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The Storm Lords (From the City of Storm Reach Book)
In Stormreach, political power is measured in gold and steel. The first Storm Lords were the most capable pirates and smugglers of the Thunder Sea. They saw the opportunities in working with Galifar, and together they were a strong enough force that Galifar agreed to work with them. Between the wealth amassed through decades of crime and the deals with Galifar, and the combined military forces of these pirate kings, the first Storm Lords were able to assert their will over the other people of Stormreach. They created the Stormreach Compact, a document that lays out the few laws of the city—the first of which is that the Storm Lords and their descendants will rule the city until it falls.
The Stormreach Compact assigns specific duties and areas of influence to each family. The Wylkes line, for example, holds power over the Harbor district and has the right to set docking fees; however, the Wylkes are also bound to maintain the docks and to facilitate travel and trade. Each Storm Lord holds final authority over specific districts, but in practice, any Storm Lord can exercise power throughout the city, as long as the local lord does not object.
The Storm Lords work together to maintain Stormreach, but the balance of power between them is constantly shifting. Adventurers might become longterm pawns in this quiet struggle, or they can simply be the tools of the moment. The Storm Lords are always looking for capable agents, and PCs will likely be some of the most skillful in the city.
EDIT: The Storm Lords and the Coin Lords are two names for the same group.
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Struggles of the Storm Lords (SotSL) introduces 2 new concepts into DDO, and also paves the way for a third down the road.
The two features are: Competing Factions, Random Dungeons.
Competing Factions
There are 5 Storm Lords in the city, and they all struggle for a bit more power than the others. Players (and guilds) can get themselves involved in this struggle, and help affect whats going on in Storm Reach.
Guilds get the chance to declare allegiance to a specific Storm Lord. By doing the Random Quest system, the guild gains faction for the specific Storm Lord. At the end of each week, the factions for the various storm lords are compared, and the Storm Lord who has the most has effects on the city itself. They open up specific merchants, offer guilds aligned with them special perks, etc.
Guilds also gain temporary influence with the Storm Lord as they run quests. The more influence a guild has aquired for the Lord at the end of the week, the better perks they get if the storm lord wins.
Random Dungeons
To gain faction for your Patron, you must run dungeons. These dungeons are build randomly using a classic tunnel and room motif. The developers create a number of tunnels and rooms for use with the RDG. When the player chooses a dungeon it combines tunnels and rooms to form a dungeon for the players to run, and then fills it with level appropriate mobs, treasures, and traps. (Numerous traps are included in each room/tunnel, and they are randomly activated).
Future Developments
Player Made Dungeons.
Since the RDG rely's on tiling together pre-built rooms and tunnels, it would not take "much" work to work this system into a player generated content system. Players could take rooms, and tunnels, place in furniture, activate traps, etc. and build a dungeon for other players to run.
There's a brief overview, what do you think?
EDIT: Though the Coin Lords and the Storm Lords are the same, the Coin Lords favor is not affected by the Storm Lord Conflicts. Your favor with the coin lords reflects your over-all usefullness to the Coin Lords, and a person very useful (i.e. high favor) might find himself courted by a number of the storm lords.