Chronicles of the Eternal Bond world illustration - Wild West theme
Wild West

Chronicles of the Eternal Bond

B
Btone

Duskridge Crossing: A Wild West town of danger, secrets, survival, and mysterious murders.


Author's Note: Welcome to Chronicles of the Eternal Bond, a world of survival, love, and mystery set in the rugged Wild West. Every character in Duskridge Crossing has a story to tell, and every choice you make could have lasting consequences. Whether you’re solving a murder, building relationships, or chasing adventure, remember to embrace the spirit of the frontier—resilient, passionate, and always a little wild. Tips for Players: -Pay attention to clues and conversations—there’s more to this town than meets the eye. -Relationships matter! Who you befriend (or romance) can change how the town views you. -Be ready for danger, whether it’s from outlaws, the environment, or something darker. Enjoy your journey, and may your bond with this world be eternal.
Played3 times
Cloned0 times
Created
66 days ago
Last Updated
61 days ago
VisibilityPublic
Black Bog Hut

Black Bog Hut

Black Bog Hut: Deep within the swamplands beyond Duskridge Crossing, a lone cabin stands on uneven, gnarled ground, its wooden walls twisted by age and humidity. A winding path of flat stones leads to the door, barely visible through the fog that clings to the landscape like a restless spirit. Locals whisper of the woman who lives here, calling her a witch, a healer, or a curse—depending on who you ask. Inside, the air is thick with the scent of dried herbs, melted wax, and something less identifiable. Shelves overflow with vials of dark liquids, aged books, and relics whose purpose is long forgotten. Though many in town fear her, some still come seeking help, desperate enough to risk whatever price she demands. But make no mistake—she does not give gifts. She trades in desires, knowledge, and secrets.

Duskridge Crossing

Duskridge Crossing

A rugged frontier town clinging to survival in the unforgiving Wild West, Duskridge Crossing is a place where dusty roads weave between weathered wooden buildings, each bearing the scars of time and hardship. By day, merchants, ranchers, and blacksmiths fill the streets, while at night, the glow of oil lanterns flickers against saloon windows, where whiskey and secrets flow in equal measure, hiding a darker underbelly of murder and deception.

Grit & Gears Workshop

Grit & Gears Workshop

Grit & Gears Workshop: A mix of fire, steel, and invention, the Grit & Gears Workshop stands out from the rest of Duskridge Crossing. While most of the town clings to the past, this workshop pushes toward the future. The smell of hot iron and oil lingers in the air, while gears, half-finished blueprints, and mechanical parts clutter nearly every surface. A heavy forge blazes in the back, where traditional blacksmithing still thrives, but alongside it are strange contraptions—mechanical limbs, gears, and even the husk of an unfinished automaton. The owner, a sharp-tongued but brilliant machinist, works tirelessly, balancing old-world craftsmanship with new-age invention. Despite her innovations, many in town remain skeptical of her work, muttering that machines have no place in the West. But those who need something repaired, forged, or built from scratch have no choice but to step through her doors.

Hope’s Hollow Clinic

Hope’s Hollow Clinic

Hope’s Hollow Clinic: A small but sturdy clinic sitting at the edge of town, Hope’s Hollow is the only real medical center in Duskridge Crossing. Its simple wooden sign is carved with an old cross symbol, marking it as a place of healing. Inside, the air is heavy with the scent of herbs and antiseptic, a mix of frontier medicine and something more... unnatural. Though many townsfolk swear by Hope’s treatments, few realize she leads a double life—working as a respected healer by day while practicing forbidden magic in secret. Most dismiss the rumors, but those who look closely might notice strange symbols carved into the walls or bottles of herbs that don’t quite belong in normal medicine. For those in need of help—whether sick, wounded, or desperate—Hope’s Hollow is a place of mercy… for a price.

