(if:(passage:)'s tags contains "nofooter")[](else:)[
------
Brave $brave Tough $tough Slick $slick Wise $wise Cute $cute Magical $magical
Fighting Skill $fightskill Weapon Power $weaponpower
$appearance]
''Island Tail''
//by Kris Schnee//
A story of exploration, adventure and transformation.
Suitable for mature audiences.
[[About]]
[[Start!|Intro]]
{(if: (saved-games:) contains "Save 1")[
(link: "Load Saved Game 1")[(load-game:"Save 1")]
]}
{(if: (saved-games:) contains "Save 2")[
(link: "Load Saved Game 1")[(load-game:"Save 2")]
]}
{(if: (saved-games:) contains "Save 3")[
(link: "Load Saved Game 1")[(load-game:"Save 3")]
]}
(append: ?Sidebar)[Sidebar Text]
Kris Schnee is a writer of fantasy and science fiction, who also dabbles in game design. His novels are on Amazon (most recently "Thousand Tales: Extra Lives") and some of his stories can be found at http://kschnee.deviantart.com/ .
"Dragon Fate" is written using the free Twine engine, available at https://twinery.org/ .
//Build: 2016.12.12: First demo. Very incomplete.//
There are $endings non-death endings so far.
[[Back|Title]]
{
(set: $brave to 0)
(set: $tough to 0)
(set: $slick to 0)
(set: $wise to 0)
(set: $magical to 0)
(set: $cute to 0)
(set: $appearance to "You're an Imperial navy crewman in uniform, sunburned and lean.")
(set: $fightskill to 0)
(set: $weaponpower to 0)
(set: $wounds to 0)
(set: $items to (a:))
(set: $outlaw to 0)<!-- How hated by the Empire? -->
(set: $flip to "Tails: (random:0,1) (random:0,1) (random:0,1)")
(set: $braveplus to "(set: $brave to $brave + 1)'' (Brave+) ''")
(set: $toughplus to "(set: $tough to $tough + 1)'' (Tough+) ''")
(set: $slickplus to "(set: $slick to $slick + 1)'' (Slick+) ''")
(set: $wiseplus to "(set: $wise to $wise + 1)'' (Wise+) ''")
(set: $magicalplus to "(set: $magical to $magical + 1)'' (Magical+) ''")
(set: $cuteplus to "(set: $cute to $cute + 1)'' (Cute+) ''")
(set: $wound to "(set: $wounds to $wounds + 1)'' (You are wounded!) ''")
(set: $heal to "(set: $wounds to $wounds - 1)'' (You recover from one wound.) ''")
(set: $healall to "(set: $wounds to 0)'' (All your wounds are healed.) ''")
(set: $outlawplus to "(set: $outlaw to $outlaw+1)'' (You will be hated more by the Empire!) ''")
(set: $fightskillplus to "(set: $fightskill to $fightskill + 1)'' (Your fighting skill has increased.) ''")
(set: $endings to 0)
}
''Gameplay Note: At various points you will be told to test your abilities. Add the abilities mentioned (all of them start at 0), then flip 3 coins and add the number of "tails" you got. The total score is called your score, or your number of "tails". Select the "Success" option if your score is equal to or higher than the difficulty. Eg., a skill of 3 + 1 tail flipped beats a difficulty of 4 or lower.
In this Twine format, you may use actual coins or look for a set of 0/1 digits, treating 1s as tails.
Record how many wounds you've taken, starting at 0. If you ever reach 3, you'll be killed! Watch out and try to heal when you can.''
(display:"Init")
With a shout of men turning the capstan wheel belowdecks, the ship //Tusk// weighs anchor and prepares to leave the isles behind. After days at the Empire's most exotic port the navy has need of //Tusk// to patrol the eastern border.
