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The first three days pass as uneventfully as the sea you are sailing on. Every three hours or so, the man who you now know to the quartermaster, Mingi, unties the ropes around your arms and allows you to take a short walk around the deck to stretch your limbs. You appreciate the thought, but you feel like a piece of meat in a sea of piranhas. Your ankle screams in pain every time you step on it, but you force your mouth shut. It's definitely twisted, but you can't afford to show weakness now. It throbs red and has swollen to twice its normal size, so you hide it with the hem of your trousers and pray that no one sees it.

What makes you even more worried than the twisted ankle is the musket wound on your arm. Even though the bleeding has scabbed over, much to your relief, the flesh around it is swollen and the surrounding skin is tight, angry red. Yellow pus is oozing from the wound and even though you've tried to wipe it away as discreetly as possible with your meagre water rations, the area feels tender and you feel your lips cracking faster than what should be normal. Your vision of the horizon sometimes splits into two and your head swims, but you cover the wound with the coat the best you can and will the pain away.

Thrice, Mingi has caught you stumbling, but he obviously thinks you're simply unused to being on a seagoing vessel or that you simply haven't had the chance to stand in a long time. Lucky for you, he doesn't suspect a thing.

Who knows what they might do to you if they see any sign of frailty?

Even after Mingi has explicitly instructed no one to harm you, the crew obviously hold a very deep grudge against you for the broken nose you gave their quartermaster. Their faces sour whenever you so much as glance in their direction and some even flash bared teeth at you. When Mingi deems that you've taken enough of a walk, he ties you back to the main mast, and the next three hours are spent gazing at the endless stretch of sea, wondering when is the next time Mingi will return.

Seonghwa, the cook, comes to feed you every meal. He is kind at heart, you can see, when he does not strip away your dignity by offering to feed you, instead undoing your bonds and allowing you to feed yourself with a spoon. His voice is soft and polite, if a little guarded, and his hands warm and gentle. While you eat, he moves among the crewmen and distributes food and rum, listens to their troubles and rowdy jokes, laughs along with them and they're so happy together it makes your chest ache.

You can't join them. The voyage is long and your dizzy spells are getting longer, but you can't give up now.

Meanwhile, you watch the crew at work.

The captain is rarely on deck. If he has orders to relay, his quartermaster and first mate does it for him, not that you mind (the sight of him terrifies you). You take the time to notice their little nuances, what they do on board.

Anything to distract you from your missing memories and the mounting pain your body is in.

The deck is never really empty, so at least you have a constant source of entertainment and distraction. They seem to still be recovering from the aftermath of their raid of the town, some pirates carrying out their duties with bandages tied over their arms or legs. They perform lighter duties, such as cleaning out the cannon barrels and sifting the gunpowder into bags, while their brethren pack heavy cannonshot and heave on the sails. At times, the lookout descends from his perch in the crow's nest to lead them into a silly jig or song.

You recognise him.

Tall and lean with a mop of soft brown curls that match his lively, vibrant eyes, his smile is infectious, irresistible, almost. There's a childlike nature to him, in the playful way he messes with the crew and they can only give him fond smiles, joking alongside him and teasing him back.

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