- RuneScape Wiki
- Player-Owned Ports
|The content on this page is only accessible to RuneScape Members.
If you would like access to this feature in game, please make sure that you have subscribed.
The commercial section of Port Sarim was set up to trade with the Eastern Lands. Once a grand trading hub that connected the Western Lands to the Eastern Lands the port is now nearly deserted after - over 10 years ago - Sea Monsters suddenly plagued the seas destroying all ships that ventured there. Due to this, trade with the Eastern Lands collapsed, crippling the port.
About 5 years ago, the creatures stopped attacking but the port never picked up again; the West forgot about the East.
Your task is to help get the port up and running again, with help from your partner and other interested parties, and bring back as many of the treasures from the Eastern Lands that your ships' holds can carry.
The commercial port section of Port Sarim, Player-Owned Ports can be accessed via the port portal in the northern section of Port Sarim. To get to the portal quickly you can use the teleport option on your Captain's log or teleport to the Port Sarim Lodestone and walk north-east along the docks. You can also use the cabbage-teleport on your Explorer's ring then head south.
Points of Interest
Although your buildings may change in decor (see Upgrade Buildings), the basic layout of your port will remain the same.
The Black Marketeer
If you want to see more information about the personalities found within the port - these descriptions do contain spoilers - click here to toggle them.
|The Partner||The Navigator|
John Strum can’t imagine why anyone would want to help him, as the port is dead and there is no money to be made any more, but he welcomes the help, as he’s getting old. When you offer to help, he can’t help but be excited by it. He is almost childlike at the prospect of actively going to the Eastern Lands, rather than waiting for it to come to him. He’d never thought about it before – it’s a great idea. It rekindles memories of old times at the port, and there is hope again.
He has dedicated himself ever since to building the most complete and accurate set of maps the world has ever known, from Piscatoris to Sophanem and with the discovery of a peopled archipelago in the East, so he's attached himself firmly to The Partner to make these maps, and assist with mapping the archipelago. As time has gone by he's found himself rendering assistance in recruitment; he would have a keen eye for people if he cared to develop it.
|The Barmaid||The Black Marketeer|
She now runs his bar, one of the last active parts of the dilapidated port, staying with him partly out of love for him and partly because she foresees better times on the horizon.
To pay the ransoms Felix buys stolen goods from Eastern Exiles and sells them to Westerners for coin.
Some weeks of failure and humiliation later she’s found herself in an old run-down port with flagging self-confidence and no idea how to proceed – being almost painfully optimistic she’s sure she’ll turn things around, but not quite sure how.
You require at least level 90 in one of the following skills before you can participate: Construction, Hunter, Cooking, Fishing, Herblore, Prayer, Runecrafting, Thieving, Slayer, Agility, Divination or Dungeoneering.
Speak to The Partner, just East of the entry portal, to begin. He will introduce you to the port, and explain how it works. You'll need to go through a brief tutorial which will introduce you to the main aspects of the port. You'll be able to find further details on the ports features below.
Note that once the tutorial is over, the Partner will return to his usual position beside the Navigator.
Managing Your Port
The ships interface appears by default when you enter the port. It can take you directly to the shipyard by clicking on your chosen ship. It also lets you know at a glance if your ships are out on a voyage or in the port.
You can also rename your ships from here using the rename button on the far right of the interface. There is a button for each ship. Clicking this button will bring up the renaming interface for that particular ship. If you have more than one ship, you can navigate between them using the blue arrows at the top of the interface.
A ship name is made up of three parts: a prefix, the middle and a suffix. You do not have to select all three parts of a ship's name, but you must have at least the suffix part of the name. To swap between these three parts, use the boxes between the blue arrows at the top of the interface.
You can filter all names in a variety of ways if the list of choices is too long for you, or if you have a specific idea in mind for your ship.
If you're looking for some help naming your ships, there are two randomise buttons. The larger one randomises all three ship name parts, whereas the smaller button randomises only the choices from the name part you currently have selected.
To save your ship's name, press the 'save' button. Alternatively, press 'revert' if you do not want to change your ship's name.
