Tag: port peril

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  • Beggarbriar

    Hard-luck cases, addicts, and those whom not even pirates can tolerate end up here, outside of the natural stone bluffs that form the protective wall for Crescent Harbor, Eastwind, and Merchant Marina. The stink of boiling tar permeates all of Beggarbriar …

  • Bekyar Headman's Lodge

    Simple wooden shacks and huts form a wall against the jungle along the western half of Beggarbriar. Numerous members of Mwangi tribes live in this area, particularly of the Bonuwat and Bekyar peoples, who come to trade with the pirates of the port. The …

  • Berth of the Sea Wraith

    This is one of the few holy sites dedicated to Besmara. Before the temple rise arching fingers of petrified wood that form the hull of an immense ship, twice as long as the Hurricane King’s flagship, the _Filthy Lucre_. Many believe Besmara built this …

  • The Bloodpools

    Pools filled with strange urchins partially fill a cave within the Knotworks. Supposedly, these pools provide passage to the sea east of the city, possibly explaining sightings of merfolk and strange creatures amid these waters.

  • Captain's Crawl

    Said to be the pit where half-orc Captain Jolb Manyfingers hid a career’s worth of plunder, this reeking pit descends deep beneath the Knotworks’ caves—some say even into the Darklands themselves. None can truly say how far, though, as old Jolb himself …

  • The Cup and Rudder

    Few realize that Kennewik Masi’s popular and sizable tavern is also Port Peril’s unofficial temple to Cayden Cailean. Most take the building’s size and the holy symbol on the building’s tarnished bronze dome to be an elaborate theme.

  • Crescent Harbor

    When visitors think of Port Peril’s confusing streets, bloody alleys, and smoky taverns, they’re really thinking of its bow-shaped harbor island. Crescent Harbor’s docks are filled with rowdy sailors and swindlers ready to separate any visitor from his …

  • Dead Man's Dance Hall

    Carved by wind and wave over the centuries, this natural stone arch serves as a gruesome landmark. Spinning in the breezes off Jeopardy Bay, iron cages hang from chains, and scavengers pick away at the corpses within as they rot in the humid tropical air. …

  • Eastwind

    This district is split into two distinct wards, High and Low, and citizens of both quickly get used to the sound of wind and rain. Built on tidal silt, Low Eastwind loses bits and pieces of land to the sea yearly, and the tops of old houses that slipped …

  • F_M's Exotic Meats

    A shop located in Low Eastwind, this building houses an unusual pair of shopkeepers. Festerscale and Mizrah seek to purvey fresh meat to the many races of Port Peril. With their magically fashioned storerooms that keep their wares from rotting, they do a …

  • Freedom Hole

    Few know that a tunnel cuts into the rock behind Goli Mor’s Brinery, a cave that leads to a cracked wall separating the captives of the Saltfish Camp from freedom. The cracks in the wall are big enough to slip coins, a message, or anything else about the …

  • Harborhorn

    The squat tower of Harbormaster Kreidoros rises from a spit of land jutting from Crescent Harbor. Little passes within sight of the tower that the stern dwarf and his toughs are not aware of.

  • The Knotworks

    Beneath the bluffs of Port Peril lie a series of labyrinthine tunnels packed with merchants who dream of leaving the caverns for a shop in High Eastwind. Most people here have little more than one lean-to or carved niche of rock to live in and sell their …

  • Latchmin's Folly

    This squat sea fort was constructed by pirate lord Lukain Latchmin, who over a hundred years ago sought to take the title of Hurricane King by force—and failed miserably, as the fort’s fire scars still attest. The fortress is now owned by Zeru Faizel, a …

  • The Locker

    Law and order exist in Port Peril, though in a curious and misshapen form. More often than not, mob rule holds true, but some crimes, such as attempted mutiny, earn a front-row seat at the Locker. A low, two-story stone edifice covered with lichen, …

  • Lubber's Lurk

    The only way to enter Port Peril by land is through these twisting, poorly lit, and even more poorly marked sea caves. Rumors of growls in the dark, stealthy brigands, and cave fishers make catching a barge from [[Beggarbriar]] into the city far …

  • Lucrehold

    The island hold of the Hurricane King, this island serves as the seat of Port Peril’s limited government. Upon the sea cliffs rises Fort Hazard—the home of the [[:kerdak-bonefist]]—and the tower lighthouse called Besmara’s Beacon. The light of Fort Hazard …

  • Marg's Emporium

    Situated within a narrow gap between two caverns in the Knotworks—forcing traffic through the long shack—the shop of “Mangey” Marg Martols has a reputation as a place where a sailor can sell nearly anything. Marg’s collection of junk from around the Inner …

  • Merchant Marina

    Everybody who sells something in Port Peril has business in Merchant Marina. At this assortment of docks on the eastern shores of mainland-side Port Peril, dock hands off load merchants’ cargo—commonly fabric, lumber, spices, or wines—for sale and …

  • Mermaid's Bucket

    Numerous mermaid statues, fish masks, and other paraphernalia with a nautical theme festoon the taproom of this rowdy tavern, barely 10 strides from the main docks of Crescent Harbor. A mermaid mosaic with scales of a red resinous substance covers the …

  • Mystic's Redoubt

    The only public arcane library in Port Peril, this six-winged circular tower stands in Crescent Harbor and charges steep fees for its use. Visitors must pay a yearly fee of 1,000 gold pieces or donate an unusual arcane item worth at least 500 gp—a scroll, …

  • New Eleder

    The tunnels leading into this cavern of Sargavan expatriates inexplicably collapsed more than a year ago. As no one cared enough about the occupants to dig them out, the cavern remains blocked—though some claim scrambling and scratching can still be heard …

  • Saltfish Camp

    In Port Peril, fortune sometimes runs out, and slavery is often the end result of poor decisions or sheer bad luck. Out of sight of most of Port Peril’s citizens, this rickety collection of shacks barely keeps the rain out, and the slaves within must …

  • Scrimshaw

    Compared to the refined pleasure-houses of High Eastwind, the low-rent brothels and bars of these whitewashed tenements have little more than their decorations to separate them from the other ramshackle buildings in this district. The carved ivory …

  • Sea Wrack Chapel

    Most seaports hold a small shrine to Gozreh, master of the winds and waves, who holds dominion over the livelihood of every sailor that dares to roam the open seas. Not much different from that of any fishing village, Port Peril’s hall has walls made of …

  • Sminsilver House

    Constructed by retired captain Lucio Sminsilver over 40 years ago, this richly decorated manor overlooks Scrimshaw and stands as the most desirable address in mainland Port Peril. Few of the mansion’s more than a dozen owners have managed to hold it for …

  • Siren's Lash

    The denizens of Port Peril love the pleasures of the flesh, and plentiful adherents to the goddess of lust, Calistria, live here to attend to their every need. Regularly requested by the Hurricane King when he entertains in Lucrehold, the attractive and …

  • Sunken Plaza

    A confusing maze of ladders, rickety stairs, multicolored lanterns, and the occasional flicker of eldritch lights, this multilevel market holds the most diverse and affordable shops in Port Peril. While the rich make most of their purchases in Merchant …