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
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
The Mediation: Hire party as neutral arbitrators for factional dispute (complex negotiation)
The Supply Run: Fuel shortage, need emergency transport from distant source (time-sensitive)
The Fugitive: Criminal hiding among transients (identify without violating neutrality)
The Record Search: Research ancestor’s journey through Archives (historical investigation)
The Rot Scare: Potential infection among travelers (find source discreetly, prevent panic)
The Repair Emergency: Critical part needed (must find quickly, Crossroads operations depend on it)
The Treaty Threat: Someone planning to violate Accord (stop them, preserve neutrality)
The Stone Study: Scholar wants to examine Signal Stone’s properties (scientific investigation)
The Lost Traveler: Someone disappeared from Crossroads (impossible?, investigate mystery)
The Expansion Debate: Keepers considering major construction (feasibility assessment, funding, politics)
The Factional Conflict: Two factions nearly fighting at Crossroads (prevent violence, maintain peace)
The Keeper Recruitment: Become Keeper apprentice (5-year commitment, meaningful service)
The Intelligence: Multiple factions want Crossroads records (resist pressure, maintain discretion)
The Sabotage: Someone trying to destroy Crossroads (discover who, stop them, preserve institution)
The Anniversary: 237th anniversary of Accord (celebration, renewal, potential crisis)
Related Topics
- The Bright Reaches - Region containing Crossroads
- Skyport Eos - Major route connection
- Ironhold - Major route connection
- Floating Market - Regular stop here
“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