Tuesday, April 26, 2011

W Is For Waterway

I've always liked the idea of a city where the waterways are the main mode of transportation. A place where small boats are the norm and people move about to and fro on them. Where the water, for the most part, is just another obstacle, but still has its secrets and mysteries. After all, in a fantasy game, who knows what monsters may lurk underneath the surface, depending on how deep the waterways are and how far they travel out.

Waterways provide a means of transportation.

Waterways provide a means of trade.

Waterways provide a different look and potentially feel for a city.

In a standard D&Dish campaign, a waterway ridden city could have a number of different origins. While D&D has traditionally used sea elves for such things, what if the people who founded the city were of a little more malicious nature, like pirates and bandits, and didn't have quite the reservations about working with the Deep Ones, or one of D&D's many takes on them such as the Kuo-Toa? Here the riverways are still mostly safe, but sacrifices are made in exchange for that safety. Perhaps the deep ones inform the pirates of ships in the nearby region. Perhaps they all make sacrifices to Dagon together? Perhaps there is a breeding program or eons old pact that keeps the people of the city tied to the people of the depths?

When looking at some unique or rarely used factors a city can have, waterways, such as those found here, are different enough to stand out in players minds.