SkyLands Wiki

The Crossroads

“Where Paths Meet”

“Every journey passes through the Crossroads. Every traveler leaves a mark. Every mark tells a story.”
—Inscription at the Signal Stone


Quick Reference

Attribute Details
Location Bright Reaches, Central (between major Aether-Currents)
Region The Bright Reaches
Size Small Island (200m diameter)
Population ~150 permanent, ~300-500 transient
Government Keeper Council (5 elder station-masters)
Primary Faction Independent (neutral ground)
Economy Services (refueling, repairs, lodging, information)
Defenses Neutrality treaty (all factions respect)
Rot Status Clean (strictly maintained)
Founded ~50 S. (237 years ago) as emergency waystation

The Crossroads - Where Paths Meet The Crossroads - Where Paths Meet

Overview

The Crossroads sits at the intersection of five major Aether-Currents, making it the natural stopping point for every major trade route in the Bright Reaches. It’s not a destination—it’s a necessity. Nearly every journey between major settlements passes through here, whether heading from Eos to Ironhold, from the Farming Islands to the Murk, or from the Veiled Heights down to the Deeps.

The island itself is unremarkable: small, rocky, with minimal natural resources. But its location is invaluable. Airships stop here to refuel, repair damage, rest crews, exchange news, and prepare for the next leg of their journey. In a fragmented world where travel is dangerous and unpredictable, the Crossroads provides reliable safety.

What makes the Crossroads unique is its absolute neutrality. Founded during the early chaos after the Shattering, it operates under a sacred treaty: all factions, all conflicts, all grudges are set aside here. Ironhold soldiers drink alongside Black Sky Cartel smugglers. Constellation Clergy shares meals with Rot-Touched travelers. Enemies become temporary neighbors because everyone needs the Crossroads to function.

The Keepers—five elder station-masters who’ve dedicated their lives to maintaining this neutral ground—enforce the peace absolutely. Break the treaty and you’re exiled from the Crossroads permanently. And in the Aetherium, being banned from the Crossroads is effectively being cut off from civilization.


Geography and Structure

Island Characteristics

Physical Features: - 200m diameter, irregular oval - Flat top (landing pad) - Rocky terrain, minimal soil - No natural water (imported) - Stable (no drift)

The Currents:

Five Aether-Currents converge here: 1. The Eos Stream: To/from Skyport Eos (northeast) 2. The Ironway: To/from Ironhold (north) 3. The Farm Loop: To agricultural islands (east) 4. The Murk Drift: Toward southern regions (south) 5. The Veiled Climb: To upper reaches (northwest)

Strategic Value: - Junction point for 80% of major travel - Alternative routes exist but add days/weeks - Crossroads is efficient, reliable, safe

Layout

The Landing Pad (Center, 120m diameter): - Flat stone surface (reinforced) - Capacity: 20 medium airships simultaneously - Mooring posts (50 available) - Designated zones by ship size - Always busy

The Station Ring (Outer, 40m width): - Buildings circle landing pad - Services, lodging, storage - Two-story structures (maximize space) - Connected by covered walkways

The Signal Stone (North edge): - 10m tall pre-Shattering obelisk - Covered in traveler marks, messages - Constellation observatory at top - Landmark and meeting point

The Keepers’ Tower (South edge): - Three-story administration building - Council chambers - Record archives - Emergency shelter


Key Locations

The Waystation Inn

Description: Primary lodging, central building, always full

Capacity: - 30 private rooms - Common sleeping hall (100 beds) - Usually overbooked (floor space rented)

Services: - Lodging (3-10 coins/night) - Meals (included with room) - Bathhouse (luxury) - Laundry

Atmosphere: - Loud, crowded, comfortable - Everyone has travel stories - No privacy (thin walls) - Safe, clean

Owner: Keeper Marta Swiftfoot (60s, efficient, motherly)

Famous Feature: The Common Room - Massive fireplace - Long tables (communal dining) - News board (posted updates) - Evening gathering spot

The Repair Docks

Description: Airship maintenance and repair services

Facilities: - 8 repair berths - Tools, equipment, materials - Experienced mechanics - Emergency repairs available

Services: - Hull repairs - Sail patching - Engine maintenance - Rigging replacement - Emergency patches (while-you-wait)

Staff: - Master mechanic: Torven Ironwright - 12 skilled workers - Work 24-hour shifts (demand constant)

Pricing: - Fair (competitive with major settlements) - Emergency surcharge (worth it) - Bulk discounts (fleet repairs)

Reputation: - Fast, reliable, skilled - Can fix anything - Saved countless lives (preventing crashes)

