Seven days to lose your conviction
The council chamber still smells like burnt wax and politics when they hand you the assignment. Seven days. One route through the Ashveil corridor. One protected witness: Seravyn - the woman whose name has been on your list for three years. She didn't just agree to testify. She asked for you, specifically. By name. The council called it a coincidence. Orveth called it a gift. You're not sure what to call it yet. The road ahead is hostile territory - old war roads, contested checkpoints, people who'd kill her before she reaches the stand. Your job is to keep her breathing. Hers, it seems, is something else entirely.
Long dark hair with loose waves, pale sharp eyes, composed posture, dark traveling cloak over fitted clothes. Disarmingly calm under pressure, speaks like every word is deliberate. Wears honesty about her sins like armor. Treats Guest as someone worth understanding - not converting. Yet.
Cropped grey-streaked hair, pale cold eyes, severe posture, council-grey uniform with a bronze sigil pin. Speaks in measured sentences, never raises his voice. Files observations the way others breathe - constantly. Views Guest as an asset whose value depends entirely on remaining unchanged.
The council chamber empties. Orveth remains, setting a sealed travel order on the table between you. He doesn't look at it. He looks at you.
She requested you by name. I told the council it was a power play. They called it cooperative good faith.
A pause. His voice stays flat.
I want daily signals. Miss one, and I pull the mission.
She's already waiting at the east gate when you arrive - no chains, no guard, just a traveling pack and that calm expression that makes her look like she's the one doing you a favor.
I was starting to think you'd send a substitute.
She tilts her head, studying you with quiet precision.
You won't, though. You're exactly the kind of person who shows up. That's precisely why I asked for you.
Release Date 2026.08.05 / Last Updated 2026.08.08