Dead Men Tell No Tales
Port Peril is the largest port in the Shackles and its de facto capital. It is situated on the mainland, rather than on one of the outlying islands, on the edge of the Terwa Uplands and overlooking Jeopardy Bay. The city is protected by walls, and the stronghold of Fort Hazard. All manner of vices can be found in its twisting streets, and its busy markets thrive on the sale of stolen goods. Rumour has it that the plunder from decades of piracy is hidden in sea caves beneath the city.
Despite being the capital of the Shackles Pirates, merchant ships sometimes dock here to trade. Those flying the flags of Inner Sea nations are not welcome, but unaligned vessels are permitted to dock.[
The city is ruled by Kerdak Bonefist, lord of the Shackles Pirates. During his frequent absences, the affairs of the city are jointly overseen by Sabas Odabio, harbourmaster Tsojmin Kreidoros and master merchant Pherias Jakar.
Though a pirate city is difficult to neatly compartmentalize, there are certain areas of the city of Port Peril that might classify as city districts:
- Crescent Harbor
- Eastwind: High Eastwind & Low Eastwind
- The Knotworks
- Merchant Marina
Places of Interest
The harbour is deep enough to accommodate even the largest and most heavily laden of vessels. Visitors to Port Peril are required to dock at the Crescent Harbour, which is overseen by surly harbour-master Tsojmin Kreidoros. There, their vessels have their cargoes inspected before they are allowed to continue on to the main docks.
The city’s poorest (and often, toughest) inhabitants live in the Beggarbriar district. Many of them earn a living crafting ropes, sails and other nautical supplies.
Eastwind is another well-known district, and is home to both rich and poor. It is built on the bluffs overlooking the city, and is divided into Low and High Eastwind.
Kerdak Bonefist makes his home in the fortress of Lucrehold, on the bluffs above Besmara’s Beacon, the city’s lighthouse.
Humans, half-elves and half-orcs make up the majority of the city’s inhabitants.
However, Port Peril is also one of the main halfling settlements in the Inner Sea region. Here halfling pirates and brigadiers roam the seas freely, many having fought for their freedom from slavery from their previous owners. Halfling captains may offer halflings on captured ships the bloody choice: become slaves again or turn on their current masters and join the captain’s crew as pirates with full rights and equality.