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<blockquote data-quote="Tony Vargas" data-source="post: 7210262" data-attributes="member: 996"><p>Well, then, at least there's no negative rep to overcome. I have to wonder if the magic of the Deck created a navigable harbor or just a port where a natural harbor already existed.</p><p></p><p>If the former, it may still take a while for shipping to set a course for it. If the latter, with it close to markets, it might have been used for smuggling or something, before.</p><p></p><p> If they're interested in the process, not just the profits, it could be worth it to come up with something. The DMG has some sketchy rules about running a business, but they're really more for small businesses, while a port is part business, part government...</p><p></p><p>..oh, which brings up the question, who's broader lands are the Keep in? The same as the agricultural communities?</p><p></p><p> The pace at which stuff happens with a port is probably languid compared to the pace that stuff happens to adventurers. A round-trip - a captain calling at the port, selling a cargo, picking it up, taking it to a distant shore, and returning again (or maybe following a classic 'triangular' route or something) - could take years. A simple coastal trade could be faster, but'd still likely be seasonal. </p><p></p><p>So the question 'how's the port doing' is something that could be answered over seasons and years, leaving plenty of opportunity to delve into dungeons, slay dragons, and generally foil evil in it's more concentrated forms. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7210262, member: 996"] Well, then, at least there's no negative rep to overcome. I have to wonder if the magic of the Deck created a navigable harbor or just a port where a natural harbor already existed. If the former, it may still take a while for shipping to set a course for it. If the latter, with it close to markets, it might have been used for smuggling or something, before. If they're interested in the process, not just the profits, it could be worth it to come up with something. The DMG has some sketchy rules about running a business, but they're really more for small businesses, while a port is part business, part government... ..oh, which brings up the question, who's broader lands are the Keep in? The same as the agricultural communities? The pace at which stuff happens with a port is probably languid compared to the pace that stuff happens to adventurers. A round-trip - a captain calling at the port, selling a cargo, picking it up, taking it to a distant shore, and returning again (or maybe following a classic 'triangular' route or something) - could take years. A simple coastal trade could be faster, but'd still likely be seasonal. So the question 'how's the port doing' is something that could be answered over seasons and years, leaving plenty of opportunity to delve into dungeons, slay dragons, and generally foil evil in it's more concentrated forms. ;) [/QUOTE]
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