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A courtly knight descends into a derelict corporate sub-basement, chasing the oboe melody that has comforted him since childhood.
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A one-armed dream-mancer hires a blunt-spoken mercenary to breach a sealed tower whose leaking gas forces a village to relive the deaths of long-dead sorcerers.
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A lone warrior haunted by prophecy threads an ancient forest, a treacherous fen, and a ruin thick with old names, hunting an enemy warlord while fate closes around him with each step.
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A self-styled demon of distinction attempts to con his way through a hellish corporate bureaucracy to steal someone's afterlife, only to find that CARCANA MC's labyrinthine onboarding process has other plans, and a long memory.
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In a demon-haunted hotel where ancient pacts govern the behavior of monstrous long-term residents, a meticulous concierge must manage a single catastrophic night: an off-schedule revenant, a lobby of insurance demons, and a vanished pact book.
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The Tyrant of Teiron delivers a sharp wartime address to a roiling crowd while a hooded woman threads through the audience, striking up an unsettling conversation with a tradesman beside her.
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Following directions to an abandoned hearth in old Szem, Hearn and Ostok hire a lockbreaker to crack the door, then comb the empty house for signs of the conspirators they have been chasing.
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As muira families burn their possessions in the dry riverbed, two diplomats from opposing sides walk the banks toward the bridge, exchanging careful words about treaties, ultimatums, and what each nation might do next.
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Hearn and Ostok question a grieving sister at a Teironian noble's manor, where a small slip of formal etiquette pulls one of them into a duel under arbiter rules with a royal cousin.
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A muira investigator and his local guide survey the parade route, interview reluctant witnesses, and visit a chanter's academy as they piece together the methods behind a recent killing in the streets of Szem.
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Beneath the Longclasp Bridge, an old goldneedle dealer is approached by a hooded stranger asking pointed questions and demanding access to a hidden contact who enters the city through the cisterns.
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A muira lockbreaker is wrongly accused of housebreaking in the streets of Aster-Szem, then returns home to convince a hesitant friend why he must accept the politically charged assignment he has just refused.
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The Barthan ambassador navigates a charged diplomatic meeting as foreign delegates argue over jurisdiction and demand a neutral investigator be appointed to track down those responsible for the previous day's attack.
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Outside the southern gate of Aster-Szem, the bountyman and his guide part ways amid a flood of evacuees, and the road south stretches forward into uncertain country.
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Ambassador Odden burns the Barthan embassy's records as a muira elder arrives with grim news, and across the city, broken bells toll an unintended farewell.
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Hearn and Ostok wait in the dark of the cisterns to ambush their suspect, but the night does not unfold the way they planned, and larger forces close in around the city.
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From two embassy verandas, the diplomat Odden and the bountyman Ostok each watch the funeral procession cross the bridge, while Ostok lays out a sharper theory about where the assassin will run next.
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Irenna prepares to leave the city as the muira quarter is corralled, and a long-buried secret from Hearn's past finally comes to the surface in her hearthroom.
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A volatile foreign diplomat barges into Odden's office with accusations and threats of mobilization, while Odden tries to keep the region from sliding any closer to open war.
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Hearn and Ostok break into an abandoned grain processing facility at night, hoping to find evidence of the conspirators, and instead find themselves trapped as fire spreads through the old wooden floors.
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A Border Agency guide and a foreign explorer cross paths with a wandering philosopher in the mountain town of Aster-Szem, just as a tense political parade through the streets erupts in violence.
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A bound soldier ventures alone through a monster-haunted forest and a crumbling undead estate to retrieve a coveted Silver Ring for his master - risking death, madness, and permanent cursing, and a final choice between loyalty and self.
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A figure from the knight's past reappears in Hornwater with a familiar voice and a rebuilt face - but the man who trained him may not be a man at all, and the Lady's stepson is finally within reach.
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Crossing a dust-choked wasteland with a band of hardened survivors, the knight faces a twelve-day march haunted by a monstrous dragonfly that hunts by night and sings through the hills.
