Bridgeport Settlement in The Lost Lands | World Anvil

Bridgeport

Modest fortifications and stone buildings hover over the rocky shoreline here, protecting the piers and docks that are the lifeblood of Bridgeport. Most of the shoreline stretching from the Falcomere Peninsula up to the Worntooth Peaks can’t support the large structures needed to form a good harbor as the shoreline varies from high and rocky to soft and swampy. Bridgeport is the closest safe port for large merchant vessels arriving through the Strait of Praeis and, of course, the last safe port before departing the Crescent Sea, which provides it with very heavy shipping and merchant traffic that the city does its best to support and encourage.  

History and People

Like many of the areas nearby, Bridgeport was once under the control of the Kingdom of Foere but that control fell away during the Foerdewaith Wars of Succession. The separation from Foere by Olduvar and the presence of nearby Brookmere help keep Bridgeport independent. Most of the citizens are human residents of Foerdewaith descent, but there is also a significant population of halfling craftsmen and a number of dwarves that migrated here from Brookmere years ago. A healthy mix of other races can be found here as well; Bridgeport sees enough merchant traffic through its harbor that visitors occasionally decide to stop here and take up residence.   The foundations here are deep and ancient. As one of the few areas able to support a sizable harbor along this stretch of coastline, there has been a city of some type at this place for thousands of years. Warfare, piracy, and even massive storms have changed the shape and form of the city over time, as well as its residents, but this location is ideal for traders and merchants, so even in the face of catastrophe the city has always been rebuilt. The present structures have stood for several centuries but the flooded catacombs beneath the city are from a distant, unrecorded past.
 

Religion

All religions are welcomed here as the city’s leaders do not want to alienate any merchants or traders. The Temple District is inland from the Trademoot and contains many temples, some grand and others quite humble. The leading among these are temples to Sefagreth (trade), Quell (the sea), and Belon the Wise. A temple to Muir is smaller and has fewer devotees. The Green Father is also worshipped here with a well-maintained temple and altar.
 

Trade and Commerce

Trade is the lifeblood of Bridgeport. Whether it is agricultural goods traveling to the port to be transported out or goods from the ships docking here meant to be sent inland, most of the city is devoted to attracting and keeping merchant traffic passing through. After agriculture, fishing and ship building and repair are the next largest contributors to the city’s coffers, with various smaller guilds following closely behind.   While shipping and trade are certainly the primary concerns of Bridgeport, running a not-so-distant second is farming. The entire region is known for its large plantations. These farms fan out inland around Bridgeport and line the trade way to Brookmere. A semi-tropical climate, fertile ground, and easy access to distant and eager markets make this region an agricultural hotbed. While there are farms that raise livestock, the vast majority of the plantations in the region produce cash crops, with the most significant being allspice, figs, cotton, gold melon, maize, millet, olives, oranges, and turnips.   Another of Bridgeport’s primary features is that it boasts one of the few true shipyards on the Crescent Sea. Shipwrights here are capable of building craft of almost any size and capability, and the shipyard can also perform repairs on damaged boats. The one drawback is that the yard is small enough that only one large ship can be built at a time, and each ship takes a considerable amount of construction time.   Three major trade houses are in Bridgeport: Risen Star, The Tamil Group, and Zephyr Assimilated, which is also the largest. These three concerns, and others, are responsible for shipping the local agricultural products abroad as well as inland. They then return with a vast array of goods from far-flung points in the Lost Lands to sell locally in Bridgeport or the surrounding cities. A robust guild presence supports the seafaring trades and ship construction as well as a variety of inns, casinos, and brothels. Banking services provided by the Rising Sun Coinhouse are recognized throughout many of the major trade cities in the Lost Lands.   The busiest part of the city is the Trademoot. Close to the docks, the Trademoot is a combination open-air market and auction arena. Locals sell their wares and produce in booths while the open-air auction house is where all manner of things are sold. Most of the influential guilds and finest shops in Bridgeport surround the Trademoot.
 

Loyalty and Diplomacy

Bridgeport has a mutual defense treaty with the Free City of Brookmere, but, in truth, it would expect any attack against it to come from the sea, making the treaty of little benefit. Trade agreements with the City-State of Castorhage, Brookmere, the Kingdom of the North Heath, and even distant Reme help maintain trade traffic through the city. No present agreements are in place with the Tycho Free States, but there is considerable trade traffic with merchant vessels from the far side of the Crescent Sea.
 

Government

Bridgeport is a barony, but not exactly in the classic sense. While the baron is the nominal ruler of Bridgeport, he is advised by a council of city leaders called the Seven who are the heads of powerful and influential families residing in Bridgeport. Most of the members of the Seven are either from one of the major merchant houses or are plantation owners, the two biggest industries in Bridgeport (trade and farming). The baron of Bridgeport is thus more of a mayor working with the advice and consent of the Seven than a sovereign ruler.   The baron serves an indefinite term, one basically determined by the confidence and support of the Seven. This means the baron is forced to consider his supporters in all the decisions he makes. Goron Ulien has made it his goal to become as important as possible to the livelihood of the Free City of Brookmere as he believes it can only enhance and protect Bridgeport’s status. Lax laws and reasonable tariffs ensure that a great deal of trade runs through Bridgeport, but without the support of a larger city or nation-state, the baron and others of the local elite believe their chances of growing larger are limited.   A well-armed and organized militia enforces the law, but these laws are designed to encourage trade and visitors, not to turn them away. While the actual trade in slaves is outlawed, ownership and use of slaves is fairly common, especially on the surrounding plantations. Import laws with respect to drugs and other items are equally friendly. There is a single court system in town managed by judges picked by the baron, usually with the approval of various city leaders. Corruption in the courts is common, and wealthy patrons have little to fear in the court system.
 

Military

The militia here is officially under the control of Colonel Girese Longcoat, who commands the guardsmen of the city. While the militia is not very large, it is well-trained, which makes their defensive positions formidable in the event of an attack. Most of the work of the militia comes in the form of acting as guardsmen policing the city for violent crimes. Bridgeport also has a small but effective navy of one galley and three longships under the command of Captain Coral White that patrols the waters just outside the harbor and periodically makes rounds to watch over active fishermen and whalers.
 

Major Threats

Baron Ulien and the city leaders believe that Bridgeport’s major threat comes in its dependence on trade. So the city makes a concerted effort to encourage more skilled craftsmen to come to the city and hopes to encourage the proliferation of its already robust agricultural sector.
 

Settlement


Bridgeport, City of

Rulers
Baron Goron Ulien

Government
Limited Democracy

Population
38,400 (21,200 Foerdewaith, 9,425 human mixed ethnicity, 3,820 Halfling, 1,890 mountain dwarf, 1,210 high elf, 370 Gnome, 265 half-elf, 135 half-orc, 85 other)

Languages
Common, Elven, Gnome, Dwarven, Halfling

Religion
Belon the Wise, Sefagreth, Quell, Muir

Resources
agriculture, trade, shipbuilding, shipbuilding supplies, livestock, banking

Currency
mixed

Technology Level
Medieval

Type
City
Owning Organization

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