Port Zephyr
Port Zephyr
The crown jewel of trade built on controlled suffering - where prosperity flows uphill and contamination pools below
Overview
Type: Major Trading City/Port
Population: ~10,000 permanent residents (estimated 2,000 more in transient workers and refugees)
Region: The Cerulean Reach
Government: Council of Merchant Princes (7 elected representatives chosen by property owners)
Known For: International trade hub, contaminated goods handling, social stratification
Contamination Status: High - constant monitoring and protective measures required
Imperial Presence: Economic control through debt and resource extraction
Description
Port Zephyr clings to life as the crown jewel of The Cerulean Reach, a bustling trade hub built on the bones of a pre-Cataclysm city. The city rises in stark terraces from a harbor where contaminated waters mix with clean, creating a patchwork of prosperity and suffering that captures the realities of post-The Cataclysm survival.
The natural bay that shelters Port Zephyr from storms also traps magical contamination from centuries of shipping Remnant artifacts and pre-Cataclysm salvage. The harbor glows with an unnatural phosphorescence on moonless nights, and dock workers develop telltale tremors and lesions of chronic Remnant exposure. Yet the city endures because it mustâthe alternative to controlled contamination is starvation in the wasteland beyond.
Built into terraced hillsides, Port Zephyrâs geography creates clear social stratification. The wealthy literally live above the contamination while the poor work in it daily. This elevation-based class system represents survival itselfâevery meter of height above the harbor means cleaner air, safer water, and longer life.
Geography & Layout
Port Zephyr sits in a natural harbor surrounded by hills that provide both protection and natural social stratification. The terraced construction maximizes usable space while creating drainage systems that carry contamination downhill and away from wealthy districts. Storm-resistant architecture reflects both natural weather and magical phenomena.
City Layout and Districts
Harbor District
The beating heart of Port Zephyrâs economy and its most dangerous neighborhood. Massive docks accommodate vessels from desperate fishing boats to imperial merchant galleons and jury-rigged Airships. The constant activity of sailors, dockworkers, and traders creates vibrant atmosphere shadowed by the knowledge that everyone here slowly poisons themselves for survival.
- The Glow Docks: Eastern harbor facilities so contaminated they phosphoresce at night, worked only by the condemned and desperate
- Warehouse Row: Stores everything from exotic goods to contaminated materials requiring protective gear
- Decontamination Centers: Mandatory purification stations between work and residential areas
Merchant Quarter
Rising from harborâs edge, this district houses grand bazaars and trading houses where Port Zephyrâs wealth is generated. Architecture reflects international influence and desperate improvisationâelegant facades built from salvaged pre-Cataclysm materials.
- Grand Bazaar: Sprawling marketplace offering everything from local crafts to illegal Remnant artifacts
- Trading Houses: International commerce centers with âpurity certificationâ systems
- Underground Markets: Hidden venues for goods too dangerous for surface trading
Residential Terraces
Built into hillsides using traditional construction and salvaged materials, these terraced neighborhoods house most of Port Zephyrâs population in carefully stratified hierarchy. Lower terraces house workers in cramped quarters around communal decontamination facilities. Higher terraces feature spacious housing with private purification systems.
Hill Ward
The most exclusive and safest district, perched on high hills where pre-Cataclysm ruins provide building materials and magical protection. Wealthy merchant princes maintain estates built around salvaged cores, foreign dignitaries conduct business in buildings with functioning air purification.
Daily Life
Life in Port Zephyr follows strict rhythms dictated by contamination monitoring and safety protocols. Each morning begins with Remnant readings broadcast from The Sapphire Lighthouse, determining the dayâs safety levels and work assignments. Workers in the Harbor District report for mandatory health screenings before shifts, while Hill Ward residents enjoy private purification systems and clean water.
Community cooperation remains essential for survival despite sharp class divisions. Decontamination schedules, emergency evacuations, and resource distribution require coordination across districts. The wealthy depend on contaminated workers for prosperity, while workers depend on wealthy employers for access to medical treatment and purification services.
Social gatherings center around the Festival of Winds and other celebrations that temporarily bridge class divisions. Taverns like The Survivorâs Rest serve as informal town halls where news, gossip, and grievances flow freely among all social classes.