You decline to go along. You're basically a slave, ever since that day at the harborside tavern when two recruiters tricked you into drinking a beer with a coin in it, then swore to a judge that you'd "willingly touched the Emperor's own money" and owed your service to the navy now. The food is terrible, the sea is monotonous, and if things ever do get exciting it could mean getting killed for the glory of some masters you'll never meet. The only entertaining part of this voyage has been the Luskinsday Islands you just left behind: a near-tropical land of otter-like people who seem to have a much more pleasant life.
So: What makes you think it's a good idea to jump off of a perfectly good ship and risk death at sea and death if you're caught?
[[Brave: You refuse to serve the Empire against your will.|Intro Brave]]
[[Tough: You're confident you can make it to safety.|Intro Tough]]
[[Slick: You've got practice making it out of hairy situations.|Intro Slick]]
$braveplus
(display: "Intro 2")
$toughplus
(display: "Intro 2")
$slickplus
(display: "Intro 2")
You're aboard //Tusk//, and the sun is setting. The ship has left the islands behind by several miles. You had to wait for nightfall to have much chance of escaping, and that means a dangerously long swim. Most of the crew of a hundred or so sleeps in the stinking hold full of hammocks, while a few men stand ready on deck to sail through the night. Things have quieted for the evening.
Earlier on this voyage, //Tusk// ran into some pirates. What were you doing?
[[Climbing the rigging and trimming the sails as a common sailor.|Intro Sailor]]
[[Fighting with sword and crossbow, as a marine.|Intro Marine]]
[[Handing out supplies, as the quartermaster's assistant.|Intro QM]]
[[Working magic as the ship's "caskman", a glorified hose.|Intro Mage]]
You're a sailor, skilled at climbing and enduring the seafarer's life. You know that maggots in biscuits means more meat.
$toughplus
[[Go on|Intro 3]]
You've been in a fight before, and you've brought yourself to shoot at people. Pirates, at least.
$braveplus
$fightskillplus
The ship's weapons are usually locked away, but as a marine you have access to a cutlass, a slightly curved shortsword suitable for the cramped environment of a ship. Maybe you swiped it from the ship's stores, or you were trusted enough to be allowed to keep it on your person. In either case, you can [[take the cutlass|Intro Cutlass]] if you want.
[[Go on|Intro 3]]
You got forced into naval service because of your magical skill; lucky you. You're no wizard, but you can fill casks with drinkable water. //Tusk//'s captain is not going to be happy to lose you.
$magicalplus
$outlawplus
[[Go on|Intro 3]]
You have a head for numbers, said the recruiters when they kidnapped you. You ended up as the quartermaster's assistant, which kept you mostly out of battle but made you busy managing the ship's supplies.
$wiseplus
By the way, want to steal some cash on your way out?
[[No, it's too risky.|Intro 3]]
[[Yes; the penalty for desertion is death anyway.|Intro QM Yes]]
You carefully make your way to the chest containing the ship's money supply, and slip some coins into your pocket, padding them as well as you can to hide the noise. You can consider it an advance on your pay, or retribution for having been forced into the service. Either way, your employers will be less than pleased once they find out about this crime!
$wealthplus
$outlawplus
[[Go on|Intro 3]]
Fortune smiles upon you tonight. The moon is just bright enough to show you the water's surface and dim enough that you might be able to slip away unnoticed. A warm breeze blows nearly east, slowing //Tusk//'s progress away from the islands. With what you know of the currents around here, with luck you'll be able to swim free if you can find something to float with, and then you'll make it to the cliff in the sea. Which is a problem you'll deal with when you reach it.
While most of the crew is asleep, you make your way to the galley where the old cook is dozing as usual. You find just what you were looking for: a little keg that once held rum and has been re-corked, making it a floating object you can carry under one arm. Then you creep up onto the deck.
You know the planks well enough to walk without stepping on the ones that creak. Your careful tread takes you to the starboard railing, where a coil of rope lies. You pick it up to drop it over the side and make a quiet escape.
[[But then...|Intro, Sentry]]
($set: $items to $items + ("Cutlass"))\
The sword is simple and cheap but should serve you well.
