Gazetteer of the Grey: The Sanzu Crossing
"If a man speaks or acts with an evil thought, pain follows him. If a man speaks or acts with a pure thought, happiness follows him, Like a shadow that never leaves." - Buddha "Safe as Sanzu, cutter"- Planewalker saying
The Sanzu Crossing is a well-known ford through the River Styx, set there by Jizo-Bosatsu, protector of the dead. It is manned by a night hag and a Maraenoloth enslaved by Jizo-Bosatsu to the task. They rule the crossing and all who use it must suffer various indignities at their hands for they are haughty beyond measure and mischievous to boot, although fortunately Bosatsu’s power keeps them obedient to their task. There are three ways to cross the Styx here: The first is an ornate bridge, once fine and richly decorated, with many empty settings from which gems and precious inlays have been stolen. This bridge is one of the rare safe means by which the river may be crossed, but few travellers are allowed to use it. The second crossing is a series of precariously uneven and slippery stones protruding from the water. Although rising clear of the memory-sapping Styx, travellers must leap from slippery stone to stone to cross the river this way. The third crossing is similar in nature, but far more perilous: Instead of stones, the unlucky traveller must cross the Styx by leaping on the backs of monstrous beasts tethered to the riverbed, which thrash and snap at those trying to cross. Awaiting all travellers at the crossing are Bosatsu’s wicked bridge-keepers. Hating their task but proud in their authority, the pair have a cruel sense of humour and delight in tormenting anyone who dares approach. Everyone who wishes to cross is stripped naked by the hag, who calls herself Mistress Bridgekeeper but is known also as ‘the Garment-Stripping Demon’ in certain Material Plane texts. Their possessions are then taken by the Maraenoloth (known as ‘the Garment-Suspending Demon’ although he refers to himself as Master Bridgekeeper). He pins the clothing and equipment up on a rope of hair, which extends from one side of the river to another in a loop connected to pulleys. By the way the rope swings and the clothes billow on their journey across the Styx, the ‘loth judges the karma of their owner (the weight of their good and evil deeds in the eyes of Bosatsu’s pantheon). This is the method used to determine which path a traveller must take to cross the river and recover their goods: Those with good karma may cross the bridge in perfect safety. Those whose deeds are balanced (a roughly even mix of good and bad) must risk the lichen-covered stepping stones, and those whose evil deeds outweigh their good ones must brave the savage beasts. Powerful divine magic negates magical means of crossing the ford both here and for a fair distance to either side of it, and those who try to force a path or take a road not offered them find that the monsters are released from their chains to devour them. By command of Jizo-Bosatsu both bridge-keepers must be honest in their decisions but they always judge any ambiguous result harshly unless garnished with an appropriate bribe. It’s also not unheard of for valuable items to be mysteriously ‘lost’ while being moved from one bank to the other, but both keepers claim innocence, saying merely that the Styx takes what it will. Those who complain have little recourse; the beasts are also released if either of the ford’s guardians are attacked. Most users of the bridge are petitioners, usually the faithful of the Jizo-Bosatsu’s pantheon who are tested at the Sanzu Crossing on their way to their assigned afterlife. Planewalkers often brave the ford as well, especially those who think themselves champions of goodness. Native Wasters and armies of the Blood War rarely use the crossing for obvious reasons. They’ve learnt the price of trying to take the ford militarily, and it’s a rare soldier indeed who isn’t forced to take ‘the leap of beasts.’ Despite this, both the Tanar’ri and Baatezu keep a watch on the crossing, for fear of spies and saboteurs making use of it.
Adventure Hook: "A Bridge Too Far?" The player characters are being pursued across Oinos by enemies too numerous and powerful to fight. Their only hope is the Sanzu Crossing, where the heroes can (hopefully) take the safer road while their enemies must cross via the leap of snapping beasts. As the PCs approach the Crossing however, they see two rival forces encamped before the bridge: One flies the standard of the Baatezu, the other Tanar’ri. Before the PCs have time to flee (they can’t cross the bridge without going right between the two forces), they are approached by a messenger from each camp calling for a parley. They won’t take ‘no’ or ‘we were just leaving’ for an answer. The forces are at an impasse. Neither actually wants to use the crossing, both just wish to stop the other side from ever doing so. The forces are roughly equal in size and power and neither wants to risk defeat by attacking the other’s camp – nor dare they pack up and leave the opposition unattended. Each commanding officer tries to hire the PCs to launch a raid on the enemy encampment, to weaken them enough that attacking them is an easier proposition. Both commanders will make it clear that there will be no using the bridge until the stalemate is broken, but also promise free passage over the Crossing - which strictly speaking, they can’t give – although they can certainly try and stop the party from reaching the bridge-keepers if the PCs don’t agree to help them. And there may be other rewards too if the group help tip the balance in their favour. Canny cutters could milk both sides for treasure or favours, but don’t forget that the PCs pursuers are sure to arrive sooner or later!