Table 4–1: Port Names 1 Annex Bay
1
Bandar Point 2
Bargeton 3
Bridgetown 4
Cape Cristobol 5
Cape of Saints 6
Cape Yeoman 7
Colossus Gulf 8
Coral Bay 9
Darkwash Landing 10
Deepharbor 11
Dire Cape 12
Eagle Point 13
Glass Bay 14
Grim Cove 15
Hazzir Bay 16
Jamestown 17
Jericho Landing 18
Kingsport 19
Kirkdun Harbor 20
Table 4–2: Port Names 2 Mammoth Point
1
Never Moor 2
Outrigger Dock 3
Port Behremij 4
Port Galtas 5
Port Haven 6
Port of Men 7
Princeport 8
Port Unique 9
Razor Landing 10
Reunion 11
Saint Marcus Marina 12
Saint Troix 13
Sonata Bandar 14
Victory Channels 18
Vincennes 19
Table 4–3: Ports at-a-Glance Busy and well-patrolled 1
Capital of country 2
Entertainment center 3
Excellent information and knowledge 4
Excellent weapon and armor smiths 5
Export center 6
Filled with king’s troops 7
Filled with criminals and scum 8
Good repair facilities 9
Guild-run port 10
Import center 11
Military fortress 12
Pirate’s den 13
Quarters strictly defined 14
Ramshackle 15
Saturated with industry 16
Scarcely populated 17
Significant magical activity 18
Smuggler’s haven 19
Substantial humanoid population 20
Table 4–4: Port Intrigue Boasts pearl beds and divers 1
Deadly fog shrouds city at night 2
Flooded by bad storm 3
Founded by a pirate 4
Has a huge water clock in center of town 5
Houses a torturers’ guild 6
Lit by magical torches 7
Mayor is reputedly a pirate 8
Mints coins for the government 9
Museum houses a dragon skull 10
Mysteriously abandoned recently 11
Quarantined for plague 12
Royalty has a home here 13
Ruled by mad priest of a sea deity 14
Run by a council of pirates or adventurers 15
Sand on the shore is black 16
Sea races openly walk the streets 17
Suffers the strain of tribute to local dragon 18
Tension between ruler(s) and local druid(s) 19
Trades freely with sea race(s) 20
Table 4–5: Dockside Personae
Alec the dock warden inspects ships for contraband outlawed by the local nobles.
1
Atrayu the seer forgets most of his own past but is outstanding at seagoing lore and stories.
2
Brushela Cauldron-Tamer, retired naval cook, now serves up her wares in the Studded Anchor.
3
Ditrik the warehouse owner and smuggler’s contact and his regime of bodyguards.
4
Docan the shipwright and retired advisor to the imperial navy, available for advice.
5
Duthalik the dwarf siege-engine specialist, in both shipboard catapults and ballistae.
6
Dythellia the Seawitch, a druid of no little skill, speaks with sea creatures for news from afar.
7
Gaithlin Kraken-Slayer, bard of the high seas and former cabin boy of Captain Risella Redmane.
8
Grace the necromancer, known to have powered the Skullreaver with untiring skeletal rowers.
9
Jaitia, aquatic elf who travels from port to port in search of word of a lost city of her kind.
10
Johannus Coop, the retired shipwright who nitpicks ship imperfections that really don’t matter.
11
Lukin the harbormaster, with logbook and writs of notice, is always accompanied by his assistant.
12
Martiorin, the matriarch of the local guild of innkeepers and taverns, who owns the Sailor’s Rest.
13
Old Jorris the beggar who claims his ship wrecked here years ago and has a great pity craving.
14
Seti Irmal, cleric to the god of the sea, collecting alms and giving blessings to departing ships.
15
Solveig the half-ogre bosun recently expelled from the
16 Xenwind, looking for new work on deck.
Sorgiss Redflesh, permanently sunburned sailor who survived 30 days in the Dreadmyth Sargasso.
17
Theldar the brawler, champion arm wrestler and freelance shipboard marine.
18
Urid the Grym, master pilot and chart-reader, with sack of sextants, measuring devices, and gear.
19
Xavier the master navigator’s collection of ancient mariner’s maps rivals that of the oldest captain.
20
Table 4–6: Dockside Diversions 1
Artist is making charcoal sketches of the docks 1
Band of musicians play to announce the arrival of a noble’s ship 2
Battered ship enters port and the surviving sailors are few 3
Child covered with seaweed is chasing other children down the docks 4
Children have acquired a small mirror and are reflecting sunlight into the eyes of pedestrians 5
Coachman is refusing a fare; the angry customer begins kicking the coach 6
Couple of drunken salts are telling tales of sea serpents that they’ve “seen”
7
Couple of newlywed nobles are being sent off; the young bride weeps 8
Cowled figure is being escorted aboard a ship by several sailors and guardsmen 9
Crate on the docks explodes, releasing a hungry creature 10
Crew of a nearby ship sings as it prepares to set sail 11
Criminal is being escorted to a ship; the crowd hisses and follows behind the guards 12
Dark cloaked figures chase a small boy down the docks; the lad is heading for the water 13
Drunken sailors attempt to return to their ship, but board the wrong one; a scuffle ensues 14
Due to the displeasure of the sea goddess, the harbor has turned into a huge whirlpool; the town 15
— desperate to make amends — considers tossing sacrifices into the harbor
Family, leaving town, carries all their belongings; a sailor scolds them about so much baggage 16
Famous bard entertains at a dockside tavern; the place is full with a crowd just outside the door 17
Figurehead is being repaired or replaced on a damaged ship 18
Fisherman and a young couple are haggling over the sale of a boat 19
Table 4–7: Dockside Diversions 2
Fisherman is cleaning his catch and feeding nearby seagulls what he can’t use 1
Fishing boat runs aground and cracks against the hull of a bigger ship in the marina 2
Fishing net animates and begins dragging pedestrians into the water 3
Giant dead sea creature has floated into the harbor 4
Guards are trying to arrest a ship’s captain on charges of piracy; he is resisting 5
Harbor has turned the color of blood 6
Harbor is filled with floating dead fish; the smell is terrible 7
Harbor is quickly and quietly being emptied; no one will speak of why 8
Harbormaster has fainted and no one seems to notice 9
Horse has been spooked and is pulling a wagon down the docks at breakneck speed 10
House explodes; the inhabitants have been known to locals to experiment with unstable substances 11
Hungry sharks swim lazily in the harbor, waiting patiently for food 12
In the harbor a (plague) ship is being sent away; someone is sick aboard 13
Large chest is under heavy guard as it is loaded onto a wagon 14
Large chest on the deck of a ship seems to move toward the water 15
Large ship boasts several pirate flags hanging from its figurehead as trophies 16
Laughter can be heard from beneath the docks; the locals claim they can’t hear anything 17
Local inventor tests an breathing apparatus for use underwater 18
Long line of people waits near a wagon; a sign with a picture of a steaming crab hangs on the side 19
Lucky cat has stolen a dock fisherman’s catch; he begins chasing the culprit 20
Table 4–8: Dockside Diversions 3
Merchant is being visited by a couple of thugs 1
Merchant — hawking his wares — speaks in a foreign language, desperately clamoring for trade 2
Nearby figurehead seems to wink occasionally 3
Newly built ship is being lowered into the harbor today; if all goes well a christening will follow 4
Noble claims he’s been insulted and challenges a young boy to a duel 5
Noble has caught her dress hem on a nail; she is trying to unobtrusively free herself 6
Noble uses a fisherman’s pole to retrieve his hat from the water; a fisherman flips a coin, smirking 7
Old woman hobbles on a cane down the docks and the pedestrians give her a wide berth 8
Old woman sits in a rocking chair knitting; occasionally talks to “Oswald,” but she is alone 9
One of the piers has been torn away and can be seen floating in the harbor 10
Pair of young women who are twins are fishing off the dock 11
Parrot familiar has flown onto a building sign; a sailor tries to coax it down 12
Peg-legged sailor is dancing with a woman to the tune only they can hear; they’ve just been married 13
Press gang hurries its catch to a ship with a few folks in tow 14
Pretty young woman is being harassed by a group of sailors 15
Priest silently prays at the docks; few notice and nudge him as they pass 16
