d20 Freeport Companion Print Version Now Shipping

d20 Freeport CompanionThe print version of the d20 Freeport Companion is now shipping from our Green Ronin Online Store. Pre-orders will be showing up on your doorsteps soon, and you’ll also start finding the book on store shelves. There’s never been a better time to be a fan of Freeport!
d20 Freeport Companion

The d20 Freeport Companion

The d20 Freeport Companion is now available in PDF in our Green Ronin Online Store. This massively crunchy tome brings you d20 rules for the people, monsters, magic, and more of Freeport, the City of Adventure. This is the last product we will do in support of the version 3.5 of the d20 System, so whether you’re a fan of the system, the city, or both, you’ll want to pick up this companion to Pirate’s Guide to Freeport.
You may now also pre-order d20 Freeport Companion in print, to ship for delivery as close as possible to when the book will appear on store shelves.
As a special deal, if you order the print version of d20 Freeport Companion, upon checkout you’ll be offered the PDF version at 50% off! To get this deal, make sure the print book in is your shopping cart when you check out, and then accept the special offer for the PDF when it comes up. (If you just put both the print and PDF versions in your shopping cart and check out, you will be charged full price for both.)

Now Available: Cults of Freeport PDF

Cults of FreeportCults of Freeport is now available in PDF format in our Green Ronin Online Store.

On the surface Freeport is a pirate city gone legit, but in reality it is still a place of terrible secrets, foul plots, and dreadful gods. Cults of Freeport peels back the facade of the City of Adventure to take an unflinching look at its most disturbing denizens. This sourcebook describes a dozen despicable cults in lavish detail, from their goals and motivations to their tactics and impact on the city. In addition, each entry includes an overview of cult’s membership and recruitment policies, as well as a myriad of plot frameworks to help you feature these groups in adventures of your own design. As with The Pirate’s Guide to Freeport, Cults of Freeport does not include game statistics of any kind, so you can use it with the RPG of your choice. The Brotherhood of the Yellow Sign was just the beginning. Learn the unspeakable truth about the city’s corruption in Cults of Freeport!

Cults of Freeport Cover Revealed

Our production department has sent around the final cover image for our upcoming book Cults of Freeport. Serpent People, mysterious tentacles, cultists… What’s not to like? Click the below image to get a closer look:
Cults of Freeport

Now Available: Dark Wings Over Freeport PDF

Dark Wings Over Freeport PDFDark Wings Over Freeport is now available in PDF format from our Green Ronin Online Store.
A new day may have dawned in the City of Adventure, but old evils still haunt Freeport’s streets. When beggars start disappearing, the crime lord Finn grows worried and coerces the heroes to look into this potential disaster to one of his more lucrative operations. As the adventurers soon find out, the perpetrator is no simple murderer or overzealous watchman. What begins as a simple stakeout and investigation reveals a horrible plot involving terrifying demons, fiend lords, and a burgeoning cult that threatens much more than the crime lord’s profits. This Bleeding Edge special celebrates the release of the Pirate’s Guide to Freeport. Dark Wings Over Freeport can be run as a stand-alone adventure or used to launch a brand new campaign set in the popular City of Adventure. Like other offerings from this series, Dark Wings over Freeport supplies thrilling environments, colorful NPCs, and deadly combats, promising to push your games to the Bleeding Edge of adventure.
Includes both d20 and True20 stats!
Dark Wings Over Freeport PDF

Now Available: True20 Freeport Companion PDF

True20 Freeport Companion (PDF)The True20 Freeport Companion is now available in PDF format in our Green Ronin Online Store.
The Pirate’s Guide to Freeport created a new baseline for Freeport adventures but focused purely on the setting. The True20 Freeport Companion gives players and narrators everything they need to enjoy exciting campaigns in the City of Adventure with the True20 rules. The book includes new heroic roles and feats, True20 stats for all the major NPCs, and a new Freeport adventure. Set sail for a new world of adventure with the True20 Freeport Companion!
True20 Freeport Companion

