One Story Leads to Another (Harry Hook)

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On the Isle of the Lost, a story is everything. Receiving a good story catapults a promising villain into a fantastic life of infamy, but a lackluster story seals your fate forever to menial satisfaction alone. Henchmen, not gods. Lackeys and thugs, never the criminal boss in charge.

Then again, a worse fate still could befall you. Many would-be villains go their whole lives without receiving a story. They're not meant for everyone, at all, even if they mean the difference between a true life or a false existence. You can't fathom training your whole life just to go without, but it's the reality for many on your island. Even the deck swabbers get to go on exciting adventures with the great pirates of the sea, and even the lowliest prison guard will still live in a cursed palace.

The story controls your life, both literally and figuratively. Once you're given a story, you'll have no choice but to follow it out, even if it ends with your death. Then again, a story isn't over in a matter of days. It'll shape your life for decades. Even if the main plot is over, you'll still be someone, and maybe you'll feature in other people's stories, too. There's no way to make it without a story.

That's why you've been throwing yourself into the pursuit of becoming the main character of your own story. You've perfected the arts of all things villain– sword fights that always end with you pulling a secret dagger out of a sleeve to tip the scales in your favor, maniacal laughter, elaborate plotting. You could scheme in your sleep or double-cross a traitor with your hands tied behind your back. Although it's been a long time in the making, everyone on the Isle can admit that you're the best of the best, and that a story surely has to be coming your way.

The problem, then, is attracting one. Although no rules are set in stone, there are expectations for how one's story will come about. There will be an inciting event, of course, and then the songs will begin to appear in your head, the footwork and movements placed in your memories without a second thought. You'll know you're in the story, and then your life will change forever.

You've already seen one play out with some of your closest friends. Mal, one of your best friends since you were kids, got to live out her nefarious dreams, although even she didn't see the twist coming in her story. Then again, becoming queen of Auradon is certainly a fine trophy for the child of a villain, even if a true marriage of love isn't quite the way anyone expected her to steal the crown.

Mal has assured you many times over that your story will be coming too, it has to. There's no way the magic would skip over you, not when you've dedicated so much of your life to being the perfect villain for any role. You can lie and cheat and maim with the best of them, surely you're shaping up to be the arch nemesis in some hero's grand journey? Your story will be coming your way. Surely. Surely.

And then, all of a sudden, it does. You feel it like a puppet knows its strings. All of a sudden, you have a purpose that you didn't before. Your feet carry you out of the training yard and out into the sprawling mess of streets that makes up the Isle of the Lost. Your heart soars, and you take to the roofline, staring out at the world before you. It's yours, all yours, and you know it's true, so you sing it. The words come to you in a flash, perfect rhymes curling around your tongue as if they'd been there all your life.

This is what it feels like to be in a story, then. It feels right, more right than anything you've known before. Easier than breathing. Simpler than hoping that something like this would come your way, and at last, it has. Nothing could make your flinty heart more proud.

The song ends, and you can hear a ghost of a distant chorus fading out as you make your way back to the ground once more. Your stroll is casual, but the steps are definitely in a specific direction. The last notes fade from the air, your feet stop firmly in place, and you realize that you're not facing down a potential heist or daring escape but the end of the dock leading into the sea. Directly in front of you lies a pirate ship.

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