Crown of Bones

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Crown of Bones Page 44

by A. K. Wilder


  We turn the corner at full speed. One breath later we are hit with a searing blast.

  Ash cries out. Her skin splits open like it’s whipped, and beads of blood well.

  “Ouster wind! Close your eyes!”

  As I speak, she’s torn from my grip, slammed across the breezeway and into the library wall. Her shoulders droop, and blood seeps through her coat.

  Before I can move, another wave hits, throwing me through the air. My head smacks the pavement and I lie on my side, unable to draw breath. The morning light is thin, but in the distance, I make out five orange-robe savants. They push before them five reptilian ousters.

  The enemy, I realize. It is already in our midst.

  I struggle to my knees just as the ground heaves and cracks, like a forest of trees ripped out by the roots. The tremors topple me over and I fall hard again.

  On my side, cheek pressed into the grass, I see Ash, still pinned against the wall, her face in agony, blood staining her clothes, so much blood. But high above her, to the side—I can’t quite tell as my vision pulses in and out of focus—towers a huge phantom’s profile, a crested neck, claws with nails as long as scimitars. Its skin is scaled and blackened, raw in places as if burned, but its action is supple, undulating. The prehensile fingers weave and twist and suddenly the wind tearing at Ash’s body is blocked and sent back as a focused beam of searing light. It cracks like a whip toward the approaching orange-robes, splitting a phantom in two and impaling its savant. The man’s face goes slack and then his entire body bursts into flames.

  I swallow hard.

  Old gods have mercy, what does she raise?

  I blink my eyes and the claw alters into a disk and shoots out toward the next approaching orange-robe. She’s decapitated before she sees it coming, her phantom dissolving into the ground.

  Two savants approach at once, increasing the razors of wind their phantoms wield. I struggle to rise, my head spinning as a single golden tendril, the likes that float around the mythic sea dragons of old, coils and springs, hitting the ousters, one then the other, piercing their chests. On contact, the savants cave in on themselves as if every drop of moisture is sucked from each cell, the bodies turning into husks amid horrendous screams. The gold tendril recoils to encircle Ash as she slumps down the wall, the ouster wind gone. A light pulses from the tendril and her crumpled, bloody body sits up, eyes shining, hand reaching to her phantom.

  “Dead bones and throwers,” I whisper, but there’s no time to think. I gain my knees and raise my phantom just as the remaining orange-robe draws her sword.

  Before C’sen can fully rise in a gust of blue and red feathers, Ash’s phantom calls the weapon, turns the blade, and shoots it straight back into the savant’s heart.

  My head slumps. But I must sound the warning. “Spies in our midst!” I tell C’sen. “Scout the Sanctuary! Call the warning bells.”

  As my phantom shoots off, I fall back to my side, paralyzed by fear as the huge, luminous eyes search for more threats, and find me. The one who bound it. Regardless of my intentions, I have wronged this girl in many ways. My first thought is to throw all my awareness into C’sen and flee, but what will that achieve? If this is my last breath on the path, so be it. My body shakes as the inner Sanctuary alarm bells toll, but I take another breath.

  And another.

  Her phantom turns away, uninterested, and I exhale into the grass.

  Slowly, I find my feet and stagger toward Ash. When I reach her, I pause at the carnage.

  Five ousters.

  Five savants.

  All gone, destroyed in a blink by a phantom bound and crippled for nearly a decade.

  I catch a movement, and I tense all over again. It’s still there, in the shadows, tall as a tree, leaning over Ash. All I see this close is the burned skin, the harm and abuse I caused. Then, a steaming orange and black mane, serpentine body, a wraith of a creature, contorted from the binding. Patches of singed scales fall like tiles from a roof, leaving raw flesh as it ripples in and out of view…a tortured thing seeking comfort from its savant.

  Ash reaches up and kisses its massive muzzle, multiple gold tendrils dancing as she presses her forehead into the shimmering scales.

  “Ash?” My voice catches and I clear it. “Ash, bring it in, to heal.”

  I hold my breath as slowly, like drowning without struggle, the phantom sinks back into the earth.

