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Table of Contents

Tips for Running Bridgetown������������pg. 1 Gatehouses�������������������������������������������� pg. 53


The Gate of Libations�������������������� pg. 55
Features of the Bridge��������������������������pg. 3 The Armistice Gate������������������������� pg. 57
The Ruined Gate����������������������������� pg. 59
Stone Soup: Campaign Starter���������pg. 6
The Open Gate�������������������������������� pg. 61
Quest Hooks�������������������������������������� pg. 6
The Bloodied Gate�������������������������� pg. 63
The Cauldron������������������������������������� pg. 6
The Evergate������������������������������������ pg. 65
Cauldron Cooking Rules����������������� pg. 7
The Grand Portcullis���������������������� pg. 67
Six Flavors of Ingredients���������������� pg. 7
The Disappeared Gate������������������ pg. 69
What Counts as an Ingredient?���� pg. 8
Stew Recipes�������������������������������������� pg. 9 Bridge Spells������������������������������������������� pg.71

Create a Bridger������������������������������������pg. 11 Ingredient Index��������������������������� pg.75


d66 Bridgers������������������������������������� pg. 13
Cobble Canter��������������������������������� pg. 14 Random Tables������������������������������������� pg. 77
Fallen Aristocrat������������������������������ pg. 15 d66 “Weather”��������������������������������� pg. 78
Pebble-Pincher�������������������������������� pg. 16 Awful Birds��������������������������������������� pg. 84
Stonewright������������������������������������� pg. 17 Fell Off the Bridge��������������������������� pg. 85
Turnpike Turncoat�������������������������� pg. 18 Falling������������������������������������������������ pg. 86
Coblin Cranny-Crawlers���������������� pg. 19 Under-Things����������������������������������� pg. 87
Coblins in a Trechcoat������������������� pg. 20
Gruffolk Hostler������������������������������� pg. 21 Economics����������������������������������������������� pg. 88
Gruffolk Pilgrim������������������������������� pg. 22
3d6 Magic Stones�������������������������������� pg. 89
Stone Keening��������������������������������� pg. 23
Troll Sewer Working����������������������� pg. 24 The Homebody Bridger’s Glossary�� pg. 91
Troll Shaman����������������������������������� pg. 25
Written by…
John Gregory - Unlawful Games
Locations��������������������������������������� pg. 26 Adrian Ramos - Furtive Goblin
The Heights (and Depths)������������� pg. 27
Artwork by…
Craterton������������������������������������������ pg. 29 Charles Ferguson-Avery - Feral Indie Studio -
The Squeeze������������������������������������� pg. 31 Cover, interior art pg. 6, 17, 20, 21, 22, 23, 24, 68
Skull Boi - Map from interior pages
The Great Excavation�������������������� pg. 33 And other public domain resources
The Crossroads�������������������������������� pg. 35 Layout by Shane Fannan
Sourstone����������������������������������������� pg. 37 Edited by Hannah Strang - Featherfall
The Wyld Bridge������������������������������ pg. 39 Published by Technical Grimoire
Gruffholm����������������������������������������� pg. 43 Special Thanks to
The Night Bridge����������������������������� pg. 45 Melsonian Arts Council for making such an
The Cable Mines������������������������������ pg. 47 inspiring game
The Turning�������������������������������������� pg. 49 Playtesters - Zac, Neal, Jeremy, Ben
Bridgetown is an independent production by Technical Grimoire
The Great Gap��������������������������������� pg. 51 and is not affiliated with the Melsonian Arts Council. The creators
relied heavily on the Troika SRD throughout the creation process. All
text is property of its respective writer(s) and should not be reused,
altered, or duplicated in any way.
Tips for Running Bridgetown
Bridgetown uses the Troika roleplaying game as its foundation. Please consult
the Troika rules (freely available online) for info on character creation, staples
of adventuring, and colorful ways to die.

Free Troika Rules: https://www.troikarpg.com/resources

All the content in Bridgetown is written to be mixed and mashed together


however you like. But if you’re looking for somewhere to start, here’s a solid
setup for a Bridgetown Campaign:

Gather 2 - 4 players, a Game Master, pencils, paper, and a handful of


1 6-sided dice. Set aside 3 - 4 hours to play.

2 Each player creates a Bridger (pg. 11).

The GM describes the Cauldron (pg. 6) and the players decide how
3 they came to acquire such a strange and powerful item.

4 Review the included map and pick a place for the players to start.

The GM describes what the players see, notes a few interesting


5 details, and sets the players loose to explore the weird world
of Bridgetown!

Bridgetown Backgrounds have character motivations baked in, to promote


flavorful travel and exploration.

Each Location has a d6 list of thematically cohesive premadve NPCs and events
to choose from. Roll NPCs and events randomly or combine them for more
complex scenarios.

If your game ever hits a lull, roll on the d66 “Weather” table to add a dash of
something unexpected, then season to taste.

1
Magic is a little different on the Bridge.
Read more in the Bridge Spells section, (pg. 72)

Give your players a copy of the Homebody Briger’s Glossary (pg. 93) to hint at
the adventures to come and brief them on the Bridge.

Just because something has stats doesn’t mean it’s meant to be fought
or even opposed. If a creature’s stats are missing, either assume they
cannot be fought or assume the following default values:

Skill 4 Initiative 2
Stamina 6 Damage as knife
Armor 0

2
Features of the Bridge
Features of the Bridge
ALL THERE IS, ALL THERE EVER WILL BE: The Bridge is the entire world
and, as far as you and everyone else is concerned, it’s always been that way. Myths
abound, but no one’s ever found evidence of The Ends, or met the primeval
Builders of Legend.

BETWIXT GULFS UNKNOWABLE: The Bridge is a narrow band of solid


ground straddling the gap between the Infinite Sky above and the murky
depths of the Under. It is a dizzying and impossible world, but it is home to you
and countless others.

FIFTY ACROSS, FOREVER AHEAD: The Bridge is wide enough for about
50 average-sized humans to stand shoulder-to-shoulder, sandwiched between
its sides. It’s also infinite in length by just about everyone’s reckoning. You could
walk the Bridge for a hundred years and the only end you’d find is your own.

CROWDS STRANGE & WONDERFUL: Upstart humans ply their trades


on cobbled streets amid hoary old Trolls and restless, goateed Gruffolk, while
huddles of little Coblins scurry underfoot. The Bridge is an entire ecosystem
that births curious heroes indeed.

SPRAWLING & TOWERING: Unable to expand outward, towns and cities of


the Bridge build vertically. Precarious towers overlook densely stacked urban
centers, while narrow, cramped sewers and undercities stretch, intestine-
like, between the Bridge’s groaning piles. Just finding one’s way between
neighborhoods is an adventure.

WATCH YOUR STEP: Where the Bridge is in good repair, you'll find bricked
edges or barriers and railings several meters high to separate you from the
yawning abyss. Everywhere else, you’d do well not to fall off the edge or into a
hole in the cobbles — it’s a long way down.

SUPERNATURAL SCARCITY: Land—and everything that goes in or on it—


is as valuable as it is in limited supply. Rooftop gardens eke out food, protected
groves offer precious timber, and you have to rip up the bones of the Bridge
itself to get the luxury of metal. The law of the land is barter and trade, and
Bridgers sell things dearly.

WHISPERS IN THE STONES: The Bridge is alive, after a fashion, and


those with an ear for its voice can learn its secrets. Some may even become
Stonewrights—beloved and hated keepers of old lore who can tease the magic
from disintegrating stone. Those who call themselves Bolsterers use magic
sparingly to preserve the integrity of the Bridge. Their colleagues, the Eroders,
are not nearly so conservative with their abilities.
4
CRUMBLING INTO RUIN: The Bridge is falling apart. Stone by stone, it is
eroding and crumbling into the Under. Industrious Bridgers and the magics
they wield are speeding this process up. Rumors tell of entire sections of the
Bridge that are no more.

EVERYTHING IS HUNGRY: From restless stones to predatory moss, the


Bridge has its fair share of danger even when it isn’t falling apart. Keep your
head down around the gargoyles and Awful Birds that run the skyline, and take
care not to run afoul of any dreadful things that bubble up from below.

FLOATING ON REALITY SOUP: The farther one descends the Bridge’s piles,
the thicker the Underfog becomes. Rules start to break down. Rarified reality
congeals into living, flailing Under-Things that are simply fascinated by beings
of meat and hard physics, like yourself.

TURNPRICKS, TEETERERS, & TOWNIES: Between overbearing taxmen,


jingoistic locals, and self-styled aristocrats looking to turn whole streets into
their basements, an honest Bridger isn’t much safer at home than they are on
distant cobbles.

SLOWLY BLEEDING DRY: Gatehouses operated by Turnpike Guilds stand


like squat, leering beasts up and down the Bridge. They carve its peoples into
fiefs, extort them, and foist gaudy coins upon them, all in the name of “stability”.

THE ONLY LAW OF THE BRIDGE: It’s hard to believe things were even
worse, once. Trolls and Gruffolk warred with one another and humans did
unspeakable things to Coblins for profit. But then a mythical Pact was made: all
Bridgers would live in peace for perpetuity—or so help them.

LOOKIN’ FOR ANYWHERE ELSE: You’ve got the itch—that little tickle born
of the Bridge itself, saying you don’t belong in any one place. There’s something
out there for you. It’s probably not a grand quest or an ever-after, but it’s
something to chase, and that’s all a Bridge punk like you needs. You’ll gather
moss when you’re dead.

A BRIDGE TO ELSEWHERE? Every now and then, something especially


peculiar happens. The Under spits up something real or things drop out of the
Infinite Sky. Rarer still, sometimes those things are people. These strange out-
of-towners claim they’re from other places, spreading nonsense tales of other
worlds beyond the Bridge.
5
Stone Soup:
Campaign Star ter

A 1-3 session adventure that gives the players a volatile magic item and
turns them loose to explore the Bridge.

Quest Hooks
• A party member or NPC they care about is infected with a horrible disease.
The Cauldron must be used to brew a cure.

• Gatehouses will let travelers pass through in exchange for the recipe for the
Perfect Stew.

• The Cauldron is a party member’s family heirloom.


Pursuit of the Perfect Stew haunts the character’s dreams.

• The Under-Things were born of THIS VERY CAULDRON. The party must
somehow redeem this horrible artifact.

The Cauldron
A big iron pot with a sturdy
handle and a grinning face. It
is easily carried by two people
or awkwardly carried by one
person. Its magic is fueled by
the Keystone embedded in its
base.
Players can use the Cauldron to
cook magical stews. Recipes are
hard to come by, ingredients are
rare, and the results are often
unpredictable. Good luck!

6
Cauldron Cooking Rules
Whenever players attempt to cook with the Cauldron, have them combine all
ingredients with 1d6 Provisions. Cook for 1d6 hours. When the time is right,
have the head chef Test their Luck and remove the stew from the heat.
If they successfully Tested their Luck and got the recipe right, then the result is
what they expected.
If they successfully Tested their Luck but got the recipe wrong, then all of
the ingredients, minus the Provisions, may be recovered and reused in future
cooking attempts.
If they unsuccessfully Tested their Luck but got the recipe right, then they need
one more ingredient or 1d6 more Provisions, determined by the GM.
If they unsuccessfully Tested their Luck and got the recipe wrong, then the
ingredients turn into 1d6 Under-Things that emerge from the Cauldron, eager
for warm blood

6 Flavors of Ingredients
Sample ingredients are mentioned on pg 76 and GMs can use the procedure
on pg. 8 to determine if something counts as an ingredient.

Dull ingredients appear mundane or boring, but have a


hidden beauty.
Samples: A family bread recipe, odd-looking cobblestone, common flower, or
intricately carved wooden spoon.

Sharp ingredients are unexpected and leave an impact.


Samples: Nails, a bird’s beak, strong spice, ripe fruit, or burnt brownie edges.

Fresh ingredients age quickly. They must be enjoyed before they grow
Old, and their memories are always savored.
Samples: Hot biscuits, a new flavor of gravy, cold juice, recently hatched
eggshells, or still-green seeds.

Old ingredients are past their prime and on the verge of being hazardous.
Samples: Soured meats, questionable cheese, the neighbor’s liquor, a
Gruffolk’s beard clippings, crumbled stone, or smelly trash.

Secret ingredients are only known to a select few. Perhaps you’ll meet
someone who can be plied for Secret knowledge on your travels.
Samples: To share a Secret Sample would be self-defeating.

Magic ingredients are just that—unexplainable, mysterious, and elusive.


Samples: A baby’s breath, the smell of a croaking song, moonshadow, or the
ends of the Bridge.

7
What Counts as an Ingredient?
Ingredients are intended to be flexible and abstract in theory, but in practice
players will inevitably rifle through their bags to check if each ball of lint counts
as a “Dull” ingredient.
If you can’t determine whether something counts as an ingredient, have the
player Test their Luck. If unsuccessful, this item and items like it do not count
as ingredients. If successful, they roll a d6 on the table below. It counts as an
ingredient but…

1 You’ll need a LOT of it, at least three times what you currently have.

2 It counts as a different flavor than expected.

3 1d 6 extra provisions are required to cook with it.

It requires some refinement, aging, or special preparation to be used


4 in the recipe.

5 The ingredient will “spoil” if not used within the next hour.

6 The stew that uses this ingredient will take an entire day to cook.

8
Stew Recipes
This is not an exhaustive list of possible combinations, but instead a starting
cookbook of interesting and useful recipes. New recipes make excellent
rewards for adventures and accomplishments.

Two-Ingredient Recipes
Dull + Dull = 3d6 Provisions Boring Stew.
Filling, but nothing to write home about.
Dull + Sharp = 1d6 Provisions Fancy Stew.
Each Provision is worth thrice the normal value when traded.
Dull + Old = 1d6 Provisions Tainted Stew.
Looks and smells delicious, but causes painful aches and pains for hours
after consumption.
Dull + Secret = 1d6 Provisions Curiosity Stew.
After eating, the consumer grows hungrier the closer they get to whatever
they’re looking for.
Dull + Magic = 1d6 Provision Flying Stew.
The consumer slowly drifts through the air until they bump into something,
which causes gravity to reassert itself.
Dull + Fresh = 1 Provision Paradox Stew.
The consumer gains a different, random Background, causing the
circumstances of their past to subtly (or not-so-subtly) change. Lasts until the
character eats again.
Sharp + Old = 1 Provision Bladed Stew.
The stew solidifies into a sharp bladed weapon of the chef’s choice. After this
weapon deals maximum damage, it shatters.
Sharp + Fresh = 1 Provision Explosive Stew.
The stew becomes thick as honey. If lit, the substance detonates a few
moments later, dealing damage as the Explosion spell.
Sharp + Secret = 1 Provision Assassin Stew.
The stew forms into a dense, thin needle. The chef can describe a target to
the needle upon completion of this recipe. If a creature matching the target’s
description gets close, the needle darts forward independently, ignoring armor
and dealing damage as fusil.
Fresh + Magic = 1 Provision Fertile Stew.
The stew becomes lush soil. The next thing planted in this soil grows to fruition
within 24 hours.

9
Fresh + Secret = 1 Provision Illusion Stew.
The stew and Cauldron form into an illusion of whatever the head chef imagines. The
facsimile lasts until the Cauldron is moved.

Magic + Secret = 1 Provision Abstruse Stew.


The stew functions as the Zed spell from the Troika rulebook.

Three-Ingredient Recipes
Old + Secret + Magic = 1 Provision Seeker’s Stew.
The consumer learns the location of a forgotten Keystone.

Dull + Secret + Sharp = 1d6 Provisions Perfect Stew.


Worth ten times its normal trade value. Even Gatehouses will accept Perfect
Stew in place of a Toll.
Old + Secret + Fresh = 1 Provision Under-Charm Stew.
The stew summons an Under-Thing that follows the chef as a hireling.
Old + Old + Secret = 1 Provision Under-Curse Stew.
The stew summons an Under-Thing that won’t rest until it has eaten the
chef.
Old + Old + Old = 1 Provision Miasma Stew.
The stew sublimates into a rolling green fog. On inhalation, it afflicts the
Sleep spell with added damage per the Poison spell as featured in the Troika
rulebook.

