Chapter 5: Bridgemoor

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This chapter offers detailed information about the city-state of Bridgemoor. Given how crucial the political structure of Bridgemoor may become to the campaign, details on the Meritocrats and of Bridgemoor’s legislative system are included at the top of this chapter.

The Meritocracy

As The Cloven Lands is a politically driven campaign with many families and factions to keep track of, the heroes may wind up becoming directly involved in the Meritocracy of Bridgemoor. This section provides information on the inner workings of the Meritocracy. If your players seem uninterested in such tedious matters, you only need to briefly skim this section so that you can fill them in on the broad strokes of the governmental system.

The Meritocrats are a powerful governmental organization that rules over Bridgemoor. The Meritocracy is divided into three tiers, each of which are further organized into committees and boards that run specific aspects of the city-state. The three tiers of the Meritocracy are the Meritocrats, the Tenured, and the Premiers. Many folk recognize an unofficial fourth tier of the Meritocrats: the Bureaucrats, who are not officially voting members of the Meritocracy but are advisors, assistants, and diplomats that work for the Meritocrats.

The Meritocrats are responsible for selecting the Bridge Commander and the Magister Superior, ranks that run the Bridge Knights and Magistrate. The former oversees public safety and domestic security while the Magistrate resolves any judicial claims, disputes, or responsibilities. Despite their legislative authority, the Meritocrats are beholden to these positions, able to be tried and arrested as any citizen. In theory. While this is meant to prevent corruption, appointments are usually made in lieu of quid pro quos, along with favors in legislation and enforcement.

While the Meritocrats legislate, and while it is true that they are responsible for installing the Bridge Commander and Magister Superior in their positions of power, the Meritocrats are legally beholden to the same standards as anyone else. In theory, this prevents corruption, as the Bridge Commander has the power to arrest any Meritocrat, even the Premier of Governance. Likewise, the Magister Superior has the legal grounds to convict anyone, even the Premiers.

Legislation

For any legislation to pass in the Meritocrat Senate it must do so with a simple majority vote, but a session is only legal if at least three-fourths of each tier’s members are present. Each tier possesses a weighted vote, giving some members more power than others.

Meritocrat - 1 vote

Tenured - 5 votes

Premier - 20 votes (25 if legislating their field)

Governance - 50 votes

Bureaucrats

Bureaucrats are the oft forgotten staff of the Meritocracy. While not an official tier with any sort of voting power, governance ceases without them. Clerks, assistants, diplomats, and even informants, these individuals are considered to still be a part of the ruling class, even without grand influence. It is common to find aspiring university students striving to become a part of the bureaucracy.

Meritocrats

The first tier of influence within Bridgemoor, Meritocrats are officials with voting powers. These individuals manage the city’s legislative bodies and economic faculties, but are the least powerful of meritocratic ranks. To gain such a rank, a hopeful must complete a written exam and an oral defense of a proposed policy, which are graded on a simple pass or fail basis. Tenured Meritocrats oversee this process.

The Meritocrats always consist of 200 members, and a Meritocrat retains their seat for six years. Afterward, they must retake an exam, often updated to reflect recent history, or may choose a hopeful from the bureaucracy to replace them. If a Meritocrat fails this exam they may choose to retire, or take a job as a Bureaucrat, at which point a Premier will choose a potential successor.

Tenured

A Meritocrat must serve a minimum of two terms to gain the title of Tenured. At the end of their term, if they qualify, a Meritocrat may choose to take a new series of exams—those of increasing difficulty—and upon their successful completion, may assume their new title. A Tenured may serve in this role until they choose to retire or ascend to Premier status.

Tenured Meritocrats oversee committees of their peers and subdivisions of Bridgemoor society, such as meritocratic trade councils. They are more managerial than political, serving as go-betweens for premiers and lower ranking officials.

There are only ever 40 Tenured positions, and Meritocrats wishing to gain this status must wait until a spot becomes available. Even then, new Tenured are offered exams in order of seniority, leaving a fair bit of politicking to be done for less patient Meritocrats.

Premiers

The political elite of Bridgemoor, Premier Meritocrats are the closest thing to rulers that the city possesses. There are only eight premiers, each assigned a facet of city policy that dictates their responsibilities. They oversee related Tenured, but rarely deal with anything short of city-wide legislation personally.

The eight facets are as follows: finance, security, trade, diplomacy, religion, education, culture, and governance. The Premier of Governance retains a special place in the hierarchy, as they manage and support the other premiers, mediating disputes and dealing with high ranking foreign diplomats, or nobles. They are as close to a single monarch as Bridgemoor possesses.

When a premier retires they choose their successor from among willing, trusted Tenured. While this is tradition, there’s no law indicating succession, opening the door to odd choices.

Honorifics

Each tier possesses a specific title, or honorific.

Meritocrat - Meritocrat

Tenured - Counselor

Premier - Minister

Governance - Governor

Meritocrat Eligibility

In addition to extensive testing an individual must meet certain requirements to become a Meritocrat. First, they must be a citizen of Bridgemoor and retain citizenship with no other sovereign nation. Second, they must possess a degree from the Meritocratium, have served with distinction in the Bridge Knights, or be a ranking member of the Trade Consortium, or any other official guild within the city. An individual may be granted special eligibility by a special council of Premiers, with at least three voting to support such a waiver of requirements.

The Magistrate

The Magistrate is the judicial apparatus that manages courts in Bridgemoor. The Magister Superior is the final word on the law, although a 90% majority vote from the Meritocracy can impeach the Magister Superior.

The Magister Superior appoints Junior Magisters and Local Magisters, and provided that they are approved by a simple majority vote in the Meritocracy, they serve their respective districts in Bridgemoor and tend to all judicial matters therein.

The Bridge Knights

The Bridge Commander, once appointed by the Meritocracy, oversees the executive branch of Bridgemoor’s government. The Bridge Commander appoints Captains that manage Bridge Knights and appoints Colonels that tend to the order’s administrative matters.

Bridgemoor Lore

Adventures may have an understanding of Bridgemoor, along with knowledge of its history and potential rumors. They may roll INT checks for the following information:

DC Information
5 Bridgemoor is a renowned city built upon an ancient bridge that spans the shortest width of the Great Chasm. It is rich in goods, culture, and wealth, and employs a system of governance known as the Meritocracy. It is the only place one can travel between Kendaria and Nalathesh.
10 While grand, Bridgemoor is known to foster a great deal of nepotism and in its official ranks. It favors the wealthy, and makes a great deal of its income off exploiting travelers and merchants with excessive tolls. Yet, it is as fair a city as one is to find, and so long as an individual can support themselves, it boasts a high quality of life and near limitless opportunities. Citizenship, while hard won, is available to any.
15 Rumors are rife with corruption among Bridgemoor Meritocrats and increasing tension between the current Bridgemoor Knight-Commander and the Meritocratic Senate, especially with Governor Arinwin. It is whispered that the tensions may be building to a militant conflict.

While the bridge itself is safe, details on the Underbridge, a massive series of sewers and puzzling waterways, lies beneath the city, and is filled with danger, forgotten folk, and even deadly, dangerous cults.

20 The Underbridge Cult is only gaining power within Bridgemoor despite the iron fist of its local guard, the Bridge Knights. Incursions of Inferno fiends are far-too common within the market places, and the people are growing restless.

With this fear, scholars and dissidents are rising, challenging the Meritocracy and actively protesting the Bridge Knights. Between it all, the governance of the city is struggling, and foreign (and may even local) powers are starting to circle, gaining interest in exploiting the unrest.

City Details

The following categories are more in-depth snapshots of the individual facets of Bridgemoor.

How Large is Bridgemoor?

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.

The city is several city blocks wide, divided by the Bridgeroad running straight across the center. It takes 40-60 minutes to go from one side to the other. 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.

Academics

Bridgemoor places immense value on education and scholastic achievement. Home of the Meritocriatum, a large and famous university, local and foreign scholars alike flock to the city at the chance to hone their craft and receive funding for their projects. Those of a formal education are often sought out, rewarded, and promoted to the ranks of the Meritocrats, the ruling body of Bridgemoor, leading to keen interests in pursuing knowledge worthy of attention.

Smaller schools are common amongst the residential districts of the city, funded by individual Meritocrats, often to find talented youth and weed out those meant for more provincial careers. Despite intentions, this leads to even the poorest of Bridgemoor’s citizens being able to read, making way for some strange, if not fascinating, advancements in technology.

Citizenship

A vital aspect of Bridgemoorian life is access to citizenship. Any individual born in the city is a rightful citizen, but otherwise citizenship must be earned. Citizens benefit from exemption to tolls levied for entering and leaving the city, and are allowed to purchase the strictly regulated, and limited, land of Bridgemoor. They are also guaranteed rights to trials by local magistrates, and are eligible to join the bureaucracy and even test into the ranks of the Meritocrats. Non-citizens are guaranteed none of these rights.

There are multiple paths to citizenship.

Military Service. Five years of honorable service among the Bridge Knights.

University Graduate. Graduates from the Meritocratium gain the option to renounce their previous citizenship and become official Bridgemoor citizens.

Mercantile Exception. Joining the Trade Consortium and becoming a respected trader (gaining 1 rank in the Trader profession) grants the individual the ability to purchase citizenship papers for 2,500 sc. This fee can be waived or reduced by a Meritocrat.

Laborer. Ten years as a laborer grants an individual the ability to take a citizen test on basic principles of Bridgemoor. If passed, they are granted citizenship.

Sponsorship. A Meritocrat may lobby the Citizenship Committee on behalf of an individual. So long as 10 other Meritocrats approve, citizenship is granted. This is a common path for individuals of note, such as skilled craftsfolk.

Culture

Forged from the diversity of Nalathesh and Kendaria, Bridgemoor’s locals retain beliefs and traditions from a myriad of cultures, those brought from their neighbors and far off visitors alike. Its people are vocal, and well-educated, fostering the spread of ideas and cultural touchstones, leading to multiple monthly festivals and events that celebrate strange, or even familiar, gods and cultures.

Referred to as Moorfolk, the people of Bridgemoor can be unruly, inspired by ever evolving ideas and advanced scholarship, and incensed by the ironic nature of the city’s feigned meritocracy. There are obvious disparities in economic classes, with merchants, militants, and Meritocrats reaping the benefit of local policies, and working class locals, such as miners and laborers, the last to receive consideration. Fortunately, there are as many willing to do good within the Meritocracy as those seeking personal gain, and a good many citizens brim with civil pride when confronted with the progressive nature of their governance.

Moorfolk are a clean people. With how tight the city districts can be, many are aware of how fast disease can spread, and with the access to regular clean water, bathhouses are commonplace, leading to a great deal of time spent grooming and on cleanliness. Unlike most cities of its size, Bridgemoor retains a pleasant scent, furthered by small Arcane trinkets that keep such luxurious standards afloat.

Military

While it can’t field a grand, mobile force, Bridgemoor retains a large garrison and guard in the form of the local Bridge Knights. Officially sanctioned by the city, the Bridge Knights patrol the city, its gates, the immediate surroundings, and oversee day-to-day enforcement. Under Bridge Commander Ser Kellion Blacksky, they act as strict overseers, punishing even the most minor infractions with discipline and competence. They are well funded, with arms and armor purchased via the city’s immense wealth.

Bridgemoor retains multiple guardhouses throughout the city, each boasting a barracks, armory, and offices. Bridge Knights often live and operate in a single area for their career, becoming familiar with locals and forming relationships therein. Knight-Captains often become district sheriffs, overseeing their areas according to their personalities.

Politics

An oligarchic state, Bridgemoor is overseen by a ruling class of Meritocrats. These individuals oversee legislation and appoint major figures, such as the Bridge Knight Commander and Magister Superior, the executive and judicial authorities. These two positions are responsible for appointing a staff of captains and magisters, who then recruit and train day-to-day overseers. These practices lead to rampant nepotism within the city, with rare exceptions.

