Ports of Call (Skull & Shackles)
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Ports of call will become more important as the campaign progresses, as pirates want to tell their loot in major ports.
Important Ports
City (Nation) | Size | Distance | Sailing distance | Alignment |
Sasserine | Metropolis | 580 miles (900 km) | 12 days | Chaotic Good |
Irongate | Metropolis | 430 miles (700 km) | 9 days | Lawful Good |
Scuttlecove | Small City | 100 miles (175 km) | 2 days | Chaotic Evil |
Eleder (Sergava) | Large City | 200 miles (325 km) | 5 days | Lawful Neutral |
Farshore (Isle of Dread) | Small City | 350 miles (550 km) | 9 days | Neutral Good |
Ekul (Scarlet Brotherhood) | Large City | 225 miles (365 km) | 5 days | Lawful Evil |
Rel Astra | Metropolis | 475 miles (750 km) | 10 days | Neutral Evil |
Greyhawk | Metropolis | 650 miles (1000 km) | 14 days | Neutral |
Safeton (Dyvers) | Large City | 650 miles (1000 km) | 14 days | Neutral |
Duxchan (Lordhip of the Isles) | Large City | 225 miles (365 km) | 6 days | Neutral Evil |
Dullstrand | Large Town | 225 miles (365 km) | 7 days | Neutral |
Port Peril | Large City | 50 miles (80 km) | 1 days | Chaotic Neutral |
Monmurg (Sea Princes) | Large City | 550 miles (875 km) | 11 days | Chaotic Neutral |
Gryrax (Principality of Ulek) | Metropolis | 550 miles (875 km) | 11 days | Lawful Good |
Gradsul (Keoland)) | Metropolis | 550 miles (875 km) | 11 days | Neutral Good |
Naerie (Ahlissa) | Small City | 450 miles (700 km) | 9 days | Lawful Neutral |
Prymp (Ahlissa) | Large City | 650 miles (1000 km) | 14 days | Lawful Evil |
Mithat (Nyrond) | Large City | 650 miles (1000 km) | 14 days | Lawful Good |
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.
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.