Ports of Call (Skull & Shackles)
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 |
| 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.