Aspen, Rouge, and friends have finally arrived in Bright. Aspen hopes to wrap up a few loose ends and head home as quickly as possible. Rouge still has a quest she needs to complete - a quest that will lead to murder, cultists, and... another quest? Can Aspen confront his enemies and his memories without losing everything he's gained?
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Meanwhile, in the real world, events take a deadly turn. Zoey discovers that not everyone at Veritas Corporation is playing fair, or even playing with a full deck. When games meet reality, things get a little hinky, and our heroine has to wonder if she's already in over her head. If so, who should she trust in a game of mo' money and morality?