Ports of Call (Skull & Shackles)

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Ports of call will become more important as the campaign progresses, as pirates want to sell their loot and tell of their exploits in major ports.


Important Ports

City (Nation) Size Distance Sailing distance Alignment
Port Peril Large City Shackles Shackles Chaotic Neutral
Quent Large City Shackles Shackles Chaotic Neutral
Hell Harbor Small City Shackles Shackles Neutral
Ollo Small City Shackles Shackles Chaotic Evil
Drenchport Small City Shackles Shackles Chaotic Neutral
Slipcove Small City Shackles Shackles Chaotic Good
The Rock Village Shackles Shackles Chaotic ???
Rickety Squibs Village 100 miles (160 km) 2 days Neutral
Scuttlecove Large City 300 miles (500 km) 6 days Chaotic Evil
Bloodcove Small City 300 miles (500 km) 6 days Neutral Evil
Eleder (Sergava) Large City 600 miles (900 km) 10 days Lawful Neutral
Ekul (Scarlet Brotherhood) Large City 700 miles (450 km) 10 days Lawful Evil
Duxchan (Lordhip of the Isles) Large City 700 miles (450 km) 12 days Neutral Evil
Dullstrand Large Town 750 miles (480 km) 14 days Neutral
Farshore (Isle of Dread) Small City 1000 miles (1600 km) 16 days Neutral Good
Irongate Metropolis 1300 miles (2000 km) 18 days Lawful Good
Naerie (Ahlissa) Small City 1350 miles (2150 km) 18 days Lawful Neutral
Pontylver (Ahlisssa) Large City 1500 miles (2300 km) 20 days Lawful Evil
Monmurg (Sea Princes) Large City 1650 miles (2650 km) 22 days Chaotic Neutral
Gryrax (Principality of Ulek) Metropolis 1650 miles (2650 km) 22 days Lawful Good
Gradsul (Keoland)) Metropolis 1650 miles (2650 km) 22 days Neutral Good
Rel Astra Metropolis 1600 miles (2550 km) 23 days Neutral Evil
Sasserine Metropolis 1750 miles (2800 km) 23 days Chaotic Good
(Nippon) Metropolis 1750 miles (2800 km) 25 days Lawful Neutral
Greyhawk Metropolis 2000 miles (3200 km) 28 days Neutral
Safeton (Dyvers) Large City 2000 miles (3200 km) 28 days Neutral
Prymp (Ahlissa) Large City 2000 miles (3200 km) 28 days Lawful Evil
Mithat (Nyrond) Large City 2000 miles (3200 km) 30 days Lawful Good
(Zindia & Wrang) Large City 2000 miles (3200 km) 32 days Chaotic Neutral

Table Key

Settlement Size

The size of these towns are modified based on how attractive they are as markets - some of these cities are actually smaller or larger than this by population. See the Settlements rules for details on settlements.

Sail Time

This is the average travel time for a sailing ship from the north-central Shackles area.

Alignment

Depending on allegiance and alignment, a city will have different trade policies.

  • Lawful Good: Strongly organized and stable. Will not receive unknown ships, contraband, or slaves.
  • Neutral Good: Open port of high morals. Will not receive ill-reputed ships or trade in contraband or slaves.
  • Chaotic Good: Open port. Will not trade in slaves or receive ill-reputed ships.
  • Lawful Neutral: Strictly controlled. Will not receive unknown ships or deal in slaves.
  • Neutral: Open port. Will not receive known pirates or deal in slaves.
  • Chaotic Neutral: Open port. No rules. May be a pirate port.
  • Lawful Evil: Tyranny. Will not receive unknown ships.
  • Neutral Evil: Open port. Will trade in anything. Dangerous.
  • Chaotic Evil: Openly a pirate haven. Deals in anything. Dangerous.

Dangerous ports apply a -5 penalty on social and trade checks unless you have a local contact.

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