Bridgemoor

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Bridgemoor is an economically powerful independent city- state built entirely on a massive bridge that spans the Great Chasm. As the only other ways to cross the chasm involve going hundreds of miles north to circumvent it or climbing down, navigating across its monster-riddled trenches, and climbing back up, Bridgemoor has made a fortune off of merchants and travelers that use the city-state as passage over the Chasm.

Bridgemoor is just large enough that a full day’s travel will not quite get one across the chasm, forcing travelers to spend extra coin in one of Bridgemoor’s many inns and taverns. Through this calculated design and by exacting a small toll on every traveler, Bridgemoor thrives. Bridgemoor is governed by an oligarchy known as the Meritocrats. Selected once every ten years, prospective Meritocrats must first pass a test proving their scholastic and economic knowledge, and then each former Meritocrat picks their successor. This has generally led to rampant nepotism with very rare exceptions.

Academic.

Bridgemoor has a large university and scholastic achievements are widely celebrated throughout the city-state. Those with more formal education are more likely to be rewarded by Meritocrats or become one themselves, so anyone who can afford to send their children to the university will do so.

Mercantile and Trade.

Bridgemoor is a thriving mercantile state. Due to a high volume of travelers and merchants flowing into and through the city-state, Bridgemoor has one of the strongest economies in its region. It trades especially frequently with Nalathesh and Kendaria as it connects the two nations, but merchants from other nations will stop in Bridgemoor on their way to or from Kendaria and Nalathesh as well.

Militant.

Bridge Knight Commander Ser Kellion Blacksky maintains strict discipline in the streets of Bridgemoor. Under his guidance, the Bridge Knights have become more disciplined and competent than they have ever been historically. Few in number, the Bridge Knights could not wage war on a neighboring country, but they could defend Bridgemoor indefinitely or until food and water run out.

Political.

The Meritocrats oversee legislation and appoint the Bridge Knight Commander and the Master Magister. These two figures, in turn, will appoint their subordinate administrators (Bridge Knight Captains and Magisters, respectively) to maintain executive and judicial law within the city.

Religious.

Bridgemoor does not have an official religion, and each citizen is encouraged to pursue their own beliefs. 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.

Social.

Bridgemoor has a very diverse culture. Folk from Nalathesh and Kendaria make up most of Bridgemoor’s citizens, but some traders from lands beyond decided to settle in Bridgemoor as well, leading to a confluence of many beliefs. It’s not uncommon for there to be at least two festivals in a given month due to the wide spectrum of cultures and religions and their respective celebratory events.

Underworld.

Bridgemoor has no shortage of white-collar criminals that use any loophole in the city-state’s tax system and mercantile economy to line their own pockets with a little more silver and gold. Overt crime is uncommon thanks to Ser Kellion’s iron discipline, but cult activity lurks in the sewers and storage cellars beneath the streets. Called the Underbridge Cult, these miscreants are a countercultural movement looking to prove how meaningless and absurd “Meritocracy” truly is. Among other things, they try to summon fiends from Inferno to wreak havoc in the city.

Points of Interest

The Great Chasm. The Great Chasm stretches for thousands of miles from north to south along the eastern half of Gathandia. Bridgemoor spans one of its narrowest points, connecting Nalathesh to Kendaria. Intrepid explorers have discovered crypts full of strange technology from an ancient civilization, but some have also met their grizzly end at the hands of equally strange beasts that lurk in the Chasm’s endless caves.

Quest Ideas

• The Meritocrats are preparing to choose their heirs, and some merchants want the heroes to help fix the results.

• The Underbridge Cult has successfully summoned a Bonewraith, who lurks in the sewers and sends Zombies to terrorize the city-state.

• An explorer wants to hire the heroes as protection as they venture into the chasm.

• Ser Kellion Blacksky pursues authoritarian control of the streets in response to cult activity, but this harms Bridgemoor’s economy. How can the heroes step in and fix this?