Thank Esme. Try to remember her, in case her voice or face triggers any memories or emotions.
When we gained control of Piecewise we started sensing a heartbeat. Maybe if we focused on stopping it it would sever the link?
If that doesn't work just ask for help.
I mean, he's a skeleton. Go back with a large suitcase or something to collect him.
I guess we should inform her that we have Piecewise stuck in a closet right now.
So, how should we move Piecewise from the closet to where Esme is? She said an unlicensed animate wandering around would get removed from the street, so I suppose we can assume that having Piecewise just follow us isn't an option.
I wonder if we can't just put Piecewise in a car or something?
You thank Esme for her help and let her know that Piecewise -she gives you a blank stare until you explain thats what you named the skeleton- is hidden in a closet. She seems somewhat revealed by this.
"They could still find it by the thread that binds you but they're a lot less likely to track down some random soul binding than a skeleton out and about. Still, we should get it back if that's what you want to do with it."
You tell her about the sensation of the heartbeat, which is still with you though very dimly, that began when you took control of the skeleton. You ask if silencing that is how to sever the link.
"I'm not sure." She admits, "I'm not a necromancer myself. My talents are more..." she shakes her head, "Later. For now the skeleton."
You ask if she has a suit case and explain your plan to put Piecewise into the suitcase and just carry it back. The skeleton, lacking any flesh, should fold up nicely.
"That will work." Esme says with a nod and a quick smile. "I've got one upstairs, come with me."
She leads you back up to the main floor and then further up again, past two floors of books and onto a fourth floor that, judging by the oddly sloping ceilings and general small size was probably an attic of sorts once. Now its been modified into small housing areas, about a half dozen in total squeezed tightly into the space. She leads you through to a door in the back. Her rooms are those of a struggling student, a starving artist, a broke addict, or a former monk: they are small, spartan, simple and a bit messy. She has a table with three chairs, a single cabinet, a stack of 4 steamer chests, a bed with amazingly soft looking covers, and small piles of books and papers scattered about. She gestures for you to sit at the table as she attempts to drag the top chest down off the pile. After she nearly drags them all down on top of her you step in and help her get it down.
As she digs through the first chest you look at her face and try to remember her. She feels familiar to you, that much you already know, but you cannot put a finger on exactly how or why. In your mind she is a childhood friend, the reality of her lost in the golden haze of the distant past, only echoing impressions comfort, good times, and happiness remaining.
"Do you wear glasses?" You say without thinking.
She looks at you with searching eyes, her hands still pulling things from the chest, but more slowly now. "Only when I read." She says and then, when you don't respond any further, returns to her work. After a few minutes and another chest she produces a large leather case. Its almost like a doctor's bag but a bit bigger, all sturdy black leather and bronze fittings with a single handle. You hold it up, measuring its length against your femur and its width against your ribcage. It will be a tight fit, but you think the skeleton will be able to be folded into or -worst case scenario- disassembled into it. You note that there is a small brass nameplate on it that reads "Kelley".