Port Peril Locations

The map is keyed as follows:-

  • Crescent Harbour (1). The first port of call for all newly arrived ships who must dock here before they are allowed into the main harbour.
  • Mermaid's Bucket (2). A rowdy mermaid themed tavern. The owner, Nefti Unwesha, has by fair means and foul cornered the local rum market and supplies nearly every other tavern and brothel in the Port.
  • Harbourhorn (3). The squat tower of Harbourmaster Kreideros. Little escapes his attention within sight of the tower it is said.
  • Mystic's Redoubt (4). The only public arcane library in the Port has high entrance fees for membership (1000 gp per annum) which restricts its use to serious magical researchers. Its garden, however, grows rare herbs useful for many spells which are for sale to the public.
  • Lucrehold (5). The island hold of the Hurricane King and the site of Besamara's Beacon the Port lighthouse. It is said, however, that if the Hurricane King sees a ship whose captain has offended him approaching he will give orders to snuff out the light.
  • Latchmin's Folly (6). The stylish manor is one of the more desirable residences in Port Peril. Due to the cutthroat nature of buiness in the Port it has, however, a history of constantly changing owners. Zeru Faizal of the Viridian Cartel is the current owner.
  • F & M's Exotic Meats (7). Festerscale (a kobold) and Mizzrah (a half-elf) do a brisk business due to their magically refigerated storerooms. Although their meat has in general a good reputation rumour has it that they also provide a discreet body disposal service as well.
  • Merchant Marina (8). A bustling site that everyone in the Port is familiar with. Here merchants unload their wares and Captains pay their fees and fines to the elven Merchant Master Pherias Jakar.
  • Seawrack Chapel (9). A temple to Gozreh, master of wind and waves. Like many of his simple shrines in fishing villages this building is constructed from driftwood and netting.
  • Siren's Lash (10). The most upmarket brothel in the Port. The Hurricane King is said to hire its courtesans en masse when he entertains.
  • Eastwind (11). This district is split into two: High and Low Eastwind. The former is high on the bluffs providing a comfortable location for merchant's houses. In the latter house prices are cheaper, not least because the land on which they are built is slowly sinking into the sea.
  • The Bloodpools (12). Pools filled with strange urchins partially fill a cave in the Knotworks. Supposedly they provide a passage to the open sea which accounts for the occasional sightings of mermaids and other strange creatures in the area.
  • Sminsilver House (13). Constructed by Captain Lucio Sminsilver over 40 years ago this desirable mansion has had a multitude of owners since as the fortunes of its residents have waxed and waned like the tides.
  • Dead Man's Dancehall (14). A natural stone arch which serves as a gruesome landmark. Iron cages dangle from the arch containing the corpses of those who have fallen foul of the Hurricane King (or just the local assassins).
  • The Locker (15). A key part of the Port's rudimentary justice system, this jail has two levels. The top level houses mainly minor criminals and the bottom those who have really fallen foul of the Pirate Lords e.g. mutineers. The lower levels flood at high tide making survival for the unlucky prisoners a desperate affair. The head jailer, the female half-orc, Xue Bonebleeder, is known to throw fresh meat into certain cells to attract the harbour sharks.
  • The Cup and Rudder (16). Few realise that this tavern is actually also a dedicated temple to Cayden Cailian, the God of Adventuring.
  • Scrimshaw (17). A home for many of the Port's sculptors this rather disreputable area has many carved ivory sculptures outside its buildings that denote through symbols what vices the low-rent brothels, bars and drug dens may supply.
  • Marg's Emporium (18). With a location that forces many to walk through her shop and a reputation for buying nearly anything offered to her Marg attracts many customers who spend time sifting through the junk on display looking for bargains. 'Mad' Marg Martols, the owner, is something of an exotic creature and an entertaining storyteller,
  • The Knotworks (19). The network of labyrinthine tunnels behind the bluffs houses many small businesses that can't afford to buy a more permanent shop in the main town. The constant temperature and humidity are excellent for storing goods although most agree that it is an unsafe location after the shops close at night due to wandering creatures from the lower tunnels.
  • Bekyar Headman's Lodge (20). Simple wooden huts and shacks are the housing of the Bekyar people from the Mwangi Expanse who come to trade with the pirate's. The Headman's Lodge is the home of Goat Tongue, a Bekyar shaman.
  • Beggarbriar (21). The dregs of Port Peril society live here boiling tar for the shipwrights and working in the tanneries.
  • Berth of the Sea Wraith (22). An immense petrified ship twice as large as any currently sailing from the Port and believed to have been built by Besmara herself has become a holy site to her followers.
  • Sunken Plaze (23). A confusing maze of ladders, rickety stairs and multi-coloured lanterns this market is favoured by all who wish to avoid the premium prices of the Merchants' Marina. Customers come looking for the uncommon, the very cheap or the very specific here and are rarely disappointed.
  • Captains' Crawl (24). A reeking pit, which some say reaches down into the Underdeeps, is where half-orc Captain Job Manyfingers descended twenty years ago never to be seen again. Many believe he went to recover his treasure which he had hidden in the pit.
  • Lubbers' Lurk (25). The only way into the Port by land is by these sea caves. Very few try to avoid the ferry fees from Beggarbriar as many human and non-human predators lurk in the darkness for the unwary.
  • Saltfish Camp (26). A rickety collection of shacks houses those unfortunate enough to have fallen into slavery. Firoj, the owner of the area, hires out his charges by the day.
  • Freedom Hole (27). A tunnel that cuts into the rock behind Goli Mor's brinery. Rumour has it that it ends in a grating (or crack in the rocks) through which messages can be passed to and from the poor souls of Saltfish Camp.
  • New Eleder (28). The tunnels leading to a large cave collapsed nearly a year ago. The cave was the home of many recently arrived Sargovian expatriots and as they had few friends in the Port no one bothered to dig them out. Some say that if you listen carefully you can still hear vague scratching noises near the rockfall.

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