# Core Move — Mags & Orenn as Fixers, and the House's Secret

The canonical concept for the rewrite. Everything below is settled; the module
files should be brought into line with it.

## The reframe, in one line

Mags and Orenn are not fiend experts. They are skilled **underworld fixers, out
of their depth** — people who think they can handle this because they've handled
hard things before, and are quietly, fatally wrong about what "this" is.

## Who they are now

Their competence is real, but it's in **violence, intimidation, tracking a mark,
making problems disappear, and — above all — information.** Running the city's
neutral ground means they *must* know who's moving and why, so they run
**surveillance** on every faction (the Guest as a planted asset, their coded
booking and debt journals, their own watching). Humint, not brimstone.

- Mags's *Cleaner's Instinct* (advantage vs. fiends) becomes a **Fixer's Read**:
  advantage to read people, spot a lie, clock a threat, track a mark.
- Drop her fluent Infernal ("years of dealing with fiends"). Thieves' Cant stays;
  at most a few words picked up from one bad job.
- They've **brushed against the supernatural** a handful of times over the years
  (that's why they own a little anti-fiend kit and a shelf of reference books) —
  but they never specialized. A seasoned fixer recognizes "this job is cursed,
  get the salt," not a species.

## The house history

The building sits on a **natural thin point** (this is already canon). Long ago it
was a **warlock/cultist den** — summoners work a thin point because it makes
calling easier. They got greedy, pushed it, and **tore an actual rift** in the
deepest chamber; something got loose. The underworld hired **Orenn and Mags to
clean out the summoners** — the human part, which is exactly a fixer's job. They
killed/scattered the cult, found the torn rift already **sealed** (by the cult's
own last containment, or a specialist on the job — *not* by them), judged it a
closed case, and **took the house as payment** (nobody else wants a cursed
cult-den on a bad corner).

**Every occult tool in the cellars is the previous owners' leftover stock** — the
circles, the books, the salt, the runed nails, the ward-crystal. Orenn and Mags
built and bought none of it. They kept the junk where it lay and re-traced the
containment chalk occasionally out of closed-case superstition — recipe-following,
not comprehension.

## What they know vs. what they don't

- **They KNOW the history:** "This was a summoner's den, we cleaned it out years
  ago, that gear downstairs is theirs, there's a sealed dead rift in the bottom
  chamber." Closed case.
- **They are OBLIVIOUS that it's reactivating.** They have no idea the seal is
  failing, that a fiend is digging through it, that it killed Orenn, or that it's
  connected to the Order activity they've been tracking **up in the city.**

Their antennae point **outward** (surveillance) and they're sharp there. They're
**oblivious downward.** The call is coming from inside the house, and the two best
investigators in the building never look under their own floor — because the
phenomenon is diffuse and city-wide (below), and because that basement is, to
them, closed business.

## The metaphysics lives elsewhere — not in their heads

- **The cult (Order of Mending)** summoned Xarrul, works the Opening, and holds a
  **map of thin points** (one being here). They understand it. They're adversarial
  and unreliable — the tension you want.
- **The books.** Fixers accumulate reference; you read the page you need, never
  cover to cover. The house holds an **encyclopedia they never internalized** —
  some inherited with the building (the den's), the rest collected on jobs. The
  knowledge is physically present for players to dig into; it was never in Mags's
  or Orenn's heads. (Orenn's bestiary in the bedroom is one of these.)
- **The Guest** infiltrated the cult, so it knows the cult's side. It was always
  an **intelligence asset**, not a fiend-hunting tool — which points straight at
  their real trade: spymastering.

This turns Mags from a **knowledge vending machine** into a source of **leads, not
answers.** Players earn understanding by cross-referencing books + cult + Guest +
the Ethereal creatures seen in Orenn's silver mirror, not by unlocking one trusted NPC.

## The thin point, the tear, and the two circles

The **thin point and the tear are the same physical place** in the Deep Cellar's
Old Work. “Thin point” names the natural planar weakness; “tear” or “rift” names
what the old summoners did to that weakness. There is no second thin point in the
upper cellar.

- **Binding circle** (upper cellar): a *Magic Circle against fiends* — a **cage for
  a creature.** This was the den's **summoning-and-command circle** (you call a
  fiend into it so it can't claw you while you bind it). In the finale it's the
  **trap** you lure Xarrul into.
- **Containment circle** (deep cellar, the Old Work): a silver-and-salt ring around
  the actual tear — a **cork in a hole.** It keeps the rift from widening. Its
  **erosion is the clock**; re-powering it slows the clock.

