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
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
(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.