Itâs a ruin. This is your first thought as Stormreach comes into view: The city has been destroyed by some terrible disaster. You see crumbling walls and squat, shattered towers. Then a moment later, you realize how far you still are from the city, and you notice the smaller structures clustered around those broken foundations. These ruins must be the work of the giants, buildings that fell long before humans came to this land. It might not be a ruin, but Stormreach is a ramshackle city. As you draw closer, you see that the buildings are an astonishing assortment of architectural styles and materials. Some of the inhabitants have constructed their homes using stone quarried from the ruins themselves; others are partially built from driftwood or the hulls of broken ships. The Flamic architecture of Thrane stands next to a thatched hut that would seem more at home in the Shadow Marches. The city is a tapestry, hinting at the diverse range of people that have settled here. From what you can see, Stormreach is spread over a wide area, flowing down along a river valley. Barges and passenger skiffs drift between the harbor and the depths of the city. Vegetation-covered cliffs surround the valley with a curtain of lush green. As a boomtown devoted to extracting Xenâdrikâs riches, Stormreach will never be mistaken for a capital city or a paragon of architectural splendor. The climate seems agreeable, though (at least between storms), and the place holds an air of ancient mystery. You can see why so many choose to stay in Stormreach long after their expeditions have staggered out of Xenâdrikâs interior and returned to civilization.
Cross District
Cross is all abustle. The main streets lead to and from the cityâs other districts, making it a busy place to pass through. Above the streets hang clotheslines and rope bridges between ruins and the places where people have built precariously perched homes. Conversation flies everywhere, accent and idiom most typically from Cyre and Breland, while street hawkers, selling food, try to sound cosmopolitan, despite the parochial nature of their wares.
Overheard in Cross
âHey, 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?â âApples! 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!â âThings can happen, things can happen all the time. You canât trust these people or the Guard; theyâre not like us. We can protect you. We wouldnât 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 weâre better than the regular watch. What do you say?â
Forgelight District
Forgelight isnât quiet, not at all. The hammering of the smithies, the clash of arms against shields and armor, the roar of the furnacesâthese things make the place a tempest of metallic noise. It isnât quiet, but the people are hushed. The people here donât waste words; they go about their business with a grim and admirable efficiency of language and motion that infects the whole district with seriousness.
Overheard in Forgelight
âUp 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 canât stop.â âWizardsâphooey! Let me tell you about wizards. Cowards, the lot of âem! Hidinâ behind spells, flouncinâ around in their robes like they own the place, actinâ like theyâre better ân us. I hate wizards, never done an honest dayâs work in their lives. All that readinâ, fillinâ their heads with junk. Never trust a man who reads! It ainât natural. Now, buy a veteran a drink, eh?â âIf I point you out, come to the front, and youâll 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, youâll be escorted to the gates of Forgelight and thrown out. Clear?â
The Harbor District
It stinks here. All harbors stink, but thisâthis is something special. All of Stormreachâs great sewers, pipes, and drains lead, ultimately, to the harbor. The effluent doesnât seem to worry the wildlife; thereâs plenty of fish on sale for a hungry traveler. Youâre just not sure that youâd 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.
Overheard in Harbor
âHello, 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 . . .â âYou so much as look at Aida again, and the next time we take you for a little dip in the harbor, youâll be wearing iron shackles chained to a rock. Are we clear? Good lad.â
The Marketplace District
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: Falconerâs Spire, with airships docked against it; the bazaar, a gigantic tent sheltering the cityâs great open-air market; and the Lorsmarch Palace, center of the Storm Lordsâ power. This is the heart of the city. Here all the cityâs struggles, opportunities, and dangers are gathered and intensified. You can feel it in the air, and soon something is going to change.
Overheard in Marketplace
âDastard! Just another cup, one more cup of kuryeva. That isnât going to bankrupt you; youâve got vats of the stuff! You can spare me one cup, canât you? Hey, mister, spare an old salt a few coins to buy a drink?â âI donât know how the darned things work or what theyâre for. All I knowâall I care aboutâis that the bloody pipe has started blowing steam through my house. Everythingâs wet and hot, and the woodâs warping. I want to know what the Guard, what the Storm Lords, are going to do about it!â âThief! Stop her! Sheâs got my coin purse! Grab her! Donât let her get away! Oh wait . . . no, here it is. My mistake. I do apologizeâwait, itâs empty! Somebody stop her! Sheâs got my money!â
Oldgate District
Youâd heard that Oldgate was one of the oldest and most significant parts of the city, but passing through it doesnât give you that impression. Oldgate seems too ordered and polite, too clean and safe. Contrary to its name, this area feels newer than the rest of the city, and the people seem as if theyâre in a city of their own, far from the chaos in the neighboring districts.
