SURRENDER (The Ferryman + The Flame) Read online

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Weapon: Seashell (Alarm)

  Abilities: Speaks all languages, Healing

  Ruby Flame of War

  Name: Cossisea (caws-iss-ea)

  Land: Zanandir, Lands of Immortals

  Weapon: Sword (Battle)

  Abilities: Telekinesis, Combat Skills

  Quartz Flame of Magic

  Name: Shezeel (sheh-zeel)

  Land: Zanandir, Lands of Immortals

  Weapon: Wand (Magic)

  Abilities: Mind Control, Possession

  Carnelian Flame of Healing

  Name: Tiki (tee-kee)

  Land: Terra (Earth), Lands of Men

  Weapon: Lantern (Imprison)

  Abilities: Absorb Darkness, Healing

  Iolite Flame of Death

  Name: Isadora (eesah-door-ah)

  Land: Avrigost, Land of the Dead

  Weapon: Staff (Battle)

  Abilities: Touch of Death

  Azurite Flame of Knowledge

  Name: Clamose (clam-ohss)

  Land: Nimphalls, Lands of Men

  Weapon: Crown (Knowledge)

  Abilities: Absorbs knowledge through touch, Empathy

  Citrine Flame of Hope

  Name: Laurelin (law-rell-lynn)

  Land: Sallas, Lands of Immortals

  Weapon: Shield (Shield)

  Abilities: Alter Memories, Healing

  Obsidian Flame of Justice

  Name: Klavotesi (claw-voe-tess-ee)

  Land: Amaltheia (am-al-thee-ah), Lands of Men

  Weapon: Scythe (Judgment)

  Abilities: Psychic, Lie Detection, Sees worst crimes

  Amethyst Flame of the Apocalypse

  Name: Kaliel (cal-ee-elle)

  Land: Evennses, Avristar

  Weapon: Unknown (Apocalypse)

  Abilities: Psychic, Healing, Transmutation

  The Ferrymen / Valkyries:

  Children from twelve chosen families, appointed to keep the Vultures/Wraiths at bay, and send souls to the Great Hall. All chosen boys are Ferryman, all chosen girls are Valkyries. They generally serve for approximately 10,000 years.

  Lands of Men:

  Terra: Davlin Tavesin, Krishani Mekallow Mekelle Tavesin

  Amaltheia: Ambrose Telper, Aknar Telper

  Nimphalls: Jenima Markesh, Kazazar Markesh

  Matakasha: Noella Yessenia, Gemma Yessenia

  Lands of Immortals:

  Nazole: Orli Oroshole, Owlen Oroshole

  Azaroth: Anna Etanna, Keiran Etanna

  Remnia: Kammal Felspar, Kelly Felspar

  Sallas: Corlawn Ganglin, Malix Ganglin

  Lands of Beasts:

  Angrenoth: Braggoloch Zebner, Sarquind Zebner

  Dacnad: Adela Ankalia, Sri Ankalia

  Lakemnia: Rama Uthman, Marius Uthman

  Veldemar: Damaris Vinemar, Nerissa Vinemar

  SETTINGS GUIDE:

  Isle of Avristar (see map):

  Orlondir (Oar-lawn-deer): Royal City, located in the center of the Island.

  Elmare Castle (elle-marr-ee): located in Orlondir, it’s where Fire Festivals happen, and where the Lord and Lady live.

  Mount Tirion (tier-ee-on): located to the East of Elmare Castle, it is where the Gatekeeper lives and where Avristar herself can be summoned.

  Hawklin (hawk-lynn): one of the towns in the province of Orlondir.

  Amersil (am-er-sill): located in the West, this is where the handpicked Brothers of Amersil are trained.

  Araraema (air-rah-ray-ma): located in the East, this is where the handpicked Sisters of Araraema are trained.

  Evennses (evan-sess): located in the South, this is where the rest of the kinfolk are trained.

  House of Kin: located in Evennses, it is where the kinfolk live while being trained.

  Desaunius’s Cottage: located in Evennses, this is her home.

  Nandaro: located in the North, it is host to villages of Centaurs, Kiirar, Shee, Feorns, and others who are considered permanent residents of Avristar. They often stay to their own affairs.

  Mallorn’s Cabin: located in Nandaro, it is very close to the Northeast Shores.