Notable Features
- The Sapphire Lighthouse: Pre-Cataclysm magical beacon guiding ships through contaminated waters
- The Grand Bazaar: Sprawling marketplace where legitimate goods mingle with contraband
- The Floating Gardens: Agricultural platforms in harborâs âsaferâ waters, producing crops while slowly poisoning tenders
- Zephyrâs Spire: Seat of city government, built around pre-Cataclysm tower with functioning purification systems
- The Skyport: Dangerous facility for airship docking, attempting to bypass ground contamination routes
- Decontamination Gates: Checkpoints between districts with mandatory purification procedures
Architecture and Infrastructure
Port Zephyrâs architecture reflects survival needs and the harsh realities of building with contaminated materials:
- Salvage-Based Construction: Buildings incorporate pre-Cataclysm materials of unknown contamination levels
- Terraced Adaptation: Hillside construction maximizes drainage while creating barriers between contamination zones
- Storm Resistance: Designed to withstand natural storms and magical weather phenomena
- Harbor Engineering: Sophisticated dock systems accommodate various vessels while attempting to contain contamination
- Vertical Systems: Water, waste, and air infrastructure moves contamination downhill away from wealthy districts
Public Services & Infrastructure
- Medical Care: Settlement Clinic and District Medical Centers - radiation treatment, mutation monitoring, general healing
- Safety Systems: Remnant monitoring network, emergency evacuation protocols, protective ward maintenance throughout the city
- Trade Regulation: Harbor Authority customs, contamination testing, dispute resolution, weights and measures enforcement
- Education: Survival training, contamination awareness, trade skills, literacy programs in community centers
- Communication: Message posting at district centers, news distribution via town criers, inter-settlement communication through the harbor
Shops & Services
- Stormhaven Shipping - Largest commercial operation with Imperial contracts, handles international trade
- The Golden Scale - High-end trading house specializing in purity certification and luxury goods
- Merchantâs Guildhall - Commercial dispute resolution, trade agreements, and business licensing
- The Brass Compass Inn - International tradersâ accommodation with purification services
- Decontamination Services - Various companies providing contamination testing, cleanup, and protective equipment
Prices vary significantly by district - Harbor District services cost 50% of standard rates, Hill Ward services cost 200% of standard rates
Cultural Dynamics
Port Zephyrâs culture reflects the tension between survival necessity and social stratification:
- Survivor Solidarity: Strong mutual aid networks balanced against vicious competition for resources
- Contamination Hierarchy: Social status directly correlated with contamination exposure levels
- Festival as Escape: Elaborate celebrations like the Festival of Winds provide temporary relief from survival pressures
- Religious Adaptation: Spiritual practices helping cope with constant danger and moral compromise
- International Influence: Diverse cultural practices from trading partners creating cosmopolitan atmosphere
- Class Tensions: Growing resentment between those who profit from contamination and those who suffer it
DM-Only Information
Economic Significance
Port Zephyr operates on the post-Cataclysm principle that survival requires accepting calculated risks:
- Contaminated Trade: Wealth generated from handling goods too dangerous for other settlements
- Expendable Labor: Constant supply of desperate workers accepting contamination exposure for survival
- Purification Services: Thriving industry in decontamination and medical treatment with monopolistic pricing
- Risk Insurance: Financial instruments betting on worker survival and expedition success
- Imperial Dependency: Economic relationships with The Amunrai Imperium providing security in exchange for resource extraction rights
Real Power Structure
Actual Decision Makers: The Council of Merchant Princes officially governs, but real power lies with:
- First Speaker Kaia Sunweaver (secretly Remnant Keepers)
- Imperial Economic Advisor (unnamed Amunrai agent)
- Underground Dock Workers Union leadership
Secret Influences:
- The Amunrai Imperium controls through debt and trade agreements
- Remnant Keepers infiltration at highest levels
- Foreign powers maneuvering for trading advantages
Corruption Networks: Every Merchant Prince takes bribes; Harbor Authority skims customs; City Watch sells protection to smugglers Underground Economy: Extensive smuggling networks, illegal artifact trade, protection rackets in every district
Contamination Reality
True Contamination Level: Critical - significantly worse than public reports indicate Hidden Contaminated Zones: Entire sections of Lower Harbor sealed off; underground tunnels filled with pre-Cataclysm waste Cleanup Deceptions: Contamination is being concentrated rather than cleaned; wealthy districts protected by moving pollution to poor areas Health Cover-ups: 60% higher mutation rates than reported; average dock worker lifespan is 15 years shorter than city average Emergency Protocols: Real evacuation plans only protect Hill Ward; Harbor District residents designated as âacceptable lossesâ
