The Price of Prophecy (Production)
Pathfinder Second Edition

Snapshot · Sep 14, 2026, 12:46 AM

  • The Price of Prophecy (Production)
    • narrativeCampaign Primer
    • narrativeThe Lore of Druma
    • Module artifacts
      • handoutThe Palakar Forest & The Town of Macridi
      • imageGolden Hand Seal
      • mapDruma WikiPath
      • pageThe Price of Prophecy - PC Guide
      • monster blockMacridi Blade Warrior
      • articleCedar Court
      • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
      • handoutTar Taargadth
      • mapMacridi-Additional
      • pageCampaign Arc (FULL Spoilers)
      • monster blockWood Wraith
      • articleCourt of Seasons
      • handoutOath of Everlasting Friendship
      • mapMacridi Area
      • pageCampaign Arc (FULL Spoilers) (new CSS)
      • monster blockSpeaker of the Pale
      • articleDesolation Blade Mounts
      • handoutBlood Price Economy
      • mapDruma Detailed
      • pagePlayer Primer • Pulgari Estate<
      • monster blockAnimated Log Servant
      • articlePulgari Estate
      • handoutDruma - Profit and Prophecy
      • pageGM Primer • Pulgari Endgame
      • monster blockBarrow Clay Sentinel
      • articleReiver's Right
      • handoutNew Macridi
      • monster blockInfernal Brightling
      • articleMacridi
      • handoutThe Blight of Reaver's Right
      • monster blockInfernal Blight Stalker
      • articleMacridi Blades
      • monster blockInfernal Blight Reveler
      • articleCourt of Endless Revelry
      • monster blockBrimorak Demon
      • articleMammon: The Argent Prince
      • monster blockOrt (Drudge Devil)
      • monster blockGOLDEN HAND MERCENARY
      • monster blockGOLDEN HAND ARCHER
    • Acts
      • actA1Investigating Reiver's Right
        • narrativeOverview
        • sceneS1Briefing at Karland's Sawmill
          • narrativeMain
          • handoutInvestigate Reiver's Right
          • encounterE1Meeting Danum Karland
            • narrativeMain
            • challengeMeeting Danum Karland Challenges
            • imageBlighted Log
            • handoutTakeaways from Karland's Sawmill
        • sceneS2Around Town Macridi
          • narrativeMain
          • mapOld Macridi (Unmarked)
          • mapOld Macridi
          • encounterE1Karland's Sawmill
            • narrativeMain
          • encounterE2Fanciful Inquiries
            • narrativeMain
            • sidebarBuying Maps
          • encounterE3The Gilded Ledger Tavern
            • narrativeMain
            • challengeE3 — The Gilded Ledger Tavern Challenges
          • encounterE4The Salty Bark Tannery
            • narrativeMain
          • encounterE5Sanctitude Saunas
            • narrativeMain
          • encounterE6The Iron-Root Apothecary
            • narrativeMain
            • challengeAlchemist Rub
            • articleAlchemical Reagent Bundle
          • encounterE7Assembly Institute
            • narrativeMain
          • encounterE8The Veridical Scriptorium
            • narrativeMain
            • pageGM Primer • Hidden Conspiracy
            • handoutTakeaways from Veridical Scriptorium
          • encounterE9The Watchmaker's Loft
            • narrativeMain
          • encounterE10Best Fit Furnishings
            • narrativeMain
        • sceneS3The Darkwood at Mudjaw Reach
          • narrativeMain
          • encounterE1Getting the Darkwood
            • narrativeMain
            • mapMudjaw Beach
            • monster blockBalanced — 2× Reefclaw
            • monster blockBlue-Ringed Octopus
            • monster block2× Grindylow
            • sidebarMovement in the Shallow
            • handoutTactics
            • monster blockMudjaw Lurebloom
        • sceneS4The North Road
          • encounterE1e1
            • monster block8x Thralls
          • mapNorth Road - Sketch
          • mapNorth Road - Detail
        • sceneS5Pulgari Estate Crossroads
          • encounterE1Golden Hand
            • monster block2x Golden Hand Mercenary