Five-Ingredient Recipes
Fresh + Magic + Fresh + Magic + Secret =1 Provision Catholicon Stew.
The stew can cure any ailment or disease. An afflicted individual must eat the
stew every year or else the disease returns.
Dull + Dull + Dull + Dull + Old = 1 Provision Cataclysm Stew.
The stew forms a Severing Hammer. Striking this hammer collapses the
surrounding mile of Bridge and shatters the hammer itself.
Secret + Secret + Secret + Magic + Fresh = 1 Provision Stonemason Stew.
The stew billows out a rolling fog that forms into an army of shadowy masons.
They do a year’s worth of construction work in a single afternoon–even fixing
The Bridge itself.
Magic + Magic + Magic + Secret + Old = 1 Provision Dissolution Stew.
The stew dissolves the Cauldron and its Keystone, forever destroying the
item and preventing more Under-Things from being created from it.

Tip: Let spells and magic items from other games or media inspire new recipes.
10
Create a Bridger
Create a Bridger
The folk who wander the Bridge are a diverse bunch, drawn from all walks of
life and each headed to a different death. Natives of Bridgetown include the
Gruffolk, who transcend to the Fat Pastures; Trolls, who turn into boulders;
Coblins, whose bodies become cobblestones; humans, whose souls are
notoriously restless; and Stone Keenings, who are already dead. Hopefully
you’ll manage to avoid your own end for a bit.

To create a Bridger of your own, follow these steps:


1. Roll 1d6+6 to determine Max Luck.
2. Roll 2d6+12 to determine Max Stamina.
3. Roll d66 on the Bridgers table on the next page to determine skills,
possessions, and more.

In addition to any background possessions, all Bridgers start with


the following items:

• A rucksack
• 2d6 provisions
• A length of rope
• A flint knife
• A pocket full of dried tinder-moss

12
D66 Bridgers
11. Cobble Canter with 4 Skill 41. Pebble-Pincher with 4 Skill

12. Cobble Canter with 5 Skill 42. Pebble-Pincher with 5 Skill

13. Cobble Canter with 6 Skill 43. Pebble-Pincher with 6 Skill

14. Coblin Cranny-Crawlers with 4 Skill 44. Stone Keening with 4 Skill

15. Coblin Cranny-Crawlers with 5 Skill 45. Stone Keening with 5 Skill

16. Coblin Cranny-Crawlers with 6 Skill 46. Stone Keening with 6 Skill

21. Coblins in a Trenchcoat with 4 Skill 51. Stonewright with 4 Skill

22. Coblins in a Trenchcoat with 5 Skill 52. Stonewright with 5 Skill

23. Coblins in a Trenchcoat with 6 Skill 53. Stonewright with 6 Skill

24. Fallen Aristocrat with 4 Skill 54. Troll Sewer Worker with 4 Skill

25. Fallen Aristocrat with 5 Skill 55. Troll Sewer Worker with 5 Skill

26. Fallen Aristocrat with 6 Skill 56. Troll Sewer Worker with 6 Skill

31. Gruffolk Hostler with 4 Skill 61. Troll Shaman with 4 Skill

32. Gruffolk Hostler with 5 Skill 62. Troll Shaman with 5 Skill

33. Gruffolk Hostler with 6 Skill 63. Troll Shaman with 6 Skill

34. Gruffolk Pilgrim with 4 Skill 64. Turnpike Turncoat with 4 Skill

35. Gruffolk Pilgrim with 5 Skill 65. Turnpike Turncoat with 5 Skill

36. Gruffolk Pilgrim with 6 Skill 66. Turnpike Turncoat with 6 Skill

13
Cobble Canter
“You know not how They have blinded you! The Hammer of the
Builder shall soon fall, and only the Fortified shall emerge from the
rubble! Repent! Prepare! Buy my book!”
- Buarrol the Encyclicist, being shooed away for the fourth time that day

Most folk hold that the Bridge is all there is, always was, and always will be, but
that’s never stopped the flow of new gods and ideas up and down its streets.
The Unrequited Moon, the Bleeding Stone, the heretical Builders; you could
preach any of these small faiths and more to whomever will listen—at least until
the guards dislodge you from your intersection-turned-pulpit.

Possessions Advanced Skills


Half-Empty Alms Collection Bowl 3 Oration
(1 Provision) 3 Religion
Handwritten Sandwich Board 2 Wonderworking (Charlatanism)
Pamphlets made from 2 Run
scrap newspaper
Sackcloth Robe
(Lightly Armored; Very Itchy)

Special
You may Test your Luck to enthrall a
small crowd with a sermon for up to
one hour.
You may do nothing else while speaking.
Look’n For…
A Following
A Sign
A Relic (Holiness Optional)
A Place to Build a Temple
14
Fallen Aristocrat
“Ugh. Are we there yet? My heels hurt from all this
shameless walking.”
- Palnaeus Adelbramp VII, former Edge-Marquis

You were just enjoying your new balcony extension when that unruly rabble
started causing a ruckus. Something about “overshadowing the gardens”
and “teeterers literally starving us to death” or some such pedestrian blather.
Before you could loose your attack goshawks, the whole balcony collapsed and
sent you tumbling down to street level. Now you are scorned by your former
lofty fellows, rejected like a baby bird by its mother in some fable, for bearing
the taint of the cobbles.

Possessions Advanced Skills


A Convoluted Neck Brace 4 Etiquette
Fine Clothing 1 Balancing
(Ripped, Dirty) 1 Languages
An Overbearing Air of Propriety
Purse containing 1d6 Coins
(Local Mint)
Compound Slingshot, 6 Bullets

Special
You may Test your Luck to throw
your family name around during
conversation to influence others.
Failure means those you’re talking
to either know of your disgrace or
don’t care about a noble twit like
you to begin with.

Look’n For…
The Bastard What Felled Them
A Tower to Inhabit
“Humility”

15
Pebble-Pincher
“Turnpricks after ya? If you flip that wagon train you can ride it down-bridge to
Hinge Style’s flophouse. Better boil up and throw on your glad rags first, though;
he’s a blowed-in-the-glass mark.”
- Mudshins, elder pincher

Hobos, tramps, and drifters all. Pebble-Pinchers are the most bereft people on
the Bridge with no home or hearth, but folks don’t know that by looking at you.
You have an imperturbable cheer and live like a king on less than a rat-catcher
makes. Trespassing and squatting are punishable offenses in some parts of the
Bridge, but the authorities always seem slow to catch you—fear of angering
the clandestine Bindlestick Syndicate runs deep, whether it truly exists or not.

Possessions Advanced Skills


Heraldic Bindlestick 4 Secret Drifter Graffiti
Pair of Replacement Shoe Soles 3 Run
Encrypted Book of Hobo Symbols 3 Scavenging
Mostly-Good Gutter Pickings 1 Awareness
(2 Provisions) 1 Begging

Special
You can Test your Luck to give any pursuers the slip. This might involve hiding
in garbage, blending into a crowd, or entering one of the ancient, legendary
Hobo-Ways.

Look’n For…
A Taste of the Fabled Candy-Cobbled Streets
Someplace with no Feckin’ Guards
Rookie Transients to Help and Guide

16
Stonewright
“Everyone hears the Bridge differently. For some, it’s maternal crooning. For
others, the creaking of old bones. Me? I always hear a dry, tired voice repeating
the same old thing; END IT.”
- Tolm, accused eroder

Most folk who learn to listen to the Bridge do so haphazardly, only sensing bits
and pieces of the stones’ meanings. You are not most folk. You are learned in
the traditional arts of soul containment and Stonewrightery, and carry the
ceremonial hammer to prove it. What remains to be seen is how you will use
your power. Will you maintain the integrity of the Bridge as a stone-conscious
Bolsterer? Or will you become an Eroder, who hastens the crumbling of the
world by drawing magic from the stones for any purpose you see fit?

Possessions Advanced Skills


Ceremonial Graduate Hammer 2 Awareness
A Set of Masonry Tools 2 Mathology
Utility Robe 2 Second Sight
(Practical yet Fashionable) 2 Sculpting
A Spell-Stone 1 Spell - Word on the Street
(3 Stamina)
1 Spell - Reinforce Stone
Special 1 Spell - Weather Stone
You can shepherd the spirits of the 1 Spell - Eyes of the Bridge
dead into protective keystones.
Additionally, you can Test your Luck
to ask a question of the spirits in a
keystone. The GM should make this
Test in private, not informing the
Stonewright if the spirits gave them
a truthful answer or not.

Look’n For…
The Ur-Stone
A Good ‘n Grounded Pupil
Bridge Damage What Needs Fixing

17
Turnpike Turncoat
“Wot, dis? I nicked it off of one o’ dem Guildies didn’t I? Innit just lucky dat it
fit me jus’ right. No, I ain’t never ‘eard of Sluicegate, these ain’t their colors.
Oi, wot’s wit’ all the questions?”
- Roddrick Spew, former Sluicegate Guildsman

Maybe it was an honest mistake. Maybe you were framed. Maybe you were as
crooked as everyone thinks the turnpike guilds are (and rightly so). Whatever
happened, you fell out with your former fellows, and have been on the run from
their law ever since. And nothing on the Bridge is worse than a scoundrel who
turns on their own. You haven’t decided what motivates you yet - remorse, or
resentment. But you know you want to get somewhere folk aren’t pelting you
with cabbages.

Possessions Advanced Skills


Guild Colors 3 Extorsion
(Inconspicuously turned Inside-Out) 2 SHOUTING
A Guild Coin 2 Interrogation
(Local Mint)
1 Shield-Fighting
Blunted Gatekeeper’s Pike
(Damage as Club)
A Tower Shield
(Heraldry Painted Over)

Special
If you take up position in a doorway, gate or similar “portal” you may Test your
Luck to resist and block any force that attempts to get past you.

Look’n For…
Anonymity
A Gate to Crash
Forgiveness/Reunion

18
Coblin Cranny-Crawlers
“We had a home once. But then the farmer came to take our friends away and
turn them into cobblestones. We still remember the Pact.
And we will remember this injustice.”
- A huddle of coblins nicknamed Cozy

Coblins are eusocial folk — where there’s one, there’s probably a hundred.
Unfortunately, the Pact that saved your kin so long ago did not address matters
of living space. As a result, your huddle has always fit in wherever it can—under
floorboards, in the walls, and in dusty corners everywhere. Unfortunately,
whether by building collapse or nasty neighbors, you’ve been forced out onto
the cobbles of the long, long Bridge again.

Possessions Advanced Skills


Dozens of Sharp, Tiny Objects 4 Scavenge
(Sewing Needles, Tacks, Nails, etc.) 3 Sneak
Countless Spare Bits 3 Strength
(String, Buttons, Woven Cobwebs, etc.)
2 Agility
A Collective Hivemind?
The Moral Compass of a
Caffeinated 4-Year Old

Special
You can squeeze yourselves into exceedingly tiny spaces, each member of the
Huddle compressing like a rat.

Look’n For…
A Home with Good, Spacious Walls
One of the Fabled Coblin Colonies
The Cobblestone Farmer who
Nabbed your Friends

19
Coblins in a Trenchcoat
“Hmm… We will- er, I mean, I will be having a trestle-pigeon pie.”
“Right... And will you be having anything with your—”
“Marmalade! MARMALADE!”
“... Sir, did your leg just hiss at you?”
“Haha, what? Don’t be ridiculous. Who even asks that? Ahem…
We would like a smear of quince marmalade on toast, though.”
-Colbie Cobbler the “Cobbler”, ordering at The Soggy Hardtack
Tired of dodging the feet of Big Folk, your huddle came upon the wisdom of
“if you can’t beat ’em or eat ’em, join ’em.” Now your shambling mass of several
hundred Coblins works together in an argumentative hivemind beneath a
threadbare disguise, strutting with all the confidence of a rubber hose cartoon
protagonist.
Possessions Advanced Skills
Shabby Greatcoat, Thick Gloves, 3 Squeeze
Secondhand Boots, and Face- 3 Stretch
Concealing Broad-Brimmed Bat
2 Sneak Attack
Pocketfull of Sand
1 Disguise
Glass Shiv
(As Small Beast)

Special
You may Test your Luck to drop your
disguise and scatter to avoid an otherwise
fatal attack, but you must spend time
gathering your component Coblins
back together and refill your trench coat
before you can use
Skills again.

Look’n For…
A Better Disguise
Folk They can be
Themselves Around
A Position of
Power/Safety

20
Gruffolk Hostler
“Bat an’ cabbage stew wi’ a side ay mashed lichen. Dae ye want a strip ay leaither
wi’ that? Nae? Weel then trot off!”
- Glana, proprietress of the Splitting Hooves Inn

Most Gruffolk are nomads. They are at home on their continuous journeys up
and down the Bridge, traveling alone or in great, braying groups called trips.
You, however, slowed in your travels, willingly putting your eternal pilgrimage
on hold. Kin ahead and kin behind will need rest and a friendly(ish) face to help
them along their journey, and a Hostler like you must provide.

Possessions Advanced Skills


Never Less Than Two Goats 3 Cook
Sling 3 Sling Fighting
Heavily Dinged (But Serviceable) 2 Animal Handling
Mess Kit 1 Etiquette
Box of Salt
Endless (And Questionable) Gossip.
A Sporran Bursting with Snacks
(10 Provisions)

Special
You can turn normally inedible
organic matter into a Provision and
eat or serve it with 1 hour of cooking.
Provisions made this way spoil after
1 day, making them inedible.
Additionally, you are immune to
mundane ingested poisons.

Look’n For…
A Place to Offer Kip
Empty Bellies to Feed
An Apprentice to Replace You

21
Gruffolk Pilgrim
“Gie a move oan, ye tremblin’ wethers!”
- Trip-Fellow Eblus, moments before leaping
between rooftops with a hundred-foot drop

Some Gruffolk journey with a relentless, religious zeal. Pilgrims like you seek
your ultimate destination in the Fat Pastures, the blessed afterlife of plenty that
opens to those righteous, vigorous Gruffolk who transcend their mortal forms
at the moment of death and cross the Bridge posthumously. It is a solemn,
ceaseless calling… But if you can have some fun and rattle a few hoofless on
the way, why not?

Possessions Advanced Skills


Hard Hooves & Horns 4 Run
(Damage as Modest Beast) 3 Climb
Ancestral Sporran, Adorned with 2 Acrobatics
Mementos of Gruffs Past
2 Tracking
Luxurious Goatee

Special
Walking is a restful, meditative
experience for you. Time spent
walking counts toward the
8 hours of sleep you need to
regain 2d6 Stamina.
Additionally, you never get tired
from jogging or running.

Look’n For…
A Daring Climb
A Proper Good Fight
The Fat Pastures

22
Stone Keening
“...”
-Anvil, in response to another group of Bridgers waving torches
and pitchforks upon their arrival
Identity is a complicated thing for a Troll-sized agglomeration of human souls
animating a bunch of rubble. But, all together, “you” are a stone keening —
the fate of every unlucky sod who doesn’t get siphoned into a Keystone when
they die. You’re better off than most, though. You still collectively have your
wits about you, your new neighbors are (mostly) agreeable, and you all have
common cause: don’t get turned into gravel by a frightened mob screaming
“Monster!”
Possessions Advanced Skills
One Very Big Fist 4 Strength
(Damage as Large Beast) 3 Disguise (As Rubble Only)
Literal Rock-hard Body 2 Punching
(Heavily Armoured)
1 Second Sight
Some Bits of Moss Growing on You

Special
You can communicate with other Keenings or loose souls without the aid of
magic.
Additionally, you can always identify what a piece of rubble came from.

Look’n For…
A Comfy Keystone You all Agree On
Others of Your Kind
A Quiet Place to Grow Moss

23
Troll Sewer Worker
“If you’re not ‘ere ter foight fer the workers, then you can go an’ play
up yer own end, yampy!”
- Strike Organizer Plab

Some would say that your kind are naturally suited to the sewers, being stocky,
semiaquatic, and vaguely toad-like besides. It’s not a glamorous job, processing
raw sewage or battling the giant rat population day and night, but anyone who
knows how precarious the Bridge’s ecosystem is will give you at least grudging
respect for the vital role you play in maintaining it. Having a union strong enough
to go toe-to-toe with the Turnpike Guilds helps, too.

