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From gate to gate, the city spans approximately 20 miles, meaning it takes a full 8-hours of travel to reach the other side, something the innkeepers within tend to appreciate. | From gate to gate, the city spans approximately 20 miles, meaning it takes a full 8-hours of travel to reach the other side, something the innkeepers within tend to appreciate. | ||
Bridgemoor is several city blocks wide to either side of the Bridgeroad running straight across the center of the bridge. The full width is about a mile, but it typically takes 40-60 minutes to go from one side to the other through the winding alleys. The width of the bridge itself is uniform, but the traversable width varies with the buildings from chokepoints such as the Tollgates, over residential city blocks, and to larger open spaces like city parks and town squares. | |||
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====== '''Belagar’s Emporium of Mystic Wonder and Bedazzling Bearings''' ====== | ====== '''Belagar’s Emporium of Mystic Wonder and Bedazzling Bearings''' ====== | ||
Belagar’s Emporium sits at the sharp edge of a city block within the center of the markets, its four-story, yellow brick sandstone a staple of Eastbridge. An enchanted red door leads to a massive space within, where Belagar Stoneskean, a particularly persnickety trollkin [[mage]], runs one of the most successful esoteric shops in Bridgemoor. The space is immaculate, and Belagar is known to throw books, with deadly accuracy, at anyone who dirties his establishment. | Belagar’s Emporium sits at the sharp edge of a city block within the center of the markets, its four-story, yellow brick sandstone a staple of Eastbridge. An enchanted red door leads to a massive space within, where Belagar Stoneskean, a particularly persnickety trollkin [[mage]], runs one of the most successful esoteric shops in Bridgemoor. The space is immaculate, and Belagar is known to throw books, with deadly accuracy, at anyone who dirties his establishment. Belagar has the stats of a '''[[Mage (Greater)]]''' (CC, chapter 4). | ||
The shop is run primarily by small, animated Arcane constructs, who are incapable of haggling and simply stare at customers until they pay what is asked. The exception is The Shopkeep, | The shop is run primarily by small, animated Arcane constructs, who are incapable of haggling and simply stare at customers until they pay what is asked. The exception is The Shopkeep, Belagar’s personal [[golem]], a hulking, massive creature constructed from iron. The Shopkeep has the stats of an '''[[Iron Golem]]''' (CC chapter 2), but is a sharp negotiator, with an INT of 4, and the personality of a hawkish, insightful merchant. It does most of the talking. | ||
The Emporium sells magical goods to the public, including scrolls and common magical trinkets, such as those that autonomously clean floors, and self-heating bread knives. These common items are available in spades and are the majority of | The Emporium sells magical goods to the public, including scrolls and common magical trinkets, such as those that autonomously clean floors, and self-heating bread knives. These common items are available in spades and are the majority of Belagar’s stock. For players, he has items of greater value. | ||
{| class="wikitable" | {| class="wikitable" | ||
| | | | ||
====== '''Scrolls''' ====== | ====== '''Scrolls''' ====== | ||
The Emporium stocks 9 (1d8 + 5) scrolls. These scrolls refresh every 7 days, as they quickly sell out, and can be any Arcane spell of SPC 10 or less. Whenever you roll to refresh scrolls, you or your players can roll 1d100. If the result is 50 or higher, | The Emporium stocks 9 (1d8 + 5) scrolls. These scrolls refresh every 7 days, as they quickly sell out, and can be any Arcane spell of SPC 10 or less. Whenever you roll to refresh scrolls, you or your players can roll 1d100. If the result is 50 or higher, Belagar will have 2 (1d4) extra scrolls of SPC 25 or less. | ||
If players possess a significant positive goodwill with Bridgemoor merchants or Meritocrats, | If players possess a significant positive goodwill with Bridgemoor merchants or Meritocrats, Belagar will allow them to purchase [[Occult]] scrolls in addition to Arcane, which are drawn from the same stock. | ||
====== '''Magic Items''' ====== | ====== '''Magic Items''' ====== | ||
Belagar does not create anything more than his common household items. He does, on occasion, procure an item for resale. Every 30 days, you or your players can roll 1d100. | |||
'''1-25.''' No item. | '''1-25.''' No item. | ||
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====== '''Books''' ====== | ====== '''Books''' ====== | ||