Green Ronin Publishing Podcast: Episode 1

Green Ronin Publishing and our president and show host Chris Pramas are proud to present Episode 1 of our new Green Ronin Publishing Podcast.
Follow along with Chris and special guests Steve Kenson and Robert "Dr. Evil" Schwalb as they discuss the many cool products that we’ll be debuting at this year’s Gen Con Indy and give special attention to the Pirate’s Guide to Freeport and Paragons, our new campaign for Mutants & Masterminds.
The show clocks in at just over 30 minutes, and is a 27.7 MB download.
Listen to Episode 1 here:

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Pirate’s Guide to Freeport PDF Preview: The Serpent’s Teeth

We’ve posted another PDF Preview from Pirate’s Guide to Freeport. This excerpt from the book discusses The Serpent’s Teeth, the island chain where Freeport is located. It includes tons of great information and a really cool map.

"Freeport does not exist in a vacuum. Life (and death) in the Freebooter’s City is defined in large part by its location. Perched on the shattered remains of Valossa, the citizens of Freeport contend not only with each other for survival, but with the natural (and unnatural) hazards of life on the tips of the Serpent’s Teeth. While Freeport is the only city in the Serpent’s Teeth, it shares the islands with a variety of smaller towns and outposts, and the pirates and traders that sail the sea. And in the jungles and caves of the islands, beneath the waves, and in the ruins of the serpent empire, there are legends, treasures, and horrors beyond human understanding, waiting to be discovered—or unleashed."

The Pirate’s Guide to Freeport will be available tomorrow in PDF format.
Pirate’s Guide to Freeport Catalog Page
Pirate’s Guide to Freeport PDF Preview: The Serpent’s Teeth