  When it disappears, strange vines begin to grow, climbing up and over the lip of the crater it rose from to twine around the cracked pillars of the walkway, reaching coils toward the growing light. I watch, open-mouthed, as one by one they bloom with hundreds of tiny red blossoms.

  A single name forms in my mind—Natsari—and I banish it like a demon as C’sen wings back to me. Nun has everything in place.

  “Thank you. Wait for me there.”

  I look back at Ash, her face enraptured.

  We are running out of time…

  “Master Brogal? Did you see? This wasn’t a dream, was it?” Ash glows in the warmth of the memory.

  I steady my mind. I can’t risk lying or revealing my intentions while the phantom can hear me. “No, Ash, not a dream. You did it. Against a millennium of likelihoods, you have raised your phantom and saved our lives. Saved the Sanctuary.” I reach out my hand and pull her to her feet. “But you’ve so much to learn. It is untrained. You are untrained.”

  She nods, taking in the bodies of those she’s killed.

  “This is your first day as a blue-robe savant.” I allow a small smile as she beams. “Such an amazing feat. It makes me so proud.” I press my hands together in prayer and bow my head to her.

  Her eyes shine up at me, tears running down her cheeks, and it’s all I can do not to flinch.

  It will not harm you now, C’sen bespeaks me.

  I waver.

  Her phantom will take time to recover. We are safe, but not for long.

  “No, not for long.”

  “Come, Ash.” I take her hand again. “Let’s get you started on your new path.”

  Glossary

  Aaron Adicio—first born son of the Magistrate of Palrio, deemed marred by the Bone Throwers and sacrificed to the sea, an act which has fueled the Magistrate’s hatred of the black-robes.

  Agahpa—a tree-like warrior phantom with incredible endurance and strength.

  Aku—also referred to as the Sacred Isle of Aku, a politically neutral island realm where all initiate savants go to train for advancement to yellow robes.

  Alters—phantoms who can change shape from one solid form to another. They are most common in Aturnia and Gollnar but can be found in any realm.

  Amassia—the third planet from the sun whose seven continents have, over millenniums, formed a single landmass surrounded by sea. Alternate spelling is Amasia.

  An’awntia—pronounced an-ON-tee-ah—the highest state of mind-body-spirit unity an Amassian can embody, where they have mastered every lot and reached the end of their path.

  Ancient Sea Scrolls—historical fossil records, preserved in petrified tablets, that record the histories of the realms previous Great Dyings. Only fragments have been found to date…

  Ash—orphaned at age eight, Ash, best friend of Marcus Adicio, is a seventeen-year-old non-savant wordsmith whose dream is to set foot in every realm of Amassia. Though she doesn’t raise a phantom of her own, other phantoms are oddly curious about her.

  Asyleen—the Sierrak Sanctuary in the far north of the continent lead by the red-robe Zanovine and the Magistrate, Rantorjin.

  Atikis—the red-robe of the Sanctuary of Goll who raises a monstrous alter phantom.

  Aturnia—the realms of both Northern Aturnia and Southern Aturnia are to the north of Palrio and hostile. Tann of Lepsea has taken over from their deceased red-robe, peace be his path. Due to political misconduct, Nor
thern Aturnian savants are banned from training on Aku.

  Avon Eyre—pronounced ah-von-are. Stories describe it as a small island at the top of the world reached only by an ice bridge in winter. It hosts a Sanctuary where the fabled Brotherhood of Anon dwell.

  Baiseen—the seat of the throne in the realm of Palrio. Home city to Marcus and Ash.

  Belair Duquan—a green-robe warrior savant from Tangeen who joins Marcus on the initiation journey to the Isle of Aku.

  Black-Sailed Ships—outlawed in Palrio, these vessels hoist black sails when they carry a marred child to the Drop to be sacrificed to the sea.

  Bone Throwers—those who carve and throw the whistle bones, belonging to a sect of savants whose phantoms never take solid form but remain as wisps of energy and colored light. They wear black robes, no matter their rank, and are oracles, throwing the bones to determine when to sow, harvest, go to war, and most importantly, which child has the potential to be savant, non-savant or marred.

  Brogal—the High Savant of Baiseen and Ash’s guardian. He raises a bird of paradise caller.

