Session 12
tl:dr- the team is coming together. A crazed witch joins and a meeting is set up for a fence.
Player:
Gorran is still with Hexa-Dray when she says
“If you’re here to finish it, I’d prefer it through the eye. Cleaner that way.”
After a moment’s pause he chuckles and says “sounds like you have no choice to partner up with me then. How about one last chance to show get back at them all?”
GM:
Hexa-Dray doesn’t respond at first.
She leans against the rust-choked girder behind her, watching Gorran through eyes that are far too tired for someone her age. The blood on her sleeve is dry, and the way her other hand rests on her knee says she’s weighing every word, every heartbeat.
Then she exhales, almost a laugh but not quite. Just a rasp of old bitterness.
“Partner up,” she repeats, like she’s tasting something foreign on her tongue. “That’s a hell of a joke.”
Her fingers twitch toward the knife at her belt, but only in habit. She doesn’t draw it.
“You mean the Knives? Or the Hollow-Eyed freaks? Or that guild rep who promised me a name and gave me a number instead?”
There’s venom in the words, but not much heat. Like all the fury burned itself out somewhere beneath the Hive skin.
She shifts her weight, eyes narrowing slightly. The muscles in her jaw twitch—suspicion, maybe, or just the flicker of hope trying not to look too desperate.
“I had a shot. I mapped the path. I made it farther than any of ‘em dared. And I still got cut out. No one to sell to. No one to trust. Not even the damn voices talk to me anymore.”
A pause.
Then, finally, quieter:
“What’s the play, Gorran? You dragging me back for bounty, or do you really have something that might make them all choke on it?”
She doesn’t say I’m in. But she hasn’t walked away either.
Player:
“I want to take that damn vault from all of them, and make them pay for it. I want to be at the top. But there’s something in the way. Something with ‘many faces’, if you catch my drift. I need someone who can deal with the spooky stuff. And that someone needs to be disconnected to all the other parties. I heard that you could rip them all a new one. Did I hear wrong?”
GM:
Hexa-Dray lowers her gaze, eyes unfocused, as if peering through the metal and stone of Ashclimb into a deeper, buried memory. Her breath slows. The tension doesn’t fade—but it shifts.
When she looks back up at Gorran, something’s changed. Not the bitterness, not the guarded look. But behind it now: curiosity.
“The vault…” she murmurs. “You’ve seen part of it, haven’t you? Or at least what it does to people.”
She pushes herself to her feet—unsteady, but upright. She doesn’t reach for a weapon. Doesn’t need to. Her voice sharpens like a blade honed on regret.
“I used to think it was just whispers. That the Hive echoes down there—old sump myths, psychic residue from forgotten wars. Then I felt it. Crawling under my skin. Pulling thoughts out of my head that weren’t even mine anymore.”
She steps closer, tilting her head slightly, studying Gorran as if measuring him.
“The ones chasing that place—Knives, Hollow-Eyes, Guild rats—they think they’re in a race. But they don’t know what’s on the other side of the finish line. Or what they’re feeding.”
Another step. Her voice drops low:
“You want someone disconnected? I burned every bridge I had. Spat in every face worth knowing. There’s nothing tying me to this Hive but ghosts and grudge.”
She pauses, just long enough to leave a cold silence.
“If I help you, Gorran, and we make it into that vault… I don’t want a share. I want names. And I want the chance to unmake them.”
She holds out her hand—dirty, cut, but steady.
“We go deep. We end the thing with many faces. And then we burn every bastard that used us to find it.”
[PARTNERSHIP FORMED – TEMPORARY ALLIANCE: HEXA-DRAY JOINED]
Let me know if you’d like to move forward, or if you want to visit or prepare anything before your next move.
Player:
So I have a promised map, a minder who understands psychic / warp stuff. I need a way to profit from this. So I think I need a sit down with Hexa-Dray and Kai-une to discuss how the ‘map’ is going and what might be in that vault, or who can dense such an unusual thing?
GM:
Absolutely. This is the perfect time for a strategic sit-down. You’ve gathered key pieces:
- Kai-une: You’ve promised her a reward for the map (and she’s still a little unstable). She’s trying to translate the map, not just draw it.
- Hexa-Dray: Your psychic sledgehammer. Burned bridges, serious vendetta, and possibly your best shield against what’s inside the vault.
- You: The man playing the factions against each other. You need to monetize the vault, without letting someone else seize it—or kill you for it.
