You've spent years as a successful fortune-teller, and yet you make a beginner's mistake. You tell someone what you think will happen, rather than what they want to hear.
 
On a clear morning, before even the seagulls have woken up, you make your way to the jetty to set out for the great city of Karrakara. Your ship, really a coracle with ideas above its station, slips into the water. You look at your small pile of cowrie shells, the islands' most common currency. You wonder whether you should return some to the sea god Numen Mari, to ensure a safe journey.
 
Do sosave your game
Decide not tosave your game
 
 
Picture in the letter by Dominique Crouzet
 
To save your game, click a above.
artwork copyright Azalea
credits . quit . guestbook . library . source code
 
Goody Atkins
fortune-teller
 
Stamina:12/17 (unremarkable)
Charisma:15 (charming)
Duelling:6 (slow)
Brawling:8 (unremarkable)
Seafaring:12 (good)
Magic:1 (powerless)
Heroism:6 (wicked)
Scouting:15 (great)
Roguery:15 (great)
Luck:15 (auspicious)
Healing:10 (fair)
Streetwise:15 (crafty)
 
Cowrie Shells:20
 
You have no blessings.
 
Items:
your mace
 
You have no companions.