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.
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 |
| Scuttlecove | Large City | 300 miles (500 km) | 6 days | Chaotic 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 |
| Monmurg (Sea Princes) | Large City | 1650 miles (2650 km) | 22 days | Chaotic Neutral |
| Rel Astra | Metropolis | 1600 miles (2550 km) | 23 days | Neutral Evil |
| Gryrax (Principality of Ulek) | Metropolis | 1650 miles (2650 km) | 22 days | Lawful Good |
| Gradsul (Keoland)) | Metropolis | 1650 miles (2650 km) | 22 days | Neutral Good |
| Sasserine | Metropolis | 1750 miles (2800 km) | 23 days | Chaotic Good |
| Greyhawk | Metropolis | 2000 miles (3200 km) | 28 days | Neutral |
| Safeton (Dyvers) | Large City | 2000 miles (3200 km) | 14 days | Neutral |
| Prymp (Ahlissa) | Large City | 2000 miles (3200 km) | 14 days | Lawful Evil |
| Mithat (Nyrond) | Large City | 2000 miles (3200 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.