Skull & Shackles
South of Jeopardy Bay, Port Peril sits on
the mainland outside the frenzied grasp of the [[Eye of
Abendego]] and west of the mountainous Terwa Uplands.
Ideal for a shipping port, the rocky escarpments and
bluffs cup a deep harbor capable of handling any laden
merchants’ barque or galley. Wealthy tradesmen and
ship captains build manors of stone designed to catch
cool breezes from the uplands in the height of the muggy
summers, while others swelter in wooden shanties
or bathe in the salty tides of the eastern breakfront.
Convenient access to the jungles of the Terwa Uplands
and the Slithering Coast means prospecting teams
easily move inland for precious lumber, spices, and
exotic fauna for trade in distant ports. Unaligned
merchants sometimes berth here before making the
treacherous journey north, but the Port’s militia
forces ships bearing the f lags of Inner Sea nations
away. Merchants looking to turn a fast prof it have
their pick of commandeered goods in the markets
of Port Peril, though the wise ones do well to check
the provenance of such wares before attempting to
sell them in northern ports.
Port Peril’s most notable sites include such
diversified districts as Beggarbriar, where the
toughest and often poorest citizens work long
hours to craft and sell ropes, sails, and other
supplies. The district of Eastwind serves as
home for numerous citizens both poor and
rich, the fingerlike bluff being split into two
distinct wards known as Low Eastwind and
High Eastwind. Before making their way to
any of these locales, however, visitors to Port
Peril are required by one of Bonefist‘s decrees
to dock in Crescent Harbor, where their wares
are inspected before the ship is permitted
to cross over to the main docks.
While in port, Port Peril’s powerful
pirate lord Kerdak Bonefist tends to remain
near his fortress home known as Lucrehold,
built into the bluffs surrounding the massive
lighthouse called Besmara’s Beacon. The Eleder-inspired
architecture serves as both Bonefist’s home and treasure
vault, many of the numerous halls and chambers built
for no other reason than to store the Hurricane King’s
substantial hoard of ill-gotten goods and rare items.
Bonefist rarely remains in port for more than a month
at a time, however, preferring the open seas upon his
ship, Filthy Lucre, to the crammed quarters of his richly
outfitted home. While Captain Bonefist is gone at sea,
the day-to-day affairs of Port Peril are overseen by Master
Sabas Odabio, along with the harbormaster Kreidoros and merchant
master Pherias Jakar.
The three possess uncanny penchants for lists and
monitoring accounts, and between them know their
way around the convoluted legal systems of almost any
Inner Sea nation whose less lawful sailors may hope to do
business in Port Peril.