
You play Francis, exploring the tidal rocks at Beachfield with your sister Mavis when a voice under the water begs to be saved from captivity. Days later you trace it to a fairground tent, where a captured mermaid tells you she will die unless you free her, and asks you to return at midnight with a chariot that can carry her back to the sea. You can promise only to think it over, and she promises only to wait.
Read Wet Magic