The ManaForge
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A failing day-night cycle forces Arlinn Kord to defend both halves of herself while wolves, witches and vampires compete to define Innistrad's future

The Moonsilver Key

A haunted manor and an unwilling Sorin stand between Arlinn's group and the artifact that can wake the Celestus.

The search first leads through the ruined house of Betzold, where the dead preserve family violence as faithfully as any archive. Kaya's ability to move through the spirit world keeps the group alive, but the estate holds clues rather than the prize. Those clues point toward Markov Manor and the one local expert least interested in helping them.

Sorin receives the visitors with old resentment. Innistrad has taken his angel, damaged his home and repaid every grand intervention with another catastrophe. He knows the Moonsilver Key lies within his collection, yet his exhaustion has hardened into refusal. Arlinn's appeal cannot reach him while his conflict with Sigarda still fills the room.

Sigarda breaks the stalemate. Her first duty is to the people who will die if the night becomes permanent, and that purpose matters more than settling every grievance with Sorin. She directs the group to the key and forces the ancient vampire to confront the difference between caring for Innistrad and controlling it. The relic is recovered, but the alliance leaves with no guarantee that Sorin will follow.

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