Overheard in Oldgate
âAll Iâm saying is the Karrns are living around that temple of Vol day in and day out, and Iâve yet to see them come to any harm. I mean, sure, theyâre a scowling bunch, but they havenât all been devoured by demons or raised as the walking dead either, have they?â âFive copper will get you most places, and much faster than you can walk through those streets at this time of day. Thatâs fi ve copper for all of you. What do you say? Hop aboard.â âItâs too clean hereâeverything gleaming like it was new. This is a city of ruins, and theyâve 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 isnât on everything?â
Respite District
As you pass beneath the great arch, covered in flowering creepers, and enter Respite, 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 rubbleâfragments of long-forgotten majestiesâplay their part, covered in blooming plants and small trees.
Overheard in Respite
âSure, it seems nice here with all the flowers and the pretty ruins. Trust me, though, wherever there are rich folks thereâs power, and power means thereâs something ugly going on. The prettiest toadstools and insects are also the most poisonous.â âIâm here every morning for a dip. Coldwake is the only place in all of Stormreach where the air is actually fresh and crisp. I take a dip in there every single day, without fail. It keeps me tough, healthy, and strong.â âRespite is the only decent part of this benighted city. This, my dear fellow, is civilization and decency. Everywhere else in Stormreach is barbarism or excessive patriotism, and beyond the walls are only animals. I never leave Respite if I donât have to.â
Silverwall District
Silverwall is a place of stark contrasts. One half, called Locksmith Square, is alive with color and abuzz with activity, from street performers and peddlers to the comings and goings of locals and visitors alike. The sounds of haggling and laughter, as well as cheers and screams rising from the Red Ring, dominate the air here. Coasthold is the squareâs silent neighbor. A pervasive sense of gravitas, of orderliness, fills this dignified half of Silverwallâa reminder of its neighborâs boisterous character.
Overheard in Silverwall
âSee that dwarf? The one coming down the walk just now? Donât let the funny hat and gold-gilt cloak deceive you: Heâs a Kundarak, and thereâs a reason he walks the streets of Stormreach with only one bodyguard.â âOh, Iâll 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, youâre an even bigger fool than I took you for. Mikahâs one of Kolosâs stable, and a veteran Ringer to boot.â âYou 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, itâs just a nicknameâ one thatâs 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 wonât matter: Youâll be Durko the Dead by sunup. Is that clear enough, or do I need to paint a picture for you?â
Southwatch District
As you pass through the gates and enter Grindstone, the air takes on a different feel. People glower at you from doorways or shutter their windows. Children stop playing their games, and only street vendors look you in the eye. These people seem more taciturn than usual for Karrns, but why? Citizens from other districts move quickly, as if eager to be away from here. They seem a little fearful, and that gives the residents some measure of pride.
Overheard in Southwatch
âYou think you get any say what goes on in Grindstone? We get to say what happens in Grindstone, nobody else, just us. Now, weâre going to dock a finger to remind you. Every time you look at the stump, remember whoâs really in charge.â âItâs 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 youâso deep but so beautiful.â âHave you seen my cat? Heâs a tabby tomcat, mackerel colored. Probably run off to the Shipâs Cat again. Anyone would think he belonged to that shifter rather than me! Whatâs the use of a genuine shipâs cat getting fat and lazy on table scraps in an inn, I ask you?â
Temple District
Your senses are assaulted on all sides by the overwhelming presence of this part of the city. Sight: Bright colors, pennants, entertainers dressed like colorblind magpies, swooping arches, green leaves, and colorful lanterns. Smell: The tang of spices on the wind, the hint of incense and oils from the temples. Sound: Temple adepts calling passersby to worship, hawkers drawing attention to their sweetmeats and savories, bards plucking at their instruments, actors calling out the merits of their plays, and, booming over all of it, the performance in the Livewood Theater.
Overheard in the Temple District
âPraise 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?â âBut 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 . . .â âLadies and gentlemen, if I might speak to you of the Pink Conchâs 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 Iâd wager we have much youâd like to see.â