Witching Games: The Fire Witch Chronicles 1
Page 7
“I think the Jysyn Juice has gone to my head,” Conrad jokes, holding onto the bar for support as he feigns drunkenness.
I take him by the arm, indulging his attempt at comedy as we head for the exit. “Don’t worry, handsome, you’ve got the rest of the day to sleep it off.”
That smile returns. “I can think of ways to stay awake …”
With the morning taken care of — mainly entwined on the top floor of The Weary Winzer — we prepare for our night shift: the main duty of all Night Rangers. This morning’s journey tracking Joseph Flint was more of an intervention, ensuring good wizards don’t fall into the traps the marginalised few set for them.
You can’t rid a world of evil entirely, but ignoring it is even more dangerous — something the Society learnt the hard way — so the aim is to track and contain, neutralising potential problems as they arise: Alice Aradel a case in point.
With most parts of the S.P.M.A. running smoothly, night shifts often turn out to be jaunts to favourite realms. There are so many amazing places to choose from, making it hard to have favourites, although The Singing Quarter is my favourite part of The Society Sphere.
Like The Winter Quarter, it operates in two parallel worlds: an unremarkable above-ground one and a more spectacular space. It’s the same process throughout the thousands of buildings making up our secret world: turning a brass door handle anti-clockwise once it’s pulled outwards, waiting for your chosen realm to appear.
It took me a while to venture into all four realms within The Society Sphere: Founders’ Quad and Society Square being my regular stomping ground until drastic events drew me beyond its boundaries, learning how to fight without the protection of my penchant: a Quivven helping with that. Less Society drama means more fun, like morning flights and romantic trysts.
The evenings are for exploration of new places … my aim to visit every place in the S.P.M.A. before I’m eighteen. This might sound ridiculous because I’m only sixteen, but not every realm can be accessed by just stepping through doors: some of them require specific procedures and pathways to access.
Gilweean is one of these places — where the Williynx originate from — and Sad Souls is another: the land of the ageing giants known as Ulux. Just trying to keep track of the names makes you realise how rich and complex this world of wonders is: a world I’ve got no intention of ever leaving.
With the evening light fading, I sit on the windowsill on the top floor of The Weary Winzer, situated in Society Square. The shops are closing as the light fades, signalling the beginning of our night duties. Evenings are usually full of entertainment, the two Night Rangers we roam with — Noah Khan and Lucy Flint — always looking for the most interesting way to pass the time.
As Society Square hums to a settled rhythm, I turn to Conrad who puts on his grey coat. We made the most of our ‘alone time’ tucked away on the top floor of The Weary Winzer: a Society shop that sells perfumes, scents and pick-me-ups. The shop’s popular with above-ground shoppers, hoping to find the scent of something to get them through the day.
It’s surprising how tired non-magical people look, shuffling into shops like The Weary Winzer, snapping out of their glazed state at the sight of all the bottles lining the shelves … bottles of different coloured liquids that give off a hypnotic scent.
Like all shops in the S.P.M.A., everything on sale is laced with magic — our way of giving back, you could say. I look down over Society Square from my high vantage point, watching a family of four step into The Weary Winzer, the bedraggled mum struggling with fatigue with her youngest child in full tantrum mode.
Parents arrive in certain shops in droves, the magical sweets in Wimples for example, keeping the children entertained for hours. There’s something for everyone in the two main shopping sections accessible to the above-ground world — Society Square and Founders’ Quad — shops that offer a little touch of magic to make boring lives more bearable.
Conrad appears beside me, rubbing my lower back as he follows my gaze onto the streets below. It’s strange to think we were once part of the crowds, knowing nothing about the secret Society operating in plain sight. You would never guess and that’s the beauty of it, I suppose, a seamless integration into normal life to avoid suspicion.
That’s why Society members dress in normal clothes above ground, running all of our shops, making sure a link is maintained between the two worlds. After all, it would only take a few mistakes to create suspicion. This point is driven home by eccentric wizards like Joseph Flint who acts like he’s from a different planet, let alone a secret Society hidden behind magical doors.