The Fuel Depot

Description: Ironwood charcoal and supplies storage

Inventory: - 50 tons Ironwood charcoal (always stocked) - Rope, canvas, spare parts - Food and water - Emergency medical supplies

Function: - Refueling (every ship needs) - Resupply - Emergency provisions

Pricing: - Marked up (20% premium vs. settlements) - But: Necessity and convenience worth cost - Bulk available

Management: Keeper Joram Stonehand (logistics master)

Strategic Importance: - Largest fuel reserve between major settlements - Without it, many routes impossible - Supply lines carefully maintained

The Message Board

Description: Physical board at Landing Pad center, communication hub

Function: - Post and read messages - Job postings (crew needed, cargo transport) - News updates (settlement events, Rot warnings) - Personal messages (finding people)

Organization: - Sections by topic - Dated entries (old posts removed weekly) - Managed by Keepers - Free to use

Popular Features: - “Seeking Passage” (travelers need rides) - “Crew Wanted” (captains hiring) - “Lost & Found” (items, people) - “Warnings” (dangers, scams, Rot sightings)

Social Hub: - People gather here daily - Read news, gossip, plan - Meet contacts - Information exchange

The Signal Stone

Description: Ancient pre-Shattering monument, covered in traveler marks

Physical: - 10m tall obelisk (black stone) - Pre-Shattering origin (purpose unknown) - Indestructible (no damage in 287 years) - Strange properties (maintains own temperature)

Tradition: - Travelers carve initials, symbols, messages - Thousands of marks (centuries worth) - Finding old friend’s mark = good luck - Adding yours = completing pilgrimage

Observatory Platform (top): - Ladder access - Navigation reference point - Constellation viewing - Quiet contemplation space

Mystery: - Stone predates Shattering - Function unknown (monument? beacon? grave?) - Sometimes hums (no discernible pattern) - Clergy call it “blessed”

The Neutral Ground

Description: Open area adjacent to Landing Pad, treaty zone

Function: - Conflict-free meeting space - Negotiations between enemies - Diplomatic discussions - Arbitration

Rules (absolute): - No weapons drawn - No violence (verbal or physical) - No coercion - Keepers mediate if requested

Enforcement: - Violators exiled permanently - No exceptions (even powerful factions) - Treaty respected by all

Significance: - Only place some factions will meet - Prevented multiple wars - Enables cooperation


Society and Culture

The Treaty

The Crossroads Accord (established 50 S.):

Core Principles: 1. All travelers welcome (regardless of faction, origin, history) 2. All conflicts suspended while on Crossroads 3. Violence prohibited (absolutely) 4. Fair pricing enforced (no exploitation) 5. Neutrality maintained (Keepers take no sides)

Signatories: - Every major faction - Renewed annually - Breaking = dishonor + consequences

Consequences of Violation: - Individual: Permanent exile - Faction: Temporary ban (cripples operations) - Enforcement: Universal (all factions cooperate)

Success: - 237 years, only 12 serious violations - All violators punished - Treaty remains strong

The Keepers

Council of Five: 1. Keeper Marta Swiftfoot (Inn, hospitality) 2. Keeper Joram Stonehand (Supplies, logistics) 3. Keeper Elara Windwise (Navigation, weather) 4. Keeper Thom Clearvoice (Arbitration, justice) 5. Keeper Silas Nightwatch (Security, enforcement)

Role: - Maintain Crossroads operations - Enforce Treaty - Provide services - Mediate disputes - Preserve neutrality

Selection: - Lifetime appointments - Chosen by unanimous vote of current Keepers - Must renounce all factional allegiances - Trained for years before assuming role

Authority: - Absolute on Crossroads - Respected throughout Aetherium - Can exile anyone (even powerful figures)

Philosophy: “We serve the road, not the travelers.”

Daily Life

For Permanent Residents (~150): - Support staff (inn, repairs, supplies) - Families (multi-generational) - Skilled workers (mechanics, cooks) - Quiet, routine, purposeful

For Transients (300-500 at any time): - Stop for hours to days - Refuel, repair, rest - Exchange news, make deals - Continue journey

Atmosphere: - Constantly changing faces - Stories from everywhere - Sense of motion even when still - Friendly but temporary relationships

Community: - Residents close-knit (small population) - Transients welcomed but separate - Respect for neutrality universal


Economy

Service-Based

Revenue Sources: 1. Fuel Sales (40%): High volume, essential 2. Repairs (30%): Skilled labor, premium pricing 3. Lodging (20%): Always full capacity 4. Miscellaneous (10%): Food, supplies, docking fees

Pricing Philosophy: - Fair but not cheap (premium for location) - Consistent (no price gouging) - Keepers enforce standards

Profitability: - Stable, sufficient - Not wealthy (reinvest in maintenance) - Strategic reserve maintained

Trade

Limited Direct Trade: - Small market (basic goods) - Merchants pass through (don’t stay) - Information exchange (valuable)

Indirect Economic Impact: - Enables all major trade routes - Without Crossroads, economic collapse likely - Strategic importance > revenue


Current Situation (287 S.)

