![]() |
![]() |
![]() |
![]() |
The capital of the Shackles, on the wild mainland within Jeopardy Bay. There is no more eclectic, permissive market than in Port Peril, and the harbours are constantly crowded with incoming and outgoing merchants and buccaneers. The wooden shanties and houseboats of Crescent Harbour are decorated with colourful fabrics and lamps and are host to quick-fingered gamblers, smugglers, and actors from every corner of Golarion. The stone manors of High Eastwind are home to many retired captains and robber barons, while Hurricane King Kerdak Bonefist occasionally visits his fortress island of Lucrehold beneath the massive lighthouse known as Besmara's Beacon. The southern section of the city consists of twisting tunnels lit with countless coloured lamps.
South of the Shackles on the coast of the Mwangi Expanse is the Bay of Senghor. Behind mighty fortified seawalls is the city of Senghor, whose people is of a mysterious genetic origin, tall with green eyes and olive skin. The prosperous city-state's many canals are lined with buildings of ancient stone. The market island at the heart of the city is the major artery through which Mwangi and Avistani crafts and artifacts are passed. Not a true pirate city, Senghor nonetheless allows ships from the Shackles, so long as no piracy or slave trading occurs in its waters.
The capital of Motaku Isle, the largest and most geographically diverse of the Isles of the Shackles. Its well-trafficked harbour is shielded by large barrier islands and its depth can accomodate a ship of any size. Beneath the white cliffs the stone streets of Quent are fairly safe and orderly for an outlaw port. Honest tradesmen make their living here, and Blue Sky Road, the main throughfare, is lined with well-stocked shops and businesses. At the center of the city is Calistria's House of Stolen Kisses, whose sacred prostitutes will share many interesting secrets, for a price.
The Isle of Tempest Cay is a miserable one, constantly lashed by storms from the tempestuous Eye of Abendego. Nonetheless, the city of Drenchport is thriving, chaotic, and dangerous. The town was built out of flotsam from ships wrecked by the Eye, and its waterfront is dominated by seedy taverns, boarded up warehouses, and half-collapsed shanties. Skald can be heard spoken throughout the city, as many of the surly locals are of Ulfen ethnicity. Many Tengu also call the city home, living in teetering slums along the coast. There is no true government or law enforcement, but the Cult of Gozreh has particular influence and will offer aid to those who seek it. They are led by a mysterious captain known as the Master of the Gales, a powerful druid. There is also a new cult known as the Cult of the Eye, who worship the Eye of Abendego, which they know as the Deluged God.
The Devil's Arches is dotted with ancient Ghol-Gan ruins, the immensity of their oily black stones half-sunk into the soil, burying a legacy of horror and depravity. The limestone from ancient quarries was used in the contruction of Hell Harbor, a fortress city of Chelish architecture. The town is named for the numerous imps endemic to the island, which now infest the city. The pirate lord of Hell Harbor is Arronax Endymion, a disgraced admiral of the Chelish navy, who transformed the anarchic backwater into a thriving Chelish port town. The city boasts a paid constabulary, building codes, sanitation, tax collection, and even an opera house. Lord Endymion, now a paranoid old man, is hostile to any Chelaxian for fear of spies from his homeland.
The large, seemingly idyllic Shark Island was once a favourite of Shackles buccaneers for its calm deepwater ports, fresh water, and hidden coves. However, sahuagin invaded in vast numbers, and infest the waters and caves throughout the island. The once prosperous city of Ollo is now a miserable, waterlogged shanty town full of only the filthiest of brothels and gambling dens in all the Shackles. The desperate and depraved locals will trade in anything, but visitors are advised to stay within the log palisades of the city, due to werewolf attacks.
The iron-rich waters of Vanji River flow red, and built upon it is the ramshackle hive of Bloodcove. The city is the capital of vicious foreign exploitation of the Mwangi tribes, headed by the Aspis Consortium, a shadowy syndicate of robber barons. The city is built among the giant roots of mangrove trees; a labyrinth of rickety bridges, ladders, hulks, and stilt-houses. There is ample profit to be made for any corsair willing to respect the rule of the consortiums.
Far to the east of Port Peril, well inland, is a distant trading hub on the shore of Lake Terwa. The town is crucial for the transport and sale of slaves from the Mwangi Expanse and Sodden Lands, though it suffers no end to attacks from native Lizardfolk barbarians.