Difference between revisions of "Ports of Call (Skull & Shackles)"
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|valign=top width="30%"|'''City (Nation)'''||valign=top width="18%"| '''Size'''||valign=top width="18%"|'''Distance'''||valign=top width="18%"| '''Sailing distance''' ||valign=top width="18%"| '''Alignment''' | |valign=top width="30%"|'''City (Nation)'''||valign=top width="18%"| '''Size'''||valign=top width="18%"|'''Distance'''||valign=top width="18%"| '''Sailing distance''' ||valign=top width="18%"| '''Alignment''' | ||
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− | ||Port Peril |||Large City ||| | + | ||Port Peril |||Large City ||| Shackles|||Shackles||| Chaotic Neutral |
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− | ||Hell Harbor |||Small City ||| | + | ||Hell Harbor |||Small City ||| Shackles|||Shackles||| Neutral |
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− | ||Quent |||Large City ||| | + | ||Quent |||Large City ||| Shackles|||Shackles||| Chaotic Neutral |
|- | |- | ||
− | ||Ollo |||Small City ||| | + | ||Ollo |||Small City ||| Shackles|||Shackles||| Chaotic Evil |
|- | |- | ||
− | ||Drenchport|||Small City ||| | + | ||Drenchport|||Small City ||| Shackles|||Shackles||| Chaotic Neutral |
|- | |- | ||
− | ||Slipcove |||Small City ||| | + | ||Slipcove |||Small City ||| Shackles|||Shackles||| Chaotic Good |
|- | |- | ||
− | ||Scuttlecove |||Small City ||| | + | ||Scuttlecove |||Small City ||| 300 miles (500 km)||| 6 days ||| Chaotic Evil |
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− | ||Eleder (Sergava)|||Large City ||| | + | ||Eleder (Sergava)|||Large City ||| 600 miles (900 km) ||| 10 days ||| Lawful Neutral |
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− | ||Ekul (Scarlet Brotherhood)|||Large City||| | + | ||Ekul (Scarlet Brotherhood)|||Large City|||700 miles (450 km)||| 10 days ||| Lawful Evil |
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− | ||Duxchan (Lordhip of the Isles)|||Large City||| | + | ||Duxchan (Lordhip of the Isles)|||Large City|||700 miles (450 km)||| 12 days ||| Neutral Evil |
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− | ||Dullstrand |||Large Town||| | + | ||Dullstrand |||Large Town|||750 miles (480 km)||| 14 days ||| Neutral |
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− | ||Farshore (Isle of Dread)|||Small City||| | + | ||Farshore (Isle of Dread)|||Small City||| 1000 miles (1600 km) ||| 16 days||| Neutral Good |
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− | ||Irongate ||| Metropolis||| | + | ||Irongate ||| Metropolis||| 1300 miles (2000 km) ||| 18 days ||| Lawful Good |
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− | ||Naerie (Ahlissa)|||Small City||| | + | ||Naerie (Ahlissa)|||Small City|||1350 miles (2150 km)||| 18 days||| Lawful Neutral |
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− | || | + | ||Monmurg (Sea Princes)|||Large City||| 1650 miles (2650 km) ||| 22 days ||| Chaotic Neutral |
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− | || | + | ||Rel Astra ||| Metropolis||| 1600 miles (2550 km)|||23 days||| Neutral Evil |
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− | ||Gryrax (Principality of Ulek)|||Metropolis||| | + | ||Gryrax (Principality of Ulek)|||Metropolis||| 1650 miles (2650 km) ||| 22 days ||| Lawful Good |
|- | |- | ||
− | ||Gradsul (Keoland))|||Metropolis||| | + | ||Gradsul (Keoland))|||Metropolis||| 1650 miles (2650 km) ||| 22 days ||| Neutral Good |
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− | ||Sasserine ||| Metropolis ||| | + | ||Sasserine ||| Metropolis |||1750 miles (2800 km) ||| 23 days ||| Chaotic Good |
|- | |- | ||
− | ||Greyhawk||| Metropolis||| | + | ||Greyhawk||| Metropolis||| 2000 miles (3200 km)|||28 days||| Neutral |
|- | |- | ||
− | ||Safeton (Dyvers)||| Large City ||| | + | ||Safeton (Dyvers)||| Large City ||| 2000 miles (3200 km)|||14 days||| Neutral |
|- | |- | ||
− | ||Prymp (Ahlissa)|||Large City||| | + | ||Prymp (Ahlissa)|||Large City|||2000 miles (3200 km)|||14 days|||Lawful Evil |
|- | |- | ||
− | ||Mithat (Nyrond)|||Large City||| | + | ||Mithat (Nyrond)|||Large City|||2000 miles (3200 km)|||14 days|||Lawful Good |
|} | |} | ||
Revision as of 13:40, 12 October 2012
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 |
Hell Harbor | Small City | Shackles | Shackles | Neutral |
Quent | Large City | Shackles | Shackles | Chaotic Neutral |
Ollo | Small City | Shackles | Shackles | Chaotic Evil |
Drenchport | Small City | Shackles | Shackles | Chaotic Neutral |
Slipcove | Small City | Shackles | Shackles | Chaotic Good |
Scuttlecove | Small 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.