Challenges

Increasing Traffic: - Refugee crisis → more travel - Infrastructure strained - Expansion limited (island size)

Rot Proximity: - Murk Drift current bringing Rot-clouds closer - Screening becoming necessary - Compromises open access

Political Pressure: - Factions want influence over Crossroads - Keepers resist - Neutrality under stress

Resource Supply: - Fuel demand exceeding supply - Rationing possible - Dependency on trade routes (vulnerable)

Recent Events

2 Months Ago: Ironhold officer and Black Sky Cartel smuggler almost fought. Keeper Thom mediated, both apologized, Treaty held.

Last Month: Record traffic (500+ transients simultaneously). Infrastructure stressed but functional.

Last Week: Rot-cloud drifted dangerously close. Keepers requested Clergy sanctification. Threat passed.


Secrets and Mysteries

The Stone’s Purpose

Secret: Signal Stone is pre-Shattering navigation beacon (still functional)

Function: - Emits subtle Aether pulses - Guides airships subconsciously - Reason island is natural waypoint

Discovery: - Only Keeper Elara knows (astronomical observation) - Hasn’t shared (preserves mystique)

Implication: - Pre-Shattering civilization had advanced navigation - Other beacons might exist (undiscovered)

The Emergency Protocol

Secret: Keepers maintain escape plan if Crossroads falls

Plan: - Hidden fuel cache (off-island) - Emergency airship (concealed) - Evacuation procedure (residents only) - Coordinate established (secret location)

Purpose: - If Crossroads overrun (Rot, invasion, catastrophe) - Preserve knowledge, establish new waystation - Continue mission

Knowledge: Only Keepers know full plan

The Record Archive

Secret: Keepers maintain detailed records of every traveler (237 years)

Contents: - Names, dates, destinations - Ship registrations - Notable events - Patterns

Use: - Historical research (invaluable) - Tracking individuals (if needed) - Understanding migration patterns

Access: Restricted (Keepers only, or special permission)

Value: - Intelligence goldmine - Factions would pay fortunes - Keepers refuse all offers


Daily Life at the Crossroads

Morning (Dawn)

Arrivals: Ships dock (overnight travelers) - Docking fees collected (1 Coin per ship) - Travelers disembark (stretch legs, resupply) - Keepers greet (welcome, assess needs)

Breakfast Service: - Communal hall (simple food, cheap) - Travelers eat together (networking, gossip) - Keepers circulate (listen, mediate, help)

Morning Activities: - Resupply (fuel, food, water, repairs) - Information exchange (news, warnings, rumors) - Route planning (consult Keepers for advice) - Rest (for exhausted travelers)

Midday (Peak Hours)

Maximum Activity: 50-100 travelers present - All services busy (fuel, repairs, food, lodging) - Market active (trading, selling, buying) - Keepers mediating (disputes, negotiations) - Chaos (organized, but barely)

Lunch Service: Continuous - Simple meals (stew, bread, water) - Cheap (2 Coins) - Social (travelers share tables, stories)

Afternoon

Departures: Ships leave (continuing journeys) - Fuel topped off - Repairs completed - Supplies loaded - Keepers wish safe travels

Quieter: 20-30 travelers remaining - Overnight stays (too tired to continue) - Extended repairs (complex work) - Waiting (for contacts, for news, for courage)

Evening

Dinner Service: Communal - Better food than lunch (if you pay more) - Social hour (travelers bond) - Stories shared (adventures, warnings, lies) - Keepers listen (gather intelligence)

Night Activities: - Lodging (simple rooms, shared dormitories) - Socializing (tavern, common areas) - Planning (tomorrow’s journey) - Rest (sleep comes easy—travel is exhausting)

The Reality: Transient but welcoming - Always changing (new faces daily) - Always similar (same needs, same stories) - Always neutral (no politics, just service) - Always necessary (travelers need this)

Keeper Culture

Values: - Neutrality (absolute) - Service (primary purpose) - Hospitality (sacred duty) - Discretion (what’s said here stays here) - Continuity (maintain Crossroads forever)

Traditions: - Welcome ritual (greet every ship) - Departure blessing (wish safe travels) - Evening gathering (Keepers debrief) - Annual Accord renewal (reaffirm commitment)

