | MANTISFOLK OF THE SHATTERED LAND | ||
| + | A thriving thri-kreen civilization once inhabited the area that became Cap-Tempête, | ||
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| + | 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, | ||
| + | The city is small, but many residents take pride in it. A visitor to Sharn is likely to get lost in the teeming | ||
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| + | 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, | ||
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| + | THE MANY FACES OF Cap-Tempête | ||
| + | Cap-Tempête is not easily defined. Visitors get different impressions, | ||
| + | City of Adventure: Perched at the edge of Xen’drik, Cap-Tempête is a haven for adventurers, | ||
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| + | City of Diversity: Cap-Tempête is a haven for outcasts from around the world. Sarlonan refugees, Lhazaarites, | ||
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| + | City of Dungeons: Dozens of civilizations have come and gone in the mighty ruins where the pirates made their home. Below modern Cap-Tempête, | ||
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| + | 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, | ||
| + | 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. | ||
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| + | City of Opportunity: | ||
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| + | Architecture | ||
| + | Les quartiers de la ville ont chacun leurs propres styles, définis par leurs habitants et leurs occupations, | ||
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| + | 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' | ||
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| + | CERCLE DE VISIONS | ||
| + | Dispersés autour de la ville se trouvent douze anneaux de pierre, chacun rayonnant d'une aura modéré de magie d' | ||
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| + | RUINES FLOTTANTES | ||
| + | La magie de Xen’drik est légendaire, | ||
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| + | Certaines de ces ruines restent utilisables, | ||
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| + | Les ruines les plus pittoresques ont recueilli du guano d' | ||
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| + | 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. | ||
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| + | Surtout dans les quartiers les plus pauvres, la ville a une culture de ne rien gaspiller. Cela s' | ||
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| + | 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' | ||
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| + | LES PASSAGES ÉTROITS | ||
| + | Il ne reste que peu de trace du plan d' | ||
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| + | 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' | ||
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| + | 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. | ||
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| + | Il est facile de s'y perdre, surtout dans les quartiers résidentiels où l' | ||
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| + | 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' | ||
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| + | 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' | ||
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| + | 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. | ||
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| + | LE GRÉEMENT | ||
| + | Cap-Tempête n'a pas été construit à l' | ||
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| + | Dalots | ||
| + | La ville doit son nom aux tempêtes qui frappent la côte de Xen' | ||
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| + | Lorsque la pluie tombe, elle suit un réseau complexe de canaux improvisés, | ||
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| + | TÊTES EN PIERRE | ||
| + | Dans chaque quartier, des têtes de pierre sculptées s' | ||
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| + | 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' | ||
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| + | Figures d' | ||
| + | Cette ville libre est gouvernée par les [[Seigneurs des Tempêtes]], | ||
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| + | * Seigneur Yorrick Amanatu, Seigneur du quartier du Repos et du Mur d' | ||
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| + | * 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, | ||
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| + | * 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. | ||
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| + | * 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. | ||
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| + | * Seigneur Jonas Wylkes, Seigneur supervisant le district du Port et le commerce maritime. Les rumeurs abondent sur la débauche de ce jeune seigneur. | ||
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| + | La loi et l' | ||
| + | La seule justice à Cap-Tempête, | ||
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| + | Bien que des lois existent à Cap-Tempête, | ||
| + | |||
| + | 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' | ||
| + | |||
| + | |||
| + | ===La Garde de Cap-Tempête=== | ||
| + | Quiconque sait manier l' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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; | ||
| + | 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, | ||
| + | |||
| + | Ces Guerriers de Fers forment une escouade d' | ||
| + | |||
| + | 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), | ||
| + | L' | ||
| + | |||
| + | |||
| + | Investigateurs | ||
| + | L' | ||
| + | |||
| + | Ceux qui ont les compétences pour débusquer les criminels peuvent bien gagner leur vie à Cap-Tempête, | ||
| + | |||
| + | Those with the skills to ferret out criminals can make a good living in Cap-Tempête, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | Storm Lord Kirris Sel Shadra oversees jurisprudence, | ||