Possessions Advanced Skills


A Grimy Shovel 3 Sanitation
(Damage as Axe) 3 Swim
Miniature Trollhole Cover 2 Awareness
(Sewer Union Badge of Membership)
2 Tunnel Fighting
Slimeproof Ratskin Cap
3 Snapstipe Mushrooms
(Provisions)

Special
You can see perfectly well in dark tunnels and cloudy water.
Additionally, you are inoculated against most mundane, waterborne diseases.

Look’n For…
Workers to Unionize
A Place in Need of Infrastructure
A Real Breath of Fresh Air

24
Troll Shaman “Hrrrroooaaangroaaaack…!”
A traditional blessing that one’s skin stay moist
and their feet never touch the Under

Nicknamed a “croaker” for your ritual songs and frequent diagnoses, you are
one of the greatest healers on (or under) the Bridge. But your magic is not like
that of the Stonewrights. You have no need for a wasteful medium when the
power of stone is within you. You were born of the Bridge, and to the Bridge you
will return one day; until then, you keep the ancient rites alive and the Under
at bay.

Possessions Advanced Skills


A Set of Extra-large Scalpels 3 Healing
Particularly Rocky Skin 3 Second Sight
(Lightly Armored) 2 Awareness
Ritual Dice 1 Spell - Innoculate
(Made from Old Shamans)
1 Spell - Yaulp
Pet Sewer Frog
6 “Spiritual Reagents”
(Provisions)

Special
You can spend Stamina instead of stone to Cast a Spell by sacrificing a piece
of your own stony hide. Stamina spent this way doesn’t return naturally by
resting—you must eat Provisions or use some other form of healing to restore
it. Every 1 point of Spell Cost = 2 Stamina.

Look’n For…
A New Cure
Ancient Trollish History
An Ingress of
the Under

25
Locations
25
The Heights
(and Depths)
“Stone-Hoarders above, Turnpricks and taxes ahead and behind, Void to either side and
noth’n but shite ’n Trolls below. Ain’t no wonder the Gruffs keep look’n for an End!”
-Oliver “Optimistic Ollie” Krutel, Man on the Street

Caught between the political engines of Towers, Sewers, and the Gatehouse,
the Heights could be considered an archetypal Bridge district, insofar as the
average traveler is concerned. Awful Birds (pg.85) perch on spires, rooftop
gardens are carefully tended, the Road is busy with comings and goings, and
baskets full of “fishermen” are lowered over the side of the Bridge to haul strange
and unlikely catches into the Heights. In the Depths, below the cobbles, the
Trolls recycle waste from above, adventurous sorts seek ancient ruins, and dark
dealings are wrought—away from prying eyes.

Events
Street Brawl - Mistah DeBris’ Trolls (Skill 6, Stamina 14) and Sir Apted’s
Tower-Guards (Skill 7, Stamina 6) are brawling in the street over some minor
1 slight. Passersby not caught in the middle of the conflict jeer from the sidelines
and wait to see what they can scavenge in the aftermath.

Tax Season - Beaumont loudly announces from his megaphone that Tax
2
Season has begun. Towerkeepers spread out to squeeze the populace for
goods while citizens make themselves scarce. Outsiders, of course, will have
to pay an inflated “transportation excise” tax.

Sewer Strike - Trash piles up, smells rise, and creatures from the Depths
3 crawl out of sewer grates. The Great Stink will continue until the Trolls feel
adequately recognized for their contributions.

Funeral - A Stonewright imbues an ancestral Keystone with the soul of a

4 well-respected citizen who recently passed. The Keystone is replaced in a


ceremonial arch, while the body is bequeathed to the Trolls for compost.

Plank Duel - A plank is placed between the windows of adjacent towers


and a pair of ceremoniously befeathered and armored champions
5 (Skill 8, Stamina 10) shimmy out on either side. They fight until one relents or
is thrown off. A crowd gathers below to watch—or perhaps to scavenge, if luck
favors the onlookers over the combatants.

Execution - Accused of High Crimes, a bound and gagged citizen is being


6 forced to walk a plank off the side of the Bridge. The crowd appears split
between a raucous lust for entertainment and querulous protests for the
27 accused’s innocence.
NPCs
Beaumont Apted - A high-strung Aristocrat with the
tallest Tower anyone has ever seen, who has sealed off all
its lower entrances to keep out the rabble. Less recluse,
more rampant, paranoid xenophobe, Beaumont has
never actually set foot outside the Tower. He uses complex
1 basket/pulley systems for the movement of goods
and a huge copper megaphone to yell proclamations
across the district, acting as de facto “governor” of the
Heights. He doesn’t know about the Sewer entrances
under his Tower.

Mistah DeBris (Skill 14, Stamina 32) - DeBris controls


the underside of this district as the Local Sewer Baron of
the Depths. Years of greed and corpulence have left this
2 Troll an immobile (but still terribly dangerous) tumor,
burrowed in the cistern below the Towers. He takes a cut
of everything the Sewer-working Trolls find, and has
built up quite a hoard within the hollowed-out Pile.

Fulk Two-Pebs - Somehow this cart-pushing, filthy old


man is everywhere, setting up his rolling “toll gate” and
charging two pebbles to pass, though he doesn’t really
3 do anything to stop those who refuse to pay his toll.
He’s universally tolerated by all but the Turnpike Guilds,
because (unlike them) he’s somehow actually collecting.

Miranda “Make-Way Mim” Liveswell - By day, Make-


Way Mim makes a living as a rickshaw puller, transporting
people and goods up and down the district with speed
4 and efficiency that’s nigh-supernatural. By night, she
operates as an agent of the local Anti-Tower League:
her work is much the same, but with the added goal of
pulling down Beaumont’s Tower.

Captain Irving Erstwhile (Skill 8, Stamina 8) - Thickly


mustachioed commander of the local Gatehouse and
subtle manipulator of the political elite. While the
5 Aristocrats and Sewer Union both believe he’s on their
side, Erstwhile quietly takes bribes from both to fund his
eventual takeover.

Nanny Rook - The oldest, craggiest Gruffolk anyone


has ever seen. Nanny Rook maintains The Castle and
6 Crow—inn, tavern, and store of general sundries. She’d
still be walking the Bridge if she had either of her legs,
but she knows her great grandkids are walking it for her.
Craterton
“SEE THE ROCK, BUY THE SHIRT!”
-Flyposting at the Craterton Visitor Center

Sometime in the distant past, a massive rock fell from the sky and landed on this
district. The Bridge did not collapse but The Rock has attracted strange sorts and
produces stranger influences. These influences, by this point, are celebrated and
encouraged—you are unlikely to see anyone quite like a Craterite anywhere
else on the Bridge.

Events
The Rock Festival - Craterton is filled with loud music and a festive
1 atmosphere as its strange residents celebrate around The Rock. The food is iffy
and the trinkets are shoddy, but there is something charming and magnetic
about the merrymaking nonetheless.

2 Black Powder Backfire - Jackie’s experimentation with Black Powder


results in an explosion, taking out her smithy and a chunk of the district with it.

The Keenings Rise Up! - The Rock’s influence awakens Keystones


3 embedded throughout the district. Homes and businesses begin to crumble
as their stones reshape into enraged Keenings (Skill 11, Stamina 16).

Escaped Experiments - Half-Clay Abominations (Skill 6, Stamina 13)


4 ooze up from the cobblestones, desperate seeking in their eyes and desperate
violence in their limbs.

Catch of the Day! - A “fishing” basket is raised up from the side of the
5
Bridge, containing strange flotsam from other worlds. You never know what
might come up—after all, this is how the Mayor got here. Roll 1d6+50 on the
Weather Table (pg. 78) for some ideas.

Coblin Ceremony - In the depths of the night, a host of Coblins encircle


6 The Rock and recite a droning, unintelligible prayer. Some graybeards theorize
the Coblins see it as some kind of god or Mega-Coblin.

29
NPCs
Mayor Godfrey Burp (Skill 12, Stamina 5) - A sentient,
gas-based lifeform fished up from the Void twenty years
ago; he inhabits a bulbous metallic suit and will do
1 anything to keep his position as mayor. Beyond all else,
he wants to turn the district into a tourist attraction. His
current scheme involves selling (counterfeit) chunks of
The Rock as mementos.

Doc Azoth - A Stonewright who theorizes that all life is


essentially clay, and clay is just soft stone. She has made
great leaps in the science of stonework, but her magical
2 experiments have unreliable results, for good and for ill.
The night courses she teaches to fund her research are
surprisingly popular.

Jackie Pulpit (Skill 7, Stamina 12) - A Troll Blacksmith/


Tinkerer who recently uncovered the secrets of Black
Powder, meaning she’ll pay a premium for Awful Bird
3 Guano. While the explosive nature of Black Powder may
have devastating consequences for the Bridge, Jackie
aims to use it to invent a mechanized means of travel.

Wally (Skill 6, Stamina 16) - No one has seen Wally


beyond their long gloved hand poking up through
the cobbles or out of holes in the wall. Their voice—
4 described as the auditory equivalent to a rotten
egg—leaks through the stones, enticing passersby to
approach. Wally specializes in rare and outlandish goods,
which they offer in return for trades or bizarre favors.

Miss Faux (Skill 10, Stamina 8) - One of the few


seemingly “normal” Bridgers, this pristine and doll-like
woman runs a furniture store, and the fine and rare woods
5 used in her creations are much sought after. Unknown
to most, Miss Faux, the store, and everything within
are Mimics (Skill 8, Stamina 8).

Hank, Molly, and Oakes (Skill 9, Stamina 12) - A trio


of self-described adventurers and Under-Delvers who
semi-retired in Craterton years ago. They are local
heroes after clearing out an Under-Thing-infested
tomb years back, and have been riding that wave
6 ever since. Their group is knowledgeable and friendly,
but not about to be upstaged. Don’t ask about their
goose-like masks.
The Squeeze
“When Nuncle got carried away by that Albatross we mourned o’course, but now we gots
a whole two square meters opened up! We gots room for a chamberpot now!”
-Jessie Gantry, who hopes her little brother is carried off next
Living space on any span of The Bridge is limited, but occupants of this district
have brought the population density to new heights. A single footpath cuts
directly through the Squeeze, barely wide enough to fit a solitary traveler;
hundreds of side alleys stem from it, jutting into the sardined housing structures
to each side. Much of the local populace make use of roofways and window-to-
window travel—the idea of personal space and privacy is all but foreign to the
average citizen.

Events
Farmers Market - Like most of the Bridge, gardens can only be grown on
roofs and vertical terraces, but there isn’t even room to trade their produce on
1 the Squeeze’s street level. The Farmers Market shifts between a number of
large roofs, tents pitched and rugs laid out en masse. Theft is rare, since every
vendor is armed to the teeth to deal with the Awful Birds.

The Great Migration - Tens of thousands of Awful Birds live in the Squeeze,
2 its endless nooks providing excellent nesting places. Twice a year, the Squeeze
faces a time of mass havoc, rampant hunting, and lots of scrubbing, as the
entire avian population leaves for and returns from their annual migration.

3 A Scream From An Alley - Sluice-Gate Jack has struck again! A body and
a retreating squishing noise are all the evidence left behind.

Pole Racing Pilferers - Thieves use long poles to vault across the rooftops,
4 their loot jingling from fat purses. Moments later, a pair of overworked, out-of-
breath, off-duty Turnpikers come jogging after them.

Coblin Turf War - The Flotsam and Jetsam Clans have come upon a truly
5 fascinating find. The streets echo with the squeaks of their violence and run
red with the spewing of their blood until one side is victorious.

A Great Downpour - Rain rarely makes it through the many canopies and
6
roofs of this district, but when a true storm arrives the people of The Squeeze
welcome it. The street level becomes a river of filth as garbage is washed away.
The Trolls often set up nets to catch anything interesting before it’s washed
off the side of the Bridge.
31
NPCs
The Jetsam Clan - A large huddle of Coblins that prowl
the street level, scavenging everything dropped from
1 the roofs above to be repurposed, sold off, or dumped
unceremoniously into the sewers. Anything lost might
find its way into the Jetsam’s many, many hands.

The Flotsam Clan - A rival clan to The Jetsam, these


Coblins have taken to press-ganging Awful Birds (pg. 85)
into their service, though their aerial raids on the Big Folk
2 are rarely more than a nuisance. When the Jetsam and the
Flotsam both desire the same, shiny find, be ready for an
all-out turf war.

Phineas Flocking - Some imagine life in a place other


than the Bridge; Phineas actively seeks to escape its
endless cobbles. He’s been studying the Awful Birds
3 and believes they must be able to get somewhere—
anywhere—else. To pursue this theory, he has been
busily crafting a great pair of wings.

Jenny Lackland (Skill 8, Stamina 7, damage as Maul) -


Somewhere among the buildings of The Squeeze, Jenny
Lackland has demolished walls and hidden a cathedral-
4 sized cafe she calls The Sprawl. Huge pillows, hot drinks,
and comfort above all else rule here—causing trouble
on the premises will earn you a visit from Jenny and her
half-ton fist.

Slick Sam (Skill 5, Stamina 8) - There is one quick way


through The Squeeze—the Sewers. If you need to find
your way through the dark, labyrinthian mess beneath
5 the streets, Slick Sam is the Troll to seek out. The self-
professed Pipe Guide can get you anywhere in the
Squeeze in record time… for a price.

Sluice-Gate Jack (Skill 11, Stamina 7) - A notorious


serial killer able to move throughout The Squeeze
quicker than anyone should. The gossip mills
6 claim “he” squeezes through the tight grates and
pipes between buildings, but how he does it is
anyone’s guess.
The Great
Excavation
“The Future of the Bridge is Ahead and Behind, but the Past is Below! No Gruff has found
the Fat Pastures, no Pebble-Pincher found the Candy-Cobbled Streets, there is no End to
find. But! But a Beginning is in the foundations, the Bones of the Bridge! We must DIG!”
-Absolom Clay, former Expedition Leader, current Corpse

A thin strip of Bridge crosses a vast gulf, where generations upon generations
of Bridgers have hollowed out the pylon below. The lives of these Bridgers are
carved directly into the sides of the pile, their movements dictated by stairs and
complex elevators rather than the infinite spans of the Bridge’s length. At the
bottom of the dig site, the Excavation continues—weird and wonderful artifacts
are sent up the Pile, along with equally quizzical theories on the Bridge’s origin.

Events
Tunnel Collapse - Klaxon Birds screech and miners flee as a side tunnel
1 begins to collapse on itself.

A Pronouncement!
2
- The Undercrone’s voice echoes through
the Excavation. An oracular vision has come, but to whom is it addressed?

Spore Season - The mushrooms and lichen that make up much of this
3 span’s diet go through periodic mass sporing, creating a thick haze of fungal
mist. Better not breathe it.

Noon - Light, glorious light, comes over the Excavation, bathing the
4 depths in its warm embrace. There is much to be done in this short time,
while spirits are vitalized and shadowy things exposed!

The Key in the Stone - Deep within the tunnels an ancient Keystone is
5 found, a true paragon of the mason’s craft. A Stonewright may learn long-
forgotten secrets if they can convince the slumbering spirits within to wake.

A Treasure From Below! - A rare Basket from the Bottom is rising up,
6 brimming with ancient artifacts and strange, reality-defying objects. Would
anyone notice if one went missing?

33
NPCs
Hunky Punk - The sole inhabitant of the Bridge surface
here, a “chiseled” Stone Keening with a bulky upper torso
and a head covered in rebar spikes. They control the
1 basket elevator into and out of the Excavation. As their
girth completely envelops the small strip of Bridge, the
only way around is to descend and ascend once more,
following Hunky Punk’s twice-daily rotation.
Zuur’buurd (Skill 8, Stamina 13) - A Troll gardener
whose produce pulls nutrients from their own flesh. Here,
far from the Above, Zuur’s huge, hunched back acts as a
2 mobile garden. They patrol the Excavation daily, happy
to trade the fruits (and veggies) of their labor for fresh
seed, soil, and other interesting organics.

The Undercrone (Skill 13, Stamina 15) - A stiff, ghoulish


figure that haunts abandoned tunnels, the Undercrone
is only ever found when she wishes to be. Some say she
is a Stonewright who extended their life by devouring
3 Keystones, others say she is an ancient, primeval
protector of the Bridge. Either way, the leaking Fog from
the Under seems to obey her command and you’d better
pray she takes no interest in you.

