King's Artesan: Artesans of Albia trilogy (Artesans Series Book 3)

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King's Artesan: Artesans of Albia trilogy (Artesans Series Book 3) Page 31

by Cas Peace


  The northern Lord glared at the Albians with hot eyes. He dragged his son across the room, attempting to disguise his hatred by joining in the celebrations. He knew his thoughts were making him morose, and he couldn’t allow his demeanor to draw unwanted attention. Once his plans were fully realized, however, it would be a very different story.

  *****

  The midsummer sun did little to warm the atmosphere in Queen Sofira’s solar. Her mood, depressed ever since the Baron’s return from the Manor, was not susceptible to the pleasures of sunlight. She was living in a constant state of fear, and the attentions of the Baron did nothing to assuage it.

  That morning, despite the advanced stage of her pregnancy, she had attended the Minster and listened to a lengthy sermon from Arch-Patrio Neremiah on some new aspects of the Faith his clerics had discovered in the archives. Normally, Neremiah’s pious tones and air of certainty had a soothing effect on Sofira, but lately all he did was irritate her. What was the point of him harping on about the importance of Albia’s primary Faith when she, High Queen and wife of Elias, couldn’t even get her husband to attend? Her failure in this and her fear of discovery dispelled any comfort she might derive from her loyalty to the Church.

  There was a tap at her door, and she listlessly turned her head. “Come.”

  It opened to admit the Baron. She frowned at his air of suppressed eagerness. Lately, he had been as dour as she, so this was something new. Faint hope stirred her as she watched him approach.

  He bowed to her and kissed her hand. His touch made her tingle, as it always did.

  “Madam, I bring news that might help lighten your mood. May I sit?”

  She glared at him for acting so formally when there was no need. They had known each other far too long to stand on ceremony when alone. She waved him irritably to a chair and pushed a goblet and decanter toward him.

  “What news, Hezra?”

  He irritated her further by pouring wine and sipping it before speaking. So, he wanted to play games, did he? Well, she could play them too.

  “I didn’t see you at the Minster this morning. Had you forgotten about the new tenets Neremiah found?”

  The Baron glanced at her over the rim of his glass. “I had not forgotten, Madam, and I apologize for my absence. I will attend the evening service. I had other things on my mind this morning.”

  “Well? How long are you going to make me wait?”

  He gave her a sly smile and her heart gave a jump.

  “I decided recently that the time was right to re-establish ties with our remaining outlander contact.”

  She gasped, outraged. “And you did not think to tell me this before?”

  He held up a placating hand. “I did not want to raise your hopes, Madam. It has been some time since we last spoke, and I did not know whether he would still be amenable to aiding us.”

  “And was he?”

  “Oh yes, Madam. I would hazard to say even more so than before. So much so, that I outlined our plan.”

  She scowled. “Was that wise, at such an early stage?”

  “I had to gain some kind of indication as to its feasibility, Madam. I needed his insight into their customs. I am pleased to say that I see no reason why the plan should not work. In fact, it might even be superior to our original scheme. I really can’t see how anyone could interfere with it once set in motion. Not even your husband’s favored Colonel Sullyan.”

  Sofira’s hard grey eyes narrowed at the name. “But you are still going to deal with her?”

  “Yes, indeed. She’s too dangerous, too close to the King. To that effect, the letter I received this morning from our associate at the Manor was most informative.”

  She raised her brows, pleased to hear that her latest expenditure of gold had at least bought them some advantage. “I take it he was able to provide us with answers to our questions concerning the destruction of the Staff?”

  She saw the tightening of Reen’s facial muscles and knew that no matter how brave a face he maintained before her, the Baron still felt the same fury as hers at that catastrophic event. Only the complete success of their plan would ever wipe it away.

  “He was, Madam, and in some detail. I think you will agree that he has more than earned his gold when I tell you that I now know exactly how to accomplish our goal.”

  He raised his goblet to her and, as she did likewise, the same dark smile twisted both their lips.

  The End

  This concludes the first trilogy,

  Artesans of Albia.

