The prisoner’s chin rose and he composed his face into its most dignified demeanor. The door slowly creaked outward. The prisoner contemplated what insult he would toss offhandedly at his captors.
The insult never came. Immediately a torch was thrust into the tiny cell and its light nearly blinded the lone occupant. The prisoner snarled and his chains rattled as his hands shot up to cover his eyes from the brilliance.
“Beat me if you must,” growled the prisoner, “but for Avra’s sake, get that light out of my eyes.”
“My apologies, General Olith.” came the steady voice of a figure just now appearing beyond the torchlight.
The figure drew the torch from the converted storage room and mounted it in the hallway.
“Forgive me. I didn’t think of how its light would effect you,” said the figure kindly.
Olith dropped his hands from his eyes and beheld a monk standing in the doorway. The monk bowed low then searched through a set of keys.
“I am Brother Shor of the monastery of Awoi. It has taken the brotherhood quite some time to find you,” said the monk. “Our jailers did not reveal your whereabouts until pressured. As it is, we have been free from our own imprisonment for only a day.”
The monk smiled as he found what he was looking for and softly drew Olith’s hands up toward the key.
“The brotherhood became aware of your imprisonment an hour ago,” continued the monk. “Even then the Ramsskull were reluctant to disclose your location. They feared retribution for your mistreatment.”
Brother Shor turned the key in Olith’s shackles and they popped open, falling to the floor of the cell with a splash. The monk wrinkled his nose as he inspected Olith’s surroundings.
“Come, my lord,” said Shor. “We must remove you from this vile place.”
The monk stepped aside and held a hand toward the door of the cell. Olith looked toward the hallway and noticed several robed figures in the low light of the torch. As he moved to step from his confinement his stiff legs gave way and he nearly toppled forward. Strong, confident hands shot out and supported the general. He winced in pain and slowly moved into the hallway.
“Thank you, brothers,” said Olith. “It has been weeks since these old legs were used properly.”
It was then that Olith turned and saw the Ramsskull insignia. The torchlight played upon the ghostly skull emblazoned across the tunic of a smallish Keltaran standing in the hallway. Two large monks flanked the man. Each held a hand tightly locked on the Ramsskull guard’s arms. A scowl broke across Olith’s face as he recognized the features of his jailer, the man who contemptuously tossed small amounts of moldy bread and flagons of bitter water to Olith each day. Brother Shor exited the cell behind Olith and noted the general’s expression.
“Only a select few knew your location. Fenrel resurrected an ancient sub floor of the palace, abandoned long ago as a storage area due to its propensity to take on ground water. Even those with long memories had forgotten its existence,” stated Shor nodding toward the jailer. “This Ramsskull was finally coerced into providing your location.”
The jailer dropped his head and his frantic eyes studied the darkness at his feet. Olith stared at him for a moment then turned to Shor.
“Please,” said the general, “take me from this place. I wish to see the sun.”
The assembled monks eyed one another with concern then Shor’s face grew grim.
“It is nearly midnight, my lord,” said Shor, “but you are correct. We must get you away from this place.”
Shor motioned to the priests guarding the jailer and they pulled the sullen man aside. Those supporting Olith led him down the dank hallway toward a crude opening twenty yards ahead. Bricks and old mortar lay strewn about the hole and the general nearly lost his footing as he navigated the opening.
“Our ancestors walled off this section of the lower levels years ago,” said Shor following Olith and his escort through the hole.
On the other side of the wall lay several buckets and a pile of fresh mortar. Shor’s expression remained grim.
“Apparently, the wall was soon to be rebuilt on orders from Fenrel.” said the priest.
Olith’s eyes widened in shock as he stared through the hole down the corridor to the tiny wooden door that was intended to be his tomb. A shiver ran down his spine at the thought. He closed his eyes and tried to banish the image of the cell from his memory.
“Please,” repeated Olith to the monk, “take me from this place.”
Brother Shor nodded and quickly the little group moved through a series of poorly lit hallways and tunnels. Some of the tunnels ascended barely noticeable inclines and others ended in flights of steps. With each stride Olith’s mobility returned and the pain he felt faded.
Eventually the general found himself in areas of the palace with which he was quite familiar. Other Keltaran moved rapidly about these areas. Many carried bundles of weapons or other supplies.