The port interface appears by default when you enter the port and can be moved around via the minigames HUD. It will allow you to manage the various aspects of your port, such as building upgrades or sending out ships.
The drop down menu on the left titled 'Resources' shows you how many of each currency item you currently have stockpiled. The items are as follows:
- Bamboo (The Arc)
- Gunpowder (The Skull)
- Black slate (The Hook)
- Cherry wood (The Scythe)
- Jade (The Bowl)
- Stainless steel (The Pincers)
- Terracotta (The Loop)
- Azure (The Shield)
You also have trade goods that you can use to craft items from scrolls that you bring back from the Eastern Lands (see here). Only up to 255 of each trade good can be held at any one time.
The drop down menu on the right shows any visitors that are currently at your port. These change every day, although, for the Black Marketeer, it is only the products that he sells that changes each day. Visiting captains and adventurers will show here.
The icons in the middle of the interface bring up the different aspects of your port:
Used to send your ships across the ocean. Select a voyage from the left side panel. It will tell you the voyage's name, the difficulty and the rewards you will receive. The green reroll button allows you to see another voyage, if you don't wish to take on the one displayed, but you only have 12 rerolls per day and these rerolls (voyage and crew rerolls are separate).
Selecting a voyage shows more details in the right hand panel, including how long it will take. Click the ship you wish to send (the background will go green for the one you have chosen). You can then use the following buttons to make sure you have the perfect setup for the voyage:
- 'Add Effect' - lets you activate items that can improve your ship and crew (see below)
- 'Edit Ship' - opens the shipyard
- 'Crew Roster' - opens the crew roster
Bag of winds
Seasinger's bottled cry
|+50% crew XP||
Fortune of the Sea
|+10% rewards (or penalties)|
To ensure the voyage is successful you need to match your ship's stats to those required for the voyage.
This interface also allows you to take on special voyages that let you meet or help out adventurers. Simply click the 'special voyages' tab to see what is available.
You can find out more about the different types of voyage available below.
On the left hand side you can view your current crew. Clicking on a crew icon will display their skills and any traits they have in the bottom-left corner.
If you no longer require the services of a crew member or captain, press the 'dismiss' button. This means they will no longer be part of your crew and cannot come on voyages.
On the right hand side of the interface is a list of crew that you can hire. You will be able to see their stats and any traits they have here.
The green refresh button allows you to see another crew member, if you don't wish to hire the one displayed, but you only have 15 rerolls per day (voyage and crew rerolls are separate).
You can earn more rerolls through random events in the port.
For more information on crew and their stats, see here.
Here you can customise your ships. If you would like a ship that is built for speed, and one that is built for combat, you can manage this here.
The interface itself is built of hotspots, within which you have various choices about what to have there. Different choices will affect your ship's stats.
Note that you have 2 deck item hotspots but both contain the same list of items to choose from.
Most items will be locked until purchased.
To see all of the upgrades and their benefits, click here to toggle them.
If at any point you'd like to see your ship in all its glory, click the small camera button in the top-left of the screen. This will remove the interfaces and show off your ship. Click it again to return to the shipyard interface.
All buildings start out as dilapidated. You can invest resources into your port to improve it, attracting new crew, captains and providing better stats for your ships.
Use the blue arrows on the left and right of the building name to navigate through the buildings. You will be shown your current building, and the upgrades that are available to you. Upgrades that aren't available will not be shown until they have been unlocked by purchasing prerequisite upgrades. The upgrades will list the cost and any benefits that the upgrade provides.
Click on an upgrade to purchase it - you will be asked to confirm your purchase before any resources are deducted.
All upgrades, except for totems, icons, portals and the top tier of other building upgrades, must be unlocked by purchasing the previous upgrade.
Note that there are 4 totem hotspots and 3 icon hotspots.
To see all of the upgrades, their benefits and their costs, click here to toggle them.
Note that images can be clicked to make them bigger; items marks with * mean that these upgrades are built during the tutorial; and items marked with + mean that these upgrades are available by default.
Port Management is where you give special instructions to your captains. In particular you can specify which scrolls they are to hunt for, and which area of the Eastern Lands that you want them to focus on.