Let’s set the scene:
Location: A Sealed Hab-Chamber in the Upper Warrens
Once a rationing office, now a scorched and half-stripped room where you can hold meetings without too many ears listening in. The power is patchy, but Hexa brought a chem-lamp. The walls are burn-streaked. Someone bled in here a week ago. You didn’t ask who.
Kai-une is already seated, a grubby dataslate in her lap. Her fingers twitch as she zooms in and out of some jagged, hand-drawn symbology over a pipeway schematic. It’s not clear if she’s deciphering or hallucinating.
Hexa-Dray leans against a wall, one boot braced. Her presence fills the room like smoke—quiet, but choking.
She eyes Kai-une, then you.
“So. You want to talk plans. Let’s see what this ‘map’ really is.”
Kai-une speaks without looking up:
“The path’s not a line. It’s a… pressure. A gravity well of meaning. I’ve marked where it presses, not where it is. That’s what the vault is: a convergence point. It calls things to it.”
She taps the screen.
“I think the vault isn’t a vault at all. Not in the Guild sense. I think it’s a sealed conduit. Something old. Old as the Hive’s bones. And it’s hungry.”
Hexa:
“Sounds like a fancy way of saying it’s a warp leak in a skin-tight box.”
Kai-une looks up sharply. “It’s not Chaos. Not quite. It’s… architecture. With a face.”
You get the sense both women are on the edge of describing something neither of them fully understands. Or want to.
Would you like to:
- Press for potential buyers or parties who might want this kind of artifact?
- Ask for risks and how to contain them?
- Push them to finish the map faster?
- Or bring in a third party—like a fence, rogue psyker, or cult scholar—to evaluate what this “vault” really is?
Or say something in-character?
Player:
“Will we get something that we can follow?!” I saw to Kai-une, referencing the charts. “I took risks getting that girl out of the hole for you. Does she know more about it?”
“The plan is we get there, wipe out anything that poses a danger, and take what’s left to hold as leverage or sell it for profit. Between us we are getting close but we need to bring in someone trustworthy who can evaluate its value. Any ideas on who?”
GM:
Kai-une doesn’t flinch at your tone, but her eyes dart sideways—calculating, a little frayed.
“The girl… Sump-Quill… she followed it, but she didn’t understand it. Her head’s full of half-warnings and fever visions. I can read them—some of them—but it’s like decoding a prayer from a madman.”
“I’ll get you something followable. I just need a bit more time with her. And chalk.”
Hexa-Dray’s lip curls, amused.
“And maybe a bloodletting and a séance while you’re at it.”
You pivot the conversation—profit, buyers, evaluation.
Hexa’s expression darkens slightly. She pushes off the wall, crosses her arms.
“There’s a few names. One I’d trust as far as I could throw them—if they weren’t a paraplegic.”
“You want someone who can see value in a warp-burnt relic but not stab us in the back the second they glimpse it?”
She ticks them off on her fingers:
- Callan Myrr – A black-market antiquarian who used to be Hollow-Eye, before something got him exiled. Can identify, value, and fence artifacts, but works out of a moving barge-lab in the lower sump. Has a reputation for honesty, but only in exchange for stories. He collects narratives more than treasure.
- Archivist Ven Serat – A rogue adept turned cultist archivist, supposedly still alive and operating in Blackgrid. Known to consult for Ash Knives and Ember Saints both. Brilliant, but absolutely insane. Might try to keep the vault, or worship it.
- Mister Cort – A rich, unaffiliated factor who acts as a proxy for clients who don’t want their fingerprints on deals. Doesn’t care what something is, just what it’s worth. He’s quiet and clean, but once he’s in the loop, you’re not the top predator anymore.
Hexa:
“My pick? Callan. He’ll want to know what we’ve done to earn the vault. But he won’t try to cheat us—unless you call publishing the story of our betrayal for a few dozen credits a ‘cheat.’”
Kai-une nods slowly.
“Callan could help map the metaphysical dimensions, too. He once rewrote an entire hymn to trap a daemon in a pipe valve.”
She smiles faintly. “We went on one date. He screamed halfway through.”
Do you want to:
- Reach out to Callan Myrr?
- Choose a different option?
- Try to keep them all at a distance while you assess value another way?
Or say something in character?
Player:
“Set it up, then! And let’s get this thing going before someone else gets there first. I want to be in that vault soon.
Other than this guy, what do you two need to get things ready? Anything I need to get for you?”