Hierarchy: Minimal - Senior Keeper (Marta, coordinates) - Keepers (equal status) - Apprentices (in training) - All serve (no one rules)


Additional Keepers and Staff

Keeper Theron Swifthand (Mechanic)

Age: 45 Role: Chief mechanic (repairs everything) Specialty: Airship engines, emergency repairs

Personality: Practical, efficient, gruff Reputation: Can fix anything (usually) Service: Repairs (fair prices, fast work)

Secret: Has pre-Shattering tool manual (repairs things others can’t)

Keeper Kael Brightvoice (Mediator)

Age: 38 Role: Dispute resolution (neutral arbitrator) Specialty: Conflict mediation, negotiation

Personality: Calm, patient, wise Reputation: Fair (both sides trust him) Service: Mediation (free, part of Crossroads mission)

Secret: Former Guild factor (left due to corruption, seeking redemption)

Apprentice Mara (In Training)

Age: 19 Role: Keeper apprentice (5-year program, year 2) Specialty: Learning everything

Personality: Eager, curious, dedicated Progress: Good (will be excellent Keeper) Challenge: Maintaining neutrality (wants to take sides)

Mentor: Keeper Marta (teaching patience, neutrality)

Old Finn (Permanent Resident)

Age: 78 Role: Storyteller, historian Status: Retired traveler (settled at Crossroads)

Stories: 50 years of travel (knows everyone, everything) Service: Entertainment (stories), advice (from experience) Personality: Friendly, wise, beloved

Secret: Knows location of hidden pre-Shattering cache (won’t share—too dangerous)


The Crossroads Accord (Full Text)

The Treaty

THE CROSSROADS ACCORD

Established: Year 50 S. Signatories: All major factions (at time) Purpose: Maintain neutral waystation

Terms:

Article 1: Neutrality The Crossroads is neutral territory. No faction may claim it, control it, or use it for factional purposes.

Article 2: Safety All travelers are safe at Crossroads. No violence, no arrests, no factional conflicts.

Article 3: Service Keepers provide: Fuel, food, repairs, lodging, mediation. Fair prices. No discrimination.

Article 4: Discretion What happens at Crossroads stays at Crossroads. Keepers don’t report, don’t inform, don’t judge.

Article 5: Violations Factions violating Accord lose access. Individuals violating rules are banned.

Article 6: Maintenance All factions contribute to Crossroads upkeep (financial support, supplies, protection).

Renewal: Annual (reaffirm commitment)

Signatories (Year 287 S.): - Sky-Guild (economic interest) - Constellation Clergy (humanitarian interest) - Ironhold Military (strategic interest) - Outland Clans (practical interest) - Black Sky Cartel (operational interest) - Others (various)

Status: Active (237 years, never violated seriously)

Keeper’s Oath

I swear to maintain the Crossroads as neutral ground.

I swear to serve all travelers without judgment or discrimination.

I swear to keep confidences and maintain discretion.

I swear to mediate disputes fairly and without bias.

I swear to preserve the Accord and its principles.

I am Keeper. Neutrality is my duty. Service is my calling. The Crossroads is my charge.


Quest Hooks

  1. The Mediation: Hire party as neutral arbitrators for factional dispute (complex negotiation)

  2. The Supply Run: Fuel shortage, need emergency transport from distant source (time-sensitive)

  3. The Fugitive: Criminal hiding among transients (identify without violating neutrality)

  4. The Record Search: Research ancestor’s journey through Archives (historical investigation)

  5. The Rot Scare: Potential infection among travelers (find source discreetly, prevent panic)

  6. The Repair Emergency: Critical part needed (must find quickly, Crossroads operations depend on it)

  7. The Treaty Threat: Someone planning to violate Accord (stop them, preserve neutrality)

  8. The Stone Study: Scholar wants to examine Signal Stone’s properties (scientific investigation)

  9. The Lost Traveler: Someone disappeared from Crossroads (impossible?, investigate mystery)

  10. The Expansion Debate: Keepers considering major construction (feasibility assessment, funding, politics)

  11. The Factional Conflict: Two factions nearly fighting at Crossroads (prevent violence, maintain peace)

  12. The Keeper Recruitment: Become Keeper apprentice (5-year commitment, meaningful service)

  13. The Intelligence: Multiple factions want Crossroads records (resist pressure, maintain discretion)

  14. The Sabotage: Someone trying to destroy Crossroads (discover who, stop them, preserve institution)

  15. The Anniversary: 237th anniversary of Accord (celebration, renewal, potential crisis)



“The Crossroads doesn’t ask where you’re from or where you’re going. It only asks: Do you need help continuing your journey? If yes, we’re here.”
—Keeper Marta Swiftfoot