Players looking for information on new campaigns should find their campaign page in the Book of Mondevai
Puerto Desafiar
A bustling, sinking port town built on ancient stone ruins, small hills, and new wooden stilt-districts raised from the muck. The port sits perched at the edge of the Zantaashi mire on the northern coast. It houses soldiers, scholars, smugglers, wine-growers, and pilgrims of the five Karmic Houses. Ships here load for the crossing to Ginwil, carrying hopeful explorers, exiled academics, and the Archeralds’ fame-hungry novices.
Geography

Tall ziggurats of the traditional Karmic Houses tower over the city. Sun-baked stone stepped platforms and trapezoidal buildings decorated with carved karmic sigils form the majority of the well-to-do households. There are balconies, wooden shutters, and clay-tiled roofs on these older structures. Many of them have partially-flooded first stories due to their foundations.
The great causeway, the Enclave that gives the city its right to exist, sits in the middle of the mire mandating the position of the structures around it. Poorer neighborhoods stand on ramshackle piers and stilted walkways, the water below choked with lotus, peat pools, and drifting crocodilian shapes. Many of their rooftops are linked by crude rope-bridges used by smugglers and messengers.
The port itself has several piers extending from the causeway and nearby shores. Poorly organized, docking fees and customs are organized by the owners of each individual pier in coordination with the Karmic Houses they patronize.
Locations
Major Areas
Upper District
On a small hill in the Southwest part of town, strong stone merchant and aristocrat homes sit far from the smells of the port. The House of Life is nestled here.
The Causeway Market
On top of the Causeway enclave belonging to Earl Baas and adjacent to the House of Change, nearly all minor commerce—grocery, clothing, and more—happens here. Larger transactions happen within the House itself.
The Port
The grand, noble-funded expeditions to Ginwil leave from Desafiar here, there last port of call before crossing the strait. The House of Change entertains sailors, scholars, and servants alike within its ziggurat of amusement.
Midisle
A tiny island downriver from the causeway and opposite the port. The House of Death is here, from whence it sends bodies downriver to the sea. The militia headquarters and small First Legion barracks are here as well.
Scarab Land
After the Desert Wars, Turathi and Ascre refugees settled in Puerto Desafiar, as far from the devilish horrors of Turath as they could get. The House of Time bases its Ziggurat here with its Fahrstone field, and many Turathi and their descendants make their livings selling their time to the House. Most buildings here are built of reeds.
Specific Locations
Cartographers' Guildhall
The finest stone building on the East side (other than the House Ziggurats), this large building has a courtyard with an ornate sundial in the center.
Archeralds' Guildhall
A stone tower on the end of the causeway opposite the Earl's manor. From here, Dimitru oversees dispatches of Archeralds to Ginwil.
Tower Inn
The inn of choice for visiting arcanists, it sits at the intersection and low point for the Change and Life Fahrstone fields. Its second through fourth floors are ideal for daily spell preparation, which must be done outside of the barrier.
Gilded Reed Inn
Shal Perran runs the busiest inn in the port proper, where captains bunk and the finest traveling minstrels grace his stage.
Four Hammers Forge
A smithy in Scarab Land run by an Ascre smith named Hallas.
People of Note
Aristocracy
Earl Vassaan Baas

Foundling Lord
A tired man in his late forties, known for a calm voice and a fondness for long, silent walks along the causeway at dusk. He’s the grandson of Gasco Baas, the original explorer who found the causeway Enclave half-sunk in the mud after a Shift.
Baas rents causeway stalls to merchants, oversees port licenses, and tries—not always successfully—to stay ahead of Desafiar’s bureaucracy. Stern but fair, he is beloved by vintners and quietly mocked by smugglers. He is still recovering from the public embarrassment at the wine festival
House Bureaucrats
Seneth Vayran
High Priest of the House of Death
Xako “Daddy” Feliss
House of Change Lead Instructor
Guild Members

Dumitru Varcan
Senior Archerald of Puerto Desafiar
A tall, silver-spined Dravon of late middle age, Dumitru Varcan cuts an unforgettable silhouette as he sweeps through Desafiar in embroidered coats far too fine for the marsh air. Grey-skinned and hairless, with faint opalescent scaling along his jaw and pale blue eyes that seem permanently unimpressed, Dumitru cultivates an air of cultivated exhaustion — as though the entire city is a long anecdote he hasn’t yet decided whether to laugh at. He speaks with a gentle Marran lilt and dresses like a playwright preparing for a duel: layered silks, jeweled cuffs, and a cane he insists on calling Morality, because “it is the only thing that helps keep me upright.”
Despite the theatrics, Dumitru is an accomplished Archerald with decades of real field experience in the Marran Empire. That reality is precisely why he views his assignment to Puerto Desafiar as a punishment disguised as a diplomatic favor. He treats the local guild chapter like a provincial salon — charming, irritating, and in dire need of a leader who can “introduce it to better company.” Still, the man knows his craft. He spots forgeries at a glance, recites cataloguing codes like poetry, and will stop mid-conversation to gently correct anyone misusing archaeological terminology. Underneath the foppish exterior lies a razor intellect and a deep weariness: Dumitru does not expect greatness from Desafiar, but he would be delighted (and genuinely shocked) if someone proved him wrong.
Eblar Corress
Middling Archerald
Once respected, now overlooked, this middle-aged Yuan-Ti has reached the peak of his career as an archerald and settled in. He has a few apprentices, but none of the rising stars of the local guild. Eblar prowls the market hunting for old maps, broken instruments, or metal scraps that resonate strangely. He claims to be writing a book on Enclave acoustics. The book is mostly diagrams... and arguments.
Merchants

Dorin Branescu
Antiquarian of Note
A thin, sharp-featured scholar with an unnerving habit of staring past people rather than at them. Dorin is an expert on Turathi and Cresean ruins, and will talk freely on the subject to anyone polite enough to indulge him. He is known for buying odd scrap metal and old tools from junk shops for research, and for sending long, scathing letters to the Archeralds’ Guild about their “misinterpretations.”
Henna Rosk
Keeper of Rosk’s Little Grocer
Henna operates a one-room grocery stuffed with dried fruits, hard cheese, rice-grass, rope, buckets, and whatever else she managed to obtain that morning. She has a small room above her store she lets out to sailors and other travelers.
Shal Perran
Owner of The Gilded Reed Inn
This stout, silver-haired eladrin is proprietor with a booming laugh and a talent for making even the most meager wine taste good with spices. The Gilded Reed is the busiest inn near the docks, famous for its “Reedfire Stew” and for the questionable musicians who play in its loft.
Vellin Craye
Chandlery Owner
A somehow-burly eladrin man with quiet movements who sells candles, wax blocks, and honey on the edge of the city.
Artisans
“Big Olo” Tenresk
Ship Painter
A burly, red-blotched ship painter infamous for his foul language and soft heart. His shop, Olo’s Ash-Pot, reeks of lye, resin, and pigment. Sailors swear his barnacle-ash mixture keeps hulls clean for twice as long. Olo swears at sailors for tracking mud into his shop.
Soro Galvas
Glassblower of Galvas Furnace Runs a cluttered workshop producing bottles, beads, lenses, and odd reflective plates. Soro experiments with strange shapes that distort light, sometimes unintentionally.
Others

Doln Kesh
Marsh Guide
A broad-shouldered dragonborn guide with skin like old leather. Doln knows every shallow, sinkhole, and reed channel north of Desafiar. He himself is responsible for finding navigation routes through half of them, but never passed the written portions of the Cartographers’ exams. He swears the marsh has moods.
Lurok “Spider” Salvan
Rooftop Runner
A nimble, rail-thin courier who navigates the rooftops with balletic ease. Spider can deliver anything to anyone if paid. He despises doorways and never uses stairs if a wall is available instead.
Mira Dolach
Vineyard Worker
A weathered woman who tends the vineyards closest to the marsh edge. Mira hires day laborers indiscriminately and keeps an ear to the ground for gossip, which she trades like coin.
Nera Liscon
Fisherwoman of the Lower Piers
A stocky woman with a permanent scowl and a loyal dog named Stonebite. Nera sells eel, mussel, and fish directly off her boat, calling up to the passersby on the causeway.
Telbor Vask
Carpenter and Rooftop Builder
A tall, rope-muscled man who builds elevated walkways, catwalks, and rooftop bridges for the lower-class quarters. Telbor insists all his work is perfectly legal, which it absolutely is not. He accepts payment in coin, lumber, or wine.
Culture
Karmic Houses
House of Chance
House of Change
The House of Change was the patron of the first Earl Baas, and the first to establish itself in the port. Situated just inland of the Causeway, the ziggurat itself has undergone change, having been rebuilt twenty years ago (after the completion of the House of Time, the final House in the city.
The new ziggurat was constructed over the previous one, the former main temple now serving as the offices of the High Priest of Change for the city.
Within its walls, priests of this house scramble busily, authorizing citizenship, granting property transfers, and even teaching children and adults in the rooms connected to the Causeway.
It's not wrong to say that this is the true heart of Desafiar.
House of Death
The smallest ziggurat of Desafiar sits on small secluded island in the middle of the main channel. The only bridges to this island come from the larger, northern channel island or a private bridge from the upper district.
The House's island is primarily used as the place from which bodies are sent downriver to the sea on their journey to Muericho. The barracks for the three decades of First Legion troops in the city is on this island, as well as the home of the head of the militia.
House of Life
House of Time
Wine
Puerto Desafiar is famous for mire-grown grape varietals grown in raised stone chinampas:
- Sangragruesa – thick, dark, almost syrupy; used in death rites.
- Vino del Cambio – sharply acidic; popular among the bureaucrats.
- Lagrimabrisa – pale golden wine infused with aromatic reeds, exported widely.
Wine-taverns double as political salons, smuggling fronts, and recruitment offices for voyages to Ginwil. The town’s identity revolves around the idea that wine is the memory of the mire, representing the past purified through ferment. Each year during the end-of-summer festival, vintners roll a cask the entire way down the causeway, stopping at various stations to allow sampling
Economy
The Port
Prior to the Kingdom-wide excitement over exploring Ginwil, Desafiar was already a burgeoning port for fish, trade with the fey of Ginwil, and the underworld's tea smuggling. Now it's the staging ground for many ships of adventure, funded by aristocracy and merchant alike to trade, discover, and pillage the unexplored lands to the North.