I am worried that someone might be getting suspicious of my activity so I will be hunting some debtors between getting anything that they need for the mission. But pick ones to do with the enforcers to make it look like I am trying to get in with them so other clients don’t get suspicious.
GM:
Kai-une gives you a sharp nod and taps at a slate.
“I’ll send a runner to Callan. We’ll use the old filtration shrine outside Rustwing. He’s fond of dramatics.”
She looks back at you, eyes a little brighter now.
“What I need is time with the girl and access to clean lumen lines. And if you can get your hands on some chalk pigment, crushed emberroot, or—if you’re feeling generous—a stabilized diviner’s lens, I won’t complain.”
Hexa-Dray rolls her neck and steps past you, stretching an arm.
“I need a place to work that isn’t haunted or under surveillance. A burner vox. And someone to watch my back if I have to step into the Crawl again. My gear’s shot—if you have a line on old Hollow-Eye reliquaries or even just a clean las sidearm, I’ll owe you.”
She pauses at the doorway and glances back over her shoulder.
“And some damn coffee wouldn’t hurt either.”
Downtime Actions Summary:
While they get set up, you begin covering your tracks. You:
- Take on a few low-level debt-collection jobs, specifically through precinct Zeta-3, leaning into the image of a bounty hunter trying to earn favor with the Enforcers.
- Choose targets that are:
- Politically neutral or
- Seen as nuisances by multiple factions
These jobs are small, but very visible.
Targets on the slate:
- “Three-Wink” Durlo – A con artist who faked a promissory note to a precinct cleric. Has gone to ground in a flophouse near Blackgrid.
- Rinelle Zakt – A former pit-fighter turned extortionist. Wanted for avoiding a bail bond registered to a Guild-linked bondsman.
- Nobbin Trey – A chem-thief who stole from the Ember Saints’ supply line. You don’t want to get too close to the Saints, but acting like you’re working their cleanup? Smart optics.
Let me know which target (or targets) you’d like to pick for this cover—or if you want to do quick flavor scenes of taking one of them down while you gather supplies for Kai-une and Hexa-Dray.
Would you like to continue immediately, or set up a time skip to the shrine meeting with Callan Myrr?
Player:
I feel like breathing in the setting so let’s visit some traders? Gather those things.
GM:
Perfect choice. Let’s slow the heartbeat a little and let the Ashclimb breathe. You’ve been playing the angles hard—this is a chance to soak in the grime, secrets, and whispered trades of the city.

Scene Setup: “The Things That Might Save Us”
Gorran’s list is short but heavy with implication.
- A lens—the kind used in surveying or relic-reading, capable of revealing old inscriptions or invisible shifts in the stone.
- Emberroot extract—a rare alchemical compound Hexa-Dray needs to scribe the map with psychotropic clarity.
- A mundane but curious request from Kai-une: something to burn the map after, if needed.
You’ve split from your allies temporarily. The plan is to stay off the radar—pose as a simple bounty man running errands between precincts and stalls. Maybe even pick up some debtor-chatter to maintain the illusion.

Traders to Visit:
You know at least three reliable—but odd—options:
- Old Nezz at the Grate Bazaar – Has obscure optics, some with histories. May remember Gorran from a job years ago.
- The Green Gutter – An apothecary run by Versta Kemm, a caustic old woman who hoards unstable reagents and mutters prayers to “the Root That Eats Fire.”
- The Ashblind Market (Lower Tier, Tunnel-side) – For the stranger stuff. You’ve heard that the Hollow-Eyed sometimes leave items here on consignment, unclaimed.
Do you:
- Go straight to Old Nezz for the lens?
- Stop at Green Gutter to get the emberroot (and maybe deal with Versta’s suspicions)?
- Or risk the Ashblind for the last, final thing (and see what’s moving in the shadows)?
We can hit all three, but where do you want to begin?
Player:
Let’s go to the top of the list. Visit Old Nezz
GM:

Scene: “The Lens Merchant”
The Grate Bazaar always sounds like it’s breathing.
The heat from vents, the constant hum of machinery, and the rasping bark of vendors hawking scrap and secrets all mix into a low mechanical growl that surrounds you as you push past a rusted curtain of chain-links and descend into the stall row where Old Nezz squats—half-seller, half-hoarder, full paranoid.
Old Nezz’s Stall
The air here smells of ozone and burned insulation. Lenses hang from wires overhead like meditative baubles—some cracked, some smudged with dried ichor, others glowing faintly.