  Village of the Shee: located in Nandaro, it is very close to Avred.

  Gargoyle’s Keep: located in Nandaro, these are the Northeast shores, where the boats go to and from Avristar. They are often manned by a gargoyle, and most travel at night when gargoyles aren’t stone.

  The Waterfall: located at the border of Orlondir and Araraema, it’s an unnamed river that leads to the lake surrounding Avristar.

  The Lake: less of a lake and more of a sea, it’s endless until someone activates the mists that allow the kinfolk to travel to other lands (like the Lands of Men)

  The Lands of Men (Avristar Quadrant):

  Terra (tara): Earth, circa 7000BCE. (see timeline)

  Amaltheia (am-al-thee-ah): One of the seven Lands of Men in the Lands Across the Stars. The Obsidian Flame lives here.

  Nimphalls: One of the seven Lands of Men in the Lands Across the Stars. Shimma, Kuruny and Kazza lived here.

  Arathia: One of the seven Lands of Men in the Lands Across the Stars. The Armies of Avristar have been here for years, fighting against factions of Daed Warriors.

  Matakasha: One of the seven Lands of Men in the Lands Across the Stars.

  Ronannon: One of the seven Lands of Men in the Lands Across the Stars.

  Seventia: One of the seven Lands of Men in the Lands Across the Stars.

  The Lands of Immortals (Avrigard Quadrant):

  Nazole: home to Elvens, Shee, Centaurs, Dwarves, Queen Satarine, and Lotesse, the Emerald Flame of Innocence.

  Zanandir: home to Elvens, Cossisea, the Ruby Flame of War and Shezeel, the Quartz Flame of Magic.

  Talanisdir: home to Elvens, former home of Mallorn, attacked by Rahedra in the First Era.

  Cryzole: home to Draconians and Dragons.

  Windella: home to Fae and Shee.

  Sallas: home to Griffons and Elvens, and Laurelin the Citrine Flame of Hope.

  Metaphis: home to Elvens, former home of Turon, Daed Warrior. Technologically advanced.

  Tempia: former home of Tempies, Desaunius and High King Tor. Destroyed by Kaliel The Amethyst Flame of the Apocalypse in the First Era.

  Azaroth: home to Fae and Shee.

  Remnia: home to Centaurs, Minotaurs, Unicorns and other magical creatures.

  Draconis: home to Draconians and Dragons.

  Perfias: home to Merfolk, Nymphs and other sea creatures.

  Somtoma: home to Elvens, Fae, Shee, and Phoenixes.

  The Lands of Beasts (Avristyr Quadrant):

  Hadwen: Drow lands, former home of Delotha, Daed Warrior.

  Veldemar: Elven lands, former home of Valtor, Daed Warrior.

  Cam’Wethrin: home to every known Beast, Demon, and Creature. Generally a thief’s locale, trading post, marketplace. Home to Lorac’s faction of Daed Warriors.

  Angrenoth: home to Mithronians, Goblins, and Crestaos, Lord of the Valtanyana.

  Dacnad: Drow lands, the Daed stole a Drow army from the Queen.

  Shezzick: home to demons, mostly Banshees and Vultures.

  Arachnia: home to big Spiders and other creepy crawly things.

  The Land of the Dead (Avrigost Quadrant):

  Avrigost: the Land of the Dead. Former home to High King Tor, The Valtanyana. Current home to Isadora, The Iolite Flame of Death.

  Secrets never stay hidden forever.

  Kemplan sat in front of the fireplace watching the salamanders dance among the flames. His eyelids were droopy, and he needed sleep. He drifted, and then shot up, realizing he needed to add another log to the fire. He pushed off the old leather chair with the high back and waddled over to the stack of logs beside the fireplace. He picked one up with his chubby hands, removed the gold fencing that surrounded the fire, and threw it on top of the other logs. The new log was instantly devoured by the flames. He smiled and turned towards his chair.

  There, perched on the bottom cushion was a piece of parchment. Kemplan gl
anced into the skies of the library. It was vast, the ceiling too high to see due to the shadows that collected above him. Eyes back to the cushion, Kemplan paused and gawked at the parchment. Never in all his time had a page appeared like that. He waddled over to the chair and delicately grasped the parchment.