The one-liner: *the binding circle is a cage you put a monster in; the containment
circle is a cork you put in a hole.* Both are **legacy** — the den's, not theirs.

- **Vacancy and Hollowing require the tear.** Both vessel-workings must be performed
  inside the Old Work's containment circle, where the breach can expose and redirect
  a spirit. The upper binding circle cannot substitute for it.
- **Destroying Xarrul requires no special place.** It has one hit point pool across
  both planes and dies only if reduced to 0 HP in the Ethereal Plane. Hunters cover
  both sides because Xarrul can dodge a group confined to either one; there are no
  synchronized final blows. No thin point, rift or circle is additionally required.
- **Xarrul's physical lair is at the tear.** During the lockdown, the sealed house
  carries its influence everywhere, so the entire Nether Inn counts as its lair for
  lair-action mechanics.

## The diffuse bleed = the obliviousness engine

The Opening and the failing tear are the **same physical phenomenon** — a thinning
of the Material–Ethereal boundary. One is engineered, one is leftover; **they
produce an identical signature** (cold with no draft, wrong-direction sound,
half-seen figures, restless minds, "sensitives" drifting in, small hauntings).
There is no way to tell them apart by symptom — only by **source.**

The leftover **containment keeps the intense source sealed below.** What escapes is
a **thin, wide, city-scale bleed** with no usable local gradient — from street
level the whole district feels equally "off." So Orenn reads it as a
**district/underworld** problem and never suspects one specific building (his own).
That diffuseness is *why* he didn't check the basement.

## The case board (city-scale; poignancy, not a puzzle)

Orenn's investigation, in his old cellar ops-room — **early phase, a few names, and
everything misfiled outward:**

- City map pinned with district deaths/disappearances/madness — some are **Thera's
  soul-harvest** (real, human), some are people the tear frayed. Lumped as
  "someone's working the district."
- A watch-list of patrons who "changed" — **Bren** (raving), several neighbours
  reporting the same cold dreams, and regulars who stopped returning. Filed as
  recruits, marks or street-level fallout; actually the thin point fraying them.
- The **Order of Mending** file — Guest's intel, meeting frequency, a name
  (*Vyre?*), the bronze pins. His strongest, realest lead — and the exact thing
  that let him misattribute everything else.
- A **timeline** showing the anomalies ramping "in step with" the Order getting
  busier. Correlation he read as cause. (Both escalate because they're the same
  phenomenon.)
- **Nothing localizes home, because nothing can.** That absence is the point.

## The lockdown is Xarrul's keystone (the master beat)

- **The ward-crystal is the summoners' "oh-shit button."** An emergency containment
  device: if a calling ever punched a hole to a lower plane, breaking the crystal
  seals the house in a resilient shell **on every plane at once** — it plane-shifts
  and lays a *resilient-sphere*-like seal over each plane's version of the building.
  (Why all planes rather than the Material↔Ethereal boundary itself? Because sealing
  *within* a plane is easy and sealing *between* planes is hard — so it cheats:
  several easy single-plane seals instead of one near-impossible between-planes one.)
  The device's whole purpose: contain a breach so that **only what is already inside
  the house, on some plane, can come through the hole — never the whole plane behind
  it.** (The module already calls it *"the tavern's stored wards"* — this reveals
  what they were for.) Mags inherited it as *"the panic button that bolts the doors"*
  and has no idea it seals across planes.
- **Why Xarrul needs it.** The emergency device trades a cork for a bottle. It pulls
  power away from the internal planar seals and spends that power on an exterior
  shell around every version of the house. That lets the one intruder already at the
  fault cross fully into the Material interior while ensuring nothing can escape on
  any plane. Mags thinks she is only building a cage; she is also opening the cage's
  inner door.
- **Before the crystal breaks:** Xarrul is stuck on the Ethereal side. A full night
  working the tear stores one three-round Material incursion, and it can hold only
  one. It spends tonight's charge on Brand → Visions → Multiattack against Orenn.
  **After:** it has crossed into the sealed interior and regains Ethereal Jaunt there,
  but cannot leave in any form. The shell also prevents the Guest's Astral release,
  so the Vacancy cannot begin during lockdown. At midnight the shell lapses and
  power returns to the inner seals, creating the single three-round Vacancy window
  before the tear reseals. The **lockdown timer IS the clock.**
- **Not luck.** Xarrul is ancient and patient and has watched the house
  ethereally for a long time. The tavern has a **known, ritualized response to a
  killing** (the whole no-kill premise). Xarrul weaponizes the house's own
  protocol. Making **Orenn** the victim removes the calm keeper who might've
  investigated coolly, guaranteeing the emotional, protocol-following responder
  (Mags) is the one holding the crystal.
- **One murder, three payoffs:** (1) removes the one watcher circling it;
  (2) triggers the keystone lockdown; (3) frames the outsiders → conscripts the
  PCs, keeps the factions hunting each other, seals everyone in.
- **The Guest stays Xarrul's hand.** Xarrul first promised never to kill the Guest,
  which rules out forced Hollowing of the changeling. Their later compact permits
  Xarrul to kill Orenn as the one death needed to close the house, then forbids it
  from killing anyone else until the exchange finishes (except direct defense against
  binding, banishment, or destruction). The promise does not make Xarrul responsible
  for violence the factions choose themselves, so provoking faction war is its central
  loophole. If the Guest dies, the exchange becomes impossible and the restraint lifts
  immediately; its killer becomes Xarrul's first replacement-vessel target. When the
  Guest is delivered Astral, that temporary restraint also ends; if the transfer was
  secret Xarrul leaves disguised, while an exposed transfer may lead to cleanup.
- **The Deep Cellar is leverage, not a progress bar.** Once lockdown begins, Xarrul
  has already crossed into the sealed interior. It guards the cellar because it
  contains the Guest, the anti-fiend tools, evidence of the compact, and the only
  place where Xarrul must surrender Jaunt during the midnight Vacancy.

