Difference between revisions of "Ports of Call (Skull & Shackles)"
m (→Important Ports: Bloodcove. Rickety Squibs) |
m (→Important Ports: format) |
||
Line 21: | Line 21: | ||
|- | |- | ||
||Slipcove |||Small City ||| Shackles|||Shackles||| Chaotic Good | ||Slipcove |||Small City ||| Shackles|||Shackles||| Chaotic Good | ||
+ | |- | ||
+ | ||Rickety Squibs|||Village||| 100 miles (160 km)||| 2 days ||| Neutral Evil | ||
|- | |- | ||
||Scuttlecove |||Large City ||| 300 miles (500 km)||| 6 days ||| Chaotic Evil | ||Scuttlecove |||Large City ||| 300 miles (500 km)||| 6 days ||| Chaotic Evil | ||
− | |||
− | |||
|- | |- | ||
||Bloodcove |||Small City ||| 300 miles (500 km)||| 6 days ||| Neutral | ||Bloodcove |||Small City ||| 300 miles (500 km)||| 6 days ||| Neutral |
Revision as of 12:12, 6 November 2012
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 Evil |
Scuttlecove | Large City | 300 miles (500 km) | 6 days | Chaotic Evil |
Bloodcove | Small City | 300 miles (500 km) | 6 days | Neutral |
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 |
(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.
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.