Captain Bridges

Overview

Bridges is the captain of the Silkhorn guards. He was first encountered. After rescuing Chenris Tallfellow ‡, Mordecai Reverence and Wurinn Fuuldrusch from The Red Cult at the start of the campaign. He then guided them back to Silkhorn and taught them the basics of living in the Organisation of Free Cities (OFC).

Notable Information

History & Mentions

§ Interactions
Session 19 Worried about the state of the town and Azel †, they decide to go find Steve Ulan. Chenris Tallfellow ‡ suggests that asking Captain Bridges might be the best bet since they were meant to be working quite closely together. As they make their way through the town they find that the majority of people are wearing brown robes and hoods and that people seem very happy. upon closure look, Korrigan finds out that the people under the hoods are surprisingly not just humans, but many other races. Chenris also tries to get a closer look and (due to a bad roll) accidentally trips and pulls down someones trousers. he apologises profusely and returns the group muttering, "Cant do anything right it seems".
Session 00 Despite their victory, the cult leader escapes, leaving the party frustrated and on edge. Captain Bridges, taking charge, offers to escort them to Silkhorn for rest and recovery, noting the cult’s heinous deeds and his regiment’s efforts in dismantling their operations. The group, with no memory of how they ended up in the cult’s clutches, reluctantly agrees. As they march toward Silkhorn, Bridges repeatedly asserts his name and authority, leaving the group to ponder the mysteries surrounding their capture and the challenges still to come.
Session 00 The journey to Silkhorn, led by Captain Bridges, offered the group a chance to reflect on their escape and bond amid the tense atmosphere. The quiet forest trail, marked by dappled sunlight and the faint scent of the sea, provided a deceptive calm. As Bridges shared the region's history, the group learned of the Organisation of Free Cities (OFC) and its unique credit-based economy, posing a challenge to their reliance on gold. Entering the weathered port town, the adventurers found its resilience remarkable despite its scorched buildings and wary inhabitants. At the Adventurers Guild, they secured membership and lodging while navigating strict regulations, including a law against unlicensed magic. Chenris complied, purchasing a licence, but Mordecai defiantly refused, setting the stage for future complications.

Trivia