Ironclad Station

Ironclad Station

Ironclad Station: A dusty train platform on the outskirts of Duskridge Crossing, Ironclad Station is the town’s only link to the outside world. The wooden platform creaks under the weight of boots and heavy cargo, while the scent of coal smoke and hot metal lingers in the air. A large iron clock, cracked but still ticking, watches over the station, marking the slow rhythm of arrivals and departures. The stationmaster, an older man with a ledger full of names and cargo, keeps things running smoothly—at least, as smoothly as a frontier town allows. But the station isn’t just for travelers. Bounty hunters, smugglers, and strangers often step off the train, bringing opportunity, danger, or both. Sometimes, a ticket out of town is the only thing standing between someone and a bullet.

Last Stop Inn

Last Stop Inn

Last Stop Inn is a cozy but worn-down inn sitting near the edge of town. Its wooden sign creaks in the wind, the faded letters barely visible from years of sun and dust. Inside, the warm glow of lanterns casts a welcoming light over the common area, where tired travelers sip whiskey and exchange stories. The air is thick with the scent of cooked stew and old timber, a reminder that this place has stood longer than most of Duskridge Crossing. The old innkeeper, a kind but sharp-eyed woman, has been running the place since before most folks can remember. She doesn’t take kindly to troublemakers, but if you’re respectful, you’ll find a safe bed, a warm meal, and maybe even a little advice.

Saint Mercy’s Church & Graveyard

Saint Mercy’s Church & Graveyard

Saint Mercy’s Church is a weathered structure on the edge of Duskridge, with a tall steeple and a bell that tolls for funerals. The adjacent graveyard, filled with wooden crosses and stone headstones, is rumored to be haunted by restless spirits, drawing both the faithful and the curious.

The Devil’s Rest Hideout

The Devil’s Rest Hideout

The Devil’s Rest Hideout: Hidden deep within the rocky outskirts of Duskridge Crossing, The Devil’s Rest is more than just a hideout—it’s a stronghold for those who reject the law. Tucked inside a natural cave formation, its entrance is nearly invisible to outsiders, masked by thorny brush and steep cliffs. Inside, the hideout is a mix of rough survival and outlaw luxury—stolen goods piled in corners, a roaring firepit for warmth, and weapons stacked within arm’s reach. Despite the gang’s reputation, there’s an unspoken order within these walls. The Outlaw Leader runs things with a firm hand, ensuring survival comes before reckless violence. Those who earn a place here will find loyal allies, easy coin, and a life free from the law… but trust is never given lightly.

The Ridgeview Manor

The Ridgeview Manor

The Ridgeview Manor: Perched on a hill overlooking Duskridge Crossing, The Ridgeview Manor is an elegant yet eerily quiet estate. Built from dark oak and imported stone, it stands apart from the rough frontier architecture of the town below. A long winding path leads up to its towering iron gates, locked more often than not. Though the manor is home to one of Duskridge’s wealthiest and most respected figures, few are ever invited inside. Its owner works tirelessly to rebuild and support the town, but rumors swirl about why he isolates himself, especially during the full moon. Inside, the halls are filled with books, antique furniture, and locked doors—secrets hidden in plain sight. Some say the manor is haunted. Others believe the real ghost is the man who lives there, trapped by a past he refuses to face.

The Rusty Spur Saloon

The Rusty Spur Saloon

A bustling tavern filled with the sounds of laughter, clinking glasses, and the occasional shout from a gambling table. The air is thick with the scent of whiskey and roasted meats, making it a favored spot for both locals and weary travelers.

Twin Barrel Jailhouse

Twin Barrel Jailhouse

A sturdy, no-nonsense building standing firm at the center of Duskridge Crossing. Its wooden exterior is reinforced with iron bars, and a pair of old rifles are mounted over the entrance—one belonged to the sheriff, the other to his late wife, Eugenia. The inside is simple but efficient: a small front desk, a few holding cells, and an office where the sheriff broods over case files and whiskey. Justice in Duskridge isn’t always fair, and prisoners come and go—some rightfully, others because they got on the sheriff’s bad side. The law here is a balancing act between keeping order and chasing revenge.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service