(set:$weaponpower to 1) ''Cutlass: Weapon Power 1''
[[Go on|Intro 3]]
You swing the wooden keg at his head to knock him out!
This action counts as an attack. Test your Brave stat plus your Fighting Skill. (Any ability you haven't been told to raise is zero.) Earn at least 2 tails to succeed.
//Note: If not using physical coins, use these digits. A "1" counts as a tail.//
$flip
[[Success|Intro, Sentry, KO]]
[[Failure|Intro, Sentry, Attack Fail]]
You wrap the rope around the sentry's neck to try choking him to unconsciousness before he can sound an alarm!
This action counts as an attack. Test your Tough stat plus your Fighting Skill. (Any ability you haven't been told to raise is zero.) Earn at least 2 tails to succeed.
//Note: If not using physical coins, use these digits. A "1" counts as a tail.//
$flip
[[Success|Intro, Sentry, KO]]
[[Failure|Intro, Sentry, Attack Fail]]
You react faster, with a flashing blade. The sentry stares down at the sword sticking out of his gut, and only manages to gurgle before you finish him off across the throat. It was a desperate move, but one you had to do to save your own life. There was no other way. You need to get out of here, now!
$outlawplus
[[Intro, Overboard]]
You try to talk your way past the suspicious sentry who's caught you on deck at night.
Test your Wise trait. (Any ability you haven't been told to raise is zero.) Earn at least 2 tails to succeed.
$flip
[[Success|Intro, Sentry, Talk Yes]]
[[Failure|Intro, Sentry, Talk No]]
You tie the keg loosely to the rope, lower it over the side, shimmy down to the warm water, grab the keg, and cleverly yank the top end of the rope free so that the whole thing drops, leaving little evidence of your escape. The rest of the crew will find out soon, but you should have enough time.
You swim quietly, cautiously, using the little barrel to help you float and conserve your strength. Soon you're out of sight from //Tusk//. You start to move more confidently. You're safe!
Until you reach the cliff in the sea, that is...
[[Cliff In the Sea]]
A lantern's light blinds you for a moment. There's a soldier on watch, one hand on the cutlass sheathed at his side. "What are you doing?" he demands. If he raises an alarm, you're finished! What will you do?
//You may not choose an option you've already tried. You can't try talking if you've already attacked.//
[[Be forceful and knock him out with the keg!|Intro, Sentry, Keg]]
[[Overpower him, to choke him unconscious with the rope!|Intro, Sentry, Rope]]
(if:$items contains "Cutlass")[ [[Run him through with your cutless!|Intro, Sentry, Cutlass]] ](else:)[//You don't have a real weapon.//]
[[Talk your way out|Intro, Sentry, Talk]]
[[Desperately brawl to silence him!|Intro, Sentry, Last Ditch]]
You heft the keg under your arm, trying to make it look heavy. "The captain wanted this," you say. "More grunt work for me; he's been asking about our supplies now that we've left port."
Considering that you're the quartermaster's assistant, the sentry nods. "Fair enough. What's with the rope?"
"Nearly tripped over the thing. It wasn't coiled right." Which is true.
The sentry yawns. "Fine. Get going." He returns to his patrol route, so that you can cross the deck to the captain's cabin.
Which you don't do, of course. As soon as he's gone you make your escape.
[[Intro, Overboard]]
"I'm just getting some fresh air," you say.
"And carrying a keg? And picking up a rope?"
You curse silently.
[[What now?|Intro, Sentry]]
You knock him unconscious and make your escape!
[[Intro, Overboard]]
The sentry throws a punch, sending you reeling!
$wound
(if:$wounds<3)[ [[You'll have to try something else!|Intro, Sentry]] ]
(else:)[You wake up in chains, under the captain's stern gaze. You'll get to leave the ship all right, but it'll be the last thing you ever do.]
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Running out of ideas, you desperately grab the sentry and try to knock him out before he can shout a warning. The two of you struggle with your hand over his mouth and his trying to draw his sword and strike you down. He smacks you hard against the railing, making you see stars.
