![Image](http://ecx.images-amazon.com/images/I/51QS25XR9HL._AA240_.jpg)
Arr, someone who claims to be a pirate and table-top gamer does not deserve the title until he tries to run a swashbuckling adventure! Well then, if you're too lazy and uncreative to make your own, then check out Green Ronin's Freeport!
Now the introduction gives its heavily biased version of the fantasy city. We get a feel of the island domain, full of dry and dusty libraries with forgotten tomes, enigmatic wizards,
dark cults, back-stabbing politicians, bureaucratic religious institutions, swashbuckling daredevils, and (my favorite part) randy sailors and lusty wenches!
Chapter One is a history of Freeport. Now, an ancient empire of serpent people ruled over an island called Valossa, who worshiped the Snake God Yig, before a fringe religion of snake-people overthrew Valossa with the help of the Unspeakable One, who, for the Lovecraft-savvy, know as Hastur. No, I'm not afraid of saying the name. I'm a pirate,
for Heironeous' sake! I have fought servants of far worse extra-dimensional entities than that poor excuse for a King! But this review is about Freeport, not about me. Let's get back to the big scene. So, the history of Freeport is inexorably entwined with the
Cthulhu Mythos and Lovecraftian Horror. I am frankly getting tired of seeing Cthulhu in my D&D. Try to be original for once.
Then, the surviving chain of Valossa was settled by pirates, adventurers, and treasure hunters seeking fame and fortune, and what better place than the ruins of an ancient empire? Of course, a city full of one-eyed Ninja-killers still had laws; if you have a grudge against your fellow booty-lover, take it outside the city. Shortly, two families, the Drac and Francisco family went to war, and Freeport nearly tore itself apart with the two organizations of aristocrats vying for ultimate power. A council was made of 12 people, and they possessed power, albeit at a limited rate, so they needed to work together to influence Freeport on the whole.
Chapter Two is about the Serpent's Teeth region, the weather, the native creatures, and the four islands. The island is very cool for a tropical region, about 70-80 degrees
Farenheit from winter to summer, respectively. Big, mid-high CR monsters give Freeport a wide berth, due to the ships sailing to Freeport being not worth it; historically, when merchant ships were attacked, the pirates would retaliate in full force against the monsters. However, locathah, merfolk, and sahuagin ply the waters nearby, hoping to profit off of Freeport's bounty. Countless meaningless wars between the three groups, mostly Sahuagin-instigated. Due to this, Sahuagin are viewed with contempt by sailors, merchants, and pirates alike.
Freeport is the only major sign of civilization (my apologies to our tribal viewers, I meant "high concentration of people") among the four islands, with other communities being hidden pirate's coves, nomadic villages both above water and under the sea, and summer villas populated by the rich and their servants.
Chapter Three is the city itself. The society is that of a cosmopolitan pseudo-capitalistic economy; the rich have the most say in affairs, regardless of their birthright, social
status, or lack thereof. The religious institutions, whether rich or poor, hold sway over the lives of both the faithful and heathens, providing hope, salvation, or in the case of cults and demon-worshipers, misery and strife. The middle class is filled with business owners, merchants, and traders who were not successful enough to make it to the top. Then, in every society, there are the laborers, those on the bottom, who barely make up for their unskilled labor with low wages, high numbers, and replacability. Such people are sailors, prostitutes, and those who work in jobs that involve little pay and punishing work. The government is represented by a Captains' Council, which is comprised of twelve members, most of which comprise the interests of business, military, nobility, religion, or the working force. However, the Sea Lord, of the Drac noble family, has yet to give a suitable heir or replacement when he died. This would cause a series of adventure products around this event known as the "succession crisis." Later in this chapter, we get a list of holidays, law enforcement (which is mostly comprised of Warriors and Fighters, making it poor against spell casting threats), and the religion of Yig and the Unspeakable One.
Chapter Four is the gazetteer, which details each of the districts and their environs: The Docks, which is full of ships, sailors, and pirates, Drac's End, which is full of the labor force which keeps the city going, the Eastern District, which is the home of the middle class, and an all-Halfling organization called the "Benevolent Association," which is just a fantasy equivalent to the Italian Mafia. Where have we heard this before? I know, the Boromer clan of Eberron. But the "Benevolent Organization" came first, so it is not a rip-off.
