How I Stopped Worrying and Learned to Love Eberron
Stormreach
This small town on the northernmost tip of Xen’drik is the largest known civilized community on the jungle continent. It has long been known as a den of crime and piracy, and groups and beliefs believed evil in Khorvaire find sanctuary in Stormreach. Explorers and smugglers use Stormreach as a way station before going into the mysterious lands of Xen’drik, and pirates and trading fleets use it as a port in the dangerous Thunder Sea. Stormreach is ruled by the Storm Lords.
Geography Stormreach sits on the eastern side of the northern peninsula of Xendrik. The city is technically an island, surrounded by the exit fork of the Koronoo River. The Marketplace is the geographical center of the city, all other districts wrapping around it. Counterclockwise, starting with Silverwall in the most eastern position, the districts are Respite, Forgelight, Temple, Oldgate, Southwatch, Cross, and the Harbor. Law and Crime- Stormreach Guard
- The policing body for the city is notoriously corrupt, serving only to the rich and powerful, as well as each other. Most of the Watch is loyal to the Amanatus, who established them, but bribes can change a Guardman’s alliances. The Guard is also known for its no-questions-asked recruitment process, and is a haven for criminals and fugitives looking to escape prosecution abroad.
- The Iron Watch is a squad of 200 within the Guard made up exclusively of warforged and called in for only the worst crisises. Unlike the rest of the Guard, they are efficient, reasonably just, and loyal mostly to the Omarens. The Watch also acts as the informal center of warforged culture and society in Stormreach. Their leader, Steeljack, formed the Watch, and his closest advisors are Smith, an inquisitive artificer, and Lathe, a mysterious monk people say wasn’t built by House Cannith.
- The policing body for the city is notoriously corrupt, serving only to the rich and powerful, as well as each other. Most of the Watch is loyal to the Amanatus, who established them, but bribes can change a Guardman’s alliances. The Guard is also known for its no-questions-asked recruitment process, and is a haven for criminals and fugitives looking to escape prosecution abroad.
- Gangs
- Bilge Rats
- The city’s oldest and largest criminal organization, the Rats have occupied the Harbor for decades. Their numbers and ferocity have kept other gangs at bay, but the constant companionship of dire vermin and rumors of lycanthropy help to intimidate everyone. Their leader, Cartha, is a known figure on the Harbor.
- Fleas
- This gang is the informal grouping of most of the violent homeless children of the city. Whenever little children swarm incoming visitors, the Fleas are probably behind it. When those same children kill a lone tourist in an alleyway, the spoils go to the Fleas.
- Golden Lions
- Arguably the best-dressed gang, this group of young adults are known for flashy garb and connections to the rich and powerful of Stormreach and beyond. Some claim the Lions are the training grounds for the world of wealth, while others say it is a haven for the spoiled children of the rich.
- Hollow Shards
- This group (based out of Temple) is mostly a confederation of identity thieves and con men: forgers, changelings hiring themselves out for impersonation, illusionists, and counterfeiters. Almost 40% of the items and treasture maps that flow through the Marketplace are fakes constructed by Hollow Shard agents.
- Night Tide
- Mostly made up of former sailors, this smuggling ring has it hands in almost every piece of merchandise that comes through the Harbor.
- Quickfoot
- This halfling gang is not the most aggressive gang, but it is arguably the most powerful, as it acts as the criminal arm of Kirris Sel Shadra’s interests. Little criminal enterprise occurs without a Quickfoot involved.
- Shrouds
- This gang consistly mainly of necromancy-obsessed elves, followed by undead minions. They use their horrific appearance to run an effective extortion racket throughout the city. Some say the gang has its origins (and possibly members) in the Age of Giants.
- Storm Hammers
- The members of the Storm Hammers claim to be survivors of the Mourning and use the trauma as the basis of their superiority. Their behavior can only be characterized as sociopathic, and their reckless violence gives even the most powerful gangs pause. They can found mostly in Dannel’s Pride.
- Titans
- Although half-giants live around Stormreach, there are few who live in the city. Unfortunately, the ones who do live within the city limits are usually attached to this gang, known for its brutal, unsubtle tactics and its lack of strategy or political power.
- Bilge Rats
- Militias
- Dannel’s Wrath
- Although it calls itself a militia, most outsiders consider this group a terrorism organization. Using a cell-based structure, these Cyrans strike out against anyone who harm or endanger their fellow Cyrans. Recently, to promote the cause of Cyre, they have begun carrying out public shows of violence.
- Knights of Thrane
- This militia descends from the knights who left Thrane after it became a theocracy. They still worship the Silver Flame, but they support returning the monarchy to their ancestral land, and work to promote Thrane as an ideal.
- Ninth Wands
- Based around a mysterious entity called the Dragonhawk, this elite squad of sorcerors and wizards keeps the streets of Whitewash free of criminals and often start skirmishes with the other militias and gangs of Stormreach.
- Swords of Karrn
- The Swords are not a Karrnathi militia, as their name might imply. Under the leadership of Drago Thul, this militia is a collection of the most elite soldiers of the Last War, following the ideals of the Karrn the Conquerer. Drago was a general in the Karrnathi military, but refused to lay down his arms for the Thronehold Treaty talks. He now preaches an age-old dogma of the Three Faces of War (Dol Arrah, Dol Dorn, and Dol Azur), and keeps Grindstone in a perpetual state of martial law.
- Dannel’s Wrath
- Although the city is easily traversed by foot, there are variety of ways to get around:
- The Konoroo River is controlled by Surrinek, an elder shifter who acts a sort of queen for all riverboats and taxis.
- In the center of the Marketplace sits the Falconer Spire, atop which sits a Lyrander airship dock.
- The Harbor always has ships coming and going, the most frequent and reliable being the Lyrander galleons.
- House Orien Siberys heirs provide teleportation services on a daily basis.
- Some of the less hostile local drow provide guide services into the jungle, on the way to Last Chance.