Expedition Leader Zebediah Clay (Skill 5, Stamina 8)


- A wiry and owl-eyed man, Zebediah only surfaces from
the Pile’s depths once a year to recount discoveries and
4 make decisions other excavators couldn’t come to on
their own. The rest of the year he’s at the forefront of the
mining, searching with a mad zeal for The Bottom.

Arlington St. John Arkwight-Chamberlin XIV -


Once one of the Tower-bound aristocracy, Arlington
has (literally) fallen far. Still dressed in the remains of his
ragged finery, Arlington is completely delusional about
5 his position—believing instead that he is still in their
great Tower and the citizens are his many servants and
subjects. Many folk find Arlington harmless and some
even play along with “The Fallen King”.

The Humbugs - When a Coblin dies, it reverts to the


cobblestone from which it was born. This clan of black-
and-white-striped Coblins, however, turn into hard
6 candies. They are incredibly secretive and terribly bitter
toward any who interact with them. Some Pebble-
Pinchers believe they may be outcasts from the Fabled
Candy Cobbled Streets.
The Crossroads
“Don’t see what all the fuss is about. It’s a crossing. Lots of things have crossings. I cross
me fingers all the time an’ that doesn’t make me special—or above the Turnpricks’ laws.”
-Dibs, veteran Pebble-Pincher
The Bridge goes ever on, a straight path to infinity. However… However there is
evidence of something else in this district. Its span is intersected by another. At
least half a span’s worth of Bridge, known as the Perpendicular, is divided at its
center by this district; each of its ends extend a quarter-span outward until they
fall away to nothing. The great debate over what this might mean is generations
old and will surely continue for generations to come.

Events
Billy Goat Toughs - Two Gruffolk (Skill 5, Stamina 6) stand face to face,
1 each determined to walk opposite paths along the Bridge and each unwilling
to allow the other to pass first. Dreadful violence is about to ensue.

Changing of the Guard - Every morning and every evening the rule of this
district is ritualistically bequeathed between East and West with the passing

2 of a Keystone that holds the souls of all previous Ministers. Heavily guarded,
the East and West representatives meet in the central square to publicly
complete the handoff. It is believed that any interruption to this ceremony
would result in a great catastrophe.

A Keen Eye - A bespectacled, pipe-smoking Keening (Skill 9, Stamina 18)


3 has been following a mysterious trail for some time, and it has come to fruition
here at The Crossroads. Why are you at the end of it?

Gobblin’ Coblins - A ravenous host of Coblins burst from the walls, happily
4 consuming any organic matter they can stick their myriad tiny forks into. They
are craving something, and only that specific sustenance will satisfy their
collective hunger.

Crosswind Catastrophe - A powerful, gale-force wind whips down the


5 Perpendicular, threatening to send any untethered person or thing careening
into the Under.

Solar Eclipse - The Sun and Moon align, casting an eerie luminescence
6 across the Bridge. The Ministries are in a panic, the Junctionist preaches the
End of Days, and the faint ectoplasmic ghost of a long-gone Bridge extends
from the crumbling remains of the Perpendicular.

35
NPCs
Bartleby Barrel (Skill 7, Stamina 11) - A self-proclaimed
Knight-Errant who wears a barrel for armor and a
colander for a helmet. Despite their obvious delusions,
1 BB is actually a highly skilled adventurer. They’re
considering leaping off the side of the Bridge with a
bungee cord.
The Minister of the East - One of two aristocrats ruling
this district, their Tower rises where the sun dawns. All
activity occurring in the light of day is overseen by East’s
2 Ministry. Taxes, business dealings, education, and the
general keeping of peace is the goal of East—even if
that entails cleaning up after West.

The Minister of the West - One of two aristocrats


ruling this district, their Tower rises where the sun sets.
All activity under the glow of the moon is overseen by
3 West’s Ministry. Festival, feasting, romance, mystery, and
even a bit of thievery and murder are permissible until
the break of day, when East enforces order once more.

JOHN BRIDGER (Skill 4, Stamina 6) - YES! JOHN


BRIDGER IS A NORMAL PERSON MADE OF ONE BODY
NOT MANY COBLINS IN A TRENCHCOAT. JOHN IS
JUST AN ORDINARY MERCHANT OF MANY WARES
4 AND CERTAINLY NOT PART OF AN UNDERGROUND
ORGANIZATION OF COBLIN FREEDOM FIGHTERS. THAT
IS SUCH NONSENSE HAHAHA. NOW COME, BROWSE
OUR WARES—I MEAN MY WARES.
The Junctionist - A former Cobble Canter who believes
they’ve found the spark of the divine they were looking
for in the Crossroads. They now lead a successful cult
5 that preaches prayer and radical balance will raise and
rebuild the lost road, a paradise they call the “Occultated
Perpendicular”.

Harley Mason (Skill 5, Stamina 7) - An enterprising,


rebellious young Gruffolk with a dream and the
charisma to make it happen. Harley is fundamentally
opposed to The Junctionist’s religious drivel,
6 preferring a more hands-on approach to expansion.
They seek to dismantle the Ministries and literally
push the Towers over to build out the Perpendicular.
They’d even dismantle the Bridge’s own bones to
expand to “New Horizons”.
Sourstone
“Ay’d rather be honey dipp’n wit’ the Trolls than take one step on
tha’ honeyed Cavity Road.”
-Two Toof Tiff, Veteran Pebble-Pincher

To find and settle in the Fabled Candy Cobbled Streets is the goal of every
Pebble-Pincher: a place of plenty without toil, where you could pluck a stone
from the very Bridge and eat it like an apple. This is not that place. This district
was an attempt to make an artificial heaven in that legend’s image that went
entirely wrong. Beware of strangers bearing sweets.

Events
Eating Contest - The Candymen are out in force. Whomever eats the most
1 Bridgers in the next hour gets to wear the Sugar Crystal Crown this week.

Cavities - The Stone Suckers have siphoned everything worth pulling from
2 the stone, leaving it brittle. A false step crumbles the cobbles underfoot and
sends you into the sickly-syrupy sewers.

Gingerbread Massacre - The Candymen are assaulting the Star Baker’s


3 tower. They’re held off, for now, by a force of hundreds of Gingerbread Coblins
(Skill 2, Stamina 4).

I Scream, You Scream, We Are All Screaming - A cold wind has


4 whipped up the sticky substance of Sourstone, creating a growing ball of
Rocky Road that tumbles disastrously through the span.

A Pinched Predicament - One of the Pinched Pebbles has discovered a


5 secret of Sourstone, but the Candymen are hot on their trail. The Pincher will
seriously owe you if you save them from a delicious death.

Rock Candy - An outcropping of brilliant, multi-hued crystal bursts from


6 the Bridge — beautiful, valuable, and delicious. All factions (and lots of Awful
Birds) will descend on it soon to claim this sweet prize as their own.

37
NPCs
The Stone Suckers (Skill 4, Stamina 6) - Whatever the
Stone Suckers once were, they are now crawling, gluttonous
things, more mouth and gut than anything else. You see,
the strange magic that caused Sourstone actually did make
1 the stones nutritious—if you spend all your waking hours
sucking the juices from them like these creatures do. The
Bridgers here raise Stone Suckers like cattle, food for those
who do not suck the stones themselves.

The Star Baker (Skill 6, Stamina 10) - A mad Stonewright


who has taken to Sourstone like mold on bread.
Using ground Keystones as the secret ingredient in their
2 “recipes”, the Star Baker has created a host of pastries with
miraculous effects. But are the Baker’s treats worth the cost
of their creation?

The Gourmand (Skill 8, Stamina 8) - A Gruffolk who


decided these streets are the Fat Pastures they’ve long
sought: after all, they can eat anything and everything
3 here. Unfortunately Gruffolk are not built to settle down
for so long—the Gourmand’s extra bulk and the monotony
of their sedentary years is getting to them. They will pay
handsomely for anything new and interesting to eat.

The Pinched Pebbles (Skill 4, Stamina 7) - A collection


of jaded, aging Pebble-Pinchers. Once lured to Sourstone
by saccharine promises, they managed to survive its many
4 dangers but have little to show for it. Now they do all they
can to drive away innocents while seeking out the district’s
dark origins.

Sweet Teeth (Skill 10, Stamina 16) - A district with this


many sweets to freely sample was bound to cause decline
in dental health; fortunately, Sweet Teeth graciously
intervened. This hulking dentist, with a face entirely
5 obscured by their surgical mask, performs extractions and
nothing else. The only payment they accept is the teeth
they pull and they carry a bulging sack, rattling with half-
rotten teeth, everywhere they go.

The Candymen (Skill 8, Stamina 11) - Stone Keenings


are the Bridge’s banal tragedies; confused and pained, but
not impossible to help or reason with. These things are
not like Stone Keenings. They wear sugar-crystal top hats
6 at jaunty angles and spin literal candy canes. Their every
movement makes their sugar-coated bodies crack open,
syrup oozing from their insides. They whistle and laugh
with many voices as they stalk the streets for unfortunate
souls to help “sweeten up the place”.
The Wyld Bridge
“By the Stones! Fresh air in my lungs, green moss between my toes, and
not a Gate in sight. If only t’were all this way.”
-Last words of Edwin Olmstead before being mauled by the Mosslings he stepped on

Some sections of The Bridge are long spans of wilderness, or at least what
wilderness can grow in cobblestone. This location includes several, unconnected
spans, and can be reused multiple times: it’s unlikely PCs will see everything in it.

Events: Roll 4d6 and add them together


Mossling Ambush - While most stretches of lichen are content to break the
surface of the Bridge down into soil, some of the Bridge’s fungal heaps have

4 acquired a taste for richer nutrients. When any warm body approaches, the
Mosslings (Skill 3, Stamina 2) fling themselves en masse upon the target and
begin to drain them of blood, penetrating the skin using their many dozens
of fine filaments.

Bridgequake - These sections of Bridge are shored up less often by

5 Stonewrights and are prone to rumbling. Being tossed off the side of
the Bridge is one concern, but more severe quakes may awaken dreaming
Keenings, or worse.

Wyld Bounty - Not much can survive in the thin topsoil available on much
6 of the Bridge, but here an edible trove thrives. Wild gooseberries, onions,
cabbage, beans… Perhaps this was a failed homestead.

Gruffolk Stampede - Outside of more-inhabited spans and districts


Gruffolk have space to run freely, and some of the teenage Gruffkids get
7 over-excited by the opportunity. Several dozen such Gruffolk Youths (Skill 6,
Stamina 5), drunk on freedom (and goat kumis), make sport of their run and
take little heed of anything in their way.

39
T(r)oll Bridge (Skill 14, Stamina 20) - This is decidedly
not a Gatehouse. This is a large pile of rubble with the

8 single largest Troll you’ve ever met in front of it. They


want a whole month’s worth of rations or a very large
goat as their toll.

Would-Be Conquerors - Armies are rare on the


Bridge; they are difficult to maintain and to feed, and
there is little to be gained from overtaking other spans

9 or districts. This doesn’t stop the occasional Aristocrat


from trying. A hodgepodge mix of mercenaries (Skill 5,
Stamina 7) are on orders to interrogate, harass, draft, or
kill any they come across.

Iron Field - Metal is scarce on the Bridge and this


small forest of rusty, exposed, man-thick rebar would

10 be worth a fortune to anyone who could harvest it. But


at what cost to the stability of the Bridge? And who or
what else might be lurking nearby?

A Big Puddle - The Bridge is depressed here, allowing


for nearly a span’s worth of water to pool up. Few non-

11
Trolls know how to swim, and strange things may be
lurking beneath the wind-lapped waves. Perhaps a
blocked sewer could be cleared to drain this puddle and
reveal what the water has been hiding.

Shattered District - Though the stone persists,


little can stop an uncontrolled fire. Whatever or

12 whoever lived here is gone, only charred buildings


and ash hint at the life that once dwelled here.
The whispering of the unresting dead lingers in the
district’s shadowed corners.

Arch - The Bridge comes to a sudden sharp rise,


contrary to its usual constant flatness. The climb can be
13 a great burden for those not blessed with a Gruffolk’s
agility and endurance.
Homestead - Not everyone wishes to live within the districts and more
populated spans, with their laws and Gatehouses. Someone (or ones) is
14 eking out a living here, making due with what the Bridge provides. Who
could say how they will treat a nosey traveler?

Coblin Colony - You couldn’t tell by looking at it—just a vast stretch of

15
pebbles and flagstones, moss and brambles—however, this place is home
to a veritable swarm of Coblins. They certainly don’t wish the Big Folk to
know about it and they will not suffer those who would threaten their home.

Desolation - Miles and miles of nothing but the flagstones of the Bridge.

16
Nothing grows, the rains come rarely; not even the telltale rubble piles of
Keenings can be found here. Exposure, hunger, and thirst are a danger for
any who travel this way.

Caravan - Trade between the spans is a necessary but costly ordeal, as


the Gatehouse taxes limit the affordability of travel, particularly in groups.

17 These caravans always walk a knife’s edge between great profit and great
loss, but few beyond the itinerant Gruffolk have seen as much of the Bridge
as the caravanners.

The Hurdy Gurdy Man - A pebble for a tune, a provision for a song, the
Hurdy Gurdy Man travels to droning ethereal rhythms and the rumbling of

18 their stomach. There are old histories and new whimsys to be learned from the
Hurdy Gurdy Man’s songs—share a loaf, have a listen, and rest a moment from
your ceaseless journey.

For Science! - A plucky young ecologist is looking for assistants and escorts
19
to join them on an expedition into the nearby wilderness, where they plan to
observe the highly elusive (and deadly) moss fauna that were once exposed to
the Under-Fog.

The Wright Place - A friendly traveling Stonewright happens to cross your


20 path. They’re happy to provide basic services or perform any funerary rites
needed, but will not look kindly on any Eroders in the party.

Lonely Tower - One of the needle-thin Towers of the aristocracy sits here in
21 an empty span. Why is it here? Is it still occupied? How does it still stand with
its queer leanings and twists? What is that noise within?

41
The Truth is Out There - A wide-eyed Cobble Canter,
wearing nothing but a sandwich board, rants and raves

22 into the air. They have SEEN the End of the Bridge! What
do they mean? The downfall? An actual End? If their
screaming could be stopped, perhaps you’d be able to
make some sense of it.

Coming or Going? - There are infinite versions of


you out there in the ’verse and you are just as likely to
23 meet them on an infinite Bridge as anywhere else. A
near-matching or perhaps an Anti- version of the party
is here, going the opposite direction.

Rolling Stone Gathers - A nearly spherical Stone


24 Keening is rolling down the Bridge, leaving little room
to dodge out of the way. What will happen when it
reaches civilization?!

NPCs
Anyone can be encountered on The Wyld Bridge, though
Gruffolk, pilgrims, and merchants are most common. Roll
on the Wyld Bridge Events and “Weather” Tables (pg. 79)
together to create a variety of random scenarios.
Gruffholm
“Ye want news frae th’ Wyld Bridge? Ah almost lost mah bawbag tae a moss
moggy on th’ way here: naethin’ new about that!”
-Drest, Gruffolk pilgrim

The Gruffs have no home besides the open road, but ancestral waypoints help
keep their culture alive. There is no single Gruffholm and there is no one place
a Gruffholm will remain, only the chance confluence of hunger, sore hooves,
and want of company. This location can be used more than once, at different
positions along the Bridge, as new assemblages of Gruffolk are formed.

Events
Gruff Games - Contests of strength, agility, bravery, and cunning honor
1 old myths of Gruffs who came before. The Gruff Games also feature stranger
contests like Distance Spitting, Beard Braid Beauty, and Lichen-Pie-Eating
Contests.

The Goat Market - Exchanges of bleating herds bring with them the trade
2 of strange and wonderful baubles. Few are as well-traveled as several hundred
Gruffolk, and there are goods (and gossip) from truly distant spans to be
found here.

The Recounting - Before leaving Gruffholm, any traveler is expected to


3 recite their history before an assembly of witnesses. In this way, their story is
entered into the Gruffolk’s oral tradition and they may journey to the Ends of
the Bridge in memory, if nothing else.

4 Kids will be Kids - A group of young Gruffkids are up to mischief. They are
not above stealing and eating any traveler’s gear; left shoes are a favorite target.