Behind a low counter welded from scrap servo-rigging, Old Nezz lifts his head. His eyes are huge behind a pair of layered, shifting spectacles, each with a different lens of yellow, blue, or polarized black.
He recognizes you.
“By the char of the fourth vent… is that Gorran? Last time I saw you, your arm was bandaged to your ribs and you were yelling at the wrong twin.”
He stands—slowly—and taps something underneath the counter. Just a precaution.
“What brings the ghost hunter back to my end of the Ashclimb? Something delicate? Something… layered?”
What You Know:
Nezz is eccentric, but he keeps the good stuff in a vault below the stall—only trades it when he trusts the buyer or when business is really bad. If you’re here for a lens that can reveal engraved layers or psychic bleed, it’ll be down there.
Do you:
- Play it straight—tell him what you’re after, and risk his curiosity?
- Use a cover story—say you’re buying for a precinct operation?
- Try a personal angle—remind him of the last job, and the favor he owes?
- Or something else?
Player:
I think I would use a cover story. Maybe I need it to evaluate a potentially valuable trinket from a debtor, to see if it will cover things? But try to misdirect his curiosity by asking about his stories?
GM:
Old Nezz adjusts one of his many lenses with a long, shaking finger, narrowing in on your face like he’s reading a forgotten invoice scrawled across your forehead. You lay it out smooth:
“One of my debtors gave up a relic. Not sure if it’s psy-scarred or just heat-warped, but someone upstairs thinks it’s worth something. Said I needed the right kind of lens to test the truth of it. I figured you’d have something—if it still works.”
There’s a pause, and then a slow, skeptical click of his tongue.
“Hrm. The sort of upstairs that wears badges or just the ones that whine about their bloodlines and keep guns under their pillows?”
Before you can answer, you shift gears:
“What about you? Still collecting ghost stories and bad debts? I heard you once swapped a working eye for a fortune-teller’s regret.”
That gets him.
Nezz relaxes. Just a bit.
He chuckles—an ugly wheeze—and rummages under his stall.
“No regrets in this stall, Gorran. Only lenses and liars.”
He pulls up a small black case. Opens it slowly. Inside are four odd devices—handheld lenses, etched with circuits, some humming faintly. One of them has a filter like stained glass, its inner surface faintly pulsing.
“This one… they called it the Scrivener’s Mercy. Got it off a pilgrim who wandered out of the Veins barefoot and blind. Says it can see etchings left by thoughts. The other three are more conventional—thermal strata, ghost-light refraction, augur-warp.”
“Take one for a fair price… or two for a secret. Or…” (he leans in) “…if you’ve got a story worth the listen, I might let you see what’s in the crate beneath the crate.”
You could:
- Buy one (your stash allows it, with some pain).
- Trade a secret (he’d want something true and usable).
- Tell him a story (you could use the Coilchute tale—or invent one).
- Try to push him with intimidation or favors owed.
- Ask to inspect all four, and see what fits your mission best.
How do you play it?
Player:
I think I might regret it but I tell him about Coilcute, but leave out the why’s, or anything connected to the vault. I think Gorran has a soft spot for this guy.
GM:
Nezz listens like the whole world is hissing steam and time’s standing still.
You don’t give him the why—no mention of vaults, no mention of Kai-une or the fractured map—but you tell him what happened in Coilchute: the stink of the deep sump mist, the shapes with masks that didn’t look like masks, the mad whispering about saints with faces and the girl who wandered too far down.
You tell it plainly, but Nezz hears it richly. And when you mention the thing that tried to draw you down—half preacher, half husk, mouthing truths in a borrowed tongue—his lenses go still.
“Saints in the dark,” he whispers. “Some of them never left the ducts.”
He doesn’t ask more. He knows better than to press a man who came back up.
Instead, he leans down and lifts a thin iron panel from the false bottom of the crate.
Underneath: a strange tool wrapped in silk-black cloth and smelling faintly of old myrrh and burnt wiring. It’s not exactly a lens—it’s more like a dowsing rod made by someone who once tried to read thoughts and ended up mapping dreams.
“This,” he says, voice quieter, “was passed through six hands before I got it. A Mourner from the Hollow-Eyed, a Scav-Bishop from the Warrens, two Ash Knives who died fighting over it, and a girl who never said a word but left it here in trade for a rifle and a name that wasn’t hers.”
“She called it The Lantern Tongue. It hums when lies are near. Screams when something wants to be found.”
