Because
I like to have easy mission starters, I like to have campaigns based in spots
that bring out all sorts of easy missions.
One of these is sea ports.
Sea
ports allow for a number of major campaigns and sub-campaigns. The easiest of these is the basic starter: trade.
Sea ports are the trade hubs of the fantasy world. Every manner of good can be found for sale in
a sea port, which allows the players to buy what they need, no matter how
exotic. But trade means money, and money
means missions. It is easy to have
merchants hire adventurers as guards, to retrieve stolen merchandise, or any
number of trade related quests.
Sea
ports are also the stepping off point for explorations. Whether they are sailing over huge distances,
charting islands chains, searching for ... well, whatever - if they are
exploring, those missions are likely going to start off at a sea port. Sure there are land based explorations as
well, but even those often start at a sea port, because it may be quicker to
sail part of the way there.
The
other mission that almost has to start at a sea port is anything having to do
with the under sea. These are high
fantasy adventures. Mermaids and sea
creatures live underwater, and if your party plans to go there, they are going
to be leaving from a sea port. Whether
that means jumping in there and walking along the bottom or sailing out and
then diving, they still need to start at a sea port.
Want
more? Pirates! Pirates work in so many different ways. They can be encountered on the open sea. They can be based on islands that need to be
invaded. They can be hunted in so many
different ways - as bounty hunters, as treasure seekers, as recoverers of
stolen items, or as those seeking to form an alliance with the pirates. Does that last one sound odd? It shouldn’t be. History has shown us many times when “privateers”
came to prominence. Sometimes they don’t
even pretend to be privateers, but just pirates, but they still wind up being allied
with official governments or rebels.
Of
course we’re trying to convince you that sea ports make for great campaign
homes, but we’re hoping that most of that has been accomplished. Not only do they allow for varied styles of
missions, so they never grow old, but they allow for a huge number of quest
givers. Work for the merchants, the
government, the navy, or the kooky old explorer or map maker. Any one of these can sponsor missions and get
the party moving forward. That is what
you need right? Something that gets the
party active, because an active party is typically a happy party.
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