Rat is chased by a cat nearby; it seems to squeak out “Help!” to pedestrians 17
Regal coach sits on the docks; no one is seen leaving or entering it 18
Rogue's hand is removed at a stall for stealing; locals cheer as the axe falls 19
Rowdy sailors have just been granted shore leave 20
Table 4–9: Dockside Diversions 4
Sailing ship enters port crewed entirely by an aquatic race 1
Sailor has hung himself from a docked ship’s mast overnight; everyone is afraid to board the ship 2
Sailor going wild and breaking things after learning his girl has married another while he was at sea 3
Sailors from two rival ships have started to argue; this likely leads to fisticuffs 4
Scholar is unloading his library from a ship and is making the porters’ job difficult by supervising 5
Seven cowled figures have taken positions on a ship in port and are standing very still 6
Several old men repair fishing nets while trading rumors 7
Shifty fellow offers his services as a guide to a group of naïve folks who have just disembarked 8
Ship has captured a magical aquatic beast… alive 9
Ship has caught fire and crews from nearby ships help put it out 10
Ship here with a huge hole in the side; it’s a miracle it managed to reach port 11
Ship’s entire crew refuses to sail out again on the ship they came in on; they won’t say why 12
Ships and boats in the harbor are all being sunk from below 13
Ship’s (magical) figurehead is arguing with the captain 14
Shouts can be heard from a ship whose crew is having trouble replacing torn sails 15
Sky has darkened quickly and everyone is closing up, getting to shelter and preparing for a storm 16
Small child is selling polished seashells from a basket 17
Small fishing boat has a large shark across the deck 18
Small group of children pick on a smaller child 19
Some crewmen claim they’ve captured a member of an aquatic race long thought extinct 20
Table 4–10: Dockside Diversions 5
Some sailors cracked open a casket of rum and now roll the empty casket along the dock 1
Someone has covered all the dockside windows of a ship with tar 2
Townsfolk are making repairs to one section of the docks 3
Travelers are trying to coax their horses on board a ship 4
Two fisherman argue and blame each other over some inconvenient and overblown slight 5
Two sailors are fighting over a woman while she is eyeing another man across the docks 6
Whales have beached themselves near the edge of the docks 7
While a ship departs several women stand on the docks and wave farewell to their sailors 8
Young apprentice crushes shells with a mortar and pestle, with her legs hanging out over the water 9
Young bard plays a worn and repaired lute, a beaten hat at her feet with a few coppers inside 10
Young boys throw rocks at seagulls 11
Young boys have tied a dead rat to string, using it and a few nets to gather crabs 12
Young fisherman is having a hook removed from his hand by another 13
Young man can be seen swimming in the harbor 14
Young man is feeding soup to a drunken beggar 15
Young man joins a crew as mother watches, weeping; the sailor pretends not to notice 16
Young pretty woman helps a drunken man leave a tavern and walk home 17
Young woman sells fried squid on a stick 18
Young woman — posing as a boy — applies for cabin boy position; the sailor sends her away 19
Young woman is using a long stick to collect seaweed; a basket filled with it is nearby 20
Table 4–11: Dockside Establishments 1 Apothecary
1
Bait shop 2
Dock master 11
Fest hall 12
Flophouse 13
Flower girl 14
Gambling hall 15
General store 16
Glass blowing 17
Inn/tavern 18
Lumber mill 19
Map maker 20
Table 4–12: Dockside Establishments 2 Market
1
Mercantile 2
Merchant shop 3
Merchant stall 4
Moneychanger 5
Pawn shop 6
Rope/net maker 7
Sage 8
Sail maker/seamstress/tailor 9
Sailor’s guild 10
Tattoo shop 15
Tinker 16
Tobacco shop 17
Trinket shop 18
Wagon maker 19
Warehouse 20
Table 4–13: Port Imports/Exports 1 Armor
Exotic steeds 6
Fine fabrics 7
Fine furniture 8
Fine steeds 9
Fish 10
Fruits and vegetables 11
Furs or skins 12
Grain 13
Herbal remedies 14
Leather goods 19
Magic items 20
Table 4–14: Port Imports/Exports 2 Maps
1
Marine jewelry 2
Paper goods and books 3
Precious stones 8
Raw ore 9
Scrimshaw 10
Scrolls 11
Slaves (legal or illegal) 12
Spices 13
Stone 14
Unusual plants 15
Weaponry 16
Wild animals 17
Wines/spirits 18
Wood and lumber 19
Woven goods 20
Table 4–15: Black Market
Accoran Mathruis has illegal orc tobacco for sale in his attic.