Simply click the scroll or area that you want to instruct your captains to focus on. You can hover over each scroll and area to see more information about them.
A map of the Eastern Lands archipelago. As you upgrade your port and send out more ships, you will discover more and more of the map.
The entire archipelago is viewable in the map below, however, until you have unlocked these areas, they will not show in game.
If you want to see more information about the islands that make up the Eastern Lands, click here to toggle them.
Note that some of the images below have been modified to show only the islands that are relevant.
Managing Your Team
Your crew are the dogsbodies of the port; they do all the hard graft. They have skills in combat, morale, speed and seafaring. Filling your ship with crew that have the right skills can improve your chances of completing voyages successfully.
Crew with coloured hats are typically better in one skill than the others. Other crew icons have a more varied skill set. The skill colours are:
- Red = combat
- Green = morale
- Blue = seafaring
- Purple = speed
Some crew members have traits which can offer positive (and negative) bonuses to your ship. Click here to view the list of traits.
|Eager||Morale +40||Unlocked The Arc|
|Misery Guts||Morale -40||Unlocked The Arc|
|Eagle-Eyed||Seafaring +40||Unlocked The Arc|
|Short Sighted||Seafaring -40||Unlocked The Arc|
|Plucky||Combat +40||Unlocked The Arc|
|Cowardly||Combat -40||Unlocked The Arc|
|Quick-Footed||Speed +80||Unlocked The Hook|
|Slow||Speed -80||Unlocked The Hook|
|Loyal||Chance to prevent captain death||Unlocked The Hook|
|Mutinous||Increased chance of captain death||Unlocked The Hook|
|Tough as Nails||Chance to prevent death||Unlocked The Hook|
|Feeble||Increased chance of death||Unlocked The Hook|
|Fast Learner||10% increased XP gain||Unlocked The Hook|
|Slow-Witted||10% decreased XP gain||Unlocked The Hook|
|Awe-Inspiring||Morale +100||Unlocked The Hook|
|Vapid||Morale -100||Unlocked The Hook|
|Seafarer||Seafaring +100||Unlocked The Bowl|
|Landlubber||Seafaring -100||Unlocked The Bowl|
|Slayer||Combat +100||Unlocked The Bowl|
|Pacifist||Combat -100||Unlocked The Bowl|
|Workhorse||Speed +150||Unlocked The Bowl|
|Glutton||Speed -150||Unlocked The Bowl|
|Opportunist||Better returns from partial mission success||Unlocked The Bowl|
|Pilferer||Reduced returns from partial mission success||Unlocked The Bowl|
|Unlocked The Pincers|
|Unlocked The Pincers|
|Leader||Ship morale +1%||Unlocked The Pincers|
|Gloombringer||Ship morale -1%||Unlocked The Pincers|
|Seafriend||Ship seafaring +1%||Unlocked The Pincers|
|Storm Magnet||Ship seafaring -1%||Unlocked The Pincers|
|Tactician||Ship combat +1%||Unlocked The Pincers|
|Liability||Ship combat -1%||Unlocked The Pincers|
|Lookout||Ship speed +1%||Unlocked The Pincers|
|Albatross||Ship speed -1%||Unlocked The Pincers|
Note that for each successful voyage you complete, your crew will gain experience and have the chance to improve their stats. It is worth investing in your crew, but choose wisely who you invest in, as you could hire crew who have higher stats.
You can attract a higher quality of crew member by improving the lodgings building.
Captains are those who give the orders and you cannot send out a ship on voyages without one.
They randomly show up in your bar, but you can attract a higher quality of captain by improving the state of your bar.
To hire a captain, open the crew roster. You can also speak to them in the bar.
Speaking to a hired captain at the bar will give you the choice to decide on their uniform. Click the blue arrows to cycle through your choices of hat, top and legs.
As with crew, some captains have traits which can offer positive (and negative) bonuses to your ship, and captains can level up by completing voyages.
Note that captains can die, although you can equip a lifeboat to your ship to improve the chances of them returning home safely.
You can only hire a maximum 5 captains at any one time. If you want another captain, you will have to dismiss one.