  He turned it over and stared at the images before him. A Ferryman perched on a throne, wearing the royal colors of black and gold, across from him, a Flame. They stared at each other with a look that meant one thing—soul mates. Kemplan blinked and shook his head. He wanted to shove the parchment back into the high shelf it had come from. Memories clouded his mind as he revisited the past he barely survived. He nervously cleared his throat, clenched his fist. There weren’t many things in the Great Library that were forbidden, but this was one of them.

  Kemplan dared a peek at it in the hopes he had been hallucinating, but the parchment was unchanged. The sun showered them in golden beams of light. Two ankhs, shaped like crosses with hoops at the top, hung at the edges of the beams of light, a symbol of their importance to the universe. Kemplan scoffed and threw the parchment on the chair. He paced the small embroidered rug, wringing his hands out. He was afraid to look at it anymore, afraid of what horrendous memories would flood his mind. He balled up his fists; glancing at the parchment each time he turned.

  After a few paces he stopped and stared the parchment down. He crossed the floor, seized it, and tossed it into the fire. He tried not to watch as the flames licked away the edges of it. He knew it wouldn’t burn easily.

  Kemplan turned, expecting to find it devoured, but instead he was met with staggering symbols that appeared overtop of the images. His stomach lurched, the message too blatant to mistake. He fell on his back and mouthed the word “no”. Scrambling backwards, he tried to put as much distance between himself and that vile thing defying the fire.

  A deafening screech erupted from the fireplace and Kemplan instinctively brought his hands to his ears, trying to dull the sound. He closed his eyes and saw nothing but fire. He wanted to escape the memories but they came on hot and strong. As he blinked he saw a flash of his wife, charred. He begged not to see the images of his children, his house, his life, but whether he recalled them or not, they were emblazoned on his mind. He would never forget.

  He let out a gasp and looked at the fireplace. It crackled like it was about to explode. He rolled over and squeezed his eyes shut. Chaos. His life had become nothing but chaos. He let out a whimper as the crippling sadness rippled through him. He could never have that life back. He would always be trapped in the Great Library, and it would always be their fault.

  He closed his eyes, trying to force the images away. Instead, he remembered the words of High King Tor: “It was said long ago that one of the Flames would fulfill a great prophecy.”

  Kemplan snarled. Precious but dangerous, the Flames were never to be trusted. Life was better when they were hidden. He gritted his teeth and waited for the fire to explode, hoping it would erase him from existence for good. A dead calm washed through the Great Library as darkness covered him. Smoke rose from the fireplace and Kemplan turned and sat up. He pawed through the smoke to where the parchment was, it glowed, unburned. He stifled his disgust and his heart dropped.

  And so it begins, he thought bitterly.

  This is the legend of The Ferryman and the Flame.

  The merfolk were dangerous. Everyone on Avristar knew that. The kinfolk stayed away from the lake and the mists that curled around them, concealing the island from the Lands of Men. Avristar was safely tucked away from the humans and their wars, but the merfolk gravitated to the shores, living in an underwater paradise below the island. They slid their slick black bodies through the cracks in the rocks and pooled forth into the chasm underneath the mountain. There were stories about them finding their way to the surface, but the stories were centuries old. Fear flooded the kinfolk and forced them away.

  Krishani shifted his weight on the stone platform behind the forbidden falls and peered out from sheets of water blocking the entrance to the cave. The falls were on the south side of Mount Tirion, and they were off limits. Krishani narrowed his gaze at the banks of the pond, his heart thudding. A girl kneeled on the edge, her white hair cascading down her back in curls and waves, her pasty hands pressed against the ledge. She peered into the depths of the pond. He never saw anyone do that before and it made him nervous. He was brave enough to ignore the elders when they said not to travel to the waterfall. When he was forced to be in the royal city of Orlondir for the Fire Festivals he preferred the cave behind the falls over the dancing girls, the hairy feorns and the sparring matches.

  He slid a fraction of an inch down the stone as the girl backed away from the ledge and a fin on top of a smooth black head bobbed along the surface. The girl ran her hands through her hair, trying to push it away from her face, and for a second Krishani thought she might be scared. He was. He pressed his back against the stone behind him, and let out a deep breath. The merfolk pushed its head through the white tufts of foam forming on the surface. And then everything moved too quickly. Krishani blinked and heard a loud splash. When he looked, the girl who had been clothed in an ivory maiden’s gown was naked. He tore his gaze away, but the image was already imprinted on his mind. It made warm tingles run down his torso and he clenched his stomach muscles in response, trying to control himself. He never cared about the girls from Araraema or Evennses, and he especially felt nothing for the feorns. He heard another splash and when he dared a glance back at the banks of the pond she was gone.

  His pulse quickened as he thought about removing his cloak and diving into the pond after her. Nervousness washed over him, he heard his pulse pounding in his ears. To grasp her, pull her out, touch her skin, it made him crazy.

  He slid further down the stone stairway in an attempt to get a better look. There was nothing floating along the surface of the water. He needed to know if she was going to be okay. He also needed to know why she was being so stupid, but that was something he wasn’t brave enough to ask. He wasn’t even supposed to talk to her or watch her or anything. He was supposed to be at the Elmare Castle eating pheasant and apple pie while keeping to his own with the Brotherhood.

  Still, he kept staring at the pond, waiting for her strands of white hair to graze the surface. It took too long. He frowned at the waters, and took a deep breath. He squeezed his eyes shut and gulped. Flashes of nightmares raced behind his eyes. He promised himself he would forget about those. He had suffered from nightmares for as long as he could remember. Nobody knew about them, not even his elder, Adoron of Amersil. He was too afraid to admit he dreamt of death all the time.

  Krishani sucked in a breath as he caught sight of white hair on the surface. He realized that if he didn’t move quickly she would see him, and he would see her. Again. He clambered up the stony incline and peered over his shoulder as he reached the platform behind the falls. She had her dress on and was wringing her hair out over the falls. He smirked; she would be in a lot of trouble if the elders knew what she was doing. Then again, he would be in trouble too if they knew he was planning on spending the night in the cave. He barely got away with it last time.

  Being rebellious didn’t come naturally to Krishani; it was something that seemed to follow him around. He envied his brothers with their sharp combat skills, elemental manipulation and pure knowledge. They were probably the smartest kinfolk on Avristar. All of them destined for greatness, all of them expected to go to the Lands of Men across the lake.

  Krishani was unsure about his own greatness. Even though the Great Oak had given him a promising parable, he wasn’t sure he’d live up to it. The Great Oak was the oldest tree in Avristar, its wisdom beyond measure.

  Adoron seemed to believe Krishani was a warrior, but Krishani didn’t really feel like one. Keeping up with the brotherhood had proven difficult at best.

  The girl ran her fingers through her knots of hair. He leaned forward to get a better look at her. She was p
etite, the ivory dress hugging her body in a very flattering way. Her skin was a soft pasty white. He desperately wanted to know more about her. She was the first thing that left him stunned and mesmerized, heart thumping and palms sweaty. His mouth dropped open involuntarily as he stared at her, watching her thin fingers caress her hair like a harp. He wanted to spend all day speculating about who she might be, where she might be from, and what she might be destined for. She looked old enough to have been to the Great Oak, to know her parable and station in life. It had to be better than his. He didn’t really understand the armies of Avristar and their various battles in the Lands of Men. He didn’t like the idea of being a pawn. He was barely good with a sword, let alone hand to hand combat. No, he wanted to forget all about the brotherhood, his destiny and his nightmares.

  All he really wanted to do was talk to her.

  Before he had a chance to back away and hide, fall into the ranks of duty and push the thought aside, she looked at him. Bright emerald green eyes caught him staring at her and widened with fear. Her hands dropped from her hair and nervously ran along the hem of her dress. She chewed on her lip and dug her toe into the ground.

  Krishani gulped and forced himself away from the girl, retreating into the cave. His breathing heavy and ragged, he tried to calm down enough to believe this wasn’t happening. She wouldn’t come looking for him, she wouldn’t confront him. He didn’t know how to talk to a girl; he had never done it before. He held his breath as he crouched in the shadows and waited for her to leave.

  It was the pressure and the lack of air that made swimming in the pond scary, not the stories about the merfolk dragging unsuspecting kinfolk to the bottom. The merfolk were actually gentle creatures, cooing and floating around her, pulling at Kaliel’s hands and wondering at her differences. She wasn’t sure what to expect from Orlondir, the royal city of Avristar. In Evennses the lake was an hour walk from the House of Kin and the beach was blocked by trees. The trees never let the kinfolk see the lake, let alone swim in the waters. They had the creek for that.