Belagar stocks non-fiction books. Tomes of knowledge can be purchased for 20 sc, with each assigned an appropriate INT or CHA skill (such as INT/Arcana or CHA/Leadership). If a player consults their tome for at least 15 minutes, they gain a +1 bonus to the assigned skill check. | |||
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|- | |- | ||
|1 | |1 | ||
|A hero may cast [[Minor Blessing]] | |A hero may cast [[Minor Blessing]] one time. This costs no SP when cast in this way. | ||
|- | |- | ||
|2 | |2 | ||
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|- | |- | ||
|2 | |2 | ||
|A hero may cast [[Heroism]] | |A hero may cast [[Heroism]] one time. This costs no SP when cast in this way. | ||
|- | |- | ||
|5 | |5 | ||
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To become a squire within the order, an adventurer must first pay dues of 500 sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values. | To become a squire within the order, an adventurer must first pay dues of 500 sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values. | ||
Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request sanctuary there if they are in danger. | Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request [[sanctuary]] there if they are in danger. | ||
{| class="wikitable" | {| class="wikitable" | ||
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===== '''Westbridge Market Locations''' ===== | ===== '''Westbridge Market Locations''' ===== | ||
'''The Grove | |||
====== '''The Grove''' ====== | |||
Home to a simple conclave of [[Primal]] mages, The Grove sits apart from the markets while being at its very center. Surrounded by stone walls lined with vines and greenery, the mages here receive a regular stipend from the Meritocratic Senate to upkeep the Courtyard Gardens and to seed the city with greenery, interrupting the yellow, brownish make of the bridge. The mages care little for city politics and foster a policy of noninterference, concerned only bringing a bit of nature to Bridgemoor and the chasm below. | |||
The Grove is run by Gaspard Greenwright, a human druid with sharp, severe features and a calm disposition. He has the stats of a '''[[Druid (Greater)]]''' (CC, chapter 4, “NPCs”). | The Grove is run by Gaspard Greenwright, a human druid with sharp, severe features and a calm disposition. He has the stats of a '''[[Druid (Greater)]]''' (CC, chapter 4, “NPCs”). | ||
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{| class="wikitable" | {| class="wikitable" | ||
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===== '''Scroll Sales''' ===== | ====== '''Scroll Sales''' ====== | ||
The Grove possesses 1d4+3 scrolls at any time. These scrolls refresh every 7 days and can be any Primal spell of an SPC cost of 10 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, The Grove will have 1d4 extra scrolls of an SPC cost of 30 or less. | The Grove possesses 1d4+3 scrolls at any time. These scrolls refresh every 7 days and can be any Primal spell of an SPC cost of 10 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, The Grove will have 1d4 extra scrolls of an SPC cost of 30 or less. | ||
|} | |} | ||
'''Chasm Forge | |||
====== '''Chasm Forge''' ====== | |||
The Chasm Forge is a massive metal working facility home to Bridgemoor’s most successful, and essential, industry. Here, smiths work around the clock to produce common metal goods, armor, and weapons. Combined with regular shipments from the chasm-based mines, the forge allows Bridgemoor to be self-reliant for its own defense, able to outpace most nations in equipping its soldiers with superior goods. | |||
Citizens can purchase weapons and armor directly from the forge, an honor only available to non-citizens with express permission from a Meritocrat. Equipment purchased here is done so at its base base cost, but is of superior quality. Weapons, even though they are mundane, grant a +1 bonus to attacks, and armor reduces speed by 5 ft. less and has its minimum STR requirement lowered by 1. Shields (except for tower, which possess the armor benefit) gain +1 to their Physical [[Resistance]]. | Citizens can purchase weapons and armor directly from the forge, an honor only available to non-citizens with express permission from a Meritocrat. Equipment purchased here is done so at its base base cost, but is of superior quality. Weapons, even though they are mundane, grant a +1 bonus to attacks, and armor reduces speed by 5 ft. less and has its minimum STR requirement lowered by 1. Shields (except for tower, which possess the armor benefit) gain +1 to their Physical [[Resistance]]. | ||
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