Inside the crumbling walls of Lord Oberon's castle, our heroes must decide if a mysterious prisoner is friend or foe — and make a sacrifice before time runs out.
As night falls and creatures stir, it's time for our heroes to head underground. Gydeon reads, Iria inspires, and Wingthe is on fire. Meanwhile, Tonreir gets a little bit risky.
Our heroes encounter hidden dangers in a world of wind and sand. Wingthe takes in the views, Gydeon wields her journal, Iria is moved by the music, and Tonreir just tries to keep them all alive.
Vesper’s mansion proves as strange as the undead alchemist himself. Our heroes receive the tools they need to catch a vampire — but not before they’ve met a talking door, a meddlesome cupboard, and cats. Just, a lot of cats.
Vyer is full of secrets, even in the most humble of places. Tonreir plans, Iria explores, Wingthe bonds, and Gydeon makes it clear she’d trade any one of them for a bath.