Meritocrats choose their successors, which further spreads the ideation of nepotism and dynasties within Bridgemoor.

Religion

Citizens are encouraged to pursue their own beliefs within the city. Several temples dedicated to specific pantheons or tenets can be found throughout Bridgemoor, along with unaffiliated houses of worship that offer a quiet, contemplative space for any belief system, such as the House of Alms.

Technology

With its proliferation of education and wealth, Bridgemoor is home to wonderful inventions. Mixing Arcane magics and medieval machinery, they are able to sustain the city despite a lack of local resources. The city’s depths consist of an intricate civil sewer system that feeds into dozens of “purification basins.” These are magical cauldrons that clean and recycle water, then pump it to various districts. Wealthy inhabitants have heated pipes in their homes, able to take hot baths on a whim, and make use of indoor plumbing. These inventions are commonplace, making life in Bridgemoor luxurious, if expensive.

Trade

Connecting Nalathesh and Kendaria, Bridgemoor acts as a major trade hub, able to facilitate, protect, and foster a goods exchange with little risk to involved parties. Due to both the high volume of merchants and its impartial political status, the city possesses one of the strongest economies in the region, with both an elaborate selection of foreign goods, and a mineral rich inventory for trades to purchase in bulk.

Bridgemoor accepts currency from any nation, with its toll stations able to exchange coins for writs of credit. These writs allow merchants, locals, and travelers to do business without conversions, acting on value that is then later redeemed at the same toll stations on leaving the city. Writs significantly cut down on theft, further encouraging fair trade.

Writs of Credit

These writs are furled scrolls, each marked with a unique seal imprinted with a touch of magic. Seals essentially act as fingerprints to the owners, making them difficult to forge, and may be signed over to individuals to be cashed in for their value in a specific currency. Each writ carries an assigned value that can only be changed at a toll house, or the central bank.

Underworld

Bureaucratic crime in Bridgemoor is a common occurrence. With the Bridge Knights looking down, and magisters inundated with foreign and mercantile law, there’s little oversight of the wealthy as they manipulate the mercantile economy for their own gain. Overt, violent crime and theft of personal property is rare thanks to Ser Kellion’s iron discipline, but certain elements persist nonetheless.

Scholarly resistances are common in residential areas: dissidents that decry the Meritocrats via public protest and eloquent public lectures. These gatherings are peaceful, unlike the various sinister miscreants that support the counterculture from the bowls of the city. The worst of these violent groups are the Underbridge Cult, staging elaborate demonstrations and examples, going so far as to summon fiends from Inferno into the wealthier city sections.

Weather

Situated over the Grand Chasm, Bridgemoor experiences long dry periods, with mild winters, and long, hot summers. Clothing trends reflect this in light materials and sparse attire, more revealing in nature. Heat is mitigated by swirling gusts and winds that stem from the heart of the chasm, those that flow freely throughout the city. The proclivity, and ferocity, of these winds make hats and long hair left unbound a rare sight in Bridgemoor, and helmets need to be securely fastened lest they be lost over the city edge.

Bridgemoor Districts

Bridgemoor is a massive city with an immeasurable wealth of opportunity for adventure and intrigue. While several districts are left free for you to develop your own spin or tales, there are several established areas and districts of note. Here you can find writeups on each, along with potential encounters and quests.

Insular Districts

Even within Bridgemoor, travel is a pain. It takes 8 hours of constant travel to reach either side of the city, so citizens will rarely leave their local areas, splitting the city itself in several smaller, insular districts. Moorfolk from Eastbridge will go their entire lives never mingling with those from Westbridge, and vice versa. It is common for citizens to plan for overnight stays at their favorite inns when visiting markets and festivals on opposite sides of the city.

Kendartown

Read Aloud: A series of wooden constructions sit within the shadow of Bridgemoor’s walls, a small town’s worth of inns and markets and housing just off the eastern Kendarian road. While carts, carriages, and mounts bring merchants onward toward the city, many stop to visit the charm of Kendartown. An idle ruckus of daily life echoes into small wooden patches and thickets, with the scents of local spices carried on a chasm-borne wind, rustling the canvas from nearby stalls.

Situated just outside of the eastern tollgate, Kendartown is one of Bridgemoor’s two border towns, a collection of housing, inns, and small markets for those wishing for a degree of freedom away from taxes, tolls, and Meritocrats. While the land still belongs to Bridgemoor, the city only imposes property taxes on the inhabitants here, and allows noncitizens to settle outside the walls. This leads to only token enforcement, though, with Bridge Knights not required to intercede on behalf of noncitizens. It is common for farmers, small-time merchants, and adventurers to offload goods in Kendartown, though there’s a greater level of risk for counterfeit goods and crime without the iron watch of the knights.

Kendartown Locations

The Meritasscracy. A charming inn run by Dagan Barrowghast, a surly, retired dwarven Knight-Captain, the Meritasscracy is a common hangout for political dissidents and off-duty Bridge Knights looking to ease the discipline. The inn is strangely fortified, and at three stories is a popular stop for mercenaries and merchants. Dagan has the stats of a Ranger (CC chapter 4), and is well armed, wielding a Spirit Bow at all times (MCG chapter 7).

Kenmoor Market. While it pales in comparison to the city markets, the Kenmoor stalls are a strip of small merchants with semi-permanent stations that offer basic equipment and goods at a 20% discount from their standard prices. This market is unregulated, though, and there’s a 50% chance that the purchased goods are defective in some way. Food can be spoiled, weapons deal less damage, or armor pieces can offer less protection. This is where farmers and small-time Kendarian traders often end up.

Antara’s Den. A small gambling hall, the Den acts as Kendartown’s political seat, liasoning with Meritocrats within Bridgemoor when the need arises. Antara Almadia, a sly, insightful human with a penchant for dry sarcasm, acts as the “Kendartown Premier”, resolving basic squabbles with the locals and handling magistrate and Bridge Knight business when the need arises. She and her band, the Denrats, fill in for a lackluster guard presence, but will acquiesce to higher authorities to avoid trouble. Players can gamble at the den, and also use Antara as an information broker, as she makes it a habit to keep up with local events. Antara has the stats of a Mob Boss (CC chapter 4), and employs, at any point, about one hundred Denrats, who have the stats of Bandits (CC chapter 4), with the occasional Bandit Marauder thrown in as a lieutenant.

Antara's Information

Antara has a beat on events in Bridgemoor, and can allude to shady dealings or events happening within the city. For 100 sc, she’ll provide a snippet of insider information on any major NPC or quest hook. She is vehemently anti-Bridge Knight, and has a special hatred against Ser Blacksky, but will only reveal this with CHA or INT checks of 15+ and if players purchase information. The same checks at a 20+ will result in Antara revealing that Ser Blacksky actively extorts her for personal payments to keep the Bridge Knights out of Kendartown and her Den, revealing a darker side to the Commander.

Working for Antara

If adventurers are interested they can work for Antara. She will hire them as mercenaries and adventurers can track Denrats Goodwill, but will only consider hiring them if they have at least +5 Social or +5 Underworld Goodwill. Adversely, if an adventurer possesses at least -3 Bridge Knight Goodwill, she’ll be more inclined to hire them.

Antara pays based on how much she likes her hires, and they earn a salary of 10 sc per 1 Denrats Goodwill Every 7 days. Once an adventurer earns at least 5 Denrats Goodwill they may take their first rank in the Thug profession. If this rank is taken, that adventurer gains access to Antara’s information for free, and she will share her distrust and dislike of Ser Blacksky.

Gaining and Losing Goodwill

As a Denrat, there are multiple ways to gain Goodwill, and ways to lose it:

Gain Action
+1 Assist an underworld criminal, Denrat, or steal from a city merchant undetected.
+1 Assist an urchin in escaping harm or get away with a theft.
+1 Donate 250 sc in money or weapons to Antara’s operation (max +3 Goodwill every 7 days).
+3 Assault or undermine the Bridge Knights.
-1 Snitch to a magister or Bridge Knight.
-1 Assist the Bridge Knights with an investigation or apprehending a criminal.
-5 Actively undermine or assault Kendartown or a Denrat.
-1 Annoy Antara.

Kendartown Events

The following are events that can occur while wandering Kendartown and are meant to fill in as possible quest hooks or provide role playing moments for your players to get to know the locals and populace. Combat around Kendartown is unlikely, but can happen - especially with the lack of Bridge Knights.

1d4 Event
1 A rather vocal scholar is criticizing the facism of the Bridge Knights outside the Meritasscracy and has drawn the ire of several off-duty Bridge Knights. Tensions are boiling over…
2 A Kendartown local is being “gently” reminded of their past due debts at Antara’s Den by a group of 3 (1d4 + 1) Denrats.
3 Thief! A Kenmoorian merchant calls for help as a thief makes off with some of the wares. If caught, the merchant offers an additional 25% discount on goods, and the players get a 10% discount on purchasing information from Antara.
4 A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower, the item is fake. On a 51-90, the item has an Essence Cost of 10 or less; on a 91 to 100 it has an Essence Cost of 20 or less. Bidding starts at 50% of the normal item cost. This event is repeatable every 10 (3d6) days.

Eastbridge

Read Aloud: From the eastern tollgate on, a spiraling cityscape of red and yellow brick buildings fill the grand bridge, filled to the brim of humanoids of every sort: dragonfolk and human, halfling and trollkin, all caught amidst ever-swirling chasm winds. Tight robes of light material decorate the inhabitants, each taking its own vibrant shade from plentiful dyes. Here, the buildings and blocks are built high, closely knit, with valleys only large enough to fit two folk abreast. Arcane lamps mark the stone ground of the bridge as the city of Bridgemoor is never without activity. Between endless travelers and persistent merchants, the song of Eastbridge is one of pioneering spirit: wealth and ambition, a buzz of excitement and the clink of coin amongst heated debates and excited conversations.

Stretching from the Fortress of Merit to the eastern tollgate, Eastbridge is distinguished by its proximity to and heritages of coastal facing nations such as Kendaria, Nevna, Constel, and Forsten. It’s a wealthier district, housing more education centers and markets, and fosters a healthy amount of higher-class housing for Meritocrats and members of the bureaucracy. High profile organizations, such as the Trade Consortium and Fixers, do business here, and as such it tends to attract more mercantile travelers.

Tollgate

The tollgates of Bridgemoor are impressive defensive fortifications, with 40 ft high stone walls that extend the full width of the bridge. The gates themselves are enhanced with arcane-infused stone to resist siege weapons and offensive spells, and have a series of three portcullises that are controlled with interior mechanisms. The gateway itself is wide enough to fit four wagons abreast, and there is a perpetual garrison of 40 Bridge Knights (Appendix C) on duty and alert at their posts.

Passing the gate is free for citizens of Bridgemoor, but travelers must pay 10 sc per individual. An additional goods tax is levied at 1% of the total cost of for-sale goods, and upon payment, the owner will receive a writ of sale, which vouches for taxes paid. Without this, a 10% tax penalty is imposed by the magistrate for “smuggled” goods, enforceable by Bridge Knights. An INT/Forging check of DC 15 can create a passing writ of sale to fool anyone short of an expert magistrate.

The guards of the eastern tollgate only run patrols along the roads entering Bridgemoor from Kendaria, protecting merchants and traders, but otherwise keep themselves to city business, granting clemency to Antara and her Denrats.

Players may also trade any currency for a writ of credit, which if produced during a transaction with a Moorian Merchant will grant a circumstantial +2 to any checks made to negotiate prices to impress a mercantile NPC. At the end of every day, a Bridge Knight patrol, led by a Knight-Captain, will take stored coin to Bridgebank for safe keeping.