He wraps it gently and holds it out.
“Yours. Don’t bring it back. And if it starts whispering in your sleep, drown it.”
You leave his stall with that bundle under your coat, a little heavier in the soul and a little more seen.
Would you like to test The Lantern Tongue soon—or let it ride until you’re deeper in the tunnels again?
Player:
Let’s test it out on a mark
GM:
You pick a mark.
A small-time debt-dodger named Pell Drinn, a slicer who used to ghost security for Guilder contracts—until he sold a duplicate access ring to both a thief and an enforcer. Now he owes credits to three people, and respect to none.
He’s holed up in a low-roofed habstack behind Vein Alley, pretending to sell data-reams off a cracked cogitator that hasn’t pinged a real signal in weeks. No one buys it, not even him.
You keep the approach quiet. Lantern Tongue in hand.
At first, it’s silent. Cool. Unassuming. A little warm under the wrapping, like it’s soaking in your nerves.
Then Pell spots you. Flashes the kind of grin he used when lies were still currency.
“Gorran! Hey, I’ve been meaning to call—had a line on your credits. It’s all tied up in a freight snag, clerical stuff, you know how it is. But we’re square, right? Or will be, soon as—”
The Lantern Tongue shivers.
Not vibrates—shivers. Like something in it flinched from the taste of the air.
A high, whispery tickle edges into your ear. No words. Just… pressure.
Then it hums. Soft and steady, like a heartbeat from something deeper than your own.
Pell’s voice cracks midsentence.
“W-wait, you bringin’ Guild tech down here?”
He backs toward his rusted cogitator.
The Lantern Tongue grows hot in your hand.
Lie.
Not a voice, but a knowing. Like the tool doesn’t speak to you—it simply lets you hear what’s already been spoken beneath the words.
Pell’s eyes flick toward a crate in the corner—one he didn’t mention. There’s something inside.
Would you like to:
- Press him verbally and let the Lantern Tongue test each answer?
- Search the hab now?
- Push him physically and get a more aggressive read?
- Something else entirely?
Player:
Option 1. Maybe I ask about “what’s in the box, Pell”
GM:
Pell’s face tightens. You see him do the math—how long it’d take to run, whether the crate could be sold fast enough, whether you’re bluffing.
You aren’t.
“What’s in the box, Pell?”
You keep your voice low. Calm. Like it’s a genuine question. The Lantern Tongue hangs relaxed in your hand, but its warmth presses forward, like a beast testing its cage.
Pell licks his lips.
“Just parts. Power cores. Scavved ’em from a sump runner that bricked last cycle. I was gonna declare them next tithe sweep.”
The Lantern Tongue pulses.
Lie.
It’s not angry. Just certain.
The hum shifts into a sharp note at the edge of hearing—like a string plucked in a dark room.
You tilt your head. Don’t need to say anything. Just let the pause stretch.
Pell’s mouth twitches.
“…Alright, alright, not all parts. There’s… there’s a lens in there. Crystal tech. Didn’t know what it was. Some crawler found it near the trench and pawned it off. I figured it might pay the debt if I could figure who’d buy.”
The Lantern Tongue still hums, but different. Not a lie. Not truth, either. A gray buzz. A shaded omission.
He’s holding back.
The room smells faintly of oil, rust, and something scorched.
Do you:
- Ask again and press harder?
- Threaten him, or let the Lantern Tongue show its light?
- Open the box yourself?
- Call in Kett or someone else as backup?
- Something else?
Player:
I tell him to open the box. Remind him that I can take valuables as payment. And is there anything here that wants to be found, that the Lantern Tongue is perceiving?
GM:
Pell hesitates. Looks at the crate. Looks at you. Then at the Lantern Tongue.
“You want it open? Fine. But I warned you—I don’t know what all of it is.”
He kneels by the battered crate. Slips a crow key from his belt and pops the seals. A thin hiss escapes—pressure equalizing, or maybe just drama.
He lifts the lid.
Inside: junk, mostly. Stripped actuators, a corroded energy cell, a spent injector kit, a few cogitator teeth in a rag. But in the middle, cushioned in a nest of rags and synth-wool, rests—
—a lens.
Crystalline. Cut in a strange pattern that doesn’t catch light so much as bend it. The kind of artifact that sets smart people on fire if they poke it wrong. It almost shimmers with heat, but there’s no warmth coming off it.
And the Lantern Tongue changes.
