Fault has accepted a job to get rid of a ghost that keeps coming back to life no matter how often it’s killed. She kills it anyways just for fun and then goes off to interview the last person who tried to resolve the problem. Frustratingly enough the person we want to talk to does not show up as a conversation topic so it takes a good half hour to find enough hints to track her down. Along the way Fault gets lost and winds up wandering through a Mage Hall instead of the Council Hall she was supposed to, which is OK since the Mage Hall was kind of cool. In a nifty bit of world building Telvani mage halls are giant towers with no stairs. The idea is any competent Telvani mage should at least know how to levitate a few stories making the no stairs solution convenient and efficient for wizards while simultaneously keeping most sales men and random adventurers out.
Anyways, ghost busting. The wizard claims she found no evidence of a trapped spirit at the hotel and that the ghosts are probably being summoned on purpose. Fault follows a hunch, heads back to the mages guild and discovers that the whole “haunting” was a prank being played by a conjurer who had had a lot of trouble getting her immigration papers and was taking minor revenge on the local beuaracrats. She agrees to put an end to the joke but only if you first deliver an official and very sarcastic set of anti-ghost paperwork to the local immigration officer.
Fault’s final reward is a magic ring our build prohibits her from using that doesn’t even sell for enough to afford teleportation back to Balmora. Guess we’ll be walking…
Wow. It turns out this particular town is built on an island. That could be a problem.