“The palace is alive with activity,” commented Olith, “yet you said the hour is late.”
Shor led the group forward and did not turn to respond. He approached a spiraling stairway and continued their ascent.
“The brotherhood is a clergy devoted to peace,” said Shor climbing the stairway rapidly. “However, we are also trained to fight. In most cases, we are more formidable warriors than your own Anvil.”
“In weaponless combat you are superior,” wheezed Olith in reply. “What does this have to .... ?”
“Forgive my pace, General,” interrupted Shor. “I understand you are not well but we require speed.”
Olith heard grunts behind him and looked over his shoulder to see his jailer being dragged up the staircase as well.
“As I was saying,” continued Shor, “our fighting capabilities are not suspect. That is why the remaining Ramsskull released us from our cells. However, we are no tacticians. We are not trained in the science of warfare. That is the domain of the officers of the Anvil.”
“The remaining Ramsskull....?” questioned Olith. “Where is the king? Where is Fenrel?”
The group’s long climb ended upon a landing familiar to Olith. A door stood at the end of a small chamber. That door led to a parapet upon one of the highest points of the palace. The general always admired the views from this place.
“Fenrel departed to conquer the Zodrian realm,” answered Brother Shor grimly.
He led the group toward the door and grasped its handle.
“The king’s body was discovered in his chambers only days after Fenrel’s departure,” continued Shor. “He has been dead for weeks.”
Olith’s heart sank and his stomach burned. His beloved brother. Dead. How? He stared out at the floor of the parapet. It extended for twenty yards then met the dark, cloud-covered sky of Hrafnu’s Valley. The mountaintops that comprised the walls of the valley were shrouded in these clouds as they stretched several leagues south to the gorge that marked its entry. The valley below lay hidden from Olith’s sight by the stone floor of the parapet.
Olith cocked his head sideways. He noted strangeness in the clouds. They were illuminated, but not from behind as they would be by a full moon and star filled sky. Instead, the cloud cover was awash in light from below. The light glowed red and cast shadows on the billows of white up above.
Olith slowly moved forward into the chill night air. The edge of the balcony moved toward his feet and his view into the valley below was unmasked. Shor followed closely at his shoulder.
“We can fight,” said the priest calmly. “We will fight, but we have no skill, no training in battling ... that.”
Shor’s hand swept over the balcony’s stone rail. Olith froze at its edge, mouth open in horror. Thousands of fires burned across the valley floor. They extended from a line of roaring bonfires two hundred yards from the massive gates of Keltar to tiny flickers of orange and red dancing against the base of the gorge in the distance.
Heavy gray and black figures filled every space betwee
n the flames. Olith’s vision adjusted to the darkness and he noted how the valley floor seethed with the dark figures.
“The Anvil is gone?” mumbled Olith in dismay.
“Several weeks now,” replied Shor.
“Fenrel left no one?” asked Olith.
“A hundred regulars and a few dozen Ramsskull to keep them in line,” answered the monk. “We added hundreds more from the citizenry. Boys, not yet of age for the Anvil, were outfitted with armor and weapons. Old ones, some young women. Anyone capable of swinging an ax or handling a pike has been pressed into service. A few hundred more at best.”
Olith stood dazed for a moment longer. His brother gone. His nephew on a campaign born of avarice. His beautiful homeland deserted of her protection and besieged by an army that might challenge her even if her contingent were full. His expression hardened and he spun on Shor.
“A few hundred against five thousand,” shouted Olith. “It cannot be done!”
The monk stood impassive. Olith turned back to the valley and noted the dark path that wound through its middle. He stabbed a finger down at the black ribbon.
“Block the river,” commanded Olith. “I want the flood gate on the southern wall closed.”
Shor furrowed his brow and glanced at the other monks. Olith turned back toward his liberator. Fire burned in the general’s eyes.
“Do it! We have very little time and a great deal to accomplish,” barked the general as he swept past the monk and off the balcony.
On the landing stood the restrained jailer and his pair of guards. Olith burst through the balcony doorway and strode purposefully toward the stairwell. Shor and his attendants followed closely behind.
“Free him and put him on the parapets with a crossbow in his hands,” growled the general. “We need every able body we can get.”