Before an Adventurer can visit the Port, you must complete a voyage to meet them. This voyage will only appear if the player has level 90 in the Adventurer's associated skill. After this occurs that adventurers will start visiting the Port.
An Adventurer will turn up to the port every day. Note that adventurers are never available as crew to be placed on a ship.
If you have more than 1 Adventurer, there will be a chance of a second Adventurer turning up. This chance will increase with the number of Adventurers.
You can attract the adventurers by changing your port's icon.
If you want to see more information about the adventurers, click here to toggle them (note that these descriptions do contain spoilers).
|The Whaler||The Biologist|
Hubbub is initially over-familiar, and warmly greets anyone he meets. He believes in the inherent goodness and trustworthiness of humanity, largely because he is inherently good and trusting. He is blustering, loud, brash and ribald. He is also highly-strung, however, being quick to anger, and brought to tears at the slightest mention of his people. He has a tendency to invoke abstract and lurid Eastern myths/idioms that are never explained or elaborated on.
Hubbub’s nemesis was once Quin the Seasinger, and he blamed her for the death of his people (when he didn’t blame himself). Quin provided Hubbub’s life with meaning, as he sought revenge actively, paying an order of assassins to kill her. When that failed, he neurotically turned his hatred away from Quin, and focused it instead on all sea monsters. One sea monster in particular eludes him – Shuma, the Deaf Whale – who tossed Hubbub onto some rocks, crushing his leg. Hubbub did not leave the whale undamaged however, as he stabbed the creature, causing its hearing to be lost.
Bethan loves diseases. They are little worlds in her petri dishes, and she talks to them as if they were friends. This is where she is most comfortable, and she understands disease far better than she understands people.
She doesn’t hide her main goals: to write a book, get recognised by her peers, and to name a disease. She dreams of the day that Bethtococcus will become a terrible and contagious killer. On the subjects of research, science, disease and becoming a noted scientist, she becomes enthusiastic and breathless. Her single-mindedness can make her seem unfeeling, but she has just had limited exposure to human beings, and she does want to name a disease so very, very much.
|The Whaler requires you to have level 90 Fishing and have completed the voyage "Meet the Whaler".||The Biologist requires you to have level 90 Herblore and have completed the voyage "Meet the Biologist".|
|The Missionary||The Occultist|
Tomlin was initially one of the White Knights, but was cast out for beating up his own squire for an offhand blasphemous remark. He then moved to freelance missionary work. Initially he started his fundamentalism with a twisted form of racketeering - travelling to homes and threatening people if they hadn’t done enough prayers, displayed enough stars in their house, etc.
Tomlin is here in the Eastern Lands to build a church, but he intends to go further than that: he intends to be the priest of that church, and spread his militant form of Saradominism to all natives.
Zu-Zu was once Khan Quin’s personal soothsayer. After an assassination attempt, she seduced a Khan into helping her to escape. Zu-Zu’s confidence and ability has made her the subject of desire. Quin, the seasinger, aggressively pursues her for her occult abilities, as Quin believes she has access to eternal life; Oshoru, a Khan who helped her to escape Quin’s island, is determined to take her into his harem (she promised him she would, as a means of escaping). Also, the soothsayers see her as a heretic, and want her dead.
Zu-Zu is a contradiction – she acts as the dominant controller so that she never becomes controlled herself. She is infallible, strong of character and ability, but she is also fragile, to the point that she will threaten her own death before she becomes trapped or a weapon for others.
|The Missionary requires you to have level 90 Prayer and have completed the voyage "Meet the Missionary".||The Occultist requires you to have level 90 Runecrafting and have completed the voyage "Meet the Occultist".|
|The Convict||The Assassin|
He has come to the Eastern Lands with a determination to reform. The problem is that Marcus can’t let his habits die: he only thinks of himself, catches himself in the middle of lies, and looks to escape and run away, rather than face things head on.
