I really need to run when the past comes knocking.
Just when I thought my troubles were behind me, who should invade my pub but the same fae duchess who accused me of murder? Now she needs help, but I trust her about as much as I do an unlabelled bottle behind the bar.
She wants Trace to use his stolen souls to save the wall that divides the mundane world from the supernatural. Trace needs a safe place to release the souls, and if the wall falls, we'll face chaos on both sides. It's a win-win idea. Not that we have any choice but to say yes.
Although the realm is an incredible place, it takes all of twelve hours to realize there's more going on than the duchess claimed. Something is following us, I have no idea if we can trust our guide, and the amount of magic everywhere we go is testing Trace's control over his guests.
We need to work fast to get this done, but I don't know if we can do it without losses that might shake our world and theirs.