I have taken it upon myself to put to parchment the known
history of this loathsome den of villains. Deneir aid me in my quest. When
first I considered the nature of the task, I mistakenly lulled myself into
believing that uncovering and transcribing the lore of Skullport would be a
mundane tusk. How does one port differ greatly from another?
It is with great humility that I admit I was gravely
mistaken. The Port of Shadow is unlike any port above or below the surface of
Abeir-Toril. Not surprisingly, it is much like the Underhalls that surround it:
difficult to quantify, enigmatic, dangerous and yet alluring, all at the same
time. The whole attempt would have been fruitless had I not encountered
Sangalor of the Secrets, a generous and fair-minded person whose knowledge of
Skullport is only matched by his devotion to Oghma the Binder. Sungalor, if you
are reading this, I thank you for the guidance and insight. May the Binder keep
you safe.
Alphraxis of Deneir
Skullport, or the Port of Shadow to the learned and
informed, is a dismal and dangerous domain populated by the vilest beings the Realms
Below has to offer. Mercenaries gather to sell their swords and lives to the
highest bidder; Noble drow move about shading their intrigues and machinations
from the various luminescent fungi, and slaves that go up on the auction blocks to
feed the demand for labor. Slavers, smugglers, mercenaries, and black-market
merchants operate openly in Skullport. In fact, the economy of the Port of
Shadow is dependent upon the despicable practice of buying and selling sentient creatures.
The enigmatic Skulls rule and maintain order in the city.
These floating disembodied skulls wander about Skullport, which takes its name
from their presence, tending to aims only they can fathom and enforcing their
sometimes whimsical and often harsh will through the use of cryptic magical
abilities.
But so long as the actions of a being do not inhibit trade,
cause mass destruction, or attempt to wrest control of the Port from the
Skulls, his or her actions are ignored by the Skulls and largely overlooked by
the populace of the city.
Skullport is also a haven for underworld and illicit
activities such as: Smuggling, piracy and pirates, drug-running and alchemists
who concoct drugs and poison all thrive and dwell here. Most folk in Skullport
are likely hiding from or trying to avoid the forces of the law of the surface
world or are poor folk trapped in this city of darkness because of personal
misfortune, they lack the resources to rejoin the surface realms, or sometimes
it is just the misfortune of being born here.
The Port of Shadows can be broken down into four somewhat distinct
regions and three vertical elevations (The Crown, The Venter, and The Dredge), although
the exact divisions between wards are a constant source of conflict. The
Sargauth creates a series of dark canals which are the thoroughfares traversed used
by individuals mostly on gondolas each piloted by a black-skulled skeleton. Boardwalks
and bridges join many major wards, but specific locations may only be accessible
by a skeleton’s gondola.

The generally accepted wards of Skullport are:
Skull Island. This is the island surrounded by the River Sargauth
(and a nearby enclave) at the south end of the Murkspan Bridge. The most
prominent feature of the island is the tower of black basalt sculpted from a
massive stalactite called the Tower of Seven Woes. Before the ruination of the
sea caves, slaves are were kept here before being shipped to points unknown;
however now House Drowdeen from Ched Nasad have since taken control of the
island and all its riches. Skull Island has only one level.
The Port. This is the first leg of the main cavern of
Skullport just north of Skull Island across the Murkspan Bridge. It is by far
the loudest and most rowdy of the wards; considering the number of festhalls
located here. The ceiling here rises to a height of nearly 100 feet and is dominated
by the complex weave of catwalks and wooden palisades overhead. Far overhead
hangs a forest of stalactites. It also contains many warehouses, businesses
dependent on the canals, importers, and exporters. It is generally a ward of lower-class
businesses and residences. This does not however exclude it from conflict. Religious factions
vie for dominance in the Port: remnants of the Church of Loviatar occupy The Venter elevation,
and Umberlee dominating The Dredge elevation both using local gangs to fight minor skirmishes
while priests and clerics work their vile ceremonies in darkness.
The Trade Lanes. This is the area to the east of
the Port ward. Long corridors of canals runs east from the Port in this long cavern.
Its northern and southern walls are fairly straight. It features one of the
broadest canals in Skullport and harbors the bulk of the trades and services to
be found in the Port of Shadow. Anything and everything is for sale here from scrolls, to salvaged goods, and poisons. The ceiling gradually rises from about
100 feet to 300 as it angles upward to the Heart. Anyone who peers upward can see
the waterclock high overhead between the Dredge and Venter Trade Lanes. The
Trade Lanes has three levels that often bring factions into conflict: the Melairkyn
have come to reclaim the Venter with sudden shrewdness; The Zhentarium in the
Crown; and the Iron Ring slavers in the Dredge.

The Heart: The Heart is the easternmost portion of the main
cavern where it opens out from the Trade Lanes and rounds off naturally at the
easternmost wall. The main cavern rises highest in the Heart and holds numerous
residences and some businesses. It is the highest-class area in Skullport, a
distinction of dubious relevance considering the low-class nature of the entire
city.
The bulk of the Skulker population makes their homes here
among the stone columns and stalactites of the cave. Most of the more unusual
races make their homes here as well. The ceiling of the cavern in this ward is
the highest point in Skullport, and some structures twine the stalactites some
300 feet above the main cavern floor, including the spider-shaped drow refuge
of House Auvryndar.
The Heart ward has three levels like the Trade Lanes, but because
of the higher ceiling in the Heart, the upper levels of the Heart are higher in
elevation than the upper level of the Trade Lanes. It is in these levels where
the Red-Mages of Thay, pious elementalists, and numerous thieves guilds struggle for
control over this upper-class ward.