$wound
(if:$wounds<3)[You manage to slam him back harder and he slumps to the ground, unconscious. Praying nobody heard you, you make your escape.
[[Intro, Overboard]]]
(else:)[You wake up in chains, under the captain's stern gaze. You'll get to leave the ship all right, but it'll be the last thing you ever do.]
''The Cliff In the Sea''
It takes all night for you to head back toward the islands. You'd hoped to head along a straight line east toward the nearest port, but the current must have carried you northward as well as east.
The first sign of danger is a distant hiss. Then there's a white line on the horizon, marking the waterfall in the middle of the ocean. You got to see it on your way into port the first time: an arc of the seabed that uncannily repels the water, creating a dry area and a deep trench made of water that roars down toward it and rolls away, like a frustrated waterfall. Ships can fall into it and be smashed if they don't have the right magic or find a gap where the water behaves itself. More to the point, you can fall in too.
The current is drawing you nearer to the sea's maw. The eastern sky is barely starting to light with dawn, letting you see the froth ahead. It'd be fascinating if you hadn't spent the night drifting on a piece of wood, tired and thirsty.
Test Wise+Magical. //(Add both stats and flip 3 coins.)//
$flip
[[3+|Cliff,3]]
[[2|Cliff,2]]
[[0 or 1|Cliff,Choice]]
Two things occur to you: the cliff is highly magical, and the current has a roll to it. That is, the top of the water falls down toward the seabed, and as the magic catches it, the same water is forced back outward. So the current at the surface goes inward, the current midway down goes outward, and in the depths, it might balance out somewhat.
Swimming close to the surface looks like a good way to fall spectacularly over the edge and dash your brains out on the rocks. Swimming deeper would require a lot of tough swimming to fight the current and endure a fall of some distance. Swimming even deeper might let you get through the water more easily, if you're brave and tough enough to plunge so far down that there's no coming back up if you mis-time your moves.
Finally, if you have magical skill, you could use that to try pushing against the water with supernatural ease, slowing your fall or resisting the current. No guarantee that'll work considering your limited skill and lack of experience with falling off magical cliffs.
[[What to do?|Cliff,Choice]]
Two things occur to you: the cliff is highly magical, and the current has a roll to it. That is, the top of the water falls down toward the seabed, and as the magic catches it, the same water is forced back outward. So the current at the surface goes inward, the current midway down goes outward, and in the depths, it might balance out somewhat. You could swim down some way in the process of heading over the cliff.
[[What to do?|Cliff,Choice]]
The cliff approaches. The current pulls too strongly for you to get around it; you're about to be pulled over a waterfall! What will you do?
//You may not try the same option more than once.//
[[Swim over the top and try to steer yourself down the water instead of falling!|Cliff,Surface]]
[[Swim partway down into the water to reduce your falling distance|Cliff,Mid]]
[[Swim as deep as you can|Cliff,Deep]]
[[Use magic to manipulate the current|Cliff,Magic]]
You spread your hands and gesture, focusing your mind on the basic techniques of water-working magic. The sea around you responds only sluggishly. There's far more powerful enchantment here than you know how to deal with. Even so, you sense that you can steer yourself more effectively than before.
Add 1 to your score when making any other attempt to get past this obstacle.
[[What to do?|Cliff,Choice]]
The water hisses like a den of snakes as you ride over the edge, clutching the wooden keg. You flail at the water, trying to keep yourself partly immersed in it so that you're carried down gently enough to survive. Below you are the rocks of the exposed seabed, mossy but hard. You're slammed down by water and gravity alike.
Test Tough, difficulty 4. With 4 or more tails, you crash onto the stones but fall slowly enough that you roll to a stop, bruised but intact. If you get fewer, take as many wounds as you failed by. (No successes? You're spectacularly dead.)
$flip
If you survive, [[Carry on.|Cliff,Seabed]]
You take a deep breath and dive, hoping to get beneath the upper part of the surging water. Unfortunately, you're now caught in a powerful current that swirls outward and upward, trying to force you away from the edge and back to the surface. You strain with all your might to keep going down. At last the wall of water in front of you becomes a curtain and you see a little moonlight through the last of it. You break out through the waterfall, struggle, and drop to the rocks below.
