[Non-April Fools] Can someone tell me about Freeport?

MaxKaladin

First Post
Seriously. I hear this is out now. I don't buy modules, so I don't know anything about it from that source.

I've got a town named 'Freeport' in my campaign that the players will soon be visiting. I have not actually designed it yet as it's been a long way from the campaign area until now. I'm trying to figure out if the Freeport product is a close enough fit that I could substitute it for designing the city.

What's known to the players right now is this: It's in the west and kinda off the beaten path, but still prosperous. This is because it's a actual 'free port' where anyone can dock as long as they don't try to wage open warfare on their enemies in port and where just about anything can be had for a price, including things that are illegal just about anywhere else. It's a useful neutral ground for pirates and other criminals to conduct business as they are as safe as anyone else so long as they obey the law in port. It's a popular spot for ransoming prisoners, for instance, as anyone going to the authorities hoping to have the kidnappers arrested instead will find that the authorities will only interfere if the kidnapping occurred in Freeport or if the kidnappers commit fraud in town (take the money and not deliver the hostage, deliver a dead one where a live one was promised, etc.)

One reason other governments tolerate it is because it's a useful 'neutral' ground where nations who officially have no relations can conduct discussions in private. Another reason, of course, is because many of the powerful engage in vices which are supplied by the free trade in freeport.

Anyway, I'm wondering if someone can tell me enough about the Freeport product so I can decide if it will work for this town in my campaign.
 

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Based on that description, I'd say GR's Freeport is perfect. And I'm not just saying that because I'm running a campaign set there. 8)

GR's Freeport is an island city on an archipelago called the Serpent's Teeth. It was founded about 200 years ago by pirates, buccaneers, and other assorted scum of the seas - but in the years since it has become a political and economic power in its own right.

The 'neutral ground' rough and tumble feel you seem to be looking for is certainly present, as orcish pirates are free to walk the streets and the only reason for the thriving smuggling trade is to avoid paying taxes.

This is all based on the modules, of course - I don't own the hardback book yet. (Bt it will be mine...oh, yes...it will be mine...)

The adventures are great, especially if you like mystery, cults,and Cthulhu Mythos influences. Highly recommended.


J
raving GR fanboy
 

Salutations,

Green Ronin's Freeport is pretty much along the lines of your own.

It was founded by pirates and still has the lawless attitude through-out it.

The city is run by a captain's council and the Sea Lord (commonly a blood relative to the original founder of the city).

The city is relativly low magic and the adventures lean towards the mythos genre (Call of Cthulhu).

I just recently finished running the adventures and found I had to alter little. My biggest complaint is the trap in the first adventure- which was thrown out and replaced. Most of the adventures involve little dungeon crawl and a lot more investigation.

Green Ronin's website offers a lot of free stuff called Focus on Freeport, which includes stats for npc's and even a couple of adventures for the area (which I found best used intermingled amoung the published ones).

Be sure to check out their forums if you plan to use the adventures, there are a lot of good tips and interesting ideas shared.

good luck
FD
 
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