The Horn Taker (Skill 8, Stamina 12) - An anonymous Gruff decked out
in black, full-metal armor challenges all that pass them to fight or lay down
5 their weapons in humiliation. They swear they will not move on until they’ve
broken three hundred horns—the shattered keratin at their hooves is proof of
their claims.

Sweet Bleats - Gruffolk are very fond of music and have a wide variety of
6 musical traditions—after all, little makes marching better than having a beat
to march to. An impromptu concert or battle of the bands incites the beating
of drums and the blaring of pipes, loud enough to be heard the next span over.

43
NPCs
The Big Gruff - A shifting role, the Big Gruff is the biggest,
strongest, wisest, or at least eldest Gruff currently in
1 residence at Gruffholm. Their word is law, though any
are free to challenge them. They enjoy indulging in all
sorts of games and contests.

The Little Gruff - Also a shifting position, the Little


Gruff is the youngest Gruffkid in Gruffholm, treated
with the fondness and community love that only a few
2 hundred aunts, uncles, and cousins can give. This doting
may seem uncharacteristic of the Gruffolk to outsiders,
but their young are highly celebrated as the pilgrims of
the future.

Billy Backwards - No one is certain why Billy decided


to walk the Bridge backwards but, with the help of a
mirrored helmet and a lot of tenacity, Billy is on the 25th
3 year of his pilgrimage. In spite of (or perhaps because of )
his eccentricities, Billy has picked up on some unusual
and sought-after knowledge. He just has a different way
of looking at things.

Morrigan Musimon (Skill 10, Stamina 13) - An


exceptionally large, four-horned nanny Gruff, known far
and wide as a master grappler: she is as celebrated as she
4 is feared. Morrigan is here for the Gruff Games, waiting
to take on a real challenger before she’s satisfied enough
to continue her pilgrimage.

Gladwyne the Tinkerer - Gladwyne and their


apprentices are welcome sights in Gruffholms. All
healers are greatly prized by the road-roughed
Gruffolk, but Gladwyne stands at the forefront
5 of prosthetic technology—their manufactured
marvels allow the pilgrimage to continue for Gruffs
who had given up hope. Gladwyne themself sports
a pair of spring-loaded hooves and an articulated,
wooden left hand.

Beardless - A Bridger who is attempting to “become”


one of the Gruffolk. They have been emulating the
pilgrim and rock climber lifestyles for months now, and
are currently trying to earn the respect of the people at
6 Gruffholm through acts of piety and toughness. As the
demeaning nickname suggests, they have been less
than successful thus far. They are currently caught up in
a dare to eat a whole leather shoe.
The Night Bridge
“Keep your head down, your lantern lit, and — whatever you do—don’t stop for the
sound of distant water.”
- Nell, lamplighter
Miles and miles of covered Bridge engulfs this span in an eternal, artificial
Night. Something hangs from the roof, far above: twinkling stars of alien
constellations. Holes? Luminescent moss? Giant glowworms? Whatever they
might be, such pale lights hold little promise to the residents. The Bridgers
here are more interested in keeping their fires and themselves fed. Even the
Trolls find the darkness in this span disturbing.

Events
Blackout - A great wind howls down the Bridge, snuffing out exposed
1 flames, pushing down chimneys, and rattling lanterns. Screams are heard in
the Night.

The Night Market - There are things out there that can only be traded
2 in the Night, things passed between furtive hands and spoken of in
whispered voices. Guild Coins are of little worth here: be prepared to trade
something of value.

Conflagration! - Light! Sudden, great light! A fire burns, consuming a


3 building and hungering for more. Was it an accident or arson? No time to find
out until the flames are quenched!

A Jar of Deeper Darkness - It fits in your palm but is as heavy as a


4 Keening’s fist. The merchant seems awfully keen on selling it to you. It is a
Keepsake, they say: a bit of Night in a bottle when your travels bring you back
into the Sun. The merchant isn’t there when you turn back to ask its cost.

Lamp Lighting Ceremony - A new Lampchild is being initiated. Many


Lampchildren gather to strip away the remnants of their identity and touch

5 their Lamps to the initiate’s prepared Keystone, igniting it into a new Lamp.
It is a time for celebration, bathed in a great Light seen nowhere else on the
Night Bridge.

The Headless Host (Skill 5, Stamina 8) - A rolling wave of wild yaulps, blaring
horns, and stomping hooves precedes a stampede of mounted specters—
6 each holding aloft a flaming head that cackles with pyromaniacal glee. Some
think these are grown Lampchildren, others believe they are Aristocrats from
other spans, playing at being ghosts. Regardless, the Host has little qualms

45 with running down any quarry that does not join in their “festivities”.
NPCs
The Lampchildren - Small, robed-and-masked figures
carrying shepherd’s crooks and day-bright lamps. There
1 are few sources of light as reliable on the Night Bridge,
but the Lampchildren’s services do not come cheaply.

The Thing On The Edges - Something is out there in


2 the Night, waiting for the lights to flicker and die. It is
watchful. It is patient.

The Pyres (Skill 7, Stamina 9) - Hidden among the


Bridgers of the Night Bridge are beings known as the
Pyres, betrayed only by their clammy-cold flesh and
3 burn-scarred palms. They absorb the warmth and light
of fires to fuel their cursed existence, but will siphon
the warmth of the living if they must.
Heith of the Cold Hearth - A Troll who has discovered
a nutritious lightsource in the form of powerfully
phosphorescent mushrooms: a few of which are
4 bright enough to replace a bonfire, a few of which are
large enough to feed a family. Heith is the sole provider
of this commodity. The secret of its production is as
guarded as the truth of it is disquieting.

The Noctivagrant - A wanderer of the Night, unafraid


of The Thing on The Edges. This mysterious figure
is associated with last-minute rescues and minor
5 miracles. It is said they can break terrible curses and
give oracular advice, but woe to any that dares look
upon them in full light.

The Bringers of the Dawn (Skill 4, Stamina 7) - A


millennialist cult of vandals and firestarters who seek
to tear the roof off the Night Bridge. The Scathefire,
6 their coal-masked and ash-caked leader, cares
little for the possible ramifications of such a great
transfiguration.
The Cable Mines
“By Trestle and Wire, we ain’t lett’n no scabs from up-bridge take our livelihood. If’n you
want to break the picket line, Ol’ Rusty’ll teach you a thing or two about break’n!”
-Harriot Snel, Miner
Great metal cables rise alongside this span of Bridge, each twine the size of
a city block, reaching into the sky, connected to some heavenly support. The
Bridgers here have been mining into the sides of the cables for generations,
profiting greatly from their superior metals. But at what cost to the Bridge?

Events
Strike! - The miners at one of the cables are striking against poor conditions.
1 Old Rusty leads a call and response while Brand stands with a line of strike
breakers (on loan from the local Gatehouse).

Heaven’s Ladder - A strange, wiry ladder unrolls from the sky, leading to a
2 point so high it’s lost in the smoky haze above. Is someone climbing down or
are you supposed to climb up?

Heavy Metal - The Metalwright has produced a magical hammer whose


3 dense head is forged entirely from a cable’s Core; however, it is so heavy that
no one has been able to lift it, not even Brand. The hammer is up for the
taking, should anyone prove capable.

Sharp Competition - The blacksmiths have continuously competed to


4 prove their worth and be chosen as the Metalwright’s next apprentice. Each
one fights to craft a sharper blade, a stronger shield, a more complex device.
There are those who would pay dearly for any sort of edge—even if that
meant sabotaging the competition.

Cobbled Together - A clockwork metal automata, not a Keening like Rusty,


is being touted around the span. It has been lauded as a work of genius,
5 earning its maker great prestige and wealth. In truth, the automata is a puppet
controlled by several dozen Coblins. Are they in on the con or are they being
forced to participate?

Fraying Nerves - Strut’s fears are confirmed as one of the cables is mined
6 too deep and snaps, sending it arcing wildly as the tension is released all at
once. What can be done to stave off thousands of tons of swinging steel?

47
NPCs
The Sky Pilgrims - With ancestral climbing gear and
calloused hands, the Sky Pilgrims were Bridgers long
long ago, but took to climbing the Cables in ages past.
1 They seek to reach the Zenith — perhaps there they can
see the whole Bridge. Bridgers below are reminded of
their existence only when a misstep sends one falling
from countless miles above.

Strut Ur’stuf (Skill 5, Stamina 5) - A former mining


foreman, Strut bears a lengthy scar from the day one of
2 the minor twines snapped and nearly bisected him. He
now seeks to stop the mining altogether, for fear of what
may happen if an entire cable broke.

The Metalwright - There are other blacksmiths on the


Bridge but, with the scarcity of metal, their craft is often
comparatively unhoned to that of blacksmiths working
3 in the Cable Mines. The Metalwright sits leagues above
them all. Somehow, this master metalworker has found
a means of using Stonewright magic to enchant metal;
only they and their singular apprentice hold the secret.

Old Rusty - A few hundred years ago, a terrible accident


caused untold tons of iron to collapse upon the mining
workforce. Some months later a Keening, formed of
4 scrap and twisted wire, infused with the restless spirits
of the trapped miners, dug its way out. Old Rusty has
worked tirelessly to improve the working conditions and
safety of the mines ever since.

Pickard Tolin - While there are plenty of places to sate


your hunger, Pick’s Pick’ns is a favorite of many: mining
is a calorie-intensive activity and the miners need to be
fed. The fare is simple, but the portions are plentiful and
5 reflect the wealth of this span. Pick himself is bombastic
and rosy cheeked, a jolly businessman and friend to
all. No one suspects him of providing Gatehouses with
arms in return for favorable import conditions.

Brand The Faceless Iron


(Skill 9, Stamina 13, Armor 2) - Adorned in full plate
armor, sporting a great iron helm, and hefting a pickaxe
that would trouble a Troll, Brand might be the closest
thing the Bridge has to a siege weapon. When they have
6 not been hired out as a mercenary or bodyguard, they
use their prestigious strength to perform construction
and demolition. They claim to be under oath to not
remove their helmet until they’ve found one worthy of
bequeathing it to, but they ardently refuse to reveal the
necessary qualifications of such an inheritor.
The Turning
“Last Call! Last Call for Transfers On and Off! Next Turning in Twelve Hours!
Pay the Toll or feck off!”
-Simone Briggs, Guild-appointed crossing guard

The entirety of this span sits on a single pillar that spins ever so slowly, making
a full rotation each day. The Turnpike Guilds, in a rare moment of mutual
cooperation, have built a prison here with a towering Panopticon rising from
its center. The glass dome sleeplessly watches the inhabitants—citizens and
prisoners alike.

Events
Solstice - Twice a year, the Turning pauses for an entire day before restarting
its rotation in the opposite direction. During its pause, the Turning sits
1 perpendicular to the rest of the Bridge, making it all but impossible to pass
through or to leave.

Chain Gang Blues - Prisoners are put to work throughout the span, not
2
just within the prison, and it’s not uncommon to see chain gangs doing heavy
labor and maintenance work in outer areas. While the guard is having a smoke,
one of the prisoners (Skill 6, Stamina 5) takes the chance to plead for help in
their escape!

V WOOOMP - The air shimmers and sweat begins to drip from every pore.
3 In a brilliant white flash, not five meters away, a jaywalking Troll turns to ash
and the street where they were standing turns to slag. You feel a glare from
high above.

Shake-Down - Travelers are treated with extreme suspicion here — after


4 all, how many Gatehouses have layered the journey from your home span
to here? Guildsmen (Skill 5, Stamina 9) are demanding papers, answers, and
bribes, unless you’d prefer shackles.

Stone Tell - A rock flies over the prison wall, landing at the feet (or on the
5 unlucky heads) of those outside. An urgent message is carved upon it: if
something is not done, a terrible disaster will occur within the next Turning.

Prison Riot - A scuffle turns into a fight turns into a riot, and it looks like the
6 Turnpikers (Skill 4, Stamina 6) are getting out their mirrored shields for when
the Panopticon is fired up.

49
NPCs
The Oculus - Said to be an ancient (and mad) Stonewright
who lives atop the Panopticon, supposedly watching
over the district and maintaining the Turning. No one
1 has actually seen the Oculus in ages, but the occasional
stone-melting heat ray from above means someone must
be up there.

Governor Chambers, Chief Gaoler - Fifty years a


Guildsman, Chambers is a Grade-A Pencil Neck with just
enough humanity left to keep it in a snuff box and take it
2 out for special occasions. Precious few evils remain that he’s
unwilling to sink to, provided they keep his prison moving
efficiently and looking its best. Right now that means
arresting anyone that gives him half a reason.

The Rats - Though they won’t admit it, the Guilds think the
prison and the surrounding span is infested and crawling
with rats, their scuttling in the walls a constant reminder
3 of the pests. In truth, a vast colony of Coblins lives off the
collective debris and excess of the Guild presence in the
Turning. Prisoners work with the “Rats” to communicate
with the outside world and run their own black market.

Dougal “Gray-Teeth” Drover (Skill 5, Stamina 3) - A serial


escaped convict, this Gruffolk spends much of his time
muzzled, as he has literally eaten through the bars of his
4 cell. He claims his only crime is serving exquisite cuisine
to unworthy palettes; the Guildsmen argue the crippling
dysentery that came upon them after the meal was
intentional sabotage.

Prisoner #0921666 (Skill 9, Stamina 10) - Unlike some


of the prisoners, The Bridge might actually be safer with
0921666 locked up. This Stonewright Eroder had the
mad idea to gather hundreds of Keystones — containing
5 thousands of souls — to be crushed in a profane, reality-
bending ritual. No stone of any sort was used in the
construction of their solitary confinement (at great expense
to the Guild) and many precautionary measures are in place
to keep 0921666 far from the source of their power.

Keelan, the King in Chains (Skill 8, Stamina 12) -


A legendary wanderer of the Bridge, Keelan made a career
out of stealing (freeing) the Keystones from Gatehouses
6 before a doublecross led to their capture. Whispers say that
Keelan continues to lead multiple revolutionary groups
from their cell—rumors that the Guilds would do
anything to quash.
The Great Gap
“THE END IS NIGH!”
-Sister Euphemia, a Cobble Canter who might actually be right for once

Whispered and rumored, The Great Gap is a bogeyman to most Bridgers,


something that shouldn’t—couldn’t—be. But it is there, and there may be others
like it, a span or more of gaping emptiness where the Bridge has collapsed.

Events
A Passing “Ship” - The Under-Fog drifts in thickly, shrouding the Gap
1 with its haze. Something immense and shadowed moves through it, passing
through the Gap.

Jump The Gap - Several thousand Coblins are working together to form a
2 living bridge in hopes of crossing the Gap. Can they really make it?

Fainting Goats - A congregation of Gruffolk arrives, and they are horrified


3 by this discovery. Some have existential crises while others consider that most
awful prospect of turning back.

The Gnawing - A terrible churning and grinding noise echoes up from the
4
Under. As a wind momentarily clears the Under-Fog, a serpentine creature is
seen twisted around the Pile and chewing on it with voracious hunger. Its long
tail trails far down, the creature’s length lost to the misty Below.

What the Flock - Untold thousands, perhaps millions, of Awful Birds fly
5
overhead, the Gap no obstacle to their passage. But wait — what’s that? A
Bridger in goggles and some sort of mad harness has hitched themself
to the swarm!

Unstable Grounds - Whatever caused this disaster doesn’t seem finished


6 with it. The stones around the Edge buckle, shift, and crumble into the Mist.
Better jump back!

51
NPCs
“Two Fathoms” Pont - An elderly Troll twice the height
of most Bridgers, Two Fathoms lives in an open pipe that
pours sewage from the severed Bridge into the Gap below.
1 Their eyes have been blinded by long years staring into
the Fog and Void. The sound of the crumbling Bridge still
echoes in their ears.

The Grotesques - Gretch and Gile (Skill 7, Stamina 11)


are a pair of cackling, dog-faced gargoyles who perch
precariously on the Edge. They offer to fly travelers across
2 for a small fee, but extort them for significantly more when
they’ve reached the midpoint of the Gap. Whether they
complete their flight or drop the traveler into the Void is
entirely a product of their whimsy.

The Fog-Touched - The survivors of the Collapse and their


descendents, these Bridgers, Trolls, Gruffs, and Coblins
make the best of their life next to the Gap. The Under-
3 Fog has influenced them in strange and unexpected ways,
and they have a particularly disturbing custom of carving
Keystones into idols that are ritualistically abused to ward
away corruptive influences.