Imperial Intelligence Network
Active Agents:
- Hassan al-Rimal (Merchant Prince, official liaison)
- Captain Roderick Stormguard (City Watch infiltrator)
- Unknown agents throughout Harbor Authority
Recruitment Targets: Dr. Lydia Clearwater (medical knowledge), Foreman Gareth Ironback (worker influence) Strategic Assessment: Critical supply hub for Remnant artifacts; strategic naval position; population ready for âprotectionâ Hidden Assets: Safe house in Hill Ward, weapon cache in abandoned warehouse, communication crystals in Merchant Quarter Collaboration vs. Resistance: 3 Merchant Princes cooperating, 2 resisting, 2 undecided; Harbor Authority compromised; workers increasingly organized against Imperial presence
Remnant Keepers Operations
Local Contact: First Speaker Kaia Sunweaver (covers as legitimate government official) Hidden Facilities: Safe house beneath The Sapphire Lighthouse, equipment cache in Floating Gardens, communication relay in Memorial Gardens Current Missions: Protecting pre-Cataclysm knowledge from Imperial seizure, organizing resistance networks, monitoring contamination levels Knowledge Bases: Complete pre-Cataclysm harbor records hidden in lighthouse; technological schematics for purification systems; true contamination maps
Political Dynamics
- Plutocratic Democracy: Seven Merchant Princes elected by property owners, excluding 80% of population
- Imperial Economic Colonialism: The Amunrai Imperium controls through debt, resource extraction rights, and trade dependencies
- Worker Organization: Underground unions providing only political voice for majority population, growing more militant
- Regional Leadership: Port Zephyrâs wealth makes it influential among The Cerulean Reach settlements
- Factional Corruption: Every organization compromised by survival necessities and external pressures
Economics & Resources
Hidden Wealth: Secret stockpiles of pre-Cataclysm technology in Hill Ward; offshore accounts in Imperial banks; hidden Remnant artifact caches Resource Scarcity: Clean water increasingly scarce; medical supplies monopolized; food production contaminated Trade Secrets: Exclusive routes to pre-Cataclysm ruins; contacts with distant settlements; black market pricing coordination Economic Vulnerabilities: Complete dependence on contaminated trade; Imperial debt approaching unsustainable levels; worker strike could collapse economy
Current Challenges
- Escalating Contamination: Harbor pollution threatening cityâs long-term viability - may be uninhabitable within 50 years
- Imperial Pressure: Empire demanding greater control over Remnant artifact trade and threatening direct intervention
- Worker Unrest: Growing organization demanding better safety protections, led by charismatic leaders
- Infrastructure Decay: Salvaged systems failing faster than repair capacity, particularly in poor districts
- Environmental Tipping Point: Contamination approaching levels that could cause mass evacuation
- Resource Competition: Increasing conflict over clean water and uncontaminated materials with neighboring settlements
Current Threats and Opportunities
- The Crimson Tide: Strange red contamination spreading from harbor depths, unknown origin or effects
- Imperial Inspection: The Amunrai Imperium agents conducting âsafety evaluationsâ as pretext for takeover
- Worker Strike: Dock workers organizing over safety conditions, could cripple trade
- Artifact Discovery: Construction uncovered powerful pre-Cataclysm facility beneath Hill Ward
- Contamination Prophet: Remnant-touched individual predicting specific disasters, gaining followers
- Underground Railroad: Secret networks helping contamination refugees escape to cleaner settlements
- Foreign Investment: Aid offers from distant powers with unknown intentions
- Festival Crisis: Festival of Winds threatened by contamination spike, potential for civil unrest
Adventure Hooks & Plot Seeds
Political Intrigue
- Council Elections: Merchant Prince position opens, multiple factions vying for control
- Imperial Ultimatum: Empire demands specific trade concessions or faces âinterventionâ
- Worker Strike: Dock strike threatens city economy, multiple solutions possible
- Foreign Delegation: Mysterious emissaries offering aid with unknown strings attached
Environmental Crises
- Contamination Spike: Sudden pollution increase threatens major festival
- Harbor Breach: Deep leak discovered, requiring dangerous underwater expedition
- Weather Manipulation: Artificial storms threaten city, source must be found
- Artifact Activation: Pre-Cataclysm technology awakening with unpredictable effects
Social Conflicts
- Refugee Crisis: Mass influx of contamination victims straining resources
- Class Warfare: Residential Terraces revolt against Hill Ward exploitation
- Cultural Festival: Festival of Winds becomes political battleground
Economic Schemes
- Contraband Network: Discover and decide fate of dangerous artifact smuggling
- Purification Monopoly: Someone cornering market on decontamination services
- Insurance Fraud: Risk assessments being manipulated for profit
- Trade War: Commercial conflict between Port Zephyr and rival settlement
Secrets & Mysteries
- The Deep Leak: Harbor contamination from breach in massive pre-Cataclysm containment systems
