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In the Shadow called 'Crossroad' stands a monstrosity; what would be viewed in some
Shadows (like our own) as an avant-garde dry-humor monument to post-Eisenhower
construction. On a dry, wasted plan of scrub and sagebrush, littered with detritus
and roadside garbage from half-a-hundred worlds, stands a monolith close to three
hundred feet tall.
All in all, it looks like a massive interstate 'cloverleaf' junction, about nine
levels high.
It is no normal juncture, though: if you look closely, you can see that some of the
paved paths are made of set stonework, like ancient Roman highways... some (near
the bottom and almost constantly shadowed) appear to be cobblestone, of all
things... some are overgrown, some are crumbling, a few are even pristine...
If you can see with eyes that see the True Way of Things, however, you can see that
each road (the number of which is almost impossible to determine) leads off across
the waste: each with its own world wrapped around it, its own landscape providing a
backdrop, and even its own junctures along its route.
Of course, if you have such eyes, you are probably going to be more interested in
the knightmares and nightmares that crowd the shadows of the overpasses... and with
the pillars of clear brillance that flicker at the center of this network of Roads.
This is Crossroad.
The Crossroad Partial Power Breakdown
(First two abilities would be considered 'basic level').
Imprint/Shadow-move/shape
Before one can move along the roads in Shadow using the junctions (hitches) between
shadow, you first have to learn to see and sense the power that lies behind all
Shadow, and Realize that the perceived differences in each Shadow are largely
cosmetic. (They can still KILL you, but they're still basically cosmetic --
nightmare creatures have an odd way of defining 'cosmetic'.)
An initiate of this level canNOT create gateways to a known location in shadow, but
can learn to sense the 'natural' openings that can be used to pass into another
Shadow. However, even compared to someone who can 'walk the roads', this level of
movement is painfully slow, and an initiate at this level has not yet learned to
read the signs around a juncture to deduce whether the Shadow on the other side
lies in the direction he needs to go, or even if the Shadow is inimical to the
initiate's life. As such, this is a very slow, dangerous means to travel about, but
a necessary step along the way to learning how to 'Walk'.
This is done by sensing and using the places in each world where an opening exists
or can be made to another world. At one time, these points might have been random,
but over the aeons, sentient will and superstition (mostly the later) have shaped
the realities of each world, drawing these junctures to points of transition:
through doors, gateways, beneath ladders...
Track User
Higher levels of attunement allow an initiate to sense disturbances in the stuff of
Shadow, allowing them to follow another initiate of the Crossroad, or to simply to
sense other major disturbances to nearby Shadow (such as the passage of an Amberite
Hellrider or Logrus Master).