Inside this tale
Choose where the story begins
Each opening starts in the same world at a different moment. Pick the pressure point that interests you, then decide what your character does.
Opening 1
Your Name on the Thames
Opening 2
The Waterman's Warning
Opening 3
A Penny for the Fair
Opening 4
When the River Moves
Playable roles
Whose choices will you make?
The role changes what you know, who trusts you, and what is at stake when the tale opens.

Nell Ward
she/her
Nell is a printer's apprentice running keepsakes on the ice while her master drinks away the takings. The press belongs to him, but the type and the week's wages are all she has to show for a winter of work. She notices the thaw early and must choose between saving the equipment that could buy her independence and using the press as a platform to guide the crowd to safety.
Appearance
Nell is 19, slight and ink-stained, with pale freckled skin and red hair tucked under a wool cap. She wears a brown printer's apron over two patched skirts, fingerless gloves, and keeps a composing stick in one pocket.

Josiah Bell
he/him
Josiah is a Thames waterman whose boat has been frozen useless for weeks, forcing him to sell hot punch at a fair built over his livelihood. He reads the river better than the constables do and knows the ice will fail long before the traders believe him. His daughter is somewhere among the printing booths, delivering cups, when the first gangplank breaks away.
Appearance
Josiah is 45, tall and solid, with dark brown skin, close-cut black hair graying at the temples, and a neat mustache. His tarred blue coat is worn shiny at the elbows; he carries a boathook and a red wool scarf knitted by his daughter.

Kit Mercer
they/them
Kit sells gingerbread for an aunt who counts every penny twice and trusts nobody. They know the shortcuts between booths, the weak places in the ice, and which traders keep rope under their counters. Kit could slip ashore alone in minutes, but the lost children at the fair have begun following them as if they already know the way out.
Appearance
Kit is 15, wiry and quick, with olive skin, dark curls cut with kitchen shears, and a gap between their front teeth. They wear an oversized bottle-green coat, a striped waistcoat, and skates tied together over one shoulder.
The rest is not prewritten
These openings establish the place, people, and immediate problem. Once you begin, the Storyteller responds to your choices and carries the consequences forward. There is no fixed menu of actions and no single correct ending.
Free to start. No card required.