Olith stormed past the trio and was immediately lost from sight down the winding staircase.
“If he refuses,” echoed the voice of the general from the stairway, “release him into the valley below.”
END OF BOOK III OF THE SERAPHINIUM
GLOSSARY OF CHARACTERS AND LOCATIONS
Ader: One of the second generation of Seraphim created by Avra to fill the gap after Awoi and Amird left the world. Ader represents the voice of Avra, commanding those on this world who will follow. Ader uses many aliases throughout the lands, including Jasper.
Aemmon Brelgson: The second son of Brelg, an innkeeper in the small town of Kelky. Aemmon was killed by the Malveel called Methra while camping in the Nagur Wood.
Alel: One of the second generation of Seraphim created by Avra to fill the gap after Awoi and Amird left the world. Alel represents the Ear of Avra, hearing all the prayers and praise of his people. Alel resides in Forend, the original world of all Elves.
Amird: One of the first two Seraphim created by Avra to help and support the human race. Amird represents the intellect and creativity of the Creator. Amird turned on his Creator, murdered his brother Awoi and leads the forces of Chaos in an attempt to overthrow Avra’s influence.
The Anvil: The military of the Keltaran empire. All Keltaran men past a certain age are members of the Anvil. The Anvil is separated into units known as Hammers.
Astel: Once thriving kingdom on the plateaus to the east of the Mirozert Mountains. Astel lies conquered by the warlock Izgra and his Ulrog stone men. The palace and ruins surrounding it have been renamed Kel Izgra. It is the seat of Chaos’s power on the world.
Avra: The Lord God and Creator of the world.
Awoi: One of the first two Seraphim created by Avra to help and support the human race. Awoi represents the heart and compassion of the Creator. Awoi was murdered by his brother Amird. Awoi is the father of Hrafnu the giant, first of the Keltaran people.
The Black: Manfir’s battle mount. Also referred to as the Prize by the Eru. A battle tested and high spirited animal.
Brelg Kelson: Owner of a small inn, “The King’s Service”, in the town of Kelky. Raising two sons on his own. Brelg is a retired sergeant of the Zodrian Guard and a highly respected military strategist.
Cefiz: The cook at “The King’s Service” in Kelky. Cefiz is a retired lieutenant of the Zodrian Guard and a former member of a highly decorated unit referred to as “The Orphans”.
Chani: General and Commander of the Grey Elf army.
Chimbre: The grandson of Sprite. The Sprites are a group of Elves who left Luxlor to find their destiny in the Toxkri Swamp. His sister is Lilywynn.
Corad Kingfisher: King of the island kingdom of Rindor.
Counselor: A figure directing the actions of the Borz Windriders.
Delvi: A small enclave on the shores of the Lake of Calm Waters (Lake Eru) in the heart of the Eru plains. It houses the archives of the Delvin Scribes.
Delvin Scribes: A group of men dedicated to observing and recording all that takes place in the world. The Order of Delvi is led by a prelate who directs all their efforts. The Order also has been known to prognosticate future events within their writings. The Book of Delvi is a collection of written works compiled by the Delvin Scribes. Their leader is the Prelate Nostr.
Diom: Grey Elf soldier in charge of the bridge over the Efer River set in the heart of the Nagur Wood.
Eidyn Valpreux: Grey Elf heir to the throne of Luxlor. Accomplished soldier and officer in the Grey Elf Army. Companion, friend and cousin of Kael.
Eirtwin Admir: Queen of the Grey Elves of Luxlor. Wife of King Leinor Valpreux. Mother of Eidyn Valpreux.
Ellow: Former commander of the Zodrian supply corps. Ellow was ostensibly killed by a group of Keltaran soldiers who ambushed him and his aide, Colonel Udas, at Rimdar Pass.
Eru: Nomadic tribesmen of the Eastern plains. They protect long stretches of the North Country from invasion by the Ulrog Horde. They are master horsemen and have extensive herds of the animals.
Fenrel Stormbreaker: Captain of the King’s Guard in Keltar. Heir to the throne now that his brother has been exiled.
Flair: A young man and hand at his grandfather Hamly’s ranch. Initiate into the Zodrian Guard.
Grannak Stormbreaker: King of the Keltaran people.
