![[z_Publish/_assets/Ozythar.png]]
# General
Select Settlement:
Select Category: Town +200
**Reputation:** The biggest town on the Rustwater, built around two great bridges. Home of the gnome powder-makers, the frontier marshals and the stage road.
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#### **Atmosphere**
- Copperbridge sits where the stage road crosses the Rustwater, twice: two long bridges of red stone and copper-sheathed timber, one at each end of a river island where the oldest part of town stands.
- It is busy, noisy and smells of gunpowder. The powder-works on Tinker's Row bang and smoke all day, the stagecoaches come and go, and the main street is lined with saloons, hotels, banks and gun shops.
- There is law here, mostly. The marshals keep the peace in town and ride out to the smaller settlements when they're called, if they're called in time.
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#### **Economy & Trade**
- **Thunderpowder and guns:** almost every gun in Ozythar was made in Copperbridge, or by someone who learned the trade here.
- **River trade:** cattle, hides, silver from the Rust Canyons and goods from [[2-World/Continents/Aurethis.md|Aurethis]] come down the river and the stage road.
- **The bridges** take a toll from every cart, rider and cow.
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#### **Notable places**
- **[[2-World/Places/Fizzwick & Daughters Powderworks.md|Fizzwick & Daughters Powderworks]]:** the oldest and biggest of the gnome powder-works.
- **[[2-World/Places/The Marshal's Office.md|The Marshal's Office]]:** the frontier's only real law.
- **Tinker's Row:** the smoky street of gunsmiths, powder-makers and workshops along the river island.
- **The bridges:** the North Bridge and the South Bridge, each with a toll-house at its end.
# NPCs
List important NPCs here.
# Travel
hrs per day
Travel Calculator / Exhaustion Level:
| Destination | Travel Days |
| ---|---|
| Next Town A | 🕓: |
| Next Town B | 🕓:
# CAMPING
C - Commerce (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
A - Agriculture (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
M - Military (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
P - Philosophy (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
I - Industrial (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
N - Nesting (Housing and Civil Engineering) - Residential Areas, Inns/Hotels
G - Government (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks
## Commerce
**C - Commerce** (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
*(none published yet)*
## Agriculture
**A - Agriculture** (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
*(none published yet)*
## Military
**M - Military** (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
*(none published yet)*
## Philosophy
**P - Philosophy** (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
*(none published yet)*
## Industrial
**I - Industrial** (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
- [[2-World/Places/Fizzwick & Daughters Powderworks.md|Fizzwick & Daughters Powderworks]]
## Nesting
**N - Nesting** (Housing and Civil Engineering) - Residential Areas, Bridges, Parks, Inns/Hotels
*(none published yet)*
## Government
**G - Government** (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks
- [[2-World/Places/The Marshal's Office.md|The Marshal's Office]]