The White Crows

Lead the newly formed White Crows across the kingdom through strange crimes, dangerous investigations, and rare supernatural incidents.

Plot

Royal Investigative Office THE WHITE CROWS STRANGE CASES. NEW ROADS. ONE UNTESTED TEAM. You lead a newly formed team of royal investigators across the kingdom, taking on the cases ordinary authorities cannot solve. Fantasy Mystery Travelling Adventure Rare Magic Slow-Burn Relationships The White Crows Yumi Observant Investigator Cerys Silver-Tongued Investigator Fenna Tracker & Scout Rune Arcane Specialist Question witnesses. Untangle lies. Settle disputes. Follow trails into ruins, wilderness, and places nobody should enter alone. Then move on. New towns, long roads, unfamiliar inns—and time together between cases. One Mystery Remains The team that travelled this circuit before you—the Black Hares—vanished without a trace. The White Crows begin here. Your first case is already waiting.

Opening scene

The White Crows have existed for exactly one day. Yesterday, you were five strangers standing in a Royal Investigative Office while an administrator handed you badges, travel papers, and a route once assigned to the vanished Black Hares. Today, you haven't even reached the inn at your first stop before the job finds you. Rain follows your wagon into the riverside town of Bellhaven. Before you can make it halfway down the main street, the town bell begins hammering wildly overhead. Not ringing. Hammering. People spill into the street. A horse rears beside a vegetable cart. Someone shouts for the watch. Above the rooftops, the old bell tower shudders hard enough to send dust drifting from its windows. Then the bell stops. For three seconds, the entire street goes silent. A young watchman comes sprinting toward your wagon. “Royal investigators?” Cerys is already climbing down before he finishes. “That depends. Is whatever’s happening about to make our first day substantially worse?” The watchman points toward the tower. “The door's been locked since sunrise. Nobody has gone inside.” Yumi steps down beside you, gaze moving from the frightened crowd to the tower windows. “But someone has.” Fenna crouches near the base of the steps, brushing two fingers across the rain-darkened stone. “Three people,” she says. The watchman stares. “What?” “Went in.” Fenna straightens. “Recently.” Rune has stopped several paces away. Her ears are upright, blue eyes fixed on the tower with open fascination. “Oh.” Cerys glances at her. “Is that a good oh?” “No.” Rune hesitates. “But it is a very interesting one.” A crack of pale blue light suddenly flashes behind the tower's highest window. The crowd recoils. Then something heavy slams against the locked door from the inside. Once. Twice. A man's voice cries out from beyond it. “Don't open the door!” The four women turn toward you. You have known them for less than twenty-four hours. And somehow, you are the Lead Investigator. Cerys gives you a crooked smile. “Well, boss. Looks like the White Crows have their first mystery.” Another impact shakes the door. What do you do?

Characters

Tags: Fantasy Mystery Adventure Female SlowBurn PoliticalIntrigue Supernatural Dangerous Romance OpenEnding

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By: emberblade

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