It wouldn’t take many Joseph Flints for the uninitiated to start asking questions so dual living is encouraged, offering the ability to move between worlds.
“Where do you think Noah and Lucy will want to go tonight?” Conrad asks, checking to see that we’ve left no trace of our time on the top floor of The Weary Winzer.
It’s one of the many places we use to get away from it all, rarely used by the shop owners who smile each time a Williynx feather floats past the shop window: a signal that privacy is required.
“Noah will want to go to The Singing Quarter,” I reply, adjusting my black leather trousers.
“If only he could sing.”
“I think it’s more to do with pining than singing.”
“Still chasing Zoe Tallis,” Conrad comments.
“Yep,” I say with a smile.
“So, he’s going to sing for her again?”
“He isn’t that bad.”
“He clears rooms, Guppy. It’s really bad. I think someone should tell him.”
“He’s your best friend; you tell him … or we could sing along with him. You know, show him how it’s done. In fact, I can feel a song coming on now,” I say, offering a few operatic notes, causing Conrad to head for the closest door. “Maybe a bit of karaoke if everything’s quiet tonight…?” I tease.
“No karaoke,” comes the reply as he waits for me by the door, ready to transport us to our meeting point.
10
Night Rangers
We meet Noah and Lucy in the Society section of Pat’s Caff, situated in Founders’ Quad. I like coming back here because it reminds me of my first adventures above-ground, sneaking into Tallis & Crake to upgrade boring artefacts for cooler ones before heading to Merrymopes for a Belly Blitz: the best milkshake in existence.
Merrymopes also has the benefit of The Revolving Room, the spinning structure that Jacob’s students will need at some point, allowing them to move safely to allocated parts of Society Square.
We walk through the emptying streets of Founders’ Quad, past Helping Hand — the shop for those down on their luck. A massive, ornamental hand moves up and down outside the shop. Once inside, you take your slip of paper and step into your allocated cubicle where your items are presented to you via a spinning mirror.
Like most Society buildings, Helping Hand has a dual purpose, the private Society cubicles providing access to Sad Souls: the land of the Ulux, better known as ageing giants. Some Ulux have integrated into the S.P.M.A. while others choose to stay in Sad Souls, not quite ready to cross the threshold into mainstream magical living.
Pat’s Caff sits in darkness, the ‘Closed’ sign shimmering on the shop door — a little touch of magic to illuminate the darkness. The side entrance is where we’re headed, accessible to the initiated. I buzz in the code on the brass plate, feeling my silver penchant bracelet vibrate as the red door opens, leading into a narrow hallway found in similar buildings.
Once the door closes, the rug in the hallway rises inches off the floor … hovering vertically in the air … the pattern beginning to fade as we step closer.
“Entrinias,” I say, uttering the charm to access certain secure areas.
The pattern on the rug fades completely, replaced by clearer visions of what lies beyond, only the outline of the rug remaining. Steel seating pods fill the space we step into, and I hear Noah’
s loud laughter before we spot him, holding court in the highest pod located nearest the ceiling.
The pods are made of an indestructible steel called Mithium, a multi-coloured force field of energy suspending them in mid-air. A Spintz charm gets Noah and Lucy’s attention, the shower of light signalling our arrival. They place their penchant rings on the edge of the steel pod, lowering it towards us.
As the steel pod reaches us, I nod to the gathering of Night Rangers who often meet here before their shift begins. Being a Society soldier can be demanding so finding ways to let off steam is helpful: the laughter coming from the pods a sign that all is well.
“Quick,” Noah urges, “We’ve got a bet going. Taeia thinks The Ameedis are a fiercer creature than the Mantzils, but I keep telling him the Mantzils smash minds. He’s willing to bet a thousand Kyals. Tell me you’ve got a Zombul on you, Guppy?”
I nod, patting the pocket of my leather trousers.
“Brilliant!” Noah adds excitedly as Lucy rolls her eyes.
“Thank God you’ve arrived,” she says with a weary smile: her pixie looks and slight frame masking a fierce spirit. “Noah’s been driving me mad with his need to win.”
They’d make a nice couple but Noah’s only got eyes for Zoe Tallis who, I’m sure, will be mentioned soon when he tries to drag us to The Singing Quarter. There’s no plan to use the Zombul to test Taeia’s flawed theory; the Mantzils’ mind-splitting cry would unhinge most minds present, but the threat of it will probably be enough to shut him up.
“A thousand Kyals,” Noah repeats, his pot belly always seeming at odds with his skinny frame.
He started in the Society at the same time as Jacob, training with my brother before things started to explode. Luckily, Kaira’s aunt came to the rescue, getting them to help her in creative charms — the lucky break they needed, using the education to master charms.
Noah’s always the loudest person in the room, clapping his hands in excitement as we rise towards Taeia’s group of Night Rangers: an athletic lot who are fiercely competitive. Taeia likes the look of himself. He’s undeniably good looking and knows it although his arrogance is more than a little off putting.
He’s inherited the good looks and flawless, mixed-race skin of the Renn clan, but without the elegance or unique gifts of the Renns I know: Kaira, Casper and Philomeena. Kaira never mentioned Taeia but, then again, she barely knew her extended family when I first met her. Taeia’s nothing like Kaira: all brawn and brute force as if he’s trying to prove he’s worthy of the Renn name.
“The Fire Witch to the rescue,” Taeia comments as our steel pod returns to its position near the ceiling.
His surface confidence hides a deeper insecurity … the reason he’s got himself entangled in a bet for a thousand Kyals: Society money. Kyals come in handy when you want to trade artefacts in Tallis & Crake.
“The Terminator as predictable as ever,” I reply, returning the sarcasm, confident I’d have the better of him in battle. He’s brash and arrogant, brandishing his Night Ranger status like a badge of honour and making enemies in the process.
“So, you crossed Quibbs Causeway without a scratch, Grayling?”
He calls everyone by their last name, thinking it gives him some sort of edge. We’ll see how that works out for him. I do my best to ignore him, signalling hello to the more friendly Night Rangers occupying nearby pods.
“And you handled the Mantzils with ease…? Their screams didn’t unhinge you?”
“Mantzils, Ameedis, Viadek, Dexametris,” I say, continuing to look away, knowing how much it’ll annoy him. “All monsters have weaknesses at the end of the day.”
“As easy as that,” Taeia comments bitterly, leaving Conrad to put him in his place.
“If it was easy, we wouldn’t have the scars, but if you still think the Ameedis is a more dangerous creature, let’s find out with a Zombul. Noah and Lucy can unleash each creature and we’ll see who’s left standing.”
The fragile confidence falters at the idea of facing the monsters in the flesh … not that Conrad’s going to do anything of the sort, knowing that releasing underworld creatures outside of secure training facilities is strictly forbidden.
“No worries,” Taeia states, throwing a bag of Kyals towards Noah. “It was just a friendly bet to pass the time.”
A brief silence falls until Noah breaks into laughter, partly shocked by full payment of the bet, but also concerned at the look in Conrad’s eyes — as if he’s about to release a deadly creature anyway just to put Taeia in his place.
“Time for the night shift,” I state, tapping Conrad on the arm.
We’re a Society at peace, after all, letting grudges pass, having learnt how quickly they can turn into bitter feuds.
The division of Society duties follows the same pattern, an informal agreement for the gathered Night Rangers to cover the various realms beyond The Society Sphere. We’re returning to The Shallows to investigate Alice Aradel’s need for protection. A lack of conflict doesn’t mean a lack of drama, and I wonder what drama’s about to unfold in The Shallows.
“So, Alice Aradel appears out of nowhere, trying to get Joseph Flint in her clutches,” Noah says as our steel pod makes its descent.
“What excuse did Joseph give?” Lucy asks, adjusting the belt on her jeans.
“That the evening witch was buying the Zombuls for protection,” Conrad replies. “Weirdly, the excuse seemed genuine as unlikely as that sounds.”
“Was Alice her usual charming self?” Noah adds as each group of Night Rangers lines up by the door we entered Pat’s Caff through. I’m about to return to the barber’s chair I sat in earlier — the unique Perium offering access to The Shallows. Many realms don’t need this security but the Shallows remains a strange place, balancing oddity with a strange energy, and where there’s uncertainty, additional precautions are put in place.
Joseph Flint’s words have got me thinking … what if. What if he’s telling the truth and the evening witch is running scared of an unidentified group, calling on an eccentric’s wizard sympathy?
Joseph is as loyal as they come so, like Conrad, I’m inclined to believe there’s an element of truth to the story, meaning if Joseph is telling the truth, we’ve got a target to track down. We might be a Society at peace, but there’s rarely a dull day in this magical wonderland.
The familiar room in Bannerin’s Barber’s re-appears as the side door to Pat’s Caff re-opens: the private room housing a particular Perium. We make quick work of sitting in a barber’s chair, staring through the peephole as the chair edges closer to the wall. The peephole expands seconds later and we’re sucked through gently.
No staircase appears this time — an oddity of this particular portal — and we find ourselves in the land of floating carpets again. It’s my second visit to The Shallows today, ready to use the Magneia charm to call a carpet of weeds to me again. As I wait for my floating form of travel, I take my trusted Vaspyl from the pocket of my leather trousers: morphing steel ready to be shaped into any weapon I need.
With the soil twisting and turning in every direction, I glance towards Noah and Lucy on my right and Conrad on my left: a loyal crew on another night mission. There won’t be any help from the skies, Society creatures enjoying the peace of Society faculties or attending to other realms.
The S.P.M.A. footprints in the soil remind me of the strange nature of The Shallows: a place where your penchant offers little protection. The Society Sphere is the point at which your penchant’s protective power fades — a Quivven used in its place. A Quivven is a small, brass hexagonal object buried under the skin.
I don’t expect any surprises, relying on the fire charm surrounding me as I kneel on the floating carpet of weeds which picks up pace as we near our destination. As we approach the quarry housing The Shallows, the buildings bursting out in every direction light the way. The horizontal and upside-down buildings are always striking at night — like unique lighthouses guiding travellers to saf
ety.
There isn’t much of a threat out here at the moment, but that could all change if Alice Aradel really was trying to buy protection. I imagine she’ll reveal all unless she wants to stay cooped up in The Velynx: not a place any witch or wizard chooses to step foot in.
If the evening witch is telling the truth, she’ll be released; if not, it will be a quiet evening’s work. Poridian Parlour comes into view, my fire charm signalling the night’s surveillance has begun … on the trail of possible malevs in the making.
Everything is as expected inside, the handful of Society members who lodge in Poridian Parlour resting in leather chairs, studying intricate moves on board games or trying to stay awake: hardly a threatening bunch. This changes soon after we’ve taken our place in The Grand Room, keeping our distance from two Society elders in heated debate.
“The Domitus,” Noah whispers at the sight of two figures entering through the sliding doors … a man and a woman with emotionless expressions … sitting at the table closest to the door.
“Since when do they come to Poridian Parlour?” Conrad poses, holding the gaze of the bearded man staring over at us.
They are the group authorised to track and tame dangerous creatures: an honour given to a select few. Riadek are the creatures being tracked and tamed at the moment — better known as Silverbacks. They’re huge, winged creatures with steel armour that can do serious damage. The Silverbacks are ferocious creatures once under the control of evil forces, meaning I don’t trust them or The Domitus who tame them.
The Orium Circle has a different view, though, and since they decide the laws there’s no point dwelling on it. In their view, taming dangerous creatures is better than killing them without cause: a plan that might backfire if another powerful witch or wizard goes rogue.
“Is it me or are they staring at us?” Lucy asks, whispering ‘Promesiun’ as flickers of citrine light form around her hands: a defensive charm, just in case.