  Book One of the second trilogy,

  Circle of Conspiracy,

  will be published in Spring 2014.

  Please turn to the back of this book

  to read an unedited version of

  Chapter One from

  The Challenge.

  Glossary

  Albian Characters

  Baily. A Captain at the Manor under Colonel Vassa.

  Bethyn Sullyan. Brynne Sullyan’s mother, now deceased.

  Brynne Sullyan. A Major at the Manor under General Blaine.

  Bull, aka Bulldog, aka Hal Bullen. Major Sullyan’s aide.

  Cal Tyler. Taran’s Artesan Apprentice and lover of Rienne Arlen.

  Dexter. A Sergeant at the Manor under Captain Tamsen.

  Elias Rovannon. Albia’s High King.

  Goran. Master cook at the Manor.

  Hal Bullen. See ‘Bull.’

  Hanan. Chief Healer at the Manor.

  Harker. Senior Sergeant Major at the Manor.

  Hezra Reen. An Albian Baron from High King Elias’s court.

  Hyram. General Blaine’s valet.

  Izack. Baron Reen’s personal Commander.

  Jerrim Vassa. A Colonel at the Manor.

  Jessy. Sister to Robin Tamsen, now deceased.

  Kandaran. High King Elias’s father, murdered during Albia’s civil war.

  Kinsey, Lord. Chamberlain to High King Elias.

  Mathias Blaine. The Manor’s senior officer and General-in-Command to High King Elias.

  Morgan Sullyan. Brynne Sullyan’s father, now deceased.

  Neremiah, Arch-Patrio. Senior cleric of Albia’s Matria Church.

  Parren. A Captain at the Manor under Colonel Vassa.

  Paulus. Elder of Taran’s village, Hyecombe.

  Rendan Levant, Lord. First Minister to High King Elias.

  Rienne Arlen. A healer and Cal Tyler’s lover.

  Robin Tamsen. A Captain at the Manor under Major Sullyan.

  Sofira. Queen to High King Elias Rovannon.

  Solet. The Manor’s stablemaster.

  Tad Greylin. Young kitchen boy at the Manor.

  Taran Elijah. An Artesan who is desperate to learn his craft.

  Andaryan Characters

  Aeyron Pharikian. The Hierarch of Andaryon’s son and Heir.

  Almid. One of a pair of giant twins, members of Ky-shan’s pirate band.

  Anjer, Lord General. Officer in overall command of the Hierarch’s forces.

  Arif. A Lieutenant in Rykan’s forces.

  As-ket. A member of Ky-shan’s pirate band.

  Barrin. A Lieutenant in the Hierarch’s forces.

  Corbyn, Lord. One of Lord Tikhal’s northern nobles.

  Deshan. The Hierarch’s Master Healer, also a Master Artesan.

  Ephan. A General in the Hierarch’s forces, overall commander of the Velletian Guard.

  Falina, Lady. The wife of General Kryp.

  Gaslek. An Andaryan Baron, secretary to the Hierarch.

  Heron. Sonten’s Artesan Commander.

  Hollet, Lady. The wife of General Ephan.

  Idrimar Pharikian. The Hierarch’s daughter.

  Imris. Lord Sonten’s young Artesan messenger.

  Jaskin. Sonten’s nephew, killed by Taran.

  Jay’el. Son of pirate leader Ky-shan.

  Kester. One of a pair of giant twins, members of Ky-shan’s pirate band.

  Kethro. Artesan son of a northern noble.

&n
bsp; Ki-en. Younger member of Ky-shan’s pirate band.

  Kryp. A General in the Hierarch’s forces.

  Ky-shan. The leader of a band of pirates from Andaryon’s eastern seaboard.

  Norkis. Senior page to the Hierarch of Andaryon.

  Rand. Artesan son of Lord Tikhal.

  Rykan. Duke, Lord of Kymer province, and aspirant to the Andaryan throne.

  Sonten. Duke Rykan’s ambitious general. Lord of Durkos province.

  Tikhal. An Andaryan Lord, also known as the Lord of the North. Pharikian’s premier noble.