| + | Criminals sentenced to L' | ||
| + | |||
| + | |||
| + | |||
| + | 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, | ||
| + | |||
| + | [[Les Rats d' | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | The Hollow Shards: An alliance of forgers and con artists spread across the city. Augurs, cartographers, | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | The Night Tide: The black market of Cap-Tempête, | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | * [[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' | ||
| + | |||
| + | * [[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' | ||
| + | |||
| + | * [[Les Neufs Baguettes]] : Basés dans le quartier Blanc de la Vieille-Porte et issus en grande partie de vétérans Aundairiens, | ||
| + | |||
| + | * [[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' | ||
| + | |||
| + | |||
| + | 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; | ||
| + | |||
| + | As a result, Cap-Tempête’s art scene is more vibrant | ||
| + | Bawdy burlesques performed nightly in Forgefeu | ||
| + | |||
| + | religions | ||
| + | La diversité est l'une des plus grandes forces de Cap-Tempête, | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | En conséquence, | ||
| + | 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' | ||
| + | |||
| + | 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, | ||
| + | |||
| + | THE LIVEWOOD THEATER | ||
| + | The Livewood Theater is House Phiarlan’s preeminent | ||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | 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, | ||
| + | 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' | ||
| + | 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' | ||
| + | |||
| + | LE THÉÂTRE LIVEWOOD | ||
| + | Le Livewood Theatre est l' | ||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | 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' | ||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | 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. | ||
| + | |||
| + | 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' | ||
| + | |||
| + | Le chef des Bloodborne Players, et toujours l' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | THE ANNUAL GAMES | ||
| + | Every summer, from Nymm 1 to 14, L' | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | LE TITAN BRULANT | ||
| + | Une fois par an sur Therendor 1, pour sortir de l' | ||
| + | |||
| + | LA LUNE DU PIRATE | ||
| + | Cette fête printanière, | ||
| + | |||
| + | LES JEUX ANNUELS | ||
| + | Chaque été, du Nymm 1 au 14, L' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | AUTRES ÉVÉNEMENTS | ||
| + | Les événements sportifs sont bien fréquentés à Cap-Tempête. Course de décombres : | ||
| + | |||
| + | 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 | ||
| + | 2. Quinton Debly: An unlikely competitor in the contest, Quinton (CN male gnome fighter 2/ | ||
| + | 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' | ||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | 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' | ||
| + | |||
| + | =====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, | ||
| + | |||
| + | La plupart des citoyens sont heureux de prendre l' | ||
| + | |||
| + | |||
| + | ====LACROISÉ==== | ||
| + | Population : | ||
| + | Atmosphère : | ||
| + | Entreprises : | ||
| + | Personnalités clés : [[npc: | ||
| + | |||
| + | 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, | ||
| + | |||
| + | <ifauth @admin>< | ||
| + | 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?” | ||
| + | </ | ||
| + | |||
| + | ===La Fierté De Dannel=== | ||
| + | /* Dannel' | ||
| + | |||
| + | Un petit morceau de Cyre survit dans la Fierté de Dannel. Autrefois une petite communauté, | ||
| + | |||
| + | 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' | ||
| + | |||
| + | ===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' | ||
| + | |||
| + | ===Saltire=== | ||
| + | Saltire est devenu un quartier résidentiel pour les personnes qui ne s' | ||
| + | |||
| + | ===Les Créneaux=== | ||
| + | /* The Sloths */ | ||
| + | Cœur de la communauté brelonne de Cap-Tempête, | ||
| + | |||
| + | De nombreux tailleurs travaillent dans Les Créneaux, fabriquant des vêtements légers qui conviennent mieux au climat de Cap-Tempête que bien d' | ||
| + | |||
| + | |||
| + | ==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' | ||
| + | |||
| + | * 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: | ||
| + | |||
| + | * Raffinerie de la maison Tharashk : Un monde enfumé, dangereux et bruyant en soi, la raffinerie Tharashk domine Pierregrise. L'orc [[npc: | ||
| + | |||
| + | Le Dédale de décombre | ||
| + | Stone is rarely quarried in Cap-Tempête, | ||
| + | |||
| + | |||
| + | Le Dédale de décombre | ||
| + | La pierre est rarement extraite à Cap-Tempête, | ||
| + | |||
| + | <ifauth @admin>< | ||
| + | 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. | ||
| + | • 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. | ||
| + | </ | ||
| + | |||
| + | |||
| + | ====FORGEFEU==== | ||
| + | Population : | ||
| + | Atmosphère : Sérieux, efficace et pragmatique. | ||
| + | Entreprises : Mercenaires et forgerons. Limite de 4 000 po (dans la plupart des endroits). | ||
| + | Personnalités Clés: [[npc: | ||
| + | |||
| + | Forgefeu n'est pas calme, pas du tout. Le martèlement des forgerons, le choc des armes contre boucliers et armures, le grondement des chaudières, | ||
| + | |||
| + | Aujourd' | ||
| + | |||
| + | |||
| + | House Garda Enclave | ||
| + | |||
| + | Forgefeu | ||
| + | |||
| + | ==LIEUX CLÉS== | ||
| + | * Auberge de l' | ||
| + | |||
| + | * Enclave de la Maison Garda : L' | ||
| + | | ||
| + | * Armes dent de dragon : Les aventuriers et les mercenaires ont besoin d' | ||
| + | |||
| + | 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, | ||
| + | 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, | ||
| + | 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' | ||
| + | Échanges tarifaires | ||
| + | Magasin général et prêteur sur gages près de Hammersmith' | ||