Peregrine and Emmeline Turner - Unlike most around


these parts, Perry and Emmy are excited by the Gap, which
gives them a perfect chance to test their Bathysphere. With
4 a team of Trolls manning the pulley, they plan to plunge into
the depths of the Fog and see what’s really down there. The
Trolls are pretty certain the Turners and their contraption
are just going to end up as one big fishing lure.

The Pontiff - A Bolsterer, perhaps THE Bolsterer. Some


believe they may be one of the Bridge Builders from the
ancient past. They have worked wonders, repairing the
5 Bridge in ways that defy explanation. No one has seen the
Pontiff, though legends of it run wild through this shattered
span. No one else would be capable of fixing a gap like this.

The Bridge Burner (Skill 11, Stamina 10) - An Eroder,


perhaps THE Eroder. A mysterious and terrible figure that is
whispered of in fear throughout even the most solid spans
6 of the Bridge. They are said to be capable of manifesting
any desire, but the price is always as twisted as it is painful.
The Bridge Burner isn’t here, as far as you can tell, but how
else could this have come to pass?
Gatehouses
Every Turnpike Guild worth its salt operates out of a Gatehouse: a massive,
street-clogging edifice built to control the flow of people up and down the
Bridge. Most Guilds “control” a territory of just one or two spans, but some have
grown to command huge sections of the Bridge.
The Guilds tax anyone passing through their Gatehouses, often charging for
passage both ways. Locals and regulars usually get taxed in simple goods or
Guild Coins. Outsiders and suspected ne’er-do-wells like you have to pay a
special toll, unique to each Gatehouse.
The Gate of
Libations
“CHUG! CHUG! CHUG! CHUG!”
-The Ritual of Passing (Out)

Named for the powerful beers and moonshines brewed and distilled by the
Turnpikemen within, and the cauldrons of combustible alcohol dumped on
those who assault the Gate. Informally known as “Hooch Home”.

Toll: Rigorously test the strength and flavor of the Gate’s newest spirits
until you’re on the verge of alcohol poisoning. If you wake up in the
morning, you must also make a purchase at the giftshop on your
way out.

Turnpikemen of Libations
(Skill 3, Stamina 8)
• Only drunk at their posts slightly
more often than Turnpikemen of
other Guilds.
• Deeply offended if the party
does not partake of their latest
distillations in a traditional booze
ceremony.
• Diversely armed and armored, but
always in possession of at least
one alcohol-based explosive
each. They drink these flasks as
often as they throw them.

55
Swill-Soaked Grandeur
The Grand Still - Said to be the biggest collection of
copper vessels on the Bridge, The Grand Still is located in
a huge chamber below street level. All the Gate’s alcohol is
made here. The Still is heavily guarded, with a small army
of Turnpikemen on guard at all hours. The Guild conducts
regular tours to show off and sell samples.

The Rickhouse - The warehouse where all alcohol not on


public display is stored. If any of the massive, reinforced
vats or casks were to burst, the whole span beyond could
be flooded. Not that the locals would mind.

Popular Drinks & Spirits


Bricklayer Brew
Mortar Mash
Captain Tillery’s Special Ligament
Bleater’s Beer
Mossling Bitters
The Stone Shot*
*(190-proof, served in a shot glass with the Gate’s Keystone in it—
slam it down fast or you’ll black out for the wrong reason)
The
Armistice Gate
“Why won’t you give peace a chance?”
-Sister Bloogh, headlocking a visitor

A powerful Keystone in this vaguely monastic Gate emits an aura that enforces
partial pacifism on all who set foot on its grounds—none can raise a weapon in
its presence. The Gate’s Turnpikemen, however, are expert martial artists and
the Keystone doesn’t appear to take issue with just decking a bloke.
The power of the Keystone seems linked to the spirits resting inside it—many
of those old souls witnessed or helped broker the Pact that halted cobblestone
farming and established equality between the peoples of the Bridge. To this
day, the Pact remains one of the only known “universal” laws, respected across
the Bridge.

Toll: Surrender your arms and armor and submit yourself to the
Embrace of Peace, a grueling initiatory rite that may leave you
bodily broken, mentally exhausted, and even a little indoctrinated.

Turnpikemen of Armistice
(Skill 9, Stamina 12,​
damage as modest beast):
• Less abusive than other Guilds
(owing to their legacy) but much
more preachy. Will deliver sermons
to visitors, desired or not.
• Include a number of non-human
members, owing to the above.
• More disciplined than other
Gatekeepers, due to better training.

57
Places of Honor
The Path of Peace - Section of the Crossing that’s
decorated like a temple, where the concepts of unity and
interconnectedness (and taxation) are honored religiously.
The Hall of Arms - Weapons confiscated from travelers
and would-be tax evaders are displayed like trophies in
this space. There are thousands of arms to behold—a
handful are even made of good metal.
Distant Assurances - A quartet of towers armed with
ballistae, conveniently built just outside the functional
range of the Keystone. Accessible via understreet
passages originating from the Gatehouse, and designed
to be extremely difficult to climb from the outside.

The Key(stone) to Peace:


• An outstanding phenomenon in a little-researched
field of… Bridge magic? Physics?

• Attracts the occasional Stonewright seeking to


commune with the Keystone for answers The
Turnpikemen permit this, if the asker pays
the premium.
• It senses when an object is being used as a weapon
and is able to distinguish the wielder’s intent: a
greathammer can be used to break down stone in its
proximity without issue, but good luck trying to stab
someone with that sharpened spoon.
The Ruined Gate
“I wish they didn’t keep their voices when they go all
keening. That’s the worst part. Me mates died weeks ago,
but I can still hear them.”
-Burda, Gatehouse guard

This Gate was once a truly grand edifice, erected by many generations of
Turnpikemen, but has since fallen to ruin; its labyrinthian structure is inhabited
by restless, wandering Stone Keenings (Skill 8, Stamina 16). A trade dispute
between the Guild and its neighbors caused much of the damage to this
Gate, and most of the Keenings are made of souls killed in that squabble. The
Turnpikemen still maintain a token presence on the outskirts of the Gatehouse,
more to watch out for Keenings than to enforce tolls on travelers.

Toll: The Guild is in no state to be demanding tolls, but they still try. The
guards will ask you to enter the ruins and clear out some of the
Stone Keenings to earn your passage (and may ambush you and take
your things after you’ve tired yourself out).

Ruined Turnpikemen
(Skill 7, Stamina 9)
• Often preparing for a foray into
the Gate to reassert control over a
section of it.
• Few in number, but well-equipped
from their glory days (Modestly
Armored and wielding Polearms).
• Willing to discount or waive the
fees of a party with a Stonewright
or anyone else who can operate a
Keystone (provided they help put
all of the Turnpikemen’s fallen
fellows in the Gatehouse to rest
for good).

59
Ruined Gate Checkpoints:
The First Checkpoint is controlled by the Turnpikemen
and its portcullis is fully operable.

The Second Checkpoint is abandoned and the portcullis


is damaged, but can still be squeezed through. Characters
may also force it open at the risk of waking nearby Stone
Keenings (Skill 8, Stamina 16).

The Third Checkpoint has been completely destroyed


and the barbican might come down with it any day now.
Beyond the Third Checkpoint sits a camp of travelers and
merchants, who have been waiting several days for the
road to clear.

Forsaken Squalor:
Used to boast fancy, sewer-
connected toilets, though they
Basement backed up long ago. Something
else bubbled up with the rest of
the waste.

Contains ruined offices and the


Gatehouse armory.
First Floor Not all of these have been
picked clean.

Moldering barracks and


Second Floor storerooms. Also rats.

Home to large, toothy birds (pg 84)


Roof and and cat-sized moss creepers hiding
Four Towers in the lichen.
The Open Gate
“Pause a moment, passerby, and reflect upon the fact that
you are halted by nothing more than a plaque’s gentle urging.
Know that this is the site where the People threw off the yoke
of oppression and cast down the walls of tyranny that had
imprisoned them for so long.
NO GUILD. NO GATE. A BRIDGE FOR ALL. ANARCHY FOREVER.”
-Commemorative plaque

A former Gatehouse that was suddenly and unexpectedly overwhelmed by an


uprising a few months ago. The Turnpike Guild that formerly operated here
was wildly successful — more successful at extracting wealth from the locals
than at maintaining stability and order. When the people of the nearby district
finally had enough, they invaded the Gatehouse overnight and disbanded the
Guild with extreme prejudice.
What remains of the Gatehouse is nothing more than a sheltered avenue. The
gates and portcullises have been broken down and recycled, and teams of
townies now work to dismantle the entire structure at a leisurely pace, stone
by stone. They often take breaks to chat with confused passersby and hand
out free memorial bricks, personalized with engravings like “Tax Waiver”
or “United. Ungated.”

Toll:
Formally abolished. Instead, they ask that you help dismantle the
Gatehouse on your way through. Failure to join in the revolutionary
spirit might mark your group as Turnprick Sympathizers. And so
help you, if they find Guild Coins, Turnpike colors, or an aristocratic
seal on your person…

Former Turnpikemen, Currently in Hiding


(Skill 3, Stamina 4)
• Played at actually ruling their district instead of just mooching off it, with
fittingly disastrous results.

• Housed a burgeoning paramilitary outfit toward the end, heavily armored


and replete with repeater crossbows and mancatchers.

• Wholly disbanded and run out of town after their defeat.

61
The Fallen Symbol of Oppression:
In the process of decommission: already halfway unbuilt
with its stones in stacks lining the Crossing.

Caches of leftover Guild riches are rumored to be hidden


in its remains.

The Successful Rebels:


• A loosely organized, anarchic confederation of
neighbors.

• Will talk a bloke’s ear off about political theory.

• Don’t normally bother travelers — unless they


suspect a Guildsman or aristocrat is among them.

• Have no uniform or standard armament, just


repurposed worktools and bricks — lots of bricks.
The Bloodied Gate
“Blood-Brother Flayedface, get the ceremonial blood-
scrubber and unclog the blood-drain before the blood-
fountain backs up and floods the bloody-mess hall;
Blood-Brother Killgrip made blood sausage today!”
-Quartermaster Hemocide

Heads adorn the spiked parapets of this Gate, and gibbets crowd the entrance.
The Turnpikemen within wear their black hoods and raw, scourge-flayed skins
with pride. Flesh is a weakness and the Stone must be fed blood.
Once upon a time, the Gatehouse wasn’t quite so grim; it housed one of the
thousands of unique religions on the Bridge. This faith posited that the Bridge
is a living, breathing organism, highly sympathetic and nurturing toward its
occupants. Blood sacrifice began as mere bloodletting, a personal act to honor
that which sustains all life, but power tends to pervert all institutions. Now the
guild extracts a tithe of blood simply to enforce its own authority.

Toll: The Red Tithe, an offering of approximately 1/3rd your body’s blood
volume. This usually isn’t lethal. If you’re still leery, you can opt for
their expedited toll option—forfeit one finger joint.

Bloodied Turnpikemen
(Skill 5, Stamina 6)
• Organize themselves according to a sado-religious hierarchy with
increasingly silly titles. Their leader is the “Exsanguinarch”.
• They really lean into their villainous cult aesthetic for shock value. They’d
be laughed out of town as edgy goons if they weren’t sincerely threatening
(and appealing to maladapted young Bridgers).
• Pride themselves in their metal weaponry, particularly blades with
purposeless hooks and serrations. Confiscation of steel is their Gate’s
(unofficial) second toll.
• Secretly crave external validation and a nudge in the right direction.

63
Weltering Abodes:
• Standard in shape and floorplan beneath the visceral
facade, including portcullises, storerooms, barracks, etc.

• Channels and hemaducts are carved into the stone, to


divert blood all throughout the building.

• Houses a number of murals and frescoes painted in


blood. The Guildsmen display a surprising amount of
competence with the medium, each project possessing
more depth and subtlety than one might expect.

• Most of the skulls and decapitated heads are easily


identifiable as fakes, if inspected closely.

The Bloodied Keystone:


• Would be identified as an evil artifact in any other world.

• Ages of submersion in blood have given it an iron coating.

• Contains gentle and mild-mannered spirits who hate


what the Guildsmen have done with the place. That’s why
the Keystone is constantly screaming.
The Evergate
“I’ve got bad news and good news. The bad news is
two of my guys fell off the parapet during yesterday’s
Bridgequake; the good news is two bricklaying jobs just
opened up. Who wants ’em?”
-Oxer, foreman of Machicolation 14-B

It would be a truly marvelous edifice if not for the miles of scaffolding and the
constant sound of hammering throughout it. This Gatehouse has been under
construction, deconstruction, and reconstruction since time immemorial.
A “visionary disagreement” between project supervisors festered into serious
strife within the Turnpike Guild. They target each other’s divisions and workers,
orchestrating workplace “accidents” to undermine their rivals and make them
seem incompetent. The coveted rank of First Foreman has remained vacant
ever since the last one’s entire office slid off the Bridge into the Under, due to a
tragic rounding error.

Toll: Donate a full cart of building materials (for each member of the
traveling party), or volunteer for one shift of labor in one of the
most accident-prone divisions of the site.

Evergate Turnpikemen
(Skill 5, Stamina 6)
• Wield hammers, chisels, and other
plain, workman’s implements,
carried in apron-uniforms.
• Include a few Stonewrights who
failed their apprenticeships.
• Sure do hate the working
conditions of late.

65
Engineering Nightmares:
The Drafting Board - A titanic slate filling a courtyard
wall: home to depictions of the Gatehouse’s constantly
evolving floor plan, plot plan, and dizzying cross sections.
Frontline of the supervisors’ battle, forever choked in
chalk dust.
The Stoneyard - A long stretch of Bridge in front of the
Gatehouse where stone and other construction materials
are hoarded. Home to a small number of Stone Keenings,
whose numbers grow as lethal accidents continue and
dead workers get overlooked. Also rumored to hide an
enclave of the Bindlestick Syndicate.
The Walkways - A network of scaffolding so massive it
puts any aristocratic Tower to shame. A map is required
to navigate this maze of makeshift footpaths, and many
sections are unstable or encroached on by wildlife.
The Substrata - The meters-high foundation of the
Evergate, made from previous iterations of the project,
crushed and layered like sediment. It has attracted
several archaeologists interested in the deep history of
the Bridge.
The Grand Portcullis
“Izzat all real rubber? Forget the toll an’ gimme that. Been
needin’ some more shock absorption for my room. I don’t
wanna wake up with my shins stickin’ outta my belly
just ’cause I missed the bell. Whazzat? I didn’t say nothin’.
Move along, citizen.”
-Quib, Gatehouse guard

This Gatehouse is a singularly massive portcullis and each of its bars a tower,
in and of itself. It is surprisingly swift to open and close; flattened corpses and
red stains decorate the Bridge directly beneath its bars, as warnings to those
who would try to pass without paying. The sound of the portcullis rising and
lowering thunders for miles around, and rumbles like Bridgequakes accompany
these movements.
The Portcullis uses no visible rope nor winch. The mechanism that controls the
gate is a mystery, but there is plenty of speculation. Puffs of black smoke are
sometimes seen belching from atop its tower-bars.

Donate your weight in extremely rare mechanical components


Toll: and oils, or volunteer to stress-test one of the Guild’s strange
new inventions. Your memories of the event will be wiped, save
for a lingering impression of a very caustic and antagonistic work
culture. If the Guild finds you have skill as an engineer or architect,
they might just “adopt” you.

Turnpikemen of the Grand Portcullis


(Skill 5, Stamina 6)

• Uniformly burly and sooty, like factory workers.

• Sometimes wear a single boot or gauntlet of articulated stone and metal. Or


are they prosthetics?

• Always have earplugs on hand for when the gate moves.

• Wield bizarre (often single-use) prototype weapons that are as likely to


backfire as they are to cause serious damage.

67
Mechanical Monstrosities:
The Cracks - Deep fissures in the Bridge immediately
around the Portcullis. The result of years of damage
caused by the Gate’s rising and falling. Some cracks are
deep enough to fall into, and there are many forgotten
things hiding in their depths.

The Jambs - The “end pieces” of the Portcullis that hold


the superstructure up. They are heavily fortified and
reinforced to resist a siege, since they can’t be lifted
without great effort. Everyone, inside the Guild and out,
constantly confuses the Left and Right Jamb.

