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Skullport - Richard Sardinha
Skullport by Richard Sardinha
Skullport
Geographical information
Aliases Port of Shadows
Type Settlement
Size Large town[1]
Area Undermountain, Waterdeep[1]
Societal information
Religion Eilistraee[citation needed]
Population 2123[1] in 1372 DR
Political information
Ruler Skulls of Skullport[2] in 1479 DR

Inhabitants of Skullport
Locations in Skullport
Organizations in Skullport

Skullport (also known as the Port of Shadows) was a teeming hive of evil lying deep beneath Waterdeep on the third underground level of Undermountain.[1]

GovernmentEdit

In 1479 DR most control over day-to-day activities was managed by gangs such as the Lowfellows or The Mandible. However, the Skulls of Skullport, magically transformed remnants of the original Netherese mages who settled in the cavern, watched closely over trade within the town. Any activities that interfered with the town drew the attention of the Skulls who would impose seemingly random punishments for minor infractions and enslave or destroy offenders for serious crimes.[2]

OrganizationsEdit

InhabitantsEdit

Considered part of the Underdark,[citation needed] it was a lawless place of slave traders, pirates, and demi-humans, which trafficked with illithids, drow, beholders and other less savory creatures beneath the surface.[citation needed] Inhabitants of Skullport were known as "Skulkers".[2]

Notable inhabitantsEdit

Notable locationsEdit

Skullport-Zstulkk

Overview of Skullport showing location of the "Snake Pit"

Crookspar ParlorEdit

A gambling den in the highest part of the Crown.[2]

The CrownEdit

The upper tier of Skullport, this area was home to pirate captains and wealthier merchants prior to the city's abandonment after the Spellplague.[2]

The DredgeEdit

The lowest level of Skullport and a dank, lightless slum.[2]

The Grand HoistEdit

An unfinished, and possibly misguided project to build a hoist to transport goods from Skullport to Waterdeep.[2]

The Hall of Mental SplendorEdit

A small stronghold that housed a cadre of psionic spies that worked on contract, led by Vhondryl.[3]

The High TideEdit

The largest alehouse in Skullport in 1479 DR.[2]

Kreel’s FisheryEdit

A group of buildings in the Dredge where fish were processed for sale.[2]

The Nine BellsEdit

An enormous warehouse that served as a market for the town in 1479 DR.[2]

The Pick and LanternEdit

Successful tavern in the Venter.[2]

ScupperdenEdit

The only eatery in the Dredge.[2]

Snake PitEdit

The Snake Pit was located in the heart of Skullport's mercantile district. Its walls were carved with images of serpents and scales, and two powerfully muscled, snake-tailed yuan-ti stood guard at its gates. It was the residence of Zstulkk Ssarmn, a prominent slaver of the Iron Ring consortium. The cavern housed the temple where Zstulkk Ssarmn led his yuan-ti brood in worship of Sseth.[citation needed]

The ThreadsEdit

A series of tunnels north of the main cavern.[2]

The VenterEdit

The middle tier of the cavern that contained most of the town.[2]

Geographical featuresEdit

Sargauth, Portals, and PortEdit

Skullport lay along the subterranean river Sargauth, which was used as a trade route to the outside world. Over the centuries, several magical portals large enough for entire ships to pass through were built in the cavern walls along this waterway. One such portal, about 400 feet (122m) east of Skull Island, is only faintly visible as a scratched outline in the stone. Triggering the portal required no special key, just extraordinary confidence on the part of the ship's pilot, since the vessel had to be steered bow-first into the wall. When the bowsprit made contact with the portal, the vessel and all its contents were transported instantly to the middle of the Lapal Sea.[citation needed]The Keepers were hired mages who raised ships through the magical locks that led from the port to the Sea Caves south of Waterdeep and from there to the open sea. These portals are said to have been established by Halaster. Apparently passage through these locks required permission from the Keepers, although a talented mage could "piggyback" another ship passing through the portal at the same time.[4].

HistoryEdit

Skullport's history dated back centuries to a group of Netherese mages known as the Sargauth Enclave who settled in Skullport's cavern. These mages fashioned the Mantle, a mythal that protected their settlement. When Netheril fell in -339 DR the Mantle was ripped apart by wild magic which killed most of the inhabitants. Thirteen Netherese mages were absorbed by the magic and turned into disembodied skulls.[2]

In 1148 DR Shradin Mulophor obtained permission from Halaster Blackcloak to settle in the ruins of the Netherese enclave. For several centuries Skullport prospered as one of the main trading ports of the Underdark. However, in the late 14th century DR just prior to the Spellplague a slaad named Azriim weakened the Mantle so that it could no longer support the cavern's weight and large sections of the cave collapsed. During the Spellplague in 1385 DR the Mantle shot off bursts of wild magic and then disappeared.[2]

After the Spellplague, most survivors fled Skullport. At some point in the second half of the 15th century DR a young explorer named Miriam Sequora began showing off chunks of mithral she claimed she found in Skullport's ruins. She convinced a small number of miners to join her and soon a few merchants and miscreants settled in the town.[2]

TriviaEdit

  • The people of Skullport measured time in 'bells' of approximately four hours each.[2]
  • The town is bathed in dim light from phosphorescent fungus known as the Gloam.[2]
Skullport

Skullport in 1479 DR

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 179. ISBN 0-7869-1836-5.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 Matt Goetz"Backdrop: Skullport" Dungeon #200. Renton, WA: Wizards of the Coast, March, 2012.
  3. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 174. ISBN 0-7869-3134-5.
  4. Warning: edition not specified for Tangled Webs

SourcesEdit

Netherese Enclaves
Earthmote Enclaves of Old Netheril
Akintaer · Aquessir · Anauria · Asram · Delia · Doubloon · Eileanar · Hlaungadath · Hlondath · Jethaere · Jiksidur · Jockteleg · Kolthunral · Lathery · Lhaoda · Maunator · Negarath · Nhalloth · Orbedal · Palter · Phylornel · Spiel · Sakkors · Opus · Synod · Tanathras · Thultanthar · Tith Tilendrothael · Undrentide · Xinlenal
Other Enclaves
Cuulmath · Farenwey · Quaeluuvis · Quesseer · Sargauth · Werapan
Wards of Waterdeep

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