[KEYSTONE HUNTING: A BEGINNER'S GUIDE]
*after standing quietly beside Claude for a moment, clears his throat*
On the subject of hunting for keystones: you'll know when you're near one. They radiate the presence of the Judge who owns them; Messenger's will make you clear-headed and quick of thought, Queen's will amplify your desires and erode your self-control, Horn's might make you hyperactive, that sort of thing. If you walk into a building in the abandoned city and you start feeling unusual impulses or an odd state of mind, odds are good that you're close to a keystone's hiding place.
If you do come in contact with one, try to avoid touching it with your bare skin. That exaggerates the influence, and even Judges who we consider relatively benevolent might cause some problems if their influence is allowed to linger. A bag or a pocket will work fine, but be quick once you have it; it's possible that other Judges can sense when a keystone moves out in the open, so it's better to minimize that risk. If you're going out to hunt deliberately, it might be smart to talk to Ed and get a box made beforehand.
As to locations...two so far have been in temples in the abandoned city. There are likely others there, but they're scattered. It'd be a good idea to have a map somewhere central, so that we know where we have and haven't looked, and where we should be looking next. I suggest we all do our teams' hunting in the city from now on, since that provides us a good excuse to search.
If anyone doesn't know the list of known Judges and their domains and properties, I can put that up for people to see. Any keystone we can find is valuable; the more we have, the better our chances of making a decisive move.