## Consequences that fall out for free

- **The exterior shell is not a weapon.** The party can break the mundane door and
  expose the planar surface behind it, but cannot puncture, dispel or invert the shell
  during the session. Their leverage is inside: the Guest, the bell, the foundation
  sigils, the binding circle, planar sight and political control of the room.
- **The seal makes the source findable (the inflection).** Before tonight the
  failing tear leaked and *diffused across the whole district* — wide, flat, no
  gradient — which is exactly why Orenn read it as a city problem and never localized
  it. The moment the house seals across planes, that diffusion is **cut off**:
  nothing bleeds out, nothing bleeds in, and the wrongness that used to spread thin
  over the quarter is now **trapped and concentrated inside the house**, with its
  source. From tonight the players, unlike Orenn, *can* trace it home — not because
  more leaks out, but because it can no longer leak *away.*

## Xarrul's character (tone)

**Ruthless and honest. Lawful-neutral.** Keeps its promises to the letter; carries
no moral bias. Single goal — **to be real**, to cross and live — and it is
determined, picking the most viable course of action regardless of the morality of
it. It was used as an evil tool for centuries; it will not shy from evil acts now.
But it **won't reach for harm without a reason** — no threat, no attack. **Not
reckless.** A manipulator, not a liar: manipulating events is not deceiving those it
deals with. This *sharpens* the Open Door choice — siding with something ruthless
*and* honest, because the cult is worse.

## The Mags gut-punch (optional, strong)

Late-game, the players — or Mags — realize the lockdown *she* triggered to protect
everyone is what let Xarrul cross. It killed Orenn and then used her grief and her
protocol to trade the inner barrier for an outer cage. Fits her fatalism and the Warden's Mark; fuels her in
the finale rather than paralyzing her.

## Blast radius — files to bring into line

- **npc/mags.md** — heavy: drop fiend expertise, Fixer's Read, Infernal, obliviousness, surveillance, the crystal she doesn't understand.
- **npc/orenn.md** — heavy: background (fixer not fiend-hunter), the case board, "What He Knew" redirected outward, oblivious to the tear.
- **overview.md** — "retired cleaner"/fiend framing; the clock; the murder's purpose.
- **location/tavern-overview.md** — the ward-crystal's true nature; the "old ward-sigils carved by Orenn and Mags" secret; History section.
- **location/cellar.md** — ward-sigils section (drop the footprint barrier), binding-circle provenance/use.
- **location/deep-cellar.md** — containment provenance ("was contained," not "the couple contained"), the chalk-wall note redirected outward, "why they really live here."
- **storylines/the-reckoning.md** — The Clock (= lockdown timer), Scenario A bell, Scenario B binding circle, Scenario F, the Bell ending, Mags's lines.
- **npc/xarrul.md** — the Night's Clock, the mastermind/lockdown plan, the tone.
- **storylines/murder-mystery.md** — the murder as the plan activating; the lockdown beat.
- **npc/the-guest.md** — confirm "intelligence asset" framing (mostly already fits).
