Pathfinder Skull & Shackles Campaign
Corruption +4; Crime +0; Economy +6; Law +7; Lore +6; Society +3
Qualities Holy site (Berth of the Sea Wraith), notorious, prosperous, rumormongering citizens, stategic location, superstitious
Population 43,270 (27,636 humans; 3,891 half-elves; 3,496 half-orcs; 2,663 gnomes; 2,230 halflings; 1,798 elves; 1,357 dwarves, 199 other)
Captain Kerdak Bonefist
Base Value 29,744 gp; Purchase Limit 225,000gp; Spellcasting 8th level spells
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. The rocky escarpments and bluffs cup a deep harbor capable of handling heavily laden merchants’ barques and galleys. Convenient access to the jungles of the Terwa Uplands and the Slithering Coast means prospecting teams can easily move inland in search of precious lumber, spices, and exotic fauna for trade in distant ports. Neutral merchants berth here before making the treacherous journey north, but the port’s militia forces ships bearing the flags 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 before attempting to sell them in northern ports.