  Brotherhood of Anon—an ancient sect of savants from the far northern Sanctuary of Avon Eyre who worship the Second Sun.

  Bucheen—the orange-robe master healer on Aku. Raises a chameleon healer phantom.

  Callers—phantoms who use vocalizations to call things to them, such as: fish to nets, weapons from a warrior, weeds from a garden bed, or in rare cases, blood from bone or memories from the mind.

  Council members—high-ranking officials of the Sanctuary and Magistrate court allowed to attend policy meetings and vote on the Summits.

  Crown of Bones—the group of twelve original whistle bones, when collected and played together at once.

  De’ral—Marcus’s warrior, a phantom of massive size and will.

  Destan—an Aturnian green-robe with a warrior phantom, training on Aku.

  Dina—an orange-robe healer savant at the Sanctuary of Baiseen who specializes in herbal medicine.

  Drop—a deep-sea trench along the continental shelf where the black-sailed ships take the marred children for sacrifice.

  Er—King of Se Er Rak (now known simply as Sierrak) the northern realm of Amassia. King Er was thought to be the first known savant, and from his skeleton the original whistle bones were carved.

  Ferus River Falls—originally named Mossman’s Shoals, the falls above Capper Point.

  First Whistle Bones—also called the original whistle bones—the first twelve whistle bones, purportedly carved from the skeleton of King Er, which actually stem from much earlier times. Each represents one of the lots or ways on the path to An’awntia. Once made into a Crown of Bones, eventually they were dismantled and sent to the sanctuaries for protection. Each is kept in a place of honor, symbolic of the responsibility and privileges of being savant. In order, they are:

  Crown of Er (jaw) —First Lot—Awareness of Self

  Tree of Eternity (vertebra)—Second Lot—Awareness of Body

  Ancient Shearwater (scapula)—Third Lot—Awareness of Mind

  Ma’ata (Femur)—Fourth Lot—Awareness of Feelings

  Water Serpent (coccyx)—Fifth Lot—Awareness of Creativity

  Mummy Wheat (radius)—Sixth Lot—Awareness of Service

  Mask of Anon (cranium)—Seventh Lot—Awareness of Relationship

  Scroll of Hetta (rib)—Eighth Lot– Awareness of Renewal

  Arrow of Nii (femur)—Ninth Lot—Awareness of Expansion

  Jenin Stones (Tibia)—Tenth Lot—Awareness of Leadership

  Eye of Sierrak (fibula)—Eleventh Lot—Nonjudgment

  Prince of the Sea (scapula)—Twelfth Lot—Self-acceptance.

  Gaveren the Great—a celebrated Sierrak warrior out of history whose phantom was thought to be the largest and most powerful ever raised.

  Ghost Phantoms—a rare occurrence where, upon the death of its savant, the phantom becomes untethered from the depths of its being. A ghost phantom roams for an unknown time, always in search of a new savant to serve as host.

  Goll—the main Sanctuary in the northern regions of Gollnar, led by the red-robe Atikis and his terrifying, multiformed alter phantom.

  Gollnar—the realm to the northwest of Baiseen, home of the red-robes Atikis of Goll and Zekia of Kutoon.

  Great Dying—the once every twenty-five-million year extinction that wipes out most of the life forms on Amassia, leaving what survives to evolve along a new path.

  Healers—phantoms devoted to the care and well-being of all life no matter the realm, rank, or species. Healer phantoms are found in all the realms.

  High Savant—a red-robe savant who has obtained the highest level of aptitude and rank. They usually oversee one of the Sanctuaries.

  Huewin—the orange-robe library master on the Isle of Aku.

  Initiate—a green-robe savant who has advanced in training far enough to attempt the journey to Aku to earn their yellow robes.

  Jacas Adicio—Marcus’s father and Magistrate of Palrio, savant to a caller phantom and lord of the throne of Baiseen.

  Kaylin—a bosun’s mate who guides Marcus and his company when they are stranded on their way to Aku.

  Klaavic—Palrion fish stew with prawns, crab, fish, mussels, and clams in a tomato, garlic, and basil broth.

  Kutoon—the main Sanctuary in the south of Gollnar, led by the High Savant Zakia and her alter phantom.