The Towers - Larger vertical sections of the gate’s lattice.


They hide innumerable cramped storerooms, workshops,
and cells of unknown purpose. Each tower faintly thrums
at a different frequency for some unknown reason.
The Disappeared
Gate
“There was a Gatehouse here. It’s gone now.”
-Graffito inscribed on a strangely melted rock

This naked stretch of Bridge is perpetually shrouded in a thick bank of Under-


Fog, regardless of the surrounding weather. The cobbles bend strangely, leading
feet astray if their owners are not mindful.
Every round the party spends navigating the fog, roll d6. On a 1-in-6, an Under-
Thing appears. Continue to roll on Under-Things each round, regardless of if an
Under-Thing appeared or not. Every round an Under-Thing does not appear,
the odds increase by one step (up to 6-in-6).

69
Bridge Spells
Bridge Spells
Magic is in the stones and bones of the Bridge. It’s an immutable facet of
existence, just like weather, gravity, and tourist traps. Anyone with the knack
can avail themself of the Bridge’s power—provided they’ve the stones for it.

To cast a spell, you must be grounded, touching the Bridge directly (this means
no magic can be cast while falling, balancing on a wooden beam, and so on). You
must also be holding a specially prepared Spell-Stone with a Stamina value
equal to or greater than the casting cost. Spells with casting cost (0) do not
require a Spell-Stone.

Spell-Stones are rare, expensive, and unwieldy to lug around. Each takes up 1
inventory slot, and has a Stamina value of 1 or more, used to cast spells. Spell-
Stones cannot regain Stamina, but can be used for casting until their Stamina
is fully depleted. For instance, a Stamina 3 Spell-Stone can be used to cast three
Stamina 1 spells, one Stamina 1 spell and one Stamina 2 spell, or one Stamina 3
spell before it is rendered unusable. When a Spell-Stone’s Stamina is depleted,
it is destroyed: it crumbles into dust as the magic is leached out of both the
stone and the stretch of Bridge beneath the caster’s feet. Keystones can be
used like especially big, powerful Spell-Stones, but that act is considered
sacrilegious everywhere on the Bridge.

The more magic is cast in an area, the more unstable and prone to collapse its
stone becomes. A span where magic is abused at length will crumble into the
Under. Power comes at a price, and everyone pays it.

72
Spell List (by Stamina cost)
Reinforce Stone (0): Repair minor cracks in targeted stone. Can’t undo
damage caused by magic, but buys the Bridge time to “heal” naturally.

Stone to Soil (0): A less egregious form of erosion magic, popular among
gardeners. Turn a cubic meter of stone into half as much fertile soil.

Weather Stone (0): Technically costless, except its effect damages and
erodes any targeted stone, effectively reducing their Stamina values. Mortar
crumbles, bricks crack, foundations weaken, etc.

Cast Stone (1): Wind up and lob a stone at your target as a projectile that
explodes on impact, dealing damage to one target within 30 meters.

Damage Roll: 1 2 3 4 5 6 7+
Cast Stone: 2 2 4 4 6 12 16

Eyes of the Bridge (1): Merge your senses with the Bridge itself. See (or hear,
or smell, etc.) from a point within line-of-sight for as long as you concentrate on
the spell.

Gruffstep (1): A trick favored by pilgrims and Pebble-Pinchers looking to get


out of dodge. The caster’s movement speed doubles until they stop moving
or sharply change direction. Their footsteps also mimic the sound of Gruffolk
hooves on cobbles, if they didn’t already.

Word on the Street (1): Ask the section of street underfoot up to 3


questions about what has happened on top of it recently. Streets have limited
senses and memories: they can tell you how many feet trod them, and when,
but not who the owners were or what they were carrying, for example.

Yaulp (1): A spell supposedly invented by Troll shamans for communicating


through especially long tunnels and wide vaults. The caster lets out a mighty
croak that can be heard for up to a mile in the chosen direction. Also deafens
anyone in point-blank range.

73
Stonesoup (1): Create a nutritious, but bland, soup from stone. Provides a
number of provisions equal to twice the number of stones sacrificed.

Green Geas (1): Kill, manipulate, or grow a section of moss, lichen, vines, etc.
This spell can make a ladder, roll up a carpet of turf, ruin a garden, etc. Does not
damage moss creepers, but does make them very angry at you.

Bridge the Gap (2): Fold the space between cobbles to instantly teleport
to a location in line-of-sight. The target and your current location must be
connected via the Bridge.

Inoculate (2): A trollish spell that makes the target immune to a disease of
the caster’s choice. An invaluable asset to have in the filthy sewers.

Sculpt the Bridge (2): Lower, raise, and/or shape up to 10 cubic meters of
stone with your touch. You can build basic structures and paths or even open
holes in walls, but there is no guarantee anything created by this spell will be
structurally stable once the magic is cast.

Stonewall (2): Create a physical wall to slow pursuers or a metaphysical wall


to cause obtuse obstructions in getting answers.

Tumble to Bits (2): Crumble into dozens of fist-sized pieces of yourself that
mimic the fluid, wavelike movements of a Coblin huddle. This allows you to
squeeze through tight spaces or do anything else a huddle can. The spell lasts 1
minute—when it ends, you better have all your pieces together.

Petrifaction (3): The essence of the Bridge rises up to subsume the target,
turning them to stone. The target of this spell must also be grounded. A
sufficiently tired old Stonewright might also cast his spell on themself to retire
and become one with the Bridge, at no cost.

Under-Bane (3): The caster touches an Under-Thing with the Spell-Stone,


confronting it with such a hard jolt of Bridge reality that it must Test its Luck/Skill
or be banished back to the Under like an unwelcome tourist.

Blood from a Stone (5 from the Caster’s Stamina): Crush a Keystone


containing at least one soul and soaked in your own blood to perform minor
miracles like reviving the recently dead or extending your own life. This is an
incredibly profane act and there will be long term consequences for your
actions.
74
Ingredient Index
The Heights
Fresh: Rooftop Grapes
Secret: special rickshaw grease
Old: Something from Debris' Pile
Dull: Two pebbles from Fulk's cart
Craterton
Magic: A jar of Mayor Burp's Gas
Sharp Ingredient: Guano Gunpowder
Secret Ingredient: Mimic Blood
The Squeeze
Sharp: Bird Beaks
Dull: Shiny trash
Dull: Jenny's Halfton Fist
The Great Excavation
Fresh: food from Zuur'buurd's garden
Magic: Undercrone fingernails
Old: Fungal Mist
The Crossroads
Sharp: Keen-Eye's pipe
Dull: A slat from Bartleby's Barrel
Magic: A shadow from the Solar Eclipse
Sourstone
Magic: Star Baker's Gingerbread
Old: Sweet Teeth's Teeth
The Wyld Bridge
Old: Mossling Corpse
Sharp: Silver fork from the Lonely Tower
Magic: Hurdy Gurdy String
Fresh: Raw iron from the fields
Dull: Water from the Puddle
Secret: The Cobble Canter's story about the End of the Bridge
Gruffholm
Fresh: Beardless' Peach Fuzz
Sharp: Chip off of the Big Gruff's Horn
75
The Night Bridge
Secret: Saliva of the Thing
Dull: Heith's Mushrooms
The Cable Mines
Sharp: Sky Pilgrim's Hook
Secret: Enchanted Metal
Old: Rust Flakes of Old Rusty
The Turning
Dull: Prison Rations
Sharp: Heat-ray melted stone
Magic: A stone from Prisoner 0921666
The Great Gap
Magic: Echoes of the Void Below
Sharp: A tooth from either of the Groteques
Secret: One of Pont's blind eyes
The Gate of Libations
Old: A shot of Stone Shot
Dull: Mortar Mash
The Armistice Gate
Sharp: Bloody Wristwraps after a close fight
Secret: A weapon you managed to sneak past the gate
The Ruined Gate
Dull: Guild Coin from a lost Turnpikemen
Old: Sewage from a broken pipe
The Open Gate
Dull: A stone pulled from the gate.
The Bloodied Gate
Sharp: Blood from a Turnpikemen
Secret: The name of the Bloodied Gate's lost diety
The Evergate
Magic: A shattered Keystone from an earlier draft
Old: A chisel from the first iteration
The Grand Portcullis
Dull: Stone powder crushed beneath a portcullis
Fresh: Unused Mechanical Oil
The Disappeared Gate
Magic: A fleeting memory of what this once was
Fresh: Underthing blood
76
Random Tables
d66 Weather
11 - 16 Common Weather
11 Overcast: Normal, boring, and gray as the Bridge itself.

Clear Skies: A perfect view of the awful gulfs of infinity,


12 above and below you.

13 Light Precipitation (Natural): Summer showers, snow


flurries, etc.

Light Precipitation (Unnatural): Pulverized stone clouds,


14 misaimed chamber pots, etc.

Heavy Precipitation (Natural): Soaking downpours,


15 blizzards, etc.

Heavy Precipitation (Unnatural): Debris from a


16 collapsing aristocrat tower, hail-sized bird droppings, etc.

78
21 - 26 Weird Weather
Scent of Home: A wind blows, carrying with it a smell
somehow both unfamiliar and nostalgic, a sweet promise
21 of new beginnings and old dreams fulfilled. A wind like this
blew the day you left home. Counts as a Magic Ingredient
if harnessed, bottled, or otherwise added to the Cauldron.

Keystone Packing Day: The recently deceased are out in


force today. Scintillating ghostlights putter through the air,
22 lured out by the ministrations of Stonewright undertakers
who usher them into Keystones. The air smells of decay, but
the lightshow is pretty. Counts as an Old Ingredient.

Keystone Packing Day: The recently deceased are out in


force today. Scintillating ghostlights putter through the air,
22 lured out by the ministrations of Stonewright undertakers
who usher them into Keystones. The air smells of decay, but
the lightshow is pretty. Counts as an Old Ingredient.

Foul Flood: A section of sewer backs up or a water main

23
breaks and seeps up through the cobbles, gumming the
streets up in mud and rivulets of filth. Counts as an Old
Ingredient if scooped into the Cauldron.

Bridgequake: The Bridge ripples and shakes. Buildings


24 are damaged, towers wobble like shaken fruit trees, and bits
of stone fall into the Under.

Birds: Flocks the size of clouds, droppings like hail, caws


25 like unrelenting thunder. Also, they are very hungry. Roll on
Awful Birds (pg 77).

Under-Fog: A dingy, twitching mist that wafts up from


26 below, smelling of ozone and lost time. Counts as a Sharp
Ingredient if wafted into the Cauldron.

79
31 - 36 Bridgetown NPCs or Creatures
The Gruff Brothers: A trio of Gruffolk, Klein (Skill 7,
Stamina 8), Mittel (Skill 9, Stamina 13) and Hoch (Skill 12,

31 Stamina 18). They challenge anyone they come across to a


“friendly wrestling match”. This almost invariably ends with
Hoch throwing some unfortunate sod off the Bridge while
Klein and Mittel tally up the loser’s possessions.

Big Mac: A Gatehouse-sized Keening who slowly brachiates


32 along the underside of the Bridge. Mac swings up onto the
Bridge proper to rest once a decade—a time of trade and
celebration for the Bridgers who live inside him.

The Wizard of Vase (Skill 5, Stamina 8): A Stonewright


prone to theatrics and overpromising, many consider The
Wizard himself a charlatan. The large stone vase he carries
33 on his back, however, can supposedly grant one’s heart’s
desire if something of equal value is sacrificed into it. Who
can say the value of a Dream Fulfilled? The vase counts as a
Magic Ingredient.

Bridge-Crossed Lovers: One from Up the Bridge, the


34 other from Down the Bridge; a Gatehouse and rival families
held them apart. Great sacrifices were made to get them
here, more sacrifices will be made before the end.

Coblin Sky-Raid: On parachutes of scrap and goat-


35 stomach balloons, dozens of wind-riding Coblins (Skill 3,
Stamina 3) descend with only two things on their collective
minds: Stabbing and Stealing.

Under Ingress: The Under vomits up a soupy, ephemeral


36 swash of itself and d3 Under-Things arrive to play around in
hard reality like curious children. Roll on Under-Things.

80
41-46 Magical Spells Run Amok
Gruffstep: A trip of Gruffolk pilgrims (Skill 5, Stamina 8)
is caught up in religious ecstasy and stampedes down the
41 Crossing in a wave of bleats and blessings. Test your Luck
or join them in sprinting and leaping until you drop from
exhaustion.

Yaulp: For some reason everyone is yelling. Their yells are

42
echoing much farther than they should—and causing other
people to join in yelling. Test your Luck or lose your indoor
voice for an hour.

Eyes of the Bridge: A disorienting flash scrambles folks’

43
senses and scatters them across the district. Test your Luck
or have one of your senses assigned to a random point
within 1 mile for an hour, or until you leave the affected area.

Word on the Street: Every cobble and flagstone on the


44 street starts to babble in its own little voice when stepped
on. Test your Luck or be deafened and unable to concentrate
for an hour.

Sculpt the Bridge: Stones randomly rearrange


themselves, jutting at odd angles and causing new holes
45 to form. Test your Luck to avoid 2d6 damage from falling
into a yawning pothole or getting punched in the face by a
townhouse.

Petrifaction: A sound like tumbling pebbles sweeps


down the street. Anything in direct contact with the street
46 and not made of stone, starts to turn to stone. Test your
Luck or completely unground yourself to avoid having your
boots, clothing, or other possessions petrified.

81
51-56 Other-Sphere NPCs and Creatures
A Golden Barge careens out of the Under-Fog and smashes
itself to splinters against the side of The Bridge. Several very
51 out-of-town-looking passengers (Skill 3, Stamina 4) survive.
(Check out Fronds of Benevolence by Andrew Walter for more
Barge adventures.)

A very muscular person (Skill 5, Stamina 8) wearing colorful


swimming trunks and strange red/blue spectacles. They
52 wield a small net on a long pole. They desire a “Pool”. Their
net counts as a Dull Ingredient. (Check out Prismot by Jared
Sinclair for more synthwave vibes.)

They look like a Bridger stretched thin in every sense of


the word. A crystal orb pulses slowly in one hand, a wavy
53 dagger held loosely in the other. They smell of ozone and
exotic flowers. (Check out HexDrive by Micah Anderson for more
scifi wonder.)

At first they look like a very small Troll (Skill 6, Stamina 10),
but closer inspection reveals it to be more lizardlike. They
wear a tall white hat and an apron, wield a ladle the size of a
54 maul, and have a burning desire to eat new/unusual things.
(Check out Bakto’s Terrifying Cuisine by Giuliano Roverato for more
delicious adventures.)

A lithe being topped with deep black eyes and


fuzzy feather antennae, this person holds forth a crystalline
55 lamp and looks honestly bewildered by the open vastness
around them. (Check out The Gællæffan Guide to Troika by Brian
Ericson for more weird bugs.)

If not for the wig-capped metal mask and the immense


gavel, this figure (Skill 6, Stamina 5) would not be out of

56 place among the poshest aristocrats. They are willing to


trade “legal services” for a place to hide. (Check out Down in
Yongardy by Chris Bissette for more courtroom drama.)

82
61-66 Items and Loot
A lost carrier pelican coughs at a convenient moment,
61 spilling its bill’s contents nearby. Cleaning them off nets you
2d6 Provisions.

A representative of the Trestle Trolls Fall Insurance


62 Syndicate (Skill 9, Stamina 12) clambers over the side of the
Bridge, offering a free promotional voucher.

A finely hewn statue in the shape of androgynous Bridger,


63 a large hole in their chest. At its feet lie a robed skeleton, a
hammer, and a warmly pulsing Keystone.

Two aristocrats are having a “gentleman’s disagreement” (aka


a Twit War), and their retainers are dueling it out overhead.
64 d6 weapons and pieces of embroidered battle-finery can be
looted from already-unconscious footmen that have fallen
to the street.

A tax collector from the nearby Turnpike Guild lies here,


65 dead of “natural causes”. Their mangled corpse hides
3d6 Guild Coins of the local mint.

Rarely, a Bridge stone holds memories of what it has


witnessed. Moments of great joy, terrible sorrow, or soul
66 wrenching fear. This unassuming rock holds such a memory,
which is cast like a film reel upon the screen of your brain
when you touch it.