1
Barot Torb, a dwarf, has a secret room under his smithy where he trades in smuggled metals.
2
Corithan Solomon runs a general store where you can contact a prostitution ring.
3
Cyrence Borouck sells illegal and outlawed magical items from his small boat.
4
Devinstance Eonmos can procure any type of contraband down by the Craven Tavern.
5
Dominus Gillid sells potions, but if you rub your chin he’ll show you outlawed, rare poisons.
6
Dorivan Delgrath can get elven food served in the basement of his simple inn.
7
Dougrich Heward is a contact for the Crimson Wasp assassins, and can broker deals too.
8
Esrabeth Nominus can get small reams of the highest quality elf paper in his general store.
9
Evenrude du Builrend sells normal perfumes and has a small stash of dwarven perfume as well.
10
Hollique Fleur isn’t just a barkeep but a font of specialized information on trade.
11
Lady Ventrasa Illimus has a slave trade running from her extensive estate grounds.
12
Lethony Velendra knows a band of diviners willing to cast divination spells on anyone for a price.
13
Malichai Durgen owns the magic guild but can get custom wards designed for any locale.
14
Marcah Caslar, leader of the Rotgut Men, offers all manner of protection, no matter where.
15
Nathaneth Doricon is a bookseller who also smuggles the outlawed true history of the monarchy.
16
Oliman Zabrandus deals in special outlawed pearls that can be ground into alchemical elixirs.
17
Patrem Mornrim can obtain magical components for spells long outlawed in the land.
18
Roderick “Justice” MacLachlan channels bribes and gifts to members of the court system.
19
Zachriam Munavian acquires healing potions that, while potent, exact a bizarre toll on the body.
20
Table 4–16: Establishment Supplies
Borigdarr Darkhorn runs a dockside shack that sells fishing supplies and bait.
1
Carsae Kalizan runs a potion shop out of a wagon that roams the docks.
2
Crigo Mylarn operates a blacksmith shop specializing in farm equipment.
3
Darlane Du Sara is a woodworker who makes and sells barrels and troughs.
4
Glaerim Sullendrach operates a jewelry store and also cuts gems himself.
5
Gurrion Korith owns one of the finest stables around, selling both horses and ponies.
6
Harish Findar runs an outstanding all-purpose bakery out of his simple home.
7
Jedder Kor is a scribe who transcribes books and writes special letters and forms.
8
Ketrick Jentha has a candle shop that specializes in all matter of illumination.
9
Lhaerus Levien owns a hobby shop with game pieces, tavern puzzles and toys.
10
Luzward Brynn is a bookseller and stocks both scholarly work and common tales.
11
Marias Heybor runs a dingy shop selling cheap clothing materials and silks.
12
Meith Arachar and her daughters own a simple desert shop with pies and cookies.
13
Moiran Gilath runs an apothecary that also dabbles in occasional snake oil.
14
Mythliam Dimitre is the proud owner of a tannery and grain shop.
15
Nerek Artinal runs the local woodworks and his brother Balis makes furniture.
16
Orikoff Goldbar owns a brewery and sells some of the finest homemade ales around.
17
Tiffon Belia owns a sword and knife shop and offers regular sharpening for free.
18
Trinio Levandar operates an armory with special items he obtains from dwarves.
19
Tyrkoth Jystuul runs the local clothier and offers both work gear and festival dress.
20