Eastbridge Market

A massive bazaar, the Eastbridge Market is a thriving treatise on mercantilism, with an assortment of luxury goods, foodstuffs, textiles, and raw lumber available in spades. Near anything can be found in this market, though it tends to cater toward middle-class and wealthier customers. All goods purchased from this market are 20% more expensive than normal, but have a 50% chance of being of superior quality.

Superior Quality

Superior goods and equipment bestows a +1 or +2 circumstantial bonus to its primary purpose. For instance, a superior weapon may grant a +1 bonus to attacks made with it, or a climber kit may give a +2 to STR/Athletics when scaling a cliff or spelunking.

The Eastbridge Markets are heavily patrolled and theft is dealt with harshly. Magistrate tax collectors also make weekly inspections here, checking writs of sales, and cataloging goods. Successful merchants are levied with an additional 5% sales tax for profitable weeks, but are exempt for monthly property taxes.

Eastbridge Markets Events

The following are events that can occur within the markets. Combat encounters are incredibly rare here, as any violence is usually thwarted by the unyielding presence of Bridge Knight patrols. Quick combats of less than two rounds can escape notice, so long as no civilians report it.

1d4 Event
1 A newly appointed local magister is struggling to convince a seasoned merchant to pay their weekly sales tax. Players can assist either side, with checks as described in Social Confrontation. Merchants will offer a 25% discount on their goods and guarantee superior qualities, whereas the magister will grant the players a writ of passage.
2 An ill-dressed, ill-kept cultist is preaching against the perils of vertical construction, concerned for the excess weight placed upon the Great Bridge. While obviously insane, the cultist will extol the Cult of Rust, chiding the ignorant consumers for their decadent ways. A DC 15 AWR check will reveal the beggar is more than they seem, and a DC 10 CHA check will convince the cultist to reveal that the like-minded gather at the Rustgate within the Underbidge.
3 A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower the item has an Essence Cost of 10 or lower; on a 51-90, it has an Essence Cost of 20 or lower; on a 91 to 100, it has an Essence Cost of 30 or lower. Bidding starts at 50% of the normal item cost. This event can repeat once every 7 (2d6) days.
4 Skirmish! The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table. Assume that Bridge Knight patrols are distracted by a larger number of cultists.

These encounters assume a party of 4, between levels 4 and 8. You may have Bridge Knights show up to aid players if the skirmish is too dangerous.

Players may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 10 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Goodwill with Bridge Knights and Social counters, and +2 Goodwill for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage.

Writ of Passage

Good for 30 days, a writ of passage grants temporary citizenship to a group of up to 10 individuals. This allows easy entry to the Fortress of Merit, and to pass the toll gates without paying the requisite tolls. Citizenship granted in this way is only partial and does not make someone eligible to become a Meritocrat.

Eastbridge Market Locations

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. Belgar 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, Belgar’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 Belgar’s stock. For players, he has items of greater value.

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, Belgar will have 2 (1d4) extra scrolls of SPC 25 or less. If players possess a significant positive goodwill with Bridgemoor merchants or Meritocrats, Belgar will allow them to purchase Occult scrolls in addition to Arcane, which are drawn from the same stock.

Magic Items

Belgar 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.

26-50. 1 item of Essence 15 or lower.

51-75. 2 (1d4) items of Essence 15 or lower; 1 item of Essence 25 or lower.

76-95. 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower.

95-100. 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower; and 1 item of Essence 40 or lower.

These items last for 30 days and are considered sold by the end. You can use MCG chapter 7 for a list of potential items.

Books

Belgar 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.

Fixer’s Compound

A collection of sloped, adobe-style buildings sit within their own walled compound aside from the throngs of endless market stalls. A simple iron gate allows the curious to pass into the Fixer’s Compound. Guarded by sparse humanoids in light armor, the Fixers are psions that loan their services to adventurers and local organizations as guards, monster hunters, or investigators. While a valuable commodity, the Fixer’s here have a contract with the Bridge Knights that prevents them from investigating cases within sovereign territory. Still, their divining services are ever-popular, and the occasional merchant will hire an escort through the city to avoid less scrupulous magistrates.

This particular outpost is run by Efelias Starseeker, a Raedeen, who tends to be rather hands-on in the Fixer’s activities. Efelias or one of their fixers can be contracted to divine information within the city, so long as it does not interfere with, or directly influence or affect, any meritocratic, Bridge Knight, or magisterial business.

Hiring a Fixer

A standard fixer service costs 150 sc. This purchases a one-time use of the Psionic spell, Far Sense. If there is any protection against Divining in the desired area, the spell fails, and the fixer will refund ½ the cost. If Efelias is hired, the cost increases to 250 sc, but the range of the spell increases to 20 miles (the breadth of Bridgemoor) and she will attempt to break through protective wards. She rolls at a +9 against the relative WILL.

Neither a standard fixer nor Efelias will agree to spy on a reputable target.

Trade Consortium

An alliance of merchants and skilled craftsfolk, the Trade Consortium is a powerful faction within Bridgemoor that primarily acts as a lobbyist to the Meritocratic Senate. The consortium pushes for lower mercantile taxes and improved trade rights, along with fostering trade with foreign nations via diplomatic and lucrative trade deals. Within the city, the consortium holds several acres of land where it retains its own private offices and compound.

For all of its bluster, the consortium is a private guild, and spends the majority of its time lining its own pockets. It’s run by a council of senior merchants, many of whom are tied to the bureaucracy or are Meritocrats themselves, each representing a specific trade or craft. Most minor guilds and merchants count themselves among its ranks, and goodwill with the consortium tends to boil over to the city at large. And so to does infamy.

Players can apply for membership to the consortium as merchants, though will be denied if their Goodwill is -3 or lower. Doing so requires they pay an upfront fee of 100 sc, then dues of 50 sc every 30 days. Joining as either automatically earns a player 1 Goodwill to Bridgemoor Mercantile factions and organizations. Players may also “donate” to the consortium to restore favor with Bridgemoor Mercantile, Aristocratic, or Social factions, at a cost of 750 sc per +1 Goodwill. This can only increase Goodwill in that category to a maximum of 2.

Joining the Trade Consortium is also one of the paths to citizenship, if players are interested in such a thing.

Merchant Benefits

As a member of the consortium, a player gains access to the Trader profession. They may gain their first rank by earning 5 Goodwill with Bridgemoor Mercantile factions after joining, or completing a consortium caravan run. Additionally, members can always find a merchant to sell goods to at a minimum of 50% of its value, adding an additional 10% to that sale price per rank they possess in the Trader.

Bridgebank

Short of the Fortress of Merit, Bridgebank is one of the most well protected structures within Bridgemoor. Home to the city’s riches, including tolls and taxes, the bank is designed as a keep, with a large fortune’s worth of Arcane wards placed within the very walls. The bank is impenetrable against any divination or teleportation, and is guarded by elite Bridge-Knights, even possessing its own garrison. Nothing short of magical siege weapons can force open the bank’s doors.

Most citizens have some kind of wealth stored in the bank. Here, individuals can exchange writs of credit for raw currency of any type, and vice versa. They can purchase vaults, store wealth, and even take out loans for large purchases or to pay off debts. Bridgebank’s vaults are built into the foundations of the bridge itself, but all access to them has been cut off to them from the Underbridge. There are rumors of secret pathways inside from the sewers, but none have ever been found.

Heroes can store any amount of wealth at Bridgebank for no charge. In fact, the bank pays 2% interest on 500 sc or more stored within its vaults every 30 days, but uses this money to invest in local merchants and city-wide initiatives. If a hero attempts to withdraw all of their coin at once, have them make a LUCK check. The DC is 1% of the amount of sc they have in the bank. If they fail the check, then the bank does not have enough sc on hand to fulfill the hero’s wishes, instead giving them 25% of what they asked for.

Fortress of Merit

The seat of governance and power in Bridgemoor, this district takes form as a fortress in the center of the city. Complete with walls and defenses that contain the Bridge Keep, Legislative Chambers, and the Meritocratium, this area is heavily guarded by a perpetual garrison of Bridge Knights. The fortress courtyard is open to citizens during daylight hours, but passersby are forced to circumnavigate the walls, taking the road around.

Bridge Keep

The Bridge Keep is where the local guard is trained, supervised, and armed, and where the official command structure of the Bridge Knights lives and resides. The keep itself is designed as a defensive fortification, boasting Arcane-infused siege weapons, strong, high stone walls, and stores several months worth of rations at any time in the event of an invasion.

Read Aloud: A fortress unto itself, the Bridge Keep looms overhead, its pale, red stone taking shape as siege-worthy towers and heavy fortifications, catapults and ballista mounted as if to ward off an entire army. A perpetual clash of steel on steel echoes from within as Bridge Knights train against one another, chain rattling amongst the heavy-booted footfalls. Guards line the walls here, keeping constant watch, their vigil unyielding.

Even citizens are disallowed access to the keep, with only Bridge Knights, Meritocrats, and invited guests allowed to stalk its halls. If they possess 10 or higher Goodwill with the knights, heroes may be invited within. Inside, they can purchase armor from the keep quartermaster, Madrik Ironside, a disciplined, no-nonsense Urkou. Madrik is an ancient fixture of the keep’s command staff.

Bridge Keep Inventory

The Keep is well stocked with armor, available at a discount. Players can purchase medium or heavy armor from Madrik for 75% of its normal value. This armor is branded with the sigil of the Bridge Knights, though, and while wearing it the player acts as if they possessed the Goodwill, positive or negative, of the Bridge Knights with whoever they are dealing. Available Medium Armor

Breastplate, Cuirass (Iron), Half Plate, Scale Mail

Available Heavy Armor

Chain Mail, Plate (Field)

With 10 or higher Goodwill, players may also sign on as Knight Deputies, or hired mercenaries that may act with minor authority of Bridge Knights. Doing so, players receive a stipend of 50 sc every 7 days, though they must collect this in person at the keep. Should they gain another 3 points of Goodwill with the Bridge Knights, they may then take 1 Rank in either the Guard or Knight profession.

Knight Deputy Powers and Benefits

A deputy has limited power - they can arrest an obvious, overt criminal (such as an Underbridge cultist) or low-ranking citizen, or can directly interfere in a violent dispute on behalf of Bridgemoor, but they have no power over a bureaucratic member, an official Bridge Knight, a Meritocracy, foreign official, or other person of similar or higher rank. A deputy benefits from Bridge Knight support, and has credibility with local knights over citizens, gaining a +1 bonus to CHA checks made on these individuals per 4 positive Goodwill.

Deputies are granted a deputy badge, a lesser sigil of the knights that lends their authority to relevant situations.

Gaining and Losing Goodwill

As a deputy, there are multiple ways to gain Militant and Bridge Knights Goodwill, and ways to lose it. You may decided to extend these bonuses and penalties to other occupational categories as well, such as resolving a local dispute leading to +1 Militant and Mercantile Goodwill.

  • Apprehend a criminal: +1 Goodwill
  • Resolve a local dispute without violence: +1 Goodwill
  • Aid a local or junior magister in their duties: +1 Goodwill
  • Assist a Bridge Knight patrol: +1 Goodwill
  • Overexert authority: -1 Goodwill
  • Openly criticize, dismay, or besmirch the Bridge Knights or Ser Blacksky: -1 Goodwill
  • Be caught committing a crime: -5 Goodwill
  • Attacking a Bridge Knight: -10 Goodwill

Keep Cells

Beneath the keep are a series of cell blocks built into the Underbridge and sealed off from the sewers. These cells house hundreds of prisoners and fall under the purview of the Bridge Knights. They descend several levels deep, and are warded from both Divining magic and from teleportation. Prisoners here are treated with basic dignity—they are fed and aren’t beaten, but many don’t see the sun until the end of their sentence. For some, in the deepest darkness, this means they never taste fresh air again.

Courtyard Gardens

Of all the wonders in Bridgemoor, few expect the courtyard gardens. An array of unique flora, the gardens of the fortress are built directly into the bridge foundations, with deep basins of natural soil where an entire ecosystem is grown from within. As the only official city “park”, the gardens are well tended to by primalists from the Westbridge Grove, full of natural magics that facilitate a thriving environment of small fauna. Birds and small mammals live their entire lives in the gardens, as the grounds stretch several miles within the central city.

Read Aloud: Glimmering pools of fresh water line the flagstone courtyard of the gardens, each lined with an array of colorful flowerbeds, all arrayed with perfect harmony in rows upon rows of unique foliage. Here, the walls of the fortress keep out the usual buzz of the city, replaced instead by the gentle lull of flowing water, birdsong, and the rustle of canopies within soft zephyrs. Cafes fill the garden passages as local officials, students, and Meritocrats pass the day in the peaceful haze.

While pleasant, a majority of citizens pass through the courtyard because it shaves an entire hour off of travel between East and Westbridge. With as many folk as it sees, this makes the courtyard a common gathering place, where cultures collide and ideas spread in the shadow of the three major institutions of the city. Mercantile efforts are disallowed within, but over time several cafes and day-time lounges have sprung up, nestled between the small wooded grounds and constructed lakes, allowing a bit of nature to seep into the urban landscape. Many lobbyists and concerned citizens will spend their days waiting in the yard, hoping to catch a Meritocrat out for lunch.

Courtyard Garden Events

As one of the few “wild” places on the Moorian surface, there are some rare events that can occur within the gardens. Use these if you’d like to give your players new interactions in the city.

1d4 Event
1 Scholarly Demonstration
2 Accosted Meritocrat
3 Strange Plant
4 Skirmish!

Scholarly Demonstration. A scholarly demonstration of young students are actively decrying the state of the Meritocracy and the iron-fist of the Bridge Knights, and knights from the keep garrison are growing irate. If no one interferes, things could get ugly. Use the Dragonfolk Scholar stats for the students, if necessary (CC chapter 4), minus the breath weapon unless they are truly dragonfolk.

If the scholars are assisted and are allowed to continue their demonstration, players gain +2 Goodwill with Bridgemoor Academics and +1 with the Aristocratic occupation.

If the scholars are convinced to stop, apologize, or disperse, players gain +2 Goodwill with the Bridge Knights and Militant occupation.

Accosted Meritocrat. An important Meritocrat is being loudly accosted by a laborer from Westbridge, insisting their family is starving under oppressive taxes. The Meritocrat is about to call over a guard.

If the laborer is aided, either by convincing the Meritocrat to listen or giving them at least 50 sc, players gain +2 Social Goodwill.

The laborer can be arrested by a knight deputy, or convinced to leave otherwise. Use the Charlatan stats (CC chapter 4) if necessary. Doing either leads to +2 Goodwill with the Aristocratic occupation.

Strange Plant. A local Primalist from the Westbridge Grove is stumped at a strange, poisonous plant growing in the gardens. If approached, they will explain that the plants are carefully regulated and this shouldn’t be possible.

A 15 INT/Nature or INT/Arcana will reveal that these plants have been tampered with by Occult magic. A 20+ of either check will also reveal this tampering took place recently, within the day.

Players can track down the one responsible, an Underbridge Cultist, with a 15 AWR/Tracking, or an INT/Nature hiding in one of the wooded areas of the gardens. This can result in combat, or the cultist can be arrested. Use the Forest Witch stats (CC chapter 4) for this encounter. If not found, the next time players pass through the area, trigger event #4. If resolved, event #4 is removed (roll 1d3 for future events here).

If the cultist is taken in or resolved, players gain +2 Religious Goodwill, +1 Social, and +1 with the Bridge Knights.

Skirmish

The Underbridge cult has corrupted the local fauna and are causing chaos in the gardens, attacking Meritocrats and civilians.

Difficulty Encounter
Easy 1 Forest Witch, 2 Wolves
Moderate 1 Forest Witch, 2 Wolves, 1 Dire Wolf
Difficult 1 Forest Witch, 3 Wolves, 1 Wilting Warden
Deadly 2 Forest Witches, 2 Wilting Wardens

Defeating the skirmish earns the players +1 Goodwill across the board in Bridgemoor. If the encounter is difficult or deadly, they instead earn +2. If the encounter is deadly, one of the witches possesses a Scorpion’s Sting Dagger (MCG chapter 7).

Meritocrats' Palace

The shining beacon of legislative governance, the legislative chambers house the whole of the Meritocrats, consisting of endless offices and wide, open chambers that can seat hundreds. The chambers are busy year-round, with committee meetings, diplomatic envoys, and legislative sessions circling in an ever-revolving circle of politics. The Chambers also contain judicial houses where magisters prosecute criminals and hold court.

Read Aloud: Sweeping, open verandas and marble textures form the grand halls and chambers of the Meriocrat’s Palace, a worthy tribute to Bridgemoor’s most hallowed institution. Here, the peace of the courtyard gardens merges with a sense of purpose as Meritocrats plan the future of their city, white-robed and busy as they flit from council to chamber. Floral colognes bathe the halls in pleasant scents and a visit is always good for an eloquent oration or two, blustering voices rebounded about the gilded interior of mural motifs and elegant architecture.

The Meritocratic Senate, which consists of all voting members of the Meritocracy, meets on the first day of every month to discuss policies and vote on new legislation. These sessions are open to citizens and those with a personal invitation from a Meritocrat. Citizens and guests may even speak with approval or support from a Tenured counselor. Any number of committees, as there are dozens, can be found meeting in the chambers during daylight.

Heroes may move freely throughout the chambers if they possess a Goodwill of +5 with the Bridgemor Aristocrats, and even request to meet with particular Meritocrats. They will be expelled from the grounds by a Bridge Knight patrol if they have less than 5 Goodwill, unless they are citizens or are escorted by a citizen.

Joining the Bureaucracy

With all the political intrigue, heroes may be encouraged to get involved on a legal level. A player may become a Bureaucrat in multiple ways.

Official Sponsorship. A Meritocrat may hire a player as an aide or secretary, able to act in a semi-official capacity on behalf of that Meritocrat. This can grant exemption from tolls, grant access to off-limits areas in the city, or allow players to skirt minor regulations. Joining the Bureaucracy in this way gains the players +2 Goodwill with the Aristocratic occupation, but is usually a quid-pro-quo option, and supplies no real form of advancement.

Traditional Route. To become a standard Bureaucrat, the applying individual must be a citizen, then pass a basic civics exam. This test is proctored once every 15 days, and requires a fee of 25 sc to participate. To complete the test, players must pass any two of the following checks with a roll of 15 or higher:

  • AWR/Intuiting to suss out answers.
  • AWR/Eavesdropping or Perceiving to cheat off fellow testers.
  • INT/Law to accurately answer questions.
  • INT/Politics of Bridgemoor to accurately frame responses.
  • CHA/Savoir Faire to overwhelm the questions with convincing nothings.
  • CHA/Deceiving to make it sound like you know what you’re doing.

Test results are posted the following day. Passing earns the players +1 Goodwill with the Aristocratic occupation, and they may take a job as a clerk, aide, or secretary.

Do Heroes have Time for Jobs?

Depending on how you craft your myths, jobs can be a valuable source of roleplaying or resource gathering. They may not fit into a busy life of adventure, though. If your heroes’ adventure flow leaves them prone to large swathes of downtime, or your players are permanent residents of an area, it makes sense to hold down a job.

As a Bureaucrat, players need to spend at least 4 hours every other day performing legislative duties. While practicing, a player can use a number of skills to, essentially, complete tasks and do their job. Any of the following skills can be used:

  • AWR/Intuiting
  • AWR/Eavesdropping or Perceiving
  • INT/Law
  • INT/Politics of Bridgemoor
  • CHA/Savoir Faire
  • CHA/Deceiving or Persuading

Skill Check of Less Than 10

Rolling below a 10, a player is unable to complete their tasks and gains nothing. If this is rolled five times within 30 days, the player loses their status, and loses 1 Goodwill with the Aristocratic occupation. If the player rolls a 1 on the check, they lose 1 Goodwill.

Skill Check of 10

On a 10, a player successfully completes their tasks to no real fanfare. They gain a base 5 sc for a day’s work, and if they roll over a 10 their salary becomes their ½ roll in sc.

Skill Check of 18

On a 18 or higher, a player  accomplishes their tasks with finesse. They gain a base salary of 10 sc, +2 sc per 1 over 18 they roll. If a player rolls an 18 or higher five times within 30 days, the gain +1 Goodwill to the Aristocratic occupation.

Skill Check of 25

On a 25 or higher, a player resolves a difficult scenario or attracts the attention of a higher ranking official. They gain a base salary of 30 sc, and earn +1 Goodwill to the Aristocratic occupation.

Only a total of 5 Goodwill can be gained as a Bureaucrat, and if a player gains that Goodwill they may take 1 rank in the Barrister profession. Additionally, if that rank is taken, a player becomes eligible to serve as a Meritocrat.

Magistrate Route. While difficult, a player can apply to become a junior magistrate. To do so, they must first be appointed by the Magister Superior. To earn this, players must have a minimum of +10 Goodwill with the Aristocratic occupation, have a clean criminal record in Bridgemoor, and receive a recommendation from a Meritocrat. After accomplishing this, they must be approved by a simple majority vote during a Meritocratic Senate, which may require lobbying if enough voting members oppose that players reputation.

This should be an ordeal, and unless the player possesses a minimum of +15 Goodwill with Bridgemoor Meritocrats, then they will need to lobby individual members or committees to ratify their appointment.

If successfully appointed, a player gains the following benefits:

  • They may take their first rank in the Barrister profession, or they may take the next rank in that same profession.
  • They gain a weekly stipend of 30 sc on top of the base pay they receive as a Barrister.
  • They become exempt from Bridgemoor tolls.
  • They gain a magister badge, a prominent sigil that they may use to wield authority.
  • A player may choose to overexert their authority, granting them a favor with any corruptible NPC or higher-ranking official. Doing so grants the player special privilege, but also loses 1 Goodwill with the Aristocratic profession.
Magister Badge

A sign of rank, a magister badge is oft feared by criminals and citizens alike. Possessing a badge grants the wielder TA while negotiating with low ranking merchants and Bridge Knights within Bridgemoor. While visible, this player replaces their Goodwill stats with that of the Bridgemoor Aristocratic occupation, giving them credence with some, and dislike with others.

A player may have their status as a magistrate revoked at any time by the Magister Superior. This only happens if, any time, their Goodwill with the Aristocratic occupations becomes negative, they are caught committing a crime, or they lose more than 5 Goodwill overexerting their authority within a period of 30 days.

Major NPCs

As the body politic of Bridgemoor there are a vast number of important individuals can be found in the chambers. These are some of the unique NPCs of note:

Senisalia Corifax. As the Magister Superior, Senisalia is one of the most important officials in Bridgemoor. She is a tall, thin dragonfolk with severe features, her scales red and sharp. She has delicate wings and curled horns. Senisalia has devoted five decades of her life to the magistrate, having tried thousands of cases, and is considered incorruptible. With a fearless reputation, she is unpopular amongst the Meritocrats, as she is as likely to bring charges against them as a criminal, but holds the favor of the people and several key Premiers, making her unimpeachable. She is ultimately fair, eschewing morality in favor of the law, and makes it a point not to interfere with politics. Not only a legal talent, Senisalia started her career as a Bridge Knight, having ascended to the rank of captain before becoming a magister.