            • monster blockGolden Hand Archer
            • pageXP
            • pageRecall Knowledge
            • imageGolden Hand Crossing
        • sceneS6Reiver's Right
          • mapReiver's Right Sketch
          • mapReiver's Right Sketch (Unmarked)
          • mapReivers's Right Battlemap
          • encounterE1South Gate (North Road)
            • narrativeMain
          • encounterE2Gatehouse
            • narrativeMain
          • encounterE3Central Yard
            • narrativeMain
          • encounterE4Foreman's Hall / Camp Hall
            • narrativeMain
          • encounterE5Cookhouse & Mess
            • narrativeMain
          • encounterE6Bunkhouses / Workers' Cabins
            • narrativeMain
          • encounterE7Storehouse
            • narrativeMain
          • encounterE8Smithy
            • narrativeMain
          • encounterE9Stables
            • narrativeMain
          • encounterE10Sawpit / Sawyard
            • narrativeMain
          • encounterE11Carpentry Shed
            • narrativeMain
          • encounterE12Log Stacks
            • narrativeMain
          • encounterE13Log Chute & Hoist
            • narrativeMain
          • encounterE14Lower Landing / Dock
            • narrativeMain
          • encounterE15Watchtower
            • narrativeMain
          • encounterE16Shrine of Erastil
            • narrativeMain
          • encounterE17North Track (to Ranger Road)
            • narrativeMain
      • actA2The Cedar Court
        • sceneS1Getting to the Cedar Court
          • mapCedar Court - Surrounding Area
        • sceneS2The Cedar Court
          • mapCedar Court Sketch
        • sceneS3The Cedar Blightroot
      • actA3Court of Endless Revelry
      • actA4The Court of Seasons
        • narrativeStub Overview
      • actA5The Fate of Profit
        • narrativeStub Overview
      • actA5The Gilded Cage
        • narrativeStub Overview
      • actA6Act 5B — Tar Taargadth
      • actA2The Gilded Cage
        • narrativeStub Overview
      • actA3The Court of Seasons
        • narrativeStub Overview
    • Bucket
      • handoutThe Palakar Forest & The Town of Macridi
      • handoutTest Handout
      • handoutGuild Contract
      • handoutFanciful Inquiries
      • handoutThe Iron Root Apothecary
      • monster blockYoung Reefclaw
      • handoutTrouble Up Profit's Flow
      • handoutNew Macridi
      • monster blockZebub
    • Reference
      • handoutFanciful Inquiries
      • imageShining Lands 1
      • imageShining Lands 2
      • handoutThe Iron Root Apothecary
      • imageKellid
      • imageDruma
      • imagemacridi-2
      • imagemacridi-1
      • articleArchtype - Prophet of Kalistrade
      • articleArchtype - BlackJack
      • imageDruma, Profit and Prophecy
      • imageBlighted Fey - 1
      • imageBlighted Fey - 2
      • imageForest Blight
      • imageBlight
      • pageThe Macridi Sandbox – How It All Ties Together
      • imageMammon
      • imageMammon Watercolor
      • pageMudjaw Reach backup
      • narrativeNew Macridi 2
    • Shelf
      • encounterE1The Forced Auction
        • narrativeMain
      • encounterE2The Blood Price Debt Collector
        • narrativeMain
      • encounterE3The Lost Feyspawn
        • narrativeMain
      • encounterE4The Merchant's Secret
        • narrativeMain
      • encounterE5The Whispering Naiad
        • narrativeMain
    • Trash
      • narrativeMain
    • PCs
      • pcMilo Mireheart
        • narrativeCharacter Sheet
        • pageMain
      • pcDoku
        • narrativeCharacter Sheet
        • pageMain
      • pcGalio Sullus
        • narrativeCharacter Sheet
        • pageMain
      • pcKota
        • narrativeCharacter Sheet
        • pageMain
      • pcVarda
        • narrativeCharacter Sheet
        • pageMain
    • NPCs
      • npcGuildmaster Venna
        • narrativeDescription
        • pageMain
      • npcAmbithas the Archon
        • narrativeDescription
        • pageMain

