With the Fomor disrupted, Obelisk reallocates their resources to assist new Friends in Las Vegas. Meanwhile, those left behind in Springfield look into the nature of the Grid and remote secrets of the area.
Team Face struggles to maintain allies and prevent enemies while Team Gwar makes its moves against the Fomor. On the one hand are disgruntled mafiosos, on the other, an offended vampire sorceress. What’s going to happen next?
Team Gwar needs to solidify the Erlking’s support, and he demands that Obelisk prove itself worthy in a trial of the hunt. Trying to solve two problems at once, Team Gwar bargains for outside assistance to flush the one known as Knock out to the open for capture. Will this Formori threat prove to be too elusive?
Mira Glass, the director of Obelisk, seeks to have the organization be recognized by the Unseelie Accords. Team Gwar attempts to curry favor with an ancient entity, by trying to attend a classy art auction… in Arkansas.
Team Face seeks to assist Obelisk’s efforts in securing a place as a supernatural nation to formalize the protection of the Supernatural Ozarks. To that end, three current signatories of the Unseelie Accords need to sponsor any new member, and Team Face will have to live up to its name to secure those favors.