Granu Stormbreaker: Exiled prince of the mountain kingdom of Keltar. Son of Grannak Stormbreaker. Brother of Fenrel Stormbreaker. Chief Abbott of the Monastery of Awoi.
Gretcha: An ancient princess of the Zodrian kingdom. She was born unusually large and grew to a giant stature. Her father first kept her locked up, then banished her from the kingdom.
The Guard: The military of the Zodrian empire. Recruits are selected and volunteers are typically rejected. It is quite an honor to be selected for the Guard.
Hamly: An old man used by Brelg to perform odd jobs around the inn.
Hilro: A mysterious figure who patrols the Nagur Wood.
Hindle: Blacksmith’s apprentice in the town of Quay.
Hrafnu: The son of Gretcha and the Seraph Awoi. He is the father of the giant Keltaran race. Hrafnu is the son of the Seraph Awoi and the Zodrian princess Gretcha.
Ituan River: A great river that gets its start in the Zorim Mountains to the west of Zodra. The river flows west to east across the lower third of Zodra and washes into the vast waterways of the Toxkri Swamp.
Izgra the Half-Dead: Warlock and worshipper of the Deceiver. Izgra is a usurper on the throne of Astel. The warlock has taken the reins of control over the minions of Amird.
Jasper: An old tinker and tradesman who travels amongst the villages in the South of the kingdom of Zodra providing goods and services to the people.
Kael Brelgson: The eldest son of Brelg, an innkeeper in the small town of Kelky.
Kelky: A small village in the southernmost part of the kingdom of Zodra. Kelky’s location has made it a forgotten outpost of the great kingdom.
Keltar: City and surrounding lands set within the steep peaks of the Zorim Mountains. Keltar is inhabited by a race of people known for their extraordinary size and heartiness. At war with Ulrog invaders from
the North and in a centuries long blood fued with the Zodrian kingdom.
Leinor Valpreux: King of the Grey Elves of the Kingdom of Luxlor. Husband to Eirtwin Admir, Queen of the Grey Elves. Father of Eidyn Valpreux.
Lilywynn: Mysterious girl Kael encounters on his journey north. Lilywynn is the daughter of Jenpry Sprite.
Lintos: A captain in the Rindoran army.
Lucyn Kingfisher: Queen of Rindor. Sister of Queen Tay of Zodra. Aunt of Prince Manfir.
Luxlor: Kingdom of Grey Elves set in the heart of the Southern Nagur Forest. Luxlor is a secluded and isolated kingdom.
Macin of Zodra: Current king of Zodra.
Malveel: Amird the Deceiver began his rebellion against the Creator by fashioning beasts to enforce his will upon the world. The thirteen Malveel rule all the minions of Amird.
Manfir of Zodra: The prince heir to the throne of the mightiest nation in all the world, Zodra.
Mestor and Wist: Former rulers of the kingdom of Astel. Overthrown by Izgra the Half-Dead and his army of Ulrog Hackles.
Methra the Worm: The 5th of the thirteen Malveel. Methra was once a powerful Malveel lord, but failures and indecision have marginalized that power. Now, he does the bidding of Sulgor in hopes that it will ingratiate him with the Malveel king. Methra perished in the Nagur Wood at the hands of Hilro. He languishes in the burning mists of Chaos.
Netur: Eldest son of Hrafnu and Uttren of Keltar.
Nyven (Jilk & Trawney): Cattlemen from the Zodrian town of Trimble.
Olith Stormbreaker: Brother of King Grannak. Commander of the Keltaran army, the Anvil.
Order of Awoi: A religious order of monks dedicated to the ways of the Seraph Awoi. The monks of the order are known for their peace and compassion but are equally adept at defending themselves and considered fierce fighters.
Paerrow Admir: Nobleman in the court of King Leinor in Luxlor. Paerrow often represents the voice of the Grey Elf people in the confines of the king’s court.
Quirg Firebreather: The 7th of the Malveel. Quirg is of the lesser order of the beasts and as all Malveel he is to be feared but he does not command a high rank in their order. He is known to be impetuous and rash. Quirg perished at the hands of Aemmon Belgson in the Nagur Wood.
The Trees And The Night (Book 3) Page 36