1. Organizations

Travelers (Stormreach)

“Beware the gifts of the Traveler.” That proverb dates back to Sarlona, and every culture that worships the Traveler has a variation. It’s a simple premise: A stranger’s gift might hold hidden danger, and seeming good fortune might have unforeseen consequences. Those who worship the Traveler take a different view. They see their deity as the Sovereign of innovation, change, and evolution. Innovation always has a price, and evolution is a struggle in which only the strong survive. But the Travelers respect that, and they believe that only this chaos can produce an ideal world.

The cult of the Traveler has had followers in Stormreach since the days of the giants. There were Travelers among the gnomes who settled the land only to vanish, and Travelers among the smugglers. The cult has a following within House Cannith, and this sect is especially strong in Xen’drik. Many within the house believe that the inspiration that led to the creation of the warforged was a gift of the Traveler, as demonstrated by the troubles presented by the new race. These Cannith faithful believe that more wonders are to be found in Xen’drik—challenges that will test humanity to its limits, and beyond.

Followers of the Traveler are scattered across the city. They’re hidden in the dragonmarked houses, among the gangs, and possibly even among the Storm Lords. This faith is a secret, and they have no shrine at Temple Row. But within one of the many inns of Stormreach hides a temple to the Traveler. It’s up to the DM to decide which of the city’s inns holds the shrine; nothing about it suggests its true nature. Whichever inn it is, the staff and the customers are devoted to the Traveler, and they make it their mission to change the life of any travelers who pass through their doors. Change is the gift of the Traveler, and it comes with opportunity and danger. Adventurers who come to the Traveler’s inn might overhear a conversation offering a chance for adventure. They might find an old map hidden in a crack in the floor, or have a chance encounter with a former comrade-in-arms or a long-lost relative. A merchant might offer a chance to purchase a powerful magic item. It might be that nothing happens at the inn itself, but that shortly after the visit the adventurers are framed for a terrible crime. Only one thing is certain—when one crosses the threshold of the Traveler’s inn, change is inevitable