83
Awful Birds
Syrinx-Billed Stork (Skill 4, Stamina 6) - Legs as long as a
1 Troll is tall and a beak like a hypodermic needle. Its piping voice is
as beautiful as its bite is terrible.

Scrapper Heron (Skill 5, Stamina 7) - Tar-black feathers, four


2 eyes, and a serrated beak. It has a proclivity for stealing metal for
their nests.

Klaxon Bridgerunner - No wings, just four legs with gliding


3 membranes and a call that can be heard for miles. Semi-tamed
Klaxons are used in the Cable Mines.

Bosch’s Echo-Babbler (Skill 9, Stamina 16) - Mastiff-sized


4 shell with wings and legs sticking out. It mashes smaller animals
to paste then slurps them with a long tongue.

Pidgin Pigeon - Oil-stained feathers and opposable thumbs,


5 exceptional mimics that are dumb as dirt. Very popular pet
among aristocrats.

Gulper Albatross (Skill 8, Stamina 11) - No legs, massive


6 wingspan. It swallows anything smaller than itself whole, and
shits everywhere.

84
Fell Off The Bridge
When you fall off the Bridge, you may choose to expend all of your Luck to survive,
with results determined by the table below. For instance, if you have 7 Luck and fall
off the Bridge, you expend all your Luck and survive by using table entry #7. If you
don’t have any Luck left, you must roll a d6 on the Falling table.

You simply don’t fall. The stones extend to support you. Time stops, and you
12 glimpse a vision of the end of the Bridge. All of your Skills are marked for
advancement.
You snag an old mason’s rope, wildly swinging around to the other side of
11 the Bridge and landing back on top. Gain the “Falling off the Bridge” skill at
Rank 3. You can use this skill instead of a Luck Test in the future.

10 An Awful Bird (pg 85) catches you, repaying an ancient debt.

9
The stone supports you, cracking and crumbling to keep you from toppling.
You owe the stones a great debt.

8 An enemy or ally gets in the way. They fall off instead of you.

7 You may cling to an enemy or an ally and use them to pull yourself back onto
the Bridge. You deal your unarmed damage to them.

6 An ally extends an item for you to grab onto. The item is damaged, but you
remain on the Bridge.

5
You have a long-forgotten Trestle Troll Ticket that may be exchanged for
one daring rescue, courtesy of a bored Troll.

You fall into a forgotten Pillar Dungeon. The GM fills the contents with their
4 favorite old-school dungeon crawl. Hopefully you can escape back to the
surface of the Bridge, or your friends can rescue you!

3 Roll on the Weather table (pg 79). The result saves you somehow.

2
You fall into a secret crevice filled with a few valuable items and one angry
resident.

1
You get tangled in an errant root, taking damage as Spear. You will need
help to extricate yourself.

0 Roll 1d6 on the Falling table (pg 87).

85
Falling
Hours later you hear the creak of hinges, glimpse a blur of wood,
and hit hard on the side of a door. A shocked wizard rushes over to

1 see if you’re alright. Perhaps you will find a home in the great city of
Troika. (Check out the Troika rulebook by Daniel Sell for more info about
this weird city)
You mutter a goodbye to the great Bridge as it fades from
your view. Eventually you see... another bridge? This one is
made of huge roots twisting about giant spheres. You land
with a strange crunch and awaken to find someone yelling at
2 you. Apparently you injured their precious beetle? Now you
must help them find some healing mushrooms among the Jet
Strictures. (Check out The Gællæffan Guide to Troika by Brian Ericson
for more weird bugs)

The cold wind whipping past your face grows warmer as you
descend. You smell...garlic? After splashing into a thick liquid you
crawl out of a giant pot, confused but perfectly seasoned. The large
3 figure looming over you shouts out a terrifying cuisine order and
begins counting down. (Check out Bakto’s Terrifying Cuisine by Giuliano
Roverato for more delicious adventures)
As you fell, the sky became an orange/pink haze. You heard some
kind of fast-paced music just before you hit the water and lost

4 consciousness. After you come to, a gorgeous man in a Speedo hands


you a strange net and a shirt with “Prismot Pool Cleaners” written on
it. (Check out Prismot by Jared Sinclair for more synthwave vibes.)
You fall for hours. By the time you hit the water you have long been
dead. When your corpse comes to rest on the ocean floor your

5 skeleton hatches and wanders off into the depths, confused but
with a drive to find purpose buried deep in their bones. (Check out
Bones Deep by Technical Grimoire for more underwater adventures.)
You fall, confused and afraid. You keep your eyes focused on the
Bridge, slowly sinking into the distance. The air grows colder and
darker. Your sense of falling recedes as you drift through a black

6
void. A spark of light draws your attention, growing golden as
it approaches you. The vehicle has sweeping curves and a wide
ovular bow. A white bird is emblazoned on the side. A hatch opens,
drawing you within. (Check out HexDrive by Micah Anderson for more
scifi wonder.)
86
Under-Things
Cacophonous (Skill 4, Stamina 7) - Deafening whirlwinds
1 of parroted noises, voices, and music, trying to build up to a
self-actualizing crescendo.

Cloying (Skill 5, Stamina 4) - Desperately parasocial emotion-sinks


2 that like to get touchy-feely with people’s limbic systems.

Lurid (Skill 7, Stamina 3) - Curious globes of light that try to


3 illuminate and inspect everything. Prone to blinding and/or opening
things up.

Noisome (Skill 6, Stamina 9) - Olfactory nightmares that fumigate


4 their surroundings with constant, curious snuffling.

Slavering (Skill 8, Stamina 12) - Wads of rubbery cilia that


5 developed a sense of taste. Leave long trails of saliva and scandalized
bystanders.

Tactile (Skill 9, Stamina 14) - Roiling sheets of stone, scale, meat,


6 fiber, and many other forms of matter, always looking to add more
to the mix.

87
Economics
Currency is a very new, mostly unwanted invention
on the Bridge. Goods and services are normally
exchanged through barter, or gift economies.
Anything you earn must be repaid in kind, and folks
will come a-calling. Even if your local Turnpike Guild
forces everyone to adopt coinage, the gaudy bits of
metal are worthless outside of town, except as scrap.

Nonetheless, there are a few near-constants and


“global” markets across the Bridge. The most useful
one is, unsurprisingly, food. Every Bridger needs to
eat to live, unless they’re made of rock—and even
then they might enjoy a meal for its familiarity. If
better trades or favors aren’t available, a bit of tuck
might do it.

Example Goods Measured in Provisions:


50 Provisions = 1 Freshly Consecrated Keystone

42 Provisions = 1 Magic or Secret Ingredient

36 Provisions = 1 Trestle Troll Ticket (One Use)

30 Provisision = 1 Metallic Weapon

26 Provisions = 1 Dull, Sharp, Fresh, or Old Ingredient

20 Provisions = 1 Vest of Stone-Sewn Armor

8 Provisions = 1 Nonmetallic Weapon (Wood, Stone, Bird Beak, etc.)

3 Provisions = 1 Guild Coin (Local District Only)

Common Ranged Weapons


Not reliant on metal for effectiveness, and useful for weaponizing the many
loose stones of the Bridge.

Damage Roll: 1 2 3 4 5 6 7+
Sling: 2 4 4 6 8 10 12
Compound
Slingshot:
1 2 4 4 8 12 16

88
3d6 Magic Stones
3. Soapstone - A common find when mining out the Piles, Soapstone acts
just as that—an excellent soap. A Stonewright, however, can use it to wash
away the effects of magic by investing an amount of stamina—and actual
elbow grease—equal to that of the spell being purged. A hand-sized chunk of
Soapstone is used up to remove the effects of a single spell.

4. Keystone Cameo - A delicately carved cameo representing the face of the


body that once held the soul within; the process of their creation is only known
to exceptionally skilled Stonewrights. Normally only Stonewrights or Keenings
can commune with Keystones, but anyone can speak with these. Truth be told
though, the soul would rather be left to its peace.

5. Spell-Sand - The leftovers of cobbles/Keystones that were used for magic,


they retain a small amount of magical essence. 5 inventory slots worth of
Spell Sand can be pressed into a 1-inventory-slot Spell-Stone. Counts as a Dull
Ingredient.

6. Bezoar - A strange stone that grows in the guts of goats and elderly Gruffs.
It is said to be the source of their ability to consume nearly anything without
negative effect. Using one can nullify a single ingested poison, but any nearby
Gruffs will be very interested in how exactly you obtained one.

7. Carbuncle - A blood-red stone only found in the petrified skulls of dead


Trolls—supposedly it is their pineal gland. While not particularly useful on
the surface, beyond being a pretty bauble, it grants a Troll’s innate sense of
direction to those traversing the Sewers. Use it to Test your Luck to avoid
becoming lost, after which its magical properties are lost.

8. Adder Stone - A bizarre stone with a naturally occurring hole bored through
the center. Looking through the hole allows one to see through all sorts of
mists and smoke. If you look over the side of the Bridge with an Adder Stone,
Test your Luck to avoid going mad.

9. Toadstone - A glassy green pebble fished up from the Bridge’s deep cisterns,
Trolls prize them as baubles and claim they are good for treating a variety of
ailments. If a toadstone is crushed and mixed into a liquid, it becomes a potent
poison for any non-Troll.

10. Sourstone - A sour-tasting rock pulled from the Sourstone district’s streets.
Sucking on the rock like a terrible jaw-breaker, for the entire day, will be worth
a daily provision, with a single sourstone capable of lasting for a week. Test
your Luck if anything jarring happens (such as a combat encounter) to avoid
shattering your teeth.

89
11. Lapudite - An incredibly rare ore found within Bridge Cables, it can be
combined with iron to make a significantly lighter alloy. Pure Lapudite negates
an equal amount of weight and will float off if left unattended.

12. Hadite - An incredibly rare ore found in the deepest parts of the Piles. A
quantity you’d expect to take up one inventory slot takes up five slots instead.
A weapon infused with Hadite takes up twice the inventory slots (minimum
5) but deals +2 Damage. A nail of pure Hadite is nigh impossible to pry loose.

13. Creation Clay - A substance made from Spell Sand and other rare reagents,
with occasional natural formations cropping up within the Piles. The clay is
easy enough to sculpt, but has a unique crafting quality: if it is shaped entirely
though licking, anything created with this material acts as though created with
the Posthumous Vitality spell, substituting the character’s Sculpting Skill (or
similar) for the Posthumous Vitality Skill.

14. Thunderstone - Rare flints from a bygone age, often found embedded
in places rumored to have hosted the ancient Builders. Thunderstones act as
Spell-Stones which a Stonewright can charge with Stamina by way of blood
sacrifice (theirs or someone else’s). Shattering one acts as the Explode spell
making them popular among miners.

15. Petrifying Well - The locations of Petrifying Wells are often jealously
guarded by Trolls, who consider them sacred sites. Anything placed in a
Petrifying Well… well, petrifies. A single vial of water drawn from a Petrifying Well
is enough to petrify a limb or an inventory slot worth of material. Spellwrights
theorize that each Petrifying Well is actually powered by individual Keystones,
imprisoning ancient and terrible souls.

16. Loadstone - Since compasses serve little purpose on the Bridge, Loadstones
are largely used for seeking iron and other ferrous metals. A Stonewright can
cause two (or more) Loadstones to resonate with each other, allowing the
carriers to know the general direction of the other resonant stone(s) thereafter,
regardless of distance.

17. Voidstone - Long exposure to the Under-Fog has left the inside of this
seemingly normal rock leached and porous like pumice. Voidstone is able to
hide the presence of sorcerous activity from second sight, but makes spells
cost double the stamina to cast. It has 2d6 uses, after which it hatches into an
Under-Thing.

18. Coblin Cubes - When Coblins die they revert back to the cobblestones
from which they arose, retaining a small portion of their individual essence.
Some less-savory individuals have carved these stones into dice. Spending
1 Luck will make the pair land on whatever face you want; however,
Coblins are incredibly hostile to anyone in possession of these dubbing them
“Corpse Rollers”.
90
The Homebody Bridger’s Glossary
Bindlestick Syndicate, the - A clandestine brotherhood of Pebble-Pinchers
rumored to operate all over the Bridge. What they actually do (if they exist
at all) is a mystery that piques the paranoia of guards and property-owners
everywhere.

Bird (Awful) - Catch-all term for any Creature of the Sky, no matter how horrid
or dissimilar to an avian it is.

Bolsterer - A Stonewright who casts magic sparingly and works to ensure the
stability of the Bridge. More welcome than Eroders, but still treated cautiously
for the powers they deal with.

Bridge, the - The entirety of the world (as far as anyone knows).
Bridger - Any sapient denizen of the Bridge, regardless of species. Older,
prejudiced uses of the term make certain omissions.

Bridgetown - Collective name for all “civilized”, non-wilderness areas of the


Bridge. Archaic spelling: Brycġtun.

Candy-Cobbled Streets, The - A fabled District and land of plenty where


even the cobblestones are edible. A popular subject for Pebble-Pincher songs.
Few think it truly exists, and fewer look for it.

Cobblestone Farming - Euphemism for the practice of abducting and


murdering Coblins with the intent of profiting off their stone corpses. Outlawed
by the Pact, rumored to persist.

Crossing, the - The main thoroughfare that runs down the center of the Bridge.
Also called Mainstreet, Bridgestreet, “the Road”, etc.

District - A discrete inhabited section of the Bridge, comparable to a town or


neighborhood. Often a span or more in length.

Eroder - A Stonewright who casts magic recklessly and damages the Bridge as
a result. Considered villainous in most parts.

Gatehouse - The abode of a Turnpike Guild, from which they collect taxes
and harass traffic. Often but not always built on top of Bridge Piles, so that the
weight of these huge structures is more safely distributed.

Keystone - Stone specially enchanted by Stonewrights to house one or more


restless spirits of deceased humans. Sometimes used as literal keystones in
arches. Vary greatly in size and appearance, from small ornamental tiles to
huge, troll-sized boulders.

92
Pact, the - The only universal law on the Bridge: all sapient species must
be treated as equals. The Pact was sealed generations ago, after war and
persecution nearly brought the Bridge to ruin. According to legend, the Pact
was made when the Bridge itself spoke up. It said aloud, in no uncertain terms,
that it was soon to crumble beneath the weight of stupidity and malice. To
break the Pact, even in a small way, is to shift the balance on this knife’s edge
even farther towards destruction than it is already.

Piles - Enormous “legs” that raise the Bridge up out of the Under at even intervals.
Each Pile is uniform: dozens of meters thick with a metal core. They are often
riddled with mine shafts, hollows, and dungeons from ages past.

Sky, the Infinite - Everything above the Bridge. Typically clear, blue, and prone
to birthing horrible creatures called Birds. Converse of the Under.

Span - Standard unit of measure derived from the distance between the
centers of two adjacent Piles. Equal to 10 kilometers in fancy Stonewright
measuring language.

Spell-Stone - Brick etched with geometric sigils that both aid and fuel
spellcasting. Spell-Stone production is slow and usually regulated by
Stonewrights. Uniformly shaped like supernaturally heavy bricks, often
decorated with the seal of the Stonewright school that carved it.

Trestle Troll - A Troll who lives on the sides or underbelly of the Bridge, moving
by way of brachiation. Most are members of the Trestle Trolls Fall Insurance
Syndicate, dedicated to the timely rescue of anyone unlucky enough to fall off
the Bridge—for a nominal fee.

Turnprick - Accurate Derogatory term for anyone employed by or associated


with a Turnpike Guild or Gatehouse.

Under, the - Everything below the Bridge. Murky, swirling with mists of
rarified reality, it is the origin of many strange Under-Things. The Under-Fog
grows increasingly dense as one moves down, becoming more like liquid but
never quite—the strangeness compounds in equal measure. Converse of the
Infinite Sky.

Under-Fishing - The practice of throwing large baskets over the sides of the
Bridge to “fish” lost or congealed things up from the denser layers of the Under.
Can be done professionally or as a hobby.

Under-Thing - Catch-all term for anything native to the Under that fits general
descriptions of being “alive”. Lethally curious as a rule.

Weather - Any phenomena that comes from above or below the Bridge.
Includes but is not limited to rain, sleet, bird shit, debris from collapsing
93 aristocrat towers, etc.

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