The Merchant District is full of successful and rich business leaders, none of which are spellcasters. For some odd reason, spellcasters in Freeport are either religious members,
owners of book shops, or in the case of the official Wizard's Guild, a pseudo-religious astrological/astronomical cult in which only the higher-ranking members get the good spells. Hit a certain level, try to start your own spell business, you better get said Guild's Permission, plus you must share their weird beliefs (hint: they worship a Chaotic Evil deity that is featured in H.P. Lovecraft's works) or you "vanish." The fact that the overwhelming majority of successful merchants are not spellcasters just doesn't sit well with me. It's like everybody's ignorant of the Wish Economy. But on with the tour! The Old City is full of Freeport's leaders and noble houses, which decides the fate of the city's denizens and that of the surrounding area. And the last bit, Scurvytown, combines all the worst aspects of Freeport into one tiny, severely over-populated district: a shanty-town. Crime and poverty abound, and anybody with so much as a copper piece and a lack of common sense will fall prey to the toughest scallywags this side of Greyhawk!
The Temple District contains the many religious institutions of Freeport. Other than the Lovecraftian deities, the main deities and churches are "campaign-generic;" we have a god of knowledge, a god of warriors, a god of the sea, and a god of pirates. I know, an entire religion focused around a demographic of people who know no other way of life than raping, pillaging, and stealing sounds doomed to failure, but since when did D&D theology and philosophy make sense anyway?
The final district, the Warehouse District, is just that; a place to store stuff. And yet, I have yet to hear of a single secure storehouse with an anti-magic field and/or a dimensional anchor to prevent theft. It's like these morons know nothing of the power of d20 Vancian Magic!
Did I mention that Freeport has a very advanced sewer system which contains its own ecosystem of squirming horrors? The Serpent People still live on, and they make their
homes sheltered from the light of day. Serpent People who still worship Yig are ruthlessly hunted down by the devotees of the Unspeakable One, and an underground civil war goes on under this fair city, with the warm-blooded denizens none the wiser.
Chapter Five is full of possible adventure ideas, as though you are unimaginative enough to not form a coherent plot in such a grand book of plot hooks.
Chapter Six gets to our most controversial part: Game Mechanics! We get presented two Prestige Classes: The Freeport Pirate and Crime Boss. The Pirate is mostly various
small bonuses on pirate and swashbuckling themed abilities, but none of them are particularly eye-popping; you gain Weapon Focus and Specialization with cutlasses and boarding pikes! You can hold your breath underwater four times as long! You get an animal companion, which it recommends either a parrot or a monkey! You deal nonlethal damage without penalty! The capstone ability, Pirate's Curse, allows the Pirate to Bestow Curse at 20th caster level on 1d4+1 people who are responsible for his death! ZOMG! Replicating a spell! How unique! The Crimeboss is not much better, with the exception of two class features; one at 7th level, which makes you immune to all mind-affecting effects, and one at 10th level which forces opponents to make a Will Save to cause the Crimeboss any harm at all. Then, you get the Cultist, an underwhelming NPC class which combines features of the Cleric and Rogue; whatever the Cultist can do, the previous classes can do better.
We get a bunch of feats that are not very impressive; let's look at Press Ganger, which gives +2 to Intimidate and +2 on attacks that deal nonlethal damage; not very awe-inspiring. We then get a bunch of magic spells and magic items, which I just don't feel like taking a look at; frankly, I am tired of all the new magical doo-dads that pop up in every book, and I don't feel like combing through them to search for potential brokenness.
We get an optional appendix for rules on firearms in Freeport! Now that's what I'm talkin' aboot, laddie! These knick-knacks deal more damage than the pistols and muskets
in the Player's Handbook, but they are a bitch to reload: Three full-round actions, two with Rapid Reload, and one with a second feat, firearms drill, which can be taken more than once, and acts just like rapid reload, but applies only to firearms. Two feats just to reload as fast as a heavy crossbow. Worth it? No. Not to mention that Firearms are
exotic, meaning that unless you dip levels in Fighter, don't expect to be a gun-monster at early levels.
Our final bit on this product is drugs of Freeport, which, for some reason, are illegal, even though there are pirates all over the place. It can't be due to moral reasons, as prostitution is perfectly legal in Freeport and regulated by the government (taxes). It is due to the "deadly effects of drug addiction." I can say the same thing about alcohol, yet I don't see the moral superiors cracking down on taverns. Overall, why are they illegal? From a mechanics perspective, the side effects are MUCH worse than the benefits, so not
too many power gamers would be going for this stuff.
Conclusion: Freeport is more suitable to a lower-powered game at levels 1-6; at mid-high levels, there is not really many powerful people in Freeport (other than the Wizard's Guild) that can smack down troublesome adventurers, and at high levels, there is no real point in pirating when you can just Wish for loot and booty. I love the setting, but I do not believe that Core D&D is the best fit; FUDGE or E6 would be better. And don't get me started on the Wish Economy's potential effects!
Final Rating: 3 out of 5 stars