![[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. --- #### **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. --- #### **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. --- #### **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]]