Test Tough, difficulty 3. With 3 or more tails, you crash onto the stones but fall slowly enough that you roll to a stop, bruised but intact. If you get fewer, take as many wounds as you failed by.
$flip
If you survive, [[Carry on.|Cliff,Seabed]]
You take several deep breaths and plunge as deep into the water as you can go, hoping to get low enough to come out of the waterfall safely. Currents buffet you back and forth and your lungs burn for air. You hear nothing but the chaotic thrashing of the sea around you. Don't lose your nerve now; there's no time to reach the surface before you drown!
Test Brave+Tough, difficulty 3. With 3 or more tails, you crash onto the stones but fall slowly enough that you roll to a stop, bruised but intact. If you get fewer, take as many wounds as you failed by.
$flip
If you survive, [[Carry on.|Cliff,Seabed]]
You pick yourself up off the mossy stone, aching from the impact. You stand in a humid canyon whose walls are rushing water, eternally on the verge of crashing down. Droplets escape from the twin waterfalls and some land on you, but most veer away as though afraid of the dry land. Even you feel a faint pressure that makes it hard to walk down the canyon's middle, as though it were repelling your own body.
Stone and sand stretch in an arc like a road parallel to the islands. You stand and look along it to where it curves out of sight, then let out a pained laugh. After all this floating and swimming, you get to //walk// below sea level. The islands must to be nearby, on the arc's inner side.
(if:$magical>0)[If you are Magical (1+) you can try to [[safely get a drink|Cliff,Drink]] from the waterfalls around you.]
[[Rest for a bit, then swim up toward the islands|Cliff,Inward]]
You concentrate, pull a globe of water out from the inner waterfall, and push the salt out of it with a flick of your wrist and mind. You cup your hands and drink. A caskman's magic training has benefits.
$heal
[[Cliff,Inward]]
The nearest island should be by the arc's south edge. You walk along the dry road to where you estimate you'll have the easiest time reaching shore, rest for a minute, then turn to scale the flowing cliff. Your anger helps you climb. How dare the Empire conscript an honest and loyal man! You ascend half in, half out of the water like someone crawling out of bed, then let the current fling you to the surface.
After a long swim -- you lost the keg at some point -- you wash ashore in time to see early sunlight shining around thatch huts and long cabins. You splash your way onto the beach and sink to your knees, overcome by fatigue.
Two people walking across the beach spot you. One is a short human who seems to overflow his uniform, and the other is a native with a net over his shoulder.
You'd seen natives while //Tusk// was in port. They'd rowed close to sell boatloads of bananas and oranges, rum and raisins. You stared at their fuzzy faces, their tan and brown bodies with tails, until a lieutenant ordered you back to work. Things had gotten worse from that moment, since the officers were reminded that many of the crew weren't serving willingly and were in sight of freedom. You had your chance to escape only after //Tusk// left harbor again and everyone relaxed. On the way out, the sailors had been complaining at having all this strange food aboard instead of the usual rations of dried peas, biscuits and salted beef.
The human says, "A sailor!" He trots toward you, red-faced with exertion, glaring at your naval shorts and shirt.
[[What now?|Arrival,First]]
"What happened?" says the otter-man. He looks your bedraggled self over and his little ears flick backward. "You fell overboard, right?"
The human laughs. "He may not have his sea-legs, but I recognize the mark of the lash." He yanks your tattered shirt and it tears enough to expose the scabbed wounds that saltwater had been gnawing at all night.
The otter says, "You use those a lot, don't you?" He turns to you and says, "Sailor, I'm Arn and this man is the governor's. //Stop and think.//"
You shudder and climb to your feet, soaked and battered. Of all the people to find you, it had to be some dutiful bureaucrat who suspects the obvious: that you're a deserter.