Ling’s parents died while she was young, and she has been left to fend for herself from that moment. As a result, she believes she needs no one’s help but her own, keeping people at arm’s length in case they betray or leave her. Her approach is to be direct, whether that’s as an assassin – going straight for the jugular – or in conversation, where she is curt.
|The Convict requires you to have level 90 Thieving and have completed the voyage "Meet the Convict".||The Assassin requires you to have level 90 Slayer and have completed the voyage "Meet the Assassin".|
|The Chef||The Trapper|
|The Chef requires you to have level 90 Cooking and have completed the voyage "Meet the Chef".||The Trapper requires you to have level 90 Hunter and have completed the voyage "Meet the Trapper".|
|The Architect||The Exile|
|The Architect requires you to have level 90 Construction and have completed the voyage "Meet the Architect".||The Exile requires you to have level 90 Dungeoneering and have completed the voyage "Meet the Exile".|
|The Memory||The Tengu|
She seeks to escape the western lands, for she is in danger of being siphoned into oblivion, and feels an unnatural pull towards craters. She believes that travelling to the god-free Eastern lands would save her from this, although one particular diviner from the west has been chasing her wherever she goes.
Sojobo is a mystical mask that contains all of the knowledge and wisdom of the ten gu, and is sentient in its own right. It felt Shanao's pain, but also desired to see the world beyond its tower home, and so the two made a deal. Shanao would wear Sojobo, and the two would enter into a symbiotic relationship. Shanao can fly, and Sojobo can give him access to the skills and wisdom to help Shanao survive.
The pair travel the Eastern Lands together, learning its many wonders, fending off the Purists where they can, and banishing yokai.
|The Memory requires you to have level 90 Divination and have completed the voyage "Meet the Memory".||The Tengu requires you to have level 90 Agility and have completed the voyage "Meet the Tengu".|
Main article: Player-Owned Ports/Voyages
Voyages are the missions that you send your ships out to complete for you. There are four types of voyage:
- Standard - Available on the 'standard voyages' tab of the voyages list. These voyages exist to help you find the resources you need to upgrade your port. Each area's voyages will focus on the resources that area specialises in. You need no special crew or adventurers for these voyages, simply send your ship and the crew out to fetch the resources.
- Special - Available on the 'special voyages' tab of the voyages list. These voyages are similar to standard voyages in that they exist to help you find the resources you need to upgrade your port, however, most of these voyages involve your adventurers. A few can be gained through other methods such as the barmaid's tips.
- Story - Available on the 'special voyages' tab of the voyages list, story voyages involve resolving an issue for your adventurers. Some story voyages involve multiple adventurers. There are 6 story voyages per adventurer and, if successful, these voyages will grant resources, scrolls and XP in the adventurers associated skill (for more information about the rewards click here). Your adventurer will also increase the stats of the ship you send by up to 10% for these voyages.
- Clue - Available on the 'special voyages' tab of the voyages list, clue voyages involve your adventurers solving clues in order to locate hidden islands. Each adventurer will need to successfully complete a number of clue voyages to learn the location of their associated 'hidden island'. Clues are unlocked as you progress through story voyages and the regions of the Eastern Lands.
Each time you gain the chance to send out a clue voyage, you must specify to which island you send your ship. If it is the correct island for the clue, then you will unlock that clue. If it is not the correct island, you will be given some information to narrow your search to a region, then to a specific island.
Adventurers can go on joint voyages together during special and story voyages. If you choose to send your adventurers on a joint voyage, you will not be able to send them on individual voyages. The same restriction applies the other way: if you send one of your adventurers on an individual voyage, the joint voyage will no longer be available. Once you send an adventurer off with your ship, any of the other options involving that character will be removed from your list of potential voyages.
For a list of voyages, see the voyages page.
When a ship returns to the port, there is a chance that a random event will occur. All random events are announced with a message in the chat box. Disconnecting, logging out, or exiting the event will count as a loss.
- A Simple Favour - Speak to The Black Marketeer to start this event. You will take control of Felix and will have to:
- Search for three ninja assassins inside the nearby barrels.
- Find the three wandering strangers that are the targets of the ninjas you have found.
- Last Orders - Speak to The Barmaid to start this event. You will take control of Sarula and must serve 20 clients in less than 10 minutes. Sarula can only carry 2 glasses at a time.