  Timar Pharikian. The Hierarch, Supreme Ruler of Andaryon.

  Torien, Lady. The wife of Lord General Anjer.

  Torman Vanyr. Commander of the Velletian Guard, the Hierarch’s personal Guard.

  Ty Marik. Count of Cardon province under Rykan.

  Xeer. A member of Ky-shan’s pirate band.

  Zolt. A member of Ky-shan’s pirate band.

  Realms of the World

  First Realm—Endormir

  Endormirians are sometimes known as ‘Roamerlings’ because of their itinerant habits. They are small and slim, dark skinned, with brown or black eyes showing hardly any whites. The Artesan gift runs only through the males, and gifted males always become clan-leaders. As Endomir suffers from severe winter conditions, its people cross the Veils into the other realms for the winter months, where they are well known as traders.

  Second Realm—Sinnia

  Sinnians are tall and milk-haired, with pale skin. They live in clans and were once nomadic but now live in settlements. All are born able to control their metaforce up to the rank of Adept and are thus considered ‘sports’. Their race often produces highly gifted musicians and storytellers.

  Third Realm—Relkor

  Relkorians are small, fierce and stocky, notorious for raiding the other realms for slaves to work their mines and quarries. Their Artesans, both male and female, invariably become slave-lords.

  Fourth Realm—Albia

  Albia is the human realm. The Artesan gift runs through both male and female lines, each gender being equal in potential. The craft is currently out of favour due to raiding by both Relkorian and Andaryan Artesans. Albians widely believe that all Artesans use their powers only for gain and control.

  Fifth Realm—Andaryon

  A warlike race characterised by eyes with slit pupils. They fight constantly amongst themselves, vying for position within the Hierocracy. The Artesan gift passes only through the male line and females play a minor and downtrodden role. Only the most powerful Artesan can become and hold the rank of Hierarch. Their battles for supremacy are governed by strict, ritualistic laws.

  Terms

  Artesan. A person born with the ability to control metaforce and Master the four primal elements.

  Brine rum. Strong liquor, drunk by pirates on Andaryon’s eastern seaboard.

  Codes of Combat. Strict laws governing any conflict between Andaryan nobles.

  Demons. Derogatory term used in Albia to describe those of the Andaryan race.

  Earth ball. An explosive sphere of Earth element formed by an Artesan for use as a weapon.

  Fellan. A dark, aromatic and bitter beverage brewed from the seeds of the fellan-plant.

  Firefield. A barrier formed from the primal element of Fire, through which only Artesans can pass. Fire fields formed by those of inferior Artesan rank can easily be destroyed by those of a higher rank.

  Firewater. Incredibly strong liquor.

  Free traders. Another term for pirate.

  Kingsman. Term used to describe members of the High King’s fighting forces.

  Matria Church. The Minster in Port Loxton, seat of Albia’s primary faith, the Faith of the Wheel.

  Metaforce (sometimes also called life force). The force of existence pertaining to all things, both animate and inanimate.

  Perdition. A state of non-being for the soul–a place where souls with no ultimate destination reside.

  Primal elements. Earth, Water, Fire and Air. There is a fifth element, Spirit, although many believe this to be a myth.

  Primal Sacrament. Andaryan name for the Pact, an agreement brokered between Andaryan nobles. Used to settle wars ending in stalemate, it involves the willing suicide of a powerful Artesan.

  Portway. Structure formed by an Artesan from a primal element–usually Earth or Water–which gives its creator access through the Veils.

  Psyche. An Artesan’s unique and personal pattern through which they can manipulate metaforce and channel the primal elements.

  Roamerling. Derogatory term for the nomads of Endormir.

  Substrate. The medium in which the primal elements reside, and in which the world and all things have their being.

  Tangwyr. Monstrous Andaryan raptor trained to hunt men.

  The Pact. (See Primal Sacrament).

  The Staff. Mysterious and terrible weapon capable of stealing and storing metaforce. Can only be used by Artesans.

  The Veils. Misty barriers separating the five Realms of the World. Only Artesans have the power to move through the Veils.

  The Void. Dark abyss at the end of life into which all souls pass before reaching their final destination.

  The Wheel. Central principle of the primary Albian faith.

  Witch. Derogatory term for an Artesan.

  Artesan ranks and their attributes

  Level one: Apprentice. Person born with the Artesan gift and the ability to influence the first primal element of Earth. Able to hear other Artesans speaking telepathically but unable to initiate such speech.

  Level two: Apprentice-elite. Has some skill in influencing their own metaforce. Has attained mastery over the element of Earth. Able to initiate telepathic speech but only with Artesans already known to them. Able to build substrate structures, identify a person by the pattern of their psyche, and counter metaphysical attack to some degree.

  Level three: Journeyman. Has mastery over Earth and is able to influence Water. Able to build portways and travel through the Veils. Has some skill in using metaforce for offense. Also able to initiate psyche-overlay and converse telepathically with any other Artesan. Possesses some self-healing potential.

  Level four: Adept. Has mastery over both Earth and Water. Able to build more complex substrate structures such as corridors. Able to influence where such structures emerge. Possesses stronger offensive and defensive capabilities. Able to merge psyche fully with other Artesans. Increased healing abilities.

  Level five: Adept-elite. Has mastery over Earth and Water and is able to influence Fire. Possesses great healing powers which can even aid the ungifted (with their permission). Able to initiate powersinks and merges of psyche. Able to construct such structures as Firefields.

  Level six: Master. Has mastery over Earth, Water and Fire. Able to control the power of an inferior Artesan against their will. Control over personal metaforce now almost total. Possesses incredible healing powers.

  Level seven: Master-elite. Has mastery over Earth, Water and Fire and is able to influence Air, the most capricious primal element. Able to absorb a lesser or even equal-ranked Artesan’s power and metaforce provided some link or permission (however tenuous) can be found.

  Level eight: Senior Master. Has complete mastery over all four primal elements. Is able to absorb another Artesan’s power by force, even sometimes without a link. Possesses a high degree of metaphysical (and usually spiritual) strength.

  Level nine: Supreme Master. It has never been fully established whether this rank actually exists. Supreme Masters are supposedly able to influence Spirit - largely regarded as the mythical ‘fifth element.’ Ancient texts refer only to the possibility; no mention has ever been found of a being attaining Supreme Masterhood.

  Sport or lay-Artesan. Freaks of nature, sports are thought to be able to control their own metaforce from birth, to whatever level of strength they inherently possess. As they receive no training their working is often undetectable. They are also believed to be able t
o ‘hear’ the thoughts of those around them; gifted or ungifted, and directly, not through the substrate.

  About the Author

  Cas Peace was born and brought up in the lovely county of Hampshire, in the UK, where she still lives. On leaving school, she trained for two years before qualifying as a teacher of equitation. During this time she also learned to carriage-drive. She spent thirteen years in the British Civil Service before moving to Rome, where she and her husband, Dave, lived for three years. They return whenever they can.

  As well as her love of horses, Cas is mad about dogs, especially Lurchers. She enjoys dog agility training and currently owns two rescue Lurchers, Milly and Milo. Cas loves country walks, working in stained glass, and folk singing. She is currently working on writing and recording songs for each of her fantasy books. For King’s Envoy there is “The Wheel Will Turn”, which features in Chapter 14. For King’s Champion there is “The Ballad of Tallimore,” which is mentioned in Chapter 19, and appears as a paraphrased verse in Chapter 23. And for King’s Artesan there is “Morgan’s Song (All That We Are), a song that is featured in the book and also appears numerous times throughout the entire triple-trilogy series. All Cas’s book songs can be found at and downloaded from her website, see below. She has also written a nonfiction book, For the Love of Daisy, which tells the life story of her beautiful Dalmatian. Details and other information can be found on her website, www.caspeace.com.

  Artesans of Albia Trilogy

  Book One, King's Envoy.

  Book Two, King's Champion

  Book Three, King's Artesan

 

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