  Landers—a term for those who cannot swim, or when used by Mar, for those who do not live beneath the waves.

  Larseen—a yellow-robe friend of Marcus who raises a jackal caller phantom.

  Lepsea—High Savant Tann’s Sanctuary on the far northeast of Sierrak.

  Lots or “Ways” to An’awntia—twelve in number, they are: receptivity, awareness of body, awareness of mind, awareness of feelings, play, work, partnership, renewal, travel, leadership, nonjudgment, and self-acceptance. The journey begins on the eastern point of the great circle and travels like the visible sun around the Earth. Once the first twelve ways are taken, the journey begins again, each lot building on a theme that, over lifetimes along the path, develops to its highest form of expression.

  Ma’ata Corals—the ancient polyps that grow from the bones of the old gods and surround the tombs of the Mar. Sometimes written ma’atta.

  Ma’ata Keeper—a Mar who tends the underwater tombs and oversees the turnings of sacrificed children into Mar.

  Mar—long thought to be a mythic race who live beneath the sea but can pass on land as non-savant, or even savant, under certain circumstances. Some say they feed on the child sacrifices; others say they turn the drowned children into Mar.

  Marcus Adicio—the green-robe Heir to the throne of Baiseen, Marcus is the third son of Jacas Adicio and raises a warrior phantom. He’s also Ash’s best friend.

  Morning Ritual—An early morning practice on the Isle of Aku where all gather for a short meditation followed by rigorous, dynamic exercise.

  Natsari—a phantom told of in the ancient sea scrolls who rises to bring balance to the world.

  Nonnova—the island chain to the south west of Baiseen, allies of Palrio, led by the High Savant Servine and her healer-caller phantom.

  Ochee—a Tangeen spiced tea made from an aromatic mix of ginger, cinnamon, cloves, cardamom, black tea leaf, and dried orange peel.

  Old gods—a pantheon of deities said to have been trapped under the earth eons ago, before the last Great Dying. From them the Ma’ata rose.

  Ousters—these phantoms dispel or vanquish objects, weather, animals, or people. The more advanced ones are very specific. They can push away certain types of objects but pass through others. The Aturnians originally used these phantoms to control weather and rain cycles but in the last five hundred years they have been trained for war/battle. Opposite of a caller but can create similar results.
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  Palrio—the realm south of Aturnia, ruled from the city and Sanctuary of Baiseen.

  Pandom City—the seat of rule for all of Tangeen, the realm across the sea to the west of Palrio. The rulers are the Magistrate Riveren and the High Savant Havest. This is the home realm of Belair Duquan.

  Path—the path is the road to An’awntia one walks. No one is fully aware of how far they’ve come along the path with each new lifetime, or how far they have yet to go. It is believed that the savants are closer to An’awntia—further along the path—but it has never been proven.

  Petén Adicio—second son of the Magistrate of Palrio, the non-savant brother of Marcus.

  Phantoms—a phantom is energy in the savant’s inner being and can rise only when the trained savant drops one or both knees to the ground. At that point, the phantom rushes out of the depths of their core, into the earth and rises, blasting from the ground and taking form. In essence, it is a materialization of the savant’s shadowed, subliminal, often unknown side of themselves. It is all that is suppressed, and all that is yet to actualize. All that is potential. The savant must come to terms with their own fears and longings if they are to control their phantom, serve the Sanctuaries and protect the realm.

  Phantom Throne—the throne in the Hall of Baiseen. In the time of each magistrate’s reign, their phantom is carved into the massive wood of this high-backed seat. Over the centuries, it explodes with dozens of phantoms, Jacas’s wolf being the most conspicuous.

  Piper—an orange-robe, one of the top healers in the Baiseen Sanctuary who raises a double-headed black serpent healer. She’s the official healer on Marcus’s initiation journey to the Isle of Aku.

  Potentials—the children whom the Bone Throwers deem worthy to try to raise a phantom. They are sent to the sanctuaries at eight years of age. The brown-robes receive intensive training to see if they are indeed savant. Most will fail and go back to their families, declared non-savant. Those who do raise their phantom will stay on as blue-robes and train up through the ranks, as far as they can go.

  Realms of Amassia—see the map and individual realms for details.

 

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