Its glow folds inward. The flame dims. The warmth is replaced by pressure, like being watched.
Not by a person.
By a presence.
It wants this thing. Not to keep it, not to own it—
—to mark it.
To know it.
Your mind whispers a word not from your own vocabulary:
“Anchor.”
You realize, with a strange certainty, that the lens is a focus of some kind. Not psychic—not exactly. Not warp-tainted. Something more obscure. More ancient. A conduit for aligning thought with function. Could be a scope. A lock. A map.
Pell scratches at his neck. Nervous.
“It’s rare, yeah? I figured it might settle part of what I owe. If not, well, I got other things. But I didn’t want to throw it on the pile until I knew.”
Do you:
- Take the lens as payment and leave the rest?
- Question Pell further about where and who he got it from?
- Use the Lantern Tongue to probe the lens directly?
- Leave it be and report it to Kett or Kai-une?
- Do something else?
Let me know how you want to play this. The presence in the Lantern Tongue is waiting—quiet, but alert.
Player:
I ask him where it comes from but being sensitive to the Lantern’s guidance
GM:
Pell lowers his voice instinctively, even though it’s just the two of you in the cramped, dusty backroom.
“Down-shaft. Sector 9-C, maybe? Near Coilchute, but not in it. There’s a skipjack I sometimes pay to do runs—found a sealed locker wedged in a collapsed maintenance crawl. Mostly broken crap inside, but that thing… that thing was nested like someone wanted it found but didn’t want it touched.”
He pauses.
“Skipjack wouldn’t even let me touch it bare-handed. Said it gave him nosebleeds when he got close. I thought he was playing it up for cred, but… now? I’m not so sure.”
You feel it then—like a tug at your sleeve.
The Lantern Tongue tilts—not physically, but perceptually. Toward the lens. Like a candle leaning toward a draught.
You let it guide your intuition.
It doesn’t want you to destroy the thing. Nor protect it.
It wants you to understand it.
To place it.
It is not dangerous in itself—
—but it belongs somewhere.
And it is one of several.
Anchor.
One of what, you don’t yet know. But you’re suddenly certain: this piece connects to the vault. Maybe not directly, but like a hinge connects to a door.
Pell clears his throat.
“So, uh. That good enough to square me up? Or do I still owe interest?”
He’s uneasy, but he doesn’t grasp the full weight of what he brought you.
What do you do?
- Accept the lens as payment. Mark Pell’s debt as paid.
- Accept the lens, but let Pell believe he still owes you—it might keep him honest.
- Decline the lens and tell Pell to keep it, but you want it watched.
- Push for who else has seen or handled items like it.
- Use the Lantern Tongue on Pell to sense why he found this. Coincidence… or something more?
Or suggest another move.
Player:
I accept it as partial payment. How about we make the final scene of the session where I pass it to Kai-une and ask her to evaluate it and the Lantern Tongue?
GM:
Perfect scene to close the session. Here’s how it plays out:
Kai-une’s quarters have changed again—more bones than before, more hanging strips of velvet scorched at the edges, more melted wax built into walls like creeping coral. The air hums faintly with static and crushed lavender. She’s cross-legged on a rug that smells like deep sump and cardamom, daubing paint onto the inside of a shattered servo-skull casing. Her eyes flick up as you step in.
You say nothing at first. You just place the lens down on a tattered cloth, next to a collection of warped icons and data-jewel fragments. Then you set the Lantern Tongue beside it.
She leans forward, and for once, doesn’t speak.
The room grows quiet. Not silent—never silent, not here—but quieter. Even the bubbling of her low-sump still seems to pause in its gurgle. She draws a circle in the air above the lens, muttering something in a language half-broken by subharmonics and tongue-clicks. Then she lays two fingers on the Lantern’s iron casing.
Her shoulders tense.
“You didn’t tell me it had been fed already.”
You give a slow shrug. “It spoke. So I listened.”
She nods, faintly. Her pupils shimmer—not dilation, but reflection. Of something not in the room.
“This is… part of something,” she says. “An array. A net. A weaving of signal and will. Whoever placed this didn’t hide it out of fear—it was buried like a tooth. To bite later.”
She slides the lens back toward you. The Lantern Tongue she keeps, for now, resting in a bone cradle.
“It’s tuned now. It will hear more. And more will hear you.”
Then, more softly:
“We’ll need to move soon. Others are starting to stir. They smell the shift.”
She doesn’t explain who they are.
Session End.