Designer Journal: Beyond Freeport

Chris Pramas
I don’t even think it took a week after the release of Death in Freeport for people to start asking if I was going to blow Freeport out into a full campaign setting. I resisted the urge for many, many years. Part of Freeport’s appeal, after all, was that you could drop it into any campaign setting, and the feedback I got from gamers told me they were doing just that. Nonetheless, I started keeping notes on what I’d do if ever the time came to detail the world beyond Freeport. Whenever I had a random idea, I’d jot it down or write up a little something and save it. One of these days, I told myself, I’ll do something with all these ideas.
That day came last year when work began on the Pirate’s Guide to Freeport. Since one of our stated goals was to make the book as deluxe as possible, I decided to dedicate a chapter to the larger world. Before I go on, let me point out that this entire chapter is optional. If you want to use Freeport with the setting of your choice, that’s just what the Pirate’s Guide is designed for and you need have no worries. References to the Continent and the gods are still generic throughout the book. However, the Beyond Freeport chapter is there for you if you are in the market for a larger campaign setting.
The chapter starts with a bit of cosmic history and then zooms in to focus on the Continent. The basic idea is that Yig created the world in the time before time and the serpent people were his chosen champions. Yig sent his power and his followers out into the cosmic soup, conquered other realities, and made them part of his world. When the Brotherhood of the Yellow Sign summoned the Unspeakable One, however, it was a complete disaster for Yig and his followers. The serpent person empire of Valossa was destroyed and Yig sent into a torpor from which he has not recovered. The spot where Freeport stands is the center of Yig’s former domains. The further one gets from the center, the more difficult it is to navigate the waters. Getting to the Continent is easy but getting to a distant realm like Hamunaptra is hard and requires the skills of a “mystic navigator”.
The remainder of the Beyond Freeport chapter provides full details (and a gorgeous map by Andy Law) of the Continent. The rest of the world is left mysterious. This was done for two reasons. First, it allows GMs to run games that really are voyages of discovery. Who knows what might be beyond the horizon? Second, it allows the easy integration of other setting material. If you want to create another continent of your own, it’s easy to fit into this framework. If you want a region that is largely unknown to the people of Freeport, you can place it on the borders of Yig’s domains. The idea is that the most distant realms where never conquered by the serpent people because of the Valossan apocalypse, so it’s easy to have distant lands that have never even heard of Yig. Settings that already have some ties to Freeport, like Mindshadows and Hamunaptra, can also be used at your option. In a sense this setup is similar to the way we treat Freeport and the Serpent’s Teeth in the rest of the book, but the detailed area is much larger.
The big reveal for longtime Freeport fans is the Continent itself. This is the core of the campaign setting. Putting this together was tricky because I felt like it had to have classic fantasy elements, but I also wanted to play up aspects that made the City of Adventure unique. Freeport, of course, began as a D&D campaign setting, so the Continent needed to be recognizable as such. However, there are also had to be plenty of room for Lovecraftian elements, piracy, and swashbuckling. As I was putting my notes together, I made a list of features I wanted for the Continent. These included:
1. A history and feel that would integrate well with existing Freeport lore. In Black Sails Over Freeport, for example, barbarians attack Freeport. Well, who are those barbarians and where did they come from?
2. Multiple places for good adventuring. This included border regions, monster-haunted wastelands, and regions unexplored by the civilized races. If this was going to be a fantasy campaign setting, there had to be room for adventures, right?
3. Ancient empires and epochs of history about which little is recorded. Again, this is great adventure fodder. With Freeport it was pretty easy to do because there was such chaos after the fall of Valossa. That’s not the only anarchic period though.
4. A lot of seafaring nations. This was pretty much a must; otherwise Freeport made little sense. In particular, I wanted some outward looking realms that were heavily dependent on the sea. The best example is the Ivory Ports, a collection of city states that not only rely on seaborne trade but also have colonies in other parts of the world.
5. Things Man Was Not Meant to Know.
6. Plenty of conflict amongst the various nations. I also didn’t want too many nations that were clearly “evil”.
7. A strong framework for GMs that would still leave room for their creativity.
This last point in particular was important to me. There are some campaign settings that are overly detailed and I think this actually makes them harder to use. I wanted this chapter to feel more like the original Greyhawk folio (though those looking for the exact amount of heavy cavalry that each nation has will be disappointed). I wanted to give GMs plenty of material to work with and then let them fill in the blanks and really make the setting their own. One feature of the text and the map, for example, is Important Landmarks. They are listed but not detailed, so the GM can use them as seeds for adventures or just as bits of flavor to help evoke the world. This sort of customization is in the best spirit of Freeport and roleplaying in general.
Late in the process I had a final brainstorm. I thought it’d be fun to give Freeport a rival city. I wanted it to be a commercial and military rival, but more than that I wanted it to represent an opposing ethos. And what do Freeporters hate above all else? That’s right, slavery. There’s nothing worse to the free spirited sons and daughters of Freeport than the denial of liberty. Thus I created the city-state of Mazin. I placed it in the distant south and modeled it on the Barbary states of the Mediterranean. Mazin’s galleys prey on the shipping lanes, so the city’s giant slave markets can be fed. In the past Freeport and Mazin went to war and Freeport won the first round. Since it is some distance away, there has not been a second clash…yet.
So that’s a little taste of the world beyond Freeport. If you want to read more about what the World of Freeport has to offer, check out the Pirate’s Guide to Freeport, which is coming soon. The book is at print for a July release and we’ll be releasing the PDF next week. Not long now until all is revealed.

Pirate’s Guide to Freeport PDF Preview: Scurvytown

We have posted a PDF Preview of the Scurvytown chapter of Pirate’s Guide to Freeport.

“If the stories told in far-flung ports about Freeport were true, visitors would be gutted like fish the moment they strode down the gangplank of an arriving ship. While newcomers quickly learn Freeport is far more than a collection of bloodthirsty pirates, one place fits the city’s image like a glove: Scurvytown. This district is officially named the Freebooter’s Quarter in documents, but no one off the boat less than a week uses that name. The decrepit condition, lawless population, and grinding poverty of the place earned it the nickname Scurvytown decades ago, and the name stuck.”

Pirate’s Guide to Freeport Catalog Page
Pirate’s Guide to Freeport PDF Preview: Scurvytown