Cross'd Roads

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This is a shared concept, character or setting.
This page has a 'roleplaying' section, containing minimal information for interacting with the character or concept.

The Cross'd Roads is a region of space and time where many worlds meet. Although the mechanics are not properly understood, in effect it is possible to get to Cross'd Roads from many different places, even for people who cannot normally teleport or use space travel.

It is the location for Pro's unplotted inn and party boards.

1. Quotations
2. Appearance and access
3. Buildings and structures
3.1. Inns
3.2. Promenade Hall
3.3. Other
4. Employees
5. Wildlife
6. Warding (unnamed inn only)
7. Roleplaying
7.1. Canonical
8. Board links
9. See also

1. Quotations

"It isn't really any...thing... or anywhere, whatever. I personally think here just exists because people appear here. Or maybe the other way round... People kind of wander off if whatever reason brought them here went away. Then again, sometimes if they're kitties, they hang around and we can never get rid of them." --Basaltine [1]

"This place and the surrounding territories are located on something of a boundary of worlds. A crossroads, if you will. It is extremely easy to find, though nobody seems to know quite how they ended up here." --Suitov [2]

2. Appearance and access

The Cross'd Roads covers a few acres of land, but the boundaries are indistinct and often seem to change of their own accord. When you walk past the edge of the Cross'd Roads you end up somewhere else - but the transition is not abrupt.

The nature of the surrounding scenery shifts around a lot. A lot.

It is a literal crossroads: four roads of different appearance meet in the middle. The buildings are grouped around these.

The method of getting to and from the Cross'd Roads is kept very vague. It defies scholarly attempts to investigate it.

Road surfaces:

  1. [paved Roman style]
  2. [cobbled] with squareish stones
  3. [wood plank] (presumably leading to/from swampy, desert or jungle locations)
  4. [dirt track] with a bit of gravel plonked on it

3. Buildings and structures

3.1. Inns

The Cross'd Roads does seem to be something on an unlucky spot to open a business. Two taverns - the Twilight's Rest and the Schemers' Corner - situated on the site are both destroyed in unlikely accidents.

[The currently unnamed inn] is another business situated on the Cross'd Roads. A refurbished building sitting on supposedly cursed land, it is a legally neutral territory owned by Suitov Iceheart and managed by a voksin couple, Zoekla and Anar Phlock.

The scenery at the back of the inn is always woodland, but the type of tree tends to change when it's not being watched. It is possible to wander around in the woods and find your way back to the inn, if you're looking for it.

3.2. Promenade Hall

The Promenade Hall is a short distance along from the inn. It is a large building with lovely ornamental gardens, available at short notice to any Cross'd Roads visitors. It is normally used to host parties, ball dances and other miscellaneous functions. The gardens, which include bowers, formal herb and flower beds and a maze, are always open to characters seeking a private, discreet meeting place. Promenade Hall is owned, managed, maintained and repaired by mysterious unseen forces.

A grand piano is found at one end of the hall. It is a Ffirish, Sons, Daughters and Rex 'Klavira' model, the only one ever built. [3] It is on castors, so can be moved out of the way when necessary.

3.3. Other

There are disused horse stables close to the unnamed inn. These look as though they would be easily convertible into a garage. There are also a few destroyed or abandoned plots of land available for development.

4. Employees

Various people work (or once worked) at places in the Cross'd Roads. These include: Kaninchen, a barmaid; Anar and Zoekla Phlock; Wilbur, a cloakroom attendant at the Promenade Hall and several other staff who are hired to run the parties.

5. Wildlife

But there were no vampire bats. There was the usual infestation of wyverns, who were found everywhere around the Cross'd Roads since Archblingus So-And-So had knocked the first inn flat with a single Frog Squash. Very nasty business that, very nasty.

The area has wild wyverns and other small creatures. Occasionally a large grazer or predator will find its way in by accident. They usually wander out again. Some of them stay around and look soulful for food or try to groom unwary visitors.

6. Warding (unnamed inn only)

As part of the legal neutrality requirements, Suitov Iceheart has been setting up boundary wards around the Unnamed Inn's grounds - and only the inn/grounds, not the rest of the Cross'd Roads - that exclude extremely hostile visitors, working on a varistor principle (mildly annoyed visitors will be able to get in, people intending immediate bloody violence won't find the place at all).

These wards are designed to interact with the curse on the inn grounds that draws distressed people towards the place. Anyone in distress can seek sanctuary on neutral territory and the wards allow such people in.

They use psionic techniques to read the visitor's mind but do not project anything into it; instead, they use the Cross'd Roads' own shifting boundaries to direct hostile visitors unnoticeably away from the inn. Someone sensitive to being read might notice them (rule of thumb: if you would notice a Shaded telepath reading you, you'll probably notice these); they feel like being briefly probed by a machine, not someone alive. If the wards are spotted, they will give a big clue that there's something interesting enough to protect over there.

The wards do not exclude vampires or any other dangerous people unless they trip the hostility threshold.

Note also that they do not prevent people finding the Cross'd Roads - just from stumbling directly into the inn. If you're on the Roads, you'll be able to see and access the inn even if you're in full-on bloodlust. In cases like these, the wards have the secondary function of ringing a warning chime to the inn's management.

7. Roleplaying

The Cross'd Roads area is really a device of convenience. The inn is often used to introduce new members in an environment where mistakes aren't as important, and for any writers to test drive new characters.

7.1. Canonical

The official rule is that what happens at Cross'd Roads boards doesn't have to be strict continuity ('canon') unless the writers want it to. That's to cope with people using the place as a test run, and for out-of-continuity parties.

8. Board links

9. See also

Other multidimensional places:

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Last edited November 12, 2008 12:54 pm by Mutt
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