The only way to save yourself here is to deny everything. "I don't remember what happened," you say.
The governor's man says, "Then come with me to the mansion. Unless that bothers you for some reason?"
You look toward Arn, the native. Do these creatures have compassion for humans facing the noose? Apparently, but it doesn't seem likely that he'll go so far as to help you grab the official and toss //him// into the ocean. "Of course," you say.
The official tells Arn, "You may go."
He says, "I'm a witness. You know how your master hates 'misunderstandings' between our peoples, ever since the uprising."
The human glowers.
[[To the mansion|Arrival,Mansion]]
Governor Connor has a mansion of white limestone, but only seems to use a fraction of it. The half you see first has a shoal of signboards and tables outside. A room built for carriages has been opened up with a tent extending from it to form a colorful hybrid space. Childrens' voices come from inside.
"The school," explains the governor's man.
You get brought around to the front porch and up the stairs. There's no good escape route; several guards stand ready for trouble. Your best bet is to convince the governor to spare you. You're still searching for the best argument when you're led into the governor's office.
Governor Connor looms over you, appraising you with startlingly bright green eyes contrasting with his flame-red hair and mustache. He wears a lightweight version of a gentleman's vest and trousers with the addition of a wide sash around his waist that dangles behind him. His imported desk looks heavy enough to crush a horse. "What do you have to say for yourself, castaway?"
[[Stick to your amnesiac story|Arrival,Castaway]]
[["Remember" a wild tale of //Tusk// being wrecked|Arrival,Tusk]]
[["Remember" being an innocent merchant|Arrival,Merchant]]
[[Tell him the truth!|Arrival,Truth]]
"I can't remember, sir," you tell him, sticking to your story.
"How convenient."
"I've been adrift without a bed or a meal. I'm in no condition to argue."
"At least you're not making up complete nonsense."
Test Wise.
$flip
[[2+|Arrival,OK Reaction]]
[[<2|Arrival,Bad Reaction]]
"I think I remember a little," you say, struggling to be convincing. "The //Tusk// sprang a leak just a few hours out of harbor. We kept going, thinking we could handle it easily, but it was much worse than we imagined. At least, that's what I can recall. It gets fuzzy after that. Has anyone else made it here?"
Connor frowns, skeptical. "Fuzzy, eh? If you're telling the truth, a whole ship has just sank almost under my nose. A great tragedy. You must be heartbroken to lose your shipmates."
(set: $flag_lied_about_shipwreck to 1)\
Test Wise+Slick.
$flip
[[3+|Arrival,OK Reaction]]
[[<3|Arrival,Bad Reaction]]
"I think I remember now," you say. "I was aboard a merchant ship, and I fell overboard while trying to fix part of the rigging."
Test Wise+Slick. Oh, and do you have a Cutlass? If so, subtract 1; they notice it's military-issue. (Oops.) (if:$items contains "Cutlass")[You ''do'' have one.]
$flip
[[3+|Arrival,OK Reaction]]
[[<3|Arrival,Bad Reaction]]
Connor leans back against his desk, tapping his chin. "Not that I believe you, but you have quite a story. Neither of you witnesses noticed anything more than him having washed ashore?"
"No, sir," says the bureaucrat. Arn shakes his head.
"Well, sailor, you've made my life more complicated. I have duties to uphold His Judicious Majesty's laws, and to keep peace on Hikkoi."
You ask, "Hikkoi?"
"You know only the name 'Luskinsday Islands'? The natives prefer not to be renamed based on the day we discovered them. They get upset easily and can't control themselves. What other ignorance can I clear up for you this morning?"
You have a moment to ask some questions, if you like.
[["You're concerned about the natives?"|Arrival,Natives]]
[["What do you think of the Empire?"|Arrival,Empire]]
[["Can I help you with anything, maybe?"|Arrival,Help]]
[["What happens now?"|Arrival,Resolution]]
Connor pours himself a glass of water from a pitcher that looks made by primitive craftsmen. "Quite a story."
He turns and flings the water at your face.