| + | 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' | ||
| + | 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' | ||
| + | |||
| + | Hammersmith’s Inn | ||
| + | |||
| + | Hammersmith’s Inn is favored by the district’s mercenaries, | ||
| + | |||
| + | Auberge de Hammersmith | ||
| + | |||
| + | Hammersmith' | ||
| + | |||
| + | Le Clou Rouillé | ||
| + | La renommée du Rusty Nail est sa provision pour les goûts des forgeliers, fournissant des mélanges d' | ||
| + | |||
| + | |||
| + | 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 | ||
| + | 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 | ||
| + | |||
| + | • 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: | ||
| + | |||
| + | Mendyrian, Thaera, and Three-Fingered Thad. | ||
| + | It stinks here. All harbors stink, but this—this is something special. | ||
| + | |||
| + | |||
| + | Forge de Cap-Tempête | ||
| + | A l' | ||
| + | Connaissance (locale) DD 18 : En discutant avec les bonnes personnes, les aventuriers peuvent acheter des armes ou des armures avec un bonus d' | ||
| + | |||
| + | Temple de l' | ||
| + | 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' | ||
| + | CROCHETS D' | ||
| + | • Une société mercenaire indépendante fait concurrence aux Blademarks en réduisant leurs honoraires. La maison Garda a l' | ||
| + | • 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 : | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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’ | ||
| + | “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 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. | ||
| + | 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 | ||
| + | |||
| + | ENTENDU DANS FORGELIGHT | ||
| + | " | ||
| + | |||
| + | « Sorciers, | ||
| + | "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' | ||
| + | |||
| + | il y a beaucoup de poisson en vente pour un voyageur affamé. Vous n' | ||
| + | Loin du chaos et des affaires du port, la ville s' | ||
| + | Le port est la pierre angulaire de Cap-Tempête, | ||
| + | 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' | ||
| + | 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' | ||
| + | Apothicaire de Dagoward | ||
| + | Si vous recherchez des potions de guérison, de l' | ||
| + | L' | ||
| + | Sur les falaises au-dessus du port se dresse une grande statue, les paumes jointes et un grand faisceau de lumière s' | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | La maison de Zin est grande et est en partie un bâtiment public, où les capitaines paient leurs cotisations, | ||
| + | |||
| + | 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' | ||
| + | |||
| + | Les Sahuagins viennent au Dinghy dans le but d' | ||
| + | |||
| + | ENTENDU DANS LE PORT | ||
| + | " | ||
| + | |||
| + | « Tu n'as qu'à regarder Aida encore une fois, et la prochaine fois que nous t' | ||
| + | |||
| + | 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, | ||
| + | |||
| + | A short walk from the Wavecrest Tavern, the Riedran consulate is home to the Inspired consul, Lord Katanavash, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | Le repos de Thaendyr | ||
| + | Combinant les fonctions de consulat, d' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | Aqueduc | ||
| + | Dominant l' | ||
| + | Les géants ont tout construit en grand, et le système d' | ||
| + | |||
| + | 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, | ||
| + | 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 | ||
| + | Gimcrack the Sly (N male human expert 1/ | ||
| + | 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, | ||
| + | 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 | ||
| + | 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' | ||
| + | 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, | ||
| + | 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' | ||
| + | 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' | ||
| + | Lord Gerald Goodblade (CN male human rogue 2): " | ||
| + | Alice en lambeaux (N femme roturière humaine 1): Alice en lambeaux s' | ||
| + | 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, | ||
| + | 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, | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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? | ||
| + | • 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 | ||
| + | |||
| + | The Marché | ||
| + | Population: Mostly humans and dwarves. | ||
| + | Character: Lively, industrious, | ||
| + | Businesses: Buying and selling almost anything. 6,000 gp limit. | ||
| + | Key Personalities: | ||
| + | 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, | ||
| + | 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 | ||
| + | For adventurers, | ||
| + | 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 | ||
| + | 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 | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 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 | ||
| + | |||
| + | • 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, | ||
| + | |||
| + | Key Personalities: | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | • 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 | ||
| + | |||
| + | 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: | ||
| + | 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, | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | |||
| + | 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 | ||
| + | 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 | ||
| + | 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 | ||
| + | |||
| + | 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' | ||
| + | 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: | ||
| + | |||
| + | Mur d' | ||
| + | |||
| + | The sounds of haggling and laughter, as well as cheers and screams rising from L' | ||
| + | |||
| + | Mur d' | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 craftspeople maintain shops here, from cobblers to locksmiths. The ward’s name arose in the modern | ||
| + | |||
| + | 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 | ||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | The enclave is composed of a central keep and several | ||
| + | |||
| + | 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, | ||
| + | |||
| + | OVERHEARD IN Mur d' | ||
| + | “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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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' | ||
| + | • 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: | ||
| + | As you pass through the gates and enter Pierrebroyée, | ||
| + | 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 | ||
| + | |||
| + | |||
| + | OVERHEARD IN SOUTHWATCH | ||
| + | “You think you get any say what goes on in Pierrebroyée? | ||
| + | |||
| + | “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 | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | 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 | ||
| + | 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, | ||
| + | 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 | ||
| + | |||
| + | • In Pierrebroyée, | ||
| + | |||
| + | |||
| + | 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, | ||
| + | |||
| + | Key Personalities: | ||
| + | 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, | ||
| + | |||
| + | 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, | ||
| + | Livewood Theater | ||
| + | Managed by Zarzalia Shol d’Phiarlan, | ||
| + | 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 | ||
| + | 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, | ||
| + | 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 | ||
| + | |||
| + | 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’ | ||
| + | |||
| + | 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 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 | ||
| + | |||
| + | 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. | ||
| + | |||
| + | 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 | ||
| + | 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 | ||
| + | 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, | ||
| + | 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 | ||
| + | • 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. | ||
| + | |||
| + | 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 | ||
| + | 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, | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | 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, | ||
| + | |||
| + | Lord Katanavash is a handsome and charismatic man, but he prefers his visions of the past to the present and avoids social contact whenever | ||
| + | The Riedrans largely keep to themselves. There is growing tension between the Riedrans and the halfgiants of Cap-Tempête, | ||
| + | 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, | ||
| + | • 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, | ||
| + | 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 | ||
| + | |||
| + | CYRE | ||
| + | |||
| + | When Breland seized control of the Galifar consulate in 894 YK, some Cyrans wished to maintain | ||
| + | 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 | ||
| + | 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, | ||
| + | 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; | ||
| + | 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, | ||
| + | |||
| + | The wizard Toven d’Bombardier directed Cannith operations in Xen’drik for the last twenty years. | ||
| + | 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 | ||
| + | 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 | ||
| + | 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, | ||
| + | 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, | ||
| + | As a result of this distraction, | ||
| + | |||
| + | 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, | ||
| + | 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, | ||
| + | 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, | ||
| + | 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, | ||
| + | |||
| + | 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/ | ||
| + | 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' | ||
| + | These successes are largely the work of the Ghedin | ||
| + | |||
| + | HOUSE LYRANDAR | ||
| + | Leader: Calynden d’Lyrandar (NE male half-elf aristocrat 7/ | ||
| + | |||
| + | 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, | ||
| + | |||
| + | Whether the assignment was intended as punishment or opportunity, | ||
| + | Many Lyrandar vessels pass through Cap-Tempête, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | 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 | ||
| + | |||
| + | Currently, three heirs run the Xen’drik teleportation circuit: Elari (NG expert 12/heir of Siberys | ||
| + | |||
| + | 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/ | ||
| + | Other Notables: Eiras Tialaen d’Phiarlan (N male elf bard 8), Zarzalia Shol d’Phiarlan (NG female elf bard 5/ | ||
| + | |||
| + | 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 | ||
| + | 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, | ||
| + | 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 | ||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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, | ||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | And they are right. The head of Thuranni in Cap-Tempête, | ||
| + | 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, | ||
| + | Blackbriar was established by a highly regarded druid named Mundir d’Vadalis, | ||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | |||
| + | Criminal Organizations | ||
| + | The ever-changing face of crime in Cap-Tempête is an ugly one. Unlike the situation in Sharn, no single | ||
| + | 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 | ||
| + | |||
| + | 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, | ||
| + | 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 | ||
| + | |||
| + | 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, | ||
| + | |||
| + | Portfolio: Assault, extortion, fraud, minor smuggling. Tactics: Financial coercion, political connections, | ||
| + | |||
| + | This gang is composed of the young members of Stormreach’s most respected families. Dragonmarked scions, | ||
| + | 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' | ||
| + | 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, | ||
| + | Tactics: Intimidation, | ||
| + | |||
| + | Gliding through the streets in the dying red of twilight, draped in tattered funeral shrouds like wraiths, | ||
| + | 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' | ||
| + | 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 | ||
| + | The Shrouds are run by an unusually tall elf woman who calls herself Whisper. Nearly seven feet in height and incredibly long-limbed, | ||
| + | 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/ | ||
| + | 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, | ||
| + | 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 | ||
| + | |||
| + | Miraan is the charismatic leader of the Hammers. Through the use of her devil’s tongue and charm invocations, | ||
| + | |||
| + | 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, | ||
| + | The Titans see themselves as the true children of Cap-Tempête, | ||
| + | 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 | ||
| + | The constant influx of dragonshards, | ||
| + | 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, | ||
| + | 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 | ||
| + | |||
| + | 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, | ||
| + | |||
| + | Militias | ||
| + | Whereas gangs like les Rats d' | ||
| + | |||
| + | The militias don’t provide a picture of the typical inhabitants of Cap-Tempête. Many of the soldiers | ||
| + | |||
| + | 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 | ||
| + | Dannel’s Wrath is the largest of the militias described here, and it has the easiest time rebuilding its losses, | ||
| + | |||
| + | 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 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 | ||
| + | Typical Member: N human warrior 3/ | ||
| + | Base of Operations: Blanc. | ||
| + | |||
| + | Aundair has long been the seat of the Arcane Congress and the focal point for mystical research within | ||
| + | The truth is more complicated. The Ninth Wands are still serving Aundair—or, | ||
| + | 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. | ||
| + | |||
| + | 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), | ||
| + | |||
| + | 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, | ||
| + | The Swords defend the Karrnathi immigrants of Pierrebroyée, | ||
| + | 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, | ||
| + | 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 | ||
| + | |||
| + | KARRN THE CONQUEROR AND THE THREE FACES OF WAR | ||
| + | Karrn the Conqueror is a legendary hero. A thousand | ||
| + | |||
| + | 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 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 | ||
| + | |||
| + | 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 | ||
| + | Reality fell far short of the dream. Cap-Tempête was founded by pirates and smugglers, and the priests | ||
| + | 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, | ||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 Blood of Vol isn’t an especially hierarchical faith in Cap-Tempête, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | 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 | ||
| + | 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, | ||
| + | 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 | ||
| + | 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, | ||
| + | |||
| + | 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 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 | ||
| + | |||
| + | 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, | ||
| + | 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, | ||
| + | Known to locals as simply “the Freighter, | ||
| + | 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 | ||
| + | |||
| + | The White Raven | ||
| + | Smargat’s superior in the Emerald Claw, and the closest thing the order has to a single leader in Cap-Tempête, | ||
| + | |||
| + | 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, | ||
| + | For more on the White Raven and House Thuranni, see page 152. | ||
| + | |||
| + | DEDRICK BEYNAR, THE WHITE RAVEN CR 11 | ||
| + | Male human expert 1/ | ||
| + | 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/ | ||
| + | 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/ | ||
| + | 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, | ||
| + | |||
| + | Other Patrons | ||
| + | AND ENEMIES | ||
| + | None of these secret forces have an active presence in Cap-Tempête, | ||
| + | |||
| + | 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, | ||
| + | Three members of the Platinum Concord reside in Cap-Tempête, | ||
| + | The Aurum has another weapon in Cap-Tempête, | ||
| + | |||
| + | 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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | Marishantar (page 67) is a tourist who has no longterm interests in Cap-Tempête; | ||
| + | |||
| + | SECRET SERVICES | ||
| + | The Last War is still being fought 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, | ||
| + | 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, | ||
| + | Hassalac jealously guards his hoard and rarely leaves his lair. He might employ adventurers to help him expand his hoard. Alternatively, | ||
| + | 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? | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | 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, | ||
| + | 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, | ||
| + | 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, | ||
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| + | |||
| + | |||
| + | 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, | ||
| + | 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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