Streching the Shackles.


Skull & Shackles


Base on a thread about making the shackles the size of the Caribbean. Instead of stretching them in all 4 directions I was thinking of extending then out to Azlant.

Any one know how far it is from port peril to Azlant?

I was thinking they make great a great pirating area because ship have to anchor at night and go slow during the day due to all of the hidden reefs other things that will wreck your boat.

I am using the FaSB rules that let boats go faster then 2MPH but I would require a knowledge geography DC 20 + 1/.5 MPH over 2 they want to go to get through the shackles. Failure will damage the below the waterline location.

Scarab Sages

The only Paizo map of the whole world that I've seen was labeled Not To Scale. It's a great question, though. I wonder how hard it would be to calculate, based on Port Peril being in an equivalent location on the west coast of Africa, and Azlant being the size of, say, Australia.


So that really is the only map out there that gives any indication. Pain in my butt.


I think I want to make the island chain span about 1000 miles. The would involve making all the gapes about 4 times wider. I think that can work.

Scarab Sages

Yup, unless there's another one hiding in the Paizo office, I think the "Not to scale. Do not remove from the Grand Lodge," one is the only one.

Scarab Sages

Some people also want to inflate the size of at least some of the islands for various reasons (corral shipping into predictable lanes, provider more land for the Cyclopes of Ghol-Gan to have farmed and built on, etc.)

Scarab Sages

I think the Caribbean is about 1,000 miles wide, and on a world map, it doesn't stick out that far into the Atlantic. Based on that, I think you could make the Shackles 1,000 miles wide and still have some open ocean between them and the remnants of Azlant. Or you could say that Azlant was closer to Garund than Arcadia, and have the Azlanti Islands just beyond the Cannibal Islands.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I offer up the map that I made for my Skull & Shackles/Razor Coast/Freeport campaign that I am currently running HERE.

It is based off the "Not-to-Scale" World Map, but gives alternate areas and sections of Azlant based on that original map. You don't have to use Razor Coast with it, of course. Just change the names to whatever suits you or cut off the other side of Azlant.

Hope this is somewhat useful.

Scarab Sages

Feros wrote:

I offer up the map that I made for my Skull & Shackles/Razor Coast/Freeport campaign that I am currently running HERE.

It is based off the "Not-to-Scale" World Map, but gives alternate areas and sections of Azlant based on that original map. You don't have to use Razor Coast with it, of course. Just change the names to whatever suits you or cut off the other side of Azlant.

Hope this is somewhat useful.

Thanks. That looks very useful.

Scarab Sages

Feros wrote:

I offer up the map that I made for my Skull & Shackles/Razor Coast/Freeport campaign that I am currently running HERE.

It is based off the "Not-to-Scale" World Map, but gives alternate areas and sections of Azlant based on that original map. You don't have to use Razor Coast with it, of course. Just change the names to whatever suits you or cut off the other side of Azlant.

Hope this is somewhat useful.

Hmmmm...

With the pseudo-Caribbean in play, it might not matter that the Shackles are small. The Free Captains' headquarters might still be there, but the heart of the action could have shifted across the sea. Dig out some old Maztica books (or Sons of Azca), put the Chelaxian Navy in the role of the real-world Spanish Armada, and treasure ships carrying the gold of Arcadia home to Egorian could become the ultimate score for a Free Captain. That's a tempting thought.


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Neat idea to include some treasure ships.

Nice map Feros, I think I would want to pull the shackles out to about where you have the F in Fever Sea. Still a gap merchants can go through with out having to slow down but if even one kracken or Thalassic Behemoth reside in the gap I think merchants would go through the shackles instead.

Grand Lodge

Where did you imagine Canorus or Anchor's End, Feros?

Grand Lodge

This topic has also given me additional ideas to adapt Savage Tide to Golarion.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
TritonOne wrote:
Where did you imagine Canorus or Anchor's End, Feros?

I put Anchor's End and Canorus just off the map to the north. They are about the same distance to the Ulfen colony of Valenhall as Port Shaw.

Effectively Port Shaw acts as a third Chelaxian colony in Arcadia, albeit one that is utterly corrupt and far from under Imperial control.

Oh and to speed up transport to and from Arcadia, I have the Eye of Abendego cause a massive air flow to the southwest. This is the same flow that causes Tempest Cay and Drenchport to be almost always blasted with strong winds and rain. This "counter-flow" makes passage through Gozreh's Passage as swift as normally passing east to the north. But since this goes against the natural air flows, storms and odd currents plague anyone making a run through the passage.

That's how I came up with the name: prayers to the sea god are often on the lips of sailors passing to Arcadia and the Razor Sea that way. The return trip through the Serpent's Run is dogged with sharp shoals and fang-like outcroppings if you go too close to the Sea of Teeth and harpies and sirens if you get too close to the cliffs of old Azlant.

Fast transport, but hardly safe.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
TritonOne wrote:
This topic has also given me additional ideas to adapt Savage Tide to Golarion.

The Isle of Dread would work very well as one or the remnants of Azlant.

Scarab Sages

Feros wrote:
TritonOne wrote:
This topic has also given me additional ideas to adapt Savage Tide to Golarion.
The Isle of Dread would work very well as one or the remnants of Azlant.

That's a good idea, Feros, with or without the rest of the Savage Tide AP.

A bad storm during the passage between Arcadia and the Inner Sea could result in an emergency landfall there. If that's too reminiscent of Bonewrack Island, then one of the treasures from the inner front cover maps could be there to lure the party in. It shouldn't be too hard to add gillmen, aquatic elves and scary Azlanti descendants (or their ghosts) to the Isle of Dread.

I forget which book it was in, but I vaguely remember Paizo publishing something about a lost colony on a chunk of Azlant. That should be pretty easy to transplant.

Edit: It was in Lost Cities of Golarion, appropriately enough. It might not fit quite so well on the Isle of Dread, though. The surrounding terrain seems kind of incompatible.

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