Are you at all Magical (1+)?
[[Yes|Arrival,Water Mage]]
[[No|Arrival,Bad Reaction 2]]
You start to tell him the truth about that day in the dockside tavern and being here against your will, letting the anger into your voice.
Arn smacks his face wetly with one webbed hand. Connor stares at you, then laughs. "You dare to tell me that openly?"
Test Brave.
$flip
[[3+|Arrival,OK Reaction]]
[[<3|Arrival,Bad Reaction]]
Instinctively, you hold up one hand and deflect the water as only a mage can, making it spray to either side.
Governor Connor asks the two beachcombers, "You geniuses didn't ask how he got across the sea-cliff." To you he says, "Is there a ship missing its caskman? The //Tusk// I presume?"
You start to protest, but he waves you off. "Shut up."
(set: $flag_connor_knows_mage to 1)
[[Now what?|Arrival,Bad Reaction 2]]
The bureaucrat reddens, looking at the empty glass in Connor's hand. "I assumed he'd been swept around the sea-cliff, sir."
Connor nods. "Well. Now I have a problem."
[[Now what?|Arrival,Resolution]]
Connor pours himself a drink of rum. "You're lucky with numbers. More witnesses and I'd have to arrange a trial. Fewer witnesses, and I wouldn't need to."
His assistant says, "There's a way to dispose of him."
Connor drinks and nods. To you he says, "You're aware of the changing spell, I take it? No?"
Arn says, "A good fate for someone who's lost their memory, your lordship."
The governor tells you, "The natives developed a way to change a human into one of their kind. I'm sure they'll be eager to have you." He considers the idea without telling you the details. "Yes, that could work. My steward will get you new clothes, food, and discreet transport to a ritual chamber. Don't let me see your face again while I can recognize it."
You feel suddenly lighter. Are you safely away from the hangman's noose, or have you walked into something worse?
[[The Shaman|Arrival,Shaman]]
''TODO''
[[Arrival,OK Reaction]]
''TODO''
[[Arrival,OK Reaction]]
"You just might," says Connor. "You're in the interesting position of not having a registered identity here. Hmm."
The bureaucrat says, "Sir, this may be the go-between we're looking for. He could learn about --"
"This isn't a good time, Sean."
[[Arrival,OK Reaction]]
The shaman doesn't speak proper Lumic language. You had noticed Arn's accent, influenced by the otterfolk's short muzzles, but as it turns out, they haven't all learned to speak like humans.
You stand in a thatch hut with an otter-man in swirl-painted fur and a loincloth. He jabbers too quickly to follow, in meaningless words.
You hesitate outside the ritual circle chalked on the floor. "If I'm going to live here, I have to learn. What's this, for instance?" You point at the table.
The shaman's ears flatten and he speaks a word, which you repeat. You point to some wands, the rug, the hut itself, a jar, trying to get a feel for the language. You've heard a few words while in port. The otter-talk is surprisingly close to real speech and will be easier to learn than you'd expected.
"You ready?" he asks in Lumic.
You're really, really not, but there's no better option. You're stuck on the islands and the governor at least suspects why you're here. He left a guard outside when he had you marched here, to make sure you didn't get any ideas about running off. Instead you step into the ritual circle.
The shaman grins and begins dancing around you, chanting. At the end of it he hands you a bowl full of glittering rum and mimes, "Drink."
When you drink the heated, heady stuff, emerald light fills the hut and warms your skin like sunshine through rippling leaves. You try to steady your breathing as the spell takes hold. No going back!
At last the light fades and you wobble, apparently unchanged. "It didn't work?"
The shaman pats you on the shoulder. "Wait. Days."
Days! "What am I supposed to do until then?"
He shrugs. You try to convey that you're supposed to lay low, but he ushers you out of the hut to the now-bright sunlight of the Hikkoi Islands.
The governor's guardsman has you shipped in a canoe away from his mansion's island, to the north. It's there, well away from the port and any easy escape, that you'll have to start your new life.
''To be continued.''