In the Shadow Realm, the roads cross and recross. A
skilled wizard or experienced shadow lord might move
from place to place within the plane and between the
planes, if he or she knows the correct passages.
To travel a fey road between locations, one must know
the path. For most, this means a guide to make the
journey between gates safe, but once a person has made
the journey, he or she might follow the road later and lead
others along the path. Certain fey magic (such as a shadow
road spell, or a magical item such as a key of Veles) allows
movement among the gates, or even permits shifting the
entryways and exits of a road. In addition, some gates
require specific spells to operate, or they are bound by
magical conditions, such as only functioning on a full
moon. As a general rule it takes one to three days to move
between gates under normal conditions. But these are not
normal times.
Sights and Encounters
Those who intend to travel along the shadow roads for
adventure find it an overgrown chaos of hedge mazes,
twisting passages, hollows and delves—the specific
character of each road may vary, but all are somewhat
notorious for lacking wide vistas or straight paths.
Travelers may leave the path and wander at will, but once
they attempt to go home, it takes them 1d3 days to find
their way. Many have never returned, since those who
step off the paths sacrifice any protection offered by
Divine intervention. Shadow creatures, fiends,
and celestials all use these roads for purposes of their own,
and dislike competition.
In game terms, the shadow roads are filled with
dangerous encounters. More powerful adventurers will
attract more powerful creatures. Fey and undead are
common, as well as hounds of the night, marauder giants,
and various other shadow beasts. In addition, the shadow
fey guard some roads with their black stone keeps, from
which they send their minions forth to prey on the
unwary—or at least, collect tolls in the form of memory
philters, scrolls, or gold.
Travelers using these arcane highways do so at their
own risk.
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