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In a labyrinth of green-glowing ice beneath the mountains, the knight hunts a preserved creature that won't stop breathing - and the Lady finds journal pages bearing a familiar crest.
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When monks abduct the Blue Lady into their oil-black tower, the knight and a mercenary infiltrate through wine-soaked catacombs and blind monks to reach her before the Lidless does.
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Three travelers share stories around a blue-flamed hearth in a cobweb-choked hotel - tales of a mercenary's forbidden love, a dying man's haunted forest, and a widow's revenge on a thing wearing her husband's face.
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The Lady agrees to paint her own portrait in a goddess's temple in exchange for news of her stepson - not realizing the painting is draining her soul, and the knight must defy a god to save her.
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Caught in a hallucinatory winter storm on a demon king's burial plain, the knight shelters in a cave where his Lady's grief and guilt finally surface - and a daughter's ghost demands to be seen.
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A resurrected knight descends into the tomb of an ancient creature to retrieve a strange payment, only to find the catacombs alive with mechanical apes, bioluminescent jellyfish, and a sleeping mancer who doesn't stay asleep.
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The knight's body, cracked from too many resurrections, begins to fail - his senses burning away.
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The knight arrives in Hornwater to find his Lady has voluntarily chosen burial at a sinister priory - and must break his oath to the Road to dig her free from a coffin she asked for.
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After assassinating a poisoner in a rain-drowned mountain keep, the knight must escape through the city's sewers with a noblewoman and a mercenary, past sentient flotsam and a maddened Silk Giant.
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Hunted through a soul-filled mine by an enemy he cannot look at directly, the knight must fulfill a mancer's bargain and find a relic that can bring the dead back to life.
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Separated from his Lady in an ancient forest that swallowed the Road of Graves, the knight must pass a sovereign tree's test of loyalty and fight through its predators to find her again.
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Cursed with worsening nightmares that bleed into waking life, the knight seeks a cure at a manor on the yellow heath - where the healer and the trap are the same person.
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Searching for the Lady's stepson, the knight enters a windowless guild house whose labyrinth of crawlspaces, revolving walls, and rat-swarms is designed to strip intruders of their sanity.
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With his Lady dying from venom on a dark moor, the knight surrenders his sword to a crone who promises a cure - then must track down the walking hut that stole them both.
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Locked inside a haunted inn after a guest is murdered, the knight must solve a string of killings among strangers - while an invisible force picks them off one by one.
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Deep in a gorge beneath Middlemoss, the knight discovers a factory where ghosts are captured, stripped of will, and bottled for sale - and the specter of the Lady's dead daughter is waiting.
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Fleeing assassins along the Road of Graves, the knight and his Lady shelter with a dying woman whose small kindnesses lead to a grim funeral - and a necromancer who won't let the dead rest.
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A reckless young man begs the knight to train him for a duel in five days, dangling a false lead on the Lady's stepson - but his opponent turns out to be someone the knight already knows.
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The Lady's stepson is now a warlord on a fortified island.
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Sheltering from a storm inside a traveling carnival, the knight and his companions discover the circus is a trap - its ringmaster a skin-stitched shapeshifter with no intention of letting them leave.
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Driven above the clouds by rising poison mist, the knight and his Lady climb colossal living trees - and descend into the diseased heart of a dying one, where something is wrong with the knight's hands.
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Descending into an underground cavern under siege by wax golems and a maddened mancer called The Crawling Silk, the knight must break through an occupied city to reach the creature controlling the army.
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A bookish new recruit and a violence-loving veteran track a deserter through a plague-blighted wasteland, until they encounter a blighted monster that could end both their lives.
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A weary necromancer hauling a chained monster and a corpse is ambushed by bridge marauders, and his interrupted spell accidentally raises the lake's dead; now he must decide, should he unleash his chained creation to survive?
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Three grave-robbers, descend into the ancient catacombs beneath Deadman's Pile, hunting a legendary frozen tohmb said to hold the remains of a holy servant of Sang, The Scratcher.
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A runaway girl seeks shelter for the night with a strange, buzzing man in a dark forest - but her gracious host may be something far more dangerous than he appears.