- Helping Hand - Speak to Seasinger Umi to start this event. You will take control of Umi and must find the missing items from inside the containers. The positions of the containers are randomly generated each time.
Depending on the voyage you take on, you can get several rewards
|Reward||Where it is earned||What is earned|
|You can earn chimes, bamboo, gunpowder, black slate, cherry wood, jade, stainless steel, terracotta or azure in varying amounts.|
|Trade goods||Standard voyages
|You can earn ancient bones, plate, spices, lacquer, chi, pearls and koi scales in varying amounts.|
|XP tomes||Special voyages||You can earn small XP tomes for one skill and large XP tomes for multiple skills|
|Scrolls||Special voyages||You can earn scroll fragments, four of which can make a whole scroll that will unlock the ability to make items. There are 5 categories of scroll:
|Captain/crew/ship traits||Special voyages||You can earn permanent traits for your captains, crew and your ship as a whole. These can help or hinder your voyages.|
|Crew members||Special voyages||You can unlock special crew members with very beneficial stats.|
|You can earn temporary boosts which can be applied to ships before they set out on a voyage.|
|Gift of Gu||Clue voyages||It is provided when making donations to the Tengu. Each donation has a chance to provide a parcel. Note that a donation of 25,000 chimes will guarantee a parcel containing all of the Gu cosmetic items. The parcel can contain:
|Worldbearer ring||Clue voyages||Complete the final clue voyage for the Exile and you'll get the ring. Rubbing the ring teleports you to The Faraway Place where Things are Kept.|
|Rank||N/A||Your rank as a port captain can be viewed in the Captain's log. The rank is dependent on your port score.
- Meg is a wannabe-adventurer. She is very enthusiastic but requires a little bit of help from you. Once a week you'll be able to send her off on an adventure and how she acts on that adventure, depends heavily on the advice that you give her. How successful her adventure is will dictate what rewards, if any, she brings back for you.
- Occasionally one of the port's residents will encounter trouble while your ships are on voyages. You will be told about this when your ships return to port when checking the results. Speak to the resident to find out what they need help with. You will be rewarded for your efforts with port resources.
- Speak to The Barmaid to hear the local gossip. It will often reveal useful information.
Recorded at OM London.
|Barbarian Assault • Blast Furnace • The Fishing Trawler • Gnome Ball • The Great Orb Project • Heist • Pest Control • Shades of Mort'ton • Trouble Brewing • Vinesweeper|
|Brimhaven Agility Arena • Conquest • Games Room • Dominion Tower • Flash Powder Factory • Impetuous Impulses • Mage Training Arena • Player-Owned Ports • Pyramid Plunder • Mobilising Armies • Tai Bwo Wannai Clean-up • Temple Trekking / Burgh de Rott Ramble • Treasure Hunter • TzHaar Fight Cave • TokHaar Fight Kiln • TokHaar Fight Cauldron|
|Cabbage Facepunch Bonanza • Castle Wars • Clan Wars • The Crucible • The Duel Arena • Fist of Guthix • Soul Wars • Stealing Creation • TzHaar Fight Pit|
|Rules of RuneScape|
|How do I get Started • Controls • Interfaces • Combat • Skills • Clans|
|The Game World|
|Area Guides • History • Races • Pronunciation Guide • Transportation • Terrain Survival Guide • Quests • Activities • Enhancing the Game|
|RuneScape Classic • Old School RuneScape|
|Game Guide||Support Centre|
|All you need to know, and more, about the game world. How to get started and how to develop your character.||Need help with your account? Perhaps the game won't run for you? Help can be found here.|
|Scribbles & Sketches||The Community Hub|
|Artwork, fan fiction and arts and crafts are found in this section.||Confused by templates or want to contribute but not sure what to do? Check here for details on the RuneScape Wiki editing community.|
Report a wiki page
If you have identified content on the wiki that breaches the wiki policies or RuneScape rules it is possible for you to resolve this by editing/updating the content.
However if you feel that a user has seriously breached our rules or editing policy and this requires urgent attention from a member of staff, then please specify the issue from the below categories: