This is a list of people, places, things and events relevant to the campaign. Any time they appear in a blog post or wiki, it will automatically be linked to its definition.
  • IslandSpacer
    Bonewrack Island
    A place of new beginnings, and undead Plus
    Mancatcher Cove
    Treasure hoard of Cyrus Wolfe Plus
    Tidewater Rock
    Renown for capturing and holding Plus
  • PortSpacer
    Port Peril
    Capital City Minus
    Port Peril
    Home of the Hurricane King

    Alignment: CN
    Capital: Port Peril (43,270)
    Notable Settlements: Colvaas Gibbet (425), Neruma (5,230), Oyster Cay (1,110), Parley Point (1,225)
    Ruler: Captain Kerdak Bonefist, the Hurricane King
    Major Races: Humans, half-elves, half-orcs
    Languages: Common, Polyglot, Varisian
    Religion: Besmara, Gozreh, Norgorber, Pharasma
    Plunder: Coins, gems, minerals, trade goods

    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 profit 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. Crescent Harbor’s surly and hairless harbormaster, Tsojmin Kreidoros (LE male dwarf wizard 7), takes his job seriously and with little humor, ensuring that the Hurricane King’s standing orders are adhered to.

    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 (LN male middle-aged human expert 8), along with the harbormaster Kreidoros and merchant master Pherias Jakar (CN female elf aristocrat 3/bard 4). 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.
    Rickety Squibs
    A place to squib a ship Plus