Ports of Call (Skull & Shackles)
Ports of call will become more important as the campaign progresses, as pirates want to tell their loot in major ports.
The size of these towns are modified based on how attractive they are as markets for plunder - some of these cities are actually smaller or larger than this by population.
Important Ports
City (Nation) | Size | Distance | Sailing distance | Alignment |
Sasserine | Metropolis | 500 miles (800 km) | X days | Chaotic Good |
Irongate | Metropolis | 430 miles (700 km) | X days | Lawful Good |
Scuttlecove | Small City | 100 miles (175 km) | X days | Chaotic Evil |
Eleder (Sergava) | Large City | 200 miles (325 km) | X days | Lawful Neutral |
Farshore (Isle of Dread) | Small City | 350 miles (550 km) | X days | Neutral Good |
Ekul (Scarlet Brotherhood) | Large City | 225 miles (365 km) | X days | Lawful Evil |
Rel Astra | Metropolis | 475 miles (750 km) | X days | Neutral Evil |
Greyhawk | Metropolis | 650 miles (1000 km) | X days | Neutral |
Safeton (Dyvers) | Large City | 650 miles (1000 km) | X days | Neutral |
Duxchan (Lordhip of the Isles) | Large City | 225 miles (365 km) | X days | Neutral Evil |
Dullstrand | Large Town | 225 miles (365 km) | X days | Neutral |
Port Peril | Large City | 50 miles (80 km) | X days | Chaotic Neutral |
Monmurg (Sea Princes) | Large City | 550 miles (875 km) | X days | Chaotic Neutral |
Gryrax (Principality of Ulek) | Metropolis | 550 miles (875 km) | X days | Lawful Good |
Gradsul (Keoland)) | Metropolis | 550 miles (875 km) | X days | Neutral Good |
Naerie (Ahlissa) | Small City | 450 miles (700 km) | X days | Lawful Evil |
Trade Policies
Depending on allegiance and alignment, a city will have different trade policies.
Good: A good port will not receive ships with an evil reputation, nor does it trade in slaves.
Evil: An evil port is risky for outsiders; apply a -5 penalty on social and trade checks in an evil city unless you have a local contact.
Lawful: A lawful port will only receive known ships or those of a friendly nation.
Chaotic: Chaotic alignment adds no rules, but rules for good/evil still apply.
True Neutral: A true neutral port will not receive known pirates or privateers of enemy nations.