- Merchant Prince Conspiracy: Three council members are The Remnant Keepers agents coordinating resistance
- Imperial Infiltration: The Amunrai Imperium agents throughout city government, Harbor Authority compromised
- The Lighthouse Secret: The Sapphire Lighthouse contains pre-Cataclysm knowledge archive, not just navigation aid
- Worker Resistance Network: Organized labor has connections across The Cerulean Reach and beyond
- Contamination Cure: Dr. Clearwater has developed partial treatment but keeping secret due to political pressure
- The Deep Tunnels: Pre-Cataclysm smuggling networks connect to ancient facilities throughout the region
- Artificial Weather: Someone is manipulating contaminated weather patterns for unknown purposes
- The True Census: Thousands of unregistered refugees living in contaminated areas, ignored by authorities
Military & Defense Capabilities
Actual Fighting Force: 200 City Watch (poorly equipped, low morale), 50 Harbor Authority guards (better equipped, Imperial loyal), ~500 dock workers (organized, desperate) Defensive Preparations: Harbor fortifications designed for storms, not military attack; evacuation plans favor wealthy districts Hidden Weapons: Remnant Keepers weapons cache, Imperial emergency arsenal, smuggler armaments Vulnerabilities: Harbor blockade would cause immediate food crisis; contamination weapon could force evacuation; worker strike paralyzes economy Emergency Protocols: Hill Ward evacuation to prepared ships; Harbor District lockdown; Merchant Quarter barricades
District Details
Harbor District Locations
- The Rusty Anchor Tavern: Sailor hangout and information trading post - owner knows all shipping schedules and cargo manifests
- Stormhaven Shipping: Largest operation with secret Imperial contracts for Remnant artifact transport
- The Glow Docks: Most contaminated work site - workers here are effectively condemned, know cityâs darkest secrets
- Decontamination Central: Primary purification facility - secretly run by Remnant Keepers agents
- The Floating Gardens: Agricultural platforms hiding Remnant Keepers equipment cache
Merchant Quarter Locations
- Grand Bazaar Central Plaza: Information hub and cultural melting pot - spies from every faction operate here
- The Golden Scale: High-end trading house with connections to Imperial nobility and foreign powers
- Underground Market Access: Hidden entrances throughout district lead to dangerous goods trade
- Merchantâs Guildhall: Site of political maneuvering and commercial espionage
- The Brass Compass Inn: Foreign traders share intelligence and coordinate smuggling operations
Residential Terraces Locations
- Lower Terrace Commons: Worker housing and Dock Workers Union meeting spaces
- Middle Terrace Gardens: Modest homes of skilled workers and minor merchants
- Upper Terrace Estates: Wealthy residential area with private purification systems
- Terraced Market Streets: Local commerce and neighborhood political discussions
- Community Decontamination Centers: Neighborhood purification services and informal social centers
Hill Ward Locations
- The Sapphire Lighthouse: Navigation beacon containing hidden Remnant Keepers knowledge archive
- Zephyrâs Spire: Government center built around pre-Cataclysm core with advanced technology
- Merchant Prince Estates: Individual compounds - Sunweaver estate hides resistance operations
- Foreign Embassy Quarter: International diplomatic presence and intelligence operations
- The Observatory: Weather monitoring station that tracks contamination patterns and magical phenomena
Stat Blocks & Mechanical Details
City Watch Guard: Use Guard statistics (MM p. 347), but with disadvantage on Perception checks in contaminated areas Harbor Authority Inspector: Use Noble statistics (MM p. 348) with Investigation expertise Dock Worker: Use Commoner statistics (MM p. 345) with Constitution saving throw proficiency
Environmental Hazards:
- Harbor District: DC 15 Constitution save or gain one level of contamination exposure daily
- Merchant Quarter: DC 18 Constitution save or gain contamination exposure weekly
- Hill Ward: No contamination risk with proper infrastructure
Skill Check DCs:
- Gathering harbor information: DC 12 (common shipping) / DC 16 (smuggling operations)
- Navigating politics: DC 14 (basic influence) / DC 18 (Merchant Prince level)
- Detecting contamination: DC 13 (obvious sources) / DC 17 (hidden contamination)
Loot & Treasure:
- Hidden caches: Pre-Cataclysm technology worth 2,000-5,000 gp in Hill Ward estates
- Valuable trade goods: Exotic spices (50 gp/lb), rare textiles (100 gp/yard), purification crystals (200 gp each)
- Magical items: Contamination detection amulets, purification wands,
NPC Quick Reference
- Public Role: First Speaker of The Council of Merchant Princes
- Secret Truth: Agent of the The Remnant Keepers (x)
- Party Relations: Neutral
NPC Connections
List all major NPCs with their roles, factions, and secrets:
- NPC Name: Role, faction, secret agenda
- NPC Name: Connections and relationships
Campaign Arcs
- Base of operations for exploring The Cerulean Reach
- Political center for resistance against The Amunrai Imperium
- Hub for investigating pre-Cataclysm mysteries
- Focal point for environmental restoration themes
Player Character Connections
Party History
DM Party History
- First Visit:
- Major Actions:
- Reputation Status:
- Ongoing Commitments:
- Consequences: