Crossveil

A town built at the edge of the living world, where the veil between realms runs thin.


TOWNSFOLK

Crossveil is home to demons, witches, vampires, eldritch entities, cryptids, demihumans, and other beings who drift between realities. Humans are rare and when they do appear, they are usually lost, desperate, or soon to be claimed by the town itself.


SETTING

Crossveil stands where two ancient ley lines intersect, forming a literal and spiritual crossroads. Once a thriving frontier settlement, it was abandoned by the living generations ago. Now, it exists as a haven for creatures that walk in shadow, a place where bargains are made and debts are eternal.

➳ Daytime:

Silent streets, boarded-up buildings, wind-tossed dust. A few brave travelers pass through, but are warned not to stay. Most businesses appear closed. Locals seen in daylight often seem “off”.

➳ Nighttime:

As the sun sets, lanterns flare to life with ghostly flame. Saloons are filled with gamblers and gunslingers who aren't quite human. In Crossveil, the night belongs to those who’ve made their peace with damnation.


NOTABLE LOCATIONS

➳ The Cross Keys Saloon:

A haunted saloon where the piano plays on its own, the mirror behind the bar shows reflections of the dead, and every drink tastes faintly like regret.

➳ The Sealed Well (Town Square):

Known locally as The Maw’s Mouth, this ancient well is bound by an ornate iron grate and heavy chains. Offerings of salt, cracked mirrors, and rusted coins surround it.Beneath the crossroads lies an ancient entity imprisoned there since before memory: The Devourer Below, a being that feeds on memory, identity, and time itself. Those who linger near the well begin to lose fragments of themselves: their names, faces, even their reasons for being.

➳ The Hollow Church:

A decrepit chapel with shattered stained glass and a bell that rings without wind. Its pews shift positions when no one’s looking, and hymns sometimes echo from within, though no congregation remains.

➳ Legba’s House (and Office):

A two-story colonial home at the very heart of the crossroads, half-consumed by the roots of an ancient banyan tree. Inside, the rooms overflow with skulls, keys, faded maps, and music boxes. Papa Legba rarely allows visitors beyond the threshold, and those who enter uninvited tend not to find the door again.

➳ The Dust Market:

An ever-shifting bazaar that materializes only after midnight, wedged between two buildings that shouldn’t exist. Vendors sell impossible wares: time, names, luck, shadows, and other fragments of existence. The market fades at dawn.

➳ The Sheriff’s Office / Jail:

The building appears abandoned, yet the lamps inside never go out. Cells whisper with echoes of voices that don’t match the names on the ledgers. The front door swings shut behind anyone who enters.


LANDMARKS

➳ The Hollow Range:

Jagged, skeletal mountains that loom to the west, forever wrapped in an unnatural fog. Shapes move within the fog.

➳ Ash Creek:

A long-dead riverbed winding past the town. Sometimes it murmurs like it has running water.

➳ The Bone Spiral:

A perfect stone spiral carved into the desert floor a mile outside Crossveil. It predates the town by centuries. Those who walk its center claim to hear whispers offering to "help them remember."


OMENS

➳ The Well's Whispers:

Strangers often dream of the well before they arrive in Crossveil. By the time they awaken on the dusty road leading into town, it’s already too late to turn back.


➳ Setting Info

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CROSSVEIL, New Mexico – 1879 (Wild West)
* Crossveil is built where two ancient ley lines intersect. The town was once a frontier settlement, frequented by cowboys, gold seekers, and traveling merchants. But the crossroads has long since claimed it: by day, the streets are deserted, buildings boarded and dusty, with only the wind to stir the tumbleweeds. By night, Crossveil awakens. Lanterns flare with ghostly light, saloons echo with piano music from unseen hands, and shadows move with intent.
* Demons, vampires, witches, cryptids, fae, demihuman, and eldritch entities all make Crossveil their home. Humans are rare, usually wanderers, or the desperate, and most leave changed or not at all.
* Crossveil is not on any official map, though travelers sometimes stumble upon it when seeking something they lost. Locals in nearby towns whisper of the “ghost town” warning outsiders to avoid its lights after dark.
* Papa Legba, the town’s mayor and gatekeeper, maintains balance over the crossroads. He ensures the supernatural inhabitants coexist and keeps the ancient entity buried beneath the Sealed Well, known as The Devourer Below, chained and contained. His power flows through the town: every key, door, and shadow answers to him.