New Macridi 2

New Macridi: The Engineering Marvel

Where the rushing currents of Profit's Flow collide with the wide waters of the Great Goldpan, the old river settlement gives way to one of modern Druma's most ambitious feats of engineering: New Macridi. Raised from the confluence roughly fifty years ago, the district was constructed upon fortified artificial islands using techniques recovered from the works of Tar Taargadth, the ancient dwarven empire that once dominated this region. Kalistocrat investors combined enormous capital with dwarven engineering knowledge thousands of years old, transforming a dangerous river junction into a carefully controlled industrial landscape.

The islands themselves are the marvel. Rather than simply building upon existing shoals, engineers drove immense stone foundations into the riverbed, reinforced them with interlocking masonry, and gradually raised broad platforms above the currents. Channels were deliberately left between the islands, forcing the rivers through carefully calculated passages where their tremendous energy could be controlled and exploited. Much of the underlying construction follows principles attributed to Tar Taargadth's ancient bridgeworks, floodworks, and mountain waterways—engineering designed not merely to resist water, but to make the water perform useful work.

The primary challenge facing New Macridi's founders was the sheer velocity of the confluence, which frequently swept valuable timber past the settlement or smashed entire rafts against the rocky banks. Their solution was a massive timber-and-stone boom extending into the mouth of the Great Goldpan. Anchored to the artificial islands and supported by dwarven-style stoneworks beneath the waterline, the boom catches raw darkwood logs drifting down Profit's Flow and gradually deflects them out of the main current into a calm, protected collection basin beside the western island.

Legacy of Tar Taargadth.

The builders of New Macridi did not invent most of the principles that make the settlement possible. They adapted surviving dwarven engineering traditions descended from Tar Taargadth, whose masons and engineers constructed works intended to endure for centuries or even millennia. The great achievement of the Kalistocrats was recognizing the commercial value of those ancient techniques and financing their use on a scale few private ventures could afford. New Macridi is therefore both thoroughly modern and unmistakably ancient: a fifty-year-old city standing upon engineering ideas older than Druma itself.

Hydraulic Infrastructure: The Sawmill Island & Waterwheels.

Once logs are funneled into the sheltered western basin, they are drawn directly into the massive Sawmill Yard. Flanked by the West Waterwheel and expansive Lumber Docks, heavy industrial winches haul timber from the water to be squared, processed, and stacked. The channels between New Macridi's islands concentrate the river current against enormous waterwheels whose power drives gang saws, hoists, pumps, and other machinery throughout the district. Raw trunks entering from the north can emerge as valuable darkwood planks ready for shipment without ever leaving the engineered river complex.

Connected by broad stone arched bridges, New Macridi's central and eastern islands house the civic and commercial heart of the district. The central island is anchored by the grand dome of the Temple of the Confluence and a bustling Market Square, guarded by fortified gatehouses and the Town Watch. Across the bridge, the eastern island hosts the Merchant Quarter, Guildmaster's Manor, and the lively Gold Spike Tavern, overlooking sprawling warehouses and the eastern Barge Docks where finished goods begin their journey downriver toward Kerse.

The settlement's relative youth remains apparent despite its monumental construction. There are dwarves in Macridi old enough to remember watching the first foundations rise from the river, and some of the families involved in the original project still possess engineering drawings, construction ledgers, and fragments of much older dwarven plans used by the builders. To outsiders, however, the scale of the masonry often makes New Macridi appear far older than it truly is.

In stark contrast to Old Macridi across the river—where independent operators like Danum Karland process timber through historic, shore-bound mills—New Macridi is a strictly regulated corporate powerhouse. Blackjacket checkpoints monitor transit across the approaches, ensuring that licensed merchant guilds and accredited Kalistocrats maintain control over the river's enormous wealth. Yet as strange black sap begins arriving from upriver, even New Macridi's carefully engineered booms, channels, and protected basins cannot completely isolate it from the corruption spreading through the Palakar Forest.

Standing on the stone bridges of New Macridi, one can hear the perpetual thunder of water beneath ancient-inspired arches, the slow turning of immense wheels, and the rhythmic clatter of saws. To a dwarf, the foundations whisper of Tar Taargadth. To a Kalistocrat, they sound like profit.

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Read-only syndicated snapshot · Syndicated Sep 14, 2026, 12:46 AM. Content updates when the author syndicates again in Adventure Maker.

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