Mefelicas Arinwin. Perhaps too young for his station, Mefelicas stands out as one of the strangest governors of Bridgemoor in recent history. Mefelicas taught at the Meritocratium for no more than ten years as professor of law and philosophy when he was chosen as the last governor’s successor. Having never served as a Meritocrat, and barely 4 decades old, his selection broke centuries of tradition and sent the city into a major upheaval. Soft spoken, calm, and insightful, Mefelicas nevertheless managed to whip the Meritocracy into shape, and in the five years since his appointment he’s managed to secure support from the major organizations and most of the Meritocratic Senate.

Mefelicas is a physically plain human of an average build and dark features, unassuming in his manner, and the last to be seen in a room. Until he speaks, that is. The Premier of Governance commands a rare wit and intellect, able to determine near any truth with an almost psionic perception. He possesses an iron will, seemingly unbreakable in the face of adversity. Mefelicas is neither a warrior or a mage, nor does he possess any hidden talents. He’s simply brilliant, able to get the better of any argument within moments.

Hyleth Othen. Hyleth is an aged halfling and an immensely influential Meritocrat. You can find more in depth details in his relevant NPC entry, but his offices are located within the chambers as a Tenured, which tend to be revolving doors of high-ranking officials and official business. Not much happens in the city that Hyleth isn’t aware of.

Meritocratium

Known outside as simply as the Bridgemoor University, those within the city refer to the institution by its preferred title: the Meritocratium. Renowned for its schools of history, philosophy, and law, the campus is a complex compound of studies, libraries, lecture halls, and dormitories, complete with spiraling towers that constitute the tallest structures of Bridgemoor. Some of the most brilliant legal minds of the age hail from the schools of Merit, and the institution is largely seen as incorruptible, overseen as it is by scholars of philosophy and legal experts.  Many believe the university is the beating heart of Bridgemoor, even more so than the Meritocracy.

Read Aloud: Spiraling towers ascend near a dozen stories into the sky, each connected to a campus alight with hundreds of starry-eyed students looking ever-forward to the future. Halls and dorms litter more than a mile of stonework,  housing a faculty of some of the most brilliant minds of the age, teaching every scholarly endeavor from script to the arcane. Wide, open antechambers and lecture halls are always filled to the brim, welcoming any and all who wish to further their horizons.

The university oversees thousands of students at any given time. Unlike most of the city, it welcomes non-citizens, allowing them to live in local dormitories and espouses an egalitarian approach to its acceptance. Still, there’s an obvious classist disparity, as only those with money can afford to pay tuition and keep up with a full class load. Those that graduate find an immense number of doors open to them, as the respect and skills that come with a degree are highly valued within Bridgemoor and beyond.

Attending the University

Players may register as students. To do so, they must choose a field of study: Arcane, Mercantile, Legal, or Civil. Each grants its own benefits, and a player may only participate in one field at a time. Once a field is chosen, a player pays the initial tuition of 1,000 sc, and must take an entrance exam.  To pass, they must succeed a skill check relative to the field:

Arcane. INT/Arcana of 15+

Mercantile. INT/Economics 10+

Legal. INT/Law 15+

Civil. INT/History 13+

* Any test can be taken instead with CHA/Savoir Faire or AWR/Intuiting.

If successful, the player becomes an official student of the Meritocratium and gains +2 Goodwill with the Academic occupation. To make progress as a student, a player must attend classes for 8 hours every 7 days for an entire semester. There are 12 semesters in a year, each consisting of 30 days, and a student must pay 250 sc per semester they attend, with the first one included in their entry tuition. A player may choose not to attend a semester and keep their status as a student, but they must still pay the fees even though they do not advance that semester.

Heroes must make relevant skill checks to their field four times per semester. The target number to pass is 10 + the number of completed semesters. For instance, after completing 3 semesters, a passing check would be 13 (10 base, + 3 for 3 semesters).

A player must succeed 2 out of 4 checks to complete a semester. If failed, the player loses 1 Goodwill from the Academic occupation, and if they fail 3 semesters in a row, they lose their student status. Failing a single semester nets no benefits, and must be taken again. If a player passes a check by double the target, this counts as 2 successes, and they may pass the semester early.  

Arcane Field

As an Arcane student, a player needs to make an INT/Arcana check to complete a semester. For each successfully completed, the player learns either 1 Arcane cantrip or spell or may increase their Arcana skill by 1. Arcane classes are more expensive and cost 500 sc per semester.

After completing 4 semesters, a player learns two arcane cantrips of their choice. INT is their magic attribute for these cantrips.


After completing 12 semesters, a player is awarded with an Arcane degree, gains a +1 to their INT, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.

Scholarly Field

As a scholarly student, a player makes rolls based on the skill they used to pass their exam. This includes the CHA or AWR options. For every semester completed, the player may add +1 to a skill depending on their chosen field:

Mercantile. Appraising, Economics, Gossiping, Leadership, Persuading.

Legal. Deceiving, Empathy, Forgery,  Intimidation, Law, Persuading.

Civil. Alchemy, Art, Astronomy, Biology, Cartography, Chemistry, Engineering, Geography, History, Medicine, Military, Nature, Politics of [Any Region].

After completing 4 semesters, a player may learn an academic talent from the Skill Stack.

Academic Talents

While there is no official academic tag for talents, the following all qualify. These can all be found via the Core Rulebook, chapter 5, “Skill Stack”.

Talents: Astronomer, Biologist, Calligrapher, Careful Appraiser, Cartographer, Chemist, Eavesdropper, Economist, Empathic, Engineer, Forgery, Geographer, Gossipper, Historian, Intelligent, Jack of all Trades, Knowledgeable, Lawyer, Medic, Persuasive, Politician.

After completing 12 semesters, a player is awarded with a degree in the relative field, gains a +1 to either their AWR, INT, CHA, or LUCK, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.

Becoming a Lecturer

If a player graduates from the Meritocratium, or possesses at least +10 Goodwill with the Academic occupation, they may put on a guest lecture once every 30 days. To do this, a player must spend at least 4 hours at the university, and may roll any skill they possess at least 5 points in, and has an academic application. For instance, a character may not use DEX/Sneaking, but may use INT/Religion, despite it not being taught. The results depend on the following checks:

Skill Check of Less Than 15

Rolling below a 15 results in a failed lecture. Very few people attend, and it contains details that are considered common knowledge. The player loses 1 Academic Goodwill. This result happens 3 times, the university will no longer approve lectures for this player.

Skill Check of 15

The lecture is a minor success. The player gains 60 sc for their time, +10 sc per 1 rolled over 15.

Skill Check of 23

The lecture is a great success. The player gains 150 sc for their time, and gains +1 Academic Goodwill.

Skill Check of 30+

The lecture is memorable for years to come. The player gains 300 sc for their time, +2 Academic Goodwill, and +1 Social Goodwill.

Only a total of 5 Goodwill can be gained as a lecturer, and if a player gains that much Goodwill they may take 1 rank in the Archivist profession.

Underbridge

Within the foundations of Bridgemoor lies the Underbridge: a series of complex waterways, storage spaces, and basins. While the city has turned the majority of this massive space into sewers, there are hundreds of storehouses and open spaces that provide refuge away from prying eyes, creating an environment of mystery and ever changing demographics. Rumors of cults, ne'er-do-wells, and even entire “secret districts” run rampant about the Underbridge, with just  as many liable to be true as are false.

Sewer

The Underbridge sewer is a vast, complex series of cauldrons, waterways, and basins that run the full length and breath of Bridgemoor. Many consider it to be an engineering marvel, a feat of civil ingenuity few civilizations accomplish in their history.  Hundreds of sewer ways connect to drains and Arcane-infused copper pipes that whisk water to every part of the city, making such feats as indoor plumbing, bathhouses, and urban wells a common sight.

Many above-bridge compounds and buildings have basements within the Underbridge, but are sealed off from the sewers. With this disconnect, the sewers have evolved into their own entity, housing the lost, the poor, and those who wish to go unseen. This makes sewer ventures unpredictable, as Bridge Knights and other officials avoid the bowels, only delving their depths should a problem arise that hinders Bridgemoor.

The sewers act as a wealth of adventure opportunities. Ignored as they are, any number of creatures or individuals can find their within, and so can entire lost swaths of civilization.

What's That Smell?

While the Underbridge Sewers are a grand marvel, they also smell terrible. Facilitating the waste of thousands of tightly packed humanoids leads to nausea-inspiring heights. If players spend more than a hour in the sewers or fall/enter the sewage, they must make a DC 8 END check or become Sickened until they can breath fresh or, or the condition is cured via a spell. This DC is modified, increasing by 1 per hour players have spent in the sewers.

If players spend more than eight hours in the same area, they become accustomed to the scent, no longer requiring checks until they move on.

Sewer Events

While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers.

1d6 Event
1 Hail the Rat Queen!
2 A Diamond in the Sludge
3 The Worst Elemental
4 Trash Gryphons?
5 Urchin Colony
6 Magical Anomaly
1d6 Combat Encounter
1 Occult
2 Vermin
3 Criminals
4 Cultists
5 Inferno
6 Monstrosity
Hail the Rat Queen!

While navigating the endless sewer corridors, the players come upon a small, empty storage room, the iron-joints of its doors gnawed off. Inside the room are piles of refuse and rotting food liberated from trash cast-aside from above the bridge, along with 10 Dire Rats. These rats are sitting in a circle around a massive Dire Rat, one that can speak. This rat refers to herself as Queen Ratina, and is content with her small kingdom of rats within the Underbridge. She is rather regal, and will ask players if they wish to pay tribute to the Rat Queen.

Players can donate currency, items, or food to satisfy Ratina.

If players donate 250 sc worth of materials, she will bless them with an escort through the sewers. 2 Dire Rats will accompany, and fight for, the party until they leave the sewers.

If they donate 1,000 sc or more, Ratina will instead grant them her Rat Hat, and praise their worthiness of the Rat Queen. With this outcome, should the event trigger again, Ratina will offer the players safe haven and will protect them with her rats if they choose to Take a Rest.

Queen Ratina has the stats of a Druid (Greater), and if attacked, she and her subjects will scatter into burrowed holes into the foundations.

Rat Hat

Helm, Rare, Essence 30

This strange hat, shaped like a plush rat, snuggly fits atop any head and keeps it warm with its brown fur exterior. Your speed base speed increases by 5 ft, and you gain Resist Toxic 5 and become immune to the Sickened condition. Additionally, you may spend 3 AP to become a Dire Rat. While transformed, you use your own HP, INT, and CHA, but otherwise use the stat block of a Dire Rat with an additional +2 bonus to its DEX.

A Diamond in the Sludge

Amidst the roving sewage of the sewers the occasional item goes missing. While traveling the depths, the party comes across a strangely vibrant glint with an exposed water way. Beneath the muck and grime, something shines within.

Whatever the item is, to reach it, the players will have to jump into the sewage. Caked in muck, the item is held fast to the stoney basin, and will actively resist being liberated. With a proper weighted lure and a hook, it’s possible to reach the item with DEX checks to get a hold of it, then a STR/Applied Force to liberate it (use your best judgment depending on item’s value)

Otherwise, they can dive into the water. Navigating the current requires a DC 12 STR/Athletics, and failure will carry the player 10 ft. down the basin. As soon as they enter the water, they must also make a DC 15 END check or become Sickened. Once they reach the item, a DC 15 STR/Applied Force, or INT/Sleight of Hand can liberate the item, then another DC 12 STR/Athletics will carry them back to the surface.

To determine what the item is, you or your players can roll a d100.

1d100 Item
1-10 A singular gem worth 150 sc.
11-30 An old set of tools of superior quality. These tools grant a +2 bonus to their intended purpose.
31-50 A singular gem worth 300 sc.
51-70 A pair of Magnetic Gloves (MCG, chapter 7, “Magic Item Codex”).
71-90 A singular gem worth 500 sc.
91-100 A Mul’ator Blade (MCG, chapter 7, “Magic Item Codex”).
The Worst Elemental

In a distant corridor the sounds of a husky, bellowing voice echoes off the earthen stone in the form of a terribly out of tune melody. Should players explore this, they’ll come across what appears to be a creature risen out of the sewage. Created from stray Arcane magics imbued into the Underbridge’s foundations, the source of the voice is a fondly named Excrement Elemental, or has they like to call themselves: Mordecai. Mordecai is friendly, and has nothing but respect for humanoids that traverse the sewers, as they envy the adventurers’ intrepid spirit.

Mordecai has several uses, so long as the heroes are willing to pay for their assistance. Mordecai doesn’t accept currency or items, but instead asks for a story, song, or a painting of the outside world. Keep track of each of these options as “favors” for Mordecai.

Story or Song. A DC 15+ CHA/Entertaining or Instrument will captivate Mordecai and count as 1 favor. A DC 25 will count as 2. Players receive TA on this check if they narrate a particularly exciting event or piece of lore.

Painting. Mordecai is particularly obsessed with seeing the outside world. Every 10 DC met with an INT/Painting check counts as 1 favor.

Players can trade favors for the following:

Favors Cashed Exchange
1 Mordecai will lead the heroes through the sewers, reducing travel time by 50% across Bridgemoor via the sewers. They won’t assist in any combat and will leave after.
2 Mordecai will distract the next combat encounter in the sewers, nullifying it.
3 Mordecai will exert their protection over the heroes, granting them immunity to the Sickened condition and the ability to breathe underwater for 24 hours.
5 Mordecai will aid the players in their next random encounter, or help them fight Shadows or Shades in the Rust Gate.

If necessary, Mordecai has the stats of a Water Elemental, only they deal toxic damage in place of cold. Mordecai can be met multiple times.

Trash Gryphon

A strange, squawking cry rebounds from the stone stones; shrill, it pierces the eeriness of the sewer with a curious tone. The flickering shadow of a massive, winged creature appears at the edge of the light, its harrowing gait approaching ever faster. As it nears, the full form of the beast manifests. No larger than a cat, the creature’s feathers are disheveled and dismayed, its wings flapping in anticipation of its approach while the elongated rat-like tail flickers behind its thin frame.

Here, the heroes stumble upon a Trash Gryphon. Accustomed to the oddities of the sewer, this particular beast isn’t afraid of people, but is lost and is looking for help to return to its nest. An AWR/Animal Handling of 13+ will convince the gryphon that the heroes are friendly and allow them to approach. This roll can be circumnavigated by tossing the little guy something to eat (meat) or anything that shines when it catches the light. Once calmed, the gryphon will accompany the heroes as a temporary companion, and will count them as its nest, activating its Territorial feature.

If the heroes wish to permanently tame and keep the gryphon they may do so by rolling several  checks. Once per 7 days, they must make a DC 15 AWR/Animal Handling. If they fail, increase the next check’s DC by the difference they failed by (if they rolled a 10, then the next DC increases by 5). After 4 checks, so long as they’ve succeeded 3, the gryphon becomes a loyal pal, bonding with whoever made the skill rolls.

Otherwise, heroes can return the gryphon to its nest. To do so, they can make a DC 18  AWR/Tracking check once per every 24 hours they remain in the sewers. On a success, they find a small room full of trash and shiny jewelry, along with 11 Trash Gryphons. If the lost one is returned. a slightly larger gryphon will appear and, in exchange for the help, will offer the heroes a Ring of Illumination (Uncommon)  (Mythcrafter’s Guide, chapter 7, “Rarity Examples”). If the heroes have bonded with the gryphon, it will run into the nest, procure the ring, then return to travel with its new family.

While traveling the sewers, if this event is rolled again, the heroes will stumble upon the nest naturally. They may rest here safely, protected by the gryphons if they helped the stray.

Urchin Colony

A series of flickering flames in the distance alerts the heroes to the presence of some forgotten dregs of society. Within one of the freshwater basins an assortment of dozens of urchins, maybe even hundreds, have set up a series of lean-tos, tents, cookfires, and wall-mounted torches for light, using the city’s waste and trash to get by. The urchins use the basin for their water and occasionally venture into the streets of Westbridge to steal, forage, and search for others that may be lost above-bridge. Most of the children here share the same story: either they were separated from their parents during a toll crossing, or were left behind after an arrest or Underbridge Cult attack.

The colony is led by fraternal twins, Spicket and Widget, a human brother-sister pair that take no nonsense and are strangely good at what they do. Spicket, the brother, has the stats of a Physician (with +1 INT and rolls INT/Medicine at +10), and Widget, the fiercely protective sister, has the stats of a Hex Witch (both from CC, chapter 4, “NPCs”), though she keeps her powers a secret. They will be suspicious of the heroes at first, as they are of all adults, but CHA or INT checks of 15+ will convince them to allow the heroes access to the colony. Once in, there is a fair amount the heroes can do here. If it becomes necessary, use Thug or Bandit stats for random urchins.

Aiding the Colony

If the heroes wish, they can aid the colony in a myriad of ways.

Foodstuffs. Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony.

Medicine. Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50 sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3.

Weapons. Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or magic items to her. Every 100 sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5.

The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget.

Goodwill Spent Favor
1 The heroes gain access to the Urchin Market, a strange, wonderful black market of “potential”  stolen goods that can fetch any number of rarities.
2 A stray urchin, using the Thief stats (CC, chapter 4, “NPCs”), provides a distraction for a single hero. This distraction grants TA to a single skill check or attack, or can be used for guaranteed DC 18 or lower Lockpicking, Sleight of Hand, Eavesdropping or Tracking check.
3 Widget makes a single hero one of her poppet dolls. This doll lets Widget keep track of that hero, and 1/Rest, they can spend 2 AP to have Widget cast Minor Augmentation on them (Core Rulebook, chapter 4, “Occult Spells”). This doll only works within Bridgemoor.
5 Inured to the Urchin Colony, they take the time to teach the hero their strange ways of life. One hero may take their first rank in the Thief profession.
The Urchin Market

Within the colony, the heroes can find Bramblepatch, an auspicious Bhrunai 10-year old and merchant extraordinaire. If the heroes spend 2 of their Urchin Colony Goodwill, Bramblepatch will open up their store. Bramblepatch sells all basic equipment (no weapons, armor, or food) at 50% of its normal value, and has the stats of a Dwarf Navigator (CC, chapter 4, “NPCs”) with a +2  to their AWR. More importantly, though, Bramblepatch will offer their black market goods. When heroes open the black market, have them roll a d100. Bramblepatch will have the following available depending on the roll, which refreshes on spending Goodwill every 24 hours:

1d100 Item
1-14 An Uncommon magic item
15-29 1d6+3 spell scrolls from any school with an SPC of 25 or lower.
30-49 A stray Magister or Bridge Knight Badge (200 sc cost)
50-69 1d4+1 Uncommon magic items
70-84 A Writ of Credit (150 sc)
85-99 A Rare magic item
100 An Epic magic item

Bramblepatch sells these items for 50% of their standard cost, except for the badges and Writ.

Badge. If this option is rolled, these badges are reported stolen, and if used on a city official or guard there is a 50% change they will notice. This nets -2 Goodwill with that official’s organization, and the heroes may be accosted or arrested.

Writ of Credit. Bramblepatch doesn’t know the value of the writ. On purchase, you or the adventurers roll 5d10 then multiply the result by 10 for the value (in sc) of the writ.

Reporting the Colony

If players wish, they can reveal the location of the colony to city officials. The Bridge Knights, Magistrate, Meritocrats, and Trade Consortium will be interested in this information. Reporting the colony grants the heroes +3 Goodwill with that organization and removes the urchins from the event list, as most scatter. Doing this removes any Urchin Goodwill, and if an adventure possesses a poppet doll from Widget, it will explode in a purple mist.

Magical Anomaly

The sewers are prone to strange events from stray Arcane magics borne into its foundations to random extraplanar visitors. This can manifest in any number of ways, and the following options are provided for you, as the MythCrafter, to develop and create your own. Use any number of the below suggestions for prompts:

First of Its Kind. Arcane auras have seeped into the various piles of refuse and trash, bestowing a strange degree of magic sentience and creating the first (or one of…) Trash Golem.

The Trickster. Perhaps one of the worst things to encounter while wandering a sewage-ridden undercity is a fey with a chip on their shoulder. Or, even worse, a group of mischievous Parsors (Creature Compendium).

The Sewer Knight. Above-bridge may be ruled by the Bridge Knights, but the sewers are the domain of Ser Bartholomew of Bridigins. Ser Bartholomew is a strangely intelligent Gretchling (CC, “Gretchlings”). He possesses an INT of 2 and a STR of 4, wields a Hero’s Standard (Mythcrafter’s Guide, chapter 7, “Magic Item Codex”) and wears a suit of gilded plate. Bartholomew believes in righteousness, and vows to aid those deemed worthy (he is a ranking Vigilant, somehow). If poor Bartholomew is killed, his standard becomes mundane, as its powers were born only of his fervent goodness.

Combat Encounters

If you roll for combat you can use the following for prepared encounters. These are suggestions, and may need adjustment depending on the strength of the party and number of players. Difficulty is based around a party of 4, with levels ranging between 4-8.

Occult

From individuals chased from the city into the sewers, to mages dabbling in the profane, occult encounters are rare but are known to happen within the sewers. These encounters are difficult due to their strange natures.

Party Level Encounter
4 1 Shambling Grim, 3 Skeletons
5 1 Blood Effigy, 2-4 Zombies
6 1 Ghul, 2 Shambling Grims, 3 Zombies
7 1 Transcendent, 2 Bonewraiths
8 2 Churlocks, 4 Zombies
Vermin

Maybe the most common incursion within the sewers. Rats, spiders, and other vermin thrive in the waste-filled Underbridge.

Party Level Encounter
4 4 Dire Centipedes, 4 Insect Swarms
5 5 Dire Rats
6 1 Queen Dire Ant, 3 Warrior Dire Ant
7 7 Swarms of Rats
8 4 Rot Bees
Criminals and Cultists

Many criminals escape to and live in the Underbridge while cultists are a common inhabitant. They’ll often ambush anyone they can in the darkness in an effort to gain an upper hand.

Party Level Encounter
4 6 Thugs, 1 Rogue, 2 Bandits
5 2 Underbridge Cultists, 4 Underbridge Initiates, 1 Rogue
6 2 Fallen Bridge Knights*, 4 Bandits
7 1 Hex Witch, 3 Underbridge Cultists, 6 Thugs
8 1 Necromancer, 4 Skeletons

*Use the stats of a Bridge Knight.

Inferno

Between the occasional occultist and the dabbling of the Underbridge Cult fiendish creatures of Inferno  make their way into the foundations, sewing devastation and chaos.

Party Level Encounter
4 2 Guraxes, 1 Demonologist
5 1 Amanojaku, 2 Slag Toads
6 1 Night Devil
7 2 Column Crawlers, 1 Demonologist
8 1 Gratchen, 10 Corrupted Gretchlings

*Corrupted Gretchlings use standard Gretchling stats, but are under the control of the fiendish Gratchen, making them hostile.

The Rust Gate

A strange and mysterious section of the Underbridge, the Rust Gate lies between four central water basins beneath Westbridge. These basins are empty, and no pipes or waterways feed into them, as if intentionally designed to be separate. The gate itself is a massive constructed wrought from iron and covered in Arcane wards and runes. It is impenetrable by spells, divination, or teleportation, and physical attempts to breach it result in an equal degree of force blown back at the offender. No scholar or mage in the known history of Bridgemoor has been able to open the gate, and no one living has any clue to its purpose.

What is known is that a low-frequency Psionic energy emanates from the gate, or whatever lies behind it. With prolonged exposure, this energy drives near anyone mad, their minds eventually lost to permanent insanity. This has led to odd gatherings about the gate: cultists, creatures, and the lost, and the occasional scholastic excursion of newly minted graduates of the Meritacratium trying to make a name for themselves.  

Rust Gate Inhabitants

The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against Psionic spells will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate.

Insanity

Whenever an adventurer fails a CHA check by the gate, they temporarily decrease their INT by 2 and increase their AWR by 1. Should their INT drop to -4, the adventurer becomes incapable of coherent speech and their WILL defense becomes 0. They will refuse to leave the gate then, and if they remain in the gate’s presence, they will become a Hungering Shade in 1d6+1 days.

When entering the area around the gate, roll a 1d4 to see the current inhabitants.

1, Cult of the Vertical Limit. An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of Psionic spells, but TD against the effects of Divine spells.

2, Scholarly Excursion. A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+.

3, Urchin Colony. If you’d like, you can place the Urchin Colony from the Sewer Events here. In this case, the urchins will be immune to the effects of the gate, as if it doesn’t want to hurt the children.

4, Hungering Shades. The result of ill-fated explorers or fools, several Shadows or Hungering Shades (CC, chapter 2) haunt the Rust Gate. Any combination of either of these creatures, totaling a Monster Level of 36 (2 Hungering Shades or several Shadows) can be found here for 7 days before they disappear. If fought, and beaten, a strange Arcane rune will appear at the foot of the Rust Gate, with a single sigil that reads: “Key”.

Key Sigil

By all accounts, this obsidian sigil appears completely mundane except for the green rune on its surface. This has no use in Bridgemoor, but can see use within the Great Chasm.

Westbridge

From the Fortress of Merit to the western tollgate, Westbridge is home to those that settled from Nalathesh and Lesmishan. Westbridge acts as home to the city’s lower classes: minors, laborers, and those without the spare coin to afford higher education. It’s also home to the temple district, itself containing the Temple of Vigil, Order of the Darkscourage, and House of Alms. The northwestern residential block is the closest Bridgemoor gets to a slum, short of folk retreating to the Underbridge.

Temple District

Bridgemoor considers itself a secular state, but it allows for its citizens to pursue religious endeavors as they will. Most, if not all the centers of religion, are centered in Westbridge, as one of the less wealthy districts there is a wealth of charitable opportunities and individuals to recruit into the various faiths.

Smaller than any major city district, this one consists of four compounds that all face a large, public square, where more religious inclined merchants, denizens, and organizations set up during day-time hours.

Temple District Locations

Temple of Vigil

The Moorian Temple of Vigil is less militant than many of its kind. Due to its contract with the city, Vigil paladins and other warriors are given less creedence to operate within the city walls, making this construction a more serious place of worship. The temple itself is a white-stone construct, four stories tall and has a slew of support buildings for local clergy and worship shrines for Celestials and Avatars. It keeps a modest wealth, not nearly as well funded as other Vigilant centers, but perhaps more earnest in spirit.

This temple is run by Saphira Barrowghast, a middle-aged dwarven woman with fiery red hair and a sunny, friendly disposition, much in contrast to her brother, Dagan. Saphira has the stats of a War Priest (CC, chapter 4, “NPCS”), and is always willing to help those who help others. She has a dozen or so Clergy that she manages throughout the temple, but no real warriors besides herself.

Here, adventurers can liaison with the more benevolent forces of the divine. If they possess +5 Religious Goodwill in Bridgemoor, they can rest safely at the temple for free. Otherwise, Saphira will allow an adventurer to join the ranks of the Vigilant. There are no requirements for service. On joining, an adventurer will feel a divine influence about their person and can begin to accrue Vigilant Goodwill.

Gaining and Losing Vigilant Goodwill

This Goodwill is earned even if there is no one around to witness the act.

Gain Action
+1 Protect an innocent from harm.
+1 Aid another Vigilant in their duties.
+1 Donate at least 500 sc to a Temple of Vigil. This only works once every 7 days, a maximum of 3 Goodwill earned this way.
+2 Purge a corrupted Vigilant.
+2 Free an individual from wrongful imprisonment, bondage, or slavery
-1 Knowingly harm an innocent.
-2 Assault another righteous Vigilant.
-2 Commit an immoral crime.
-1 Take advantage of the weak.

If an adventurer loses 10 Vigilant Goodwill they are expelled from its ranks.

Heroes can also "spend" their Goodwill with the Temple of Vigil in exchange for favors.

Cost Favor
1 A hero may cast Minor Blessing even if they cannot normally cast spells. This has an APC of 4.
2 A hero may gain +1 Goodwill with any occupation except for Vigilant. This can only raise Goodwill as high as +5.
2 A hero may cast Heroism even if they cannot normally cast spells. This has an APC of 3.
5 One hero may take their first rank in the Clergy profession.
10 One hero may advance to the next rank of the Clergy profession. This cannot advance Clergy beyond rank 3.

Adventurers can also purchase Divine spell scrolls from the temple so long as they possesses at least +5 Religious Goodwill.

Scroll Sales

The temple possesses 1d10+5 scrolls at any time. These scrolls refresh every 15 days and can be any Divine spell of an SPC cost of 15 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, the temple will have 1d8 extra scrolls of an SPC cost of 25 or less.

Order of the Darkscourge

A purely militant compound, the order has managed to convince Bridgemoor to allow it to operate within its walls, if only by the grace of Governor Arinwin. The Bridge Knights are vocal opponents of the order, and it possesses little to no authority, only allowed to act as independent mercenary guards for those that seek out its services—meaning order members cannot intervene in violent confrontation, lest they suffer legal consequences. Still, the order persists, if mostly for their interest in snuffing out the Underbridge Cult and other occultic activities in the surrounding areas.

The Darkscourge compound is a small fortress that consists of half a dozen buildings encircled by moderately-tall stone walls: dorms, stables, training halls, armories, and offices, and makes its home in the temple district due to its history of working with religious institutions. It supports only 30 active militant members at a time—as Bridgemoor limits its active presence—consisting of 3 Paladins, 5 Knight Errants, 15 Knights, and 7 Squires (CC, “NPCs).

The ranking chapter member is Sera Nessacourias Elian, an elven Paladin of an iron will and a fervent adherence to her beliefs. She has incurred several fines levied from the Magistrate due to illegal interference, but refuses to budge on her stances, making her rather popular with the Westbridge locals. Players can speak to Nessacourias to join the Darkscourge.

Joining the Order

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.

Darkscourge Vow

“From this day, upon my life, I pledge my sword, my soul, my worth, to seek out those that spread the vile curse of chaos and will see their misdeeds brought to an end. I will be the beacon in the night, the terror of ill intent, forever and for always, I will be the scourge of the dark.”

Gaining and Losing Darkscourge Goodwill

This Goodwill requires at least one witness to the act, or for the deeds to be reported to an order member.

Gain Action
+1 Dispatch a group of cultists, occult creatures or fiends (or related monster) of an ML of at least the hero’s level.
+2 Discover and report a previously unknown cultist cell or plot to an order compound.
+3 Dispatch a cultist cell operating in a civilized region.
+1 Find and discard of dangerous occult knowledge.
-1 Prevent the execution or capture of a cultist or related creature.
-1 Lose in combat against a group of cultists or related creatures.
-2 Fail to prevent a cultist plot in a local region.
-5 Fight against or hinder the Order of the Darkscourge.

If an adventurer loses 10 Darkscourge Goodwill they are expelled from its ranks.

Heroes may also spend Darkscourge Goodwill to gain favors.

Cost Favor
2 Requisition a War Horse.
3 Gain a  Guardian’s or Sunburst Shield (Mythcraft Compendium, chapter 7, “Magic Item Codex”).
3 Gain a magic weapon (any) that bestows +1 to attacks and damage with an essence cost of 5.
10 One hero may advance to the next rank of the Knight profession. This cannot advance Knight beyond rank 3.

House of Alms. One of the few institutions of charity within Bridgemoor, the House of Alms accepts donations to help feed, house, and cloth the needy, and sees to the care of Moorian orphans and destitute. The House also acts as the largest hospital in the city. It receives several thousand sc in funding from the Meritocratic Senate and Trade Consortium, but is often overwhelmed with those beseeching aid. Unfortunately, nepotism runs rife here as it does elsewhere within the city, with the power and wealthy seen before those less fortunate.

The House of Alms is run by Sorrowstone, an elder Bhrunai of immense patience and empathy. Sorrowstone has dedicated much of his life to caring for the sick and can be seen among the ranks of his physicians and healers, helping where he can despite his aging hands.

Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves.

Donations. Heroes can donate rations or meals, money, or medicine. For every 250 sc in value they donate they receive +1 Goodwill with Bridgemoor Commoners (+5 at most).

Healing. The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs 20 sc per level of rarity, and the adventurer is healed after 8 hours.

Work. The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll:

Skill Check of Less Than 13

Rolling below a 15 results in being more a nuisance than anything. The adventurer receives no pay in this case, and loses 1 Aristocratic Goodwill or Goodwill with Bridgemoor Commoners (or both). If this result occurs more than 3 times within a 7 day period, the House of Alms will ask the adventurer to kindly stop helping.

Skill Check of 13

The adventurer is of great help and earns a salary of 25 sc + 25 sc per rank of Physician they possess. If choosing to work for free, the adventurer earns +1 House of Alms Goodwill.

Skill Check of 18

The adventurer proves their worth to their fellows and earns a salary of 75 sc + 25 per rank of Physician they possess. If choosing to work for free, the adventurer earns +2 House of Alms Goodwill.

Skill Check of 25+

The adventurer outshines even the regular house physicians and earns a salary of 150 sc + 50 per rank of Physician they possess. If choosing to work for free, the adventurer earns +3 House of Alms Goodwill.

An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as 500 sc per 7 day period. If an adventurer earns at least 5 Goodwill with the house, they make their first rank in the Physician profession. They may increase their Physician rank by 1 for every 15 Goodwill they earn after that, to a maximum rank of 3.

Shrineyard. The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors.

Western Markets

Read Aloud: From the western districts one is always subject to the rolling call of hammers on iron, to the rabble of sales and the dulcet tones of commoners’ celebrations. Wit and whimsy rule these markets, perhaps more jovial than elsewhere within Bridgemoor. While less grand in stature, the buildings here a muted yellow, matte, with less gilded exteriors, Westbridge boasts an earnest sincerity, one that comes with the wonderful scents of freshly baked bread and strong teas brewed for a work-weary day.

The Western Markets are a practical exchange, geared toward commoners and materials, things that the average citizen can use in their daily lives. Many Eastbridgers will take a day trip to the western stalls to load up on essential goods, leading to weekly sales to entice bulk purchases. Adventurers won’t find much in the way of luxury or special goods here, but any goods made from metal materials can be purchased for a 20% discount, and as salt and spices are a common import here, rations and meals are also sold at 30% less.

These markets are less prone to Bridge Knight patrols and given less attention by magistrate officials. They get by with only monthly inspections to check writs of sales, catalog goods, and to levy a 3% sales tax on profitable merchants for every 30 days of income. Theft and less scrupulous behavior occurs more often in Westbridge than in other districts, but it is still not considered to be rampant.  

Westbridge Markets Events

The following are events that can occur within the markets. Combat encounters are rare here, as Darkscourge members and Bridge Knights are never too far from trouble. Combats of less than four rounds can escape notice, so long as no civilians report it.

1d4 Event
1 Enterprising Urchin
2 A Grand Opportunity
3 Flash Sale
4 Skirmish!

Enterprising Urchin. A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for 25 sc or more, or convince them to let the urchin go with either a social combat (starting at a DC of 12), or CHA checks of 15+. If this route is taken, the adventurers gain +1 Underworld Goodwill (and +1 Urchin Colony Goodwill), and the urchin may reveal the existence of the sewer colony as thanks.

Adventurers can also report the urchin and turn them over to authorities, earning  +1 Mercantile and Militant Goodwill.

A Grand Opportunity. Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half (500 sc) for a 15% stake in the merchant’s business, or all of the taxes (1,000 sc) for 25%. This earns the players a stipend of 75 sc (15%) or 125 sc (25%) every 7 days, so long as they remain in Bridgemoor to collect.

The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of 250 sc. They can also convince the magister with an appropriate DC 18+ CHA or INT check. Threats of violence or intimidation will result in the magister calling for their guards. Succeeding this route grants the heroes +1 Mercantile and Militant Goodwill.

Flash Sale. The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours.

Skirmish. The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table.

Difficulty Encounter
Easy 1d4+2 Underbridge Initiates
Moderate 1 Underbridge Cultist, 1d4+2 Underbridge Initiates
Difficult 1d4 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 1 Gurax
Deadly 1d4+1 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 2 Guraxes or 1 Bonewraith

You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous.

Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 50 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Social and Bridge Knight Goodwill, or +2 for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage.

Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test.

Westbridge Market Locations

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”).

There’s not much to be found at the grove for adventurers except for Primal components and scrolls, that of which the grove will sell so long as the heroes possess at least +5 Social Goodwill.

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.

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.

Adventurers may purchase a space to rent at the forge to create their own equipment. This costs 25cr per day used and allows the creation of superior quality equipment. While using the optional crafting rules (Core Rulebook, chapter 7, “Complete List of Skills), assuming the cost of the relative item is increased by 20% when creating a superior item.

Nalatown

Read Aloud: Poised at the end of the sand-ridden western roads, Nalatown is beset by dust storms and miners in heavy clothing, most of its inhabitants possessing face masks of one sort of another. The buildings here are built in an adobe style, dry, with flat roofs, red with clay mined from the chasm cliffs. In the north, a small Bronzeguard outpost sits out of place amidst Moorian culture, and to the south, a series of lively markets fills the space enroute to the great lifts of Bridgemoor, and more than one militant compound.

Nalatown is one of Bridgemoor’s two border towns and is significantly more productive than its eastern cousin. Home to the chasm mines, Nalatown houses the only guard barracks outside of the city walls, much more militant in its governance than anywhere within Bridgemoor. Non-citizens are allowed to purchase land and own homes here, making it a desirable prospect, so close to jobs and the city gates, despite the more totalitarian enforcement. Many traders in Nalathesh will do business in the materials market and be on their way, letting those with passage writs deal with the inner marketplaces.

Nalatown Locations

Bronzeguard Outpost. Situated on the northern side of the tollgate, Nalathesh manages and operates a small barracks of Bronzeguard with special dispensation from the Meritocrat Senate. There are only ever a few dozen or so of the guard stationed here, and they are forbidden in engaging in any action outside of Nalathesh disputes. Still, they run the local roads, handling bandits and farther afield problems, as Bridge Knights rarely possess mounted scouts to handle ranging patrols.  

The outpost is run by Enkidu Injaka, a human Bronzeguard and expert cavalier. Enkidu is a scared veteran, stocky and short, but a warrior of great renown. He is ultimately loyal to the Godking, but has a friendly relationship with the Bridge Knights, more diplomatic than most in his position. He has the stats of a Knight Errant (CC, chapter 4, “NPCs”) and rides a Dracanis (CC, chapter 2).

Adventurers can also report to their superiors, or even join the Bronzeguard here. See “Joining the Bronzeguard” under the Nalathesh location entry.

Redcliff Lifts. Down a series of wooden scaffolding structures lies the great elevators of Nalatown, two massive constructions fueled by a combination of Arcane prowess and advanced Moorian technology. The lifts each consist of a 20 by 20 ft. platform, constructed from metal, joints and all, that are controlled from a series of nearby levers. These levers activate a corresponding series of enchantments that can raise and lower the lifts, which are capable of sustaining several dozen tons at a time. Both the top and bottom landings are connected to a series of mining tracks that ferry materials from the Chasm Mines to Bridgemoor. In all, the lifts cover 100 ft. of height.

Chasm Mines. A spiraling complex of mine shafts, tracks, and caves, the Chasm Mines are built into the side of the red rock cliffs of the Great Chasm, housing hundreds of workers as they dig deep for ore, precious stones, and mystical Avadrium. The mines are a carefully controlled hierarchy of officials appointed by the Minerals Board of the Meritocrat Senate and take their jobs seriously, painstakingly counting every ounce of material liberated from the earth. Most of the miners either live in Nalatown or the Northwestern block of Westbridge and tend to be uneducated laborers, though the most responsible among them rise to be forman, eventually buying their way to citizenship.

The Bridge Knights keep a tight and close eye on the operations, going so far as to run daily patrols around the mine’s exterior. While undoubtedly they do this to prevent theft or malfeasance, practicing vigilance so close to the chasm is necessary—as one never knows what might crawl its way out of the depths. Only the most secure Bridge Knights are authorized to watch the mines, as there are thousands of sc worth of material carted to the surface daily, and the temptation can be too much for some.

Karak’s Compound. The Bridge Knights of Nalatown are a militant bunch, acting as both enforcement and as magistrates in their fervor. As the bordertown is outside the city walls it lies beyond the jurisdiction of the Magister Superior, granting Karak Tenix, the local Knight-Captain, a rare degree of power. Karak is an uncompromising Hondu; tall, thick, with black, scarred fur and one eye, he is one of Ser Blacksky’s most fervent supporters and has a tendency to close his fist around the weak. He has the stats of a Bandit Captain (CC, chapter 4, “NPCs”) only he has a STR of 4, wears a set of field plate, and possesses a Flametouched Longsword (Mythcrafter’s Guide, chapter 7, “Magic Item Codex”), making him a brutal opponent.

The compound possesses its own walls and is set up like a small fort, complete with a barracks, armory, and granary. It acts as the seat of power in Nalatown, with Karak assuming his position as a local “governor”, employing anywhere between 50 to 60 Bridge Knights in its regular garrison. While Karak can be abusive in his power, he does retain order, and does not actively harass locals—so long as they stay in line, and ensures that mercantile traffic is well protected.

Materials Market. The small markets of Nalatown are efficient and lack variety, focusing on the daily needs of the locals with foodstuffs, textiles, and household necessities. Yet, with its proximity to the mines, this market is brimming with raw ores and gems, making it a source of potential excitement to local merchants. Common ores and gems can always be found here, and are purchased at a 30% discount.

Nalatown Events

The Materials Market acts as the center of commerce and community in Nalatown, and several events often occur within, from the occasional impromptu bardic show to planned festivals, making it a place of joy and celebration. While wandering the area, adventurers may stumble across one such random event:

1d4 Event
1 Avadrium
2 An Abuse of Power
3 Celebration
4 A Tad Bit Unhinged

Avadrium. Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every 1 sc of the material costs 5 sc to purchase). For this event, you can have multiple merchants bidding for the supply, or give the heroes first dibs. Either way, if the exchange is not resolved within 30 minutes, a patrol of 1d6+2 Bridge Knights will show up to apprehend the Avadrium.

Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium.

An Abuse of Power. A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least 100 sc, then they’ll be taking a trip to the Bridgekeep Cells. Heroes can ignore this and move along with no consequence. Otherwise, they can convince the Bridge Knights to sod off with a social combat (starting DC of 15) or with CHA checks of 18+. This is also one of the few locations where combat with Bridge Knights does not result in reinforcements or immediate apprehension, as Nalatown operates apart from the city. Adventurers can also simply pay off the extorted amount.

Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5.

Celebration. The adventurers stumble upon a local celebration! Music, stories, and jovial festivities reign over the day, along with a dance circle for those more physically inclined. If the heroes spend 4 hours participating in the celebration, they count as having finished Taking a Rest, and make choose a single attribute. That attribute gains a temporary +1 for the next 24 hours. If they’d like to contribute, the heroes can roll DEX, AWR, INT, or CHA checks to perform, tell stories, or otherwise engage with the people. They earn their roll x2 in sc in prizes and raw currency.

A Tad Bit Unhinged. Preaching on the arrogance of Bridgemoor to build such tall buildings on so finite a space, a member of the Cult of the Vertical Limit is accosting anyone that crosses their path. In general, this cultist is harmless, and is more than a little insane, though a DC 18+ AWR/Perceiving will reveal that there’s something under that madness. If spoken to, adventurers may make DC 18+ INT or CHA checks to convince the cultist of their worthiness, insisting they are against such tall structures. If successful, the cultist will reveal the location of the Rust Gate, and inform the players that “the great gate awards those that cast away the shadows”.

If an adventurer is a part of the cult, the cultist will connect with them instantly, and insist on accompanying them as a companion. The cultist has the stats of a Charlatan (CC, chapter 4, “NPCs”) and will disappear after 24 hours. During this time, the cultist will sacrifice their life for that adventurer if the opportunity arises, but bestows TD on any social interaction, as they won’t stop preaching on the horrors of vertical construction.

If the heroes possess the “key” runestone, the cultist will lose their mind, blathering on about the eyes in the dark ad nauseam.

City-wide Locations

Bridgemoor is a wide and expansive city. The areas above give context and details, but adventurers can come across any number of institutions, shops, or organizations while traveling the bridge. Some such locations don’t belong to a single district and are detailed below.

Bridgeroad

Named as it is the main means of travel across the bridge, Bridgeroad is a single stretch of uninterrupted travel through the center of the bridge. This road takes 8 hours to traverse from one side to the other, and is heavily patrolled by Bridge Knights and magistrates, and traveled by constant throngs of traffic: merchants, travelers, citizens, and their mounts alike.

Inns

Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network.

Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running 60 sc a night, able to house eight individuals comfortably.

Theft. Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table.

Whisper Network. Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks.

Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a 500 sc restitution fee to another informant. Prices and available information can be found on the Whisper Network table.

Cost Information
10 sc Location of a single area or item. Reduces travel time by 25%.
50 sc Rumor or hint pertaining to a quest or event (planned or random).
100 sc Dossier or location of any non-major NPC. Grants TA on social interactions with that NPC for the first 3 checks made.
250 sc Dossier on major NPC. This can reveal minor secrets, pressure points, or motivations, but no major event or campaign altering information.

Who Runs the Network? While no agent would ever reveal this, simply because they don’t know, the true master of the Whisper Network is a shadowy figure known as Mort Ironheart. Nobody knows much about this individual; even the highest-level informants know little beyond that he is a dwarf and is a criminal mastermind.

Performing. It’s inevitable for adventurers to want to earn a little extra coin. If an adventurer spends 4 hours performing at an inn, they can roll a CHA/Entertaining or an INT/Instrument to net themselves a bit of extra income and Goodwill. They may only perform once every other day.

Skill Check of Less Than 13

Rolling below a 13 is a flop of a performance.

The adventurer is booed or jeered off stage and loses 1 Social Goodwill. If this occurs 3 times within a 7 day period, the adventurer gains a reputation as a local terror, and will receive TD on such rolls in inns for the next 90 days. Also, their feelings will surely be hurt.

Skill Check of 13

The adventurer puts on a passable show and earns 10 sc + 10 sc per rank of Entertainer they possess. This (and all other positive checks) can be used in addition to the weekly gain of a performance based Entertainer.

Skill Check of 18

The adventurer puts on a great show and earns 20 sc + 15 sc per rank of Entertainer they possess.

Skill Check of 25+

The adventurer astounds and amazings, earning 40 sc + 20 sc per rank of Entertainer they possess. They also gain +1 Social Goodwill.

An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3.

Toll Stations

Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs 5 sc to pass through a toll station, and there are four such stations that are inevitable on Bridgeroad, meaning it costs 60 sc to simply travel through one tollgate to another.

Moor Blocks

City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy.