An ancient priesthood recruited Jan from the parlours of Babuk. They said it was because she had talent at waterwielding. They’ll live to regret it.
Jan survived something she shouldn’t have. But she doesn’t remember it clearly. Now they pry into her mind, and she cannot stop them.
Yet.
Jan must learn how to control her own waterwielding gift, to defend herself from those who would reach within her and steal her very name and memories, and she must make a choice …
Who is she, really?
Acolyte?
Watermage?
After a relentless pursuit from ravenous monster wolves through the dark Dark Forest™, you stumble upon a tiny glade, lit by a single lantern. By its solitary glow, you make out a small rickety hut on iron wheels (or are those chicken legs? The flickering shadows don’t let you say for sure) and you’re not sure what to do next. You hear more monsters howling close by. There! A rustle in the bushes. You are brave and decide to risk entering the hut!
You stumble inside an overcrowded room that is filled with dried herbs and glass jars full of floating things, as well as a fireplace in which a blue flame burns. A short middle-aged woman with spectacles is surprised to see you enter so forcefully. She puts down a pile of books she was carrying, looks at you over the rim of her glasses, and gives you her best toothy smile.
“Well met, fair adventurer and welcome to my dungeon … I mean library … I mean … home on the Internet. What can Timandra do for you today?”
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