Restoring the Street

Maphre and the Madhouse

Dante Thirds, Bad Company, Nessa, Seren, and Eir met up to pursue their next lead, a woman named Maphre who is currently a resident at Calivan Madhouse. When they reach Fartown, the weather seems different, stormy - a far cry from its normal "pleasant autumn day" atmosphere. This weather only happens when a keyfall is nigh; vislae anticipate that one will likely happen late this evening.

Upon reaching the Madhouse, the PCs speak with the orderly at the desk (Kylie) and convince her to let them in to see the doctor, Nadia Gorre. Unfortunately, they don't get very far, as security escorts them to and from the doctor's office, and she disallows any visitation with any patients on safety grounds. With that, the PCs decide to break in at night. They use the cover of the approaching keyfall to mask the noise of their break-in and consume some of Variagan's ephemera (particularly the cat medallion) to get them in to see Maphre. Bad Company remained outside, standing watch with his minions.
On the way in, one of the inmates (an older middle-aged man in full restraints and a helmet) targets Eir with a nightmarish thought; the cat protects her. When they finally reach Maphre's room/cell, Seren reads Variagan's letter. Maphre doesn't physically seem to respond, but the PCs hear her speak in their minds. She delivers a cryptic message to the PCs and commands them to save Axon, searching "Allistair's Shoe" for the key to doing so, a looking glass. Nessa asks what happened to put Maphre here, and the psychic message overwhelms her (Anguish). Eir and Seren grab Nessa and flee.

As the PCs leave the Madhouse, the keyfall begins. They carefully hide from the worst of it, then rush out into the streets to search, finding one Wicked Key apiece for their troubles.

Zero's

On their way home, the party happens across Zero's. Seren, immediately taken in by the sight, rushes in, inspecting a piece of paper she carries with her. The PCs enter, drink, and wander the bar a little bit - tonight, it's styled as a low-ceiling speakeasy, smokey and dim. There is a jazz band in one corner, smokey veils covering their faces; tables are scattered haphazardly around the room. Seren notices the love tester in the far corner by the 3 restrooms and rushes over; Eir follows. Seren plays the love tester for a while.

Charles Abernathy

A few days later, after doing some additional research, Bad Company decides to introduce everyone to Charles Abernathy. The group decides to visit him. They meet a Weaver named Seru, just in passing as he's leaving Charles's office. Charles looks at Bad Company in confusion until Bad Company describes what had happened to them in the War - Charles knew Bad Company as Plethora. The party then gathers some information about the Seeker of Souls and what Axon was likely researching. They also learn a bit about the Order of Honed Thought.

Swapping Seeker and Street

The entire party, including Navin, Dante Thirds, and Charles Abernathy gather together at Thirteen Station to attempt the ritual that should banish the Seeker of Souls. Eir found the mirror in the shoe shop; BC used a Wicked Key on the Seeker and nearly saved the day, and Nessa nearly caused it to be lost; party managed to swap demon and street.

After the Street

Axon

Axon thanked PCs and led them to reward - some magecoin, some ephemera.

Derran

Seren

Derran's agreement with Seren was to help her remember her time in Shadow. To that end, he found a short ritual, Dream of the Lies You've Lived, that causes the target to have a dream reliving a moment from their time in Shadow (the type of leaves used in the ritual influence the emotional core of the moment that the target will dream about). The ritual took hold, but Derran could tell that it didn't take hold correctly because, according to Derran, Seren has never actually been to Dayside Shadow and had no "Shadow life" for the ritual to cause her to remember.

Bad Company and Nessa

Derran offers Nessa and Bad Company a deal. He has a work, The Fifth Tome, that would be quite useful for Nessa's quest to find her family.

The book contains these five spells:

  1. Canorous Plea
  2. Color Door
  3. Godspeed
  4. Mind's Interface
  5. Pathwalker

These four secrets (see The Way):

  1. Breatharian
  2. Echopraxia
  3. Expansive Endeavor
  4. Transporter

And a captured Incantation, Clouds Part to Reveal the White Ship.

He will exchange the book for 3 magecoin + any 2 ephemera, but he would prefer if they can find him the spell "Apex Predator" from the rumored-to-be-rediscovered Book M.

Mercy

Eir

Mercy's agreement with Eir was to provide her access and assistance in reading The Lockless Key and accessing the divination on its skin intended for her and her alone. TODO: Eir's poem from The Lockless Key

Others

TODO: if anyone else wants to talk to Mercy, she will trade various things for access to The Lockless Key

Goodman Jonas

Bad Company told a few of his friends about Goodman Jonas's request, and a few of them decided to take Jonas up on the offer. Warbler, Ceph, Marion, and Dante Thirds have all left Satyrine as of the end of this arc, heading to Yestervale to see what they can accomplish there.

Thomas

Thomas approaches the PCs and notes that, while his house is now back, it's not really his home any longer. He'd like to move on and see if he can rejoin his parents. Nessa agrees that she wants to help him.


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